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FAQ/Move List by Goh_Billy

Version: 8.0 | Updated: 04/03/2008

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         Power Instinct Matrimelee
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 8.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Stress Meter
      3. Characters
         3.1  Gouketsu Ume
         3.2  Kanji Kokuin
         3.3  Clara
         3.4  Reiji Oyama
         3.5  Keith Wayne
         3.6  Anny Hamilton
         3.7  Chinnen
         3.8  Gouketsu Tane
         3.9  Saizo Hattori
         3.10 White Buffalo
         3.11 Poochy
         3.12 Buntaro
         3.13 Shintaro
         3.14 Olof
         3.15 Hikaru
        -----------------------
         3.16 Jimmy Lewis
         3.17 Mr. Jones
         3.18 Lynn Baker
         3.19 Patrick Elias
        ```````````````````````
         3.20 Princess Sissy
      4. Conclusion
         4.1  What's Missing/Needed
         4.2  Credits
				
	
===============================================================================
1. Legend
===============================================================================


  ub  u  uf        f - Forward        HP - Hevay Punch     P - Any Punch
    \ | /          b - Back           LP - Light Punch     K - Any Kick
  b--   --f        u - Up             HK - Heavy Kick      + - And  
    / | \          d - Down           LK - Light Kick      / - Or  
  db  d  df                                                , - Then 
                                     
                                     


qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)


===============================================================================
2. System
===============================================================================

**************
* 2.1 Basics *
**************


Standard Throw            f/b + HP close              f and b determine where
                                                        opponent is thrown
Standard Air Throw        f + HP close in air         Sissy, Jimmy, and Elias
                                                        have no air throw
Throw Escape              perform throw right after
                            opponent's throw attempt

Taunt                     Start                       charges 1/3 of your
                                                        Stress Meter 
Taunt Battle              have both players Taunt     if both players taunt 
                            at the time                 around the same time,
                                                        a screen will drop and
                                                        a series of random key
                                                        presses (A, B, C, or D)
                                                        will be displayed; hit
                                                        the correct button the
                                                        fastest to get a hit
                                                        onto the opponent

Dash Forward              f, f (hold f to run)
  Dashing Punch           P
  Dashing Kick            K                           knocks opponent down;
                                                        Sissy's does not knock
                                                        down
  Halt                    b
Dash Backward             b, b                        invulnerable for a split
                                                        second

Knockdown Attack          HP+HK                       knocks opponent down 
Launch Attack             d + HP+HK                   launches opponent; must
                                                        be blocked low

Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Recover Roll Forward      f + LP+LK immediately       invulnerable for a split
                            after being knocked down    second
Recover Roll Back         LP+LK immediately after     invulnerable for a split
                            being knocked down          second

Double Jump               ub/u/uf after first jump
Small Jump                tap ub/u/uf
High Jump                 press ub/u/uf
Super Jump                db/d/df, ub/uf  /  Dash 
                            Forward, uf

Air Block                 ub/u/uf, b
Block High                b
Block Low                 db                          will not block overheads
Guard Crush               if you guard too often 
                            you  will lose your 
                            ability to block for
                            a split second

Referee Call              LK+HP                       brings referee to 
                                                        foreground
  Referee Return          LK+HP                       returns referee to
                                                        background
Referee Shield            f/b + LK+HP when referee 
                            is in front of you
Referee Toss              f/b + LK+HP when referee
                            is behind you
Referee Projectile        HP+HK when referee is in
                            front of you


********************
* 2.2 Stress Meter *
********************
  
   The Stress Meter builds when you are hit or when opponent blocks your 
attacks.  You can also build the Stress Meter by 1/3 by performing a taunt.
When you completely fill your Stress Meter, your character will be surrounded
by a blast, known as a Stress Scream.  During this time you are completely
invulnerable.  The energy wave can also strike the opponent for damage (and
can set up juggle opportunities).  The Stress Meter maxes at 3 stocks.  The
following are mechanics that use the Stress Meter:

Counter Attack            HK+HP while blocking the    costs one stock
                            opponent's attack 

Stress Shot               Level 1 super costing 1 
                            stock
Ippatsu Ougi              Level 2 super costing 2 
                            stocks
Kinjite                   Level 3 hidden super        not all characters have
                            costing 3 stocks            a Kinjite




===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Gouketsu Ume                                                            *
*******************************************************************************
Colors
------
LP - Yellow pants w/ Purple top
LK - Tan pants w/ Brown top
HP - Black pants w/ Orange top
HK - Brown pants w/ Pink top



Throws
------
Shoulder Toss             f/b + HP close              f and b determine where 
                                                        opponent is thrown
Quick Air Toss            f + HP close in air


Basic Moves
-----------
Stomp Out                 ub/uf, HK                   both kicks are overheads
Rapid Punches             HP close                    3 hits
Shin Kick                 LK close                    must be blocked low
Ume Twister               HK far
Triple Foot               LK, LK, LK about a sweep    first LK must touch 
                            away                        opponent for entire
                                                        string to come out


Command Moves
-------------
Swiping Touch             HP+HK
Rising Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Dashing Chop              Dash Forward, P
Layback Kick              Dash Forward, K
Slap To Punch             d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Stomping Fall             d + LK in air               overhead
Slide                     df + LK                     must be blocked low


Special Moves
-------------
Teeth Throw               qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Flying Face Attack        f, d, df + P                LP=short and low, 
                                                        HP=further and high
Super Flying Face Attack  Dash Forward, f, d, df + P  can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Comet Attack              hcb + P                     LP=two fireballs, 
                                                        HP=five fireballs;
                                                        usually the first 
                                                        fireball will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process while the 
                                                        remaining fireball(s)
                                                        continue its/their
                                                        path
Wave Kick                 qcf + K in air              LK=steeper angle;
                                                        overhead


