v@0ii
      .ju,.LP1.                                               .
     OF1Nku7UGB:                                          .:..: ..  . .:ir,:.
    PBG0EYEMMEMB                   i:   r,                :, .7..  ::i. ,,::i.
   :rOBOr .:JOBk                   i,r,77::       :..,.:..,Y..:r::77.i,,::..i,
    LB@@Yr.iMB@. ..            .::i 7iir;Y0     .:Y:,.. ...,i:::::: ,::....::.
    B,v0PMk@Bq     uki   .::,:.1 j ,v777U2,   .:   ...       ..,ii::,..,..:.:,
    . :vMrU8Fr    .B@M7r;i:::,:JUJ0L;r:.:i    ii          ..,,rr:,..,.,.:i.::
   .. rjOrvii1.. :r17...:riir,.,...           .v,:,,,:::ii:iir,....,..,: i7.:
   .@MJ:v.v:, rLi:,                            .r:iii::7r::ri,..,...,::.:r::,
   :uMr,.rr:  ir                                         .:......,:r;i:ir.:.
  .:.1i;Lrr77:i                                           r,..,:iii,,::::::
 .k .5.,B@B@B.               ( asuka honda )               7,i:.   :,,ii.
  72Ur .XBEOMB5                                           .:,   ,ii.
   :viiBBMqME@@                                       .7ii...:ir:.
      @@8MGMOX@O:                                      ,::iii.
      MBXMSEBkP@B@M.
     E@@qBG0@B0B@@:
     iF5PGOu0Mkuii
     i   .L  L:   v
     7   ri   Y.  i:        (  Asuka 120% LIMITED : BURNING Fest. LIMITED  )
     r  :r     7; .i        (  Japanese Sega Saturn / MaxFAQ version 17.0  )
     7  X.      r7 ::       (  FAQ + ascii : shouji / GameFAQsID : shouji  )
    i7  Z.       i2..:i.    (  [email protected] / schoolgirls = sexy!!  )
    Y:  5.        7X.  ;,     ( psn : shouji-kun / gamertag : afroshouji )
   :L  :X          vSi. :,
   :r  2i           :1Y. 7
    v .q              rF, :
   .u.rq               vk7Lrr
  :,  :::              .;.   ,
  .::   :               i  :NM
 7OB@BOEj                0@B@B@Gr
qB@BBM@B@O                @@@MOM@B@.
82ujvLvLqr                 ,ruLYY2B.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Copyright 1998 - 2014 Khris "shouji" Gaines

 The following FAQ you are looking         The most updated issue of the FAQ
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 just how it works out. Comprende?         would be best to try another FAQ.

   For no reason should this FAQ be used for profitable and/or promotional
   purposes (ie - published in guides, magazines, hint books, etc). Nor is
   this document to be given away along with any purchases as a gift/extra
   or the like. It isn`t my forte to write all this up to get others rich.
   Anyone who has enough interest in this FAQ and would like to include it
   on their site, please ask me first in a letter describing your page (do
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      Plagiarism sucks. shouji has written, so it shall be spoken.   =)

`Asuka 120% Limited: Burning Fest. Limited´ and its characters are copyright
1997 ASK Kodansha/FamilySoft, Ltd.
All rights reserved.

This FAQ is available at the following places :
-----------------------  Asuka 120% Limited: Burning Fest. Limited // MaxFAQ  -
- GameFAQs                                                       gamefaqs.com/

  A note to other sites: DO NOT rip off this document from GameFAQs.com (or
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  real pain in the ass to find my work posted on other websites when I know
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  to incorporate any of my FAQs to their site, then that`s great. But first
  take a moment and send me an email to ask me properly for them. For those
  that find that so difficult to do, then go forth and write your own FAQs.

                      .. Alright, I`m through ranting. Have a nice day. ^_^


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

- Festival 1    . . .  FAQ NOTATION
                       > Controller Notation
                       > Button Notation
                       > Abbreviations + Command Notation
                       > Arts Info Chart
                       > Frame Data

- Festival 2    . . .  GAME MODES EXPLANATION
                       > Story Mode
                       > VS Game
                       > Ranking Mode
                       > Config Mode

- Festival 3    . . .  BASIC COMMANDS

- Festival 4    . . .  MEGA FIGHT PARTICIPANTS
                       > Asuka Honda
                       > Cathy Wild
                       > Gen`ichirou Shindou
                       > Karina Toyota
                       > Kiyoko Mitarai
                       > Kumi Ookubo
                       > Megumi Suzuki
                       > Nana Owada
                       > Ryuuko Yamazaki
                       > Shinobu Kawasaki
                       > Tamaki Shindou
                       > Tetsuko Ougigaya
                       > Torami Houjyou

- Festival 5    . . .  SYSTEM DISSECTION
                       > Movement: walking / dashing / jumping / two-dan jump
                       > Attacking: basic / command / dashing / counter attack
                       > Guarding
                       > Counters
                       > Deflections / "Clash"
                       > Throwing / Throw on Hit
                       > Projectiles & Durability
                       > Life Gauge
                       > Burning Gauge
                       > Hitstun / Hitstop / Hit States
                       > Quick Recovery
                       > RUSH Combo / Chains / Juggles / Target Combos / Links
                       > Canceling / Jump Canceling / Dash Canceling
                       > Character Weight
                       > Dizzy & Recovery
                       > Tier Listing

- Festival 6    . . .  MISCELLANEOUS INFO
                       > Special Thanks
                       > Secrets / Codes
                       > Translations
                       > Glitches
                       > Tournament Settings
                       > "Asuka 120% LIMITOVER Burning Fest." Info
                       > Seiyuu Information
                       > Game Soundtrack Listing
                       > Revision History
                       > Final Note


================================
 Festival 1 : FAQ NOTATION     | ---------------------- ( Asuka 120% Limited )
================================

----------------------------------------------------------------------  ( .01 )
 CONTROLLER NOTATION
-------------------------------------------------------------------------------

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

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


----------------------------------------------------------------------  ( .02 )
 BUTTON NOTATION
-------------------------------------------------------------------------------

   L     R                           n/a             High Jump

X     Y     Z              n/a                n/a                n/a

A     B     C         Light Attack (A)   Heavy Attack (B)   A + B Attack (C)
                                                            Counter Attack

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


----------------------------------------------------------------------  ( .03 )
 ABBREVIATIONS + COMMAND NOTATION
-------------------------------------------------------------------------------

A / B         -  Press any attack button: Light (A) or Heavy (B).
AB            -  Press the A and B attack buttons simultaneously. Alternately
                 the 'C' button can be used in place of this.
+             -  Stands for "and".
/             -  Stands for "or".
dir.          -  Any of the eight directions can be used: f (forward), b
                 (back), d (down), u (up), df (down-forward), db (down-back),
                 uf (up-forward) or ub (up-back). (If there are any direction
                 exceptions, they are noted afterward.)
qcf / qcb     -  Motion (d,df,f) or (d,db,b) on the joystick.
                 (The game engine permits simplified input of quarter-circle
                 motions, allowing presses of 'd,f' or 'd,b' to also work.)
.. rapidly    -  Repeat the listed command(s) in a swift succession. ("Press
                 Punch rapidly" means to swiftly hit any Punch button over and
                 over.)
When close    -  Perform the following command(s) when player is near the
                 opponent.
x~x           -  Anything within that range of directions/buttons will work.
..            -  Used after attack commands to indicate that another attack
                 can be used as a follow-up.
(move name)   -  A special move that has no specific name, but is noted in the
                 character`s movelist for having unique principles or command
                 to execute it. Although sometimes this notation means that I
                 don`t know the official name for the move yet. Basic throws
                 normally don`t have a name to them, so appear in parenthesis.
OTG-capable   -  Stands for "off the ground." The fighter can use this attack
                 to hit the opponent on the ground after a KNOCKDOWN for
                 additional damage. Some attacks may pop the opponent back
                 into the air for juggling capabilities.
f             -  Stands for "frame/frames," used in conjunction with numbers
                 (7f) to explain frame data. (Can be read as either "frame 7"
                 or "7 frames".) An additional letter——S, A, R——may follow to
                 differentiate between a move`s startup, active, and recovery
                 periods, respectively. ('7fS' means '7 frame startup'.)
(!)           -  Indicates the character`s Saishuu Oku Waza (Supers).
                 (Requires 100% or 120% of Burning Gauge.)


----------------------------------------------------------------------  ( .04 )
 ARTS INFO CHART
-------------------------------------------------------------------------------

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

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Crouching B | 1    |  L  | 3   | 2      | 10  | +3   | KND, OTG
------------+------+-----+-----+--------+-----+------+-----------------------
     |         |      |     |      |       |     |               |
     a         b      c     d      e       f     g               h

a  - Attack Command
     The position of the character, or the command input for the attack.

b  - Hit Counter
     The number of hits the attack does in full. (Brackets '[ ]' indicate how
     many hits the attack will do if it is guarded, should it differ.)

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

d  - Startup Frames
     The number of frames that initiate at the beginning of an attack. (This
     also includes the first active frame of the move.)

e  - Active Frames
     The number of frames when it is possible for an attack to connect and
     deal damage.

f  - Recovery Frames
     The number of frames after the attack has finished, and the character is
     disallowed to do another action.

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

h  - Notes
     Notable additions and details about the attack listed in shorthand:
     KND                   - KNOCKDOWN: attack knocks opponent to the ground.
     HKD                   - HARD KNOCKDOWN: attack slams opponent to the
                             ground fast; some attacks cause additional damage
                             when the opponent collides with the ground.
     SKD                   - SPINNING KNOCKDOWN: attack causes opponent to
                             spin violently around before hitting the ground,
                             taking additional damage from the ground impact.
     FSN                   - FLYING SCREEN: attack causes a special SPINNING
                             KNOCKDOWN that propels the opponent across the
                             screen, forcing the camera to follow their flight
                             into the wall.
     LCH                   - LAUNCHES: attack knocks opponent into the air to
                             setup a juggle or air combo; unrecoverable.
     STK                   - STRIKE: attack knocks opponent into the air;
                             causes a brief KNOCKDOWN but opponent will
                             automatically recover.
     PRJ                   - PROJECTILE: attack either appears as or creates
                             an independent object on screen; must be able to
                             negate another PROJECTILE`s durability points.
     OTG                   - OTG-capable: attack can hit opponent lying on the
                             ground after a KNOCKDOWN for additional damage.
     TOH                   - THROW ON HIT: throws which are guardable, and
                             deal damage during an uninterruptible animation
                             on hit; connects against an opponent in hitstun
                             or guardstun.
     WSL                   - WALL SLAM: attack causes opponent to reel and
                             smash against the back wall for additional damage
                             if nearby.
     (v air)               - property happens against an aerial opponent.
     (v crouch)            - property happens against a crouching opponent.
     (v stand)             - property happens against a standing opponent.


----------------------------------------------------------------------  ( .05 )
 FRAME DATA
-------------------------------------------------------------------------------

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

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

A 'frame' is a game`s unit of time measurement. `Asuka 120% Limited´ runs at
30 frames per second, unlike the 60 that most modern games do. Which means in
a span of one full second, there are 30 frames of sprite animation that takes
place. Not all of it is noticeable or easy to recognize, but it`s there. For
example, Asuka winds her hand back for 4 of the 8 frames before throwing her
Enshin Hasai Ken, which are very subtle movements.

While the action in `Limited´ is half as fast as other fighters, it also means
that timing for the execution of abilities and attacks is not twice as strict.
Frame data allow for discussions of given moves to be taken to a deeper, more
useful level. The actual utility and effectiveness for a given move becomes
more apparent when looking at the frame data. Visually, there is little
difference between and attack that hits in 2 frames versus one that hits in 5
frames. It`s the difference between "just under a tenth of a second" and "just
over a tenth of a second." But in the terms of the game itself, this minuscule
and brief variation in timing can equal quite a significant deal.

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

The number of frames before the attack reaches its first active frame, which
is capable of hitting the opponent, after the command for the move has been
correctly input. In simplest terms: the lower the number is, the faster the
attack is able to execute. The fastest moves in the game have between 1 to 4
frames of startup; throw attacks generally are included. For the purposes of
this FAQ, startup frames naturally include the first frame of the active
period. This is for ease of looking for links under +Hit (frame advantage): if
something lists an advantage of +4, then any attack with a startup of 4 frames
or lower works. This does mean, however, that is you add up the startup,
active, and recovery frames, the sum is actually 1 frame longer than the real
duration of the attack.

For PROJECTILES, these are the number of frames until the character releases
the attack. For projectiles that don`t hit on their first active frame (eg -
Asuka`s Phenomenon Crash), additional notes will indicate when exactly the
projectile can cause damage. In which case then adding the character`s startup
frames and the projectile`s unique startup frames will equal to be 1 frame
longer than when the projectile will be actually active. (The number of frames
up until and including when the character releases the projectile + the number
of frames the projectile is active.)

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

The number of frames the attack is capable of striking. Basic attacks tend to
have a small amount of active frames——typically around 3-6 frames. Attacks
with a high number of active frames should be worth noting. Numbers listed in
parenthesis are inactive frames in between the active ones for multi-hitting
attacks. An active of 'Ground' means an aerial attack will remain able to
strike until the character lands to the ground.

Most PROJECTLE attacks are a bit of a special case, since the active part of
the animation is (usually) completely separate from the character`s animation.
So the character only actually has startup and recovery animations. In which
case projectiles have an active period listed as " —— " due to how their time
on screen is determined by the positions of the characters. Projectiles which
have a limited duration on screen (eg - Nana`s Light Fuugetsu Sen) will have
its active frame count listed in the "Notes" section.

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

The number of frames in which the attack is recovering and no longer active,
where the character transitions back to their neutral stance so they can act
again. Characters can`t guard or perform other actions while recovering, so
they are left vulnerable. The recovery period is the portion that is
circumvented when using any kind of cancel into other moves. For PROJECTILE
attacks, recovery begins the frame after the projectile is actually released.

'Landing Frames' are unique recovery frames that happen after the character
lands from a jump, or after some aerial special attacks. (Some uppercut-type
attacks that send the opponent into the air included.) What makes them unique
is that all but first frame can be canceled with attacks and special moves,
allowing the character to recover faster. Recovery frame counts listed all
reflect if the full amount of landing recovery frames transpire, so the player
will have to cancel them as they see fit.

'Ground' (or 'Grd') signifies that the character remains in recovery animation
until they land on the ground. If there are numbers in addition (eg - Grd+4),
it means that even after the character lands, they will have additional frames
of recovery to go through.

If there are two numbers in the Recovery table (eg - 3/6), the first number is
the amount of frames if the attack hits, while the second number is if the
attack misses. This typically is used for command throws, throw on hits, or
attacks that have different animations on hit.

+-- [  Advantage on Hit  ] ---------------------------------------------------+

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

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

Another special case are aerial/jumping attacks. The listed frame advantages
in this FAQ are taken as if the attack hits on its very first active frame,
like with projectiles, and then the character landing as soon as they possibly
can——usually on the next frame. However, that seldom will ever occur. Whether
it is air-to-air, or air-to-ground, aerial attacks generally do not ever hit
on their first active frame unless they are used in an air combo. In addition,
where on the opponent`s body they are hit is also a factor. Karina attacking
Asuka with a Jumping Heavy that hits at the top of her head will give Karina a
much different frame advantage than if she hits Asuka much deeper in the chest
region. (Character sprite sizes would also be a factor, but generally all the
characters are the same size with the slight exceptions of Kiyoko, Megumi, and
Gen`ichirou.) Thus the advantage for aerial attacks are variable, and should
only be taken as an idea on how much hitstun the opponent is put in rather
than be used for anything overly specific.

Due to the sheer amount of methods that characters can freely get out of their
guardstun in `Asuka 120% Limited´ without any negative effects, this FAQ does
not include tables to show "advantage on guard."

+-- [  Saishuu Oku Waza / "Superflash"  ] ------------------------------------+

Saishuu Oku Waza (Last Heart Techniques; aka Supers) all progress in a similar
manner: the first few frames of the attack`s animation plays out as initial
startup, then the screen background begins to darken as a collection of stars
swirl around the character. This darkening phase that takes place is referred
to in Japanese mooks and guides as "anten," or a "theatrical blackout". Here
in the US it is commonly known as a "superflash." This is the period of time a
character will charge up their power in preparation to unleash a Super attack.

During this period of "superflash," the gameplay freezes for dramatic effect.
Nothing happens during that period of time, and thus can be ignored. Animation
will then pick up after that superflash, which will typically be a couple more
startup frames and the first active frame. It should be noted that while the
screen is blackened out, the opponent and their actions (eg - punches, thrown
projectiles) remain frozen, while the character goes through the rest of their
beginning animation. Once the screen lightens back up, animation continues as
normal for both players and all objects.

In breaking down Last Heart Techniques, numbers with an '!' beside it are the
amount of superflash frames taken during that game freeze (eg - 2+16!+5). All
Saishuu Oku Waza have 16 frames of superflash. Thus, in reality, this attack
only has a 7 frame startup time.

+-- [  Additional Notes  ] ---------------------------------------------------+

- `Asuka 120% Limited´ runs at 30fps on both the Sega Saturn and emulator. The
  frame data listed is when the game is set at the default speed of 2 stars.
  If the speed is altered, there is a good chance many of the numbers will be
  different due to frame skipping (or extension) that takes place for the game
  to run at that new speed. Two stars is the setting for tournament play.

- For whatever reason, and it goes for every character, some attacks will be
  a frame shorter when on the 1P side as opposed to 2P. For example, Asuka`s
  Light Enshin Hasai Ken sometimes has a startup of 7 frames rather than its
  normal 8. I haven`t been able to fully establish why that happens other than
  there being some minor frame skipping at times. Data listed does not account
  for that, and rather lists the frames that execute on a regular basis.

- Similar to the above, at times there can be a "variance" in the amount of
  frames in one area as opposed to another. Meaning that an attack may lose a
  startup frame, but gain a recovery frame. Or gain startup frame, but instead
  lose an active one. I`m not entirely sure what is to blame for this either,
  but my best guess is the attacks have animation that "shifts" to try and
  avoid issues that might come up with speed or collision. This also occurs a
  lot when frames shift when the opponents are close up, as opposed to when
  the stage is fully panned out. While this doesn`t have a heavy impact on
  gameplay, due to the attacks still having the same amount of advantage and
  total overall frames, it has proven to make finding the correct frame count
  on certain attacks to be difficult at times. For attacks where this occurred
  rather frequently, the larger startup frame count is posted here. If for
  whatever reason the move loses a startup frame and adds it elsewhere, it
  won`t mess up possible links using that attack.

- Saishuu Oku Waza typically all have invincibility on their startup until the
  first active frame——not counting the frames of superflash since everything
  in the game is frozen. For example, for Asuka`s Enshin Ren Satsu Ken which
  has a startup of 2+16!+5, she is invincible during the 2 frames before the
  superflash and the first 4 frames afterward. (Kiyoko stands out with having
  an outstanding amount of invincibility: 13 frames!)


==========================================
 Festival 2 : GAME MODES EXPLANATION     | ------------ ( Asuka 120% Limited )
==========================================

----------------------------------------------------------------------  ( .01 )
 STORY MODE
-------------------------------------------------------------------------------

Story Mode takes you through the game`s plot, which is mainly centered around
the interaction between the characters during their trials through the Mega
Fight Tournament. Select one of the eleven characters (Tetsuko and Gen`ichirou
cannot be chosen) to go through the game. The majority of the cast must defeat
nine opponents, with the ability to fighting a secret tenth opponent if no
continues are used. (Asuka, Karina, and Shinobu all must fight Tamaki Shindou
as a 10th opponent regardless, with Shinobu solely able to fight Gen`ichirou
as her secret 11th opponent.) Once the final opponent is defeated, you are
treated with a still image of your character for their ending. Each character
will have a set order in which they fight their opponents, and will always
remain the same:
(Due to space, each character`s name is shortened to the first three letters.)

           1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th| 11th
          -----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----
Asuka      Kum | Meg | Ryu | Cat | Nan | Tet | Kiy | Tor | Kar | Tam | ——
Cathy      Kum | Nan | Kiy | Asu | Tor | Meg | Tam | Ryu | Kar |(Shi)| ——
Karina     Ryu | Kum | Nan | Meg | Cat | Tet | Kiy | Tor | Asu | Tam | ——
Kiyoko     Kar | Kum | Cat | Nan | Meg | Asu | Tor | Ryu | Tam |(Shi)| ——
Kumi       Kar | Meg | Nan | Cat | Tor | Ryu | Tam | Kiy | Asu |(Shi)| ——
Megumi     Kum | Asu | Ryu | Nan | Kiy | Kar | Tam | Cat | Tor |(Shi)| ——
Nana       Asu | Kum | Kar | Ryu | Kiy | Tor | Cat | Meg | Tam |(Gen)| ——
Ryuuko     Kum | Meg | Nan | Kar | Cat | Asu | Tor | Kiy | Tam |(Shi)| ——
Shinobu    Kar | Asu | Kum | Nan | Kiy | Meg | Ryu | Cat | Tor | Tam |(Gen)
Tamaki     Kum | Meg | Ryu | Cat | Kiy | Nan | Tor | Kar | Asu |(Shi)| ——
Torami     Kum | Meg | Ryu | Asu | Cat | Kar | Tam | Kiy | Nan |(Shi)| ——

Losing against an opponent brings up a Continue screen. You have an infinite
amount of time to decide on whether or not you wish to continue. Press A / C
to activate the continue as you hover on "SURU" (Do it), allowing you to start
the stage over against the opponent that defeated you. Select "SHINAI" (Don`t
do it) to deactivate the continue and end the game.

For the full translations of the dialogue that takes place, please consult my
`StoryFAQ´ available at GameFAQS.com.


----------------------------------------------------------------------  ( .02 )
 VS GAME
-------------------------------------------------------------------------------

VS Game is made for anywhere between 0- to 2-players. There are three modes
to choose from: "VS USER," "VS COM," and "VS WATCH." In each mode, any of the
13 characters can be selected.

Stage selection is always based upon whichever character 2P selects. (If they
choose Cathy Wild, you will fight on Cathy`s stage.)

There is also a RESULT option, which will bring up a win/loss chart based on
characters chosen. Each character`s highest RUSH combo is also saved. Pressing
the R-shoulder button will bring up the hi-score chart for Ranking Mode. Press
L-shoulder to go back to the Result screen.

In order the listings read from top to bottom: Asuka, Ryuuko, Torami, Megumi,
Kumi, Tamaki, Karina, Nana, Kiyoko, Cathy, Shinobu, Tetsuko, Gen`ichirou.


----------------------------------------------------------------------  ( .03 )
 RANKING MODE
-------------------------------------------------------------------------------

Survival mode. Select one of the thirteen characters to fight through a
gauntlet of 10 randomly selected opponents, followed by Tetsuko, Gen`ichirou,
and finally a mirror match against whichever character you selected as the
final boss. (If you select either Tetsuko or Gen`ichirou, that character is
replaced by Shinobu in the lineup.) Each fight is only one round. Every time
you win your character gains about back 1/4 base health, which is added to
however much health they have remaining.

Other than surviving, the goal of Ranking Mode is to score as many points as
possible. This is achieved by the RUSH combos you perform: the higher the
combo hits for, the more points received. The number of points gained for that
particular combo appears underneath the RUSH combo total performed.

 ------------------+------------------+------------------+------------------
  Number of Hits   | Score            | Number of Hits   | Score
 ------------------+------------------+------------------+------------------
  2 RUSH             300 pts            9 RUSH             2600 pts
  3 RUSH             500 pts            10 RUSH            3000 pts
  4 RUSH             1000 pts           11 RUSH            3300 pts
  5 RUSH             1200 pts           12 RUSH            3600 pts
  6 RUSH             1500 pts           13 RUSH            4000 pts
  7 RUSH             2000 pts           14 RUSH            5000 pts
  8 RUSH             2300 pts           15+ RUSH           +1000 pts/hit

Burning Gauge energy does not carry over to the next fight.

Losing against an opponent ends Ranking Mode. The score and highest RUSH Combo
made for that character will be saved.


----------------------------------------------------------------------  ( .04 )
 CONFIG MODE
-------------------------------------------------------------------------------

The Config Mode screen allows you to change the settings of the game. The
modes are as follows (listed from top to bottom):

- GAME LEVEL
  Select the difficulty of the CPU opponents from 1-3 stars: 1 = easy, 3 =
  difficult. 2 is default.
  (Effects: Story Mode, VS Game (VS COM), Ranking Mode)

- GAME SPEED
  Select the speed in which the game moves from 1-4 stars: 1 = very slow, 4 =
  very fast. 2 is default.
  (Effects: Story Mode, VS Game (VS USER, VS COM, VS WATCH), Ranking Mode)

- TIME LIMIT
  Select the amount of time for each round in seconds: 30, 60, 80, or
  Infinite. 80 is default.
  (Effects: Story Mode, VS Game (VS USER, VS COM, VS WATCH))

- WIN COUNT
  Select the number of rounds needed to win the match: 1 or 2. 2 is default.
  (Effects: Story Mode, VS Game (VS USER, VS COM, VS WATCH))

- SOUND MODE
  Select the sound output: Stereo or Mono.

- LOAD
  Load up saved data and configuration from the system or cartridge RAM.
  (This appears only if there is saved information available.)

- SAVE
  Save new game data and configuration to overwrite old data on the system
  RAM.

- EXIT
  Return to the title screen.


VS OPTION
( This submenu is selected by pressing the L-shoulder button in Config Mode. )
( These options only effect gameplay for the VS GAME modes. )

- HANDYCAP
  Select the damage multiplier of that player`s characters from 0-7: 0 makes
  the character do 100% less damage, 7 makes the character do 100% more
  damage. 4 is default.
  (The '0' setting causes all characters do no damage; however, attacks that
  cause Hard Knockdowns or Flying Screen and slam the opponent into the wall
  or ground still inflict damage.)

- GUARD TYPE
  Select the character`s defense ability: Manual, Auto, or No Guard. 'Manual'
  causes the player to control when and how to guard, 'Auto' automatically
  guards during the character`s positioning (standing, crouching, jumping),
  'No Guard' disables guarding completely, but the character has super armor.

- BURNING GAUGE
  Select the status of the player`s Burning Gauge meter: Normal or Full.
  'Normal' causes the gauge to have to be filled through combat, 'Full' has
  the gauge always at 120%.

- VISUAL SKIP
  Disable the pre-fight versus and win quote scenes, replacing them with a
  'Now Loading' animation or quick continue options.


OPTION
( This submenu is selected by pressing the R-shoulder button in Config Mode. )

- CONTROLLER TYPE
  Change the configuration of the attack buttons in four preset options.

- AUTO CURSOR
  Saves the position of the cursor after selecting a character. (If you move
  the cursor to select Cathy Wild, the cursor will automatically be on her
  again for that player the next time the character select screen appears.)

- CONFIG DEFAULT
  Return all the settings to their factory default positions.

- RESULT DATA CLEAR
  Erase all the win/loss data saved on the RESULT screen.


