,______        ,______        ,______
     |\     \       |\     \       |\     \
     |#\     \      |#\     \      |#\     \
     |##\     \     |##\     \     |##\     \
      \##\     \     \##\     \     \##\     \
       \##\     \     \##\     \     \##\     \
        \##\     \     \##\     \     \##\     \
         \##\     \     \##\     \     \##\     \
          \##\     \_____\##\     \_____\##\     \
           \##\                                   \
            \##\_____,     ____      ____     _____\
             \###%%%%|\    \%%|\     \%%|\    \%%%%|
              \#%%%%%|#\    \%|#\     \%|#\    \%%%|
               \%%%%%|##\    \|##\     \|##\    \%%|
                ¯¯¯¯¯ \##\    \\##\     \\##\    \¯
                       \##\    ¯¯¯¯      ¯¯¯¯     \
                        \##\________       ________\
                         \###%%%%%%%|\     \%%%%%%%|
                          \#%%%%%%%%|#\     \%%%%%%|
                           \%%%%%%%%|##\     \%%%%%|
                            ¯¯¯¯¯¯¯¯ \##\     \¯¯¯¯
                                      \##\     \
                                       \##\     \
                                        \##\     \
                                         \##\     \
                                          \##\_____\
                                           \#|%%%%%|
                                            \|%%%%%|            version 12.0
                                              ¯¯¯¯¯
[ Sokkou Seitokai : Sonic Council  /  Japanese Sega Saturn  /  MaxFAQ Edition ]
[ FAQ + ascii : `shouji´  /  GameFAQs forums : shouji  /  [email protected] ]
_______________________________________________________________________________
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 Copyright 1998 - 2013 `shouji´

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`Sokkou Seitokai: Sonic Council´ and its characters are copyright 1998
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                      .. Alright, I`m through ranting. Have a nice day. ^_^


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

Sonic 1           STORY
Sonic 2           FAQ NOTATION
       .01        >  Controller Notation
       .02        >  Button Notation
       .03        >  Abbreviations + Command Notation
       .04        >  Arts Info Chart
Sonic 3           GAME MODES EXPLANATION
       .01        >  Story Mode
       .02        >  VS Mode
       .03        >  Survival Mode
       .04        >  Training Mode
       .05        >  Options
Sonic 4           BASIC COMMANDS
Sonic 5           THE STUDENT COUNCIL
       .01        >  Ai Honda
       .02        >  Akio Shibata
       .03        >  Aya Sakai
       .04        >  Kage Naoko (Hattori)
       .05        >  Kumiko Gotou
       .06        >  Mika Ii
       .07        >  Naoko Hattori
       .08        >  Rika Sanada
       .09        >  Tesshou Katou
       .10        >  Uragiri no Ai (Honda)
       .11        >  Yasunori Ishida
       .12        >  Yuuko Sakakibara
Sonic 6           SYSTEM DISSECTION
       .01        >  Movement: walking / dashing / jumping
       .02        >  Attacking
       .03        >  Guarding
       .04        >  Throwing
       .05        >  Sonic Shift
       .06        >  Life Gauge
       .07        >  Yaruki (Motivation) Gauge
       .08        >  Idou Okiagari (Rising Movement)
       .09        >  Sonic Combos / Chains / Juggles
       .10        >  Canceling / Chou-Cancel
       .11        >  Dizzy & Recovery
       .12        >  Chouhatsu (Taunt)
       .13        >  Tier Listing
Sonic 7           MISCELLANEOUS INFO
       .01        >  Special Thanks
       .02        >  Secrets / Codes
       .03        >  Seiyuu Information
       .04        >  Revision History
       .05        >  Final Note


[ Sonic 1 ]  ==================================================================
 STORY
===============================================================================

Jinsoku Senior High School. At first glance, it`s a school that is everywhere,
with a clique of a gang of four schoolgirl student council-style fighters who
hold the "Tetsuwan" fighting ability beyond the knowledge present there. These
people are called the "Sokkou Seitokai" (Sonic Council) because they overflow
with ambition.
One day, during the "Daiuchuu Kassai" (Cosmic Life Festival), invitations for
tournament participants were received by tournament-style martial arts students
that possess "Tetsuwan" throughout the whole town. They say, seemingly the
power of the universe will be awarded to the winner, but perhaps because of
this shady proclaimation, everyone dunked the letter into the garbage can.
However the four "Sokkou Seitokai," unanimously spoke self-centeredly:
"Machi kire ne~!" ("I can`t wait!")
"Tournament de wa deban ga tarinai." ("They aren`t worthy of my turn in a
tournament.")
"Sonohi haisha .." ("I have the dentist that day ..")
"Igai-sei o motometai." ("I want the unexpected student.")
Violent actions would then come to attack every last one of the students as
they were all seen as participants in the end.

And even though the tournament did not begin, it left only nine people who
included the "Tetsuwan" students of "Sokkou Seitokai" and their rivals, to be
next on the chopping block.


[ Sonic 2 ]  ==================================================================
 FAQ NOTATION
===============================================================================

---------------------------------------------------------------------  ( 2.01 )
 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.


---------------------------------------------------------------------  ( 2.02 )
 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 Options screen.
  This FAQ utilizes the default setup shown above.


---------------------------------------------------------------------  ( 2.03 )
 ABBREVIATIONS + COMMAND NOTATION
-------------------------------------------------------------------------------

P / K         -  Press any Punch / Kick button.
PP / KK       -  Press any two Punch / Kick buttons simultaneously.
+             -  Stands for "and".
/             -  Stands for "or".
(air)         -  Stands for a move that can be performed both on the ground or
                 in the air. Most moves with this principle can be done off
                 the ground by adding ub~uf at the end of the command/motion
                 (qcf,uf), and pressing the button the moment you start to
                 ascend. (Note this is similar to Sagat`s original Tiger Knee
                 command from SFII.)
qcf / qcb     -  Motion (d,df,f) or (d,db,b) on the joystick.
hcf / hcb     -  Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
.. rapidly    -  Repeat the listed command(s) in a swift succession. ("Press
                 Punch rapidly" means to swiftly hit any Punch button over and
                 over.)
Tap           -  Press the indicated direction(s) or buttons(s) swiftly.
Charge        -  Hold the primary indicated direction for a minimum of two
                 full seconds before performing the following command(s).
When close    -  Perform the following command(s) when player is near the
                 opponent.
..            -  Used after attack commands to indicate that another attack
                 can be used as a follow-up. All continuing attacks will be
                 listed immediately underneath in a tree-like method:
                 Attack 1               Command ..
                  > Attack 2a           Command after Attack 1 ..
                    > Attack 3          Command after Attack 2a
                  > Attack 2b           Command after Attack 1
(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.
(!)           -  Indicates the character`s Tetsuwan Hissatsu Waza (Supers).
                 (Requires one (1) stock of Yaruki Gauge.)


---------------------------------------------------------------------  ( 2.04 )
 ARTS INFO CHART
-------------------------------------------------------------------------------

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

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             1.0          MID
s.HP                1300            4.8          MID     Knockdown (vs air)
c.HK                900             3.8          LOW     Knockdown
j.HK (ascend)       1100            4.2          HIGH    Wall Slam (vs air)
j.HK (descend)      1100            4.2          HIGH
Dashing HK          400, 600        3.0, 1.0     MID     Knockdown (2nd hit)
------------------+---------------+------------+-------+---------------------
        |                 |             |          |             |
        a                 b             c          d             e

a  - Attack Command
     The position of the character, or the command input for the attack.
     (s. = Standing, c. = Crouching, j. = Jumping)
     Most jumping attacks have two animations: ascending and descending. Each
     of the "ascend" versions are jumping attacks done between the times when
     the character leaves the ground and before reaching their apex. "Descend"
     attacks are done after the character hits their apex, before they land.

b  - Damage
     The amount of damage the attack does if all the hits connect in full.
     (Damage is based on characters that take neutral damage; see "LIFE GAUGE"
     (6.08) section for more information.)
     A comma between numbers show what each hit (of multi-hitting attacks) do
     individually.

c  - Meter Gain
     The amount of Yaruki Gauge energy that is gained if the attack hits. The
     numbers shown are the average amount out of 22 units, which makes a full
     bar to award a Tetsuwan Hissatsu Waza stock.
     A comma between numbers show what each hit (of multi-hitting attacks)
     gain individually.

d  - Guard
     The position in which the attack can be guarded.
     MID                   - attack can be guarded standing or crouching
     HIGH                  - attack must be guarded while standing
     LOW                   - attack must be guarded while crouching

e  - Notes
     Notable additions and details about the attack listed in shorthand:
     Knockdown             - attack knocks opponent to the ground.
     Launches              - attack knocks opponent into the air to set up a
                             juggle combination for additional damage.
     Wall Slam             - attack sends opponent across the screen to smash
                             against the back wall.
     (vs air)              - the property happens against an aerial opponent.
     (vs ground)           - the property happens against a grounded opponent.


[ Sonic 3 ]  ==================================================================
 GAME MODES EXPLANATION
===============================================================================

---------------------------------------------------------------------  ( 3.01 )
 STORY MODE
-------------------------------------------------------------------------------

Arcade mode. Select one of the twelve characters (secret characters included;
see "SECRETS / CODES" (7.02) section to find out how to unlock them) to go
through the game. You must defeat eight random opponents in a random order,
followed by Shibata who is the final boss. Once Shibata is defeated, you are
treated with a series of still images and text for their ending.

Losing against an opponent will bring up a Continue screen. You will have ten
seconds to decide on whether or not you wish to continue. Pressing Start will
activate the continue, allowing you to start the stage over against the
opponent that defeated you. Once the timer reaches 0, continuing is disabled
and the game is over.

Progress can be saved for later after the continue timer has expired.

Scores made here are added toward the Top 10 ranking screen. If you continue
from a loss, the score will be reset back to 0.


---------------------------------------------------------------------  ( 3.02 )
 VS MODE
-------------------------------------------------------------------------------

VS Mode is made for either 1- or 2-players. There are two modes to choose
from: "1P VS CPU" and "1P VS 2P." In each mode, any of the 12 characters can
be selected.

Pressing up allows the player to alter their character`s handicap by adjusting
the number of stars. The less amount of stars, the less damage the character
will do. Five stars is default.

Pressing down allows you to select the DIAGRAM option, which will bring up a
win/loss chart based on characters chosen. You can then save the chart and add
to it the more you play. (Uragiri no Ai`s and Kage Naoko`s stats are added to
Ai Honda`s and Naoko Hattori`s, respectively.)

Stages cannot be selected, they are chosen at random.


---------------------------------------------------------------------  ( 3.03 )
 SURVIVAL MODE
-------------------------------------------------------------------------------

Select one of the twelve characters to fight through a gauntlet of 24 randomly
selected opponents, followed by Shibata who is the final boss. (You fight each
other standard character 3x. You won`t fight against your own character. If
you select Shibata he won`t fight against Ai Honda, and instead fight Uragiri
no Ai as his final boss.) Each fight is only one round. Every time you win
your character gains back lost health, which is added to however much they
have remaining. The amount of this health bonus received gradually decreases
the more you win:

 * 1 - 3 wins   :  100% life restored   * 12 - 15 wins :   25% life restored
 * 4 - 7 wins   :   50% life restored   * 16 - 20 wins :   20% life restored
 * 8 - 11 wins  :   35% life restored   * 21 - 24 wins :   15% life restored

Yaruki Gauge stocks and energy carry over to the next fight.

Losing against an opponent will end Survival Mode. The score made for that
character will be saved.


---------------------------------------------------------------------  ( 3.04 )
 TRAINING MODE
-------------------------------------------------------------------------------

Training is a free mode where you can familiarize yourself with the game`s
play mechanics and learn how to use the characters. Select any of the twelve
characters, then select who you want to be your practice dummy.

During Training, you can press Start to bring up the Options panel and change
the configuration of the mode (listed from top to bottom):

- CONTINUE
  Leave the Options panel and return to the active Training mode.

- CPU
  Select how you want the practice dummy to respond.
  "Stand"      : Dummy stands.
  "Crouch"     : Dummy crouches.
  "Jump"       : Dummy jumps.

- CHARA CHANGE
  Return to the player select screen and choose a new character.

- EXIT
  Return to the title screen.


---------------------------------------------------------------------  ( 3.05 )
 OPTIONS
-------------------------------------------------------------------------------

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

- LEVEL
  Select the difficulty of the CPU opponents: Easy, Normal, Hard, or Expert.
  Normal is default.
  Damage and Yaruki Gauge meter 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 listed in this FAQ is based on the game set at "NORMAL" difficulty.
  (Effects: Story Mode, VS Mode (1P v. CPU), Survival)

- VISUAL
  Disable certain scenes from playing so that the game loads faster, such as
  the prologue and pre-fight commentary in Story Mode, and the win quotes. On
  is default.
  (Effects: Story Mode)

- FIGHT COUNT
  Select the number of rounds needed to win the match: 1, 2, or 3. 2 is
  default.
  (Effects: Story Mode, VS Mode)

- TIME
  Select the amount of time for each round in seconds: 30, 60, 90, or
  Infinite. 60 is default.
  (Effects: Story Mode, VS Mode (1P v. CPU), Survival)

- AUDIO
  Select the sound output: Stereo or Mono.

- SOUND TEST
  Play all the stage music from the game. Press "A" to play the track, and "B"
  to mute it. The track continues playing if you mute it, and pressing "A"
  again will have the sound come back on to resume listening.

- SYSTEM VOICE
  Select the seiyuu (voice actress) used to perform all the in-game speech:
  Type-A (Ai Orikasa, voice of Ai Honda), Type-B (Aya Hisakawa, voice of Aya
  Sakai), or Type-C (Mika Kanai, voice of Mika Ii). Type-A is default.
  ( See "SECRETS / CODES" section to find out how to unlock Type-C. )
  (Effects: Story Mode, VS Mode (1P v. CPU), Survival)

- CHARA VOICE
  Select the voice track used for the dialogue of characters speaking in-game:
  Type-A or Type-B. This changes what a character says during special attacks,
  intros, taunts, etc. This doesn`t change win quotes. Type-A is default.
  (Effects: Story Mode, VS Mode (1P v. CPU), Survival)

- CONTROL
  Change the configuration of the attack buttons.

- DIAGRAM
  Display the ranking chart; a win/loss diagram based on matches done in Vs.
  Mode. You are able to save up to four different diagrams. You can also load
  the official tournament data taken from Gamest back from 1997-1998 when the
  game was in arcades around Japan.

- EXIT
  Return to the title screen.


[ Sonic 4 ]  ==================================================================
 BASIC COMMANDS
===============================================================================

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 / d while dashing
Dash Jump                          Press uf while dashing
Backward Dash / Back Step          Press b,b

Nage (throw)                       When close, b / f + MP / MK / HP / HK

Ground Recovery                    Normally stand after knockdown
Idou Okiagari (rising movement)    Hold b / f after knockdown

Sonic Shift                        Guard, press P + K / R-shoulder   (1 stock)

Chouhatsu (taunt)                  Press L-shoulder

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


[ Sonic 5 ]  ==================================================================
 THE STUDENT COUNCIL
===============================================================================

The following section will take every throw, command, and special move, and
break them down to simplest terms to note all properties and key elements that
pertain to each. All attacks have six categories for their information:

 jp:  Name of the special move in Japanese, as it`s written out in Roumaji.
 en:  The English translation of the move.
 sp:  Speech the character says during the move. ("Type-A" CHARA VOICE only.)
 cm:  Joystick command and/or button input needed to perform the move.
 ht:  Total number of hits the move scores, separated by button strengths:
      LK/MK/HK 1 (1100; 5.8). For this attack example, all three Kick buttons
      will cause the move to hit "1" time. In parenthesis, the amount of
      damage the attack does ("1100") and how much Yaruki Gauge energy units
      ("5.8") you receive if the attack hits is also listed.
 ds:  Description of the special move.
 "-": Notes and additional information about the move. Any special effects or
      qualities that effect the character or the opponent are listed here.

---------------------------------------------------------------------  ( 5.01 )
 AI HONDA
-------------------------------------------------------------------------------

A power fighter who irresponsibly boasts about her high attack power. Take aim
of continuously using the immense destructive power of the Honda Taikuu
technique, it`s completely invincible! Use a throw on her just for guard!

