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    FAQ/Move List by Terotrous

    Version: 2.2 | Updated: 02/01/10 | Search Guide | Bookmark Guide

    
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                                   CROSS GENERATION OF HEREOES
    
    
                 A guide to Tatsunoko vs Capcom for the Wii (and Arcade)
                           Written by Adam King (aka Gnik)
    
                                   Version 2.2
    
    
    This FAQ is intended for personal use only.  You are free to save or print this
    guide for your own use in playing the game, but it is not to be reproduced or
    redistributed without the express permission of Adam King.  
    
    This guide is best viewed using a fixed-width font, with at least 79 characters
    per row.
    
    The most up to date version of this guide may always be found at
    http://www.gamefaqs.com
    
    ===============================================================================
    ===============================================================================
    Table of Contents:
    
    You can search using the code listed before the titles to jump right to that
    section.  Just press Ctrl-F and type in the code.
    
    F-0   Faq information
       F-1   Version History
       F-2   Preface
    
    G-0   Game Basics
       G-1  About Tatsunoko vs Capcom
       G-2  Menu Translation
       G-3  Fighting Basics
       G-4  Basic Controls and Notation
       G-5  Advanced Manoeuvres
       G-6  Combos
    
    C-00  Characters
       C-01  Ken the Eagle
       C-02  Jun the Swan
       C-03  Casshern
       C-04  Tekkaman
       C-05  Hurricane Polymar
       C-06  Yatterman-1
       C-07  Karas
       C-08  Doronjo
       C-09  Hakushon Daimaou
       C-10  Ippatsuman
       C-11  Gold Lightan
       C-12  Ryu
       C-13  Chun-Li
       C-14  Morrigan
       C-15  Alex
       C-16  Batsu
       C-17  Rock Volnutt
       C-18  Soki
       C-19  Roll
       C-20  Saki
       C-21  Viewtiful Joe
       C-22  PTX-40A
       C-23  Yami
    
    S-0   Finer Points of Strategy
       S-1   Landing Hits
       S-2   Playing Keep-Away
       S-3   Mega Crash
       S-4   Baroque
    
    B-0   Miscellanious
       B-1   Glitches
    
    M-00  Minigames
       M-01  Ken's
       M-02  Jun's
       M-03  Casshern's
       M-04  Tekkaman's
       M-05  Polymar's
       M-06  Yatterman's
       M-07  Karas'
       M-08  Doronjo's
       M-09  Daimaou's
       M-10  Ippatsuman's
       M-11  Gold Lightan's
       M-12  Ryu's
       M-13  Chun-Li's
       M-14  Morrigan's
       M-15  Alex's
       M-16  Batsu's
       M-17  Rock's
       M-18  Soki's
       M-19  Roll's
       M-20  Saki's
       M-21  Joe's
       M-22  PTX-40A's
    
    Z-0   Contact and Credits
       Z-1   Contacting Me
       Z-2   Credits
       Z-3   Closing Information
    
    
    ===============================================================================
    ===============================================================================
    F-0
    
    FAQ Information:
    
    ###############################################################################
    F-1
    
    Version History:
    
    1.0 - Jan 17, 2009
    First draft.  Covers all characters, but other parts are kind of rough.
    Much more to come, just wanted to get a first draft up there.
    
    1.5 - Feb 1, 2009
    Added a Strategy section, expanded the section about combos and made revisions.
    Added some of the infinite combos.
    
    2.0 - Mar 8, 2009
    Added a section of Yami, a section on Glitches, added the Minigames, and
    made a few corrections.  This may end up being the final version.
    
    2.1 - Jan 18, 2010
    A few more corrections and combos added.  Probably the final version, I'll
    be moving on to Tatsunoko vs Capcom: Ultimate All Stars after this.
    
    2.2 - Feb 1, 2010
    Typo fixes I found while writing my UAS guide.
    
    
    ###############################################################################
    F-2
    
    Preface:
    
    I decided to make a guide for this game because most fighting game guides are
    simply about movelists and contain very little about actual strategy.  Since
    I think a full set of character FAQs are unlikely to be made for this game,
    I have put most of that kind of information into this guide.
    
    I've taken a number of liberties with the Japanese names of moves where they
    are unwieldy and would make reading combos difficult.  I suspect you'd find
    much the same thing would happen if the game was actually localized, though.
    
    
    ===============================================================================
    ===============================================================================
    G-0
    
    Game Basics:
    
    This sections goes over the basics of the game.  
    
    
    ###############################################################################
    G-1
    
    About Tatsunoko vs Capcom: 
    
    Tatsunoko vs Capcom is a fighting game in Capcom's VS series, which previously
    included games such as Marvel vs Capcom and Capcom vs SNK.  As the name 
    implies, this game is about a battle between Tatsunoko Productions (a long-
    running anime production company) and Capcom.
    
    It plays quite similarly to Marvel vs Capcom, but there are some significant
    changes and the characters (even those few that return) are totally 
    different.
    
    You can play this game using a Wiimote and Nunchuk, a Classic Controller, or
    a GC controller.  Most people seem to agree that the Classic is the best.
    
    This guide is for the original version of Tatsunoko vs Capcom, which was only
    released in Japan.  A newer version with many changes, called "Tatsunoko vs
    Capcom: Ultimate All Stars" was released in all territories in Jan 2010.
    
    
    Selected similarities and differences from Marvel vs Capcom 1 and 2:
    
    - The game consists of 2 on 2 battles, like MvsC.
    - The game is played with only 4 buttons now (3 attacks and one partner button)
    - You can still call in your partner for an assist, like in MvsC2, but you
      can't do it nearly as often and each character only has one assist.
      If you are hit while assisting, you take yellow damage now, not just red.
    - Only a few characters can snapback now, most can't.
    - A new type of combo called "Baroque" has been added.
    - A new move called "Mega Crash" has been added, which allows you to break
      out of combos.
    - You have a new method of tagging out called Variable Air Raid.
    - If you tag out with any method other than the standard tag, the partner who
      tags in doesn't lose their red life.
    - Variable combination now costs 3 levels, and it doesn't result in a tag.
    
    
    ###############################################################################
    G-2
    
    Menu Translation:
    
    For our English-speaking friends, here is what the menu options are.  
    Arcade is initially highlighted.  The menu wraps around, so pressing up while
    Arcade is highlighted would take you to Minigames.
    
    
    Just a heads-up, the first time you start the game, it will ask to create a
    save file.  The top option is yes.  Autosaving is NOT on by default, so you'll
    want to go to the options and turn it on ASAP.
    
    
    Arcade
    Versus
    Survival
    Time Attack
    Training
    Play Data
    Options
    Shop
    Gallery
    Minigames
    
    
    Here's a further breakdown of what they do.
    
    Arcade is the basic game mode, you select two characters and fight a series of
    battles.  For each battle you win, you get 50 points, maxing out at 800 points
    if you beat it all.
    
    Versus allows you to play against another player.  You can also do this in the
    Arcade mode, but you can set additional things like handicaps here.
    
    Survival is a never-ending sequence of battles for one-player.  Your health is
    only partially restored after each battle.  For each battle you win, you get
    50 points, like in Arcade mode.
    
    Time Attack is a sequence of 8 battles, where the objective is to win as fast
    as possible.  The amount of points you get is tied to how fast you are, faster
    times earn higher points.
    
    Training is a mode where you can practice your combos.  You can set various
    options here to help you fine-tune your skills.
    
    Play Data contains some statistics, such as your total play time.
    
    The options allows you to customize various settings, in particular you need to
    go here to turn on the autosave.
    
    The Shop allows you to purchase various things like Characters, Costumes, and
    Gallery information with your points.
    
    The Gallery lets you view information about characters and stages, watch
    movies and listen to music.  You have to purchase these things to be able to
    access them.
    
    The Minigames are a set of Wiimote-only games based on the characters in this
    game.  When you enter this mode, you'll be prompted to unplug everything 
    except your Wiimotes.
    
    
    ###############################################################################
    G-3
    
    Fighting Basics:
    
    Tatsunoko vs Capcom is a 2 on 2 fighting game, each player has two characters,
    (unless you choose the Giants) that fight one at a time and your goal is to 
    defeat your opponent's characters.  You can switch characters mid-battle in a
    variety of ways.
    
    Each character has a life bar, shown at the top of the screen.  It contains two
    colours of life, yellow and red.  The yellow life is your actual health, so if
    it is totally depleted, you are defeated.  The red life represents life that
    you could recover by resting (ie, switching to your partner), and you can also
    use it to perform the Baroque cancel (more on that later).
    
    You also possess another bar, located at the bottom of the screen, called the
    super bar.  It fills up as you attack or are attacked, and can hold anywhere
    between 0 and 5 levels of energy.  These super levels are expended when you
    perform super attacks or perform certain advanced moves.  Basic supers take 
    1 level, ultimates take 3, and other moves take between 1 and 3 levels.
    
    
    ###############################################################################
    G-4
    
    Basic Controls and Notation:
    
    
    Tatsunoko vs Capcom uses four buttons, Light, Medium, Heavy, and Partner.
    Unlike previous Capcom fighters there is no longer any distinction between
    punches and kicks.  Special moves are executed with joystick commands and the
    attack buttons, and super attacks are executed with joystick commands and
    multiple attack buttons.
    
    You can customize your controls by accessing the controller settings from the
    pause menu.  Light, Medium, and Heavy are written in Kanji, but you can figure
    out which ones they are by looking the order they go in.  P is written in
    English, to the left of it is Heavy, then Medium, then Light.  Try to get used
    to what the symbols look like.  You can also set single buttons to represent
    combinations of buttons, I recommend you set one for all 3 attacks, and one
    for all four buttons.
    
    In this game, you can use the Wiimote and Nunchuk, the Classic Controller, and
    the GC controller.  The general opinion seems to be that the Classic Controller
    is the best option.
    
    
    When writing move lists, I will use the following notation:
    
    
    L, M, H               - Light, Medium, and Heavy, the basic attacks.
    
    P                     - Partner
    
    U, D, B, F            - Up, down, back, front.  Back and front are relative to
                            your character, so if you're facing right, front is
                            right, and back is left.  Can be combined, DF would be
                            Down-Front, a diagonal.
    
    A                     - An attack.  One of L, M, or H.
    
    2A                    - 2 attacks.  Two of L, M, and H (all 3 usually also 
                            works).
    
    (air)                 - Indicates that an attack can be used in the air.  
                            (air only) means it must be used in the air.
    
    _                     - indicates that the move is an optional follow-up to
                            the preceding non-underscored move.
    
    QCF                   - Quarter Circle Front.  D, DF, F on your controller.
    
    QCB                   - Quarter Circle Back.  D, DB, B on your controller.
    
    DPF                   - Dragon Punch Forwards.  F, D, DF on your controller,
                            though F, QCF will also work.
    
    RDP                   - Reverse Dragon Punch.  B, D, DB on your controller,
                            B, QCB works.  Don't ask me why this isn't DPB.
    
    HCF                   - Half Circle Front.  B, DB, D, DF, F.
    
    HCB                   - Half Circle Back.  F, DF, D, DB, B.
    
    360                   - Actually a 270.  Start at either back or front, and
                            rotate all the way around to up.
    
    Charge X, Y           - Hold the joystick at X for at least 2 seconds (X will 
                            be a direction), then move it to Y
    
    
    There are a couple more combo-specific terms, see the Combo section for them.
    
    
    ###############################################################################
    G-5
    
    Advanced Manoeuvres:
    
    There are a bunch of advanced manoeuvres you can do that are common to almost
    every character.
    
    
    Jump and Superjump:
    -------------------
    
    To jump, simply press up (or up front or up back to jump diagonally).  Most
    characters can jump again in midair by pressing up again, and some can even do
    this a third time.  To superjump, press down, then up.  This is a much higher
    jump.  You can still double jump after a superjump as long as you can normally
    do so.  Giants cannot superjump.
    
    
    Blocking:
    ---------
    
    To block a high attack (a jumping attack or an overhead), hold back.  To block
    a low attack (most crouching attacks and some others) hold down back.  When
    blocking a special attack or a super, you take a little damage, called "chip
    damage".  Some attacks are unblockable.
    
    
    Dash:
    -----
    
    To dash, tap either FF (for a forward dash) or BB (for a backward dash).  These
    allow you to move faster than you could normally move by walking.  You can also
    dash by pressing all three attack buttons, but this can result in an attack in
    certain circumstances so I wouldn't rely on it.  You can also dash in the air,
    one time per jump (so if you double jump, you can air dash again).  Dashing in
    (or air dashing) is a good way to attack your opponent, but be aware that you
    cannot block while dashing.
    
    
    Throw:
    ------
    
    To throw, press F or B + H while close to the opponent.  Throws are
    unblockable, so they're good to use against an opponent who is just sitting
    there, waiting for you to attack.  If you press the same command while you are
    being thrown, you will escape the throw, this is called a "Tech Hit", but it
    has to be done very quickly to count.
    
    
    Variable Assist:
    ----------------
    
    To summon your partner for an attack, press P while not holding back.  If they 
    are available, they will jump in and perform an attack, taunt, then jump back
    out.  Afterwards, you won't be able to call them back in or tag until you see 
    "assist ok" flash over their life bar.  You can perform a variable assist at
    almost any time, except during a super, while blocking, or while superjumping.
    Be aware that partners can be hit and even killed during a variable assist,
    though if hit by a super they'll usually fly offscreen before eating it all.
    
    
    Tag:
    ----
    
    To tag, hold back and press P.  Your partner will jump in with a kick, and
    your old partner will jump out, leaving you in control of your partner (they 
    will lose any red life they may have when they tag in).  After the kick 
    (whether it hits or not) you will taunt - thus if your opponent blocks
    the kick, you are left extremely open.  This is called a "bad tag", and you
    should try to avoid doing it at all costs.  If you need to tag and your
    opponent is expecting it, there are other methods that you can use to tag,
    see below.  If your kick hits, though, the opponent is launched upwards, and
    your taunt will be safe, and you may even be able to juggle afterwards.
    
    
    Variable Air Raid:
    ------------------
    
    Variable Air Raid is a new move that allows you to switch characters in the 
    middle of an air combo.  This is performed by pressing QCF + P.  Your character
    will flash and perform an attack (usually their air medium or heavy) and if it
    hits, your partner will jump in and immediately continue the combo.  This costs
    one level of super energy and doesn't usually add much damage, but it's a safe
    way to switch characters and your partner doesn't lose their red life when they
    switch in.
    
    
    Variable Counter:
    -----------------
    
    Variable Counter allows your partner to counterattack when you are blocking an
    attack.  To perform it, press F + P while blocking an attack.  If done 
    correctly, your partner will jump in, flash, and perform an attack, then
    afterwards you will be left in control of your partner.  This also costs one
    level of HC energy, but your partner is invincible during the counter (though 
    not afterwards, many counters can be punished if they miss) and you can often
    combo after the counter if it hits.  Like Variable Air Raid, your partner does
    not lose their red life if you switch them in this way.
    
    
    Delayed Hyper Combo:
    --------------------
    
    Delayed Hyper Combo (almost always written DHC) is performed by inputting the
    motion for one of your partner's supers during your super.  This will cause
    them to interrupt your super with their own, and afterwards you will be in
    control of them.  This costs as many super levels as the super you are DHC-ing
    into would normally take.  This is not guaranteed to hit by any means, your
    partner will appear on the ground and perform their super normally, so if it
    starts up slow or is out of range it will miss, but this is generally a fairly
    safe way to tag if set up properly.  As with the other safe tag methods, your
    partner does not lose their red life when switching in this way.
    
    
    Variable Combination:
    ---------------------
    
    To perform the Variable Combination (often called "team super"), hold P while
    one of your supers is starting up.  Your partner will jump in and perform a
    super at the same time as you.  Unlike DHC, afterwards you will still be in
    control of whatever character you started with.  This also costs 3 levels of
    super energy instead of just 2.  However, it's generally a bit easier to hit
    with this (since both supers start at the same time), and if you finish your
    super before your partner, you're free to move around and attack or whatever
    else.
    
    
    Advancing Guard:
    ----------------
    
    Advancing Guard (or pushblock) is performed by pressing LMH simultaneously
    while blocking an attack.  This will cause you to push back against your
    opponent's attack, which has 3 benefits:  You'll recover a little faster,
    you'll take less chip damage, and you'll push the opponent back a little bit.
    There's rarely any harm in doing this when blocking an attack (unless you
    wanted to punish a laggy attack, you might push them out of the way), and you
    should always mash Advancing Guard when blocking a projectile super.
    
    
    Mega Crash:
    -----------
    
    Mega Crash is a new move that is performed by pressing LMHP simultaneously.  
    This will cause your character to release a burst of energy that blasts the
    opponent back if they're hit by it, and costs 2 levels of super energy and
    some of your yellow life (it's converted to red life).  The cost is high, but
    the use comes from the fact that you can perform this move at almost any time -
    including when you're being attacked - so you can use it to break combos.  
    However, you can't use this move when you're being hit by a super or are being
    thrown.
    
    
    Baroque:
    --------
    
    Baroque Cancel is a new move that is performed by pressing any attack + P 
    during an attack when you have red life.  When you invoke it, you will return 
    to a neutral stance and begin to glow until your combo ends.  You can use this 
    to extend your combo where it would not normally be possible (since it cancels
    the lag on whatever attack you were doing), but more importantly you recieve a
    power boost depending on how much red life you had when you invoked it.  If you
    have a ton of red life, you can quite easily defeat the opponent with one 
    combo, so it can be very powerful.
    
    
    Switch Character Before Match:
    ------------------------------
    
    Hold D or P to start the match as your second character.  This is useful when
    matchup dynamics are in play.
    
    
    ###############################################################################
    G-6
    
    Combos:
    
    
    Basics:
    -------------------------------------------------------------------------------
    
    A combo is a string of attacks where if the first attack hits, the rest of the
    attacks cannot be avoided (except by using Mega Crash).  Combos are the main
    method of dealing damage in Tatsunoko vs Capcom.
    
    In general, most combos make use of cancelling, whereby the ending frames of
    one attack are cut short to begin another one.  These are the basic rules:
    
    -Basic attacks can be cancelled into heavier attacks (L to M to H)
    -Standing attacks can be cancelled into crouching attacks (of equal strength)
    -Basic attacks can be cancelled into command normals of equal or higher
    strength
    -Command normals can be cancelled into special attacks
    -Special attacks can be cancelled into supers
    -You can skip steps, so a basic attack into a super is okay
    
    So a simple combo is this:
    
    LMcMH -> F + H -> L Hadouken -> Shinku Tatsumaki
    
    Not all attacks are cancellable, though, the exact list is character specific,
    and many attacks may be cancellable, but they may not combo.
    
    
    Many combos also involve Launchers, which are special attacks that launch the
    opponent into the air (always performed with DF + H).  After this, you can
    press up to jump after them, and perform an air combo.
    
    In Tatsunoko vs Capcom, most characters can perform 2 Lights and 2 Mediums in
    a row in the air, similar to Marvel vs Capcom 2.  A standard air combo is:
    
    Launch -> LMM (jump again) -> MM -> Some special move
    
    I usually don't include the indication of when to double jump when writing air
    combos, the time to jump is indicated by the arrow separating the first and
    second set of attacks.
    
    Tatsunoko vs Capcom uses damage scaling, so the amount of damage done by each
    attack is inversely proportional to the combo counter.  This means that it may
    sometimes actually reduce your total damage to do more hits, especially if the
    combo ends with a powerful super.  I usually write my combos to do optimal
    damage, but keep this in mind when performing partner extensions.
    
    Though most combos work on all characters, there are some that won't work on
    a few.  Roll and Daimaou are the people who usually cause problems (high
    attacks will miss Roll, and Daimaou messes up air combos), but some of the
    other characters can be problematic in some cases.  I don't usually list these,
    because I can't be bothered to test them all, but you can submit this 
    information to my guide if you have it.
    
    
    Notation:
    -------------------------------------------------------------------------------
    
    There are a couple additional commands you may see in combos:
    
    
    c                   - Crouching.  cH would be "Crouching Heavy".
    
    j                   - Jumping.  I usually won't specify this if it's obvious.
    
    *                   - Indicates the repeat point in an infinite combo.
    
    Launch              - Launcher, DF + C.  You may see "Relaunch", which is just
                          another launcher in the same combo.
    
    Baroque             - Baroque Cancel, an attack + P
    
    Wait                - Indicates that time has to pass before the next command.
                          An explanation will usually follow if it's not obvious.
    
    Land                - Land from your jump before doing the next move.
    
    When writing combos, I'll usually write out the name of the move in full,
    so if you see something like L Hadouken that means Hadouken performed with L.
    If the button used isn't specified, that means it doesn't matter.
    
    
    Modifications and Extensions:
    -------------------------------------------------------------------------------
    
    You can usually substitute cL for the starting L in most combos in order to 
    make them hit low, and you usually should.  You can also sometimes toss in cL 
    and cM after the L and M, but if I haven't included it it probably hurts your 
    overall damage or makes little difference.
    
    In the corner, you can sometimes put in a few extra hits (for example, if you
    have a cL -> Launch, you might be able to put in cM), and certain parts of
    combos can be used when juggling your opponent.  I don't always write these
    down, but I'm sure after a while you'll figure it out.
    
    
    You can also perform partner and baroque extensions on almost any combo like
    this:
    
    LMH -> call partner -> perform combo
    or
    LMH -> baroque -> perform combo
    
    These are near universal, so I don't usually write them down.  I'll only 
    include baroque and partner combos where they're unique or complex in some way.
    Be aware that some partners put your opponent in a juggle state, so your
    options are more limited afterwards.
    
    
    Types of Combos:
    -------------------------------------------------------------------------------
    
    Corner Combo:
    -------------
    
    The opponent must be in the corner for these combos to work.  These will
    invariably be stronger than non-corner combos (otherwise I wouldn't list them),
    so generally if the opponent is in the corner you're at an offensive advantage.
    Many corner combos don't require the opponent to be exactly in the corner,
    near the corner is often good enough.
    
    
    Slow Combo:
    -----------
    
    A Slow Combo is a combo where the buttons have to be pressed a little slower
    than normal.  This most frequently happens in air combos, the speed at which
    you press your attacks will determine how high the opponent will be relative
    to you, which will affect whether certain attacks hit or miss.  I can't specify
    exactly what the timing is, you'll just have to practice.
    
