-------------------------------------------------------------------------------
-                Kinnikuman Muscle Grand Prix Max 2: Tokumori                 -
-------------------------------------------------------------------------------

Author: Fernando Audisio (aka UnnamedFER)
Started: August 10th, 2015
First Release: January 14th, 2016
Version: 1.5

(c) Copyright 2015 Fernando Audisio

===============================================================================
||                              Table of Contents                            ||
===============================================================================

1)-Introduction

2)-Menu

3)-Controls

4)-KKD

5) Parry/Throw Escape

6)-Stun&Pushback

7)-Knockdown

8)-Juggling

       -Buffering

       -Charge Cancelling


9)-Character Movelist

       -Kinnikuman
       -Terryman
       -Ramenman
       -Brocken Jr.
       -Robin Mask
       -Benkiman
       -Wolfman
       -Pentagon
       -Warsman
       -SteCasse King
       -Black Hole
       -Mister Carmen
       -Atlantis
       -The Mountain
       -Springman
       -Buffaloman
       -Geronimo
       -Snigator
       -Planetman
       -Junkman
       -The Ninja
       -Sunshine
       -Ashuraman
       -Akuma Shogun
       -Neptuneman
       -Big The Budo
       -Big Body
       -Mariposa
       -Soldier
       -Zebra
       -Super Phoenix
       -Kinniku Mantaro
       -Terry The Kid
       -Kevin Mask
       -Checkmate
       -Jade
       -Scarface
       -Barrierfreeman
       -Ilioukhine

10)-Character Health

11)-Tier List

12)-Stage List

13)-Help needed

14)-Version History

15)-Closing Credits


===============================================================================
||                                Introduction                               ||
===============================================================================

Welcome to this FAQ of Kinnikuman Muscle Grand Prix Max 2: Tokumori. This game
is based on the japanese comic Kinnikuman (Muscle Man) and its sequel
Kinnikuman Nisei (Ultimate Muscle as known outside Japan).
Certainly a game deserving a FAQ, because as far as anime fighters during the
heyday of the ps2, this one was quite solid as a fighting game.

Compared to the previous entry, this game lacks a story mode with cutscenes,
but comes with more characters and the KKD system. Overall is a superior game
if it just comes down to the gameplay, and even without the story mode you
still have Tournament and Collection modes to increase the lenght of the game.

DISCLAIMER: Beware my terribly wrong names on wrestling moves.

===============================================================================
||                                    Menu                                   ||
===============================================================================

--------
-Arcade-
--------

Go trough a series of fights until you reach the final fight against
Super Phoenix. Self explanatory
Versus mode can only be accesed in arcade mode when the second player
interrupts the match.


------------
-Tournament-
------------

Not actually a tournament mode but rather a challenge mode of sorts, with 3
categories separating the tournaments by the amount of contestants
participating in it (4, 8 and 16 character tournaments).

Every tournament has a predetermined selection of characters and you can only
choose one of those preset characters. If you complete a tournament you will
earn a rank based on your performance and unlock more tournaments.
Sometimes you might be challenged by an extra character after winning at the
tournament, but im not sure if did is determined by your rank.

This mode is actually quite extense as the amount of trounament is surprsingly
big, with about 48 tournaments between all 3 categories (16-man category has
6 less tournaments for some reason)


------------
-Collection-
------------

Whenever you replicate moments from the anime (characters+stage+specific move),
you'll gain a medal and a picture which will go to this screen. If you
replicate a scene but miss out some element (wrong stage or costume) you'll get
a silver medal and a black&white picture,but if you get everything in place
you'll recieve a golden medal and a colored picture.

You can only gain medals during arcade, tournament and versus. You can tell
if theres a medal to get in a fight if theres the sign "fatal battle" under the
VS logo. If the sign is silver, means you still got something off
(wrong costume, stage), but if its golden then it mean the medal are
going to be gold.

If the sign doesnt appear, it means that matchup doesnt have any medals to
achieve or you already got all the medals possible for it.


----------
-Practice-
----------

Practice your moves or against the CPU or another human player in a practice
mode which honestly, is pretty good.


Practice Menu:

(1)-RESUME GAME

(2)-SWITCH PRACTICE TYPES

       1-Normal Training mode

       2-Defense training option against 2P:
        (3rd option below that changes)
               1. 2P uses attacks
               2. 2P uses throws
               3. 2P uses special moves
               4. 2P uses default combos

       3-Tutorial mode (commands and demonstrations are shown, user-friendly.
        Circle is demonstration, start is to begin objective. After pressing
        Circle, Triangle demonstrates again and Circle begins objective)
        (3rd option below that changes)
               1. Movement
               2. Attacking
               3. Throwing
               4. Defensive Techniques
               5. Special, Ultimate, Charging, KKD

(3)-COMMAND LIST

       (Orange - Attacks)
       (Green - Throws)
       (Blue - Specials)
       (Red - Ultimates *can require throw+special or attack+special)

       Press circle to bring the command list into the game, and scroll trough
       moves by holding Select and pressing up/down. Hold Select and press
       Triangle to watch a demonstration of the move.

(4)-CPU SETTINGS

       1-Confirm

       2-Positioning on Reset
               1.Center
               2.CPU back to Ropes
               3.CPU back to Corner
               4.back to Ropes
               5.P1 Back to Corner

       3-CPU MODE
               1.Neutral
               2.CPU on
               3.Human/2P on

       4-Difficulty

       5-CPU Actions
               1.No Block
               2.Block all
               3.Knockdown Attack
               4.Throw
               5.Walk Forward
               6.Walk Backward
               7.Dash Forward
               8.Dash Backward
               9.Dash Foreground
               10.Sidestep
               11.Random

       6-Recovery/Ukemi
               1.No recovery
               2.Normal Recovery
               3.Foreground Recovery
               4.Background Recovery
               5.Recovery Randomly including directions

       7-Wake Up/Getting Up/Tactical Recovery
               1.No Roll
               2.Roll Forward
               3.Roll Backward
               4.Roll Foreground
               5.Roll Background
               6.Wake Up Attack
               7.Wake Up Throw
               8.Random

       8-Grounded Options
               1.Get up after a second
               2.Get Up after 5 Seconds
               3.Random

       9-Reversal Options
               1.No Reversal
               2.Parry
               3.Throw Reversal
               4.Parry and Throw Reversal
               5.Random

       10-Default Settings

(5)-TRAINING SETTINGS (Super bar, KKD related stuff)

       1-Confirm

       2-Life Settings
               1.Life drains to K.O.
               2.LIfe Refills

       3-Super Bar Settings
               1.Starts at 3
               2.Starts at Max
               3.Infinite

       4-KKD Setting
               1.One use only
               2.Always usable

       5-Low Health *Like Classic KOF red health*
               1.No One Low Health
               2.P1 Low health
               3.2P Low Health
               4.1P&2P Low Health)

       6-Change 1P's KKD type

       7-Change 2p's KKD type

       8-Default Settings (Yes or No in english)

(6)-DAMAGE&COMBO DATA (On/Off)

(7)-CONTROLLER CONFIGURATION

(8)-CHARACTER SELECT

(9)-QUIT


--------------
-Game Archive-
--------------

You can play the japanese version of the NES game "M.U.S.C.L.E." and the
famicom disk system game "Kinnikuman: Kinnikusei Oui Soudatsusen"


--------
-Options-
--------

1- Difficulty setting
2- Time limit
3- Number of rounds
4- Damage ratio (80%-120%)
5- Sound (stereo/mono)
6- Controls
7- Load data
8- Save data
9- Auto save
10- Restore Default settings
11- Exit


===============================================================================
||                                  Controls                                 ||
===============================================================================

NOTE: I higly advice that you go to the controller options and assign button
combinations to the shoulder buttons, specially "p+s" and "t+s" which are
required to perform the strongest special moves. This is because the game can
be a little hard on the player on how precise you have to be when pressing both
buttons at the same time. Also dont forget to set a button to activate KKD on
the go.

---------------
-Button Layout-
---------------

Square: Punch

Trianlge: Throw

Cross: Block

Circle: Special


Buttons will be abbreviated as follows:

Punch: p

Throw: t

Block: g

Special: s

------------
-Directions-
------------

 ub  u  uf
   \ | /
b -- n -- f
   / | \
 db  d  df


notes:

Qcf= quarter circle forward

Qcb= quarter circle backward

Hcf= half circle forward

Hcb= half circle backward




-------------
-Basic Moves-
-------------

up or down: sidestep

f,f: dash forward

f,f(hold): run

b,b: backstep

g+b: Throw Escape

g+f: Parry

b+t: Hammer Throw

b,b+t: Switch sides

f,b+s: Charge-Up

t+p+s: KKD

Any 4 directions when on the floor: roll recovery

punch when on the floor: wakeup attack

throw when on the floor: wakeup throw (grab is a light stun grab)

Block (+direction if desired) right before you touch the ground from a
fall: fast roll recovery


---------------------
-Other abbreviations-
---------------------

(cc): charge cancelling
[X]: spin knockdown
[h]: hard knockdown
[H]: very hard knockdown


===============================================================================
||                                    KKD                                    ||
===============================================================================

"Kajiba no Kuso Djikara" (Burning Inner Strength) Or KKD for short, is a
once per round boost which uses up your special gauge to determine the
duration of KKD (activate at 10 stocks for maximun duration).
You can still use your special stocks while in KKD without affecting its
duration, however, after the effect ends your special meter will completely
empty and you will fill it up at a reduced rate (either by manually charging,
attacking or getting attacked)

Upon activation, your character gains momentarily invincibility which pushes
away your opponent (making it the ideal "escape" move), also giving a
specific effect determined by the type of KKD you pick on the
character selection.

What type of KKD you pick also determines a second special effect you attain
when your health is really low (your health will change to the respective
color of your KKD when its active)

On a last note, both the low health and activation effects stack with eachother.

--------------------------
-KKD effect on activation-
--------------------------

-BLUE: Custom combos like in Street Fighter:Alpha games. As your combos gets
longer your attacks will deal less damage, and your stun is reduced.

-GREEN: Super Armor. High stun moves will deal regular stun, and low stun moves
wont make you flinch at all. You also take less damage and you can wakeup
(all options) much faster.

-RED: Unlimited specials for the duration of KKD. Also lets you quickly spam
specials like you do with regular attacks on the BLUE KKD.

----------------------
-Effect on low health-
----------------------

-BLUE: Damage boost

-GREEN: Defense Boost

-RED: Faster Gauge Charge (2x faster, be it manually, by
                          attacking or taking damage)



===============================================================================
||                             Parry/Throw Escape                            ||
===============================================================================

In this game Parries differ somewhat from other games. It works more as a
defensive move rather than a counter to your opponent's predictability, not to
mention the window of opportunity is quite generous.

When you parry an attack, you halt your opponent's momentum which basically
means they can't continue their preset combos, unlike blocking which might get
you into a blockstring, getting pushed back into the ropes or a sudden grab in
the middle of the combo.
You dont really recover any faster than you opponent unless you parry those
one hitter moves with alot of recovery.

Technically, you can parry almost EVERY attack which is not a grab.
The exception would be those multi-hitting specials with very little time
between hits (warsman's screwdriver is a prime example. You will parry the
first hit but you wont recover fast enough to the following hit)

*Theres more than one way to input the parry/throw escape. You can hold
back/forth then press Block, hold Block then press Back/forth or press both at
the same time.*

Throw escapes are more simple but just as useful, if not more considering its
the only way to prevent a grab besides being out of the grab's range and/or
hitbox, and unlike parrying, whenever you succesfully escape a throw your
opponent loses 1 special meter stock.
However, theres are instances when a throw escape turns into an
automatic reversal, but its really specific since its dependant on which
characters reversed certain moves in the original series (eg: Buffaloman can
reverse Kinnikuman's kinniku buster). This will be listed as "Reversal" on
the character's movelist.

With all this in mind, a part of the game's strategy goes into attack&grab
mixups and the fast reaction to defend from them properly


ALSO, take note some moves will alter your hitbox, making you go under/above
attacks, and prevent throws (your feet must be on the ground to be thrown at
all, except for air throws)


===============================================================================
||                               Stun&Pushback                               ||
===============================================================================

In this games there three kinds of non-grab attacks: Attacks that cause no
stun, attacks that cause light stun and those which cause heavy stun (or the
opponent is recovering from his own whiffed attack).
Some regular grabs can only be performed during this stun states.

Light stun moves are just about every attack that causes a small staggering
animation, however, due to the fast recovery from the opponent by those
attacks, only certain attacks will give you enough time to grab your opponent
before they recover (hitting your opponent after a hammer throw gives such
opportunity, and the blue KKD gives you enough speed to follow a combo with a
grab before the opponent recovers) Wakeup grab also count as light stun grabs.

Heavy stun is usually caused by the heavier attacks, usually those that cause
a special spark effect (the effect differs between character, eg: Super
Phoenix's strong attacks causes sparks in the form of wings) and special moves.

Unlike light stun moves, blocking a move which causes heavy stun will cause you
to get pushed back, and if you happen to be near the ropes you will bounce back
from them as if you were thrown with a hammer throw. So as you can see, in this
game you can literally be against the ropes.

Stun accumulates until the opponent gets knocked down. So an attack with heavy
stun followed with a single light stun attack will leave the opponent right at
the limit (any more hits and your opponent will get knocked down).
The knockdown caused by breaking the stun limit is a hard knockdown, so you can
freely follow up with a ground attack.

NOTE: Hammer Throws count as light stun attacks.
Also the game has counter hits, and any attack on counter hit has its stun be
1 level higher (a light stun attack on counter hit deals heavy stun and so on)

Theres also a third type of stun: no stun moves. Well, technically they cause
some degree of stun, but its so small you wont combo two attacks together
unless the attack you want to link to comes out fast enough (eg: Snigator's
hcf+p wont really combo into specials despite being able to be cancelled super
fast, except for his b,b+s which comes out incredibly fast) or you are fishing
for a counterhit which will trigger light stun instead.


===============================================================================
||                                 Knockdown                                 ||
===============================================================================

Just because you opponent is on the ground doesnt mean you always get a free
hit on them, and thats why its important to know which moves keep the opponent
knocked down for onger periods of time.

On this guide we will group the different types of knockdown into 3 groups:
"hard knockdowns", very "hard knockdowns" and "spin knockdowns".

Hard knockdowns ([h]) keep the opponent on the ground just enough to get a
quick low hit. Ground punish combos can capitalize from this the most.

Very hard knockdowns ([H]) will keep opponents on the ground for a much longer
duration, allowing you to hit them with slower moves like an elbow drop or knee
drop. Ground punish combos will probably outdamage these moves, but not by much
and they dont require any gauge stock so they are still viable.

Spin Knockdowns ([X]) can only be done by certain moves on airborn opponents,
which will be send spinning down to the mat with no chance to do a tech
recover. You can juggle your opponent but only before he touches the floor.
Because of the long spinning animation and the fact you recover much faster,
you can time your moves so they hit as soon as the opponent can be hurt again,
but you must learn the timing quite well as it wont be easy.

Something to point out is that the ground time of hard and very hard knockdowns
is not the same all the time, and sometimes you will have a smaller window to
attack, so the labels are just an approximation. Also all knockdown have been
tested at close range for more consistency, so some of these move might have
more advantage if done from further away.


===============================================================================
||                           Juggling/ground attacks                         ||
===============================================================================

Juggles are the most reliable combos in this game since blows on a standing
opponent could have an opening big enough for them to escape or retaliate.

Attacks on a floored opponent are a great way to end a juggle since your
opponent takes more time to recover when grounded and damage scaling resets.
Normally, the window to attack a grounded opponent before he can recover or
without actually relaunching them is pretty small, except for moves that cause
a hard knockdown, like special throws which can easily be followed with no
timing involved, then moves that send the opponent spinning on the mat
(you still have to time it so you hit them before they can recover, but it
removes the option to relaunch)

On top of that, some characters have air grabs which really strenghen their
juggle potential by using them as enders (followed by a ground attack if the
enemy cant recover fast enough) and somewhat makes them superior the those who
dont have air grabs.

Air grabs, technically, can only grab your opponent after certain attacks that
launch your opponent extremely high in the air, but this can be bypassed
completely if you quickly perform the air grab after an regular attack, in the
short frame window when your opponent's body is slightly going up after your
attack (the attack doesnt have to be the last one in a combo so you can pull
the air grab faster).
This basically increases your damage potential as you can end a juggle combo
with an air grab.

There are exceptions to this rule, and they are all those air grabs where your
character catches your opponent without getting off the ground (Robin Mask's
tower bridge, Sunshine's backbreaker, etc)


===============
|| Buffering ||
===============

Might not come as a surprise, but in this game you can buffer motions to your
advantage.
For example, in a back to forward motion, you can hold back as long as you want
as if it was a charge motion, the same applies to other motions.

Another example would be Zebra's Flicker Jabs. Lets say you want to combo the
attack into itself, instead of doing "f,f+s -> f,f+s..." you can just do it as
"f,f+s -> f+s -> f+s...", given that you do it fast enough so that the previous
forward input carries over.

You can also use this to quickly go from a dash into a f,f+p attack, which you
WILL need to pull some combos you otherwise couldnt do (see Ashuraman's combos)

You could also use this to get a desired grab.
Lets say you and your opponent are on the corner, he is on heavy stun and you
want to perform a throw that can only be used in corners.
Normally, even if you perform the motion youll get the usual throw that occurs
on heavy stun, so the way to override this is to double the motion, so if the
throw is "qcf+t" you'll have to do "qcf,qcf+t" instead.
This is unnecesary with throws that have a "f,f+t" motion since its kind of a
double motion in itself.


=======================
|| Charge Cancelling ||
=======================

This a little trick that not really necessary unless you are trying to play the
game competitively, and even then this technique only benefits some characters.

Charge cancelling is nothing more than chaining an attack into the Energy
charge animation, allowing you to link regualr attacks into other attacks and
not just throws or specials, cancel the attack at the earliest time possible,
and also works as a safe way to prevent you from pressing an extra input by
mistake in those cases you want to avoid doing the last attack in a string
(so for example, you want to use "p. p -> p. p..." as a juggle, with
charge cancel you will make sure you wont do a full  "p. p. p" instead.

A great example can be shown with Springman, one of the characters that has a
use for this:

f,f+p. then quickly follow up with f,b+s. Rinse and repeat

If you are fast enough, with charge cancelling you would be able to juggle with
f,f+p about 5 times in a row, not to mention you recover faster which makes
them slightly safer on block.

However like I said before, only certain characters benefit from it, so its a
good idea to experiment if your prefered character has some moves which can
benefit from this technique in some way.
As a general rule, every attack in a string that is not the last hit can be
cancelled (and not just with charging)

On combos, charge cancel will be abbreviated as "(cc)".


===============================================================================
||                            Character Movelist                             ||
===============================================================================

*Numbers in parentheses next to special moves indicate the amount of special
gauge stocks it consumes*

Character have alternate costumes. To select them choose your character with
other buttons besides Circle and you will notice it right away on the
character's portrait. To cancel your selection just press X.