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

Name Meaning   :  AI = "love"
                  HONDA = "main/book"
Class          :  Jinsoku Koukou Sannen Hi-gumi (Jinsoku Senior High School
                  3rd Year; Fire Class)
Position       :  Sokkou Seitokai Fukukaichou (Sokkou Student Council Vice
                  President)
Constellation  :  Otomeza (Virgo)
Blood Type     :  A type
Height         :  181 cm. (5`11")
Weight         :  57 kg. (125.4 lbs.)
Measurements   :  B/85 W/57 H/86 cm. (34/22/34 in.)
Hobbies        :  Reggae (Shouwa-era), tatakai (fighting)
Favorite Actor :  Yuusaku Matsuda, Bruce Lee

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             1.0          MID
s.MP                500             2.4          MID
s.HP                1300            4.8          MID     Knockdown (vs air)
s.LK                400             1.2          MID
s.MK                800             3.0          MID
s.HK                1000            4.2          MID     Knockdown (vs air)
c.LP                300             1.0          MID
c.MP                600             2.8          MID
c.HP                600, 700        3.0, 1.6     MID     Launches (vs air)
c.LK                300             1.2          MID
c.MK                600             2.8          LOW
c.HK                900             3.8          LOW     Knockdown
j.LP (ascend)       400             1.2          HIGH
j.LP (descend)      400             1.2          HIGH
j.MP (ascend)       600             2.6          HIGH
j.MP (descend)      600             2.6          HIGH
j.HP (ascend)       1000            4.2          HIGH    Knockdown (vs air)
j.HP (descend)      1100            4.4          HIGH    Knockdown (vs air)
j.LK (ascend)       400             1.2          HIGH
j.LK (descend)      300             1.0          HIGH
j.MK (ascend)       600             2.8          HIGH
j.MK (descend)      400             2.4          HIGH
j.HK (ascend)       1100            4.2          HIGH    Wall Slam (vs air)
j.HK (descend)      1100            4.2          HIGH
Dashing LP          400             1.2          MID
Dashing MP          500             2.4          MID     Launches (vs air)
Dashing HP          1000            4.0          MID     Knockdown
Dashing LK          200             0.8          MID
Dashing MK          700             2.8          MID
Dashing HK          400, 600        3.0, 1.0     MID     Knockdown (2nd hit)
------------------+---------------+------------+-------+---------------------

(overhead toss)                    When close, b / f + MP / MK / HP / HK

Uchioroshi Shouken                 f + HP
Kakato Otoshi                      f + HK
Honda Renda                        Press Punch rapidly
Honda Flame                        qcf + K
Honda Taikuu                       f,d,df + P

Mega Honda Taikuu                  (!) f,d,df + PP
Honda Ranbu                        (!) d,f,df + KK
Mega Honda Dive                    (!) In air, f,d,df + PP

(  Nage / Throw  -------------------------------------------------------------|

en:  (overhead toss)
sp:  "Hua~!"
cm:  When close, b / f + MP / MK / HP / HK
ht:  MP/MK 1 (400; 2.4) / HP/HK 1 (400; 3.0)
ds:  Ai grabs opponent and tosses them high into the air.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.
     - Ai`s throw is unique since it sends the opponent into the air, rather
       than throw them immediately to the ground. It does very little damage
       because alternatively, Ai can juggle the opponent as they are falling
       for greater damage. The interesting part is that the damage from the
       throw itself will still register in addition to whatever else Ai may
       hit the opponent with. All buttons throw the opponent at the same arc
       and distance, but the HP/HK-versions give Ai more Yaruki Gauge meter.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  uchioroshi shouken
en:  Low-hit Righteous Fist
sp:  "Huo!"
cm:  f + HP
ht:  HP 1 (500; 3.2)
ds:  Ai punches downward to smash her fist against the ground.
     - Must be guarded HIGH.

en:  Heel Drop
sp:  "Hu-ya~!"
cm:  f + HK
ht:  HK 1 (600; 3.4)
ds:  Ai kicks her leg up, then brings it down heel first.
     - Must be guarded HIGH.

jp:  honda renda
en:  Honda Barrage
sp:  "Hora hora hora~!" ("Hey hey hey~!")
cm:  Press Punch rapidly
ht:  LP 4 (100 x4; 4.0) / MP 7 (100 x7; 5.0) / HP 10 (100 x9, 900; 7.0)
ds:  Ai punches forward multiple times rapidly.
     - KNOCKDOWN attack with HP-version; ends with a Standing HP-like attack.
     - The Honda Renda pays homage to Edmond Honda`s Hyakuretsu Harite
       (Hundred Hand Slap) from `Street Fighter II´.

jp:  honda fureimu
en:  Honda Flame
cm:  qcf + K
ht:  LK/MK/HK 1 (1100; 5.8)
ds:  Ai lifts her hand to her face, then blows out a plume of flames.
     - KNOCKDOWN attack.
     - If guarded, LK hits 3 times, MK hits 6 times, and HK hits 7 times.
     - The Honda Flame pays homage to Dhalsim`s Yoga Flame from `Street
       Fighter II´.

jp:  honda taikuu
en:  Honda Antiaircraft
sp:  "Honda Taikuu~!"
cm:  f,d,df + P
ht:  LP 1 (900; 5.2) / MP 1 (1000; 5.6) / HP 3 (1100, 400 x2; 6.4, 0.8 x2)
ds:  Ai ascends with an uppercut while her fist is ablaze.
     - KNOCKDOWN attack.
     - Ai is completely invincible from frame 2 all through her ascension.
     - The LP-version pops the opponent high into the air, allowing Ai to land
       and hit the burning opponent with another attack. In the corner (and
       character dependent) she can juggle with attacks like Standing LK or
       Crouching HP. In the open she can hit with Standing HP or another Honda
       Taikuu, for example.
     - The Honda Taikuu pays homage to Ken Masters`s fiery Shouryuu Ken from
       `Super Street Fighter II´. Ai is even dressed in red with blonde hair!

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  mega honda taikuu
en:  Mega Honda Antiaircraft
sp:  "Mega Honda Taikuu~~!"
cm:  f,d,df + PP
ht:  Power 4 (400, 100, 600, 1300)
ds:  Ai attacks in a large N-shaped pattern with three flaming punches.
     - KNOCKDOWN attack.
     - The diving downward punch must be guarded HIGH.
     - Can be Chou-Canceled, but only during Ai`s vertical punches. If you
       cancel into a Mega Honda Dive, it can only be done once. Canceling
       into the Mega Honda Dive can only be done on the second or fourth hit,
       whereas canceling into the Honda Ranbu can only be done on the first or
       fourth hit (before Ai leaves the ground).

jp:  honda ranbu
en:  Honda Boisterous Dance
sp:  "Buttobasu!" ("Full speed drive!")
cm:  d,f,df + KK
ht:  Power 10 (100 x9, 1000)
ds:  Ai advances. If she hits opponent, she performs an attack rush.
     - Unblockable. KNOCKDOWN attack.

jp:  mega honda daibu
en:  Mega Honda Dive
sp:  "Hora hora hora~!" ("Hey hey hey~!")
cm:  In air, f,d,df + PP
ht:  Power 2 (800, 1200)
ds:  Ai dives downward at a 45º angle with a flaming punch, then ascends with
     a vertical flaming punch.
     - KNOCKDOWN attack.
     - The diving downward punch must be guarded HIGH.


---------------------------------------------------------------------  ( 5.02 )
 AKIO SHIBATA
-------------------------------------------------------------------------------

The universe boss who is hosting the tournament this time, Akio Shibata. What
kind of person is this guy really? Using what techniques, what kind of tactics
do you attack? That is something to confirm with your own eyes.

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

Name Meaning   :  AKIO = "bright/husband"
                  SHIBATA = "firewood/rice field"
Position       :  Uchuu Banchou (The Universe Leader)
Constellation  :  Uoza (Pisces)
Blood Type     :  B type
Height         :  192 cm. (6`4")
Weight         :  80 kg. (176 lbs.)
Measurements   :  B/141 W/88 H/94 cm. (56/35/37 in.)
Hobbies        :  Ginga touitsu (unification of the galaxy)

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                400             1.2          MID
s.MP                700             3.0          MID
s.HP                1100            4.2          MID     Knockdown (vs air)
s.LK                400             1.2          MID
s.MK                600             2.8          HIGH    Knockdown (vs air)
s.HK                1100, 600       4.2, 1.2     M, L    Knockdown (2nd hit)
c.LP                300             1.2          MID
c.MP                700             2.8          MID
c.HP                1000            3.8          LOW     Launches
c.LK                300             1.0          LOW
c.MK                500             2.4          LOW
c.HK                800             3.6          LOW     Knockdown
j.LP                500             1.2          HIGH
j.MP                800             3.0          HIGH    Launches (vs air)
j.HP                1000            4.2          HIGH    Knockdown (vs air)
j.LK                300             1.0          HIGH
j.MK (ascend)       700             2.8          HIGH
j.MK (descend)      600             2.6          HIGH
j.HK (ascend)       900             4.2          HIGH    Launches (vs air)
j.HK (descend)      1100            4.4          HIGH    Knockdown (vs air)
Dashing LP          400             1.2          MID
Dashing MP          500             2.6          MID
Dashing HP          800             3.8          LOW     Launches
Dashing LK          300             1.0          MID
Dashing MK          600             2.8          MID
Dashing HK          900             4.0          MID     Knockdown
------------------+---------------+------------+-------+---------------------

(deep freeze)                      When close, b / f + MP / HP
(rocket slam)                      When close, b / f + MK / HK

Hadou Hou Ken                      qcf + P
Hadou Bakurai                      qcb + P

Hadou Gekihou                      (!) qcf + PP
Hansha Laser Hou                   (!) qcb + PP

(  Nage / Throw  -------------------------------------------------------------|

en:  (deep freeze)
sp:  "Hnn!"
cm:  When close, b / f + MP / HP
ht:  MP 1 (0; 1.4) / HP 1 (0; 2.0)
ds:  Shibata grabs opponent and lifts them up, encasing them in ice before
     dropping them back to the ground.
     - Unblockable. KNOCKDOWN attack.
     - STUNS opponent, leaving them vulnerable. Lasts one second.
     - Shibata can hit the stunned opponent with just about any of his
       attacks, except throw them.

en:  (rocket slam)
sp:  "Hnn!"
cm:  When close, b / f + MK / HK
ht:  MK 1 (900; 3.6) / HP 1 (900; 4.4)
ds:  Shibata grabs opponent and rockets across the screen, slamming them into
     the wall.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  hadou hou ken
en:  Surge Demolish Fist
sp:  "U---! Tei~~i!" (yelling)
cm:  qcf + P
ht:  LP 2 (100, 1200; 3.8, 2.6) / MP 2 (100, 1400; 3.6, 3.2) /
     HP 2 (100, 1900; 3.8, 4.4)
ds:  Shibata advances with a punch. If he hits opponent, they are blasted back
     with an explosion of force.
     - KNOCKDOWN attack. Causes WALL SLAM.

jp:  hadou bakurai
en:  Surge Depth Charge
sp:  "Sei~!" ("Spirit!")
cm:  qcb + P
ht:  LP/MP/HP 1 (800; 5.2)
ds:  Shibata creates a blast of blue energy on the ground.
     - KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - The blast distance alters in three different ranges, depending on what
       button is used:
        * LP: Places blast in front of Shibata.
        * MP: Places blast 1/2 screen distance.
        * HP: Places blast full-screen distance.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  hadou gekihou
en:  Surge Ultra Cannon
sp:  "Uo~~! Ta~~~a!" (yelling)
cm:  qcf + PP
ht:  Power 15 (200 x15)
ds:  Shibata charges up, then thrusts his palm forward engulfed in blue energy
     to fire a large laser beam across the screen.
     - KNOCKDOWN attack. Causes WALL SLAM.

jp:  hansha re-sa- hou
en:  Reflection Laser Gun
sp:  "Hassha~~!" ("Firing~~!")
cm:  qcb + PP
ht:  Power 20 ((100 x2, 200 x2) x5)
ds:  Shibata charges up, then lifts an energy engulfed hand into the air to
     send out several blasts which rain down to the ground onto the opponent.
     - Tracks the opponent`s location.
     - The blasts will only combo together if the opponent is in the corner.
       Due to the pushback caused, the opponent will be knocked out of the
       blast and be able to guard before the next catches them. Against most
       opponents, only two hits of each laser blast will connect instead of
       the full four if they are not in the corner.
     - Shibata is able to move and attack while the blasts are falling.


---------------------------------------------------------------------  ( 5.03 )
 AYA SAKAI
-------------------------------------------------------------------------------

A unique character who manipulates the demon pen Dainashi. She is considerably
strong with her skillful techniques, which are often called "long reach is a
big opportunity."

(While Aya is not a complex character by any means, what should be noted is
that a considerable amount of her normal and special attacks revolve around
her living pen, Dainashi. With that being said, Aya more or less will lose a
majority of her strength and abilities temporarily throughout the match
depending on what attacks she does, and how she responds to that "downtime".
In a sense, she is similar to Litchi Faye-Ling from `BlazBlue´.)

 * Aya is at her full potential when Dainashi is floating behind her. While
   she is in this "Pen Stance," Aya`s basic attacks will do full damage and
   she has access to her throw, all her special moves, and both Tetsuwan.
 * Aya enters her "No Pen Stance" and becomes separated from Dainashi after
   the following attacks: Ten Byou, Maru Be Ta, Ryuu Sen, and Shuu Chuu Sen.
   This time of separation can last anywhere between one and four seconds.
   Each has its own separation time depending on the attack and/or the button
   strength used. HP Ten Byou and Shuu Chuu Sen cause the longest separation.
 * Dainashi automatically floats back toward Aya after any attack that would
   separate the two. Unlike Naoko Hattori, Aya cannot call Dainashi back to
   her faster than its normal movement speed. If Aya is being attacked while
   Dainashi is away from her, it will not float back until Aya is not being
   hit anymore. This is how to keep Dainashi away from Aya for longer periods
   of time.
 * While Aya and Dainashi are separated, Aya is still able to move and attack.
   However, her entire move list becomes void since she will be unable to
   perform any of her special attacks, can`t throw, and can`t use either of
   her Tetsuwan until she gains control of Dainashi again. In addition to all
   that, a majority of Aya`s basic attacks also will do at least 50% less
   damage and have considerably shorter range. Aya mainly uses Dainashi as an
   extension to her arms and legs. Without it, Aya still throws her limb out
   for an attack, but at a much shorter range.
 * In her "No Pen Stance," many of Aya`s chains will be obsolete. Mainly with
   her Punch attacks. With Dainashi, Aya can chain s.LP into s.MP or s.MK. She
   will not be able to do either if Dainashi is away. She also can`t do d.LP >
   d.MP > d.HP. Aya`s Kick chains mainly stay the same that do not utilize HK.
 * Since Aya can move while Dainashi is away from her, typically what you want
   to do is go toward it to gain control of it faster. Keep in mind that
   Dainashi cannot "link" back onto Aya again unless she is on the ground. If
   she`s in the air, Dainashi will hover where Aya is, but won`t fully connect
   until she lands.
 * Below Aya has two sets of basic attack charts: with and without Dainashi.
   If an attack is not listed in the "w/o Dainashi" section (ie - s.LK), that
   means it has the same damage and properties as it does if Aya has her pen.
   In most cases Dainashi is used with Aya`s punch attacks, but she also uses
   it for most of her HKs as well. If you also notice, s.HK will not hit at
   all if Aya does not have Dainashi.