    
    Broken Combo:
    -------------
    
    A Broken Combo is a combo that doesn't fully "count" as a combo according to
    the combo counter, but you still can't escape from it (usually this is because
    one of the attacks is unblockable).  This is helpful because when the combo
    breaks, the damage scaling is reset, so the attack immediately afterwards will
    do a lot more damage.  Generally, you have to do the unblockable attack just
    a tiny bit late so it doesn't combo.
    
    
    Infinite Combo:
    ---------------
    
    An Infinite Combo is, as its name implies, a combo that continues forever.
    Damage scaling will keep progressively making the hits weaker, but if you land
    the first hit and never mess up (and the opponent doesn't Mega Crash) it'll
    be fatal even if landed on an opponent with full health.  The execution is
    often difficult, though, so it takes significant skill to do 100% damage.
    
    For this reason, infinite combos are generally very powerful - So much so that
    many people consider them cheap and don't like to play with them.  I'm
    generally not a big fan of them, but I'm including them for completeness.
    At least in this game you can use Mega Crash to escape infinites (and you'll
    build it up as you're being comboed).
    
    
    ===============================================================================
    ===============================================================================
    C-0
    
    Characters:
    
    The meat and potatoes of this guide, this section covers every character in
    the game, with move lists, commentary, and some combos.
    
    The characters are listed in the same order they are on the select screen,
    which should help you learn who they are if you can't read Japanese (the game
    also pronounces the name of the character in a mechanical voice after you
    select them).  The Tatsunoko characters are on the left, and I've numbered
    them from top to bottom, right to left.  The Capcom characters are on the 
    right, and I've numbered them from top to bottom, left to right.  In the middle
    is Random, which you can use if you're confident in your abilities with every
    character.
    
    Again, many of the more unwieldy move names have been translated into English, 
    because I suspect most of the readers will be native English-speakers.
    
    ###############################################################################
    C-1
    
    Ken the Eagle:
    
    
    Origin: 
    -------------------------------------------------------------------------------
    
    Ken is from an anime called "Science Ninja Team Gatchaman".  It was dubbed in 
    the US under the titles "Battle of the Planets" and "G-Force".  Ken is the
    leader of the team, he is initially a fairly straightforward hero type, but he
    becomes a bit darker as the series progresses.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Overhead
    
    
    Special Moves:
    --------------
    
    Charge B, F + A (air)                 Birdrang
    DPF + A (air)                         Bird Shoot
    HCB + A (air only)                    Eagle Rush
    RDP + A (air)                         Random Fly
    
    
    Basic Supers:
    -------------
    
    DPF + 2A (air)                        Kagaku Bird Smash
    QCF + 2A                              Inazuma Kiri
    
    
    Ultimate:
    ---------
    
    RDP + 2A (air)                        Kagaku Ninpou Hinotori
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Birdrang
    Counter:      Launcher
    Combination:  Kagaku Bird Smash
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Birdrang:
    ---------
    
    The Birdrang is Ken's projectile.  It comes out a little slow and isn't very
    strong, but it comes back to him and can hit on the way back.  It's best used
    when the enemy tries to approach, it'll force them to wait for it to return or
    mess up their combo.
    
    The button you press affects the trajectory of the Birdrang.
    
    As an assist, it's significantly worse because it only hits once and has almost
    no stagger.  At least it keeps the opponent grounded, though.
    
    
    Bird Shoot:
    ------------
    
    
    Bird Shoot causes Ken to use himself as a projectile of sorts, diving straight
    at his opponent.  This is a useful move that you'll use a lot in combos.  
    You can also perform this attack in the air, but you can only do it twice in
    the air before you have to hit the ground to "recharge" it.
    
    The button that you press affects the trajectory.  L is straight forward, M is
    diagonally forward and up, and H is straight up.
    
    
    Eagle Rush:
    -----------
    
    The Eagle Rush causes Ken to glide downwards, and if he hits his opponent he
    kicks them a few times before bouncing off.  This can be useful in air combos,
    but if it misses Ken glides down very slowly, just asking to be punished, so
    be careful with it.
    
    The button you press determines how many hits it does, but the H version starts
    up a lot slower than the others.
    
    
    Random Fly:
    -----------
    
    A teleport.  Ken teleports into the air, ready to launch an attack.  This is 
    very useful when playing mind games or trying to escape the opponent.  Ken can
    perform this move twice before he has to land on the ground, just like his
    Bird Shoot, but the share the same "counter".
    
    The button you press determines where exactly you go.  L is to the left,
    M is to the middle, H is to the right.  This is the case regardless of what
    side you're on.
    
    
    
    
    Kagaku Bird Smash:
    ------------------
    
    Ken performs a stronger version of his horizontal Bird Shoot that hits
    multiple times for average damage.  This works well as an air combo finisher,
    and is basically required for Ken to deal any serious damage.  It's a pretty 
    straightforward super.
    
    In a Variable Combination, it's not bad.  It ends quick, so if Ken starts the
    combination, he can probably get some free hits afterwards.
    
    
    Inazuma Kiri:
    -------------
    
    Ken kicks the opponent into the air, then strikes them from all directions.
    The damage isn't bad, but Ken tends to spend most of his time in the air, and
    this super can only be performed on the ground, so it doesn't really figure
    into his strongest combos.
    
    
    Kagaku Ninpou Hinotori:
    -----------------------
    
    Ken leaps to the wall behind him, then kicks downwards on an angle Maximum
    Spider style.  If he hits, the opponent is tossed into the air where they are
    ravaged by a giant Phoenix for huge damage.
    
    This is quite strong, but difficult to land.  It can be comboed into, but the
    combos to do so are pretty insane and make use of specific partners.  You can
    use this super to punish a whiffed beam super if your aim is incredibly good,
    or use it to punish a bad tag.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMH -> Launch -> LMM -> MM -> M or H Bird Shoot -> Kagaku Bird Smash
    
    Standard bread and butter combo.  Not terribly strong, but it's easy for Ken to
    land an air attack and then do this combo with his insane mobility.
    
    Ken's launcher doesn't have great range so omit the C before the launcher if
    you think it might miss.
    
    
    LMH -> Launch -> LMM -> MM -> M Eagle Rush -> Kagaku Bird Smash
    
    Very minor variation on the above.  Tends to land a few more hits of the Bird
    Smash, but if you mess up you're getting punished worse.
    
    
    LMH -> M Bird Shoot -> M -> L Eagle Rush -> Kagaku Bird Smash
    
    Hard to do, works best if you're at about the maximum possible range for his
    H, unlike the previous combo where you want to be close.
    
    
    Corner:
    -------
    
    ABC -> Launch -> ABB -> BB -> M Bird Shoot -> L -> L Eagle Rush 
    -> Kagaku Bird Smash
    
    Gets in a few extra hits.  Landing the L after the Bird Shoot is tricky.
    
    
    
    Thoughts on Ken:
    -------------------------------------------------------------------------------
    
    Ken is kind of a weird character.  He's really not very strong, even his
    flashiest combos do at best average damage, his strength lies in his crazy
    mobility.  Between air dashes, midair jumps, Bird Shoots, and Random Flys, it's
    almost impossible to pin this guy down.  And landing corner combos on him?
    Forget it.
    
    When playing Ken, it's essential that you use your mobility to your advantage.
    If you try to play Ken as a standard rushdown character, you'll simply find he
    doesn't pace the other characters in damage output.  His strength lies in
    keeping his opponent off-balance and in controlling the battle.
    
    Ken has some trouble against characters with powerful beam supers like Ryu and
    Tekkaman, because all it takes is one poorly timed teleport for them to take
    off a huge chunk of his health.  He's also not great against the Giants,
    they're more than happy to let him fly around because they know they can whack
    him for huge damage if he ever comes close.  The grapplers are also packing
    powerful anti-air throws to deal with him if he flies into their airspace.
    
    On the other hand, Ken is the worst nightmare of close-range fighters.  Trying
    to get near this guy is a royal pain.  This makes him a good choice against
    the likes of Polymar and Chun-Li.
    
    
    ###############################################################################
    C-2
    
    Jun the Swan:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Jun is also from Gatchaman.  She's an independant woman who rides a motorcycle
    and also acts as the team's explosives expert.  When they dubbed Gatchaman,
    they renamed her "The Princess".
    
    
    Movelist:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Hits low
    F + H                                 Overhead
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Bind Bomb
    QCB + A (air)                         Bingo!
    DPF + A                               Inazuma Kick
    RDP + A                               Dancing Swan
    RDP + A (air only)                    Swan Rush    
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Scratch Burst
    RDP + 2A                              Swan Mirage
    
    
    Ultimate:
    ---------
    
    QCB + 2A (air)                        Kagaku Ninpou Hinotori
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Bind Bomb
    Counter:      Launcher
    Combination:  Scratch Burst
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Bind Bomb:
    ----------
    
    Jun's "projectile".  Jun swings her yo-yo, and if it hits, places a bomb on
    the enemy.  An enemy can have up to five bombs placed on them, but they'll all
    disappear if Jun gets hit, so there's a bit of a risk in trying to get that
    many.
    
    The strength of the button you press determines the range of the swing.
    
    As an assist, it doesn't actually place a bomb, but it staggers the opponent
    pretty well.
    
    
    Bingo!:
    -------
    
    Jun gestures and all the bombs on the enemy explode.  If the enemy has few
    bombs, this is weak, but with many bombs it's extremely strong.  If they have
    no bombs, you can't do this move.
    
    Despite what you might think, this is blockable, so make sure to do it in
    a combo.
    
    
    Inazuma Kick:
    -------------
    
    Jun tosses her yo-yo straight up, then uses it to pull herself upwards with a
    kick.  This is pretty slow for an anti-air, but you can combo out of it.
    
    The L version is a fakeout, the M version is a small jump, and H is a big jump.
    
    
    Dancing Swan:
    -------------
    
    Jun pauses, then leaps at the enemy.  If she hits, she teleports around,
    kicking them.  This is somewhat useful as a surprise attack or after a move
    that inflicts a ton of stagger.  This must be blocked high, and it works on
    the Giants, so it's a good move to use against them.
    
    The strength of button determines how far she leaps and how many hits it does.
    
    
    Swan Rush:
    ----------
    
    Jun does a short kick, and if it hits, she kicks the enemy a few more times.
    Virtually identical to Ken's Eagle Rush, except that if Jun misses, she DOESN'T
    glide all the way to the ground, making it significantly more useful.
    
    
    Scratch Burst:
    --------------
    
    Jun does a yo-yo combination that plants four bombs on the enemy, then
    detonates them.  The maximum number of bombs is still five, so you're "wasting"
    a bit of your damage if they have more than one bomb when you activate it.
    Still, it's a useful super that's extremely easy to combo into.
    
    Another property of this super is that after the fourth hit, the enemy is
    totally stunned until they hit the ground, so you can DHC into just about
    anything, even Six Cannon (though the bombs can't be blown up until Jun comes
    back in).
    
    As a variable combination, though, this move isn't that great.  The explosion
    totally blasts the opponent away, so any hopes you had of following it up
    are gone.  Stick to DHCs with this one, that's what it's great at.
    
    
    Swan Mirage:
    ------------
    
    A super version of Jun's Dancing Swan.  It's basically the same as the original
    for all intents and purposes except that it does more hits and damage.
    
    
    Kagaku Ninpou Hinotori:
    -----------------------
    
    Despite the name, this is very different from Ken's move.  Jun does a vertical
    flip, and if it hits, the enemy is hit up and attacked by that Phoenix.  This
    is far more easily comboed into than Ken's version, but it's not as powerful.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcM -> Launch -> LMM -> MM -> L Bind Bomb -> Scratch Burst
    
    Bread and butter.  Pretty good damage.  Scratch burst puts on 4 bombs, so with
    the Bind Bomb in the combo you get the maximum.
    
    
    LMcM -> Launch -> LMM -> MM -> H Swan Rush -> Scratch Burst
    
    This is slightly more powerful if the opponent already has at least one bomb.
    You must perfrom the Mediums a little slower than normal or the H Swan Rush
    will miss.
    
    
    LMcM -> Launch -> LMM -> MM -> L Bind Bomb -> Bingo! 
    
    This is almost as powerful as scratch burst if the opponent has a lot of bombs.
    
    
    F + H -> H Dancing Swan -> Bingo!
    
    Gimmicky, but kinda powerful if they have a lot of bombs.  Be aware that
    you'll come out of the Dancing Swan facing away from the opponent, so you'll
    actually be doing QCF relative to when you started the Dancing Swan.
    
    
    LMcM -> LMM -> MM -> H Swan Rush -> Kagaku Ninpou Hino Tori
    
    Decently powerful.  Again, you have to perform the Mediums a little slower
    than normal, and make sure you cancel after one of the kicks in the Swan Rush,
    if you do it in-between kicks it may be blockable.
    
    
    H Inazuma Kick -> MM -> Scratch Burst
    
    Might as well get some free hits if you actually land Jun's anti-air.
    You might be able to combo into this from a partner assist.
    
    
    Corner:
    -------
    
    LMcM -> Launch -> LMM -> L Bind Bomb -> Bingo! -> Kagaku Ninpou Hinotori
    
    Not much to say about this.  It's extremely powerful if you have the maximum
    number of bombs.
    
    
    Thoughts on Jun:
    -------------------------------------------------------------------------------
    
    Jun is in some ways similar to Ken, but she trades his insane mobility for a
    better projectile and better combo power.  This makes her a very balanced
    character who is pretty easy to use.  She's also one of my favourites.
    
    Perhaps her greatest weakness is her Bind Bomb.  As much fun as it is, the fact
    that it disappears if you get hit is a big drawback.  Trying to get 5 bombs is
    simply too risky to be practical, which hurts her damage output a bit.  Still,
    her bread and butters don't require a lot of bombs and they're still strong.
    
    Jun doesn't have any obvious matchup dynamics with the other characters because
    she's so balanced.  She's fast and strong enough to fight people who try to
    close in, and she can fight at long range with her Bind Bombs and the 
    occasional Dancing Swan.  This makes her a decent addition to any team.
    
    
    ###############################################################################
    C-3
    
    Casshern:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Casshern is the star character of the anime "Neo-Human Casshern".  He's a 
    cyborg fighting against a legion of robots that decided the Earth would be
    better off without mankind in classic Asminovian fashion.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Can't cancel to Heavy
    
    
    Special Moves:
    --------------
    
    QCF + A                               Denkou Punch
    DPF + A                               Zangan Chop
    DPB + A                               Hiza Kick
    HCB + A                               Friender Summon
    QCF + A (air only)                    Ryuusei Kick
    
    
    Basic Supers:
    -------------
    
    DPF + 2A                              Brutal Axe
    HCF + 2A                              Scrap Andro
    
    
    Ultimate:
    ---------
    
    RDP + 2A                              Chou Hakaikousen
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Zangan Chop
    Counter:      Launcher
    Combination:  Brutal AXe
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Denkou Punch:
    -------------
    
    Casshern charges his fist with electricity and punches.  There are two versions
    of this move:
    
    The L and M versions are just a punch.  Useful in combos.  The M version seems
    to be better in all situations, it's just as fast an is a little stronger.
    
    The H version is different, you can charge it.  It's no good in combos, but if
    fully charged it becomes an unblockable throw that's also a wallbounce.  This
    is a good move to use after killing an opponent, just charge this and unleash
    it as their next character comes in, it's hard to get out of.
    
    
    Zangan Chop:
    ------------
    
    Casshern does a chop that unleashes an energy wave as it hits the ground.  This
    hits as an OTG, so you can freely use this after any sweep, air combo, or
    whenever else.  Apart from this, it starts up a bit slow, so it's a bit unsafe
    to use when it won't combo.
    
    Button pressed determines speed and damage.
    
    This is extremely useful as an assist, as it's one of the few that can OTG.
    You can call this for some free damage at loads of different times.  You can 
    also use it to protect you if your ground combo is blocked, just time it so 
    that Casshern is hitting just as your ground combo ends.
    
    
    Hiza Kick:
    ----------
    
    Casshern charges up, then does a rocket knee attack.  It comes out a bit slow
    and recovers even slower, but Casshern is unflinchable during the first part
    and it must be blocked high.  You can put this in combos with the help of a 
    partner assist, but it's best used as a surprise counter of sorts.
    
    Button pressed determines speed and damage.
    
    
    Friender Summon:
    ----------------
    
    Casshern calls Friender, his robot dog, for assistance.  There are 3 different
    versions of this move:
    
    L calls Friender for a flying tackle.  It's not too strong, but it's fast,
    it hits high, and you can use it as an anti-air of sorts.
    
    M calls Friender to try to bite the opponent's leg.  If he gets them, they're
    stuck for a while, you can dash in and do a combo.  This works on anyone,
    even the giants and Soki in his Demon mode, and it can even hit as a juggle,
    and it will ground the opponent.
    
    H calls Friender to show off his Fire Breath.  It has short range, but it can
    juggle for a couple hits if it lands.
    
    Friender spam is a lot of fun, but Friender can be interrupted if he gets hit.
    
    
    Ryuusei Kick:
    -------------
    
    A flying drill kick done in midair.  Air combo finisher.
    
    L and M versions differ only in angle (L is steeper), but the H version comes
    out much slower and does several hits.  This is a good move to use on the
    Giants.
    
    The L version has the interesting property that it can pick up a grounded
    opponent if performed very close to the ground (do a half circle from down
    to up and press the button).  This is hard to do, but there are some crazy
    combos that use this.
    
    
    Brutal Axe:
    -----------
    
    Casshern slams the ground, releasing a vertical corridor of energy.  This has
    very little horizontal range and is very punishable if blocked, so only use
    this in combos or if you're absolutely sure it'll hit as an anti-air.
    This super can OTG, (so you super cancel from any Zangan Chop that hits as an
    OTG) and you can use it in DHCs where your first super is in the air and most
    other moves wouldn't hit.
    
    
    Scrap Andro:
    ------------
    
    Casshern does a few Denkou punches, then tosses his opponent up to Friender,
    then does a Hiza Kick.  This is pretty powerful, is easily comboed into, and is
    less punishable than the Brutal Axe if it misses.
    
    
    Chou Hakaikousen:
    -----------------
    
    Casshern fires a slow but powerful green beam that causes the enemy to explode
    if it hits.  This is extremely powerful, but ludicrously slow and most people
    can even duck under the beam and kick you.  It's best used to punish, for
    example after a missed super or bad tag.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    
    LMcMH -> M Denkou Punch -> Scrap Andro
    
    Bread and Butter.  Despite the simplicity of this combo, it's very strong.
    
    
    LMcMH -> Launch -> LLMM -> MM -> M Ryuusei Kick
    
    Simplistic air combo.
    
    
    
    LMcMHcH -> H Zangan Chop -> Brutal Axe
    
    Weaker than the bread and butter, but less affected by damage scaling, so
    you might get better damage out of it with a partner extension.
    
    
    H Denkou Punch (Full charge) -> L Ryuusei Kick -> Scrap Andro
    
    This is especially deadly because it's unblockable.  If you'd prefer, you can
    summon your partner right after the Ryuusei Kick and then do a combo.
    
    
    Corner:
    -------
    
    LMcMH -> Launch -> LLMM -> MH -> (land) -> L Zangan Chop -> Brutal Axe
    
    You don't actually have to be in the corner, you just have to be able to see
    it from where you launch.  Must be performed as a slow combo if you want to put
    the L Zangan chop in there, though it doesn't add a huge amount of damage.
    
    
    
    LMcMH -> Launch -> LLMM -> MH -> (land) -> L Ryuusei Kick -> Scrap Andro
    
    Makes use of the Ryuusei Kick's pick up properties again.  This is a bit hard
    to do (practice the instant air Ryuusei Kick to death), but it does very high
    damage.
    
    
    Specific Partner Combos:
    ------------------------
    
    LMH -> L Denkou Punch -> Polymar's Assist -> Chou Hakaikousen
    
    This is more of a novelty than anything else, the damage increase over his
    bread and butter isn't enough to justify spending 2 extra levels.
    
    
    Partner that juggles -> M Friender Summon -> continue combo
    
    Friender can put people back on the ground.
    
    
    Thoughts on Casshern:
    -------------------------------------------------------------------------------
    
    Casshern is a very dependable character.  He's pretty strong, has a good
    assist, has a bit more health than most, and has a couple other useful moves.  
    Though he doesn't have a projectile, Friender spam pretty well makes up for it,
    and his Ryuusei Kick should cover your approaching needs.  You've also got the
    ever annoying H Denkou Punch which you can use whenever your opponent isn't 
    paying attention or after you kill one of their characters.
    
    Casshern's biggest downside his combos, but even then he's acceptably capable,
    he just won't match the damage output of someone like Polymar.  His combos are
    pretty easy to do for how much damage you get out of them, though.  He's a good
    character to use if you're just learning the game.
    
    Casshern doesn't really have any notable matchup dynamics, except that he does
    well against the giants because both Friender and his H Ryuusei Kick work
    against them (as does Chou Hakaikousen if you get an opportunity).
    
    
    ###############################################################################
    C-4
    
    Tekkaman:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Tekkaman is the star character of the anime "Space Knight Tekkaman".  Together
    with his trusty flying companion Pegas, Tekkaman battles aliens and tries
    to help mankind find a new home.  His show was dubbed very campishly in the
    80s and the dub has become something of a cult favourite.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Double Slash
    D + H (air only)                      Falling Lance
    
    
    Special Moves:
    --------------
    
    Charge B, F + A                       Space Lance
    QCB + A                               Space Lariat
    Charge D, U + A (air)                 Ferriswheel
    A rapidly (air)                       Gatling Lance
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Vol Tekka
    DPF + 2A                              Daikaiten Space Lance
    
    
    Ultimate:
    ---------
    
    QCB + 2A                              Space Knights Formation
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Space Lariat
    Counter:      Launcher
    Combination:  Vol Tekka
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Space Lance:
    ------------
    
    Tekkaman throws his lance at his enemy.  This is a pretty good projectile,
    but there's a catch - his lance bounces back towards where he threw it at the
    end of the attack, but if he's moved he might not retrieve it.  You can still
    fight without your lance, but your attacks will be weaker and have little
    range.  After a little while, it'll warp back to you, though (you can also use
    the space lariat to grab it).
    
    The strength of punch determines the speed of the throw, and the number of hits
    the lance does.  L is 1 hit, but fast, H is 5 hits, but slow.
    
    
    Space Lariat:
    -------------
    
    Okay, this is not the correct name for the move (the real name is Tekka Wine),
    but I'm honouring the cheesy dub here.  This move causes Tekkaman to shoot out
    a lariat, and if he grabs his opponent, he pulls them towards him.  There are
    two variations of this move.
    
