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[ Sokkou Seitokai : Sonic Council / Japanese Sega Saturn / ComboFAQ Extra ]
[ FAQ + ascii : `shouji´ / GameFAQs forums : shouji /
[email protected] ]
_______________________________________________________________________________
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Copyright 2002 - 2013 `shouji´
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NOT be the author`s fault. That`s the preceding info, then maybe it
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For no reason should this FAQ be used for profitable and/or promotional
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`Sokkou Seitokai: Sonic Council´ and its characters are copyright 1998
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All rights reserved.
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-------------------------------- Sokkou Seitokai: Sonic Council // ComboFAQ -
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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
===============================================================================
Sonic 1 CONTROLLER + BUTTON NOTATION
Sonic 2 COMBO LISTING NOTATION
Sonic 3 HOW TO READ THE COMBOS
Sonic 4 CHARACTER COMBOS
- Ai Honda - Akio Shibata - Aya Sakai
- Kage Naoko Hattori - Kumiko Gotou - Mika Ii
- Naoko Hattori - Rika Sanada - Tesshou Katou
- Uragiri no Ai Honda - Yasunori Ishida - Yuuko Sakakibara
Sonic 5 SPECIAL THANKS
Sonic 6 REVISION HISTORY
Sonic 7 FINAL NOTE
[ Sonic 1 ] ==================================================================
CONTROLLER + BUTTON NOTATION
===============================================================================
--------------------------------------------------------------------- ( 1.01 )
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.
--------------------------------------------------------------------- ( 1.02 )
BUTTON NOTATION
-------------------------------------------------------------------------------
L R Chouhatsu Sonic Shift
X Y Z Light Punch (LP) Medium Punch (MP) Heavy Punch (HP)
A B C Light Kick (LK) Medium Kick (MK) Heavy Kick (HK)
- Button notation can be changed at the "Control" menu in the Option screen.
This FAQ utilizes the default setups shown above.
[ Sonic 2 ] ==================================================================
COMBO LISTING NOTATION
===============================================================================
> indicates the following attack will chain from the previous attack.
- s.LP > s.LK > s.MP > s.MK > s.HP > s.HK
XX indicates 2-in-1s or Cancels (basic attacks into special moves/supers).
- j.HP XX Ankoku-shiki Flash
CC indicates a Chou-Cancel (special moves/supers into supers).
- HP Honda Taikuu CC Mega Honda Taikuu CC Mega Honda Dive
/\ indicates that you jump or rise in air after previous move or command.
- Hansha Laser Hou /\ j.HK
\/ indicates that you land to the ground after previous move or command.
- j.HK \/ s.HP
, indicates that no special combo method is needed between the two moves.
- Throw, HP Honda Taikuu
( ) indicates a move that can be added into the combo, but not necessary.
normally used when a certain move may alter the combo`s outcome.
(moves/attacks in parenthesis aren`t included in posted hit number)
- c.LP (> c.LK) > c.MP
[ ] indicates the number of times a move must hit before continuing combo.
- s.HP [2 hit] XX Shuu Chuu Sen
+ stands for "and"
- b + MK
/ stands for "or"
- s.MP > s.HP/HK
* stands for new or updated combos/information since the last revision.
s. stands for STANDING d. stands for DASHING
c. stands for CROUCHING cu. stands for CROSS-UP
j. stands for JUMPING
[ Sonic 3 ] ==================================================================
HOW TO READ THE COMBOS
===============================================================================
This is the format that all combos are listed in for this FAQ:
o--- A o--- B o--- C o--- D
/ / / / o--- E
11 :: 3000 dmg :: 14 hit :: shouji /
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP XX Honda Ranbu
(Jump HK \/ s.LP > s.LK > s.MP XX d,f,df + KK)
\
o--- F
A -- Combo Number
The number of the combo. All the combos are listed in descending order
by the amount of damage it does. The strongest combos are at the top
and go down to the weaker ones. (If two combos share the same damage,
they are then ordered by the amount of hits.)
B -- Combo Damage
The amount of damage the combo does. The total amount of energy in a
meter is 10000 points. So the above combo is 3000 points (30%). Damage
counts are based on the characters that take neutral damage (Kumiko
Gotou.)
Damage in `Sokkou Seitokai´ is also effected by the level of difficulty
the game is set at. On "EASY" characters do about 100-300 more damage,
while on "EXPERT" they do about 200-400 less damage. All damage is
based on the game set at "NORMAL" difficulty.
C -- Hit Counter / Combometer
The number of hits the combo will do.
D -- Source / Acknowledgment
If the combo wasn`t created by me, credit is listed here where the
source was from. A person`s name, magazine, or even gamertags (in
addition to the forum) can be used here.
E -- The Combo
The full combo, from the first hit to the last. Buttons are denoted by
the 6-button method: LP, MP and HP are the Punches, and LK, MK and HK
are Kicks. Specific and signature moves are cited with their proper
Japanese names (ie - Honda Taikuu, Kasumi Giri, etc.) and used within
most of the combos.
Some combos possess button-specific moves in them, such as a `MP Yuuko
Slash´. The `MP´ means to use that strength button when doing the move.
Thus, Charge b,f + MP. The use of a certain button can deal with things
such as move principles and/or damage. Since Yuuko attacks differently
with each Yuuko Slash, the MP version will offer the best overall
results for that particular combo. There are other times where it
doesn`t matter what strength button you use, like for this Naoko combo:
d.HK XX Kasumi Giri. If you performed the Kasumi Giri with LP or HP,
the combo would be exactly the same.
Each combo listed in this FAQ was performed on Kumiko Gotou unless
otherwise stated. If "large opponent" is read before the combo, a
person such as Katou or Shibata was used.
F -- The Shorthand Combo
This is all the motions you have to do to pull off the combo that`s
above it, but just written in shortened notation. Also useful if people
don`t know the motion of a move by its name.
There is normally a bunch of notes at the end of the combo listings. Above a
note is the number pertaining to whichever combo(s) it`s for. The notes are
there to give insight on complex maneuvers, timing, or any aspects that may
prove to cause confusion.
[ Sonic 4 ] ==================================================================
CHARACTER COMBOS
===============================================================================
--------------------------------------------------------------------- ( 4.01 )
AI HONDA
-------------------------------------------------------------------------------
o1 :: 10000+ dmg :: 25 hit
Large opponent in corner. j.HP \/ c.LP > s.MP > s.MK > c.HP [2 hit] XX HP
Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC Honda Ranbu (miss),
HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC Honda Ranbu
(miss), HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC Honda
Ranbu (miss), HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC
Honda Ranbu (miss), HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [3 hit]
CC Honda Ranbu (miss), c.LP > s.LK > c.HP [2 hit] XX HP Honda Taikuu
(Jump HP \/ c.LP > s.MP > s.MK > c.HP XX f,d,df + HP CC f,d,df + PP CC
d,f,df + KK, f,d,df + HP CC f,d,df + PP CC d,f,df + KK, f,d,df + HP CC
f,d,df + PP CC d,f,df + KK, f,d,df + HP CC f,d,df + PP CC d,f,df + KK,
f,d,df + HP CC f,d,df + PP CC d,f,df + KK, c.LP > s.LK > c.HP XX f,d,df +
HP)
o2 :: 8500 dmg :: 26 hit
Large opponent in corner. j.HP \/ s.LP > s.MP > s.MK > c.HP [2 hit] XX HP
Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC Honda Ranbu (miss),
HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC Honda Ranbu
(miss), HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [1 hit] CC Honda
Ranbu (miss), HP Honda Taikuu [1 hit] CC Mega Honda Taikuu [3 hit] CC
Honda Ranbu (miss), Honda Ranbu
(Jump HP \/ s.LP > s.MP > s.MK > c.HP XX f,d,df + HP CC f,d,df + PP CC
d,f,df + KK, f,d,df + HP CC f,d,df + PP CC d,f,df + KK, f,d,df + HP CC
f,d,df + PP CC d,f,df + KK, f,d,df + HP CC f,d,df + PP CC d,f,df + KK,
d,f,df + KK)
o3 :: 7200 dmg :: 15 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK XX HP Honda Taikuu
[1 hit] CC Mega Honda Taikuu [3 hit] CC Honda Ranbu (miss), c.LK > c.HP [2
hit] XX HP Honda Taikuu
(Jump HK \/ s.LP > s.LK > s.MP > s.MK XX f,d,df + HP CC f,d,df + PP CC
d,f,df + KK, c.LK > c.HP XX f,d,df + HP)
o4 :: 6100 dmg :: 14 hit :: Narusawa Shou
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK > c.HP [1 hit] XX
LP Honda Taikuu \/ c.LP > c.LK > c.HP [2 hit] XX HP Honda Taikuu
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > c.HP XX f,d,df + LP \/ c.LP > c.LK
> c.HP XX f,d,df + HP)
o5 :: 6000 dmg :: 20 hit :: Narusawa Shou
Special opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK > c.HP [1
hit] XX Mega Honda Taikuu [4 hit] CC Honda Ranbu (miss), Honda Ranbu
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > c.HP XX f,d,df + PP CC d,f,df +
KK, d,f,df + KK)
o6 :: 5700 dmg :: 13 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK XX LP Honda Taikuu
\/ s.LP > s.LK > c.HP [2 hit] XX HP Honda Taikuu
(Jump HK \/ s.LP > s.LK > s.MP > s.MK XX f,d,df + LP \/ s.LP > s.LK > c.HP
XX f,d,df + HP)
o7 :: 5700 dmg :: 12 hit
j.HK \/ s.LP > s.LK > s.MP > c.HP [2 hit] XX HP Honda Taikuu [1 hit] CC
Mega Honda Taikuu [3 hit] CC Mega Honda Dive
(Jump HK \/ s.LP > s.LK > s.MP > c.HP XX f,d,df + HP CC f,d,df + PP CC In
air, f,d,df + PP)
o8 :: 5400 dmg :: 20 hit
Special opponent in corner. j.HK \/ s.LP > s.LK > s.MP XX MP Honda Renda
[2 hit] CC Mega Honda Taikuu [4 hit] CC Honda Ranbu (miss), Honda Ranbu
(Jump HK \/ s.LP > s.LK > s.MP XX Press MP rapidly CC f,d,df + PP CC
d,f,df + KK, d,f,df + KK)
o9 :: 5100 dmg :: 12 hit :: Narusawa Shou
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK > c.HP [1 hit] XX
Mega Honda Taikuu [4 hit] CC Mega Honda Dive
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > c.HP XX f,d,df + PP CC In air,
f,d,df + PP)
1o :: 4500 dmg :: 12 hit
j.HK \/ s.LP > s.LK > s.MP XX MP Honda Renda [2 hit] CC Mega Honda Taikuu
[4 hit] CC Mega Honda Dive
(Jump HK \/ s.LP > s.LK > s.MP XX Press MP rapidly CC f,d,df + PP CC In
air, f,d,df + PP)
11 :: 4400 dmg :: 17 hit :: Narusawa Shou
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK > c.HP [1 hit] XX
MP Honda Taikuu \/ Honda Ranbu
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > c.HP XX f,d,df + MP \/ d,f,df +
KK)
12 :: 4100 dmg :: 16 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK XX LP Honda Taikuu
\/ Honda Ranbu
(Jump HK \/ s.LP > s.LK > s.MP > s.MK XX f,d,df + LP \/ d,f,df + KK)
13 :: 4100 dmg :: 9 hit
j.HK \/ s.LP > s.LK > s.MP > c.MK > c.HP [1 hit] XX HP Honda Taikuu
(Jump HK \/ s.LP > s.LK > s.MP > c.MK > c.HP XX f,d,df + HP)
14 :: 3100 dmg :: 11 hit
cu.HK \/ s.LP > s.LK > c.HP [1 hit] XX HP Honda Renda
(Cross-up HK \/ s.LP > s.LK > c.HP XX Press HP rapidly)
15 :: 3100 dmg :: 4 hit :: Narusawa Shou
j.HK \/ /\ j.HP XX Mega Honda Dive
(Jump HK \/ /\ Jump HP XX f,d,df + PP)
16 :: 3000 dmg :: 14 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP XX Honda Ranbu
(Jump HK \/ s.LP > s.LK > s.MP XX d,f,df + KK)
17 :: 3000 dmg :: 6 hit
Opponent in corner. LP Honda Taikuu \/ s.LP > s.LK XX HP Honda Taikuu
(f,d,df + LP \/ s.LP > s.LK XX f,d,df + HP)
18 :: 3000 dmg :: 5 hit
Stand close. c.HP [2 hit] XX HP Honda Taikuu
(c.HP XX f,d,df + HP)
19 :: 3000 dmg :: 1 + 6 hit
Ai in corner. Throw, s.LP > s.LK > c.HP [1 hit] XX HP Honda Taikuu
(When close, f + MP/MK/HP/HK, s.LP > s.LK > c.HP XX f,d,df + HP)
2o :: 2800 dmg :: 11 hit
j.HK \/ Honda Ranbu
(Jump HK \/ d,f,df + KK)
21 :: 2500 dmg :: 1 + 3 hit
Throw, c.HK XX HP Honda Taikuu
(When close, f + MP/MK/HP/HK, c.HK XX f,d,df + HP)
22 :: 2500 dmg :: 7 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK
(Jump HK \/ d.LP > LK > MP > MK > HK)
23 :: 2300 dmg :: 1 + 3 hit
Ai in corner. Throw, HP Honda Taikuu
(When close, f + MP/MK/HP/HK, f,d,df + HP)
[ Xtra ]
- Combo o1,o2
The hardest part of these combos is to keep the cancels going. You want the
opponent to fall kind of low near the ground before hitting them with the
HP Honda Taikuu. Then immediately canceling into the Mega Honda Taikuu, to
then immediately cancel _again_ into the Honda Ranbu, which is supposed to
miss. It`s only use is to bridge the gaps between the Mega Honda Taikuu and
HP Honda Taikuu.
