------------------------------------------------------------------------
THE KING OF FIGHTERS '03 FAQ v0.3
for the Neo*Geo / Arcade
by Chris MacDonald
------------------------------------------------------------------------

Unpublished work Copyright (c) 2004 Chris MacDonald

The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host).  You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.

Game magazine/guide/website authors are not allowed to use my FAQs
without permission.  People who have been caught doing this include:
Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th
Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation
Power, Official UK Play Station Magazine), Brady Games, Prima Games and
Eric Pratte, CheatCC.com, Shoryuken.com, Guardcrush.com, Kibagami,
DarkGuyver, and IGN.  So leave my FAQs alone unless you want some bad
publicity.

All characters are (c) SNK / Playmore / SNK-Playmore.


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

1.  INTRODUCTION
      - Revision History
      - Special Thanks

2.  BASIC INFORMATION
      - How to Play
      - FAQ Notation
      - Basic Commands
      - Changes From '02

3.  TEAM MOVELISTS
      - Hero Team                      Ash      | Duo Lon | Shen Woo
      - Garou Team                     Terry    | Joe     | Griffon
      - Kyokugen Team                  Ryo      | Robert  | Yuri
      - Korea Team                     Kim      | Chang   | Jhun
      - Ikari Team                     Leona    | Ralf    | Clark
      - Edit Characters                Iori     |         | Kyo
      - Outlaw Team                    Gato     | Billy   | Yamazaki
      - Women's Team                   King     | Mai     | Blue Mary
      - Benimaru Team                  Benimaru | Shingo  | Goro
      - Schoolgirls' Team              Athena   | Hinako  | Malin
      - K' Team                        K'       | Maxima  | Whip
      - Mid-Boss Characters            Kusanagi | Chizuru | Maki
      - Final Boss Characters          Adel     |         | Mukai

4.  GAMEPLAY NOTES
      - Autoguard
      - Change
      - Change Attack
      - Counter Hit
      - Critical and Counter Wires
      - Damage Scaling
      - Down
      - Guard Crush
      - Knockdowns
      - Overheads
      - Power Gauge
      - Reversals
      - Rolling
      - Super Cancels
      - Throws
      - Misc. Notes

5.  SECRETS AND TRICKS
      - Play as Kusanagi or Chizuru
      - Play as a Boss Character
      - Game Progression
      - Demo List
      - Endings

6.  MISCELLANEOUS
      - Special Intros
      - Special Win Poses
      - Translations


========================================================================
1.  INTRODUCTION
========================================================================

Hi, welcome to my KoF '03 FAQ.  If you have any comments or if you'd
like to contribute anything, feel free to reach me at <k.megura at
eudoramail dot com>.  Just please don't ask me about emulators, I don't
know anything about using them.

Please don't use any part of this FAQ without getting permission first.
These things do take a lot of work to write, after all.  I hate bringing
this sort of thing up, but it only takes a second to ask.


------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------

Version 0.3  (April 9, 2004)
 - Added in the official move names for the bosses, as well as the
   usual minor additions and corrections.  Some great contributions
   this time around, including a bunch from Tel (he seems to have
   rewritten about half the FAQ by now :)  I also added a section
   on "damage scaling" after a contributor wrote in with a lot of
   info. on this topic.

Version 0.2  (February 22, 2004)
 - Rewrote and "condensed" the notes, so as to not take up so much
   space.  This resulted in a lot of additions and corrections.  Also
   added a list of super cancels for each character, expanded the
   Gameplay Notes section, and fixed some translations for Malin.
   Finally, some great contributions were added, as well as a slew
   of notes from Tel that didn't make it into v0.1 in time.

Version 0.1  (February 11, 2004)
 - The first release.  Moveslists and other basic info. completed.
   Some notes cleanup is needed for the next release, though (I can't
   tell if I like the numbering format or not).


------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------

This FAQ would have not been possible without help from the following:

kenmastersx
 - For the invincibility on Leona's (D) Gravity Spark, Gato moving
   forward on the (D) Tatsu Kiba, and the difference between Terry's
   Power Geyser strengths.

Raul Torrez
 - Provided the official translation of the Mary vs. Terry quote.

<http://snk.suki.net/debug/kof2k3.html>
 - For the complete official boss movenames.

<http://www.orochinagi.com>
 - I read about the unblockable Eins Trigger bug in their forums.  An
   excellent site for fans of SNK games.

Amy Kou'ai
 - Explained how damage scaling works in this game.

<http://dict.cc>
 - Used for some of the German translations for Adel's moves.

<http://www.kokugakuin.ac.jp/ijcc/wp/bts/>
 - Used for some of the Shinto term explanations for Maki's moves.

Wei Chen
 - For some gameplay notes, character notes, misc. corrections,
   ending notes, and corrections/translations of some of the Japanese
   win quote conversations.

CJ Vossen
 - For info on the Kagerou no Mai and reflecting the Under Venom with
   Shen's Saikou Hougeki.

Imran Ali
 - For the easier Kyouken command (A,A,f,B+C).

Kukbo
 - For an exhaustive list of special intros and win poses posted
   on the gamefaqs KOF '03 board.

Charles MacDonald
 - For making the MAME boss codes and providing the list of endings.
   Also for letting me hog his computer while I worked on this FAQ,
   and for being an all-around good guy ;)

MGohan
 - For letting me use some of Tel's notes for this FAQ.
   (v0.2)  Sent in some info. on Ash's movenames and translations.

Tel
 - For a gigantic amount of contributed information. ;)
   (v0.2)  For lots of info. on many characters, and some gameplay
   notes (like the anti-air Change Attack juggle).
   (v0.3)  Sent in a bunch of corrections and additions.

<http://snkplaymore.co.jp>
 - For information taken from their KoF '03 section.

<http://www.wao.or.jp/user/freedom1/game/kof2003/>
<http://www.interq.or.jp/aquamarine/scarlet/kof2003/char.html>
<http://homepage3.nifty.com/gore/kof2003/>
<http://page.freett.com/g_i_m_s/kof2003-page.htm>
 - For game-related information; moves and movelists, spellings,
   system notes, other tips, etc.
 - (v0.2)  For some wire damage notes from GIMS's page.

<http://www.thefreedictionary.com/Revolutionary%20calendar>
http://www.mtholyoke.edu/courses/rschwart/hist255/la/sans-culottes.html
 - Used to figure out some of Ash's move names.

<http://www.jedo.jp/daily.htm>
 - Used to figure out some of Malin's move names.

<www.gamefaqs.com>
 - For the Jhun glitch; from the KoF '03 message board.

<http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
<http://linear.mv.com/cgi-bin/j-e/dict>
<http://www.njstar.com>
 - Used for some of the Japanese translations.


========================================================================
2.  HOW TO PLAY
========================================================================

------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------

ub   u   uf            Up-Back       Up       Up-Forward
  \  |  /
b -- n -- f            Back        Neutral       Forward
  /  |  \
db   d   df            Down-Back    Down    Down-Forward

P                      Press A / C.
K                      Press B / D.
Light attacks          Press A / B.
Heavy attacks          Press C / D.
AB / CD / BC           Press the listed buttons together.
ABC / ABCD             Press the listed buttons together.
any                    Press A / B / C / D.
~                      _Immediately_ press the next button listed.
/                      Optional command.
+                      Press at the same time.
,                      Press in the listed order.
 _                     An optional, additional input.
qcf                    Input (d,df,f).
qcb                    Input (d,db,b).
hcf                    Input (b,db,d,df,f).
hcb                    Input (f,df,d,db,b).
dir.                   Any direction can be used.
a-u                    Any direction but ub / u / uf.
ub~uf                  Can use ub / u / uf.
db~df                  Can use db / d / df.
(can hold)             You can hold the button, then release it.
when near              Perform when next to your opponent.
(air)                  Can be used while airborne.
(x#)                   Perform x number of times.
GC                     Guard Crush.
D^                     Desperation Move.
L^                     Leader Desperation Move.
**                     Additional note.

For the cancel chart:

c                      Not cancelable into command attacks.
C                      Cancelable into anything.
S                      Only cancelable into S^ or L^ moves.
-                      Not cancelable.
/                      Divides hits.


------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------

Please see the "Gameplay Notes" section for more detailed information.

Hold b when attacked               Standing Block
Hold db when attacked              Crouching Block
Tap b,b                            Backstep
Tap f,f (hold f)                   Dash (hold f to run)
Tap ub~uf lightly                  Small Jump
Press ub~uf                        Normal Jump
Tap db~df,ub~uf                    Big Jump
Tap db~df, lightly tap ub~uf       Low Big Jump
b / f + C / D when near            Normal Throw
 _b / f + same C or D if grabbed   Normal Throw Escape
(f / df + ) AB                     Emergency Evade (Front)
b / d / db + AB                    Emergency Evade (Back)
ub / b / db + AB while blocking    Guard Cancel Emergency Evade (Back)
uf / f / df + AB while blocking    Guard Cancel Emergency Evade (Front)
Press CD while blocking            Guard Cancel Blow Away Attack
Press AB when knocked down         Down Evade
Press BC / CD                      Change
qcf + BC / CD (costs 1 level)      Change Attack
Press Start                        Taunt
Enemy blocks multiple attacks      Guard Crush
Hit enemy multiple times           Dizzy
Tap dir. + any when dizzied        Dizzy Recovery

- The Guard Cancel Blow Away Attack does no damage.  It knocks an enemy
  down while sending them across the screen.
- You have to use the same button to escape from a normal throw that
  your opponent used (i.e. b / f + C will break you out of a b / f + C
  throw).
- You can now roll while crouching.
- Another way to perform the Low Big Jump is to immediately hold in a
  downward direction after tapping "db~df, lightly tap ub~uf."
- The Down Evade makes you land on your feet when knocked down.
- After a taunt begins, you can cancel it with a movement or action.
- The Guard Cancel moves and Change Attack cost one level to use.


------------------------------------------------------------------------
CHANGES FROM KOF '02
------------------------------------------------------------------------

- There are no more SDMs or HSDMs.  Instead, there are L^ moves, or the
  Leader DMs.  The first character you choose is your lead character
  (the order you put them later on doesn't matter, even though the
  screen says "[A]...Leader" on it).  That leader character is the
  only one who can use their L^ move, and it costs 2 levels to use.
- You can tell who your leader is, since they will have a blue life
  gauge.
- There is no more Quick Emergency Evade (AB when making an attack).
- There are no more ground or mid-air Blow Away Attacks (although
  some characters now have them as command attacks).
- Characters will get dizzied if they take too many hits.
- You can now roll or Guard Cancel roll while crouching.
- Super cancels now cost one level to use, as in KOF '01.
  Remember that this applies to SC'ing from a special move into a
  D^ or L^ move, and not a normal or command attack.
- Characters now have "chip death" animations, for when they are killed
  via block damage.
- There are no more moves that automatically drop an opponent's guard.
- There are no more "surefire juggles" (moves that juggle in non-juggle
  situation).
- I noticed it's possible to hit an opponent twice in air if the first
  hit connects (i.e. K's standing A x2 vs. Gato's Fuuga).  This even
  works against a normal jump-in.  Whether this is a change to the
  juggle system or is just easier to do in this KoF, I don't know.
- And of course (if you couldn't tell), the game has a tag system.


========================================================================
3.  TEAM MOVELISTS
========================================================================

Teams are listed in the same order that they are on the Team Select
Screen.  Moves are listed in this order: basic throws, command attacks,
special moves, then D^ and L^ moves.

Afterwards is a cancelable attack chart, and then a SC chart.  A super
cancel with a "n/" listed before it requires no extra Power levels to
use (see Section 4 for details).  Some moves are SC'able only under
certain circumstances, so please see their entry in the notes section
for details.

Speaking of, there are some notes for each character at the very end.
Notes correspond to the number written to the far right of each move.


------------------------------------------------------------------------
ASH CRIMSON                                                [ Hero Team ]
------------------------------------------------------------------------

b / f + C / D when near        Brumaire                                1
f + A                          Messidor                                2
b + B                          Floreal                                 3
b + D                          Prarial                                 4
Charge b,f + P                 Ventose                                 5
Charge d,u + K                 Nivose                                  6
hcf + C when near              Vendemiaire                             7
qcf,qcf + P                 D^ Thermidor                               8
qcf,qcf + K                 D^ Pluviose                                9
Tap A,B,C,D quickly         L^ Sans-Culottes                          10

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C       C
stand far      -       -       -       -
crouching      Cr      Cr      C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/Messidor             Nivose (1st)          Vendemiaire (3rd)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead, unless canceled into (which makes it SC'able and faster).
2   However, it will only combo from an A or B attack.
3   Can link into Pluviose, since that move comes out so quickly.
4   Has a short range, so you will (D) throw instead if not careful.
5   You can move about freely after the (A) Ventose, as it is very slow.
5   (C) is created in two "waves", like Geese's Double Reppuu Ken.  It
    can hit twice from up close, but you can block or move out of the
    way of the 2nd wave (once fired, the projectile hits twice and
    will actually combo).
5   The first wave can also destroy projectiles, without affecting the
    outcome of the projectile (you will still get the 2-hit version).
    This move can pass through projectiles.
5   The (C) Ventose can in fact be reflected, but this is difficult,
    because it moves so fast.  What's more, even if reflected, the
    projectile may cancel itself out, like King's Double Venom Strike
    (since it is technically two fireballs layered together).  Another
    possibility is that the first fireball hits you, but you manage
    to reflect the second one.  The Bai Gaeshi can absorb/respond to
    this move normally, though.
6   1st hit is SC'able.
7   1st hit is unblockable.  Has no miss animation.  Can juggle
    afterwards.  3rd hit is SC'able.
7   Not all the hits will combo, in some situations (i.e, Chang is
    running into the corner, and you attempt stand C > hcf + C).  It's
    usually the 3rd hit that misses, since it has a short range.
8   Has invincibility upon start-up, when Ash is creating the ball.
    The Thermidor travels slowly enough for you to walk around
    afterwards, and does plenty of chip damage.  You can use a Thermidor
    while a Ventose is on-screen, but not the other way around.
8   The Thermidor cannot be reflected, and can negate and pass through
    projectiles and even some D^ projectiles.  What's really cool is
    that the Bai Gaeshi can absorb this move, although if you use the
    (C) version, Yamazaki will not "respond" with a projectile.
9   --
10  The "activation" glow of this move can knock down a foe.  Attacks
    will also pass through you during the activation phase.
10  The surest way to perform this move is to complete it either as
    a cancelable attack hits or is blocked, or as the recovery of
    said attack ends, so that you have returned to a neutral state as
    you are pressing the final button (not once you are pressing the
    final button, as this will just result in a normal attack).  This
    means you have to do the motion very quickly (if attempting it
    during a move that hits or recovers quickly), or somewhat slowly
    (if attempting it during a move that takes a while to come out or
    recover from).  This can be used with any attack, from normal
    attacks to command moves or specials or supers.
10  When used, you glow for five counts.  During this time, there is no
    charge time for your charge moves (i.e. you can just input b,f + P
    or d,u + K).  This allows you to have multiple Ventoses on screen.


------------------------------------------------------------------------
DUO LON                                                    [ Hero Team ]
------------------------------------------------------------------------

b / f + C / D when near        Suishu: Shoukou                         1
uf when near a wall in air     Sankaku Tobi                            2
jump uf + B,D                  Hika Tenshi                             3
df + D                         Fuuka Tenshi                            4
 _press D                      Raika Tenshi                            5
qcf + P (x3)                   Jaki Juuryuu                            6
 _f + K from qcf + P (x1)      Onpei Ryuujin Ha                        7
  _qcb + P                     Shiryou Hassei Kin                      8
qcf + K                        Himou Kyaku                             9
qcb + K                        Genma Hishou Keikou                    10
f,d,df + K                     Genmu Kyaku: Naiga                     11
b,d,db + K                     Genmu Kyaku: Gaiga                     12
hcb,f + P when near            Suishu: Makyakuho                      13
 _qcb + P                      Suishu: Ransaiki                       14
qcb,hcf + P                 D^ Hiden: Genmu Juon Shikon               15
hcb,hcb + P                 D^ Hiden: Genmu Onryou Heki               16
Tap A,C,B,D quickly         L^ Ougi: Tajuu Genmu Ankei                17

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      -r      -       -       -
crouching      Cr      Cr      C       S

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Jaki Juuryuu (3rd)                     Shiryou Hassei Kin

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   --
3   Cannot use during a low or high jump.
4   Hits low.
5   Counter Wire (if Fuuka Tenshi didn't hit, obviously).  Will combo
    from Fuuka Tenshi.
6   You can perform all three inputs, even if one of them misses.
    In fact, you can hit with only the 1st and 3rd hits for a 2-hit
    combo.
6   1st input can cancel into Himou Kyaku.  3rd input can cancel into
    Himou Kyaku, Genmu Kyaku, or Genma Hishou Kyaku.  It's a good thing,
    since the Himou Kyaku is really the only way to juggle off the
    third input without super canceling.
6   3rd input is SC'able, and will juggle with Genmu Onryou Heki
    or (A) Genmu Juon Shikon in the corner.  In the open, only the
    (C) Genmu Juon Shikon will connect.
7   Can cancel into even if the 1st Jaki Juryuu is blocked.  Can be
    canceled into Fuuka Tenshi, Himou Kyaku, or Genmu Kyaku.
8   You must perform this move after the knee strike hits, and not as
    it hits (as you usually would).  SC'able.  You can combo after
    this move if you're fast enough (e.g. into c A > Jaki Juuryuu).
9   You can be hit while teleporting (D) moves you further than (B).
    You will "re-warp" if you move near your opponent, even if this
    occurs at the end of the initial warp.
9   It seems like the "re-warp" can be canceled into itself rapidly.
10  Overhead.  (D) moves you further than (B).  Both versions hit
    twice, but (D) only does this vs. tall opponents.  Only the 2nd
    hit will knock down an enemy.
10  Your enemy can't Down Evade if hit by this move.
10  You are invincible once you turn into a skeleton and are crumbling
    downward, although you can be thrown at any point while falling
    apart.
11  Can juggle afterwards.  (D) strikes further ahead than (B).
12  Has slightly more range than the corresponding strength Naiga.
12  If your enemy is near, this move hits "inward" instead of outward,
    knocking your enemy towards you.
13  Unblockable.  Does no damage.  Leaves opponent open to attack.
14  As above, but switches sides with your enemy in mid-grab.
15  Hits twice from up close.  (C) version goes much faster than (A).
15  Negates projectiles (but not D^ projectiles).
16  Only does block damage at the end, and for less than you'd think.
16  Negates normal and D^ projectiles.  Like Terry's Power Stream, it
    seems like nothing will hit Duo Lon out of this move.
17  The "activation" glow of this move can knock down a foe.  Attacks
    will also pass through you during the activation phase.
17  The surest way to perform this move is to complete it either as
    a cancelable attack hits or is blocked, or as the recovery of
    said attack ends, so that you have returned to a neutral state as
    you are pressing the final button (not once you are pressing the
    final button, as this will just result in a normal attack).  This
    means you have to do the motion very quickly (if attempting it
    during a move that hits or recovers quickly), or somewhat slowly
    (if attempting it during a move that takes a while to come out or
    recover from).  This can be used with any attack, from normal
    attacks to command moves or specials or supers.
17  When used, you glow for five counts.  During this time, you are
    followed by a duplicate that imitates your moves and can hit your
    opponent.  It can't imitate D^ moves, though, and it's imitation
    feature seems pretty dodgy (i.e. the Jaki Juuryuu won't get full
    hits, etc.)
17  Also during this move, your attacks will not knock an opponent
    away.  This sets up for some unique combo situations (and an easy
    infinite--standing or crouching A repeatedly).
17  It also has the odd effect of causing moves that knock an opponent
    aside to simply drop them to the floor (such as the Fuuka Tenshi,
    Suishu: Shoukou, or Genmu Onryou Heki).  It also makes the Genmu
    Kyaku knock an opponent straight up, instead of at an angle.
**  Look at Duo Lon's feet.  Notice anything odd? :)
**  For the confused, here is a quick list of Duo Lon's Jaki Juuryuu
    chains:

       1st input  >    2nd input  >    3rd input   >   4th input
     -------------------------------------------------------------
       qcf + P    >    qcf + K    >    ---------   >   ---------
       qcf + P    >    f + K      >    qcf + K     >   ---------
       qcf + P    >    f + K      >    f,d,df + K  >   ---------
       qcf + P    >    f + K      >    b,d,db + K  >   ---------
       qcf + P    >    f + K      >    df + D      >   press D
       qcf + P    >    f + K      >    qcb + P     >   supercancel
       qcf + P    >    qcf + P    >    qcf + P     >   qcf + K
       qcf + P    >    qcf + P    >    qcf + P     >   qcb + K
       qcf + P    >    qcf + P    >    qcf + P     >   f,d,df + K
       qcf + P    >    qcf + P    >    qcf + P     >   b,d,db + K
       qcf + P    >    qcf + P    >    qcf + P     >   supercancel

**  As you can see, you have a lot of options to choose from ;)


------------------------------------------------------------------------
SHEN WOO                                                   [ Hero Team ]
------------------------------------------------------------------------

b / f + C / D when near        Kyakuten Zuchi                          1
f + B                          Fusen Kyaku                             2
f + hold D                     Tenren no Kamae                         3
f + D                          Tenren Shuu                             3
qcf + P (can hold)             Gekiken                                 4
 _K while holding P            Cancel                                  5
qcb + A                        Fukuko Geki                             6
 _qcf + A                      Kouryuu Geki                            7
hcb,f + C when near            Saikou Hougeki                          8
qcf,qcf + P                 D^ Zetsu! Gekiken                          9
qcf,qcf + K                 D^ Kohyou Rengeki                         10
Tap C,A,B,C quickly         L^ Bakushin                               11

Cancels        A       B       C       D
-----------------------------------------
stand near     C       -       C       C
stand far      cr      -       -       -
crouching      Cr      -r      C       -

Super Cancels                                    (see notes for details)
------------------------------------------------------------------------
(A) Gekiken (if not charged)          (C) Gekiken (if not fully charged)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead, unless canceled into (which makes it cancelable).
3   Knockdown.  Shen spins without attacking if the button is held.
4   (A) does not knock down, but is SC'able.  If delayed for even a
    little bit, it will knock down, but is no longer SC'able.  However,
    you can juggle an opponent afterwards in this case, even out in
    the open (Kohyou Rengeki works well).
4   (C) does not not knock down, but is SC'able until Shen completes
    the yell.  After that, it becomes a knockdown attack, but is not
    SC'able.  However, you can juggle an opponent afterwards, even
    out in the open (again, try following with Kohyou Rengeki).
4   If delayed until a while after the yell, the (C) Gekiken becomes
    an unblockable attack that knocks the enemy away, although you
    can't juggle them.
4   In either case, delaying the move increases the damage a little.
5   You can press K to cancel the Gekiken while it is being delayed.
6   --
7   Can cancel into this move before the Fukuko Geki hits.
8   Unblockable.  Leaves foe open to attack.  Miss animation reflects
    projectiles, oddly enough.
9   Counter Wire.  (A) gives immunity to mid- and low-level attacks.
    (C) gives immunity for high attacks.
9   Your enemy can't Down Evade if hit by this move.
10  Your enemy can't Down Evade if hit by this move.
11  The "activation" glow of this move can knock down a foe.
11  The surest way to perform this move is to complete it either as
    a cancelable attack hits or is blocked, or as the recovery of
    said attack ends, so that you have returned to a neutral state as
    you are pressing the final button (not once you are pressing the
    final button, as this will just result in a normal attack).  This
    means you have to do the motion very quickly (if attempting it
    during a move that hits or recovers quickly), or somewhat slowly
    (if attempting it during a move that takes a while to come out or
    recover from).  This can be used with any attack, from normal
    attacks to command moves or specials or supers.
11  When used, you glow for 8 counts.  During this time, your attack
    power increases.  Before this move begins, there is a delay as
    Shen messes with his gloves.  However, if you combo into this
    move, he will instantly "activate" it.
**  Shen can follow his close standing C with a far standing B.


