Art of Fighting 3 Path of the Warrior Perfect Guide
               (Ver. 4.4)

Unpubished work by Toxic 17/01/2002
(also know as Toxic Avanger)

[email protected]
ICQ number: 146473636

Differences from ver 4.2
-Fixed code for selecting bosses (thanks to Hero_Fei).
-Minor Fixs Rody, Lenny, Ryo, Robert histories.

 This guide must be only found on:

  - www.gamefaqs.com
  - http://cheats.de

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What's in it:
       - Why?
       - Legal stuff
       - Legend
       - About (Guide Notes, What's new in AOF3)
       - AoF3 Background (Game history)
       - Characters (Includes combo descriptions and histories)
               Rody Birts
               Kasumi Todoh
               Karman Cole
               Jin Fu-Ha
               Lenny Creston
               Ryo Sakazaki
               Robert Garcia
               Wyler
               Sinclair
               Wang Koh San
       - Overall (My thoughs on characters, why some times things fail)
       - Stages per Character (CPU order)
       - Moves Names (Names taken from Galen Komatsu FAQ)
       - Special Days, codes (more thanks to Galen Komatsu)
       - What's Needed
       - Thanks
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Why?:
       Art of Fighting 3 Path of the Warrior uses an inovator system of
2D image capture and has beautiful stages, but due to the difficult of the
game and the "odd" chain combo system everyone dislikes the game, with this
guide at least I want you to know a few combos, so if you don't like the game
it will be for personal reasons,  about characters odd order, that was just
inspiration. By all means I think not as a perfect guide, just like the
sound of it.(:P) This guide was writed using DOS edit program, should be
perfect on Edit or WordPad
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Legal Stuff:
       AOF 3 and its characters are trademarks of SNK and this FAQ must not
be reproduced in any other way than electronically, you have no reason for
selling or renting this product and never use the info of this Guide without
give credit where it is deserved, note that this game it's called "Art of
Fighting - Ryuuoko no Ken Gaiden in the japanese version and it has 298
megabits.

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Legend:

A: JAB

B: KICK

C: HARD BLOW

D: DIS - may leave you open, the longer the taunt takes, the biger
        decreases the spirit gauge -

f:  FOWARD

bk: BACK

d:  DOWN

u:  UP

ub, db, uf, df: BETWEEN THE DIRECTIONS - db: down and back -

when close bk + C: HIGH PARRY (Stops high attack throwing the enemy,
       leaving them on the ground, you can be low hitted or throw,
       cause no damage, still it is useful (Galen Komatsu FAQ list
       this move as "Sabaki Motion" -what's that?- and the instruction
       list this as redirection).

when close f + C: THROW - cannot be blocked or parried, cannot escape
                 from it, you can duck throw attempts  -

hold any button: Charging stance -increase spirit gauge, leaves you
                open -

f, f: Front step or dash.

bk, bk: Back step or back hop.

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About : -All characters have 2 colors, one is selected with the A button
        an the other one is chosen with the D button.

       -If something is between () is a move description.

       -If something is between ** is a move PERFORMING description,
        wich means effects on characters.

       -Advice: you can leave the control neutral while performing a move,
        but you got to be quick, this can help you if you want to perform
        a quarter cirle motion without getting the direction if doesn't
        work (mainky thinked for Karman DM, just hate getting a parry if I
        miss the move...)

       -Your characters stay the longer on the ground if they have been
        damaged badly, while the less damage they recibe the quicker they
        stand up.

       -On the Juggle section a , means a different move, therefore:
               f + A A is perform f + a and its follow up.
               f + A, A is perform f + A and then jab.
                       - If you want to perform all Combos you better
                         understand this -

       -If you want to run between the hits but your character has a ff
        move you may try performing ff then back + button, to simplily hit;
         Example:
            Ryo: df + A, ff bk + A, A, A, f + A A C B

         This combo would be imposible without that method... for some
         strange reason, with Jin you can do ff N + A without getting his
         ff move...

       -They are combos that may sound like sick jokes, but they are ALL
        tested against all or most characters; the harder combos are
        explained in a section at the end of the juggles; there are combos
        hard, but not explainded due to the fact that there are similar
        juggles, thus explained there.

       -Normal moves are moves wich use stick motions plus buttons and
        DO NOT spend any spirit gauge.

       -Special moves are moves wich use stick motions plus buttons
        and DO spend spirit gauge.

       -Desperation move is a move that can only be performed while
        your character is flashing orange AND you have your entire
        spirit gauge, normally they cannot be block.

       -Kick counter or Punch counter are Normal moves that must be
        performed JUST WHEN THE ATTACK IS ABOUT TO CONNECT. THOSE
        MOVES STOP KICKS OR PUNCH DEPENDING ON THE () MESSAGE.
        Really hard to perform, yet mostly great damage.

       -Spirit gauge is the green bar under your energy, increased by
        holding for some time any button or blocking attacks,
        decreased by performing Special, Desparation moves or by
        getting dissed. REMEMBER THAT YOU CAN INCREASE YOUR BAR WHEN
        YOU ARE ON THE FLOOR, but remember to release the button BEFORE
        you get up, or you will end up on the "charging stance" wich
        leaves you open, also remember that espirit gauge raises a little
        gradually, even if you are doing nothing and when you are with
        low or no spirit bar left the special moves may not come out or
        come out very, VERY weak; there are three levels of power on the
        spirit gauge:

            Green = Maximun power
            Light Blue = Medium power
            Purple = Almost no power

        Many moves will act different or may not be available on the purple
        level.

       -Just like the others AoF, the longer the taunt, the bigger the
        spirit gauge damage, Kasumi special taunt takes 90% of the spirit
        gauge if you let her finish.

       -Also from others Aof, you can dispel a energy ball by punching it
        with GREAT timming, it does not matter what bunch you use, and it
        does not matter what fireball it is, you may even dispel a
        HaohShokohKen with a jab.

       -Such has Fatal Fury games, you have a short jump (press
        briefly the stick at jumping) and a long jump (hold the
        stick).

       -A (Fwd) simbol means HOLD FOWARD DURING THE MOVE.

       -Most combos can be started after a jumping attack.

       -Always perform a PURSUIT (df + A or B) after every combo, characters
        may have different and usually stronger pursuits.

       -Recovery Moves are moves that you use when your are laying on the
        floor to get up a little faster using an attack, usually a normal
        move; I have seen another way of recover wich is a very quick spirit
        charge; performed by tapping C before the character falls to the
        floor, but I'm sure that is not the right secuence for this,
        otherwise I would perform it ratherly often; also there are two
        tipes of knock downs, one from you fall sitting, from wich you
        can't perform any recovery and the on you fall down, from this you
        can properly recover.

       -Almost every attack juggles on Counter, and for those who
        already did, they send the opponent far way more up on Counter,
        note that for same attacks I had experimented differents effects.

       -When the enemy is on the air and falling down you will lose ALL
        df and db movements, its a shame; at least on many Counter hits you
        still can use df moves (like Ryo's counter A, df B C d + A).

       -Overhead means that must be blocked high, Sweep means that
        must be blocked low.