Supers
------
Stress Shot 
```````````
Super Face Flash          qcf, qcf + LP/LK/HP/HK      LP=corner behind Ume, 
                                                        LK=1/3, HP=2/3, 
                                                        HK=corner in front of
                                                        Ume; energy pillar 
                                                        absorbs projectiles

Ippatsu Ougi
````````````    
Ghostly Leech             db, df, b, f + LP+HP        will collide with other 
                                                         projectiles as both 
                                                         will be "destroyed"
                                                         in the process; must
                                                         connect (not blocked)
                                                         to perform entire 
                                                         super

Kinjite
```````
Ultra Face Flash          qcf, qcf, qcf + HP          tracks opponent


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Ume: Oooh, I've waited for this.
Prince: My bride!
Ume: Yes, prince. I am your bride.
Prince: Good grief! H, help me! A beast!



*******************************************************************************
* 3.2 Kanji Kokuin                                                            *
*******************************************************************************
Colors
------
LP - Purple
LK - Green
HP - Black
HK - Red



Throws
------
Pogo Cane                 f/b + HP close              f and b determine where 
                                                        opponent is thrown
Cane Toss                 f + HP close in air


Basic Move
----------
Shin Kick                 LK close                    must be blocked low


Command Moves
-------------
Dropkick                  HP+HK
Rising Knee               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Triple Cane               Dash Forward, P
Power Kick                Dash Forward, K
Balancing Cane            f + P
  Get Off Cane            d
  Hop Forward             f
  Hop Backward            b
  Hop Up                  u
  Roll Out                LK/HK                       overhead
  Cane Smash              LP/HP                       overhead
Low To Shin Kick          d + LK, LK                  the d + LK must touch
                                                        opponent for entire
                                                        string to come out; 
                                                        both parts must be
                                                        blocked low
Step Trip                 d + HK                      must be blocked low


Special Moves
-------------
Rapid Cane                tap P rapidly
Super Rapid Cane          Dash Forward, tap P         can also be done if you
                            rapidly                     use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        tap P rapidly
Libido Attack             hcb + P                     HP=slight start up 
                                                        delay; absorbs 
                                                        projectiles
Stun Loincloth Snap       hcf + LK                    if move connects (not
                                                        blocked), opponent 
                                                        will be pulled next
                                                        to Kanji and be
                                                        "stunned" for a split
                                                        second        
Loincloth Snaps           hcf + HK             
Headbutt Launch           f, hcf + P                  LP=short, HP=long
Super Headbutt Launch     Dash Forward, f, hcf + P    can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, hcf + P
                                                        motion


Supers
------
Stress Shot 
```````````
Kanji Combo Rush          Hold b for 2 seconds,       dash in must connect
                            f + LK+HK                   (not blocked) to 
                                                        perform the entire 
                                                        super

Ippatsu Ougi
```````````` 
Restore To Life           LK+HK, LK, LK, HK           loincloth must connect
                                                        (not blocked) to 
                                                        perform the entire 
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Kanji: This meeting caps the red cloth legend. Well, my bride. Take this red
       cloth. For both our future...
Sissy: Eeew! This's a loincloth? Never again, pal! No way!



*******************************************************************************
* 3.3 Clara                                                                   *
*******************************************************************************
Colors
------
LP - Orange w/ White shirt
LK - Pink w/ Light Pink shirt
HP - Light Orange w/ White shirt
HK - Orange w/ Blue shirt



Throws
------
Wand Throw                f/b + HP close              f and b determine where 
                                                        opponent is thrown
Air Wand Throw            f + HP close in air


Basic Moves
-----------
Tap To Wand Swipe         LP close, HP                the close LP must touch
                                                        opponent for entire
                                                        string to come out
Shin Kick                 LK close                    must be blocked low
Triple Kicks              LK close, LK, HK            the close LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first LK must be 
                                                        blocked low


Command Moves
-------------
Forward Kick              HP+HK
Rising Wand               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Straight Wand             Dash Forward, P
Side Kick                 Dash Forward, K
Falling Foot              d + LK in air               overhead
Downward Wand             f + HP                      overhead
Short Slide Dropkick      d + HK                      must be blocked low


Special Moves
-------------
Baton Throw               qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Vacuum Spin               qcb + K                     HK=spins longer; f or b
                                                        to maneuver
Super Vacuum Spin         Dash Forward, qcb + K       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcb + K
                                                        motion
Air Vacuum Spin           qcb + K in air              LK=steeper angle;
                                                        overhead
Hammer Blow               qcb + P                     HP=opponent must block 
                                                        low if on ground
Heart Freeze              f, hcf + LK+HK              stuns opponent; absorbs
                                                        projectiles


Supers
------
Stress Shot 
```````````
Starlight Transformation  qcf, qcf + HP               absorbs projectiles;
                                                        must connect (not
                                                        blocked) to transform
                                                        the opponent

