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respective trademark and copyright holders.

Names/instructions for special moves based on KoF FAQs in general, but esp.
GKomatsu's KoF '94 FAQs.

Copyright 2005 Andrew K.K. Ah New

*********************************************
Dipswitches:
1.1: "Debug Obje  appears at the bottom center of the screen, with Heid above
    Ch  Code 00
    Act Code 00"
1.2: Show spriteboxes. Yellow,green,red correspond to a sprite's actual shape,
    while blue boxes are the areas that can hit an opponent.
1.3: Timer Stop
1.4: Both Players become invulnerable. Also unlocks Tux Rugal (press up at the
    player select screen. If either player throws, a string of 8 hex digits
    appears at the upper right hand corner of the screen. Beneath this will
    be three rows of either two or four (depending, respectively, on whether
    the first or second player threw first) hex digits. Once the rows become
    four digits long, it stays that way.
1.5: 16x5 Binary Grid per player
1.6: ?
1.7: Area Select after choosing characters
1.8: ?
2.1: "Pal_No=000" will appear on the 1p side. Press left or right to scroll
    through palettes (from 000 to 255 before warping back to 000). Press up or
    down to scroll through rows 0 to F. Press A,B, or C to raise the 2-digit
    value of columns R,G, or B respectively. The values run from 00 to 1F.
2.2: "Main Menu  will appear on the upper-left part of the screen. Hold 1pStart
                and press up/dwn to scroll among the menu, any attack button
     Edit Data  to enter one of the three menu items. In the edit data item,
     Load Data  A=Add1 B=Subtract1 C=Add10 D=Subtract 10
     Save Data"
2.3: ?
2.4: Inf Life, but the numbers don't seem to appear.
2.5: A 4x16 grid will appear on the left side of the screen. This is a record
    of 4-digit long hex values, with newer entries appearing on the bottom and
    older entries moving toward the top. You can hold 1pStart and use the
    arrow keys to move the record around the screen.
2.6: "Menu  appears. Use 2p arrows to select and 2p A to confirm. The play menu
           has a 4-digit grid; use the 2p left/right buttons to choose among
     Play  what digit(s) to change. The left two digits can be changed with
     Code" the B button, while the either of the right two digits can be
           decreased/increased by 2p up/dwn. The Code menu has a line
     "Data No=0000" followed by a column of 4-digit hex values. Each row has
     a different data number (the top being 0000, the bottom being 011F). Use
     2p left/right to choose which digit(s) to hightlight, while 2p up/dwn can
     change rows if the leftmost digits are highlighted. Any of the three
     menues can be repositioned by holding 2pStart and using the arrow keys.
2.7: Both players controlled by CPU
2.8: "Seq Tool  appears. Use 1p up/dwn to select, A to confirm. Hold 2pStart
     AI        and use the 1p arrow keys to move the menu.
     Move
     Distance
     Status  "

Hexcodes:               address  value
1p play as Mesh Rugal: 108170   19
2p play as Mesh Rugal: 108370   19
1p never dizzy:        10816a   e0
                       108225   32
2p never dizzy:        108424   c8
                       108425   2a

KEY TO BASIC MOVES
j. jump (any direction)
ju. jump up
jf. jump forward
jb. jump back
s. stand (any distance)
sf. stand far
sc. stand close
c. crouch (at any distance and in any direction or lack thereof)
cf. crouch forward
cb. crouch back
cn. crouch neutral

j.CD attacks can be done, but since they have the same sprites and height
    values as j.D, I have not listed them.

l: hits low (Ryo must crouch-block)
m: hits medium (Ryo can crouch-block or stand-block)
M: (will be blocked if Ryo does a crouch-block or stand-block, but will miss
   entirely if Ryo is in cn/cf)
h: overhead (Ryo must stand-block)
H: (will be blocked if Ryo does a stand-block, but will miss entirely if Ryo
   is crouching)
#: (will miss Ryo entirely unless he is in the air)
B: unblockable
x: not an attack