       -Stun and Feint: Stun means that the enemy is walking back after you
        hit them and the enemy is left standing (You can juggle from this)
        and Feint is the one who stun, but left the enemy on the floor
        (You can combo but it is awfuly difficult to  send the enemy on the
        air).

       -A (Stn) means that the overhead attack will stun when blocked low.

       -If a combo seems to difficult you may try dashing or walking
        between the hits, also combos had different timming depending
        of the foe, I could separate them in:
               Big: Wyler, Rober, Karman, Rody, Ryo.
               Medium: Jin, Wang.
               Small: Sinclair, Kasumi and Lenny.

       -When you are flashing orange you can perform The Desparation
        move and your character does more damage, note that Robert and
        Ryo have a different stance when flashing red.

       -All jabs can be interrupted with a normal B, so if you want to
        input A and then f + B or f + A, you have to wait a little,
        all jabs can be interrupted by C, but I mainly listed the more
        useful ones.

       -On the corner your attacks send you way back, but it allows
        combos such has Ryo:
         f, bk+B+C, f+A A, A, A, f+A A C B, A, ff + A, (ground) qcb + A
               * Tested against Karman, started from about half screen
                 from the corner *

       -On the moves when it say d + A it means to press the joystick
        and the button at the same time.

       -"Ultimate Knock Out" (UKO) will occur if you finish off your foe
        using a Desperation Move when he/she is at 10/05% of energy or less,
        the benefict of this is that the enemy will be eliminated no matter
        if is the first round, when a character is UKOed he "dies" with a
        especial secuence, unless you UKOed using Karman DM.

       -Special Day occurs when your character is in is birth day, the good
        thing is that he/she can use DM no matter how full his energy is.

       -Finshing the game without losing a round will be rewarded with an
        unique SD image of your character.

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Art of Fighting 3 Background:

       All stories are my own interpetration of the events that happen to
occur in Aof3, I have no SNK sources to back up what I say.

       In this game, most characters are looking for someone and they will
surely find him\her on GlassHill Valley, I'm sure this a Mexican province,
due to the kind of scenarios displayed on the game, but it is may suspition
that this place is the same as south town, I mean, made up from nothing.

       Robert goes to GlassHill Valley scorting a childhood friend, Freia
Lawrence, since Robert disapears from his house not telling anyone his father
send an agent from the "Garcia Fundation" to track him, his name his Karman
Cole; this man contacts Ryo and ask him Roberts whereabouts, hearing word he
is in GlassHill he promptly goes there, feeling trouble Ryo and Yuri also
travel to GlassHill (and if there are not trouble, there is always time for a
good vacations, Huh?).

       In GlassHill they found some strange people looking for Robert, Freia,
Wyler or Ryo so the Kyokugen ryuu lords quickly enter into action.

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Characters:
...............................................................................
       How it works:

Name of character: Who he is and what he seeks.

                  In game notes

       - Recovery Moves:

       - Normal Moves:

       - Special Moves:

       - Desperation Move:

       - Juggle starters:

       - Juggles:

       - Combo Description:

       - Playing as Character:
...............................................................................
Rody Birts: A private investigator hired by Wyler to look for Freia, he works
           with a beautiful woman named Lenny Creston, also he has a bad
           reputation as a private eye; as a second note, Rody is totally
           convinced that Wyler wants to find Freia for Romantic purposes.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         db + B (Sweep, follow up with B)

       - Normal Moves: df + B (Overhead, Stn)
                       A C (You may Press A as many times as you want)
                       db + B B (Double sweep)
                       f + B B (first hit Stn and Overhead)
                       f + A A (Can be followed by f+ B B or db+ B)(Fwd)
                       f + A B (Fwd)
                       A + B (Can be followed by d + B B or bk + A)
                       bk + A (Can be duck)
                       df + A (Overhead, Stn)
                       bk + A (Kick counter, hard to do)
                       d + A (Sweep)

       - Special Moves: qcf + A or C
                        f, bk, f + A *
                        qcf + B

                     * Just like a normal throw, but much better range *

       - Desparation Move: f, bk, f, bk, f + C

       - Juggle Starters: f + A A B    (3 hits)
                          bk + A       (1 hit)
                          f + B        (1 hit)
                          df + A       (1 hit)
                          A + B bk + A (2 hits)

       - Juggles: bk + A                     (+ 1 hit)
                  f + A A, db + B B          (+ 4 hits)
                  A + B                      (+ 3 hits)
                  A + B d + B B              (+ 3 hits)
                  A + B bk + A               (+ 2 hits)
                  f + A A f+ B B             (+ 4 hits)
                  qcf + B                    (+ 3 hits)
                  qcf + C                    (+ 1 hit)*
                  f + A, f + A A, db + B B   (+ 5 hits)
                  f + A, f + A A f + B B     (+ 5 hits)
                  f + A, qcf + A             (+ 4 hits)(Not for Lenny)
                  f + A, A + B bk + A        (+ 3 hits)(Not for Wang)
                  f + A, A + B d + B B       (+ 4 hits)**
                  f + A A, f + A A f + B B   (+ 6 hits)***
                  f + A A, f + A A, db + B B (+ 6 hits)***
                       * After Counter bk + A or df + A *
                      ** For Wang, Ryo, Karman, 3 hits for everybody else *
                     *** Does not work on Lenny, Todoh and Wang **


Combo Description: Ratherly easy combos for such damage, just focus on high
                  and quickness, don't aproach your foe between the hits
                  Rody can use his combos after all of his juggle starters,
                  the most crappy one his df + A, that is because it has
                  to much range and leave you far away of your foe; but
                  I use it a lot, since it has great range.
                  Hard combos explanation:

                       f + A A db + B B
                           The key for doing this one is the deep of the
                           attacks and the delay of the punches.

                       A + B d + B B
                           This is easy as long as you connect the attacks
                           very deep.

                       f + A A, f + A A B B
                           The trick is to give the two first hits fast and
                           high, that will allow you to land the rest very
                           deeply. Does not work on Lenny, Todoh and Wang.

Playing as Rody: Rody has great range and quick moves, you can either focus
                on a pocking character or a "reactionary" character (means
                he strikes back after defending or before been attacked,
                remember that you have a good variation with his f + A
                chains, also keep in mind that the f, bk, f + A special move
                can stop the enemy at certain distance when he is attacking
                you (like Whip's HCF + P), this is a very flexible character
                and that make him a good choice, note that when you perform
                qcf + A or C with low spirit (purple) you will see a taunt
                like move, leaves you really open but it's an odd thing.
...............................................................................
Kasumi Todoh: She seeks Ryo Sakazaki, hoping that he may know her father
             whereabouts, her father (Ryuhaku Todoh) as vanish since he was
             defeated by Ryo and she has escaped home, just like Robert. She
             uses her family fighting style and she has trouble speaking
             English; all the words between " " are japanese, her escape is
             not a happiness matter to her mother Shizuka, note that she
             uses Aikido, I have also heard that she uses "Todoh style
             ancient martial arts"; she was born in Japan.

             Her parry goes behind the opponent, can be followed by
             presing A, she has a especial taunt aganist Kyokugen ryuu
             users, qcb + A can be countered, also she has a close
             standing A frame (an elbow).