==================================
 Festival 3 : BASIC COMMANDS     | -------------------- ( Asuka 120% Limited )
==================================

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

Standing Guard                     Hold b when attacked
Crouching Guard                    Hold db when attacked
Kuuchuu Guard (air defense)        In air, hold ub~db when attacked

Forward Dash                       Press f,f
Dash Cancel                        Press b while dashing
Dash Jump                          Press uf while dashing
Backward Dash / Back Step          Press b,b
High Jump                          Press d,ub~uf / R-shoulder
2 Dan Jump (double jump)           Press ub~uf, then press ub~uf in air

Nage (throw)                       When close, b / f + B
Kuuchuu Nage (air throw)           When close in air, dir. (not ub~uf) + B
Throw Escape                       When thrown on ground, b / f + B
Air Throw Escape                   When thrown in air, b / f + B

Ground Recovery                    Normally stand after knockdown
Quick Ground Recovery              Press u,u as you collide with the ground
Quick Aerial Recovery              Press f,f as you collide with the wall

Attack Counter                     AB / C during guardstun
Special Attack Counter             Input command notation during guardstun
Dash Counter                       Press f,f during guardstun
Back Step Counter                  Press b,b during guardstun
High Jump Counter                  Press d,ub~uf / R-shoulder during guardstun
Switch Counter                     b + A / B during guardstun

Dizzy                              Hit opponent repeatedly
Dizzy Recovery                     Tap buttons and rotate joystick while dizzy


===========================================
 Festival 4 : MEGA FIGHT PARTICIPANTS     | ----------- ( Asuka 120% Limited )
===========================================

----------------------------------------------------------------------  ( .01 )
 ASUKA HONDA
-------------------------------------------------------------------------------

Chemistry club representative. Has mastered the secret inner techniques of the
chemistry department through Director (Tetsuko) Ougigaya`s personal intensive
training. The dark horse of the tournament.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  ASUKA = "flying bird"
                  HONDA = "book/rice field"
Class          :  1st Year / Section C / Shusseki-bangou (attendance no.) 26
Birthday       :  April 15; Ohitsujiza (Aries)
Blood Type     :  A type
Height         :  151 cm. (4`11")
Weight         :  44 kg. (97.00 lbs.)
Measurements   :  B/78 W/52 H/81 cm. (31/21/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (seifuku, socks), blue (seifuku, skirt, hair, shoes),
                 yellow (erimaki, bracelets, hair ribbon)
Hold L         : White (seifuku, socks), maroon (seifuku, skirt, hair, shoes),
                 gold (erimaki, bracelets, hair ribbon)
Hold R         : White (seifuku, socks), green (seifuku, skirt, hair, shoes),
                 red (erimaki, bracelets, hair ribbon)
Hold L + R     : White (seifuku, socks), black (seifuku, skirt, hair, shoes),
                 gold (erimaki, bracelets, hair ribbon)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  25 frames
Backward Dash Duration                 :  10 frames (7 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  21 frames (30 frames)
Landing Frames                         :  4 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 4      | 1   | +3   |
Standing B  | 1    |  M  | 3   | 7      | 8   |  ——  | STK
Crouching A | 1    |  L  | 3   | 2      | 4   | +2   | OTG
Crouching B | 1    |  L  | 3   | 2      | 10  | +3   | KND, OTG
Jumping A   | 1    |  H  | 3   | Ground | ——  | +3   | Can rapid fire
Jumping B   | 2    |  H  | 4   | 6      | 5   | +3   |
Dashing A   | 2    |  M  | 3   | 3(2)3  | 7   | +2   | KND (v air)
Dashing B   | 1[2] |  H  | 3   | 10     | 3   |  ——  | KND (v crouch), FSN (v
            |      |     |     |        |     |      | air/stand)
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 3    |  M  | 6   | 4(4)6  | 7   | +2   | KND (v air)
Jumping AB  | 2    |  H  | 5   | 6      | 7   |  ——  | HKD, WSL
------------+------+-----+-----+--------+-----+------+-----------------------
f + A ..    | 1    |  M  | 4   | 5      | 5   | +2   |
 > A ..     | 1    |  M  | 3   | 5      | 4   | +4   |
   > A      | 1    |  M  | 4   | 3      | 5   | +5   | WSL
f + B       | 2    |  H  | 8   | 8      | 6   | +1   |
df + A      | 1    |  L  | 3   | 4      | 4   | +3   | OTG
Air, f + B  | 1    |  H  | 4   | 6      | 7   | +10  | KND
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + B [1 hit], f + A
                     f + B [1 hit], f + B
                     Hold f + A, A, A
                     Hold f + A, A, B [1 hit], f + B
                     Hold f + A, A, b + B, f + B
                     Hold f + A, A, d + B, f + B
                     Hold f + A, A, df + A, d + B
                     Hold f + A, A, df + A, b + B, f + B

============+================================================================
|  THROWING  | (air throw)                                                    |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +14  |
------------+------+-------+---------+--------------------+---------+--------
| Asuka grabs opponent and tosses them high into the air.                     |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 8 frames.                                     |
| - LAUNCHES; opponent vulnerable for a juggle.                               |
| - Deals no damage; however, it tosses the opponent into the air where they  |
|   are unable to air recover.                                                |
============+================================================================
|  THROWING  | (ground toss)                                                  |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Asuka grabs opponent and tosses them down to the ground.                    |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  HISSATSU  | Chemical Impact                                                |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  | 3[4] |  MID  |    4    |          8         |    11   |   ——   |
| B / Heavy  | 3[4] |  MID  |    4    |         10         |    14   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Asuka ascends with an uppercut. If she hits opponent, she punches them back |
| down to the ground.                                                         |
| - HARD KNOCKDOWN.                                                           |
============+================================================================
|  HISSATSU  | Mach Jab                                                       |
|    WAZA    |   Press A / B rapidly                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    2    |      1(1)1(1)1     |    6    |   +5   |
| B / Heavy  |   6  |  MID  |    2    |  1(1)1(1)1(1)1(1)1 |    6    |   +5   |
|            |      |       |         |        (1)1        |         |        |
------------+------+-------+---------+--------------------+---------+--------
| Asuka punches forward multiple times rapidly.                               |
| - Can be indefinitely performed as long as she is hitting the opponent.     |
| - Holding any direction while pressing the attack button will allow Asuka   |
|   to perform basic attacks rather than doing the Mach Jab.                  |
============+================================================================
|  HISSATSU  | Enshin Hasai Ken                                               |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    8    |         ——         |    15   |   -2   |
| B / Heavy  |   1  |  MID  |    7    |         ——         |    20   |   -7   |
------------+------+-------+---------+--------------------+---------+--------
| Asuka throws a group of test tubes engulfed in fiery energy.                |
| - PROJECTILE (1 durability point). KNOCKDOWN (v air).                       |
============+================================================================
|  HISSATSU  | Phenomenon Crash                                               |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    7    |         ——         |    13   |   +16  |
| B / Heavy  |   2  |  MID  |    7    |         ——         |    15   |   +20  |
------------+------+-------+---------+--------------------+---------+--------
| Asuka throws a chemical beaker to the ground to create an explosion.        |
| - PROJECTILE (1 durability point; explosion). KNOCKDOWN. OTG-capable.       |
| - 'A' throws the beaker down at Asuka`s feet; 'B' throws it to arc further. |
| - The beaker itself doesn`t hit, only the explosion it causes upon hitting  |
|   the ground does damage. 'A' explodes after 6 frames; 'B' explodes after   |
|   19 frames. Explosion lasts 20 frames.                                     |
============+================================================================
|  HISSATSU  | Kuuchuu Phenomenon Crash                                       |
|    WAZA    |   In air, qcb + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |  MID  |    8    |         ——         |  Ground |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Asuka throws a chemical beaker at a downward angle.                         |
| - PROJECTILE (4 durability points). KNOCKDOWN. OTG-capable.                 |
| - Projectile lasts 14 frames. Explosion lasts 23 frames                     |
| - Omits landing frames recovery.                                            |
============+================================================================
| LAST HEART | (!) Enshin Ren Satsu Ken                                       |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   8  |  MID  | 2+16!+5 |         ——         |    27   |   +2   |
------------+------+-------+---------+--------------------+---------+--------
| Asuka throws a group of test tubes engulfed in fiery energy.                |
| - PROJECTILE (8 durability points). KNOCKDOWN.                              |
| - At times has some weird nullifying effects against other projectiles. If  |
|   used against another Enshin Ren Satsu Ken, the two blasts might cancel    |
|   each other out completely, -or- instead clash through one another while   |
|   just diminishing most of the hits. It will nullify the Enshin Hasai Ken,  |
|   but will completely pass through Shinobu`s Banchou Bazooka if the blasts  |
|   are separated. Against the Messatsu Megaton Bazooka, it will destroy it   |
|   completely and pass through with anywhere between 1-5 hits left on it.    |
============+================================================================
| LAST HEART | (!) Chou Phenomenon Crash                                      |
|    WAZA    |   qcb + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            | 4-11 |  MID  | 2+16!+4 |         ——         |    17   | +23-43 |
------------+------+-------+---------+--------------------+---------+--------
| Asuka throws two chemical beakers to the ground to create a pair of         |
| explosions.                                                                 |
| - PROJECTILE (4 durability points; explosion). KNOCKDOWN.                   |
| - The beakers themselves don`t hit, only the explosions they cause upon     |
|   hitting the ground does damage. The first beaker explodes after 8 frames, |
|   the second explodes after 11 frames. Explosions last 40 frames.           |
| - There are two separate explosions, and they travel a small distance in    |
|   both directions.                                                          |
| - Depending on how the opponent gets hit by the explosions will determine   |
|   how much frame advantage Asuka gets. Getting all 11 hits will cause the   |
|   opponent to get frozen for about 10 frames while Asuka lands, giving her  |
|   the largest advantage.                                                    |
| - Omits landing frames recovery.                                            |
=============================================================================


----------------------------------------------------------------------  ( .02 )
 CATHY WILD
-------------------------------------------------------------------------------

Professional wrestling association representative. Foreign exchange student
from a sister school in Florida.

(  Personal Information  -----------------------------------------------------|

Class          :  3rd Year / Section C / Shusseki-bangou (attendance no.) 8
Birthday       :  February 20; Uoza (Pisces)
Blood Type     :  O type
Height         :  176 cm. (5`9")
Weight         :  56 kg. (123.46 lbs.)
Measurements   :  B/89 W/60 H/87 cm. (35/24/34 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (top, thong, gloves, boots), blue (leggings, stars),
                 yellow (hair)
Hold L         : White (top, thong, gloves, boots), violet (leggings, stars),
                 gold (hair)
Hold R         : White (top, thong, gloves), fuchsia (leggings, stars, boots),
                 yellow (hair), light tan (skin tone)
Hold L + R     : White (top, thong, gloves, boots), black (leggings, stars),
                 gold (hair), chocolate (skin tone)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  23 frames
Backward Dash Duration                 :  11 frames (9 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  23 frames (28 frames)
Landing Frames                         :  4 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 4   | +1   |
Standing B  | 2    |  M  | 3   | 5      | 9   |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 4   | +1   | OTG
Crouching B | 1    |  L  | 5   | 4      | 10  | +5   | KND, OTG
Jumping A   | 1    |  H  | 3   | Ground | ——  | +4   | Can rapid fire
Jumping B   | 2    |  H  | 7   | 6      | 9   | +4   | Hold f to rapid fire
Dashing A   | 2    |  M  | 3   | 7      | 6   | +21  | LCH
Dashing B   | 2    |  M  | 3   | 7      | 8   | +6   | TOH, HKD
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 9   | 4      | 13  | -4   | HKD (v air), WSL
Jumping AB  | 1    |  H  | 6   | 5      | 17  |  ——  | SKD
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  M  | 3   | 6      | 3   |  ——  | STK
f + B       | 2    |  M  | 7   | 4      | 10  |  0   |
df + A      | 1    |  L  | 5   | 4      | 4   | +1   | OTG
df + B      | 1    |  M  | 4   | 7      | 14  | -8   | OTG
Air, f + A  | 1    |  H  | 3   | Ground | ——  | +3   |
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B [1 hit], f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (cathy buchikamashi throw)                                     |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Cathy grabs opponent and slams them down to the ground.                     |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 9 frames.                                     |
============+================================================================
|  THROWING  | (cathy power bomb)                                             |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Cathy grabs opponent and slams them back first down to the ground.          |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Cathy Lariat                                                   |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  HIGH |    8    |          3         |    14   |   ——   |
| B / Heavy  |   2  |  HIGH |    6    |          6         |    13   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Cathy advances, swinging her arm downward in a hooking punch.               |
| - KNOCKDOWN.                                                                |
| - While it does hit crouching opponents, sometimes both hits won`t connect, |
|   and Cathy will not get the KNOCKDOWN.                                     |
============+================================================================
|  HISSATSU  | Dash Knee                                                      |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  HIGH |    9    |          5         |    7    |   +9   |
| B / Heavy  |   3  |  H,M  |    3    |       11(1)6       |    9    |   -1   |
------------+------+-------+---------+--------------------+---------+--------
| A: Cathy advances with a hopping knee.                                      |
| B: Cathy advances with a hopping knee, then lands and knees a second time.  |
| - KNOCKDOWN with 'A'; KNOCKDOWN (v air) with 'B'.                           |
| - If Cathy hits with the first knee too early with the B-version, the next  |
|   knee will not combo.                                                      |
============+================================================================
|  HISSATSU  | Shoulder Crash                                                 |
|    WAZA    |   qcb + A (misses from afar)                                   |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  | Throw |    4    |          1         |   3/20  |   +16  |
------------+------+-------+---------+--------------------+---------+--------
| Cathy reaches out and leaps upward. If she grabs opponent, she slams their  |
| back across her outstretched knee.                                          |
| - Unblockable. KNOCKDOWN.                                                   |
| - Able to catch airborne opponents, but Cathy still has to be close. Her    |
|   leap won`t catch the opponent, only the grab while she`s on the ground.   |
| - If Cathy catches, she recovers in 3 frames which allows her to juggle     |
|   afterward. If she doesn`t catch, she performs the upward jump regardless, |
|   which lasts 20 frames.                                                    |
============+================================================================
|  HISSATSU  | Triple Headbutt                                                |
|    WAZA    |   qcb + B, press A / B rapidly (misses from afar)              |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  1-3 | Throw |    5    |          1         |  4-5/14 | +24-26 |
------------+------+-------+---------+--------------------+---------+--------
| Cathy advances while grabbing. Is she grabs opponent, she slams her head    |
| against them up to three times.                                             |
| - Unblockable.                                                              |
| - STUNS opponent: One hit lasts 31 frames, two hits last 30 frames, three   |
|   hits last 28 frames.                                                      |
| - If Cathy catches, she recovers in 5 frames if she does one or two hits,   |
|   but recovers in 4 frames if she does all three to compensate for the      |
|   shorter stun duration.                                                    |
| - If Cathy doesn`t catch, she glides forward a small distance with her arms |
|   still reaching out. Anything past the first frame will not catch, so her  |
|   sliding is all recovery animation which lasts 14 frames.                  |
| - While stunned, Cathy can`t hit the opponent with the following attacks:   |
|   Cathy Buchikamashi Throw, Shoulder Crash, Triple Headbutt.                |
| - Cathy was rocking the 'Stungun Headbutt' before Alex (SF3) made it cool!  |
============+================================================================
|  HISSATSU  | Northern Light Bomb                                            |
|    WAZA    |   f,d,df + A / B (misses from afar)                            |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  | Throw |    3    |          3         |   3/6   |   ——   |
| B / Heavy  |   2  | Throw |    2    |          4         |   3/5   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Cathy grabs forward. If she grabs opponent, she pulls them over in a        |
| backdrop suplex.                                                            |
| - Unblockable (only at close range). KNOCKDOWN.                             |
| - Able to catch airborne opponents.                                         |
| - Only unblockable if Cathy is within a character`s length distance from    |
|   the opponent. Basically the majority of her arm has to be atop the other  |
|   character`s sprite. If only her fingers touch, the grabbing sound will be |
|   heard if the opponent is guarding, but Cathy won`t grab them.             |
| - If Cathy catches, she recovers in 3 frames to get off the ground. If she  |
|   doesn`t catch, her arms remain extended during her recovery period.       |
| - This move was originally called the "Florida Ocean Suplex," due to where  |
|   Cathy is originally from.                                                 |
============+================================================================
| LAST HEART | (!) Itekomashi Special                                         |
|    WAZA    |   d,d + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  12  |  HIGH | 2+16!+3 |          4         |    9    |   +5   |
------------+------+-------+---------+--------------------+---------+--------
| Cathy advances while grabbing. If she grabs opponent, she strikes them with |
| the Triple Headbutt nine times, then follow with a Shoulder Crash, and ends |
| with a power bomb.                                                          |
| - THROW on HIT. KNOCKDOWN.                                                  |
| - Able to catch airborne opponents.                                         |
| - Cathy carries the opponent the opposite direction she grabs them on. If   |
|   she catches them while they are on the left side of the screen, she will  |
|   carry them toward the right. If Cathy is in the corner, she instead will  |
|   carry them in the same direction she catches on.                          |
=============================================================================


----------------------------------------------------------------------  ( .03 )
 GEN`ICHIROU SHINDOU
-------------------------------------------------------------------------------

Ryouran Jyogakuin (Girls` College) Academy Head. Fearing for the future of
Japan, this businessman built a fortune in his lifetime built up from post
World War II ruins, and shocked the world when he suddenly planned to turn to
the educational community. Having a rare success as an educator, his position
is unchallenged as the leader of the Japanese educational world now. Abundant
popularity from parents and students, watching over his students like they are
his own children.

(  Colors  -------------------------------------------------------------------|

Normal         : Black (haori, jacket, hair), white (socks, belt)
Hold L         : Black (haori, hair), red (jacket), white (socks, belt)
Hold R         : Purple navy (haori, hair), violet (jacket), peach (socks,
                 belt)
Hold L + R     : Purple navy (haori, hair), navy blue (jacket), peach (socks,
                 belt)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  25 frames
Backward Dash Duration                 :  10 frames (6 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  21 frames (30 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 3   | +1   |
Standing B  | 2    |  M  | 3   | 4      | 11  |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 3   | +2   |
Crouching B | 1    |  L  | 4   | 8      | 7   | +4   | KND, OTG
Jumping A   | 1    |  H  | 3   | Ground | ——  | +3   |
Jumping B   | 1    |  H  | 5   | 7      | 7   | +3   | Hold f to rapid fire
Dashing A   | 2    |  M  | 2   | 1(1)3  | 6   | +2   | KND (v air)
Dashing B   | 2    |  M  | 3   | 2(3)4  | 9   |  ——  | KND
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 7   | 7      | 7   | +8   | KND
Jumping AB  | 1    |  H  | 7   | 8      | 8   |  ——  | SKD
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  L  | 4   | 5      | 5   | +2   |
f + B       | 1    |  M  | 6   | 3      | 10  | 0    |
df + A      | 2    |  L  | 3   | 6      | 4   | +2   | OTG
Air, f + A  | 1    |  H  | 4   | 9      | 4   | +3   |
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B [1-2 hits], f + B
                     f + A, d + B, f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (heavy throw)                                                  |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +9   |
------------+------+-------+---------+--------------------+---------+--------
| Gen`ichirou grabs opponent and throws them across the screen.               |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 8 frames.                                     |
| - Gen`ichirou throws the opponent so far, they end up hitting the wall on   |
|   the opposite side of the screen. Meaning, the opponent can actually quick |
|   recovery and suffer no damage from it.                                    |
============+================================================================
|  THROWING  | (ground throw)                                                 |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Gen`ichirou grabs opponent and tosses them down to the ground.              |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  HISSATSU  | Shitsujitsugouken                                              |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    4    |          6         |    13   |  [+6]  |
| B / Heavy  |  1/3 |  MID  |    4    |          8         |    16   | [+3/12]|
------------+------+-------+---------+--------------------+---------+--------
| Gen`ichirou ascends with a spinning uppercut.                               |
| - KNOCKDOWN.                                                                |
| - Consists of two hit state properties: If Gen`ichirou hits the opponent on |
|   the first frame of his active period, it scores a CLEAN HIT and causes a  |
|   SPINNING KNOCKDOWN. If he hits on any of the following active frames, it  |
|   causes a normal KNOCKDOWN.                                                |
| - 'B' hits three times for a non-CLEAN HIT.                                 |
| - The frame advantage shown is what Gen`ichirou gets on a non-CLEAN HIT.    |
|   For the B-version, he gets +3 if two hits connect, and +12 if all three   |
|   hits connect.                                                             |
============+================================================================
|  HISSATSU  | Kenkonitteki                                                   |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   4  |  MID  |    10   |         ——         |    15   | ~+8-14 |
| B / Heavy  |   4  |  MID  |    9    |         ——         |    20   | ~+3-10 |
------------+------+-------+---------+--------------------+---------+--------
| Gen`ichirou swings his arm downward, throwing a pulse of blue energy.       |
| - PROJECTILE (4 durability points). STRIKE if one hit connects; KNOCKDOWN   |
|   if more.                                                                  |
| - Projectile lasts 17 frames.                                               |
| - While it is possible to have all four hits connect in the open, it mostly |
|   happens in/near the corner. The frame advantage shown is what Gen`ichirou |
|   gets when it hits the opponent in the corner, since it`s impossible to do |
|   a link in the open due to the knockback. The advantage varies depending   |
|   on how many hits connect, in addition to the strength difference. The A-  |
|   version will give Gen`ichirou the biggest advantage due to his shorter    |
|   recovery time.                                                            |
| - The more hits that connect, the smaller the frame advantage. For example, |
|   if the Light version does two hits, Gen`ichirou gets ~+13-14, whereas if  |
|   four hits connect, he gets +8. The Heavy gets anywhere from +6-10 if two  |
|   hits connect, but only +3-5 if all four hits do.                          |
============+================================================================
|  HISSATSU  | Shippuudotou                                                   |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    4    |         25         |    1    |   +6   |
| B / Heavy  |   5  |  MID  |    4    |          8         |    9    |    0   |
------------+------+-------+---------+--------------------+---------+--------
| A: Gen`ichirou advances, swinging his arm upward to create an explosion.    |
| B: Gen`ichirou advances. If he hits opponent, he passes through them with a |
|    multi-hitting punch.                                                     |
| - KNOCKDOWN with 'A'; KNOCKDOWN (v air) with 'B'.                           |
============+================================================================
| LAST HEART | (!) Taizanmeidou                                               |
|    WAZA    |   d,d + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   3  |  MID  | 2+16!+5 |          3         |    11   |   +12  |
------------+------+-------+---------+--------------------+---------+--------
| Gen`ichirou advances with a punch. If he hits opponent, he ascends with a   |
| spinning uppercut.                                                          |
| - KNOCKDOWN.                                                                |
| - Only half of Gen`ichirou punch duration is capable of hitting. His arm is |
|   left out as he starts to recover, but none of those frames can damage.    |
| - If he catches with his last active frame, there is a very high chance the |
|   follow-up uppercut will miss, leaving Gen`ichirou around -9 instead.      |
============+================================================================
| LAST HEART | (!) Garyoutensei                                               |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   6  |  MID  | 4+16!+5 |         ——         |    24   |   +2   |
------------+------+-------+---------+--------------------+---------+--------
| Gen`ichirou swings his arm downward, throwing out a pulse of blue and red   |
| energy.                                                                     |
| - PROJECTILE (6 durability points). KNOCKDOWN if first hit connects.        |
| - Projectile lasts 17 frames.                                               |
=============================================================================


----------------------------------------------------------------------  ( .04 )
 KARINA TOYOTA
-------------------------------------------------------------------------------

Biology club representative. Asuka is her childhood friend and rival. Her pet
frog`s name is Kero-pyon.

 * Kero-pyon is Karina`s companion, and acts as an additional means which she
   can use to attack. Most of the attacks which utilize Kero-pyon require him
   to be at Karina`s side before activation. Kero-pyon follows beside Karina`s
   movements closely, making him available to attack immediately.

 * Kero-pyon only becomes active during the Kerokero Attack, Kerokero Heat
   Press, Kero-pyon Setup, and Kerokero Mega Heat, which provides him with a
   hurtbox so that he can be struck. If Kero-pyon is hit, it prematurely stops
   whatever attack/ability he is doing.

 * Kero-pyon goes through recovery animation in the form of flipping backward
   whenever his attack hits, misses, or if he is attacked during one of his
   abilities. Typically the recovery period is shorter if he misses. If Kero-
   pyon is hit by an opponent`s attack, it acts as the same recovery duration
   as if his attack struck. During that period, Karina can`t command him to do
   another ability.

 * Kero-pyon always hops back toward Karina after his command is complete.