NOTE: "Sample combos" are those íncluded in the character's movelist, and for
     the most part, arent true combos. "COMBOS" are those I picked up from
     various videos and a little experimenting myself. Those listed are not
     the only viable ones nor the best, but they are the best I could find
     that offer good damage with little use of gauge stock.
     They also serve as example to experiment and try to find better combos
     on your own (sometimes... some character only have one good combo)


=================================
-         Kinnikuman            -
=================================

COSTUMES:

-Circle: Scramble for the Throne costume

-Cross&Square: Kinniku Clan Battle Style costume

-Triangle: Classic Costume


*REVERSAL*: Ashuraman's "Ashura Buster"


---------
#ATTACKS#
---------

3-chops combo: p. p. p

Cross chop rush: p. f+p. p. p

Cross chop shoulder: p. f+p. p. p. f,f+p

Karate chop rush: f+p. p. p

Karate chop shoulder: f+p. p. p. f,f+p

Muscle Curtain: hcf+p

Muscle Curtain Attack: (during Muscle Curtain) f,f+p [X]

Low kicks: d+p. d+p. d+p

Nikudan elbow drop: u+p

Shoulder charge: f,f+p

Drop kick: b,b+p

Shoulder tackle: b,f+p

Flying kick: qcf+p

Enzuigiri: qcb+p [X]

Shoulder tackle: (while running) p


--------
#THROWS#
--------

Flying head scissor: t

Body slam: f+t [h]

Back Body Drop: f,f+t

Brain buster: hcb+t

Bear Hug: (on light stun) t [h]

Power Bomb: (on heavy stun) t [h]

Vertical back drop: (behind opponent) t [h][d]

Cobra Twist: (behind opponent) f+t [h]

Coujin Hanging:(opponent near ropes) f,f+t [h](takes away 1,5 of opponent's
                                              stock)

"52 submissions technique" Far side armbar: (hammer throw) t (takes away 1 of
                                                             opponent's stock)


----------
#SPECIALS#
----------

Burning Megaton Punch (1): S

Kangaroo Clutch (3): f,f+s [h]

Hell's Manji Lock (3): b,b+s

Muscle Landmine (2): b,f+s

Kinniku Buster (3): qcf+s [H]

"52 submissions technique" Capchudo (3): qcb+s [H]

Fu Rin Ka Zan "Wind" (7): hcb+s

       Fu Rin Ka Zan "Forest": (during "Wind") b+t

               Fu Rin Ka Zan "Fire": (during "Forest") b,f+t

                       Fu Rin Ka Zan "Mountain": (during "Fire") hcf+t [h]

                       Back Fu Rin Ka Zan "Mountain": (during "Fire")
                                                       b,d,db+t [h]

Kinniku Driver (3): f,d,df+s [H]

Yellow Hole (3): b,d,db+s (takes away 4 stocks from opponent)

Perfect Muscle Spark (9): hcf+t+s [h]

Fart Spark (9): hcb+t+s (takes all of opponent's stock)


---------------
#SAMPLE COMBOS#
---------------

Sample Combo 1: p. p. p -> qcf+s

Sample Combo 2: f+p. p. p -> s -> f,f+s

Sample Combo 3: p. f+p. p. p -> s -> qcb+s



COMBOS:

d+p. d+p -> b,f+s (ground combo)

s -> f+p. p -> d+p -> s (corner combo)

s -> f+p. p -> d+p -> b,f+s -> p. f+p. p. p (corner combo)

s -> f+p. p -> d+p -> b,f+s -> p. f+p. p -> s (corner combo)

d+p -> s -> dash -> p -> f,f+p -> p. f+p. p. p

d+p -> s -> dash -> p -> f,f+p -> p. f+p. p -> b,f+s -> d+p. d+p -> s

d+p -> s -> dash -> p ->qcf+s


COMMENTS: The main character, the goofball turned into a hero. Hes quite easy
to play as since he doesnt have any advanced moves like air throws.

His low kicks combo hits downed opponents and can be cancelled into other
attacks before the 3rd hit.

The Muscle Landmine may seem useless since Kinnikuman lacks an air throw but it
can actually hit downed opponents too! Also if you want to end a juggle with
a Burning Megaton Punch, you can try Muscle Landmine instead since it deals the
same damage but has better reach and can keep the juggle even further, but be
warned it costs twice as much as Burning megaton Punch.

This way you can use "p. p. b,f+s" to end opponents on the ground, and even
relaunch them slightly in the air to juggle a few more hits, if you do it at
the precise moment. Muscle Landmine is the prime tool to keep your opponent in
the air for longer.

His Muscle Curtain interrupts many melee attack, and while it seems the only
way out of the Muscle Courtain is to follow up with the not-so-good Muscle
Curtain Attack, you can just cancel the Muscle Curtain with a throw or special
move.

His combos require alot of precision to perform and you will always need to
waste some stock to perform the more complex ones.


=================================
-          Terryman             -
=================================

COSTUMES:

-Circle: Classic costume

-Cross: w/ Buffaloman's arms

-Square: 2nd Kinnikuman Great

-Triangle: White hair, red clothes (manga cover colors)


---------
#ATTACKS#
---------

One-two savate: p. p. p

One-two upper: p. p. b+p

Texas combo: p. p. b+p. f+p

Western combo: p. p. b+p. b+p

Derringer Shot: p. b+p

Machinegun Rush: f+p. p. p. p. p

Raging Horse: b+p. d+p. b+p. f+p

Flying Knee Drop: u+p

Plane kick: d+p [X]

Texas Upper: f,f+p

Rolling Savate: qcf+p

Martial Arts kick: qcb+p

Jumping knee bash: (running) p


--------
#THROWS#
--------

Shoulder arm breaker: t [H]

Flying Headscissor: f+t

Knuckle part: b,f+t

Side suplex: qcb+t

Oklahoma Stampede: (on light stun) t [h]

Full body brainbuster: (on heavy stun) t [H]

Bull docking head lock: (behind opponent) t

Spiral backdrop: (behind opponent) f+t [H]

Calf branding: (behind opponent) f,d,df+t [h]

Dirty rush: (near ropes) qcf+t (takes 1,5 stocks from opponent)

Calf Branding: (near corner) f,d,df+t (takes 2 stocks from opponent)

Front suplex: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Texas Smash (1): s [H]

Texas Straight (1): f,f+s (unblockable) [H]

Texas Condor kick (2): b,b+s

Trace Kick (1): b,f+s

Texas Rush (2): qcf+s

Tripped (5): hcb+s

       Spinning Toe Hold 1: (during Tripped) qcf+t

               Spinning Toe Hold 2: (during Spinning Toe Hold 1) qcf+t

                       Spinning Toe Hold 3: (during Spinning Toe Hold 2) qcf+t

       Texas Clover hold: (during Tripped) qcb+t

Texas Clover Hold (9): f,d,df+p+s [H]

Calf Branding (9): b,d,db+p+s [h]


---------------
#SAMPLE COMBOS#
---------------

sample combo 1: d+p -> b,b+s -> (on heavy stun) t

Sample combo 2: p. p. b+p -> hcb+s. qcb+t

sample combo 3: f+p. p. p. p -> b,f+t -> s


COMBOS:

p. p. b+p -> f,d,df+t -> u+p (corner)

p. p. b+p (cc) f,f+p -> b+p. d+p (cc) d+p (cc) d+p -> qcf+s -> f+p. p. p. p. p
(very hard to pull off)

b,f+s -> b,f+s -> d+p -> b,f+s

b,f+s (dash) p -> b,f+s -> d+p -> b,b+s -> d+p -> s -> d+p


COMMENTS: Im not really sure what to say about the guy.

His Derringer Shot is a nice and quick way to knock your opponent, and the
plane kick can nicely link into throws or specials, making it a poke to
watch out for.

He also has the advantage of having both a rope and corner only throws, which
really helps with their stock draining properties.

His "One-two upper" combo is a true combo and with a charge cancel you can
open up more options to follow it.

Other than that, his "Condor Kick" can surprise opponents and stun them for a
follow up, and relaunch the opponent after the right attack (most likely the
sweep)


=================================
-          Ramenman             -
=================================

COSTUMES:

-Circle: Manga color

-Cross: Hooded version "Messiah"

-Square: Mongolman costume

-Triangle: Anime color


*REVERSAL*: Brocken jr's "Camel Clutch"


---------
#ATTACKS#
---------

Sanrengeki: p. p. p

Sanrengeki - Kai: p. p. f,f+p

Shirensho: p. p. b+p. p

Shirensho - Kai: p. p. b+p. f,f+p

Go-renki: p. p. b+p. p. b,f+p

Go-renki - Kai: p. p. b+p p. f,f+p

Ni-renryubi kyaku: d+p. qcb+p [X][h]

Ni-renkurashi: d+p. d+p

Ni-renkurametsu tenohira: d+p. d+p. qcf+p

Ni-rensho: b+p. p

Ni-rensho - Kai: b+p. f,f+p

Ni-renki: b+p. p. b,f+p

Ni-renki - Kai: b+p. p. f,f+p

Renge soryu kyaku: b,b+p. b+p

Renge ryu ashi - Kai: b,b+p. f+p

Torabi kyaku: f+p [h]

Reverse elbow: b,f+p

Rekka taiyo kyaku: u+p

Upper elbow: f,f+p

One-inch punch: qcf+p [H]

Ryubi kyaku: qcb+p [H]

Dash kick: (running) p [H]


--------
#THROWS#
--------

Swing neckbreaker: t

Oklahoma stampede: f+t

Bull docking head lock: f,f+t

Shuolder arm breaker: b,f+t [H]

Side suplex: f,b+t

Schmidt-style backbreaker: qcf+t

Piledriver: (on light stun) t

Neck hanging tree: (on heavy stun) t

Spiral backdrop: (behind opponent) t [h]

Front suplex: (hammer throw) y (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Spinning Dragontail Kick (1): s

Invincible Kick (2): f,f+s

Spinning Heart Kick (1): b,b+s [X]

Killer Karate "Dance of Death" (2): b,f+s

Leg Lariat (1): qcf+s [H]

Flying Dragontail Kick (1): qcb+s

Leg Scoop (5): hcb+s [h]

       Brutal Technique "Mouth Impale": (during Leg Scoop) f+t

               Chinese Kenpo Storm: (during "Mouth Impale") b,f+t [h]

                       Camel Clutch: (during Chinese Kenpo Storm) hcf+t

       Romero Special: (during Leg Scoop) b+t

Standing Camel Clutch (3): f,d,df+s [H]

Kowloon Wall Drop (9): f,d,df+p+s [H]

Flying Leg Lariat (9): (near ropes) f,d,df+t+s [h]



---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: b+p. p -> b,f+s

Sample combo 2: p. p. p -> d+p. d+p -> b,b+s

Sample combo 3: p. p. b+p. p -> f,d,df+s


COMBOS:

d+p. d+p -> f,f+s (ground punish)

b+p. p. f,f+p -> b+p. p. f,f+p -> d+p. qcb+p -> p. p. b+p p. f,f+p (corner)

b+p. p. f,f+p -> b+p. p. f,f+p -> p. p. b+p p -> f,f+s

qcf+s -> d+p. qcb+p -> p. p. b+p p -> f,f+s

b+p. p. b,f+p -> f,d,df+s (close to borders of arena)


COMMENTS: Very powerful character. His "Ni-renki - Kai" is a true combo and
deals lots of damage, which makes it deadly for longer combos.
Despite having lots of hard knockdown moves, he lacks a heavy ground attack,
so its only the ground punish combo or Spinning Heart Kick for
grounded opponents.

Other than that, he is very balanced with ok speed and some pokes that knock
down and can quickly be followe up with a small juggle or ground punish.

His "f+p" is a good poke that causes knockback and can quickly be cancelled
into a special move.

"d+p. d+p" is a great attack string that can be followed up.

"f,f+s", both launcher and ground punish, plus good damage.

Leg Lariat has a great reach and also makes you hop back a little before you
attack so you could evade some blows and counter attack in one move. once you
succefully hit the opponent, he is capable of getting juggled a bit more.


=================================
-         Brocken Jr.           -
=================================

Costumes:

-Circle: Manga color

-Cross&Square: Anime color

-Triangle: No Jacket&Hat


---------
#ATTACKS#
---------

Slash combination Alpha: p. p. p

Slash combination Beta: p. p. b+p

Slash combination Gamma: p. p. b+p. f+p

Neo slash Alpha: f+p. p. p

Neo Slash beta: f+p. p. b+p

Neo Slash gamma: f+p. p. b+p. f+p

Neo Slash Omega: f+p. p. qcb+p

Air slash: u+p

Ground slash: d+p [X]

Ground air: d+p. u+p

Diving headbutt: b+p

Upper slash: f,f+p

Drop kick: b,f+p

Direct rolling Savate: qcb+p

Rising kick: f,d,df+p

Heel Drop: (running) p [h]


--------
#THROWS#
--------

Front Suplex: t

Body Slam: f+t

Double Arm Suplex: qcf+t

Camel Clutch: hcb+t

Northern Light Suplex: (on light stun) t

Brainbuster: (on light stun) qcf+t

Zweislash: (on heavy stun) t

Piledriver: (on heavy stun) qcf+t [h]

German Suplex: (behind opponent) t

Swing DDT: (hammer throw) r (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Red Rain of Berlin (1): s

California Crash (3): f,f+s [h]

Order and Betrayal At Will Imitation (9): b,b+s (grab counter)

Brain Claw (3): b,f+s

Black Fog of Hamburg (3): qcf+s

Bremen Sunset (3): qcb+s

Poison Gas (3): b,d,db+s (takes 4 stocks from opponent)

Red Rain of Berlin (9): qcf+p+s [H]

Striking Red Rain of Berlin (9): qcb+p+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: d+p. u+p -> s

Sample combo 2: p. p. p -> d+p. u+p -> qcb+s

Sample combo 3: f+p. p. qcb+p -> u+p -> b,d,db+s


COMBOS:

u+p -> qcb+s -> d+p/u+p (depending on distance from opponent)

b,d,db+s -> u+p -> qcb+s -> d+p/u+p (gimmick combo setup. Works if mist is a
counter hit or at the right distance to react in time)

qcb+p -> f,d,df+p -> b,d,db+s -> f+p. p. p -> d+p -> p. p. p -> d+p. u+p


COMMENTS: Straighforward and simple without being overly powerful, probably a
good choice for beginners.

Something interesting is that the first hit in his "Slash combination Alpha"
seems to have light stun properties, where its usually the second hit.
"Slash combination Alpha" is also really good at keeping a juggle for longer.
His juggles are best done on the stage's boundaries (specially corners)

The Air Slash is also a good move in many ways: it's fast, it raises you above
the ground and can quickly be cancelled into a throw/special which makes it
juggle viable, and maybe it could be a true combo on the ground.

Between the two ultimates, Red Rain of Berlin is the one to use since the
opponent stays on the floor long enough to follow with a ground punish like a
diving headbutt.


=================================
-         Robin Mask            -
=================================

COSTUMES:

-Circle: Manga color

-Cross&Square: Anime color

-Triangle: No Armor


---------
#ATTACKS#
---------

Noble combo A: p. p. p

Noble combo B: p. p. d+p

Noble combo C: p. p. f+p

Beast combo A: f+p. p. p

Beast combo B: f+p. p. d+p

Royal combo A: b+p. p. p

Royal combo B: b+p. p. b,f+p

Dynasty combo A: b+p. p. b,f+p. p. p

Dynasty combo B: b+p. p. b,f+p. p. d+p

Rising knee: b,f+p

       Choujin Rocket: (during rising knee) p

Robin drop: u+p

Low drop kick: d+p

Uppercut: f,f+p

Dropkick: b,b+p

Ground lariat: hcf+p

Uppercut: (running) p


--------
#THROWS#
--------

Bull docking headlock: t

Arm breaker: f+t [h]

Side suplex: qcf+t [h]

Death valley bomb: qcb+t [h]

Piledriver: (on light stun) t

Airplane spin: (on light stun) t

Superslow backdrop: (behind opponent) t

Tower Bridge: (airborne opponent) f,f+t [h]

Armpit armbar: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Unicorn Head (2): s

Anoalo Fire (2): f,f+s

Fire Turbine (2): b,b+s [X]

Liner Tackle (1): b,f+s

Tower Bridge (3): qcf+s [h]

Robin Special 1st (3): f,d,df+s [H]

Reverse Tower Bridge (3): hcf+s [h]

Robin Mask Course of Death First Phase (5): hcb+s

       Course of Death Second Stage 1: (during Robin Mask Course of
                                       Death First Phase) f,b+t

               Course of Death Second Stage 2: (during Course of Death Second
                                               Stage 1) f,f+t

                       Tower Bridge: (during Course of Death Second Stage 1)
                                       hcb+t [H]

       Half Boston crab: (during Robin Mask Course of Death First Phase) b,b+t

Robin Special (9): f,d,df+t+s

Rope Work Tower Bridge (9): (near ropes) f,d,df+t+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. p. p -> (on light stun) t ->f,f+t

Sample combo 2: p. p. f+p -> qcf+s

Sample combo 3: b+p. p. b,f+p. p. p -> hcf+s


COMBOS:

f,f+p -> p. p -> b,b+s -> p. p -> f,f+t (corner)

f,f,f+p -> b+p. p. b,f+p. p -> f,f+t (corner)

f,f+p -> p. p -> f,f+t


COMMENTS: He kinda feels a bit stiff, mostly because his launchers are a bit
slow.

However, his "Rising knee" is a really fast launcher that can quickly be
followed by a special, but the damage of the attack itself is very low, so its
mostly useful when you REALLY want more help launching the opponent.

"Unicorn Head" is a launcher but beware as its kinda slow.

"Liner Tackle" works as a long range low poke and a ground punish, but the
chances of hitting grounded opponents are not as many since the attack takes
a little time to start.

"Fire Turbine" and "Anoalo Fire" can be used for corner juggles. Fire turbine
takes a while to start but the special has a hitbox that covers your entire
body, so you can keep someone who is about to hit the floor in a juggle state,
and its also a sort of defensive move.
Anoalo fire starts much faster but is best used when the airborne opponent is
at head level.