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         ff + B (Overhead)

       - Normal Moves: df + A (Overhead)
                       df + B (Overhead, Stn)
                       A C (Not from close standing A) *
                       A + B
                       A A + B (Not from close standing A) *
                       bk + B (Can be followed with A + B)
                       d + A (Sweep, Feints on Counter)
                       bk + A (Punch Counter, hard to perform, Stun)
                       f + B B                                   (Fwd)
                       f + B A B (last hit can be replaced by C) (Fwd)
                       f + A A B (last hit can be replaced by C) (Fwd)
                       f + A B                                   (Fwd)
                       ff + A (Can be followed with bk + B or d + B)
                       ff + B (Overhead, can be duck from close)
                          * You may Press A as many times as you want *

       - Special Moves: qcf + A
                        qcb + A (Overhead, stun if hits)

       - Desperation Move: b, hcb + A *
                       * Can be belayed by holding A,delay to long and she
                         will fall, can be blocked and has 3 levels of
                         strenght, from the last you cannot combo from *

       - Juggle Starters: f + B         (1 hit)
                          ff + A bk + B (2 hits)
                          bk + A        (1 hit)(If succefuly performed)
                          qcb + A       (1 hit)
                          b, hcb + A    (1 hit)(Desparation move)

       - Juggles: f + A f + B              (+ 2 hits)(After f+B, do it right)
                  A, f + B A C             (+ 5 hits)
                  ff + B                   (+ 1 hit)(Not from f+B, after DM)
                  qcf + A                  (+ 1 hit)(Not from f + B)
                  qcb + A, A, A + B        (+ 3 hits)(On corner)
                  f + B B                  (+ 2 hits)*
                  f + B A B                (+ 3 hits)(After DM)
                  f + B A C                (+ 4 hits)(After DM)
                  bk + B, A + B            (+ 2 hits)
                  A, bk + B , A + B        (+ 3 hits)(Not from f + B)
                  [f + A], A, f + A A C    (+ 5 hits)(After f+B, do it right)
                  f + A, A, bk + B, A + B  (+ 4 hits)(After f + B)
                  f + A, A, f + B B        (+ 4 hits)(After f + B)
                  f + A, A, f + A A C      (+ 6 hits)(After f + B)
                  A, ff + A bk + B, A + B  (+ 3 hits)(On Ryo)
                  A, A, ff+ A b + B        (+ 4 hits)
               * Only after counter d + A or DM *
               ** What is between [] is a follow up wich doesn't hit **
               * After most "Stun" moves you can put a juggle starter
                 and juggle the opponent; the only exception is a
                 counter d + A wich after followed you cannot juggle
                 the enemy *
               * A, A, A + B can combo, also A, A, A, C *
               * Therefore a BIG combo would be:
                 qcb + A, ff + A bk +B (Follow up), A (Jab), f + A A C
                 (8 hits) *

Combo Description: Great combos, but they need practice, and quickness, don't
                  worry on dashing, just worry on the high and the timming.
                  A good thing while comboing with Kasumi is that her attacks
                  leave her close to the enemy, allowing the combos after many
                  sircunstances.
                  Hard combos explanation:

                       bk + B, A + B
                           This is easy as long as the first hit is deep and
                           the second is greatly delayed.

                       f + A, A, bk + B, A + B
                           If you master the other one, this would be easy,
                           but need to catch the enemy close. Not from f + B.

                       f + A, A, f + B B
                           This combo is really easy as long as you delay the
                           follow up the longer possible. After f + B.

                       f + A, A, f + A A C
                           It uses the same principe that the other one.
                           After f + B.

Playing as Kasumi: Kasumi has quick moves and has moves that make her advance
                  a lot, so she doesn't have trouble catching an off guard
                  enemy, but she lacks strong low attacks, so you will use
                  throwing in the high-low mind games, if you manage to
                  master her punch counter Kasumi will be one of the most
                  overpowered fighters of the game, a fact is that her low
                  attacks may be weak, but they are extremely bothersome;
                  note that I have been told that her taunt translates as
                  "Kyokugen ryuu.. that is nothing..". A second note is that

                  I'm sure that she checks a dictionary before talking in
                  english, not acording what says kof96 Joe Palanca's FAQ,
                  this game shows Kasumi having troubles speaking english
                  (She can't talk to Wyler because she doesn't understand
                  what he says). A third note is that I have seen another
                  first celebration, in wich after she laughs she sneezs
                  (only have seen it once, after many years playing, maybe
                  is like to see Tam - Tam's face in his ending in SSI).
...............................................................................
Karman Cole: Agent of the Garcia foundation, this man searches for Robert due
            to request of Albert Garcia and his wife, in the past Robert
            where unable to stand a fight with Karman because his
            extraordinary fighting skills, note that he is German.

            He has a especial taunt aganist Kyokugen ryuu users, his pursuit
            can execute an especial action if you catch your foe whit his
            legs towards you, this action has no efect on Sinclair and Wyler;
            and this action can be inputed by d or db + A or B.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         Any Special Move

       - Normal Moves: A + B (Can be duck, followed by b + A A f + B)
                       bk + B B
                       f + B (Overhead)
                       f + A A (Can be followed by f + B) (Fwd)
                       bk + B + C (Dodge and kick, can't be hit low)
                       bk + A + C (Dodge and punch, can't be hit low)
                       bk + A (Kick counter, hard to do)
                       df + A (Overhead, Stn)
                       f + A A B (Fwd)
                       d + A (Sweep, Feints on Counter)

       - Special Moves: qcb, f + A (Counter move for mid and high attacks)
                        qcf + B
                        f, bk, f + A (Overhead, Stn)
                        f, bk, f + B

       - Desperation Move: hcb, hcb + C (Can be jumped)

       - Juggle Starters: A, A, A, A + B (4 hits)*
                          A + B          (1 hit)
                          bk + B         (1 hit)
               * From close, less jabs as further is the distance *

       - Juggles: f, bk, f + A             (+ 1 hit)(From A + B)
                  A, A, C                  (+ 3 hits)(Not from A+B)*
                  A, f + A A B             (+ 5 hits)(Not from A + B)
                  f + A A B                (+ 4 hits)(Not against Lenny)
                  A, qcf + B               (+ 2 hits)(Not from A + B)
                  A, A, qcf + B            (+ 3 hits)(Not from A + B)
                  qcf + B                  (+ 1 hit)(From A + B)
                  f + A A, qcf + B         (+ 3 hits)(From A + B)
                  [f + A], A, f + A A B    (+ 5 hits)(From A + B)**
                  [f + A], A + B f + A A B (+ 5 hits)(From A + B)
                  [f + A], A, qcf + B      (+ 2 hits)(From A + B)
                  A, A + B f + A A f + B   (+ 5 hits) ***
                   * This also works on a standing enemy. *
                   ** [f + A] is a follow up that doesn't hit. **
                   *** Not from A+B, on Ryo and Rody, for others begin from
                       standing A counter ***

Combo Description: Fast fingers are need to combo with Karman, you must not
                  dash between the hits, just worry on catching your enemy
                  at the right high his bk + B may leave you far from the
                  enemy, when using it be sure of been close.
                  Hard combos explanation:

                       A, f + A A B
                           Only after bk + B, you should wait until the
                           enemy reachs the maximum high, you don't have
                           to wait to long, the rest is perfect timming.