 * Attacking Kero-pyon deals no damage to Karina herself.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  KARINA = "passable/jasmine/what?"
                  TOYOTA = "bountiful/rice field"
Class          :  1st Year / Section B / Shusseki-bangou (attendance no.) 22
Birthday       :  May 9; Oushiza (Taurus)
Blood Type     :  B type
Height         :  151 cm. (4`11")
Weight         :  45 kg. (99.21 lbs.)
Measurements   :  B/79 W/53 H/81 cm. (31/21/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (seifuku), blue (seifuku, skirt, gloves, shoes), peach
                 (erimaki), maroon (leggings), red (hair), green (hair ties,
                 Kero-pyon)
Hold L         : White (seifuku), maroon (seifuku, skirt, gloves, shoes),
                 peach (erimari), dark blue (leggings), blue (hair), khaki
                 (hair ties, Kero-pyon)
Hold R         : White (seifuku), green (seifuku, skirt, gloves, shoes), peach
                 (erimaki), maroon (leggings), orange (hair), blue (hair
                 ties), khaki (Kero-pyon)
Hold L + R     : Cream (seifuku), black (seifuku, skirt, gloves, leggings,
                 shoes), brown (hair), orange (hair ties), green (Kero-pyon)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  24 frames
Backward Dash Duration                 :  12 frames (7 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  21 frames (29 frames)
Landing Frames                         :  2 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  L  | 3   | 3      | 3   | +1   | OTG
Standing B  | 1    |  M  | 3   | 5      | 8   |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 3   | +1   | OTG
Crouching B | 1    |  L  | 4   | 6      | 5   | +6   | KND
Jumping A   | 1    |  H  | 3   | Ground | ——  | +5   | Can rapid fire
Jumping B   | 1    |  H  | 4   | 7      | 3   | +5   | Hold f to rapid fire
Dashing A   | 2    |  M  | 3   | 4(2)6  | 8   | +1   | KND (v air)
Dashing B   | 3    |  M  | 4   | 2(1)2  | 6   | +12  | KND
            |      |     |     | (1)6   |     |      |
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 9   | 7      | 4   |  ——  | FSN
Jumping AB  | 1    |  H  | 6   | 8      | 4   | +9   | HKD (v air), WSL
------------+------+-----+-----+--------+-----+------+-----------------------
f + A ..    | 1    |  M  | 4   | 4      | 5   | +1   |
 > A        | 1    |  M  | 4   | 3      | 6   | +1   |
f + B       | 3    |  H  | 5   | 2(4)3  | 10  | +1   | OTG (3rd hit)
df + A      | 1    |  L  | 4   | 3      | 6   | +3   |
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, df + A, d + B
                     Hold f + A, A, B
                     Hold f + A, A, f + B
                     Hold f + A, A, b + B, f + B
                     Hold f + A, A, d + B, f + B

============+================================================================
|  THROWING  | (knee-kick combo throw)                                        |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |   ——  |    1    |          1         |    ——   |   +13  |
------------+------+-------+---------+--------------------+---------+--------
| Karina grabs opponent and knees them in the stomach to pop them into the    |
| air, then juggles them with a high kick.                                    |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 11 frames.                                    |
| - LAUNCHES; opponent vulnerable for a juggle.                               |
============+================================================================
|  THROWING  | (drop throw)                                                   |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Karina grabs opponent and hops on their back, smashing them down to the     |
| ground with her knees.                                                      |
| - Unblockable. HARD KNOCKDOWN. WALL SLAM.                                   |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  HISSATSU  | Bio Impact                                                     |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    4    |          7         |    11   |   ——   |
| B / Heavy  |   4  |  MID  |    4    |          9         |    14   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Karina ascends with a knee thrust. If she hits opponent, she kicks them     |
| back down to the ground with a flipping kick.                               |
| - HARD KNOCKDOWN.                                                           |
============+================================================================
|  HISSATSU  | Kerokero Attack                                                |
|    WAZA    |   qcf + A                                                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |  MID  |    7    |         ——         |    14   |   -1   |
------------+------+-------+---------+--------------------+---------+--------
| Karina points, commanding Kero-pyon to attack with a forward charge while   |
| engulfed in flaming energy.                                                 |
| - PROJECTILE (1 durability point).                                          |
| - OTG-capable.                                                              |
| - Kero-pyon active for 23 frames. 14 frame recovery after hitting; 9 frame  |
|   recovery after missing.                                                   |
| - Requires Kero-pyon to be at Karina`s side unless done from the Kero-pyon  |
|   Setup.                                                                    |
| - Kero-pyon will only travel as far as where the opponent is located. If    |
|   they avoid him with a jump, Kero-pyon will stop immediately and retreat   |
|   back toward Karina. Karina still goes through her full recovery period.   |
============+================================================================
|  HISSATSU  | Kerokero Heat Press                                            |
|    WAZA    |   qcf + B                                                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  3-8 |  MID  |    7    |         ——         |    14   |   +19  |
------------+------+-------+---------+--------------------+---------+--------
| Karina points, commanding Kero-pyon to bounce forward while engulfed in     |
| flaming energy.                                                             |
| - PROJECTILE (3 durability points). KNOCKDOWN.                              |
| - OTG-capable.                                                              |
| - Kero-pyon active for 21 frames. 14 frame recovery after landing.          |
| - Requires Kero-pyon to be at Karina`s side unless done from the Kero-pyon  |
|   Setup.                                                                    |
============+================================================================
|  HISSATSU  | Kero-pyon Setup                                                |
|    WAZA    |   qcb + A / B ..                                               |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  ——  |   ——  |    8    |         ——         |    7    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Karina gestures, commanding Kero-pyon to sit and sparkle.                   |
| - Can follow with (cancel).                                                 |
| - Requires Kero-pyon to be at Karina`s side.                                |
| - Fills Karina`s Burning Gauge meter, even up to 120%. Each tick adds 2% to |
|   the gauge. 'A' is two ticks throughout 63 frames; 'B' is seven ticks      |
|   throughout 187 frames.                                                    |
| - The rate in which the Kero-pyon Setup fills the Burning Gauge is that it  |
|   ticks roughly every 25 frames. However this count will be off at times.   |
|   Note there will be times where a tick will instead come after 17 frames,  |
|   but to compensate for that lucky timing, a new tick will eventually come  |
|   after 33 frames. (Thus balancing out the 25 frame increments.)            |
| - The first time you perform the Setup during a round (regardless of button |
|   strength), the very first tick comes after 34 frames, then each following |
|   tick comes about 25 frames later.                                         |
| - The Kero-pyon Setup internally keeps track on how long its duration has   |
|   gone through. Thus if it is canceled, interrupted, or completes its full  |
|   duration, the next Setup will pick up in frames from the previous one`s   |
|   stopping point. For example, if a Heavy Kero-pyon Setup is canceled on    |
|   frame 50, that`s 16 frames after the first tick (since it happens on 34). |
|   If you do the Setup again, the frame count will continue from the last    |
|   point, so the first tick will instead happen after 9 frames (16 + 9 = 25  |
|   frames). Due to the "wonky" timing the Setup sometimes goes through, this |
|   is not something one can really plan out or use to one`s advantage.       |
| - Kero-pyon remains in one spot while the Setup is active, but Karina is    |
|   still able to move and attack. Even after leaving Kero-pyon somewhere on  |
|   screen, Karina can still perform the (Kuuchuu) Kerokero Attack, (Kuuchuu) |
|   Kerokero Heat Press, Kerokero Mega Heat, and Kerokero Angler no matter    |
|   where Kero-pyon is.                                                       |
| - Doing either the (Kuuchuu) Kerokero Attack or (Kuuchuu) Kerokero Heat     |
|   Press while the Kero-pyon Setup is active will increase that attack`s     |
|   range. The Kerokero Attack goes slightly further, and the Kerokero Heat   |
|   Press has a wider arc. This method does not extend the attack`s active    |
|   frames, but just forces Kero-pyon to just move further forward. Damage    |
|   and Burning Gauge meter gains remain the same.                            |
| - If Kero-pyon is physically touched or attacked by the opponent while      |
|   sparkling, he automatically counterattacks with a weaker Kerokero Heat    |
|   Press. Karina still gains Burning Gauge meter from this attack.           |
| - If Kero-pyon is left somewhere and the opponent is between Karina and the |
|   frog, perform the motions for attacks from Karina`s point of view.        |
============+================================================================
|  HISSATSU  | (cancel)                                                       |
|    WAZA    |   qcb + A / B after Kero-pyon Setup                            |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  ——  |   ——  |    7    |         ——         |    8    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Karina gestures, commanding Kero-pyon to flip in a direction.               |
| - Prematurely ends the Kero-pyon Setup, and makes Kero-pyon flip either     |
|   forward (A) or backward (B). Karina can`t command Kero-pyon to do any     |
|   attack during the flip.                                                   |
| - 'A' flip lasts 16 frames; 'B' flip lasts 24 frames.                       |
============+================================================================
|  HISSATSU  | Kuuchuu Kerokero Attack                                        |
|    WAZA    |   In air, qcf + A                                              |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |  MID  |    8    |         ——         |  Ground |   -2   |
------------+------+-------+---------+--------------------+---------+--------
| Karina points, commanding Kero-pyon to attack with a forward charge while   |
| engulfed in flaming energy.                                                 |
| - PROJECTILE (1 durability point).                                          |
| - OTG-capable.                                                              |
| - Kero-pyon active for 23 frames. 14 frame recovery after hitting; 9 frame  |
|   recovery after missing.                                                   |
| - Requires Kero-pyon to be at Karina`s side unless done from the Kero-pyon  |
|   Setup.                                                                    |
| - Kero-pyon will only travel as far as where the opponent is located. If    |
|   they avoid him with a jump, Kero-pyon will stop immediately and retreat   |
|   back toward Karina. Karina still goes through her full recovery period.   |
| - Omits landing frames recovery.                                            |
============+================================================================
|  HISSATSU  | Kuuchuu Kerokero Heat Press                                    |
|    WAZA    |   In air, qcf + B                                              |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  3-8 |  MID  |    8    |         ——         |  Ground |   +18  |
------------+------+-------+---------+--------------------+---------+--------
| Karina points, commanding Kero-pyon to bounce forward while engulfed in     |
| flaming energy.                                                             |
| - PROJECTILE (3 durability points). KNOCKDOWN.                              |
| - OTG-capable.                                                              |
| - Kero-pyon active for 21 frames. 14 frame recovery after landing.          |
| - Requires Kero-pyon to be at Karina`s side unless done from the Kero-pyon  |
|   Setup.                                                                    |
| - Omits landing frames recovery.                                            |
============+================================================================
| LAST HEART | (!) Kerokero Mega Heat                                         |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |  MID  | 5+16!+3 |         ——         |    21   |   +16  |
------------+------+-------+---------+--------------------+---------+--------
| Karina points, commanding Kero-pyon to attack with a forward charge while   |
| engulfed in flaming energy. If he hits opponent, Kero-pyon picks them up    |
| and leaps up offscreen, then comes down with a fiery body slam.             |
| - THROW on HIT. PROJECTILE (1 durability point). KNOCKDOWN.                 |
| - OTG-capable.                                                              |
| - Kero-pyon active for 21 frames. 8 frame recovery after hitting; 9 frame   |
|   recovery after missing.                                                   |
| - Does not require Kero-pyon to be at Karina`s side.                        |
| - Kero-pyon will only travel as far as where the opponent is located. If    |
|   they avoid him with a jump, Kero-pyon will stop immediately and retreat   |
|   back toward Karina. Karina still goes through her full recovery period.   |
============+================================================================
| LAST HEART | (!) Kerokero Angler                                            |
|    WAZA    |   qcb + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  3-9 |  MID  | 3+16!+4 |         ——         |    29   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Karina points, commanding Kero-pyon to flip offscreen. Then five frogs      |
| appear stampeding across the screen.                                        |
| - PROJECTILE (0 durability points). KNOCKDOWN.                              |
| - Does not require Kero-pyon to be at Karina`s side.                        |
| - In most cases upon activation, Kero-pyon will flip backward offscreen. It |
|   is possible for him to flip forward instead. This typically only happens  |
|   if Karina ends up behind Kero-pyon, usually if the Angler is done         |
|   immediately after Karina lands from backdashing.                          |
| - The stampeding frogs always travel in the direction Karina points.        |
| - What should be noted is that none of the frogs that stampede is Kero-pyon |
|   attacking. Kero-pyon is actually offscreen while it is happening. This is |
|   important because if you do the Kerokero Mega Heat while the Angler is    |
|   happening, Kero-pyon will start it offscreen and advance back on screen   |
|   during its duration behind Karina. But if you cause Kero-pyon to instead  |
|   flip forward using the Karina backdash activation method, Kero-pyon will  |
|   instead attack closer to the opponent, if not -behind- them!              |
| - This might be a programming error, but Kero-pyon flips each time the      |
|   Kerokero Angler is performed. So it carries him further, and further, and |
|   -further- away from Karina into offscreen limbo if consecutive Anglers    |
|   are performed. If you do too many, it can take quite a while before Kero- |
|   pyon appears back on screen to be used for any attacks.                   |
=============================================================================


----------------------------------------------------------------------  ( .05 )
 KIYOKO MITARAI
-------------------------------------------------------------------------------

Softball club representative. Has a complex real name. Plays second base, and
the fourth team captain.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  KIYOKO = "pure/child"
                  MITARAI = "font of purifying water placed at the entrance of
                  a shrine"
Class          :  2nd Year / Section A / Shusseki-bangou (attendance no.) 26
Birthday       :  August 18; Shishiza (Leo)
Blood Type     :  O type
Height         :  157 cm. (5`2")
Weight         :  47 kg. (103.62 lbs.)
Measurements   :  B/80 W/52 H/82 cm. (32/21/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : Red/white (uniform), black (sleeves, shoes), white (socks),
                 blue (hair), brown (mitt)
Hold L         : Green/white (uniform), black (sleeves, shoes), white (socks),
                 Brown (hair, mitt)
Hold R         : Purple/white (uniform), black (sleeves, shoes), white
                 (socks), purple (hair), brown (mitt)
Hold L + R     : Black/white (uniform), black (sleeves, hair, shoes, mitt),
                 white (socks), chocolate (skin tone)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  24 frames
Backward Dash Duration                 :  11 frames (5 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  22 frames (28 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 3   | +1   |
Standing B  | 1    |  M  | 4   | 3      | 11  |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 4   | +1   | OTG
Crouching B | 1    |  L  | 4   | 11     | 8   |  ——  | KND, OTG
Jumping A   | 1    |  H  | 3   | Ground | ——  | +4   |
Jumping B   | 1    |  H  | 5   | 7      | 7   | +4   | Hold f to rapid fire
Dashing A   | 2    |  M  | 2   | 7      | 8   | -1   | KND (v air)
Dashing B   | 3    |  M  | 4   | 3      | 12  |  ——  | HKD, WSL
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 9   | 2      | 15  | +7   | KND
Jumping AB  | 2    |  H  | 7   | 4      | 14  |  ——  | HKD, WSL
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  M  | 3   | 5      | 5   | -1   |
f + B       | 2    |  H  | 6   | 4      | 12  | -2   |
df + A      | 1    |  L  | 3   | 5      | 4   | +1   | OTG
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B, f + B
                     f + A, d + B, f + B
                     f + B [1 hit], f + A
                     f + B [1 hit], f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (rolling suplex)                                               |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |   ——  |    1    |          1         |    ——   |   +3   |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko grabs opponent and rolls backward, slamming them down to the ground. |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  THROWING  | (air rotation throw)                                           |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko grabs opponent and flips backward as she plants her foot onto their  |
| back, stomping them down onto their chest against the ground.               |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Shin Tsuutenkaku Dahou                                         |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   4  |  MID  |    8    |          4         |    8    |   +14  |
| B / Heavy  |   6  |  MID  |    8    |          5         |    10   |   +13  |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko places her glove atop her head as she swings an aluminum bat upward, |
| creating a high splash of blue energy.                                      |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
============+================================================================
|  HISSATSU  | Dai-League Softball 8-gou                                      |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   5  |  MID  |    9    |         ——         |    22   |   -6   |
| B / Heavy  |   5  |  MID  |    9    |         ——         |    22   |   -5   |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko swings her arm upward, pitching an underhanded softball.             |
| - PROJECTILE (4 durability points). KNOCKDOWN (v air).                      |
| - OTG-capable.                                                              |
| - 'A' projectile lasts 18 frames; 'B' projectile lasts 16 frames.           |
| - The ball only has a hitbox while it is spinning in a blue tornado, so it  |
|   will not do damage after it bounces off the ground.                       |
============+================================================================
|  HISSATSU  | Gettsuu Striker                                                |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   4  |  MID  |    5    |        4(7)7       |    6    |   ——   |
| B / Heavy  |   7  |  MID  |    4    |       5(9)13       |    4    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko ascends with a swiping arm, then descends at a 45º angle with a      |
| double-fisted punch, all while aflame.                                      |
| - KNOCKDOWN with 'A'; HARD KNOCKDOWN with 'B'.                              |
============+================================================================
|  HISSATSU  | Kuuchuu Gettsuu Striker                                        |
|    WAZA    |   In air, qcb + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    4    |          7         |  Grd+4  |   ——   |
| B / Heavy  |   2  |  MID  |    5    |         14         |  Grd+4  |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko descends at a 45º angle with a double-fisted punch while aflame.     |
| - HARD KNOCKDOWN.                                                           |
============+================================================================
| LAST HEART | (!) Illusion Out                                               |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   4  |  HIGH | 10+16!+4|         19         |    5    | [+4-7] |
------------+------+-------+---------+--------------------+---------+--------
| Kiyoko hops backward, then advances in a blur of images. (Sometimes she`ll  |
| be completely invisible.) If she hits opponent, she knocks them into the    |
| air with a swiping punch and disappears, then reappears in air to kick them |
| back to the ground.                                                         |
| - Consists of two hit state properties: If Kiyoko hits the opponent on the  |
|   1-12 frames of her active period (with her glove up beside her head), it  |
|   scores a CLEAN HIT and causes a SPINNING KNOCKDOWN. This is when she hits |
|   the opponent into the air for the full animation. If she hits on any of   |
|   the following active frames, it causes a normal KNOCKDOWN.                |
| - The frame advantage shown is what Kiyoko gets on a non-CLEAN HIT.         |
| - Kiyoko can Deflect attacks and low priority projectiles during her active |
|   period, regardless of how many hits they do. Due to her speed, she passes |
|   through projectiles after Deflecting the first hit. However, this causes  |
|   the Illusion Out to end prematurely, forcing Kiyoko to slide across the   |
|   screen in recovery for 14 frames. She is still seen swiping her glove up  |
|   during this period, but it doesn`t hit or cause damage.                   |
| - If guarded, Kiyoko completes the entire Illusion Out animation as normal. |
|   Since the opponent won`t be knocked into the air, Kiyoko instead appears  |
|   over them to deliver the final kick. This kick is unblockable and still   |
|   does damage, but won`t cause a SPINNING KNOCKDOWN. It can`t be Deflected, |
|   but it is possible to High Jump Counter or Evade it with a forward or     |
|   back dash. Kiyoko gets a +6 frame advantage should that kick hit.         |
| - The last kick of the Illusion Out also tracks the opponent`s location, so |
|   if they attempt to Evade too early, the final kick has a chance to still  |
|   track and catch them.                                                     |
=============================================================================


----------------------------------------------------------------------  ( .06 )
 KUMI OOKUBO
-------------------------------------------------------------------------------

Rhythmic Sports Gymnastics club representative. A quiet and shy girl that
happened across rhythmic gymnastics, and obtained a field of self-expression
for the first time. A young lady with all her might.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  KUMI = "long time/beautiful"
                  OOKUBO = "big/long time/protect"
Class          :  1st Year / Section A / Shusseki-bangou (attendance no.) 3
Birthday       :  September 7; Otomeza (Virgo)
Blood Type     :  AB type
Height         :  158 cm. (5`2")
Weight         :  42 kg. (92.59 lbs.)
Measurements   :  B/80 W/50 H/81 cm. (32/20/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : Yellow/red (leotard), blue (hair), red (hair ribbon), white
                 (shoes)
Hold L         : White/blue (leotard), brown (hair), blue (hair ribbon), white
                 (shoes)
Hold R         : Pink/purple (leotard), navy blue (hair), purple (hair
                 ribbon), white (shoes)
Hold L + R     : Gray/black (leotard), chocolate (hair), gray (hair ribbon),
                 silver (shoes), caramel (skin tone)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  24 frames
Backward Dash Duration                 :  12 frames (5 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  23 frames (30 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 3   | +1   |
Standing B  | 1    |  M  | 4   | 6      | 5   |  ——  | STK
Crouching A | 1    |  L  | 2   | 3      | 1   | +5   | OTG
Crouching B | 1    |  L  | 5   | 10     | 10  |  ——  | KND, OTG
Jumping A   | 1    |  H  | 3   | Ground | ——  | +4   |
Jumping B   | 2    |  H  | 5   | 6      | 8   | +4   | Hold f to rapid fire
Dashing A   | 3    |  M  | 2   | 5      | 7   | +6   | KND
Dashing B   | 3    |  M  | 3   | 2(2)6  | 12  |  ——  | KND
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 7   | 7      | 9   | +10  | KND
Jumping AB  | 2    |  H  | 5   | 6      | 9   |  ——  | HKD, WSL
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  M  | 3   | 4      | 8   | -3   |
f + B ..    | 2    |  H  | 4   | 4(1)1  | 12  |  ——  |
 > (ball)   | 1    |  M  | ——  |   ——   | ——  |  ——  | PRJ (1DP) thrown on 9th
            |      |     |     |        |     |      | frame
df + A      | 2    |  L  | 4   | 1(1)1  | 5   |  ——  | STK, OTG
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B, f + B
                     f + A, d + B, f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (kick flip throw)                                              |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |   ——  |    1    |          1         |    ——   |   +10  |
------------+------+-------+---------+--------------------+---------+--------
| Kumi grabs opponent and performs a handstand, kicking them into the air.    |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 8 frames.                                     |
| - LAUNCHES; opponent vulnerable for a juggle.                               |
============+================================================================
|  THROWING  | (air handstand throw)                                          |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +6   |
------------+------+-------+---------+--------------------+---------+--------
| Kumi grabs opponent and flips them, placing her hands on their back to push |
| them down toward the ground while performing an aerial handstand.           |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Ribbon Cutter                                                  |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    4    |        1(2)3       |    23   |   ——   |
| B / Heavy  |   5  |  MID  |    4    |      2(2)5(8)2     |    15   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Kumi advances while slashing her ribbon around her body.                    |
| - KNOCKDOWN.                                                                |
============+================================================================
|  HISSATSU  | Stick Shot                                                     |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    7    |         ——         |    19   |   ——   |
| B / Heavy  |   1  |  MID  |    6    |         ——         |    22   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| A: Kumi kneels and throws a club.                                           |
| B: Kumi bends her leg and throws a club.                                    |
| - PROJECTILE (1 durability point). STRIKE. KNOCKDOWN (v air).               |
| - 'A' throws the club at a low altitude; 'B' throws the club at a high      |
|   altitude. They`re essentially Tiger Shots.                                |
============+================================================================
|  HISSATSU  | Spinning Swan Kick                                             |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  4*  |  M,H  |    5    |      6(3)3(1)8     |    4    |   +5   |
| B / Heavy  |  4*  |  M,H  |    4    |        4(3)7       |    4    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Kumi turns and performs a high-arcing backflip, kicking her legs out.       |
| - KNOCKDOWN (v air) with 'A'; KNOCKDOWN with 'B'. WALL SLAM.                |
| - There are actually six -total- hits, but the max you can get are three or |
|   four in most situations. There are two hits during her ascension, two at  |
|   the apex, and two upon landing. Unless the opponent is jumping, the first |
|   four hits won`t connect.                                                  |
| - The last kick of the attack, when Kumi is landing, changes guarding       |
|   properties. The kick when Kumi`s first foot is on the ground is HIGH.     |
============+================================================================
|  HISSATSU  | Kuuchuu Spinning Swan Kick                                     |
|    WAZA    |   In air, qcb + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  4*  |  M,H  |    1    |   6(3)3(1)Ground   |    4    |   +6   |
| B / Heavy  |  4*  |  M,H  |    1    |   3(2)3(1)Ground   |    4    |   +5   |
------------+------+-------+---------+--------------------+---------+--------
| Kumi performs a high-arcing backflip, kicking her legs out.                 |
| - WALL SLAM.                                                                |
| - There are actually six -total- hits, but the max you can get are three or |
|   four in most situations. There are two hits during her ascension, two at  |
|   the apex, and two upon landing. Unless the opponent is jumping, the first |
|   four hits won`t connect.                                                  |
| - The last kick of the attack, when Kumi is landing, changes guarding       |
|   properties. The kick when Kumi`s first foot is on the ground is HIGH.     |
============+================================================================
| LAST HEART | (!) Ribbon Slicer                                              |
|    WAZA    |   d,d + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  14  |  M,H  | 2+16!+4 |     15(3)3(1)3     |    5    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Kumi advances with a Ribbon Cutter that hits eleven times, and ends with a  |
| Spinning Swan Kick.                                                         |
| - KNOCKDOWN.                                                                |
| - The last kick of the attack, when Kumi is landing, changes guarding       |
|   properties. The kick when Kumi`s first foot is on the ground is HIGH.     |
=============================================================================


----------------------------------------------------------------------  ( .07 )
 MEGUMI SUZUKI
-------------------------------------------------------------------------------

Cheering club representative. A nice-looking body that does not match well
with her childish face, so she is popular with the suburban boys.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  SUZUKI = "bell/tree"
Class          :  2nd Year / Section B / Shusseki-bangou (attendance no.) 11
Birthday       :  October 27; Sasoriza (Scorpio)
Blood Type     :  B type
Height         :  148 cm. (4`10")
Weight         :  43 kg. (94.80 lbs.)
Measurements   :  B/79 W/51 H/80 cm. (31/20/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : Red (shirt, bow, socks), white (skirt, shoes), yellow (hair,
                 pompoms)
Hold L         : Charcoal (shirt, bow, socks), white (skirt, shoes), yellow
                 (hair, pompoms)
Hold R         : Blue (shirt, bow, socks), white (skirt, shoes), pink (hair,
                 pompoms)
Hold L + R     : Pink (shirt, bow, hair, socks, pompoms), white (skirt, shoes)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  25 frames
Backward Dash Duration                 :  10 frames (5 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  22 frames (31 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 4   |  0   |
Standing B  | 1    |  M  | 4   | 4      | 11  |  ——  | STK
Crouching A | 1    |  L  | 2   | 2      | 3   | +3   | OTG
Crouching B | 2    |  L  | 4   | 3      | 19  |  ——  | KND, OTG
Jumping A   | 1    |  H  | 3   | Ground | ——  | +3   |
Jumping B   | 2    |  H  | 6   | 8      | 6   | +3   | Hold f to rapid fire
Dashing A   | 13   |  M  | 2   | 16     | 1   | -9   | OTG, ground sparks and
            |      |     |     |        |     |      | afterimages distinguish
            |      |     |     |        |     |      | from her normal dash
            |      |     |     |        |     |      | animation, hold b / f
            |      |     |     |        |     |      | to choose where Megumi
            |      |     |     |        |     |      | recoils after hit/guard
Dashing B   | 3    |  M  | 2   | 5(1)8  | 5   |  ——  | STK, KND (v air)
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 2    |  M  | 8   | 1(4)10 | 3   | +13  | LCH
Jumping AB  | 1    |  H  | 6   | 6      | 4   | +11  | KND
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  M  | 3   | 4      | 5   | +3   |
f + B       | 2    |  H  | 4   | 10     | 6   | -1   | OTG
df + A      | 1    |  L  | 4   | 4      | 3   | +4   | OTG
Air, f + A  | 1    |  H  | 3   | 8      | 5   | +3   |
Air, d + B  | 1    |  H  | 5   | Ground | ——  |  ——  | KND
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B, f + B
                     f + A, d + B [1-2 hits], f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (pompom ground slam)                                           |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi grabs opponent and slams them down to the ground.                    |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  THROWING  | (air suplex)                                                   |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +6   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi grabs opponent and flips backward, slamming them down to the ground. |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Pompom Upper                                                   |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    4    |          6         |    12   |   +8   |
| B / Heavy  |   7  |  MID  |    4    |        4(2)3       |    15   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi ascends, swinging her arm and pompom upward in an uppercut.          |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
============+================================================================
|  HISSATSU  | Fumifumi Nokkari                                               |
|    WAZA    |   d,u + A / B, move b / f ..                                   |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  ——  |   ——  |    1    |         30         |    2    |   ——   |
| B / Heavy  |  ——  |   ——  |    1    |         36         |    2    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi advances while flipping through the air in an arc.                   |
| - Can follow with (head stomp) or (air drop).                               |
| - Hold back or forward on the joystick to alter the range of Megumi`s arc.  |
|   You can backtrack her arc; once Megumi starts moving in one direction,    |
|   she is able to be moved in the other.                                     |
| - While simplistic looking, the input is not entirely correct. More times   |
|   than not, pressing d,u + A / B will instead cause Megumi to leap upward   |
|   with a basic attack. So you have to trick the system and instead press    |
|   down, <button>, up swiftly to make the move execution more successful.    |
============+================================================================
|  HISSATSU  | (head stomp)                                                   |
|    WAZA    |   Press A / B after Fumifumi Nokkari, move b / f               |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |  HIGH |    4    |       Ground       |   5/2   |   +7   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi descends with her leg extended.                                      |
| - Hold back or forward on the joystick to alter the slope of Megumi`s dive. |
|   You can backtrack her angle; once Megumi starts moving in one direction,  |
|   she is able to be moved in the other.                                     |
| - If Megumi hits, she recoils for 5 frames, but is able to still perform an |
|   aerial attack if she is bounced high enough.                              |
============+================================================================
|  THROWING  | (air drop)                                                     |
|    WAZA    |   When close, press A / B after Fumifumi Nokkari               |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  | Throw |    1    |          1         |    ——   |   +6   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi grabs opponent and flips backward, slamming them down to the ground. |
| - Unblockable. HARD KNOCKDOWN. Throw switches sides.                        |
| - Able to catch an opponent standing, crouching, or aerial.                 |
| - It helps to hold a direction toward the opponent to ensure that Megumi is |
|   close enough to grab, but it is not needed.                               |
============+================================================================
|  HISSATSU  | Pompom Attack                                                  |
|    WAZA    |   qcf + A / B ..                                               |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1/2 |  MID  |    9    |         ——         |    16   |   -3   |
| B / Heavy  |  1/2 |  MID  |    10   |         ——         |    17   |   -4   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi throws her pompoms, then they return to her.                         |
| - PROJECTILE (2 durability points). KNOCKDOWN (v air).                      |
| - Can follow with (pompom recall).                                          |
| - Projectile lasts 37 frames (22 frames forward, 15 frames backward).       |
| - The pompoms can hit either on their propulsion or return. Even if Megumi  |
|   is hit, the pompoms will still strike.                                    |
| - If Megumi is close to the opponent, the pompoms hit twice due to going    |
|   and returning.                                                            |
| - After the pompoms are active for their 37 frames, they teleport back onto |
|   Megumi`s location. So she cannot keep them active longer by moving away   |
|   during their return flight.                                               |
============+================================================================
|  HISSATSU  | (pompom recall)                                                |
|    WAZA    |   Press A / B after Pompom Attack / Flying Pompom Attack       |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  ——  |   ——  |    ——   |         ——         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi causes her pompoms to return to her.                                 |
| - Allows Megumi to cancel the flight of her pompoms before they reach their |
|   full distance, making them return to her sooner. Do note that this does   |
|   not cause Megumi`s recovery frames to end sooner, but rather cuts down on |
|   the pompoms` active frames.                                               |
============+================================================================
|  HISSATSU  | Megumi Kerikeri Punch                                          |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    5    |      2(4)2(3)4     |    5    |   +4   |
| B / Heavy  |   3  |  MID  |    4    |      2(4)2(3)4     |    5    |   +3   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi advances, attacking with two spin kicks and a punch.                 |
| - KNOCKDOWN (v air).                                                        |
============+================================================================
|  HISSATSU  | Flying Pompom Attack                                           |
|    WAZA    |   In air, qcf + A / B ..                                       |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1/2 |  MID  |    7    |         ——         |  Ground |   +4   |
| B / Heavy  |  1/2 |  MID  |    6    |         ——         |  Ground |   +6   |
------------+------+-------+---------+--------------------+---------+--------
| A: Megumi throws her pompoms downward at a 45º angle, then they return to   |
|    her.                                                                     |
| B: Megumi throws her pompoms forward, then they return to her.              |
| - PROJECTILE (2 durability points). KNOCKDOWN (v air).                      |
| - Can follow with (pompom recall).                                          |
| - OTG-capable with 'A'.                                                     |
| - 'A' projectile lasts 38 frames (23 frames forward, 15 frames backward);   |
|   'B' projectile lasts 37 frames (22 frames forward, 15 frames backward).   |
| - The pompoms can hit either on their propulsion or return. Even if Megumi  |
|   is hit, the pompoms will still strike.                                    |
| - If Megumi is close to the opponent, the pompoms hit twice due to going    |
|   and returning.                                                            |
| - After the pompoms are active for their frames, they teleport back onto    |
|   Megumi`s location. So she cannot keep them active longer by moving away   |
|   during their return flight.                                               |
| - Omits landing frames recovery.                                            |
============+================================================================
| LAST HEART | (!) Megumi Kerikeri Dance                                      |
|    WAZA    |   d,d + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  20  |  MID  | 3+16!+5 |          7         |    2    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Megumi advances while rolling in a ball. If she hits opponent, she performs |
| an attack rush that ends with a Pompom Upper.                               |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
| - If guarded or Deflected, Megumi completes the entire Megumi Kerikeri      |
|   Dance animation as normal. It has virtually 63 active frames (broken up   |
|   by the flurry of Megumi`s attacks), and a 13 frame recovery.              |
=============================================================================