DefAtk: Defensive Attack (soon after entering the stand-block animation, press
f+A)
A "|" between rows or a "=" between columns means that the two attacks share
the same sprites, but are of different speeds.
An "I" between colums or a "-" between columns means that the two attacks
share the same sprites and speed.
A "." between attacks means that the attacks cannot connect
A "," between attacks means that the attacks can connect

Just below the chart will be some 'extra notes':
The following are lists of moves with certain properties
Up: can function as anti-air attacks
Sw: will sweep a standing/crouching opponent
As: will 'air sweep' an airborn opponent (they will fall on their backs)
Sl: will cause your base position to move forward and stay there after the
move has finished
-Numbers in square brackets indicate what hit qualifies for the list.

Also included in the 'extra notes' section are any throws that the character
has. Angle brackets on either side indicate what side the opponent ends up
on. So:
<th> throw left if you press left, throw right if you press right
>th< throw right if you press left, throw left if you press right
>th> throw right regardless of whether you press left or right
<th< throw left regardless of whether you press left or right
-"gb" can be substituted for "th" if the character does a hold
instead of a toss or slam.

KEY TO SPECIAL MOVE PROPERTIES
( ) the height of the attacks. A value followed by a number means that that
   number of hits will be of that height. A "/" seperates the weak and strong
   versions. Dashes between two values indicates that the same hit could
   strike at either of the values, depending on the position of the attack.
   Numbers preceding parentheses indicate that the parenthesized sequence
   happens that many number of times.
{ } any special properties. Capital letters followed by a colon means that the
   following values are only valid for that button. Numbers in square brackets
   are the hit numbers for which the property holds.

Special Move instruction key:
+ press both buttons at the same time
/ press either button
, then

-Moves preceded and followed by asterisks are Super Moves that can only be done
when the character is flashing (which itself happens when either the character
has only a certain amount of life left or a fully charged meter).

**************************************************
***TERRY***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
ju| H h  h  h
 | |    I
js| h h  h  h
 |
sf| m H  m  m
 |           m  m.?
sc| m m m,m m
 |
c| m l  m  l
 *-------------------*

up: DefAtk.A[2]
sw: c.D
<th> sc.C/D

SPECIAL MOVES
Burn Knuckle (m) {a/s}
qcb+P

Crack Shoot (?.H,m) {B:a/s D:as}
qcb,ub+K

Rising Tackle (m,m/m,m,H,H) {a/s}
hold d,u+P

Power Wave (m) {as}
qcf+P

*Power Geyser* (m3) {a/s}
qcb,db,f+BC  db can be replaced by qcb or lqcd or lqcd,df

***ANDY***
BASIC MOVES
   A B C D CD DefAttk
 *-------------------*
ju| h h h h
 | I   I
js| h h h h
 |
sf| m m H m
 |         m  m
sc| m m m H
 |
c| m l m l
 *-------------------*

up: ju.B/D
   sf.D
   sc.D
sw: c.D
<th> sc.C/D

SPECIAL MOVES
Hisho Ken (m) {as}
qcb+P

Sho Ryuu Dan (m,m.#) {as,sw[2]}

Zan Ei Ken (m) {as}
hold db,f+P

Kuu Ha Dan (m,H,m,m/m,#,m,m) {B:a/s D:as}
hold db,uf+K

*Chou Reppa Dan* (m)(m,H,#4)(#3)(H2,m)(m) {a/s}
hold d,qcf+BD

***JOE***
BASIC MOVES
   A  B  C D CD DefAttk
 *-------------------*
ju| h  h  H H
 | I     I
js| h  h  h h
 |
sf| m  m  m H
 |           m  m
sc| m m,m m m
 |
c| m  l  m m
 *-------------------*

up: ju.D
   sf.B
      D
   sc.A
sw: c.D
sl: c.D
>th< sc.C
>g> sc.D

SPECIAL MOVES
Baku Retsu Ken 2(m,H,m)(m)(m)/4(m,H,m)(m,m) {as,sw[8/14]}
Mash P (keep mashing or Joe will stop before doing his finishing hits)