                       A, A, qcf + B
                           This combo is easy, but make sure that you don't
                           tap the buttons or there will be three punches;
                           this is also from bk + B.

                       [f + A], A, f + A A B
                           Make sure that the follow up doesn't hit, but
                           don't delay it to long; that's about it.

                       [f + A], A, qcf + A
                           Same as before.

Playing as Karman: Counter attack character, his main strengh is the ability
                  to stop your enemy when attacking you, he got a poor low -
                  high hitting game, but his f, bk, f moves can go under
                  many attacks while dashing, I think this character is
                  much like Rody and Kasumi but less combo oriented; he may
                  lack combos, but he has a great strenght. Note that his
                  A + B may not work at all on Kasumi, unless she taunts or
                  is doing somethig that makes her stand straight. Second
                  note: I use a lot his df + A because is on of his few mid
                  attacks, other can be usually crouched; this moves juggles
                  on counter.
...............................................................................
Jin Fu-Ha: This persons was Eiji Kisaragi disciple, but for some reason Eiji
          betray him (that may explain his chest and back scars), he wants
          to know if he is tough enough to kill Eiji so he thinks an ideal
          test: defeat the sworn enemy of Eiji, the one Eiji has never been
          able to overcome -Ryo Sakazaki-; Jin has developed a very special
          gift, the ability to sense the ki from people, he uses this to
          trace the greatest ki he can find...

          This character has double jump, C button his Overhead and Stn.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         f f + B (Overhead)

       - Normal Moves: bk + A
                       bk + B (Overhead, Stn)
                       ff + A (Overhead, Stn)
                       ff + B (Overhead, Stn, leaves you on the floor)
                       A + B (Overhead, Stn, hit laying enemies)
                       d + A (Sweep,Feints on counter) *
                       d + B (Sweep, can be followed by f + A)
                       df + A (Overhead, Stn)
                       df + B (Overhead, Stn)
                       d, u + A (only on laying opponent)
                       f + A A (Can be followed by f + C)(Fwd)
                       f + A A (Can be followed by f + B)(Fwd)
                         * Can be followed by d + B *

       - Special Moves: qcf + A (Reflects fireballs)
                        d, bk, db + B (Makes you invisible)*
                        qcb + A
                        f, hcf + C (High/mid counter attack)
                              * Invisibility last about 4 seconds and
                                gets cancel if you are hit, continues
                                if you block, though. *

       - Desperation Move: d, d + C (Can be block, cannot be hit)

       - Juggle Starters: bk + A (1 hit)
                          ff + A (1 hit)
                          C      (1 hit)

       - Juggles: A, qcb + A          (+ 2 hits)
                  A, f + A A B B      (+ 6 hits)(Works not on Ryo)
                  f + A A C           (+ 3 hits)
                  A, ff + A           (+ 2 hits)
                  bk + A, A, qcb + A  (+ 4 hits)(Works not on women)
                  qcb + A             (+ 1 hit) (Only after C)
                  bk + A, ff + A      (+ 2 hits)
                  bk + A, qcf + A     (+ 2 hits)(Very difficult)
                  bk + A, f + A A B B (+ 6 hits)(Very difficult)
                   * Necesary to dash between bk + A and next hits;
                    but within the juggle, not as a starter *

Combo Description: Along Ryo, Jin's Combo are the hardest, beacuse of his
                  short hand range; it is crucial for you to dash after you
                  begin the combo, that's why you will be using his ff + A
                  so much, because it leaves you close to the enemy; bk + A
                  is the best, but it leaves you far away of your enemy and
                  has the shortest range.
                  Hard combos explanation:

                       bk + A, A, qcb + A
                          Not from C; the trick is to hit the enemy the
                          closest and the highest with the bk + A.
                          Works not on women.

                       bk + A, qcf + A
                          I have only get this twice, so no tips to help
                          you out.

                       bk + A, f + A A B B
                          I can only perform this after the bk + A, as
                          before, the key is to hit at the best high and
                          distance (The more high and closest distance).

Playing as Jin: This is the toughest character along Wyler, he may lack
               range but have powerfull mind moves (d + B f + A, ff + A)
               and his short range disadventages are his throwing potencial;
               he also posses the strongest pursuits, so make the most of
               it; note that he can be very nasty character if when you are
               invisible you vary low or high (just like speed Zantetsu);
               also rely on his counter. Note that Jin means men, or so I
               have heard.
...............................................................................
Lenny Creston: Private investigator and partner of Rody Birts, their asignment
              is to found Freia and promptly deliver her to Wyler, there it
              seems to be a "Romanic Tension" between Lenny and Rody; please
              do note that she is totally convinced that Wyler wants to find
              Freia for romantic purposes.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         ff + B (Overhead, juggle starter)

       - Normal Moves: bk + B (Overhead, Stn, may hit twice)
                       bk + A + B
                       A + B (Dodge)
                       bk + A
                       ff + A (Can be followed up by f + B or bk + B)
                       ff + B (Can be followed up by A)
                       d + A (Sweep, hit ground enemies)
                       f + A A B (Last hit can be f + C or bk + B)(Fwd)
                       df + A (Overhead, Stn)
                       f + B B (Fwd)
                       f + A B (Fwd)
                       df + B
                       crouched B, bk + B (Second hit overhead, Stn)

       - Special Moves: qcb + A
                        f, bk, f + A (Last hit overhead, Stn)
                        qcf + A

       - Desperation Move: f, hcf + C

       - Juggle Starters: bk + A + B      (1 hit)
                          ff + B          (1 hit)
                          ff + A,  ff + B (2 hits)

       - Juggles: A, A, f + A A C             (+ 5 hits)
                  f + A, A, ff + B            (+ 3 hits)
                  f + B B                     (+ 2 hits)
                  f + A A C                   (+ 3 hits)
                  f + A A bk + B              (+ 4 hits)
                  qcb + A                     (+ 5 hits)
                  A, A, ff + A B              (+ 4 hits)
                  f + A A, A, A, ff + A B     (+ 6 hits)
                  f + A A, A, A, A, f + A A C (+ 8 hits)
                  qcf + A, f A A C            (+ 4 hits)
                  qcf + A, ff + A B           (+ 3 hits)
                       * No need of dashing before the hits *

Combo Description: Lenny's combos are easy, but you need to catch your foe at
                  the right high, you need to dash after the qcf + A.
                  Hard combos explanation:

                       f + A A bk + B
                          If you want the four hits better perform this
                          close and deep (Usually dash before performing).

                       qcf + A, f + A A C
                          The two ploblem is to make the projectile very
                          early and the dashing very quickly.

                       qcf + A, ff + A B
                           Same as before, remember to dash before ff + A B,
                           so you have to input foward pour times.