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

Name Meaning   :  AYA = "design"
                  GOTOU = "sake/well"
Class          :  Jinsoku Koukou Sannen Misu-gumi (Jinsoku Senior High School
                  3rd Year; Water Class)
Position       :  Sokkou Seitokai Shoki (Sokkou Student Council Secretary)
Constellation  :  Mizugameza (Aquarius)
Blood Type     :  B type
Height         :  176 cm. (5`9")
Weight         :  51 kg. (112.2 lbs.)
Measurements   :  B/93 W/58 H/86 cm. (37/23/34 in.)
Hobbies        :  Manga (Japanese comics), shuzai (collecting data)
Likes          :  Manga (Japanese comics), eiga (movies), shuzai (collecting
                  data), yakipurin (fried pudding), jungle-gyms
Dislikes       :  Dasei (inertia), janome-chou (butterflies of the subfamily
                  Satyrinae)
Favorite Color :  Shiro (white)
Favorite Actor :  Ken Ogata, John Malkovich

------------------+---------------+------------+-------+----- ( w/ Dainashi )
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                400             1.2          MID
s.MP                600             2.8          MID     If close, can miss
s.HP                400, 700        3.0, 1.4     MID
s.LK                300             1.0          MID
s.MK                500             2.8          MID
s.HK                200, 300 x3     1.1 x4       MID     Wall Slam (vs ground)
c.LP                300             1.0          MID
c.MP                600             3.0          MID
c.HP                300, 800        2.8, 1.6     MID
c.LK                200             1.0          LOW
c.MK                500             2.6          LOW
c.HK                300 x3          4.0          LOW     Knockdown (3rd hit)
j.LP (ascend)       300             1.0          HIGH
j.LP (descend)      400             1.2          HIGH
j.MP (ascend)       600             2.8          HIGH
j.MP (descend)      700             2.8          HIGH    Knockdown (vs air)
j.HP (ascend)       1100            4.4          HIGH    Launches (vs air)
j.HP (descend)      1000            4.2          HIGH
j.LK (ascend)       200             1.0          HIGH
j.LK (descend)      200             1.0          HIGH
j.MK (ascend)       500             2.8          HIGH
j.MK (descend)      500             2.8          HIGH
j.HK                800             3.8          HIGH
Dashing LP          200             0.8          LOW
Dashing MP          600             2.8          MID
Dashing HP          900             4.0          HIGH
Dashing LK          200             0.8          LOW
Dashing MK          400             2.6          LOW
Dashing HK          900             3.8          HIGH    Wall Slam
------------------+---------------+------------+-------+---- ( w/o Dainashi )
s.LP                200             0.6          MID
s.MP                300             2.2          MID
s.HP                200             2.6          MID
s.HK                --              2.0          --      Doesn`t hit
c.LP                100             0.6          MID
c.MP                300             2.2          MID
c.HP                100             2.4          MID
c.HK                400             2.8          LOW
j.LP (ascend)       100             0.8          HIGH
j.LP (descend)      200             0.8          HIGH
j.MP (ascend)       300             2.2          HIGH
j.MP (descend)      300             2.0          HIGH
j.HP (ascend)       500             3.2          HIGH    Small hitbox
j.HP (descend)      400             3.0          HIGH
j.HK                500             3.2          HIGH
Dashing LP          100             0.6          MID
Dashing MP          300             2.0          MID
Dashing HP          400             3.2          HIGH
------------------+---------------+------------+-------+---------------------

(pen suspension)                   When close, b / f + HP

Ten Byou                           d,u + P
Geki Pen                           qcf + P
Maru Be Ta                         qcb + P
Dainashi Surfing                   In air, d + MP

Ryuu Sen                           (!) qcf + PP
Shuu Chuu Sen                      (!) f,d,df + PP

(  Nage / Throw  -------------------------------------------------------------|

en:  (pen suspension)
sp:  "Huo~!"
cm:  When close, b / f + HP
ht:  HP 1+1+1 (1500; 5.2)
ds:  Aya commands Dainashi to lift the opponent into the air and hit three
     times, while Aya claps and cheers it on.
     - Unblockable. KNOCKDOWN attack.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  ten byou
en:  Heaven Rivet
sp:  "To~tototo!" (sound of making dots/holes)
cm:  d,u + P
ht:  LP/MP/HP 10 (200 x5, 300 x5; 9.0)
ds:  Aya commands Dainashi to angle outward, creating a pattern of dots in an
     area.
     - Separates Aya from Dainashi for two seconds.
     - The dot pattern distance alters in three different ranges, depending on
       what button is used:
        * LP: Places dot pattern in front of Aya, at body level.
        * MP: Places dot pattern 1/2 screen distance, at head level.
        * HP: Places dot pattern 3/4 screen distance, over head level.

jp:  geki pen
en:  Violent Sheet
sp:  "Ei~!"
cm:  qcf + P
ht:  LP/MP/HP 1 (900; 5.2)
ds:  Aya commands Dainashi to shoot a green pen-shaped blast.

jp:  maru be ta
en:  Circle Dark Snake
sp:  "Ha~~~a!"
cm:  qcb + P
ht:  LP 1 (900; 5.4) / MP 1 (1300; 6.4) / HP 1 (1400; 6.8)
ds:  Aya commands Dainashi to create an ink blot on the floor.
     - Unblockable. KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - Separates Aya from Dainashi for one second.
     - The ink blot distance alters in three different ranges, depending on
       what button is used:
        * LP: Places ink blot 1/3 screen distance.
        * MP: Places ink blot 1/2 screen distance.
        * HP: Places ink blot 3/4 screen distance.

jp:  dainashi sa-fin
en:  Dainashi Surfing
sp:  "Sore~!" ("There~!")
cm:  In air, d + MP
ht:  MP 1 (700; 2.8)
ds:  Aya dives downward at a 45º angle while riding atop Dainashi.
     - Must be guarded HIGH.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  ryuu sen
en:  Dragon Flash
sp:  "Sore~!" ("There~!")
cm:  qcf + PP
ht:  Power 6 (200, 300 x3, 200, 1100)
ds:  Aya commands Dainashi to advance across the screen while spinning like a
     drill.
     - KNOCKDOWN attack.
     - Separates Aya from Dainashi for four seconds.

jp:  shuu chuu sen
en:  Advancing Death Penalty Flash
sp:  "Sore~!" ("There~!")
cm:  f,d,df + PP
ht:  Power 2 (800, 1700)
ds:  Aya ascends at a 45º angle alongside Dainashi, stabbing upward.
     - KNOCKDOWN attack.
     - Separates Aya from Dainashi for one second.


---------------------------------------------------------------------  ( 5.04 )
 KAGE NAOKO (HATTORI)
-------------------------------------------------------------------------------

(Kage (Shadow) Naoko is a secret character that is an alternate version of
Naoko Hattori. She possesses changes and differences from normal Naoko.)

 * Does not have Gander-maru, thus loses the Nin Neko Otoshi, Neko o Yobu,
   Ninpou Ba Gu, and Chou Ninpou: Suisei Otoshi. She gains no special moves
   to make up for this loss.
 * Can chain HP > HK while dashing.
 * Can cancel out of all normal and dashing attacks, including HP and HK.
 * Can cancel out of the Tettsui.
 * Does not immediately turn around to face the opponent after hitting with
   Dashing LP. Kage Naoko continues to face the way she was going initially,
   and any follow-up chained attack will also be aimed in that direction.
 * Does not leap to the top of the screen at the start of the Chou Ninpou:
   Baku En En Bu; instead, starts mid-wall.

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             0.8          MID
s.MP                600             3.4          MID
s.HP                900             3.8          MID
s.LK                200             0.8          MID
s.MK                500             2.6          MID
s.HK                900             3.8          MID
c.LP                400             1.4          MID
c.MP                500             2.6          MID
c.HP                800             3.6          MID     Launches (vs air)
c.LK                100             0.8          LOW
c.MK                300             2.2          LOW
c.HK                900             3.6          LOW     Knockdown
j.LP (ascend)       300             1.0          HIGH
j.LP (descend)      200             0.8          HIGH
j.MP (ascend)       500             2.6          HIGH    Launches (vs air)
j.MP (descend)      500             2.6          HIGH
j.HP (ascend)       900             4.2          HIGH    Knockdown (vs air)
j.HP (descend)      800             3.6          HIGH    Knockdown (vs air)
j.LK (ascend)       200             1.0          HIGH
j.LK (descend)      200             0.8          HIGH
j.MK (ascend)       600             2.8          HIGH
j.MK (descend)      500             2.6          HIGH
j.HK (ascend)       1000            4.2          HIGH    Wall Slam (vs air)
j.HK (descend)      800             3.8          HIGH    Knockdown (vs air)
Dashing LP          200             0.8          MID     Switches sides
Dashing MP          500             2.6          MID
Dashing HP          900             4.0          HIGH
Dashing LK          400             1.4          MID     Knockdown (vs air)
Dashing MK          700             2.8          MID     Knockdown (vs air)
Dashing HK          800             3.8          MID     Knockdown (vs air)
------------------+---------------+------------+-------+---------------------

(hooking elbow)                    When close, b / f + MK / HK

Tettsui                            f + MP
Renge Kudaki                       f + HP
Kasumi Giri                        qcf + P
Saruwatari no Jutsu                b,d,db + P

Chou Ninpou: Baku En En Bu         (!) qcb + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (hooking elbow)
sp:  "Ho~!"
cm:  When close, b / f + MK / HK
ht:  MK 1 (600; 2.6) / HK 1 (600; 3.4)
ds:  Naoko grabs opponent and swings her elbow across their face.
     - Unblockable. KNOCKDOWN attack.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp;  tettsui
en:  Iron Hammer
sp:  "Ho~!"
cm:  f + MP
ht:  MP 1 (800; 3.2)
ds:  Naoko hops forward, slamming her fist downward.
     - KNOCKDOWN attack.
     - Must be guarded HIGH.

jp:  renge kudaki
en:  Lotus Flower Break
sp:  "Ha~!"
cm:  f + HP
ht:  HP 1 (800; 3.8)
ds:  Naoko steps forward with an extended punch.

jp:  kasumi giri
en:  Mist Cut
cm:  qcf + P
ht:  LP/MP/HP 1 (1000; 5.4)
ds:  Naoko advances, slashing her arm horizontally through the air in a yellow
     streak.

jp:  saruwatari no jutsu
en:  Art of the Monkey Bars
cm:  b,d,db + P
ht:  LP/MP/HP 1 (900; 5.4)
ds:  Naoko jumps back high against the wall, then dives down at the opponent
     with a kick.
     - Must be guarded HIGH.
     - The kick tracks the opponent`s location.
     - Naoko will bounce more times off the wall, depending on what button is
       used. The stronger the button, the more times she bounces back and
       forth between the walls.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  chou ninpou: baku en en bu
en:  Super Ninja Arts: Blast Flame Monkey Dance
cm:  qcb + KK
ht:  Power 1~3 (1200/hit)
ds:  Naoko jumps back against the wall, then leaps across the screen to the
     opposite wall while raining down five bombs that explode when they hit
     the ground.
     - KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - Kage Naoko does not leap as high as normal Naoko does at the start. She
       instead leaps back to the middle of the back wall. All this really does
       is cause the bombs to explode faster since they have less time to fall.
     - Typically only one or two blasts will hit. But in actuality, each bomb
       causes two explosions: the impact blast and a larger, follow-up blast.
       Both of them follow right behind each other. The only way to get three
       blasts to connect is if the opponent is directly underneath one of the
       bombs. That way they take the two hits from that bomb, then the second
       blast from an adjacent explosion.
     - Naoko`s placement of where she lands after the Chou Ninpou: Baku En En
       Bu can be adjusted. If no direction is held during, Naoko will land
       somewhere around mid-screen. However, holding either left or right
       makes Naoko land toward that side of the screen.
     - It is possible to hit the exploded opponent with an attack as they are
       falling back to the ground. It normally is easier if the opponent is
       near one side of the screen, and you make Naoko land on that side and
       attack them once in range.


---------------------------------------------------------------------  ( 5.05 )
 KUMIKO GOTOU
-------------------------------------------------------------------------------

Vital blows and throwing techniques unleashed from the body of a supermodel.
Power and agility on par with leading athletes to surpass even [Ai] Honda`s
techniques. If she is attacked by a strike, the person who got close is thrown
and POW!

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

Name Meaning   :  KUMIKO = "long time/beautiful/child"
                  GOTOU = "behind/wisteria"
Class          :  Jinsoku Koukou Sannen Hi-gumi (Jinsoku Senior High School
                  3rd Year; Fire Class)
Position       :  Sokkou Fuuki Iinkai Iinchou Hosa (Sokkou Assistant Chairman
                  of Public Morals Committee)
Constellation  :  Yagiza (Capricorn)
Blood Type     :  AB type
Height         :  181 cm. (5`11")
Weight         :  57 kg. (125.4 lbs.)
Measurements   :  B/84 W/59 H/85 cm. (33/23/34 in.)
Hobbies        :  Yakyuu (baseball) card collection
Offensive Sk.  :  Gwaragakin/Gwaragowakin (this is the sound effect made when
                  the character Iwaki Masami hits a ball from the baseball-
                  themed manga "Dokaben")
Defensive Sk.  :  Dream Ball
Weakness       :  Only able to hit bad pitches

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                400             1.2          MID
s.MP                800             3.2          MID
s.HP                1200            4.6          MID     Launches (vs ground)
s.LK                300             1.0          MID
s.MK                700             2.8          MID
s.HK                1100            4.4          MID     Wall Slam
c.LP                300             1.0          MID
c.MP                700             2.8          MID
c.HP                1000            4.0          LOW     Knockdown (vs ground)
c.LK                300             1.0          LOW
c.MK                600             2.4          LOW
c.HK                1000            4.0          LOW     Knockdown
j.LP                300             1.2          HIGH
j.MP (ascend)       700             2.8          HIGH
j.MP (descend)      700             2.8          HIGH
j.HP (ascend)       900, 300        3.8, 0.8     HIGH
j.HP (descend)      1100            4.4          HIGH    Knockdown (vs air)
j.LK (ascend)       300             1.0          HIGH
j.LK (descend)      300             1.0          HIGH
j.MK (ascend)       700             2.8          HIGH
j.MK (descend)      600             2.4          HIGH
j.HK (ascend)       1000            4.2          HIGH    Launches (vs air)
j.HK (descend)      1000            4.0          HIGH
Dashing LP          300             1.0          MID
Dashing MP          500             2.4          MID     Wall Slam (vs ground)
Dashing HP          1000            4.0          LOW     Knockdown
Dashing LK          200             1.0          LOW
Dashing MK          500             2.4          LOW
Dashing HK          900             3.8          MID     Wall Slam
------------------+---------------+------------+-------+---------------------

(ground slam)                      When close, b / f + MP / HP

Kaiten Receive                     f + HP
Satsu Ma Kyuu: 1-gou               hcf + K
Jyoudan Atemi Throw                hcb + LP
Chuudan Atemi Throw                hcb + MP
Gedan Atemi Throw                  hcb + HP

Satsu Ma Kyuu: 2-gou               (!) hcf + PP (misses from afar)
Satsu Ma Kyuu: 3-gou               (!) hcf + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (ground slam)
sp:  "Yeah~! Huo~!"
cm:  When close, b / f + MP / HP
ht:  MP 1 (1300; 4.2) / HP 1 (1300; 4.8)
ds:  Kumiko grabs opponent and slams them down to the ground.
     - Unblockable. KNOCKDOWN attack.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  kaiten reshi-bu
en:  Rotation Receive
sp:  "Hyeah~!"
cm:  f + HP
ht:  HP 1 (1000; 4.2)
ds:  Kumiko dives forward with her arm out (as if to catch a baseball), then
     rolls on the ground.
     - Must be guarded HIGH.

jp:  satsu ma kyuu: 1-gou
en:  Killing Demon Inhale: Number One
sp:  "Makyuu!" ("Miracle ball!")
cm:  hcf + K
ht:  LK/MK/HK 1 (1100; 5.8)
ds:  Kumiko advances with her arm extended. If she grabs opponent, she will
     turn and slam them to the ground.
     - KNOCKDOWN attack.
     - GROUND BOUNCE; allows a free attack.

jp:  jyoudan atemi suro-
en:  Upper Level Strike Throw
sp:  "Totta!" ("Record this!")
cm:  hcb + LP
ht:  LP 1 (2000; 8.2)
ds:  Kumiko holds out her hands in front as if to catch a pitch.
     - A counterattack move. This version reverses physical attacks that would
       normally be guarded MID. If Kumiko catches an attack, she receives no
       damage and counters by throwing the opponent across the screen against
       the wall.

jp:  chuudan atemi suro-
en:  Middle Level Strike Throw
sp:  "Totta!" ("Record this!")
cm:  hcb + MP
ht:  MP 1 (1800; 7.8)
ds:  Kumiko holds out her hands in front as if to catch a pitch.
     - A counterattack move. This version reverses physical attacks that would
       normally be guarded HIGH. If Kumiko catches an attack, she receives no
       damage and counters by throwing the opponent across the screen against
       the wall.

jp:  gedan atemi suro-
en:  Lower Level Strike Throw
sp:  "Totta!" ("Record this!")
cm:  hcb + HP
ht:  HP 1 (1700; 7.4)
ds:  Kumiko kneels and holds out her hands in front as if to catch a pitch.
     - A counterattack move. This version reverses physical attacks that would
       normally be guarded LOW. If Kumiko catches an attack, she receives no
       damage and counters by throwing the opponent across the screen against
       the wall.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  satsu ma kyuu: 2-gou
en:  Killing Demon Inhale: Number Two
sp:  "Ha~ kieru makyuu!" ("Ha~ Disappearing miracle ball!")
cm:  hcf + PP (misses from afar)
ht:  Power 1 (2900)
ds:  Kumiko grabs forward. If she grabs opponent, she will turn and lift her
     leg up high, then throw the semi-invisible opponent across the screen
     against the wall.
     - Unblockable. KNOCKDOWN attack.

jp:  satsu ma kyuu: 3-gou
en:  Killing Demon Inhale: Number Three
sp:  "Hand!"
cm:  hcf + KK
ht:  Power 1 (2400)
ds:  Kumiko advances with her arm extended. If she grabs opponent, she will
     turn and throw them across the screen against the wall.
     - KNOCKDOWN attack.