------------------------------------------------------------------------
TERRY BOGARD                                              [ Garou Team ]
------------------------------------------------------------------------

b / f + C / D when near        Buster Throw                            1
df + C                         Rising Upper                            2
df + D                         Backspin Kick                           3
f + C from close standing C    Combination Blow                        4
qcb + P                        Burn Knuckle                            5
qcb + K                        Crack Shoot                             6
qcf + P                        Power Wave                              7
hcf + K                        Power Charge                            8
 _f,f + same button (x2)       Tsuika Nyuuryoku                        9
f,d,df + K                     Power Dunk                             10
 _press AB after 1st hit       Breaking                               11
   _qcb + B                    Break Shoot                            12
qcb,db,f + P                D^ Power Geyser                           13
qcf,qcf + K                 D^ Buster Wolf                            14
qcb,hcf + AC                L^ Power Stream                           15

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      -       C      C/C
stand far      cr      -       -       -
crouching      Cr      C       C       c

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Tsuika Nyuuryoku (1st)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Cancelable.  Has less range than before.
3   Knockdown, unless canceled into (which makes it cancelable and
    faster).
4   Cancelable on 2nd hit.
5   Knockdown.
6   Overhead.  (D) can hit from up close before overhead hit, though.
    The (D) version will completely miss some crouching foes.
7   --
8   --
9   1st input (f,f + K) is SC'able, though seemingly not into the
    Power Stream.  2nd input knocks down.  3rd input is a Counter Wire
    if the previous hits missed.  You can do the full three inputs
    even if the first one is hit or blocked.
9   You cannot Down Evade as you land from the 2nd input.
10  (B) button can cross-up, but your enemy can still block backward
    to defend against the last hit.
10  You cannot Down Evade as you land from this move, unless Terry
    used the Breaking.
11  Only works if 1st hit connects and doesn't miss or get blocked.
    Terry dashes forward a little, setting up an easy juggle situation.
12  For some reason the (B) Crack Shoot cancels directly from #11.
13  The (C) version has start-up invicibility, but is slower than the
    (A) version.  If hit out of this move, Terry can juggle his foe if
    the geyser still hit his opponent.
13  Can negate projectiles (even D^ moves and the Thermidor).  Terry
    now does the "Garou" version instead of the old KOF version.
14  Won't finish if it is blocked.
15  The official command works, but it seems that (qcb,db,f + AC) works
    as well.  The "dome" created in the start can juggle an opponent for
    the remaining hits.  This move can negate practically any projectile
    and can outhit most attacks; maybe Mukai's L^ move would beat it?


------------------------------------------------------------------------
JOE HIGASHI                                               [ Garou Team ]
------------------------------------------------------------------------

b / f + C / D when near        Hiza Jigoku                             1
f + B                          Low Kick                                2
df + B                         Sliding                                 3
hcf + P                        Hurricane Upper                         4
hcf + K                        Slash Kick                              5
f,d,df + K                     Tiger Kick                              6
qcb + K                        Ougon no Kakato                         7
Tap P rapidly                  Bakuretsu Ken                           8
 _qcf + A                      Bakuretsu Elbow                         9
 _qcf + C                      Bakuretsu Finish                       10
qcf,qcf + P                 D^ Screw Upper                            11
qcf,hcb + P                 D^ Bakuretsu Hurricane Tiger Kakato       12
qcb,qcb + AC                L^ Shijou Saikyou no Bakuretsu Straight   13

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C       C
stand far      -r      C       -       -
crouching      Cr      -r      C       c

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Tiger Kick (1st)                       Bakuretsu Elbow

1   Unblockable.  (D) switches sides with your enemy.
2   Cancelable.
3   Hits low.  Travels further than before.
4   Will miss characters who are right next to Joe.
4   (C) has a further range and fires two hurricanes instead of one.
    The 2nd hurricane will knock down.  However, this move will not
    combo, and it's possible to block after the 1st hurricane in
    some situations (but never if you're in the corner).
5   Knockdown.
6   1st hit is SC'able.
7   Last hit of (D) knocks down.
7   You can juggle your opponent after this move if they are hit in
    mid-air, and you land first.  Works best in the corner.
8   --
9   Overhead.  SC'able.
10  Hits low.
11  The intial hurricane will miss if Joe's enemy is near him.  If hit
    out of this first hurricane, the move won't continue.
11  If this move connects, but you don't get the full 7 hits, you can
    juggle a falling opponent.
12  Your enemy can't Down Evade if hit by this move.
13  Unblockable.  Has autoguard on Joe's body; against jumping, high,
    and mid-level attacks.  The autoguard lasts until Joe strikes
    and starts up even before the L^ "activation" flash occurs.


------------------------------------------------------------------------
GRIFFON MASK  ("Tizoc" if language is set to English)     [ Garou Team ]
------------------------------------------------------------------------

b / f + C / D                * Griffon Tower                           1
d + AB                         Joudan Yoke Kougeki                     2
d + CD                         Gridro Super Kick                       3
qcb + K                      * Olympus Over                            4
f,d,df + P                     Active Tupon                            5
b,d,db + P                   * Poseidon Wave                           6
hcb + P when near              Justice Hurricane                       7
hcf + B when near              Hercule(s) Throw                        8
qcf + A when near in air       Icarus Crash                            9
df,df + C from any * move      Griffall                               10
qcf,qcf + K                 D^ Dadaleus Attack                        11
hcb,hcb + P when near       D^ Big Fall Griffon                       12
hcb,hcb + AC when near      L^ Big Fall Griffon                       13

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      -       c       -
stand far      Cr      C       c       -
crouching      C       -       -       -
jumping        c       c       c       c

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/Joudan Yoke Kougeki (2nd/3rd)        Poseidon Wave

1   Unblockable.  (C) switches sides with your enemy.
2   Will dodge high attacks.  2nd-3rd hit is SC'able.  Dadaleus Attack
    can combo, and in the corner, the first and last hits will even
    juggle if you SC'd from the 3rd hit of the Joudan Yoke Kougeki.
2   So obviously, you must use db / df + AB to roll while crouching.
3   Will dodge low attacks for the moment you leave the ground (though
    you can be hit before you jump).   Does a lot of GC damage.
4   Overhead.  (D) makes you backstep first.
4   Your enemy can't Down Evade if hit by this move.
5   Unblockable.  (C) moves you further than (A) does.
5   Only grabs standing opponents, and not those who are crouching or
    are in mid-air.
6   SC'able.  (C) makes you backstep first.
6   You cannot Down Evade as you land from the (C) version.
7   Unblockable.
8   Unblockable.  Does little damage and can't be comboed into, but
    sets opponent up for a juggle as they bounce off the wall.
9   Unblockable.  Only grabs mid-air foes.  Can use during a backstep.
10  A follow-up to the Griffon Tower, Olympus Over, Poseidon Wave, or
    a crouching D that knocks down.  Can hit an opponent on the floor.
10  Must be done early to hit, although you can do it right after the
    Griffon Tower connects, meaning you don't reverse the input.
11  1st hit is an overhead attack.  Has startup invincibility.
12  Unblockable.  Has limited startup invincibility.
13  Unblockable.  Has limited startup invincibility.
**  Griffon's forward walk is faster than his forward run.
**  You can always hold d, then press AB or CD for the respective move.
**  None of Griffon's throws can be recovered from using the Down Evade.
**  During the beta test, Griffon was said to have an alternate taunt
    said to be (b + Start).  However, this doesn't seem to work.


------------------------------------------------------------------------
RYO SAKAZAKI                                           [ Kyokugen Team ]
------------------------------------------------------------------------

b / f + C / D when near        Tomoe Nage                              1
f + A                          Hyouchuu Wari                           2
f + B                          Joudan Uke                              3
df + B                         Gedan Uke                               4
qcf + P                        Ko'ou Ken                               5
qcf + K                        Mouko Raijin Setsu                      6
qcb + P                        Kohou Shippuu Ken                       7
hcb + K                        Hien Shippuu Kyaku                      8
f,b,f + P                      Zanretsu Ken                            9
f,d,df + P                     Kohou                                  10
f,hcf + P                   D^ Haou Shoukou Ken                       11
qcf,hcb + P                 D^ Ryuuko Ranbu                           12
qcf,qcf + AC                L^ Tenchi Haou Ken                        13

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      -       -       -       -
crouching      Cr      -r      C       C

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Kohou Shippuu Ken (1st-2nd)            (A) Kohou
                                       (C) Kohou (1st)

1   Unblockable.  (C) switches sides with your enemy.
2   Overhead, unless canceled into.
3   Autoguard on arm vs. jumping and high attacks.  Becomes cancelable
    if autoguard is triggered.
4   Same as Joudan Uke, but only autoguards mid- and low-level attacks.
5   Knockdown.  Negates projectiles.
6   Overhead and knockdown attack.
6   Your enemy can't Down Evade if hit by this move.
7   SC'able on either hit.  (A) has more invincibility when it comes
    to dodging attacks at the beginning.
7   (C) has autoguard on body when Ryo has fully turned away, vs.
    jumping, high, and mid-level attacks.  A knockdown attack.
8   Knockdown.
9   Has autoguard on Ryo's reared fist (before he attacks) vs. high-
    and mid-level attacks.
9   Either version ends differently, but it seems to have no tactical
    difference.  Your enemy can't Down Evade if hit by this move.
10  (A) is SC'able.  (C) is SC'able on 1st hit only.
11  Negates and passes through normal projectiles.  Faster than before,
    sort of like the old SDM version.
12  (C) makes you leap further forward than (A).  Ryo is immune to
    attacks at the start of the lunge, but not for the whole distance.
13  Dizzies a hit opponent, but cannot re-dizzy twice in a row.
13  Your enemy can't Down Evade if hit by this move.
**  Ryo can follow a crouching B with a standing or crouching C.


------------------------------------------------------------------------
ROBERT GARCIA                                          [ Kyokugen Team ]
------------------------------------------------------------------------

b / f + C / D when near        Kubikiri Nage                           1
b / f + B                      Ryuu Hanshuu                            2
b + A                          Uraken                                  3
f + A                          Kouryuu Koukyaku Geri                   4
qcf + P                        Ryuugeki Ken                            5
qcb + K (x4)                   Hien Senpuu Kyaku                       6
qcb + K in air                 Hien Ryuujin Kyaku                      7
hcf + K when near              Kyokugen-ryuu Renbu Kyaku               8
f,d,df + K                     Ryuu Zanshou                            9
f,b,f + K                      Gen'ei Kyaku                           10
f,hcf + P (can hold)        D^ Haou Shoukou Ken                       11
qcf,hcb + P                 D^ Ryuuko Ranbu                           12
qcb,qcb + B in air          L^ Jiryuu Haisen Kyaku                    13
qcb,qcb + D in air          L^ Hiryuu Choushuu Kyaku                  14

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C      C/-
stand far      -r      -       -       -
crouching      Cr      Cr      C       C
jumping        -       -       c       c

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(B) Hien Senpuu Kyaku (2nd-3rd)        (B) Ryuu Zanshou
                                       (D) Ryuu Zanshou (1st)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Becomes cancelable if canceled into.
3   Can juggle afterwards, unless canceled into (which makes the move
    cancelable).
4   Overhead, unless canceled into (which makes it cancelable into any
    mid-air move).
4   It used to be that you could link this move into a Ryuuga, but
    none of Robert's moves are fast enough to link anymore.
5   Even though the (D) version is fired low to the ground, either
    version can be blocked high and will miss from up close.  The
    (D) version also comes out slower than the (B) version.
6   (B) is SC'able into Hiryuu Choushuu Kyaku on the 2nd or 3rd input.
7   (B) has a steeper descent than (D) does.  Can use during a backstep.
8   1st hit is unblockable.  Can juggle afterwards.  This move is now
    performed slowly, and Robert has a slower recovery.  Also, your
    opponent is knocked further away.  This makes the timing for juggles
    difficult, and limits your options when not in the corner.
8   The best follow-ups when in the open seem to be a standing (D), a
    dash into either strength Ryuu Zanshou, or else a Hiryuu Choushuu
    Kyaku performed just off the ground (qcb,qcb,ub + D).  Not much else
    will connect, though a (D) Ryuu Zanshou can combo if your timing is
    good (you might as well just dash to ensure that it hits).
8   It might seem like (hcf + K > f,f > f,d,df + B > qcb,qcb + D)
    would work, but the Hiryuu Choushuu Kyaku will miss.  Too bad ;(
9   (B) is pretty much vertical, while (D) carries you forward slightly.
9   (B) is SC'able into either L^ move.  If blocked, the 2nd or 3rd
    hit are SC'able.  On a counter hit, the 2nd hit is SC'able.
9   (D) is SC'able on the 1st hit, but only into Ryuuko Ranbu.
10  Comes out very quickly, and seems to recover faster, too.
11  Negates and passes through normal projectiles.  Delaying it seems
    to have no effect.  If you cancel into this move (say, from a
    standing C), it combos, but the damage is greatly reduced.
12  (C) makes you leap further than (A) does, although it is slower
    and only (A) will combo from an attack (such as a standing C).
12  Unlike Ryo, you can't pass through attacks while lunging forward.
13  A sort of super Hien Ryuujin Kyaku.  There is a recovery period
    after it hits, like Ryo's Tenchi Haou Ken.
13  Your enemy can't Down Evade if hit by this move.
14  An upward flying kick.  Has no recovery period, unlike (B) version.


------------------------------------------------------------------------
YURI SAKAZAKI                                          [ Kyokugen Team ]
------------------------------------------------------------------------

b / f + C / D when near        Silent Nage                             1
a-u + C / D when near in air   Izuna Otoshi                            2
b + B in air                   Yuri Ori                                3
f + A                          En Yoku                                 4
f + B                          Shiyoku                                 5
df + D                         Shouyoku                                6
qcf + P                        Ko'ou Ken                               7
 _hold same button             Haou Shoukou Ken                        8
qcf + K in air                 Raiou Ken                               9
qcb + P                        Saifa                                  10
hcb + K                        Hyakuretsu Binta                       11
f,d,df + P                     Kuuga (Yuri Chou Upper)                12
f,d,df + C (x2)                Ura Kuuga (Double Yuri Chou Upper)     13
qcf,hcb + K                 D^ Hien Hou'ou Kyaku                      14
qcf,qcf + K                 D^ Mekki Zan Kuuga (Shin! Chou Upper)     15
qcf,qcf + P (can hold)      L^ Denjin Haou Shoukou Ken                16
 _tap any dir. rapidly         <charge time reduce>                   17

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      Cr      -       -       -
crouching      Cr      Cr      C       -
jumping        -       -       -       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(C) Kuuga (1st)                        Ura Kuuga (1st-2nd)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Unblockable.  Will only hit opponents in mid-air.
2   Your enemy can't Down Evade if hit by this move.
3   A parody of Iori's Yuri Ori.  Can be used to start a cross-up
    combo when you jump over your opponent.  You can use this move
    during a backstep to sail back even further, but you have to
    do the motion once you're actually in air.
4   Overhead, unless canceled into.
5   Cancelable.  Hits low.
6   Cancelable.  Can juggle afterwards (try Shin! Chou Upper when
    in the corner).
7   Knockdown.
8   Knockdown.
9   Faster than before.  (D) has more range than (B) does.  Can hit
    someone lying on the ground.
9   You cannot perform this move as (qcf,uf + K), or use it during
    a backstep.
10  Knockdown.  There is a delay before the (C) version.  Either
    version reflects projectiles.
11  Unblockable.
12  (C) is SC'able on the 1st hit.
13  SC'able on either hit, but only into Shin! Chou Upper.  It seems
    as if the 2nd hit is only SC'able if the first Kuuga hits.
14  --
15  A parody of Ryu's Shin Shouryuu Ken.  If the first hit doesn't
    connect deeply enough, Yuri does a multi-hit uppercut instead of
    the normal 3-hit version.
16  A parody of Ryu's Denjin Hadou Ken.  Unblockable.  Charging the
    move increases the hits and damage, and makes it automatically
    dizzy a hit foe.  You don't need to fully charge it in order to
    get this effect.  Negates and passes through normal projectiles,
    but will be negated by other D^ projectiles.  Does low damage.
16  If you hit a mid-air opponent with this move, they will fall
    straight up.  I haven't been able to juggle off of this, but it
    is an easy set up for a Raiou Ken ground hit (i.e. (C) Yuri
    Chou Upper > super cancel Denjin HSK > ground hit Raiou Ken).
17  While delaying this move, you can shake the joystick rapidy
    reduce the amount of time it takes to charge it to full.


------------------------------------------------------------------------
KIM KAPHWAN                                               [ Korea Team ]
------------------------------------------------------------------------

b / f + C / D when near        Kassatsu Nage                           1
f + B                          Neri Chagi                              2
d + K in air                   Hishou Kyaku                            3
d,d + K                        Haki Kyaku                              4
qcb + K                        Hangetsu Zan                            5
qcb + P (x2)                   Sanren Geki                             6
 _qcb + A                      Neri Chagi                              7
 _qcb + C                      Double Dechagi                          8
qcb + P _uf + B _d + B         Sankuu Geki                             9
Charge b,f + K                 Ryuusei Raku                           10
Charge d,u + K                 Hien Zan                               11
Charge d,u + D _d + D          Tenshou Zan                            12
qcf,qcf + K                 D^ Hou'ou Hiten Kyaku                     13
qcb,db,f + K (air)          D^ Hou'ou Kyaku                           14
qcb,db,f + BD (air)         L^ Hiden Hou'ou Kyaku                     15

Cancels        A       B       C       D
-----------------------------------------
stand near     C      C/C     -/C     C/C
stand far      -       -       -      -/-
crouching      Cr      cr      C       C
jumping        S       -       -       -

Super Cancels                              (see notes for details)
------------------------------------------------------------------
n/Neri Chagi (f+B ver.)  (B) Haki Kyaku         (B) Hangetsu Zan
Neri Chagi (qcb+A ver.)  Double Dechagi (2nd)   Ryuusei Raku (1st)
(D) Hien Zan (3rd)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead, unless canceled into (which makes it SC'able on either
    hit).
3   Is now the "descending" style Hishou Kyaku, but is a little slower
    than the old "single hit" version.
4   (B) is SC'able, but only into the Hou'ou Kyaku.  (D) knocks down.
    Both versions hit low.
4   Kim retains an old bug from previous games; if you try to super
    cancel the (B) Haki Kyaku into the Hou'ou Kyaku without enough
    levels to do so, Kim simply cancels out of the Haki Kyaku without
    doing anything.  This allows you to combo your opponent before
    they recover from the Haki Kyaku hit.
5   (B) is SC'able and combos into any D^ or L^ move.
6   --
7   Overhead on either hit.  2nd hit is SC'able.
8   2nd hit is SC'able.  If done in the corner, you can SC into the
    Hou'ou Kyaku or Hiden Hou'ou Kyaku for an easy juggle.
9   The 2nd input can be canceled into the 3rd input either immediately
    or after a moment, giving you slightly more range.  However, if you
    wait too long, you can't cancel into the last hit.  The 3rd input
    is an overhead attack.
9   This series is slower than before, and Kim is closer to the ground
    when performing it.
10  1st hit hits low and is SC'able.  2nd hit of (D) version is an
    overhead.  This move is slower now, and has more recovery time.
10  The 2nd hit of the (D) version won't always combo with the
    previous hit, meaning you can roll or otherwise avoid it.
10  Your enemy can't Down Evade if hit by this move.
11  3rd hit of (D) is SC'able.  In the corner, you can SC into the
    Hou'ou Kyaku for a juggle (though the Hiden Hou'ou Kyaku will miss).
12  Your enemy can't Down Evade if hit by this move.
13  Can juggle afterwards.
14  Can juggle afterwards, but only in the corner.
14  Your enemy can't Down Evade if hit by this move.
**  Both hits of Kim's far standing D will combo now, unlike last year.


------------------------------------------------------------------------
CHANG KOEHAN                                              [ Korea Team ]
------------------------------------------------------------------------

b / f + C / D when near        Hagan Geki                              1
uf~df + C in air               Tekkyuu Geki                            2
df + A                         Hiki Nige                               3
qcf + K                        Tekkyuu Dai Bokusatsu                   4
Charge b,f + P                 Tekkyuu Funsai Geki                     5
Tap P rapidly, move b / f      Tekkyuu Dai Kaiten                      6
 _press AC                     Cancel                                  7
hcb,f + P when near            Dai Hakai Nage                          8
qcf,hcb + P                 D^ Tekkyuu Dai Bousou                      9
qcb,qcb + P                 D^ Tekkyuu Dai Funsai Geki                10
qcf,qcf + AC                L^ Tekkyuu Dai Assatsu                    11

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C      -/-      C
stand far      -       C       -       -
crouching      Cr      Cr      C       C
jumping        -       -       -       -

Super Cancels                                 (see notes for details)
---------------------------------------------------------------------
n/Hiki Nige                (A) Tekkyuu Funsai Geki
                           (C) Tekkyuu Funsai Geki (forward hit only)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Knockdown.  If this move counter hits, you can juggle your opponent
    (works best in the corner).  Can use during a backstep.
3   Hits low, unless canceled into (which makes it SC'able).
4   Overhead.  Can hit someone lying on the ground.  Has autoguard on
    Chang's belly, when he is slapping it.  The autoguard will block
    jumping, high, and mid-level attacks.
4   Your enemy can't Down Evade if hit by this move.
5   Knockdown.  Has autoguard on Chang's front against jumping, high,
    and mid-level attacks.  The autoguard only lasts before Chang
    strikes, meaning you can hit him out of the move before he hits
    you.
5   The (C) version is delayed while Chang swings his ball over his
    head.  You still have autoguard during this time, and a jumping
    opponent can get hit by the spinning ball.
5   Either version is SC'able, but only on the forward ball swing
    (and not when Chang holds it over his head).
6   Knockdown.  Can negate normal and D^ projectiles while the ball
    is spinning.  Chang moves much faster and can travel further
    during this move.
7   Only requires two buttons to cancel this move.
8   Unblockable.  Chang only does four slams now.
8   Your enemy can't Down Evade if hit by this move.
9   Only has one finish now, which is a Funsai Geki attack.
10  A multi-hit (A) Funsai Geki.  Does lots of block damage, and
    can be easily comboed into.  Has no autoguard, though.
10  If this move counter hits from up close, it's possible for it to
    knock the enemy away after only 2-3 hits (results in less damage).
11  Chang doesn't run forward during this move.  He doesn't have
    autoguard while falling, and the move cannot hit an opponent lying
    on the ground (unless the first hit on the way up connected).  This
    move no longer hits low once Chang lands, either.
11  This move can still hit twice on the way up and the way down,
    although your opponent can roll to avoid the last hit if they
    were hit on the way up.  Chang performs this move much faster
    than before.
**  Chang cannot jump over most standing opponents unless he uses the
    Big Jump (tap db~df,ub~uf).
**  Chang's crouching (C) can hit at three points.  The two lowest
    points are cancelable, while the 3rd point is SC'able.