Ippatsu Ougi
```````````` 
Rabbit Release            hcf, f, df, d + HP
  Rabbit Chomp            HP                          chomp is unblockable; 
                                                        must connect chomp to
                                                        perform the entire 
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Clara: Come to Clara, the winner! Oh, princey!
Prince: I've come for you, my honey!
Clara: ????!!!
Prince: My lovely bride, oh, you're cute!
Clara: UGH.
Prince: First, a kissy-poo of betrothal!
Clara: You're no prince. Uh, I lied. I'm not the winner!



*******************************************************************************
* 3.4 Reiji Oyama                                                             *
*******************************************************************************
Colors
------
LP - White w/ Purple hair
LK - Off White w/ Brown hair
HP - Light Gray w/ Brown hair
HK - Blue w/ Purple hair



Throws
------
Kick Toss                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Neck Ringer               f + HP close in air


Basic Moves
-----------
Strong Uppercut           HP close                    2 hits
High To Jump Kick         LK close, HK                the close LK must touch
                                                        opponent for entire
                                                        string to come out
Shin Kick                 LK far                      must be blocked low


Command Moves
-------------
Downward Punch            HP+HK
Swiping Kick              d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Uppercut                  Dash Forward, P
Jaw Kick                  Dash Forward, K
Swiping Fist              f + LP                      overhead
Low To Uppercut           d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Elbow Drop Combo          df + LK


Special Moves
-------------
Thunder Globe             qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Flying Dragon Punch       f, d, df + P                LP=short, HP=further
Super Flying Dragon Punch Dash Forward, f, d,         can also be done if you
                            df + P                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Thunder Kick              tap K rapidly
Super Thunder Kick        Dash Forward, tap K         can also be done if you
                            rapidly                     use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        tap K rapidly
Super Spin Kick           qcf + K in air              LK=steeper angle;
                                                        overhead
Roll Tackle Pound         hcb + HK close              unblockable


Supers
------
Stress Shot 
```````````
Great Dragon Rush         hcb, f + HP
  Dragon Tail             f, d, df + HP               overhead

Ippatsu Ougi
```````````` 
Giant Tiger Roar          qcf, qcf + HP               unblockable; absorbs
                                                        projectiles

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Reiji: This is my present to you. Please, take it.
Sissy: Huh?
Reiji: You use it like this.
Sissy: Two peas in a pod, huh? 



*******************************************************************************
* 3.5 Keith Wayne                                                             *
*******************************************************************************
Colors
------
LP - Black pants w/ Gray top
LK - Light Blue pants w/ Black top
HP - Maroon pants w/ Gray top
HK - Gray pants w/ Black top



Throws
------
Mount Kick                f/b + HP close              f and b determine where 
                                                        opponent is thrown
Air Mount Kick            f + HP close in air


Basic Moves
-----------
Uppercut To Backfist      HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out;
                                                        can wait until the
                                                        initial close HP hits
                                                        twice to follow with
                                                        another HP to get 3
                                                        hits
Knee To Jump Kick         LK close, HK                the close LK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Fast Knuckle              HP+HK
Uppercut                  d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Strong Fist               Dash Forward, P
Turn Kick                 Dash Forward, K
Axe Kick                  f + LK                      overhead
Step Kick                 f + HK


Special Moves
-------------
Lightning Flash           qcb + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; goes
                                                        under most of the
                                                        projectiles in the
                                                        game
Knuckle Bomber            Charge b for 2 seconds,     LP=short, HP=long
                            f + P 
Rolling Cannon            qcb + K                     LK=short, HK=further
Super Rolling Cannon Dash Forward, qcb + K            can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcb + K
                                                        motion
Spiral Kick               qcf + K                     LK=grounds opponent
  Double Spiral           qcf + K                     follow up for HK Spiral
                                                        Kick only
    Trip Finish           qcf + HK                    must be blocked low
    Down Kick Finish      qcf + LK                    overhead
Air Spiral Kick           qcf + K in air              LK=grounds opponent, 
                                                        HK=three spiral kicks;
                                                        overhead


Supers
------
Stress Shot 
```````````
Knuckle Bomb Flash        qcb, hcf + HP               start up ground blasts
                                                        absorb projectiles
  Rolling Bomber          qcb, hcf + HP               uses up another stock;
                                                        can cancel this anytime
                                                        between the 1st to 5th
                                                        hit

Ippatsu Ougi
```````````` 
Tidal Wave Bomb           qcf, qcf + HP               fire pillar absorbs
                                                        projectiles

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Keith: The ladies of the world are mine! The Princess is mine for sure.
Ellen: ...
Sissy: ...
Ellen: Lady Sissy, Master Keith is a playboy!
Sissy: I know, Ellen. Let's serve him his just deserts.
Keith: Hey! It's I the winner, Keith Wayne! The pleasures all mine.



*******************************************************************************
* 3.6 Anny Hamilton                                                           *
*******************************************************************************
Colors
------
LP - Red
LK - Orange
HP - Blue
HK - White



Throws
------
Thrust Down               f/b + HP close              f and b determine where
                                                        opponent is thrown
Air Thrust Down           f + HP close in air


Basic Moves
-----------
Poke To Slap              LP close, HP                the close LP must touch
                                                        opponent for entire
                                                        string to come out
Step Uppercut             HP close                    2 hits


Command Moves
-------------
Spin Kick                 HP+HK
Back Flip                 d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Slap                      Dash Forward, P
Twirl Kick                Dash Forward, K
Upward Slap               df + LP
Scissors                  f + LK                      overhead
Low To Roundhouse         d + LK, HK                  the d + LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first part must be
                                                        blocked low
Sneaking Sweep            d + HK                      must be blocked low


Special Moves
-------------
Swan Toss                 qcf + P                     LP=straight, HP=rising;
                                                        will collide with 
                                                        other projectiles as 
                                                        both will be 
                                                        "destroyed" in the 
                                                        process
Rainbow Sweep             f, d, df + P                LP=short, HP=further
Super Rainbow Sweep       Dash Forward, f, d,         can also be done if you
                            df + P                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Anny Dynamic              Charge HK for 3 seconds,    overhead
                            release
Strong Anny Dynamic       Charge HK for 6 seconds,    overhead
                            release
Photon Ball               qcf + P in air              LP=steeper angle; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process


Supers
------
Stress Shot 
```````````
Psychedelic Throw         hcb, hcb + HP               connects close; 
                                                        unblockable