---------------------------------------------------------------------  ( 5.06 )
 MIKA II
-------------------------------------------------------------------------------

She is abundant in movement techniques, is phantasmagoric, and able to do an
all-ranged strategy. She possesses strong continuous techniques, and instead
of pushing the grind, she has a sense of going forward to attack all around
the opponent`s character.

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

Name Meaning   :  II = "well/Italy"
Class          :  Jinsoku Koukou Ninen Chi-gumi (Jinsoku Senior High School
                  2nd Year; Earth Class)
Position       :  Sokkou Seitokai Kaikei (Sokkou Student Council Treasurer)
Constellation  :  Tenbinza (Libra)
Blood Type     :  AB type
Height         :  143 cm. (4`8")
Weight         :  39 kg. (85.8 lbs.)
Measurements   :  B/80 W/55 H/81 cm. (32/22/32 in.)
Hobbies        :  Medal games, oshaberi (6 jikan ijyou)
                  (amusement games that use tokens, gossiping (for no less
                  than six hours))
Favorite Actor :  Kouji Imada, Terry Gilliam

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                200             0.8          MID
s.MP                500             2.4          MID
s.HP                1000            4.2          MID     Knockdown (vs air)
s.LK                300             1.0          MID
s.MK                500             2.4          MID
s.HK                1000            4.0          MID     Knockdown (vs air)
c.LP                200             1.0          MID
c.MP                500             2.6          LOW
c.HP                900             4.0          LOW     Knockdown
c.LK                200             0.8          LOW
c.MK                900             3.2          MID
c.HK                1000            4.2          MID     Launches
j.LP (ascend)       200             0.8          HIGH
j.LP (descend)      600             1.8          HIGH
j.MP (ascend)       500             2.4          HIGH
j.MP (descend)      900             3.2          HIGH
j.HP (ascend)       600             3.6          HIGH
j.HP (descend)      900             4.2          HIGH
j.LK (ascend)       200             0.8          HIGH
j.LK (descend)      300             1.0          HIGH
j.MK (ascend)       400             2.4          HIGH
j.MK (descend)      100 x4          2.0          HIGH
j.HK (ascend)       700             3.6          HIGH
j.HK (descend)      600             3.4          HIGH
Dashing LP          200             0.8          MID     Knockdown (vs air)
Dashing MP          500             2.4          HIGH
Dashing HP          500             3.2          HIGH    Knockdown
Dashing LK          200             0.8          MID
Dashing MK          900             3.2          MID     Knockdown (vs air)
Dashing HK          1200            4.6          MID     Wall Slam
------------------+---------------+------------+-------+---------------------

(face crush)                       When close, b / f + MP / MK / HP / HK

Abise Geri                         f + MK
Head Sliding                       df + HP
Spiral Screw                       qcf + P
Crazy Cat                          qcf + K ..
 > Kidou Henkou                    Press K after Crazy Cat
Circus Metro                       qcb + K

Space Canyon                       (!) d,u + KK
Final Scramble                     (!) b,d,db + PP

(  Nage / Throw  -------------------------------------------------------------|

en:  (face crush)
sp:  "Hey!"
cm:  When close, b / f + MP / MK / HP / HK
ht:  MP/MK 1 (700; 2.8) / HP/HK 1 (700; 3.4)
ds:  Mika climbs atop the opponent`s shoulders and covers their head with her
     hands, then smashes her palms together while yanking backward.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  abise geri
en:  Peppered Kick
sp:  "Sorya~!" (emphatic yelling)
cm:  f + MK
ht:  MK 1 (100; 1.6)
ds:  Mika hops forward with a tumbling kick.
     - Must be guarded HIGH.

jp:  heddo suraidingu
en:  Head Sliding
sp:  "Sorya~!" (emphatic yelling)
cm:  df + HP
ht:  HP 1 (100; 2.2)
ds:  Mika slides along the ground on her belly.
     - Must be guarded LOW.

jp:  supairaru sukuryu-
en:  Spiral Screw
sp:  "Yoko kaite~n!" ("Horizontal rotation!")
cm:  qcf + P
ht:  LP 4 (1100; 5.8) / MP/HP 4 (1200; 6.2)
ds:  Mika advances while spinning in the air like a drill.
     - KNOCKDOWN attack. HP-version causes WALL SLAM.

jp:  kureiji- kyatto
en:  Crazy Cat
sp:  "Tate kaite~n!" ("Vertical rotation!")
cm:  qcf + K ..
ht:  LK 1 (500; 4.4) / MK/HK 1 (900; 5.4)
ds:  Mika advances while rolling in a ball.
     - Can follow with Kidou Henkou; however, if the Crazy Cat hits, then Mika
       can`t do the Kidou Henkou.
     - Mika`s distance alters in three different ranges, depending on what
       button is used:
        * LK: Travels just under 1/2 screen distance.
        * MK: Travels 1/2 screen distance.
        * HK: Travels just under full-screen distance.

jp:  kidou henkou
en:  Trajectory Change
cm:  Press K after Crazy Cat
ht:  LK/MK/HK 1 (900; +4.4)
ds:  Mika springs forward in an arch while curled into a spinning ball.
     - KNOCKDOWN attack.
     - Must be guarded HIGH.
     - Both the Crazy Cat and Kidou Henkou can have different buttons used for
       each. For example, you can do the Crazy Cat with LK and use HK for the
       Kidou Henkou.

jp:  sa-kasu metoro
en:  Circus Metro
sp:  "Pit!"
cm:  qcb + K
ht:  LK/MK/HK 1 (500; 4.6)
ds:  Mika rolls into a ball and dives under the ground. After a second, she
     springs out the ground a distance away from where she started.
     - KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - Mika`s distance alters in three different ranges, depending on what
       button is used:
        * LK: Appears 1/3 screen distance.
        * MK: Appears 2/3 screen distance.
        * HK: Appears full-screen distance.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  supe-su kyanion
en:  Space Canyon
sp:  "Sorya sorya sorya~!" (emphatic yelling)
cm:  d,u + KK
ht:  Power 2 (300, 1900)
ds:  Mika flies vertically offscreen while spinning, then rockets downward at
     a 45º angle like a comet with her fist extended while engulfed in energy.
     - KNOCKDOWN attack.
     - The downward comet punch must be guarded HIGH.
     - Mika is able to hit with her vertical spinning attack that starts the
       Space Canyon. If it hits, the comet punch is guaranteed. Should the
       comet punch miss, Mika still slides along the ground until her momentum
       stops, leaving her vulnerable.
     - If only the comet punch hits, that attack will instead do +100 damage
       since there is no damage scaling from the initial attack. It will also
       cause WALL SLAM instead of a normal knockdown.
     - The comet punch tracks, meaning Mika will fly down toward wherever the
       opponent is located.

jp:  fainaru sukuranburu
en:  Final Scramble
sp:  "Daikaiten ya~!!" ("It`s a large rotation!")
cm:  b,d,db + PP
ht:  Power 2 (1600, 1500)
ds:  Mika advances in the air while spinning, creating two large circles.
     - KNOCKDOWN attack.
     - Must be guarded HIGH.


---------------------------------------------------------------------  ( 5.07 )
 NAOKO HATTORI
-------------------------------------------------------------------------------

Her strong point is timed attacks in cooperation with her ninja-cat Gander-
maru, making her a technical and tricky character. She is a step back from
Ishida`s speed, but Naoko`s pace is always an unexpected attack in this world!

(Naoko uses her pet ninja-cat Gander-maru in some of her special and Tetsuwan
attacks.)

 * Unlike Aya Sakai, Naoko is not overly dependent on Gander-maru like Aya is
   with Dainashi. She doesn`t lose any of her physical strength or range when
   Gander-maru is away from her, but will temporarily not be able to use the
   Nin Neko Otoshi, Ninpou Ba Gu, or her Chou Ninpou: Suisei Otoshi.
 * Sometimes attacks that smash against the ground will cause Gander-maru to
   get knocked back away from Naoko. The only problem this does is that it may
   cause Naoko to use her Neko o Yobu rather than a special attack if he is
   not close enough.
 * Gander-maru automatically walks back to Naoko after any attack that would
   separate the two. She can speed up his return by using the Neko o Yobu
   whenever he is away. Keep in mind that Gander-maru isn`t glued to Naoko`s
   side, so even some of Naoko`s jumps, dashes and attacks will cause enough
   separation between the two of them where she will instead call him rather
   than use her special attack.

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

Name Meaning   :  NAOKO = "vegetables/cherry blossom/child"
                  HATTORI = "clothing/section"
Class          :  Jinsoku Koukou Sannen Kaze-gumi (Jinsoku Senior High School
                  3rd Year; Wind Class)
Position       :  Hagure Ninja (Stray Ninja)
Constellation  :  Shishiza (Leo)
Blood Type     :  B type
Height         :  166 cm. (5`5")
Weight         :  45 kg. (99 lbs.)
Measurements   :  B/84 W/57 H/85 cm. (33/22/34 in.)
Hobbies        :  Shin ninpou hatsumei (inventing new ninja arts)
Likes          :  Ningbo (city in China), bushido ("way of the warrior"),
                  Fujiyama (Mount Fuji), sukiyaki (beef soup mixed with soy
                  sauce and vegetables)
Dislikes       :  Sokkou Seitokai (or rather Ai Honda), shugyou (training),
                  tokkun (intensive training), tanren (discipline)
Offensive Sk.  :  Senkan no Shuhou-nami (average main armament of a
                  battleship)
Defensive Sk.  :  Kizu hitotsu tsuka naito wa! ("I won`t take a single
                  scratch!")
Wisdom         :  Keisotsu da na (Not being careless)
Weakness       :  Amuro dassou (Amuro deserter)

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             0.8          MID
s.MP                600             3.4          MID
s.HP                900             3.8          MID
s.LK                200             0.8          MID
s.MK                500             2.6          MID
s.HK                900             3.8          MID
c.LP                400             1.4          MID
c.MP                500             2.6          MID
c.HP                800             3.6          MID     Launches (vs air)
c.LK                100             0.8          LOW
c.MK                300             2.2          LOW
c.HK                900             3.6          LOW     Knockdown
j.LP (ascend)       300             1.0          HIGH
j.LP (descend)      200             0.8          HIGH
j.MP (ascend)       500             2.6          HIGH    Launches (vs air)
j.MP (descend)      500             2.6          HIGH
j.HP (ascend)       900             4.2          HIGH    Knockdown (vs air)
j.HP (descend)      800             3.6          HIGH    Knockdown (vs air)
j.LK (ascend)       200             1.0          HIGH
j.LK (descend)      200             0.8          HIGH
j.MK (ascend)       600             2.8          HIGH
j.MK (descend)      500             2.6          HIGH
j.HK (ascend)       1000            4.2          HIGH    Wall Slam (vs air)
j.HK (descend)      800             3.8          HIGH    Knockdown (vs air)
Dashing LP          200             0.8          MID     Switches sides
Dashing MP          500             2.6          MID
Dashing HP          900             4.0          HIGH
Dashing LK          400             1.4          MID     Knockdown (vs air)
Dashing MK          700             2.8          MID     Knockdown (vs air)
Dashing HK          800             3.8          MID     Knockdown (vs air)
------------------+---------------+------------+-------+---------------------

(hooking elbow)                    When close, b / f + MK / HK

Tettsui                            f + MP
Renge Kudaki                       f + HP
Kasumi Giri                        qcf + P
Nin Neko Otoshi                    qcf + K
Neko o Yobu                        qcf / qcb + K when Gander-maru is far away
Ninpou Ba Gu                       qcb + K
Saruwatari no Jutsu                b,d,db + P

Chou Ninpou: Suisei Otoshi         (!) qcf + KK
Chou Ninpou: Baku En En Bu         (!) qcb + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (hooking elbow)
sp:  "Ho~!"
cm:  When close, b / f + MK / HH
ht:  MK 1 (600; 2.6) / HK 1 (600; 3.4)
ds:  Naoko grabs opponent and swings her elbow across their face.
     - Unblockable. KNOCKDOWN attack.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp;  tettsui
en:  Iron Hammer
sp:  "Ei~!"
cm:  f + MP
ht:  MP 1 (800; 3.2)
ds:  Naoko hops forward, slamming her fist downward.
     - KNOCKDOWN attack.
     - Must be guarded HIGH.

jp:  renge kudaki
en:  Lotus Flower Break
sp:  "Ha~!"
cm:  f + HP
ht:  HP 1 (800; 3.8)
ds:  Naoko steps forward with an extended punch.

jp:  kasumi giri
en:  Mist Cut
cm:  qcf + P
ht:  LP/MP/HP 1 (1000; 5.4)
ds:  Naoko advances, slashing her arm horizontally through the air in a yellow
     streak.

jp:  nin neko otoshi
en:  Spy Cat Drop
sp:  "Sore ja!" ("See you later!")
cm:  qcf + K
ht:  LK/MK/HK 3 (700 x3; 8.6)
ds:  Naoko holds her arm out as Gander-maru leaps on it to perch, then he
     jumps off into the air to dive downward at a 45º angle.
     - Requires Gander-maru to be at Naoko`s side.

jp:  neko o yobu
en:  Call The Cat
cm:  qcf / qcb + K when Gander-maru is far away
ht:  LK/MK/HK 0 (0; 3.6)
ds:  Naoko crouches while waving a small reed to call Gander-maru back to her.
     - This move replaces both the Nin Neko Otoshi and Ninpou Ba Gu commands
       if Gander-maru is not at Naoko`s side.
     - Gives Gander-maru a 50% speed boost, causing him to move faster as he
       runs back toward Naoko. Can be repeated continuously, but Gander-maru`s
       speed will only increase the one time. However Naoko still gains Yaruki
       Gauge energy each time she uses it.

jp:  ninpou ba gu
en:  Ninja Arts Difficult Insect
sp:  "Oyari!" ("Go!")
cm:  qcb + K
ht:  LK/MK/HK 6 (400 x4, 300 x2; 8.6)
ds:  Naoko picks up Gander-maru, throwing him outward to spin in place like a
     buzzsaw.
     - Requires Gander-maru to be at Naoko`s side.
     - Gander-maru`s distance alters in three different ranges, depending on
       what button is used:
        * LP: Places Gander-maru in front of Naoko, at head level.
        * MP: Places Gander-maru 1/3 screen distance, at head level.
        * HP: Places Gander-maru 1/2 screen distance, at body level.

jp:  saruwatari no jutsu
en:  Art of the Monkey Bars
cm:  b,d,db + P
ht:  LP/MP/HP 1 (900; 5.4)
ds:  Naoko jumps back high against the wall, then dives down at the opponent
     with a kick.
     - Must be guarded HIGH.
     - The kick tracks the opponent`s location.
     - Naoko will bounce more times off the wall, depending on what button is
       used. The stronger the button, the more times she bounces back and
       forth between the walls.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  chou ninpou: suisei otoshi
en:  Super Ninja Arts: Comet Drop
sp:  "Sora, iku yo!" ("Into the air, let`s go!")
     "C-chotto matte--!" ("W-wait a minute--!") (if grab misses)
cm:  qcf + KK
ht:  Power 1 (3100)
ds:  Naoko holds her arm out as Gander-maru leaps on it to perch, then tosses
     him into the air while she dashes forward. If she grabs opponent, Naoko
     will hold onto them as Gander-maru rockets downward at a 45º angle like a
     comet to slam into the ground and cause an explosion.
     - Unblockable. KNOCKDOWN attack.
     - Requires Gander-maru to be at Naoko`s side.
     - If Naoko misses the dashing grab, she will instead stumble and fall to
       the ground. Gander-maru still rockets downward and explodes, but will
       smash into Naoko and hit her for 300 damage. This can indeed defeat
       Naoko and award the opponent with a Super victory! If the dash is
       missed but the opponent is still close to the downed Naoko, Gander-maru
       will smash into _both_ of them for damage.
     - If Naoko misses the dashing grab, but is hit be an attack before she
       falls on the ground, she will instead return to her neutral stance. But
       Gander-maru still rockets down to impact the ground like normal.

jp:  chou ninpou: baku en en bu
en:  Super Ninja Arts: Blast Flame Monkey Dance
cm:  qcb + KK
ht:  Power 1~3 (1200/hit)
ds:  Naoko jumps back high against the wall, then leaps across the top of the
     screen to the opposite wall while raining down five bombs that explode
     when they hit the ground.
     - KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - Typically only one or two blasts will hit. But in actuality, each bomb
       causes two explosions: the impact blast and a larger, follow-up blast.
       Both of them follow right behind each other. The only way to get three
       blasts to connect is if the opponent is directly underneath one of the
       bombs. That way they take the two hits from that bomb, then the second
       blast from an adjacent explosion.
     - Naoko`s placement of where she lands after the Chou Ninpou: Baku En En
       Bu can be adjusted. If no direction is held during, Naoko will land
       somewhere around mid-screen. However, holding either left or right
       makes Naoko land toward that side of the screen.
     - It is possible to hit the exploded opponent with an attack as they are
       falling back to the ground. It normally is easier if the opponent is
       near one side of the screen, and you make Naoko land on that side and
       attack them once in range.