    L fires the lariat straight ahead.  If it hits, he flips them over himself,
    allowing for a follow up on the other side.
    
    M fires diagonally forwards and up, and H fires straight up.  In both cases,
    if these hit, he pulls the opponent to the ground.  It's stronger than the
    L version, but you can't follow up.
    
    
    Ferriswheel:
    ------------
    
    Tekkaman twirls his lance above him, dealing huge damage to anyone unlucky
    enough to be in his way.  On the ground, this has insane range, in the air the
    range is a bit less, but it's more useful in combos.
    
    The button used determines speed and strength, as usual.
    
    
    Gatling Lance:
    --------------
    
    Tekkaman makes a series of rapid jabs with his lance.  The range is good, but
    unfortunately Tekkaman gets pushed back with each hit, so it's hard to get
    many in.
    
    
    Vol Tekka:
    ----------
    
    Tekkaman fires a powerful beam from his forehead, causing heavy damage to
    anyone in front of him.  It's a powerful beam super, but Tekkaman is tired out
    from the effort afterwards, and is left vulnerable for a second.  It also
    doesn't start up terribly fast, so its combo options are limited.
    
    If you use this in the air, Pegas shows up to provide a platform for Tekkaman
    to stand on.  If Pegas hits the opponent, they're tossed back into the beam.
    
    
    Daikaiten Space Lance:
    ----------------------
    
    Tekkaman throws his lance into the air, then fires his beam into the spinning
    lance, scattering it.  The startup is extremely slow, but if it hits it does
    utterly monstrous damage - More than several characters' Ultimates.  However,
    he doesn't get his lance back after this move, you'll have to retrieve it or
    wait for it to come back.
    
    It's also possible to hit the opponent with the lance on the way up, in which
    case they'll usually be juggled on top of the lance for almost as much damage.
    However, if you do this in the corner, they may get stuck in the beam on the
    way up, which only does about half as much damage.  You can usually do this
    kind of combo with the aid of an assist, or use it to punish a bad tag.  Either
    way, this is an incredibly dangerous move.
    
    This comes out MUCH faster as a DHC, and it can be used to hit a grounded
    opponent.  There's a mean combo that uses this after a partner's mega crash
    (see below).
    
    
    Space Knights Formation:
    ------------------------
    
    Tekkaman shoots out his space lariat diagonally upwards, and if it hits, he
    impales the enemy on his lance, throws them into the air, then performs a 
    powerful punch with the aid of Pegas.  It's extremely strong, and fairly
    easy to combo into with the aid of an assist, but it's probably outshined a bit
    by the Daikaiten Space Lance since that only costs 1 level.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMH -> Launch -> M -> H Ferriswheel
    
    This needs some explanation:  You have to start charging down IMMEDIATELY after
    you press up to pursue.  You also have to do the M a bit late, so that you've
    had enough time to finish charging the King Flash.  It's a bit hard to get
    down, but the damage is well worth it.
    
    
    L Space Lariat -> Launch -> M -> H Ferriswheel
    
    Same as above, just a different way of starting it.  If you're really close
    to your opponent, you'll need to do an H before the Launcher.
    
    
    F + H -> Daikaiten Space Lance
    
    Can you say bad tag punish?  This takes off about 50% health.
    
    
    H Space Lance -> Vol Tekka
    
    Obvious, but you can Vol Tekka any time you land the H space lance.
    
    
    Specific Partner Combos:
    ------------------------
    
    Partner does Mega Crash -> Partner does fast startup super -> immediately DHC 
    to Daikaiten Space Lance
    
    For example, Ken's Mega Crash -> Kagaku Bird Smash -> Daikaiten Space Lance
    
    This costs 2 extra super levels on top of the mega crash, but it does in 
    excess of 20000 free damage.  It's also ridiculous to see it in action.
    
    This does not work without the DHC (ie, Tekkaman can't do the Mega Crash), it
    takes advantage of the fact that Daikaiten starts up MUCH faster when done
    as a DHC.
    
    
    Thoughts on Tekkaman:
    -------------------------------------------------------------------------------
    
    Tekkaman is a powerful character in every sense of the word.  His supers are
    flat-out ridiculously strong, and his regular combos, though simple, also
    pack tremendous damage.  This gives him a fairly good pressure game, and means
    tagging normally is simply not an option for your opponent.
    
    Tekkaman also possesses great range, and to that end he's good at keeping close
    range characters away from him.  This gives him a huge advantage over someone
    like Alex or Joe.  He's also packing a beam super, which while slower than
    Shinku Hadouken can be used to punish projectiles all the same.
    
    Tekkaman does, however, have a lot of lag on almost everything he does, and
    keepaway characters can easily punish him with their fast projectile supers if
    he whiffs even a single attack or gets pushblocked.
    
    Still, he's got high stamina, and his extreme power means that if he gets even
    a single combo in, it's really going to hurt.  He's definitely one of the
    strongest characters in the game.
    
    
    ###############################################################################
    C-5
    
    Hurricane Polymar:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Hurricane Polymar is a crime-fighting superhero from an anime of the same name.
    He wears a special suit that allows him to shapeshift.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Flips behind opponent
    F + H                                 Backfist
    
    
    Special Moves:
    --------------
    
    QCB + A                               Hurricane Pose
    _L                                    Sliding Kick
    _M                                    Backfist
    _H                                    Throw
    QCF + A                               Katana Kick
    Charge B, F + A                       Hazard Fist
    DPF + A, A, QCB + A (air)             Gunshot Kick
    
    
    Basic Supers:
    -------------
    
    LM, LM, MH                            Polymar Drill
    360 + 2A (air)                        Shinku Katakekoma
    
    
    Ultimate:
    ---------
    
    QCF + 2A (requires 3 symbols)         Polymar Illusion
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Katana Kick
    Counter:      Launcher
    Combination:  Polymar Drill
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Hurricane Pose:
    ---------------
    
    Polymar poses, increasing his symbol meter (which is just above his super bar)
    by 1, up to a maximum of 3.
    
    These symbols can be used to cancel your Katana Kick into another special move
    (including itself and the pose).  Each time you do this, one is consumed.  You
    also need to have all 3 filled to perform your ultimate.
    
    During the pose, you are vulnerable, but you can perform 3 follow-ups to it,
    by pressing the attack button.  L gets you a slide, M gets you the backfist,
    and H gets you a throw.  Almost unquestionably, the throw is the best option.
    It comes out fast and has tons of range.  It won't hit someone who's jumping
    in, though, so use the backfist in that case.
    
    
    Katana Kick:
    ------------
    
    Polymar rapidly kicks the opponent a few times.  This isn't too useful by
    itself, but by using his symbols you can cancel it into any of his other
    special moves, which makes it useful in combos.
    
    As an assist as it hits a bunch of times, which can cover the startup time
    for some extremely slow supers like Six Cannon and Chou Hakaikousen, making
    Polymar a fantastic assist for certain people.  It picks the opponent up off 
    the ground, though, so it's less useful for others.
    
    
    Hazard Fist:
    ------------
    
    Polymar punches the opponent twice, launching him backwards.  This move is a
    wallbounce, so you can follow it up with a lot.  It's generally quite useful
    in his combos.
    
    
    Gunshot Kick:
    -------------
    
    Polymar performs a triple kick anti-air.  You have to perform a motion for each
    kick separately, or you only get the first one (which is good if it's blocked).
    The followups are A, then QCB + A.  This is mostly useful as air combo finisher
    or as an anti-air, as you might expect.
    
    
    Polymar Drill:
    --------------
    
    Polymar transforms into a huge drill and drives right through the enemy, then
    comes back and drills them again.  Apart from the weird motion, this is a great
    super - The drill does huge damage and chips extremely well, and the drill's
    priority is just about infinite so you can beat out virtually anything with it.
    Just be aware that it does have some recovery time if it's totally blocked
    (the second half must be blocked the other way), and it takes a little time
    to start up.
    
    In variable combinations and DHCs, this super really shines.  Your partner can
    cover the startup time, and it's one of those supers that goes on really long
    so chances are it'll finish after your super if Polymar is your partner.
    
    There's a bug of sorts whereby if this super hits your opponent's partner,
    it will carry them off screen for insane damage.  It's quite possible for this
    to kill them in one hit.
    
    
    Shinku Katakekoma:
    ------------------
    
    Polymar grabs the opponent, then spins them around, creating a whirlwind.
    This is definitely in the running for best super in the game, because it can
    be used at the end of your air combos and it will do full damage (the combo
    technically ends just before it hits, but you can't avoid it and it's
    unblockable).  This makes Polymar's air combos ridiculously damaging.
    
    
    Polymar Illusion:
    -----------------
    
    Polymar punches the opponent up, then splits into four and kicks them silly,
    ending with him stomping them to the ground and breaking their neck.  Ouch.
    This is the strongest super in the game, dealing over 60% damage by itself.
    The only catch is that you must have your symbol gauge at 3 in order to perform
    it, which limits when you can use it and also how you can combo into it.
    Still, if you get the chance to perform this as a tag punish or in a corner
    combo, lay on the pain.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> Launch -> LMM -> MM -> Shinku Katakekoma
    
    Bread and butter combo, does ridiculous damage.
    
    
    LMcMH -> Launch -> LMM -> MM -> Gunshot Kick
    
    Non-super variant.  Still pretty strong, but Shinku Katakekoma is so strong
    that it's hard to pass up.
    
    
    LMcMH -> Katana Kick (up to 3x) -> Hazard Punch -> cLcM -> Launch -> LMM -> M
    -> Shinku Katakekoma
    
    Similar to the previous ones but makes use of a couple Katana Kicks and the 
    Hazard Punch for a fair bit of extra damage.  How many kicks to use depends on
    where you are, you want to move yourself close enough to the corner that you'll
    be able to follow up the wallbounce.  Of course, you can do more than are
    necessary if you have the symbols for it.
    
    
    Corner:
    -------
    
    LMH -> Hazard Fist -> Polymar Illusion
    
    Obviously, you must have 3 symbols.  The damage dealt by this is just insane.
    
    
    Thoughts on Polymar:
    -------------------------------------------------------------------------------
    
    Polymar's damaging dealing abilities are virtually unrivalled.  If he gets you
    in a combo, you can reliably expect to take 22000 damage for only 1 super bar
    (which he'll build while comboing you).  Obviously, this makes him an extremely
    dangerous combatant.  He's also one of those guys you don't even think about
    tagging in normally against, the last thing you want is to be close to Polymar
    and not blocking.
    
    Polymar's main weakness is the fact that he's exclusively a close-range fighter
    and he doesn't really have any special tools to help him approach except maybe
    his pose into throw, and that's just asking for a Shinku Hadouken if you
    overuse it.  At least he can still double jump, unlike the grapplers.
    
    Polymar's greatest advantage lies against balanced characters.  If they try to
    go toe-to-toe with him, he can easily outpace them in damage, so they'll have
    to try to fall back and rely on their generally unspectacular keep-away game.
    People like Ryu and Jun have their work cut out for them against Polymar.
    
    Polymar's weakness comes from characters who can easily keep him from getting
    close.  This includes characters who are good at keep-away like Saki and Rock,
    Tekkaman, whose extreme range allows him to keep Polymar at bay, and Ken, who
    excels at escaping any situation that puts him at a disadvantage.  Even then,
    though, Polymar is far from useless, because if he can get in even a single
    combo it'll do huge damage.  For this reason, he's probably one of the game's
    most powerful characters.
    
    Polymar's assist is also very useful for certain characters (Joe in 
    particular), since it can allow them to combo into supers that start up really
    slow, in some cases dramatically increasing their offensive capabilities.  In
    these cases, he's one of the best partner choices available.
    
    
    ###############################################################################
    C-6
    
    Yatterman-1:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Yatterman-1 is the titular character of "Yatterman", an anime from the 70s that
    has now been remade in 2008.  He's a slacker and mechanic who moonlights as a 
    kendama-wielding superhero with the aid of his girlfriend and his mechanical 
    creations.  Most of his efforts are directed towards foiling Doronjo's get-rich
    quick schemes, a job of somewhat dubious importance that he often has to be 
    persuaded into by Yatterman-2.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 High Kenda Shot
    F + H                                 Low Kenda Shot
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Kenda Magic
    DPF + A (air)                         Yatter Break
    Charge B, F + A                       Yatter Shock
    QCB + A                               Yatter Run
    _L                                    Jump
    _M                                    Sliding Kick
    _H                                    Yatter Break
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Yatter-Wan Kamikaze
    QCB + 2A                              Yatter-Wan Fire
    
    
    Ultimate:
    ---------
    
    DPF + 2A                              Surprise Mecha
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       M Kenda Magic
    Counter:      Launcher
    Combination:  Yatter-Wan Kamikaze
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Kenda Magic:
    ------------
    
    Yatterman flicks the ball of his kendama at the opponent.  As projectiles go,
    this comes out super-fast, but there's a catch:
    
    The strength of the attack determines how far he throws the ball.  If you pick
    a version that's too strong, it will actually go PAST the opponent and miss.  
    Your three range choices definitely don't cover the whole screen, so you'll
    have to position yourself carefully to launch a kenda assault.
    
    As an assist, it's pretty bad, though.  The opponent has to be at the exact 
    range for it to hit, and it's hard to follow it up from there.  This is
    probably the worst assist in the game.
    
    
    Yatter Break:
    -------------
    
    Yatterman leaps ahead a little, spinning his kendama for a few hits.  On
    the ground, it comes out pretty slow, but it does count as an overhead, so
    you can use it occasionally as a surprise or to go over a sweep.  It's most
    useful as an air combo finisher, though.
    
    Button determines the size of the leap.  L is a little leap, H is a bigger
    leap.
    
    You can cancel this move using a double jump and do it again.  This has some
    use in combos, but it's hard to do.
    
    
    Yatter Shock:
    -------------
    
    Yatterman does a kick, then shoots out his kendama.  If it hits, he shocks the
    enemy, who crumples to the ground for an easy follow-up.  Despite the fact
    that this is technically a throw, both parts are blockable.
    
    This biggest problem with this is that even though it sets you up for an easy
    air combo, the throw itself inflicts 11 hits and virtually no damage - this
    means any follow up you do will do dramatically reduced damage due to the
    damage scaling.
    
    
    Yatter Run:
    -----------
    
    Yatterman runs towards the enemy.  There are 3 follow-ups to this move.
    
    Light gets you a jump.  It's basically just a hop.  You can do an air attack.
    
    Medium gets you a slide move that you can't perform in any other way.  You
    can super cancel this to Yatter-Wan Fire or Baroque it into a launcher, so
    it's about the only reason to use this move.  Even then, it's not really any
    better than your cH.
    
    Heavy gets you Yatter Break.  It's identical to if you had performed it
    normally.
    
    In general, this move is basically just a dash, but you have less options
    than you'd get from a regular dash.  As such, I'd tend to avoid it.
    
    
    Yatter-Wan Kamikaze:
    --------------------
    
    Yatterman jumps back, then emerges from the edge of the screen riding 
    Yatter-Wan.  They attempt to crush the enemy.  If it hits, it does average
    damage, but it comes out ludicrously slow.
    
    At first glance, this super appears to be totally useless.  Yatter-Wan Fire
    does just as much damage, and is far easier to combo into.  However, the name
    of this move hints at its usage - for the entire duration of this move,
    Yatterman is totally invincible.  This is meant to be tossed out as a pseudo-
    counter against any move that takes a really long time to execute.  For
    example, if you see Morrigan starting Finishing Shower, you can do this, and
    you'll go right through her missiles and hit her.
    
    Unfortunately, chipping is much less effective than it used to be, so it's
    unlikely that you're going to face this kind of situation too often.  This
    move clearly isn't fast enough to punish something like a jump in or a special
    move, it's pretty well only useful against non-comboed supers.
    
    
    Yatter-Wan Fire:
    ----------------
    
    Yatterman poses, and Yatter-Wan rushes in, butts the opponent, then breathes
    a controllable stream of fire on them.  This is much more like it, this super
    can be comboed into (it can even OTG), and it's pretty powerful.
    
    After Yatterwan comes in, you can control the fire with up and down.
    Obviously, you want to keep the fire on them.  This will normally mean
    gradually raising the stream of fire as they are hit by it, but if this hits
    as an OTG you'll want to move it all the way down.
    
    If you are using Yatterman's second costume (purple), you will instead summon
    Yatter-Pelican (he summons him for all of his Supers, but this is the only one
    where it matters).  Yatter-Pelican is taller, so he can't aim his fire as low.
    He does have a little more range, though.
    
    
    Surprise Mecha:
    ---------------
    
    Yatter-Wan pulls out a piece of Yatter-Wan's Mecha Food, and throws it at the
    enemy.  If it hits, it bounces back to Yatter-Wan, who produces the Surprise
    Mecha and they proceed to trample the opponent.
    
    This is not terribly strong on its own, but it lands a ton of hits - this makes
    it a good candidate for a Baroque combo or even a follow-up to Yatter Shock
    since it's not too badly affected by damage scaling.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    cLMcH -> Yatter-Wan Fire
    
    This is as close to a bread and butter as you're going to get outside the
    corner.  It's actually pretty strong, especially if you can get several hits
    from the medium in.
    
    This still works if you have Yatter-Pelican.
    
    
    cLcM -> Launch -> MM -> MM -> M Yatter Break -> M
    
    Standard air combo.  Must be done as a bit of a slow combo for the M to hit.
    Pretty weak, especially without the M.  You can also use H as the last hit,
    should you want to knockdown, but it must be done even slower, and many of
    the Yatter Break hits will miss, so you'll do less damage overall.
    
    
    cLM -> Launch -> LMM -> M Yatter Break -> M -> MM -> M Yatter Break
    
    Another air combo.  Decent increase in power, but the execution is much
    harder.  Mash M after the first Yatter break, then immediately double jump
    and do the rest.  Must do the first part as a bit of a slow combo, or the
    last M Yatter Break will get very few hits.  If you know your timing is bad,
    you can end with an H instead.
    
    
    cLM -> F + M -> L Kenda Magic -> Surprise Mecha
    
    Decently powerful.  Be careful not to accidentally do DPF on the Kenda Magic,
    though.  This combo is a good candidate for a partner extension or baroque,
    because Surprise Mecha loses very little power from damage scaling.
    
    
    Corner:
    -------
    
    cLcM -> Launch -> (jump up towards) LMM -> (jump straight up) MMH -> (land) 
    -> Yatter-Wan Fire (hold down)
    
    This combo is extremely finicky, you must perform it EXACTLY as written here
    or the OTG won't work right.  After the launch, jump towards and do those 3
    hits, then jump straight up for the next 3, then do Yatter-Wan Fire the moment
    you hit the ground.  If it works, it should OTG and the fire should burn your
    opponent's back foot for extreme damage.
    
    This does not work if you have Yatter-Pelican, stupidly.  Don't choose
    Yatterman's alternate costume if you can help it, he's a LOT weaker without
    this in his repetoire.
    
    
    Thoughts on Yatterman:
    -------------------------------------------------------------------------------
    
    Yatterman is one of the stranger characters in the game.  In some ways, he's
    kind of like Dhalsim, but his moves are harder to hit with.  His projectile is
    super fast, but it can easily miss, and his long range attacks all come out on
    angles (thus they can't hit grounded opponents from far away), so he really
    isn't too great at playing keep-away.
    
    At mid to close range, he fights adequately, but his damage output is
    definitely a bit on the low end.  I guess he's mostly meant for close range
    fighting, but you can dip back and throw some Kenda Magics every now and then
    to mix it up.  Still, I can't help but get the feeling he's a bit underpowered,
    characters like Ryu seem to play the mix-up game better than he does.
    
    Yatterman's main advantage is against keep-away characters, particularly Saki.
    His Kenda Magic is most deadly at full screen range, and it'll come out faster
    than anything she can pull out, so he can basically force her to try to close
    in, where he'll have the advantage.  He can do the same thing to Rock, but
    Rock's close range fighting is more on par with his.
    
    Yatterman is generally at a disadvantage when fighting extreme close range
    fighters like Polymar, Alex, Joe, and Daimaou because his projectile isn't very
    good at keeping people out.  Thankfully, he does have his kendama extensions,
    particularly F + M which is good at stopping air dash approaches.  Still,
    you'll really have to stay on your toes against them.
    
    
    ###############################################################################
    C-7
    
    Karas:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Karas is an 6-part OVA created to commemorate Tatsunoko's 40th anniversary.
    The titular Karas are Raven-like suits of armour animated by human souls who
    act to carry out the will of the land itself.  This frequently involves
    fighting malevolent spirits and occasionally other Karas.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Charge Slash (unblockable at full)
    
    
    Special Moves:
    --------------
    
    QCF + A                               Mirror Blade
    DPF + A (air)                         Ascension
    Charge B, F + A                       Kasha
    _QCF + A                              Low Slash
    __B,F + A                             Piercing Slash
    __F + H                               Overhead
    HCB + A                               Whip Shot
    _QCF + A                              Flying Kick
    _QCB + A                              Whip Pull
    
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (after Mirror Blade)         Illusion Blade
    QCB + 2A                              Shiranui
    
    
    Ultimate:
    ---------
    
    DPF + 2A                              Moonlight Execution
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Mirror Blade
    Counter:      L Ascension
    Combination:  Illusion Blade
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Mirror Blade:
    -------------
    
    Karas spins his Katana so fast it looks like a perfect circle.  In addition
    to dealing damage to anyone in front of him, this move will reflect projectiles
    (but not beams).  You can't Baroque cancel this attack.
    
    As an assist, it's pretty useful, since it has a fair bit of stagger, and you
    can pull it out whenever you need a projectile reflected.
    
    
    Ascension:
    ----------
    
    Karas performs a glowing upwards slash with his swords.  It comes out very
    fast and is generally good in combos or as an anti-air (use the Light version
    for anti-air just in case it gets blocked).
    
    Button used determines hits, damage, and recovery time.
    
    As a variable counter, this move is amazing, since the opponent doesn't recover
    until they hit the ground, the juggle opportunities are near endless.  In
    particular, you can easily do Moonlight Execution after it.  This means that
    even jabbing Karas' partner when he has 4 stocks is extremely unsafe.
    
    
    Kasha:
    ------
    
    Karas does a quick lunge that inflicts a ton of stagger.  There are 3
    follow-ups to this move:
    
    QCF + A gets you a slash that must be blocked low.  The other two follow-ups 
    must be done after this move.
    