=================================
-          Benkiman             -
=================================

COSTUMES:

-Circle&Triangle: Manga version

-Cross&Square: Anime version


---------
#ATTACKS#
---------

Hit, hit enough...: p. p. p (takes 1 stock from opponent on last hit)

Eat this!: p. p. f.f+p

This is my trump card!: p. p. b,b+p

More hit, enough...: p. p. f+p. p. p (takes 1 stock from opponent on last hit)

Eat this! Wait what?: p. p. f+p. p. qcf+p

Give up!: p. p. f+p. p. qcb+p

Now Im angry!: b+p. p. p. p

Still angry! Wait what!?: b+p. p. p. p. qcf+p

Now Im angry, decieved!: b+p. f+p

Here!: qcb+p

You too!: qcb+p. qcb+p

It's okay!: qcb+p. qcb+p. qcb+p

Let's do this!: u+p

How did you get there!?: d+p

Eat it!: f,f+p

My trump card!: b,b+p

Wait what!?: qcf+p

Hey... ha...: b,d,db+p (takes 1 stock from opponent)

Dash head: (running) p


--------
#THROWS#
--------

Reverse Horizontal Chop: t

Head lock punch: f+t [h]

Shoulder neck breaker drop: f,f+t

Foot face buster: b,f+t

Kawazu drop: f,b+t

Reverse waterwheel drop: qcf+t [h]

Chin crusher: qcb+t [H]

Manhattan drop: (on light stun) t

Swirl drop: (on heavy stun) t

Atomic drop: (behind opponent) t [H]

Manhattan drop: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Lucky Hit! (1): s

Let It Flow! (1): f,f+s

I'll get rid of the dirt! (1): b,b+s

Triple Smelly Attack (3): b,f+s [H]

This Wont Clog Anymore! (2): qcf+s (takes 2 stocks from opponent)

Altough It Really Is Not Clogged!! (2): hcf+s [H](takes 0.5 stocks from
                                                 opponent)

Dirt Flies Away!! (2): hcb+s

Wash Hands Clean! (1): f,d,df+s

Seven Year Slaughter (9): b,d,db+s (slow, instant death)

Dreaded Benki Flush (9): hcf+t+s [H]

Dreaded Ben...?  (9): hcb+t+s (takes 10 stocks from opponent)


---------------
#SAMPLE COMBOS#
---------------

Sample Combo 1: b+p. p. p. p -> s -> b,b+p

Sample Combo 2: p. p. f+p. p. qcb+p -> b,b+s -> b,f+s

Sample Combo 3: p. p. f+p. p -> qcf+s -> hcf+s


COMBOS:

qcb+p (cc) p -> b,f+s -> u+p

s -> b,b+p -> p. p -> p. p. f+p -> f,f+s (corner)


COMMENTS: Joke character but you can still beat people up with him.

The last hit in his "Hit, hit enough..." (and in other attacks where he does
the same animation) drains 1 stock from your opponent if you manage to hit
them, but this is not as easy because of the attack's pitiful range, so they
have to get close enough to you to get hit, which makes it into some silly
mindgame attack. The good thing is that you can instantly cancel the attack
with a throw or special.

Other than that, he has a d+p with long range, an u+p that comes out really
fast, two specials that drain stock which are projectiles but oddly enough
no launchers other than his "f,d,df+s" special.


=================================
-           Wolfman             -
=================================

COSTUMES:

-Circle&Triangle: Classic costume

-Cross&Square: Black Mawashi


---------
#ATTACKS#
---------

Thrust rush: p. p. p

Overhead palm slap: p. p. b+p

Rising palm slap: p. p. b+p. f+p

Thrusting Neck slaps: f+p. p. p. p

Ketaguri: b+p

Tsukidashi: b+p. p

Palm drop: u+p

Leg chopping palm slap: d+p

Stomping palm upper: f,f+p

Neck breaking palm slap: b,b+p [H]

Charge on: b,f+p

Tsukidashi palm slap: (running) p


--------
#THROWS#
--------

Headbutt: t [h]

Abisetaoshi: f,f+t

Thunderstorm: b,f+t

Uwatenage: qcf+t

Shitatenage: qcb+t [h]

Body slam: (on light stun) t

Choke slam: (on heavy stun) t

okuritsuriotoshi: (behind opponent) t [h]

Choke slam: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Wolfman Slap (1): s

Shiko (1): d+s

Charging Thurst Slap (1): f,f+s

Izori Throw (3): qcf+s [h]

Sabaori 1 (5): f,d,df+s

       Sabaori 2: (during Sabaori 1) f,f+t

               Hanging Throw: (during Sabaori 2) qcf+t

       Shumokuzori: (during Sabaori 1) qcb+t

Gassho Hineri (9): hcf+p+s

Nekodamashi (9): hcb+p+s (takes 10 stocks from opponent)


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. p. p. p -> s -> f,f+s

Sample combo 2: b,b+p -> d+s

Sample combo 3: p. p. p. p -> f,d,df+s. (during Body crunch 1) qcb+t


COMBOS:

f,f+p -> p. p. b+p. f+p -> d+s

f,f+s -> b,b+p -> d+s (near borders)

f,f+s -> b,f+p -> d+s

b,b+p -> b+p. p -> s (corner)

s -> s -> b+p. p -> s


COMMENTS: A character that feels more oriented towards his attack strings.

"Charge on" is kind of a mid range poke with light stun.

"Tsukidashi" can catch opponents who are knocked down low to the ground but
are no yet completely in the ground.

"Abisetaoshi" is a grab that goes low on the ground, which puts you in a
safe spot against high attacks.

"Shiko" can be used as a ground punish. Very slow but powerful too.

"Charging Thurst Slap" is like a better version of "Charge on" in every way,
but uses stocks as its obviously a special move.


=================================
-          Pentagon             -
=================================

COSTUMES:

-Circle&Triangle: Classic color

-Cross&Square: Black body


---------
#ATTACKS#
---------

Twist rush: p. p. p

War combo: p. p. b+p

War Somersault: p. p. b+p. f+p

Heel combo: p. p. p. b+p

Wind somersault: p. p. p. b+p. f+p

Tri-shot: f+p. p. p

Tri-heel: f+p. p. p. b+p

Tri-wind somersault: f+p. p. p. b+p. f+p

Twist heel: b+p. p

Double heel somersault b+p. p. f+p

Air stomp: u+p [H]

Twin axel: u+p. f+p

Spin kick: d+p [X]

Somersault kick: f,f+p

Wind heel: qcb+p

Flying body attack: (running) p [H]


--------
#THROWS#
--------

Chojin satellite scissors: t [H]

Flying Headscissors: f+t

Frankensteiner: qcf+t

Swing DDT: qcb+t [h]

Piledriver: (on light stun) t

Four-dimensional Knee drop: (on heavy stun) t

Spiral backdrop: (behind opponent) t

Piledriver: (airborne opponent) b,f+t

Frankensteiner: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Space Kick (1): s

Flying Body Attack (2): f,f+s

Space Falcon (2): b,f+s

Meteor Heel Drop (2): hcb+s

Cross Tornado (2): f,d,df+s

Chronos Change (5): b,d,db+s (grab counter)

Space Rush (9): hcf+p+s [H]

Stop The Time (9): b,d,db+p+s (counter)


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. b+p. f+p -> f,d,df+s

Sample combo 2: p. p. p. b+p -> f,f+s

Sample combo 3: f+p. p. p. b+p -> hcb+s


COMBOS:

u+p -> b.f+s (ground punish combo)

s -> f,f+p -> p. p. p (cc) p. p. b+p -> b,f+t

b,d,db+s -> p. p. b+p -> p. p. b+p -> p. p. b+p. f+p -> p. p. p (cc) ...
.. p. p b+p -> b,f+t


COMMENTS: A character to go crazy with. Flipping around nonstop.
His attacks apply constant pressure and his juggle game can be easy to pull off
in corners

He does lack special throws, but it doesnt feel like much of a disadvantage at
all.

His Space Kick comes out really fast and has good range, a really useful
attack the opponent will have to worry about.

His "Stop The Time", with the right combo and RED KKD, can make him regain
stock quite easily, specially if your health is low enough to actiavte the fast
charge effect. This kinda makes "Chronos Change" feel useless other than the
fact the later only uses 5 stocks, but if you have 9 stocks to spare you could
try to go for Stop The Time instead, you'll probably regain almost all anyway
if the counter is succesfull.


=================================
-           Warsman             -
=================================

COSTUMES:

-Circle: Manga color

-Cross&Square: "Kuroe" costume

-Triangle: Anime color


---------
#ATTACKS#
---------

One-two middle: p. p. p

One-two body: p. p. f+p

Rising upper combo: p. p. f+p. p. p [X]

Rising sommersault combo: p. p. f+p. p. f,d,df+p

Sunset upper combo: f+p. p. p. p [X]

Sunset sommersault combo: f+p. p. p. f,d,df+p

Sunset low combo: f+p. d+p [X]

Knee stomp: u+p

Plane kick: d+p [X]

Strong left straight: f,f+p

Sommersault kick: f,d,df+p

Strong left straight: (running) p


--------
#THROWS#
--------

Body slam: t

Flying head scissors: f+t

Swing neck breaker: f,f+t

Shoulder arm breaker: b,f+t [H]

Oklahoma Stampede: qcf+t [h]

Brainbuster: qcb+t

Dragon screw: hcf+t

Shoulder buster: (on light stun) t

Ball throw: (on light stun) hcf+t

Corbata: (on heavy stun) t

Giant Swing: (on heavy stun) hcf+t

Cobra twist: (behind opponent) t [h]

Sleeper: (behind opponent) f+t [h]

Death Valley Bomb: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Bear Claw (1): s [H]

Straight Bear Claw (1): f,f+s [H]

Crotch crossing slide (5): b,b+s

       Storm Elbow 1: (during Crotch crossing slide) f+t

               Storm Elbow 2: (Storm Elbow 1) f,f+t

                       Storm Elbow 3: (Storm Elbow 2) b,f+t

       Palo Special: (during slide trick) f,d,df+t [H]

Bear Claw Finish (2): b,f+s

Screw Driver (2): qcf+s [X]

Wars Leg Breaker: hcb+s [h]

Palo Special (3): f,d,df+s

Palo Special The End (9): hcf+t+s [h]

Double Claw Screw Driver (9): hcf+p+s [X]



---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: (running) p -> f+p -> (on light stun) hcf+t

Sample combo 2 f+p. p. p. f,d,df+p -> qcf+s

Sample combo 3: p. p. f+p -> f,d,df+s


COMBOS:

f,f+s -> f+p. p. p -> s -> p. p. f+p. p -> s (corner)

qcf+s -> f+p. p. p -> qcf+s

qcf+s -> f+p. p. p -> s -> u+p

f,d,df+p -> f+p. p. p -> s -> p. p. f+p. p -> s -> p. p. f+p. p -> s (corner)</pre><pre id="faqspan-2">

hcf+p+s -> f+p. p. p -> s -> u+p (corner)


COMMENTS: Decent character, with easy basic juggles but struggles more with the
more damaging ones.

His "Screw Driver" is a great long range move. At the right distance you'll be
on the best spot to keep going with a juggle, hits more times on airborne
opponents and comes out pretty fast.

"Straight Bear Claw" also opens up for juggle.

"Crotch Cossing Slide" is another lvl5 multipart special, however it initiates
from a slide (duh) with a generous range and low hitbox.

"Double Claw Screw Driver" is a unique 2-part lvl9 special. Starts with a
shoulder bash which stuns the opponent so they get hit by the screw driver.
The 2nd attack will launch the opponent in the air, which can lead into a
juggle if the position is near the walls so you dont end up far away.
The whole Special will always happen regardless of the first attack hitting or
not.


=================================
-        SteCasse King          -
=================================

COSTUMES:

-Circle&Triangle: Manga version

-Cross&Square: Anime version


---------
#ATTACKS#
---------

Contact combo trio: p. p. p

Contact combo quartet: p. p. p. b+p

Contact combo quintet: p. p. p. b+p. f+p

Beat combo: f+p. p. p [H]

Beat combo minor: f+p. p. b+p [H]

Beat combo major: f+p. p. b+p. f+p

Cossack dance: d+p. d+p. d+p

Cossack dance & kick: d+p. d+p. d+p. qcf+p

Hip drop: u+p [h]

Upper: f,f+p

Headphone attack: b,b+p

Front kick: b,f+p

Rhythm kick: qcf+p

Dash upper: (running) p


--------
#THROWS#
--------

Oldies piledriver: t [h]

Body slam: f+t [h]

Waterwheel drop: f,f+t

Manhattan drop: (on light stun) t [h]

Oklahoma stampede: (on light stun) f,f+t [h]

X factor: (on heavy stun) t [h]

Side buster: (behind opponent) t [h]

Atomic drop: (behind opponent) f+t [h]

Manhattan drop: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Chojin Encyclopedia Volume 5 "Jump Kick" (1): s

Chojin Encyclopedia Volume 9 "Football Tackle" (1): f+s

Chojin Encyclopedia Volume 6 "Red Rain of Berlin" (1): b+s [h]

Chojin Encyclopedia Volume 10 "Flying Torpedo (1): u+s

Chojin Encyclopedia Volume 666 "Hell's Merry Go Round" (3): f,f+s (unblockable)

Chojin Encyclopedia Volume 2 "Kinnikuman, 3 years ago" (1): b,b+s

Chojin Encyclopedia Volume 4 "Texas Straight" (1): b,f+s (unblockable) [H]

Chojin Encyclopedia Volume 29 "Kinniku Buster" (3): qcf+s [h]

Chojin Encyclopedia Volume 7 "Gassho Hineri" (3): qcb+s

Chojin Encyclopedia Volume 8 "Canadian Backbreaker" (3): hcf+s [H]

Chojin Encyclopedia Volume 1 "Tower Bridge" (3): hcb+s

Chojin Encyclopedia Volume 3 "Palo Special" (3): f,d,df+s [H]

Chojin Encyclopedia Side Story "Tape Destruction" (2): b,d,db+s (unblockable)

Hell's Symphony (9): hcb+p+s

Für Elise (9): hcb+t+s (takes 10 stocks from opponent)


---------------
#SAMPLE COMBOS#
---------------

Sample Combo 1: f+p. p. b+p -> b+s

Sample Combo 2:  p. p. p. b+p -> hcf+s

Sample Combo 3: d+p. d+p. d+p. qcf+p -> f,d,df+s


COMBOS:

d+p. d+p. d+p (ground punish)

f+p. p. b+p. f+p -> d+p -> b+s

b,f+p -> t -> d+p. d+p. d+p

b,f+p -> f,d,df+s -> d+p. d+p. d+p

b,d,db+s -> p -> f,d,df+s -> d+p. d+p. d+p (corner, good luck landing this)

qcf+p -> b,f+p -> u+s

f+p. p. p -> u+s

f+p. p. p (dash) d+p. d+p. d+p. qcf+p -> f+p. p. b+p. f+p


COMMENTS: Kikiki, weee!

Less of a joke character than Benkiman, but you'll still have to work hard to
deal damage, yet hes is annoying and can apply good pressure.

"Beat combo" is a true combo and give the opportunity to follow up with a
juggle, which brings us to the "Cossack dance & kick" which is pretty nice as
both a ground punish (technically his best option) and a juggle tool because
you could still juggle after it if the opponent is near the walls.

His specials are varied to say the least, tough many of the non-throw specials
can have a very long startup.
He is the only character with 3 unblockable specials which means they'll have
to parry or evade, and the "Tape Destruction" really hurts if it hits (tough
its crazy slow)

"Red Rain of Berlin" is his fastest melee special, and the most likely to work
as a juggle ender.

"Hell's Symphony" is actually a melee attack that works as a grab, so it has to
be parried, and has a really long range (more than a lvl9 throw) which makes it
a nice surprise move, but the damge is not that great.


=================================
-         Black Hole            -
=================================

COSTUMES:

-Circle&Triangle: Original color

-Cross&Square: Black and white color


---------
#ATTACKS#
---------

Misty combo Alpha: p. p. p

Misty combo Beta: p. p. f+p

Misty combo Gamma: p. p. f,f+p

Misty combo Delta: p. p. p. f+p

Misty combo Sigma: p. p. p. f,f+p

Phantom I: f+p. p

Phantom II: f+p. p. b+p

Phantom III: f+p. p. f+p

Bermuda: qcb+p

Bermuda wave: qcb+p. qcb+p

Bermuda triangle: qcb+p. qcb+p. qcb+p

Bermuda triangle attack: qcb+p. qcb+p. qcb+p. f+p

Elbow drop: u+p

Plane kick: d+p

Upper: f,f+p

Rolling Savate: b,b+p

Rolling stomp: b,f+p

Flying body attack: qcf+p

Bermuda attack: hcf+p

Flying body press: (running) p [H]


--------
#THROWS#
--------

Arm whip: t

Chojin satellite scissors: qcf+t [h]

Giant Swing: hcb+t

Frankensteiner: (on light stun) t

Deja Vu: (on light stun) qcf+t

Four-dimensional Knee drop: (on heavy stun) t

Christo: (on heavy stun) qcf+t [H]

German suplex: (behind opponent) t

Frankensteiner: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Prelude Dropkick (1): s

Front Warp (1): f,f+s

Back Warp (1): b,b+s

Shadow Bicycle Kick (2): qcf+s [h]

Poisonous Cobra Twist (3): hcf+s

4D Boston Crab (3): hcb+s [h]

Shadow Cross Chop (2): f,d,df+s

Black Hole Absorption (9): hcb+p+s

Shadow Clone Execution (9): hcf+t+s [h]


---------------
#SAMPLE COMBOs#
---------------

Sample combo 1: f+p. p. b+p -> f,d,df+s

Sample combo 2: qcb+p. qcb+p -> hcf+s

Sample combo 3: p. p. p -> hcb+s


COMBOS:

qcf+p -> b,f+p -> f,d,df+s -> p. p -> s

qcf+p -> f,f+p -> p. p -> f,d,df+s -> p. p -> s


COMMENTS: somewhat similar to pentagon (both in appearance and his acrobatic
moves. Now wonder since in the Kinnikuman universe they are actual cousins)
but comes with alot of teleport moves.

His "Rolling stomp" is faster than the upper with shorter range, but its still
a better pick most of the time.

"Bermuda attack" is a slow teleport that hits from behind, but it doesnt track
so you have to be at the right distance to actually get behind the opponent

"Back/Forth Warp" are just teleports which are not really fast, but I
guess they might have some invincibility (needs confirmation) and if they dont,
you still travel low to the ground.

"Shadow Cross Chop" is a nice surprise launcher and juggle tool.