---------------------------------------------------------------------  ( 5.08 )
 RIKA SANADA
-------------------------------------------------------------------------------

Ankoku-shiki Star is a projectile weapon which can be used as small, medium,
or large, respectively, used for different purposes such as tempting jumping
invitations. If opponents carelessly jump in toward you, they will get knocked
off with her anti-air technique!

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

Name Meaning   :  RIKA = "pear tree/fragrance"
                  SANADA = "braid"
Class          :  Jinsoku Koukou Sannen Ten-gumi (Jinsoku Senior High School
                  3rd Year; Sky Class)
Position       :  Sokkou Fuuki Iinkai Iinchou (Sokkou Chairman of Public
                  Morals Committee)
Constellation  :  Kaniza (Cancer)
Blood Type     :  O type
Height         :  162 cm. (5`4")
Weight         :  50 kg. (110 lbs.)
Measurements   :  B/82 W/56 H/86 cm. (32/22/34 in.)
Hobbies        :  Wagashi kantei (passing judgment on Japanese confectionery)
Offensive Sk.  :  Kakugo Kanryou ("Ready to finish")
Defensive Sk.  :  Futaiten (determination)
Wisdom         :  Mondai (no problems)
Weakness       :  Kore de watashi wa Fire Rika! ("Now I am Fire Rika!")

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             1.0          MID
s.MP                700             2.8          MID
s.HP                1000            4.0          MID
s.LK                300             1.0          LOW
s.MK                600             2.8          MID
s.HK                100, 900        2.0, 2.0     MID
c.LP                300             1.0          MID
c.MP                300             2.0          MID
c.HP                1000            4.2          LOW     Knockdown
c.LK                300             1.0          LOW
c.MK                600             2.8          LOW
c.HK                200, 600        2.6, 1.0     LOW
j.LP (ascend)       300             1.0          HIGH
j.LP (descend)      200             0.8          HIGH
j.MP (ascend)       600             2.8          HIGH
j.MP (descend)      600             2.6          HIGH
j.HP (ascend)       1000            4.0          HIGH
j.HP (descend)      900             4.0          HIGH
j.LK (ascend)       300             1.0          HIGH
j.LK (descend)      200             0.8          HIGH
j.MK (ascend)       600             2.8          HIGH
j.MK (descend)      600             2.6          HIGH
j.HK (ascend)       1000            4.2          HIGH
j.HK (descend)      900             4.2          HIGH
Dashing LP          200             1.0          MID
Dashing MP          600             2.8          MID
Dashing HP          1000            4.0          MID
Dashing LK          300             1.0          MID
Dashing MK          700             2.8          HIGH
Dashing HK          400, 500        3.0, 1.0     HIGH    Launches
------------------+---------------+------------+-------+---------------------

(rainbow slam)                     When close, b / f + MP / HP
(darkness burst)                   When close, b / f + MK / HK

Super Jump                         Tap d,u ..
 > Kyuukouka Geri                  d + HK after Super Jump
Guard Funou Waza                   f + MP
Ankoku-shiki Star                  qcf + P
Ankoku-shiki Drill                 f,d,df + P
Ankoku-shiki Flash                 In air, qcb + P

Ankoku-shiki Punch Laser Special   (!) qcf + PP
Ankoku-shiki Circular Guillotine   (!) qcf + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (rainbow slam)
cm:  When close, b / f + MP / HP
ht:  MP 1 (1300; 4.2) / HP 1 (1300; 4.6)
ds:  Rika grabs opponent and picks them up over her to slam to the ground.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.

en:  (darkness burst)
cm:  When close, b / f + MK / HK
ht:  MK 1 (1100; 3.8) / HK 1 (1100; 4.4)
ds:  Rika grabs opponent and blast them with dark energy, then drops them.
     - Unblockable. KNOCKDOWN attack.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  su-pa- jyanpu
en:  Super Jump
cm:  Tap d,u ..
ds:  Rika flips across the screen with a rainbow arc.
     - Can follow with Kyuukouka Geri.
     - Rika will only leap forward. She is unable to do any attack other than
       the Kyuukouka Geri.

jp:  kyuukouka geri
en:  Swoop Kick
sp:  "Ha~!"
cm:  d + HK after Super Jump
ht:  HK 1 (700; 5.0)
ds:  Rika dives downward at a 45º angle with a kick.
     - Must be guarded HIGH.
     - Rika will dive down in the direction she jumped in prior to reaching
       her apex. After the peak of her jump, she will instead dive back toward
       the way she came. This happens regardless of where the opponent is.

jp:  ga-do funou waza
en:  Guard Inefficiency Technique
sp:  "Ha~!"
cm:  f + MP
ht:  MP 1 (0; 1.4)
ds:  Rika steps forward with a low-angle dark energy punch.
     - Unblockable.
     - On NORMAL difficulty or higher, this causes no damage; however on EASY
       it will do 100. Considering it`s unblockable, the main purpose of this
       attack is to be used as a reset. Rika can chain off it like a standard
       MP attack into MK or HK. The most effective combo she has is f + MP >
       c.MK > c.HP. She can also cancel it into an LP Ankoku-shiki Drill.

jp:  ankoku-shiki suta-
en:  Darkness Style Star
sp:  "Star!"
cm:  qcf + P
ht:  LP/MP 1 (1000; 5.6) / HP 1 (1300; 6.2)
ds:  Rika throws a black star-shaped dark energy blast.

jp:  ankoku-shiki doriru
en:  Darkness Style Drill
sp:  "Drill!"
cm:  f,d,df + P
ht:  LP 1 (1500; 7.0) / MP 3 (500 x3; 7.0) / HP 7 (200 x3, 300 x3, 600; 8.4)
ds:  Rika ascends at a 70º angle with an uppercut while her fist is surrounded
     by dark energy shaped like a drill.
     - KNOCKDOWN attack.
     - Rika endures some pushback if hitting an opponent in the corner, which
       may cause some of the hits from the HP-version not to connect.

jp:  ankoku-shiki furasshu
en:  Darkness Style Flash
sp:  "Yaa~!"
cm:  In air, qcb + P
ht:  LP/MP/HP 1 (1700; 7.2)
ds:  Rika dives downward at a 45º angle with a dark energy punch.
     - KNOCKDOWN attack.
     - Must be guarded HIGH.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  ankoku-shiki panchi re-za- supesharu
en:  Darkness Style Punch Laser Special
sp:  "Punch Laser!"
cm:  qcf + PP
ht:  Power 9 (300 x9)
ds:  Rika charges dark energy into her hands and punches forward, causing
     sparks of black energy to strike out from her fist.
     - KNOCKDOWN attack. Causes WALL SLAM.
     - Can be Chou-Canceled.

jp:  ankoku-shiki sa-kyura- girochin
en:  Darkness Style Circular Guillotine
sp:  "Ankoku-shiki Guillotine!"
cm:  qcf + KK
ht:  Power 2 (2000 x2)
ds:  Rika slashes a dark energy X-shape before her with her hands. The blast
     flies horizontally in a zigzag formation across the screen two times,
     with the second pass slightly higher than the first.
     - KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - Depending on the placement of the opponent, the second streak may not
       hit. If the opponent is too far inside the middle of the screen, the
       blast may not catch on its second pass.


---------------------------------------------------------------------  ( 5.09 )
 TESSHOU KATOU
-------------------------------------------------------------------------------

Full power Koppou guy. His techniques are a little boring, but his strikes and
powerbomb have extreme destructive force! Other guys are incapable of
mimicking the exciting Tooshi and Tsukkake Shou, with such a macho appeal!

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

Name Meaning   :  TESSHOU = "philosophy/chapter"
                  KATOU = "addition/wisteria"
Class          :  Issen Koukou Sannensei (Issen Senior High School 3rd Year
                  Student)
Position       :  Senkou Seitokai Fukukaichou (Senkou Seitokai Vice President)
Constellation  :  Oushiza (Taurus)
Blood Type     :  O type
Height         :  208 cm. (6`10")
Weight         :  93 kg. (204.6 lbs.)
Measurements   :  B/150 W/97 H/106 cm. (59/38/42 in.)
Hobbies        :  Hibi tanren (training every day)
Likes          :  Taisen (competition)
Dislikes       :  Wana (traps/ruses)
Relation Type  :  Tobidougu no nai musume (a girl who doesn`t like firearms)
Future Job     :  Sasurai no kakutouka (wandering martial artist)

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             1.0          MID
s.MP                200, 500        1.0, 2.0     MID
s.HP                1100            4.4          MID
s.LK                400             1.2          MID
s.MK                800             3.2          MID
s.HK                800             3.8          MID     Knockdown (vs air)
c.LP                300             1.0          MID
c.MP                600             3.0          MID
c.HP                1100            4.4          MID     Launches
c.LK                400             1.2          LOW
c.MK                800             3.0          LOW
c.HK                1000            4.2          LOW     Knockdown
j.LP (ascend)       400             1.4          HIGH
j.LP (descend)      400             1.2          HIGH
j.MP (ascend)       800             3.0          HIGH
j.MP (descend)      800             3.0          HIGH
j.HP (ascend)       1100            4.4          HIGH
j.HP (descend)      1100            4.4          HIGH    Knockdown (vs air)
j.LK                400             1.2          HIGH
j.MK                800             3.2          HIGH
j.HK                1100            4.4          HIGH
Dashing LP          400             1.2          MID
Dashing MP          800             3.0          MID
Dashing HP          1100            4.4          HIGH    Wall Slam (vs ground)
Dashing LK          400             1.2          MID
Dashing MK          800             3.0          MID
Dashing HK          1100            4.4          HIGH    Knockdown
------------------+---------------+------------+-------+---------------------

(power palm thrust)                When close, b / f + MP / HP
(triple knee bash)                 When close, b / f + MK / HK

Kaiten Kesa Geri                   f + MK
Gedan Kari Geri                    f + HK
Gengen Oshikiri Shou               qcf + P, hold P to charge
Gengen Katasukashi                 qcf + K
Jumping Powerbomb                  hcb + P (misses from afar)

Tooshi                             (!) qcf + PP
Gengen Tsukkake Shou               (!) qcb + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (power palm thrust)
sp:  "Heh~!"
cm:  When close, b / f + MP / HP
ht:  MP 1 (1000; 3.4) / HP 1 (1000; 4.0)
ds:  Katou grabs opponent and delivers a powerful palm thrust to their chest.
     - Unblockable. KNOCKDOWN attack. Causes WALL SLAM.
     - If done close to the corner, the WALL SLAM will cause the opponent to
       pop back past Katou, ending up on the other side of him.

en:  (triple knee bash)
sp:  "Heh~!"
cm:  When close, b / f + MK / HK
ht:  MK 1+1+1 (1000; 3.4) / HK 1+1+1 (1000; 4.0)
ds:  Katou grabs opponent and knees them in the chest three times.
     - Unblockable. KNOCKDOWN attack.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  kaiten kesa geri
en:  Rotation Kasaya Kick
sp:  "Chi~!"
cm:  f + MK
ht:  MK 1 (500; 2.8)
ds:  Katou spins, bringing his leg up and around in a downward crescent kick.
     - Must be guarded HIGH.
     - A 'kasaya' is a monk`s stole, which is worn across the chest over one
       shoulder. This attack is saying that Katou`s kick comes down from the
       shoulder to swipe across the opponent`s chest in the same manner.

jp:  gedan kari geri
en:  Lower Level Cutting Kick
sp:  "Chi~!"
cm:  f + HK
ht:  HK 1 (1000; 4.2)
ds:  Katou steps forward, swiping his foot low.
     - Must be guarded LOW.

jp:  gengen oshikiri shou
en:  Every Word Straw Cutter Palm
sp:  "Genge! Oshikiri Shou!"
cm:  qcf + P, hold P to charge
ht:  LP 2 (100, 600; 3.8, 1.2) / MP 2 (100, 1600; 3.8, 3.6) /
     HP 2 (100, 1200; 3.8, 2.6)
ds:  Katou charges up an energy sphere in his palm, then thrusts it forward
     with his palm.
     - Holding the Punch button will charge up the Gengen Oshikiri Shou,
       changing its hitbox. Each button strength changes the reach and/or area
       in a different way (at full charge):
        * LP: Increases the height to full screen.
        * MP: Increases the height to 50%, and reaches 1/2 screen distance.
        * HP: Increases reach to 3/4 screen distance.
     - Each button strength has three different appearances the blast can hit,
       depending on how long the button is held. Holding the button between 1-
       2 seconds causes an intermediate blast. Holding for 3 seconds causes
       the full blast. Katou will automatically release the palm blast after
       three seconds.
     - Regardless on how long you hold the button doesn`t change the amount of
       damage the blast does, nor how much Yaruki Gauge meter is gained. Only
       the hitbox changes.

jp:  gengen katasukashi
en:  Every Word Dodging
sp:  "Genge!"
cm:  qcf + K
ht:  LK/MK/HK 0 (0; 3.6)
ds:  Katou charges up an energy sphere in his palm.
     - This is a fake version of the Gengen Oshikiri Shou.
     - Despite how the name of the move translates, Katou doesn`t dodge any
       attacks during his stance.
     - The charge alters in three different durations, depending on what
       button is used. The stronger the button, the longer the charge.
     - As you can see, all versions give around four units of Yaruki Gauge
       energy. The LK-version is very fast, only about 4-frames long, and puts
       Katou back in neutral stance. Meaning you can literally repeat the LK
       Gengen Katasukashi over and over to gain ridiculous amounts of Yaruki
       Gauge energy during times you have a few moments of freedom.

jp:  jyapingu pawa-bomu
en:  Jumping Powerbomb
sp:  "Han! Uuo~~~!"
cm:  hcb + P (misses from afar)
ht:  LP 1 (1600; 7.0) / MP 1 (2000; 8.0) / HP 1 (2200; 8.8)
ds:  Katou leans forward as he swings his arms in an embrace. If he grabs
     opponent, he picks them up and jumps, slamming them head first down into
     the ground in a powerbomb.
     - Unblockable. KNOCKDOWN attack.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  tooshi ('shi' emphasizes 'too')
en:  Forcing Through
sp:  "Gengen! Uo~rya~~~!"
cm:  qcf + PP
ht:  Power 1 (2700)
ds:  Katou gathers energy into a palm, then swings it forward in a swatting
     motion.
     - Unblockable.
     - Can be Chou-Canceled.
     - The range of the Tooshi is smaller than what it appears. It you look
       closely at the screen when you do it, the swat causes a rippling effect
       around Katou`s palm. Don`t assume that whole area is the hitbox. Katou
       actually has to hit the opponent with his palm for the Tooshi to
       connect, meaning he pretty much has to be right next to them.

jp:  gengen tsukkake shou
en:  Every Word Slipping Palm
sp:  "Gengen Tsukkake Shou!"
cm:  qcb + KK
ht:  Power 1+1 (2000 + 700)
ds:  Katou gathers energy between his palms in the shape of a sphere, then
     advances forward. If he hits a grounded opponent, he carries them across
     the screen to slam against the wall.
     - KNOCKDOWN attack.
     - If guarded, hits four times.
     - Consists of two hit properties. Katou`s forward advance hit is the one
       that does 2000 damage. Only if that hits a grounded opponent will he
       carry them across the entire width of the stage to hit the wall, where
       that additional hit will do another 700 damage. If Katou hits an
       airborne opponent, he won`t carry them. Regardless on how it hits, the
       advancing thrust will always cause a knockdown.