- Combo o5,o8
Only works on Akio Shibata, Kumiko Gotou, Mika Ii, (Kage) Naoko Hattori, or
Tesshou Katou. On other characters, either the Honda Ranbu won`t hit or the
opponent will fall behind the advancing Ai. The first Honda Ranbu is not
supposed to hit, it`s only purpose is to Chou-Cancel out the Mega Honda
Taikuu and get Ai in range for the second Honda Ranbu to connect. Do both
Honda Ranbu in succession. Against Mika, the MP Honda Renda can hit 3 times.
- Combo 11,12
Won`t work against Ai Honda or Uragiri no Ai.
- Combo 14
Rapidly press HP as you do the Crouching HP to cancel into the Honda Renda.
- Combo 15
Perform the j.HP as Ai is ascending.
- Combo 17
You may have to be a couple steps away from the opponent before the LP Honda
Taikuu.
- Combo 23
Perform the HP Honda Taikuu when the opponent is close to hitting the ground
so all three hits connect. Against Katou or Shibata, it can be done anytime.
--------------------------------------------------------------------- ( 4.02 )
AKIO SHIBATA
-------------------------------------------------------------------------------
o1 :: 9900 dmg :: 33 hit
Against crouching Katou in corner. Stand close. Hansha Laser Hou /\ j.HK
\/ /\ j.HK \/ /\ j.HK \/ /\ j.HK \/ c.LP > s.LK > s.LK > c.MP > c.MK >
c.HP XX LP Hadou Bakurai, LP Hadou Hou Ken
(qcb + PP /\ (jump upward) Jump HK \/ /\ (jump forward) Jump HK \/ /\
(jump upward) Jump HK \/ /\ (jump forward) Jump HK \/ c.LP > s.LK > s.LK >
c.MP > c.MK > c.HP XX qcb + LP, qcf + LP)
o2 :: 9300 dmg :: 27 hit
Opponent in corner. Shibata 1/4 screen away. Hansha Laser Hou /\ j.HK \/
s.HP, s.HP, s.HP XX LP Hadou Bakurai, HP Hadou Hou Ken
(qcb + PP /\ Jump HK \/ s.HP, s.HP, s.HP XX qcb + LP, qcf + HP)
o3 :: 9100 dmg :: 31 hit :: Narusawa Shou
Opponent in corner. Shibata 1/4 screen away. Hansha Laser Hou /\ j.HK \/
/\ j.HP \/ /\ j.HP \/ d.LP, c.LP > c.LK > c.MP > c.HP XX LP Hadou Bakurai,
LP Hadou Hou Ken
(qcb + PP /\ (jump forward) Jump HK \/ /\ (jump upward) Jump HP \/ /\
(jump upward) Jump HP \/ d.LP, c.LP > c.LK > c.MP > c.HP XX qcb + LP, qcf
+ LP)
o4 :: 8500 dmg :: 26 hit
Opponent in corner. Shibata 1/4 screen away. Hansha Laser Hou /\ j.HK \/
s.HP, s.HP, c.HP XX HP Hadou Hou Ken
(qcb + PP /\ Jump HK \/ s.HP, s.HP, c.HP XX qcf + HP)
o5 :: 7800 dmg :: 29 hit
Opponent in corner. Shibata 1/4 screen away. Hansha Laser Hou /\ j.HK \/
s.LP > s.LK > s.MP > s.MK > s.HP, c.HP, HP Hadou Hou Ken
(qcb + PP /\ Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP, c.HP, qcf + HP)
o6 :: 7400 dmg :: 44 hit :: Narusawa Shou
Opponent in corner. Stand close. Hansha Laser Hou, s.LP > s.LK > s.MP >
c.MK /\ j.HK \/ s.LP > s.LK > s.MP > c.MK XX Hadou Gekihou
(qcb + PP, s.LP > s.LK > s.MP > c.MK /\ Jump HK \/ s.LP > s.LK > s.MP >
c.MK XX qcf + PP)
o7 :: 7100 dmg :: 41 hit
Opponent in corner. Shibata 1/4 screen away. Hansha Laser Hou /\ j.HK \/
s.LP > s.LK > s.MP > s.MK > s.HP XX Hadou Gekihou
(qcb + PP, j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP XX qcf + PP)
o8 :: 5700 dmg :: 35 hit
Opponent in corner. Hansha Laser Hou [16 hit], Hadou Gekihou
(qcb + PP, qcf + PP)
o9 :: 5100 dmg :: 6 hit
j.HK \/ s.HP > s.HK [1 hit] XX LP Hadou Bakurai, HP Hadou Hou Ken
(Jump HK \/ s.HP > s.HK XX qcb + LP, qcf + HP)
1o :: 4700 dmg :: 9 hit :: Narusawa Shou
Opponent in corner. j.HK \/ d.LP, s.LP > s.LK > c.MP > c.HP XX LP Hadou
Bakurai, LP Hadou Hou Ken
(Jump HK \/ d.LP, s.LP > s.LK > c.MP > c.HP XX qcb + LP, qcf + LP)
11 :: 4400 dmg :: 7 hit
j.HK \/ s.LP > s.LK > s.MP > c.HP, HP Hadou Hou Ken
(Jump HK \/ s.LP > s.LK > s.MP > c.HP, qcf + HP)
12 :: 4200 dmg :: 7 hit
j.HK \/ c.LP > c.LK > c.MP > c.HP, HP Hadou Hou Ken
(Jump HK \/ c.LP > c.LK > c.MP > c.HP, qcf + HP)
13 :: 3300 dmg :: 6 hit
j.HK \/ s.LP > s.LK > s.MP XX MP Hadou Hou Ken
(Jump HK \/ s.LP > s.LK > s.MP XX qcf + MP)
14 :: 3300 dmg :: 6 hit
d.LK > d.MP > d.MK > d.HP, HP Hadou Hou Ken
(d.LK > MP > MK > HP, qcf + HP)
15 :: 2800 dmg :: 4 hit
Punch Throw, LP/MP Hadou Bakurai, HP Hadou Hou Ken
(When close, f + MP/HP, qcb + LP/MP, qcf + HP)
16 :: 1400 dmg :: 2 hit
Hadou Bakurai, Hadou Bakurai
(qcb + P, qcb + P)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7
Because the Hansha Laser Hou strikes in timed pulses, there can be odd times
when Shibata is attacking the opponent during it that one of the attacks can
hit them "wrong," which causes the opponent to be able to guard again. This
mainly happens when Shibata`s physical attack causes less hitstun than what
the Hansha Laser Hou would. (Combo o4 is a good example because of all the
lighter attacks happening.) Typically this doesn`t happen often when Shibata
is hitting them with Heavy attacks.
- Combo o1,o2,o3,o4,o5,o7
You want to be close enough to jump at the opponent and hit them as high as
possible after unleashing the Hansha Laser Hou. Be careful though! Shibata
can end up behind the opponent, which then pushes the opponent back into the
open to mess up the combo.
- Combo o1,1o
The LP Hadou Bakurai and LP Hadou Hou Ken virtually have to hit at the same
time. Once Shibata executes the LP Hadou Bakurai, immediately do the LP
Hadou Hou Ken so that the opponent lands on the blast and then gets struck
by Shibata at the same time.
- Combo o1
The way Shibata jumps in at Katou can differ if you can gauge the range, but
Shibata`s j.HK has a very narrow hitbox. You don`t want to jump forward all
the time because he can end up behind Katou on accident.
- Combo o2
Shibata has to land close enough so he can then attack with the three s.HPs
as the lasers are still striking. The third s.HP can be iffy to hit because
the first two s.HPs push Shibata back slightly. His s.HP hitbox is large,
but still only the very tip of Shibata`s fist may catch the opponent.
- Combo o5,o7
Shibata`s s.MK does not naturally chain after s.MP, but perform them all in
succession as if they did. The lasers hitting will keep the combo going.
- Combo o8
Perform the Hadou Gekihou after the fourth laser hits the opponent for the
maximum damage.