Playing as Lenny: Lenny can make many things at a really far distance, her
                 throw has the longest range and her mind moves are weak but
                 long ranged; her easy juggles makes this character very
                 dangerous when wrongly blocked an overhead.
                 This character can be very cheap or very fun.
...............................................................................
Ryo Sakazaki: He feels uneasy and desperates looks for Robert feeling
             troubles, he has come to GlassHill with his dear sister
             Yuri Sakazaki; Ryo stands for the tiger as a symbol of
             his strenght, note that this man uses Kyokugen-ryuu Karate,
             I have been told that Kyokugen Ryuu is a true martial art
             and that Ryo was born in Japan; Kyokugen Ryuu means "Extreme
             Style Karate", and the true karate style is called "Kyokushin"
             ; and as a final note remember that Ryo is half american, his
             mother name was Ronnet and she died a little before AoF1.

             This character has triangle jump by presing A or B on the corner
             (A just jump and B Jumps with kick) C button on air his
             backwards (like Iori's bk + B), just as AoF 1, though you may
             only get a few kick hits afterwards.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         ff + B (Overhead)

       - Normal Moves: f, bk + B + C
                       B + C
                       A + B (Dodge)
                       A C (You may Press A as many times as you want)
                       bk + B
                       ff + A A (Overhead on both hits, Stn)
                       f + B B (Fwd)
                       ff + B (Overhead, most character can duck it)
                       df + A (Overhead, Stn)
                       d + A (Sweep)
                       df df + A (Sweep)
                       df + B (Overhead, Stn, can be followed up by df + B)
                       df + B C d + A (Overhead, Stn)
                       df + B C (Overhead, Stn)
                       f + A B (Fwd)
                       f + A A B (Fwd)
                       f + A A C C (Last hit can be f + B)
                       d, u + A (Overhead, Stn)

       - Special Moves: qcf + A or C
                        f, bk, f + A
                        db, f + B (Overhead)
                        f, d, df + A or C
                        qcb + A (Special pursuit)

       - Desperation Move: f, hcf NEUTRAL B
                       * NEUTRAL means that you have to wait between
                         the motion and the button press *

       - Juggle Starters: df + A        (1 hit)
                          f, bk + B + C (1 hit)
                          d, u + A      (1 hit)

       - Juggles: A, A, C                           (+ 3 hits)*
                  A, A, f + A A C B                 (+ 6 hits)
                  f + A A C C                       (+ 4 hits)
                  f d df + C                        (+ 2 hits)**
                  A, A, f d df + A                  (+ 3 hits)
                  A, A, f bk f + A                  (+ 3 hits)
                  ff + A A                          (+ 2 hits)
                  f + B B                           (+ 2 hits)
                  A, A, A, C                        (+ 4 hits)***
                  A, f + A A C B, C                 (+ 6 hits)**
                  f + A B, f + A A C B              (+ 6 hits)
                  f + B B, f + A A C B              (+ 6 hits)****
                  f + A A C B, f + A A C B          (+ 8 hits)
                  f + A A C B, f + A A C B, f + A B (+ 10 hits)
                  f + A A, A, A, f + A A C B        (+ 8 hits)*****
                   * Works even if foe is standing *
                   ** Not from df + A **
                   *** Can combo on floor ***
                   **** Only from f, bk + B + C ****
                   ***** Not against womens *****
                   * remove AT LEAST one hit if your juggle begins
                     with df + A instead of f, bk + B + C *

Combo Description: Ryo's combos are the toughest to properly master, just rely
                  on d, u + A and be quick; always try to walk between the
                  juggle starter and the first hit, the other it is just
                  quickness and right high, tapping buttons will not always
                  work; it took me for about three weeks of game play to
                  perform all combos on all character.
                  Hard combos explanation:

                       A, f + A A C B, C
                          There is an ideal high in wich you can catch a foe,
                          there is also an ideal timming for the follow ups;
                          the combos I will list are nearly impossible, but
                          they have such a bad ass estetic; if you see them,
                          you are lucky. Not from df + A.

                       f + A B, f + A A C B
                          Same as before but easier; could be mastered.

                       f + B B, f + A A C B
                          The first part must be done DEEP and close, so the
                          two hits succeed and leave you at the distance to
                          apply the rest. Only from f, bk + B + C.

                       f + A A C B, f + A A C B, f + A B
                          Same as the first one, but more difficult.

Playing as Ryo: Flexible character and many destructive combos, Ryo doesn't
               have long range, but when rightly timmed he can quickly
               connect d, u + A even at far distance, if the enemy fails a
               long range attack; one tip I think usefull is always keep
               some distance from your enemy, enough to provoque him to
               attack and miss. If you rather be offensive you must know
               well this character and use accuratly his moves; he is like
               Karman, great power but less range and more combos.
               Althroug he is not the main character, I think he is far
               more tough than Robert, as the AoF history line suppose.
...............................................................................
Robert Garcia: He meets a Childhood friend Named Freia Lawrence, hearing she
              goes to GlassHill he follows her after hearing her worries
              about a man called Wyler; the fact is that Wyler request some
              special data from Freia; data to complete a drug wich has an
              strange effect over the human body, Wyler says he as corrected
              the drug mistake and he has make it estable, Freia fears
              because the drug killed Wyler's dad; Robert stands for the
              dragon, not as the opening of the game shows it; I belive that
              in japanese culture the tiger and the dragon are the worst of
              enemies, he also uses Kyokugen-ryuu and is the best friend and
              rival of Ryo Sakazaki, note that I belive that Kyokugen Ryuu is
              a true martial art, also note that Robert is from Italy;
              Kyokugen Ryuu means "Extreme Style Karate".

              The C button hits ground enemies, plus is an Overhead and Stn.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)

       - Normal Moves: A + B (Overhead, Stn)
                       bk + B B B (Hold back during move, last hit overhead)
                       d, u + B (Overhead)
                       df + A (Overhead, Stn)
                       d + A (Sweep)
                       bk + A
                       df + B B B (Overhead, Stn, no need of holding df)
                       f + A B (Fwd) *
                       f + A A B (Fwd)
                       f + A A C B (Fwd)
                       f + A A C bk + B (Fwd)**
                       f + B B (first hit stun)(Fwd)
                       f + B d + A
                             * Random chance of stun on last hit, similar to
                               critical hits *
                             ** Last hit overhead, Stn and wastes spirit
                                gauge **

       - Special Moves: qcf + A or C
                        f, d, df + A or C
                        df, f + B (Overhead)
                        f, bk, f + B
                        in air qcb + B (Overhead)
                        f, hcf + C

       - Desperation Move: f, hcf NEUTRAL B
                       * NEUTRAL means that you have to wait between
                         the motion and the button press *

       - Juggle Starters: bk + A        (1 hit)
                          A + B         (1 hit)
                          f + B, bk + A (2 hits)

       - Juggles: A, f bk f + B          (+ 2 hits)
                  Qcf + A or C           (+ 1 hit)(From bk + A)
                  f + A A C C            (+ 4 hits)
                  A, A, f + A A C bk B   (+ 6 hits)
                  A, A, f d df + A       (+ 3 hits)
                  f + A A, f bk f + B    (+ 3 hits)
                  A, f + A A, f bk f + B (+ 4 hits)
                  bk + B B               (+ 2 hits)
                  f + A A C B            (+ 4 hits)*
                  A, f d df + C          (+ 3 hits)**
                       * From f + B, very difficult *
                       ** Works not on Ryo, Wang and Robert **
                       * A + B is his worst juggle starter *
                       * A, df + A can combo on standing opponents *

Combo Description: Robert's combo are somewhat difficult, just give them
                  proper timming and be quick, always begin combos with
                  bk + A, his combos are easier and shorter version of
                  Ryo's.
                  Hard combos explanation.

                       f + A A, f bk f + B
                          Be close, and hit highly; the rest is easy.