Ippatsu Ougi
```````````` 
Angel Ring                b, f + LP, db, df + HP      absorbs projectiles;
                                                        unblockable; ring must
                                                        connect to perform
                                                        the entire super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Prince: My beloved bride!
Anny: What? What is that trembling?
Prince: Oh, I love you!
Anny: Yaaaaaaah!
Anny: I'm sorry, Andy! 
Andy: GARGH! 
Anny: I forfeit my victory!



*******************************************************************************
* 3.7 Chinnen                                                                 *
*******************************************************************************
Colors
------
LP - Orange
LK - Yellow-Orange
HP - Off White
HK - Gray



Throws
------
Backdrop                  f/b + HP close              f and b determine where
                                                        opponent is thrown
Neck Ringer               f + HP close in air


Basic Moves
-----------
Punch To High Kick        LP close, LK                the close LP must touch
                                                        opponent for entire
                                                        string to come out
Gut To Jump Kick          HP close, HK                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Shin Kick                 LK close                    must be blocked low
Sobat                     HK far                      can dodge some low 
                                                        attacks


Command Moves
-------------
Flying Headbutt           HP+HK
Strong Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Palm Strike               Dash Forward, P
Hop Kick                  Dash Forward, K
Double Kick               f + LK
Slide                     df + LK                     must be blocked low


Special Moves
-------------
Freeze Curse Card         hcf + LP+HP                 stuns opponent; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; goes
                                                        over most of the 
                                                        projectiles in the 
                                                        game
Oro Ball Wave             hcb + P                     LP=fast start and slow
                                                        skull, HP=slow start
                                                        and fast skull; start 
                                                        up orb will absorb
                                                        projectiles; skull
                                                        projectile will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Blade Kick                hcf + K                     LK=short, HK=further;
                                                        last hit is an 
                                                        overhead
Striking Thunder Fist     f, b, f + P                 LP=straight punch 
                                                        finish, HP=uppercut 
                                                        finish
Super Strike Thunder Fist Dash Forward, f, b, f + P   can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, b,
                                                        f + P motion
Oro Ball                  hcb + LP in air             absorbs projectiles
Air Flying Skull          hcb + HP in air             will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process


Supers
------
Stress Shot 
```````````
Turn Of Fate              hold LP, hold LK (while     absorbs projectiles
                            still holding LP), hold
                            HP (while still holding
                            LP and LK)     

Ippatsu Ougi
```````````` 
Vengeful Priest           qcf, hcb + LK               dash in must connect 
                                                        (not blocked) for
                                                        the entire super to
                                                        come out

Kinjite
```````
Crumbling Temple          b, df , uf, db, ub,         unblockable
                            f + HK during stress 
                            scream


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Chinnen: Come to my embrace, I shall take you. 
Sissy: No, I'll take you. Come to me, I'm mad about you. 



*******************************************************************************
* 3.8 Gouketsu Tane                                                           *
*******************************************************************************
Colors
------
LP - Pink pants w/ Green top
LK - Green pants w/ Pink top
HP - Pink pants w/ Purple top
HK - Purple pants w/ Green top



Throws
------
Draining Kiss             f/b + HP close              f and b determine where
                                                        opponent is thrown
Quick Air Toss            f + HP close in air


Basic Moves
-----------
Stomp Out                 ub/uf, HK                   both kicks are overheads
Close Palms               HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out;
                                                        can wait until the
                                                        initial close HP hits
                                                        twice to follow with
                                                        another HP to get 3
                                                        hits
Shin Kick                 LK close                    must be blocked low
Double Foot               LK, LK, about a sweep       the first LK must touch
                            away                        opponent for entire
                                                        string to come out
Tane Twister              HK far


Command Moves
-------------
Swiping Touch             HP+HK
Rising Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Dashing Chop              Dash Forward, P
Layback Kick              Dash Forward, K
Stomping Fall             d + LK in air               overhead
Slide To Punches          df + HP
Kick Assault              d + LK, LK, HK              the d + LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first two parts must
                                                        be blocked low
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Hopping Teeth Throw       Charge b for 2 seconds,     LP=low, HP=high; will
                             f + P                      collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; 
                                                        overhead
Floating Head             Charge b for 2 seconds,     LK=short, HK=long; 
                            f + K                       absorbs projectiles
Rising Wave Kick          Charge d for 2 seconds,     LK=short, HK=long
                            u + K
Switch And Comet Attack   hcb + P close               unblockable


Supers
------
Stress Shot 
```````````
Giant Face Attack         qcf, qcf + HP               absorbs projectiles

Ippatsu Ougi
```````````` 
Demon Hand                b, db, b, f + HP            absorbs projectiles;
                                                        grabbing hand is 
                                                        unblockable; super
                                                        must connect to 
                                                        perform the entire
                                                        maneuver

Kinjite
```````
Triple Face Attack        qcf, qcf, qcf + HP          absorbs projectiles


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Tane: Now to prepare for my first kiss...
Prince: Run away! Get me out of here!
Attendant: OK, OK. Oh, the pain!



*******************************************************************************
* 3.9 Saizo Hattori                                                           *
*******************************************************************************
Colors
------
LP - Purple w/ Orange trim
LK - Blue-Gray w/ Yellow-Orange trim
HP - Gray w/ Green trim
HK - White w/ Orange trim



Throws
------
Ninja Drill               f/b + HP close              f and b determine where
                                                        opponent is thrown
Izuna Drop                f + HP close in air


Basic Move
----------
Kick Clash                LK close, HK, HK            the close LK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Gut Punch                 HP+HK
Knee Thrust               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Ninja Fist                Dash Forward, P
High Kick                 Dash Forward, K
Dive Kick                 d + HK in air               overhead
Strike To Gut Punch       d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Slide                     df + LK                     must be blocked low


Special Moves
-------------
Dragon Flame Flash        qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Dragon Flash Bomb         qcb + P                     LP=short, HP=long
Dragon Flash Dud          qcb + LK
Blue Flame Slice          hcf + K                     LK=short, HK=long
Super Blue Flame Slice    Dash Forward, hcf + K       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcf + K
                                                        motion
Tsunami Slash             qcb + P in air              LP=steeper angle; 
                                                        overhead


Supers
------
Stress Shot 
```````````
Flaming Flash Wave        qcf, hcb + HP               bomb blasts absorb 
                                                        projectiles