- Combo 16
You have to choose which Hadou Bakurai to use depending on the locations of
the opponent.
--------------------------------------------------------------------- ( 4.03 )
AYA SAKAI
-------------------------------------------------------------------------------
o1 :: 6200 dmg :: 18 hit :: Narusawa Shou
Opponent in corner. Aya 1/3 screen away. LP Ten Byou [10 hit] /\ j.HK \/
s.LP > s.MK, s.LP > s.MP > s.HP [1 hit] XX Shuu Chuu Sen
(d,u + LP /\ Jump HK \/ s.LP > s.MK, s.LP > s.MP > s.HP XX f,d,df + PP)
o2 :: 5700 dmg :: 19 hit
Against Katou in corner. Aya 1/2 screen away. HP Ten Byou [10 hit] /\ j.HP
\/ c.LK > s.MP > s.HP [2 hit], s.LP > s.MP XX Shuu Chuu Sen
(d,u + HP /\ Jump HP \/ c.LK > s.MP > s.HP, s.LP > s.MP XX f,d,df + PP)
o3 :: 5600 dmg :: 23 hit
Against crouching Katou or Shibata in corner. Aya 1/3 screen away. MP Ten
Byou [10 hit] /\ j.HK \/ c.LP > s.HP [2 hit], s.LP > s.MP > s.HP [1 hit]
XX Ryuu Sen
(d,u + MP /\ Jump HK \/ c.LP > s.HP, s.LP > s.MP > s.HP XX qcf + PP)
o4 :: 5100 dmg :: 20 hit :: Narusawa Shou
Opponent in corner. Stand close. LP Ten Byou [10 hit], s.MK, s.LP > s.MP >
s.HP [2 hit] XX Ryuu Sen
(d,u + LP, s.MK, s.LP > s.MP > s.HP XX qcf + PP)
o5 :: 4500 dmg :: 19 hit
Opponent in corner. Stand close. LP Ten Byou [10 hit], s.LK > s.MP > s.HP
[2 hit] XX Ryuu Sen
(d,u + LP, s.LK > s.MP > s.HP XX qcf + PP)
o6 :: 4100 dmg :: 10 hit :: Narusawa Shou
Against Katou in corner. j.HK \/ s.LP > s.LK > s.LP > s.LK > s.LP > s.MP >
s.HP [1 hit] XX Shuu Chuu Sen
(Jump HK \/ s.LP > s.LK > s.LP > s.LK > s.LP > s.MP > s.HP XX f,d,df + PP)
o7 :: 4000 dmg :: 8 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.HP [2 hit] XX Shuu Chuu
Sen
(Jump HK \/ s.LP > s.LK > s.MP > s.HP XX f,d,df + PP)
o8 :: 3900 dmg :: 17 hit
Opponent in corner. Stand close. LP Ten Byou [10 hit], s.LK > s.MP > s.HP
[1 hit] > s.HK
(d,u + LP, s.LK > s.MP > s.HP > s.HK)
o9 :: 3500 dmg :: 11 hit
j.HK \/ s.LP > s.LK > s.MP > s.HP [1 hit] XX Ryuu Sen
(Jump HK \/ s.LP > s.LK > s.MP > s.HP XX qcf + PP)
1o :: 3400 dmg :: 3 hit
Aya 1/4 screen away. LP Maru Be Ta, (dash forward) Shuu Chuu Sen
(qcb + LP, (f,f) f,d,df + PP)
11 :: 2900 dmg :: 3 hit
Opponent in corner. Aya 3/4 screen away. LP Geki Pen, HP Maru Be Ta, (dash
forward) d.HK
(qcf + LP, qcb + HP, (f,f) d.HK)
12 :: 2600 dmg :: 9 hit :: Narusawa Shou
Against Katou in corner. Full screen away. LP Geki Pen (dash forward) /\
j.HP \/ d.LP > d.LK > d.MP XX Ryuu Sen
(qcf + LP (f,f, uf) /\ Jump HP \/ d.LP > LK > MP XX qcf + PP)
13 :: 2500 dmg :: 9 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.HP [1 hit] > s.HK
(Jump HK \/ s.LP > s.LK > s.LP > s.HP > s.HK)
14 :: 2300 dmg :: 8 hit
j.HK \/ s.LP > s.LK > s.MP > s.HK
(Jump HK \/ s.LP > s.LK > s.MP > s.HK)
15 :: 1300 dmg :: 4 hit
d.LP > d.LK > d.MP > d.HP
(d.LP > LK > MP > HP)
16 :: 1100 dmg :: 5 hit
Stand close. s.HP [1 hit] > s.HK
(s.HP > s.HK)
[ Xtra ]
- Combo o1
This doesn`t work against everyone. The way this works is that the LP Ten
Byou has to hit the opponent at the edge of their character frame. This
causes the hits to connect and combo slower than how they normally would.
Allowing time for Aya to jump and combo. She has to get Dainashi back right
as she lands, else the s.LP > s.MK chain will not link.
- Combo o3
Once the MP Ten Byou is let go, jump at the opponent and hit them with the
j.HK. It will tag on just as the tenth hit of the MP Ten Byou is scored.
After the first s.HP hits, go back to s.LP. The pen will catch the opponent
while they are in stun and allow Aya to continue the combo.
- Combo o4
This can be done against most medium- and large-sized characters. However on
some opponents the last hit of the Ryuu Sen may not hit, which knocks them
down.
- Combo o5,o8
The Ten Byou scores its ten hits really fast. Wait a second after Aya gets
back in her fighting stance, then start the rest of the combo. It must be
timed so she has the pen back under her control before you hit s.MP.
- Combo o5
On some opponents, the last hit of the Ryuu Sen that throws the opponent
against the back wall may not connect.
- Combo o7
On large opponents this can be done anywhere.
- Combo o8,13,16
The s.HP can hit twice against large opponents.
- Combo o9
Easier on a large opponent since the s.HP can hit twice and make it easier
to cancel into the Ryuu Sen. Hard to be done against Mika.
- Combo 1o
This can be hard to set up because Aya can`t do the Shuu Chuu Sen until she
has control of Dainashi again. The forward dash helps get it back faster and
put Aya closer to the launched opponent so both hits of the Shuu Chuu Sen
will hit. Much easier if done in the corner. For an easier alternative,
Aya`s j.HP does the same damage as the LP Maru Be Ta.
- Combo 11
Immediately after the LP Geki Pen, do the HP Maru Be Ta. Dainashi will fly
over just as the projectile hits, comboing in the Maru Be Ta to launch. You
have to start tapping forward while the Maru Be Ta is going so Aya can start
to dash and catch the opponent with the d.HK as they are falling.
--------------------------------------------------------------------- ( 4.04 )
KAGE NAOKO HATTORI
-------------------------------------------------------------------------------
o1 :: 3400 dmg :: 8 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX
Kasumi Giri
(Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX qcf + P)
o2 :: 3100 dmg :: 5 hit :: Narusawa Shou
Opponent in corner. Chou Ninpou: Baku En En Bu \/ s.LP > s.LK > c.MP
(qcb + KK \/ s.LP > s.LK > c.MP)
o3 :: 2600 dmg :: 6 hit
j.HP \/ s.LP > s.LK > s.MP > s.HP XX LP Kasumi Giri
(Jump HP \/ s.LP > s.LK > s.MP > s.HP XX qcf + LP)
o4 :: 2000 dmg :: 4 hit
d.LK > d.MP > d.HK XX Kasumi Giri
(d.LK > MP > HK XX qcf + P)
[ Xtra ]
- Combo o2
Hold the joystick in the direction of the corner as the Chou Ninpou: Baku En
En Bu is going so that Naoko lands on that side of the screen near the
blasted opponent. Allowing her to be in range to juggle them as they fall.
--------------------------------------------------------------------- ( 4.05 )
KUMIKO GOTOU
-------------------------------------------------------------------------------
o1 :: 4900 (Ishida)/4600 (Mika) dmg :: 5 hit :: Narusawa Shou
Against Ishida or Mika. j.HK \/ s.HP XX LK Satsu Ma Kyuu: 1-gou /\ j.HP
(Jump HK \/ s.HP XX hcf + LK /\ Jump HP)
o2 :: 4200 dmg :: 7 hit
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > c.MK XX Satsu Ma Kyuu: 1-
gou, s.HP
(Jump HP \/ s.LP > s.LK > s.MP > c.MK XX hcf + K, s.HP)
o3 :: 4000 dmg :: 12 hit
Against crouching Katou or Shibata. j.HK \/ d.LP > d.LK > c.LP > c.LK >
c.LP > c.LK > s.MP XX Satsu Ma Kyuu: 1-gou, (walk forward) s.LP > s.MP XX
LK Satsu Ma Kyuu: 1-gou
(Jump HK \/ d.LP > LK > c.LP > c.LK > c.LP > c.LK > s.MP XX hcf + K, (hold
f) s.LP > s.MP XX hcf + LK)
o4 :: 4000 dmg :: 7 hit
j.HK \/ d.LP > d.LK > c.MP > c.MK XX Satsu Ma Kyuu: 1-gou, s.HP
(Jump HK \/ d.LP > LK > c.MP > c.MK XX hcf + K, s.HP)
o5 :: 3900 dmg :: 6 hit
j.HK \/ s.LP > s.LK > s.MP XX Satsu Ma Kyuu: 1-gou, s.HP
(Jump HK \/ s.LP > s.LK > s.MP XX hcf + K, s.HP)
o6 :: 3600 dmg :: 11 hit :: Narusawa Shou
Against crouching Katou. j.HK \/ d.LP > d.LK > c.LP > s.LK > c.LK > c.MK
XX Satsu Ma Kyuu: 1-gou, (walk forward) s.LP > s.MP XX LK Satsu Ma Kyuu:
1-gou
(Jump HK \/ d.LP > LK > c.LP > s.LK > c.LK > c.MK XX hcf + K, (hold f)
s.LP > s.MP XX hcf + LK)
o7 :: 3600 dmg :: 8 hit :: Narusawa Shou
Against Katou in corner. j.HK \/ s.LP > s.LK > c.LP > c.LK XX LK Satsu Ma
Kyuu: 1-gou /\ j.HP
(Jump HK \/ s.LP > s.LK > c.LP > c.LK XX hcf + LK /\ Jump HP)
o8 :: 3100 dmg :: 6 hit :: Narusawa Shou
Opponent in corner. j.HK \/ s.HP XX LK Satsu Ma Kyuu: 1-gou (miss), s.LP >
s.LK > s.MP XX LK Satsu Ma Kyuu: 1-gou
(Jump HK \/ s.HP XX hcf + LK, s.LP > s.LK > s.MP XX hcf + LK)
o9 :: 2900 dmg :: 6 hit
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK > c.HP
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > c.HP)
1o :: 1800 dmg :: 5 hit
Opponent in corner. d.LP > d.LK > s.MP > s.MK > c.HP
(d.LP > LK > s.MP > s.MK > c.HP)
11 :: 1300 + 1900 dmg :: 2 + 1 hit
j.HK \/ s.LP XX Satsu Ma Kyuu: 2-gou
(Jump HK \/ s.LP XX hcf + PP)
[ Xtra ]
- Combo o1
This combo only works against Ishida and Mika, two of the smaller characters
in the game. Surprisingly it will not work on Rika, who is arguably the same
size as Ishida. The way it works is that the Satsu Ma Kyuu: 1-gou actually
catches the opponent after the s.HP launcher, right as they leave the ground
to combo. Against anyone else the 1-gou will slide underneath the ascending
opponent.