                       A, f + A A, f bk f + B
                          Be close and a ideal high, just as Ryo's this is a
                          Godly kind of combo.

Playing as Robert: This is the first game on where Robert and Ryo are
                  scentialy different, the principal difference is that
                  Robert can send the enemy on air more easily; this could
                  be described as a "plain fighter", he only wants to beat
                  the crap out of you using fast reflexes and big combos,
                  not using weir high - low tactics (He does have, but you
                  need to be very constant to get the most of it - because
                  no one fears a weak low strike wich doesn't event knock
                  down, so you may not follow up with a pursuit-)
...............................................................................
- Wyler: Wyler belives he has perfected a powerful drug that in the past took
        his father life, the problem his that escential data for the drug is
        missing, but he knows who has it: the daughter of his father partner,
        Freia Lawrence. The true background is that when the drug proved been
        unsucceful, Freia's father feels that Wyler father has no salvation
        so he took his daughter and the data of the drug and he took of,
        leaving Wyler's dad to his luck (he didn't have much, because he
        didn't survived).

        This character cannot be thrown, cannot stop his spirit gauge Charge
        and he is more heavy than others characters.

       - Recovery Moves: d + A (Overhead)
                         Hold any button (Spirit Charge)

       - Normal Moves: bk + B
                       A, C *
                       d + A (Overhead, Stn)
                       f + B B (Overhead, Stn)(Fwd)
                       df + A (Overhead, Stn)
                       f + A A C (Overhead on last hit)(Fwd)
                         * Push A as many times you want,
                           C is an Overhead and Stn *

       - Special Moves: qcf + A
                        d, u + A *
                        f, bk, f + A (Overhead, Stn)
                          * It can bounce fireballs, such as Ryo's
                            Koh ken, it also Feints on counter *

       - Desperation Move: None

       - Juggle Starters: d + A        (1 hit) *
                          f + B        (1 hit)
                          f + A A      (2 hits)
                          being thrown (0 hit, -Feints-)
               * Sometimes hit twice, when it does you cannot juggle
                 if you performing while crouching with A it will hit
                 only one time and will always juggle *

       - Juggles: A, A, A, A, A    (+ 5 hits)
                  B                (+ 2 hits)
                  qcf + A          (+ 1 hit)(From f + B and throw attempts)
                  bk + B           (+ 1 hit)
                  f + B B          (+ 2 hits)*
                  f + A A          (+ 2 hits)(From f + B)
                  f + A A, A, A, A (+ 5 hits)(Not from f + B)
                  f + A A, d + A   (+ 4 hits)(Not from f + B)
                  f + A A, d u + A (+ 3 hits)(Not from f + B)
                       * Can be from throw attempt or f+B *

Combo Description: Wyler combos are easy, just make sure to walk if you input
                  f A A and hit your enemy the highest posible.
                  Hard combos explanation:

                       f + A A, d + A
                          The best high is required for this, walk before
                          performing.

                       f + A A, A A A
                          Same as before.

Playing as Wyler: This character is good pissing off people, been in front
                 of you giving so many quicks attacks, I think Wyler is a
                 offensive character due to the fact that is dash his quick
                 and he is to cheap as a defensive, I said that because not
                 fearing most throws destroy some character mind games.
                 I love being a doctor Jekill that wants to become Mr. Hide.
...............................................................................
- Sinclair: In the surface she helps Wyler to complete his experiments, but
           in fact she does not want him to succeed and she is looking for
           someone who can convince Wyler of desist of his ambition, wich is
           fulfill his father dream.

           This character cannot throw.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)

       - Normal Moves: f + A (Follow with bk + B or B) *
                       df + A (Overhead, Stn)
                       bk + A (Overhead, Stn)
                       A C (You may Press A as many times as you want)
                       bk + A + B
                       bk + B (Second hit overhead, Stn)
                       d + A (Sweep)
                       d + B (Sweep)
                         * Last hit Overhead, Stn *

       - Special Moves: f, bk, f + A
                        qcb + A
                        d, u + A (Overhead) *
                           * Feints on Overhead and hits on floor *

       - Desperation Move: f, hcf + A

       - Juggle Starters: d, u + A (1 hit)
                          f + A B  (3 hits)
                          bk + A   (2 hits)
                          B        (1 hit)

       - Juggles: A          (+ 2 hits)(from d, u + A)
                  bk + A, A  (+ 3 hits)
                  qcb + A    (+ 4 hits)
                  A, qcb + A (+ 5 hits)
                  A, A, C    (+ 3 hits)
                    *input always d, u + A after every combo*

Combo Description: These combos are simple and easy, just do it quick, if you
                  input bk + A as juggle starter you have plenty of time to
                  run; if bk + A doesn't hit twice, quickly input qcb + A or
                  standing C.
                  Hard combos explanation:

                       bk + A, A
                          Be the closest and do it early, thats all.

                       A, A, C
                          Dash and do it quick.

Playing as Sinclair: She got very anoying low attacks and overheads, but they
                    may leave you open if blocked, my advice is to be careful
                    and focus on landing her strong combos; 2 notes, if you
                    are wondering what f, bk, f + A is good for I say is good
                    to thick damage when your enemy is about stand up, the
                    other note is that sometimes when you finish combos with
                    d, u + A the enemy will recover before you can block, but
                    I always input that motivated by it's insane damage; If
                    you want not to take risk, use note 1.
...............................................................................
- Wang Koh San: This person is going to participate in a drawing contest,
               therefore he travels seeking inspiration for his draw, that
               leads him to GlassHill, hearing word of a person who is
               working on a drug he belives that a new sample would be
               interesting to his friend the doctor Lee Pai Long, this
               person uses the lost art of Shin-Roku-Goh Ken.

               Pursuit hits twice, the CPU has performed on me his pursuit
               twice while I was on the floor; in his ending he shows a draw,
               I've seen him pick four differents; f, bk + A + C throw works
               on Wyler, jumping C and jumping A + B hits grounded enemies.