=================================
-         Mister Carmen         -
=================================

NOTE: Name is actually "Khamen"


COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

Curse combo I: p. p. p [h]

Curse combo II: p. p. d+p

Curse combo III: p. p. b+p

Curse combo IV: p. p. b+p. f+p

Curse combo V: p. p. b+p. f+p. b+p [H]

Netherworld combo I: b+p

Netherworld combo II: b+p. f+p

Netherworld combo III: b+p. d+p

Netherworld combo IV: b+p. f+p. b+p [H]

Curse of the dead: u+p [H]

Awakening of the dead: u+p. f+p

Silence of the dead: u+p. d+p

Hell drop: qcb+p [X][H]

Hell bind: qcb+p. b+p. f+p. b+p

Hell curse: qcb+p. u+p. f+p

Hell brand: qcb+p. u+p. d+p

Spinning Knee jump: f,f+p

Low dropkick: d+p

Abisegeri kick: b,f+p [h]

Flying cross chop: hcf+p [h]

Jumping side knee attack: (running) p


--------
#THROWS#
--------

Schmidt-style Backbreaker: t

Arm breaker: f+t [h]

Bull docking Headlock: f,f+t

Piledriver: qcf+t

Foot-wrapping heel hold: (on light stun) t [H]

Tombstone piledriver: (on heavy stun) t [H]

Backdrop: (behind opponent) t [H]

Armpit Armbar: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Gut Ripper (1): s

Mummy Dropkick (1): f,f+s [H]

Coffin Impact (2): b,b+s [X]

Fang Hell (2): b,f+s [h]

Pyramid Driver (3): qcf+s [H]

Pharaoh Illusion (1): qcb+s

Nile's Treasure (3): hcf+s

Pyramid power (3): b,d,db+s (heal)

Magic Beam (9): b,d,db+p+s (counter)

Mummy Package (9): f,d,df+t+s


---------------
#SAMPLE COMBOS#
---------------

sample combo 1: qcb+p. b+p. f+p. b+p -> b.b+s

Sample combo 2: b+p. f+p -> s -> f,f+s

Sample combo 3: p. p. b+p. f+p -> hcf+s


COMBOS:

qcb+p -> b,b+s -> (p. p -> b,b+s)x4

u+p -> b,b+s (ground punish)

s -> qcb+p. u+p -> s -> qcb+p -> s -> u+p. d+p

s (dash) p -> qcf+s -> u+p -> b,b+s

(red KKD) b,d,db+p+s -> p. p. b+p (cc) p. p. b+p (cc) p. p. b+p (cc) -> s ...
.. -> f,d,df+t+s


COMMENTS: I tought he was going to be boring but hes actually  a very cool
character. Hes kinda on the same playstyle of Pentagon but with less spins.

Overall hes quite nimble and his attack varied. His "Hell drop" is great since
its somewhat of a low launcher and is part of an attack string so it still
works in the middle part of a juggle.

Coffin Impact is a very fast defensive attack that works really well for
juggling, given that you are at a reasonable range. Plus the damage is good on
a juggle.

Pharaoh Illusion is an evasion special. For a split second you are invulnerable
to throws an attacks.

"Magic Beam" is just like Pentagon's "Stop The Time", however Mr. Khamen
comes with meditation which heals you. This kinda favors red KKD for this
character since it opens the option of paralyzing the opponent followed by
healing, and not just dealing damage.



=================================
-           Atlantis            -
=================================

COSTUMES:

-Circle/Triangle: original color

-Cross/Square: Navy blue color


---------
#ATTACKS#
---------

Triple claw: p. p. p

Claw thrust: p. p. f+p

Claw combo: p. p. f+p. qcf+p

Scratch Claw: f+p

Claw combo: f+p. p. p

Scratch kick combo: f+p. p. f+p

Scratch sliding combo: f+p. p. f+p. d+p

Ground claw combo: b+p. p

Ground upper combo: b+p. p. f,f+p

Diving headbutt: u+p

Slide: d+p

Upper: f,f+p

Water ball: b,b+p

Thrust: b,f+p

Scratch: qcf+p

Shoulder tackle: (running) p


--------
#THROWS#
--------

Frankensteiner: t

Shoulder neckbreaker drop: f,f+t

Shoulder Arm breaker: (on light stun) t [h]

Headlock punch: (on light stun) f,f+t [h]

Death valley bomb: (on heavy stun) t [h]

Pendulum drop: (on heavy stun) f,f+t [h]

Back DDT: (behind opponent) t [h]

Choke: (airborne opponent) f,d,df+t

Iron Pole smashing headscissors: (near corner) f,d,df+t [h](takes 3 stocks from
                                                           opponent)

Konyro Quebradora: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Double Claw (1): s

Water Magnum (2): f,f+s

Atlantis Upper (2): b,f+s

Saint Helen's Eruption (3): hcb+s

Atlantis Driver (9): qcf+p+s [h]

Devil Choujin Blood Bind (9): qcb+p+s [h]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. p. p -> s

Sample combo 2: b,b+p -> b,f+s. (airborne opponent) f,d,df+t

Sample combo 3: p. p. f+p. qcf+p -> hcb+s


COMBOS:

(heavy stun) (p. p)x4 -> p. p. f+p -> f,d,df+t (corner)

qcf+p (dash) p -> hcb+s

b,f+p -> f,f+p -> p. p. f+p (cc) f+p. p. f+p -> f,d,df+t (corner)

b,f+p -> f,f+p -> (p. p)x4 -> f,d,df+t (corner)

qcf+p -> f,f+p -> qcf+p -> f,d,df+t

s -> p -> f,d,df+t (corner)

s -> s -> b+p. p -> f,d,df+t (corner)

(red KKD) spam S -> f,f+s -> p. p -> f,d,df+t

(blue KKD) (b,f+p -> qcf+p -> s)x4 -> f,f+p -> p. p -> f,d,df+t


COMMENTS: A long range character of sorts. Not very strong but can disrupt you
from afar and close in.

"Water Ball" deals almost nonexistant damage but stuns your opponent, and
within the right distance you can get close right before they can recover.

"Double Claw" is a small backflip with a slash at the end, plus heavy stun.
good move with decent range.

"Water Magnum" deal little damage and knocks down the opponent. Not much use
except maybe to get some time to move around or on juggles.

"Atlantis Upper" is a small backhop followed by a dash into a launcher. Very
good move for closing the distance after certain actions, and whats better is
that you can cancel the move at any time with a throw, special or charge, which
makes it alot more versatile.


=================================
-         The Mountain          -
=================================

COSTUMES:

-Circle/Triangle: Original color

-Cross/Square: Blue dogi


---------
#ATTACKS#
---------

Rock wall: p. p

Collapse: p. p. f+p

Earth and sand: p. f+p

Debris flow: p. f+p. p. p [h](3rd hit)

Mudslide: p. f+p. p. f+p

Sledgehammer: b+p

Double hammer: b+p. f+p

Hip drop: u+p

Stomp: d+p

Upper: f,f+p

Tackle: b,b+p

Dropkick: b,f+p

Shoulder tackle: hcf+p

Leg breakage: hcb+p

Dropkick: (running) p


--------
#THROWS#
--------

Hit: t [H]

Body stomp: b,f+t

Thrust away: (on light stun) t [h]

Chalk: (on light stun) b,f+t

Hell thrust: (on heavy stun) t [H]

One-handed Headbutt: (on heavy stun) b,f+t [h]

Triple Headbutt: (behind opponent) t

One-armed shoulder throw: (hammer throw) t (1 stock from opponent)


----------
#SPECIALS#
----------

Right Straight (1): s

Body Press (2): u+s

Ground Impact (2): f,f+s [h]

Ground Zero (2): b,b+s [X]

Mountain Roller (1): hcf+s

Chomolongma Press (3): hcb+s [h]

Mountain Drop (9): f,d,df+t+s [H]

Full Body Mountain Drop (9): (near ropes) f,d,df+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. f+p. p -> u+s

Sample combo 2: b+p. f+p -> b,b+s

sample combo 3: p. p -> hcb+s


COMBOS:

b+p. f+p -> s -> u+s

b+p -> t -> f,f+s -> f,f+s -> f,f+s -> hcb+p


COMMENTS: Cant really say much about him other than hes not as slow as you
think, but besides that hes pretty straighforward.

Double Hammer,Upper andShoulder Tackle can be followed by a special combo
or charge cancelled.

His throws during stun states deal a fair amount of damage, and Ground Zero
helps to keep the opponent in the air.
However it might be better saving that gauge stock for "Ground Impact"; it
is a wonderful move to use on a downed opponent for a good chunk of damage, and
if your timing is good you can throw several ones before your opponent can
recover; it pretty much trumps over other moves that hit people on the floor,
making it The Mountains' main move.

Besides that move, "Chomolongma Press" does a nice about of damage for its
cost, and "Right Straight" is his fastest move that also causes heavy stun
(still slow tough)

I might even say hes a brainless character since all you have to do is get the
opponent on the floor and spam Earthquake for massive damage.


=================================
-           Springman           -
=================================

COSTUMES:

-Circle/Triangle: original color

-Cross/Square: Gold color


---------
#ATTACKS#
---------

Double Punch: p. p.

Dropkick combo: p. p. p

Elbow combo: p. p. f+p

Step dropkick combo: p. p. f+p. p

Spring kick combo: p. p. f+p. f+p

Drop combo: f+p. p. p

Spring combo: f+p. p. f+p

Double Spring combo: f+p. p. f+p. f+p

Drop kick: qcb+p

Double clip kick: qcb+p. qcb+p

Clip & spring: qcb+p. qcb+p. f+p

Guillotine drop: u+p

Stomp: d+p

Upper: f,f+p

Dropkick: b,f+p

Spring kick: qcf+p

Dash head: (running) p


--------
#THROWS#
--------
Throw away northern lights suplex: t

Body slam: f+t [h]

Brainbuster: b,f+t

Double arm suplex: qcb+t

Blockbuster: (on light stun) t

Jumping Piledriver: (on heavy stun) t

Spiral backdrop: (behind opponent) t [h]

Bound bomb: (airborne opponent) b,f+t

Front suplex: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Bazooka Kick (1): s

Spring somersault (2): f,f+s

Jumping Kick (1): b,b+s

Spring Cross Chop (1): b,f+s [h]

Flying Body Attack (2): qcf+s

Coil Drop (3): qcb+s [h]

Machine Gun Kick Rush (2): f,d,df+s

Devil Tomboy (9): hcf+t+s

Spring Rocket (9): (near ropes) hcf+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. p. f+p -> b,f+s

Sample combo 2: qcb+p. qcb+p. f+p -> qcb+s

Sample combo 3: p. p. f+p -> s -> qcb+s


COMBOS:

qcb+p. qcb+p. f,f+s (ground punish)

qcf+p (cc) f,f+p (cc) f,f+p (cc) f,f+p -> s -> p. p. p

f,f+p (cc) f,f+p (cc) f,f+p -> s -> p. p. f+p -> b,f+t

f,f+p -> p. p -> p. p -> p. p -> p. p. f+p -> b,f+t

s -> f,f+p -> p -> s -> f+p. p -> b,f+t

f,f+p -> f,f+p -> f,f+p -> s -> f+p. p -> b,f+t


COMMENTS: A very annoying character to fight against thanks to his moves which
are actually very spring-like.

His Upper can be charge cancelled insanely fast, turning it into an excellent
launcher and juggle move along with his Double punch combo which comes out fast
by itself (usually you'd want to launch with it, then charge cancel 3-4 of
them for juggle, and then keep going with his Punch Combo a few more times then
end with Sprindriver).

His Spring Somersault also happens to work for hitting grounded opponents, and
goes well for a "qcb+p. qcb+p. f,f+s" for ending people on the ground.


=================================
-          Buffaloman           -
=================================

COSTUMES:

-Circle: Regular Costume

-Cross/Square: Satan-possesed version

-Triangle: No hair


*REVERSAL*: Kinnikuman's "Kinniku Buster"


---------
#ATTACKS#
---------

Heavy double attack: p. p

Megaton upper combo: f,f+p. p. p

Megaton upper combo plus: f,f+p. p. p. qcb+p

Elbow drop: u+p

Ground swing: d+p [X]

Double Hammer: qcb+p

Buffalo hammer: b,f+p [H]

Swing punch: qcf+p

Longhorn drop: qcb+p

Longhorn guard: hcf+p

       Longhorn upper: (during Longhorn guard) f,d,df+p

               Longhorn upper plus: (during Longhorn upper) qcb+p

Lariat: (running) p [H]


--------
#THROWS#
--------

Chojin windmill: t [h]

Side suplex: f+t [h]

Sledgehammer: f,f+t

Bear hug: b,f+t

Tombstone Piledriver: hcf+t [H]

Kannuki suplex: qcb+t [h]

Megaton Shot: (on light stun) t [H]

Tomahawk Hurricane: (on light stun) hcf+t [h]

Buffalo BOMB: (on heavy stun) t [h]

Devil's killer scar transfer: (on heavy stun) hcf+t [H]

Triple Headbutt: (behind opponent) t

Hurricane Heat: (airborne opponent) f,f+t

Buffalo Ice rock drop: (on corner) f,f+t (takes 2 stocks from opponent) [h]

Power slam: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Poisonous Knee Needle (1): s

Hurricane Mixer (3): f,f+s [X]

Demon kill "Devil Shark" (2): b,b+s [X][h]

Longhorn Skewer (2): b,f+s

Special Hurricane Mixer (3): qcf+s [X]

Choujin Cross Slam (3): qcb+s [H]

Sky Hurricane Mixer (2): f,d,df+s [X]

Hurricane Mixer "Course of Death" (9): hcf+p+s

Hurricane Cross Slam (9): hcb+p+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: b,f+p -> qcf+s

Sample combo 2: f,f+p. p. p -> f,d,df+s -> f,f+t

Sample combo 3: p. p -> s -> qcb+s


COMBOS:

b,f+p -> u+p

(heavy stun) hcf+t -> qcf+s

f,f+t -> p -> f,d,df+s -> p -> f,d,df+s -> p -> f,d,df+s -> p -> f,f+t


COMMENTS: Slow but strong character archetype, probably one of the slowests in
the roster. His attack have an incredibly slow startup and recover time, not
to mention every single of his non-special throws have short range.

Hes so slow youll have to rely alot on your mixup games, but thanks to his
"Sledgehammer" you can start one of his combos out of it IF your timing is good
enough.

He excels at ground punishes and many of his attacks and throws cause hard
knockdowns to give enough time.
His "special hurricane mixer" is his fastes ground punish, and despite costing
3 stocks it does good damage.
He also has alot of special moves which also can cause a spin knockdown.

Despite his setbacks all of his attacks deal alot of damage, and something as
simple as landing a Knee Needle can open up to very damaging combos. With
his Special Hurricane Mixer you can hit downed opponents multiple times, making
it a great attack for ending your combos, as long as you have gauge stock to
spare and got the right timing to land the attack at the right time.

Sledgehammer also gives you just the right amount of time to combo into a
Sky Hurricane Mixer.


=================================
-           Geronimo            -
=================================

COSTUMES:

-Circle/Triangle: Anime color

-Cross/Square: Manga color


---------
#ATTACKS#
---------

Chop combo: p. p. p

Dropkick combo: p. p. b,b+p

Overpunch combo: p. p. f+p

Body attack combo: p. p. f+p. qcf+p

Rising elbow combo: p. p. f+p. b+p

Alley kick: d+p

Apache combo: d+p. b+p

Apache toe combo: d+p. b+p. f,f+p

Guillotine drop: u+p

Toe kick: f,f+p

Dropkick: b,b+p

Double chop: b,f+p

Overpunch: qcf+p

Jumping elbow: qcb+p

Rising elbow: f,d,df+p

Axe bomber: (running) p [H]


--------
#THROWS#
--------

Elbow smash: t

Body slam: f+t [h]

Bull docking headlock: f,f+t

Side suplex drop: qcf+t [H]

Kawazu drop: (on light stun) t

Brainbuster: (on heavy stun) t

Spiral backdrop: (behind opponent) t [h]

Uranage: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Mongolian Chop (1): s

Tomahawk Chop (1): f,f+s

Wood Cutter Hand (2): b,b+s

Tomahawk Tornado (2): b,f+s [X]

Full Body Jumping Back Drop (3): qcf+s [H]

Scissor Kick (3): qcb+s [H]

Heart Massage (7): b,d,db+s (heal)

Apache Warcry (9): hcf+p+s (takes 10 stocks from opponent)

Tomohawk Chop Storm (9): hcb+p+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. f+p -> f,f+s

Sample combo 2: d+p. b+p. f,f+p -> b,f+s

Sample combo 3: p. p. p -> b,b+s -> qcb+s


COMBOS:

qcf+p -> f,f+p -> d+p -> b,f+s -> d+p -> b,f+s -> b,f+s -> b,f+s

qcf+p -> d+p -> qcb+s -> d+p -> b,f+s

qcf+p -> d+p -> s -> b,b+s -> d+p -> b,f+s

qcf+p -> f,f+s -> d+p -> b,f+s -> p. p -> b,f+s (corner)

(blue KKD) (qcf+p -> s)x6 -> qcf+p -> qcb+s


COMMENTS: Kinda balanced and average, but comes with some interesting moves.

His Alley Kick is his safe hitconfirm. Safe and fast.

"Overpunch" is a short ranged heavy stun moves which comes out really
fast, so give it a try when within range.

"Tomahawk Chop" and "Wood Cutter Hand" are long range poke special, with
the difference being than the latter has higher cost&damage, goes low on the
ground and can help relaunch opponents who are about to hit the floor.

"Tomahawk Tornado" is kind of a defensive move but works best as a juggle move
and also as a ground punish if you get the timing right.

"Heart Massage" might seem quite expensive for a healing special but the amount
of health is high enough to justify it. You definitile want to  do a heal to
punish your opponent if its giving you the time to pull it off.



=================================
-           Snigator            -
=================================

COSTUMES:

-Circle/Triangle: Original color

-Cross/Square: Light brown color


---------
#ATTACKS#
---------

Savate combo: p. p. p

Sneaker combo: p. p. f+p

Tail kick combo: p. p. b+p

Tail kick & bite: p. p. b+p. b+p

Trace combo: f+p. p. p

Double kick combo: f+p. p. p. f+p

Triple kick combo: f+p. p. p. f+p. b+p

Grounder: hcf+p

Crocodile toss: hcf+p. f,d,df+p

Crocodile bite: hcf+p. f,d,df+p. f+p

Knee stomp: u+p [h]

Sliding kick: d+p

Enzuigiri: qcb+p

Sneaker kick: f,f+p

Bite attack: f,d,df+p

Enzuigiri: (while running) p


--------
#THROWS#
--------

Dragon screw: t

Body slam: f+t

Flying head scissors: hcf+t

Bear hug: (on light stun) t [h]

Brain buster: (on heavy stun) t

Ankle hold: (behind opponent) t [H]

Hell space walk: (airborne opponent) f,f+t

Death valley bomb: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Frill cutter (1): s [X]

Flying Body Press (2): u+s

Jumping cutter (2): f,f+s

Tail snap (1): b,b+s [H]

Lighting chops (5): b,f+s [h]

       Turtle tackle: (during Lighting chops) qcb+s [H]

Biting (1): qcf+s

Neck hanging tree (5): f,d,df+s

       One-two upper: (during Neck hanging tree) f,f+t

               Frill cutter: (during One-two upper) f,d,df+t

       Frill cutter: (during Neck hanging tree) qcf+t

Gator hell "Ultra C" (9): f,d,df+p+s

Hell Seal (9): (near ropes) f,d,df+p+s [h]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p -> b,b+s -> u+s

Sample combo 2: qcf+s -> hcf+p -> f,d,df+p -> f,f+t

Sample combo 3: p. p. f+p -> f,d,df+s. qcf+t


COMBOS:

hcf+p -> s (ground punish)

qcf+s -> p -> qcf+s -> u+p

qcf+s -> p -> qcf+s -> u+s

qcf+s -> p -> f,d,df+s. f,d,df+t -> f,f+s -> f,f+t

qcf+s -> p -> b,f+s. qcb+t -> u+s

hcf+p. f,d,df+p -> p -> f,f+t


COMMENTS: A very fun character. While his damage is average, his attacks are
fast, many of them allow him to close onto the opponent in a blink, an air
throw and specials that allow for decent juggle combos.