Tiger Kick (m3,H,#5/m2,H,#9) {a/s [2-end]}
qcf,uf+K

Slash Kick (m) {a/s}
hold db,uf+K

Hurricane Upper (m) {a/s}
hcf+P

*Screw Upper* (m3) {a/s}
f,hcf+BC

***ATHENA***
BASIC MOVES
   A B C  D  CD DefAttk
 *-------------------*
ju| h h h  h
 | I I
js| h h h  h
 |
sf| m m m  m
 |   I       m  m
sc| m m m m,m
 |
c| m l m  l
 *-------------------*

up: sc.D[2]
sw: c.D
sl: sc.D
   sf.D
<th> sc.C/D

SPECIAL MOVES
(wall jump) (x)
js,b/f at walls

(butt land) (h) {as} can be cancelled into from j.A or js.C
j.d+D

Phoenix Arrow (#5,H1,m4/#5,m5,m) {as, C:sw[11]} can be cancelled into from j.P
j.qcb+P                                         doing after a wall jump can
                                               increase the number of
                                               potential hits.

Psycho Ball (m) {as}
qcb+P

Psycho Barrier (m) {a/s} reflects projectiles
hcf+K

*Shining Crystal Bit* (m-l) {a/s} Blocks projectiles at certain moments
b,hcb,ub+BC

***KENSOU***
BASIC MOVES
   A B C D CD DefAttk
 *-------------------*
ju| h h h h
 | I   I
js| h h h h
 |
sf| m m m m
 | I       m  m
sc| m m m m
 |
c| m l m l
 *-------------------*

up: DefAttk.A
        ju.B
           D
sw: c.D
sl: sf.D
<th> sc.D
>th> sc.C

SPECIAL MOVES
Chou Kyuu Dan (m) {as}
qcb+P

Ryuu Ren Ga (m)->(m,m) {as,sw[3]}
hcf+P

Ryuu Gaku Sai (m,m,#,#) {a/s}
rdp+K

*Shin Ryuu Ten Bu Kyaku* (m,H,#)(m2,m2,H,#) {a/s} hits 6-8 use the same sprite
qcf,b,f+D

***CHIN***
BASIC MOVES
   A B C  D  CD DefAttk
 *-------------------*
ju| h h h  h
 |
js| h h h  h
 |
sf| m m m  m
 |           m  m
sc| m l m m,m
 |
c| m l m  l
 *-------------------*

up:  c.C
   sc.D[1]
    s.CD
sw: c.D
sl: sc.D
>th< sc.D
>g> sc.C

SPECIAL MOVES
Hyou Tan Geki (m) {as} blocks normal projectiles
qcb+P

Kai Ten Teki Kuu Totsu Ken (m) {a/s} passes under some projectiles
hcf+K

Ki Sui Shuu (H) {as}
rdp+P

*Gou Ran En Hou* (m4) {a/s} blocks projectiles
qcf,qcf+C

***KYO***
BASIC MOVES
   A B  C   D   CD DefAttk
 *----------------------*
ju| h h  h   h
 |      I   I
jb| h h  h   h
 | I I
jf| h h  h   h
 |
sf| H m  m   m
 |              m  m
sc| H l m.  m,
 |
c| m l  m  l,l
 *----------------------*

up: c.C[2],
  sc.C[2]
sw:c.D
sl:sc.D
   s.CD
<th> sc.C

SPECIAL MOVES
??? (h) {as}
j.d+C

??? (H,h) {as}
s.f+D

Yami Barai (m) {as}
qcf+P

Oni Yaki (m3/m2,H) {B:a/s D:as,sw[2])
dp+P

Oboro Guruma (H/H,#2) {a/s}
rdp+K

*Orochi Nagi* (m) {a/s}
db,db,f+C
-you can substitute qcb or lqcd for either or both db's. You can even just
 use qcb,hcf+C.