       - Recovery Moves: d + A (Sweep)
                         Hold any button (Spirit Charge)
                         df + A (Sweep)
                         ff + A (Sweep)

       - Normal Moves: bk + A
                       bk + B
                       d + A (Feints in Counter, Sweep)
                       A + B
                       B + C
                       dbk + B (Sweep)
                       In air A + B (Hits on floor)
                       close f, bk + A + C (Throw, can't crouch it)
                       df + B (Overhead)
                       df + A (Overhead, Stn)
                       f + B B (Fwd)
                       f + A A (Can be followed by f + B B)(Fwd)
                       f + A B B (Fwd)
                       f + A C
                       f + A A C (Last hit Overhead, Stn)(Fwd)
                       d + A + B (Sweep, can be followed up by f+B or f+A)
                       df + C (Overhead, Stn, can be followed up by d + B)
                       ff + A (Sweep)

       - Special Moves: d, d + A (Hits Low)
                        f, d, df + A
                        HCF + B (Overhead) *
                          * Has a follow up that I cannot discover;
                            if you not follow up after it you can
                            combo bk + A *

       - Desperation Move: bk, f, f + C

       - Juggle Starters: bk + B
                          f + A A
                          A + B

       - Juggles: f + A B B        (+ 3 hits)
                  f + A A B B      (+ 3 hits)
                  bk + A           (+ 1 hit)
                  d + A, bk + A    (+ 2 hits)*
                  f + A A, bk + A  (+ 3 hits)*
                  f + B B          (+ 2 hits)
                  d + A + B, f + A (+ 2 hits)
                  bk + B           (+ 1 hit)
                  A + B            (+ 1 hit)
                  f + B B          (+ 2 hits)
                  ff + A           (+1 hit)(Not on Karman or from bk + B)
                       * Works not on Jin, Kasumi, Wang and Wyler *
                          * You can finish your combo with jumping A + B *
                       * f + B B won't juggle on Wyler *

Combo Description: Nothing great here, ff + A will not work at all on Karman,
                  no matter wich juggle starter you use, if you want to start
                  combos with f + A A you must run after it; you can't combo
                  ff + A on Rody after f + A A; also any f + A A f + B B
                  juggles won't work on Wyler.
                  Hard combos explanation:

                       f + A B B
                          This combo is challenging if you begin with
                          f + A A, then give a big dash and catch the enemy
                          at good high.

                       f + A A B B
                           Same as before but needs better high.

Playing as Wang: Many overheads and many sweeps to keep the enemy awake; a
                friend of mine can dispatch a player winthin a few seconds
                just reling in his strong variations, this character lacks
                good combos but he gets great charisma with is db + B taunt;
                also got a sexy dis and a real note is the fact that the CPU
                uses a follow up after his hcf + B move, dunno how its done.
                If you pursuit with jumping A + B or jumping C the enemy
                shall recover faster than you, though both attack do good
                damage.
---------------------------------------------------------------------------------------
Overall: A odd thing when playing vs in Aof 3 is that the characters can play
        much a like (Kasumi can play as Jin, but not so daedly variations);
        but playing against a charecter is very especific (focus on range;
        weight, high and other stuff); I'm praying that SNK comes with Aof4,
        in wich they correct some mistakes (Knowing wich combo to perform on
        different characters could be a bore unless you like the game, also
        combo df and db moves would have been nice, altrough machine does
        it).

            A GREAT FAULT IS THAT THERE IS NOT A JUGGLE STARTER THAT LEAVES
            YOU CLOSE TO THE ENEMY, THAT IS WHY SOME COMBOS IN AOF3 ARE
            IMPOSIBLE AT THE WRONG DISTANCE, AND THAT IS EXACTLY THE SECRET
            OF TEKKEN GAMES EASY JUGGLES, NO MATTER THE DISTANCE YOU CONNECT
            THE ATTACK, USUALLY LEAVES YOU AT A GOOD DISTANCE TO COMBO.

               Am I dreaming on new fixed games? The new and spectacular
               Sengoku 2001 gives me hope.

               That will not happen if SNK remains in bankruptcy.

       I could say this games is like Savage Regin; there are not many
       character that ecxeeds on style, in fact many lack it, and that's
       why you like them (Think of Ramon, he thinks the stylish person in
       the earth and he is not; that is his "charisma").

       I say Seth from KoF 2k is a clone of Karman Cole, the both are
       dressing elengantly and the both sturdy.

       I also say Venessa is a clone of Rick Strowd, due to their dodging
       techniques and their front and back teleports (Rick has a back jump
       punch and a dashing combination - close enough - ).

       The seiyuus (voice actor) on the game are (dunno who is who):

               Atsushi Maetsuka
               Masaki Usui
               Manjaro Koich
               Eiji Yano
               Harumi Ikomada
               Kumi Ishida
               Masae Yumi
               Jai
----------------------------------------------------------------------------------------
Stages per Character:
How it works:

 Name1                           Name 2
1 Stage Name1                   1 Stage Name2
2 Stage Name1                   2 Stage Name2
3 Stage Name1                   3 Stage Name2
4 Stage Name1                   4 Stage Name2
5 Stage Name1                   5 Stage Name2
6 Stage Name1                   6 Stage Name2
7 Stage Name1                   7 Stage Name2
8 Stage Name1                   8 Stage Name2
9 Stage Name1                   9 Stage Name2

 Robert:         Ryo:             Rody:          Lenny:          Wang:

1 Rody            Rody             Robert         Wang            Lenny
2 Wang            Wang             Jin            Karman          Robert
3 Jin             Lenny            Kasumi         Kasumi          Ryo
4 Sinclair        Sinclair         Ryo            Ryo             Jin
5 Kasumi          Jin              Sinclair       Rody            Kasumi
6 Lenny           Kasumi           Karman         Jin             Rody
7 Karman          Karman           Lenny          Robert          Karman
8 Ryo             Robert           Wang           Sinclair        Sinclair
9 Wyler           Wyler            Wyler          Wyler           Wyler

 Kasumi          Jin              Wyler          Sinclair        Karman

1 Rody            Rody             Wang           Lenny           Jin
2 Lenny           Robert           Kasumi         Robert          Lenny
3 Jin             Karman           Karman         Ryo             Rody
4 Robert          Kasumi           Ryo            Jin             Sinclair
5 Wang            Wang             Rody           Kasumi          Kasumi
6 Sinclair        Sinclair         Jin            Rody            Wang
7 Karman          Lenny            Lenny          Karman          Ryo
8 Wyler           Wyler            Sinclair       Wang            Wyler
9 Ryo             Ryo              Robert         Wyler           Robert

---------------------------------------------------------------------------------
Move Names:

Rody Birts:
           A + B          Rapid Rod
           Db + B         Slide Low Kick
           Bk + B         Dodge Knee Kick
           Bk + A         Over Swing
           Pursuit        Bounding Rod
           Throw          Hook Throw
           Qcf + B        Middle Impact TT
           Qcf + A        Revolving Rod
           F, bk, f + A   Descisive (?) Impact *
           DM             Hyper Tonfa
           * (Galen Komatsu listed this with ?)