    You can now press B, F + A for a piercing slash that knocks the opponent away.
    
    Alternatively, you can press F + H for an overhead.  It doesn't combo, but
    since you had to block the last hit low, it's hard to block.
    
    You can also simply omit the follow-ups and combo after the Kasha, this is
    a better option if the kasha hits, but if it's blocked, go for the low slash
    into the overhead, you might get a hit out of it.
    
    Choice of button on the Kasha makes it stronger, but there doesn't seem to be
    any drawback to the H version that I can see.
    
    
    Whip Shot:
    ----------
    
    Karas shoots a whip at the enemy.  If it hits, it latches onto them, and you
    have two possible follow-ups.
    
    QCF + A gets you a cool-looking kick slash combo.  You can cM afterwards,
    then do whatever else.  This has the added bonus of putting your opponent in
    the corner, but they can roll out afterwards.
    
    QCB + A has Karas pull the enemy towards himself.  The strength of the button
    modifies this move, L is a quick pull that you usually can't combo after,
    M is a high pull that gives loads of juggle room, and H is a wallbounce.
    I recommend you go with either M or H and follow up with an air combo.
    
    The whip shot itself comes out a bit slow, but you can put it in combos
    with the help of certain partners.
    
    
    Illusion Blade:
    ---------------
    
    Karas disappears, all that can be seen are the glowing circles representing
    his sword strikes as he assaults the enemy.  This is an average super.  It
    does good damage, but generally only if it hits on the ground, in the air
    some hits will often miss.  You can use it like a pseudo beam super, though.
    
    This isn't too good in Variable Combinations, since it tends to pull the
    enemy away from your partner's super.
    
    
    Shiranui:
    ---------
    
    A counter super.  Karas poses, and if he is hit, he slashes the opponent twice
    for moderate damage.  This is nice because it acts to bolster Karas' defence
    a little bit, but don't overuse it or your opponent will empty jump on you
    and punish you when you're vulnerable after using this move.
    
    
    Moonlight Execution:
    --------------------
    
    Karas poses, then projects his shadow at his opponent.  If it hits, they are
    tied up in an enormous web in front of the moon, and he brutally slashes them
    from out of the sky for huge damage.  Flashy.
    
    More importantly, this move can OTG and starts up real fast, so you can combo
    into it from virtually anything.  Heck, you can even throw into it.  Obviously,
    this move is one of Karas' deadliest weapons, because you can eat it on a
    moment's notice.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> H Kasha -> cLcMH -> Launch -> LMM -> MM -> H Ascension
    
    Bread and Butter.  Cancel the last H before the Launcher on the first hit.
    
    
    LMcMH -> H Kasha -> cLcMcH -> M Kasha -> Launch -> LMM -> MM -> 
    H Ascension
    
    This is virtually identical to the infinite combo / loop, except the infinite
    part isn't repeated.  Whether that makes this an infinite or not is debatable.
    
    
    LMH -> Mirror Blade -> Illusion Blade
    
    This isn't too useful, because it does only a shred more damage than the
    previous combo and uses a super level.  Super levels are vital to Karas.
    
    
    jH -> H -> H Kasha -> Moonlight Execution
    
    Believe it or not, this is the way to get optimal damage here.  Any extra
    hits you add in only make it weaker.  If you have to do it on a dash in,
    try to use cM to link into the H.
    
    
    Whip Shot -> M or H Whip Pull -> cLcMH -> Launch -> LMM -> MM -> H Ascension
    
    Hopefully this one is obvious.
    
    
    Whip Shot -> Flying Kick -> cMcH -> H Kasha -> Launch -> LMM -> MM 
    -> H Ascension
    
    Alternate Whip Shot combo.  Mainly exists as a vehicle for the infinite.
    You can just do cM and then Launch if you don't want to use infinites.
    
    
    Partner-Specific:
    -----------------
    
    LMcMH -> Kasha -> cLMH -> Partner with good juggle -> F + H (fully charged)
    Baroque -> M -> (any ground combo)
    
    Use Chun Li, Polymar, Rock, or someone similar.  This is a broken combo, the
    combo counter resets after the F + H if performed properly, but your opponent
    won't be able to escape the F + H because it's unblockable.
    
    You must Baroque very early (almost before the F + H even hits) in order to
    be able to follow up with that M.
    
    It might be possible to escape this combo with a tag in some circumstances.
    
    
    Infinite:
    ---------
    
    *M Kasha -> cH -> Repeat
    
    Cancel the cH fast.  Really fast.  If you're even a little slow, the combo
    will fail.
    
    This simple-looking infinite has a lot of intricacies to it.  For one thing,
    it won't work in your own corner (that is, the corner that was behind you when
    you started), and it doesn't work on certain heavy characters.
    
    Against those whom are susceptible to it, it's brutal, though.  You'll note I
    didn't mention that you have to be in the corner - that's because you don't.
    You can just move them over to their corner and into the infinite (if you're
    moving towards your corner, do a launcher instead of a cH before you get 
    there).  It's also super easy to land, M Kasha can be landed from any ground 
    chain or even from the Whip Shot.
    
    This combo also makes for brutal pressure when it's being blocked, since
    Karas keeps moving forward and he has so much range that you can barely
    pushblock it.
    
    
    Thoughts on Karas:
    -------------------------------------------------------------------------------
    
    On paper, Karas looks like a god.  He has great range, he's crazily fast,
    and his Ultimate can be linked after Kasha, his throw, his sweep, his Variable
    Counter, or whatever else for huge damage.  He also possesses a crazy infinite
    involving his Kasha and his cH that can also act as an almost inescapable
    lockdown game on many characters even if they block it.
    
    However, Karas has one massive drawback: Like Akuma before him, he has 
    ridiculously little life to compensate his offensive power, probably about
    80% of what the other characters have on average.  You have to be very careful
    with Karas, if you make even one mistake when playing him you could be in for
    a world of hurt.
    
    Karas has a couple other advantages that you should pay attention to.  For one
    thing,  his regular dash is actually a teleport, so he can use it to go through
    attacks and projectiles (be careful with that, though, for example Ryu can 
    Shinku Hadouken you if you try to dash through his Hadoukens), and he can even 
    use it to get right behind the enemy if used up close.  He also has the game's
    best variable counter, probably to let you know that you should never tag
    normally as him - one bad tag and you're down 70% life.
    
    Super bar management with Karas is of the utmost importance.  Due to his low
    health, Karas is going to have to Mega Crash if he gets hit by almost anything,
    but he's also far more threatening when he has 3 levels stocked for his 
    ultimate, since he can chain it off virtually anything.  I recommend that
    you lead with your partner when playing as Karas and switch him in on a
    V. Counter when you've got some levels built up.  Do the switch reasonably
    early, though, the last thing you want is your first character to get trapped,
    stuck between letting them die or doing a bad tag.
    
    When played to his full potential, Karas is seemingly almost unstoppable at
    close range, so he may have an advantage over all other close-range fighters.
    In particular, slow people or people with bad range are just going to get
    locked down by him and they won't be able to do terribly much.  Of course, if
    Karas makes a mistake and they land a hit, they'll be able to do enormous
    damage to him, so Karas is always a "volatile" character.
    
    The people who might be able to shut Karas down are the keep-away characters.
    Karas' mobility isn't really above average in any way, and he has to be close
    to inflict his devastation.  He also can't reflect beams or Rock's Gun shots.
    The giants also have a bit of an edge on him, without Tekkaman's assist he
    can't combo them terribly well and trading hits with the giants is definitely
    not something Karas wants to do.  His infinite also doesn't work on certain
    heavy characters like Tekkaman, so that's an edge for them.
    
    Many people suggest that Karas may be the strongest character in the game, and
    I can definitely see where they're coming from - when played well, he's almost
    insurmountable.  Playing against Karas is all about finding your chance to
    strike.  Be patient, try to avoid getting trapped, and look for an opportunity
    to blast him.  I recommend you look for opportunities to use V. Counter, it's
    a good way to fight off his rushdown and a free combo against Karas is brutal.
    
    
    ###############################################################################
    C-8
    
    Doronjo:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Doronjo is a hopelessly vain con artist and the arch-enemy of team Yatterman.
    Together with her minions Boyacky (the thin green one) and Tonzura (the fat
    purple one) they search for the wish-granting Dokuro Rings, with which she
    plans to wish for all of the world's gold and jewels.  Their plans almost
    invariably end in a giant explosion, with Doronjo and company fleeing the scene
    on their tandem bicycle.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    
    Special Moves:
    --------------
    
    QCF + A                               Boyacky Punch
    DPF + A                               Boyacky Bomb
    QCB + A                               Tonzura Toss
    RDP + A                               Tonzura Clutch
    RDP + A (air only)                    Tonzura Drop
    D,D                                   Ultra Relax
    _H                                    Launcher
    _D + H                                Spin Kick
    Taunt                                 Kiss
    
    
    Basic Supers:
    -------------
    
    QCF + 2A                              Push Like So
    QCB + 2A                              Dead End
    
    
    Ultimate:
    ---------
    
    DPF + 2A                              Dark Blossom
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Kiss
    Counter:      Launcher
    Combination:  Push Like So
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Boyacky Punch:
    --------------
    
    Boyacky appears, and he rushes forward while pummeling the opponent.  You can
    usually follow this up with an air combo if performed in the corner.
    
    Strength of button determines number of hits and startup time.
    
    
    Boyacky Bomb:
    -------------
    
    Boyacky appears, and he summons the exploding palm tree.  If it hits, the
    opponent is blasted upwards for an easy follow up.  This is a very useful
    pressure move and it's pretty safe.  You can also use it in some combos.
    
    Button pressed determines where the tree appears.  L is the left of the screen,
    M is the middle, and H is the right.  It doesn't depend on which side you are
    facing.
    
    
    Tonzura Toss:
    -------------
    
    Tonzura appears, and he throws a big boulder at the enemy.  It actually does
    pretty good damage for a projectile.
    
    Button pressed determines how far he throws the rock.  H is the farthest toss,
    but it can go over the opponent at close range.
    
    
    Tonzura Clutch:
    ---------------
    
    Tonzura appears, and tries to grab the enemy.  If he succeeds, he holds them
    for a while, so Doronjo can attack them.  This is a great move.  You can use
    this when someone tries to dash in to interupt them, or against someone who's
    playing keep away.  Your follow-up options aren't exactly great, but Doronjo
    is all about whittling them down.
    
    Button pressed determines where he appears, just like the Boyacky Bomb.
    
    
    Tonzura Drop:
    -------------
    
    Tonzura falls from the sky, attempting to land on the opponent.  Not 
    terribly strong, but hilarious and decently annoying.
    
    Button pressed determines where he falls, just like the Boyacky Bomb.
    
    
    Ultra Relax:
    ------------
    
    Doronjo drops to a reclining position.  From here, she perform any of her
    minion attacks (except Tonzura Drop because that has to be done from the air),
    get back up, taunt, or perform one of two specific follow-ups.  H gets you her
    launcher, and D + H gets you a weird spin attack.  Up makes her get up.
    
    The best use for this move, though, is the fact that when lying down, Doronjo
    has almost no vertical height and virtually everything except low attacks
    will miss her.  In particular, this includes most projectiles, so if someone
    is tossing them at you, just lie down and summon one of your minions to
    attack them.  Just watch out for Shinku Hadoukens.  If someone tries to jump
    in on you, use your launcher and try for an air combo.
    
    If you don't do anything for a while, she'll get up on her own, so make sure
    to summon a minion occasionally if you don't want to get up.
    
    
    Kiss:
    -----
    
    Doronjo blows a kiss at her opponent, sending out a little heart.  If it hits,
    the opponent is briefly staggered.
    
    Yes, her taunt is a projectile.  It's not terribly useful, though, because
    it has little range and travels extremely slow.  If used during Ultra Relax, 
    it's the game's most pathetic anti-air.
    
    As an assist, it's still pretty bad, but you can use it to extend combos the
    same way you could use Ryu's Hadouken.  You just have to do it a fair bit
    earlier since it travels so slow.
    
    
    Push Like So:
    -------------
    
    Boyacky Appears, and he presses his button.  A few seconds later, a giant
    ball-shaped robot falls from the sky and attempts to roll over the opponent.
    Doronjo is free to move throughout the entire thing.
    
    The hitbox on this thing is weird, it seems like you should be able to get it
    to hit in the middle of a combo, but I can't get it to work consistently.  If
    it does hit in the corner, you can juggle afterwards.
    
    In variable combinations this is a little better, because the other super will
    usually cover the startup time.  You can also use it in DHCs, just immediately
    DHC out of it if you start with it.
    
    
    Dead End:
    ---------
    
    Counter super.  Doronjo poses seductively, and if hit by a physical non-super
    attack, Boyacky and Tonzura appear and beat the opponent senseless.  This is 
    actually pretty strong, and if performed in the corner you can launch after it.
    This is definitely one of Doronjo's best assets.
    
    Like all counter supers, you can use this when an opponent dashes or jumps in
    to trick them, or you can use it during DHCs if the opponent is about to attack
    you to great comedic effect (try it with Roll's Heal Super).
    
    
    Dark Blossom:
    -------------
    
    Doronjo summons the exploding palm tree right beside herself, which blows up,
    setting off a catastrophic sequence of explosions as Doronjo and company
    escape on their tandem bicycle.  Ridiculously strong if it hits.
    
    The startup on this move is very very slow, so initially it looks totally
    useless.  However, during the time when the tree is onscreen, Doronjo is
    invincible, she can't even be thrown.  This means if you know a really laggy
    move is coming at you, you can perform this as a counter of sorts.
    Ryu does a Tatsumaki Senpuu Kyaku at close range while you're idle?  Blam.
    Just don't try it on beam supers, Doronjo is vulnerable for a few frames AFTER
    the tree blows up, and if hit during this time the super will cancel.
    
    If your reflexes are crazily fast, you can use this to tag punish.  You have
    to perform this super AS the tag is taking place for it to hit, after you've
    already blocked it, it's too late.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> Launch -> LMM -> MH
    
    Cancel the H after the second hit for optimal damage.  This is your only combo,
    though you can perform it after almost anything you can do.  When juggling, 
    just use cLcMH before the Launcher to ensure you don't miss or break the combo.
    
    
    Baroque:
    --------
    
    LMcMH -> Boyacky Bomb -> Baroque -> LMcMH (bomb blows up) -> cLcMH -> Launch 
    -> LMM -> MH
    
    Must be done in the corner.  Obviously, choose the correct bomb for the corner
    you're in unless you want to look like a total chump.  Your timing on the 
    cancel to the Boyacky Bomb and the Baroque must be good, or it won't combo.
    
    This is pretty strong (for Doronjo) even without a ton of red life.
    
    
    Specific Partner Combos:
    ------------------------
    
    LMH -> Assist with Good Stagger -> Boyacky Bomb -> LMcMH (bomb blows up) 
    -> cLcMH -> Launch -> LMM -> MH
    
    Similar to the Baroque combo, but works outside the corner with some partners,
    because they can buy you time to dash in.  Works best with a partner that 
    keeps the opponent grounded, but it isn't required.  Make sure you cancel into
    the Boyacky Bomb and not just do it after your kick ends.  What you have to do
    to buy the bomb time to explode will vary slightly depending on whom you've 
    got.
    
    
    LMH -> Polymar's Assist -> Dark Blossom
    
    The damage is less than Dark Blossom does by itself, but you can combo into
    it this way, and the damage is super high for a Doronjo combo.
    
    
    Thoughs on Doronjo:
    -------------------------------------------------------------------------------
    
    Doronjo is definitely the game's most unique character.  She relies almost
    entirely upon her helpers, which gives her a bizarre playstyle.  Her supers
    are equally strange, all of them have odd usages, none of that standard
    ground combo into super stuff for her.
    
    You should definitely be summoning her helpers really often, that much is
    clear.  You can have both on the screen at once, and you usually should, just
    to keep the pressure on.  You'll want to switch between close-range and
    long-range fighting often, to try to keep your opponent off-balance.
    
    Doronjo's weakness is pretty obvious, it's the section above this one.  Her one
    main combo is pretty weak, so her damage output is low.  She relies more on 
    gradually whittling people down rather than inflicting a single brutal combo.
    
    As Doronjo is so odd to play with, I'm not terribly confident stating much 
    about her matchup dynamics.  One thing is clear, though, and that's that she 
    has some good moves to deal with anyone who attempts to play keep-away, so 
    she's probably something of an anti keep-away character.
    
    
    ###############################################################################
    C-9
    
    Hakushon Daimaou:
    
    
    To Unlock:
    -------------------------------------------------------------------------------
    
    Beat Arcade Mode with 1 Tatsunoko character, then buy him at the shop.
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Hakushon Daimaou is the titular character of a comedic anime made in 1969.
    As his appearance suggests, he is a genie of the classical variety, forced
    to grant the wishes of whomever sneezes in the presence of his bottle.  He's
    not terribly competent, though, he usually messes up whatever wish he's given.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Wand Flick
    D + H (air only)                      Butt Drop
    
    
    Special Moves:
    --------------
    
    DPF + A (air)                         Ridiculous Spiral
    D, D + A                              Pratfall
    QCF + A                               Bit of Magic
    Charge B, F + A                       Belly Tackle
    HCB + A                               Vacuum Bottle
    
    
    Basic Supers:
    -------------
    
    QCF + 2A                              Rapid Punches
    DPF + 2A                              Overkill Spiral
    
    
    Ultimate:
    ---------
    
    QCB + 2A                              Fourth of July
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       H
    Counter:      Launcher
    Combination:  Rapid Punches
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Ridiculous Spiral:
    ------------------
    
    The name says it all.  Daimaou leaps, spins the opponent around a bit, then 
    falls on them with his belly.  If used in the air, Daimaou spirals all the way
    to the ground, dealing quite a bit of extra damage, so it makes a good air
    combo finisher when you get the chance.
    
    Button pressed determines how far he leaps, but the damage is the same.
    
    
    Pratfall:
    ---------
    
    Daimaou slips and falls on his backside, and a pile of garbage falls from the
    sky.  Both the fall and the garbage can hit the opponent, but they're not too
    strong.  The garbage that falls is actually the most useful thing, because
    another move can make use of it.  You can have up to two piles of trash on the
    screen at a time.
    
    Button pressed decides where the trash falls, L is to the left of the screen,
    M is the middle, and H is to the right.
    
    
    Bit of Magic:
    -------------
    
    Daimaou waves his want and points, transforming the nearest garbage (dropped by
    the Pratfall) into something useful.  Which button you use determines what he
    turns the garbage into.
    
    Light gets you a dog, which (usually) charges at the opponent for a few hits.
    Be careful, the dog can hit you, too.  Occasionally, it will decide to go
    after you instead, this seems to be random.
    
    Medium causes the trash to blow up.  If the opponent is beside it, he'll be
    burned for 3 hits.  You can attack while he's being hit if you're close.
    
    Heavy cause the trash to turn into a delicious plate of brownies.  Whomever
    touches the brownies will be healed a little.  Obviously, this is good if
    you're really close to the trash, it's always good to get healed.
    I wish I could turn trash into brownies.
    
    These are quite handy, but don't go nuts with them - it takes a little while to
    cast the spell and you can easily be beam supered during that time.
    
    
    Belly Tackle:
    -------------
    
    Daimaou charges forward and rams the opponent with his belly for a few hits.
    Not too much to say here, this comes out slow so you can't really combo into
    it, but the recovery isn't too bad.
    
    Button pressed determines how fast he runs and how many hits it does.
    
    
    Vacuum Bottle:
    --------------
    
    Daimaou sucks his opponent into the bottle, which then spits them back out.
    There are three variations on this move depending on which attack you use.
    
    Light just tosses them back out at a high angle.  If you're in the corner,
    you can juggle pretty easily.
    
    Medium is a wallbounce.  This gives you a lot more time to juggle, so it's a
    better option outside the corner.  Try to go for an air combo, this is about
    the only good way to get in his launcher.
    
    Heavy is a snapback.  This forces your opponent to switch characters, and the
    reserve character loses any red life.  This is fantastic just after your
    opponent does a switch, drag that character back in and finish them off.
    
    The bottle is Daimaou's best move, do it whenever you possibly can.
    
    
    Rapid Punches:
    --------------
    
    Daimaou punches the opponent a few times with his wand, ending with an
    uppercut.  The damage is actually pretty decent, though his options for
    comboing into it aren't anything to write home about.
    
    In a Variable Combination, it's pretty bad.  It only works if the opponent is
    seated firmly on the ground and within range, and most other supers will
    mess it up.
    
    However, this move is a DHC superstar.  The fourth hit dizzies the opponent,
    and you can DHC into almost any super in the game, even some that can't
    be comboed in any other way like Chou Hakaikousen and Six Cannon.
    
    Be aware that the opponent can mash to reduce the dizzy time, so you want to
    DHC exactly as the fourth punch hits if you're trying anything really slow
    like Valkyrie Turn.  Some supers might be escapable if your opponent is a pro
    masher, but I wasn't able to escape much if the DHC was perfectly timed.
    
    
    Overkill Spiral:
    ----------------
    
    Daimaou leaps at his opponent, spins them around like crazy, falls on them,
    and then farts on them (this is probably the "overkill part").  This is 
    virtually identical to the regular version, except stronger.  You can't
    use it in the air, but you can super cancel into it, so it kinda evens out.
    This is a good thing to follow up the Pratfall with if it hits.
    
    
    Fourth of July:
    ---------------
    
    Okay, this translation isn't even slightly accurate, but I thought it was
    funny.  I think I get one ridiculous translation per guide.
    
    Daimaou traps his opponent in the bottle, churns them around a bit, then they
    explode in a shower of fireworks.  It's reasonably strong and it looks cool, 
    but due to the existence of his DHC trick, it's hard to justify spending 3 
    levels on this when you can often get better damage for 2 levels and get a free
    tag to boot.  I guess if your partner is already dead.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    cLcMcH -> Pratfall (any) -> Overkill Spiral
    
    Bread and butter.  In addition to doing pretty good damage, this gets you a
    garbage to use for your Bit of Magic move.  Drop it where you think will be
    useful - it can sometimes land for one extra hit, but it doesn't add much
    damage.
    
    
    LMH -> Rapid Punches
    
    Another simple combo.  It's weaker than the previous one on its own, but the
    advantage here is that you can DHC into almost any super you want on the fourth
    hit of the Rapid Punches, even super slow ones like Doronjo's Dark Blossom.
    If you plan to DHC into a move that only does a few hits, you may want to just
    do LM into the super to help with scaling.  Experiment to see what gives
    optimal damage.
    