***BENIMARU***
BASIC MOVES
   A B C D CD DefAttk
 *-------------------*
ju| h h H h
 | I   I I
js| h h h h
 |
sf| m m m m
 |         m  m
sc| m m H m
 |
c| m l m l
 *-------------------*

up: j.C
sw: c.D
sl: s.CD
  sf.D
<th> sc.C/D
     a.C (ub,b,db,d throw back)
         (df,f,uf throw forward)

SPECIAL MOVES
??? (m  {as}
a.d+D

Rai Jin Ken (m) {a/s}
dp+P

Iaigeri (m) {as}
qcf+K

Shinkuu Katategoma ( ,m5,H/ ,m7,H) {a/s}
hcb+K

*Rai Ko Ken* (m2) {a/s}
qcf,qcf+C

***GORO***
BASIC MOVES
   A B  C  D  CD  DefAttk
 *-----------------------*
j| h h  h  h
 |
sf| m m  m  H
 |            m   H
sc| m m  m  m
 |
c| m l m,m l
 *-----------------------*

up: c.C[2]
sw: c.D
<th> sc.D
    sc.C (farther away, but still within sc range)
>g> sc.C

SPECIAL MOVES
Jirai Shin (l) {sw} will not work on crouching or jumping targets.
dp+P

Cho-Ukemi (x) {is immune to all but low attacks}
qcb+K

Tenchi Gaeshi (B) {sw>}
sc.hcb,f+C

Cho-Ousotogari (B) {sw>}
sc.f,db,d,df+D

*Jigoku Gokuraku Otoshi* (B) {sw>}
sc.hcf,hcf+C

***HEAVY***
BASIC MOVES
   A B  C   D  CD DefAttk
 *-----------------------*
ju| h-h  h   h
 | | |  I   I
js| h-h  h   h
 |
sf| H=H  m  m.
 |             m  m
sc| H m  m   m
 |
c| m-m m.   l
 *-----------------------*

up: DefAtk.A
        c.C[2]
        s.CD
       sf.C[2]
sw: c.D
>g> sc.C
>~th> sc.D (H,H,m,m) {sw} weird pseudo-throw: it only works when close and your
                         target is on the ground, and you can press either
                         direction, like a normal throw/grab. But it's
                         blockable (the target can even avoid the first two
                         hits entirely by ducking). In the end, I decided to
                         include it with the throws.

SPECIAL MOVES
??? (h) {as,sl}
s.f+C

Soul Flower (m) {a/s}
hcf+P

Blast Upper (m) {as}
qcf,uf+P

RSD (m4) {as}
dp+P

*D. Crazy* (m6) {a\s}
qcf,hcb+C

***LUCKY***
BASIC MOVES
   A B C D CD DefAttk
 *-------------------*
ju| h h h H
 |   |  |
js| h h h h
 |
sf| H H H m
 |         H  m
sc| H m m m
 |
c| m l m l
 *-------------------*

up: ju.D
   sf.B
    s.CD
sw: s.D
<th> sc.C
>g> sc.D

SPECIAL MOVES
??? (h) {as}
a.d+C

Cyclone Break (hard to describe, but for now: #,H,m/#,#,H,m) {as}
qcb,ub+K

Lucky Vision (x) {Lucky can only be hurt by low attacks, throws, and supers)
hcf+K

Deathbound(ball) (l-m-H-#) {as}
qcf+P not cancelled into

Deathbound(fist) (m) {a/s}
qcf+P cancelled into. This starts up too slow to use in comboes.

*Hellbound* (m,m) {a/s}
qcb,db,f+BC (can substitute qcb or lqcd for db. Can also use qcb,hcf+BC to
            execute the move)
***BRIAN***
BASIC MOVES
   A B  C  D CD DefAttk
 *---------------------*
ju| h h  h  h
 | | |     |
js| h h  h  h
 |
sf| H m  m  H
 |           m  m
sc| m m H,m m
 |
c| m l m.? l
 *---------------------*

up: DefAtk.A
        c.C[2]
       sf.D
sw: c.D
<th> sc.C,D

SPECIAL MOVES
??? (h) {as}
a.d+C

Screw Body Press (m x ?) {as}
qcf+B while in the air (either by jumping or dashing). The earlier in the jump
     or dash this is done, the longer the move will last. Can also be
     cancelled into from j.P/K (but not from j.CD)