------------------------------------------------------------------------
JHUN HOON                                                 [ Korea Team ]
------------------------------------------------------------------------

b / f + C / D when near        Kai Senpuu                              1
f + A                          Soshuu Geki > Soshuu Jin                2
f + B                          Ryouko Geki > Ryouko Jin                3
d + B in air                   Ryuurou Shuu                            4
qcb + A                        Haiki Geki > Soshuu Jin                 5
qcb + C                        Haiki Geki                              6
qcb + B                        Mangetsu Zan > Ryouko Jin               7
qcb + D                        Mangetsu Zan                            8
Charge d,u + A                 Kuu Sajin > Soshuu Jin                  9
Charge d,u + C                 Kuu Sajin                              10
d,d + A                        Soshuu Jin                             11
 _move b / f                   Zengo Idou                             12
 _b,b / f,f                    Hikikomi / Fumikomi                    13
 _press D                      Cancel                                 14
 _press A                      Kirikae Kougeki > Ryouko Jin           15
 _press B                      Mangetsu Zan > Ryouko Jin              16
 _press C                      Shuusou Kyaku: Gedan                   17
 _u + C                        Shuusou Kyaku: Joudan                  18
 _b + B                        Koshuu Ha                              19
 _qcf,qcf + B               D^ Hou'ou Ressou Kyaku                    20
d,d + B                        Ryouko Jin                             21
 _move b / f                   Zengo Idou                             22
 _b,b / f,f                    Hikikomi / Fumikomi                    23
 _press D                      Cancel                                 24
 _press A                      Kirikae Kougeki > Soshuu Jin           25
 _press B                      Ko Ressou                              26
 _press C                      Mouko Geki: Naka                       27
 _u + C                        Hiko Geki: Ue                          28
 _d + C                        Shuuko Geki: Shimo                     29
 _u + A                        Kuu Sajin > Soshuu Jin                 30
 _qcf,qcf + C               L^ Jhun Shiki: Hou'ou Ressou Kyaku        31
qcf,qcf + K                 D^ Hou'ou Ressou Kyaku                    32
qcf,qcf + K in air          D^ Hou'ou Tenbu Kyaku                     33
qcf,qcf + AC                L^ Jhun Shiki: Ressou Hiten Kyaku         34

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C       C
stand far      -       -       C       C
crouching      Cr      -       C       C
jumping        -       -       -       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/Ryouko Geki       n/Ryuurou Shuu      (D) Mangetsu Zan (6th)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Knockdown and a Counter Wire.  Leaves you in Soshuu stance.
3   SC'able into Jhun Shiki: Hiten Ressou Kyaku.  Leaves you in Ryouko
    stance.
4   SC'able into Hou'ou Tenbu Kyaku.  You can make an attack while
    rebounding from this move.
4   There is a glitch with this move; try to AB roll in mid-air
    immediately after this move hits or is blocked, and Jhun will
    roll.  You can now move around and attack while "walking" in
    mid-air, although you can only use the Ryuurou Shou or Hou'ou
    Tenbu Kyaku in addition to a normal P or K attack.
4   In this state, if the Ryuurou Shuu misses, Jhun will freeze until
    he is hit.  However, you can use a crouching (A) or Ryuurou Shuu
    repeatedly for an infinite combo.
5   Can combo your opponent afterwards.  Leaves you in Soshuu stance.
6   Can combo your opponent afterwards.
7   Leaves you in Ryouko stance.
8   SC'able on the last hit.  I find it odd that this is his only
    special move SC.  He had a bunch of them in previous games.
9   Leaves you in Soshuu stance.
10  --
11  Puts you in Soshuu stance.  In this stance, you cannot block or
    roll, and are limited to using only certain moves.  If hit, the
    stance will end.
12  --
13  --
14  Returns you to your normal stance.
15  Knockdown.  Leaves you in Ryouko stance.  Has autoguard on Jhun's
    lifted knee (before he kicks) vs. high and mid-level attacks.
16  Leaves you in Ryouko stance.
17  Can link into Hou'ou Ressou Kyaku.
18  Knockdown.  Your enemy can't Down Evade if hit by this move.
18  Knockdown.  Your enemy can't Down Evade if hit by this move.
19  A Counter Wire.  Has autoguard while Jhun is kicking.  Does a
    high amount of GC damage if blocked.
20  --
21  Puts you in Ryouko stance.  In this stance, you cannot block or
    roll, and are limited to using only certain moves.  If hit, the
    stance will end.
22  --
23  --
24  Returns you to your normal stance.
25  Knockdown.  Leaves you in Soshuu stance.  Has autoguard just before
    Jhun backflips, against jumping, high, and mid-level attacks.
25  Can hit someone lying on the ground.
26  Knockdown.  Your enemy can't Down Evade if hit by this move.
26  Reflects projectiles.
27  Hits low.  Can juggle afterwards.
28  Overhead.  Your enemy can't Down Evade if hit by this move.
29  Hits low.
30  Leaves you in Soshuu stance.
31  Hits low.  Can juggle afterwards.
32  --
33  --
34  Hits low.  Can juggle afterwards.
**  Must be in the Soshuu stance (e.g. d,d + A) to use #12-#20.
**  Must be in the Ryouko stance (e.g. d,d + A) to use #22-#31.
**  A simple combo in the Ryouko stance is: C > B > u + A.


------------------------------------------------------------------------
LEONA HEIDERN                                             [ Ikari Team ]
------------------------------------------------------------------------

b / f + C / D                  Ordeal Buckler                          1
b / f + B                      Strike Arch                             2
Press CD in air                Leo Kick                                3
Charge d,u + P                 Moon Slasher                            4
Charge b,f + P                 Vortex Launcher                         5
Charge b,f + K                 Ground Saber                            6
Charge b,f + D _f + D          Gliding Buster                          7
qcb + P in air                 X Calibur                               8
qcb + K                        Earring Bakudan 1                       9
b,d,db + K                     Earring Bakudan 2: Heart Attack        10
 _b,d,db + K                   Kibaku                                 11
qcb,hcf + K                 D^ Rebel Spark                            12
qcf,hcb + P in air          D^ V Slasher                              13
qcf,qcf + AC                L^ V Slasher: Aerial                      14

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C      C/C     C/S
stand far      -r      -       C       -
crouching      Cr      -r      C       -
jump up        C       C       -       C
jump diag.     -       C       -       C

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(B) Ground Saber                       Gliding Buster

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead and knockdown, unless canceled into (which makes it
    cancelable into any mid-air move).
2   Your enemy can't Down Evade if hit by this move.
3   A cancelable, knockdown attack.
3   Can juggle if the move counter hits (works best in corner).
4   Knockdown.
5   Can juggle afterwards.
6   Can juggle in corner, if opponent is hit in mid-air near the end
    of the move.
6   (B) is SC'able, but only into the V Slasher: Aerial.
7   SC'able only into V Slasher.
8   Knockdown.  (A) makes you fall forward, (C) makes you fall backward.
9   (B) hits low once the earring hits the ground.  You can combo your
    opponent after either version, since Leona recovers first.
10  Misses unless performed when near.  Also blockable (resulting in a
    nice bit of animation if blocked).
10  You can combo after this move, since Leona recovers first.  Using
    this move plants a bomb on her opponent that explodes in two counts
    (you can tell when this will occur, since the "glint" increases in
    frequency).
10  The bomb is unblockable when it explodes, and can hit an opponent
    even if they are on the floor.  However, it won't hit them if they
    are in an invincible state (getting up or rolling, etc.)  The
    bomb vanishes if Leona is hit, or if she connects with a throw,
    D^, or L^ move, or leaves the battle (i.e. via the Change).
12  (D) has a delay that prevents you from comboing into it, though it
    also has start-up invincibility before Leona starts running.
12  Your enemy can't Down Evade if hit by this move.
13  --
14  If blocked, Leona retreats all the way across the screen.


------------------------------------------------------------------------
RALF JONES                                                [ Ikari Team ]
------------------------------------------------------------------------

b / f + C / D when near        Dynamite Headbutt                       1
f,d,df + P                     Unblock                                 2
Charge b,f + P                 Gatling Attack                          3
Charge d,u + P                 Kyuukouka Bakudan Punch (Chijou)        4
qcf + P in air                 Kyuukouka Bakudan Punch (Kuuchuu)       5
hcf + K when near              Super Argentine Backbreaker             6
hcb + B                        Teikuu Ralf Kick                        7
hcb + D                        Ralf Kick                               8
Tap P rapidly, move f          Vulcan Punch                            9
qcf,hcb + P                 D^ Baribari Vulcan Punch                  10
qcb,hcf + K                 D^ Umanori Vulcan Punch                   11
qcf,qcf + AC                L^ Galactica Phantom                      12

Cancels        A       B       C       D
-----------------------------------------
stand near     -       -       C       -
stand far      -       -       C       -
crouching      Cr      -       C       C
jump up        -       -       C       -
jump diag.     -       -       -       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Gatling Attack (2nd)

1   Unblockable.  (D) switches sides with your enemy.
2   Unblockable, unless canceled into (which makes it come out faster).
2   I've managed to cancel a canceled Unblock into a Ralf Kick (i.e.
    c A > f,d,df + C > hcb + D), but it seems very difficult to do.
    Perhaps there is a trick or timing element I haven't figured out.
2   Your enemy can't Down Evade if hit by this move.
3   2nd hit is SC'able.
4   Can hit on the way up, and the way down.
5   --
6   Unblockable.  Now has a start-up delay, but during this time, Ralf
    has autoguard on his mid-body against jumping and high attacks
    (right before he grabs you).
7   Hits low.
8   Overhead.  Can juggle afterwards, if your foe is in the corner
    and you land soon enough after hitting them.
8   Your enemy can't Down Evade if hit by this move.
9   You don't move forward as far or as fast as you used to if you
    hold f during this move.  This is really noticable if you perform
    the move by alternating between tapping A and C.
9   Hits twice on a counter hit.
10  Your enemy can't Down Evade if hit by this move.
11  Your enemy can't Down Evade if hit by this move.
12  Your enemy can't Down Evade if hit by this move.
12  Unblockable and a Counter Wire.  Ralf has autoguard on his body
    once he crouches down, and keeps the autoguard while moving forward
    to attack.  He can autoguard jumping, high, and mid-level attacks
    this way.  Comes out somewhat faster than before.


------------------------------------------------------------------------
CLARK STEEL                                               [ Ikari Team ]
------------------------------------------------------------------------

b / f + C / D when near        Nageppanashi German                     1
a-u + C / D when near in air   Death Lake Drive                        2
f + B                          Stomping                                3
f,d,df + P                   * Napalm Stretch                          4
f,d,df + K when near         * Frankensteiner                          5
hcb + P                        Shining Wizard                          6
hcf + P                        Mount Tackle                            7
 _d,d + A                      Clark Lift                              8
 _d,d + C                    * Reverse DDT                             9
 _d,d + K                      Rolling Cradle                         10
hcf + K when near            * Super Argentine Backbreaker            11
qcf + C from any * move        Flashing Elbow                         12
hcf,hcf + K                 D^ Running Three                          13
hcb,hcb + P when near       D^ Ultra Argentine Backbreaker            14
hcb,hcb + AC when near      L^ Ultra Argentine Backbreaker            15

Cancels        A       B       C       D
-----------------------------------------
stand near     -       C      C/-      -
stand far      -       -       -       -
crouching      C       -r      -       -

Super Cancels
--------------------------------------------------------------
(none.)

1   Unblockable.  (D) switches sides with your enemy.
2   Unblockable.  Will only hit opponents in mid-air.
2   Your enemy can't Down Evade if hit by this move.
3   Cancelable.
4   Blockable.  Will only hit opponents in mid-air, excluding some
    tall standing opponents, like Mukai.
5   Unblockable.  Your enemy can't Down Evade if hit by this move.
6   Unblockable if your opponent is crouching.  Otherwise, Clark
    will run forward but do nothing.  Incidentally, this means that
    you can't hit Mukai with this move (since he can't crouch).
6   Your enemy can't Down Evade if hit by this move.
7   Blockable, and does no damage.  If you attempt a follow-up, your
    foe can press the same button to escape (i.e., they can break
    out of your (D) Rolling Cradle by pressing D before the move
    begins).  Noticeably slower than last year.
7   Your enemy can't Down Evade if hit by this move.
8   Your enemy can't Down Evade if hit by this move.
9   Your enemy can't Down Evade if hit by this move.
10  Your enemy can't Down Evade if hit by this move.
11  Unblockable.  Your enemy can't Down Evade if hit by this move.
12  Can be used after Napalm Stretch, Frankensteiner, Reverse DDT, or
    Super Argentine Backbreaker.  Seems to have much more range than
    before, making it harder to miss (though in obvious situations
    like Down Evading out of a Napalm Stretch, it will still miss).
13  Unblockable.  A running throw.
14  Unblockable.  Your enemy can't Down Evade if hit by this move.
15  Unblockable.  Your enemy can't Down Evade if hit by this move.
15  Has a new ending animation in which Clark ends up standing on his
    hands and holding the opponent between his legs.  What a show-off!


------------------------------------------------------------------------
IORI YAGAMI                                           [ Edit Character ]
------------------------------------------------------------------------

b / f + C / D when near        Sakahagi                                1
f + A,A                        Geshiki: Yumebiki                       2
f + B                          Geshiki: Goufu In "Shinigame"           3
b + B in air                   Geshiki: Yuri Ori                       4
qcf + P                        108 Shiki: Yamibarai                    5
f,d,df + P                     100 Shiki: Oniyaki                      6
qcb + P (x3)                   127 Shiki: Aoihana                      7
hcb + K                        212 Shiki: Kototsuki In                 8
hcb,f + P when near            Kuzukaze                                9
qcf,hcb + P                 D^ Kin 1211 Shiki: Yaotome                10
 _qcf,qcf,qcf,qcf + AC      D^ Ura 316 Shiki: Saika                   11
qcb,hcf + P                 D^ Ura 108 Shiki: Ya Sakazuki             12
qcf,hcb + AC                L^ San Shingi no Ni                       13

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       -
stand far      -r      -       C       -
crouching      Cr      -r      C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(C) Oniyaki (1st-2nd)

1   Unblockable.  (C) switches sides with your enemy.
2   2nd hit is cancelable.  In previous games, the 1st hit was SC'able,
    but I can't get this to work myself.
3   Overhead, unless canceled into (which makes it cancelable).
4   Can cross-up an opponent, or be used to start a combo.  If used
    during a backstep, you will sail back further than usual.
5   --
6   (C) is SC'able on 1st or 2nd hit.  3rd hit knocks down.
7   3rd input is an overhead attack.  Recovery from 1st-2nd input is
    slightly slower than before.  However, since the hits can be
    canceled even if they miss, you can still combo off a missed hit.
    An example would be (f + A,A > qcb+ P (misses) > qcb + P > qcb + P)
    for a 4-hit combo.
7   You cannot Down Evade as you land from the 3rd input.
8   Iori won't continue this move if the 1st hit is blocked, and this
    move is faster.  If the 1st hit connects against an airborne foe,
    the 2nd hit will probably miss, unless your opponent is low enough.
8   Your enemy can't Down Evade if hit by this move.
9   Unblockable and does no damage.  However, it switches sides with
    your opponent and leaves them open to attack.
9   This move seems to come out faster than before, but Iori has
    less invincibility (if any) while trying to grab you.
10  --
11  Only costs 1 level to use, but can only be performed when you are
    the Leader character (think of it as an L^ move).
11  The timing seems more strict than before.  Try to end up finishing
    the command right after Iori "explodes" his opponent away.
11  Your enemy can't Down Evade if hit by this move.
12  You can no longer delay this move, and it does no damage.  Also,
    (A) has a shorter range than (C), and Iori only throws one "pillar"
    instead of multiple ones.
12  However, this move leaves an opponent open to attack, even if
    they're in mid-air, and they cannot escape from it as if they
    were dizzy.  You can't use another Ya Sakazuki while the first
    one is in effect, but you can use a throw move or Yamibarai.
13  An overhead attack.
**  Both the Yaotome and San Shingi no Ni have a pretty far reach,
    so a combo like (stand A > f + A,A > qcf,hcb + P / AC) is possible
    even out in the open (preceed it with a Yuri Ori, if you want).


------------------------------------------------------------------------
KYO KUSANAGI                                          [ Edit Character ]
------------------------------------------------------------------------

b / f + C / D when near        Issetsu Seoi Nage                       1
d + C in air                   Geshiki: Naraku Otoshi                  2
f + B                          Geshiki: Goufu You                      3
df + D                         88 Shiki                                4
qcf + A                        114 Shiki: Aragami                      5
 _qcf + A                      128 Shiki: Konokizu                     6
   _press A                    127 Shiki: Yanosabi                     7
   _press K                    125 Shiki: Nanase                       8
 _hcb + A                      127 Shiki: Yanosabi                     9
   _press A                    Geshiki: Migiri Ugachi                 10
   _press K                    125 Shiki: Nanase                      11
qcf + C                        115 Shiki: Dokugami                    12
 _hcb + C                      401 Shiki: Tsumi Yomi                  13
   _f + C                      402 Shiki: Batsu Yomi                  14
     _f,d,df + C               100 Shiki: Oniyaki                     15
f,d,df + P                     100 Shiki: Oniyaki                     16
b,d,db + K                     717 Shiki: Koma Hofuri                 17
qcf + K,K                      75 Shiki Kai                           18
hcb + K                        412 Shiki: Hikigane                    19
qcf,qcf + P (can hold)      D^ 182 Shiki                              20
qcb,hcf + P (can hold)      D^ Ura 108 Shiki: Orochinagi              21
qcf,qcf + AC                L^ San Shingi no Ichi                     22

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr      C       C
stand far      Cr      -       -       -
crouching      Cr      -r      C       C
jumping        -       -       -       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(A) Oniyaki                            (B) Hikigane
(C) Oniyaki (1st)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead.   Can use during a backstep.  Knocks down a foe who is in
    mid-air, in which case they cannot use the Down Evade while landing.
3   Overhead, unless canceled into (which makes it faster and causes
    it to hit twice, the 2nd hit being cancelable).
4   Both attacks hit low.  If only the 1st hit connects, your opponent
    will recover before you do, so be careful.  This happens more often
    in the corners, obviously.
5   Has autoguard on Kyo's upper body as he attacks, vs. high and mid-
    level attacks.  The "flame" can negate projectiles.
6   --
7   Overhead.  Your enemy can't Down Evade if hit by this move.
8   --
9   Overhead.  Your enemy can't Down Evade if hit by this move.
10  Hits low.  Can hit an opponent on the floor.
11  --
12  The "flame" can negate projectiles, though it's difficult to time.
13  --
14  --
15  Doesn't have any autoguard.
16  (A) is SC'able.  (C) is SC'able on the 1st hit.
16  (A) hits twice on a counter hit, but is only SC'able on the 1st hit.
17  Your enemy can't Down Evade if hit by this move.
18  Can juggle after 2nd hit of the (D) version.  Orochinagi is now
    too slow to juggle with afterwards (unlike Kusanagi's Orochinagi).
18  (B) pushes an enemy away on the 1st hit, but doesn't knock them
    down.  The second (B) hit will then knock them away instead of
    upward.  If you combo into this move, you have to do the second
    press late for it to combo (e.g. stand C > qcf + B,B) will only
    get you two hits if you don't delay the last B press).
18  This move will combo from any cancelable light attack.
19  (B) is SC'able.  Can juggle afterwards.
19  (B) avoids low attacks, while (D) dodges high attacks, but only
    for the brief moment when Kyo ducks down in the beginning.
20  Delaying the move increases the damage slightly, and makes the
    move unblockable if fully delayed.  Also, delaying the move makes
    you immune to jumping and high attacks during that time.
21  (A) gives you immunity to low attacks if delayed.  (C) gives you
    immunity to jumping, high, and mid-level attacks if delayed.  This
    move comes out slower than before.
22  This move has no start-up invicibility, although it comes out very
    quickly.  You can chain into it from most light attacks.
22  The "pillar" can negate normal and D^ projectiles, but after that,
    Kyo's flame attacks can only negate normal projectiles.


------------------------------------------------------------------------
GATO                                                     [ Outlaw Team ]
------------------------------------------------------------------------

b / f + C / D                  Danzetsu Tai                            1
f + A                          Saigaku                                 2
f + B                          Muran Geri                              3
qcf + P                        Shinga                                  4
 _f,f + same button            Totsuga                                 5
qcb + P                        Ura Fuuga                               6
 _press A                      Shunga                                  7
 _press B                      Ouga                                    8
 _press C when near            Muga                                    9
 _press D                      Rouga                                  10
qcb + K                        Fuuga                                  11
 _press A                      Kouga                                  12
 _press B                      Senga                                  13
 _press C                      Kyuuga                                 14
 _press D                      Katsuga                                15
qcf,qcf + P                 D^ Zero Kiba                              16
qcf,qcf + K                 D^ Tatsu Kiba                             17
f,d,df + AB (x3)            L^ Tenryuu Retsu Kiba                     18

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C      C/-
stand far      Cr      -       -       -
crouching      Cr      -r      C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Shinga                                 Katsuga

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead.
3   Can avoid low attacks.
4   SC'able.
5   Knockdown.  Input after the Shinga hits (not during).
6   (A) carries your further and higher than (C).  This move is
    faster than the Fuuga.
7   A mid-air dash.  It can't hit your opponent or be canceled out of.
8   Reverses jumping, high, and mid-level attacks, as well as special
    moves, D^, and L^ moves.  Gato will respond with a flying kick.
19  Unblockable.  Can grab standing, crouching, or jumping enemies.
10  A fake version of the Katsuga.  It cannot actually hit, and you
    are not immune to attack when warping away.
11  (B) carries you further and higher than (D) does.  This move can
    hit from up close, and the (D) version knocks down, as well.
12  Can hit a falling opponent, and combos from a close (D) Fuuga.
    However, it won't hit an opponent lying on the floor.
13  Combos from a close Fuuga.  Can juggle afterwards in the corner
    (the Tatsu Kiba works well).
14  Overhead.  Combos from a close Fuuga.
15  Hits low.  It's SC'able, too (Tatsu Kiba will combo in that case).
16  In Garou, the "neckbreaker" part could miss, but I haven't seen
    that happen yet in this game.
17  The (D) version moves slightly forward when used, and goes higher
    than the (B) version.
17  You won't get full hits against a mid-air opponent.
18  Costs 2 levels to use, even though the L^ flash only appears
    during the 3rd input.
**  Gato didn't carry over all his moves from Garou, but check out
    his CD counter.  Familiar?


------------------------------------------------------------------------
BILLY KANE                                               [ Outlaw Team ]
------------------------------------------------------------------------

b / f + C / D when near        Ippon Zuri Nage                         1
f + A                          Dai Kaiten Geri                         2
f + B                          Boutaka Tobigeri                        3
df + A                         Hishou Kon                              4
Tap A rapidly                  Senpuu Kon                              5
qcb + P                        Suzume Otoshi                           6
qcb + B                        Karyuu Tsuigeki Kon                     7
qcb + D                        Suiryuu Tsuigeki Kon                    8
hcf + P                        Sansetsu Kon: Chuudan Uchi              9
 _qcf + P                      Kaen Sansetsu Kon: Chuudan Zuki        10
f,d,df + K                     Kyoushuu Hishou Kon                    11
qcf,hcb + P                 D^ Chou Kaen Senpuu Kon                   12
qcf,qcf + P                 D^ Dai Senpuu                             13
qcf,qcf + BD                L^ Senkuu Sakkon                          14

Cancels        A       B       C       D
-----------------------------------------
stand near     C       Cr      C       C
stand far      C       -       -       -
crouching      -       Cr      C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Suiryuu Tsuigeki Kon (1st-3rd if triggered)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   --
3   --
4   Overhead.
5   Oddly enough, this move hits fewer times than before, yet can hit
    up to 32 times if your opponent gets "caught" in it.  This most
    often occurs if they try to roll through Billy, but the roll's
    invincibility ends before they've passed through him, resulting
    in them being in the center of the spinning cane's radius.
5   However, this move still does very low damage for each hit.
6   Knockdown.  Can hit some tall characters who are standing.
7   Reverses jumping attacks, special moves, and D^ and L^ moves.
8   Reverses high, mid-, and low-level moves.  If the reversal is
    triggered, it's SC'able on the 1st-3rd hits.
9   --
10  Knockdown.  Can only be used if the Chuudan Uchi hits.
11  If this move hits on the way up, the remaining hits will juggle.
    In this case, you can juggle after the (B) version.  However, they
    have to be in the corner in order for you to juggle them (Billy's
    Chou Kaen Senpuu Kon works well).
11  It doesn't seem like this move is controllable anymore, although
    Billy can home in on his opponent's location a little (try
    rolling through the move on the way up to see what I mean).
12  Negates normal and D^ projectiles.
13  Your enemy can't Down Evade if hit by this move.
14  Your enemy can't Down Evade if hit by this move.
14  Can juggle afterwards.  Considering how nice the Liar Elemental
    looked last year, this move has really crappy animation ;)
**  Billy's crouching (A) is a little slower than last year.