His biggest tool is definitely his "Grounder", a very safe slide with very
fast recovery which can let you follow up with most throws and specials.
Also happens to work very well into ground punish combos as it allows special
moves to hit when by themselves they wouldnt hit grounded opponents (Tail Snap
for example).

Performing an "Grounder" into "Biting" allows you to travel almost
fullscreen in no time, keeping your opponent on its toes at all times.

Im still not sure if Grounder can start a "true" combo string or not, I guess
it all depends if the attack you want to link to comes out fast enough.

Also, for some weird reason he's one of the characters with 1200 health.


=================================
-           Planetman           -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

Mercury: p. p. p

Mars: p. p. f+p

Jupiter: p. p. f+p. qcf+p

Venus: p. p. b+p

Saturn: b,b+p. p

Uranus: b,b+p. p. f+p

Neptune: b,b+p. f+p

Pluto: b,b+p. f+p. qcf+p

Knee drop: u+p

Low drop kick: d+p

Jumping knee bash: f,f+p

Jump kick: b,f+p [h]

Trace kick: qcf+p

Spin kick: qcb+p [X]

Zero gravity: f,d,df+p

Flying Body Press: (running) p [H]


--------
#THROWS#
--------

Diamond cutter: t

Body slam: f+t [h]

Frankensteiner: qcb+t

Piledriver: (on light stun) t [h]

Swing DDT: (on light stun) qcb+t [h]

Schmidt-style backbreaker: (on heavy stun) t [h]

Bull docking headlock: (behind opponent) t

Red-hot neck hanging drop: (airborne opponent) b,f+t

Swing DDT: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Satellite kick (1): s

Ring Stone (2): f,f+s

Planet Ring Hell (2): b,b+s [X] (on last hit)

Apollon Dynamite (2): b,f+s [x]

Panet Kick (1): qcf+s

Sub-Zero Figure 4 Neck Lock (3): qcb+s [h]

Planet Rush (3): hcf+s

Planet Gravity (3): hcb+s [h]

Devil Technique Planet Alignment (9): f,d,df+t+s [h]

Devil Technique Grand Cross (9): b,d,db+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. b+p -> qcf+s

Sample combo 2: b,b+p. f+p -> qcb+s

Sample combo 3: p. p. f+p -> hcf+s -> b,f+s -> (airborne opponent) b,f+t


COMBOS:

hcf+s -> b,f+s -> qcf+p -> b,f+t

hcf+s -> qcb+p -> p. p -> b,f+t (corner)

hcf+s -> qcb+p (cc) qcb+p (cc) p. p -> b,f+t (corner)

qcf+s -> f,f+s -> hcf+s -> qcf+p -> b,f+s -> p. p -> b,f+t (when cornered)


COMMENTS: A character capitalizing more on his specials than anything else.

Comes with 3 (!) projectile based specials. Ring Stone is just a regular
multi-hit projectile for obvious long range purposes.

Planet Ring Hell is much different with a shorter range and a boomerang-like
path; on hit it slightly launches the opppnent not so high into the air, but
high enough to allow a juggle if you are kinda close.

Appolon Dynamite works similarly but the startup is longer and launches the
opponent way higher.

Planet kick is a teleport kick. Altough it comes a bit slow, it deals heavy
stun which is always good.

Planet Rush is his most intereting move as it is a special throw that
launches the opponent. Great when going for a juggle but dont expect much
damage from this move alone so make sure it counts.


=================================
-            Junkman            -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

One-two junk wall: p. p. p

Left W junk: p. f+p

Light hook junk: p. f+p. b+p

Back junk: p. f+p. b+p. p

Double face junk: p. f+p. b+p. p. qcf+p

Quick back junk: b+p. p

Quick double face junk: b+p. p. qcf+p

Double upper junk: f,f+p. p

Diving needle: u+p

Ground junk: d+p

Junk wall: b,f+p

Junk smash: qcf+p [h]

Needle trap: hcf+p

       Junk trap: (during Needle trap) f,f+p

Chest junk: (running) p [H]


--------
#THROWS#
--------

Flying head scissor: t

Brain elbow: f,b+t

Water wheel drop: (on light stun) t

Bear hug: (on heavy stun) t

Waist tackle: (behind opponent) t

Vertical Backdrop: (behind opponent) qcb+t [h]

Jumping Junk Crush: (airborne opponent) b,f+t

Counter palm smash: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Junk Crush (1): s

Dashing Junk Crush (2): f,f+s

Junk Crush & needle (2): b,f+s

Junk palm smash (2): qcf+s [h]

Dashing Junk Needle (2): hcf+s

Junk throw (3): f,d,df+s [h]

Blood Bath Hell (9): hcf+p+s

Double Face Junk Crush (9): hcb+p+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: b+p. p -> qcf+s

Sample combo 2: p. p -> s -> f,f+s

Sample combo 3: p. f+p. b+p. p -> f,d,df+s


COMBOS:

p. p -> s -> f,f+s -> u+p

f,fp. p -> p. f+p -> p. f+p -> p. f+p -> b,f+t (corner, kinda)

f,f+p. p -> p. f+p. b+p. p -> b,f+t

p. p -> s -> s -> hcf+p -> b,f+t (corner)

f,b+t -> p. f+p -> s -> f,d,df+s


COMMENTS: Kind of a simple character, with a bunch of moves slightly pushing
you forward and a nice air throw.

"Junk wall" slightly makes you do a short dash "punch" that deals heavy stun.

"Needle trap" is a short of defensive attack that works just like Kinnikuman's
muscle curtain, and whats been told on the latter applies here too.
However, Needle trap does cause heavy stun which makes it viable to follow with
slower moves, and because of this its followup "Junk trap" knocks down the
opponent.

"Brain Elbow" is a grab that leaves the opponent vulnerable for a split second
to follow with something, however the window of opportunity is small which cuts
down on the options, but nonetheless its still a useful grab.

"Dashing Junk Crush" makes you dash forwards a few steps before dealing a blow
that knocks down the opponent. Could be followed up with a fast move, maybe
even relaunch but its very inconsisten to do a relaunch.


=================================
-           The Ninja           -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

Stabbing katana combo: p. p. p

Slash cut combo: p. p. f+p

Head blow combo: p. p. b+p. b+p

Piercing armor combo: p. p. b+p. b+p

Head skull slash: p. p. b+p. f+p

Spiral back skewer: u+p

Helicopter slash: u+p. f+p

Ground spiral: u+p. d+p

Fake ground spiral: u+p. f+p. d+p

Leg sweep: d+p

Ground lotus flower: d+p. p. p

Ground lotus flower leg: d+p. p. b+p

Ground lotus flower kicks: d+p. p. b+p. b+p

Ground Lotus flower harvest: d+p. p. f+p

Jishato futakyo: d+p. p. b+p. f+p

Ground head slash: d+p. f+p

Ground head spiral: d+p. f+p. u+p

Ground spiral: d+p. u+p

Misfortune slash: f,f+p

Misfortune spiral: f,f+p. u+p

Misfortune ground: f,f+p. d+p

Devil's toll: b+p [X] [h]

Jaw cracker: b,f+p

Quick spin: qcf+p [X]

Skewering: (running) p


--------
#THROWS#
--------

Winding throw: t

Oklahoma stampede: f+t [h]

Side suplex: b,f+t [h]

Rear throw: qcf+t [h]

Aikido throw: qcb+t

Swing arm cross: (on light stun) t

Foot binding heel hold: (on heavy stun) t [h]

Bow and arrow hold: (behind opponent) t

Ankle hold: (behind opponent) f+t [h]

Avalanche hold: (airborne opponent) f,d,df+t

One-arm shoulder throw: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Thrust Fist (1): s

Avalanche Hold (3): f,f+s

Order and Betrayal At Will (5): b,b+s (grab counter)

Dark Spider Drop (2): b,f+s

Ninja Shuriken (2): qcf+s [h]

Shoulder Throw (5): qcb+s

       Cross Armbar: (during Shoulder Throw) b,b+t [h]

Shuriken Stomping (1): f,d,df+s

Turnover Jutsu (3): b,d,db+s

Fiery Feather Ring Jutsu (9): qcb+t+s

Ninja Art: Binding Spider Web (9): (near ropes) qcb+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. f+p -> f,d,df+s

Sample combo 2: d+p. p. f+p -> (airborne opponent) f,d,df+t

Sample combo 3: p. p. b+p -> b,d,db+s -> d+p. p -> f,f+s


COMBOS:

b,f+p -> f,f+p -> f,d,df+s ->  p. p -> f,d,df+t

b,f+p -> p -> p. p -> f,d,df+t (near walls)

b,f+p -> d+p -> qcb+s. b,b+t

b,f+p -> d+p -> b,d,db+s -> p. p. f+p (cc) qcf+p -> qcf+p -> f,d,df+t

b,f+p -> d+p. f+p -> qcf+p -> p. p -> f,d,df+t


COMMENTS: Just by his name you can somewhat tell how hes going to play like.
Yeah, hes is "the weak but fast" kind of character, yet it doesnt quite work
right.

His attacks strings, despite being fast, are not fluid and instead go for weird
mixup strings, which kinda makes using them on juggles harder.

When I said his damage output is low, I mean it. All of his attacks deal very
low damage, even his lvl9 specials. You'll have to work extra hard.
He also has 950 health which means you are gonna die fast.

His air throw doesnt have much horizontal range, making some juggles you could
do with other characters not being possible unless you are close to the
walls.
Hopefully his "Quick spin" attack fixes this somewhat as it pushes you forward
and lets you quickly follow with the air throw.

His grab counter special is quite cheap at 5 stocks (cheap for a counter at
least)

"Ninja Shuriken" is obviously a projectile, a slow one with a downwards
diagonal trajectory. Not much damage but can annoy.

"Shuriken Stomping" is a very good move for juggling, specially after a
launcher, plus it leaves you in a good position to keep juggling.

Turnover Jutsu is a linker or sorts. Basically stuns the opponent and puts
you behind them, allowing you to keep the combo on the ground a little more.
Its essential as you can link some pokes (d+p) into this and get a nice combo
or juggle.


=================================
-           Sunshine            -
=================================

COSTUMES:

-Circle/Triangle: Original costume

-Cross/Square: "New Sunshine" costume


---------
#ATTACKS#
---------

Hell's devil strikes: p. p. p [X]

Hammer bash: f+p

Hammer upper: f+p. u+p

Hammer low: f+p. d+p

20 mon kick: b+p [X]

Concrete press: u+p

Sundrop kick: d+p

40 mon rocket cannon: f,f+p

Sunset flip: qcb+p

Body press: (running) p

Hell sand drop: (While face down on the ground) p (unlisted move)


--------
#THROWS#
--------

Body stomp: t

Lift up drop: f+t

Headcrown elbow: f,f+t

Bear hug: b,f+t

Hell swing: hcf+t

Mexican stretch: (on light stun) t

Canadian backbreaker: (on heavy stun) t [h]

Superslow German suplex: (behind opponent) t

Backdrop: (behind opponent) f+t

Canadian backbreaker: (airborne opponent) f,f+t

Lift up slam: (after hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Hell's Top (1): s [X]

Demon World Guillotine Drop (1): u+s

Hell's Top (2): f,f+s [X]

Hell's Arc de Rriumph (2): b,f+s

Giant Swing (3): hcf+s

Hell's Pyramid (1): f,d,df+s [X]

Demon World's Hell Tour/Cursed Roller (9): hcf+p+s (Changes depending
on costume)


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. u+p -> p. p -> f,f+t

Sample combo 2: f+p -> f,d,df+s -> u+s

Sample combo 3: p. p -> hcf+s


COMMENTS: Not as slow as you may think despite his size, hes faster than
Buffaloman for sure!.

Theres two things that are good about him: his specials and his wakeup. He
probably is the character with the fastest wakeup recovery, and his wakeup
attack is a launcher of all things. Then theres the special moves, many of them
coming out fast, some of them from above, but they are not insanely powerful
except for Giant Swing.

His qcb+p might seems like a heavily punishable move since after it your only
option is a wakeup, but you can cancel the move into a throw or special before
you get to the point where you are considered on the ground.

Hell's Top (2) kinda helps to keep your juggles, and Hell's Pyramid can combo
into itself for a nasty punish on downed opponent. As Sunshine you'll be using
your specials alot.

Demon World's Hell Tour/Cursed Roller have no differences besides the
animation, so pick the costume you like best.

Sunshine heavily relies on his specials. To have no gauge stock means youll
be a sitting duck.


=================================
-          Ashuraman            -
=================================

COSTUMES:

-Circle: Anime color

-Cross/Square: Tag tournament costume+Manga color

-Triangle: Stolen arms version


---------
#ATTACKS#
---------

One-Shoulder: p. p. p

Upper combo: p. p. b+p. p

Round kick combo: p. p. b+p. p. f+p [X]

Lotus Palm combo: f+p. p. p [X]

Six Lotus Flurry 1: qcf+p

Six Lotus Flurry 2: qcf+p. p

Six Lotus Flurry 3: qcf+p. p. f,f+p

High kick: b,b+p

Kick knuckle combo: b,b+p. f+p

Triple Elbow: u+p

Low drop kick: d+p

Uppercut: f,f+p

Shoulder Tackle: b,f+p

Dashing smash: (running) p


--------
#THROWS#
--------

Triple body slam: t

Spin shrimp: f+t

Power bomb: f,f+t [H]

Death valley bomb: b,f+t [H]

Neck hanging bear hug: (on light stun) t [h]

Neck hanging buster: (on heavy stun) t

Triple sleeper: (behind opponent) t [h]

Cobra twist: (behind opponent) f+t

Oklahoma stampede: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Double punch (1): s

Six Arms flurry (2): f,f+s

Ashura Torpedo (1): b,b+s

Tornado Hell (2): b,f+s [X]

Ashura Buster (3): qcf+s [H]

Ashura Izuna Drop (3): qcb+s [H]

Improved Asura Buster (9): hcf+p+s

Ashura Infinity power (9): hcb+p+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: b,b+p -> s -> b,f+s

Sample combo 2: qcf+p. p -> f,f+s

Sample combo 3: p. p. b+p. p -> qcf+s


COMBOS:

*Tornado Hell is an excellent ground punish*

f+p -> s (dash) f,f+p -> f,f+p -> p. p. b+p. p. f+p

(Heavy stun) -> qcf+p. p -> qcf+p. p -> qcf+p. p -> s (corner)

(launcher) -> p. p. b+p. p (cc) qcf+p. p -> qcf+p. p -> s (corner)

(BLUE KKD) "f+p -> s" x9 -> f,f+p -> qcf+p. p -> qcf+p. p -> p. p. b+p. p. f+p
(corner)


COMMENTS: Dont really have much to say myself. Hes a good character with one
combo that is the best above the others (the round kick combo) and all his
normal throws have long reach.

His Tornado Hell is great as it is both a launcher and a ground punish; sends
the opponent quite up in the air, so you can use it from far away and if it
connects you could try to go for a juggle.

"Six Lotus Flurry 1" is pretty nice for corner juggles.

"Round Kick combo" is best used as juggle ender since the last hit helps
setting up for a ground punish with Tornado Hell.


=================================
-         Akuma Shogun          -
=================================

COSTUMES:

-Circle/Triangle: Original costume

-Cross/Square: Goldman costume


*REVERSAL*: Kinnikuman's "Kinniku Driver"


---------
#ATTACKS#
---------

One-tail trace kick: p. p. p

Shogun combination: p. p. b+p. p

Shogun combination plus: p. p. b+p. p. f+p

Chopping punch: b+p

Chopping combo: b+p. d+p

Satan combination A: f,f+p. p. p

Satan combination B: f,f+p. p. p. f+p

Satan combination C: f,f+p. p. p. u+p

Trace kick: b,b+p

Dive bombing: qcf+p

Foot stomp: qcb+p [h]

Kinniku driver sealed: hcf+p

Rising knee: f,d,df+p

Power absorption: b,d,db+p (takes 4 stocks from opponent)

Knee bazooka: (running) p


--------
#THROWS#
--------

Piledriver: t

Skull Crush: f+t

Daisetsuzan Drop: f,f+t

Neck hang bomb: b,f+t

Spin Double Arm Sault: qcb+t [h]

Helm splitter: hcb+t

       Stomach Crash: (during Helm splitter) f,d,df+t

Bridge break: f,d,df+t

Hell's Super Express: (on light stun) t

Romero Special 1: (on heavy stun) t

       Romero Special 2: (during Romero Special 1) f+t

       Hell's Windmill: (during Romero Special 1) b,f+t

Double Knee Crusher: (behind opponent) t

Chojin Compressor: (behind opponent) f+t

Daisetsuzan Drop: (airborne opponent) hcf+t

Spine buster: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Shock Double Punch (1): s

Diamond Dust Alpha (3): f,f+s [X]

Diamond Dust Beta (3): b,b+s (unblockable) [X]

Soft Body Elbow (2): b,f+s [h]

Hell's Merry-Go-Round (3): qcf+s (unblockable) [X]

Neck Hang Throw (3): f,d,df+s

Yoga Pose (2): b,d,db+s (heal)

Hell's Guillotine (9): hcb+t+s [H]

Hell's Double Play (9): (near ropes) hcb+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f,f+p. p. p -> qcf+s

Sample combo 2: p. p. b+p. p -> f,f+s

Sample combo 3: s -> (on heavy stun) t. (during Romero Special 1) b,f+t


COMBOS:

p. p. p (dash) p. p. b+p. p -> qcf+s -> p. p -> hcf+t

p. p -> s -> t. b,f+t -> b,b+s

b,b+p -> p. p. b+p -> p. p. b+p -> p. p. b+p -> p. p. b+p -> hcf+t (corner)

b,b+p (dash) p. p. b+p. p -> qcf+s -> p. p -> hcf+t

p -> s -> f,d,df+p -> b,b+s (corner)

(BLUE KKD, power boost on) b,b+p until KKD runs out -> hcb+t+s


COMMENTS: He was toned down since the first game, but still stands as one of
the best characters. On the plus side he has high health (1200, 1k being the
average), a moderate healing special, "Power absorption", excellent juggling
and can easily get the opponent to the borders of the arena.
His weak points would be the compelte lack of special throws, no low attacks
worth using and midscreen juggles not as good as his corner juggles.

The majority of his specials raise the opponent above the ground, ready to set
them up for his juggles.