- Combo o3,o4,o6,1o
The d.LK is a sliding move and causes Kumiko to stop dashing afterward, but
each attack afterward will still combo.
- Combo o3,o6,o8
You only have to take a small step forward after the first Satsu Ma Kyuu: 1-
gou, just to be in range for Kumiko`s short-ranged s.LP. The second one will
not catch the opponent; in fact, it doesn`t even do any damage to them!
- Combo o9,1o
On large opponents this can be done anywhere.
- Combo o9
Skip s.MK against Ishida or Mika.
- Combo 11
This is more of a setup combo. The Satsu Ma Kyuu: 2-gou doesn`t add to the
combo meter, but it is unlikely that it can be escaped since the opponent is
in hitstun after the s.LP.
--------------------------------------------------------------------- ( 4.06 )
MIKA II
-------------------------------------------------------------------------------
o1 :: 8100 dmg :: 23 hit
Against crouching Shibata. j.HP \/ s.HP, c.LP > s.MP > s.MK > s.HP, c.LP >
s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP,
c.LP > s.LP > s.MK > s.HP, Final Scramble
(Jump HP \/ s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP,
c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK >
s.HP, b,d,db + PP)
o2 :: 7800 dmg :: 19 hit
Against crouching Katou or Shibata. j.HP \/ s.HP, c.LP > s.MP > s.MK >
s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP >
s.MK > s.HP, Final Scramble
(Jump HP \/ s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP,
c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, b,d,db + PP)
o3 :: 7700 dmg :: 25 hit
Against crouching Shibata. Stand close. c.LP > s.MP > s.MK > s.HP, c.LP >
s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP,
c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, Final Scramble
(c.LP > s.MP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK
> s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP
> s.MK > s.HP, b,d,db + PP)
o4 :: 7500 dmg :: 30 hit
Against crouching Shibata. Abise Geri, c.LP > s.LP > s.MP > s.MK > s.HP,
c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK >
s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, HP Spiral
Screw
(f + MK, c.LP > s.LP > s.MP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP
> s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK >
s.HP, c.LP > s.LP > s.MK > s.HP, qcf + HP)
o5 :: 7400 dmg :: 22 hit
Against crouching Shibata. Stand close. c.LP > s.MP > s.MK > s.HP, c.LP >
s.MP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP,
c.LP > s.LP > s.MK > s.HP > c.HK, Final Scramble
(c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.LP > s.MK
> s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP > c.HK,
b,d,db + PP)
o6 :: 7200 dmg :: 20 hit :: Narusawa Shou
Against crouching Katou. cu.HP \/ s.LP > s.LP > s.LP > s.MP > s.MK > s.HP,
c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK >
s.HP XX Final Scramble
(Cross-up HP \/ s.LP > s.LP > s.LP > s.MP > s.MK > s.HP, c.LP > s.MP >
s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP XX
b,d,db + PP)
o7 :: 7000 dmg :: 23 hit :: Narusawa Shou
Against crouching Katou in corner. j.MK [3 hit] \/ s.MP > s.MK > s.HP,
c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP > s.MK >
s.HP > c.HK, HP Spiral Screw
(Jump MK \/ s.MP > s.MK > s.HP, c.LP > s.MP > s.MK > s.HP, c.LP > s.MP >
s.MK > s.HP, c.LP > s.MP > s.MK > s.HP > c.HK, qcf + HP)
o8 :: 6800 dmg :: 26 hit
Against crouching Katou. Abise Geri, c.LP > s.LP > s.MP > s.MK > s.HP,
c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK >
s.HP, c.LP > s.LP > s.MK > s.HP, HP Spiral Screw
(f + MK, c.LP > s.LP > s.MP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP
> s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK >
s.HP, qcf + HP)
o9 :: 6500 dmg :: 22 hit
Against crouching Katou or Shibata. Stand close. c.LP > s.LP > s.MK >
s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP >
s.MK > s.HP, c.LP > s.LP > s.MK > s.HP XX Space Canyon
(c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK
> s.HP, c.LP > s.LP > s.MK > s.HP, c.LP > s.LP > s.MK > s.HP XX d,u + KK)
1o :: 4600 dmg :: 9 hit :: Narusawa Shou
Against Katou in corner. j.HP \/ c.MK, s.LP > s.LK > s.MP > s.MK > s.HP >
c.HK, Final Scramble
(Jump HP \/ c.MK, s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, b,d,db + PP)
11 :: 4400 dmg :: 8 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, Final Scramble
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, b,d,db + PP)
12 :: 4100 dmg :: 11 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, HP Spiral Screw
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, qcf + HP)
13 :: 4100 dmg :: 8 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, d.HK
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK, Dash HK)
14 :: 3900 dmg :: 8 hit
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK > s.HP XX Space
Canyon
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > s.HP XX d,u + KK)
15 :: 3700 dmg :: 8 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK XX HK Crazy Cat (miss) XX
HK Kidou Henkou
(Jump HP \/ s.LP > s.LK > s.MP > s.MK > s.HP > c.HK XX qcf + HK XX Press
HK)
16 :: 1600 dmg :: 5 hit
Opponent in corner. HK Circus Metro, HP Spiral Screw
(qcb + HK, qcf + HP)
17 :: 1200 dmg :: 3 hit
d.LK > d.MP > d.HK
(d.LK > MP > HK)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7,o8,o9
These combos have the potential to be an infinite due to the looping of the
same four or five attacks, but the opponent will eventually be knocked to
the ground or launched once you get to a certain point. Also both Mika and
Shibata have to be on one side of the screen because the combo carries them
across to the other side. If they are too close or in the corner, the combo
may break in the middle due to pushback against Mika. Mika`s s.HP causes -a
lot- of stun, but only on crouching opponents. Allowing her to tag on a c.LP
and continue the chain again. The s.MK is what makes the combo flow since
Mika takes a step in to close the gap created.
- Combo o1,o2,o3,o5,1o,11
Hesitate the Final Scramble for just a split second after the opponent is
launched from the c.HK. If you Super Cancel immediately, it`ll actually do
about 4-5% less damage. Time it so Mika`s first rotation catches them on
their descent where it looks like it might miss, then it will do more. Only
the first rotation of the Final Scramble hits; the other will miss, leaving
Mika vulnerable when she lands.
- Combo o2
This combo behaves slightly different against Katou than it does against
Shibata. After the 16th hit, the loop of hits will uplift Katou and juggle
him as he is rising. The s.LP pops him up, s.MK will juggle and s.HP will
launch. Since Katou is already being lifted before the s.HP fully launches,
you have to Super Cancel into the Final Scramble fast to make sure it hits.
- Combo o6
This can be done against a crouching Shibata as well, and you do another
(c.LP > s.MP > s.MK > s.HP) revolution before the Final Scramble, causing
24 hit/8100 damage.
- Combo 1o
This can be a very tricky and range dependent link combo. Mika has to hit
with the j.HP -very- deep against Katou - literally right before she lands.
Mainly because Mika`s c.MK is a somewhat slow attack, so the j.HP provides
enough hitstun to allow Mika to catch with it. c.MK then links into s.LP,
which goes into Mika`s basic Sonic Combo.
- Combo 11,12,13,15
The s.LK is a really short ranged attack, so skip it if necessary. In the
corner, you can add it against any character without a problem.
- Combo 15
The Crazy Cat is not supposed to hit, so hit HK again for the Kidou Henkou
to hit the falling opponent.
- Combo 16
This can technically be done anywhere; depending on where the opponent is,
us that specific Circus Metro.
--------------------------------------------------------------------- ( 4.07 )
NAOKO HATTORI
-------------------------------------------------------------------------------
o1 :: 6300 dmg :: 19 hit
Against crouching Katou. Stand close. HK Ninpou Ba Gu, s.MP > (cat hits)
s.HK XX LP Kasumi Giri, (changes sides) s.LP, s.LP, s.LP, s.LP > s.LK >
s.MP > s.MK > s.HP > s.HK XX LP Kasumi Giri
(qcb + HK, s.MP > s.HK XX qcf + LP, s.LP, s.LP > s.LP, s.LP > s.LK > s.MP
> s.MK > s.HP > s.HK XX qcf + LP)
o2 :: 5500 dmg :: 15 hit :: Narusawa Shou
Against crouching Katou. Stand close. HK Ninpou Ba Gu /\ j.HP \/ (cat
hits) LP Kasumi Giri, (changes sides) s.LP > s.LK > s.MP > s.MK > s.HP >
s.HK XX LP Kasumi Giri
(qcb + HK /\ Jump HP \/ qcf + LP, s.LP > s.LK > s.MP > s.MK > s.HP > s.HK
XX qcf + LP)
o3 :: 5500 dmg :: 14 hit
Opponent in corner. Naoko 1/3 screen away. HK Ninpou Ba Gu [6 hit] /\ j.HK
\/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX MP Kasumi Giri
(qcb + HK /\ Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX qcf +
MP)
o4 :: 5500 dmg :: 11 hit
Opponent in corner. Naoko 1/4 screen away. LK Nin Neko Otoshi [3 hit] /\
j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX MP Kasumi Giri
(qcf + LK /\ Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX qcf +
MP)
o5 :: 5400 dmg :: 14 hit
Naoko 1/3 screen away. HK Ninpou Ba Gu, Kasumi Giri, (cat hits [6 hit])
s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX LP Kasumi Giri
(qcb + HK, qcf + P, s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX qcf + LP)
o6 :: 5400 dmg :: 11 hit :: Narusawa Shou
Opponent in corner. Naoko 1/2 screen away. MK Nin Neko Otoshi [3 hit]
(dash forward) /\ j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX LP
Kasumi Giri
(qcf + MK (f,f, uf) /\ Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK
XX qcf + LP)
o7 :: 5100 dmg :: 16 hit
Against crouching Katou. Stand close. MK Ninpou Ba Gu /\ cu.HK (cat hits)
\/ s.LP > s.LK > s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX LP Kasumi Giri
(qcb + MK /\ Cross-up HK \/ s.LP > s.LK > s.LP > s.LK > s.MP > s.MK > s.HP
> s.HK XX qcf + LP)
o8 :: 4500 dmg :: 11 hit
Naoko 1/3 screen away. HK Ninpou Ba Gu, d.LK, (cat hits [6 hit]) d.LK >
d.MP > d.HK XX Kasumi Giri
(qcb + HK, d.LK, d.LK > MP > HK XX qcf + P)
o9 :: 3400 dmg :: 8 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX
Kasumi Giri
(Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP > s.HK XX qcf + P)
1o :: 2600 dmg :: 6 hit
j.HP \/ s.LP > s.LK > s.MP > s.HP XX LP Kasumi Giri
(Jump HP \/ s.LP > s.LK > s.MP > s.HP XX qcf + LP)
11 :: 2100 dmg :: 4 hit :: Narusawa Shou
Stand close. MK Ninpou Ba Gu, Throw
(qcb + MK, When close, f + MK/HK)
12 :: 2000 dmg :: 4 hit
d.LK > d.MP > d.HK XX Kasumi Giri
(d.LK > MP > HK XX qcf + P)
[ Xtra ]
- Combo o1
You want to have Naoko right next to Katou so that she tosses Gander-maru a
distance away. The s.HK XX LP Kasumi Giri knocks him back into the spinning
cat. It`s important to immediately start that first ground chain the moment
after Naoko releases Gander-maru, because the timing is rather strict on the
combo after Naoko switches sides. Katou should still be getting hit by
Gander-maru while Naoko attacks with the first two s.LPs. You`ll know if you
are doing it right if Katou slides backwards, as if vacuumed by the punches.