----------------------------------------------------------------------  ( .08 )
 NANA OWADA
-------------------------------------------------------------------------------

Traditional Japanese Dance Research Society representative. The eldest
daughter of an Owada head of family accredited master. A girl who has led a
sheltered life as a woman who displays the feminine virtues of Old Japan.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  NANA = "what?/[repeat previous kanji]"
                  OWADA = "small/harmony/rice field"
Class          :  2nd Year / Section A / Shusseki-bangou (attendance no.) 2
Birthday       :  October 17; Tenbinza (Libra)
Blood Type     :  O type
Height         :  152 cm. (5`0")
Weight         :  42 kg. (92.59 lbs.)
Measurements   :  B/78 W/51 H/80 cm. (31/20/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (kimono, tabi), red (hakama, gloves, obi, bow), black
                 (hair), yellow (tessen)
Hold L         : White (kimono, tabi), teal (hakama), emerald (gloves, obi,
                 bow), brown (hair), yellow (tessen)
Hold R         : White (kimono, tabi), navy blue (hakama), dark blue (gloves,
                 obi, bow), forest green (hair), yellow (tessen)
Hold L + R     : White (kimono, tabi), purple (hakama, hair), orchid (gloves,
                 obi, bow), yellow (tessen)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  23 frames
Backward Dash Duration                 :  10 frames (5 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  20 frames (31 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 1      | 2   | +5   |
Standing B  | 1    |  M  | 4   | 2      | 11  |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 1   | +3   | OTG
Crouching B | 1    |  L  | 5   | 7      | 9   | +2   | KND, OTG
Jumping A   | 1    |  H  | 5   | Ground | ——  | +4   |
Jumping B   | 1    |  H  | 4   | 6      | 5   | +4   | Hold f to rapid fire
Dashing A   | 2    |  M  | 3   | 3(1)3  | 7   | +2   |
Dashing B   | 3    |  M  | 3   | 2(1)2  | 10  | +1   | KND (v air)
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 8   | 2      | 10  | +7   | KND
Jumping AB  | 1    |  H  | 6   | 6      | Grd | +9   | HKD (v air), WSL
------------+------+-----+-----+--------+-----+------+-----------------------
f + A ..    | 1    |  H  | 4   | 5      | 4   |  0   | OTG
 > A        | 1    |  M  | 4   | 2      | 4   | +4   |
f + B       | 2    |  M  | 5   | 2(3)4  | 10  | -2   |
df + A      | 1    |  L  | 3   | 3      | 1   | +7   | OTG
-------------------+------+-------+------------------------------------------
Target Combos      | f + A, B [1 hit], f + B
-------------------+ f + A, f + A
                     f + A, f + B
                     f + B [1 hit], f + A
                     f + B [1 hit], f + B
                     Hold f + A, A, B
                     Hold f + A, A, b + B, f + B
                     Hold f + A, A, d + B, f + B

============+================================================================
|  THROWING  | (tatamigaeshi nage)                                            |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +16  |
------------+------+-------+---------+--------------------+---------+--------
| Nana grabs opponent and tosses them high into the air.                      |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 8 frames.                                     |
| - LAUNCHES; opponent vulnerable for a juggle.                               |
| - Deals no damage; however, it tosses the opponent into the air where they  |
|   are unable to air recover.                                                |
============+================================================================
|  THROWING  | (lotus throw)                                                  |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Nana grabs opponent and flips them, kneeling on their back to push them     |
| down toward the ground.                                                     |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  HISSATSU  | Ushiwaka no Mai                                                |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   4  |  MID  |    4    |    1(1)2(5)2(4)2   |    8    |   +2   |
| B / Heavy  |   5  |  MID  |    3    |        5(4)3       |    11   |   +11  |
------------+------+-------+---------+--------------------+---------+--------
| Nana advances while slashing a pair of folding fans around her body.        |
| - KNOCKDOWN (v air) with 'A'; KNOCKDOWN with 'B'.                           |
============+================================================================
|  HISSATSU  | Ouka Ren Geki                                                  |
|    WAZA    |   Press A / B rapidly                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    4    |      1(1)1(1)1     |    11   |    0   |
| B / Heavy  |   3  |  MID  |    3    |      1(1)1(1)1     |    8    |   +1   |
------------+------+-------+---------+--------------------+---------+--------
| Nana advances while punching forward multiple times rapidly.                |
| - Can be indefinitely performed as long as she is hitting the opponent.     |
| - Holding any direction while pressing the attack button will allow Nana to |
|   perform basic attacks rather than doing the Ouka Ren Geki.                |
============+================================================================
|  HISSATSU  | Fuugetsu Sen                                                   |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    8    |         ——         |    9    |   +3   |
| B / Heavy  |   1  |  MID  |    8    |         ——         |    13   |   -1   |
------------+------+-------+---------+--------------------+---------+--------
| A: Nana throws a folding fan to boomerang up into the air.                  |
| B: Nana throws a folding fan.                                               |
| - PROJECTILE (1 durability point). KNOCKDOWN (v air).                       |
| - 'A' projectile lasts 20 frames.                                           |
| - The A-version`s hitbox is very limited, and will only hit until shortly   |
|   after it retreats into the air. The fan is still seen flying up into the  |
|   air, but no longer has a hitbox.                                          |
============+================================================================
|  HISSATSU  | Resshuu Ha                                                     |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  | 1[2] |  MID  |    7    |          2         |    10   |   ——   |
| B / Heavy  | 1[3] |  MID  |    4    |          3         |    14   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Nana crosses her arms and thrusts forward, releasing a pulse of force.      |
| - KNOCKDOWN. FLYING SCREEN.                                                 |
| - OTG-capable.                                                              |
| - Near the corner, all of the hits will connect because the opponent will   |
|   be slammed against the wall and get bounced back into the next pulse.     |
============+================================================================
| LAST HEART | (!) Bu Tou Souen Jin: Ichi                                     |
|    WAZA    |   d,d + AB ..                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   3  |  MID  | 2+16!+6 |          5         |    20   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Nana stances to catch a naginata thrown out to her, then steps forward as   |
| she slashes it out in front of her.                                         |
| - KNOCKDOWN.                                                                |
| - Can follow with Bu Tou Souen Jin: Ni.                                     |
============+================================================================
| LAST HEART | (!) Bu Tou Souen Jin: Ni                                       |
|    WAZA    |   u,u + A / B / AB after Bu Tou Souen Jin: Ichi                |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  | 9-12 |  MID  | X+XX!+1 |         26         |    10   |  +4-6  |
| B / Heavy  | 9-12 |  MID  | X+XX!+1 |         31         |    10   |  +4-6  |
| AB / Cntr  | 9-12 |  MID  | X+XX!+1 |         21         |    10   |  +4-6  |
------------+------+-------+---------+--------------------+---------+--------
| Nana steps forward while spinning her naginata around in front of her.      |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
| - The command for this must be input before Nana catches the naginata.      |
| - Only the active frames after the superflash duration change. Nana attacks |
|   on her first active frame for the 'Ni' as opposed to the 6th frame during |
|   the 'Ichi'.                                                               |
| - Using either A, B, or AB alters how far Nana advances while spinning her  |
|   naginata, in addition to the spinning`s duration, determined by button    |
|   strength. 'AB' goes the furthest distance, but 'B' has the longest amount |
|   of active frames. The 'A' variation goes the shortest distance, and is    |
|   typically used when the opponent in the corner, so that Nana does not     |
|   accidentally advance too far and mistakingly cross-under.                 |
=============================================================================


----------------------------------------------------------------------  ( .09 )
 RYUUKO YAMAZAKI
-------------------------------------------------------------------------------

Volleyball club representative. A sports-minded robust girl with a great
explosion of boyish appeal. She has become the driving force behind victory in
interscholastic athletic meets because of her strong serve and making use of
her whole body`s powerful spring.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  RYUUKO = "dragon/child"
                  YAMAZAKI = "mountain/small peninsula"
Class          :  2nd Year / Section B / Shusseki-bangou (attendance no.) 31
Birthday       :  August 9; Shishiza (Leo)
Blood Type     :  A type
Height         :  168 cm. (5`6")
Weight         :  48 kg. (105.82 lbs.)
Measurements   :  B/79 W/55 H/83 cm. (31/22/33 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (uniform, pads, socks), red (uniform, bloomers), brown
                 (hair), gray (shoes)
Hold L         : Mauve (uniform, pads, socks), purple (uniform, bloomers),
                 brown (hair), purple (shoes)
Hold R         : Yellow-green (uniform, pads, socks), forest green (uniform,
                 bloomers), brown (hair), fern green (shoes)
Hold L + R     : White (uniform), slate (pads, socks), black (uniform,
                 bloomers, shoes), brown (hair)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  24 frames
Backward Dash Duration                 :  9 frames (5 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  21 frames (29 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 3   | +2   |
Standing B  | 1    |  M  | 4   | 4      | 10  |  ——  | STK
Crouching A | 1    |  L  | 3   | 5      | 3   | -1   | OTG
Crouching B | 1    |  L  | 4   | 3      | 10  |  ——  | KND, OTG, can rapid
            |      |     |     |        |     |      | fire (on hit)
Jumping A   | 1    |  H  | 3   | Ground | ——  | +4   |
Jumping B   | 2    |  H  | 5   | 8      | Grd | +4   | HKD (v air), WSL, hold
            |      |     |     |        |     |      | f to rapid fire
Dashing A   | 2    |  M  | 4   | 9      | 3   | +4   | KND (v air)
Dashing B   | 2    |  M  | 4   | 10     | 5   | +12  | KND
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 8   | 7      | 6   | +14  | LCH
Jumping AB  | 1    |  H  | 6   | 9      | 9   | +8   | HKD (v air), WSL
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  M  | 3   | 4      | 5   | +1   |
f + B       | 2    |  H  | 4   | 4      | 10  | +1   |
df + A      | 1    |  L  | 4   | 5      | 4   |  0   | OTG
db + B      | 1    |  M  | 7   | 3      | 10  | +11  | LCH
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + B
-------------------+ f + A, b + B, f + B [1 hit], f + B
                     f + A, d + B, f + B [1 hit], f + B
                     f + A, d + B, b + B, f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (backbreaker)                                                  |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +10  |
------------+------+-------+---------+--------------------+---------+--------
| Ryuuko grabs opponent and places them across her shoulders, then jumps and  |
| slams their back across her outstretched knee.                              |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  THROWING  | (air backbreaker)                                              |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +11  |
------------+------+-------+---------+--------------------+---------+--------
| Ryuuko grabs opponent and places them across her shoulders, then falls and  |
| slams their back across her outstretched knee.                              |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Inazuma Serve                                                  |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1/3 |  MID  |   19/8  |         ——         |    12   |   ——   |
| B / Heavy  |  1/3 |  MID  |   18/6  |         ——         |    9    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Ryuuko leaps upward as a volleyball is thrown toward her, which she swings  |
| her arm to spike it downward. The ball bounces off the ground at an angle.  |
| - PROJECTILE (1 durability point; infinite durability points when ball is   |
|   bouncing). STRIKE. KNOCKDOWN (v air).                                     |
| - OTG-capable.                                                              |
| - 'A' spikes the volleyball 80º; 'B' spikes the volleyball 30º.             |
| - Consists of two hit state properties: If Ryuuko hits the opponent during  |
|   her ascension, she knocks them into the air. Ryuuko then hits both the    |
|   opponent and the volleyball with her spike, which causes a SPINNING       |
|   KNOCKDOWN. The opponent hits the ground first, followed by the volleyball |
|   for an (otg). It is possible for the opponent to quick recover to avoid   |
|   the additional volleyball hit.                                            |
| - The first number for the startup frames is how long it takes for Ryuuko   |
|   to actually spike the volleyball. The second number is if she hits the    |
|   opponent during her ascension.                                            |
| - The volleyball is able to deal damage as long as it`s sparkling yellow,   |
|   so it can still hit after bouncing off the ground.                        |
| - While the volleyball can only damage the opponent after Ryuuko spikes it, |
|   the actual sprite of the volleyball always possesses a collision box.     |
|   Unlike the other projectiles in the game, this means that the volleyball  |
|   is always an active part on the field until it fades away——even after it  |
|   strikes the opponent. This becomes a factor into gameplay on a couple of  |
|   occasions, and can potentially be a negative to Ryuuko or the opponent.   |
|   One of the more common situations where it can backfire on Ryuuko is if   |
|   she performs consecutive Inazuma Serves. Depending on her location, it is |
|   possible that after the volleyball bounces off the ground back into the   |
|   air, the new incoming ball will collide into the first. This causes both  |
|   volleyballs to nullify, and Ryuuko won`t have anything to spike!          |
| - The volleyball is never considered "dead" while it is bouncing along the  |
|   ground after a hit. Due to this, it can behave like a barrier of sorts in |
|   that it can stop attacks. This can potentially interfere with Ryuuko more |
|   than the opponent. After the volleyball hits the opponent (either with a  |
|   hit or guarded), it bounces around a while until its momentum stops and   |
|   disappears. Until then, any attacks that come in contact with the ball    |
|   will automatically be Deflected. In addition, the ball does not dissipate |
|   upon being hit, so can Deflect an infinite amount of attacks! This tends  |
|   to get more in the way of Ryuuko since the volleyball bounces back toward |
|   her, and can get in the way of some of her next attacks.                  |
| - On the flip side, because the volleyball is still technically in play as  |
|   it bounces, it is possible for Ryuuko to re-spike that same ball by doing |
|   another Inazuma Serve. This is only really possible if Ryuuko is close to |
|   the opponent, allowing her to be in range when the volleyball recoils     |
|   back into the air after a hit. If timed right, Ryuuko can spike that same |
|   volleyball back down toward the opponent! Not only that, but it`s also    |
|   possible to have her spike -both- volleyballs (the old and newly thrown   |
|   one), but it requires both timing and some positioning. The main benefit  |
|   to this is that since Ryuuko only attacks with the spike animation when   |
|   she comes in contact with a volleyball, she performs the Inazuma Serve    |
|   between 6-10 frames faster than she would if she had to wait until a new  |
|   volleyball was thrown out. I have managed to spike the same volleyball    |
|   four times by utilizing both the A- and B-versions, to alter the angles   |
|   that the volleyball is hit due to Ryuuko jumping slightly higher.         |
============+================================================================
|  HISSATSU  | Tatsumaki Receive                                              |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    7    |          7         |    12   |   ——   |
| B / Heavy  |   2  |  MID  |    6    |          9         |    14   |   +11  |
------------+------+-------+---------+--------------------+---------+--------
| A: Ryuuko advances with a sliding punch.                                    |
| B: Ryuuko ascends at a 45º angle with a sliding punch.                      |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
| - The frame advantage shown for the B-version is what Ryuuko gets if both   |
|   hits connect.                                                             |
============+================================================================
|  HISSATSU  | Quick Driver                                                   |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  HIGH |    14   |          2         |    9    |   +6   |
| B / Heavy  |   2  |  HIGH |    13   |          3         |    9    |   +6   |
------------+------+-------+---------+--------------------+---------+--------
| Ryuuko hops forward, swinging her fists downward. If she hits opponent, she |
| places them across her shoulders, then jumps and slams their back across    |
| her outstretched knee.                                                      |
| - THROW on HIT. KNOCKDOWN.                                                  |
============+================================================================
|  HISSATSU  | Kuuchuu Tatsumaki Receive                                      |
|    WAZA    |   In air, qcf + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  | 1[2] |  MID  |    7    |          9         |  Ground |   ——   |
| B / Heavy  |   2  |  HIGH |    9    |          7         |  Ground |   +19  |
------------+------+-------+---------+--------------------+---------+--------
| A: Ryuuko advances with a sliding punch.                                    |
| B: Ryuuko descends at a 45º angle with a sliding punch.                     |
| - KNOCKDOWN. FLYING SCREEN with 'A'.                                        |
| - OTG-capable with 'B'.                                                     |
============+================================================================
| LAST HEART | (!) Hyper Tackle                                               |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   2  |  M,U  | 1+16!+5 |         11         |    3    |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Ryuuko advances with a headbutt. If she hits opponent, she follows it with  |
| a shoulder charge.                                                          |
| - KNOCKDOWN.                                                                |
| - The shoulder charge is unblockable if it hits a grounded opponent——it can |
|   be guarded in the air. It can`t be Deflected, but it is possible to High  |
|   Jump Counter it, or Evade with a forward or back dash.                    |
| - The headbutt causes both a stun and slight vacuuming effect when it hits, |
|   almost drawing the opponent closer to Ryuuko. This is seen a bit better   |
|   when it hits an aerial opponent.                                          |
=============================================================================


----------------------------------------------------------------------  ( .10 )
 SHINOBU KAWASAKI
-------------------------------------------------------------------------------

Smashed by Tamaki Shindou during the 99th match of "Annihilation! Hot-blooded
Gang Leader Brawl! The Blazing 100th Certain Victory Contest!" one year ago,
and has appeared for the sake of revenge.

 * Shinobu pays homage to the Shotokan fighters from the `Street Fighter´
   series, and shares many of the same special attacks. Her appearance is very
   similar to Hiyakeshita (Sunburned) Sakura Kasugano, and her attack poses
   mimic Ryuu`s. The Hissatsu Megaton Dynamite is like Gouki`s Messatsu Gou-
   Shouryuu. She can also juggle the opponent with consecutive Banchou
   Tornados like Gouki can with his Tatsumaki Zan Kuu Kyaku.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  SHINOBU = "Danvallia mariesii (species of fern)"
                  KAWASAKI = "river/small peninsula"
School         :  Shiritsu Touyou Harimadana Gakuin, Koutoubu, Shougyou-ka
                  (Private Touyou Harimadana Academy, Senior High School,
                  Business Department)
Class          :  2nd Year / Section F / Shusseki-bangou (attendance no.) 9
Birthday       :  April 4; Ohitsujiza (Aries)
Blood Type     :  B type
Height         :  149 cm. (4`11")
Weight         :  48 kg. (105.82 lbs.)
Measurements   :  B/75 W/51 H/79 cm. (30/20/31 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : Pine green (uniform), white (uniform, gloves, pads, shoes,
                 headband), purple (hair, socks)
Hold L         : Dark blue (uniform), white (uniform, gloves, pads, shoes,
                 headband), chestnut (hair, socks)
Hold R         : Chestnut (uniform), white (uniform, gloves, pads, shoes,
                 headband), royal blue (hair, socks)
Hold L + R     : Cerulean (uniform), white (uniform, gloves, pads, shoes,
                 headband), royal blue (hair, socks)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  23 frames
Backward Dash Duration                 :  10 frames (8 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  20 frames (30 frames)
Landing Frames                         :  4 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 3   | +3   |
Standing B  | 1    |  M  | 3   | 7      | 3   |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 3   | +1   | OTG
Crouching B | 1    |  L  | 5   | 6      | 8   | +7   | KND, OTG
Jumping A   | 1    |  H  | 4   | Ground | ——  | +3   | Can rapid fire
Jumping B   | 1    |  H  | 5   | 9      | 5   | +3   | Hold f to rapid fire
Dashing A   | 2    |  M  | 2   | 3(1)1  | 11  |  ——  | STK, KND (v air)
Dashing B   | 3    |  M  | 4   | 13     | 2   | +6   | KND
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 2    |  M  | 9   | 4(1)3  | 9   | +15  | LCH
Jumping AB  | 1    |  H  | 6   | 6      | 10  |  ——  | FSN
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    |  M  | 3   | 4      | 4   | +3   |
f + B       | 2    |  H  | 7   | 4      | 5   | +7   |
df + A      | 1    |  L  | 3   | 5      | 4   | +1   | OTG
Air, f + A  | 1    |  H  | 4   | 9      | 4   | +3   |
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B, f + B
                     f + A, d + B, f + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (back roll throw)                                              |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +11  |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu grabs opponent and rolls backward, flipping them onto the ground.   |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  THROWING  | (air back roll throw)                                          |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +11  |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu grabs opponent and rolls backward, flipping them onto the ground.   |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Banchou Dynamite                                               |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    5    |       1(1)10       |    5    |   +7   |
| B / Heavy  |   5  |  MID  |    3    |         14         |    17   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| A: Shinobu advances with an uppercut.                                       |
| B: Shinobu ascends with an uppercut.                                        |
| - KNOCKDOWN.                                                                |
============+================================================================
|  HISSATSU  | Banchou Bazooka                                                |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1-2 |  MID  |    9    |         ——         |    11   |   +1   |
| B / Heavy  |  1-4 |  MID  |    7    |          6         |    22   |   -7   |
------------+------+-------+---------+--------------------+---------+--------
| A: Shinobu throws a blue sphere of electric energy.                         |
| B: Shinobu throws two blue spheres of electric energy.                      |
| - PROJECTILE (1 durability point/blast). KNOCKDOWN (v air).                 |
| - Each sphere has the capability to hit twice, but it`s not guaranteed that |
|   it will. Each hit also does a significant amount of damage, so Shinobu    |
|   can get cheated out of half the potential damage if the sphere decides to |
|   only strike once. There is no surefire way to make the spheres hit twice, |
|   but the chances of it happening increase if hitting an airborne opponent  |
|   or if Shinobu is around half-screen distance away.                        |
| - The B-version`s first sphere lasts 20 frames, which ends just before the  |
|   edge of the screen if the stage is fully panned out. (It will barely miss |
|   the opponent if Shinobu and them are against opposite walls.) The second  |
|   sphere has unlimited range.                                               |
============+================================================================
|  HISSATSU  | Banchou Tornado                                                |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    6    |        3(1)4       |    2    |   +9   |
| B / Heavy  |   3  |  MID  |    5    |      3(2)3(1)3     |    2    |   +13  |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu advances in the air, swinging her legs out in series of kicks.      |
| - KNOCKDOWN.                                                                |
============+================================================================
|  HISSATSU  | Banchou Striker                                                |
|    WAZA    |   In air, qcf + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    7    |       Ground       |   13/2  |   ——   |
| B / Heavy  |   2  |  MID  |    9    |       Ground       |   11/2  |   +16  |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu dives downward at a 45º angle with a kick.                          |
| - STRIKE with 'A'; KNOCKDOWN (v air) with 'A'; KNOCKDOWN with 'B'.          |
| - If Shinobu hits, she recoils for 13/11 frames (depending on version), but |
|   is able to still perform an aerial attack if she is bounced high enough.  |
============+================================================================
|  HISSATSU  | Kuuchuu Banchou Tornado                                        |
|    WAZA    |   In air, qcb + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    4    |        3(2)3       |  Ground |   +15  |
| B / Heavy  |   3  |  MID  |    4    |      3(2)3(1)3     |  Ground |   +15  |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu advances in the air, swinging her legs out in series of kicks.      |
| - KNOCKDOWN.                                                                |
| - Shinobu doesn`t fully advance during her kicks like she does during the   |
|   ground version, and rather will be carried by the momentum in whichever   |
|   direction she jumps. If she jumps backward, she will more or less attack  |
|   in place.                                                                 |
============+================================================================
| LAST HEART | (!) Hissatsu Megaton Dynamite                                  |
|    WAZA    |   d,d + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   8  |  MID  | 1+16!+2 |       8(3)11       |    14   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu advances while performing two Banchou Dynamites: A,B.               |
| - KNOCKDOWN.                                                                |
============+================================================================
| LAST HEART | (!) Hissatsu Megaton Bazooka                                   |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  3-8 |  MID  | 2+16!+7 |         ——         |    27   |   -10  |
------------+------+-------+---------+--------------------+---------+--------
| Shinobu throws two large blue spheres of electric energy.                   |
| - PROJECTILE (3 durability points/blast). KNOCKDOWN (v air).                |
| - Each sphere has the capability to hit four times, but it`s not guaranteed |
|   that it will. There is no surefire way to make the spheres get the full   |
|   amount of hits. Opposed to the Heavy Banchou Bazooka, the further Shinobu |
|   is from the opponent actually lessens the amount of hits capable. At full |
|   screen distance, typically 3-4 hits will score; yet at point-blank range, |
|   Shinobu can connect with 7 hits. Oddly the full 8 hits will connect if    |
|   the opponent is between 1/4 and 1/2 screen distance away.                 |
| - This variance in the amount of hits carries over if it comes in contact   |
|   with another projectile. Depending on how far away from Shinobu the two   |
|   projectiles clash will also determine the amount of hits. For example, if |
|   it nullifies Asuka`s Enshin Hasai Ken at full screen distance and then    |
|   the spheres hit Asuka, it only scores 2-3 hits.                           |
=============================================================================