Neck Hang Throw is not a throw and can be blocked


=================================
-          Neptuneman           -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


*REVERSAL*: Robin Mask's "Robin Special 1st version"


---------
#ATTACKS#
---------

Quarrel combo 1st: p. p. p

Quarrel combo 2nd: p. p. f+p

Quarrel combo 3rd: p. p. f+p. p

Neptune kick combo: f+p. p. p. f,b+p

Neptune shoulder combo: f+p. p. b,f+p

Spin upper combo 1st: f+p. b+p. f,f+p

Spin upper combo 2nd: f+p. p. b+p. f,f+p

Perfect combo plus: qcf+p. b+p. f,f+p

Perfect combo minus: qcf+p. b,f+p [H]

Jumping headbutt: u+p

Neptune slide: d+p

Left upper: f,f+p

Shoulder tackle: b,f+p

Big boot: f,b+p

Back elbow: hcf+p

Flying body attack: f,d,df+p

Stomp: b,d,db+p (drains 2/3 stock from opponent)

Rushing knee bash: (while running) p


--------
#THROWS#
--------

Schmidt-style backbreaker: t

Spear: f,f+t

Shoulder neck breaker drop: b,f+t

Flying head scissors: qcf+t

Side suplex: qcb+t [H]

Piledriver: (on light stun) t

Cannuck suplex: (on light stun) qcb+t

Verticall-style falling brainbuster: (on heavy stun) t [h]

Airplane spin: (on heavy stun) qcb+t

Super-slow backdrop: (Behind opponent) t

Sleeper hold: (behind opponent) b+t [h]

Perfect drop: (behind opponent) f,b+t

Law-breaking Robin Special: (airborne opponent) f,d,df+t

Devil's descent: (hammer throw) t (drains 1 stock from opponent) [H]


----------
#SPECIALS#
----------

Quarrel Bomber (1): s [H][X]

Quarrel Bomber 2 (1): b+s [H][X]

Magnet Power Minus (2): f,f+s

Magnet Power Plus (2): b,b+s [X]

Triple Punishment Of Hell Part 1 "Sleeper suplex" (3): b,f+s [h]

Thunder Saber (2): qcf+s

Deadly Cross (2): qcb+s [X]

Magnetic Storm Driver (3): hcf+s [H]

Magnetic Storm Suplex (3): hcb+s [H]

Quarrel Special (3): f,d,df+s [h]

Cross Bomber (9): hcf+p+s

Double Leg Suplex (9): (near ropes) hcb+t+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: qcf+p. b+p. f,f+p -> qcb+s

Sample combo 2: f+p. p. b+p. f,f+p -> f,d,df+t

Sample combo 3: p. p. f+p -> f,d,df+s



COMBOS:

t -> b,d,db+p

hcf+p -> b+s -> u+p

hcf+p -> b+s -> qcf+s

f+p. p -> f,f+s -> qcb+t -> p. p (cc) f+p. p. b+p -> f,d,df+t

hcf+p (cc) qcb+t -> p. p (cc) f+p. p. b+p -> f,d,df+t

f,f+p -> qcb+s -> p. p -> f,d,df+t (corner)

qcf+s -> s -> p -> f,d,df+t (Not so reliable)

qcf+s -> qcf+p. b+p -> f,d,df+t

f,d,df+p -> f,f+p -> qcb+s -> qcf+p. b+p -> f,d,df+t

f,d,df+p -> f,f+p -> b+s -> p. p -> f,d,df+t


COMMENTS: An average character at best, but comes with some mid range gimmicks.

Many of his attack string end up in a launcher.

"Airplane Spin" is a great heavy stun throw which sends the opponent high up so
you can do a juggle. Really good, specially when combined with "Magnet Power
Plus/Minus" as they are capture moves that cause heavy stun.

"Quarrel Bomber" causes a knockdown which gives enough time for a fast ground
punish like "stomp" or "neptune slide". Also has a really good range and a
weird trajectory with leaves you slightly to the side of the opponent.

"Quarrel bomber 2" is practically the same thing but with more power, more
startup and leaves the opponent on the ground longer.

"Magnet Power Plus" and its "Minus" variant are stun moves to catch your rival
at different ranges.
"Plus" sends a magnet beam which pulls the opponent closer to you in heavy stun
while "Minus" creates a magnetic field that repulses them, causing heavy stun.

"Thunder Saber" makes Neptunemas leap in the air and throw 2 lighting bolts in
close-to-mid range. If both of them hit, the opponent gets slightly launched
into the air, and you can follow with a juggle if you are close enough.

"Deadly Cross" has Neptuneman leaping straight into the air and drop with a
cross made out of 2 lighting bolts. Hits multiple times and if all hits
connect you cause a knockdown.


=================================
-          Big The budo         -
=================================

COSTUMES:

-Circle: Manga color

-Cross: Neptune King, Manga color

-Square: Neptune King, Anime color

-Trianle: Anime color


---------
#ATTACKS#
---------

Budo combo attack "Reverse": p. p. p

Budo combo attack "Rush": p. p. qcf+p

Budo combo attack "Crush": p. p. qcb+p

Perfect combo attack "Turn": f+p. p

Perfect combo attack "Rush": f+p. b+p. p

Perfect combo attack "Destruction": f+p. b+p. p. qcf+p

Perfect combo attack "Crush": f+p. b+p. p. qcb+p

Perfect wave combo attack: f+p. b+p. p. p

Budo hurricane combo "Rush": b+p. p. p

Budo hurricane combo "Destruction": b+p. p. f,f+p

Nio Kudaki: qcb+p

Perfect empty punch: qcb+p. f+p. b+p. qcf+p

Flying sausage: u+p

Neptune Slide: d+p

Bamboo sword launch: f,f+p

Back elbow: b,b+p

Shoulder tackle: b,f+p

Nio Tsuki: qcf+p

16 sentences kick: hcf+p

Hell thrust: f,d,df+p [h]

Budo Exploding Kick: b,d,db+p

Vader attack: (running) p


--------
#THROWS#
--------

One-handed Headbutt: t [h]

Body stomp: f+t

Sledgehammer: f,f+t

Power Bomb: qcf+t [h]

Budo hell thrust: f,d,df+t

One-handed takedown: (on light stun) t [h]

Body press: (on heavy stun) t

Atomic drop: (behind opponent) t

Shoulder tackle: (behind opponent) f+t [h]</pre><pre id="faqspan-3">

Piledriver: (airborne opponent) b,f+t [h]

Budo submission: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Iaigiri (1): s [X]

Quarrel Bomber (1): b+s [H][X]

One-handed Overhead (1): d+s [X]

Magnet Power Minus (2): f,f+s

Magnet Power Plus (2): b,b+s [X]

Seiza Thrust (1): b,f+s

Thunder Saber (2): qcf+s

Deadly Cross (2): qcb+s [X]

Magnetic Storm Driver (3): hcf+s [H]

Magnetic Storm suplex (3): hcb+s [h]

Punishment Heavy Thrusts (2): f,d,df+t+s

Megaton King Drop (9): f,d,df+s [h]

Cross Bomber (9): (near ropes) hcf+t+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. p -> b,b+s -> b,f+s

Sample combo 2: b+p. p. p -> hcf+s

Sample combo 3: f+p. b+p. p. p -> f,f+s -> hcb+s


COMBOS:

b,b+p -> f,f+p -> p. p (cc) p. p (cc) p. p -> b,f+t -> d+s (corner)

f,f+p -> qcb+s -> p. p (cc) p. p (cc) p. p -> b,f+t -> d+s (corner)

f,f+p -> b,f+p -> p. p -> b,f+t -> d+s

b,d,db+p -> p -> hcf+s -> d+s

b+s -> d+s


COMMENTS: Big The Budo is the Ken to Neptuneman's Ryu, as in, clones of each
other So some of the advices on Neptuneman might apply to him aswell.

His attacks have some differences, like single hit heavy stun moves, and the
"Budo Exploding Kick" which is a flying kick.

Many of his specials are actually different.
"Iaigiri" is a short ranged but kinda fast attack which causes knockdown
and sends them backwards a little bit.

"One-handed Overhead" is best used as a ground punish if possible, and its
worth trying that as the damage is ok.

"Seiza Thrust" is a long poke with lots of startup. Causes knockdown.


=================================
-            Big Body           -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

Powerful tackle: p. p. p

Powerful impact: p. p. p. f+p [H](last hit)

Powerful quick attack: p. b+p. p

Powerful kick: p. b+p. f+p

Powerful hammer: p. b+p. p. f+p

Power swing: f+p. p. p

Power hammer: f+p. p. b+p

Power kick: f+p. p. b+p. p

Power impact: f+p. p. b+p. f+p

Giant hammer: b,f+p. b+p. f+p

Triple hammer: qcf+p. qcf+p. qcf+p

Double hammer: qcf+p. qcb+p

Hammer impact: qcf+p. hcf+p [H]

Elbow drop: u+p

McEnroe: d+p [X]

Body attack: b+p [H]

Upper tackle: f,f+p

Drop kick: b,b+p [X]

Head butt: qcb+p

Front kick: hcf+p [H]

Football kick: f,d,df+p

Shoulder tackle: (running) p


--------
#THROWS#
--------

DDT: t [h]

Choke slam. f,f+t

Arm hold shoulder tackle: b,f+t [H]

Lift up drop: qcf+t

Bear hug: qcb+t [h]

Piledriver: (on light stun) t [h]

Power bomb: (on light stun) qcf+t [H]

Powerful lariat: (on heavy stun) t

Doctor bomb: (on heavy stun) qcf+t

Superslow german suplex: (behind opponent) t

Pendulum drop: (behind opponent) qcb+t [H]

Canadian Backbreaker rack: (airborne opponent) f,f+t [H]

Powerful Piledriver: (airborne opponent) b,f+t

Powerslam: (hammer throw) t (1 stock from opponent)


----------
#SPECIALS#
----------

Powerful Knuckle (1): s [H]

Powerful Fist (10): u+s (takes 3 stocks from opponent)

       Powerful Spine: (during Powerful Fist, just frame link) b,f+t (takes 3
                     stocks from opponent)

               Powerful Double Fist: (during Powerful Spine) f+t or b+t
                                     (opponent recovers all stocks)

               True Powerful Double Fist: (during Powerful Spine) qcf+t/qcb+t
                                          (takes 4 stocks from opponent)

Powerful Tackle (3): f,f+s [X](on ground)

Powerful Backbreaker (2): b,f+s

Powerful Spear (3): qcf+s [H]

Canadian Destroyer (3): qcb+s [H]

Powerful Dragon Sleeper (3): hcf+s

Giant Swing (5): hcb+s

       Powerful Swing: (during Giant Swing) hcb+t

Muscle Impact (9): hcf+p+s [H]

Maple Leaf Clutch (9): (near ropes) hcf+t+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f,f+s -> b,f+t

Sample combo 2: p. b+p. p -> hcf+s

Sample combo 3: p. b+p. p. f+p -> u+s. b,f+t. qcf+t or qcb+t


COMBOS:

p. b+p -> qcf+t -> u+p

(Launcher) -> b,f+p. b+p -> b,f+t -> f,d,df+p

p. b+p -> s -> b,f+p. b+p -> b,f+t -> f,d,df+p (corner combo)


COMMENTS: Most surprising character to see in the game, considering in the
series we only get ot see him dying, no fighting at all, but his moveset is as
big as the other characters.
Be careful tough, as he is the character with the least health (800 health,
with 1000 being the average)

Despite his low health, he hits hard even if he barely has some useful combos,
relying more on pokes, considering that many of his attacks cause knockback
with some time left for a ground attack. With blue KKD, on near death he can be
quite dangerous if he lands a blow.

Practically all of his attacks cause haevy stun or knockback at some point.

His special throws also are much stronger than other characters, which makes it
worth saving stock to use them.

His "Powerful Fist" when done correctly deals a really good amount of damage
and drains all of your opponents gauge. However is also costs all of your
gauge, the timing on the second hit is hard to perform, and if you do the wrong
input at the third hit your opponent barely gets hurt and regains all 10 gauge
stocks, so its better not trying this unless you are already quite good at
fighting games.


=================================
-           Mariposa            -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

Luz del sol Uno: p. p. p

Luz del sol Dos: p. p. d+p. b+p. f+p

Luz del sol Tres: p. p. d+p. ff+p

Luz del sol Cuatro: p. p. d+p. b,f+p

Luz del sol Cinco: p. p. d+p. f,f+p

Luz del sol Seis: p. b+p. d+p. f+p

Luz de la luna Uno: f+p. p. b,f+p

Luz de la luna Dos: f+p. p. qcb+p. p. b,f+p

Luz de la luna Tres: f+p. p. qcb+p. p. f,b+p

El cielo Uno: qcb+p. p. b,f+p

El cielo Dos: qcb+p. p. f,b+p

La tierra Uno: b+p. p. p

La tierra Dos: b+p. p. d+p

La tierra Tres: b+p. p. d+p. p

La tierra Cuatro: b+p. p. d+p. f+p [h](last hit)

Moonstone press: u+p

Low drop kick: d+p

Rolling upper kick: f,f+p

Quick Spin kick: b,b+p

Drop kick: b,f+p

Head stand kick: f,b+p

Rolling Savate: qcf+p

Shoulder tackle: hcf+p

Aztec flip: f,d,df+p

Knee stomp: b,d,db+p

Low drop kick: (running) p


--------
#THROWS#
--------

Flying Maya: t [h]

Arm whip: f,f+t

Arm breaker: b,f+t [h]

Deja Vu: qcf+t

Christo: qcb+t [H]

Rogue fake: hcf+t

Swing DDT: (on light stun) t [h]

Corbata: (on light stun) qcf+t

Skyhigh body press: (on heavy stun) t

Mexican stretch: (on heavy stun) qcf+t

Face crusher: (behind opponent) t [H]

Jumping spin kick: (behind opponent) b+t [h]

Uracarrana: (behind opponent) qcf+t [h]

Mariposa cutter: (airborne opponent) b,f+t [h]

619: (near ropes) qcb+t [h] (takes 1,5 stocks from opponent)

Firebird splash: (near corner) f,f+t [h] (takes 3 stocks from opponent)

Iron Post binding: (near corner) b,d,db+t (takes 2 stocks from opponent)

Arm whip: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Aztec Drop (1): s

Aztec Knee Drop (1): u+s [h]

Aztec Head Butt (1): f,f+s

Moctezuma Defense (2): b,b+s

Aztec slide (1): b,f+s

Aztec Senton (1): qcf+s [h]

Frankensteiner (5): hcf+s

       Dragon rana: (during Frankensteiner) b,d,db+t [h]

Moctezuma headbutt (3): hcb+s

Rogue blow (2): f,d,df+s

Flight technique (3): b,d,db+s (takes 4 stocks from opponent)

Fake Muscle Revenger (9): hcf+t+s [h]

Aztec Rush (9): (near ropes)  hcf+t+s [h]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: qcb+p. p. f,b+p -> (airborne opponent) b,f+t

sample combo 2: b+p. p. d+p -> f,d,df+s -> qcf+t

Sample combo 3: p. p. d+p. b+p -> b,f+s -> t


COMBOS:

f,b+p -> f,b+p -> b,f+t

f,f+p -> f,b+p (cc) b+p. p -> b,f+t

f,f+p -> p. b+p -> p. b+p -> b+p. p -> b,f+t

(heavy stun) -> qcf+p -> b,d,db+p -> b,f+t (corner)

b,f+s -> p -> hcb+s. b,d,db+t -> s

(b+p. p -> f,d,df+s)x5 -> b+p. p -> s -> f,b+p -> p. b+p -> b+p. p -> b,f+t...
.. -> s

(b+p. p -> f,d,df+s)x4 -> b+p. p -> hcb+s


COMMENTS: Im not really very fond of this character. Hes not so graceful and
his moves are more about having a delayed momentum and mixup strings.

He does, however, posses 3 different throws that take away gauge stock from
your opponent (excluding the universal throw after a rope bounce). 2 of those
are both done on the corner, and the only difference is that one deals more
damage but drains one less stock.

By all means try not to whiff a regular punch, go for at least the second
attack, because when you just perform a single regular punch and whiff you'll
recover very slowly for some reason.

Flight Technique is a counter move that activates when you opponent touches you
with his body.

For his combo involving the "Rogue Blow" the link between the last hit in
"b+p. p" and the Rogue Blow has to very really tight, otherwise the opponent
can break out of the combo.


=================================
-            Soldier            -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Anime color


---------
#ATTACKS#
---------

Crash combo: p. p. p

Spin kick combo: p. p. b+p. p

Spin kick combo plus: p. p. b+p. p. p

Shooting combo: p. p. b+p. p. qcb+p

Combat alpha: f+p. p. p

Combat bravo: f+p. p. qcb+p

Hound kick: d+p

Hound bite: d+p. f+p

Destroy combo: d+p. f+p. qcb+p

Elbow drop: u+p

Knee kick: f,b+p

Drop kick: b,f+p

Sobat: qcb+p

Muscle curtain: hcf+p

Flying body attack: (running) p [H]


--------
#THROWS#
--------

Dragon screw: t [h]

Flying head scissors: f+t [h]

Brainbuster: qcf+t

Kannuki suplex: qcb+t

Arm whip: (on light stun) t [H]

Airplane spin: (on heavy stun) t

Olympic slam: (behind opponent) t

Back DDT: (behind opponent) f+t

Avalanche hold: (airborne opponent) b,f+t

Uranage: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Burning Megaton Punch (1): s [H]

Red Rain Of Berlin (1): f,f+s [h]

Yin and Yang Switch Jutsu (5): b,b+s (grab counter)

Buffalo Hammer (1): b,f+s [H]

Karate Chop Storm (2): qcb+s

Dragon Suplex (5): hcf+s

       Dragon Suplex continuation 1: (during Dragon Suplex) b+t

               Dragon Suplex continuation 2: (during Dragon continuation 1)
                                              hcf+t [h]

Choujin Izuna Drop (3): f,d,df+s [H]

Ataru's Muscle Spark (9): hcf+t+s [H]

Napalm Stretch (9): f,d,df+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. p. qcb+p -> f,f+s

Sample combo 2: p. p. b+p. p -> (on heavy stun) t -> (airborne opponent) b,f+t

Sample combo 3: p. p. p -> f,d,df+s


COMBOS:

(heavy stun) -> p -> s -> d+p -> b,f+t (VERY close to corner/ropes)

qcb+p -> t -> p. p (cc) p. p (cc) p. p -> b,f+t

qcb+p -> t -> p. p (cc) p. p. b+p. p -> b,f+t

b,f+s -> d+p -> b,f+t


COMMENTS: A character who hits hard. Comes with his owns set of attacks, but
his specials are mostly taken from other characters (his team members). The
best part is that all of the borrowed specials are all good ones which will see
some use.

The first two hits of his most basic combo are great for juggles since they put
you near the opponent, but you'll have to charge cancel after the second hit
because the chances of doing the third hit by accident are VERY likely.

his "Hound kick", since its part of a longer attack string, can be quickly
cancelled into specials or throws and can be a nice low poke.

You will want to cause heavy stun as much as possible because his "Airplane
spin" will launch the opponent and that means free juggle.