Ippatsu Ougi
```````````` 
Shadow Crawler            db, df, db, df + HK         moving shadow is 
                                                        unblockable; shadow 
                                                        must connect to 
                                                        perform the entire 
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Sissy: So, you're a ninja I hear?
Saizo: Uh, that is correct...
Sissy: Then disappear for us!
Saizo: Uh, very well... ah!
Sissy: Wow! He really did disappear!  Huh? He's not coming back.
Saizo: Whew (That was too easy.)



*******************************************************************************
* 3.10 White Buffalo                                                          * 
*******************************************************************************
Colors
------
LP - Green
LK - Dark Green
HP - Blue
HK - Off White


Throws
------
Flipping Slam             f/b + HP close              f and b determine where
                                                        opponent is thrown
Air Flipping Slam         f + HP close in air


Basic Moves
-----------
Power Upper               HP close                    2 hits
Shin Kick                 LK close                    must be blocked low
Finishing Kick            HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Backfist                  HP+HK
Uppercut Swing            d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Short Uppercut            Dash Forward, P
Turn Kick                 Dash Forward, K
Shoulder Rush             df + LP
Knee Catch                f + LK                      counters high attacks


Special Moves
-------------
Arrow Shot                qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; goes
                                                        over most projectiles
                                                        in the game
Smash Tackle              Charge b for 2 seconds,     LP=short, HP=long
                            f + P
  Uppercut                f, d, df + HP               only works off HP Smash
                                                        Tackle
Charging Buffalo          Charge b for 2 seconds,     LK=slow, HK=fast; buffalo
                            f + K                       absorbs projectiles
Flying Elbow Blow         qcb + P in air              LP=steeper angle;
                                                        overhead


Supers
------
Stress Shot 
```````````
Totem Of Ashes            qcf, hcb + HP               absorbs projectiles

Ippatsu Ougi
````````````
Buffalo Buster            hcb, hcb + HP               connects close; 
                                                        unblockable

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
White: My bride, I have come. Please, go with me.
Sissy: Hey, you're not who I expected!
White: I, I hate kids! I prefer her.
Ellen: PASS!



*******************************************************************************
* 3.11 Poochy                                                                 *
*******************************************************************************
Colors
------
LP - Red
LK - Blue-Purple
HP - Green
HK - Yellow



Throws
------
Kick Away                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Doggie Chomp              f + HP close in air


Basic Moves
-----------
Doggy Punches             LP close                    4 hits
Uppercut To Straight      HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Double Punch              HP+HK
Doggie Flip               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Flying Butt               Dash Forward, P
Flip Heal                 Dash Forward, K
Crouch Doggy Punches      d + LP                      4 hits
Falling Heal              f + LK                      overhead
Arc Dropkick              df + HK


Special Moves
-------------
Flying Ear Slap           qcf + LP                        
Flying Bear Ear Slap      qcf + HP                    bear will collide with
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the
                                                        process; bear goes 
                                                        under most projectiles
                                                        in the game
Super Flying Ear Slap     Dash Forward, qcf + P       produces two bear 
                                                        projectiles; first 
                                                        bear will usually
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed" in
                                                        the process while the
                                                        second bear continues
                                                        its path; both bears
                                                        go under most 
                                                        projectiles in the 
                                                        game; can also be done
                                                        if you use a dashing P
                                                        or K that touches the
                                                        opponent and then
                                                        perform the qcf + P
                                                        motion
Doggy Dive                qcb + K                     LK=short, HK=long;
                                                        overhead
Heavy Dig                 qcb + P                     LP=high, HP=low; one
                                                        item will usually
                                                        collide with other 
                                                        projectiles and 
                                                        "destroy" them as well
                                                        as be "destroyed",
                                                        while the other item
                                                        will continue its path
Ferocious Charge          qcf + K                     LK=short, HK=long
Super Ferocious Charge    Dash Forward, qcf + K       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcf + K
                                                        motion
Sky Dive                  qcb + K in air              LK=steeper angle;
                                                        overhead


Supers
------
Stress Shot 
```````````
Great Bear Assault        hold LP, hold LK (while     bear charge is 
                            still holding LP),          unblockable; large
                            hold HP (while still        bear absorbs 
                            holding LP and LK)          projectiles
Ippatsu Ougi
````````````
Giant Cyclone             f, b, f, b, f, b, f, b, f   cyclone absorbs 
                                                        projectiles
Giant Cyclone II          f, b, f, b, f, b, f, b, f   cyclones absorb
                            during stress scream        projectiles

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Poochy: Woofun, woo (My bridey bride!). Woof, woof, woof.
Sissy: I, hate dogs. Yuck!
Poochy: Gya-oooh (You're so cruel!)!



*******************************************************************************
* 3.12 Buntaro                                                                *
*******************************************************************************
Colors
------
LP - Blue
LK - Red
HP - White
HK - Dark Blue



Throws
------
Layback Toss              f/b + HP close              f and b determine where
                                                        opponent is thrown
Flip Toss                 f + HP close in air


Basic Move
----------
Knee To Back Kick         LK close, HK                the close LK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Slide Kick                HP+HK
Sky Kick                  d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Straight Punch            Dash Forward, P
Swing Kick                Dash Forward, K
Falling Headbutt          f + LP                      overhead
Shoulder Charge           df + HP
Low To Spin Kick          d + LK, HK                  the d + LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first part must be 
                                                        blocked low
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Violent Crescent          f, d, df + K                LK=short, HK=further
Super Violent Crescent    Dash Forward, f, d,           can also be done if you
                            df + K                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + K motion
Self Confidence           hcb + P                     high counter attack
Bird Of Prey              qcf + K in air              LK=steeper angle; 
                                                        overhead
  Sharp Talon             qcf + LK                    overhead
  Ground Talon            qcf + HK                    must be blocked low
Mach Slide                hcb + K
Bird Crash                d, d + K                    stomps once; Self 
                                                        Confidence and Mach
                                                        Slide powered up to 
                                                        level 1
  Bird Crash II           d, d + K                    stomps twice; Self 
                                                        Confidence and Mach
                                                        Slide powered up to 
                                                        level 2
    Bird Crash III        d, d + K                    stomps three times; 
                                                        Self Confidence and 
                                                        Mach Slide powered up 
                                                        to level 3


Supers
------
Stress Shot 
```````````
Super Sentence Kick!      qcb, hcf + HK               flip kick must connect 
                                                        (not blocked) to 
                                                        perform the entire 
                                                        super