------------------------------------------------------------------------
RYUJI YAMAZAKI                                           [ Outlaw Team ]
------------------------------------------------------------------------

b / f + C / D when near        Bun Nage                                1
f + A                          Bussashi                                2
qcb + A (can hold)             Hebi Tsukai (Joudan)                    3
qcb + B (can hold)             Hebi Tsukai (Chuudan)                   4
qcb + C (can hold)             Hebi Tsukai (Gedan)                     5
D during delayed Hebi Tsukai   Hebi Damashi                            6
qcf + A                        Bai Gaeshi (Kyuushuu)                   7
qcf + C                        Bai Gaeshi (Dan Hassha)                 8
hcf + K                        Sadomazo                                9
f,d,df + P                     Sabaki no Aikuchi                      10
f,d,df + B                     Yakiire                                11
f,d,df + D                     Sunakake                               12
hcb,f + P                      Bakudan Pachiki                        13
qcf,qcf + P                 D^ Guillotine                             14
hcb,hcb + P when near       D^ Drill                                  15
 _tap P 0-5 times              Punch Ranbu                            16
 _tap P 6-9 times              Kick Ranbu                             17
 _tap P 10-14 times            Rapid Pachiki                          18
 _tap P 15+ times              Repeated Hebi Tsukai                   19
  _tap P rapidly               Chouhatsu                              20
Tap A,A,f,B,C               L^ Kyouken                                21

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C      C/-
stand far      -       -       -       -
crouching      C       C       C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Sabaki no Aikuchi (1st)                Sadomazo (if triggered)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead on either hit, unless canceled into (which makes it
    cancelable).
3   --
4   --
5   Hits low.
6   If the Hebi Tsukai is delayed, pressing D will cancel out of it.
7   Absorbs normal and D^ projectiles, resulting in a Power Gauge
    increase.
8   Absorbs normal and D^ projectiles.  Yamazaki then responds with
    a projectile of his own.
9   Reverses jumping, high, and mid-level attacks, as well as special
    moves and D^ and L^ moves.  SC'able if the reversal is triggered.
10  1st hit is SC'able.
11  2nd hit is an overhead attack.
11  Your enemy can't Down Evade if hit by this move.
12  Can be canceled into any Hebi Tsukai.
13  Unblockable.
14  (A) travels higher and further than (C).  This move has a higher
    arc than before.
15  Unblockable.  You can tap P after Yamazaki starts laughing to change
    the Drill's outcome.  Damage-wise, there isn't much of a difference
    between the levels except for the Repeated Hebi Tsukai version.
16  --
17  --
18  --
19  --
20  Won't raise your foe's Power Gauge if used.
21  Your enemy can't Down Evade if hit by this move.
21  When used, Yamazaki dashes forward and performs an unblockable
    attack.  However, if he hasn't reached his opponent after the dash
    (or if they move out of the way), then he will clutch his head and
    be left open to attack (just like his old qcf + ABCD move).  Can
    even hit airborne foes, as long as they aren't too high.
21  You don't have to enter the command as fast as you do for the
    Hero Team's "button-press" moves.  You can try using A,A,f,B+C
    if you want (it's easier to do than the official motion).
**  Has a creepy new animation if you stand in place for a while.
**  None of the Hebi Tsukai moves will combo from light attacks anymore.


------------------------------------------------------------------------
KING                                                    [ Women's Team ]
------------------------------------------------------------------------

b / f + C / D when near        Hold Rush                               1
df + D                         Sliding Kick                            2
qcf + P                        Top Venom                               3
qcf + K                        Under Venom                             4
qcf,qcf + K                    Double Venom Strike                     5
hcb + B                        Tornado Kick                            6
hcb + D                        Tornado Kick '95                        7
b,d,db + K                     Trap Shot                               8
qcb,qcb + K                 D^ Silent Slash                            9
qcf,hcb + K                 D^ Illusion Dance                         10
qcf,qcf + P                 L^ Phantom Strike                         11

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C      C/C
stand far      -r      -       -       -
crouching      Cr      -r      C       C

Super Cancels
--------------------------------------------------------------
(none.)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Hits low, unless canceled into (which makes it cancelable).
2   You can cancel this move as it starts, or once King has finished
    sliding, which puts you a little closer to the enemy and makes
    comboing off of it easier.
3   --
4   Hits low.  Only the Saikou Hougeki, Psycho Reflector, Ko Ressou,
    and Tamayura no Shitsune can reflect this move.  Neither Bai Gaeshi
    will work, either.
5   2nd fireball is a knockdown attack.
6   Can juggle afterwards (Silent Slash works well).  If this move
    hits at the end of the "rising" animation, King lands a little
    earlier and has more juggle options (like a standing attack or
    even an (A) Top Venom, although that is very difficult to do).
7   Hits twice.
8   --
9   Combos much better than the old Silent Flash would.
9   There is an interesting property of this move in that the last hit
    knocks down your opponent.  So, if you manage to have the last hit
    miss, you can juggle your opponent upon landing, even with another
    Silent Slash (and if the last hit of that one misses, you can do a
    third one, etc.)  An example set-up would be a character in the
    corner who small jumps straight upward.  If you perform the Silent
    Slash during this time, you won't get in the full number of hits
    and can juggle your opponent.
10  --
11  (A) makes King fire an Under Venom for the 2nd hit, while (C) makes
    her fire one for the 1st hit.  Either version has to be blocked low,
    which means that if it isn't, the remaining hits (there are four
    total) will combo.
**  I've seen King do a series of kicks up close, like her old Mirage
    Dance.  It may have just been the end of the Illusion Dance, though.


------------------------------------------------------------------------
MAI SHIRANUI                                            [ Women's Team ]
------------------------------------------------------------------------

b / f + C / D when near        Fuusha Kuzushi                          1
a-u + C / D when near in air   Yume Zakura                             2
uf when near a wall in air     Sankaku Tobi                            3
d + A in air                   Dairin Fuusha Otoshi                    4
d + B in air                   Ukihane                                 5
d + D in air                   Yusura Ume                              6
f + B                          Kokuen no Mai                           7
df + B                         Koukaku no Mai                          8
qcf + P                        Kachou Sen                              9
hcf + K                        Hissatsu Shinobi Bachi                 10
qcb + P                        Ryuu Enbu                              11
qcb + K                        Sayo Chidori                           12
qcb + P in air                 Musasabi no Mai (Kuuchuu)              13
Charge d,ub~uf + P             Musasabi no Mai (Chijou)               14
 _move b / f                   Kuuchuu Idou                           14
 _hold P                       Musasabi no Mai                        15
 _qcb + P                      Musasabi no Mai (Kuuchuu)              16
 _d + P                        Yusura Ume                             17
 _d + K                        Ukihane                                18
 _d + D when near in air       Toki Tsubute                           19
qcf,qcf + P                 D^ Kagerou no Mai                         20
qcb,hcf + K                 D^ Chou Hissatsu Shinobi Bachi            21
qcb,hcf + BD                L^ Chou Hissatsu Shinobi Bachi            22

Cancels        A       B       C       D
-----------------------------------------
stand near     C       Cr      C       C
stand far      C       -       -       -
crouching      -r      -r      C       C
jump up        -       -       -       D
jump diag.     A       -       C       D

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(C) Ryuu Enbu (1st-2nd)                (D) Sayo Chidori

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Unblockable.  Will only hit opponents in mid-air.
2   Your enemy can't Down Evade if hit by this move.
3   --
4   Overhead.  Knocks down a foe who is in mid-air, in which case they
    cannot use the Down Evade while landing.  Can be canceled into the
    mid-air Musasabi no Mai in either case.
5   An overhead and knockdown attack.  Can use during a backstep.
5   Your enemy can't Down Evade if hit by this move.
6   An overhead and knockdown attack.
7   Overhead, unless canceled into (which makes it cancelable into the
    mid-air Musasabi no Mai).
8   Hits low, unless canceled into (in which case, the 2nd hit becomes
    cancelable).  Either way, the 2nd hit knocks down.  The 2nd hit
    is a Counter Wire if the first hit misses.
8   Your enemy can't Down Evade if hit by this move.
9   --
10  --
11  (C) is SC'able on either hit.  Can negate projectiles.
12  Knockdown.  (D) is SC'able.  Can negate projectiles if done early.
13  --
14  Mai leaps to the wall behind her unless uf is used.  You can move
    backward or forward after bouncing off the wall.
15  --
16  --
17  An overhead and knockdown attack.
18  An overhead and knockdown attack.
18  Your enemy can't Down Evade if hit by this move.
19  Your enemy can't Down Evade if hit by this move.
19  Unblockable.  Can grab standing, crouching, or jumping enemies.
20  (C) lets you juggle afterwards, since your foe is knocked straight
    up.  You can't juggle them after (A), even in the corner.
20  Even if Mai is hit out of this move at the start, the flames will
    still come out and can hit your opponent.
21  --
22  --


------------------------------------------------------------------------
BLUE MARY                                               [ Women's Team ]
------------------------------------------------------------------------

b / f + C / D when near        Head Throw                              1
b / f + A                      Hammer Arch                             2
b / f + B                      Double Rolling                          3
Press CD in air                M.B.S.C.                                4
qcf + P                        Spin Fall                               5
 _qcf + P                      M. Spider                               6
f,d,df + K                     Vertical Arrow                          7
 _f,d,df + K                   M. Snatcher                             8
Charge b,f + K                 Straight Slicer                         9
 _qcf + K                      Crab Clutch                            10
hcb + B                        M. Reverse Facelock                    11
hcb + D                        M. Head Buster                         12
qcb + P                        M. Real Counter                        13
 _qcf + same button            Backdrop Real                          14
qcf,qcf + K                 D^ M. Dynamite Swing                      15
hcb,hcb + K                 D^ M. Typhoon                             16
qcf,hcb + AC                L^ M. Twister Rose                        17

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr     C/C     -/C
stand far      Cr      -      C/C      -
crouching      Cr      Cr      C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/Hammer Arch                          (B) Straight Slicer

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead, unless canceled into (which makes it cancelable).
2   Either way, this move is SC'able.  I noticed that if you cancel
    into the M. Typhoon, the opponent can't roll or jump out of the
    way, or attack you in time.  So, even though it doesn't register
    as a 2-hit combo, that's what it essentially is.
3   2nd hit is a low attack and is cancelable.
4   Knockdown.  If this move counter hits, you can juggle your opponent
    (works best in the corner).  Can use during a backstep.
5   Overhead.
6   Can only be used if the Spin Fall hits.
6   Your enemy can't Down Evade if hit by this move.
7   --
8   Your enemy can't Down Evade if hit by this move.
8   Can only be used if the Vertical Arrow hits.
9   Hits low.  (B) is SC'able, but only into the M. Twister Rose.
10  Can only be used if the Straight Slicer hits.
10  Your enemy can't Down Evade if hit by this move.
11  Reverses jumping attacks, special moves, and D^ and L^ moves.
11  Your enemy can't Down Evade if hit by this move.
12  Your enemy can't Down Evade if hit by this move.
12  Reverses high and mid-level attacks.
13  You are invincible until Mary starts to stand up, although you
    can still be grabbed or thrown at any point.
14  Unblockable.  Only grabs from up close.
14  Your enemy can't Down Evade if hit by this move.
15  (B) has a shorter range than (D), so it won't combo from some
    attacks (like a close standing C or D).  However, both versions
    rise much higher than before.
15  Mary says "Mary's Dynamite Swinging!" during this move, oddly
    enough.  Your enemy can't Down Evade if hit by this move.
16  Unblockable.  Mary now dashes forward before the actual throw
    attempt, so you can't combo into it anymore, except from the
    Hammer Arch (or a combo ending in the Hammer Arch, like the
    1st hit of a standing C).
16  Tel says this move can also be comboed into from a close standing
    D, although in my tests, the opponent was able to jump out of the
    way between moves.  Perhaps it works under a particular setup.
16  Your enemy can't Down Evade if hit by this move.
17  Your enemy can't Down Evade if hit by this move.


------------------------------------------------------------------------
BENIMARU NIKAIDO                                       [ Benimaru Team ]
------------------------------------------------------------------------

b / f + C / D when near        Front Suplex                            1
d + D in air                   Flying Drill                            2
f + B                          Jackknife Kick                          3
qcf + A                        Raijin Ken                              4
qcf + C                        Taikuu Raijin Ken                       5
qcf + P in air                 Kuuchuu Raijin Ken                      6
qcb + P (can hold)             Raimei Tou                              7
qcb + K                        Shinkuu Katategoma                      8
qcf + K                        Iai Geri                                9
 _qcf + K                      Handou Sandan Geri                     10
qcf,qcf + A                 D^ Raikou Ken                             11
qcf,qcf + C                 D^ Taikuu Raikou Ken                      12
qcb,qcb + K                 D^ Gen'ei Hurricane                       13
qcf,qcf + AC                L^ Raikou Ken                             14

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr      c       c
stand far      -       -       -       -
crouching      Cr      Cr      c       C
jumping        -       -       C       -

Super Cancels                             (see notes for details)
-----------------------------------------------------------------
(B) Shinkuu Katategoma (1st-3rd)       Iai Geri (as leg retracts)
(D) Shinkuu Katategoma (1st-5th)       Handou Sandan Geri (1st)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Can be blocked low, even though it's a mid-air attack.
3   Cancelable.  Can't cancel from a close C or D anymore.
4   Negates projectiles.
5   Negates projectiles.
6   Negates projectiles.  Can use during a backstep.
7   Negates projectiles.  Hits a 2nd time after the intial lightning
    strike.  The (C) version hits many times in a very short period,
    which doesn't exactly defeat autoguard, but will outdo it in
    some situations.
7   If delayed, the "orb" that appears behind Benimaru can hit his
    opponent (not the lightning flowing into it).  This makes a great
    defense for someone who tries to roll through you, although they
    can't be hit by the forward strike if you release the button.
8   (B) is SC'able on any hit.  (D) is SC'able on 1st-5th hit.
8   Since (B) knocks away on the 3rd hit, only the Taikuu Raikou Ken
    makes a decent follow-up.  The first two hits can't combo into
    the Gen'ei Hurricane, unfortunately.
8   You can combo the Gen'ei Hurricane from the (D) version, but this
    must be done quickly, or the supercancel won't combo.
9   If this move hits as Benimaru's leg retracts, it is SC'able and
    knocks down.
10  SC'able on the first hit.  It's much easier to cancel into the
    Raikou Ken with the new motion (qcf + K _qcf + K _qcf + P).
10  Lightning bolt can hit an opponent lying on the floor.
12  Negates projectiles.
13  Benimaru now stays in place if this move is blocked.
14  Negates projectiles.


------------------------------------------------------------------------
SHINGO YABUKI                                          [ Benimaru Team ]
------------------------------------------------------------------------

b / f + C / D when near        Hatsugane                               1
f + B                          Geshiki: Goufu "Kakkodake"              2
qcf + A                        114 Shiki: Aragami Mikansei             3
qcf + C                        115 Shiki: Dokugami Mikansei            4
hcb + K                        212 Shiki: Kototsuki Mikansei           5
f,d,df + P                     100 Shiki: Oniyaki Mikansei             6
f,d,df + K when near           Shingo Kinsei Oreshiki: Nie Togi        7
hcf + K                        Shingo Kick                             8
qcf + K in air                 Shingo Kick: Air                        9
qcb + P                        Idou Yoke                              10
qcf,qcf + P                 D^ Geshiki: Kake Hourin                   11
 _press P                      Idou Teishi                            12
qcb,hcf + P                 D^ Burning Shingo                         13
qcf,qcf + BD                L^ Shingo Kinsei Oreshiki: Rouka Guruma   14

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      -r      -       -       -
crouching      Cr      Cr      C       C
jumping        -       -       -       -

Super Cancels                             (see notes for details)
-----------------------------------------------------------------
Aragami Mikansei               Dokugami Mikansei (non-spark ver.)
Kototsuki Mikansei (1st)       Nie Togi (1st-2nd)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Cancelable.  Becomes faster if canceled into.
3   SC'able.
4   Knockdown.  SC'able unless you get the "spark" effect (see below).
4   Randomly, this move produces a "spark" when used.  In this case,
    it hits twice and has autoguard against high and mid-level attacks
    just before Shingo hits (when his back is to the screen).  If this
    move hits, Shingo freaks out afterwards (his old Striker Call
    animation), but this won't happen if it misses or is blocked.
5   1st hit is SC'able.  2nd hit is an overhead.
5   Your enemy can't Down Evade if hit by this move.
6   (A) hits twice on a counter hit.
7   1st hit is unblockable and functions as a throw.  This move now has
    a ridiculously huge range and can be done from so far away that some
    or all of the hits will miss (try stand B > f + B > f,d,df + K in
    the corner to see what I mean).  The range is reduced if your
    opponent is already blocking, though.
7   SC able on 1st-2nd hits.  Can juggle afterward.
8   Always knocks down, unlike previous games.
9   Has a shorter range.  Can be used during a backstep (which is
    quite handy) or as you start to jump (i.e. qcf,uf + K).
10  Invincible at the beginning, but not at the end...and you can
    be thrown at any time.  You can pass through your opponent with
    this move, and can cancel into it, of course.
11  Can juggle afterwards.  Won't drop an opponent's guard anymore.
12  Makes Shingo attack early, before he finishes running.
13  It seems like you can't SC into this move from the Aragami or the
    1st hit of the Nie Togi.  You just get the Kake Hourin instead.
14  Shingo's old (D) Oboroguruma.  He will fall down at the end of
    this move, and the fall acts as an overhead attack.  The last
    kick (prior to the fall) does the most damage.


------------------------------------------------------------------------
GORO DAIMON                                            [ Benimaru Team ]
------------------------------------------------------------------------

b / f + C / D when near        Okuri Ashibarai                         1
df + C                         Zujou Barai                             2
f,d,df + P                     Jiraishin                               3
f,d,df + K when near           Chou Oosotogari                         4
hcb,f + P when near            Tenchi Gaeshi                           5
qcb + K                        Chou Ukemi                              6
hcf + A                        Kumo Tsukami Nage                       7
hcf + C                        Kirikabu Gaeshi                         8
hcf + K                     D^ Meido Otoshi                            9
hcb,hcb + P when near       D^ Jigoku Gokuraku Otoshi                 10
hcb,hcb + AC when near      L^ Kyokudai Jigoku Gokuraku Otoshi        11

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C       C
stand far      C       C       -       -
crouching      C       -       -       S

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/Zujou Barai (initial animation only)

1   Unblockable.  (C) switches sides with your enemy.
2   Knocks a mid-air opponent high into the air, though you can't
    juggle them afterwards (though you could pick them off the floor
    with a Kirikabu Gaeshi).
2   The intial animation is SC'able (before Goro raises his arm up).
3   (C) is a fake-out.  (A) hits low and affects anyone who is standing
    or crouching (so they must block low to defend against it).
4   Unblockable.  Combos from a light attack, but not a strong one, due
    to it's short range.
5   Unblockable.  If you throw your opponent into the corner with the
    (C) version of this move, you can pick them up with the Kirikabu
    Gaeshi.
6   Invincible at the beginning, but not while recovering.  You can't
    pass through your opponent with this move, though it's useful for
    avoiding attacks while moving in for a throw attempt.
7   Blockable.  An anti-air move that can hit some tall standing foes.
8   Blockable.  Can pick up an enemy lying on the floor.
9   Reverses jumping, high, and mid-level attacks.  Low attacks will
    not trigger it, though Goro is invincible for a split second at
    the beginning, causing early low attacks to pass through him.
9   Can follow with a Kirikabu Gaeshi if foe is thrown into the corner.
10  Unblockable.
11  Unblockable.
**  Your enemy can't Down Evade out of any of Goro's throws, except
    the triggered Meido Otoshi.


------------------------------------------------------------------------
ATHENA ASAMIYA                                [ High School Girls Team ]
------------------------------------------------------------------------

b / f + C / D when near        Psychic Throw                           1
a-u + C / D when near in air   Psychic Shoot                           2
uf when near a wall in air     Sankaku Tobi                            3
d + B in air                   Phoenix Bomb                            4
f + B                          Renkantai                               5
f + AC                         Star Debut                              6
qcb + P                        Psycho Ball Attack                      7
qcb + B                        Psycho Reflector                        8
qcf + K                        Psycho Teleport                         9
f,d,df + P (air)               Psycho Sword                           10
qcb + K in air                 Phoenix Arrow                          11
qcb,qcb + K in air          D^ Phoenix Fang Arrow                     12
hcb,hcb + P (air)           D^ Shining Crystal Bit                    13
 _press ABCD                   Cancel                                 14
 _qcb + P (can hold)           Crystal Shoot                          15
hcb,f + AC                  L^ Psychic 10                             16
 _qcf + P                      Sailor Finish                          17
 _qcb + P                      Fire Sword Finish                      18
 _f,d,df + P                   Psycho Sword Finish                    19
 _qcf + AB                  D^ Healing Athena                         20
 _qcb + CD                  D^ Chu- Psycho Bomber                     21
 _press ABCD                   Random Finish                          22

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      Cr      C       -       -
crouching      Cr      Cr      C       -
jumping        C       -       C       -

Super Cancels                                (see notes for details)
--------------------------------------------------------------------
(A) Psycho Sword (3rd)            (A) Mid-Air Psycho Sword (3rd)
(C) Psycho Sword (4th-5th)        (C) Mid-Air Psycho Sword (3rd-5th)
Phoenix Arrow (except last hit)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Unblockable.  Will only hit opponents in mid-air.
2   Your enemy can't Down Evade if hit by this move.
3   --
4   Overhead.  Cancelable as it hits or is blocked, but not while
    Athena is rebounding.
5   Can use during a backstep.
5   2nd hit is cancelable.
6   Knockdown.  If this move counter hits, you can juggle your opponent
    (works best in the corner).  Cancelable in either case.
7   --
8   Knockdown.  Reflects projectiles, but no longer reflects D^ or L^
    projectiles.  You can't juggle afterwards anymore.
9   A teleport.  (D) carries you further than (B).  Athena is invincible
    only when she begins to move forward--she can be hit before the
    actual teleport (while twirling) or once she has traveled forward
    a certain distance.
10  (A) is SC'able on 3rd hit.  (C) is SC'able on 4th-5th hit.  The mid-
    air version works the same, but (C) is SC'able on the 3rd-5th hit.
10  Can use during a backstep (same with the Phoenix Arrow).
10  No longer combos from a strong attack (A and B still work, though).
11  (D) knocks down (and is always aimed towards your opponent).
    Either version is SC'able until Athena reaches the ground.
12  (D) knocks down (and is always aimed towards your opponent).
13  Knockdown.  You can cancel it or interrupt with the Crystal Shoot.
    The spinning crystals will negate normal, D^ and L^ projectiles.
14  --
15  On the ground, (A) travels forward, while (C) rises into the air
    after a while.  In the air, both travel downward, then horizontally
    above the ground.
16  Now, Athena does all the hits automatically.  You can cancel the
    3rd-10th hits into any of her finishers.
17  Knockdown.  Your enemy can't Down Evade if hit by this move.
18  Can juggle afterwards.
19  --
20  Costs 1 level to use.  Restores a small amount of lost life.
21  Costs 1 level to use.
22  Results in a random finish, though Athena may just fall on her
    behind instead.  If she does the Healing Athena or Psycho Bomber,
    they cost no extra levels and are performed for free.
**  Athena's (C) and (D) attacks push an enemy away, preventing most
    special moves from comboing afterwards (although a weak Psycho
    Sword vs. a large opponent will still combo).