Brian Tornado (m) {as}
dp+P

Hyper Tackle (m) {a/s} This move takes longer to start up than the Tornado; it
                      cannot combo though it can be cancelled into.
hcb+P

*Big Bang Tackle* 3(m) {a/s}
qcb,hcb+C

***KIM***
BASIC MOVES
   A B  C   D  CD DefAttk
 *----------------------*
j| h h- h   h
 |
sf| m H  H--H,h
 |             m  m
sc| m m m,m H,m
 |
c| m l  m   l
 *----------------------*

up:  j.B
      C
   sf.B
      C
   sc.D[1]
sw: c.D
sl: sf.D[2]
<th> sc.C/D

SPECIAL MOVES
Hisho Kyaku (m) {a/s}
a.d+K do while near the apex of your jump

Hi En Zan (m,m,H) {a/s}
hold d,u+K

Han Getsu Zan (?.m,m) {a/s}
qcb+K

*Hou Ou Kyaku* (m) {a/s}
qcb,hcf+BD

***CHANG***
BASIC MOVES
   A B  C  D CD DefAttk
 *---------------------*
j| H h  h  h
 |
sf| H m  m  m
 |   I       m  m
sc| m m  m  m
 |
c| m l m,m l
 *---------------------*

up:  c.C[2]
   sc.D
sw: c.D
>th> sc.C
>g> sc.D

SPECIAL MOVES
Tekkyu Dai Kai Ten (m5/m10) {a/s}
mash P

Tekkyu Funsai Geki (m,m) {a/s}
hold b,f+P

*Tekkyu Daibousou* (m) {a/s}
qcf,hcb+C

***CHOI***
BASIC MOVES
   A B   C    D  CD DefAttk
 *-------------------------*
ju| h h   h    h
 | I I
js| h h h,h,h  h
 |
sf| m m   m   m,m
 |               m  m
sc| m m   m    m
 |
c| m l   m    l
 *-------------------------*

up: sf.D
    c.A
sw: c.D
sl: sf.D
<g< sc.C
>~th> sc.D (m,m) (Much like Heavy's pseudo-throw)

SPECIAL MOVES
(wall jump)
b/f after jumping towards a wall (won't work if you jump up).

Kai Ten Hi En Zan(roll) (m6) {as}
hold b.f+P
               (hop) (m) {a/s}
P during (roll)

Hishoukuu Zetsu Zan (m) {a/s}
hold d.u/uf/ub+K Choi will leap to the forward wall if you use uf; otherwise,
                he will leap to the back wall.

Tatsumaki Shippuu Zan (m x ?) {a/s}
hold d.u+P

*Chou Zetsu Tatsumaki Shinkuu Zan* (m5)  {a/s}
hold b,lqcd,u+BC

***HEIDERN***
BASIC MOVES
   A B  C    D  CD DefAttk
 *------------------------*
ju| h h  h   h,h
 |
js| h h  h    h
 |
sf| H m m,H?  m
 |              m  m
sc| m m m,H  m,m
 |
c| m l  m    l
 *------------------------*

up: ju.B
      D[1]
   sc.C[2]
sw: c.D
sl: sc.D
<th> sc.C
     a.C/D

SPECIAL MOVES
Cross Cutter (m) {as}
hold b,f+P

Moon Slasher (m,m,m) {a/s}
hold d,u+P

Storm Bringer (B) {sw} restores some of your own life
sc.hcb+C

Neck Rolling (m) {sw} Does not affect air targets. Will miss entirely if it is
hold d,u+K            cancelled into.

*Final Bringer* (m-H) {sw} Seems to switch to H when the target is ~1/3-1/2 of
hold b,lqcd,u+BC           a screen away.