----------------------------------------------------------------------  ( .11 )
 TAMAKI SHINDOU
-------------------------------------------------------------------------------

Tennis club representative. Last year`s tournament winner. Daughter of
Headmaster Gen`ichirou Shindou. She is also the head of the student council.
The very picture of a young lady who is gifted with both intelligence and
beauty. The favorite of the tournament.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  TAMAKI = "bracelet (made of stringed jewels or bells and
                  worn at the elbow)"
                  SHINDOU = "new/shrine"
Class          :  3rd Year / Section A / Shusseki-bangou (attendance no.) 17
Birthday       :  April 11; Ohitsujiza (Aries)
Blood Type     :  O type
Height         :  167 cm. (5`6")
Weight         :  47 kg. (103.62 lbs.)
Measurements   :  B/82 W/54 H/83 cm. (32/21/33 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (shirt, shoes), magenta (shirt, skirt, hair), yellow
                 (headband, wristbands, socks), violet (bow), olive (racket)
Hold L         : Pink (shirt, shoes, racket), mustard (shirt, skirt, hair),
                 white (headband, wristbands, socks), maroon (bow)
Hold R         : Black (shirt, shoes, bow), blue (shirt, skirt, hair, racket),
                 yellow (headband, wristbands, socks)
Hold L + R     : White (shirt, shoes), green (shirt, skirt, hair), orange
                 (headband, wristbands, socks), steel blue (bow, racket)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  20 frames
Backward Dash Duration                 :  11 frames (5 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  22 frames (28 frames)
Landing Frames                         :  4 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 3      | 3   | +2   |
Standing B  | 1    |  M  | 4   | 3      | 10  |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 2   | +2   | OTG
Crouching B | 1    |  L  | 5   | 1      | 12  | +2   | KND
Jumping A   | 1    |  H  | 4   | Ground | ——  | +3   |
Jumping B   | 1    |  H  | 4   | 1      | 11  | +3   | Hold f to rapid fire
Dashing A   | 3    |  M  | 3   | 3(1)4  | 10  |  0   | KND (v air)
Dashing B   | 2    |  M  | 3   | 4      | 16  | +14  | LCH, OTG
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 1    |  M  | 9   | 3      | 12  | -3   | HKD (v air), WSL
Jumping AB  | 1    |  H  | 6   | 2      | Grd | +8   | HKD (v air)
------------+------+-----+-----+--------+-----+------+-----------------------
f + A ..    | 1    |  H  | 4   | 5      | 4   |  0   |
 > A        | 1    |  M  | 3   | 4      | 1   | +5   |
f + B       | 1    |  M  | 5   | 2      | 10  |  0   |
df + A      | 1    |  L  | 4   | 3      | 4   | +2   | OTG
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     Hold f + A, A, B
                     Hold f + A, A, b + B, f + B
                     Hold f + A, A, d + B, f + B

============+================================================================
|  THROWING  | (wall serve)                                                   |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Tamaki grabs opponent and tosses them up into the air, then swats them with |
| her tennis racket.                                                          |
| - Unblockable. KNOCKDOWN. FLYING SCREEN.                                    |
| - Throw must be broken within 9 frames.                                     |
============+================================================================
|  THROWING  | (air wall serve)                                               |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Tamaki grabs opponent and tosses them up into the air, then swats them with |
| her tennis racket.                                                          |
| - Unblockable. KNOCKDOWN. FLYING SCREEN.                                    |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Lob Otoshi                                                     |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1/3 |  MID  |    5    |          8         |  20/12  |   ——   |
| B / Heavy  |  1/4 |  MID  |    4    |          7         |  22/20  |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Tamaki ascends with an upward racket swing.                                 |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
| - Consists of two hit state properties: If Tamaki hits the opponent on the  |
|   first frame of her active period, it scores a CLEAN HIT and causes a      |
|   SPINNING KNOCKDOWN. If she hits on any of the following active frames, it |
|   causes a HARD KNOCKDOWN as Tamaki smacks the opponent back down to the    |
|   ground with her racket.                                                   |
| - If used as an (otg), it retains both hit state properties. The CLEAN HIT  |
|   version still pops the opponent offscreen, but instead causes a normal    |
|   KNOCKDOWN and the opponent won`t suffer from additional landing damage.   |
|   Nor will Tamaki be able to hit or juggle them during their descent. The   |
|   non-CLEAN HIT version hits multiple times, but Tamaki`s final racket hit  |
|   that knocks the opponent to the ground will always miss.                  |
| - 'A' hits three times for a non-CLEAN HIT; 'B' hits four.                  |
| - If guarded, Tamaki attacks with the non-CLEAN HIT variation. She still    |
|   attacks with a downward racket swing at the end, but unless the opponent  |
|   advances on her, it will whiff against most characters.                   |
| - For the recovery frames, the first number is if Tamaki hits with the non- |
|   CLEAN HIT version. If she misses or scores a CLEAN HIT, she recovers in   |
|   less frames.                                                              |
============+================================================================
|  HISSATSU  | Hyaku Retsu Serve                                              |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   5  |  MID  |    9    |         ——         |    18   |    0   |
| B / Heavy  |   5  |  MID  |    7    |         ——         |    20   |   -4   |
------------+------+-------+---------+--------------------+---------+--------
| Tamaki serves a tennis ball in an arc.                                      |
| - PROJECTILE (1 durability point). KNOCKDOWN (v air).                       |
| - If Tamaki is close to the opponent, she also hits them with her racket as |
|   she serves the tennis ball. 'A' adds one extra hit, and 'B' adds two.     |
| - The arc of the B-version is usually never the same twice in a row, and    |
|   can shift slightly to curve upward sooner.                                |
| - Like Ryuuko`s volleyballs, Tamaki`s tennis balls are their own unique     |
|   sprite that only become active when struck by Tamaki. So it is possible   |
|   for Tamaki be pushed back out of range of hitting the ball, resulting in  |
|   the Hyaku Retsu Serve failing. (For example, hit a cornered opponent with |
|   a f + B XX Light Hyaku Retsu Serve.)                                      |
============+================================================================
|  HISSATSU  | Kougeki V                                                      |
|    WAZA    |   qcb + A                                                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   4  |  MID  |    5    |         11         |    13   |   +8   |
------------+------+-------+---------+--------------------+---------+--------
| Tamaki advances, swinging her racket in a large V-shape. If she hits        |
| opponent, the 'V' becomes more prominent.                                   |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
============+================================================================
|  HISSATSU  | Geigeki V                                                      |
|    WAZA    |   qcb + B                                                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   5  |  MID  |    4    |         12         |    9    | +2-6/26|
------------+------+-------+---------+--------------------+---------+--------
| Tamaki advances. If she hits opponent, she swings her racket in a large V-  |
| shape.                                                                      |
| - KNOCKDOWN.                                                                |
| - OTG-capable.                                                              |
| - Depending on how it hits, the opponent will either be knocked to the      |
|   ground behind Tamaki, or popped up high into the air. The frame advantage |
|   shifts depending on how far Tamaki is from the opponent. Further away     |
|   tends to yield a higher advantage on hit. The launcher that can sometimes |
|   occur happens more frequently when hitting the opponent at point-blank    |
|   range, causing Tamaki to instead gain up to a +26 frame advantage.        |
============+================================================================
| LAST HEART | (!) Dynamite Serve                                             |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |  14  |  MID  | 1+16!+9 |         ——         |    22   |  +4-8  |
------------+------+-------+---------+--------------------+---------+--------
| Tamaki serves a tennis ball engulfed in fiery energy in an arc.             |
| - PROJECTILE (1 durability point/hit). KNOCKDOWN.                           |
| - If Tamaki is close to the opponent, she also hits them with her racket as |
|   she serves the tennis ball for an additional hit.                         |
| - Unlike the Hyaku Retsu Serve, the tennis ball only flies in a low arc. It |
|   slides against the ground 12 frames after becoming active. It only arcs   |
|   back upward when it comes in contact with the opponent, hitting while it  |
|   glides up upward across their body. The further out the opponent is from  |
|   Tamaki, the less amount hits the tennis ball will score. At full screen   |
|   distance, only 2-3 hits will connect, yet at point-blank range, Tamaki    |
|   can get 8+ hits. She tends to get the full amount of hits if she catches  |
|   an aerial opponent jumping right in front of her. Or to combo into it     |
|   after hitting with a Standing Heavy.                                      |
=============================================================================


----------------------------------------------------------------------  ( .12 )
 TETSUKO OUGIGAYA
-------------------------------------------------------------------------------

Ryouran Jyogakuin (Girls` College) Senior High School 3rd Year student.
Chemistry club representative. Unable to just idly watch the youth and gray
cultural staff who were cutting the budget because of the annual Mega Fight
Tournament qualifier outcome, Tetsuko stood up fiercely. Seeing through the
makings of Asuka Honda from junior high school, she has assigned daily
intensive training. At times she is stern, but watches over Asuka tenderly.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  TETSUKO = "iron/child"
                  OUGIGAYA = "folding fan/[obsolete possessive marker]/valley"
Birthday       :  July 2; Kaniza (Cancer)
Blood Type     :  O type
Height         :  158 cm. (5`2")
Weight         :  47 kg. (103.62 lbs.)
Measurements   :  B/81 W/59 H/81 cm. (32/23/32 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : White (seifuku, lab coat, socks), blue (seifuku, skirt, hat,
                 shoes), yellow (erimaki), black (hair)
Hold L         : White (seifuku, lab coat, socks), red (seifuku, skirt, hat,
                 shoes), yellow (erimaki), black (hair)
Hold R         : White (seifuku, lab coat, socks), green (seifuku, skirt, hat,
                 shoes), red (erimaki), black (hair)
Hold L + R     : White (seifuku, lab coat, socks), black (seifuku, skirt, hat,
                 hair, shoes), yellow (erimaki)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  23 frames
Backward Dash Duration                 :  11 frames (8 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  20 frames (29 frames)
Landing Frames                         :  6 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    |  M  | 3   | 2      | 3   | +2   |
Standing B  | 1    |  M  | 3   | 5      | 10  |  ——  | STK
Crouching A | 1    |  L  | 3   | 3      | 3   | +1   | OTG
Crouching B | 1    |  L  | 4   | 4      | 11  |  ——  | KND, OTG
Jumping A   | 1    |  H  | 4   | Ground | ——  | +1   | Can rapid fire
Jumping B   | 1    |  H  | 5   | 8      | 7   | +1   | Hold f to rapid fire
Dashing A   | 2    |  M  | 5   | 2(1)6  | 6   |  0   | KND (v air)
Dashing B   | 2    |  M  | 2   | 1(1)8  | 6   |  ——  | HKD (v air), WSL (2nd
            |      |     |     |        |     |      | hit can only connect)
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 2    |  M  | 6   | 9      | 5   |  ——  | HKD
Jumping AB  | 1    |  H  | 6   | 7      | 9   |  ——  | FSN
------------+------+-----+-----+--------+-----+------+-----------------------
f + A ..    | 1    |  M  | 4   | 6      | 2   | +2   |
 > A ..     | 1    |  M  | 3   | 4      | 4   | +5   |
   > A      | 1    |  M  | 2   | 1(1)9  | 6   |  ——  | HKD
f + B       | 1    |  M  | 5   | 5      | 8   | -1   |
df + A      | 1    |  L  | 3   | 4      | 4   | +1   | OTG
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     Hold f + A, A, A
                     Hold f + A, A, B, f + B
                     Hold f + A, A, f + B
                     Hold f + A, A, b + B, f + B
                     Hold f + A, A, d + B, f + B, f + B
                     Hold f + A, A, df + A, f + B, f + B
                     Hold f + A, A, df + A, b + B, f + B
                     Hold f + A, A, df + A, d + B

============+================================================================
|  THROWING  | (knee thrust)                                                  |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +13  |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko grabs opponent and thrusts her knee up into their chest.            |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 9 frames.                                     |
| - LAUNCHES; opponent vulnerable for a juggle.                               |
============+================================================================
|  THROWING  | (ground toss)                                                  |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko grabs opponent and tosses them down to the ground.                  |
| - Unblockable. HARD KNOCKDOWN.                                              |
| - Throw must be broken within 8 frames.                                     |
============+================================================================
|  HISSATSU  | Phenomenon Crash                                               |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    8    |         ——         |    11   |   +29  |
| B / Heavy  |   2  |  MID  |    7    |         ——         |    16   |   +25  |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko hops backward, throwing a chemical beaker to the ground to create   |
| an explosion.                                                               |
| - PROJECTILE (1 durability point; explosion). KNOCKDOWN. OTG-capable.       |
| - 'A' throws the beaker 20º; 'B' throws the beaker 35º                      |
| - The beaker itself doesn`t hit, only the explosion it causes upon hitting  |
|   the ground does damage. 'A' explodes after 13 frames; 'B' explodes after  |
|   15 frames. Explosion lasts 20 frames.                                     |
============+================================================================
|  HISSATSU  | Mach Jab                                                       |
|    WAZA    |   Press A / B rapidly                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    2    |      1(1)1(1)1     |    6    |   +4   |
| B / Heavy  |   6  |  MID  |    2    |  1(1)1(1)1(1)1(1)1 |    6    |   +4   |
|            |      |       |         |        (1)1        |         |        |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko punches forward multiple times rapidly.                             |
| - Can be indefinitely performed as long as she is hitting the opponent.     |
| - Holding any direction while pressing the attack button will allow Tetsuko |
|   to perform basic attacks rather than doing the Mach Jab.                  |
============+================================================================
|  HISSATSU  | Enshin Hasai Ken                                               |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    9    |         ——         |    19   |   -6   |
| B / Heavy  |   1  |  MID  |    7    |         ——         |    18   |   -5   |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko throws a group of test tubes engulfed in fiery energy.              |
| - PROJECTILE (1 durability point). KNOCKDOWN (v air).                       |
============+================================================================
|  HISSATSU  | Chemical Impact                                                |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  M,H  |    6    |          9         |    13   |   ——   |
| B / Heavy  |   5  |  M,H  |    4    |         21         |    2    |   +23  |
------------+------+-------+---------+--------------------+---------+--------
| A: Tetsuko hops forward with a punch, then performs a standing uppercut.    |
| B: Tetsuko hops forward with a punch, then performs an exploding uppercut.  |
| - SPINNING KNOCKDOWN with 'A'; KNOCKDOWN with 'B'.                          |
| - The hopping punch is MID, the following uppercut must be guarded HIGH.    |
============+================================================================
|  HISSATSU  | Kuuchuu Phenomenon Crash                                       |
|    WAZA    |   In air, d,d + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   2  |  MID  |    5    |         ——         |  Ground |   ——   |
| B / Heavy  |   2  |  MID  |    7    |         ——         |  Ground |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko hops backward, throwing a chemical beaker at a downward angle.      |
| - PROJECTILE (2 durability points). KNOCKDOWN. OTG-capable.                 |
| - 'A' throws the beaker 20º; 'B' throws the beaker 40º                      |
| - Projectile lasts 14 frames. Explosion lasts 23 frames.                    |
| - Omits landing frames recovery.                                            |
============+================================================================
| LAST HEART | (!) Enshin Ren Satsu Ken                                       |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   8  |  MID  | 2+16!+5 |         ——         |    24   |   +5   |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko throws a group of test tubes engulfed in fiery energy.              |
| - PROJECTILE (8 durability points). KNOCKDOWN.                              |
| - At times has some weird nullifying effects against other projectiles. If  |
|   used against another Enshin Ren Satsu Ken, the two blasts might cancel    |
|   each other out completely, -or- instead clash through one another while   |
|   just diminishing most of the hits. It will nullify the Enshin Hasai Ken,  |
|   but will completely pass through Shinobu`s Banchou Bazooka. Against the   |
|   Messatsu Megaton Bazooka, it will destroy it completely and pass through  |
|   with anywhere between 1-5 hits left on it.                                |
============+================================================================
| LAST HEART | (!) Chou Phenomenon Crash                                      |
|    WAZA    |   qcb + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            | 4-11 |  MID  | 3+16!+5 |         ——         |    17   | +23-43 |
------------+------+-------+---------+--------------------+---------+--------
| Tetsuko throws two chemical beakers to the ground to create a pair of       |
| explosions.                                                                 |
| - PROJECTILE (4 durability points; explosion). KNOCKDOWN.                   |
| - The beakers themselves don`t hit, only the explosions they cause upon     |
|   hitting the ground does damage. The first beaker explodes after 9 frames, |
|   the second explodes after 13 frames. Explosions last 40 frames.           |
| - There are two separate explosions, and they travel a small distance in    |
|   both directions.                                                          |
| - Depending on how the opponent gets hit by the explosions will determine   |
|   how much frame advantage Tetsuko gets. Getting all 11 hits will cause the |
|   opponent to get frozen for about 10 frames while Tetsuko lands, giving    |
|   her the largest advantage.                                                |
| - Omits landing frames recovery.                                            |
=============================================================================


----------------------------------------------------------------------  ( .13 )
 TORAMI HOUJYOU
-------------------------------------------------------------------------------

Karate club representative. Last year`s tournament runner-up. She possesses
the strength of interscholastic athletic ability.

(  Personal Information  -----------------------------------------------------|

Name Meaning   :  TORAMI = "tiger/beauty"
                  HOUJYOU = "north/article"
Class          :  3rd Year / Section C / Shusseki-bangou (attendance no.) 25
Birthday       :  July 22; Kaniza (Cancer)
Blood Type     :  A type
Height         :  172 cm. (5`8")
Weight         :  58 kg. (127.87 lbs.)
Measurements   :  B/86 W/60 H/83 cm. (32/24/33 in.)

(  Colors  -------------------------------------------------------------------|

Normal         : Periwinkle (karategi), sapphire (shirt, hair), black (belt,
                 pads)
Hold L         : Pumpkin (karategi), gold (shirt, hair), rust (belt, pads)
                 (Based on Ryou Sakazaki from `King of Fighters´)
Hold R         : Midnight blue (karategi), royal blue (shirt, hair), dark blue
                 (belt, pads)
Hold L + R     : White (karategi), dark gray (shirt, hair), black (belt, pads)

(  Data Arsenal  -------------------------------------------------------------|

Forward Dash Duration                  :  17 frames
Backward Dash Duration                 :  12 frames (7 frames invulnerable)
Pre-jump Frames                        :  2 frames
Jump (and High Jump) Duration          :  21 frames (29 frames)
Landing Frames                         :  3 frames

------------+------+-----+-----+--------+-----+------+-----------------------
[ Command    | Hits | Grd | Sta | Active | Rec | +Hit | Notes                 ]
------------+------+-----+-----+--------+-----+------+-----------------------
Standing A  | 1    | M   | 3   | 4      | 1   | +2   |
Standing B  | 1    | M   | 4   | 6      | 6   |  ——  | STK
Crouching A | 1    | L   | 3   | 3      | 4   | +1   | OTG
Crouching B | 1    | L   | 3   | 5      | 7   | +3   | KND
Jumping A   | 1    | H   | 3   | Ground | ——  | +4   |
Jumping B   | 1    | H   | 5   | 8      | 6   | +4   | Hold f to rapid fire
Dashing A   | 2    | M   | 3   | 6      | 6   | +12  | KND
Dashing B   | 2    | M   | 3   | 5(2)3  | 9   |  ——  | HKD
------------+------+-----+-----+--------+-----+------+-----------------------
Standing AB | 2    | M   | 6   | 2(3)4  | 10  |  0   | HKD (v air), WSL
Jumping AB  | 1    | H   | 6   | 7      | Grd |  ——  | FSN
------------+------+-----+-----+--------+-----+------+-----------------------
f + A       | 1    | M   | 4   | 5      | 4   |  0   |
f + B       | 2    | H   | 5   | 2(1)2  | 6   | +5   |
b + A       | 1    | L   | 3   | 3      | 3   | +1   |
df + A      | 1    | L   | 3   | 4      | 4   | +3   |
db + B      | 1    | H   | 7   | 4      | 10  |  ——  | STK, OTG
------------+------+-----+-----+--------+-----+------+-----------------------
Target Combos      | f + A, f + A
-------------------+ f + A, f + B
                     f + A, b + B, f + B, f + B
                     f + A, d + B, f + B, f + B
                     f + A, db + B
                     Hold f + A, B

============+================================================================
|  THROWING  | (ground slam)                                                  |
|    WAZA    |   When close, b / f + B                                        |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +8   |
------------+------+-------+---------+--------------------+---------+--------
| Torami grabs opponent and slams them down to the ground.                    |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  THROWING  | (air ground slam)                                              |
|    WAZA    |   When close in air, dir. (not ub~uf) + B                      |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   1  |   ——  |    1    |          1         |    ——   |   +6   |
------------+------+-------+---------+--------------------+---------+--------
| Torami grabs opponent and slams them down to the ground.                    |
| - Unblockable. KNOCKDOWN.                                                   |
| - Throw must be broken within 7 frames.                                     |
============+================================================================
|  HISSATSU  | Sou Ryuu Ken                                                   |
|    WAZA    |   d,d + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  MID  |    5    |         12         |    8    |   +17  |
| B / Heavy  |   5  |  MID  |    4    |         11         |    12   |   +14  |
------------+------+-------+---------+--------------------+---------+--------
| Torami steps forward, swinging her fists with two uppercuts.                |
| - KNOCKDOWN.                                                                |
| - LAUNCHES; opponent vulnerable for a juggle.                               |
============+================================================================
|  HISSATSU  | Haou Ken                                                       |
|    WAZA    |   qcf + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1-3 |  MID  |    8    |          6         |    14   |   -2   |
| B / Heavy  |  1-3 |  MID  |    8    |          5         |    17   |   -5   |
------------+------+-------+---------+--------------------+---------+--------
| Torami punches forward, releasing three small spheres of electric energy    |
| that fan outward.                                                           |
| - PROJECTILE (1 durability point/blast). KNOCKDOWN (v air).                 |
| - OTG-capable.                                                              |
| - Each projectile lasts 11 frames.                                          |
| - The orb animation lasts longer than the actual active frames.             |
============+================================================================
|  HISSATSU  | Tobi Hiza Kakato Otoshi                                        |
|    WAZA    |   qcb + A / B                                                  |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  M,H  |    4    |        5(2)5       |     1   |  [+11] |
| B / Heavy  |   3  |  M,H  |    5    |        4(2)4       |     2   |  [+9]  |
------------+------+-------+---------+--------------------+---------+--------
| Torami leaps forward in an arc with a rising knee into a heel drop combo.   |
| - Consists of two hit state properties: If Torami hits the opponent on her  |
|   rising knee ascension, it scores a CLEAN HIT and causes a SPINNING        |
|   KNOCKDOWN. If she hits only on her descending kick frames, it scores a    |
|   normal hit.                                                               |
| - The frame advantage shown is what Torami gets on a non-CLEAN HIT.         |
| - The rising knee is MID, the following heel drop must be guarded HIGH.     |
============+================================================================
|  HISSATSU  | Kuuchuu Shinkuu Tobi Ashi Tou                                  |
|    WAZA    |   In air, d,d + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   1  |  MID  |    6    |       Ground       |    ——   |   ——   |
| B / Heavy  |   2  |  MID  |    8    |       Ground       |    ——   |  [+18] |
------------+------+-------+---------+--------------------+---------+--------
| Torami dives downward at a 45º angle with a kick.                           |
| - STRIKE with 'A'; KNOCKDOWN (v air) with 'A'; KNOCKDOWN with 'B'.          |
| - OTG-capable.                                                              |
| - If Torami hits, she recoils for 12 frames, but is able to still perform   |
|   an aerial attack if she is bounced high enough.                           |
| - The first 3 frames of Torami`s recoil has her still descending. If angled |
|   low enough, Torami can land and omit the upward rebound, allowing her to  |
|   catch the opponent with an attack. Since the A-version causes a STRIKE,   |
|   the frame advantage is significantly smaller, but still possible to link. |
| - Omits landing frames recovery.                                            |
============+================================================================
|  HISSATSU  | Kuuchuu Haou Ken                                               |
|    WAZA    |   In air, qcf + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |  1-2 |  MID  |    6    |          3         |  Ground |   +4   |
| B / Heavy  |  1-2 |  MID  |    6    |          3         |  Ground |   -1   |
------------+------+-------+---------+--------------------+---------+--------
| Torami punches downward, releasing two small spheres of electric energy     |
| that fan outward in a downward angle.                                       |
| - PROJECTILE (1 durability point/blast). KNOCKDOWN (v air).                 |
| - OTG-capable.                                                              |
| - Each projectile lasts 11 frames.                                          |
| - The orb animation lasts longer than the actual active frames.             |
| - Omits landing frames recovery.                                            |
============+================================================================
|  HISSATSU  | Kuuchuu Tobi Hiza Kakato Otoshi                                |
|    WAZA    |   In air, qcb + A / B                                          |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
------------+------+-------+---------+--------------------+---------+--------
| A / Light  |   3  |  M,H  |    4    |        5(2)5       |  Ground |  [+11] |
| B / Heavy  |   3  |  M,H  |    5    |        4(2)4       |  Ground |  [+8]  |
------------+------+-------+---------+--------------------+---------+--------
| Torami leaps forward in an arc with a rising knee into a heel drop combo.   |
| - Consists of two hit state properties: If Torami hits the opponent on her  |
|   rising knee ascension, it scores a CLEAN HIT and causes a SPINNING        |
|   KNOCKDOWN. If she hits only on her descending kick frames, it scores a    |
|   normal hit.                                                               |
| - The frame advantage shown is what Torami gets on a non-CLEAN HIT.         |
| - The rising knee is MID, the following heel drop must be guarded HIGH.     |
============+================================================================
| LAST HEART | (!) Rairyuu Shougeki Ken                                       |
|    WAZA    |   d,d + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            |   4  |  MID  | 2+16!+6 |         11         |    12   |   +16  |
------------+------+-------+---------+--------------------+---------+--------
| Torami punches the ground, creating an advancing column of electric energy. |
| - PROJECTILE (4 durability points). KNOCKDOWN.                              |
| - The lightning animation lasts longer than the actual active frames.       |
============+================================================================
| LAST HEART | (!) Rairyuu Haou Ken                                           |
|    WAZA    |   qcf + AB                                                     |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            | 3-11 |  MID  | 11+16!+4|         11         |  Ground |   ——   |
------------+------+-------+---------+--------------------+---------+--------
| Torami leaps upward, punching downward to release four spheres of electric  |
| energy that fan outward in a downward angle.                                |
| - PROJECTILE (1 durability point/blast). KNOCKDOWN.                         |
| - OTG-capable.                                                              |
| - Each projectile lasts 15 frames.                                          |
| - If the orbs hit the ground, they cause a minor explosion, but that blast  |
|   doesn`t hurt the opponent. What may not be seen that easily is that the   |
|   orbs are ricocheting off the ground inside the explosion. These are able  |
|   to bounce back up and hit the opponent if they are nearby. Irregardless   |
|   of how many frames the orbs travel, if they hit the ground they each      |
|   ricochet for an additional 4 frames.                                      |
| - It is possible to juggle the opponent afterward. The more hits that the   |
|   opponent sustains will bounce them up higher into the air, giving Torami  |
|   enough time to land and attack. It`s feasible in the corner or out in the |
|   open, but the best is actually when Torami is in the corner so that her   |
|   aerial glide backwards doesn`t put her too far away from the opponent.    |
| - Omits landing frames recovery.                                            |
============+================================================================
| LAST HEART | (!) Kuuchuu Rairyuu Haou Ken                                   |
|    WAZA    |   In air, qcf + AB                                             |
------------+------+-------+---------+--------------------+---------+--------
            | Hits | Guard | Startup |       Active       | Recover | On Hit |
            +------+-------+---------+--------------------+---------+--------
            | 3-11 |  MID  | 0+16!+4 |         11         |  Ground |  +8-12 |
------------+------+-------+---------+--------------------+---------+--------
| Torami punches downward to release four spheres of electric energy that fan |
| outward in a downward angle.                                                |
| - PROJECTILE (1 durability point/blast). KNOCKDOWN.                         |
| - OTG-capable.                                                              |
| - Each projectile lasts 15 frames.                                          |
| - This is essentially the exact same thing as the ground version, except    |
|   that instead of Torami having to use 11 frames to jump into the air, that |
|   "ramp up" time is circumvented by the personal jump. Thus she immediately |
|   goes into her superflash animation once the command is input.             |
| - Like the ground version, the orbs are able to ricochet off the ground if  |
|   Torami is low enough. However, the orbs don`t carry over whatever active  |
|   frames they have left upon hitting the ground. They only bounce off the   |
|   ground and travel with 4 more active frames regardless of how low Torami  |
|   is to the floor.                                                          |
| - Perhaps a blatant oversight in the final production, but this Saishuu can |
|   be executed anytime. Yes, this is an absolute free Super. It consumes all |
|   Burning Gauge meter if done before 100%, but also can be done when there  |
|   is no meter energy. It must be this aerial version; Torami can`t do the   |
|   ground version for free. This isn`t an overly powerful Saishuu, so Torami |
|   or it aren`t banned in any tournament play. However, it just is normally  |
|   made sure that the player has full meter if they intend to use it.        |
| - Omits landing frames recovery.                                            |
-----------------------------------------------------------------------------


=====================================
 Festival 5 : SYSTEM DISSECTION     | ----------------- ( Asuka 120% Limited )
=====================================

The following sections help to break down the game system and mechanics which
are involved in `Asuka 120% Limited´ (A120L) and assist both new and veteran
players further understand the game`s inner workings. A120L is quite a step up
from its predecessor `Excellent,´ featuring brand new sprites, additional and
altered attacks, and a much more solid core system. In essence, `Limited´ is
far from just being a fresh coat of paint and plays like a brand new game.