After the second and third s.LP, you have to slightly tap forward on the
joystick so Naoko does a half-step back into range to continue hitting Katou
with s.LP, which leads into the final ground chain.
- Combo o2
Like with Combo o1, you want to be next to Katou so Naoko places Gander-maru
a distance away. However this is harder because Naoko has to jump straight
vertical, then hit the j.HP just right before landing. That hit should knock
Katou back into the cat, allowing the Naoko to land and catch with the LP
Kasumi Giri. Now this is where it gets hard because the LP Kasumi Giri and
the last hit from the Ninpou Ba Gu should connect about the same time, which
places a _very_ tiny window for Naoko to recover and catch with the s.LP.
- Combo o3
Either have the HK Ninpou Ba Gu land right on the opponent or just behind
them so when you do the combo, they are knocked back into the spinning cat.
- Combo o4
The Nin Neko Otoshi does not cause a lot of hitstun. Not only that, but the
three hits are very fast. So you have a very small window to have Naoko jump
after it and connect with the j.HK so it combos.
- Combo o5,o8
The trick behind this combo is that you want to throw the HK Ninpou Ba Gu to
spin just behind where the opponent is standing. Then when Naoko attacks, it
knocks them back into the spinning cat to hold them while she performs the
rest of the combo.
- Combo o7
After throwing the MK Ninpou Ba Gu, jump over Katou to hit him with a cu.HK.
This causes Katou to get vacuumed into the cat, taking the full six hits.
And allowing time for Naoko to attack with the s.LP > s.LK, then repeat the
chain combo.
--------------------------------------------------------------------- ( 4.08 )
RIKA SANADA
-------------------------------------------------------------------------------
o1 :: 7700 dmg :: 11 hit
Opponent in corner. Stand close. Ankoku-shiki Circular Guillotine [2 hit],
d.HK [2 hit], (dash forward) HP Ankoku-shiki Drill
(qcf + KK, d.HK, (f,f) f,d,df + HP)
o2 :: 7200 dmg :: 13 hit
Opponent in corner. Stand close. Ankoku-shiki Circular Guillotine [2 hit],
d.HK [2 hit], Ankoku-shiki Punch Laser Special
(qcf + KK, d.HK, qcf + PP)
o3 :: 6200 dmg :: 5 hit
Opponent in corner. Stand close. Ankoku-shiki Circular Guillotine [2 hit],
d.HK [2 hit] /\ Ankoku-shiki Flash
(qcf + KK, d.HK /\ qcb,ub + P)
o4 :: 5500 dmg :: 21 hit :: Narusawa Shou
Against Katou in corner. j.HK \/ Super Jump > Kyuukouka Geri \/ d.LP, s.LP
> s.LK > s.MP, s.LP > s.LK > s.MP, s.LP > s.MP > s.HP XX Ankoku-shiki
Punch Laser Special
(Jump HK \/ Tap d,u > d + HK \/ d.LP, s.LP > s.LK > s.MP, s.LP > s.LK >
s.MP, s.LP > s.MP > s.HP XX qcf + PP)
o5 :: 5100 dmg :: 7 hit
Opponent in corner. Stand close. Ankoku-shiki Circular Guillotine [2 hit],
(dash forward) HP Ankoku-shiki Drill
(qcf + KK, (f,f) f,d,df + HP)
o6 :: 4700 dmg :: 18 hit
Against Katou in corner. j.HP \/ s.LP > s.LK > s.MP, s.LP > s.MP, s.LP >
s.MP > s.HP XX Ankoku-shiki Punch Laser Special
(Jump HP \/ s.LP > s.LK > s.MP, s.LP > s.MP, s.LP > s.MP > s.HP XX qcf +
PP)
o7 :: 4600 dmg :: 16 hit
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP, s.LP > s.MP > s.HP XX
Ankoku-shiki Punch Laser Special
(Jump HP \/ s.LP > s.LK > s.MP, s.LP > s.MP > s.HP XX qcf + PP)
o8 :: 4200 dmg :: 15 hit
Against Katou in corner. Rika 3/4 screen away. Super Jump > Kyuukouka Geri
\/ Super Jump > Kyuukouka Geri \/ d.LP > d.LK > d.HK [2 hit], Ankoku-shiki
Punch Laser Special
(Tap d,u > d + HK \/ Tap d,u > d + HK \/ d.LP > LK > HK, qcf + PP)
o9 :: 3800 dmg :: 12 hit
d.MK > d.HK [2 hit], Ankoku-shiki Punch Laser Special
(d.MK > HK, qcf + PP)
1o :: 3200 dmg :: 10 hit
d.MK > d.HK [2 hit], HP Ankoku-shiki Drill
(d.MK > HK, f,d,df + HP)
11 :: 2600 dmg :: 5 hit :: Narusawa Shou
Against Katou in corner. Rika 1/3 screen away. Super Jump > Kyuukouka Geri
\/ LP Ankoku-shiki Flash \/ HP Ankoku-shiki Drill
(Tap d,u > d + HK \/ qcb,ub + LP \/ f,d,df + HP)
12 :: 2500 dmg :: 7 hit
Against large opponent or opponent in corner. j.HK \/ s.LP > s.LK > s.MP >
s.MK > s.HK
(Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HK)
13 :: 2500 dmg :: 5 hit
j.HK \/ s.LP > s.LK > s.MP (> s.MK) XX LP Ankoku-shiki Star
(Jump HK \/ s.LP > s.LK > s.MP XX qcf + LP)
14 :: 2200 dmg :: 2 hit
j.HP XX Ankoku-shiki Flash
(Jump HP XX qcb + P)
[ Xtra ]
- Combo o1,o2,o3
Against Katou (and sometimes Shibata), Rika`s d.HK after the Ankoku-shiki
Circular Guillotine may pop him up in a way where he will just fall to the
ground after the second kick. This obviously messes up the most damaging
part of the juggle. To help avoid that, wait until Katou starts to descend a
bit before re-launching them with the d.HK.
- Combo o1,1o
Getting all seven hits of the Ankoku-shiki Drill is not easy against certain
opponents. You want to catch them low after they have descended. Sometimes
it`s best to have Rika dash in to get underneath them before doing it. Or
better yet, have the opponent in the corner.
- Combo o2,o9
Don`t start the Ankoku-shiki Punch Laser Special too early or the opponent
won`t take the maximum nine hits from it. It`s a timing issue to perform it
as the opponent is falling so they are directly in its path as it begins.
- Combo o3,11
Reverse 'Tiger Knee' the Ankoku-shiki Flash.
- Combo o8
The first Kyuukouka Geri should hit Katou around his legs. Then immediately
do the Super Jump again, and do the next Kyuukouka Geri when Rika rises to
about Katou`s head level.
- Combo 11
There`s a very small window between the LP Ankoku-shiki Flash and HP Ankoku-
shiki Drill where the two will combo. Rika has to do the Drill immediately
upon landing.
- Combo 12
This combo can be done against large opponents anywhere, but on anyone else
it must be performed against a cornered opponent.
- Combo 13
The Ankoku-shiki Star may not always combo (depending on the opponent). Best
used in the corner so you can also add the s.MK for +400 damage.
--------------------------------------------------------------------- ( 4.09 )
TESSHOU KATOU
-------------------------------------------------------------------------------
o1 :: 5200 dmg :: 12 hit
Against Katou. j.HK \/ d.LP > d.LK > d.MP > d.MK, s.LP > s.MP [2 hit],
s.LP > s.MP [1 hit] XX LP Gengen Oshikiri Shou [1 hit] CC Gengen Tsukkake
Shou
(Jump HK \/ d.LP > LK > MP > MK, s.LP > s.MP, s.LP > s.MP XX qcf + LP CC
qcb + KK)
o2 :: 5100 dmg :: 11 hit :: Narusawa Shou
Against Katou. j.HP \/ d.LP > d.LK > d.MP > d.MK, s.LP > s.LK > s.MP [1
hit] > s.MK XX LP Gengen Oshikiri Shou [1 hit] CC Gengen Tsukkake Shou
(Jump HP \/ d.LP > LK > MP > MK, s.LP > s.LK > s.MP > s.MK XX qcf + LP CC
qcb + KK)
o3 :: 5100 dmg :: 9 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK, s.LP > s.MP [1 hit] XX LP Gengen
Oshikiri Shou [1 hit] CC Gengen Tsukkake Shou
(Jump HK \/ d.LP > LK > MP > MK, s.LP > s.MP XX qcf + LP CC qcb + KK)
o4 :: 4800 dmg :: 11 hit :: Narusawa Shou
Against Katou. d.MK, d.LP > d.LK > d.MP > d.MK, s.LP > s.LK > s.MP [1 hit]
> s.MK XX LP Gengen Oshikiri Shou [1 hit] CC Gengen Tsukkake Shou
(d.MK, d.LP > LK > MP > MK, s.LP > s.LK > s.MP > s.MK XX qcf + LP CC qcb +
KK)
o5 :: 4800 dmg :: 2 hit
Stand close. Tooshi CC Gengen Tsukkake Shou
(qcf + PP CC qcb + KK)
o6 :: 4300 dmg :: 11 hit
Against crouching Katou. j.HK \/ d.LP > d.LK > d.MP > d.MK, c.LP > s.LP >
c.LK > s.LK > s.MK XX LP Gengen Oshikiri Shou
(Jump HK \/ d.LP > LK > MP > MK, c.LP > s.LP > c.LK > s.LK > s.MK XX qcf +
LP)
o7 :: 4200 dmg :: 3 hit
Against Katou in corner. j.HP \/ c.HP XX Tooshi
(Jump HP \/ c.HP XX qcf + PP)
o8 :: 4100 dmg :: 12 hit :: Narusawa Shou
Against Katou. j.HK \/ d.LP > d.LK > d.MP > d.MK, s.LP > s.MP [2 hit],
s.LP > s.MP [2 hit] XX LP Gengen Oshikiri Shou
(Jump HK \/ d.LP > LK > MP > MK, s.LP > s.MP, s.LP > s.MP XX qcf + LP)
o9 :: 3800 dmg :: 4 hit
Stand close. s.HK, s.LK > c.HP, Gengen Tsukkake Shou
(s.HK, s.LK > c.HP, qcb + KK)
1o :: 3600 dmg :: 10 hit :: Narusawa Shou
Against Katou in corner. j.HP \/ s.LP > s.LK > s.MK > c.HP, (walk forward)
s.LP > s.LK > s.MP [2 hit] > s.HP
(Jump HP \/ s.LP > s.LK > s.MK > c.HP, (hold f) s.LP > s.LK > s.MP > s.HP)
11 :: 3600 dmg :: 8 hit
Opponent in corner. j.HK \/ s.LP > c.HP, (walk forward) s.LP > s.LK > s.MP
[2 hit] > s.HP
(Jump HK \/ s.LP > c.HP, s.LP > s.LK > s.MP > s.HP)
12 :: 3100 dmg :: 7 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP [2 hit] > s.MK > s.HP
(Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP)
13 :: 3000 dmg :: 4 hit
Stand close. s.HK, s.LK > c.HP, HP Gengen Oshikiri Shou
(s.HK, s.LK > c.HP, qcf + HP)
14 :: 2100 dmg :: 5 hit
d.LP > d.LK > d.MP > d.MK > d.HP/HK
(d.LP > LK > MP > MK > HP/HK)
[ Xtra ]
- Combo o4
Only the very edge of Katou`s first d.MK has to hit. Meaning Katou has to
start a little way away beforehand, then have the d.MK hit right before he
gets back into neutral. Allowing him to re-dash into his normal chain.