***RALF***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
ju| h h  h  h
 |
js| h h  h  h
 |
sf| H m  m  m
 |           m  m
sc| m m H,m m
 |
c| m l m l
 *-------------------*

up: DefAttk.A
sw: c.D
sl: sc.D
<th> sc.C/D

SPECIAL MOVES
Super Argentine Backbreaker (B) {sw<}
sc.hcf+D

Vulcan Punch {a/s}
mash P

Gattling Attack (3m) {a/s}
hold b,f+P

*Bari Bari Vulcan Punch* (2m)(?x?)(m) {a/s}
hold db,b,f+C

***CLARK***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
ju| h h  h  h
 |
js| h h  h  h
 |
sf| H m  m  m
 |           m  m
sc| m m m,m m
 |
c| m l  m  l
 *-------------------*

up: DefAttk.A
sw: c.D
sl: sc.D
    s.CD
<th> sc.C/D

SPECIAL MOVES
Vulcan Punch {a/s}
mash P

Gatling Attack (3m) {a/s}
hold b,f+P

Super Argentine Backbreaker (B) {sw<}
sc.hcf+D

*Ultra Argentine Backbreaker* (B) {sw>}
hcb,hcb+C

***YURI***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
j| h h  h  h
 |
sf| m m  m  m
 |           m  m
sc| m l  m  m
 |
c| m l m.? l
 *-------------------*

up: c.C[2]
   s.CD
sw: c.D
<th> sc.C/D
     a.C/D ub/b/db/d for <  df/f/uf for >

SPECIAL MOVES
(butt hop) (h) {sl,as,sw[except against a crouch-blocking target]}
f/b+D

Kou Ou Ken (m) {as}
qcf+P

Ha Ou Shou Kou Ken (m) {a/s}
f,hcf+P

Rai Ou Ken (m.l) {as}
qcf+K

Sai Ha (m) {a/s}
qcb+P

Hyaku Retsu Binta (B) {sw}
dp+P

*Hi En Hou Ou Kyaku* (m) {a/s}
f,b,hcb+BC

***MAI***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
ju| h h  h  h
 | I I  I  I
js| h h h.h h
 |
sf| m m  m  m
 |           m  m
sc| m m  m  m
 |
c| m l  m  l
 *-------------------*

up: sf.B
      C
   sc.B
      D
sw: c.D
>th< sc.C/D
<th> a.C/D

SPECIAL MOVES
(wall jump)
js.f/b at walls

(overhead slam) (h) {as}
j.d+C

Kacho Sen (m) {as}
qcf+P

Musasabi no Mai (m) {as}
hold d,u+P

Ryuu En Bu (m,m) {a/s}
qcb+P

Hissatsu Shinobi Bachi (m) {a/s}
hcf+K

*Chou Hissatsu Shinobi Bachi* (m,m,m,H4,m4) {a/s}
f,db,f+BC    db can be replaced by qcb/lqcd, meaning you can do the motion as
            f,hcf or hcb,f

***KING***
BASIC MOVES
   A B C  D  CD DefAttk
 *-------------------*
ju| h h h  h
 | I   I
js| h h h  h
 |
sf| m m m  m
 |           m  m
sc| m l H m,m
 |
c| m l m  l
 *-------------------*

up: sf.B
      D
   sc.C
      D[2]
    c.C
sw: c.D
sl: sf.B
    c.D
<th> sc.C/D

SPECIAL MOVES
Venom Strike (m) {as}
qcf+K

Double Strike (2m) {as}
f,b,fqcd+K

Trap Shot (m) {a/s}
dp+K

Mo Shuu Kyaku 2(m,m)(m)/3(m,H)(m) {as,a/s[end]}
qcb+K

Tornado Kick (m,m) {a/s}
rdp+K

*Illusion Dance* (m) {a/s}
b,hcb+BD

***RYO***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
ju| h h  h  h
 | I    I
js| h h  h  h
 |
sf| m H  m  m
 |           m  H
sc| m l  m  m
 |
c| m l m.? l
 *-------------------*

up: DefAttk.A (also makes some projectiles pass through Ryo)
        sc.D
         c.C[2]
sw: c.D
sl: s.CD
<th> sc.C/D

SPECIAL MOVES
Kou Ou Ken(ground) (m) {as}
s.qcf+P
         (air) (m-l) {as} travels 45 degrees downward. Can also be done during
j.qcf+P                    dash