---------------------------------------------------------------------  ( 5.10 )
 URAGIRI NO AI (HONDA)
-------------------------------------------------------------------------------

(Uragiri no Ai (Ai of Betrayal) is a secret character that is an alternate
version of Ai Honda. She possesses changes and differences from normal Ai.)

 * Can chain HP > HK. Crouching HP can hit twice before chaining into HK.
 * Can cancel out of all normal and dashing attacks, including HP and HK.
 * Can cancel out of the Uchioroshi Shouken.
 * Honda Flame replaced with the Jinkou Tobidougu.
 * Loses the Mega Honda Dive and Honda Ranbu, but gains the Honda Tekkyuu and
   Honda Pochitto Na.

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             1.0          MID
s.MP                500             2.4          MID
s.HP                1300            4.8          MID     Knockdown (vs air)
s.LK                400             1.2          MID
s.MK                800             3.0          MID
s.HK                1000            4.2          MID     Knockdown (vs air)
c.LP                300             1.0          MID
c.MP                600             2.8          MID
c.HP                600, 700        3.0, 1.6     MID     Launches (vs air)
c.LK                300             1.2          MID
c.MK                600             2.8          LOW
c.HK                900             3.8          LOW     Knockdown
j.LP (ascend)       400             1.2          HIGH
j.LP (descend)      400             1.2          HIGH
j.MP (ascend)       600             2.6          HIGH
j.MP (descend)      600             2.6          HIGH
j.HP (ascend)       1000            4.2          HIGH    Knockdown (vs air)
j.HP (descend)      1100            4.4          HIGH    Knockdown (vs air)
j.LK (ascend)       400             1.4          HIGH
j.LK (descend)      300             1.0          HIGH
j.MK (ascend)       600             2.8          HIGH
j.MK (descend)      400             2.4          HIGH
j.HK (ascend)       1100            4.2          HIGH    Wall Slam (vs air)
j.HK (descend)      1100            4.4          HIGH
Dashing LP          400             1.2          MID
Dashing MP          500             2.4          MID     Launches (vs air)
Dashing HP          1000            4.0          MID     Knockdown
Dashing LK          200             0.8          MID
Dashing MK          700             2.8          MID
Dashing HK          400, 600        3.0, 1.0     MID     Knockdown (2nd hit)
------------------+---------------+------------+-------+---------------------

(overhead toss)                    When close, b / f + MP / MK / HP / HK

Uchioroshi Shouken                 f + HP
Kakato Otoshi                      f + HK
Honda Renda                        Press Punch rapidly
Jinkou Tobidougu                   qcf + K
Honda Taikuu                       f,d,df + P

Honda Tekkyuu                      (!) qcf + KK
Mega Honda Taikuu                  (!) f,d,df + PP
Honda Pochitto Na                  (!) d,f,df + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (overhead toss)
sp:  "Hua~!"
cm:  When close, b / f + MP / MK / HP / HK
ht:  MP/MK 1 (400; 2.4) / HP/HK 1 (400; 3.0)
ds:  Ai grabs opponent and tosses them high into the air.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.
     - Ai`s throw is unique since it sends the opponent into the air, rather
       than throw them immediately to the ground. It does very little damage
       because alternatively, Ai can juggle the opponent as they are falling
       for greater damage. The interesting part is that the damage from the
       throw itself will still register in addition to whatever else Ai may
       hit the opponent with. All buttons throw the opponent at the same arc
       and distance, but the HP/HK-versions give Ai more Yaruki Gauge meter.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  uchioroshi shouken
en:  Low-hit Righteous Fist
sp:  "Torya~!"
cm:  f + HP
ht:  HP 1 (500; 3.2)
ds:  Ai punches downward to smash her fist against the ground.
     - Must be guarded HIGH.

jp:  kakato otoshi
en:  Heel Drop
sp:  "Ha~!"
cm:  f + HK
ht:  HK 1 (600; 3.4)
ds:  Ai kicks her leg up, then brings it down heel first.
     - Must be guarded HIGH.

jp:  honda renda
en:  Honda Barrage
sp:  "Ora ora~!" ("Hey hey~!")
cm:  Press Punch rapidly
ht:  LP 4 (100 x4; 4.0) / MP 7 (100 x7; 5.0) / HP 10 (100 x9, 900; 7.0)
ds:  Ai punches forward multiple times rapidly.
     - KNOCKDOWN attack with HP-version; ends with a Standing HP-like attack.

jp:  jinkou tobidougu
en:  Artificial Missile
sp:  "Ho~ra~!" ("H~ey~!")
cm:  qcf + K
ht:  LK/MK/HK 1 (900; 5.2)
ds:  Ai tosses a school desk in an arc across the screen.
     - Ai can be damaged by the desk herself. If she is hit with an attack
       before the throwing animation completes, the desk will fall atop her
       head to hit her for 700 damage. Or if Ai does an LK Jinkou Tobidougu
       and immediately does a dashing jump, she will run into the desk.

jp:  honda taikuu
en:  Honda Antiaircraft
sp:  "Ho~ra~!" ("H~ey~!")
cm:  f,d,df + P
ht:  LP 1 (900; 5.4) / MP 1 (1000; 5.4) / HP 3 (1100, 400 x2; 6.4, 0.8 x2)
ds:  Ai ascends with an uppercut while her fist is ablaze.
     - KNOCKDOWN attack.
     - Ai is completely invincible from frame 2 all through her ascension.
     - The LP-version pops the opponent high into the air, allowing Ai to land
       and hit the burning opponent with another attack. In the corner (and
       character dependent) she can juggle with attacks like Standing LK or
       Crouching HP. In the open she can hit with Standing HP or another Honda
       Taikuu, for example.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  honda tekkyuu
en:  Honda Iron Ball
sp:  "Bukkorosu!" ("Beat to death!")
cm:  qcf + KK
ht:  Power 1 (3400)
ds:  Ai tosses a large steel ball in an arc across the screen.
     - KNOCKDOWN attack.
     - Unblockable only if the opponent is on the ground. Can be guarded while
       in the air.
     - Ai can be damaged by the iron ball herself. If she is hit with an
       attack before the throwing animation completes, the iron ball will fall
       atop her head to hit her for 3200 damage. This can indeed defeat Ai and
       award the opponent with a Super victory! If Ai is hit, she gains about
       16 units of Yaruki Gauge meter back, so chances are high she`ll get the
       stock of her failed Tetsuwan returned to her.

jp:  mega honda taikuu
en:  Mega Honda Antiaircraft
sp:  "Iku zo~!" ("Here we go~!")
cm:  f,d,df + PP
ht:  Power 4 (400, 100, 600, 1300)
ds:  Ai attacks in a large N-shaped pattern with three flaming punches.
     - KNOCKDOWN attack.
     - The diving downward punch must be guarded HIGH.
     - Can be Chou-Canceled, but only during Ai`s vertical punches. If you
       cancel into a Mega Honda Dive, it can only be done once. Canceling
       into the Mega Honda Dive can only be done on the second or fourth hit,
       whereas canceling into the Honda Ranbu can only be done on the first or
       fourth hit (before Ai leaves the ground).

jp:  honda pochitto na
en:  Honda Button Press
cm:  d,f,df + KK
ht:  Power 1 (3100)
ds:  Ai points at the opponent while removing a small remote control, then
     presses the button on it to cause an explosion under the opponent.
     - Unblockable. KNOCKDOWN attack.
     - LAUNCHES; opponent vulnerable for a juggle.
     - Tracks the opponent`s location.
     - If Ai is too close to the opponent, the explosion will hit her for 2000
       damage. This can indeed defeat Ai and award the opponent with a Super
       victory!


---------------------------------------------------------------------  ( 5.11 )
 YASUNORI ISHIDA
-------------------------------------------------------------------------------

Low power, but has speed that more than makes up for it. Play with the Densou
Kyaku Combination special move, so you can determine which superior serial
attack won`t have you miss the small gaps!

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

Name Meaning   :  YASUNORI = "protect/law"
                  ISHISA = "stone/rice field"
Class          :  Issen Koukou Sannensei (Issen Senior High School 3rd Year
                  Student)
Position       :  Senkou Seitokai Kaichou (Senkou Seitokai President)
Constellation  :  Uoza (Pisces)
Blood Type     :  A type
Height         :  157 cm. (5`2")
Weight         :  54 kg. (118.8 lbs.)
Measurements   :  B/91 W/72 H/87 cm. (36/28/34 in.)
Likes          :  Himitsu (a secret)

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                200             0.8          MID
s.MP                500             2.4          MID
s.HP                700             3.6          MID     Knockdown (vs air)
s.LK                100             0.6          LOW
s.MK                500             2.4          MID
s.HK                1000            4.0          MID
c.LP                200             0.8          MID
c.MP                500             2.4          MID
c.HP                800             3.6          MID
c.LK                100             0.8          LOW
c.MK                500             2.4          LOW
c.HK                600             3.6          LOW     Knockdown
j.LP                300             1.0          HIGH
j.MP                600             2.8          HIGH
j.HP (ascend)       1000            4.0          HIGH    Launches (vs air)
j.HP (descend)      800             3.6          HIGH
j.LK (ascend)       300             1.0          HIGH
j.LK (descend)      200             0.8          HIGH
j.MK (ascend)       600             2.6          HIGH
j.MK (descend)      500             2.4          HIGH
j.HK (ascend)       700             3.6          HIGH    Launches (vs air)
j.HK (descend)      700             3.6          HIGH    Knockdown (vs air)
Dashing LP          200             1.0          MID
Dashing MP          500             2.4          MID
Dashing HP          1000            4.0          MID     Knockdown
Dashing LK          200             0.8          MID
Dashing MK          500             2.4          MID
Dashing HK          700             3.6          HIGH    Launches
------------------+---------------+------------+-------+---------------------

(over the shoulder throw)          When close, b / f + MP / HP
(flipping leg throw)               When close, b / f + MK / HK

Thrust Kick                        f + MK
Kaiten Kakato Otoshi               f + HK
High Angle Kick                    b + MK
Densou Kyaku Combination:
  Rai Jin Shuu                     qcf + LK (air)
  Rai Sen Geki                     qcf + MK (air)
  Rai Zan Kyaku                    qcf + HK (air)
Sei Jyuu Tai                       qcb + K

Zetsu Gou Rai Kyaku                (!) qcb + PP (air)
Chou Jigensen Tou Sai              (!) f,d,df + KK

(  Nage / Throw  -------------------------------------------------------------|

en:  (over the shoulder throw)
sp:  "Hua~!"
cm:  When close, b / f + MP / HP
ht:  MP 1 (1000; 3.4) / HP 1 (1000; 4.0)
ds:  Ishida grabs opponent and turns, slamming them down to the ground.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.

en:  (flipping leg throw)
sp:  "Hn~! Hua~!"
cm:  When close, b / f + MK / HK
ht:  MK 1 (1200; 4.2) / HK 1 (1200; 4.6)
ds:  Ishida grabs opponent with his legs, flipping over to slam them down to
     the ground.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  tora-su kikku
en:  Thrust Kick
sp:  "Hn!"
cm:  f + MK
ht:  MK 1 (700; 2.8)
ds:  Ishida steps forward, kicking his leg outward.

jp:  kaiten kakato otoshi
en:  Rotation Heep Drop
sp:  "Hya!"
cm:  f + HK
ht:  HK 1 (600; 3.4)
ds:  Ishida spins, bringing his leg up and around in a downward crescent kick.
     - Must be guarded HIGH.

jp:  hai anguru kikku
en:  High Angle Kick
sp:  "Hua~!"
cm:  b + MK
ht:  MK 1 (500; 2.4)
ds:  Ishida kicks his leg up vertically.

jp:  densou kyaku konbine-shon
en:  Electric Leg Combination
ds:  A set of three alternate electric kicks attacks Ishida can link together.
     - The Densou Kyaku Combination (DKC) consists of three separate attacks:
       Rai Jin Shuu, Rai Sen Geki, and Rai Zan Kyaku. They can each be linked
       together after one another _only_ if the previous kick connects with
       the opponent (either hit or guarded). Once one hits, Ishida is able to
       immediately cancel into another kick. (This includes the air versions.)
       Ishida can only do a maximum of three hits from the entire combination.
     - Typically the series is done in strength order: Rai Jin Shuu > Rai Sen
       Geki > Rai Zan Kyaku. But the DKC is flexible enough to allow Ishida to
       start with _any_ kick and move from there. So the combination can also
       go in reverse: Rai Zan Kyaku > Rai Sen Geki > Rai Jin Shuu. Or he can
       perform the Rai Sen Geki and go in either direction.
     - Ishida cannot repeat a specific kick attack in any string he performs.
       So if he hits an opponent with the Rai Jin Shuu, then chains into the
       Rai Sen Geki to send them both into the air, Ishida can`t finish the
       combination with another Rai Jin Shuu or Rai Sen Geki. Only a Rai Zan
       Kyaku can be done to complete the string.

jp:  rai jin shuu
en:  Thunder Blade Kick
sp:  "Taarya!"
cm:  qcf + LK (air)
ht:  LK 1 (500; 4.6) / (air) LK 1 (500; 4.6)
ds:  Ishida advances with a horizontal kick while his leg is electrified.

jp:  rai sen geki
en:  Thunder Flash Attack
sp:  "Urya!"
cm:  qcf + MK (air)
ht:  MK 1 (500; 4.6) / (air) MK 1 (500; 4.6)
ds:  Ishida ascends with a vertical kick while his leg is electrified.
     - KNOCKDOWN attack.

jp:  rai zan kyaku
en:  Thunder Kill Leg
sp:  "O~ata~!"
cm:  qcf + HK (air)
ht:  HK 1 (500; 4.6) / (air) HK 1 (500; 4.6)
ds:  Ishida advances with a flying electric crescent kick.
     - Must be guarded HIGH.

jp:  sei jyuu tai
en:  Star Beast Thigh
sp:  "Hya~!"
cm:  qcb + K
ht:  LK/MK/HK 1 (1000; 5.4)
ds:  Ishida turns his back to the opponent.
     - A counterattack move. Ishida is able to counter HIGH and MID physical
       attacks, and projectiles. If Ishida is hit by an attack while his back
       is turned, he receives no damage and counters with a large crescent-
       style kick that will KNOCKDOWN the opponent.
     - The stance alters in three different durations, depending on what
       button is used. The stronger the button, the longer Ishida will stay
       with his back turned.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  zetsu gou rai kyaku
en:  Sever Roaring Thunder Leg
sp:  "Iku zo!" ("Here we go!")
cm:  qcb + PP (air)
ht:  Power 16 (100 x13, 600 x3) / (air) Power 11 (100 x6, 200 x2, 600 x3)
ds:  Ishida advances. If he hits opponent, he performs an attack rush.
     - KNOCKDOWN attack.

jp:  chou jigensen tou sai
en:  Super Dimensional War Big Dipper Smash
sp:  "Kurae!" ("Eat this!")
cm:  f,d,df + KK
ht:  Power 16 (100 x11, 200 x4, 400)
ds:  Ishida flies across the screen at a 30º angle with a kick, while engulfed
     in electrical energy.
     - KNOCKDOWN attack.
     - Can be Chou-Canceled.
     - Due to the angle in which Ishida flies, depending on the opponent (ie -
       Mika) he might pass right over them as he`s ascending. In the corner
       this usually never happens since Ishida will pin them against it.