- Combo o9
The s.HK causes a lot of hitstun and also vacuums the opponent over toward
Katou so the rest of the combo can connect. Won`t work in the corner.
- Combo 1o
Wait until the opponent falls parallel to Katou before juggling.
- Combo 14
Katou`s dashing chain combo can be ended with either HP or HK, and they each
do the same damage. However d.HP will send the opponent across the screen to
cause wall slam, while the d.HK will knockdown by Katou`s feet.
--------------------------------------------------------------------- ( 4.10 )
URAGIRI NO AI (HONDA)
-------------------------------------------------------------------------------
o1 :: 7100 dmg :: 17 hit
Against crouching Katou in corner. Uragiri no Ai 1/2 screen away. LK
Jinkou Tobidougu /\ j.HP \/ d.LP > d.LK > d.MP > d.MK > d.HK [1 hit] XX HP
Honda Taikuu [1 hit] CC Mega Honda Taikuu [3 hit] CC Honda Tekkyuu (miss),
c.LK > c.HP [2 hit] XX HP Honda Taikuu
(qcf + LK /\ Jump HP \/ d.LP > LK > MP > MK > HK XX f,d,df + HP CC f,d,df
+ PP CC qcf + KK, c.LK > c.HP XX f,d,df + HP)
o2 :: 6500 dmg :: 11 hit
j.HK \/ s.LP > s.LK > s.MP > c.HP [2 hit] XX HP Honda Taikuu [1 hit] CC
Mega Honda Taikuu [3 hit] CC Honda Tekkyuu
(Jump HK \/ s.LP > s.LK > s.MP > c.HP XX f,d,df + HP CC f,d,df + PP CC qcf
+ KK)
o3 :: 6300 dmg :: 13 hit :: Narusawa Shou
Against Katou in corner. Uragiri no Ai 1/3 screen away. LK Jinkou
Tobidougu /\ j.HP \/ s.LP > s.LP > s.LK > s.MP > s.MK > s.HP XX HP Honda
Renda [1 hit] CC Mega Honda Taikuu [3 hit] CC Honda Tekkyuu
(qcf + LK /\ Jump HP \/ s.LP > s.LP > s.LK > s.MP > s.MK > s.HP XX Press
HP rapidly CC f,d,df + PP CC qcf + KK)
o4 :: 6300 dmg :: 2 hit
Uragiri no Ai 1/2 screen away. Honda Pochitto Na, Honda Tekkyuu
(d,f,df + KK, qcf + KK)
o5 :: 6200 dmg :: 12 hit :: Narusawa Shou
Uragiri no Ai 1/3 screen away. LK Jinkou Tobidougu /\ j.HP \/ d.LP > d.LK
> d.MP > d.MK > d.HK [1 hit] XX Mega Honda Taikuu [4 hit] CC Honda Tekkyuu
(qcf + LK /\ Jump HP \/ d.LP > LK > MP > MK > HK XX f,d,df + PP CC qcf +
KK)
o6 :: 6200 dmg :: 11 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK [1 hit] XX HP Honda Taikuu [1
hit] CC Mega Honda Taikuu [3 hit] CC Honda Tekkyuu
(Jump HK \/ d.LP > LK > MP > MK > HK XX f,d,df + HP CC f,d,df + PP CC qcf
+ KK)
o7 :: 6000 dmg :: 16 hit :: Narusawa Shou
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP XX Mega Honda
Taikuu [4 hit] CC Honda Tekkyuu (miss), s.LP > s.LK > c.HP [2 hit] XX Mega
Honda Taikuu
(Jump HK \/ s.LP > s.LK > s.MP > s.MK > s.HP XX f,d,df + PP CC qcf + KK,
s.LP > s.LK > c.HP XX f,d,df + PP)
o8 :: 5700 dmg :: 13 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK XX LP Honda Taikuu
\/ s.LP > s.LK > c.HP [2 hit] XX HP Honda Taikuu
(Jump HK \/ s.LP > s.LK > s.MP > s.MK XX f,d,df + LP \/ s.LP > s.LK > c.HP
XX f,d,df + HP)
o9 :: 5600 dmg :: 8 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK [1 hit] XX HP Honda Taikuu [1
hit] CC Honda Tekkyuu
(Jump HK \/ d.LP > LK > MP > MK > HK XX f,d,df + HP CC qcf + KK)
1o :: 5300 dmg :: 8 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK [1 hit] XX HP Honda Taikuu [1
hit] CC Honda Pochitto Na
(Jump HK \/ d.LP > LK > MP > MK > HK XX f,d,df + HP CC d,f,df + KK)
11 :: 5200 dmg :: 11 hit
j.HK \/ s.LP > s.LK > s.MP XX MP Honda Renda [2 hit] CC Mega Honda Taikuu
[4 hit] CC Honda Tekkyuu
(Jump HK \/ s.LP > s.LK > s.MP XX Press MP rapidly CC f,d,df + PP XX qcf +
KK)
12 :: 5100 dmg :: 7 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK XX LP Honda Taikuu
CC Honda Tekkyuu
(Jump HK \/ s.LP > s.LK > s.MP > s.MK XX f,d,df + LP CC qcf + KK)
13 :: 4900 dmg :: 4 hit
Honda Pochitto Na, HP Honda Taikuu
(d,f,df + KK, f,d,df + HP)
14 :: 4100 dmg :: 9 hit
j.HK \/ s.LP > s.LK > s.MP > c.MK > c.HP [1 hit] XX HP Honda Taikuu
(Jump HK \/ s.LP > s.LK > s.MP > c.MK > c.HP XX f,d,df + HP)
15 :: 3100 dmg :: 11 hit
cu.HK \/ s.LP > s.LK > c.HP [1 hit] XX HP Honda Renda
(Cross-up HK \/ s.LP > s.LK > c.HP XX Press HP rapidly)
16 :: 3000 dmg :: 6 hit
Opponent in corner. LP Honda Taikuu \/ s.LP > s.LK XX HP Honda Taikuu
(f,d,df + LP \/ s.LP > s.LK XX f,d,df + HP)
17 :: 3000 dmg :: 5 hit
Stand close. c.HP [2 hit] XX HP Honda Taikuu
(c.HP XX f,d,df + HP)
18 :: 3000 dmg :: 1 + 6 hit
Uragiri no Ai in corner. Throw, s.LP > s.LK > c.HP [1 hit] XX HP Honda
Taikuu
(When close, f + MP/MK/HP/HK, s.LP > s.LK > c.HP XX f,d,df + HP)
19 :: 2500 dmg :: 7 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK
(Jump HK \/ d.LP > LK > MP > MK > HK)
2o :: 2300 dmg :: 1 + 3 hit
Uragiri no Ai in corner. Throw, HP Honda Taikuu
(When close, f + MP/MK/HP/HK, f,d,df + HP)
[ Xtra ]
- Combo o1,o2,o6,o9,1o,12
Cancel the Honda Taikuu into the Mega Honda Taikuu/Honda Tekkyuu/Honda
Pochitto Na before Ai leaves the ground; respectively.
- Combo o1,o5,o6,o9,1o
Uragiri no Ai`s d.HK is unique over normal Ai`s version because she can
interrupt it before the second kick connects with a special attack. As soon
as the first hit of the d.HK connects, motion for the Honda Taikuu and her
attack animation will be interrupted as the uppercut is performed.
- Combo o3,15
Rapidly press HP as you do the Standing/crouching HP to cancel into the
Honda Renda.
- Combo o4
You are able to do this out in the open, but it`s a bit more difficult than
doing it against a cornered opponent.
- Combo 1o,13
You don`t want to use the Honda Pochitto Na whenever Ai is near the corner,
else the blast will instead hit her for 2000 damage!
- Combo 13,2o
Perform the HP Honda Taikuu when the opponent is close to hitting the ground
so all three hits connect. Against Katou or Shibata, it can be done anytime.
- Combo 16
You may have to be a couple steps away from the opponent before the LP Honda
Taikuu.