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

----------------------------------------------------------------------  ( .01 )
 MOVEMENT: WALKING / DASHING / JUMPING / TWO-DAN JUMP
-------------------------------------------------------------------------------

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

- Hold forward ( ——> ) or back ( <—— )

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

While A120L can be fast-paced, walking is not a bad method of mobility to get
around the playing field. It may not cover as much ground and distance as
dashing or jumping would, but can make it easier to position your character if
specific placement is needed. Unlike with special move frame data, there is no
unit of measurement to calculate walking speeds. Characters walk at different
velocities, and some move much faster than others.

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

- FORWARD WALK SPEED (expressed as a percentage of Megumi`s forward speed)
  Megumi                           - 100% speed
  Kiyoko                           - 95% speed
  Asuka, Shinobu                   - 92% speed
  Karina                           - 89% speed
  Tetsuko                          - 85% speed
  Kumi                             - 83% speed
  Nana, Torami                     - 80% speed
  Gen`ichirou                      - 77% speed
  Ryuuko                           - 74% speed
  Cathy, Tamaki                    - 70% speed

- BACKWARD WALK SPEED (expressed as a percentage of Megumi`s backward speed)
  Megumi                           - 100% speed (2.85s to cross stage)
  Kiyoko                           - 90% speed (3.15s to cross stage)
  Asuka, Shinobu                   - 86% speed (3.30s to cross stage)
  Karina, Tetsuko                  - 83% speed (3.43s to cross stage)
  Kumi                             - 74% speed (3.85s to cross stage)
  Nana, Torami                     - 71% speed (4.00s to cross stage)
  Gen`ichirou                      - 69% speed (4.15s to cross stage)
  Ryuuko                           - 66& speed (4.32s to cross stage)
  Cathy                            - 60% speed (4.75s to cross stage)
  Tamaki                           - 59% speed (4.85s to cross stage)

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

- Tap f,f or b,b (with no more than 14 frames separating the inputs)

Characters all have the ability to increase the speed of their movement either
forward or backward with the use of dashing. This is accomplished by quickly
double-tapping the joystick forward or backward within 14 frames. If there is
a larger frame gap between the taps, the character will perform no action.

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

Forward dashing is used as a means to aggressively get in toward the opponent
as quickly as possible. It also provides momentum, which allows the character
to get in "deeper" against an opponent to attack. They last a specific amount
of frames for one full dash duration (depending on the character); however,
forward dashing can be extended by tapping forward while the character is in
motion. There`s no need to double-tap to perform this, just as long as forward
is pressed before the character`s dash animation ends. Each time forward is
pressed, it adds on one full dash duration to the already mobile character.
(Forward must be tapped, it cannot be held.)

- FORWARD DASH DURATIONS (expressed in total frames)
  Asuka, Gen`ichirou, Megumi       - 25 frames
  Karina, Kiyoko, Kumi, Ryuuko     - 24 frames
  Cathy, Nana, Shinobu, Tetsuko    - 23 frames
  Tamaki                           - 20 frames
  Torami                           - 17 frames

Dashing can be canceled by pressing back or down-back on the joystick before
it ends, halting their forward momentum immediately.

Megumi and Ryuuko both have forward dashes where they roll into a ball along
the ground. This allows them pass underneath some attacks and projectiles.


Backdashing is the method to backpedal swiftly, allowing the player to retreat
out of situations. They also have one ideal property that makes them great for
defensive purposes. All backdashes have the character hop backward; involving
several frames in the air, and then finally landing. Every character has a
certain amount of frames during their aerial hop where they are invulnerable,
disallowing them from being thrown, struck, or hit with a projectile! So you
can time a backdash after you get up from being knocked down to avoid attacks,
pulling your character to safety.

Each character`s invulnerability phase make them completely invincible to all
attacks and damage. These change depending on the character; some having much
longer periods of invincibility than others.

After the hop is complete, the character lands to the ground and is forced
into 2 frames of grounded recovery. During this brief period, they are unable
to guard.

Like with forward dashing, backdashing can also be extended by tapping back on
the joystick while the character is hopping. This causes the character to hop
back over and over again, clearing a distance swiftly in reverse. Additionally
this also cancels one of the 2 grounded recovery frames, cutting down their
vulnerability by 50%!

- BACKWARD DASH DURATIONS (expressed in total frames)
  Karina, Torami                   - 12 frames (7 frames invulnerable)
  Kumi                             - 12 frames (5 frames invulnerable)
  Cathy                            - 11 frames (9 frames invulnerable)
  Tetsuko                          - 11 frames (8 frames invulnerable)
  Kiyoko, Tamaki                   - 11 frames (5 frames invulnerable)
  Shinobu                          - 10 frames (8 frames invulnerable)
  Asuka                            - 10 frames (7 frames invulnerable)
  Gen`ichirou                      - 10 frames (6 frames invulnerable)
  Megumi, Nana                     - 10 frames (5 frames invulnerable)
  Ryuuko                           - 9 frames (5 frames invulnerable)

The above chart shows each character`s full backdash duration, including the 2
frames of their grounded recovery. For instance, Kumi`s backdash lasts for 12
frames: 10 aerial, and the 2 grounded. The first 5 of those aerial frames are
her invulnerable period, where attacks can`t damage her. If she is trying to
evade a projectile, she will manage to completely avoid it for those first 5
frames——even if it`s overlapping her. However on that 6th frame, since she is
still in air and cannot guard, the projectile will connect to damage her. Both
Cathy and Shinobu have the best backdashes in the game——the entire duration
they are in the air they are invulnerable, making them able to easily avoid
projectiles and long active attacks!


Unique to the `Asuka 120%´ series, forward dashing also causes a position
switch. Position switching is done whenever a character meets up against the
opponent during their dash. Unlike many other fighting games, characters will
not collide when they dash toward each other. Instead the dashing character
will pass over the opponent, leaping backward on their other side with their
standard backdash animation. (Complete with the same properties.) A character
will not position switch against an opponent who is -fully- in the corner. (If
there is any sort of gap between the opponent and the corner, the player can
still position switch.)

That hopping/backdash animation can be negated with timing during a position
switch, by performing an attack the moment both characters are overlapped.
This will instead cause the dashing character to slide past the opponent while
attacking. However this attack will be performed in the direction they were
initially dashing.

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

- Normal Jump: Tap any upward direction while grounded
- Dash Jump: Tap up-forward while forward dashing
- High Jump: Tap down, then any upward direction within 8 frames

Jumping is the direct way to get a character airborne. There are two types of
jumps: normal and high jumps. After input, the character goes into a pre-jump
state for 2 frames, then leave the ground on the 3rd frame. Characters are
vulnerable to attacks during the pre-jump frames. If they are hit during, they
will go into crouching hitstun.

Jumping either vertically or diagonally lasts the same amount of frames.

After landing from a jump, characters go into landing recovery. This typically
lasts either 3-4 frames (yet Tetsuko`s lasts 6 frames). Landing frames are not
necessarily important because all but the 1st frame can be canceled into an
attack, movement, or guarding.

- JUMP DURATIONS (expressed in frames; in order by fastest normal jump)
 --------------+--------------+--------------+--------------+---------------
  Character    | Pre-jump     | Normal Jump  | High Jump    | Landing Frames
 --------------+--------------+--------------+--------------+---------------
  Tetsuko              2             20             29              6
  Shinobu              2             20             30              4
  Nana                 2             20             31              3
  Karina               2             21             29              2
  Ryuuko               2             21             29              3
  Torami               2             21             29              3
  Gen`ichirou          2             21             30              3
  Asuka                2             21             30              4
  Kiyoko               2             22             28              3
  Tamaki               2             22             28              4
  Megumi               2             22             31              3
  Cathy                2             23             28              4
  Kumi                 2             23             30              3

Dash Jumping is an extended forward jump. As the character is forward dashing,
pressing up-forward will cause the character to vault much further across the
screen; twice as far than what a normal jump would reach. The amount of frames
do not change, just the distance becomes greater.

High Jumps are leaps that ascend the character nearly twice as high than a
normal jump. They are performed by first tapping down on the joystick, then
swiftly tap any upward direction. The alternate method preprogrammed into the
game is to simply press the R-shoulder button. Using the latter, high jumps
will have no pre-jump frames, immediately vaulting the character off the
ground on the frame that the button is pressed!

Since high jumping goes so far upward, it causes the playing screen to shift
to follow the character`s movement. High jumping characters can alter their
airborne trajectory in a way that normal jumping characters cannot via air
control - simply hold forward or back to influence the jump arc. (There is a
slight variance between degrees of air control between characters.) It is also
possible to perform a high jump after a dash.

+-- [  Two-Dan Jump  ] -------------------------------------------------------+

- Tap any upward direction while airborne

Two-dan Jumps (pronounced 'daun'; better known as a "double jump") are normal
jumps that are performed after a character has already left the ground with a
jump. Double jumping is possible for all characters, and follow the rules of a
high jump. Meaning you are able to air control the arc by holding forward or
back, but only the second jump. Double jumps can be performed off a high jump,
and the second jump can also be in a different upward direction from the
previous (ie - the first jump can be up-forward, and the second up-back).

Most aerial Light and Heavy basic attacks are cancelable by a double jump.
(Jumping AB attacks can also be jump canceled, but some characters have a much
easier time doing it than others.) Simply tap an upward direction during these
moves and the characters will immediately cancel the attack with the double
jump. This grants potential during air combos, and provide some rather insane
mix-up potential. For example, you can jump in with an attack, then double
jump cancel it on impact to propel your character over and behind the opponent
to attack again. Or jump forward and perform air pokes and anticipate the
opponent`s movement and reaction, then hit confirm and jump cancel the attacks
and transition to a combo when they`re successful.


----------------------------------------------------------------------  ( .02 )
 ATTACKING: BASIC / COMMAND / DASHING / COUNTER ATTACK
-------------------------------------------------------------------------------

+-- [  Basic  ] --------------------------------------------------------------+

- Press 'A' or 'B' button

`Asuka 120% Limited´ utilizes two attack buttons: Light ('A') and Heavy ('B').
Stereotypically, the 'Light' attack is very fast to execute, but does little
damage. Whereas the 'Heavy' attack is powerful, but much slower.

Basic attacks (sometimes called "normals" or "buttons") are every character`s
standard form of offense. They require no special or complex inputs to execute
(eg - Standing Heavy Punch). These types of attacks vary on their properties
depending on if the character is standing, crouching, jumping, or dashing.
Basic attacks can also be canceled into one another as a chain combo, or into
command attacks (See section 5.11). Most basic attacks can also be canceled
with jumps or dashes.

Some characters can perform several Light jumping attacks from one jump, while
others can only do a single one——this also goes for Heavys. However, everyone
(except Asuka) can aggressively perform aerial Heavy attacks in a rapid fire
succession by holding forward on the joystick while rapidly pressing 'B'. This
causes the Heavy attacks to cancel out one another each time the button is
pressed, but only after the attack has reached its first active frame. Because
of this, some characters will be able to perform several Heavys faster than
others. Cathy can only perform about 3-4 off a high jump due to her 7-frame
Jumping Heavy, yet Shinobu can get up to 8 as hers is only 5 frames. This sort
of canceling can be rather aggressive when jumping in at the opponent, poking
at them with several Heavy attacks in a row.

- AERIAL ATTACK RAPIDITY
 ------------------------+------------------------+-------------------------
  Character              | Aerial Light Rate      | Rapid Heavy Trick
 ------------------------+------------------------+-------------------------
  Asuka                    Rapid fire               ——
  Cathy                    Rapid fire               O
  Gen`ichirou              Single                   O
  Karina                   Rapid fire               O
  Kiyoko                   Single                   O
  Kumi                     Single                   O
  Megumi                   Single                   O
  Nana                     Single                   O
  Ryuuko                   Single                   O
  Shinobu                  Rapid fire               O
  Tamaki                   Single                   O
  Tetsuko                  Rapid fire               O
  Torami                   Single                   O

+-- [  Command  ] ------------------------------------------------------------+

Command attacks are alternate forms of normal moves that occur when a specific
direction is held in conjunction with the button press. These are specialized
basic attacks that often have unique properties over the their basic attack
counterparts, like being HIGH overheads or extended LOW attacks. For example,
Torami`s Standing Light is a MID palm thrust, but when you motion back on the
joystick while pressing A, she does a LOW kick instead. Every character has a
'df + Light' command attack, in addition to two center attacks.

- Press f + A or f + B on the ground

Center attacks are a pair of command attacks that all characters possess, and
are the foundation for Target Combos (See section 5.11). They are typically
stronger than basic Light attacks, but weaker than Heavys. Many of them cause
the character to advance, making them slide forward while they attack.

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

- Hold forward and press 'A' or 'B' while forward dashing

Dashing attacks are mobile attacks performed during a character`s forward dash
duration. Like command attacks, these also possess their own animation and
hit properties. Tamaki`s Standing Heavy pops the opponent into the air, but
her Dashing Heavy is both OTG-capable and launches. Dashing attacks only apply
to standing attacks, so pressing down-forward will just give the character`s
normal crouching attack.

It should be noted that holding forward while attacking during a dash will
ensure getting the dashing attack, else the character will stop in place and
perform their normal Standing attack. This may sometimes be important in what
type of attack you want to use, so either holding down forward or not on the
joystick will help differentiate between them.

+-- [  Counter Attack  ] -----------------------------------------------------+

- Press A + B simultaneously / C-button

Pressing the Light and Heavy attacks together performs a Counter Attack (also
known as a 'C-Attack'). This can be taken literally because it can be used as
a reprisal against the opponent after guarding their attacks, aside from being
a very powerful basic attack in itself. When used, the character flashes white
and glimmers with sparkles surrounding them as they attack.

Counter Attacks only have a standing and jumping attack state. Using it while
crouching will instead perform the standing version.

C-Attacks always cause the fighter to face their opponent. This only applies
if an aerial Counter is used as your character is jumping over a grounded
opponent, of it the opponent jumps over your grounded fighter. Unlike Light
and Heavy attacks, the Counter Attack causes the fighter to flip to face the
opponent on the first attack frame, so that the attack comes out toward them
rather than be thrown in the vacant direction the character originally faces.

A Counter Attack subtracts 6.25% of the character`s Burning Gauge energy, but
it can still be performed even if there is no energy in the meter. Energy will
be taken away even when the Burning Gauge is at 100%, but will not lessen the
meter from 120%.


----------------------------------------------------------------------  ( .03 )
 GUARDING
-------------------------------------------------------------------------------

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

Characters are able to guard against attacks in three ways:

 ------------------+------------------+------------------+------------------
  Guard Type       | Defensive Input  | Guards Against   | Vulnerable To
 ------------------+------------------+------------------+------------------
  Standing Guard     Hold back          HIGHs & MIDs       LOWs, throws
  Crouching Guard    Hold down-back     LOWs & MIDs        HIGHs, throws
  Air Guard          Hold any 'back'    ——                 Air throws

Guarding is accomplished by holding a backward direction (away from opponent)
while your character is not otherwise occupied performing an attack or action.
Guarding correctly places your character in a state called 'guardstun'. The
length of guardstun is dependent on the attack that caused it; stronger
attacks tend to inflict a longer guardstun duration. For example, guarding
Torami`s Standing Light causes 6 frames of guardstun, but her Standing Heavy
inflicts 13 frames.

While a character is in guardstun, they have numerous countering options open
to them (See section 5.04).

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

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

In the air, you can guard by holding any of the back directions (b, ub, or db)
as you are being attacked. You don`t have to worry about HIGH or LOW attacks
when guarding in midair. As this does lower your blocking variables, you are
now susceptible to air throws.

Throwing attacks——normal throws, air throws, and command throws (eg - Cathy`s
Triple Headbutt)——can`t be guarded.

Kiyoko and Ryuuko both have Saishuu Oku attacks which have an unblockable
property. Details are given in each of their specific sections.

While guarding is a way to protect your character from taking a lot of damage,
there are attacks which will still tick away at the character`s life bar. Most
special moves and Super attacks deal damage even when guarded——this is called
'chip damage'. Chip damage amounts to about 30% of the damage an attack would
have caused if it wasn`t guarded. Typically basic attacks do not chip.

Every character`s Counter Attack——both Standing and Jumping——also causes chip
damage to the opponent. On default damage settings, Counter Attacks will not
chip for every single usage. Usually every second or third one will inflict
chip damage while the others in between will not. This can differ slightly for
multi-hitting Counter Attacks, like Asuka`s Standing Counter. In which case
the 3rd hit will be the one to cause chip damage on every single usage.

Unlike most fighting games, a character can`t lose a match from chip damage in
`Asuka 120%.´ If a character has no health remaining in their life gauge,
throwing out special attacks to try and gain a victory by 'chipping them out'
won`t work. Their life meter remains at zero and only a direct hit against
them must be scored to win.


----------------------------------------------------------------------  ( .04 )
 COUNTERS
-------------------------------------------------------------------------------

Counters are a category of techniques a character can perform while they are
in guardstun. They are a means to either counterattack or maneuver after a
defense has been taken to help get out of a damaging situation or put the
character back on the offensive. There are six types of counters available
while guarding a non-throwing attack:

- Attack Counter (AB / C during guardstun)
  Your character counterattacks with their Standing A + B attack.
  Subtracts 6.25% Burning Gauge energy.

- Special Attack Counter (Input command notation during guardstun)
  Your character counterattacks with that specific Hissatsu Waza.
  (Input 'd,d + B' and Nana counters with her Heavy Ushiwaka no Mai.)

- Dash Counter (Press f,f during guardstun)
  Your character advances forward with a dash.
  (If done close to the opponent, can position switch to their other side.)

- Backstep Counter (Press b,b during guardstun)
  Your character hops backward.

- High Jump Counter (Press d,ub~uf / R-shoulder during guardstun)
  Your character leaps upward. It is possible to double jump from this.

- Switch Counter (b + A / B during guardstun)
  Your character advances forward with a hop.
  Subtracts 5% Burning Gauge energy.
  (This is essentially a backdash -toward- the opponent, and it possesses all
  of the same properties. Can position switch the characters if done close,
  and will even do it even if the opponent is deep in the corner.)


----------------------------------------------------------------------  ( .05 )
 DEFLECTIONS / "CLASH"
-------------------------------------------------------------------------------

Deflections work in a similar fashion to the blocking/parrying system from
`Street Fighter III,´ except it requires the character to be offensive rather
than defensive. When attacks collide into one another, they can usually cancel
one another out. This goes for both physical and projectile attacks. Meaning
if two characters standing near each another attack at the same time with a
Standing Light, a *clash!* sound will be heard upon impact, along with a burst
of pink/purple sparks. Each attack will have stopped the other, resulting in
no damage caused by either.

Regardless of the attack`s strength, it can be Deflected. A Light attack can
stop another Light attack, or it can be used to stop a Heavy attack. Counter/
C-Attacks can even be Deflected by a lesser strength attack. There is no real
limitation to the use of Deflections, other than the attacks` hitboxes have to
be able to collide. For example, Tamaki`s Crouching Heavy is a LOW attack with
a rather large upward hitbox due to her swinging her tennis racket. (It can go
as far as Megumi`s head level.) Nana`s Standing Light is a MID palm thrust.
The two hitboxes will overlap one another so it is possible for those attacks
to Deflect each other.

Certain special Attacks can also be Deflected by the same methods. Normally if
a projectile is thrown——such as Asuka`s Enshin Hasai Ken——one would have to
throw one in return to nullify it. While that still holds true, that isn`t the
only way to deal with them. A character can literally attack the projectile
with a basic attack move which would cancel the damage it would do.

Another method to Deflect attacks is to dash against them. Forward dashing has
an autoguard property that can be used to stop damage against projectiles and
physical attacks. If Asuka throws a Enshin Hasai Ken, Cathy can dash toward it
and auto-Deflect the blast to take no damage from it! This causes the dash to
prematurely end and Cathy to hop forward (in the same manner she would during
a Switch Counter), leaving her with invulnerable frames to avoid any oncoming
attacks that may follow. While this method can be used against most physical
attacks, like Heavys and Counters, many Light attacks are difficult to Deflect
with a forward dash, if not impossible. Keep in mind also that the character
will only perform a hop when they dash against single-strike attacks. Against
multi-hitting attacks, you must continue to tap forward as the character is
being attacked, sometimes tapping as many times as there are hits——in which
case it does feel like parrying in `Street Fighter III´.

Like with Counters, throwing techniques can`t be Deflected.

Unlike the aforementioned `SF3´ parrying system, the flaw with Deflections
center around the lack to control the speed in which you can perform them. The
characters` attack speeds vary, so each Deflection will not always be flawless
or planned. Using an attack to Deflect another has the character go through
the same amount of active and recovery frames as they would if they hit the
opponent. Also it`s hard to Deflect multi-hitting attacks (eg - Asuka`s Mach
Jab) with a series of chained normal attacks.


----------------------------------------------------------------------  ( .06 )
 THROWING / THROW ON HIT
-------------------------------------------------------------------------------

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

- When close to an opponent on the ground, b / f + B
- When close to an opponent in the air, press any direction (except up) + B.

Throws (Nage) are unblockable close range moves that each character possesses
at least one of. They are ideal for assaulting an opponent who is guarding.
Throws can`t be used against opponents who are caught in either guardstun or
hitstun, or actively guarding something. However as soon as the opponent goes
back to neutral stance, they can be thrown. There are two types: ground throws
and kuuchuu (air) throws.

Throws can`t be used against opponents who are stuck inside of guardstun and
hitstun, or actively guarding something. However as soon as the opponent goes
back to neutral stance, they can be thrown. There are two types: ground throws
and kuuchuu (air) throws.

All characters are able to perform a ground throw by either pressing back or
forward on the joystick as the Heavy button is pressed. This can prove to be
very important to determine which direction the opponent is thrown on screen.
(For example, if you are on the 1P/left side of the screen and press back + B,
the opponent will be thrown toward the left side, thus switching places with
your character.)

Aerial throws are performed by pressing any direction on the joystick (except
any upward) and pressing the Heavy button. The direction in which the opponent
is thrown cannot be controlled, so will always be done whichever way that the
character is facing.

Normal throws (both ground and air) can be escaped by pressing forward or back
+ B during the first few frames of being thrown, before the attack animation.
Some characters have a longer throw break window than others (a mechanic that
is typically found in 3D games). Asuka`s ground throw must be broken within 8
frames of being grabbed, yet Karina`s can be broken in 11 frames. When a throw
is broken, the throwing character still goes through their attack animation.
This can leave them vulnerable, but sometimes that attack is still able to hit
and cause damage. (ie - Karina`s kick still has a hitbox). Command throws (eg
- Cathy`s Shoulder Crash) can`t be escaped.

- GROUND THROW BREAK WINDOWS
 ------------------+------------------+------------------+------------------
  7f Break Window  | 8f Break Window  | 9f Break Window  | 11f Break Window
 ------------------+------------------+------------------+------------------
  Kiyoko             Asuka              Cathy              Karina
  Shinobu            Gen`ichirou        Tamaki
  Torami             Kumi               Tetsuko
                     Megumi
                     Nana
                     Ryuuko

- AERIAL THROW BREAK WINDOWS
 -------------------------------------+-------------------------------------
  7f Break Window                     | 8f Break Window
 -------------------------------------+-------------------------------------
  Cathy              Ryuuko             Asuka              Tetsuko
  Kiyoko             Shinobu            Gen`ichirou
  Kumi               Tamaki             Karina
  Megumi             Torami             Nana

Asuka and Nana both have ground throws that inflict no damage. However, they
throw the opponent into the air in which they are unable to recover, allowing
for free attacks to follow.

Cathy and Megumi both have more than just normal and air throws. Megumi has an
ender to her Fumifumi Nokkari that throws the opponent, which is actually just
her air throw. Cathy has three command throws.

For whatever reason, which might be due to programming errors or odd hitboxes,
it is possible for five characters to air throw a grounded opponent: Kumi,
Megumi, Ryuuko, Shinobu, and Torami. It requires the jumping player to be very
deep against the grounded opponent, and inputting the throw command about 3-4
frames before landing. This then causes the opponent to be "magically" caught
in the air throw, confined to the same damage and properties that would happen
if they were actually in the air!

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

Throw on Hit moves are attacks which are guardable, and deal damage during an
uninterruptible animation only if they hit the opponent. Unlike normal throws,
throw on hit attacks connect on the opponent in either hitstun or guardstun.

Cathy`s Dashing Heavy is an example of a normal attack throw on hit. If
guarded, she performs a swinging elbow strike that hits twice. However if it
hits, the opponent will be caught by Cathy and taken down to the ground in a
flying clothesline-type attack. Because of this property, Cathy is able to use
it in combos, to catch after hitting with a Crouching Heavy, for instance.

Ryuuko`s Quick Driver is an example of a special move throw on hit, where she
leaps forward while swinging her arms in a hammer-like punch. On guard, Ryuuko
simply lands after her attack. Should it connect, she instead goes into the
full animation of picking up the opponent and executing a jumping backbreaker.

Throw on Hit attacks cannot be escaped.


----------------------------------------------------------------------  ( .07 )
 PROJECTILES & DURABILITY
-------------------------------------------------------------------------------

Projectiles have their own unique value check that occurs whenever different
projectiles collide into one another, or when Deflecting: durability points.

Durability points (DP) are the hidden amount of strength that projectiles will
carry with them. All projectiles have their own worth that determines how much
power is needed to cancel it. For some projectiles, their durability is equal
to the amount of hits they do, but that is not always the case. Whenever two
projectiles collide, they will mutually deplete durability according to their
DP ratings. As durability is taken away, it also decreases the amount of hits
(and damage) the projectile can potentially do in full.