=================================
-             Zebra             -
=================================

COSTUMES:

-Circle/Triangle: Original color

-Cross/Square: "violent Chojin" Mode


*REVERSAL*: Kinnikuman's "Kinniku Driver"


---------
#ATTACKS#
---------

Wild rush: p. p. p [X](last hit)

Wild blow rush: p. p. b+p

Wild upper rush: p. p. b+p. f+p

Trample rush: f+p. p. p

Trample spin rush: f+p. p. p. p [X](last hit)

Trample break rush: f+p. p. f+p

Trample cut rush: f+p. p. f+p. b+p

Trample blow rush: f+p. p. f+p. b+p. f+p

Muscle strike rush: f+p. b+p. p

Muscle spin rush: f+p. b+p. p. p [X](last hit)

Muscle rush: f+p. b+p. f+p

Sway: b+p

       Rampage hook: (during Sway) f+p. p

               Rampage blow: (during Rampage hook) b+p

                       Rampage upper: (during Rampage blow) f+p

       Technic upper: (during Sway) qcf+p

Switching: f,b+p (stance)

       Lighting rush: (during Switching) b+p. f+p. p

       Lighting flicker: (during Switching) f+p. p

               Lighting step: (during Lighting flicker) f,f+p

                       Lighting blow: (during Lighting step) f+p

Storm step: p. f,f+p

       Storm rush: (during Storm step) p. p. p

Tempest step: p. p. f,f+p

       Tempest jab: (during Tempest step) p. p

Cyclone step: p. b,b+p. p

       Cyclone flicker: (during Cyclone step) f+p. p

Twister step: p. p. b,b+p. p

       Twister hook: (during Twister step) f+p

       Twister Upper: (during Twister step) qcf+p

Zebra stamp: u+p

Low kick: d+p

Upper: f,f+p

Thoroughbred body: qcf+p

Rabbit punch: hcf+p

Rhino blow: hcb+p

Dash punch: (running) p


--------
#THROWS#
--------

Backdrop: t

Shoulder Arm breaker: b,f+t [H]

Elbow butt: qcf+t [h]

Ball toss: (on light stun) t

Giant swing: (on heavy stun) t

German suplex: (behind opponent) t

Savannah punch: (near ropes) f,f+t [H] (takes 1,5 stocks from opponent)

Death valley bomb: (hammer throw) t [H] (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Mephisto Punch (1): s

Flying Weapon Headbutt (1): u+s

Zero Dash (1): f+s

Flash Avoid (1): b+s

Finesse Flicker (1): f,f+s

Iron Pole Attack (1): b,f+s [h]

Thoroughbred Hook (1): qcf+s

Mephisto Punch (2): hcf+s [H][X]

German Suplex (5): hcb+s

       Japanese Leg-roll Clutch: (during German Suplex) f,b+t

               Jumping Piledriver: (during Japanese Leg-roll Clutch) qcf+t [h]

Thoroughbred Upper (2): f,d,df+s

Mephisto Counter (3): b,d,db+s [H](counter)

Saint Muscle Punch (9): qcf+p+s

Muscle Inferno (9): (near ropes) hcf+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: f+p. b+p -> hcf+s

Sample combo 2: f+p. p. f+p. b+p -> b,f+s

Sample combo 3: p. p. b+p -> s -> f,f+s -> (on light stun) t



COMBOS:

(launcher) -> f+p. p. f+p -> hcf+s -> f+p. p. f+p. b+p -> hcf+s -> f+p. p. f+p.
b+p. f+p

(with BLUE KKD) s x10 -> t (best done on corner)


COMMENTS: A character apart from the rest, whos style is street fighting, it
almost feels like you are (kinda) playing as Tekken's Steve Fox.

As you can imagine, he focuses on his melee attacks which are quite expansive,
but his throws still function really well. One of his gimmicks is his Sway
move which lowers him just enough to evade high attacks and follow up with a
combo. Hes also one of the few (probably 2) characters with a stance which adds
alot to his game.
His Rabbit punch&Rhino blow can quickly be cancelled into throws or specials,
if you are a master of charge cancelling, you could run circles around your
opponent.

His throws are allright in both power and range; "Savannah punch" gives him
more chances to deplete his opponentst gauge stock.

The Flash Avoid/Zero Dash specials dont really have invincibility frames,
just lowers your hitbox, but works well for getting away or applying pressure
since you can cancel them somewhat fast (not nearly as fast as the
Rabbit punch/Rhino blow).
Mephisto Punch (2) helps keep the opponent airborne, if just a little.
The Mephisto Counter is a really weird counter move since it works on
proximity, so you could actually activate at will by cancelling a
Rabbit punch/Rhino blow or Zero Dash into it fast (and close) enough.

Finesse Flicker is one of his key special moves. while it has mediocre
damage, it also comes with range and speed that allows you to poke from far
away, but what makes it great is being able to cancel into itself (and other
moves) as much as your fingers allow you, making it potentially damaging and
cost efficient if it gets blocked as you wont be risking 9 stocks in one shot.



=================================
-         Super Phoenix         -
=================================

COSTUMES:

-Circle/Triangle: Manga color

-Cross/Square: Full Power (Anime version)


---------
#ATTACKS#
---------

Genius combo I: p. p. p

Genius combo II: p. p. f+p

Genius combo III: p. p. f+p. qcf+p

Genius combo IV: p. p. qcf+p. qcf+p

Genius combo V: p. p. qcf+p. qcf+p. d+p

Intelligence combo I: b,f+p. p. f+p

Intelligence combo II: b,f+p. p. d+p

Intelligence combo III: b,f+p. d+p. qcb+p

Intelligence combo IV: b,f+p. p. d+p. f+p. qcf+p

Intelligence combo V: b,f+p. p. f,f+p

Intelligence combo VI: b,f+p. qcb+p

Phoenix combo I: b+p. p. p

Phoenix combo II: b+p. p. f+p

Phoenix combo III: b+p. p. f+p. p

Phoenix combo IV: b+p. p. f+p. b+p

Phoenix combo V: b+p. p. f+p. f,f+p

Phoenix combo VI: b+p. p. f+p. d+p

Phoenix combo VII: b+p. p. f+p. d+p. qcb+p

Double knee drop: u+p [h]

Puffer tornado: d+p

Jumping knee blow: f,f+p

skill technique: b,b+p

Sidestep kick: qcf+p

Phoenix bird: qcb+p

Knee kick: hcf+p

Elbow upper: f,d,df+p

Pull out stance: b,d,db+p

       Gotai Hakotsu-shu: (during Pull out stance) f+p

Rotating middle kick: (running) p


--------
#THROWS#
--------

Bull docking head lock: t

Arm whip: qcb+t

       Arm eagle cross: (during Arm whip) b,b+t

Arm breaker: (on light stun) t

Kangaroo throw: (on light stun) qcb+t

       Key lock: (during Kangaroo throw) qcb+t

Scorpion Deathlock: (on heavy stun) t [h]

Canadian backbreaker; (on heavy stun) qcb+t

       Argentine brackbreaker: (during Canadian backbreaker) hcb+t

Choke sleeper: (behind opponent) t

Pendulum backbreaker: (behind opponent) qcb+t [H]

Flying piledriver: (airborne opponent) b,f+t

Avalanche-style double arm suplex: (near corner) f,f+t [H] (takes 2 stocks
                                                           from opponent)

Swing DDT: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Phoenix Straight (1): s

Aerial Killer Flight (1): u+s

Screw Drop Kick (1): f,f+s [X]

Flying Backward Vertical-type Back Drop (3): b,b+s [H]

Chicken Arm Scissors (2): b,f+s

Phoenix Stretch (3): qcf+s [H]

Phoenix Submission (3): qcb+s

Phoenix Madness Wave (7): hcf+s (takes 4 stocks from opponent, scrambles
                         controller inputs for the duration of the flashing
                         lights)

Unmatched Brutal Technique (1): hcb+s

Death Body Shoot (3): f,d,df+s

Intelligence Piledriver (3): b,d,db+s (counter)

Muscle Revenger (9): hcb+t+s

Choujin Cow-Cleaving Sentence:Raging Ox (9): (near ropes) hcb+t+s

Muscle Inferno (9): (near ropes) f,d,df+t+s (takes 3 stocks from opponent)


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. qcf+p. qcf+p -> b,f+s

Sample combo 2: b+p. p. p -> s -> qcb+s

Sample combo 3: b,d,db+p. f+p -> hcb+s -> b,d,db+s


COMBOS:

(launcher) -> p. p. f+p. qcf+p -> p. p -> b,f+t

u+p -> b+p. p. f+p. d+p -> b,f+t -> u+p (first u+p must hit from far away)

p. p -> hcb+s(cancel) -> s -> b+p. p. f+p. p (corner)

p. p. f+p -> qcb+t -> p. p. f+p. qcf+p -> p. p -> b,f+t

p. hcb+s(cancel). f+p -> qcb+t -> p. p. f+p. qcf+p -> p. p -> b,f+t

b,d,db+p. f+p -> b+p -> s -> b,f+p -> qcb+t -> p. p. f+p. qcf+p -> p. p ->
b,f+t

b+p -> s -> b,f+p -> qcf+s -> u+p


COMMENTS: An excellent character with moves which are both fast and strong,
great juggle potential combined  with an air throw (of the better kind) to
compliment him. Hes a powerful character but also needs skill to use him.

"Genius combo III" is your best combo for keeping your juggles.
His "sidestep kick", like Zebra's "rabbit/rhino" moves, can be cancelled into
a throw/special.

"Unmatched Brutal Technique", is a weird move; not only you can cancel it into
a throw or special, but also if you use it in the middle of an attack string,
you can keep that specific attack string going. You can cancel at the first hit
for light stun or do the two hits for a small launch in the air.

His Muscle Inferno is a gauge draining special that doesnt drain too much gauge
stock but its not completely weak.


=================================
-        Kinniku Mantaro        -
=================================

COSTUMES:

-Circle/Triangle: Original costume

-Cross/Square: Chojin Olympics Costume


---------
#ATTACKS#
---------

One-two high kick: p. p. p [X](last hit)

One-two double kick: p. p. b+p. p

Mantaro Combo A: p. p. f+p. p. p

Mantaro combo B: f+p. p. p. p [X](last hit)

Mantaro combo C: f+p. p. b+p. p

Landmine combo: f+p. p. p. f,f+p

Back spin kick: b+p

Mantaro heel drop: u+p

Mantaro crawling leg: d+p

Mantaro landmine: f,f+p

Heel kick: b,f+p

Muscle Curtain: hcf+p

Heel kick: (running) p


--------
#THROWS#
--------

One-armed shoulder throw: t [h]

Rear throw: f+t [h]

Elbow: f,f+t

Dragon screw: b,f+t

Shoulder neck breaker drop: f,b+t

Front neck chance: qcf+t

Choke slam: qcb+t

Sleeve lifting and pulling hip throw: (on light stun) t [h]

Victory knee cross: (on light stun) b,f+t [h]

Belly to belly: (on light stun) qcb+t

Vertically falling-type brainbuster: (on heavy stun) t [h]

Jumping Hanging arm cross: (on heavy stun) b,f+t [h]

Canuck suplex: (on heavy stun) qcb+t [h]

Leg twist arm hold: (behind opponent) t

Choke Shoulder throw: (behind opponent) b,f+t

Choke slam: (hammer throw) t (takes 1 stock from opponent) [h]


----------
#SPECIALS#
----------

Mantaro Air (1): s

Mantaro Bomb (3): f,f+s [h]

Power Fart Bazooka (3): b,b+s (takes 4 stocks from opponent)

Kinniku Buster (3): qcf+s [h]

Turn Over Kinniku Buster (3): qcb+s [H]

Kinniku Driver (3): f,d,df+s [H]

Iroha Hell Tour "I" (7): b,d,db+s [H]

       Hell Tour "Ro": (during Iroha Hell Tour "I") f,b+t

               Hell Tour "Ha": (During Hell Tour "Ro") hcb+t [h]

               Hell Tour "Kinniku Buster": (During Hell Tour "Ro") b,d,db+t

Muscle Gravity (9): hcf+t+s [h]

Muscle Millenium (9): (near ropes) hcf+t+s [h]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. f+p. p. p -> s

Sample combo 2: f+p. p. b+p -> qcf+s

Sample combo 3: p. p. f+p. p -> qcb+s


COMBOS:

f+p. p -> s (ground punish)

f,f+t(or s) -> p. p. f+p. p. p -> f+p. p. p -> s

f,f+t(or s) -> p. p. p -> f+p. p -> s (needs good timing)

f,f+t(or s) -> f+p. p. p until you get tired


COMMENTS: Similar to Kinnikuman but more swift.
Overall hes okay in most regards, but his single best move is "Mantaro Air".
With it you can start juggles, keep juggles and hit grounded opponents, its a
very usefull move which sadly can get you in trouble if miss with it.

His juggle tool are really good. "Mantaro combo A" and the first 3 hits of
"Mantaro combo B" will be all you are gonna use for juggles. With
"Mantaro Combo B" you can juggle for days until the damage becomes
worthlessly low.



=================================
-         Terry The Kid         -
=================================

COSTUMES:

-Circle/Triangle: Original costume

-Cross/Square: Chojin Olympics Costume


---------
#ATTACKS#
---------

Wild horse back kick:  p. p. p

Wild horse front kick: p. p. f+p.

Wild horse bite: p. p. f+p. p

Wild horse rush: p. p. f+p. b+p.

Wild horse runaway: p. p. f+p. b+p. f+p

Mad bull horn: b+p. p

Mad bull body blow: b+p. p. f+p

Mad bull runaway: b+p. p. f+p. qcf+p

Branding Elbow: u+p

Plane kick: d+p [X]

Texas Upper: f,f+p

Horse kick: qcf+p

Spin Elbow: b,f+p

Jumping knee bash: (running) p


--------
#THROWS#
--------

DDT: t [h]

Ankle hold: b,f+t [h]

Knuckle part: (on light stun) t

Oklahoma stampede: (on heavy stun) t

Mount attack: (on heavy stun) b,f+t [h]

Pendulum drop: (behind opponent) t [h]

Bull docking headlock: (behind opponent) b,f+t

Kid's reverse cross armbar: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Trace Kick (1): s

Texas Straight (1): f,f+s [H] (unblockable)

Texas Condor Kick (2): b,b+s

Shoulder Arm Breaker (5): b,f+s [H]

       One-armed Shoulder Throw: (During Shoulder Arm Breaker) f+t [h]

Earth Clip Kick (5): qcf+s

       Spinning Toe Hold: (During Earth Clip Kick) f,f+t

       Texas Clover Hold: (During Earth Clip Kick) b,b+t

Dragon Screw (5): qcb+s

       Spinning Toe Hold: (During Dragon Screw) qcf+t

High Voltage Bomb (2): hcf+s [h]

Calf Branding (3): f,d,df+s [h]

Kid's Triangle Choke (3): b,d,db+s [H]

Texas Clover Hold (9): hcf+t+s [h]

Texas Combination (9): (near ropes) hcf+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample Combo 1: d+p -> qcf+s. (During Sweep) b,b+t

Sample Comb 2: b+p. p -> b,f+s. (During Armbreak) f+t

Sample Combo 3: p. p. f+p -> t -> f,d,df+s



COMBOS:

b,b+s (dash) p -> b,d,db+s

s (dash) p -> t -> hcf+t+s

b,b+s -> b+p. p -> t -> f,f+p -> p. p -> p. p. f+p. b+p -> s (corner)

s (dash) p -> t -> f,f+p -> p. p. f+p. b+p -> s

s -> b+p. p -> t -> p -> repeat all over (corner, infinite?)


COMMENTS: Really similar to Terryman, but with one important difference which
puts him above his father.

His attacks strings are much more normal than terryman's flurry of punches.
He still retains his plane kick and works just the same.

His Spin Elbow is a decent poke that causes light stun and can be quickly
cancelled.

"Mad bull horn" is probably his most important attack string because of the
weird way it works.
For some reason, this attack string wont cause any knowdown at all if done
after a heavy stun attack, but instead leaves the opponen in light stun, which
get us onto his next important move.

"Knuckle part", only done on light stun, and leaves the opponent open long
enough to keep the combo going. Mixing this with "Mad bull horn" you can keep
your opponent into a loop as long as you both are in the corner.


=================================
-          Kevin Mask           -
=================================

COSTUMES:

-Circle/Triangle: original color

-Cross/Square: Black mask and armor


*REVERSAL*: Kinniku Mantaro's "Kinniku Driver"


---------
#ATTACKS#
---------

Palm strike combo 1st: p. p. p

Palm strike combo 2nd: p. p. b+p

Palm strike combo 3rd: p. p. b+p. b+p

Palm strike combo END: p. p. b+p. b+p. f+p

Low kick combo A: b+p. p. p

Low kick combo B: b+p. p. p. f+p [H](last hit)

Low kick combo C: b+p. p. p. b+p [H](last hit)

Quick low: b,b+p

Quick double: b,b+p. f+p

Tactics No. 9: u+p

Ripper slide: d+p

Double knee: f,f+p

Nail kick: b,f+p [H]

Straight palm strike: qcf+p

Heel kick: qcb+p

Palm strike Upper: f,d,df+p

Quarrel kick: (running) p [H]


--------
#THROWS#
--------

Dragon screw: t

Flying head scissors: f+t

Kannuki suplex: qcb+t

Mount attack: hcf+t

STF: f,d,df+t

Death valley bomb: (on light stun) t [H]

Curtain Call Kick: (on light stun) qcb+t [h]

Power bomb: (on heavy stun) t [H]

Tomoe nage: (on heavy stun) qcb+t

Hydro twist: (behind opponent) t

Tower bridge: (airborne opponent) b,f+t

Robin Special: (airborne opponent) f,d,df+t

Royal Stetch: (near ropes) qcb+t (takes 1.5 stocks from opponent)

Heart attack slinger: (on corner) f,d,df+t [H]

Death valley bomb: (hammer throw) t [h] (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Deadly Right Hook (1): s [X]

Dharma Drop Combo (2): f,f+s

Kevin Tornado (1): b,b+s [X]

Mach Pulverizer (2): b,f+s [X]

Tower Bridge (3): qcf+s

Tornado Fisherman's Suplex (3): qcb+s [H]

OLAP (3): f,d,df+s [h]

Shoulder Hold (5): b,d,db+s

       Storm Elbow: (during Shoulder Hold) f+t

               Triangle Hold Storm Elbow: (during Storm Elbow 1) qcb+t

       Big Problem Suplex: (during Triangle Choke) f,b+t

Big Ben Edge (9): hcb+t+s [H]

Provocation Toe Kick (9): hcf+t+s (takes 10 stocks from opponent)


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. b+p. b+p -> d+p -> b,b+s

Sample combo 2: b+p. p -> s -> qcb+t -> (airborne opponent) f,d,df+t

Sample combo 3: b+p. p -> s -> d+p -> f,d,df+s


COMBOS:

(Heavy stun attack). qcb+t -> s -> ff+p. f,d,df+t (precise timing and fast
input to land the air throw)

b,f+s -> f,f+p -> f,d,df+t

qcb+p -> b,b+p -> p. p. b+p. b+p -> f,d,df+t (corner combo)


COMMENTS: A really cool character with lots of cool moves for most situations.