Ko Hou (m,m) {as,sw[A,C2]}
dp+P

Zan Retsu Ken (2m,2H,2m,2m,m/2m,2H,2m,2m,2m,2H,2m,2m) {a/s}
hcb+P

Hi En Shippuu Kyaku (m)/(m)->(m) {a/s}
hold db,f+K

Ha Ou Shou Kou Ken (m) {a/s} counts as a 'super projectile' (i.e. will block
f,hcf+P                      some 'normal projectiles')

*Ryuu Ko Ran Bu* (m) {a/s} too slow to be comboed into
qcf,hcb+C

***ROBERT***
BASIC MOVES
   A B  C   D  CD DefAttk
 *-------------------*
j| h h  h   h
 |
sf| m H  m   H
 | I           m  m
sc| m l  m  m,m
 |
c| m l m.m  l
 *-------------------*

up: DefAttk.A (also makes some projectiles pass through Robert)
        sc.D[1]
         c.C[2]
sw: c.D
<th> sc.C/D

SPECIAL MOVES
Ryuu Geki Ken (m) {as}
qcf+P

Ryuu Ga (m.m/m,m) {A:as, C:as,sw[2]}
dp+P

Hi En Ryuu Jin Kyaku (m) {a/s} can also be done during dash
j.qcb+K

Gen Ei Kyaku (2m,2m,2m,2H,m/2m,2m,2m,2H,2m,2m,2m,2H) {a/s}
hcb+K

Hi En Shipuu Kyaku (m)/(m)->(m) {a/s}
hold db,f+K

Ha Ou Shou Kou Ken (m) {a/s} plows through normal projectiles
f,hcf+P

*Ryuu Ko Ran Bu* (m) {a/s} too slow to be comboed into
qcf,hcb+C

***TAKUMA***
BASIC MOVES
   A B  C  D CD DefAttk
 *-------------------*
ju| h h  h  h
 | I    I
js| h h  h  h
 |
sf| H H  m  H
 |           m  m
sc| m l  m  m
 |
c| m l m.? l
 *-------------------*

Some fireballs will pass through Takuma's DefAtk.A
up: DefAtk.A
       sc.C
        c.C[2]
sw: c.D
<th> sc.C/D

SPECIAL MOVES
Ko Ou Ken (m) {as}
qcf+P

Zan Retsu Ken (2m,2H,2m,2m,m/2m,2H,2m,2m,2m,2H,2m,2m) {a/s}
hcb+P

Hi En Shippuu Kyaku (m)/(m)->(m) {a/s}
hold db,f+K

Ha Ou Shi Kou Ken (m) {a/s}
f,hcf+P

Sho Ran Kyaku (B) {sw}
sc.hcb+K

*Ryuu Ko Ran Bu* (m) {a/s}
qcf,b,f+AC

***TUX RUGAL***
BASIC MOVES
   A B  C   D  CD DefAttk
 *-------------------*
j| h=h--h===h
 |
sf| m=m m,m m,m
 | I I      I  x  x
sc| m=m--m  m,m
 |
c| l=l--l===l
 *-------------------*

up: s.D[2]
sw: c.D
as: sf.C
th: x

SPECIAL MOVES
none, but sf.C does block-damage (moreso w/a charged meter)

***MESH RUGAL***
BASIC MOVES
      A B C D   CD  DefAtk
    #--------------------#
ju/jb| h h h h            |
    | I I I              |
  jf| h h h h.h          |
    |                    |
  sf| m m m m,?          |
    | I I   I    H   m   |
  sc| m m m m,?          |
    |                    |
   c| l=l-l=l            |
    #--------------------#

up: jf.D[1]
   sc.C[2]
    s.D[2]
    s.CD
sw: c.D
<th> sc.C/D

SPECIAL MOVES
Reppu Ken (m) {as}
qcf+P

Kaiser Wave (m) {a/s}
qcb+P

Dark Crystal Reflector (x)
qcb+K
reflects projectiles, but doesn't do any harm by itself

Genocide Cutter (m,m) {a/s}
qcf+P

God Press (m) {a/s}
f,db,d,df+P