--------------------------------------------------------------------- ( 4.11 )
YASUNORI ISHIDA
-------------------------------------------------------------------------------
o1 :: 9800 dmg :: 47 hit :: Narusawa Shou
Against crouching Katou in corner. j.HK \/ s.LK > s.MP > s.HP, d.LK, s.LK
> s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK,
s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP,
d.LK > d.MP > d.HK XX Chou Jigensen Tou Sai
(Jump HK \/ s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK, s.LK >
s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK,
s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK > HP > HK XX f,d,df +
KK)
o2 :: 9600 dmg :: 57 hit
Against crouching Katou in corner. Kuuchuu Rai Jin Shuu XX Kuuchuu Rai Zan
Kyaku \/ d.LP > d.LK, s.LK > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK,
s.LP > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK, s.LP > s.MP > s.HP,
d.LK, s.LP > s.MP > s.HP, d.LK, s.LP > s.MP XX Rai Jin Shuu CC Chou
Jigensen Tou Sai [15 hit] CC Zetsu Gou Rai Kyaku
(In air, qcf + LK XX qcf + HK \/ d.LP > LK, s.LK > s.MP > s.HP, d.LK, s.LK
> s.MP > s.HP, d.LK, s.LP > s.MP > s.HP, d.LK, s.LK > s.MP > s.HP, d.LK,
s.LP > s.MP > s.HP, d.LK, s.LP > s.MP > s.HP, d.LK, s.LP > s.MP XX qcf +
LK CC f,d,df + KK CC qcb + PP)
o3 :: 6500 dmg :: 41 hit
Against crouching Katou in corner. j.MK XX Kuuchuu Rai Jin Shuu XX Kuuchuu
Rai Zan Kyaku \/ s.LP > s.MP > s.HP, s.LK > s.MP > s.HP, d.LK, s.LP > s.MP
> s.HP, s.MK XX Rai Jin Shuu CC Chou Jigensen Tou Sai [15 hit] CC Zetsu
Gou Rai Kyaku
(Jump MK XX qcf + LK XX qcf + HK \/ s.LP > s.MP > s.HP, s.LK > s.MP >
s.HP, d.LK, s.LP > s.MP > s.HP, s.MK XX qcf + LK CC f,d,df + KK CC qcb +
PP)
o4 :: 5700 dmg :: 36 hit
Opponent in corner. j.MK XX Kuuchuu Rai Jin Shuu XX Kuuchuu Rai Zan Kyaku
\/ s.LP > s.LK > s.MP > c.MK > s.HP, (c.LK >) s.MK XX Rai Jin Shuu CC Chou
Jigensen Tou Sai [15 hit] CC Zetsu Gou Rai Kyaku
(Jump MK XX qcf + LK XX qcf + HK \/ s.LP > s.LK > s.MP > c.MK > s.HP, s.MK
XX qcf + LK CC f,d,df + KK CC qcb + PP)
o5 :: 5600 dmg :: 27 hit :: Narusawa Shou
Against Katou in corner. j.HP \/ s.MP > s.HP, s.LP > s.MP > s.HP, s.MP >
s.HP, d.LK > d.MP > d.HK XX Chou Jigensen Tou Sai
(Jump HP \/ s.MP > s.HP, s.LP > s.MP > s.HP, s.MP > s.HP, d.LK > MP > HK
XX f,d,df + KK)
o6 :: 4900 dmg :: 34 hit
Opponent in corner. Kuuchuu Rai Zan Kyaku \/ s.LP > s.LK > s.MP > c.MK >
s.HP, (c.LK >) s.MK XX Rai Jin Shuu CC Chou Jigensen Tou Sai [15 hit] CC
Zetsu Gou Rai Kyaku
(In air, qcf + HK \/ s.LP > s.LK > s.MP > c.MK > s.HP, s.MK XX qcf + LK CC
f,d,df + KK CC qcb + PP)
o7 :: 4600 dmg :: 23 hit
Kuuchuu Rai Zan Kyaku \/ s.LP > s.MP > s.HP, d.LK > d.MP > d.HK, Jigensen
Tou Sai
(In air, qcf + HK \/ s.LP > s.MP > s.HP, d.LK > MP > HK, f,d,df + KK)
o8 :: 4500 dmg :: 24 hit
Opponent in corner. Kuuchuu Rai Zan Kyaku \/ s.LP > s.LK > s.MP > c.MK >
s.HP, (c.LK >) s.MK XX Rai Jin Shuu CC Zetsu Gou Rai Kyaku
(In air, qcf + HK \/ s.LP > s.LK > s.MP > c.MK > s.HP, s.MK XX qcf + LK CC
qcb + PP)
o9 :: 44oo dmg :: 34 hit :: Narusawa Shou
Against Katou in corner. j.MK XX Kuuchuu Rai Jin Shuu XX Rai Zan Kyaku \/
s.LP > s.LK > s.MP > c.HP XX Rai Jin Shuu CC Chou Jigensen Tou Sai [15
hit] CC Zetsu Gou Rai Kyaku
(Jump MK XX qcf + LK XX qcf + HK \/ s.LP > s.LK > s.MP > c.HP XX qcf + LK
CC f,d,df + KK CC qcb + PP)
1o :: 4300 dmg :: 20 hit
Opponent in corner. Kuuchuu Rai Zan Kyaku \/ s.LP > s.LK > s.MP > c.MK >
s.HP, (c.LK >) s.MK XX Rai Jin Shuu XX Rai Sen Geki CC Zetsu Gou Rai Kyaku
(In air, qcf + HK \/ s.LP > s.LK > s.MP > c.MK > s.HP, s.MK XX qcf + LK XX
qcf + MK CC qcb + PP)
11 :: 4200 dmg :: 32 hit
Opponent in corner. j.HP \/ s.LP > s.LK > s.MP > s.MK XX Rai Jin Shuu CC
Chou Jigensen Tou Sai [15 hit] CC Zetsu Gou Rai Kyaku
(Jump HP \/ s.LP > s.LK > s.MP > s.MK XX qcf + LK CC f,d,df + KK CC qcb +
PP)
12 :: 4000 dmg :: 21 hit
j.HK \/ d.LP > d.LK > d.MP > d.HK, Chou Jigensen Tou Sai
(Jump HK \/ d.LP > LK > MP > HK, f,d,df + KK)
13 :: 3900 dmg :: 22 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK XX Rai Jin Shuu CC Zetsu Gou Rai Kyaku
(Jump HP \/ s.LP > s.LK > s.MP > s.MK XX qcf + LK CC qcb + PP)
14 :: 3700 dmg :: 25 hit
Opponent in corner. Chou Jigensen Tou Sai [14 hit] XX Zetsu Gou Rai Kyaku
(f,d,df + KK XX qcb + PP)
15 :: 3700 dmg :: 18 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK XX Rai Jin Shuu XX Rai Sen Geki CC Zetsu
Gou Rai Kyaku
(Jump HP \/ s.LP > s.LK > s.MP > s.MK XX qcf + LK XX qcf + MK CC qcb + PP)
16 :: 3100 dmg :: 8 hit :: Narusawa Shou
Against Katou in corner. j.MK XX Rai Jin Shuu XX Rai Zan Kyaku \/ Kuuchuu
Rai Jin Chuu XX Kuuchuu Rai Zan Kyaku \/ Rai Jin Shuu XX Rai Sen Geki XX
Rai Zan Kyaku
(Jump MK XX qcf + LK XX qcf + HK \/ qcf,uf + LK XX qcf + HK \/ qcf + LK XX
qcf + MK XX qcf + HK)
17 :: 2800 dmg :: 8 hit
j.HP \/ s.LP > s.LK > s.MP > s.MK XX Rai Jin Shuu XX Rai Sen Geki \/ Rai
Jin Shuu
(Jump HP \/ s.LP > s.LK > s.MP > s.MK XX qcf + LK XX qcf + MK \/ qcf + LK)
18 :: 2800 dmg :: 4 hit
Rai Zan Kyaku XX Rai Jin Shuu XX Rai Sen Geki \/ Rai Jin Shuu
(qcf + HK XX qcf + LK XX qcf + MK \/ qcf + LK)
19 :: 2400 dmg :: 8 hit
Kuuchuu Rai Zan Kyaku \/ s.LP > s.LK > s.MP > s.MK XX Rai Jin Shuu XX Rai
Sen Geki XX Rai Zan Kyaku
(In air, qcf + HK \/ s.LP > s.LK > s.MP > s.MK XX qcf + LK XX qcf + MK XX
qcf + HK)
2o :: 2300 dmg :: 7 hit
j.HP \/ s.LP > s.LK > s.MP > c.MK > s.HP > c.HK
(Jump HP \/ s.LP > s.LK > s.MP > c.MK > s.HP > c.HK)
21 :: 2200 dmg :: 5 hit
Opponent in corner. Kuuchuu Rai Jin Shuu XX Kuuchuu Rai Zan Kyaku \/ Rai
Jin Shuu XX Rai Sen Geki XX Rai Zan Kyaku
(In air, qcf + LK XX qcf + HK \/ qcf + LK XX qcf + MK XX qcf + HK)
22 :: 1600 dmg :: 7 hit
d.LP > d.LK > d.MP > d.HK, d.LP > d.LK > d.MK
(d.LP > LK > MP > HK, d.LP > LK > MK)
23 :: 1600 dmg :: 5 hit
j.HK \/ c.LP > c.LK > c.MK > c.HK
(Jump HK \/ c.LP > c.LK > c.MK > c.HK)
24 :: 1300 dmg :: 3 hit
Rai Jin Shuu XX Rai Sen Geki XX Rai Zan Kyaku
(qcf + LK XX qcf + MK XX qcf + HK)
[ Xtra ]
- Combo o1,o2
Like Mika`s combos against a crouching Katou, Ishida`s hits put him in a lot
of hitstun to allow for a rather large infinite-like chain. Ishida`s s.HP
causes Katou to reel for a while, allowing him to recover and immediately
catch him with the d.LK, which then links into his Standing Lights.
- Combo o2,o3,o4,o6,11,14
You can Chou-Cancel into the Zetsu Gou Rai Kyaku at anytime during the Chou
Jigensen Tou Sai. Depending upon the opponent, you can have Ishida gather a
different amount of hits before the cancel. Against large opponents, he can
have the it go up to as much as the maximum 15 hits, while against Ai, only
12 can work. If the Chou-Cancel is wrong, the Zetsu Gou Rai Kyaku will just
collide with the opponent but it won`t execute for it`s full damage.
- Combo o4,o6,o8,1o
The s.HP causes enough stun on the opponent to have Ishida add on the s.MK.
Against Katou and Shibata, Ishida can add on the c.LK before the s.MK; while
against smaller opponents like Kumiko, the c.LK may not reach so it`s best
to skip that attack.
- Combo 1o,15
When the Rai Sen Geki launches the opponent next to Ishida, Chou-Cancel into
the Zetsu Gou Rai Kyaku before they start to fall. If done too late, the
initial hit of Ishida`s dash will hit but the super won`t connect.
- Combo 16
This is not an easy combo to pull off. Ishida has to hit Katou with the j.MK
deep, like at his waist, before going into the Rai Jin Shuu. This is because
you want to do the Rai Zan Kyaku as low as possible, so Ishida lands while
Katou is still in hitstun. Giving him enough time to 'Tiger Knee' the second
Rai Jin Shuu and repeat. I assume this could technically become an infinite.