Ippatsu Ougi
````````````
Terminal Crash            Charge b, HK, LK, HK, LK    shoulder charge must
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Buntaro: Ooh! Ah! I am the champion!
Groupies: You're so dreamy!
Sissy: Excuse me, it just got out of the box.
Groupies: Oh, she's awesome!
Buntaro: ........ 



*******************************************************************************
* 3.13 Shintaro                                                               *
*******************************************************************************
Colors
------
LP - Green-Blue
LK - Blue
HP - Gray
HK - Orange



Throws
------
Layback Toss              f/b + HP close              f and b determine where
                                                        opponent is thrown
Flip Toss                 f + HP close in air


Basic Move
----------
One Two                   HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Gut Elbow                 HP+HK
High Uppercut             d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Quick Punch               Dash Forward, P
Back Kick                 Dash Forward, K
Falling Headbutt          f + LP                      overhead
Low To Uppercut           d + LP, HP                  the d + LP must touch
                                                        opponent for entire
                                                        string to come out
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Bicycle Ride              f, d, df + K                LK=short, HK=further
Super Bicycle Ride        Dash Forward, f, d,           can also be done if you
                            df + K                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + K motion
Hammer Drop               hcb + P                     LP=short, HP=long;
                                                        overhead
Air Hammer Drop           hcb + P in air              LP=short, HP=long
                                                        overhead
Super Hammer Drop         Dash Forward, hcb + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcb + P
                                                        motion; overhead
Roadblock                 f, df, d + P                LP=low autoguard, 
                                                        HP=high autoguard; 
                                                        punch must connect
                                                        (not blocked) to
                                                        perform the entire
                                                        move
First Crown               qcf + P                     LP=short, HP=long
  Second Crown            qcf + P
    Triple Crown          qcf + P


Supers
------
Stress Shot 
```````````
Lucky Novice              qcf, qcf + HP               punch must connect
                                                        (not blocked) to
                                                        perform the entire
                                                        super

Ippatsu Ougi
````````````
No Remorse                Charge b, HP, LP, HP, LP    punch must connect
                                                        (not blocked) to
                                                        perform the entire
                                                        super

Kinjite
```````
Bitter End                f, qcf, b + HP close        unblockable


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Shintaro: Oh! I won! What do I get?
Sissy: ....How do you like my present? 
Shintaro: Ugh. Argh (Hey! Give it back!). 



*******************************************************************************
* 3.14 Olof                                                                   *
*******************************************************************************
Colors
------
LP -  Purple
LK -  Black
HP -  Dark Purple
HK -  Brown



Throws
------
Foot Plant                f/b + HP close              f and b determine where
                                                        opponent is thrown
Leg Smash                 f + HP close in air


Basic Moves
-----------
Double Air Kick           ub/uf, HK, HK               the first HK must touch
                                                        opponent for entire
                                                        string to come out; 
                                                        this string will only
                                                        work from a ub/uf 
                                                        jump; both parts are
                                                        air attacks and 
                                                        overheads
Shin Kick                 LP close                    must be blocked low
High To Knockdown         HP close, HK                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Knee To Jaw Kick          LK close, LK                the close LK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Big Boot                  HP+HK
Angle Kick                d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Heal Fall                 Dash Forward, P
Twist Kick                Dash Forward, K
Axe Kick                  f + LP                      overhead
Low Poke                  d + LP                      must be blocked low
Slide Punt                d + HP
One Two Kick              df + LK
Auto Axe                  stand still until knee      counters high attacks
                            raises


Special Moves
-------------
Purple Sulfur             qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Angle Purple Sulfur       qcf + K                     LK=diagonal down, 
                                                        HK=diagonal upward; 
                                                        will collide with 
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the 
                                                        process
Acid Rain                 f, d, df + K                LK=short, HK=further;
                                                        second hit is an 
                                                        overhead
Super Acid Rain           Dash Forward, f, d,         can also be done if you
                            df + K                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + K motion; last
                                                        part is an overhead
Foot Sting                qcb + K                     LK=short, HK=long
Super Foot Sting          Dash Forward, qcb + K       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcb + K
                                                        motion
Air Foot Sting            qcb + K in air              LK=short, HK=long
  Dense Sulfur            qcb + K                     follow up from HK Air 
                                                        Foot Sting only


Supers
------
Stress Shot 
```````````
Crazy Plague              qcf, hcb + HK               dash in kick must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Ippatsu Ougi
````````````
Final Disease             b, qcb, f + LP              feint; still costs meter
                                                        though
Rotting Fist              b, qcb, f + HP              unblockable; Olof takes
                                                        damage as well

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Olof: My true purpose is not a royal position. I want to make the world a
flower patch... how wonderful!
Sissy: He won't do. Let's look for another one.