    This is one of Daimaou's most useful tricks, try to do this when you want to
    tag out as him.
    
    
    M Vacuum Bottle -> Launch -> LM -> M -> Ridiculous Spiral
    
    This works anywhere, you'll just have to dash in to land the launcher.  Jump
    up-towards after 2 hits from the M, then do the Ridiculous Spiral after 3
    more hits (or as soon as a kick misses, thankfully you get a lot of stagger
    from those kicks).  This does pretty good damage for a non-super combo.
    
    Incidentally, this does NOT work in the corner.  Just do the L version and
    Overkill Spiral or the H version instead.
    
    Obviously, you should do the same air combo any other time you can juggle,
    such as after a Variable Counter.
    
    
    Belly Tackle (any) -> Overkill Spiral
    
    You can do Overkill Spiral any time you happen to land the Belly Tackle.
    
    
    cLcMcH -> Ridiculous Spiral
    
    Extremely weak, but it's the best combo you can do without using a super or
    the Vacuum Bottle.
    
    
    Thoughts on Daimaou:
    -------------------------------------------------------------------------------
    
    Daimaou is yet another oddball character.  I really didn't like him at first,
    probably because I wasn't playing him right.  He's not quite as much of a
    straightforward grappler as Alex, he's a bit more of a trickster.  He also can
    double jump where Alex can't, which is nice.  Daimaou also has a unique
    advantage in that he's floatier than the other characters, and so air combos
    have to be done a little differently against him.
    
    The DHC trick involving his Rapid Punches is massively useful, so always lead
    off with Daimaou if you plan to use him and use that when you want to tag.
    You should be able to get it in since you only need to land an L to do it.
    Since this is so awesome, try to hold onto at least a couple bars at all times,
    and do your utmost to keep your partner alive.
    
    With his DHC trick, Daimaou can match damage output with anyone, and his
    floatiness can help reduce the damage he takes from air combos, so he's 
    probably a pretty good choice against the other close-range fighters. He's also
    great against the Giants, his Vacuum Bottle works on them (he can even air
    combo after the wallbounce), and his Rapid Punches still stuns them if he can
    get in the four hits.
    
    Where's he's a bit less great is against the keep-away characters and other 
    people who are good at keeping people out, like Tekkaman.  He doesn't
    really have any assets to help him approach the keep-away characters, and
    they'll just blast him if he tries any of his garbage tricks.  Ryu and
    Tekkaman are similarly problematic with their beam supers.  Against people like
    these, you've just got to do your best and aim for a big combo.
    
    
    ###############################################################################
    C-10
    
    Ippatsuman:
    
    
    To Unlock:
    -------------------------------------------------------------------------------
    
    Beat Arcade Mode with 3 Tatsunoko characters, then buy him at the shop.
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Ippatsuman is the main character of the anime "Gyakuten! Ippatsuman!", a part
    of the Time Bokan series (which also includes Yatterman).  Ippatsuman is 
    involved with a mega-conglomerate that leases everything imaginable, including
    Super Robots.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Leaping Kick
    F + H                                 Shoulder Charge
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Rainbow
    DPF + A (air)                         Quick Stance
    DPF + A (during dash)                 Flying Knee
    QCB + A                               Mound Zapper
    Charge B, F + A                       Justice Liner
    
    
    Basic Supers:
    -------------
    
    HCB + 2A                              Gyakuten Homerun
    DPF + 2A (air)                        Gyakuten Breaker
    
    
    Ultimate:
    ---------
    
    RDP + 2A                              Gyakuten-Oh, Unite!
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       L Justice Liner
    Counter:      Launcher
    Combination:  Gakuten Homerun
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Rainbow:
    --------
    
    Ippatsuman pitches his baseball at the enemy.  It comes out fast, but recovers
    slow, because the baseball has to come back to Ippatsuman before he can throw
    it again.  Still, it's pretty good as projectiles go.
    
    Button used determines trajectory, L is a fastball, M is a curveball, and H
    is a screwball.
    
    An interesting feature of this move is that if you use the L version on the
    ground, Ippatsuman will do a quick backstep.  This is a pretty good way to get
    some distance.
    
    
    Quick Stance:
    -------------
    
    Ippatsuman does an uppercut charged with a purple energy.  This has virtually
    no horizontal range, so I wouldn't recommend using it as an anti-air.  It's
    somewhat useful in combos, though.
    
    Button used determines how high he goes.
    
    
    Flying Knee:
    ------------
    
    Ippatsuman performs a flying kneebash charged with his regular purple energy.
    This move can only be performed during a dash, which means you can't use it
    in combos.  What use it has is beyond me.
    
    Button used determines how far he goes.
    
    
    Mound Zapper:
    -------------
    
    Ippatsuman punches the ground, and a purple energy wave erupts above him.
    This can hit OTG and can be performed after an air combo, you can even Baroque
    out of it and do an air combo.
    
    
    Justice Liner:
    --------------
    
    Ippatsuman dashes head first at his opponent, again with the purple energy.
    
    Button pressed determines how far he launches, with H you're almost guaranteed
    to get behind the enemy, so you can use it to escape the corner.
    
    As an assist, this isn't that great, because Ippatsuman will often push the
    opponent too far away for you to follow up.
    
    
    Gyakuten Homerun:
    -----------------
    
    Ippatsuman pulls out his bat and hits a couple dozen balls at the opponent with
    a single swing.  This super comes out really fast and does great damage,
    particularly against the Giants who will be hit by all of the balls.  Against
    regular characters, this is most effective as an anti-air, it comes out so fast
    that they'll have basically no chance to react.
    
    In Variable Combinations, this works okay, but keep in mind it works best
    right up close, so don't use it with a super that's going to push people away.
    
    
    Gyakuten Breaker:
    -----------------
    
    Ippatsuman leaps at his enemy, and if he catches them, he piledrives them into
    the ground.  This super is what makes Ippatsuman one of the best characters in
    the game, because you can put it in your air combos for immense damage.  Since
    this is unblockable, the key is to perform it so it lands a few frames AFTER
    your air combo technically ends.  This way, it does full damage and you still
    can't get out of it.
    
    
    Gyakuten-Oh, Unite!:
    --------------------
    
    Ippatsuman assembles his super robot!  After it forms up, you can control it,
    for a while, depending on how much meter you had (this takes all you've got).
    The actions you have are as follows:
    
    L gets you a left hook.  This must be blocked high.
    M gets you a right hook.  This must be blocked high.
    D + L is a left fist slam.  This must be blocked low.
    D + M is a right first slam.  This must be blocked low.
    U + L is a low sword slash.  This is unblockable.
    U + M is a high sword slash.  This is unblockable.
    
    H starts charging for the ultimate attack.  This takes a while, but it is
    totally unavoidable and does immense damage if it hits.  However, it's possible
    to simply jump and kick Gyakuten-Oh in the head to stop it.
    
    Generally, the best way to get damage is to try to hit with one of the hooks,
    then simply alternate hooks and juggle your opponent into oblivion.  Otherwise,
    just try to mix it up so they block it incorrectly.
    
    By itself, this isn't great damage.  I suspect there's got to be some way to
    cancel into this, but I haven't found it yet.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> Launcher -> LMM -> LM -> L Rainbow -> (wait) -> Gyakuten Breaker
    
    Bread and butter.  The trick is to cancel the Gyakuten Breaker just a little
    late, so that it doesn't combo.  Don't worry, it's not possible to jab out of
    it or anything if done correctly.  Also make sure to cancel the standing M 
    after 2 hits, not just one.
    
    
    LMcMH -> Launcher -> LLMM -> MM -> M Quick Stance -> (wait) -> Gyakuten Breaker
    
    Same idea as before, but uses Quick Stance instead.  This is slightly more
    powerful, but it's a bit easier to mess up and miss, so I usually use the
    former.  Make sure to jump up-towards for your mid air jump, otherwise the
    Quick Stance won't hit properly.
    
    
    LMcMH -> M Rainbow -> Gyakuten Homerun
    
    Use this if you really want to DHC.  Beam supers like Ryu's will hit after 
    this, it staggers the opponent pretty well.
    
    
    Baroque:
    --------
    
    LMcMH -> Launch -> LLMM -> MH -> (land) -> H Justice Liner -> Baroque ->
    (Super Jump) -> MM -> M -> M Quick Stance -> (wait) -> Gyakuten Breaker
    
    Must be performed in the corner or close enough to it that you don't get the
    flying screen after the first air H.  The hardest part is Baroquing the
    Mound Zapper quick enough to be able to Super Jump and land the rest of the
    combo (and you must Super Jump manually, unlike a launcher you will not do an
    auto super jump).
    
    You can potentially put in a few more hits if you get the Super Jump early
    enough, use your judgement.
    
    It should go without saying that this combo is extremely strong for one level,
    even with very little red life.
    
    
    Thoughts on Ippatsuman:
    -------------------------------------------------------------------------------
    
    Ippatsuman is a beast.  He's pretty balanced, with very strong combos backed by
    a good projectile and some other handy moves.  His bread and butter is very
    similar to Polymar's, but basically Ippatsuman trades a bit of power for a lot
    more versatility, which in my opinion is a good trade.
    
    Ippatsuman is obviously packing a ton of anti-air, and he has a good
    projectile, so he can actually play keep away to some extent.  This is pretty
    effective against the grapplers and Polymar, and at any other time you need a
    bit of breathing room.  If anyone attempts a jump in attack, give them the bat.
    
    Ippatsuman is very effective against almost everyone.  He's very balanced, but
    generally a little better than the other balanced characters.  In particular,
    the Giants stand no chance against him whatsoever, his Homerun super comes out
    fast enough to punish basically anything they do and does incredible damage.
    
    His one drawback is his poor assist.  Ippatsuman is just a glory hog, I guess.
    Not that it's beyond him to defeat both of your opponents single-handedly.
    
    
    ###############################################################################
    C-11
    
    Gold Lightan:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Gold Lightan is the main character of the anime "Golden Warrior Gold Lightan".
    He's a sentient super robot who can be stored as a gold-coloured lighter 
    (hence the name) but grows to 30 meters tall when activated.  His mission is to
    protect the Earth from alien robots, usually by punching right through them
    and crushing their circuitry. 
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Overhead
    B + M                                 Far Kick
    F + H                                 Front Throw (even when far)
    B + H                                 Back Throw (even when far)
    
    
    Special Moves:
    --------------
    
    HCF + A                               Gold Chop
    HCB + A                               Gold Drop
    D, D + A (air)                        Gold Stomp
    360 + H                               Gold Press
    
    
    Basic Supers:
    -------------
    
    HCF + 2A (air)                        Gold Crash
    HCB + 2A                              Gold Kick
    
    
    Ultimate:
    ---------
    
    QCF + 2A (During Gold Crash)          Gold Finger Crash
    
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Gold Chop:
    ----------
    
    Gold Lightan does a low chopping attack.  It's not terribly strong and it
    doesn't have much use in combos, but he can use it to reflect certain 
    projectiles.  Unfortunately, it's pretty slow and you're just asking to eat
    a beam super if you try it.
    
    Button used determines damage and how high back the opponent is tossed by it.
    
    
    Gold Drop:
    ----------
    
    Gold Lightan does a powerful Drop Kick.  This move recovers ridiculously slow,
    Lightan hits the ground like a sack of bricks and spends ages getting back on
    his feet.  Surprisingly, though, this move is quite useful in combos.  There
    are two variations depending on the button you press.
    
    L and M get you a wallbounce attack.  This move can't be super cancelled and
    it recovers too slow to follow up, so you must Baroque if you want to combo
    out of it.
    
    H gets you a snapback effect.  This means the opponent's character is switched,
    and their partner loses any red health they might have.
    
    To get either effect, though, you must actually hit with the kick part, which
    means your opponent must be in the air.  If they're on the ground, you'll
    simply fall on them with your foot for slight damage.  Generally, you want
    to cancel your launcher into this move.
    
    
    Gold Stomp:
    -----------
    
    Gold Lightan stomps the ground, and anyone unlucky enough to be under his foot.
    This comes out incredibly slowly and is totally useless.  If you had enough
    time to land this move, you could be doing something much better, like
    launching or your cM.
    
    Button pressed determines speed and damage.
    
    
    Gold Press:
    -----------
    
    Gold Lightan throws his opponent to the ground, and then flattens them with his
    body.  Hilarious, and very damaging, you'll want to use this a heck of a lot.
    
    Unlike most throws, this can hit airborne opponents, so it's a good way to
    keep people from trying to jump over you.  You can also combo into it.
    
    
    Gold Crash:
    -----------
    
    Gold Lightan does a super version of his Gold Stomp, if he hits, he grabs
    the opponent, rips out their soul, and crushes it in his fist.  Ouch.
    Unlike the stomp, this is not totally useless.  Where the stomp had very little
    range and was incredibly slow, this is a bit faster, and more importantly,
    it hits EVERYWHERE on the ground.  You can do this at full screen distance
    and as long as the opponent is on the ground and not blocking, they'll be hit.
    This is a good way to counter any ground attack, but there's no way to combo
    into it.
    
    You can also perform your ultimate during this move for 2 more levels, more on
    that below.
    
    
    Gold Kick:
    ----------
    
    Gold Lightan does a powerful kick, and if it hits the opponent bounces off the
    wall and ends up under Lightan's foot.  Unlike the previous one, this super is
    comboable and you'll be using it a lot.  Just don't try using it much outside
    of combos, it's a bit hard to hit with on its own.
    
    
    Gold Finger Crash:
    ------------------
    
    Your ultimate.  This is performed after landing Gold Crash, just input the
    motion as he's punching (or just repeatedly do it to make sure you get it).
    This is the very definition of free damage, since if you land Gold Crash it
    can't possibly miss.  Since you don't have too much use for Mega Crash, you
    might as well try this any time you have the levels for it.  It's not amazingly
    strong, but it's still a fair bit of extra power.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    Launch -> H Gold Drop
    
    This is a snapback.  Of course, you can use the Baroque trick below to combo
    into it slightly easier.  This is generally best used to punish a bad tag,
    your opponent will lose all their red life.
    
    
    Launch -> Gold Kick
    
    This is the strongest follow up to your launcher that doesn't use Baroque.
    
    
    cMH -> Gold Press
    
    Another simple combo.  This is about the best you can do without Baroque
    or a super.
    
    
    Baroque:
    --------
    
    cMH -> Baroque -> Launcher -> Gold Kick
    
    Very strong, even without much red life.
    
    
    jH -> Baroque -> Launcher -> Gold Kick
    
    This works too.
    
    
    cMH -> M Gold Chop -> Baroque -> H -> Gold Press
    
    Only works in the corner.  Pretty heavy damage for a non-super combo.
    
    
    Launch -> M Gold Drop -> Baroque -> LM -> Gold Press
    
    Must be near the corner.  It does about the same damage as the previous combo.
    Make sure you don't start the 360 until after you've done the M or you might
    get F + M or B + M, neither of which will work.
    
    
    Thoughts on Gold Lightan:
    -------------------------------------------------------------------------------
    
    Gold Lightan is by far the more combo-oriented of the two giants.  His combos
    are pretty strong, but it's a bit hard to land them because he's so slow and
    his mobility is just about non-existent.  Of course, as a giant, he can simply
    walk through just about anything, but he will be stunned if he takes too many
    hits.
    
    When playing as Gold Lightan, it's absolutely vital that you keep the pressure
    on at all times.  If you let your opponent control the match by staying away
    and throwing projectiles, you'll get beat pretty badly.  You want to keep them
    right in front of you, where they're at your mercy.  To this end, mix it up
    between your throws, Lights, and more powerful attacks to keep them trapped.
    Remember that your throws grab airborne opponents, this is vital.  Baroque
    is also absolutely vital for him, and you might as well use it whenever you
    get the chance, it's not like you can use that red life for anything else.
    
    Gold Lightan works best against the really fast combo guys, their
    combos are totally worthless against him.  If you come up against Jun,
    Chun-Li, Roll, Soki, or Polymar, they really can't do terribly much to you.  In
    the giant mecha battle against PTX-40A, you've also got an edge because you're
    better at close range fighting and he won't be able to get away from you.
    
    Unfortunately, anyone with a beam super or a good projectile is really
    problematic for Lightan.  They can just toss tons of projectiles your way, then
    blast you with a super if you try to do anything.  This includes the likes
    of Ryu, Tekkaman, Viewtiful Joe, Morrigan, Ippatsuman, and others.  You also
    have some trouble with the grapplers, because special throws still hit you
    normally.  Both Alex and Daimaou are capable of tossing you around pretty bad.
    
    Lightan is fun to play as, but ultimately I think the downsides outweigh the
    positives.  What it all comes down to is there's just too many people who can
    take him to task, and since he can't have a partner, there's really nothing he 
    can do to escape these bad matchups.  Still, if you've got a friend who always
    plays characters he's really good against, playing him can be good fun.
    
    
    ###############################################################################
    C-12
    
    Ryu:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Ryu is the player character from the original Street Fighter arcade game and 
    the flagship character of the Street Fighter series.  Ryu is an expert martial
    artist whose only purpose in life is to better himself and become stronger.
    His great strength and potential has made him a target of interest for series
    villains Akuma and M. Bison, who hope to use his power for their own ends.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Overhead
    F + H                                 Roundhouse Kick
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Hadouken
    DPF + A                               Shoryuken
    DPF + A (air)                         Tatsumaki Senpuu Kyaku
    RDP + A                               Donkey Kick
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Shinku Hadouken
    QCB + 2A                              Shinku Tatsumaki
    
    
    Ultimate:
    ---------
    
    DPF + 2A                              Shin Shoryuken
    DPF + 2A (see description)            Metsu Shoryuken
    
    
    Variable Attacks:
    -----------------
    
    Assist:       H Hadouken
    Counter:      L Shoryuken
    Combination:  Shinku Hadouken
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Hadouken:
    ---------
    
    Even if you've never played a Street Fighter game before, you probably know
    this move.  Ryu throws his trademark fireball.  It works much like it always
    has, but it has a lot more stagger than before, making it a potent combo tool.
    
    Button used decides the speed and startup time.
    
    As an assist, it rocks.  You can use it as a projectile if you want (it
    travels really fast), or you can use it to extend your combos, it staggers
    the opponent a lot and keeps them on the ground.  It's probably the best
    assist in the game.
    
    
    Shoryuken:
    ----------
    
    Ryu's classic anti-air uppercut.  It works the same way it always has.  It's
    not very useful in combos, what it does best is what's it's meant for - 
    countering jumping attacks.
    
    Button used decides the height of the jump and the damage.
    
    As a Variable Counter, it functions basically the same as all other Variable
    Counters.  You can easily follow up after it.
    
    
    Tatsumaki Senpuu Kyaku:
    -----------------------
    
    Ryu's hurricane kick.  Hits multiple times and is useful in combos.
    
    Button used decides number of hits and damage.
    
    A trick with this move is that if used on the ground, it lifts the opponent
    into the air, but if used in the air, they stay on the ground.  Thus, you can
    actually use it right near the ground to hit a grounded opponent and then
    continue your combo.  It's easy to do this after an air dash, but to do it
    "from the ground" you have to do the motion, then press up, then the button,
    all as one smooth motion (it's basically half circle up + A).  You can do this
    before any combo to add a lot of damage, and it's fairly safe.
    
    
    Donkey Kick:
    ------------
    
    Ryu has FOUR special moves?  No way! (actually, it's from Street Fighter 3).
    This is a powerful sideways kick that also acts as a wallbounce, so you can 
    follow it up if you're near the corner.  This move has basically no use 
    outside combos, don't ever just toss it out because it can be punished.
    
    
    Shinku Hadouken:
    ----------------
    
    Ryu fires a laser-like Shinku Hadouken.  This super is extremely useful, 
    partially because it's useful in combos (though Shinku Tatsumaki is often 
    better), but mostly because it starts up so fast and you can use it to punish
    virtually anything.  Opponent does any attack from out of range?  Shinku
    Hadouken.  Dashes at you?  Shinku Hadouken.  Throws a non-super projectile?
    Shinku Hadouken.  It's really the super of a thousand uses.
    
    In a Variable Combination, unsurprisingly, it performs well, easily adding
    damage to whatever super it's paired with.
    
    
    Shinku Tatsumaki:
    -----------------
    
    Ryu performs a stronger version of his Tatsumaki Senpuu Kyaku.  It's very
    strong, but starts up a little slow.  This super basically has one use, albeit
    an extremely important one, which is in that bread and butter combo listed
    below.  That combo does so much damage that it probably makes Ryu broken.
    
    
    Shin Shoryuken / Metsu Shoryuken:
    ---------------------------------
    
    Ryu performs a more powerful version of his Shoryuken.  Which version you get
    depends on where the enemy is.  Shin Shoryuken requires the enemy to be right
    in front of Ryu, or a little bit above him.  If they're in range, Ryu will
    Punch them in the gut, then do a massively powerful Shoryuken.  If they're not,
    he'll do the multi-hitting Metsu Shoryuken instead.
    
    Shin Shoryuken is purely better, in addition to being stronger it blasts the
    opponent sky-high, and you can combo when they come back down.  The timing
    for the follow-up is very difficult, though, so Shinku Hadouken is my follow-up
    of choice.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> F + H -> L Hadouken -> Shinku Tatsumaki
    
    Bread and butter.  Extremely powerful, too, this does Polymar-level damage. 
    Make sure to release the joystick after the F + H for a second so you don't get
    a Shoryuken instead.  This combo also works well in DHCs.
     
    Against Roll, use the next combo instead, because some of the attacks may miss
    her.
    
    
    LMcMHcH -> F + H -> H Tatsumaki Senpuu Kyaku -> Shinku Hadouken
    
    Simple and very versatile.  Not as strong as the above, but works as a juggle
    (omit the crouching attacks) where the previous combo does not.  Against Roll,
    omit the standing H unless hitting as a juggle.
    
    
    Corner:
    -------
    
    LMcMHcH -> F + H -> Donkey Kick -> LMH -> F + H -> H Tatsumaki Senpuu Kyaku 
    -> Shinku Hadouken
    
    You have a load of options after the Donkey Kick, but this will get you the
    most damage for 1 level.  Of course, you can just use a regular air combo
    finisher if you don't want to spend a level.  Of course, you can omit the
    Shinku Hadouken if you want.
    