--------------------------------------------------------------------- ( 4.12 )
YUUKO SAKAKIBARA
-------------------------------------------------------------------------------
o1 :: 4900 dmg :: 13 hit :: Narusawa Shou
Opponent in corner. Full screen away. HP Yuuko Slash [2 hit] (dash foward)
/\ j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK XX Yuuko No Bomb [3 hit] CC
Yuuko Melodious
(Charge b,f + HP (f,f, uf) /\ Jump HK \/ d.LP (charge d) > LK > MP > MK >
HK XX u + PP CC f,b,f + PP)
o2 :: 4700 dmg :: 11 hit
Opponent in corner. j.HK \/ s.MP > s.HP [2 hit], c.MK > s.HP [1 hit] XX
Yuuko No Bomb [3 hit] CC Yuuko Melodious
(Jump HK \/ s.MP > s.HP (charge d), c.MK > s.HP XX u + PP CC f,b,f + PP)
o3 :: 4700 dmg :: 7 hit :: Narusawa Shou
Opponent in corner. Full screen away. LP Yuuko Slash, HK Death Yuuko \/
Yuuko No Bomb [3 hit] CC Yuuko Melodious
(Charge b,f + LP (charge d), u + HK (charge d) \/ u + PP CC f,b,f + PP)
o4 :: 4600 dmg :: 8 hit
Opponent in corner. j.HK \/ s.MP > s.HP [2 hit], c.MK XX MP Yuuko
Intellectual \/ c.MK XX MP Yuuko Intellectual
(Jump HK \/ s.MP > s.HP (charge d), c.MK XX u + MP (charge d) \/ c.MK XX
u + MP)
o5 :: 4400 dmg :: 12 hit
Opponent in corner. Full screen away. LP Yuuko Slash (dash forward) /\
j.HP \/ d.LP > d.LK > d.MP > d.MK > d.HK XX Yuuko No Bomb [3 hit] CC Yuuko
Melodious
(Charge b,f + LP (f,f, uf) /\ Jump HP \/ d.LP (charge d) > LK > MP > MK >
HK XX u + PP CC f,b,f + PP)
o6 :: 4200 dmg :: 12 hit :: Narusawa Shou
Against crouching Katou in corner. Full screen away. LP Yuuko Slash (dash
forward) /\ j.HK \/ s.LP > s.LK > c.LP > s.LK > c.MP > c.HP XX Yuuko No
Bomb [2 hit] CC Yuuko Melodious
(Charge b,f + LP (f,f, up) /\ Jump HK \/ s.LP > s.LK > c.LP > s.LK > c.MP
(charge d) > c.HP XX u + PP CC f,b,f + PP)
o7 :: 3900 dmg :: 11 hit
j.HK \/ d.LP > d.LK > d.MP > d.MK > d.HK XX Yuuko No Bomb [3 hit] CC Yuuko
Melodious
(Jump HK \/ d.LP (charge d) > LK > MP > MK > HK XX u + PP CC f,b,f + PP)
o8 :: 3800 dmg :: 10 hit :: Narusawa Shou
Opponent in corner. j.HP \/ d.LP > d.LK > d.MP > d.MK > d.HK XX HP Yuuko
Intellectual [2 hit] \/ c.MK XX Yuuko No Bomb
(Jump HP \/ d.LP (charge d) > LK > MP > MK > HK XX u + HP (charge d) \/
c.MK XX u + PP)
o9 :: 3600 dmg :: 10 hit
j.HK \/ c.LP > c.LK > c.MP > c.MK XX Yuuko No Bomb [3 hit] CC Yuuko
Melodious
(Jump HK (charge d) \/ c.LP > c.LK > c.MP > c.MK XX u + PP CC f,b,f + PP)
1o :: 3400 dmg :: 11 hit :: Narusawa Shou
Against Katou in corner. j.HK \/ c.LP > c.LK > c.MP > c.MK > s.HP [1 hit]
XX Yuuko No Bomb [3 hit] CC Yuuko Melodious
(Jump HK (charge d) \/ c.LP > c.LK > c.MP > c.MK > s.HP XX u + PP CC f,b,f
+ PP)
11 :: 3300 dmg :: 9 hit
Against Katou in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK > s.HP [2 hit]
XX HP Yuuko Slash
(Jump HK (charge b) \/ s.LP > s.LK > s.MP > s.MK > s.HP XX f + HP)
12 :: 3000 dmg :: 5 hit
Yuuko No Bomb [3 hit] CC Yuuko Melodious
(Charge d,u + PP CC f,b,f + PP)
13 :: 2800 dmg :: 6 hit
Opponent in corner. j.HK \/ s.LP > s.LK > s.MP > s.MK XX MP Yuuko Slash
(Jump HK (charge b) \/ s.LP > s.LK > s.MP > s.MK XX f + MP)
14 :: 2500 dmg :: 7 hit
d.LP > d.LK > d.MP > d.MK > d.HK XX HP Yuuko Intellectual
(d.LP (charge d) > LK > MP > MK > HK XX u + HP)
15 :: 2400 dmg :: 6 hit
j.HK \/ c.LP > c.LK > c.MP > c.MK XX HP Yuuko Intellectual
(Jump HK (charge d) \/ c.LP > c.LK > c.MP > c.MK XX u + HP)
16 :: 2100 dmg :: 7 hit
Against large jumping opponent. Stand close. c.MK XX Yuuko No Bomb [2 hit]
CC Yuuko Melodious
((charge d) c.MK XX u + PP CC f,b,f + PP)
17 :: 2100 dmg :: 7 hit
Opponent in corner. d.LP > d.LK > d.MP > d.MK > d.HK XX HP Yuuko Slash
(d.LP (charge b) > LK > MP > MK > HK XX f + HP)
18 :: 2100 dmg :: 5 hit
j.HK \/ s.LP > s.LK > s.MP (> s.MK) > c.HP
(Jump HK \/ s.LP > s.LK > s.MP > c.HP)
19 :: 2100 dmg :: 4 hit
Opponent in corner. HP Yuuko Intellectual [2 hit] \/ s.LP > c.MK
(Charge d,u + HP \/ s.LP > c.MK)
2o :: 2000 dmg :: 4 hit
Jumping opponent in corner. d.LP > d.MK, HP Yuuko Intellectual
(d.LP (charge d) > MK, u + HP)
21 :: 1200 dmg :: 5 hit
d.LP > d.LK > d.MP > d.MK > d.HP
(d.LP > LK > MP > MK > HP)
[ Xtra ]
- Combo o1,o2,o3,o5,o6,o7,o9,1o,12
Chou-Cancel into the Yuuko Melodious as the opponent is falling from the
third hit of the Yuuko No Bomb. The best time to do it is when they are in
the middle of the screen. Yuuko will then "magically" appear on the ground
again to attack. Only two of the Yuuko Melodious hits will connect, so it
should be noted that the opponent will recover way before Yuuko lands. You
may want to just skip it in some scenarios, or have Yuuko land far away.
- Combo o2
It`s -very- important to start charging down while Yuuko is hitting with her
s.HP animation. Since Yuuko can "store" her charge for a half-second, she is
able to stand and attack with the s.HP before canceling into the Yuuko No
Bomb. Sometimes the first slash of the Yuuko No Bomb may not hit (causing
-400 damage), but the remaining two will still connect.
- Combo o3
This combo involves a lot of charging while other moves are going on. After
releasing the LP Yuuko Slash, immediately hold down to charge for the Death
Yuuko. Then as Yuuko is flying, start charging down again so that once she
lands, she can immediately perform the Yuuko No Bomb.
- Combo o4,o8
The Yuuko Intellectual pops the opponent into the air, but it`s not at an
incredible height. But the time Yuuko lands and recovers, immediately juggle
the opponent with her c.MK.
- Combo o5
You want to time it so that the LP Yuuko Slash and the j.HP hit at the same
time. That way the longer hitstun from the j.HP allows Yuuko to land and
perform her dash combo.
- Combo 14
Against Ai, Ishida, Mika, and Rika you must use a MP Yuuko Intellectual, or
the second hit won`t hit.
- Combo 15
Depending on the opponent and position, the HP Yuuko Intellectual may or may
not knock the opponent down.
- Combo 17
This can be done in the open, but the second hit of the HP Yuuko Slash may
not connect depending on the opponent.
- Combo 18
In the corner or against large opponents, the s.MK can be added for +300
damage.
- Combo 2o
Catch the descending opponent with Yuuko`s d.LP and chain into the d.MK. It
will launch the opponent high into the air, allowing Yuuko enough time to
charge the HP Yuuko Intellectual. Perform the HP Yuuko Intellectual when the
opponent is close to hitting the ground so both hits connect.
[ Sonic 5 ] ==================================================================
SPECIAL THANKS
===============================================================================
- Banpresto ( banpresto.co.jp/ )
The popular plushie and model creators have dipped their hands into making
video games a couple of times before. I`m not sure if this game was based
off something beforehand, but I love the characters and storyline. Seems
like a cousin to Justice Gakuen. 2D fighters are still amazing!
- 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)
- Gamest
Gamest was the top rated Japanese gaming magazine for much of the 90s and
early 2000. They went out of business, but most of the staff and writers
came back to form Arcadia which is still alive and strong to this day.
- 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)
- Shou Narusawa
Stumbled across a website displaying his personal combo video and a list of
all the impressive combos listed in it.
(Site :
http://www2.tokai.or.jp/con/index/s-video.html)
[ Sonic 6 ] ==================================================================
REVISION HISTORY
===============================================================================
v. 4.o // 2013.01.22
- It would be my luck that as soon as I upload this FAQ, I -do- run across a
site which had a lot of amazing combos. So after taking a couple of hours
going through them to test them all out, I added all of that goodness into
this revision. 41 brand new combos, plus a lot of cleanup on errors I made.
Interesting how many anti-Katou combos there are in this game.
v. 3.o // 2013.01.08
- Finished up adding a few more combos for Ai Honda and Yasunori Ishida. There
aren`t that many combo sites out there, so chances are this will be the last
update unless I happen to make up some insane-ness in my spare time.
v. 2.o // 2012.09.13
- Found a combo video on Nico Nico Douga that had some rather intense combos
in it, so started to break those apart and added them into the FAQ. Probably
the only combo video there is for this game.
v. 1.o // 2012.07.03
- It`s been ten years! This is, yet again, another notch in my effort to go
into all my old FAQs and revamp them. Yanno, because all those obscure games
I wrote them for are incredibly popular! But seriously, this FAQ was never
technically uploaded to GameFAQs, so I wanted to get it out there since this
game has quite a number of fun and amazing combos in it.
v. o.o // 2002.06.18
- The reason I separated the combos from the general move list was because I
figured it might be a bit confusing with all that info mixed into one lump
sum. So I says to myself, "Self, you need to do something about this!" And
this is what I did. It`s not a large FAQ since the game has a very limited
usage of combos (except with Mika), but it`s something to contribute. A lot
of new combos for practically all the characters, including the hidden ones.
[ Sonic 7 ] ==================================================================
FINAL NOTE
===============================================================================
Oss`!
After a lot of thinking and tossing ideas back and forth, I just decided to
separate the FAQs into one for moves and general information, then the other
for the combos. Because of the game`s chain combo system, many of the combos
are not all that difficult to pull out. Some of the more complex ones are
still rather easy to execute after a few attempts.
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]>
-------------------------------------------------------------------------
| `The scientific theory I like best is that the rings of Saturn are |
| composed entirely of lost airline luggage.´ - Mark Russell |
-------------------------------------------------------------------------