*******************************************************************************
* 3.15 Hikaru                                                                 *
*******************************************************************************
Colors
------
LP - Black top w/ Gray bottom 
LK - Green top w/ Light Green bottom
HP - Dark Purple top w/ White bottom
HK - Purple top w/ Pink bottom



Throws
------
Cane Bust                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Quick Throw               f + HP close in air


Basic Moves
-----------
Double Cane               HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Shin Kick                 LK close                    must be blocked low
Dash Shin Kick            LK far
Knee To Kick              HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Cane Poke                 HP+HK
Upward Strike             d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Cane Swipe                Dash Forward, P
Swift Kick                Dash Forward, K
Roll Forward              df + LP
Dive Knee                 f + LK                      overhead; only air 
                                                        specials and supers
                                                        will cancel from this
                                                        (ie. Flying Needle)
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Cane Circle               f, d, df + P                LP=short, HP=long
Super Cane Circle         Dash Forward, f, d,         can also be done if you
                            df + P                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Iron Cane                 f, d, df + K                counters high attacks
Leap Crush                hcb + P                     LP=short, HP=long; 
                                                        overhead
Super Leap Crush          Dash Forward, hcb + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcb + P
                                                        motion; overhead
Sweep Run                 hcb + K                     must be blocked low; 
                                                        HK=start up back roll
Flying Needle             qcb + K in air              LK=steeper angle; 
                                                        overhead


Supers
------
Stress Shot 
```````````
Justice Circle            qcb, hcf + LP+HP
Needle To Justice Circle  qcb, hcf + LP+HP in air     overhead; needle kick 
                                                        must connect (not
                                                        blocked) to perfrom 
                                                        the entire super

Ippatsu Ougi
````````````
Iron Cane Duel            d, d, qcf + HK              counters high attacks

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Hikaru: I've no interest in the princess.
Sissy: Why you! What? Then why did you join the tournament?
Hikaru: To show the world my awesome strength, silly child!



 ---------------------------------------------------------------------------
 To use the following characters, at the character select screen tap up four 
 times, down three times, left two times and right one time.
 ---------------------------------------------------------------------------

*******************************************************************************
* 3.16 Jimmy Lewis                                                            *
*******************************************************************************
Colors
------
LP - Black pants w/ Red top
LK - Purple-Blue pants w/ Red top
HP - Brown pants w/ Off White top
HK - Maroon pants w/ Blue top



Throw
-----
Grab And Toss             f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Punch To Upper            HP close                    2 hits
Shin Kick                 LK close                    must be blocked low
Sobat                     HK far                      can dodge some low 
                                                        attacks


Command Moves
-------------
Power Fist                HP+HK
Rising Forearm            d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Chop                      Dash Forward, P
Power Kick                Dash Forward, K
Down Elbow                f + LP                      overhead
Low And Chop              d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Step Uppercut             df + LP                     first part is a high 
                                                        autoguard


Special Moves
-------------
Red Rage                  qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Sho Ryu Dan               f, d, df + P                LP=short, HP=further
Super Sho Ryu Dan         Dash Forward, f, d,         can also be done if you
                            df + P                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Cannon Kick               qcb + K                     LK=short, HK=long;
                                                        overhead
Heat Hurricane            hcb + LP                         
Hurricane Charge          hcb + HP
  Heat Straight           qcf + HP
  Heat Elbow              qcb + HP                    overhead
  Heat Upper              f, d, df + HP               must be blocked low


Supers
------
Stress Shot 
```````````
Gun Blow                  qcb, f + LP                 flame knuckle must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Ippatsu Ougi
````````````
Super Gun Blow            qcb, f + HP                 flame knuckle must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



*******************************************************************************
* 3.17 Mr. Jones                                                              *
*******************************************************************************
Colors
------
LP - Yellow w/ Gray trim
LK - White w/ Blue-Gray trim
HP - Blue w/ Purple trim
HK - Pink w/ Purple-Blue trim



Throws
------
Toss To Ground            f/b + HP close              f and b determine where
                                                        opponent is thrown
Air Toss To Ground        f + HP close in air


Basic Moves
-----------
Knee To Kick              LK close, LK                the close LK must touch
                                                        opponent for entire
                                                        string to come out
Rising Kick               HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Double Fist               HP+HK
Snap Kick                 d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Kung Fu Punch             Dash Forward, P
Big Boot                  Dash Forward, K  
Down Elbow                f + LP                      overhead
Uppercut To Double        d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Slide Double              df + LK                     both parts must be 
                                                        blocked low


Special Moves
-------------
Funky Impact              qcf + P                     LP=fast, HP=slow; the
                                                        start up has high
                                                        autoguard
Super Funky Impact        Dash Forward, qcf + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcf + P
                                                        motion
Retro Knuckle             qcb + P                     LP=short, HP=long
Gaudy Punch               tap P rapidly
Arc Fliegan               qcb + K                     LK=stationary, HK=long


Supers
------
Stress Shot 
```````````
Groove Master             qcb, qcb + LK               sliding part must be 
                                                        blocked low

Ippatsu Ougi
````````````
King Kang                 hcf + LK+HK                 unblockable; can be
                                                        hurt by Kang; Kang
                                                        absorbs projectiles