---------------------------------------------------------------------  ( 5.12 )
 YUUKO SAKAKIBARA
-------------------------------------------------------------------------------

She has both a projectile and anti-air special move, making her an impregnable
character. Her commands are easy too, and recommended for beginners. Instead
of trying to fight with general techniques, make use of her well-balanced
dash attacks and special moves.

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

Name Meaning   :  YUUKO = "skilled/child"
                  SAKAKIBARA = "evergreen/field"
Class          :  Jinsoku Koukou Sannen Ten-gumi (Jinsoku Senior High School
                  3rd Year; Sky Class)
Position       :  Sokkou Seitokai Kaichou (Sokkou Student Council President)
Constellation  :  Sasoriza (Scorpio)
Blood Type     :  A type
Height         :  173 cm. (5`8")
Weight         :  42 kg. (92.4 lbs.)
Measurements   :  B/74 W/54 H/81 cm. (29/21/32 in.)
Likes          :  Heavy metal (mainly Slash-related), yabou (ambition)
Dislikes       :  Yabou no maeni tachifusagaru yatsu (guys that stand in the
                  way of one`s ambitions), death metal
Favorite Color :  Kuro (black)
Favorite Actor :  Yuuji Oda, Christian Bale

------------------+---------------+------------+-------+---------------------
[ Command          | Damage        | Meter Gain | Guard | Notes               ]
------------------+---------------+------------+-------+---------------------
s.LP                300             1.0          MID
s.MP                600             2.8          MID
s.HP                600 x2          3.4, 1.2     MID
s.LK                400             1.2          MID
s.MK                800             3.0          MID
s.HK                1000            4.2          MID
c.LP                200             1.0          MID
c.MP                500             2.4          MID
c.HP                900             3.8          MID
c.LK                200             0.8          LOW
c.MK                400             2.2          MID     Launches (vs air)
c.HK                700             3.6          LOW     Knockdown
j.LP                400             1.2          HIGH
j.MP (ascend)       600             3.0          HIGH
j.MP (descend)      500             2.8          HIGH
j.HP (ascend)       900             4.0          HIGH    Launches (vs air)
j.HP (descend)      700             3.4          HIGH
j.LK                300             1.0          HIGH
j.MK (ascend)       600             2.8          HIGH
j.MK (descend)      500             2.6          HIGH    Knockdown (vs air)
j.HK (ascend)       1000            4.2          HIGH
j.HK (descend)      900             3.8          HIGH
Dashing LP          200             0.8          MID
Dashing MP          300             2.2          MID
Dashing HP          700             3.4          MID     Knockdown (vs ground)
Dashing LK          200             0.8          MID     Launches (vs air)
Dashing MK          400             2.4          MID     Launches (vs air)
Dashing HK          800             3.6          MID
------------------+---------------+------------+-------+---------------------

(gut stab)                         When close, b / f + MP / MK
(overhead throw)                   When close, b / f + HP / HK

Yuuko German                       hcb + P (misses from afar)
Yuuko Slash                        Charge b,f + P
Yuuko Intellectual                 Charge d,u + P
Death Yuuko                        Charge d,u + K

Yuuko Melodious                    (!) f,b,f + PP
Yuuko No Bomb                      (!) Charge d,u + PP

(  Nage / Throw  -------------------------------------------------------------|

en:  (gut stab)
sp:  "Huo~!"
cm:  When close, b / f + MP / MK
ht:  MP/MK 1 (900; 3.2)
ds:  Yuuko grabs opponent and stabs her hand into their stomach before they
     are thrown forward.
     - Unblockable. KNOCKDOWN attack.

en:  (overhead throw)
sp:  "Huo~!"
cm:  When close, b / f + HP / HK
ht:  HP/HK 1 (600; 3.4)
ds:  Yuuko grabs opponent and picks them up over her to slam to the ground.
     - Unblockable. KNOCKDOWN attack. Throw switches sides.

(  Hissatsu Waza / Special Moves  --------------------------------------------|

jp:  yu-ko jya-man
en:  Yuuko German
sp:  "Hnn~ Ha!"
cm:  hcb + P (misses from afar)
ht:  LP/MP/HP 1 (1300; 6.4)
ds:  Yuuko leans forward as she swings her arms in an embrace. If she grabs
     opponent, she goes behind and pulls them over in a bridge to suplex.
     - Unblockable. KNOCKDOWN attack.
     - The stronger the button used, the longer Yuuko will be left vulnerable
       if her grab misses. Considering the throw does the same amount of
       damage regardless of button, no reason to use anything other than LP.

jp:  yu-ko surasshu
en:  Yuuko Slash
sp:  "Slash!" (during LP/MP); "Yuuko Slash!" (during HP)
cm:  Charge b,f + P
ht:  LP/MP 1 (800; 5.2) / HP 1+1 (2) (500, 600; 4.4, 1.8)
ds:  Yuuko slashes her hand through the air, creating a flying energy arc.
     - After charging back for the minimum two seconds, Yuuko can "store" her
       charge for a half-second. Meaning you can release back and wait a
       moment before you press forward and the attack button, and Yuuko will
       still do the Yuuko Slash. This typically gives enough time to perform a
       normal attack before finishing the command and both will be executed.
     - The HP-version can combo, but depends where Yuuko is. If she is full
       screen away, or next to the opponent, the blasts normally will combo.

jp:  yu-ko interekuchuaru
en:  Yuuko Intellectual
sp:  "Intellectual!"
cm:  Charge d,u + P
ht:  LP 1 (1100; 5.8) / MP 1 (1100; 6.0) / HP 2 (700 x2; 4.8, 1.2)
ds:  Yuuko ascends, slashing her hand around to produce a cutting streak.
     - KNOCKDOWN attack. The HP-version`s second hit will cause the knockdown.
       On small characters (ie - Ishida, Mika), even Ai, the second hit will
       not connect if they are on the ground.
     - After charging down for the minimum two seconds, Yuuko can "store" her
       charge for a half-second. Meaning you can release down and wait a
       moment before you press up and the attack button, and Yuuko will still
       do the Yuuko Intellectual. This typically gives enough time to perform
       a normal attack before finishing the command and both will be executed.

jp:  desu yu-ko
en:  Death Yuuko
sp:  "Hnn~"
cm:  Charge d,u + K
ht:  LK/MK 1 (1800; 7.6) / HK 1 (1900; 8.0)
ds:  Yuuko leaps forward in an arc, coming down with a punch while her fist is
     engulfed in a cone of energy.
     - Must be guarded HIGH.
     - Yuuko`s arc will fly in three different ranges, depending on what
       button is used:
        * LK: Flies 1/3 screen distance.
        * MK: Flies 2/3 screen distance.
        * HK: Flies full-screen distance.

(  Tetsuwan Hissatsu Waza / Strong Arm Secret Moves  -------------------------|

jp:  yu-ko merodiasu
en:  Yuuko Melodious
sp:  "Yuuko Melodious!"
cm:  f,b,f + PP
ht:  Power 4 (500, 600, 400, 900)
ds:  Yuuko removes her glasses, then propels herself to fly horizontally in a
     zigzag formation across the screen four times, each pass at a different
     level of altitude (starting low and ending high). Then she lands and fits
     her glasses back upon her face.
     - KNOCKDOWN attack.
     - Yuuko`s placement of where she lands after the Yuuko Melodious can be
       adjusted. If no direction is held during, Yuuko will land somewhere
       around mid-screen. However, holding either left or right makes Yuuko
       land toward that side of the screen.
     - Regardless of if Yuuko hits or not, she will always land and pause at
       the end to put her glasses back on her face, leaving her vulnerable.

jp:  yu-ko no- bomu
en:  Yuuko No Bomb
sp:  "Yuuko No Bomb!"
cm:  Charge d,u + PP
ht:  Power 3 (700, 600, 900)
ds:  Yuuko advances while performing three Yuuko Intellectuals: LP,LP,HP.
     - KNOCKDOWN attack.
     - Can be Chou-Canceled.


[ Sonic 6 ]  ==================================================================
 SYSTEM DISSECTION
===============================================================================

---------------------------------------------------------------------  ( 6.01 )
 MOVEMENT: WALKING / DASHING / JUMPING
-------------------------------------------------------------------------------

+-- [  Walking / Dashing  ] --------------------------------------------------+

Each character can walk forward and backward on the playing field, and jump in
any upward direction. Characters also are able to both dash (press f,f) and
backdash (press b,b), which increases the speed of movement in that direction.

Forward dashing not only provides momentum, which will allow the character to
get in "deeper" against an opponent to attack, but also changes everyone`s
basic attacks into "dashing attacks," which are alternate versions of each
character`s standard Punches and Kicks. Dashing attacks all have different
animation, and some have alternate properties than their standing counterparts
(ie - Ishida`s Standing HK is MID, but his Dashing HK is HIGH and launches).

Dashing can be canceled by pressing either back or down on the joystick before
it ends. The character will skid to a halt where you command them to.

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

Along with the normal jump, characters are also able to perform a dash jump.

- Dash jumping is an extended forward jump. As the character is forward
  dashing, pressing up-forward will cause the character to jump much further
  across the screen; twice as far than what a normal jump would reach.

Rika Sanada has a special 'Super Jump' special move which causes her to flip
forward a great distance of the screen. Unlike a jump, she is unable to do any
type of attack during it other than her 'Kyuukouka Geri' attack.


---------------------------------------------------------------------  ( 6.02 )
 ATTACKING
-------------------------------------------------------------------------------

`Sokkou Seitokai: Sonic Council´ utilizes six attack buttons: Light, Medium,
and Heavy Punch (X-, Y-, and Z-button), and Light, Medium, and Heavy Kick (A-,
B-, and C-button). Stereotypically, 'Light' attacks are very fast to execute,
but do little damage. Whereas 'Heavy' attacks are powerful, but much slower.

Characters are allowed to attack while standing, crouching, jumping, or
dashing.

Most jumping attacks have two animations: ascending and descending. Each of
the "ascend" versions are jumping attacks done between the times when the
character leaves the ground and before reaching their apex. "Descend" attacks
are done after the character hits their apex, before they land.

Some characters also have alternate forms of attacks when a direction is held
in conjunction with the button press. Katou`s Standing MK is a MID kick, but
when you press forward while pressing MK, he will do a crescent kick that
doubles as a HIGH overhead attack.


---------------------------------------------------------------------  ( 6.03 )
 GUARDING
-------------------------------------------------------------------------------

Characters are able to guard against attacks in three ways:

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

Guarding is accomplished by holding a backward direction (away from the
opponent) while your character is not otherwise occupied performing an attack.

Holding back on the joystick as your character is being attacked will have
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 will have 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.

Throwing attacks - normal throws (when close, f + MP / MK / HP / HK) and
command throws (ie - Tesshou Katou`s Jumping Powerbomb) - can`t be guarded.

While guarding is a way to protect your character from taking a lot of damage,
there are still attacks and moves which will tick away at the character`s
life bar. Most special moves and Supers will still 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.


---------------------------------------------------------------------  ( 6.04 )
 THROWING
-------------------------------------------------------------------------------

- When close to an opponent on the ground, b / f + MP / MK / HP / HK

Throws (Nage) are unblockable moves that each character possesses at least one
of. Only ground throws can be performed; there are no aerial throws.

Some characters possess two different throws with both the MP / HP and MK / HK
buttons (ie - Yuuko), while others have the same throw regardless of what
button used (ie - Ai).

All characters are able to peform a throw by either pressing back or forward
on the joystick as the button is pressed. This can prove to be very important
to determine which direction the opponent is thrown on screen.

Throws cannot be escaped.

Tesshou Katou and Yuuko Sakakibara both have command throws in addition to
their normal throws, which are throwing techniques that require a joystick
command rather than just holding forward or back.


---------------------------------------------------------------------  ( 6.05 )
 SONIC SHIFT
-------------------------------------------------------------------------------

- P + K during guardstun
- Requires one (1) stock of Yaruki Gauge.

The Sonic Shift is an evasion technique that allows your character a way to
get out of situations that would normally pressure or trap them, and thus
giving the player a chance to shift the momentum.

As you guard against an attack, pressing any Punch and Kick button
simultaneously (or the R-shoulder button) will cause your character to "warp"
forward 1/3 screen distance. If the opponent is close, this method may cause
the character to end up behind them. The screen flashes when a Sonic Shift is
executed, but the action doesn`t pause any during it. The character will come
out of a Sonic Shift with no recovery frames, leaving them able to move or
attack immediately.


---------------------------------------------------------------------  ( 6.06 )
 LIFE GAUGE
-------------------------------------------------------------------------------

The Tairyoku ("life") Gauges are the yellow bars both 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 10,000
units of health. During battle, attacks take away a certain amount of life
units. The red area is how much stamina the 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.

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.

To maintain a sense of balance, some characters take a different amount of
damage than others. The archetype is that bulkier and heavier characters take
less damage, while the more smaller and fragile ones take the most. This type
of system more or less holds true in `Sokkou Seitokai: Sonic Council´:

 -------------------------+-----------------------+-------------------------
  Takes Least Damage      | Takes Average Damage  | Takes Most Damage
 -------------------------+-----------------------+-------------------------
  (Uragiri) Ai Honda  -4%   Kumiko Gotou            Yuuko, Aya, Rika    +2%
  Tesshou Katou       -6%                           (Kage) Naoko, Mika  +6%
  Akio Shibata        -8%                           Yasunori Ishida    +12%

Using a base combo, Kumiko takes the moderate amount of damage. Using that
same combo, Shibata typically receives about 8% less damage, whereas it would
inflict nearly 12% more damage to Ishida.


---------------------------------------------------------------------  ( 6.07 )
 YARUKI (MOTIVATION) GAUGE
-------------------------------------------------------------------------------

The Yaruki ("motivation") Gauges are both located at the bottom of the screen,
parallel to the life bars - Player 1`s on the left side and Player 2`s on the
right side. Each gauge is 22 units long (11 yellow, 6 orange, 5 red). Yaruki
Gauge energy is gained whenever a character performs an attack (regardless of
if it hits, misses, or guarded), is hit by an opponent`s attack, or guards an
opponent`s attack.

Once the Yaruki Gauge has been filled, the large number beside the gauge will
increase. This number indicates the amount of stocks the character has gained.
A character can hold a maximum of ten stocks. When the tenth stock is gained,
the word "MAX" will replace the number.

Stocks of Yaruki Gauge are needed for the following:

 -------------------------+--------------------+----------------------------
  Ability                 | Yaruki Gauge Cost  | Purpose
 -------------------------+--------------------+----------------------------
  Sonic Shift               1 stock              Evasion
  Tetsuwan Hissatsu Waza    1 stock              Damage, combo extension

Stocks and Yaruki Gauge energy are able to transcend rounds. (During Survival
Mode, they will transcend matches.)


---------------------------------------------------------------------  ( 6.08 )
 IDOU OKIAGARI (RISING MOVEMENT)
-------------------------------------------------------------------------------

- Hold b / f after knockdown

Idou Okiagari is an technique that allows your character a way to get off the
ground after a knockdown at a different location.

After your character has been knocked down to the ground, holding either
forward or back on the joystick will make them slide in that direction 1/3
screen distance before they stand up. If the opponent is close, this method
will cause the character to end up behind them.


---------------------------------------------------------------------  ( 6.09 )
 SONIC COMBOS / CHAINS / JUGGLES
-------------------------------------------------------------------------------

+-- [  Sonic Combos / Chains  ] ----------------------------------------------+

Sonic Combos are sequences of basic attacks chained together by pressing
attack buttons one after another. Most basic attacks chain upward in strength,
from (L) Light to (M) Medium to (H) Heavy. Chains are possible while standing,
crouching, or dashing. Not everyone can perform a full chain, or link together
all of their attacks.

The `Sonic Council´ combo engine basically follows the "Hunter Series" (Full
Alternating) archetype (based from the `Vampire/Darkstalkers´ games). Meaning
that characters may chain one of each ground attack together from weakest to
strongest (LP > LK > MP > MK > HP > HK).


         Punches        ( LP )  ----- >  ( MP )  ----- >  ( HP )
                          |     \     >    |     \     >    |
                          |       \ /      |       \ /      |
                          |       / \      |       / \      |
                          V     /     >    V     /     >    V
          Kicks         ( LK )  ----- >  ( MK )  ----- >  ( HK )
                                        ( from p10 of the instruction manual )

Attacks must increase in strength to keep the Sonic Combo going. Using the
above chart, if Yuuko hits an opponent with LP, she then can go to either LK,
MP, or MK. If she chooses to chain LK next, then she must move to either MP or
MK, and onward. You are not allowed to go from a Kick up to the same strength
Punch (ie - LK to LP); the Punch must have a higher strength button.