For example, Tetsuko`s Enshin Hasai Ken has 1DP, but Kiyoko`s Dai-League
Softball 8-gou has 3DP. When these two projectiles collide, Kiyoko`s softball
will nullify Tetsuko`s blast due to having a higher durability. However, the
blast will still deplete one of the softball`s durability points in return, in
addition to one of its hits. The softball wins this exchange, and carries over
across the screen. Should it hit Tetsuko, it will only score four hits instead
of its normal five.

Using physical attacks to Deflect projectiles will do so at a rate of 1DP per
strike. So to stop Kumi`s Stick Shot requires just one attack, but Asuka`s
Enshin Ren Satsu Ken will need eight attacks to completely nullify. Forward
dashing will not deplete a projectile`s durability, but require a dash input
for each durability point it needs to pass through.

Projectiles with zero durability points (eg - Karina`s Kerokero Angler) cannot
be nullified; but in return, they can`t nullify other projectiles either.

Ryuuko`s Inazuma Serve has an infinite amount of durability after it hits the
opponent and is bouncing around before fading out of sight.


----------------------------------------------------------------------  ( .08 )
 LIFE GAUGE
-------------------------------------------------------------------------------

The Tairyoku ("vitality") Gauges are the yellow bars placed at the top of the
screen on either side of the round timer——Player 1`s is on the left side and
Player 2`s is the right. Each player`s life gauge begins with a full 96 units
of health. During battle, attacks take away certain amount of life units based
on how they hit the opponent. The red area is how much stamina a character has
lost thus far. Once the entire meter is red, that means all their life points
are gone and the character is defeated. The round goes to the winner.

No characters are able to regain life through special abilities.

If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and another round will begin.

A120L does not follow the typical fighting game rule of thumb of having the
bulkier characters take less damage, and smaller characters take more damage.
After some experimentation, it appears that all characters virtually have the
same amount stamina and take the same amount of damage from attacks. But this
is all mashed up in how damage sometimes seems random from special attacks and
Last Hearts. In some testing phases, I used Tetsuko`s Enshin Ren Satsu Ken to
determine how many would it take to defeat an opponent using default settings.
Typically it would take four, in addition to a couple of basic attacks. But at
times I could defeat the same opponent with just three. I`m at the assumption
that there is damage scaling, but it can reset depending on how an opponent is
hit by certain attacks or slammed against the corner wall.

The resetting factor is further strengthened in that combos can prematurely be
assumed to end in the middle of attacks. This happens especially for Cathy and
Megumi`s respective Last Hearts, where a RUSH combo will pop up while Cathy or
Megumi is still in the middle of their Super. Because of this, the damage will
then -reset- and character will take another full damage 100% hit from one of
the later strikes. This only seems to happen with Cathy and Megumi who each
have "attack rush" type Super attacks, yet Kumi`s Ribbon Slicer has never had
this happen during my trials.

The phenomenon that is known throughout the fighting game community as the
"magic pixel" is actually present in A120L. For those that are unfamiliar with
what that is, essentially it is an amount of undocumented stamina that is not
visibly seen in the life gauge. So even after all the yellow bar is depleted,
or looking to have been, the character will still be 'alive' because of the
elusive "magic pixel". With the lack of an absolute way of finding out exactly
the amount of stamina characters have, it can only be assumed that perhaps the
amount of hidden vitality is around 4 units worth. Which would then total 100
units of health in full for all the characters——but that is just speculation.


----------------------------------------------------------------------  ( .09 )
 BURNING GAUGE
-------------------------------------------------------------------------------

The Burning Gauges are each located at the bottom of the screen, parallel to
the life bars——Player 1`s is on the left side and Player 2`s is the right.
Energy is added and taken away from the gauges regularly throughout the fight
through a myriad of interactions. Burning Gauge meter is mainly needed for
performing a powerful technique called a Saishuu Oku ("Last Heart").

- BUILDING BURNING GAUGE METER (in order of effectiveness):
  Karina`s Kero-pyon Setup ability (qcb + A / B)
  Deflecting attacks with attacks or a dash
  Hitting the opponent with an attack
  Being hit with an attack
  Opponent guarding your character`s attack
  Guarding the opponent`s attack

Once the Burning Gauge has been filled, a "100%" appears within the bar. That
enables the character to perform one Saishuu Oku attack. Once the Last Heart
is used, the bar empties out to 0%. A 100% Burning Gauge will last until it is
used by the player.

However, the Burning Gauge can be filled past the 100% mark. While it is not
visibly seen, the gauge has an overstock of an additional 20% energy. This
causes the Burning Gauge to reach an "120%" mark, which ignites the bar into
flames. The character will also rapidly blink an orange hue. During this time,
the character can perform unlimited Last Hearts until the Burning Gauge meter
dissipates. This 120% gauge lasts for 340 frames (~11.33 seconds). When the
120% is about to expire, the flames start to extinguish and fade before the
gauge empties.

Burning Gauge energy is able to transcend rounds, even when filled to both
100% and 120%. However in Ranking Mode, energy does not carry over toward the
next opponent.


----------------------------------------------------------------------  ( .10 )
 HITSTUN / HITSTOP / HIT STATES
-------------------------------------------------------------------------------

'Hitstun' is the counterpart to guardstun: a state that happens to a character
when they are successfully struck with an attack. During this time a character
will reel from an attack after being hit, leaving them vulnerable. Victimized
characters in hitstun cannot do anything. Like with guardstun, hitstun length
is dependent on the attack that caused it; stronger attacks tend to inflict a
longer hitstun duration. For example, Tamaki`s Standing Light causes 7 frames
of hitstun, but her Standing Counter inflicts 12 frames. Hitting a character
while they are stuck in hitstun results in creating a combo.

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

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

- KNOCKDOWN
  Attacks that send the opponent to the ground. After a moment, characters who
  are knocked down simply rise in place. While the opponent is on the ground,
  they are sometimes vulnerable to OTG-capable attacks which will inflict
  additional damage. Attacks that cause Knockdowns typically pop the opponent
  up a little into the air, where they are able to be hit with attacks before
  hitting the ground.

- HARD KNOCKDOWN
  Attacks that send the opponent to the ground at an increased velocity. Hard
  Knockdowns are typically denoted by a large plume of dust and several orange
  "sparks" that erupt from the ground where the opponent lands. Some attacks
  cause additional damage when the opponent collides against the ground. The
  opponent is also vulnerable to OTG-capable attacks.

- SPINNING KNOCKDOWN
  Attacks that cause the opponent to spin violently around before hitting the
  ground. Most attacks that cause a Spinning Knockdown pop the opponent very
  high into the air initially. Like with Hard Knockdowns, they are denoted
  with orange "sparks" that erupt at the point of impact. The opponent also
  takes additional damage upon hitting the ground, and they are vulnerable to
  OTG-capable attacks. However while the opponent is in the air and spinning,
  they cannot be hit with attacks.

- FLYING SCREEN
  Attacks that cause a special Spinning Knockdown which propels the opponent
  across the screen in a horizontal flight, forcing the camera to follow their
  movement until they crash into the wall. The player`s character will then be
  forced to run forward back onscreen in pursuit.

- WALL SLAM (12 frame impact against wall)
  Attacks which force the opponent to smash into the back wall if they are
  near the corner, which causes additional damage and a Knockdown. Wall Slams
  happen with all attacks that cause Flying Screen, but also occur from
  attacks that force the opponent to reel back in a slide along the ground
  (eg - Cathy`s Standing AB).

- LAUNCHES
  Attack knocks the opponent into the air at an irrecoverable state, used
  primarily to set them up to be juggled or air comboed with continued attacks
  for additional damage. Launchers cause a normal Knockdown.

- STRIKE
  Attack knocks the opponent into the air, but the opponent is able to aerial
  recover before hitting the ground. (Because of this, there is no definite
  amount of advantage provided.) However if they do land on the ground, the
  opponent will instead bounce back onto their feet, leaving them invincible
  for 20 frames. Strikes typically happen when aerial opponents are hit with
  an attack, or when an opponent is struck with just one hit of some multi-hit
  attacks that would normally cause a Knockdown (eg - being hit with only the
  last kick of Shinobu`s Banchou Tornado). Every character`s Standing Heavy
  attack causes a Strike. Hitting an opponent with a Strike-attack while they
  are in the air from a Knockdown-attack will not allow them to quick recover.


----------------------------------------------------------------------  ( .11 )
 QUICK RECOVERY
-------------------------------------------------------------------------------

- When hitting the ground, press up twice (u,u).
- When hitting the wall, press forward twice (f,f).
- When knocked into the air after a Strike, press up.

Quick Recovery is the act of "safe falling," where instead of the character
smashing against the ground or wall, they spring back to their feet. There are
three types: ground, wall, and kuuchuu (air) recoveries.

Quick Recoveries not only omit the animation frames of standing, but it stops
additional damage caused when the character is hit with Flying Screen, Hard
Knockdown, or Spinning Knockdown attacks as they propel toward the ground or
wall. During a recovery, the character flashes green, which renders them
invincible to all attacks for 13 frames until they are back to their feet.

Recoveries from Strike attacks can only be done after the affected player has
reached their launched apex. After which the player may press up on the
joystick to have the character recover in the air. That character is allowed
to attack before they even hit the ground.

All types of knockdowns are able to be quick recovered from to omit the extra
environmental damage or OTG-capable attacks that can be inflicted.


----------------------------------------------------------------------  ( .12 )
 RUSH COMBO / CHAINS / JUGGLES / TARGET COMBOS / LINKS
-------------------------------------------------------------------------------

+-- [  RUSH Combo / Chains  ] ------------------------------------------------+

RUSH Combos are sequences of basic attacks chained together by pressing attack
buttons one after another. All basic attacks chain upward in strength, from
(L) Light to (H) Heavy to (C) Counter. Chains are possible while standing,
crouching, or aerial. Everyone can perform a full chain, but may not be able
to combo together all of their attacks.

The A120L combo engine basically follows a "Marvel Series" (Light Alternating)
archetype. Meaning that characters may chain together each of their attacks
from weakest to strongest, but only allow alternating between standing and
crouching Light attacks. Heavy attacks cannot chain into one another, and
there are no crouching Counter attacks. (Ryuuko is the only exception who can
chain her Crouching Heavy into itself.)


      Light  < ----- > Crouching Light  ----- >  Heavy  ----- > Counter
       (A)                  (c.A)                 (B)             (C)


Because of the Strike hit state created from all Standing Heavy attacks, most
characters will have a difficult time chaining in the Counter attack. Thus
using a Crouching Heavy > Counter works better. (Cathy is an exception who can
chain either hit of her Standing Heavy into the Counter.)

Attacks must increase in strength to keep the RUSH Combo going. You are not
allowed to go from a Heavy back down to Light.

Due to their speed, all characters have the ability to chain Light attacks
into each other repeatedly. This is called "Rapid Fire Light Attacks."
Whenever desired, you can then transition from the rapid fire light attacks
into the rest of the RUSH Combo chain.

Some characters are able to skip the Heavy attack and instead chain directly
from Light to Counter (ie - c.Light > s.Light > Counter).

Chaining Light into Heavy can sometimes be a little frustrating, believe it or
not. While it`s simple in execution, there is also a bit of timing involved to
get it to work correctly. `Limited´ has an engine that incorporates the Capcom
'negative edge' mechanic, where button presses register on release as well as
the initial press. This is typically used for the purposes of performing some
special moves, where the release activates the attack. However in `Limited´
the button`s input time lingers some after it has been released. Thus the game
still reads the button being used. If you press Heavy after a Light within 5
frames after its execution, the game reads it as -both- buttons being hit, and
instead the character will chain a Light into a Counter. So on hit you must
wait until the character is pulling out of their Light active frames before
chaining into a Heavy. Alternatively, you can just hold Light after pressing
it and press Heavy to chain, overriding the negative edge mechanic entirely.

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

Juggling is the ability to combo the opponent while they are in the air, stuck
in aerial hitstun. This coincides with "air combos," made famous by the Capcom
`Versus´ series.

Juggling the opponent is more rampant in `Asuka 120% Limited´ than it is some
other fighting games. Due to the amount of OTG-capable attacks that can bounce
the opponent back into the air, juggling is one of the prominent methods of
doing additional damage after attacks that knock the opponent down or pop them
into the air.

While loose in appearance, the juggling system does have rules:
 - You`re allowed to freely juggle the opponent for up to an 8 RUSH. If your
   ground combo exceeds that count before knocking the opponent into the air,
   you`re allowed one juggle only if it`s scored off some type of cancel (ie
   - Shinobu ending a 9 RUSH ground combo with a c.Heavy, then canceling into
   a Hissatsu Megaton Dynamite).
 - The opponent won`t fall out of a juggle after an 8 RUSH unless the duration
   between the hits exceeds 10 frames. So for the more complex juggle combos,
   it requires timed attacks to keep the combo going past the threshold.
 - A Wall Slam allows a follow-up juggle to be used against the opponent as
   they are falling. This is irregardless on how many hits are in the RUSH
   juggle prior to the Wall Slam. If the juggle ends with a second Wall Slam,
   it will not allow another combo and the opponent will fall to the ground.
 - If a opponent bounces off the ground prior to achieving an 8 RUSH juggle,
   it is possible to hit them again with another attack if they do not perform
   a Quick Recovery. However in most cases only one additional hit will score
   rather than allow for a full juggle combo, even from multi-hitting attacks.

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

While all of the characters possess the basic chain combo system, there are
special combos, also known as a "target combo," which bypass the normal rules
of the chain structure. All characters have target combos, and each of them
begin with a f + A center attack. (Asuka, Kiyoko and Nana being exceptions who
also have two target combos that instead begin off f + B attacks.) Most target
combos involve different directional movements throughout. Below is an example
of one of Nana`s target combos:

 - Hold f + A, A, d + B, f + B

This Target Combo works as follows: Hold forward on the joystick as you press
the A button, causing Nana to advance with her HIGH punch. While still holding
forward, press A again. Nana advances again with a MID palm thrust attack.
(Note that this attack is not part of Nana`s basic or command attacks; it`s a
unique follow-up to her f + A.) Now slide the joystick down and press the B
button, causing Nana to attack with her LOW slide, which knocks the opponent
off their feet. Before the opponent hits the ground, you can then hit f + B to
have Nana catch the opponent in mid-air and juggle them with a double sidekick
MID attack, which sends them flying across the screen.

Any "b + B" attacks in Target Combo strings equate to the character`s Standing
Heavy basic attack. All properties are the same.

Target Combos must connect against the opponent to continue. You can`t perform
them openly against the air.

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

Links are special combos that involve waiting until an attack has completely
finished its attack animation before striking again. These are much different
than chain combos, where the attack buttons are simply pressed in a sequence,
or cancel combos, in which the recovery periods are omitted by another action.
A120L is not a very link-intensive game; in fact, it`s very rare that they
even show themselves, but they are present.

An example of a link would be Nana`s 'df + Light, f + Light'. The LOW attack
provides Nana with a +7 frame advantage, giving her enough time to recover and
then attack with the f + A punch. Ryuuko`s f + Light can be linked after she
hits with her Dashing Light, allowing her to move into a Target Combo.


----------------------------------------------------------------------  ( .13 )
 CANCELING / JUMP CANCELING / DASH CANCELING
-------------------------------------------------------------------------------

To 'cancel' means to interrupt the recovery of one action into another action.
You are essentially circumventing all of the previous attack`s recovery frames
by doing a new attack or action. Most basic attacks are chain-cancelable into
other basic attacks or command attacks, or into special moves and Saishuu Oku
Waza. A120L has a very loose canceling engine by design, to allow much more
ease when it comes to performing combos.

At its most basic, a cancel looks like this: s.Light XX Kerokero Attack.
Karina can hit the opponent with her Standing Light kick, and while they are
still in hitstun, link into her Kerokero Attack (qcf + A) special attack, thus
creating a two-hit combo.

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

Jump canceling is the method of interrupting an attack with a jump command. By
pressing up on the joystick, a character can cancel out of their attack and
jump into the air immediately after. The attack must reach their first active
frame before being jump canceled. Characters can jump cancel just about all of
their non-special attacks: basics, command attacks, center attacks, etc. All
positions (standing, crouching, jumping, dashing) can also be jump canceled.
(Cathy can jump cancel her Dashing Heavy before the throw mechanic connects.)

Dash canceling is the same as jump canceling, except you are interrupting the
attack with either a forward dash or backdash.


----------------------------------------------------------------------  ( .14 )
 CHARACTER WEIGHTS
-------------------------------------------------------------------------------

Character weight is a factor when it comes to attacks that knockdown or launch
the opponent. Depending on how heavy the character is will determine how fast
they hit the ground after being knocked into the air. This can prove to be a
bit troublesome when it comes to figuring out frame advantage after knockdowns
and trying to juggle different opponents. The weight classes are not directly
related to the cosmetic weights listed in each character`s information.

All of the listed frame advantage in this guide is taken from Shinobu, who is
not the average weight class among the characters. This section will try and
help figure out around how many frames are added or loss when fighting others.
'Knockdown Change' refers to applying the change to attacks that immediately
knock the opponent down (eg - Crouching Heavy), while 'Launcher Change' is for
those that send the opponent high into the air (eg - Torami`s Sou Ryuu Ken).

- CHARACTER WEIGHTS (in order from lightest to heaviest)
 ------------------------+------------------------+-------------------------
  Character              | Knockdown Change       | Launcher Change
 ------------------------+------------------------+-------------------------
  Megumi                 | About +2 advantage     | About +4 advantage
  Nana                   | About +1 advantage     | About +2 advantage
  Asuka, Karina, Shinobu | ——                     | ——
  Kiyoko                 | ——                     | About -1 advantage
  Kumi                   | About -1 advantage     | About -1 advantage
  Tamaki, Tetsuko        | About -1 advantage     | About -3 advantage
  Ryuuko                 | About -2 advantage     | About -4 advantage
  Cathy, Torami          | About -3 advantage     | About -5 advantage
  Gen`ichirou            | About -4 advantage     | About -6 advantage

For instance, Cathy`s Crouching Heavy gives her a +5 frame advantage if it`s
done against Shinobu, but gives a +7 on Megumi. Cathy`s Dashing Light causes a
+21 for Cathy if done on Shinobu, but only a +17 against Ryuuko since she is
slightly heavier.


----------------------------------------------------------------------  ( .15 )
 DIZZY & RECOVERY
-------------------------------------------------------------------------------

A Dizzy occurs to a player when they have taken a substantial amount of heavy
attacks in succession. To which it will knock them down, and they stand up in
a dizzy status ailment. Their stance will look disoriented as stars revolve
around their heads. While dizzy, a player is left vulnerable until they manage
to recover out of it. (All actions become disabled; including guard, jumping,
attacking, recovers, and throw escapes.)

Unattended, a dizzy lasts 120 frames (4 seconds). To end the dizzy status
faster, rapidly press the buttons and rotate the joystick around.

Dizzies can happen in the middle of a combo, juggle or super attack. If that
occurs, the inflicted character can still be attacked during the dizzy and not
have it become broken. The 120 frame timer only begins after the character has
stood back up from the ground.


----------------------------------------------------------------------  ( .16 )
 TIER LISTING
-------------------------------------------------------------------------------

[ - S Tier - ]  [ - A Tier - ]  [ -  B Tier - ]  [ - C Tier - ]  [ - D Tier - ]
Cathy Wild      Tamaki Shindou  Asuka Honda      Kiyoko Mitarai  Kumi Ookubo
Torami Houjyou  Nana Owada      Karina Toyota    Megumi Suzuki
                Shinobu K.      Tetsuko O.
                Gen`ichirou S.  Ryuuko Y.

Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
gotten around to breaking apart this game. There are some small details about
`Asuka 120% Final,´ but not much in-depth information. Despite what is shown
in the above tier list, `Limited´ is overall fairly balanced as far as how all
the characters play. For the most part all of them possess a good anti-air, a
projectile, okizeme potential, and solid juggling capabilities. A lot of the
'tier' breakdown actually boils down to each character`s damage output and how
aggressive they can be when played at high level. Both Cathy and Torami are
considered "S Tier" characters not because they are leaps and bounds better
than Megumi or Kumi, but rather have more ways to make use of their abilities.
In many of the online casuals I have played in and witnessed, characters like
Asuka, Nana and even Ryuuko have pulled off some impressive wins against the
likes of Cathy and Tamaki. This is one of those 'fun fighting' games where
the tiers can be really arbitrary because any of the characters can perform at
an "S Tier" level, but some just have it much easier than others.

A120L does not have a wide variety of play styles that one would find in more
modern games. There isn`t a character that mainly zones, or one that has some
special ability or feature that has to be "leveled up." (Cathy stands apart as
technically being a throw-based character.) For the most part, each character
can be played effectively as rushdown and up close against the opponent. From
there each character has their own unique ways of how to stay aggressive, but
it`s rare to see matches where one character is completely zoning on one side
of a stage, and another trying desperately to get into melee range.

[S] CATHY WILD: Cathy stands at the top of the hill as the game`s only throw-
based character, and she does it pretty damn well. She`s also quite mobile to
allow her to get close to the opponent without much problem. The goal with
Cathy is to maintain close range against the opponent, but -not- get them into
the corner. This is because you want to catch with either the Triple Headbutt
or Shoulder Crash as much as possible, but both of them have iffy hitboxes
against cornered opponents. If you ever find yourself getting into the corner,
attack with a Dashing Heavy which switches sides with the opponent.

[S-] TORAMI HOUJYOU: Torami is arguably the strongest character in the game,
with combos that can dizzy opponents with little work. Your goal with Torami
is easy: get close range, and hit with Crouching Heavy. The attack alone does
a significant amount of damage, and leads into Torami`s dash cancel combos.
Can mix-up between Crouching Heavy, db + Heavy, and throw, which all pop the
opponent into the air enough to perform the combos. Sou Ryuu Ken should also
be used often for its damage and launching capabilities, but be wary on using
it against crouching opponents since it can whiff and leave Torami vulnerable.
Even though Torami has a free Super, it doesn`t really make her more dangerous
than she already is. It gives her an additional means of okizeme, but by no
means makes her unbeatable. Utilizing High Jump Counters and Evades can catch
Torami during her aerial recovery to counterattack hard.

[A+] TAMAKI SHINDOU: Tamaki is a hybrid of a zoning and melee range fighter.
It seems as though she was probably supposed to be a strictly zoning character
before zoning got to the level that it is today. She has the tools, such as a
throw that sends opponents across the screen, and two projectile angles, but
Tamaki struggles to maintain keeping distance. Where she shines is her amazing
reach since most of her attacks leave an extended swipe motion with her tennis
racket. The goal with Tamaki is to lure the opponent in with her Hyaku Retsu
Serves, and catch with Kougeki V. It consistently leaves Tamaki right next to
a floating opponent, allowing her to continue with a juggle or Dynamite Serve
for amazing damage. Keep in mind that Tamaki is the slowest mobility character
in the game, so spamming tennis balls to keep the opponent away is viable.

[A] NANA OWADA: Nana`s peaceful demeanor should not deter you——underneath her
proud face is a fierce woman. She`s has great normal attacks and multi-hitting
specials that keep her on the offensive; plus, her reach rivals Gen`ichirou
and Tamaki. Nana`s goal is to force the opponent into the corner, which is
where she becomes a beast with her mix-up of Crouching Heavy, df + Light, and
f + Light. Should any of those attacks hit, cancel into a Heavy Resshuu Ha and
repeatedly bash them against the wall with it. They will be unable to quick
recover to escape, allowing Nana to hit with 6-7 in a row for over 40% damage!

[A] SHINOBU KAWASAKI: Shinobu is meant to be A120L`s version of Gouki, if it
wasn`t obvious enough. She doesn`t really have one specific goal like everyone
else does; Shinobu is actually quite versatile. Her juggles are some of the
strongest in the game, she can do decent zoning with her dual Banchou Bazooka,
and she has the only real infinite. Being a 'Shotokan' fighter, Shinobu is
quite easy to pick up and do damage fast. If anything, you want to abuse the
Hissatsu Megaton Dynamite as much as possible. With a 3fS, it is one of the
fastest Supers in the game, and does a sick amount of damage.

[A-] GEN`ICHIROU SHINDOU: Gen`ichirou is not a combo and juggle fiend like the
rest of the cast. He`s a "poor man`s Tamaki": virtually the same moves, but
with the uniqueness of his own. What he lacks in juggle capability, he makes
up with reach and damage. The goal with Gen`ichirou is to force the opponent
into the corner. This is where he has some of his better juggles, and makes it
hard for the opponent to deal with his Light Shippuudotou since it has nearly
a full second of active time. Taizenmeidou is Gen`ichirou`s best Last Heart
since it is possible to juggle after for additional damage.

[B+] ASUKA HONDA: Asuka is best summed up as being very easy to play, but she
doesn`t excel in any department. Which is not a bad thing, leaving you the
freedom to just play as you want. Simply, the goal with Asuka is to achieve
120% meter as fast as possible using her aggressive combos and attacks. Reason
being is that -both- of Asuka`s Supers are so ridiculously good and damaging,
there is no reason not to spam them. Enshin Ren Satsu Ken beats out every
projectile in the game with its high durability, and combos easily to end most
of Asuka`s combos. While Chou Phenomenon Crash can leave the ground unsafe for
long durations, and act as a vicious okizeme to force the opponent to either
guard or Jump Counter after knockdowns.

[B] KARINA TOYOTA: Karina is similar to Gen`ichirou in that she is not really
a crazy combo fighter either. Kero-pyon is basically half of her character, so
Karina is more geared toward setups to utilize him. However, Karina actually
doesn`t need him; she is more than capable of being a threat with her physical
attacks alone. Therefore, the goal with Karina is to maintain up-time of the
Heavy Kero-pyon Setup throughout the entire fight. This not only fills up the
Burning Gauge Meter faster, but also doubles as an obstacle for the opponent
to avoid. This is best used when placed right on top of a downed opponent for
wake-up games, forcing them to guard Kero-pyon`s attack and opening them up to
mix-ups. Karina can also jump-cancel her Jumping Counter into itself for very
good damage against grounded opponents.

[B] TETSUKO OUGIGAYA: Tetsuko plays differently than Asuka, even though they
both have overall similar attacks. In a nutshell, she is slower than Asuka,
but also stronger. The goal with Tetsuko is to catch the opponent with a Heavy
Chemical Impact. It combos after Crouching Heavy, and launches the opponent
high enough to allow Tetsuko to complete a high-damaging juggle. With nearly
a second of active frames, it beats out other attacks with ease. Alternatively
Tetsuko can follow Asuka`s approach to get 120% meter as soon as possible, so
that she can pollute the ground with Chou Phenomenon Crashs. One other detail
to note is that Tetsuko has a large hurtbox when she is knocked down. It means
she can be hit by some attacks that normally would pass over any other downed
opponent, like Cathy`s Itekomashi Special or Asuka`s Enshin Ren Satsu Ken.

[B-] RYUUKO YAMAZAKI: Ryuuko may be considered a "low tier" character, but she
can give stronger characters quite a challenge. While she has a lot of attacks
at her disposal, many of them aren`t really that effective. So the goal is to
catch the opponent with either a throw or Quick Driver. Both deal good damage
by itself, and give Ryuuko large frame advantage to setup her strong juggles.
Catching with a Quick Driver is not easy; it`s slow with at least a 13fS, so
it does not combo well. This is where you should utilize her Crouching Heavy
since it chains into itself; two of them typically knock most opponents high
enough so you can combo into a Heavy Quick Driver. (Three against Gen`ichirou;
Kumi and Tetsuko can`t be juggled by more than one.) Light Tatsumaki Receive
and her dash can maneuver underneath projectiles and get her close.