Kinjite
```````
None 


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



*******************************************************************************
* 3.18 Lynn Baker                                                             *
*******************************************************************************
Colors
------
LP - Yellow
LK - Red
HP - Gray
HK - White



Throws
------
Toss Over                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Air Toss Over             f + HP close in air


Basic Moves
-----------
Double Stretch Palm       HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Double High               HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out

        
Command Moves
-------------
Double Palm               HP+HK
Hop Kick                  d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Flying Palms              Dash Forward, P
High Kick                 Dash Forward, K
Down Palm                 f + LP                      overhead
Crossup Kick              b + LK in air               overhead


Special Moves
-------------
Ko Ryu Sho Zan            qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Ryu En Hou                f, d, df + P
  Karasu Kyaku            qcf + K
    Kyaku Binta           K
Enretsu Ken               hcb + P                     LP=short, HP=long
Super Enretsu Ken         Dash Forward, hcb + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcb + P
                                                        motion
Ko Ryu Kyaku              Charge d for 2 seconds,     LK=short, HK=further
                            u + K 


Supers
------
Stress Shot 
```````````
Tobi Ryu                  qcb, hcf + LK               second hit is an 
                                                        overhead

Ippatsu Ougi
````````````
Shin Tobi Ryu             qcb, hcf + HK               second hit is an
                                                        overhead; second hit
                                                        must connect (not
                                                        blocked) to perform
                                                        the entire super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



*******************************************************************************
* 3.19 Patrick Elias                                                          *
*******************************************************************************
Colors
------
LP - Purple
LK - Black
HP - Maroon
HK - White



Throw
-----
Heart Punch               f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Elbow To Straight         HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out;
                                                        can wait until the
                                                        initial close HP hits
                                                        twice to follow with
                                                        another HP to get 3
                                                        hits
Low To High               LK close, HK                the close LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first part must be
                                                        blocked low


Command Moves
-------------
Flying Kick               HP+HK
Strong Uppercut           d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Power Fist                Dash Forward, P
High Kick                 Dash Forward, K
Punch Down                f + LP                      overhead
Rising Uppercut           d + HP                      2 hits
Double Low                df + LK                     both parts must be 
                                                        blocked low


Special Moves
-------------
Holy Flare                qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Magnus                    qcb + P                     LP=stationary, HP=long;
                                                        absorbs projectiles
Super Magnus              Dash Forward, qcb + P       absorbs projectiles; can
                                                        also be done if you use
                                                        a dashing P or K that
                                                        touches the opponent
                                                        and then perform the
                                                        qcb + P motion
Hell Or Heaven            hcf + K                     LK=short, HK=long; must
                                                        connect (not blocked)
                                                        to perform entire 
                                                        move; gains life back
Sinful                    f, d, df + P                connects close; 
                                                        unblockable


Supers
------
Stress Shot 
```````````
Maximum Delirium          hcb, f + LP                 must connect (not 
                                                        blocked) to perform 
                                                        the entire super;
                                                        gains life back

Ippatsu Ougi
````````````
Super Maximum Delirium    hcb, f + HP                 must connect (not 
                                                        blocked) to perform 
                                                        the entire super;
                                                        gains life back

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



 ---------------------------------------------------------------------------
 To use Sissy, hold LP+LK+HP+HK after selecting a character until the versus
 screen appears
 ---------------------------------------------------------------------------

*******************************************************************************
* 3.20 Princess Sissy                                                         *
*******************************************************************************
Colors
------
LP - White cloak w/ Green trim
LK - White cloak w/ Blue trim
HP - White cloak w/ Orange trim
HK - White cloak w/ Purple trim



Throw
-----
One Handed Toss           f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Invulnerable Forward      Dash Forward                when you disappear you 
                                                        are invulnerable
Invulnerable Back         Dash Back                   when you disappear for a
                                                        second you are 
                                                        invulnerable
Weak Weights              LP/LK in air                can hit twice; both hits
                                                        are overheads
Strong Weights            HP/HK in air                can hit twice; both hits
                                                        are overheads
Quick Drill               LK close                    2 hits
Slide Drill               LK far                      3 hits
Buzzsaw                   HK close                    3 hits
Slide Buzzsaw             HK far                      3 hits


Command Moves
-------------
Boxing Glove              HP+HK
Low Boxing Glove          d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Phantom Slide             Dash Forward and hold f     Sissy will disappear and
                                                        when she totally fades
                                                        away she will become 
                                                        invulnerable to 
                                                        everything except 
                                                        throws
Phantom Escape            Dash Backward and hold b    Sissy will disappear and
                                                        when she totally fades
                                                        away she will become 
                                                        invulnerable for a 
                                                        second
Secret Glove              Dash Forward, P
Drill And Buzz            Dash Forward, K
Low Weight                d + HK                      2 hits; both hits must be
                                                        blocked low


Special Moves
-------------
Abubo The Djinn           qcf + P
Sword In The Box          f, d, df + P
Booby Trap                qcb + K                     LK=short, HK=long; blast
                                                        absorbs projectiles
Frogger                   qcf + K                     breaks opponent's block;
                                                        will collide with 
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the 
                                                        process


Supers
------
Stress Shot 
```````````
Exploding Treasure        qcb, hcf + LP               blasts absorb 
                                                        projectiles

Ippatsu Ougi
````````````
Magical Frog Shot         qcb, hcf + HP               gun blast absorbs 
                                                        projectiles; gun blast
                                                        is unblockable; blast
                                                        must connect in order
                                                        to transform the 
                                                        opponent

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



===============================================================================
4. Conclusion
===============================================================================
4.1  What's Missing/Needed

-Possible missing moves or supers
-Does everyone have a Kinjite? Not sure...
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

4.2  Credits

- Playmore
- Atlus
- Noise Factory
- Gamefaqs
- Jay (IRalfLoireI@aol.com) for helping me with corrections, thanks :)
- And me for writing this faq

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