    
    LMcMHcH -> F + H -> Donkey Kick -> cLcMH -> F + H -> L Hadouken
    -> Shin Shoryuken -> (wait) -> Shinku Hadouken
    
    If you're accidentally getting Shoryukens instead of that Hadouken, you can
    use H Tatsumaki Senpuu Kyaku instead, but you have to cancel it at the last
    possible moment.
    
    After Shin Shoryuken, you can actually relaunch, but the timing is ridiculously
    hard and I'd be amazed if anyone can do it consistently.  It's easiest just to
    do a Shinku Hadouken after a second or two because you can be assured it will
    hit.  This actually isn't the world's most amazing damage for 4 levels, I'd
    mainly use this when you need the extra damage to kill someone.
    
    
    Partner-Specific:
    -----------------
    
    LMcMH -> F + H -> L Hadouken -> Partner with ground attack -> 
    (air) M Tatsumaki Senpuu Kyaku -> LMcMH -> F + H -> L Hadouken 
    -> Shinku Tatsumaki
    
    Requires a partner who's assist does not lift the opponent off the ground, like
    Morrigan.  It helps to do this in the corner but I don't think it's required.
    
    This combo is monsterously powerful, but ridiculously hard to do.  That M
    Tatsumaki must be done IN THE AIR, but you've got to be like 1 frame off the
    ground in order for it to hit.  To pull it off, do a "half circle up", that is,
    D, DB, B, UB, U and press M right after you leave the ground.  If you can pull
    this part off, the rest of the combo is pretty easy.  If you mess up, just do
    Shinku Hadouken after the (ground) Tatsumaki, at least you'll still get good
    damage.
    
    You can also do this combo as a Baroque combo, just Baroque instead of
    summoning your partner after the Hadouken.  Thus, in theory you could actually
    do the loop twice, once with your partner and once with Baroque (do Baroque
    first for optimal damage).  If you are this awesome, I'd love to see a video of
    this being pulled off.
    
    
    Thoughts on Ryu:
    -------------------------------------------------------------------------------
    
    Ryu has improved his game so much since the Marvel vs Capcom series it's
    ridiculous.  In fact, I don't think there's any question that he's broken now:
    He's massively powerful, extremely versatile, and he has the best assist in 
    the game.  Shinku Hadouken comes out fast enough to punish absolutely anything,
    too.
    
    About the only thing that could be called a weakness for Ryu is Shin Shoryuken,
    it's really not terribly strong for an Ultimate, but you can simply not use
    it - that Shinku Tatsumaki bread and butter does almost as much damage as other
    character's ultimates anyway.  He's also a tad predictable, if you're facing
    anyone who is really good at blocking, he doesn't have too many avenues to
    take, except maybe for his overhead.  Fighting against Ryu is all about making
    sure you play to your own strengths, because he certainly doesn't have any
    weaknesses you can exploit.
    
    Ryu has a huge advantage over the Giants, his Shinku Hadouken was just made for
    fighting them, a couple hadoukens and a Shinku Hadouken and they're stunned.
    He's also pretty good against Tekkaman, he can punish virtually anything 
    Tekkaman does just the same way.
    
    Apart from that, he's a decently solid choice against anyone else.  I don't
    think any character has any discernable advantage against him, and he's an
    incredibly helpful character to have around for his assist alone.
    
    
    ###############################################################################
    C-13
    
    Chun-Li:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Chun-Li is one of the six new characters introduced in Street Fighter 2.
    Unlike Ryu, who fights solely to become stronger, Chun-Li's motivations are
    more traditionally heroic - she's an undercover agent of Interpol on a mission
    to defeat M. Bison and destroy his crime syndicate, Shadoloo.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Flip Kick
    D + M (air only)                      Step Kick
    
    
    Special Moves:
    --------------
    
    HCF + A                               Kikouken
    L or M rapidly (air)                  Hyakuretsu Kyaku
    DPF + A (air)                         Tenshou Kyaku
    Charge D, U + A (air)                 Spinning Bird Kick
    
    
    Basic Supers:
    -------------
    
    QCF + 2A                              Kikou Shou
    DPF + 2A                              Houyokusen
    
    
    Ultimate:
    ---------
    
    QCF + 2A (air only)                   Shichisei Senkuukyaku
    
    
    Variable Attacks:
    -----------------
    
    Assist:       L Tensho Kyaku
    Counter:      Launcher
    Combination:  Kikou Shou
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Kikouken:
    ---------
    
    Chun-Li throws an energy ball.  It comes out much slower than most projectiles,
    and it has a range / speed tradeoff.  Its main use is in partner combos, do a
    Heavy into H Kikou Ken then call your partner for your "reset".
    
    Button chosen decides how far it goes and how quickly it travels.  There's an
    inverse relationship here, L is far but slow, H is close but fast.
    
    
    Hyakuretsu Kyaku:
    -----------------
    
    Chun-Li kicks so fast her feet become blurs.  This does extremely little
    damage per hit and is generally just asking to get killed in damage scaling.
    Still, I've seen it put to some insane use in some combo vids, but I can't
    seem to pull those tricks off.  Maybe I'm not mashing quite enough?
    
    
    Tenshou Kyaku:
    --------------
    
    Chun-Li does a rapid series of diagonal kicks, flying upward as she does.
    This is decently powerful and isn't terribly affected by damage scaling, so it
    makes for a good combo ender.  I'm not sure I'd actually try it as an anti-air,
    though, it's just asking to be punished if blocked or whiffed.
    
    Button used decides number of hits and damage.
    
    As an assist, I'm not terribly fond of it.  It lifts the opponent up quite 
    high, so the amount of followups you can do is limited, however, it will also 
    hit an opponent who is fairly high off the ground, and it does pin the enemy
    down a bit longer than most assists.  You can also use it as a fairly safe 
    anti-air if you've got great timing.
    
    
    Spinning Bird Kick:
    -------------------
    
    Chun-Li flips upside-down, and spins her legs like a helicopter.  This is quite
    strong, but it has a terrible motion.  Still, if you are a master of slow
    combos, you can use this as an air combo finisher for a tiny bit of extra
    damage over Tenshou Kyaku.
    
    
    Kikou Shou:
    -----------
    
    Chun-Li performs a mega Kikouken that surrounds her whole body.  On its own,
    this is quite weak.  You can put it in combos, but you'll usually get better
    damage out of an air combo, so this probably won't see much use.  You can use
    it as an anti-air of sorts, though.
    
    In Variable Combinations, this is pretty bad.  It's just as weak as ever,
    it does a lot of hits (so it affects damage scaling), and it doesn't have
    great range.  I would refrain from using Variable Combination if you've got
    Chun-Li, it's just not worth 3 levels.
    
    
    Houyokusen:
    -----------
    
    Chun-Li does a flurry of kicks ending in an upwards kick.  The last hit acts
    as a launcher, so you can press up (press it exactly as the kick hits) and
    follow with an air combo.  I find it a bit harder than normal to air combo
    after this, but it'll generally get you a fair bit of extra damage.
    
    
    Shichisei Senkuukyaku:
    ----------------------
    
    Chun-Li dashes towards the opponent, in a kicking pose.  If it hits, a bunch
    of Japanese characters appear on the screen and it gets ridiculously flashy.
    This is much better than her other supers, at least it does a fair bit more
    damage than you can get out of a standard air combo.  This super is absolutely
    butchered by damage scaling, though, you generally want to put as few hits in
    before the super itself as possible.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> Launch -> LMMH -> MH -> MH -> H Tensho Kyaku
    
    Bread and butter.  Strong as air combos go.
    
    
    LMcMH -> Launch -> MMH -> MMH -> MH -> H Tensho Kyaku
    
    Slight variant on the previous that does a little bit more damage.  This is 
    "Slow Combo", meaning that you have to purposely do the first MMH -> MM
    slower than you could in order to move the opponent higher.  Practice it, 
    you'll figure it out.
    
    
    LMcMH -> Launch -> MMH -> MH -> MH -> H Spinning Bird Kick
    
    This is actually even stronger.  I hope you're a master of slow combos and 
    charging attacks in the air, though, the execution on this one can be tough.
    
    You have to start the charge just after you press the last M, otherwise
    you'll get D + M instead and it doesn't work.
    
    
    LMcMH -> H Kikouken -> Houyokusen -> Any air combo
    
    Bread and butter super variant.  Due to the damage scaling (and the strength
    Chun-Li's combos already have), this does not actually tack on as much damage
    as you might think, but it's a decent option.
    
    
    LMcMH -> H Kikouken -> Kikou Shou
    
    Only use this if you want to DHC, Houyokusen is otherwise a better choice.
    
    
    LMH -> Launch -> M -> Shichisei Senkuukyaku
    
    Believe it or not, this piddly combo is optimal damage for this move, due to
    the extreme way damage scaling affects it.  If you can omit the L and the M,
    you can get even more damage.
    
    You must perform the M a bit later than normal.
    
    
    Partner-Specific Combos:
    ------------------------
    
    LMcMH -> H Kikouken -> Partner with good stagger 
    -> (air) Shichisei Senkuukyaku
    
    This must be done in the corner with most partners, depending on just how
    much stagger time they've got.  Generally this will work with almost anyone,
    but just how much damage you'll get depends on the person.  It's usually a
    tiny bit more damage than you would otherwise be able to get.
    
    Since the Shichisei Senkuukyaku must be done in the air, you must do the
    motion, then immediately press up and do the move.  The easiest way to do this
    is as a "half circle up", D, DF, F, UF, U, then 2A.  This is a bit easier to
    pull off than Ryu's instant Air Tatsumaki Senpuu Kyaku, thankfully.
    
    
    Thoughts on Chun-Li:
    -------------------------------------------------------------------------------
    
    As always, Chun-Li is lightning fast and a mistress of combos.  The huge number
    of basic attacks she lands in anything she does also makes her queen of meter
    building, which you can either use for a ton of Houyokusens, a Shichisei
    Senkuukyaku, or simply hold onto them for her partner.  The latter is usually
    my preferred choice, because Chun-Li is pretty offensively capable already.
    Team her up with a partner who uses a lot of super bar (Karas, for example),
    and you've got a deadly combination.
    
    Chun-Li also has a unique advantage over other characters - she has 2 midair 
    jumps instead of just one, which gives her incredible air mobility (almost as 
    much as Ken).  This is a great thing, because it makes it easier for her to
    land the aerial attacks that she needs to start her combos.
    
    Unfortunately, Chun-Li is pretty much exclusively a close-range character.
    Not that she isn't good at it, but she's not quite as versatile as someone
    like Ryu or Ippatsuman who can also fall back and rely on their projectiles,
    though she has a projectile it's really not very useful outside combos.
    Her basic supers are also kinda junky and her assist isn't fantastic.  She's
    really all about strong air combos and that's it.
    
    Chun-Li's extreme aerial mobility makes her a great choice against keep-away
    characters, it's very easy for her to jump over all their moves and close in.
    You can basically force anyone to fight you at close range, where Chun-Li
    excels.
    
    Chun-Li is at a bit of a disadvantage against Tekkaman, since he not only has
    a lot more range and priority than she does, but his basic combos hit harder.
    She also could be in a bit of trouble against the grapplers and Polymar,
    they're more than willing to fight her face-to-face and can outpace her in
    terms of damage.  You'll have to have your partner make efficient use of the
    supers she builds to match their damage output.
    
    
    ###############################################################################
    C-14
    
    Morrigan:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Morrigan is a character from the Darkstalkers series of fighting games.  She
    is a succubus, which explains her physique and costume, but she's a more 
    family-friendly sort who sustains herself simply through entertainment and
    not by taking people's souls.  Nevertheless, she dresses very seductively and 
    the games show off her voluptuousness at every opportunity.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Bat Thrust
    F + H                                 Slash Kick
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Soul Fist
    DPF + A (air)                         Shadow Blade
    HCB + A                               Vector Drain
    QCB + H (air only)                    Shell Kick
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Finishing Shower
    HCB + 2A (air)                        Valkyrie Turn
    
    
    Ultimate:
    ---------
    
    RDP + 2A (air)                        Darkness Illusion
    
    
    Variable Attacks:
    -----------------
    
    Assist:       H Soul Fist
    Counter:      L Shadow Blade
    Combination:  Finishing Shower
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Soul Fist:
    ----------
    
    Morrigan throws a purple fireball.  Compared to the Hadouken, they're bigger,
    they come out a little slower, she has more control over how fast they go, and 
    they go diagonally in the air.  Because of these properties, they're a little
    less useful in combos, but tons more useful in terms of playing keep-away.
    
    Button used determines how fast they go.
    
    As an assist, it works the same as Ryu's, which means it's extremely good at
    extending combos.
    
    
    Shadow Blade:
    -------------
    
    Morrigan does an uppercut with her wings.  It's very similar to most anti-airs,
    but it hits several times and the H version goes ridiculously far.
    
    Button used determines height and number of hits.  L is pretty safe.
    
    As a Variable Counter, this is very useful.  Just juggle your launcher and give
    them a Darkness Illusion.
    
    
    Vector Drain:
    -------------
    
    Morrigan grabs the opponent and delivers a spinning piledriver (no, not 
    Zangief's version).  You wouldn't really expect someone like Morrigan to have
    a command throw, but it's still a useful asset to have against people who are
    good at blocking.
    
    
    Shell Kick:
    -----------
    
    Morrigan performs her old back and RK, she turns her legs into a drill and it
    hits a couple times.  This come out slower than it used to, so it's a bit
    harder to make use of it.
    
    
    Finishing Shower:
    -----------------
    
    Morrigan poses, and fires a bunch of missiles from her wings.  This is strong,
    but it's really really slow, so if you want to combo into it, either use
    a Variable Combination or an assist that buys you tons of time.
    
    In Variable Combinations, this move is fantastic.  Your partner can cover the
    startup, and it'll do great damage when paired with almost anyone.
    
    
    Valkyrie Turn:
    --------------
    
    Morrigan flies off the screen, then dashes back.  You can press H to make her
    use her drill attack, which will hit loads of times for huge damage.  If that
    wasn't enough, you can follow up with a combo right afterwards, so this is
    generally the strongest level 1 super in the game.
    
    Of course, there's a big catch.  It comes out insanely slow, and doesn't work
    if your opponent is in the opposite corner.  You can combo into it, though
    via Variable Combinations and using Daimaou's Rapid Punches are the only ways
    I can personally pull off.
    
    
    Darkness Illusion:
    ------------------
    
    Morrigan dashes at the opponent, if she hits, Morrigan and Lilith give the
    opponent a severe beatdown.  This is easily comboable, extremely strong, and
    barely affected by damage scaling.  Obviously, this is a fantastic move, you'll
    want to try to land it whenever you get a chance.
    
    
    Combos:
    -------
    
    Basic:
    ------
    
    LMcM -> Launch -> LMM -> M -> H Shadow Blade
    
    Bread and butter.  Not terribly powerful as air combos go.
    
    
    LMcM -> Launch -> LMM -> MM -> M Soul Fist -> Darkness Illusion
    
    Great damage for 3 levels.  Try to land this as often as possible.
    
    
    Valkyrie Turn -> cLcM -> Launch -> LMM -> MM -> M Soul Fist
    -> Darkness Illusion
    
    Doesn't work in the corner.  Of course, you have to find something that'll
    allow you to combo into it, such as Daimaou's Rapid Punches.  The damage
    dealt by this combo is just insane, about 85% without baroque, though it will
    set you back at least 4 levels.
    
    Of course, you can also do a standard air combo and save some levels.
    
    
    Partner-Specific:
    -----------------
    
    LM -> Partner with reasonable stagger -> H -> Launch -> LMM -> M
    -> H Shadow Blade
    
    Morrigan's standing H is very strong, but it's not comboable by itself. 
    This'll help you get a lot more damage out of your combos, and almost any
    partner will work.
    
    
    Thoughts on Morrigan:
    -------------------------------------------------------------------------------
    
    Morrigan is another balanced character, like Ryu.  However, where Ryu is mostly
    a close-range fighter who can occasionally fight at distance with his 
    projectiles, Morrigan is almost the opposite.  She should make extensive use of
    her Soul Fists to keep people out and build meter for her Darkness Illusion.
    
    Morrigan has a unique dash, called the Vernier Dash.  When she dashes, it
    causes her to lift into the air (or dash towards the ground if she's in the 
    air), so she can quickly perform air attacks.  Unfortunately, this means she 
    can't quickly do a low attack without doing a high attack first, so it's a bit
    of a trade-off.
    
    Morrigan can play a fairly competent game of keep-away, so she can act as a
    keep-away character when fighting people who have to fight close up, like
    the grapplers, Joe, Polymar, and Soki.  Then, when she has enough levels,
    she can finish them off with her Ultimate.  She's also fantastic against the
    Giants, possibly the most so of any character.
    
    Funny enough, Morrigan is a bit weak against "legitimate" keep-away characters,
    like Saki and Rock, who can just cut through her Soul Fists.  Chun-Li is also
    pretty good at approaching her, and Tekkaman and Ryu can try to catch her
    with their beams.  Roll is a very tiny target for her and she'll probably
    heal herself or charge while you're trying to line up some air Soul Fists.
    
    
    ###############################################################################
    C-15
    
    Alex:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Alex is the flagship character of Street Fighter 3.  He's a wrestler from New
    York who goes on a mission to defeat Gill after his friend Tom is badly beaten
    by him.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Lariat
    
    
    Special Moves:
    --------------
    
    QCF + A                               Flash Chop
    HCB + A (air)                         Power Bomb
    DPF + A (air)                         Air Knee Smash
    Charge B, F + A                       Slash Elbow
    _DPF + H                              Drop Kick
    Charge D, U + A                       Air Stun Beat
    
    
    Basic Supers:
    -------------
    
    QCF + 2A                              Boomerang Raid
    RDP + 2A                              Stun Gun Headbutt
    
    
    Ultimate:
    ---------
    
    360 + 2A                              Hyper Bomb
    
    
    Variable Attacks:
    -----------------
    
    Assist:       M Slash Elbow
    Counter:      Lariat
    Combination:  Boomerang Raid
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Flash Chop:
    -----------
    
    Alex performs a powerful chop.  If it hits, the opponent is turned around and
    staggered for a long time.  There are two variations of this move:
    
    L and M are similar, Alex simply chops the opponent and turns them around.
    L comes out a little quicker but has less stagger.
    
    H is chargeable, and when fully charged, it becomes an unblockable attack,
    however, you can't follow up the fully charged version.
    
    L and M are extremely useful in Baroque combos and for super cancelling,
    H is best used as a surprise or after someone dies.
    
    
    Power Bomb:
    -----------
    
    Alex performs a jumping power bomb.  This is his main command throw, and you'll
    be using it an absolute ton.  It can be performed in the air, which is a huge
    plus, it's a great air combo ender.
    
    
    Air Knee Smash:
    ---------------
    
    Alex leaps upwards, and if he hits his opponent, he slams them into the
    ground.  This is an anti-air throw, so it's good to use against anyone who
    tries to jump in against you.
    
    Button pressed determines how high he leaps.
    
    
    Slash Elbow:
    ------------
    
    Alex performs a rushing elbow.  This has some use in combos, but it's most
    useful for the follow-up, pressing DPF + H gets you a drop kick.  If it hits,
    it has a snapback effect, meaning the opponent's character is switched and
    their partner loses all red life.  You can even perform this in some combos
    which are pretty strong.
    
    Button pressed determines how far it lifts the enemy off the ground, L keeps
    them grounded, M picks them up just a little, H is a lot.  The Drop Kick can
    be performed after any version, but it will only combo after the H version.
    The L version is a good time to call your partner if you want to extend your
    combo.
    
    
    Air Stun Beat:
    --------------
    
    Alex does a quick jump followed by a stomp.  This must be blocked high.
    This is a good thing to cancel a sweep into, if the sweep hits, this will OTG,
    if not, there's a good chance they might block it incorrectly.  Just be
    careful, there's a little bit of recovery time.
    
    Button used decides power.  H doesn't seem to be any slower than L.
    
    
    Boomerang Raid:
    ---------------
    
    Alex does several flash chops, ending in a back drop.  This isn't bad damage
    and it's easy to combo into, but Stun Gun Headbutt is usually stronger.
    
    In Variable Combinations, this move is extremely poor, possibly the worst
    available.  It will almost never hit fully, and even if it does, while Alex
    is throwing the enemy, they can't be hit by your partner's attack.
    
    The one use this move has is in DHCs, it's the only super Alex can DHC out of.
    
    
    Stun Gun Headbutt:
    ------------------
    
    Use Your Head!  Alex grabs the opponent and repeatedly headbutts him, leaving
    him dizzied.  Afterwards, you can follow up with whatever you want, but be
    aware that your next hit will pick the opponent off the ground, regardless of
    what it is (no more Stun Gun Headbutt loop from the beta).
    
    You can't DHC out of this super (it's a throw), but you can have your partner
    take advantage of the stun if you want to pull a Daimaou-esque combo, just 
    start up a Boomerang Raid and immediately DHC to your partner (before Alex
    even hits him).  This obviously costs you one more level than it would take
    with Daimaou, but it can still be handy occasionally.
    
    
    Hyper Bomb:
    -----------
    
    Alex performs his ultimate combination of back drops and power bombs.  This
    super has the unusual property that it does more damage if it hits from
    behind, so it's just made for super-cancelling out of M Flash Chop.  However,
    there can be other useful times to use it, such as in DHCs (DHC to it just
    before you get punished) or while blocking.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    cLcM -> Launch -> LMMH -> Power Bomb
    
    Bread and butter, used extremely frequently with minor variations in almost
    everything Alex does.  You can perform this combo after your jH, which will
    likely form your main offence.
    
    When hitting with a juggle (ie, after Stun Gun Headbutt or your jH), omit
    the second M in the air combo, and omit the cM unless you're in the corner.
    
    
    cLMcM -> M Flash Chop -> Stun Gun Headbutt -> cLcM -> Launch -> LMH
    -> Power Bomb
    
    Again, omit the second cM unless you're in the corner.
    
    
    cLcMcH -> H Slash Elbow -> Drop Kick
    
    Pretty big damage for a combo with the snapback effect.  This even works as
    a juggle, so you can do it after your jH.  Practice the timing on the Drop
    Kick so you don't miss it in an actual battle.
    
    You can add in an M if you're not juggling, but it doesn't add too much 
    damage and you don't want to mess up your charge.
    
    
    cLcM -> M Flash Chop -> Hyper Bomb
    
    Not the world's best use of levels, but once the Hyper Bomb starts you can't
    Mega Crash.  Use when it'll be fatal.
    
    
    cLcMcH -> H Air Stun Beat
    
    Not very strong, but annoying to block.  Use sparingly.
    