------------------------------------------------------------------------
HINAKO SHIJOU                                 [ High School Girls Team ]
------------------------------------------------------------------------

b / f + C / D when near        Tasuki Nage                             1
df + A                         Maemitsu Tataki                         2
df + D                         EH Kick                                 3
Tap P rapidly                  Tsukidashi                              4
qcb + A                        Tsukiage                                5
qcb + C                        Tsukiotoshi                             6
hcf + P                        Chou Zutsuki                            7
hcf + K when near              Kote Nage                               8
hcb,f + P when near            Gaburi Yori                             9
 _qcf + A                      Tsuki Hanashi                          10
 _qcf + B                      Kake Nage                              11
 _qcf + C                      Uwate Nage                             12
 _qcf + D                      Yorigiri                               13
qcf,qcf + P                 D^ Ooichiban                              14
qcf,qcf + K                 D^ Gasshou Hineri                         15
qcb,hcf + AC                L^ Morote Zuki                            16

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C       C
stand far      -       -       S       C
crouching      C       -r      C       C
jumping        -       -       -     -/-/-

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(A) Tsukidashi (3rd)                   Tsukiage (2nd)
(C) Tsukidashi (5th)                   Tsukiotoshi (2nd)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Cancelable on either hit.
3   Knockdown.  Hits low.
4   (A) is SC'able on the 3rd hit.  (C) is SC'able on the 5th hit.
4   The last hit does the most damage.
5   Knockdown.  2nd hit is SC'able.  Has autoguard on Hinako's upper
    body, just before the first hit (will defend against jumping
    and high level attacks only).
6   Same properties as the Tsukiage, but you can't Down Evade if hit
    by this move.
7   Knockdown.  Hits multiple times if blocked.  Hits twice on a
    counter hit.  The (A) version has one measly frame of autoguard
    on Hinako's head at the very beginning.
8   Blockable.  Switches sides with your opponent.
8   Your enemy can't Down Evade if hit by this move.
9   Unblockable.  Hinako will rush forward during this move.  Once
    she grabs her foe, they knock her away and take no damage.
9   However, you can use a follow-up move once the red "hit spark"
    appears to prevent them from escaping.  If you mis-time the
    follow-up, they will escape anyway.  You can no longer "cancel"
    the end of this move directly into another attack (use the
    Tsuki Hanashi if you want to use a follow-up).
10  Does no damage, but leaves foe open to attack (try following with
    the Ooichiban or Morote Zuki).
11  Your enemy can't Down Evade if hit by this move.
12  Switches sides with your opponent.
12  Your enemy can't Down Evade if hit by this move.
13  Hinako pushes you across the playing field during this move.
13  Your enemy can't Down Evade if hit by this move.
14  Has mid-level invulnerability at the beginning.
15  Blockable.  Can grab opponents who are in mid-air.
16  A Critical Wire.  Obviously, you can't juggle your opponent if
    they are too close to the wall when used.  If you have your power
    set to MAX, you can juggle them repeatedly for an infinite.
16  Your enemy can't Down Evade if hit by this move.
**  An interesting property of Hinako's standing A is that if you try
    to perform the (A) Tsukidashi during this move, it won't come out
    afterwards.  In fact, even rapidly tapping A will just result in
    repeated standing As.
**  For the curious, Hinako has two intros against her opponent; one
    where she throws salt, and the cool new one where she punches
    herself on the arms and poses, then smiles.


------------------------------------------------------------------------
MALIN                                         [ High School Girls Team ]
------------------------------------------------------------------------

b / f + C / D when near        Malin Rocket                            1
uf when near a wall in air     Sankaku Tobi                            2
f + B                          Beni Sasori                             3
qcf + K                        Doku Sasori                             4
qcf + P                      * Suzume Bachi (Chijou)                   5
f,d,df + P                   * Suzume Bachi (Taikuu)                   6
dir. + AC in air             * Suzume Bachi (Kuuchuu)                  7
dir. + AC (x2) from * move     Houkou Tenkan                           8
qcb + P                        Onigumo                                 9
qcf,qcf + P in air             Jo'ou Bachi                            10
qcf,qcf + K                    Kagerou                                11
qcf,qcf + P                  * Mizuchi                                12

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      -r      -       C       -
crouching      Cr      Cr      C       -
jumping        -       -       C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Doku Sasori (1st-3rd)

1   Unblockable.  (D) switches sides with your enemy.
2   --
3   Overhead, unless canceled into (which makes it cancelable).
4   SC'able on any hit (though nothing combos off the 3rd hit).  Has
    invincibility in the beginning (when she's pulling out her tazers).
5   --
6   (A) flies diagonally upward, while (C) goes straight up.
7   Can fly in any direction.  Can use during a backstep.
8   Can be used from any "Suzume Bachi" move, or while bouncing after
    the Mizuchi.  You don't have to hit your opponent in order to change
    directions, but you can't move in the same direction twice.
9   (C) flies further than (A) does.  You can have two on-screen at
    the same time, but they must be different strengths (A then C, or
    C then A).  This move can't actually hit until the yo-yo starts
    hovering, but it remains on screen for some time.  It can negate
    projectiles once hovering, as well.
9   A character who lands atop a yo-yo will bounce off and can be
    juggled if they are in the corner.  It won't work if they just
    walk into it.
9   Yamazaki's Bae Gaeshi works on this move, even though most
    "projectile reflecting" moves do not.
10  Malin only performs the rest of this move if the diving kick hits.
11  Has a short range, but can be used as an anti-air attack.  If Malin
    is hit out of this move but the kick connects, there is a pause,
    then her opponent flies up into the air and can be juggled.
12  Overhead.  Can hit an opponent lying on the floor.
12  (A) makes you bounce forward afterward.  (C) makes you bounce
    backward.  You can cancel into the Houkou Tenkan or Jo'ou Bachi
    while moving, though I've only gotten the Houkou Tenkan to juggle.
12  Your enemy can't Down Evade if hit by this move.


------------------------------------------------------------------------
K'  (pronounced "Kay Dash")                                  [ K' Team ]
------------------------------------------------------------------------

b / f + C / D                  Spot Pile                               1
f + A                          One Inch                                2
f + B                          Knee Assault                            3
qcf + P                        Eins Trigger                            4
 _f + B                        Second Shoot                            5
 _f + D                        Second Shell                            6
 _b + K                        Blackout                                7
qcf + K                        Blackout                                8
qcf + K in air                 Air Trigger                             9
qcb + K (air)                  Minutes Spike                          10
qcb + K _qcb + K               Narrow Spike                           11
f,d,df + P                     Crow Bites                             12
f,d,df + C _f + K              Tsuika Kougeki                         13
qcf,qcf + P (can hold)      D^ Heat Drive                             14
qcf,qcf + K                 D^ Heaven's Drive                         15
qcf,hcb + AC                L^ Chain Drive                            16

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr      C       C
stand far      -r      -       C       -
crouching      Cr      -r      C       C

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/One Inch                            (A) Crow Bites
Narrow Spike                          (C) Crow Bites (1st-2nd)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   An overhead and knockdown attack, unless you cancel into it
    (which makes it cancelable).  Even if you don't cancel into it,
    it can be canceled directly into the Heaven's Drive or Chain Drive.
2   Counter Wire.  Your enemy can't Down Evade if hit by this move.
3   No longer an overhead.  It can be canceled into a mid-air move,
    but only AFTER it hits, which makes the timing rather difficult.
4   (A) knocks down, (C) does not.  This move no longer combos from
    light attacks, though it was reanimated a little.
5   The speed is determined by the button used for the Eins Trigger.
6   You can juggle your opponent afterwards.  If you wait a moment
    after the (A) Eins Trigger, they can be juggled higher.  This
    allows for the following corner combos:

               near D > qcf + A > wait > f + D > qcf,qcf + C
         near C (1st) > qcf + A > wait > f + D > qcf,qcf + C
             crouch D > qcf + A > wait > f + D > qcf,qcf + A

7   A teleport.  Invincible only when K' has turned black or has
    vanished (which means you can be hit at the very start or end).
8   See entry #7.
9   A projectile fired diagonally downward.  There is some delay on
    the recovery, making this move rather risky to use.
10  Knockdown.  Harder to cancel into the Narrow Spike now, since
    you have to travel forward a certain distance first.
11  SC'able.  Hits low, and is a knockdown attack.  Can use before
    the Minutes Spike connects, or when it hits or is blocked.
12  (A) is SC'able (in the corner, Heaven's Drive works well).
    (C) is SC'able on 1st-2nd hit (Chain Drive can combo even out
    in the open).  (C) doesn't carry you across the screen anymore.
13  Still no longer cancelable (I loved this move in 2001). ;)
14  Delaying this move has no effect.  It seems as if you can't super
    cancel into it.  (C) combos easier than (A) does, at least out
    in the open.  Your enemy can't Down Evade if hit by this move.
15  A multi-uppercut move ending in a Tsuika Kougeki.  Your enemy can't
    Down Evade if hit by this move.  Incidentally, "Heaven's Drive" is
    the name of a song by the j-rock band L'Arc~en~ciel.
16  If the sunglasses hit, K' performs an auto-combo.  If they are
    blocked, he does a teleporting elbow hit (which results in the
    auto-combo if it hits).  If the glasses miss, he stands around for
    a while and is open to attack.
16  Your enemy can't Down Evade if hit by this move.


------------------------------------------------------------------------
MAXIMA                                                       [ K' Team ]
------------------------------------------------------------------------

b / f + C / D when near        Choking Vise                            1
f + A                          Mongolian                               2
df + C                         M9 Kata: Maxima Missile (Shisaku)       3
qcf + A                        System 1: Maxima Scramble               4
 _qcf + A                      Double Bomber                           5
   _qcf + A                    Bulldog Press                           6
qcf + C                        System 2: Maxima Scramble               7
 _qcf + C                      Double Bomber                           8
   _qcf + C                    Bulldog Press                           9
hcb + K                        System 3: Maxima Lift                  10
 _b / f + K                    Centoun Press                          11
hcf + K when near              M11 Kata: Dangerous Arch               12
qcb + P                        M4 Kata: Vapour Cannon                 13
f,d,df + K                     M19 Kata: Blitz Cannon                 14
qcf,qcf + P                 D^ Bunker Buster                          15
hcb,hcb + K when near       D^ Maxima Revenger                        16
hcb,f + AC                  L^ MX-II Kata Final Cannon                17

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C      C/-      C
stand far      -r      -       -       -
crouching      C       -r      C       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
n/Mongolian                            Double Bomber (2nd)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead, unless you cancel into (which makes it come out faster).
    Either way, it is SC'able.
3   Cancelable.  Knocks a mid-air opponent high into the air.  In the
    corner, this will allow for a juggle with the Bunker Buster.
4   Won't combo from the Maxima Missile if you canceled into it (so
    crouch A > df + C > qcf + P doesn't work this year).
5   2nd hit is SC'able.
6   Your enemy can't Down Evade if hit by this move.
7   See entry #4.
8   2nd hit is SC'able.
9   Your enemy can't Down Evade if hit by this move.
10  Unblockable.  Your enemy can't Down Evade if hit by this move.
11  Now hits an opponent as they fall, and not once they are on the
    ground.  So, you have to adjust your timing.  If you do it too
    early, Maxima misses and is left open to attack.
12  Unblockable.  Your enemy can't Down Evade if hit by this move.
13  Knockdown.  Your enemy can't Down Evade if hit by this move.
13  Counter Wire.  Negates normal and D^ projectiles.
14  Blockable.  An anti-air throw, but it can hit some tall standing
    foes, like Mukai. Your enemy can't Down Evade if hit by this move.
15  Overhead.  Can hit on the way up (now for multiple hits) and on
    the way down.  (C) hits behind your opponent when done out in the
    open, requiring them to block in the opposite direction.
15  This move has autoguard in the beginning and end (when Maxima is
    hunched close to the ground).
16  Unblockable.  Your enemy can't Down Evade if hit by this move.
17  Negates and passes through normal, and D^ projectiles.  Can't
    hit from up close, but comes out really fast.
**  Maxima's crouching C has autoguard against jumping, high, and mid-
    level attacks, right before he spreads his arms out.
**  Maxima's far standing C has autoguard against jumping and high
    attacks, as he rears his fist back.
**  Maxima's crouching A can't even link anymore, let alone chain into
    itself.


------------------------------------------------------------------------
WHIP                                                         [ K' Team ]
------------------------------------------------------------------------

b / f + C / D when near        Zed                                     1
f + A (x5)                     Whip Shot                               2
Press CD in air                Spiral Pick                             3
qcb + P in air                 Hook Shot "Code: Kaze"                  4
hcf + P                        Boomerang Shot "Code: SC"               5
hcb + A  (can hold)            Strings Shot Type A "Code: Yuuetsu"     6
hcb + B  (can hold)            Strings Shot Type B "Code: Chikara"     7
hcb + C  (can hold)            Strings Shot Type C "Code: Shouri"      8
delayed Type A-C, press D      Strings Shot Type D "Code: Ame"         9
delayed type A-C, move b / f   Zengo Idou                             10
b,d,db + P, tap P rapidly      Desert Eagle                           11
qcb,hcf + P                 D^ Sonic Slaughter "Code: DP"             12
qcb,hcf + AC                L^ Sonic Slaughter "Code: KW"             13

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr      C       C
stand far      -       C      -/-      -
crouching      C       C      C/C      -
jumping        -       -       -       -

Super Cancels                          (see notes for details)
--------------------------------------------------------------
Boomerang Shot (1st)                  Strings Shot A/B/C (1st)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Faster, and the last hit is cancelable.  You must time your button
    presses to coincide with the hits, or the move won't be completed.
3   Knockdown.  If this move counter hits, you can juggle your opponent
    (works best in the corner).
4   Knockdown.
5   1st hit is SC'able.  2nd hit knocks down.  Your enemy can't Down
    Evade if hit by this move.  It's possible for the 1st hit to miss.
5   The 2nd hit is no longer a "surefire juggle", meaning it won't
    connect after the last Whip Shot or a late Spiral Pick.
6   1st hit is SC'able.  2nd hit is an overhead.
7   1st hit is SC'able.  2nd hit drags an opponent next to you, but you
    can no longer follow with anything, it would seem.
8   1st hit is SC'able.  2nd hit is a low attack.
9   Can no longer cancel the Strings Shot without delaying it.
10  Can move backward or forward while delaying a Strings Shot.
11  Hits low.  Can be fired 7 times before Whip has to reload.  This
    move has less range, won't juggle when used repeatedly, and cannot
    hit an opponent on the ground (!!!) making it even more useless than
    the '99 version (as if such a thing was possible).
11  When the language isn't set to Japanese, Whip will fiddle with what
    seems to be an earring instead of fire a gun.
12  Whip does the whole thing, even if it misses.  Has a new animation.
13  Whip won't complete the move if the first hit misses.  In this case,
    she does a few whip strikes, the last being a knockdown attack.
    This occurs even if the hits after the first one connect.
**  Crouching (A) can once again hit an opponent lying on the floor.


------------------------------------------------------------------------
KUSANAGI                                                    [ Mid-Boss ]
------------------------------------------------------------------------

To select Kusanagi, input (qcb,ub,hcf,uf + any button) when on the Team
Select Screen.

b / f + C / D                  Issetsu Seoi Nage                       1
d + C in air                   Geshiki: Naraku Otoshi                  2
f + B                          Geshiki: Goufu You                      3
df + D                         88 Shiki                                4
qcf + P                        108 Shiki: Yamibarai                    5
qcf + K,K                      75 Shiki Kai                            6
hcb + K                        212 Shiki: Kototsuki You                7
f,d,df + P                     108 Shiki: Oniyaki                      8
b,d,db + K                     101 Shiki: Oboroguruma                  9
qcb + P                        910 Shiki: Nue Tsumi                   10
 _as high/mid reversal         Geshiki: Ryuu Iri                      11
 _as a low reversal            Geshiki: Tora Fuse                     12
qcb,hcf + P (can hold)      D^ Ura 108 Shiki: Orochinagi              13
qcb,hcf + AC (can hold)     L^ Ura 108 Shiki: Orochinagi              14

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr      C       C
stand far      Cr      -       C       -
crouching      Cr      -r      C       C

Super Cancels
--------------------------------------------------------------
(none.)

1   Unblockable.  (D) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Overhead.   Can use during a backstep.  Knocks down a foe who is in
    mid-air, in which case they cannot use the Down Evade while landing.
3   2nd hit is an overhead, unless canceled into (which makes it faster
    and cancelable).  It can't combo with the Orochinagi, though.
4   Both attacks hit low.  If only the 1st hit connects, your opponent
    will recover before you do, so be careful.  This happens more often
    in the corners, obviously.
5   --
6   Can juggle after 2nd hit of (D) version.  Kusanagi's Orochinagi
    will combo in this case, unlike Kyo's version.  (B) version knocks
    up on the 2nd hit and not forward as Kyo's does.
6   This move will combo from any cancelable light attack.
7   Won't finish if 1st hit is blocked.  If it hits a mid-air enemy, the
    2nd hit may miss, even though it's aimed upward and usually hits.
    Like Iori's Kototsuki, this move is faster and has more range.
8   (A) hits twice on a counter hit.  Either version has autoguard just
    before Kusanagi can hit, against high and mid-level attacks.
9   Your enemy can't Down Evade if hit by the (D) version.
10  Knocks a hit opponent high into the air.
11  The Nue Tsumi can reverse high and mid-level attacks, if Kusanagi
    is hit while his arm is at chest level.
12  The Nue Tsumi can reverse low attacks, if Kusanagi is hit while
    holding his arm down near the floor.
12  Your enemy can't Down Evade if hit by this move.
13  (A) gives you immunity to low attacks if delayed.  (C) gives you
    immunity to jumping, high, and mid-level attacks if delayed.
14  Your body can hit an opponent while it is on fire.  It will also
    negate normal and D^ projectiles.  The priority on the fire seems
    pretty high--it can outhit most incoming attacks.


------------------------------------------------------------------------
CHIZURU KAGURA                                              [ Mid-Boss ]
------------------------------------------------------------------------

To select Chizuru, input (u,ub,hcf,uf,f,df,d,db + any button) when on
the Team Select Screen.

b / f + C / D when near   Reigetsu                                     1
b / f + A                 Jokatsu: Sousou (Zheng Zheng)                2
f + B                     Jokatsu: Sousou (Cang Cang)                  3
df + B                    Jokatsu: Sousou (Cong Cong)                  4
Press CD in air           Jokatsu: Saisai                              5
qcf + P                   108 Katsu: Tamayura no Shitsune              6
f,d,df + P                100 Katsu: Tenjin no Kotowari                7
f,d,df + K                Jokatsu: Houhou                              8
b,d,db + any              212 Katsu: Shinsoku no Norito (Uchiage)      9
 _qcb + same button       Tenzui                                      10
qcb + any                 212 Katsu: Shinsoku no Norito (Tatakitsuke) 11
 _qcb + same button       Tenzui                                      12
d,d + any                 212 Katsu Otsu Shiki: Choumon no Isshin     13
qcb,hcf + P            D^ Rimen 85 Katsu: Reigi no Ishizue            14
qcf,qcf + K            D^ Rimen 1 Katsu: Sanrai no Fujin              15
qcf,qcf + AC           L^ San Shingi no San                           16

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      C       C       C
stand far      Cr      -       -       -
crouching      Cr      -r      C       C

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(B) Jokatsu: Houhou              (D) Jokatsu: Houhou (1st-2nd)

1   Unblockable.  (D) switches sides with your enemy.
2   Overhead, unless canceled into (which makes it faster & cancelable).
3   Can avoid some very low attacks while Chizuru is in the air.
4   Hits low, unless canceled into (which makes it cancelable).
4   You can either cancel it at the start of the animation, or once
    Chizuru has slid forward (which is advisable for moves like the
    Tenjin no Kotowari, which has a bad horizontal range and will get
    less hits if you cancel into it from her df+B immediately).
5   Knockdown.  If this move counter hits, you can juggle your opponent
    (works best in the corner).
6   Knockdown.  (C) is also an overhead, and gives you invincibility
    during the intial part of the "spinning" animation.  Both versions
    can reflect projectiles during the "downward swipe" at the end.
7   Your enemy can't Down Evade if hit by this move.
8   Knockdown.  (B) is SC'able (San Shingi no San works well, or
    Reigi no Ishizue, if you wait a moment first).
8   (D) is SC'able on either hit (anything works well afterwards).
9   Knockdown.  The button used affects the outcome:

               A - short range; illusionary attack
               B - medium range
               C - longest range; illusionary attack
               D - long range

10  Must use same button as used for Uchiage.  Can also be performed as
    (b,d,db + same button).  (A) or (D) results in a leaping attack,
    while (B) or (C) is an arm sweep.
11  Knockdown.  (P) has a longer range than (K).  Using (A) or (D)
    makes you attack with an illusion.
11  Your enemy can't Down Evade if hit by this move.
12  Like the Uchiage version, but the (B) / (C) arm sweep can hit a
    foe who is lying on the floor, and will combo from the previous hit.
13  Overhead.  The button used affects the outcome:

               A - Short range; illusionary attack
               B - Short range
               C - Long range
               D - Long range; illusionary attack

14  The (C) version has start-up invincibility, before Chizuru starts
    moving forward.
14  A hit enemy flashes purple for five counts.  During that time, they
    cannot use command attacks, special moves, or D^ or L^ moves.
15  (B) does more hits, while (D) is faster and has a further reach.
    However, the first few hits of the (D) version will knock an
    opponent in the air (resulting in the remaining hits juggling).
15  You have to be careful when using this move, since canceling into
    it may push an enemy far away and result in less hits (although
    a standing close B into (B) Sanrai still works).  And in the
    corners, the double may walk off screen before the move ends.
15  You cannot control Chizuru while her duplicate is attacking anymore.
16  Has the same "move-sealing" properties of the Reigi no Ishizue,
    if the last hit connects.
16  Your double's attacks don't do any block damage, unlike the
    Sanrai no Fujin duplicate.  Only Chizuru's "flash" attack at the
    end does block damage.  However, this move can still get the full
    24 hits even if used in the corner, unlike the Sanrai no Fujin.
**  For any of Chizuru's moves that involves an illusion, the illusion
    can be hit, and doing so will damage Chizuru.