Due to their speed, all characters have the ability to chain the same strength
Light attacks into each other repeatedly. This is called "Rapid Fire Light
Attacks." Not everyone`s Light attacks will combo off one another (ie - Mika`s
Standing LKs). Whenever desired, you can then transition from the rapid fire
light attacks into the rest of the Sonic Combo chain.

Some characters are able to skip the Medium-level attacks and instead chain
directly from Light to Heavy (ie - LP > LK > HP).

As the "(Full Alternating)" subtype suggests, characters are also able to
shift between standing (s.) and crouching (c.) in the midst of their chain.
Naoko can do s.LP > s.LK > c.MK > c.HP > s.HK.

The Sonic Combo chaining system can also be utilized as the character is
dashing forward (d.). Ai can do d.LP > d.LK > d.MP > d.MK > d.HK. Do note that
while dashing, characters are unable to alternate into crouching attacks.
(Kumiko is the only exception, who can chain her d.LK > c.MP.)

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

Juggling is the ability to combo the opponent while they are in the air, stuck
in aerial hitstun.

Juggling the opponent is not as rampant in `Sonic Council´ like it is in some
other fighting games. It typically only happens at the end of combos that have
a LAUNCHER-type attack, and most times against the corner. The system has a
sort of gravity to it, meaning that as you juggle the opponent, it will start
to pull them toward the ground so that only a couple of attacks can be used.


---------------------------------------------------------------------  ( 6.10 )
 CANCELING / CHOU-CANCEL
-------------------------------------------------------------------------------

+-- [  Canceling  ] ----------------------------------------------------------+

To 'cancel' means to interrupt the recovery of one action into another action.
Most basic attacks are chain-cancelable into other basic attacks or command
attacks, or into special moves and Tetsuwan Hissatsu Waza.

At its most basic, a cancel looks like this: c.MK XX Rai Jin Shuu
Ishida can hit the opponent with his Crouching MK, and while they are still in
hitstun, link into his Rai Jin Shuu (qcf + LK) 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.

+-- [  Chou-Cancel  ] --------------------------------------------------------+

Chou-Cancel ("super cancel") is the method of canceling where a special attack
is canceled into a Tetsuwan Hissatsu Waza.

 - Rai Jin Shuu CC Chou Jigensen Tou Sai

The same principle applies as with normal canceling, inputting the command of
the Tetsuwan Hissatsu Waza - Chou Jigensen Tou Sai (f,d,df + KK) - while the
opponent is in hitstun from the Rai Jin Shuu.

Some characters have Tetsuwan Hissatsu Waza which can _also_ be canceled into
a secondary Tetsuwan. Not all Tetsuwan can be canceled in this way.

 --------------------------------+------------------------------------------
  Character Name                 | Chou-Cancelable Tetsuwan Hissatsu Waza
 --------------------------------+------------------------------------------
  Ai Honda                         Mega Honda Taikuu
  Akio Shibata                     ---
  Aya Sakai                        ---
  Kage Naoko                       ---
  Kumiko Gotou                     ---
  Mika Ii                          ---
  Naoko Hattori                    ---
  Rika Sanada                      Ankoku-shiki Punch Laser Special
  Tesshou Katou                    Tooshi
  Uragiri no Ai                    Mega Honda Taikuu
  Yasunori ishida                  Chou Jigensen Tou Sai
  Yuuko Sakakibara                 Yuuko No Bomb


---------------------------------------------------------------------  ( 6.11 )
 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 a single star
revolves around their heads. While dizzy, a player is left vulnerable until
they manage to recover out of it.

Unattended, a dizzy will last about three seconds. To end the dizzy status
faster, rapidly press the buttons and rotate the joystick around.


---------------------------------------------------------------------  ( 6.12 )
 CHOUHATSU (TAUNT)
-------------------------------------------------------------------------------

A Chouhatsu ("taunt") is performed by pressing the L-shoulder button. Its sole
purpose is to mock the opponent.


---------------------------------------------------------------------  ( 6.13 )
 TIER LISTING
-------------------------------------------------------------------------------

[ - S Tier - ]  [ - A Tier - ]  [ -  B Tier - ]  [ - C Tier - ]  [ - D Tier - ]
Akio Shibata    Kumiko Gotou    Yuuko S.         Y. Ishida       Tesshou Katou
Uragiri no Ai   Aya Sakai       Rika Sanada      Mika Ii         Naoko Hattori
                Ai Honda                                         Kage Naoko

Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
gotten around to breaking apart this game. But Gamest themselves held many
tournaments in Japan when this game came out in the arcades, and included the
ranking results diagram into the game itself. There are also a couple of small
Japanese message boards (albeit very old) who have taken the characters and
broken them down into tier listings. So the above list is a combination of all
of that information, with some of my own unbiased input coaxed in.

[S+] AKIO SHIBATA: trackable and spammable Hansha Laser Hou to keep opponent
on lockdown, and provide great oki; strong physical attacks; many attacks
cause LAUNCHING; freezing throw to combo off of; corner trap laser combos able
to do 90%+ damage; slow speed but makes up for it by long reaching s.HK, c.HP,
j.MK, Hadou Hou Ken, and Hadou Gekihou.

[S] URAGIRI NO AI: one of the few characters who can stand toe-to-toe against
Shibata without a problem; can cancel out of all of her normal attacks unlike
normal Ai; great zoning by spamming Jinkou Tobidougu; two unblockable Supers.

[A+] KUMIKO GOTOU: lots of attacks cause KNOCKDOWN or WALL SLAM, allowing her
to play a heavy wakeup game; many of her normal attacks do 900+ damage alone;
combos typically end with a Satsu Ma Kyuu: 1-gou for the GROUND BOUNCE damage
options; counters for all physical attacks; range to counter Aya.

[A] AYA SAKAI: great reach as long as Dainashi is with her; mostly all attacks
utilize Dainashi, so Aya has many gaps where she can`t use special attacks;
Aya left a lot of times vulnerable if her specials are avoided; mostly played
safely, using only attacks she needs to just outside of the opponent`s range;
unblockable setups utilizing Maru Be Ta.

[A-] AI HONDA: high damage normals and specials; even her easy combos can deal
about 30-40% damage; invincible uppercut; unblockable Super can catch on both
ground or air, and during guardstun; Honda Flame good for oki to stop rising
attacks.

[B] YUUKO SAKAKIBARA: another balanced character with an answer for nearly all
situations, but doesn`t excel in any of them; solid pressure with usage of
Yuuko Slashes and Death Yuuko; full dashing chain combo; most combos don`t do
more than 15-20%; gets the majority of her damage by utilizing her many chains
and hitting with stray Yuuko Slashes; both Supers heavily punishable on guard.

[B-] RIKA SANADA: most balanced character; hard to get in against due to Drill
and Star; semi-useless guard break; potentially the strongest Super in the
game if both hits of the Ankoku-shiki Circular Guillotine connect; not many
amazing combos, but her dashing LP > LK > HK chain launches to open up good
juggle damage options.

[C] YASUNORI ISHIDA: fastest character in the game; below average damage on
attacks; Densou Kyaku Combination can be utilized for some interesting combos,
but can leave him vulnerable; counterattack move of the gods! Sei Jyuu Tai can
easily be spammed and used against nearly anything to stop or counter normals,
projectiles, and Supers while also making Ishida take no damage!; one of the
few characters who can easily give higher ranked characters a difficult fight.

[C-] MIKA II: very short-ranged attacks; combo strings can whiff because of
her range; a lot of her attacks leave her vulnerable with negative frames on
guard; can be extremely hard to hit due to her size; a bit evasive with her
Spiral Screw and Circus Metro; Space Canyon can be great anti-air or counter
on wakeup when up close.

[D+] TESSHOU KATOU: stereotypical throw character, but not all that slow; able
to gain Yaruki meter insanely faster than any other character by spamming LK
Gengen Katasukashi; Jumping Powerbomb setups typically make up the most of his
overall big damage; unblockable Super, but very short-ranged; dashing combo
chain does nearly 25% damage; still a huge target with no real great counter
to pressure or rushdown.

[D] NAOKO HATTORI: overall weak damage, but several fast cross-up and mix-up
options to use and try and score as much damage as possible; tricky oki and
wakeup game with usage of Gander-maru; full-screen Super option, and one that
can potentially damage Naoko herself slightly.

[D-] KAGE NAOKO: without her cat, loses half of her special moves and setup
with nothing much added to make up for the loss.


[ Sonic 7 ]  ==================================================================
 MISCELLANEOUS INFO
===============================================================================

---------------------------------------------------------------------  ( 7.01 )
 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)


---------------------------------------------------------------------  ( 7.02 )
 SECRETS / CODES
-------------------------------------------------------------------------------

- Unlock Akio Shibata
  Beat the game in Story Mode on any difficulty with any five characters.
  Before the credits roll after the fifth character`s ending, you will hear,
  "Congratulations!" to confirm.

- Unlock Uragiri no Ai Honda
  Beat the game in Story Mode with Akio Shibata. To use, hold Start while
  highlighting Ai Honda, then press any button.

- Unlock Kage Naoko Hattori
  Beat the game in Story Mode with Uragiri no Ai Honda. To use, hold Start
  while highlighting Naoko Hattori, then press any button.

- Clean Pause
  While the game is paused, press the Y button. Pressing the Y button again
  will restore the "PAUSE" plate.

- Unlock System Voice Type-C
  Beat the game in Story Mode with Uragiri no Ai Honda.

- Game Shark Codes
  Master Code                      F6000914 C305  B6002800 0000

  Infinite Life (P1)               160DBA92 03B6
  Infinite Life (P2)               160DBBCE 0320

  Infinite Yaruki Gauge (P1)       160DBA9E 0900
  Infinite Yaruki Gauge (P2)       160DBBDA 0900

  Play as Akio Shibata
    Story Mode & Survival          D60CA256 0009  160CA23E 0012
    Training Mode                  D60CA26A 0009  160CA262 0012
    Vs Mode (P1)                   D60CA2B2 0009  160CA2AA 0012
    Vs Mode (P2)                   D60CA2AE 0009  160CA26A 0012


---------------------------------------------------------------------  ( 7.03 )
 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:

- GENDA TESSHOU (voice of "Tesshou Katou")
  Domino (Cowboy Bebop)
  Gally Gregman (Eretzvaju)
  Guile (Street Fighter EX, Street Fighter II V)
  Zangief (Capcom v. SNK 2 E.O.)

- HISAKAWA AYA (voice of "Aya Sakai")
  Ami Mizuno/Sailormercury (Bishoujou Senshi Sailormoon)
  Skuld (Aa! Megami-sama)
  Unohana (Bleach)
  Xianghua Chai (Soul Calibur)

- KANAI MIKA (voice of "Mika Ii")
  Chie (Goldenboy [episode 6])
  Chikolita, Mariru, Purin (Pocket Monsters)
  Kris Shiratori (Seifuku Densetsu Pretty Fighter X)
  Shiina (Vampire Miyu)

- MATSUI NAOKO (voice of "Naoko Hattori")
  Azusa Shiratori (Ranma Nibunnoichi)
  Maki Shouko (Death Note)
  Pai Chan (Virtua Fighter)
  Rally Vincent (Riding Bean)

- MATSUMOTO RIKA (voice of "Rika Sanada")
  Kei (Dirty Pair Flash)
  Mizuki (Shin Samurai Spirits)
  Naru (Lunar Eternal Blue)
  Satoshi (Pocket Monsters)

- MATSUMOTO YASUNORI (voice of "Yasunori Ishida")
  Boz (Hellsing)
  Dick Saucer (Dragon Half)
  Gauly (Slayers)
  Jacky Bryant (Virtua Fighter)

- MITSUISHI KOTONO (voice of "Kotono Fuuma")
  (Kotono is the narrator/newscaster for Story Mode.)
  Excel (Excel Saga)
  Kyouko Minazuki (Shiritsu! Justice Gakuen)
  Mink (Dragon Half)
  Shinseiki Evangelion (Misato Katsuragi)
  Usagi Tsukino/Sailormoon (Bishoujou Senshi Sailormoon)

- MIZUTANI YUUKO (voice of "Yuuko Sakakibara")
  Chocolat Misu (Bakuretsu Hunter)
  Kaede (Dragon Force II)
  Luchs (Saber Marionette J)
  Mihoshi (Tenchi Muyou!)

- OOTSUKA AKIO (voice of "Akio Shibata")
  Bateau (Ghost In The Shell: Stand Alone Complex)
  Jack-2 (Tekken [anime])
  Kyouraku Shunsui (Bleach)
  Solid Snake (Metal Gear Solid)

- ORIKASA AI (voice of "Ai Honda")
  Anesthesia (Rumble Roses)
  Jun Kubota (Variable Geo [anime])
  Rose (Street Fighter Zero [anime])
  Zaki (Moero! Justice Gakuen)

- WATANABE KUMIKO (voice of "Kumiko Gotou")
  Hideki Isobe (Hikaru no Go)
  Mauri (Lunar Eternal Blue)
  Reimi Jyahana (Advanced Variable Geo)
  Shippo (Inuyasha)


---------------------------------------------------------------------  ( 7.04 )
 REVISION HISTORY
-------------------------------------------------------------------------------

v. 12.o  //  2013.03.10
- Added the seiyuu information for all the characters if anyone is interested.

v. 11.o  //  2013.02.27
- A lot of corrections and additions to many of the System Dissection sections
  and Game Modes Explanations. Also the Story text has been translated.

v. 10.5  //  2013.01.27
- Corrected information on Survival Mode.

v. 10.o  //  2013.01.22
- Edited and updated information for Uragiri no Ai, Kage Naoko, and Aya Sakai.

v. 9.o  //  2013.01.12
- Like with most of my FAQs, there is a huge gap in between the last updated
  version and this newer format. This one is twelve years, but I doubt that
  anyone noticed. All in all, information for every character, including all
  the hidden ones, has all been included and revamped with as much detail and
  tech that I could discover.

v. 8.o  //  2000.12.17
- Yeah it`s been a while since there was an update to this, so I went and put
  in everything that needed to be. The biggest change would be the format in
  which information is listed. Also broke apart the entire game system to
  explain it to anyone who is new to the game. Combos have all been put into
  their own separate FAQ. A couple of minor "secrets" added as well.

v. 7.o  //  1999.10.04
- Finally got an update on this FAQ. Mainly a lot of editing on combos and
  information. Added Shibata`s moves as well.

v. 6.o  //  1999.02.24
- Getting around to translating the story, but I added what is says in
  Roumaji. Also working on translating Ai`s winning quotes. Put in name
  translations, and did a lot of editing on characters and their combos.

v. 5.o  //  1998.12.15
- Finally discovered the method to play as the boss, Akio Shibata. Put in some
  GameShark codes also.

v. 4.o  //  1998.12.05
- Added the rest of the special moves and did some editing.

v. 3.o  //  1998.11.04
- Finally added some of the official names for special moves after going
  through the kanji. Still need to translate the rest.

v. 2.o  //  1998.10.05
- Mainly editing the FAQ and fixing mistakes and spelling.

v. 1.o  //  1998.08.31
- Added the Clean Pause trick, and got around to adding combos for Ai Honda,
  Aya Sakai, Kumiko Gotou, Mika Ii, and Yuuko Sakakibara. Editing done to
  clean up a bit.

v. o.o  //  1998.07.20
- FAQ initial creation.


---------------------------------------------------------------------  ( 7.05 )
 FINAL NOTE
-------------------------------------------------------------------------------

Oss`!
I first saw the game reviewed in GameFan (Volume 6, Issue 5, May 1998 - MK4
cover); and after reading up on it, it seemed to have a lot of redeeming
qualities. After all it was backed and co-created by Gamest, the most prolific
Japanese gaming magazine at that time. Once my friend brought it back for me
from Japan as a present (I couldn`t find any import store online that sold
it), I literally pulled an all-nighter playing it. This game was huge in Japan
during 1999; being the focus of large tournaments that was covered in Gamest
spanning -weeks-. This game is not as in-depth as a Street Fighter II by any
means, but still is a solid "anime" fighting game that is worth the purchase.

  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]>
  -------------------------------------------------------------------------
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 | the average man sees better than he thinks.´     - Ladies` Home Journal |
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