    
    Baroque:
    --------
    
    cLcMcH -> L Slash Elbow -> Baroque -> Launch -> LMH -> Power Bomb
    
    Very powerful even with very little red life, with a lot it's insane.  Will 
    also work after a jH, but omit the cL and cM unless you're in the corner.
    
    
    Thoughts on Alex:
    -------------------------------------------------------------------------------
    
    Alex is a grappler in the purest sense.  He's a master of close range combat,
    and that's absolutely all he's any good at.  No one wants to fight him right
    up close, so most people will try to keep you out.  Thus, playing Alex is a
    battle of keeping the pressure on and doing your best to stay in their face.
    This is a skill that takes a long time to learn, Alex is no beginner character.
    
    Unfortunately, approaching isn't the easiest thing in the world for Alex.
    For one thing, he's the only regular character who can't double jump.  He
    can still super jump, but this means he can only air dash once.  He also
    doesn't have particularly good range, unlike Daimaou who has some fairly
    long reaching attacks.  What he does have, though, is his unique and useful
    jH, which is great for getting in when it hits, but if it's blocked you can be
    punished.
    
    Alex is a dangerous opponent for other close-range fighters, because they do
    the hardest part of Alex's job for him.  In general, he'll be able to outpace
    most of them in damage (except possibly Polymar), so this gives him an edge
    against people like Joe, Chun-Li, and Soki.  He also can fight against
    Tekkaman pretty well, because his jH is very good for getting in on him.
    He also mauls the Giants to almost an unprecedented degree, because his Power
    Bomb, Stun Gun Headbutt, and Hyper Bomb all hit them normally.
    
    On the other hand, Alex really hates to fight the keep-away characters.  Saki,
    Rock Volnutt, and Morrigan will all make your life painful.  You've just got
    to try to catch them whiffing a projectile and then jH in on them.  Ken is
    also a pain for you, he's going to do his utmost to stay away from you, you'll
    have to try to catch him on a bad teleport and then slam him with your Air
    Knee Smash.  Even balanced characters like Ryu and Batsu will try to stay
    away from you and they can be problematic.
    
    Alex is fun to play as and he can be extremely effective in the hands of a
    master, but expect to have to put a lot of time into learning him.
    
    
    ###############################################################################
    C-16
    
    Batsu:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Batsu is the main character of Capcom's Rival Schools series, which centers
    around high school students fighting to protect Japan from complex 
    conspiracies.  Batsu is an accomplished martial artist and a passionate warrior
    of justice with a strong belief in the power of teamwork.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Forward Kick
    F + H                                 Elbow Bash
    F + M (while blocking)                Tardy Counter: Forward Kick
    F + H (while blocking)                Tardy Counter: Elbow Bash
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Kiai Dan
    DPF + A                               Guts Upper
    QCB + A                               Mikadzuki Kick
    QCB + A (air only)                    Ryuusei Kick
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Zenkai Kiai Dan
    DPF + 2A                              Zenkai Guts Upper
    
    
    Ultimate:
    ---------
    
    HCB + 2A                              Team-Up Technique
    
    
    Variable Attacks:
    -----------------
    
    Assist:       L Guts Upper
    Counter:      Launcher
    Combination:  Zenkai Kiai Dan
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Tardy Counter:
    --------------
    
    These are command normals, but they're pretty unique, so I'll cover them.
    By pressing F + M or H while blocking, some Kanji will appear on Batsu and
    he'll perform the indicated move.  However, while Tardy Countering, Batsu
    cannot be staggered, so if your opponent continues to try to attack you,
    they'll end up being attacked instead.  This makes them great for fighting
    "dial-a-combo" players who keep inputting their combo commands even when
    you're blocking them.
    
    The M Tardy Counter is faster, but has fewer follow-ups (only super cancels
    will work after it).  With the H counter, you can do an air combo afterwards.
    Mix it up and make your opponent wary of attacking you.
    
    
    Kiai Dan:
    ---------
    
    Batsu throws his Guts Bullet.  It's a fairly standard projectile, except that
    it knocks down and some of the versions don't go full screen.  It's fired
    diagonally when used in the air.
    
    Button used determines startup time, distance travelled, and speed.  H goes
    full screen and travels fast, but is slow to come out.
    
    
    Guts Upper:
    -----------
    
    Batsu takes a step forward and performs a flaming uppercut.  This is not
    terribly reliable as an anti air, and Batsu can't follow it up without using
    Baroque, so I don't use it much.
    
    Button used determines the size of the step he takes, and how high it launches
    the enemy if it hits.
    
    As an assist, this isn't too great because it leaves the opponent pretty high
    in the air.  A couple people can follow this up well, but most characters
    prefer their assists to keep people on or close to the ground.
    
    
    Mikazuki Kick:
    --------------
    
    Batsu does a flaming kick that must be blocked high.  This comes out pretty 
    slow and you can't follow it up, so it has little use in combos.  The best
    use for it is to toss it out after a blocked ground combo to try to catch your
    opponent napping.  Be careful, though, it can be punished, so don't do it too
    often.
    
    Button used determines speed and power.
    
    
    Ryuusei Kick:
    -------------
    
    Batsu performs a fast drilling kick from the air.  This move travels
    extremely quickly, so it's a great way to get around the screen in a hurry or
    approach a keep-away character.  Be aware, though, that if Batsu hits his 
    opponent dead-on, he'll bounce backwards, and you can't block until you hit
    the ground, so you can be punished on block.  However, if you hit a bit to the
    side, you won't bounce, and this can even hit as a cross-up.  Overall, this
    move is a very vital part of Batsu's game.
    
    Button used decides angle.  L is steep, M is moderate, H is shallow.
    
    
    Zenkai Kiai Dan:
    ----------------
    
    Batsu throws a super Kiai Dan.  This chips well and is useful in combos,
    usually after a regular Kiai Dan.  This move has a much bigger hitbox than you
    might think, even when it looks like it might miss it may still hit fully.
    
    
    Zenkai Guts Upper:
    ------------------
    
    Batsu performs a super Guts Upper.  Just like in Rival Schools, if this hits,
    it counts as a launcher, so you can press U to pursue and do an air combo.
    It launches a little higher than normal, though, so you won't be able to do
    as big an air combo as normal.
    
    
    Team-Up Technique:
    ------------------
    
    Batsu does a punch, and if it hits, he does a Team-Up Technique from Rival
    Schools.  There are 3 variants, depending on what partner you have.  
    
    I've listed the partners in the same order they're listed on the select screen.
    
    
    Double Zenkai Kiai Dan:
    -----------------------
    
    As the name implies, Batsu and his partner peform a double Kiai Dan.  This is 
    the weakest of the Team-Up Techniques, but you can easily launch after it if 
    you're in the corner.
    
    If your partner has already been beaten, you'll always get this move,
    regardless of which move you'd have gotten if they were alive, but it'll do
    about 1.5x more damage than normal.
    
    Performed with Ken the Eagle, Yatterman-1, Ippatsuman, Ryu, Chun-Li, Morrigan,
    Viewtiful Joe, and a dead partner.
    
    
    Double Guts Upper:
    ------------------
    
    As the name implies, Batsu and his partner peform a double Guts Upper.  This
    is a little stronger than Double Zenkai Kiai Dan, and you can relaunch after
    it from anywhere, not just the corner.  However, it does more hits, so the
    damage scaling is a bit worse for your follow-up.
    
    Performed with Tekkaman, Polymar, Hakushon Daimaou, Alex, Rock Volnutt, and 
    Soki.
    
    
    Double Ryuusei Kick:
    --------------------
    
    Batsu and his partner kick the opponent a bunch of times, ending with a double
    Ryuusei Kick.  This is by far the strongest of the Team-Up Techniques.  You 
    can't follow it up, but it does absolutely massive damage on its own.
    
    Performed with Jun the Swan, Casshern, Karas, Doronjo, Roll, and Saki.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> Launch -> LMM -> MM -> L Kiai Dan -> Zenkai Kiai Dan
    
    Bread and Butter.  Heavy Damage for one level, too.  It often looks like this
    won't hit, but it usually does.
    
    
    LMcMH -> L Kiai Dan -> Zenkai Guts Upper -> M -> MM -> L Kiai Dan
    -> Zenkai Kiai Dan
    
    If you cancel into the Zenkai Guts Upper and do a slow combo, you can actually
    get in 1 more M in your air combo, but it's probably not worth the trouble.
    
    
    F + H -> Launch -> MM -> MM -> L Kiai Dan -> Zenkai Kiai Dan
    
    Tardy Counter combo.  You can add cL and cM before the launch if you're in the 
    corner.
    
    
    F + M -> Zenkai Guts Upper -> M -> MM -> L Kiai Dan -> Zenkai Kiai Dan
    
    Safer Tardy Counter combo, but you have to spend more levels for your damage.
    
    
    LMcMH -> L Kiai Dan -> Team-Up Technique (Double Guts Upper) -> Launch
    -> M -> MM -> L Kiai Dan -> Zenkai Kiai Dan
    
    Heavy damage.  Try not to launch too early on the juggle or it'll be hard to
    air combo.
    
    Of course, the rest of the combo will work after any method of comboing into
    the Team-Up Technique, for example off of F + H or a Variable Counter.
    
    
    LMcMH -> L Kiai Dan -> Team-Up Technique (Double Guts Upper) -> L Kiai Dan
    -> Zenkai Guts Upper -> M -> MM -> L Kiai Dan -> Zenkai Kiai Dan
    
    Minor variant on the previous, for when you really want to show off.  Not
    really the world's best use of 5 levels, though.
    
    
    LMcMH -> L Kiai Dan -> Zenkai Kiai Dan
    
    Use this if you want to DHC, otherwise you can get better damage.
    
    
    L Mikazuki Kick -> Zenkai Kiai Dan -> DHC
    
    Very little damage on its own, but DHCs well into a lot of other supers.
    It's an option for your mix-up game.
    
    
    Corner:
    -------
    
    LMcMH -> Launch -> LMM -> M -> H Ryuusei Kick -> H Ryuusei Kick -> L Kiai Dan 
    -> Zenkai Kiai Dan
    
    In the corner, you can toss in 2 Ryuusei Kicks before the L Kiai Dan.  This
    also applies to any other combo that has a similar structure.
    
    
    LMcMH -> L Kiai Dan -> Team-Up Technique (Double Zenkai Kiai Dan) -> Launch
    -> M -> MM -> L Kiai Dan -> Zenkai Kiai Dan
    
    This has to be done in the corner.  You can do Zenkai Guts Upper instead of the
    launch if you so desire.
    
    Remember that if your partner dies, your Team-Up Technique automatically
    becomes Double Zenkai Kiai Dan, so if you were using someone who had the
    Double Guts Upper, you now have to use this combo in the corner.
    
    
    Infinite:
    ---------
    
    F + H -> *jM -> (land) -> jLjM -> L Kiai Dan -> Repeat
    
    Must be done in the corner.  The F + H can be from a Tardy Counter.  You must
    do an instant air dash for the first jM, the rest are just regular jumps.
    The jH must be done a tiny bit slow or the L Kiai Dan won't combo.
    
    The damage racking ability of this combo is just insane, and the fact that it
    can be comboed of a Tardy Counter only makes it that much more dangerous.
    If you play with infinites, this is a very powerful asset.
    
    
    Thoughts on Batsu:
    -------------------------------------------------------------------------------
    
    Like Ryu, Batsu is another easy pick for the "obviously overpowered" pile.
    With his incredibly strong combos, great mobility, and his Tardy Counters,
    he's literally got it all.  His Tardy Counters, in particular, make him
    particularly risky to attack, it's like a mini Variable Counter that he can
    do whenever he wants.  Batsu's supers are also fantastic, all 3 are strong and
    very useful in combos.  In particular, his Ultimate is probably the most
    useful in the game.
    
    He does have a couple disadvantages, though.  His projectile isn't great,
    and neither is his assist, so he's not quite as balanced as Ryu.  More
    importantly, though, Batsu is extremely reliant on the super bar for his
    damage, probably moreso than any other character (at least Karas has strong
    non-super air combos).  When he's packing a bunch of levels, he's lethal,
    but without them, he's fairly weak.  He only needs one level for his basic
    bread and butter, but his constant super usage is unlikely to leave him with
    many levels for Mega Crashing.  You'll have to watch your meter consumption 
    carefully, and pick a partner who doesn't use too many super levels.
    
    Batsu is reasonably balanced, so he's a fairly good choice against anyone.
    His power allows him to fight up close against anyone, and his mobility (via
    Ryuusei Kick) makes it fairly easy to approach the keep-away characters.
    His projectile isn't spectacular, but it's still enough to fight the Giants
    well enough.
    
    
    ###############################################################################
    C-17
    
    Rock Volnutt:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Rock Volnutt is the main character of the Megaman Legends series, which is
    a 3D re-envisioning of the Megaman series.  He's a Digger (treasure hunter / 
    ruins excavator) with a mysterious past who tends to get caught up in a lot
    of trouble.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M (Normal Arm equipped) (air)     Rock Punch
    F + M (Gun Arm equipped) (air)        Gun Shot (forward version)
    DF + M (Gun Arm equipped) (air)       Gun Shot (diagonal version)
    F + M (Shield Arm equipped) (air)     Shield Rush
    F + M (Drill Arm equipped)            Rock Drill (low version)
    DF + M (Drill Arm equipped) (air)     Rock Drill (anti-air version)
    
    
    Special Moves:
    --------------
    
    D, D + A (air)                        Weapon Change
    QCF + A (air)                         Weapon Change (front step)
    QCB + A (air)                         Weapon Change (back step)
    H (hold and release) (air)            Charge Shot
    
    
    Basic Supers:
    -------------
    
    RDP + 2A (air)                        Machine Gun Sweep
    DPF + 2A                              Full Burst Drill Upper
    
    
    Ultimate:
    ---------
    
    QCF + 2A                              Max Shining Laser
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Rock Drill (anti-air version)
    Counter:      Launcher
    Combination:  Machine Gun Sweep
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Weapon Change:
    --------------
    
    Weapon change is used to change Rock's equipped weapon.  You can perform
    this while standing still, or you can do a little step forward or back.
    Note that this is a special move, so you can cancel moves into it, for example
    you can cancel Shield Rush into a Weapon Change to make it recover faster,
    or you can cancel air Gun Shot into a Weapon Change to pick up some mobility.
    You can even change weapon twice in mid-air for a mini airdash.  There's loads
    of uses for this move.
    
    Which weapon you change to depends on which button you press.  L is the Gun,
    M is the Shield, and H is the drill.  Using the button for the weapon you
    currently have will get you the Normal arm.
    
    
    Normal Arm:
    -----------
    
    Rock's Normal Arm has one simple attack, a punch.  However, this attack has
    great stagger, so you can follow it up with whatever you want (you'll often
    want to cancel it into a Weapon Change, then follow up).  This will be used
    in almost every combo that you do, so get used to cancelling out of this move
    into Weapon Change (front step).
    
    
    Gun Arm:
    --------
    
    Rock's Gun Arm is used to fire a 3-shot burst.  This goes through projectiles,
    so it's good for keep-away (in conjunction with the Charge Shot).  The DF + M
    version goes diagonally, which will be up-forward on the ground, and 
    down-forward in the air.  
    
    
    Shield Arm:
    -----------
    
    Rock charges ahead with his shield, which acts as a wallbounce if it hits.
    This is instrumental in his combos, since he can easily use it in air combos
    and then relaunch afterwards.
    
    As an added bonus, when equipping the Shield Arm, you take no chip damage.
    
    
    Drill Arm:
    ----------
    
    Rock rushes ahead with his drill.  The anti-air version works acceptably well
    as an anti-air (though using your Gun Arm is safer), and it's a good air combo
    ender if you don't want to use a super.  The low version hits low, and is
    useful in a couple combos.
    
    As an assist, it's okay.  It functions almost the same as Chun-Li's assist,
    it picks the opponent up off the ground, but it holds them there for a while,
    so you can probably juggle.
    
    
    Charge Shot:
    ------------
    
    Rock can begin to charge his charge shot at any time by holding H.  Over time,
    the shot will get bigger, and you can fire it by releasing H.  If you're
    holding down when you let go of H, you'll fire a diagonal version.  When fully
    charged, it's very powerful (almost as strong as a beam super), but if you're
    hit, you'll lose your charge.  
    
    You can charge while attacking, so make sure to charge it during a super or
    whenever you're playing keep away.  Landing a Machine Gun Sweep gives you
    enough time for a full charge!
    
    Since this move counts as a special move and is activated by releasing H, if
    you hold H too long in a combo, you'll often end up cancelling into (the 
    weakest possible version of) this move.  Make sure to just tap H when you want
    to launch.
    
    You cannot super cancel out of this move.
    
    
    Machine Gun Sweep:
    ------------------
    
    Rock unleashes a massive barrage of gunshots at his opponent.  You can aim the
    gunshots by pressing up and down.  This super is fantastically useful, it
    comes out fast, it combos easily, and since it inflicts so ridiculously many 
    hits, damage scaling has almost no effect on it.  
    
    After this super, you're left with the Gun Arm.
    
    In Variable Combinations, it's the best super, bar none.  Since this takes so
    long to execute, if Rock is your partner, he'll pin the opponent down, allowing
    you to run around and do a follow-up.
    
    This is also really useful in DHCs because it starts up so fast and isn't 
    heavily affected by damage scaling.
    
    
    Full Burst Drill Upper:
    -----------------------
    
    Rock does a powerful uppercut with his Drill Arm.  This isn't the most useful
    super ever, most of his more powerful combos involve going to the air and
    using Machine Gun Sweep, but it works okay in a couple combos.  
    
    After this super, you're left with the Drill Arm.
    
    
    Max Shining Laser:
    ------------------
    
    Rock turns his hand golden and punches.  If he hits, he tosses the opponent
    into the air and blasts them with his Max Shining Laser.  Afterwards, the
    opponent falls back down and you can do a follow-up, ala Shin Shoryuken.
    It's a shame the damage on this move is so weak, and it's heavily affected by
    damage scaling.  I would only tend to use this to show off, though it does
    increase the damage done by that massive corner combo by a fair bit.
    
    After this super, you're left with the Normal Arm.
    
    An added note, you can mash buttons and spin the joystick during this super
    for a little bit of extra damage, which you should (thanks to Shadow_Starwolf
    for pointing this out!)
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcM -> Launch (Hold H) -> LMM -> M -> DF + M -> Charge Shot
    
    Start with Drill Arm, and charge the shot as you're doing the air combo.  
    Not terribly strong, but it's the best you're getting without using a super.
    
    
    LMcM -> F + M -> Weapon Change (front step) (Drill) -> cL -> Launch -> MM -> M
    -> DF + M -> Machine Gun Sweep 
    
    Start with the Normal Arm.  This combo is pretty complicated, but the damage
    isn't bad at all for one level.  You must cancel before the last hit of the
    drill move for the Machine Gun Sweep to connect.
    
    
    LMcM -> F + M -> Weapon Change (front step) (Drill) -> F + M 
    -> Full Burst Drill Upper
    
    Easier than the previous and the damage isn't too much less.  This is good
    if you don't want the opponent to get a chance to Mega Crash.
    You can alternatively use Machine Gun Sweep if you want to DHC.
    
    
    LMcM -> F + M -> Weapon Change (front step) (Shield) -> cL -> Launch -> LMM 
    -> MM -> F + M -> Weapon Change (see below) (Drill) -> Relaunch -> MM -> M 
    -> DF + M -> Machine Gun Sweep
    
    Start with Normal Arm and take a deep breath.
    
    Don't let the length of this combo scare you, it's not quite as hard as it
    looks.  The trick is getting in position for the relaunch, but here's where
    the magic of weapon change comes in.  If you're in the corner, use the back
    step variant, it'll line you up correctly.  If not, use the front step version,
    and do a quick dash for the relaunch.  But make sure to TAP THE RELAUNCH!  You 
    don't want to end up with a cancel into Charge Shot.
    
    As you might imagine, this does utterly huge damage for a non-corner, 
    one-super combo.  Once you get it down, you'll be a force to be reckonned with.
    
    
    LMcM -> F + M -> Weapon Change (front step) (Shield) -> cL -> Launch -> LMM
    -> MM -> F + M -> Weapon Change (front step) (any) -> (land) Max Shining Laser
    -> Relaunch -> LM -> LM -> Machine Gun Sweep
    
    Feel like showing off?  Both the timing on Max Shining Laser and the Relaunch
    afterwards are tough (perform Shining Laser pretty late, he has to be almost
    on the ground by the time the punch gets there, the relaunch comes pretty
    quick).  The damage really isn't stellar for the levels you're paying, this
    is really only useful if you just need that extra bit of damage for it to be
    fatal (or you really want to make the crowd go wild).
    
    If you're not confident you can land the relaunch, you can simply use Machine
    Gun Sweep or Full Burst Drill Upper right after Max Shining Laser (ideally
    you should wait a half second for optimal damage).  The benefit of using
    Machine Gun Sweep on the ground is you can DHC.
    
    Don't forget to mash during Max Shining Laser for extra damage.
    
    As before, you need to start with the Normal Arm and you don't actually need
    to be right in the corner, but it helps to be close.
    
    
    Infinite:
    ---------
    
    LM -> F + M -> Weapon Change (front step) (any) -> *LLMH 
    -> Weapon Change (front step) (any) -> Repeat
    
    Must be done in the corner, start with the Normal Arm.  I recommend doing a
    Weapon Change with M or H, I find it easier that way.
    
    This racks up damage very very slowly and is somewhat hard to do, generally
    the one level super combo listed above is a better option unless you're really
    hurting for super levels.
    
    
    Thoughts on Rock:
    -------------------------------------------------------------------------------
    
    Most people will look at Rock's Gun Arm and his Charge Shot and think, "ooh,
    pure keep-away character".  However, if you play him like this, you waste
    3 of his 4 Arm weapons, and you'll just generally be a lot less effective than
    you could be.  Rock's true strength comes from the fact that he can play both
    far away and up close as the situation calls for it.
    