------------------------------------------------------------------------
MAKI KAGURA                                                 [ Mid-Boss ]
------------------------------------------------------------------------

Maki is not selectable in the arcade.  See Section 5 for details.

b / f + C / D when near   Kaiten                                       1
f + A                     Jokatsu: Heihei                              2
f + B                     Jokatsu: Heihei                              3
df + B                    Jokatsu: Heihei                              4
qcf + P                   Rimen 108 Katsu: Iotsu no Utamai             5
f,d,df + P                Rimen 100 Katsu: Jingi no Kotowari           6
qcb + A                   Rimen 212 Katsu: Mikagura no Shinobigoto     7
qcb + C                   Rimen 212 Katsu: Mikagura no Noritogoto      8
d,d + A                   212 Katsu: Heishiki: Tarumusubi no Keihitsu  9
d,d + B                   212 Katsu: Heishiki: Sakaki no Kirinusa     10
d,d + C                   212 Katsu: Koushiki: Himorogi no Reiji      11
d,d + D                   212 Katsu: Koushiki: Iwasaka no Ubusuna     12
qcb + B when near         94 Katsu: Rakusui no Jingi                  13
qcb,hcf + P            D^ Rimen 85 Katsu: Reigi no Ishizue            14
qcf,qcf + K            D^ Rimen 1 Katsu: Sanrai no Fujin              15

Cancels        A       B       C       D
-----------------------------------------
stand near     C       C       C       C
stand far      C       -       C       C
crouching      C       -       C       C

Super Cancels
--------------------------------------------------------------
(none.)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   2nd hit knocks down.  Either hit is cancelable.
3   2nd hit is an overhead.  Either hit is cancelable.
4   1st hit is a low attack, unless you cancel into it.  Either hit
    is cancelable.
5   Overhead.  Can negate projectiles during the "downward swipe" at
    the end.  (C) makes you travel forward twice, then attack (if you
    cross up your opponent after the first movement, Maki will move
    or turn backwards and hit them from behind).
5   (A) has invincibility at the start.  (C) works the same way,
    but you regain your invincibility as you begin the second spin
    forward (you can be hit in-between spins, though).
5   Your enemy can't Down Evade if hit by this move.
6   Either version makes you attack with an illusion.  This move hits
    multiple times if blocked.  If it hits, Maki does a mid-air punch,
    then a diving kick.  The mid-air punch usually knocks her opponent
    out of the way of the diving kick, but in certain circumstances
    (like when you're in the corner), the diving kick will combo.
6   Your enemy can't Down Evade if hit by this move.
7   Maki attacks with her illusion.  If it hits, she automatically
    follows with a series of attacks.
7   However, the series won't necessarily combo in all situations.  In
    that case, the 2nd attack (shitsune) and 4th attack (leaping punch)
    are overhead attacks, and the 5th hit (double handed shitsune) is
    unblockable.
7   Your enemy can't Down Evade if hit by this move.
8   Maki will dash forward and attack by herself.
8   Your enemy can't Down Evade if hit by this move.
9   (A) acts like a fake teleport; your image moves forward but you
    reappear in your same spot.  You can be hit at the very start of
    the move.
10  (B) works in the same way as (A), but it is a real teleport.
    Unfortunately, you can be hit at any time while moving.
11  (C) makes Maki leap into the air, then turn around and perform a
    kick (which must be blocked the other way if she ends up moving
    past you).  The kick is a knockdown attack, and it can be avoided
    if Maki's jump carries you too far forward.
11  Also, the kick is a Counter Wire.
12  (D) makes an illusion leap up and perform a diving kick; it looks
    like a low attack, but in fact is an overhead that must be blocked
    high.  You cannot AB escape this move as you land.
13  If done from up close, this is an unblockable throw that ends in
    Chizuru showing up and doing her "Ishizue" attack, which seals
    your moves for five seconds (meaning you can't use command
    attacks, special moves, D^ or L^ moves).
13  If the move misses or is out of range, Maki twirls forward, then
    backward to her original position, and is open to attack the
    entire time.
14  Unlike Chizuru's Sanrai no Fujin, Maki can move around and attack
    while her duplicate is moving forward.  However, she can only use
    normal attacks or throws during this time (no command attacks,
    special moves, or D^ moves are allowed).  This move will negate
    projectiles while your double is moving forward.
15  Chizuru will appear and perform her "Ishizue" attack, which seals
    your moves for five seconds (meaning you can't use command attacks,
    special moves, D^ or L^ moves).  This move is far too slow to combo
    into, however.  Why she even has it when her (qcf + B) throw does
    the same thing (and costs no levels to use) is beyond me.
**  Maki's far standing (C) is an overhead attack.
**  Maki's crouching (C) is blockable, but only if you are already
    blocking an attack or coming out of block stun.  If you aren't,
    it's essentially unblockable. ;P
**  Maki has no L^ moves.  If you consider that she isn't meant to be
    playable and only fights you in a team where Chizuru is the leader,
    it makes sense, though.  Besides, does she _need_ one? ;)
**  Unlike Chizuru, Maki's illusions cannot be hit.  If struck with a
    projectile, they will negate the projectile and vanish (except
    for her d,d + A illusion).  The Sanrai no Fujin illusion can even
    negate D^ projectiles.
**  You can walk around (but not use command, special, or D^ moves)
    during the (A) Iotsu no Utamai, Sakaki no Kirinusa, Iwasaki no
    Ubusuna, or Reigi no Ishizue.


------------------------------------------------------------------------
ADEL  (aka "Adelheid Bernstein")                      [ Fake Last Boss ]
------------------------------------------------------------------------

Adel is not normally selectable.  See Section 5 for details.

b / f + C / D when near        Drucken                                 1
df + A                         G. Wand                                 2
df + B                         A. Kunst Zwei                           3
df + C                         A. Kunst Eins                           4
df + D                         A. Kunst Vier                           5
qcf + K                        G. Kicken                               6
cancel into qcf + K            G. Springen                             7
qcb + P                        G. Drucken                              8
f,d,df + K                  D^ G. Kreis                                9
qcf + P                     L^ G. Sklaven                             10

Cancels        A       B       C       D
-----------------------------------------
stand near     -r     -/-     C/-      C
stand far      -r      -       -       -
crouching      -       -r      C       C

Super Cancels                          (see notes for details)
--------------------------------------------------------------
(B) G. Springen

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   Knockdown.  Reflects normal and D^ projectiles.
3   2nd hit is an overhead and is cancelable.
4   Knockdown.  Can cancel the recovery into any move but Adel's
    command attacks (i.e. df + any), for a juggle.  This works well
    with the G. Sklaven.  You can also juggle a person even without
    canceling, if the move is quick enough (say, a crouching A).
5   2nd hit is an overhead.  2nd-3rd hits are cancelable.  4th hit is
    a knockdown attack.  4th hit is also a Counter Wire if the previous
    hits missed, although this can be hard to arrange, since it is the
    2nd part of his third kick attack (so you have to counter hit your
    foe with the last extending animation of his last kick).
5   Your enemy can't Down Evade if hit by this move.
6   --
7   If you cancel into the G. Kicken, it becomes a leaping knockdown
    attack.  (B) is SC'able (G. Sclaven juggles in this case), and (D)
    hits twice and acts as an overhead attack on the 2nd hit.
7   (D) can also juggle falling opponents (i.e. from a crouching D).
    However, the (D) version is too slow to combo from an attack.
8   Unblockable, unlike Rugal's God Press.  (C) travels further than
    (A) does, and has invincibility at the very start.
9   (B) hits twice and can be used as an anti-air.  It can also destroy
    most any projectile (D^, L^, even the Thermidor).  Can juggle
    afterwards in the corner.
9   (D) slides across the screen with a low attack, then hits once.
    You are not invincible during the sliding, but you can go under
    mid-level projectiles (not low ones, though).
9   Can juggle after the (B) version in the corner.
10  Blockable.  (A) stops short of a full-screen's distance, while
    the (C) version travels full-screen.  Either version leaves Adel
    wide open for some time if blocked, though he has invincibility
    during the intial part of the forward dash.
**  I've seen Adel's name alternately spelled as "Adelbeid", but the
    game spells it "Adelheid" in the credits.
**  It seems odd that Adel has only one D^ move and no Kaiser Wave.
    Of course, I'm a Rugal fan, so no Kaiser Wave is a travesty ;)


------------------------------------------------------------------------
MUKAI                                                 [ Real Last Boss ]
------------------------------------------------------------------------

Mukai is not normally selectable.  See Section 5 for details.

b / f + C / D                Touha                                     1
db~df + C                    <uppercut>                                2
db~df + D                    <sliding>                                 3
qcf + P                      Touha                                     4
qcb + any                    Chishou                                   5
f,d,df + P                   Tenshou                                   6
hcb,f + P when near          Shikai                                    7
qcf,qcf + P               D^ Goushou                                   8
qcb,hcf + AC              L^ Shikai                                    9

Cancels        A       B       C       D
-----------------------------------------
stand near     Cr      Cr      C       -
stand far      Cr      Cr      C       -
crouching     n/a     n/a      C       C

Super Cancels
--------------------------------------------------------------
(none.)

1   Unblockable.  (C) switches sides with your enemy.
1   Your enemy can't Down Evade if hit by this move.
2   An uppercut that is cancelable.
3   A short slide that hits low.  Cancelable.
4   The stone that Mukai throws travels in a downward arc.
5   When used, a pillar bursts from the ground.  (A) is closest to you,
    then, (B), (C), and (D) is furthest away.  Mukai is invincible
    during the initial "stomp" animation.
6   Overhead.  Makes a pillar fall on your opponent's location.
    Mukai is invincible during the initial "stomp" animation.
6   Your enemy can't Down Evade if hit by this move.
7   Unblockable.  Petrifies your opponent and leaves them open to
    attack momentarily.  You can't re-throw them, though you could
    combo into the throw from a standing C for an infinite.
7   You can use the Down Evade if you de-petrify naturally.
8   Causes several pillars to burst up, one after another.  Then, a
    pillar falls for a final, overhead hit.
9   A full-screen attack like Orochi Chris' HSDM, in which "waves" of
    gray and black energy spread across the screen and petrify a hit
    opponent.  Mukai has invincibility during the entirety of this
    move.
9   You can repeat this move for an infinite, if your Power Gauge is
    set to MAX.  Destroys normal and D^ projectiles.
9   You can use the Down Evade if you de-petrify naturally.
**  Mukai's db~df + C has autoguard against jumping and high attacks,
    just before he strikes.
**  Mukai's standing D has autoguard against jumping, high, and mid-
    level attacks, just before he kicks.
**  Mukai's jumping C and D have autoguard just before he strikes.
**  Mukai cannot crouch, but his standing A and B attacks hit low.
**  During any of Mukai's "stomp" moves (his qcb + any, f,d,df + P,
    and qcf,qcf + P attacks), Mukai can pass through some opponents
    during the stomp if he is too close to them.  This may cause the
    moves to miss entirely (excluding his f,d,df + P attack, which
    homes in on the enemy).
**  A contributor explained that Mukai says "Mikoto ga!" (Destiny!)
    when he dies.


========================================================================
4.  GAMEPLAY NOTES
========================================================================

This section explains various aspects of gameplay in greater detail.
Entries listed in alphabetical order.

------------------------------------------------------------------------
AUTOGUARD
------------------------------------------------------------------------

Some moves have autoguard.  This means that if you are attacked while
performing that move, you will "block" the attack automatically (the
"block" hit sparks appear, even though you don't actually go into a
blocking animation).  What's more, you will continue to perform whatever
move you were doing as if there was no interruption.

Since autoguard is really just blocking, you will still take block
damage from special moves, D^, and L^ moves, and you can even be Guard
Crushed while using autoguard.  As an example, if Ryo blocks 10 standing
Cs, then parries the 11th standing C with his Joudan Uke, he will be
Guard Crushed.

Autoguard only occurs on specific parts of the body.  For example,
during Ryo's Zanretsu Ken, he only has autoguard on his reared fist,
so if you hit him in the legs or the back of the head, he will still
be injured.  Going by the "body" rule, we can see that autoguard can
defend against four types of attacks:

     Jumping       Any jumping attack.
     High          Attacks that hit the head or chest.
     Middle        Attacks that hit the waist or knees.
     Low           Attacks that hit the shin or foot.

Ryo's Joudan and Gedan Uke have the odd property of being "autoguard
only" moves.  They have no function aside from offering autoguard
against incoming attacks.  However, if the autoguard is actually
triggered, either "Uke" move becomes cancelable.

Another property of autoguard is that (using Ryo's Zanretsu Ken as
an example again), Ryo only has autoguard while his fist is reared.
Once he starts attacking, he can be hit out of the move.  So autoguard
only affects certain animation frames of a move as well.  For some
characters, this can mean only one frame has autoguard (like Hinako's
Chou Zutsuki), while others may have multiple frames of autoguard
(like the beginning and end of Maxima's Bunker Buster).

Also, note that some normal attacks have autoguard, such as Maxima's
far standing (C) punch.


------------------------------------------------------------------------
CHANGE
------------------------------------------------------------------------

To Change, press BC or CD.  This lets you switch teammates in mid-fight.
It can only be used when the CHANGE OK! message is over your Power
Gauge.  You cannot cancel into a Change attempt.

The "Change" system would make a lot more sense if it worked this way:
BC takes you to the next team member, CD takes you back one.  However,
this isn't always the case.  Here's how it works:

               1st Member              BC to 2nd, CD to 3rd
               2nd Member              BC to 1st, CD to 3rd
               3rd Member              BC to 1st, CD to 2nd

In other words, you use BC to switch between the 1st and 2nd member,
and CD to switch between the 2nd and 3rd member.

When you use the Change, your character will taunt, then leap off-
screen.  If hit during the taunt, the Change does not occur.  However,
once the taunt is done, they are invincible while exiting.  The
incoming partner is invincible while in the air, but can be hit upon
landing, before they have a chance to block.  They will leap to the
exact spot where your previous teammate was.  After changing team
members, the CHANGE OK! sign vanishes for three seconds.  It will
only vanish if the change actually occured (not if you got hit out
of a taunt beforehand).

Surprisingly, all characters can use the Change, including Adel and
Mukai (under certain situations.  See Section 5 for details).


------------------------------------------------------------------------
CHANGE ATTACK
------------------------------------------------------------------------

To perform a Change Attack, input qcf + BC or CD.  Your character will
perform an attack that does a little bit of damage (it is the same no
matter which button pairing you use).  That character then leaps away,
regardless of whether or not the attack hits, misses, or is blocked,
and their teammate will leap on-screen with a jumping attack.  Note
that the teammate does not leap to the same location as their partner,
but rather, dives in at the same angle each time.

You can combo or even cross-up an opponent after landing from your
jumping attack, since you recover from your incoming attack faster
than they do from getting hit.  However, if you hit a mid-air opponent
with the Change Attack, then it knocks them straight up into the air,
allowing the incoming partner to juggle them as they fall.

You can't cancel an attack into the Change Attack, but it does come out
fast enough for some characters to link into it.  An example might be
Shen's close standing (C) into qcf+BC/CD, or most characters' jumping
C or Ds into a Change Attack upon landing.

To use the Change Attack, the CHANGE OK! sign must be present, and you
need one Power Gauge level as well.  After using the Change Attack,
the CHANGE OK! message vanishes for about three seconds.  The order
that you change in is the same as the "Change" move, above:

               1st Member              BC to 2nd, CD to 3rd
               2nd Member              BC to 1st, CD to 3rd
               3rd Member              BC to 1st, CD to 2nd

Note that a character who is hit while making a Change Attack (before
they have a chance to leap out), will not change.  This means that
while they will lose a Power Gauge level, they will not lose the
CHANGE OK! sign.  Note that you cannot cancel into a Change Attack.

Surprisingly, all characters can use the Change Attack, including Adel
and Mukai (under certain situations.  See Section 5 for details).


------------------------------------------------------------------------
COUNTER HIT
------------------------------------------------------------------------

A counter hit occurs if you hit an opponent who is making an attack
other than a normal Punch or Kick.  For example, hitting Kyo during
a Goufu You would work, as would hitting Mai out of her Kagerou no Mai.
A move that counter hits generally does slightly more damage than
usual.

Some moves have added properties when they counter hit.  For instance,
Ryo's (A) Kohou hits twice instead of once, while Ralf's Galactica
Phantom becomes a Counter Wire (see below).  Other moves allow juggles
if they counter hit, such as any character who retained their old CD
move (like Chang's Tekkyuu Geki or Athena's Star Debut).


------------------------------------------------------------------------
CRITICAL AND COUNTER WIRES
------------------------------------------------------------------------

Some moves will cause an opponent to fly across the screen if hit.
They will bounce off the wall, and can be juggled as they rebound.
These moves are called Critical Wires.  An example would be Hinako's
Morote Zuki.

Counter Wires have the same effect, but only if the move counter hits.
An example is Shen Woo's Zetsu! Gekiken.  If it hits you, nothing
happens.  If it counter hits, however, your opponent will bounce off
the wall and can be attacked as they fall.


------------------------------------------------------------------------
DAMAGE SCALING
------------------------------------------------------------------------

Damage scaling reduces the damage that a move inflicts.  It occurs in
two situations:

Cancels
------------------------------------------------------------------------
One is if you cancel a move into another move.  Doing this lowers the
damage of the latter move, even if doesn't combo (i.e. Ryo's crouching
C into Koho Shippuu Ken).  This affects any kind of cancel--such as
all of these examples:

  Rapid Attack Cancel      Duo Lon's crouching A > crouching A
  Normal Attack Cancel     Shingo's standing C > Aragami
  Command Attack Cancel    Yuri's standing B > Shiyoku
  Special Move Cancel      Benimaru's Iai Geri > Handou Sandan Geri
                           or Yamazaki's Suna Kake > Hebi Tsukai
  Super Cancel             Shen Woo's Geki Ken > Zetsu! Geki Ken

Duo Lon's example may surprise you, but yes, it is a cancel--most
characters can cancel the recovery animation of weak attacks into
other weak attacks (listed as an "r" in each character's cancelable
attack chart).

Combos
------------------------------------------------------------------------
The other situation occurs if you combo two moves together without
using cancels, such as in these examples:

  Juggles                  Duo Lon's (D) Naiga > jumping B
  Combos                   Ryo's jumping D > standing A
  Chains                   Shen Woo's standing C > far standing B
                           or Ash's Floreal > Pluviose

Note that damage scaling occurs each time a new move is canceled or
comboed into.  Look at this combo for Shen Woo:

   standing close C > Fusen Kyaku > (A) Gekiken > (C) Zetsu! GekiKen

After the standing C, each attack has it's damage scaled, since it
is being canceled into from the previous move.  However, all of these
moves hit once.  What about multi-hit moves?  Well, they are an
exception to the rule.  The first hit of a multi-hit move does less
damage, as you would expect.  However, all subsequent hits cause normal
damage.  For example, if you combo into Shingo's Rouka Guruma, damage
for the first hit is scaled.  However, all remaining hits do their
normal amount of damage.

Damage scaling does not affect most kinds of throws.  For example, you
can cancel into Ash's Vendemiaire or Griffon's Justice Hurricane, and
the damage is the same as if you hadn't canceled at all.  However, some
throws (like Shingo's Nie Togi) will be scaled if comboed into.  It
was also noticed that moves that don't involve the combo counter also
seem to avoid scaling.  An example would be Shen Woo's Kohyou Rengeki.
It's not a throw (it can be blocked), but it does the same amount of
damage whether you combo into it or not, and the combo counter only
indicates a 2-hit combo when you combo into it.

Finally, the degree of scaling depends on the moves used.  Some, like
Robert's Haou Shoukou Ken, do much less damage when canceled into.
Others, like Shingo's Kake Hourin, do almost the same amount whether
you cancel into them or not.


------------------------------------------------------------------------
DOWN
------------------------------------------------------------------------

During a team battle, when a team member is killed, the message DOWN
appears, and the next teammate jumps in from the side of the screen.
They come in pretty low to the ground (and you can control them once
they land), but that means you can't really do anything while coming
in.  It seems like it would be possible to set up an incoming opponent
for an attack they couldn't avoid that way.

Actually, Tel has just told me that you can use command throws (even
the D^ or L^ variety) on an incoming character following a DOWN, and
they can't do anything about it.  Ouch.


------------------------------------------------------------------------
GUARD CRUSH
------------------------------------------------------------------------

If you block too many attacks within a certain period of time, you will
be Guard Crushed.  When this occurs, your character assumes a sort of
stunned pose momentarily.  This leaves them open to attack if you
recover fast enough, or if your attack is a multi-hit move, or if you
cancel out of it.  As an example, if Kyo's close C was used to GC an
opponent, it could be canceled into the Aragami and would result in
a combo.

To avoid getting Guard Crushed, just try not to block so often.  After
you are GC'd, your chance of getting Guard Crushed reverts to normal, so
you don't have to worry about getting GC'd repeatedly once it happens
the first time.

Some attacks have more Guard Crush potential than others.  These moves
are said to do heavy "Guard Crush damage."  As example, even though it
might take sixteen or so blocked attacks to result in a GC, Jhun's
Ko Ressou can GC you in only two or three uses.


------------------------------------------------------------------------
KNOCKDOWNS
------------------------------------------------------------------------

Some attacks will knock a hit opponent to the floor.  There are several
types of knockdown attacks:

   Normal - A hit opponent is knocked away and they hit the floor.
            (e.g. Terry's Burn Knuckle)
   Spin   - A hit opponent spins and flies backward further than usual.
            (e.g. Shen Woo's charged (C) Gekiken)
   Slump  - A hit opponent slumps to the floor right where they are.
            (e.g. Hinako's Yorigiri).
   Sudden - A character is quickly slammed straight down to the floor.
            (e.g. last hit of Robert's Hien Senpuu Kyaku).
   Wire   - A character bounces off the wall and flies backward.
            (e.g. Hinako's Morote Zuki).

"Normal" knockdowns can usually be avoided by using the Down Evade
(sometimes called the AB recover).  This is used by pressing AB right
before you hit the ground.  Your falling character then does some
sort of move to land on their feet, like a roll or handspring.

Other knockdowns can also be escaped from, excluding the "slump" and
"sudden" knockdowns.


------------------------------------------------------------------------
OVERHEADS
------------------------------------------------------------------------

Most standing attacks can be blocked high or low--in other words, when
standing or crouching.  However, some attacks can only be blocked high,
even though they look like they could be blocked low.  These are called
"overhead" attacks.  An example might be Joe's Bakuretsu Elbow.  It
looks like a standing elbow attack, but if you block low, you will get
hit.

In general, if a command attack has an overhead property, it loses this
ability if it is canceled into.  Therefore, Kyo's standing C canceled
into Goufu You can be blocked low, because the Goufu You no longer has
it's overhead ability.


------------------------------------------------------------------------
POWER GAUGE
------------------------------------------------------------------------

The Power Gauge is located at the bottom of the screen.  It starts off
full (with three levels), but can be drained by using the following
moves:

               - A super cancel          -1 level
               - D^ moves                -1 level
               - L^ moves                -2 levels
               - A Guard Cancel roll     -1 level
               - A Guard Cancel Attack   -1 level
               - A Change Attack         -1 level

You can restore lost Power Gauge energy by blocking attacks, getting
damaged by attacks, making attacks of your own, and having those
attacks hit.  If your opponent taunts you, you will also earn Power
Gauge energy.

In Team Play, you will be able to hold an extra level for each teammate
who is killed.  So you can hold 4 levels total when you have two members
left, and 5 levels when only one character is left.


------------------------------------------------------------------------
REVERSALS
------------------------------------------------------------------------

Reversals are moves that can catch and "reverse" attacks.  An example
is Billy's Suiryuu Tsuigeki Kon.  When used, he poses with his staff,
and nothing happens.  However, if his staff is hit with a particular
attack (high, mid-level, or low attacks), he will make an attack in
response.

Reversals are particular in that they only "reverse" certain types of
attacks.  These include:

     Jumping       Any jumping attack.
     High          Attacks that hit the head or chest.
     Middle        Attacks that hit the waist or knees.
     Low           Attacks that hit the shin or foot.
     Special       Any special move, D^, or L^ move.

The "special" type superceeds all other types.  So even though the
1st hit of Kim's Ryuusei Raku hits low, the M. Reverse Facelock will
still reverse it, because it is a special move.  It doesn't matter
that the Facelock doesn't normally catch low attacks.  So when you're
using a reversal, remember that if it can stop special moves, D^, or
L^ moves, it will do this regardless of whether the move hits high
or low, etc.

Some reversals can be super-canceled if triggered, like the Sadomazo.


------------------------------------------------------------------------
ROLLING
------------------------------------------------------------------------

The rolling moves (otherwise refered to as the "Emergency Evade") can
be used by themselves, or while blocking an attack.  You are immune to
attack as the roll begins, but you can be attacked while recovering
from the roll (before you have a chance to block).  Throws of any kind
can grab you out of a roll at anytime.

Normally, jumping over an enemy makes them turn around, even if they
are performing an automatic action (like running).  However, it's
possible to roll through an enemy and have them continue to run into
the corner (seems to work best against big characters like Chang or
Maxima).  This can allow for some unique combo setups.


------------------------------------------------------------------------
SUPER CANCELS
------------------------------------------------------------------------

Super cancels occur when you cancel a move directly into a D^ or L^
move.  There are several types of super cancels:

 - Special Move SCs
   These cost one additional level to perform, so it takes 2 levels
   to cancel into a D^ move, or 3 to cancel into an L^ move.  An
   example might be Shingo's Aragami into Kake Hourin.  The message
   S.CANCEL appears when you use this type of SC.