Kasumi Todo:
            Bk + B                         Shiranamai
            Parry, then A                  TsuyuBarai
            Bk + A (Countering Punchs)     Sakken OnUchi
            Bk + B (Countering Kicks)      Sassho OnKyaku
            A + B                          Gohsen
            Ff + B                         Hisou
            Ff + A                         SouShoDan
            Ff + A, d + B                  SouShoDan, Kusanagi
            Ff + A, bk + B                 SouShoDan, SoushoYaritotsuKyaku
            Pursuit                        Kanwari
            Throw                          MochiMawashiZen- Otoshi *
            Qcb + A                        Todo-ryu: RaihoHoh
            Qcf + A                        Todo-ryu: KasaneAte
            DM                             Todo-ryu: Hiden ChoKasaneAte

*(I don't know if Galen Komatsu listed this with "-" because he lacks the
 space or if it's writed with that)*

Karman Cole:
       A + B                             Standing Back Knuckle
       Bk + A (Countering high kicks)    Cut Straight
       Bk + A (Countering medium kicks)  Cut High Kick
       Bk + A + C                        Dodge Straight
       Bk + B + C                        Dodge High Kick
       Bk + B                            High Point Heel
       Special pursuit                   Surroto Knuckle
       Pursuit                           Under Straight
       F, bk, f + A                      Quick Under Straight
       F, bk, f + B                      Quick Back Knuckle
       Qcb, f + A                        Hefutigaa Shuutohsuaguria
       Qcf + B                           Gebarutigaa Fuusutoritto Fon Oopen
       DM                                Aofoi' Nandaaforugente Byurufe

Jin Fu-Ha:
           Ff + A                              Head Thrust
           Bk + A                              Body Thrust
           Bk + B                              SokutaiGeki
           A + B                               Kaikyaku KakatoOtoshi
           Ff + B                              Fuha-ryu TatsumakiKeri
           B, u + A pursuit                    TenchuuRaku
           Pursuit                             TenshinDan
           Throw                               TengekiSatsu
           Qcb + A                             ShinkuuZankubiToh
           Qcf + A                             Ryueijin
           D, bk, db + B                       Shinobikakure
           F, hcf + C                          MougoRyusatsujin
           DM                                  TohshinShoh

Lenny Creston:
               Bk + A                          Over Swing Long
               Bk + A + B                      Over Swing Shot
               Ff + A                          Bush Impact
               Bk + A                          Low Somersault
               Ff + B                          Chest Bump
               Ff + B, A                       Chest Bump, Impact to Bump
               Pursuit                         Squash Kick
               Throw                           Twine Throw
               F, bk, f + A                    Whip Rush
               Qcb + A                         4 Swish Rave
               Qcf + A                         Flick Shot
               DM                              Flick Break

Ryo Sakazaki:
               Bk + B                          FuusatsuKeri
               Ff + A A                        TorageUchi
               Ff + b                          KakuGyakuSho
               Df, fd + A                      Fumikomu Kadan Seiken
               F, bk + B + C                   High Spin Kick
               A + B                           Step Back Sway
               B + C                           AteKeri
               D, u + A                        Tsurabe Uchi
               Df + B B                        Mid level Kick, Driving Kick
               Df + B C C                      Mid Level Kick, Knee Storm
               Pursuit                         KimeUchi
               Throw                           Shoulder Throw
               Qcf + A                         KohKen
               F, d, df + A                    Kohoh
               Db, f + B                       Hienshippuu Kyaku
               F, bk, f + B                    ZanretsuKen
               Qcb + A pursuuit                KohGeki
               F, hcf + C                      HaohShokohKen
               DM                              RyuukohRanbu

Robert Garcia:
               A + B             Burning Knuckle
               Bk + A            Back Blow
               Df + B B B        Mid Level Kick, Double Middle, Raging Kick
               Bk + B B B        Triple Kick
               D, u + B          Jumping Heel
               F A A A, bk + B   Rush 3 hits, RyuuZanshoh
               Pursuit           Yankee Kick
               Throw             Shoulder Throw
               Qcf + A           RyuuGekiKen
               F, d, df + A      Ryuuga
               Air qcb + A       HienRyuujinKyaku
               Db, f + B         Hienshippuu Kyaku
               F, bk, f + B      GeneiKayku
               F, hcf + C        HaohShokohKen
               DM                RyuukohRanbu

Wyler:
       Bk + B                                  Akousu Kick
       Pursuit                                 Buster Hip
       Throw                                   Buster Throw
       F, bk, f + A                            Red Shoulder
       Qcf + A                                 Black Out
       D, u + A                                Bounce Back

Sinclair:
       Bk + A + B                              Turning Stab
       Bk + B                                  Switch Back Sword
       Bk + A                                  Turning Edge
       Pursuit                                 Guillotine Swing
       Qcb + A                                 Spinning Sword
       F, bk, f + A                            Vision Cutter
       D, u + A                                Dive Sword
       DM                                      Hyper Aura Slash

Wang Koh San:
               BC                              Left-side Kick
               Bk + B                          Right-side Kick
               Bk + A                          HakuhjaTojin
               Db + B                          Ifuoh
               Jumping A + B                   Flying Butt Strike
               Df + C, d + B                   Head Charge, Leg Sweep
               D + A + B, f + A                Whirlwind Rush, KohbokuSho
               D + A + B, f + B                Whirlwind Rush, Head Charge
               Ff + A                          Jikottsu
               Pursuit                         ???
               Throw                           YanagiHou
               F, bk + A + C                   Backroll Jab
               D, d + A                        Kyoretsu Jirai Shiri kun
               F, d, df + A                    Hisho Ishi Atama kun
               Hcf + B                         Muteki Ranbu kun
               DM                              KyuukyokuOgi Randa kun


-------------------------------------------------------------------------------
Special Days:
       Rody                    24 July
       Kasumi                  29 March
       Karman                  13 Juny
       Lenny                   20 May
       Ryo                     2 August
       Robert                  25 December
       Wyler                   ????
       Sinclair                ????
       Wang                    17 April

       I have heard that Wyler and Sinclair are time released Characters
that goes unlocked after the April 27.

       Galen Komatsu submits a code in order to select them; wich is:
               For Sinclair: Put the cursor on Jin, press B, move left B,
                             move left B, keep like that until Robert.

               For Wyler: Put the cursor on Robert and press C, right C,
                          right C, keep it up until Jin.

       Upon success, you will heard the taunt voice of the characters and
       an arrow pointing the corner will appear... follow it and select
       them

--------------------------------------------------------------------------------
What's needed:
       Constructive critics (this is just my fifth actual FAQ, altrought
       they never meet the net).

       Character Speechs

       I'm thinking about include character speechs, but I only got those
       from KoFs FAQs, dunno about the rest of the characters.

       I didn't put many details on the moves because it is a pain to read a
       lot on a FAQ of a game that as low popularity (I even heard SNK is
       ASHAMED of the AoF series; altrough I found this game to be
       interesting -but needs work-).

--------------------------------------------------------------------------------
Thanks:
       At last is done, but it could not be here without:

       Galen Komatsu            [email protected]
               Info on move names and some corrections; God of all mens
               along Geese Howard and Shinishi Kudou.

       Mr. Karate               Dunno his adress
               Some histories from his "SNK buttons file"

       Kao Megura               [email protected]
               Inspiration. I've noticed that there is no FAQ
               without listing this person; talking about acurracy

       SNK
               Making an interesting but not faultless game
               and many other games. "The mother of all fighting
               games companies"

       Hero_Fei
               Fixed Sinclair selecting code and support.

       Toxic                 [email protected]
               Juggles, opinions, propierties and adds.

       Juan
               For being Insane and a Dodge Ball player.

       Mad Man's Cafe
               Good news site and nice board.


               There is also many people who indirectly
               helped me out due to contributions to others AoF3
               FAQs, can't remember them all, but they recive
               credit on the FAQs in wich they participate;
               therefore thanks to everyone who has write a AoF3 FAQ.



"Hey!!, You are not up to Dodge Ball!!"