I really cant point anything that you wouldnt find out by going to practice
mode and experiment yourself, save maybe that and his Double Knee is very good
and lets you do a juggle into a Robin Special air throw.


=================================
-          Checkmate            -
=================================

COSTUMES:

-Circle/Triangle: Original color

-Cross/Square: Black w/ gold color


---------
#ATTACKS#
---------

Triple horn attack: p. p. p

Promotion attack: p. p. f+p

Twin promotion: p. p. f+p. p

End promotion: p. p. f+p. p. f,d,df+p [X](last hit)

En passant attack: f+p. p

En passant combo A: f+p. p. b+p

En passant combo B: f+p. p. f+p [H](last hit)

Castling: d+p. d+p

Castling combo: d+p. d+p. qcb+p

Elbow drop: u+p

Upper: f,f+p

Flying cross chop: b,f+p

Dropkick: qcf+p

Flying double kick: qcb+p

Lariat: hcf+p [H]

Bishop kick: f,d,df+p [X]

Dash knee: (running) p


--------
#THROWS#
--------

Double arm suplex: t

Side suplex: qcb+t [h]

Setting northern lights Suplex: hcb+t

Side suplex: (on light stun) t

Setting northern lights Suplex: (on heavy stun) t

Pendulum backbreaker: (behind opponent) t [h]

Konyro quebradora: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Gallop Kick (1): s

Centaur's Black Stampede (1): f,f+s

Centaur's Black Stampede (2):

Open The Rook Gate (1): qcb+s

King Style Brilliant Throw (3): hcf+s [H]

Rook Sky Twister (3): b,d,db+s

Grand Slam "Stallion Style Honorable Driver" (9): hcb+t+s [h]

Grand Slam "Human Desk Drop Bomb" (9): (near ropes) hcb+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. p -> b,f+s

Sample combo 2: f+p. p. f+p -> d+p. d+p -> s

Sample combo 3: p. p. f+p. p -> b,d,db+s


COMBOS:

(Launcher) -> p. p. f+p. p (cc) p. p. f+p. p (ccc) f,d,df+p -> (ground
attack of choice)

(Launcher) -> p. p. f+p. p -> d+p. d+p -> f,d,df+p -> (ground
attack of choice) (best done on stage's boundaries)

d+p. d+p -> hcf+s -> s


COMMENTS: A character lacking options but still quite decent.

He only has one way to juggle and that is with his "Twin Promotion" (charge
cancel if you want you do it more than once) then finish off with a
Bishop Kick.
If you want you can try adding "Castling" before Bishop Kick if
you dont feel like charge cancelling Twin Promotion.

As you can see from above, Bishop Kick is very useful as it works both as a
juggle tool and for hitting grounded opponents, and his Castling can be
used into a (true?) combo.

Gallop Kick is really good at hitting people on the ground, altough I wouldnt
use it on juggles ending with Bishop Kick as the timing before he can get up
is very precise, so its much more prefferable to use it after a special throw
like King Style Brilliant Throw (linked from Castling if possible) where the
opponent is stunned on the ground for longer.

Finally, "Open The Rook Gate" is a counter move which causes heavy stun on
hit, very useful if you can land it, and very low cost.


=================================
-              Jade             -
=================================

COSTUMES:

-Circle/Triangle: Original costume

-Cross/Square: No Helmet


---------
#ATTACKS#
---------

Slash & kick: p. p. p

Slash & back knuckle: p. p. b+p

Pork roast combo: p. p. b+p. d+p [X](last hit)

High kick combo: p. p. b+p. d+p. f+p [H](last hit)

Raela direct broadcasting: p. p. b+p. d+p. qcb+p

Palm kick combo: f+p. p. p

Palm combo: f+p. p. d+p

Raela publicity combo: f+p. p. d+p. qcb+p

War demon combo: f+p. p. d+p. u+p

Ain: d+p

Zwei: d+p. u+p

Dry: d+p. u+p. b+p

Ende: d+p. u+p. b+p. f+p

Foot Stomp: u+p

Knee kick: f,f+p

High kick: b,f+p [H]

Dropkick: qcf+p

Rolling Savate kick: qcb+p

Heel drop: (running) p [H]


--------
#THROWS#
--------

Exploder: t

Tossing northern lights suplex: qcb+t

Front neck chancery: (on light stun) t

Double arm suplex: (on light stun) qcb+t

Capchudo: (on heavy stun) t [h]

Ankle hold: (on heavy stun) qcb+t [H]

German suplex: (behind opponent) t

Swing DDT: (hammer throw) t [h](takes 1 stock from opponent)


----------
#SPECIALS#
----------

Red Rain Of Berlin (1): s [h]

Original Red Rain Of Berlin (1): f,f+s [h]

SSD (3): qcf+s [H]

Mounted Cross armbar (3): qcb+s [H]

Standing Cross armbar (3): f,d,df+s [H]

Double Red Rain of Berlin (9): f,d,df+t+s

Beefcake Hammer (9): qb,d,db+t+s [H]


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. b+p. d+p. qcb+p -> f,f+s

Sample combo 2: f+p. p. p -> qcf+s

Sample combo 3: p. p. b+p. d+p -> s -> f,d,df+s


COMBOS:

u+p -> s (ground combo)

s -> qcb+p -> u+p -> s (corner combo)

p -> s -> f+p. p -> u+p -> s -> d+p (corner combo)

f,f+p -> p. p. b+p. d+p. qcb+p -> s

s -> p -> qcb+s -> u+p -> s


COMMENTS: A different taste of Brocken Jr. In my opinion for the worse.
I feel alot of his regular attack lack much needed range, specially his
"Knee kick".

"Foot stomp" can be linked into a special move.

However an improvement over Brocken Jr. is his "Red Rain Of Berlin"; Its fast,
causes heavy stun instead of knockdown and hits grounded opponents. Its a
very useful special and you might want to use it on floored opponent when you
have the chance.


=================================
-           Scarface            -
=================================

COSTUMES:

-Circle/Triangle: Original costume

-Cross/Square: Overbody disguise


*REVERSAL*: Kinniku Mantaro's "Kinniku Buster"


---------
#ATTACKS#
---------

Vader crush combo: p. p. p

Middle kick combo: p. p. b+p

Back knuckle combo combo: p. p. b+p. b+p

High kick combo: p. p. b+p .b+p. f+p

Power straight combo: b+p. p. p

Power back knuckle combo: b+p. p. b+p

Scar lariat combo: b+p. p. b+p. f+p [H](last hit)

Moonsault combo: b+p. p. b+p. f,b+p

Elbow drop: u+p

Ground swing: d+p [X]

Vader crush: f,f+p

Moonstone drop: f,b+p

Scar Lariat: qcf+p [H]

Flying nail kick: qcb+p

Rolling lariat: hcf+p [H]

Left Upper: f,d,df+p

Stepping out: b,d,db+p (takes 2/3rd stock from opponent)

Lariat: (running) p [H]


--------
#THROWS#
--------

Armpit hold: t [h]

Spear: f,f+t

Tombstone piledriver: b,f+t [h]

Shoulder arm breaker: f,b+t [H]

Head punch: qcf+t [h]

Bear hug: (on light stun) t

Vertically falling-type brainbuster: (on heavy stun) t

Viagra driver: (behind opponent) t [h]

Piledriver: (airborne opponent) hcf+t [h]

Buffalo branding: (on corner) qcf+t

Power slam: (hammer throw) t [h](takes 1 stock from opponent)


----------
#SPECIALS#
----------

Swallow Tail (1): s

Jumping Swallow Tail(2): f,f+s

Swallow Tail Shovel Shoot (3): b,f+s [h]

Scar Lift (5): qcf+s

       Power Bomb: (during Double Side Suplex) hcb+s [H]

Spinning Double Toe Hold (3): hcf+s

Adult's German (3): hcb+s [H]

Ultimate Scar Buster (9): hcf+p+s [H]

Hell River Plunge (9): (near ropes) hcf+t+s


---------------
#SAMPLE COMBOS#
---------------

Sample combo 1: p. p. p -> s -> b,d,db+p

Sample combo 2: p. p -> f,f+s -> hcb+s

Sample combo 3: b+p. p. p -> hcf+s


COMBOS:

f,f+s -> p. p. b+p. b+p -> hcf+t

f,d,df+p -> b+p. p. b+p (cc) b+p. p. b+p -> hcf+t

f,f+p -> b+p -> b,f+s -> d+p (near ropes)

f,f+p (cc) p -> qcf,qcf+t (corner, x2 motion to override light stun grab)

f,f+p -> s -> u+p


COMMENTS: A somewhat big character with slightly slow attacks. Kinda feels like
Neptuneman's attacks and Terryman's specials.

"Stepping out", like neptuneman's stomp, is a fast ground punish with decent
damage (maybe better damage than neptuneman's) for when elbow drop is too slow,
And has the great addition of sapping away gauge from your opponent.

Both his Scar Lariat and Rolling Lariat can be cancelled other stuff at any
point, so you are not defenseless while the animation plays out.

His "Vader crush" is the attack of choice. Decent range, heavy stun, comes out
quite fast and can be cancelled into throws and specials relatively fast, but
its best to just charge cancell which also makes it really safe if its blocked.

"Jumping Swallow Tail" is just like Terryman's Texas Condor Kick.


=================================
-        Barrierfreeman         -
=================================

COSTUMES:

-Circle/Triangle: Original color

-Cross/Square: Yellow diaper w/dark skin


---------
#ATTACKS#
---------

Three part backwards kick: p. p. p

Three part palm strikes: p. p. b+p

Four part palm strikes: p. p. b+p. p

Rolling savate combo: p. p. b+p. f+p

Double right palm strikes: f+p. p

Back kick Combo: f+p. p. b+p. p

Guillotine drop: u+p

Alley kick: d+p

Palm strike upper: f,f+p

Backward Kick: b,b+p

Rolling savate: b,f+p

Flying nail kick: (running) p


--------
#THROWS#
--------

Kawazu drop: t

Hanging triangle choke: (on light stun) t

Hanging triangle choke: (on heavy stun( t

Standing choke sleeper: (behind opponent) t [h]

Side armbar: (hammer throw) t (takes 1 stock from opponent)


----------
#SPECIALS#
----------

Children's Limbo Lariat (1): f,f+s [H]

Four-legged tackle (2): f,f+s

Dropkick (1): b,b+s [H]

Flying Nail Kick (1): b,f+s [H]

Buddha, Forgive Me - Altar Return (3): qcf+s [h]

Spin Kick (1): qcb+s

Reverse Neck Breaker (3): hcb+s [h]

Hemorrhoid Mount (5): b,d,db+s

       The crane is 1,000, the turtle is 10,000 Punch: (during Hemorrhoid
                                                        Mount) f,b+t

               Sleeper choke hold: (During "The Crane is 1,000...") qcb+t

Narayama Backbreaker (9): hcf+p+s (takes 4 stocks from opponent)

Nils-Style Narayama Backbreaker (9): hcb+p+s


---------------
#SAMPLE COMBOS#
---------------

Sample Combo 1: f+p. p. b+p. p -> b,f+s

Sample Combo 2: p. p. b+p -> qcf+s

Sample Combo 3: p. p. b+p. f+p -> hcb+s


COMBOS:

b,b+p -> b,f+s -> d+p -> f,f+s (need timing so last attack is ground punish)

s -> d+p -> f,f+s (need timing so last attack is ground punish)

d+p -> qcf+s -> f,f+s

(Blue KKD on) (b,b+p -> f,f+s)x4 -> t


COMMENTS: Not a crazy lot to say here. Only 5 throws, and they all look alike,
attacks are kinda ordinary but his specials are good.
However, it "seems" his attack strings other than "Four part palm strikes"
are true combo strings and the opponent cant react at all mid combo (possibly
making the sample combos actually worth using)

D+p is a very useful low poke that can even be linked into something fast like
a throw.

f,f+s is a great ground punish if you can pull it off with the right timing.

Both of his lvl9 specials have long startup but a very long reach, making
Barrierfreeman crawl trough the floor for about 80% of the stage's lenght.
It is, however, easily evaded from far away and its a melee attack so it has
to be parried.


=================================
-           Ilioukhine          -
=================================

COSTUMES:

-Circle/Triangle: Original color

-Cross/Square: light blue color


---------
#ATTACKS#
---------

One-two high: p. p. p

Triple attack: p. p. b+p

Triple attack plus: p. p. b+p. p

Gyro elbow combo: p. p. b+p. f+p

Back spin combo: b+p. p

Spin double: b+p. d+p

Spin double plus: b+p. d+p. p

Spin triple: b+p. d+p. b+p

Jet tackle: hcf+p

Jet knee blast: hcf+p. f,d,df+p [X](last hit)

Gyro elbow: u+p

Loose spin: d+p

Jumping knee bash: f,f+p

High spin: f,b+p

Flying nail kick: b,f+p

Jet cutter: (running) p [H]


--------
#THROWS#
--------

Swing DDT: t

Northern lights suplex: f+t

Corvata: (on light stun) t

Emerald fusion: (on heavy stun) t [H]

Sleeper suplex: (behind opponent) t [h]

Frankensteiner: (hammer throw) t (takes 1 stock from opponent) [H]


----------
#SPECIALS#
----------

Death Samolyót (2): s [h]

Stealth Genetics (2): f,f+s

Siberian Taran (3): qcf+s

Reverse Full Nelson (5): hcb+s [h]

       Double Arm Suplex: (during Reverse Full Nelson) qcf+t

       Pedigree: (during Reverse Full Nelson) f,d,df+t [h]

Around The World Of Hell (3): b,d,db+s

The Turbulence (9): f,d,df+p+s [H]

Genetic Storm (9): b,d,db+p+s


---------------
#SAMPLE COMBOS#
---------------

Sample Combo 1: p. p. b+p. p -> s

Sample Combo 2: hcf+p -> qcf+s

Sample Combo 3: b+p. d+p -> b,d,db+s


COMBOS:

hcf+p. f,d,df+p -> hcf+p. f,d,df+p -> hcf+p. f,d,df+p -> p. p. b+p. p

(heavy stun) -> hcf+p -> qcf+s


COMMENTS: Not much to talk about except one or two gimmicks which are what his
game is about, but overall he feels average.

"Jet Tackle" and "Jet knee blast" are one of his tools. They work just like
Snigators "Grounder/Crocodile Toss" attacks, except you dont travel low to the
ground. (you dash forward incredibly fast with a weakling punch, and can follow
up with a launcher)
Being able to cancel the dashing punch into throws or specials mixes up thing
for the better.

With "Stealth Genetics" you turn into a stealth jet and loop twice, hitting two
times and sometimes switching sides if done close enough.


===============================================================================
||                               Character Health                            ||
===============================================================================

Characters do have different amounts of health. Its not a huge difference in
health between characters, and it wont seem like it matters, but at the most
critical moment in a match it makes a huge difference.

---------------
- 1200 Health -
---------------

-Akuma Shogun
-Super Phoenix
-Snigator

---------------
- 1100 Health -
---------------

-Big The Budo
-Buffaloman
-Soldier
-Scarface
-Sunshine
-The Mountain

---------------
- 1050 Health -
---------------

-Ashuraman
-Checkmate
-Neptuneman

--------------
- 1025 Health-
--------------

-kinnikuman
-Terryman
-Robin Mask
-Warsman
-Ramenman
-Brocken Jr.
-Planetman
-Junkman
-Geronimo
-Wolfman
-Mr. Carmen
-Atlantis
-Springman
-Mariposa
-Zebra
-Kinniku Mantaro
-Terry The Kid
-Kevin Mask
-jade
-Ilioukhine

--------------
- 950 Health -
--------------

-The Ninja
-Benkiman
-Stecasseking
-Blackhole
-Pentagon
-Barrierfreeman

--------------
- 800 Health -
--------------

-Big Body


===============================================================================
||                                 Tier List                                 ||
===============================================================================


Apparently this was made by the japanese community, and for the most part is
seems quite accurate but some characters I dont get why they are where they
are, but thats for just 2 or 3 of them.


S: Akuma Shogun
  Mountain
  Super Phoenix

A+: Ashuraman
   Snigator
   Springman
   Check Mate
   Ramenman
   Warsman
   Soldier
   Sunshine

A: Blocken Jr
  Zebra, Mantaro
  Pentagon
  Barrierfreeman
  Kevin, Junkman
  Robin, Ilioukhine
  Mr. Carmen

B+: Geronimo
   Terry the Kid
   Neptuneman
   Mariposa
   Jade
   Terryman
   Kinnikuman
   Blackhole
   Buffaloman

B: Bigbody
  Stecasseking
  Wolfman
  Big the Budo
  Scarface
  Benkiman

C: Ninja
  Atlantis
  Planetman


===============================================================================
||                                 Stage List                                ||
===============================================================================

This is the stages and its names, starting from the random panel to the right:

-Random
-Beverly Park
-Five Story Ring (inside Warsman's body)
-Tokyo Tower Special Ring
-Shinobazu Pond, Ueno Park
-Demon Womb
-Amusement Park
-Denen Colosseum
-Chichibu Mountain Range
-Nippon Budokan
-Japanese Alps
-Tournament Mountain
-Tottori Sand Dunes
-Hokkaido UFO Landing Zone
-Korakuen Stadium
-Spirit World Pocket
-Osaka Castle
-Cube Ring
-Fist of Hercules


===============================================================================
||                                 Help Needed                               ||
===============================================================================

To further improve this FAQ, this is what Im need of:

-proper names on wrestling moves, or better yet, actual translations from the
move's japanese names from the game's movelist. The characters im looking the
most for better translations are:

       -Benkiman
       -Ramenman
       -Pentagon
       -Big The Budo
       -Wolfman
       -The Ninja

-probably some more combos that are good without being terribly complex or
expensive. (if it uses 3 stocks, its should deal same or more damage than a
3 stock throw)


===============================================================================
||                              Version History                              ||
===============================================================================

-Version 1.0:

Initial release

-Version 1.5:

actual translations of move names (internet translator quality tough...), added
knockdown section, added which moves cause special kinds of knockdown, other
minor corrections.

===============================================================================
||                              Closing Credits                              ||
===============================================================================

                               ----------------
                               -Special Thanks-
                               ----------------

Kinnikuman Muscle Grand Prix Max 2: Tokumori GameFAQs Boards and all the users

V_Shogun_Gamer: for its translation of the training mode options

All those japanese tournament videos on youtube

Yudetamago, for making this awesome series.

Youtube Channels "DJCTYPE", "ideon200". For their heplfull videos of actual
competitive gameplay.
Also the channel "R-JOINT" for its combo videos: many of them unpractical but
some were really good.

                                 -----------
                                 - Contact -
                                 -----------

If you wish to contact me do so trough GameFAQs.

                             --------------------
                             - Legal Disclaimer -
                             --------------------

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any website
other than GameFAQs or as a part of any public display is strictly prohibited,
and a violation of copyright.

Kinnikuman and all its characters are property of Yudetamago, Shueisha and
Toei Animation