 - Command Attack SCs
   These cost no levels to use.  An example includes Jhun's Ryuurou
   Kyaku into Hou'ou Hiten Kyaku, or the 3rd hit of Griffon's Joudan
   Yoke Kougeki into Dadaleus Attack.

 - Normal Attack SCs
   These cost no levels to use.  An example would be Hinako's far
   standing (C) into Ooichiban or Kim's jumping (A) into Hou'ou Kyaku.

You can simplify commands when supercanceling into them.  Look at
these examples:

  (C) Kohou > Tenchi Haou Ken                  f,d,df + C > qcf + AC
  Shinkuu Katategoma > Gen'ei Hurricane        qcb + K > qcb + K
  (C) Ryuu Enbu > Chou Hissatsu Shinobi Bachi  qcb + P > hcf + K

In each example, the command for the D^ or L^ move is combined with
that of the special move, so you don't have to try to do something
as clunky as (qcf + P > qcb,hcf + K) for Mai's example.  It's a lot
easier to do SCs if you figure out the simplified motions first.


------------------------------------------------------------------------
THROWS
------------------------------------------------------------------------

Throws are unblockable attacks.  Every character has a basic throw
performed by pressing (b / f + C / D) when close.  In 2003, everyone
has only one throw, and the button used determines whether you throw
your opponent in front of you or behind you.  In most cases, C is in
front of you, but this doesn't apply to everyone.

You can escape from a basic throw by pressing (b / f + C / D) when
grabbed, but you must use the same button to escape, or you will
be thrown.  In other words, if Ralf grabs you with (f + C), you must
use (b / f + C) to escape.  Special throws, like the Vendemiare or
Big Fall Griffon, cannot be escaped from.

Clark's Mount Tackle can be escaped from if he attempts a follow-up
and you press the same button (i.e., he does d,d + A, and you press
A), but this is a special exception.  You will also automatically
escape from Hinako's Gaburi Yori unless she attempts a follow-up.


------------------------------------------------------------------------
MISC. NOTES
------------------------------------------------------------------------

[ BUTTON CANCELS ]  ----------------------------------------------------

In previous games, you could cancel any Punch or Kick into a "button-
press" move, even if they weren't cancelable.  However, that is no
longer the case.  An obvious drawback to this would be Shen Woo's
Bakushin, since his standing C won't cancel into the move, preventing
it from coming out unless you mess with the button-press timing or
do something else and input the move during that time.

[ ROULETTE ]  ----------------------------------------------------------

This year, the Roulette feature (that ! box in the middle of the screen)
only gives you a random character once.  It won't change the character
after every battle, as in previous games.

[ JOYSTICK COMMANDS ]  -------------------------------------------------

A contributor noted that half-circle motions are more difficult to do
in this game.  I haven't noticed that myself, but it could very well be
the case.

Also, the infamous "shortcut" command for moves like the Hou'ou Kyaku
and Power Geyser (perform qcb,db,f as d,b,f) has finally been omitted.


========================================================================
5.  SECRETS AND TRICKS
========================================================================

------------------------------------------------------------------------
UNBLOCKABLE MOVES
------------------------------------------------------------------------

 - Athena's old unblockable Psycho Ball bug has returned.  Knock your
   opponent down (f + AC woks well), throw an (A) Psycho Ball, then
   use the Psycho Teleport as your opponent gets up.  They will not
   be able to block the Psycho Ball.
 - The same trick works for K'--knock your opponent down, perform an
   Eins Trigger, and cancel it into the Blackout (b + K) as your foe
   gets up.  The Eins Trigger will become unblockable.
 - And Maki's crouching C is unblockable, if a character is not already
   in blockstun from a previous attack.


------------------------------------------------------------------------
PLAY AS KUSANAGI OR CHIZURU
------------------------------------------------------------------------

To select Kusanagi, input (qcb,ub,hcf,uf + any button) when on the Team
Select Screen.

To select Chizuru, input (u,ub,hcf,uf,f,df,d,db + any button) when on
the Team Select Screen.

In both cases, you need to do the motions smoothly--don't bother with
entering it precisely.  Just pretend that you're inputting a special
move and not tapping in a code.

I don't know if you have to reverse the code if you're on the 2P side.
If it's anything like SVC, then the answer is "no."


------------------------------------------------------------------------
PLAY AS A BOSS CHARACTER (BIOS)
------------------------------------------------------------------------

If you have the debug bios, you can select the bosses simply by going to
any member of the K' Team and pressing down once or twice (or pressing
up on the Hero Team once or twice).  This will select the "boxes" where
the bosses are.

Also, if you have the debug bios, you can access the Practice Menu
in Practice Mode by pressing the "next game" button.

I don't know where the debug bios is, how to get it, or how to install
it, so please don't ask.


------------------------------------------------------------------------
PLAY AS A BOSS CHARACTER (CHEATS)
------------------------------------------------------------------------

Only Kusanagi and Chizuru are playable with a controller code.  To use
the other boss characters, try using these MAME cheats; just add them
into your "cheat.dat" text.  All codes created by Charles MacDonald.

; [ King of Fighters 2003 ]
kof2003:0:107D0C:22:000:Play with Adelheid
kof2003:0:107D0C:23:000:Play with Mukai
kof2003:0:107D0C:24:000:Play with Maki
kof2003:0:1044C0:05:000:Cursor Select

If you turn on one of these codes before starting to play, you will
automatically use that character, bypassing the Character Select
screen (this means you play as a single entry even in Team mode).
However, this will cause glitches in either "Practice" mode.  To
get around this, wait until you are at the Team Select screen before
turning on the code, then pick any character.

If you pick your first two characters, then turn on the code and pick
your remaining characters, you can still use the "Order Select" to
make Mukai or Adelheid your 2nd or 3rd player.  Doing this also allows
them to use the "Change" and "Change Attack" freely (normally, when
they are first, they cannot use these moves).  What's more, even
though they are not the lead character, they can still use their L^
moves, if they have enough stocks (though nobody else can, just as
if they were the real team leader).

The fourth code only works in Team Play mode.  It places your cursor
over Chizuru.  To select other characters, turn the code on, then
disable it.  You can now select the other characters like so:

               (pressing up takes you to the K' Team)
               Kusanagi        Adel            Mukai
               Chizuru         Maki            Random Select
               (pressing down takes you to the Hero Team)

So, if you wanted to play as Adel, you would move your cursor up once
and left once, then press any button.  Maki, Adel, and Mukai don't
have portraits in this menu, so keep the above diagram in mind when
trying to select a boss character.

If you select Adel or Mukai first, you will only choose them.  If
you pick one or two teammates first, then them, you will be able to
use them in your team, and they can even use the Change and Change
Attack moves (which they can't use normally).  However, they will
not be able to use their L^ moves, obviously.

Some of you may remember a picture released by Billy Jr. showing what
appeared to be a hidden character with Malin's face portrait.  In
fact, if you put your cursor to the same spot, you'll find that it's
just another Random Select box, which explains how the picture was
made.  In fact, there are no other characters beyond those available
normally and the above five characters (so you can't play with Rose,
for example).


------------------------------------------------------------------------
GAME PROGRESSION
------------------------------------------------------------------------

The game progresses in this order:

 Stage 1 - 3 > Kusanagi > Stage 5-6 > Adel
 Stage 1 - 3 > Kusanagi > Stage 5-6 > Chizuru & Maki > Mukai

Which boss set you fight depends on how you finish Kusanagi:

 - If you kill him with a Punch or Kick, a normal throw, a command
   attack, a special move, or the 2nd (incoming) hit of a Change
   Attack, or if you win by Time Over, you will fight Adel.
 - If you kill Kusanagi with a D^ or L^ move, or the first hit of a
   Change Attack, you will fight Chizuru / Maki / Mukai.
 - Tel points out that if you are hit out of a D^ move that still
   kills Kusanagi, you end up fighting Adel.

I could swear that I used a special move to kill Kusanagi and still
fought Mukai once.  Maybe there are other factors?


------------------------------------------------------------------------
DEMO LIST
------------------------------------------------------------------------

Here is a listing of the demos in the game:

00 - ` OPENING  '      The pre-game demo.
01 - ` WINNER   '      Win quote screen (when you win a battle).
02 - ` GAROU    '      Play as Terry / Joe / Griffon Mask.
03 - ` GAROU AKU'      Play as Gato / Billy / Yamazaki.
04 - ` NEW WOMAN'      Play as Athena / Hinako / Malin.
05 - ` OLD WOMAN'      Play as King / Mai / Blue Mary.
06 - ` IKARI    '      Play as Leona / Ralf / Clark.
07 - ` JAPAN    '      Play as Benimaru / Shingo / Goro.
08 - ` 3 JINGI  '      Play as Kyo / Iori / Chizuru.
09 - ` K DASH   '      Play as K' / Maxima / Whip.
0A - ` KOREA    '      Play as Kim / Chang / Jhun.
0B - ` RYUKO    '      Play as Ryo / Robert / Yuri.
0C - ` HERO     '      Play as Ash / Duo Lon / Shen Woo.
0D - ` KUSANAGI '      1st demo; when Chizuru summons Kusanagi.
0E - ` HEIDI   1'      First meeting with Rose & Adel.
0F - ` CHIZURU 1'      First meeting with Chizuru.
10 - ` HEIDI   2'      After beating Adel.
11 - ` CHIZURU 2'      After beating Chizuru.
12 - ` OROCHI   '      Ending for single play (shows Orochi members).
13 - ` BOSSAFTER'      After beating Mukai.
14 - ` 94 GALS  '      Play as King / Mai / Yuri.
                       Picture appears after STAFFROLL.
15 - ` 94 JAPAN '      Play as Kyo / Benimaru / Goro.
                       Picture appears after STAFFROLL.
16 - ` STAFFROLL'      Shown after OROCHI or your team ending.

For the curious, "Garou Aku" refers to the evil characters from the
Fatal Fury series, and "3 Jingi" refers to the "Three Divine Weapons"
Team from KoF '97.  I'm not sure about the name "Heidi."  It could be
a play on the name "Adelheid," or it could have been Rose's original
name, for instance.  There wasn't any "Heidi" character selectable
through codes, so I don't think it's alluding to another character
(especially given the fact that the "Heidi" demos are for Adel and
Rose).


------------------------------------------------------------------------
ENDINGS
------------------------------------------------------------------------

For some brief summaries of the endings, see below:

Hero Team
- The team gets transported to the wilderness.  Shen is really angry
  that Mukai and his friends got away, and goes off to find them.
  Ash asks Duo Lon to hang around, but Duo Lon senses Ron's presence
  (the striker ninja from 2001) and teleports away to find him.  Ash
  then comments that now is the time to put the finishing touches on
  his scheme.

Garou Team
- The threesome find themselves back in the KOF arena, where Andy is
  watching them from the crowd (which contains, among others, Rock
  Howard, and a Franco Bash lookalike).  Suddenly, a railing breaks
  and three fans start falling.  The heroes rush to rescue them;
  Griffon saves a kid, of course.  Joe tries to rescue a lady, but
  Terry saves her instead, and she of course wants to date him.
  Joe ends up resucing a lipstick-wearing guy who gets a little too
  friendly with him.
- A contributor points out "...pretty sure that's Hon-Fu standing to
  the left of Andy in the background of the shot where you see Rock
  and Franco Bash.  The guy holding a camcorder to the left of Hon-Fu
  looks like Bob Wilson, and the guy with the spiky hair COULD be Duck
  King, though I'm not sure about that."

Kyokugen Team
- Takuma gets beat up by unknown assailant (who he recognizes but
  never gets around to identifying).  The team comes home to
  find him lying on the floor.  He's alive, but needs medical
  attention.  As an ambulance takes him away, his students swear
  revenge.  Their first serious ending in a while, though Robert
  gets a small joke in about the AOF team being too poor to rob.

Korea Team
- Kim swears to fight off any evil, and Jhun and Chang agree that
  the three of them are unstoppable.  They walk off into the sunset,
  forgetting all about Choi, who is watching them from afar and
  wondering why they're leaving him behind.

Ikari Team
- leona goes into Orochi mode again; Ralf and Clark try to beat her
  out of it, but she roughs them up instead--but reverts to normal
  in the end, and everyone is okay.  Leona wonders why her berserk
  power has become so overwhelming all of a sudden.

Outlaw Team
- Yamazaki's Orochi blood kicks up and he tries to attack his
  teammates.  naturally, Billy wants revenge.  Gato has no interest
  in either of them and leaves.  Yamazaki tries to do his repeated
  snake arm on billy, who counters with a Chou Kaen Senpuu Kon.

Women's Team
 - It seems as if Andy has come to Mai's rescue.  He tells her that
   her teammates have died, but he wants to marry her.  Mai is sure
   that they are celebrating for her in that "big KOF in the sky."
   Mary wakes up to find Anton watching her.  It turns out that Mai
   was just knocked out and is dreaming, but King doesn't want to
   wake her up, since she seems so happy, even though Andy's
   "advances" are really just the result of Anton licking Mai's
   face.

Benimaru Team
 - Beni and Goro congratulate Shingo on doing well in the tournament.
   However, Shingo takes their praise a little seriously and starts
   talking about how he should stop sucking up to Kyo.  However,
   while he's dismissing Kyo, who but his old master should show up
   from behind and decide to "re-educate" the overconfident Shingo
   with some of his special moves.  Shingo asks anybody for help
   ("even Yagami"), but Benimaru and Goro figure Shingo will always
   be Shingo and decide not to intervene.

Schoolgirls Team
 - After the KOF tournament, it turns out Athena will be late for one
   of her concerts.  Hinako promises to handle any outraged fans, and
   does so by offering to "sumo" with them.  The audience, after a
   few moments, goes totally wild ("Be my yokozuna, baby!" was a
   good line).  Athena realizes Malin and Hinako are a hit with the
   crowd, but wants to make sure they don't forget who the star is.

K' Team
 - The trio find themselves in the wilderness (as is par course in
   most kof games).  Whip calls home to check on her "little sister"
   and chats with Diana, who tells her that Kula is interested in
   the next KOF.  K' seems to lose control of his powers for a moment
   and his glove bursts into flame.  He plays it off as no big deal,
   but the image of Mukai comes to his mind.

3 Divine Weapons Team
 - Kyo and Iori find themselves before the seal of Orochi.  A wounded
   Chizuru shows up, only to be attacked from behind by Ash, who pulls
   Chizuru's "mirror" power from her chest and tosses her aside.  Kyo
   catches her.  Ash wants Iori to be his servant, which provokes Iori
   into attacking with a Yamibarai.  Ash avoids the attack and leaves,
   promising to return later.  Kyo wants more than ever to find out
   what's going on, and says he's "really pissed" as his fist bursts
   into flame.

94 Women's Team
 - Gives you the Single Play "Orochi" ending, but after the staff roll,
   a picture of King, Mai, and Yuri shown.  Mai is holding a fan that
   congratulates you on your victory.

94 Japan Team
 - Gives you the Single Play "Orochi" ending, but after the staff roll,
   a picture of Kyo, Benimaru, and Goro is shown.


========================================================================
6.  MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
SPECIAL INTROS
------------------------------------------------------------------------

The following intros occur when these characters fight each other first.
My conversational Japanese is virtually non-existant, so all spellings
and translations are liable to have errors.

Ash vs. Kyo / Iori / Chizuru
 - Ash stands, then holds out a hand while saying, "Sono chikara,
   misetemorau yo." (Show me that power [of yours]).

Ash vs. Mukai
 - Ash brushes his hair with his hand and says, "Anta, mezawari da yo
   ne?" (So you have awakened?)
 - Wei Chen notes that this implies that Ash knows who Mukai is.

Duo Lon vs. Benimaru
 - The two appear in opposite places.  Benimaru stands pensively
   with his hand to his face, then does a Gen'ei Hurricane punch.
   Duo Lon dodges it with a Lon-style warp (where he turns into
   a skeleton).  This leaves the two of them in their proper places
   to start off the battle.  Lon stays silent the entire time, but
   Beni says, "Koitsu!  Masaka....  NUUOOOO!  Chi-, yaharina."

Shen Woo vs. Ash / Duolon / Terry / Griffon / Ryo / Robert /
             Kim / Iori / Kyo / Gato / K' / Adel / Mukai.
 - Stands with back to screen.  Clenches upraised hand into a fist.
   "Omai narananzoku desoba."

Shen Woo vs. Chang / Billy / Yamazaki / Kusanagi
 - Stands with a hand in his pocket.  The other one is holding a
   little shape (looks like three balls in a triangluar pattern),
   that he plays with and then breaks, bits falling from his hand.
   Says, "Soikuzukusu nee!"

Shen Woo vs. all others
 - Stands up straight and claps hands together.  Says, "Tanoshii
   mazete kure yo!" (Let's have fun mixing it up!)

Terry vs. Mary
 - Terry fiddles for a while with his right glove, before adjusting
   his left one.  Meanwhile, Mary points at him while talking, then
   crosses her arms while facing the screen and winking.
 - I couldn't figure out what she was saying.  Raul Torrez wrote in
   and said it's "New duds and a new partner?  Aren't you the lucky
   one? ...I'll show you!"  He has the "Flame of Nova" guidebook
   for the game, so it's official.
 - Still, Mary's voice acting is awful, and "lucky" sounds a lot
   more like "wacky" to me.

Ryo vs. Robert
 - Ryo and Robert stand with their arms at their side and say, "Osu!"

Ryo vs. Yuri
 - Ryu does his "Osu!" pose, followed by Yuri.

Robert vs. Yuri
 - Robert throws a bouquet of flowers at Yuri, but she turns the other
   way to tie her shoe and the flowers fly overhead.  Robert covers his
   face in exasperation and Yuri stands up and gives a nervous laugh.

Kim vs. Ash / Iori / Kim / Billy / Yamazaki / Kusanagi / Adel / Mukai
 - Kim turns to look at his opponent.  He points at them as his eye
   begins to glow.  Then, Kim gets into his normal stance while saying,
   "Aku wa yurusan!"

Kim vs. Jhun
 - Kim stands with his hand on his chin, while Jhun stands with one arm
   hanging down.  After Jhun finishes talking, Kim's teeth glint
   momentarily.

Leona vs. Ralf / Clark / Whip / Chang
 - Leona salutes her opponent.

Ralf vs. Leona / Clark / Whip
 - Ralf salutes his opponent while standing in a relaxed pose.

Clark vs. Leona / Ralf / Whip
 - Clark tips his cap to his opponent.

Whip vs. Leona / Ralf / Clark
 - Whip is facing away from her opponent, and she rocks on her heels
   for a moment before turning and saluting them.

Iori vs. Kyo
 - Iori stands with his back to Kyo.  After Kyo talks, Iori responds,
   then turns to face his rival.

King vs. Ryo
 - King bows with her hands folded together, while Ryo looks away and
   scratches his head in embarrassment.

Athena vs. Kyokugen Team / Women's Team / Benimaru Team
 - Athena appears in a schoolgirl outfit with her two friends.

Hinako vs. Chang
 - Hinako does her old sumo stomp.

Malin vs. Mai
 - Malin is already in her outfit (no costume change), and she talks
   to Mai.

Benimaru vs. Yuri / Leona / King / Mai / Mary / Athena / Hinako /
             Malin / Whip / Chizuru / Maki
 - Benimaru puts his hand to his forehead while talking, then smiles.

Shingo vs. Kyo
 - Shingo points at himself while talking, then points at Kyo.

K' vs. Kyo
 - K' slowly looks up at Kyo while talking.

K' vs. Maxima / Whip
 - K stands with one arm tucked under the other, smiling at Maxima.
   He then talks for a bit.

Maxima vs. K'
 - Maxima smacks a fist into his palm.

Adelheid vs. Kyo
 - Adel says something to Kyo, instead of Rose talking first.

Adelheid vs. Ash / Shen / K' / Iori
 - Adel says something to his foe, instead of Rose talking first.

Mukai vs. Ash / Iori / Kyo / Chizuru
 - Mukai says, "Omoishiroi."


------------------------------------------------------------------------
SPECIAL WIN POSES
------------------------------------------------------------------------

These poses occur if you kill your last opponent using a certain
character:

Ash beats Iori / Kyo / Chizuru
 - Ash sighs, holds out an arm, then puts his hands on his hips.

Ash beats Mukai
 - Ash creates some green bubbles in an upturned hand, then sweeps
   the bubbles across himself.

Kyo beats Iori
 - Kyo takes off his jacket while talking to Yagami.

Iori beats Kyo
 - Iori stands up and holds a hand across his chest while talking.

Hinako beats Yuri / Leona / Womens' Team / Athena / Hinako / Whip
 - Hinako claps her hands together below her waist, wiggles back
   and forth a little, then brings her hands up to her face.

There are also special win poses for Griffon and Shen that I haven't
gotten around to fully checking just yet. ;)  Griffon has a special
intro, too (he just says something different).


------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------

My Japanese is admittedly not very good; these are provided just for
fun.  Some have been taken from previous FAQs, and therefore, may have
been provided or corrected by contributors to those FAQs.  If you'd
like to make a correction to any of the translations, feel free to do
so.

[ MISC. NAMES ]  -------------------------------------------------------

Kankoku Team                   Korea Team
Dai Jump                       Big Jump
Nage Hazushi                   Throw Escape
Kinkyuu Kaihi                  Emergency Evade
Futtobashi Kougeki             Blow Away Attack
Down Kaihi                     Down Evade
Koutai Kougeki                 Change Attack
Chouhatsu                      Taunt
Kizetsu Kaifuku                Dizzy Recovery

[ ASH ]  ---------------------------------------------------------------

Brumaire                       (Month of) Mist
Messidor                       (Month of) Harvest
Floreal                        (Month of) Flowers
Prarial                        (Month of) Meadows
Ventose                        (Month of) Wind
Nivose                         (Month of) Snow
Vendemiaire                    (Month of) Vintage
Thermidor                      (Month of) Heat
Pluviose                       (Month of) Rain
Sans-Culottes                  Without Hoisery

- Ash's move names are months of the French Revolutionary calendar,
  except for "Sans-Culottes," which was the name of the French common
  folk (who wore trousers instead of the knee pants of the aristocracy,
  hence the name).
- At least, that's what I thought.  However, MGohan had this to say
  about the Sans-Culottes:

  "...you see each Revolutionary month was 30 days long and there were
  12 months, 30 * 12 = 360, so 5/6 days were leftover, those five/six
  days were dedicated to the Revolutionaries and each one was given a
  title:

       1               jour de la vertu        virtue day
       2               jour du génie           genius day
       3               jour du labour          labour day
       4               jour de la raison       reason day
       5               jour de la recompense   reward day
       6               jour de la révolution   revolution day

  "The those days together were named as the Sans-Culottides, regarding,
  of course, the Revolutionaries who were "the sans-culottes" (without
  underwear) also known as the poor (the poor people didn't wear those)"

[ DUO LON ]  -----------------------------------------------------------

Suishu: Shoukou             Guess Hand: Collide Lean
Hika Tenshi                 Flying Support Tie Thread
Fuuka Tenshi                Wind Support Tie Thread
Raika Tenshi                Lightning Support Tie Thread
Jaki Juuryuu                Discard Snake Follow Dragon
Onpei Ryuujin Ha            Grudge Shut Dragon Body Grasp
Shiryou Hassei Kin          Death Double Reject Life Axe
Himou Kyaku                 Flying Feather Kick
Genma Hishou Keikou         Evil Phantom Soaring Minor Achievement
Genmu Kyaku: Naiga          Phantasm Kick: Inner Fang
Genmu Kyaku: Gaiga          Phantasm Kick: Outer Fang
Suishu: Makyakuho           Guess Hand: Demon Leg Walk
Suishu: Ransaiki            Guess Hand: Riot Pick Demon
Hiden                       Mystery
Genmu Juon Shikon           Phantom Dream Curse Grudge Dead Soul
Genmu Onryou Heki           Phantom Dream Apparition Wall
Ougi: Tajuu Genmu Ankei     Secret: Multiple Phantom Dream Dark Strength

- I can't make head or tails of Duo Lon's move names.  Lin's were bad,
  but these are just ridiculously tough to interpret.