[C] KIYOKO MITARAI: Kiyoko is not a zoner as what was originally thought; at
least, not as strong as Tamaki is. She`s a character that basically is used to
frustrate the opponent with her various multi-hitting attacks. The goal with
Kiyoko is to get the opponent into the corner, then pressure with an abundance
of Shin Tsuutenkaku Dahou and Gettsuu Strikers. It becomes very hard to beat
Kiyoko in deflection wars, and she typically wins out. Illusion Out`s insane
invincibility window is great for counterattacks.

[C-] MEGUMI SUZUKI: Megumi is the undisputed mix-up machine, despite her less
than average damage. Your goal is to use her speed and maneuverability to your
advantage to keep the opponent guessing. Megumi`s problems mainly stem from
her very short limbs, which can make her come up missing in situations. Throw
Heavy Flying Pompom Attacks after a KNOCKDOWN, so to help keep Megumi safe on
the ground. Dashing Heavy a good attack for ground mix-up openings, allowing
her to dash cancel for a cross-under, or pursue them with a Fumifumi Nokkari——
which then acts in similar fashion to Gouki`s 'vortex' from `SFIV:AE´ since it
becomes a guessing game on which way to guard. Her dash able to avoid nearly
every projectile in the game.

[D] KUMI OOKUBO: Kumi would be much more annoying to deal with if she actually
did damage like the other characters. Low output and her obscure hitboxes make
her a bit difficult to play with at high level. One of Kumi's main perks is
that she has very long limbs, allowing her to hit from some rather ridiculous
lengths. Kumi has two goals: 1) abuse Ribbon Cutter, and 2) juggle. The Ribbon
Cutter is her best special by far, and is similar to Nana`s Ushiwaka no Mai in
that is can out-Deflect many other attacks. With its many hits, it is great to
use after many combos and juggles to help score a dizzy. Juggle off Standing
Counter whenever possible. She has a couple of damaging juggles in the corner
which actually do more damage than her Ribbon Slicer! Kumi also seems to have
a rather odd hurtbox, making some combos not work on her that normally would
on other characters. This can save her from some high damaging situations.


======================================
 Festival 6 : MISCELLANEOUS INFO     | ---------------- ( Asuka 120% Limited )
======================================

----------------------------------------------------------------------  ( .01 )
 SPECIAL THANKS
-------------------------------------------------------------------------------

- FamilySoft / Fill In Cafe                              ( familysoft.co.jp/ )
  Another installation in this chaotic and combo-filled, schoolgirl fight fest
  that has been around for years. Hope they make a PS4 version of this with an
  updated, yet still over the top, combo engine.

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

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

- Dr. Batsu                                         ( [email protected] )
  His "Character Profiles" FAQ filled in a lot of missing information holes.

- Eduardo "Rouken" Baldi                                 ( [email protected] )
  Correction on the information about the "Auto Cursor" option.


----------------------------------------------------------------------  ( .02 )
 SECRETS / CODES
-------------------------------------------------------------------------------

- Unlock Tetsuko Ougigaya
  Play the game for at least 10 hours (the length of time is displayed in the
  Saturn`s internal memory base). At the character select screen, move the
  cursor all the way up to select Tetsuko.

- Unlock Gen`ichirou Shindou
  Play the game for at least 20 hours (the length of time is displayed in the
  Saturn`s internal memory base). At the character select screen, move the
  cursor all the way down to select Gen`ichirou.

- Alternate Character Color Palette
  Highlight a character, then either hold L-shoulder, R-shoulder, or L- + R-
  shoulders, then press the A button. Each character has four color palettes.

- Extra Game Options
  At the Config Mode screen, press L-shoulder or R-shoulder. There are two
  additional configuration screens to alter the game`s settings.


----------------------------------------------------------------------  ( .03 )
 TRANSLATIONS
-------------------------------------------------------------------------------

+-- [  Special Attacks  ] ----------------------------------------------------+

> [ ASUKA HONDA + TETSUKO OUGIGAYA ]
Chou Phenomenon Crash              Super Phenomenon Crash
Enshin Hasai Ken                   Centrifuge Smashing Fist
Enshin Ren Satsu Ken               Centrifuge Group Kill Fist
Kuuchuu Phenomenon Crash           Air Phenomenon Crash

> [ CATHY WILD ]
Cathy Buchikamashi Throw (1)       Cathy Hard Hit Throw
Itekomashi Special                 Going For It Special

1 "Buchikamashi" is a sumo wrestling term that can also mean a head-first
  collision during the initial charge, or striking at the face.

> [ GEN`ICHIROU SHINDOU ]
(All of Gen`ichirou`s attacks have names that are examples of 'yojijokugo,' a
Japanese compound of four kanji characters. Many have idiomatic meanings).
Garyoutensei                       Finishing Touch
Kenkonitteki                       All or Nothing
Shippuudotou                       Storm and Stress
Shitsujitsugouken                  Unaffected and Sincere
Taizanmeidou                       Much Ado About Nothing

> [ KARINA TOYOTA ]
Kerokero Angler                    Ribbit Angler
Kerokero Attack                    Ribbit Attack
Kerokero Heat Press                Ribbit Heat Press
Kerokero Mega Heat                 Ribbit Mega Heat
Kuuchuu Kerokero Attack            Air Ribbit Attack
Kuuchuu Kerokero Heat Press        Air Ribbit Heat Press

> [ KIYOKO MITARAI ]
Dai-League Softball 8-gou          Major League Softball Number 8
Gettsuu Striker (1)                Double Play Striker
Kuuchuu Gettsuu Striker            Air Double Play Striker
Shin Tsuutenkaku Dahou (2)         True Reaching Heaven Batting Form

1 "Gettsuu" is a baseball term with a literal translation of "get two," which
  translates into a "double play."
2 The "Tsuutenkaku" is a 103-meter high tower/antennae made by the Hitachi Co.
  that resides off of the Ebisuchou Station. It`s equivalent to the Eiffel
  Tower in Paris. It can be translated as a few things: "Tower Which Reaches
  Heaven," "Heading To The Palace Of Heaven," or "Reaching Heaven".

> [ KUMI OOKUBO ]
Kuuchuu Spinning Swan Kick         Air Spinning Swan Kick

> [ MEGUMI SUZUKI ]
Fumifumi Nokkari                   Stomp-Stomp Riding
Megumi Kerikeri Dance              Megumi Kick-Kick Dance
Megumi Kerikeri Punch              Megumi Kick-Kick Punch

> [ NANA OWADA ]
Bu Tou Souen Jin: Ichi             Dancing Sword Blue Flame Battle Formation:
                                     One
Bu Tou Souen Jin: Ni               Dancing Sword Blue Flame Battle Formation:
                                     Two
Fuugetsu Sen                       Nature`s Beauty (Folding) Fan
Ouka Ren Geki                      Cherry Blossom Group Attack
Resshuu Ha                         Fissure Attack Wave
Tatamigaeshi Nage (1)              Tatamigaeshi Throw
Ushiwaka no Mai                    Dance of Ushiwaka

1 "Tatamigaeshi" is a ninja technique where floorboards of a house are lifted
  up and used as a shield.

> [ RYUUKO YAMAZAKI ]
Inazuma Serve                      Lightning Flash Serve
Kuuchuu Tatsumaki Receive          Air Tornado Receive
Tatsumaki Receive                  Tornado Receive

> [ SHINOBU KAWASAKI ]
Banchou Bazooka                    Gang Leader Bazooka
Banchou Dynamite                   Gang Leader Dynamite
Banchou Striker                    Gang Leader Striker
Banchou Tornado                    Gang Leader Tornado
Hissatsu Megaton Bazooka           Certain Kill Megaton Bazooka
Hissatsu Megaton Dynamite          Certain Kill Megaton Dynamite
Kuuchuu Banchou Tornado            Air Gang Leader Tornado

> [ TAMAKI SHINDOU ]
Geigeki V                          Intercept Victory
Hyaku Retsu Serve                  Hundred Fissure Serve
Kougeki V                          Attack Victory
Lob Otoshi                         Lob Drop

> [ TORAMI HOUJYOU ]
Haou Ken                           Supreme King Fist
Kuuchuu Haou Ken                   Air Supreme King Fist
Kuuchuu Shinkuu Tobi Ashi Tou      Air Vacuum Flying Foot Sword
Kuuchuu Rairyuu Shougeki Ken       Air Thunder Dragon Shock Fist
Kuuchuu Tobi Hiza Kakato Otoshi    Air Flying Knee-Heel Drop
Rairyuu Haou Ken                   Thunder Dragon Supreme King Fist
Rairyuu Shougeki Ken               Thunder Dragon Shock Fist
Sou Ryuu Ken                       Paired Dragon Fist
Tobi Hiza Kakato Otoshi            Flying Knee-Heel Drop

> [ GAME TERMINOLOGY ]
Hikiwake                           Draw Game
Hissatsu Waza                      Certain Kill Technique / Special Attack
Ippon-me                           First Stage
Nipon-me                           Second Stage
Saishuu Oku Waza                   Last Heart Technique
Saishuusen                         Final Game
Shoubu                             Bout / Fight
Sokomade                           To That Extent / "It's over!"
Throwing Waza                      Throwing Technique

+-- [  Stage Information  ] --------------------------------------------------+

> [ ALL STAGES ]
Quite a number of stages contain the three kanji phrase "Hyakka Matsuri," that
translates as "Many Flowers Festival". It is largely seen on both Megumi`s and
Tamaki`s stages in red on three white signs, but can also be seen throughout
many other stages on banners and posters in the background. The Hyakka Matsuri
is a flower festival that is taking place at the same time as the Mega Fight
Tournament, and is based closely off an actual "Hanamatsuri" Japanese festival
on April 8th which celebrates Buddha`s birthday.

> [ ASUKA`S STAGE : Chemistry Classroom ]
(blackboard) Daigo kaijyou         Fifth Meeting Place

> [ CATHY`S STAGE : Wrestling Ring ]
(ring mat) Toukon (1)              Fighting Spirit
(banners; left) Ike!! Ike!!! Resuring-bu
                                   Go!! Go!!! Wrestling Club
(banners; right) Nettou!!! Okugai Tokusetsu Ring!!!
                                   Fierce fighting!!! Outdoor special ring!!!

1 I`ve looked high and low in a few places, and it seems that the second lower
  kanji character simply does not exist. I could be wrong, but I spend over an
  hour trying to find it. The closest match I got was 'kon' which does go with
  'tou' to create 'toukon,' and it`s definition is viable.

> [ KARINA`S STAGE : Biology Lab ]
(windows) Seibutsu-bu              Biology Department

> [ MEGUMI`S STAGE : Outside Field ]
(four signs) Hyakka Matsuri (1)    Many Flowers Festival

1 The fourth sign has the kanji 'ten' on it, meaning "completely," and beneath
  that looks like a '2' and '%'. It`s unclear what it actually is though.

> [ RYUUKO`S STAGE : Volleyball Court ]
(banner) Ganbare!! Bare-bu         Do your best, volleyball club!!

> [ TAMAKI`S STAGE : Tennis Court ]
(blue sign; right) 1-D Game Taikai
                                   1-D Game Tournament
(white sign; door) Daiichi kaijyou
                                   First Meeting Place
(white sign; left) 2-D Ton-kei     2-D Ton Gauge (?)

> [ TORAMI`S STAGE : Doujou ]
(wall sign) Ichigeki Hissatsu      One strike, certain kill


----------------------------------------------------------------------  ( .04 )
 GLITCHES
-------------------------------------------------------------------------------

- Frozen Cathy + Kiyoko / Game Freeze
  ( Requirements ) Cathy: 1% life, 100% Burning Gauge
                   Kiyoko: n/a

Have Cathy and Kiyoko stand next to each other. Activate Cathy`s "Itekomashi
Special" and Kiyoko`s "Dai-League Softball 8-gou" simultaneously. Cathy`s grab
will catch Kiyoko just as the softball hits Cathy to beat her. However, Kiyoko
will get stuck in hitstun animation of being grabbed and gets "pulled" by
Cathy as she falls down KO`d. The game will then freeze.

- RUSH Pause / Fake Knockdown
  ( Requirements ) Characters with a Knockdown attack, and a LOW non-Knockdown
                   normal attack

This glitch tricks the game into thinking a combo is not over, even though the
opponent is walking and acting again. This only works for characters who have
a Knockdown or Hard Knockdown attack, and recover in enough time to attack
again. Typically this works in the corner better, but some characters who have
long reaching LOWs (eg - Cathy`s df + Heavy) also work. (The non-Knockdown LOW
being OTG-capable is not highly important.)
The trick is to hit the knockdown`d opponent with the non-Knockdown LOW on the
frame of them hitting the ground. This causes the opponent to instead pop back
up to their feet rather than fall on the ground or suffer any off-the-ground
damage. For example, with Nana and the opponent in the corner, hitting them
with a Standing Counter gives Nana a +7 frame advantage. Leaving her more than
enough time to catch the falling opponent with her Crouching Light the moment
they hit the ground. You'll know if you performed this correctly if the RUSH
combo indicator doesn`t appear under the character`s health bar, even though
it was a 2 RUSH combo, and the opponent is standing back on their feet. (Also
the dark purple region in the opponent`s health bar won`t move to show that a
combo is still happening.) Hitting the opponent again will continue from where
the previous combo left off, so any following hits just add on to the "saved"
combo meter. In essence, you are linking two individual combos into one larger
combo. Even if your character is struck beforehand, it doesn`t mess up the
previous combo`s saved amount of hits.
The "saved" combo hits do not get stored forever. After roughly four seconds,
if the player doesn`t manage to hit the opponent again, the combo number will
eventually register itself as normal.
Aside from this method being able to be utilized in Ranking Mode to increase
the combos and gain higher points, it also has a setup mechanic which could be
potentially used in any higher level gameplay. When the opponent is hit with
the non-Knockdown LOW as they hit the ground, they are forced off the ground
with a hop that lasts between 3-5 frames. While they are able to guard, this
is potentially a way to setup a reset opportunity due to the awkwardness of
the opponent`s landing. However, because this method is tricking the game into
thinking the combo is not completed, the damage is still being scaled.


----------------------------------------------------------------------  ( .05 )
 TOURNAMENT SETTINGS
-------------------------------------------------------------------------------

  Game Level:        2 Stars            Game Speed:        2 Stars
  Time Limit:        80 seconds         Win Count:         2

  Handicap:          4                  Guard Type:        Manual
  Burning Gauge:     Normal             Visual Skip:       Off

- Tetsuko and Gen`ichirou allowed.
- Torami`s free "Kuuchuu Rairyuu Haou Ken" not banned, but typically left up
  to tournament runners if it can be freely used or if the Torami-player must
  first have a full meter.
- Fake Knockdown glitch not banned.


----------------------------------------------------------------------  ( .06 )
 "ASUKA 120% LIMITOVER BURNING FEST." INFO
-------------------------------------------------------------------------------

Fans of the `Asuka 120%´ series might know of an upgraded version of "Limited"
that was produced a year after its predecessor. Called "LimitOver" (LO), it is
dubbed as a "(game hack)" of the actual released title. However, the fact is
that LO was created by the original development team that made Limited, after
they disbanded following A120L`s release. The disc is an unofficial CD-R patch
of the game that tweaks much of Limited`s gameplay and balances the characters
quite significantly.

Copies of the actual disc are -incredibly- difficult to locate; however, the
team did put up a basic website (in Japanese) that offers the download of the
patch items and instructions on how to append it to the Limited ISO. There are
also downloads available of the full patched game that can be found. Because
it is not an official release, I cannot include where and how to get them in
this FAQ. But your best friend Google should be able to successfully lead any
who are interested into the right direction.


----------------------------------------------------------------------  ( .07 )
 SEIYUU INFORMATION
-------------------------------------------------------------------------------

The following is a listing of each character`s seiyuu (voice actress), along
with some of the other characters they have given voice to (if applicable).
Many seiyuu have done hundreds of voices, so the titles listed below are from
anime/games that are some of their better known roles. Each seiyuu is listed
in alphabetical order by their surname:

- ARAI SHIZUKA (voice of "Megumi Suzuki")
  (also known as "Shizuka Houjyou")
  Akie Yotsuya (MILF Mansion)
  Elene Colette (Anal Sanctuary)
  Ryoko Kanou (Kakyuusei)
  Seia Sakaki (Cosplay Cafe)

- ARAKI KAE (voice of "Karina Toyota")
  Chibi Usa/Black Lady (Bishoujou Senshi Sailormoon)
  Felicia (Super Puzzle Fighter II X, Vampire, Vampire Hunter)
  Lei Lei/Hsien-Ko (Super Puzzle Fighter II X)
  Manami Kusunoki (Advanced Variable Geo)
  Minnie May Hopkins (Gunsmith Cats)

- HIDAKA NORIKO (voice of "Kiyoko Mitarai")
  Akane Tendou (Ranma Nibunnoichi)
  Kikyou (Inuyasha)
  Midori Himeno (Eretzvaju/Evil Zone)
  Reiko Hinomoto (Rumble Roses)

- ITOU MIO (voice of "Torami Houjyou")
  Yukie Takeda (Hatsukoi Valentine)

- KATOU SEIZOU (voice of "Gen'ichirou Shindou")
  Barcom (Hokuto no Ken)
  Galvatron (Transformers)
  Inspector Zenigata (Lupin III: The Fuma Conspiracy)
  Megatron (Transformers)

- KATSUKI MASAKO (voice of "Tamaki Shindou")
  Arcee (Transformers: 2010)
  Humpty Dumpty (Miyuki-chan in Wonderland)
  Remi Mizuchi (Sukeban Deka)
  Sailorneptune/Michiru Kaiou (Bishoujou Senshi Sailormoon)

- MORIMOTO MASA (voice of "Ryuuko Yamazaki")
  Aya Saitou (Hatsukoi Valentine)

- NAGASAWA MIKI (voice of "Kumi Ookubo")
  Cammy White (Capcom v. SNK 2: Millionaire Fighting 2001)
  Maki Genryuusai (Capcom v. SNK 2: Millionaire Fighting 2001)
  Miyu (Vampire Princess Miyu)
  Shurinda (Final Fantasy X, Final Fantasy X-2)

- NISHIZAWA HIROKA (voice of "Shinobu Kawasaki")
  Amoretta Virgine (Grim Grimoire)
  Chika Ogasawara (Maji de Watashi ni Koi Shinasai!!)
  Morning Star (Grim Grimoire)
  Rin Rin (Koihime Musou)

- SAYAMA RIKO (voice of "Asuka Honda")
  Mizuho Yuuki (Kakyuusei)
  Mizuki Takase (Aquapazza, Comic Party)
  Sakura Date (Hatsukoi Valentine)
  Sanae Enishi (Welcome to Pia Carrot 2)

- SHIMAZU SAEKO (voice of "Tetsuko Ougigaya")
  Emi Mizuchi (Sukeban Deka)
  Kodachi Kunou (Ranma Nibunnoichi)
  Miz Mishtal (El Hazard)
  Yuri (Dirty Pair)

- TAKAHASHI MIKI (voice of "Nana Owada")
  Azusa (Pocket Monsters/Pokémon [episode 139])
  Mifuyu Mikagami (Recca no Hono'o)
  Mine Kuramae (Fruits Basket)
  Yui (High School Kimengumi)

- TAKANO URARA (voice of "Cathy Wild")
  Maria Tachibana (Sakura Taisen)
  Ms. Sara Bellum (Powerpuff Girls)
  Raichuu (Pocket Monsters/Pokémon)
  Tiger (Saber Marionette J)


----------------------------------------------------------------------  ( .08 )
 GAME SOUNDTRACK LISTING
-------------------------------------------------------------------------------

The following are the audio tracks that play from the actual game disc when
inserted into a CD player.

Track 01 -- System BIOS (unplayable)
      02 -- Title Screen
      03 -- Character Select / Entry
      04 -- Configuration
      05 -- Story Mode
      06 -- Story Mode Ending
      07 -- The Battle (VS Screen)
      08 -- Character Victory
      09 -- Continue? / Results Screen
      10 -- Attract Mode / Character Profiles
      11 -- 9:15AM (Theme of Asuka Honda)
      12 -- Ganbatte yo~! (Theme of Ryuuko Yamazaki)
      13 -- Fight fight (Theme of Torami Houjyou)
      14 -- M-E-G-U-M-I (Theme of Megumi Suzuki)
      15 -- Rhythm is a dance (Theme of Kumi Ookubo)
      16 -- LOVE/15 (Theme of Tamaki Shindou)
      17 -- All for life (Theme of Karina Toyota)
      18 -- Sakurairo (Theme of Nana Owada)
      19 -- Full Count (Theme of Kiyoko Mitarai)
      20 -- Strongest No. 1 (Theme of Cathy Wild)
      21 -- Burning Banchou (Theme of Shinobu Kawasaki)
      22 -- My technique (Theme of Tetsuko Ougigaya)
      23 -- Daigakukyouiku (Theme of Gen`ichirou Shindou)
      24 -- "Positivity" by REIKA (short version)
      25 -- Ending


----------------------------------------------------------------------  ( .09 )
 REVISION HISTORY
-------------------------------------------------------------------------------

v. 17.0  //  2014.12.25
- This FAQ ended up being more in-depth than I ever imagined it to be, but at
  the same time I`m happy. To shed light on a old game that is actually worth
  playing a few times, and show it can be rather involved. This is also my
  contribution to the FGC which I have been a part of for so long. -- Anyway,
  I did shorten the FAQ some by changing all the notes to shorthand, which
  took away a lot of dead space. Dizzy information also corrected. Infomation
  about `Asuka 120% LIMITOVER´ also added on how some of the changes differ
  from `Limited´. Merry Christmas, bitches!

v. 16.0  //  2014.08.27
- Fixed the active frames for Shinobu`s Heavy Banchou Bazooka. As well as all
  the conversions from kilograms to pounds. The Tier Listing section got an
  overhaul in its information, and now discusses what players should attempt
  to go for to be more effective with the characters. (Some of the characters
  also got swapped around due to this.)

v. 15.0  //  2014.04.30
- Forgot to add frame data information for the 'unique' attacks that come out
  of some character`s Target Combos, like Asuka`s f + A,A,A. The last two As
  only show during that string, as they are not part of Asuka`s basic attacks.
  Asuka, Karina, Nana, Tamaki, and Tetsuko all had this information added. It
  felt important to include to show other possible linking options. I also
  added the seiyuu information, and fixed a few of the gameplay definitions.

v. 14.0  //  2014.02.16
- Added translations to the Japanese text shown in all of the stages. Some of
  the characters are too small to make out, which makes me believe they all of
  the signs and banners do say something. But the stages must have been scaled
  down or just ended up getting very pixelated in the final production. But I
  was able to translate a great deal of things overall. Finally fixed some
  minor information on attacks that may not knockdown a grounded opponent, but
  does cause it on an aerial one.

v. 13.0  //  2014.02.12
- Added the scoring chart for Ranking Mode, and Game Soundtrack Listing for
  all the music tracks on the game CD. Also fixed some information about the
  properties of Cathy`s Northern Light Bomb, Itekomashi Special, and Dashing
  Heavy, Nana`s Bu Tou Souen Jin: Ni, and Ryuuko`s Hyper Tackle. Finally got
  to reexamine the "Faux Knockdown" glitch with additional notes on its high
  level properties.

v. 12.5  //  2014.01.15
- I apologize to any casual players who may just be looking for a basic move
  list, and don`t wish to sift through all of this other information listed in
  this one. I tried to submit a smaller, more compact guide but unfortunately
  GameFAQs wouldn`t allow me to put up two general FAQs, even though one is a
  mini-FAQ. Maybe that might change later since I have put up large and small
  FAQs for games in the past. Added color palette data for all characters.

v. 12.0  //  2014.01.13
- Frame data added on all characters` basic attacks and special moves in full.
  This is my first time undergoing a project like this, but I believe I was
  able to grasp it all down as precisely as possible. Some of the information
  concerning certain attacks and special moves might now be slightly changed
  from the previous FAQ version with the addition of frame data included. Lots
  of new information also added about throw break windows, character weights,
  and the tier breakdown of the characters. The 'System Dissection' section
  got a rather massive overhaul with tons of additions and corrections; really
  breaking down the game more into its finer bits. I love the `Asuka 120%´
  series, so this is why I put so much work into this FAQ issue, even in vain.

v. 11.0  //  2013.07.09
- The third complete overall of the FAQ into yet another brand new format. So
  I literally went into the game all over again, played thoroughly with each
  character, and broke them down to their complete foundation. All information
  double checked to be as accurate as possible. In-depth details and combat
  data added on all basic and special attacks. I realized that I left a great
  deal of information out of the FAQ prior to this, and it was starting to
  annoy me considering I`m redoing all my horrible documents.

v. 10.0  //  2000.09.15
- The second large editing of the entire FAQ. Detailed information added for
  everyone, including notes and changes to special attacks and personal
  information. Enders for Megumi`s Fumifumi Nokkari added. Found the names to
  Gen`ichirou`s attacks, but unsure if the translations are correct.
  Translations of character`s names and moves updated as well.

v. 9.0  //  2000.05.31
- Added in all command attacks, target combos, and additional notes for all
  the characters. Some editing too.

v. 8.0  //  1999.10.04
- Unlocked Gen`ichirou Shindou and added his special moves.

v. 7.0  //  1999.07.30
- Added information on the characters` seiyuu.

v. 6.0  //  1999.07.09
- FAQ written in a new format, plus added another temporary ASCII title.

v. 5.5  //  1999.02.06
- Editing.

v. 5.0  //  1998.11.21
- Unlocked Tetsuko Ougigaya and added her special moves.

v. 4.0  //  1998.11.14
- Added information on the secret characters: Tetsuko Ougigaya, Gen`ichirou
  Shindou, and even Ichiko Furutachi, but still no special moves for them.
  Also did spelling corrections on the other characters.

v. 3.0  //  1998.11.04
- Information overload! Everything has been added that was missing with the
  exception of the two hidden characters. Added a temporary ASCII title.

v. 2.0  //  1998.10.19
- Added some proper names for special moves, and an attack for Nana Owada.

v. 1.0  //  1998.10.05
- Mainly editing and clean-up.

v. 0.5  //  1998.08.31
- Added the translations section.

v. 0.0  //  1998.07.21
- FAQ initial creation.


----------------------------------------------------------------------  ( .10 )
 FINAL NOTE
-------------------------------------------------------------------------------

Oss`!
It actually took me quite a long time to get my hands on this version of the
`Asuka 120%´ series. Had to have a friend look it up for me while he was over
in Japan. It`s discontinued now, but ROMs are still available if anyone is out
looking to play it. Or on eBay to try and find a hard copy. An updated `Asuka´
title has since been released for the Playstation: `Burning Fest. Final´. The
improved gameplay and revised graphics of `Limited´ over its predecessors did
help to bring back some of the lost popularity, but sadly the series did end
after `Final´ was released. I`m idly hoping FamilySoft (or another company who
can acquire the rights) revisits this series to bring out another one for the
PS3. With something like four new characters featuring representatives from a
fencing, soccer, basketball, and swimming clubs. So much more potential there!

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

  Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                             - shouji <[email protected]>
  -------------------------------------------------------------------------
 | `Any red-blooded, flag-feeding American would love the M-320. Celebrate |
 |  the independence of your nation by blowing up a small part of it.´     |
 |                                  - Li'l Valu-Mart Clerk; `The Simpsons´ |
  -------------------------------------------------------------------------