[ SHEN WOO ]  ----------------------------------------------------------

Kyakuten Zuchi                 Leg Heaven Head Earth
Fusen Kyaku                    Axe Spinkick
Tenren Shuu                    Rapid Spinkick
Tenren no Kamae                Rapid Spin Stance
Gekiken                        Violent Fist
Fukuko Geki                    Lion Taming Attack
Kouryuu Geki                   Dragon Taming Attack
Saikou Hougeki                 Attack Destroy Technique
Zetsu! Gekiken                 Die! Violent Fist
Kohyou Rengeki                 Cheetah Rapid Attack
Bakushin                       True Explosion

[ TERRY BOGARD ]  ------------------------------------------------------

Tsuika Nyuuryoku               Additional Input

[ JOE HIGASHI ]  -------------------------------------------------------

Hiza Jigoku                    Knee Hell
Ougon no Kakato                Golden Heel
Bakuretsu Ken                  Exploding Fists

Bakuretsu Hurricane Tiger Kakato
Exploding Hurricane Tiger Heel

Shijou Saikyou no Bakuretsu Straight
Strongest Exploding Straight In History

[ GRIFFON MASK ]  ------------------------------------------------------

Joudan Yoke Kougeki            Upper Evade Attack
Gridro Super Kick              Griffon Drop Super Kick

[ RYO SAKAZAKI ]  ------------------------------------------------------

Tomoe Nage                     Overhead Judo Throw
Hyouchuu Wari                  Ice Pillar Splitter
Joudan / Gedan Uke             Upper / Lower Catch
Ko'ou Ken                      Tiger Gleam Fist
Mouko Raijin Setsu             Fierce Tiger Lightning God Arm
Kohou Shippuu Ken              Tiger Roar Gale Fist
Hien Shippuu Kyaku             Flying Gale Kick
Zanretsu Ken                   Momentary Violence Fist
Kohou                          Tiger Roar
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Ryuuko Ranbu                   Dragon / Tiger Boisterous Dance
Tenchi Haou Ken                Heaven and Hell Supreme Gleam Fist

[ ROBERT GARCIA ]  -----------------------------------------------------

Kubikiri Nage                  Neck-Cutting Throw
Uraken                         Reverse Fist
Kouryuu Koukyaku Geri          Dragon Tamer Falling Leg Kick
Ryuu Hanshuu                   Dragon Hop Kick
Ryuugeki Ken                   Dragon Attack Fist
Kyokugen-ryuu Renbu Kyaku      Extreme-style Rapid Dance Kick
Ryuu Zanshou                   Dragon Slash Soar
Hien Senpuu Kyaku              Flying Whirlwind Kick
Hien Ryuujin Kyaku             Flying Dragon God Kick
Gen'ei Kyaku                   Phantom Kick
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Ryuuko Ranbu                   Dragon / Tiger Boisterous Dance
Jiryuu Haisen Kyaku            Earth Dragon Back Drill Kick
Hiryuu Choushuu Kyaku          Flying Dragon Leap Attack Kick

[ YURI SAKAZAKI ]  -----------------------------------------------------

Silent Nage                    Silent Throw
Izuna Otoshi                   Well Rope Drop
Yuri Ori                       Yuri's Fall
En Yoku                        Swallow Wing
Shiyoku                        Pierce Wing
Shouyoku                       Rising Wing
Ko'ou Ken                      Tiger Gleam Fist
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Raiou Ken                      Lightning Sparkle Fist
Saifa                          Smash Break
Hyakuretsu Binta               Hundred Violent Slaps
Kuuga                          Air Fang
Yuri Chou Upper                Yuri Super Upper
Ura Kuuga                      Reverse Air Fang
Double Yuri Chou Upper         Double Yuri Super Upper
Hien Hou'ou Kyaku              Flying Phoenix Kick
Mekki Zan Kuuga                Demon-Destroying Slash Air Fang
Shin! Chou Upper               Heart! Super Upper

Denjin Haou Shoukou Ken
Electric God Supreme King Flying Roaring Fist

[ KIM KAPHWAN ]  -------------------------------------------------------

Kassatsu Nage                  Life or Death Throw
Neri Chagi                     Descending Kick
Hishou Kyaku                   Flying Kick
Haki Kyaku                     Aspiration Kick
Hangetsu Zan                   Half-Moon Slash
Sanren Geki                    Triple Continuous Attack
Neri Chagi                     Descending Kick
Double Dechagi                 Double Kick
Sankuu Geki                    Triple Air Kick
Ryuusei Raku                   Shooting Star Drop
Hien Zan                       Flying Slash
Tenshou Zan                    Ascension Slash
Hou'ou Hiten Kyaku             Phoenix Flying Heaven Kick
Hou'ou Kyaku                   Phoenix Kick
Hiden Hou'ou Kyaku             Mystery Phoenix Kick

[ CHANG KOEHAN ]  ------------------------------------------------------

Hagan Geki                     Face Break Attack
Tekkyuu Geki                   Iron Ball Attack
Hiki Nige                      Sliding Evade
Tekkyuu Dai Bokusatsu          Iron Ball Great "Beat to Death"
Tekkyuu Funsai Geki            Iron Ball Smashing Attack
Tekkyuu Dai Kaiten             Iron Ball Great Spin
Dai Hakai Nage                 Big Destruction Throw
Tekkyuu Dai Bousou             Iron Ball Great Reckless Run
Tekkyuu Dai Funsai Geki        Iron Ball Great Smashing Attack
Tekkyuu Dai Assatsu            Iron Ball Great "Crush to Death"

[ JHUN HOON ]  ---------------------------------------------------------

Kai Senpuu                     Spinning Whirlwind
Soshuu Geki                    Stalking Eagle Attack
Ryouko Geki                    Hunting Tiger Attack
Ryuurou Shuu                   Cascade Waterfall Kick
Haiki Geki                     Exhaust Attack
Mangetsu Zan                   Full Moon Slash
Kuu Sajin                      Aerial Cloud of Sand
Soshuu Jin                     Stalking Eagle Formation
Zengo Idou                     Back / Forward Movement
Hikikomi / Fumikomi            Retreat / Advance
Kirikae Kougeki                Changing Attack
Souusou Kyaku                  Eagle Talon Kick
Gedan / Joudan                 Lower / Upper
Koshuu Ha                      Arcing Eagle Break
Ryouko Jin                     Hunting Tiger Formation
Ko Ressou                      Tiger Violent Claw
Mouko Geki: Naka               Fierce Tiger Attack: Middle
Hiko Geki: Ue                  Leaping Tiger Attack: Up
Shuuko Geki: Shimo             Advancing Tiger Attack: Down
Hou'ou Ressou Kyaku            Phoenix Violent Talon Kick
Hou'ou Tenbu Kyaku             Phoenix Heaven Dance Kick

Jhun Shiki: Ressou Hiten Kyaku
Jhun Style: Violent Talen Flying Heaven Kick

[ LEONA HEIDERN ]  -----------------------------------------------------

X Calibur                      Excalibur
Earring Bakudan                Earring Bomb
Kibaku                         Exploding

[ RALF JONES ]  --------------------------------------------------------

Kyuukouka Bakudan Punch        Diving Bomb Punch
Chijou / Kuuchuu               Ground / Mid-Air
Teikuu Ralf Kick               Low-Altitude Ralf Kick
Baribari Vulcan Punch          Exploding Vulcan Punch
Umanori Vulcan Punch           Horse-Mounted Vulcan Punch

[ CLARK STEEL ]  -------------------------------------------------------

Nageppanashi German            German Throwing

[ IORI YAGAMI ]  -------------------------------------------------------

Sakahagi                       Reverse Flayer
Geshiki                        Foreign Style
Yumebiki                       Dream Shot
Goufu In "Shinigame"           Roaring Axe Negative "Death God"
Yuri Ori                       Lily Break
108 Shiki: Yamibarai           Style 108: Darkness Sweep
100 Shiki: Oniyaki             Style 100: Demon Scorcher
127 Shiki: Aoihana             Style 127: Hollyhock Flower
212 Shiki: Kototsuki In        Style 212: Koto Moon Negative
Kuzukaze                       Scum Gale
Kin 1211 Shiki: Yaotome        Forbidden Style 1211: Eight Maidens
Ura 316 Shiki: Saika           Reverse Style 316: Shiny Jackal
Ura 108 Shiki: Ya Sakazuki     Reverse Style 108: Eight Wine Cups
San Shingi no Ni               2nd of Three Divine Techinques

[ KYO KUSANAGI ]  ------------------------------------------------------

Issetsu Seoi Nage              Single Over-the-Shoulder Throw
Geshiki                        Foreign Style
Naraku Otoshi                  Hades Drop
Goufu You                      Roaring Axe Positive
88 Shiki                       Style 88
114 Shiki: Aragami             Style 114: Wild Bite
128 Shiki: Konokizu            Style 128: Nine Wounds
127 Shiki: Yanosabi            Style 127: Eight Rust
125 Shiki: Nanase              Style 125: Seven Chance
Migiri Ugachi                  Timely Drilling
115 Shiki: Dokugami            Style 115: Poison Bite
401 Shiki: Tsumi Yomi          Style 401: Sin Compose
402 Shiki: Batsu Yomi          Style 402: Punish Compose
100 Shiki: Oniyaki             Style 100: Demon Scorcher
717 Shiki: Koma Hofuri         Style 717: Spinning Slaughter
R.E.D. KicK                    Rainbow Energy Dynamite Kick
75 Shiki Kai                   Style 75 Modified
412 Shiki: Hikigane            Style 412: Running Over Iron
182 Shiki                      Style 182
Ura 108 Shiki: Orochinagi      Reverse Style 108: Orochi Mower
San Shingi no Ichi             1st of Three Divine Techniques

[ GATO ]  --------------------------------------------------------------

Danzetsu Tai                   Destroy Thigh
Saigaku                        Jawbreaker
Muran Geri                     Dance Riot Kick
Shinga                         Quake Fang
Totsuga                        Thrust Fang
Ura Fuuga                      Reverse Wind Fang
Shunga                         Instant Fang
Ouga                           Reply Fang
Muga                           Empty Fang
Rouga                          Gloom Fang
Fuuga                          Wind Fang
Kouga                          Hole Fang
Senga                          Spin Fang
Kyuuga                         Arc Fang
Katsuga                        Slide Fang
Zero Kiba                      Zero Fang
Tatsu Kiba                     Dragon Fang
Tenryuu Retsu Kiba             Heaven Dragon Violent Fang

[ BILLY KANE ]  --------------------------------------------------------

Ippon Zuri Nage                "Hook on a Fishing Rod" Throw
Dai Kaiten Geri                Big Spin Kick
Boutaka Tobigeri               Pole Vault Hop Kick
Hishou Kon                     Flying Cane
Senpuu Kon                     Whirlwind Cane
Suzume Otoshi                  Sparrow Dropper
Karyuu Tsuigeki Kon            Fire Dragon Pursuit Cane
Suiryuu Tsuigeki Kon           Water Dragon Pursuit Cane
(Kaen) Sansetsu Kon            (Flaming) Three-Part Cane
Chuudan Uchi / Zuki            Middle Thrust / Stab
Kyoushuu Hishou Kon            Soaring Assault Cane
Chou Kaen Senpuu Kon           Super Flaming Whirlwind Cane
Dai Senpuu                     Great Whirlwind
Senkuu Sakkon                  Spin Air Deadly Cane

[ RYUJI YAMAZAKI ]  ----------------------------------------------------

Bun Nage                       Throwing
Bussashi                       Stabbing
Hebi Tsukai                    Snake Charmer
Joudan / Chuudan / Gedan       Upper / Middle / Lower
Hebi Damashi                   Snake Trick
Bai Gaeshi                     Double Return
Kyuushuu / Dan Hassha          Absorb / Fire A Shot
Sadomazo                       Sadism/Masochism
Sabaki no Aikuchi              Judgment Dagger
Yakiire                        Tempering
Sunakake                       Sand Sprayer
Bakudan Pachiki                Bomb Headbutt
Punch / Kick Ranbu             Punch / Kick Boisterous Dance
Rapid Pachiki                  Rapid Headbutts
Repeated Hebi Tsukai           Repeated Snake Charmer
Chouhatsu                      Taunt
Kyouken                        Lunatic Fist

[ MAI SHIRANUI ]  ------------------------------------------------------

Fuusha Kuzushi                 Windmill Demolisher
Yume Zakura                    Dream Cherry
Sankaku Tobi                   Triangle Hop
Dairin Fuusha Otoshi           Large Pinwheel Drop
Ukihane                        Floating Feather
Kokuen no Mai                  Dance of the Black Swallow
Koukaku no Mai                 Dance of the Flamingo
Kachou Sen                     Flower Butterfly Fan
Hissatsu Shinobi Bachi         Deadly Ninja Bees
Ryuu Enbu                      Dragon Blaze Dance
Sayo Chidori                   Evening Plover
Musasabi no Mai                Dance of the Giant Flying Squirrel
Kuuchuu / Chijou               Mid-Air / Ground
Kuuchuu Idou                   Mid-Air Movement
Toki Tsubute                   Ibis Smasher
Kagerou no Mai                 Heat Haze Dance
Chou Hissatsu Shinobi Bachi    Super Deadly Ninja Bees

Yusura Ume
"Fruit from a tree wielding cherry-like fruit"

[ BENIMARU NIKAIDO ]  --------------------------------------------------

Raijin Ken                     Quivering Lightning Fist
Taikuu / Kuuchuu               Anti-Air / Mid-Air
Raimei Tou                     Thunder Sword
Shinkuu Katategoma             Vacuum One-Handed Top
Iai Geri                       Sword-Drawing Kick
Handou Sandan Geri             Reactionary Triple Kick
Raikou Ken                     Lightning Gleam Fist
Gen'ei Hurricane               Phantom Hurricane

[ SHINGO YABUKI ]  -----------------------------------------------------

Hatsugane                      Forged Iron
Mikansei                       Incomplete
Geshiki                        Foreign Style
Goufu "Kakkodake"              Roaring Axe "Only In Appearance"
114 Shiki: Aragami             Style 114: Wild Bite
115 Shiki: Dokugami            Style 115: Poison Bite
212 Shiki: Kototsuki           Style 212: Moon Koto
100 Shiki: Oniyaki             Style 100: Demon Scorcher
Shingo Kinsei Oreshiki         Shingo's Humbly Made Own Style
Nie Togi                       Sharpening the Patterned Swordblade
Idou Yoke                      Moving Evade
Kake Hourin                    Racing Phosphorous Phoenix
Idou Teishi                    Movement Stop
Rouka Guruma                   Twilight Fire Wheel

[ GORO DAIMON ]  -------------------------------------------------------

Okuri Ashibarai                Leg Tripping Sendoff
Zujou Barai                    Overhead Sweep
Jiraishin                      Mine Quake
Chou Oosotogari                Super Great Outer Reaping
Tenchi Gaeshi                  Heaven and Hell Return
Chou Ukemi                     Super Tumble
Kumo Tsukami Nage              Cloud-Grabbing Throw
Kirikabu Gaeshi                Cut Stump Return
Meido Otoshi                   Hades Drop
Jigoku Gokuraku Otoshi         Hell to Paradise Drop
Kyokudai                       Gigantic

[ ATHENA ASAMIYA ]  ----------------------------------------------------

Sankaku Tobi                   Triangle Hop
Renkantai                      Chained Thigh
Futtobashi Kougeki             Blow Away Attack
Chu- Psycho Bomber             "Smooch!" Psycho Bomber

[ BLUE MARY ]  ---------------------------------------------------------

M.B.S.C.                       Mary's Best Suihei Chop
Suihei                         Water Level (i.e. horizontal)

[ HINAKO SHIJOU ]  -----------------------------------------------------

Maemitsu Tataki                Advancing Assault
Tsukiage                       "to push up"
Tsuki Otoshi                   "sumo techinque of thrusting down"
Chou Zutsuki                   Super Headbutt
Kote Nage                      Forearm Throw
Gaburi Yori                    Head Twist
Tsuki Hanashi                  Thrust Away
Kake Nage                      Hanging Throw
Uwate Nage                     "a throw using outside of the arm"
Ooichiban                      Decisive Match
Gasshou Hineri                 Playing With Hands Folded In Prayer
Morote Zuki                    Thrust with Both Hands

Tasuki Nage
"Cord used to tuck up the sleeves of a kimono" Throw

Tsukidashi
"sumo techinque of thrusting out of the ring"

Yorigiri
"sumo technique of pushing enemy out of the ring while holding them by
the belt"

[ MALIN ]  -------------------------------------------------------------

Sankaku Tobi                   Triangle Hop
Beni Sasori                    Red Scorpion
Doku Sasori                    Poisonous Scorpion
Suzume Bachi                   Hornet
Chijou / Taikuu / Kuuchuu      Ground / Anti-Air / Mid-Air
Houkou Tenkan                  Direction Divert
Onigumo                        (a type of spider)
Jo'ou Bachi                    Queen Ant
Kagerou                        Mayfly
Mizuchi                        Dragon

- Malin's move names all seem to be insect-related (except Mizuchi,
  but that is written using the "insect" radical anyway).  "Onigumo"
  literally means "demon spider," but is actually the name of a
  particular species of spider (Araneus ventricosus).

[ K' ]  ----------------------------------------------------------------

Eins Trigger                   First Trigger
Tsuika Kougeki                 Additional Attack

[ MAXIMA ]  ------------------------------------------------------------

Kata                           Type
Shisaku                        Experimental

[ WHIP ]  --------------------------------------------------------------

Zed                            Zero
Kaze                           Wind
Yuuetsu                        Supremacy
Chikara                        Power
Shouri                         Victory
Ame                            Candy
Zengo Idou                     Back / Forward Movement

[ KUSANAGI ]  ----------------------------------------------------------

Issetsu Seoi Nage              Single Over-the-Shoulder Throw
Geshiki                        Foreign Style
Naraku Otoshi                  Hades Drop
Goufu You                      Roaring Axe Positive
88 Shiki                       Style 88
108 Shiki: Yamibarai           Style 108: Darkness Sweep
75 Shiki Kai                   Style 75: Modified
212 Shiki: Kototsuki You       Style 212: Moon Koto Positive
100 Shiki: Oniyaki             Style 100: Demon Scorcher
101 Shiki: Oboroguruma         Style 101: Twilight Wheel
910 Shiki: Nue Tsumi           Style 910: Clipping Chimera
Ryuu Iri                       Dragon Shooting
Tora Fuse                      Tiger Layer
Ura 108 Shiki: Orochinagi      Reverse Style 108: Orochi Mower

[ CHIZURU KAGURA ]  ----------------------------------------------------

Reigetsu                       Lunar Command
Katsu                          Resuscitation
Jokatsu                        Lifeless
Sousou (Zheng Zheng)           Eminent
Sousou (Cang Cang)             Treasury
Sousou (Cong Cong)             Sound of Running Water
Saisai                         Jewel
Tamayura no Shitsune           Jewel-like Sound of Large Koto
Tenjin no Kotowari             Heavenly Gods' Reason
Houhou                         Crested Ibis
Shinsoku no Norito             Godspeed Shinto Ritual Prayer
Uchiage / Tatakitsuke          Launch / Strike
Tenzui                         Heavenly Congratulations
Otsu Shiki: Choumon no Isshin  Strange Style: Painful Reproach
Rimen                          Reverse
Reigi no Ishizue               Cornerstone of Technique Zero
Sanrai no Fujin                Three Rattling Winds Battle Formation
San Shingi no San              3rd of Three Divine Techniques

[ MAKI KAGURA ]  -------------------------------------------------------

Kaiten                         Monumental Task
Jokatsu                        Lifeless
Heihei (f+A ver.)              Ruined
Heihei (f+B ver.)              Shinto Offerings
Heihei (df+B ver.)             Arrow Shaft

Rimen 108 Katsu: Iotsu no Utamai
Reverse Resuscitation No. 108: Music (Singing & Dancing) for 500

Rimen 100 Katsu: Jingi no Kotowari
Reverse Resuscitation No. 100: Judgment of the Gods of Heaven and Earth

Rimen 212 Katsu: Mikagura no Shinobigoto
Reverse Resuscitation No. 212:
Honorable Kagura's Imperial Edict Blade Words (Whispered Words)

Rimen 212 Katsu: Mikagura no Noritogoto
Reverse Resuscitation No. 212:
Honorable Kagura's Words Addressed to a Deity (Words of Condolence)

212 Katsu: Heishiki: Sakaki no Kirinusa
Reverse Resuscitation No. 212: 3rd Class Style
Sacred Tree Ritual Scatterings

212 Katsu: Heishiki: Tarumusubi no Keihitsu
Reverse Resuscitation No. 212: 3rd Class Style
Heralding of Plentiful Musubi

212 Katsu: Koushiki: Himorogi no Reiji
Reverse Resuscitation No. 212: 1st Class Style
Shrine of the Spirit Emperor's Seal

212 Katsu: Koushiki: Iwasaka no Ubusuna
Reverse Resuscitation No. 212: 1st Class Style
Birthplace Deity's Open Place of Worship

94 Katsu: Rakusui no Jinki
Resuscitation No. 94: Capital Water of the Turtle God

Rimen 85 Katsu: Reigi no Ishizue
Reverse Resuscitation No. 85: Cornerstone of Technique Zero

Rimen 1 Katsu: Sanrai no Fujin
Reverse Resuscitation No. 1: Three Rattling Winds Battle Formation

- "kirinusa" is defined as "paper and sacred sakaki branches cut and
  mixed with rice to scatter before the gods."
- "musubi" is defined as "the spirit of birth and becoming."
- "himorogi" is defined as "a temporary shrine structure," specifically,
  a "plot of unpolluted land where a sacred seat is placed surrounded by
  evergreen trees."
- "iwasaka" is defined as "a place where a deity is worshipped in the
  open (specifically, "an unpolluted plot of landed surrounded by
  stones.")
- Maki's move names seem to be based on aspects of Shinto, which is
  why trying to translate them is so difficult ;P  If you have a
  suggestion on improving any of these, feel free to write in.

[ ADELHEID BERNSTEIN ]  ------------------------------------------------

Drucken                        Press
G. Wand                        God Wall
A. Kunst Zwei                  Adelheid Art Two
A. Kunst Eins                  Adelheid Art One
A. Kunst Vier                  Adelheid Art Four
G. Kicken                      God Kicking
G. Springen                    God Leaping
G. Drucken                     God Press
G. Kreis                       God (Genocide?) Circle
G. Sklaven                     God Slaves

- You've probably noticed there is no "Adel Art Three."
- "kreis" can also mean "ring."
- Also, in German, "adel" means "noble", and "bernstein" means "amber."
  I don't know about "adelheid" taken as a whole, maybe "heid" is
  supposed to be "eid" (oath)?
- It's an assumption that "A" stands for "Adel" and "G" for "God", but
  Rugal had "G" moves that meant "God" in CvS2, so it seems like a safe
  bet.

[ MUKAI ]  -------------------------------------------------------------

Touha                          Supreme Throw             (basic throw)
Touha                          Destroy Toss              (rock toss)
Chishou                        Ground Thrust             (pillar rise)
Tenshou                        Sky Thrust                (pillar fall)
Shikai                         Death Commandment         (petrify grab)
Goushou                        Strong Thrust             (multi-pillar)
Shikai                         Death World               (petrify flash)

- Mukai has the same spelling for some of his moves, so I've included
  brief descriptions so you know which one is which.

Thanks for reading.


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KOF '03 FAQ v0.3                      Copyright (c) 2004 Chris MacDonald
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