    More than this, though, he can switch between playing keep-away and rushdown
    at the drop of at hat with the mobility given to him by his Weapon Change.
    Want to close in?  Fire an air Gun Shot and then Weapon Change (front step)
    into your Normal Arm, and you're right in their face ready for a combo.  Or
    if you just landed an air Machine Gun Sweep and have a Charge Shot ready,
    Weapon change backwards twice into your Gun Arm to put some quick distance
    in-between you and the enemy, and pepper them with Gun Shots as you wait for 
    your moment to blast them.  Mix it up and keep your opponent off-balance!
    
    With his proficiency at both long and short-range fighting, Rock is perhaps 
    the most versatile character in the game, so no one really has a huge 
    advantage over him.  On the other hand, he's in a good position to exploit 
    the weaknesses of others, for example against the Alex and the Giants, he can 
    easily stick mostly to long-range fighting and they won't have much chance
    against him.  He's also pretty good against his fellow keep-away players since
    he has pretty good mobility and can hold his own in a long-range battle.  
    Shift your tactics to account for the situation and you've got a good chance
    of coming out on top.
    
    In case you can't tell, Rock is one of my favourite characters.  He's clearly
    at least above average on the whole, but I also get the impression that in the
    hands of a master, his potential is almost limitless.  At the very least, I
    can guarantee you won't be disappointed if you put some time into learning him.
    
    
    ###############################################################################
    C-18
    
    Soki:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Soki is the main playable character from "Onimusha: Dawn of Dreams", an
    action game for Playstation 2.  He's a powerful swordsman who has the ability
    to transform into a Demon (Oni), which he uses to combat the gargantuan
    Genma and protect feudal Japan.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Heavy Thrust
    _MH (simultaneously)                  Power Slash
    
    
    Special Moves:
    --------------
    
    HCF + A                               Helm Splitter
    _MH (simultaneously)                  Launcher
    DPF + A                               Iron Tackle
    HCB + A                               Brandish Block
    _MH (simultaneously)                  Brandish Chain
    D, D + H                              Sword Plant
    
    
    Basic Supers:
    -------------
    
    QCF + 2A                              Sacred Fire Blade
    DPF + 2A                              Demon Tactics
    _MH (simultaneously, L1 version only) Thunder Slash
    
    
    Ultimate:
    ---------
    
    HCB + 2A                              Demon Transformation
    DPF + 2A (Red Soul Gauge full)        True Demon Blade
    
    
    Variable Attacks:
    -----------------
    
    Assist:       M Iron Tackle
    Counter:      Launcher
    Combination:  Sacred Fire Blade
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Helm Splitter:
    --------------
    
    Soki pulls his sword back, then does a powerful vertical slash.  It comes
    out slow, but while winding up, Soki can't be flinched (command throws,
    will still hit him).  If it hits, press MH (together) afterwards to launch,
    you can do an air combo.  Don't toss this TOO much, it's very punishable,
    but if you see a slow attack coming or you know your opponent always continues
    his combos even if blocked go for it.
    
    Button determines speed and power.
    
    
    Iron Tackle:
    ------------
    
    Soki does a shoulder tackle surrounded by blue energy.  This comes out quicker
    than the Helm Splitter, and it has the same no-flinch effect, but you can't
    launch after it (without Baroque, anyway).  I wouldn't use this move too much,
    Helm Splitter is better in most ways.
    
    Button used determines damage and how high far back it knocks them.
    
    This move cannot be super cancelled.
    
    As an assist, this is okay.  It's not useful in combos since it pushes the
    opponent pretty far back, but you can use it when your opponent is blocking
    your attacks to keep them from counterattacking (since Soki can't be
    interrupted, if they attack he'll hit them).
    
    
    Brandish Counter:
    -----------------
    
    Soki brandishes his sword, if the opponent hits it, he counters them.
    If you land it, press MH just after it hits for a follow up slash.
    I recommend you just mash the LMH button if you've got one set.
    
    
    Sword Plant:
    ------------
    
    Soki does a quick sword plant.  This is useful in combos.  It's basically
    a command normal, but it's technically a special move so you can cancel his
    other command normal into it.
    
    
    Sacred Fire Blade:
    ------------------
    
    Soki directs the fire sword on his back to attack the opponent.  It creates
    a whirlwind of fire, then slams the opponent, creating an explosion.
    This chips okay and is fairly safe on block, since if your opponent attacks,
    the final hit may get them.
    
    In Variable Combinations, it's okay.  The last hit may miss, though.
    
    
    Demon Tactics:
    --------------
    
    Soki begins to charge his sword.  If you continue to hold the button, he'll
    keep charging, until you release it or reach the full charge, at which
    time he'll do one of three attacks, depending on how charged it was.
    
    First level of charge - Just a slash.  You get this if you don't charge it
    at all.  However, this is useful because if it hits an airborne opponent, it
    acts as a wallbounce.  You can press MH after this version for a follow-up,
    but it won't hit if the opponent is in the air.
    
    Second level of charge - A slash that stuns the enemy, then an overhead slash
    with an energy wave.
    
    Third level of charge - Same as above, but a lot more powerful.  This does
    more damage than many Ultimates.
    
    Unlike some of your moves, you aren't unflinchable at all during this move,
    so don't get any funny ideas.  It's most commonly used for that wallbounce,
    but if you've got Daimaou, you can use his Rapid Punches DHC trick to buy you
    time for the fully charged version, which does extreme damage for two levels.
    
    Sadly, the Super Flash doesn't happen until AFTER you release the button,
    so you can't just use a variable combination to buy yourself charging time.
    Rats.
    
    
    Demon Transformation:
    ---------------------
    
    Soki transforms into his Demon Form, and your gauge starts to drain (this
    will take however much you've got).  In his Demon Form, Soki is totally
    unflinchable at all times (though he can still be thrown).  Additionally, when
    you hit the opponent, soul orbs will be released, which you can absorb by 
    holding P (you can't call your partner in Demon Mode).  They have the 
    following effects when absorbed:
    
    Yellow restores some of your health.  Yes, you can even get yellow life back.
    Blue restores some of your super bar, letting you stay in Demon Form longer.
    Red fills one counter on your Red Soul Gauge.
    
    Obviously, in Demon Mode, Soki is an offensive powerhouse like the world has
    never seen.  The opponent is clearly going to try to run away from you, 
    though (no human player would dare attack him), so you've got to try to chase
    them down.  Make use of throws and aerial attacks to try to get hits in.
    Unfortunately against fast characters it's very hard to pin them down.
    
    You can perform two supers in Demon mode, the Sacred Fire Blade (it still
    costs one level, but it gets you a ton of orbs if it hits), and his Ultimate,
    which is described below.
    
    
    True Demon Blade:
    -----------------
    
    Soki slashes with both of his swords, and if he hits, he does an extremely
    powerful follow-up.  This is very strong, and you'll probably also done heavy
    damage filling the Red Soul Gauge (and recovered a lot of health).  This is
    easy to combo into, but really the trick is getting the Red Soul Gauge full
    against an opponent who's going to do all they can to get away from you.
    
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMH -> F + H -> MH (simultaneously) -> Sacred Fire Blade
    
    Bread and butter.  A funny looking combo, Soki mysteriously glides back as
    he prepares the Sacred Fire Blade.
    
    
    LMH -> F + H -> Sword Plant -> Demon Tactics (no charge) -> MH (simultaneously)
    
    Alternate combo.  Not as strong as the Bread and Butter, so there's not much
    reason to use it unless you find the BnB hard to do.
    
    
    LMH -> Launch -> LLMM -> MH -> (land) Sword Plant
    
    Standard non-super combo.  Do the sword plant when you hit the ground.
    
    
    Helm Splitter -> MH (simultaneously) -> LMM -> MH -> (land) Sword Plant
    
    Do this after any Helm Splitter that lands.
    
    
    LMHcH -> Sword Plant -> Demon Tactics (no charge)
    
    Wallbounces.  You can DHC afterwards.
    
    I believe it's possible to Sacred Fire Blade after this, but I can't pull it
    off no matter what I try.
    
    
    LMH -> F + H -> MH (Simultaneously) True Demon Blade
    
    Extreme damage, if you can get that gauge filled.  You can omit the MH
    without losing too much damage.
    
    
    Baroque:
    --------
    
    Brandish Counter -> Brandish Chain -> Baroque -> LMH -> Launch -> LMM
    -> MH -> Sword Plant
    
    Must be done in the corner, which limits its usefulness.
    
    
    Thoughts on Soki:
    ------------------------------------------------------------------------------
    
    Soki is pretty different from the other characters.  Whereas most characters
    are either close-range powerhouses, keep-away characters, or some mixture of
    both, Soki is a close-range defensive character.  He trades some degree of
    physical power (though he's still pretty strong) for a bunch of no-flinch
    frames and some counters.  Though these techniques are not as "reliable" as
    combos, when used properly they can really mess your opponent up.
    
    Of course, Soki's trump card is his Demon Transformation.  In Demon Mode, Soki
    is literally ten times more powerful than any other character, attacking him 
    is so unsafe he might as well be totally invincible.  Unfortunately, most 
    people are going to try to run away from you, and those characters who have
    high mobility will probably succeed pretty well, but if nothing else it's a 
    great way to run down the clock when you're winning, and you're probably gonna
    get some damage and healing out of it even if you can't get your Ultimate out.
    
    Most human opponents will quickly realize they need to play quite defensively
    against you, so you may find yourself with few opportunities to use your fancy
    defensive moves.  Still, at least their existence is keeping close-range 
    characters from fighting at their full potential, and considering that you
    still pack good range and fairly strong combos, this will give you an edge.
    You can still toss them out from time to time (particularly the Brandish
    Counter), just try not to get predictable.
    
    Soki has an advantage over the close-range fighters who aren't the grapplers,
    like Chun-Li and Polymar, since his defensive arsenal is made for defending
    against close-range combat.  Jumping in on him is risky, too, since he's
    always packing that counter.  He's also got really good range, on par with
    Tekkaman, so he can keep people out.
    
    Soki is markedly less effective against anyone who can play a decent game of
    keep-away, though, this includes the keep-away characters as well as the
    balanced characters with good projectiles like Ryu, Joe, and Ippatsuman.  He's 
    also not a great Giant fighter, few of his moves work well on them.  In both 
    cases, you're pretty well stuck trying to land a Sacred Fire Blade when they 
    have an open moment, though at least if this hits, they get knocked down and
    you can dash in.  You also have to watch out for the grapplers, their special
    throws will hit you through any of your defensive moves, and they can even try
    to throw you around during your Demon Transformation.
    
    
    ###############################################################################
    C-19
    
    Roll:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Roll is a character from Capcom's Megaman series.  She appears in almost all
    variants of Megaman, but this particular version of Roll comes from Megaman
    Powered Up.  Roll is a housekeeping robot built by Dr Light, and the sister
    of Rock (Megaman).  Despite being built solely for cleaning and moral support,
    she seems to be finding her way onto the battlefield a lot as of late.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Overhead
    
    
    Special Moves:
    --------------
    
    Charge B, F + A                       Roll Sweep
    DPF + A                               Roll Splash
    QCF + A                               Baseball Swing
    QCB + A                               Charge Broom
    
    
    Basic Supers:
    -------------
    
    Charge B, F + 2A                      Super Sweeping
    QCB + 2A                              Roll Healing
    
    
    Ultimate:
    ---------
    
    DPF + 2A                              Disaster!
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       L Roll Splash
    Counter:      L Baseball Swing
    Combination:  Super Sweeping
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Roll Sweep:
    -----------
    
    Roll charges forward, frantically sweeping.  Afterwards, you can mash buttons
    to have Roll scrub the ground, but this will only hit if you used this move
    to OTG (which you will most of the time).
    
    When charged, this does more hits and you can scrub more.
    
    Button determines startup time, hits, and damage.
    
    
    Roll Splash:
    ------------
    
    Roll throws some water from her bucket in an arc.  Works like a projectile,
    and has pretty good stagger.  If it doesn't hit, it leaves a little puddle,
    and if the opponent steps on it he falls down.  This projectile also eats
    other projectiles like Hadoukens, which makes the H version good for projectile
    fights.  It can also OTG if not charged.
    
    When charged, she throws the water straight ahead and hits a few times.
    
    Button determines how far she throws the water.
    
    This is a great assist, it staggers a lot and keeps the opponent grounded,
    much like Ryu's assist.  You can't use it to hit from far away, but you can
    leave a puddle, which is almost as annoying.  It also has the ability to
    OTG, which is always handy.
    
    
    Baseball Swing:
    ---------------
    
    Roll swings her broom like a baseball bat.  This is okay as an air combo
    ender.
    
    When charged, this becomes a wallbounce, and becomes a ton more useful.
    
    Button determines speed and power.
    
    As a Variable Counter, it works pretty good, it recovers nice and fast just
    in case it gets blocked.
    
    
    Charge Broom:
    -------------
    
    Roll charges her broom, allowing her to perform the charged version of the
    next special attacks she uses.
    
    You should do this as often as you can, because her moves are a lot more
    useful when charged.
    
    
    Super Sweeping:
    ---------------
    
    A more powerful version of Roll Sweep that ends in a Baseball Swing.
    Damage isn't bad, though it can be hard to get all the hits in.
    
    In a Variable Combination, it's not bad.  It's easier to land all the hits
    with someone else to pin the enemy down, but it doesn't do huge damage.
    
    
    Roll Healing:
    -------------
    
    Roll poses, then a power pellet falls from above onto her, and she recovers
    a fair bit of yellow life.  The power pellet can actually hit anyone, if it 
    hits Roll, Rock, Casshern, Gold Lightan, or PTX-40A, they'll be healed, anyone
    else takes a little bit of damage.
    
    This is easily Roll's most interesting super.  Obviously, the healing is very
    helpful, it lets you survive a lot longer (but make sure you do it when it's
    safe).  However, this super has other uses.  After being healed, you can DHC,
    which is loads of fun if someone's about to hit you.  You could DHC to a
    counter super, a throw super, or just something that starts up really fast.
    
    If your partner is one of the people who gets healed by the power pellet, you
    can even DHC before the pellet hits and heal your partner.  What a great move.
    
    
    Disaster!:
    ----------
    
    Roll scrubs the ground so hard that it causes a fire, and if the opponent
    touches it, it sets their butt on fire (yes, seriously).  As they hopelessly
    try to fan the flame out, Roll comes to help them with a giant bucket of
    water, but she spills it, resulting in a tidal wave.  This is clearly the most
    entertaining Ultimate in the game.  The damage is pretty good too and it's
    easy to combo into, but that barely matters.  The ability to rob Ryu of his
    dignity is worth the price of admission by itself.
    
    This super doesn't work as an OTG.  The flame will hit a few times but the
    super won't activate properly and the damage is pathetic.
    
    
    Combos:
    ------------------------------------------------------------------------------
    
    Basic:
    ------
    
    cLcMHcH -> H Roll Sweeping (mash buttons)
    
    Bread and butter.  Pretty weak, especially if your broom isn't charged.
    Mash buttons if you hit with the Roll Sweeping for extra damage.  It might be
    a bit tough to get the standing H in there and not lose the charge, but you 
    just have to suck it up.  Without it it does really pathetic damage.
    
    
    cLcMHcH -> Super Sweeping
    
    You won't get the last hit this way, so you might as well OTG to be safe.
    If you have Casshern, you can DHC into his Brutal Axe after this.
    
    
    F + M -> Super Sweeping (or Disaster!)
    
    The timing on Super Sweeping is hard (getting the full charge in the span of
    this one move requires good timing) but it can be done.  Roll's overhead is
    a good thing to use if your dash-in cL's are being blocked.
    
    
    cLcMHcH -> H Baseball Swing -> Super Sweeping
    
    Broom must be charged, start charing the Super Sweeping the moment you do the
    Baseball Swing.  Pretty good damage for Roll, especially in the corner.
    
    
    cLcMcH -> H Baseball Swing -> Roll Healing
    
    Broom must be charged.  A different kind of combo, here, instead of dealing
    heavy damage you get healed.  This is quite useful.
    
    
    Launch -> LMM -> MM -> M Baseball Swing -> (land) -> Super Sweeping
    
    Broom must be charged.  Decent damage if you can get your launcher in 
    (ie, with a partner).
    
    
    LMH -> Disaster!
    
    Simplest combo ever, but most flashy things will end up costing you damage
    due to damage scaling.
    
    
    Corner:
    -------
    
    cLcMHcH -> H Baseball Swing -> Disaster!
    
    Quite powerful.  Don't cancel into Disaster too fast or it'll miss.
    
    
    Launch -> LMM -> MM -> M Baseball Swing -> (land) -> Relaunch -> MM -> MM
    -> M Baseball Swing
    
    Broom must be charged.  Fundamentally the same idea as Rock's combo, but
    harder to do and not as strong.
    
    
    cLH -> L Baseball Swing -> Launch -> LM -> MM -> M Baseball Swing
    
    Broom must be charged.  This is the only way to combo into your launcher
    without your partner's help.
    
    
    Thoughts on Roll:
    -------------------------------------------------------------------------------
    
    Roll fans will be happy to know that Roll isn't nearly as unplayably bad as
    she used to be.  She's definitely still an oddball, though.  Where most 
    characters focus on killing their opponents as fast as possible, Roll generally
    focuses more on survival and gradually wearing her opponent's down.  She's much
    shorter than other characters, so many combos don't work properly against her,
    and her healing super has tons of uses.
    
    In addition to her low damage output, Roll also has pretty bad range and her
    mobility isn't anything to write home about, so she's pretty limited
    offensively.  Her projectile isn't bad, though, and it makes for a great
    assist, so that's helpful.  When playing Roll, keep a close eye on your super
    bar, your health, and charge your broom at every possible opportunity.
    
    Roll is actually fairly balanced, she trades off damage potential for
    longevity.  However, her survival depends on getting her Heal Super out, and
    you need to have an opportunity for that, so someone who has huge damage
    output or has a great pressure game may be able to keep her from healing.
    Her poor range can also be exploited by Tekkaman and Karas.
    
    On the other hand, anyone who likes to stay back or has poor damage output is
    just going to give her a ton of chances to heal and charge her broom.  Her
    bucket is also good for beating out other projectiles, so she's a pretty
    decent choice against the keep-away characters, particularly Morrigan.  She
    also messes up certain people's combos (like Ryu), and her bucket and small
    stature make her a good Giant fighter.
    
    
    ###############################################################################
    C-20
    
    Saki:
    
    
    To Unlock:
    -------------------------------------------------------------------------------
    
    Beat Arcade Mode with 1 Capcom character, then buy her at the shop.
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Saki is a character from an obscure Japanese arcade game called "Quiz Nanairo
    Dreams".  It's a combination of a dating sim and a quiz game, involving
    six women who were given six special jewels that are needed to save the world.
    And only romantic coercion (symbolized through mastery of quizzes) can induce
    them to give them to the hero.  Saki is one of the six women, she's a soldier
    who carries a gun that's as big as she is.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + H                                 Gun Swing
    
    
    Special Moves:
    --------------
    
    D, D + A                              Reload
    DPF + A (air)                         Grenade
    QCF + A                               Laser Beam
    HCB + A                               Branch Cutter
    
    
    Basic Supers:
    -------------
    
    QCF + 2A                              Positron Storm
    HCB + 2A                              Piercing Ammo
    
    
    Ultimate:
    ---------
    
    DPF + 2A                              Ultimate Strategy
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       Gun Swing
    Counter:      Launch
    Combination:  Positron Storm
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Gun Swing:
    ----------
    
    This is very average as an assist.  It keeps the opponent grounded, but it's
    pretty slow and the stagger time isn't the greatest.
    
    
    Reload:
    -------
    
    Saki reloads her gun with one of three types of ammo.  You fire them with H:
    
    L gets you the Buckshot.  This has a wide hitbox, but generally isn't that
    useful.
    
    M gets you the Plasma Sphere.  This traps the enemy if it hits (and it keeps
    them grounded, which is great), so you can follow up with a combo.
    
    H gets you the Power Ammo.  This does heavy damage, and blasts the enemy
    upwards like they had been hit by a Variable Counter, so you can often follow
    up after it.
    
    Be aware that it takes her a fairly long time to reload her gun, so it's best
    to do it when your opponent is incapacitated in some way, or use a helper
    to buy you a free moment (watch out for Shinku Hadoukens).
    
    
    Grenade:
    --------
    
    Saki throws a grenade.  If it hits, the opponent is blasted backwards.
    You can also use this in the air, and it's probably better there, since you
    can throw one grenade, then double jump and throw another.  These will form
    a large part of your keep-away game.
    
    Button used decides trajectory.  L and M are low (M goes farther), H is an
    arcing throw which is good as an anti-air.
    
    
    Laser Beam:
    -----------
    
    Saki shoots a laser beam from her gun (it's a flexible weapon).  This eats
    projectiles and does good chip damage, so this is what you should use against
    anyone who foolishly tries to match projectiles with you or turtle.
    
    Button used determines startup time and power.
    
    
    Branch Cutter:
    --------------
    
    Saki grabs her opponent, then headbutts them.  You can follow up afterwards.
    Saki isn't exactly someone you'd expect to have a command throw, but it's
    pretty helpful in combos nonetheless (and she needs all the help she can get).
    
    If you're wondering about the funny name, it's a pretty literal translation
    of the Japanese, and I thought it was funny.
    
    
    Positron Storm:
    ---------------
    
    Saki puts on a pair of safety goggles, and fires a massive laser on a 45
    degree angle.  This comes out extremely fast and can easily be used in combos
    or as a potent anti-air.
    
    A great time to do this is after blasting the opponent with either the Power
    Ammo or the Piercing Ammo, they flick the opponent up right into the ideal
    range for this move.
    
    In a Variable Combination, this tends not to work well, because of the
    trajectory it usually won't hit fully or will miss entirely.  Just use DHCs
    with it instead.
    
    
    Piercing Ammo:
    --------------
    
    Saki loads her gun with her most potent ammunition, the Piercing Ammo.  As
    the name would suggest, this ammo is unblockable.  It's also very strong.
    
    This ammo fires just a tiny bit slower than the Power Ammo.  This seems like
    a drawback, but it's actually a plus, that speed has been carefully calculated
    so that when you use this in a combo, your combo will end like 1 frame before
    the Piercing Ammo hits, and thus while it remains unavoidable, it will reset
    the damage scaling.
    
    This massively blasts the opponent back (and they can't block till they hit
    the ground), so you'll always want to follow up with something, either a
    combo, H Laser Beam, or Positron Storm, depending on the circumstances.
    
    This is a fantastic super, it really gives Saki's offence a huge boost.  If
    you've got a free moment and you can afford to spare a level, go for it.
    Chances are you'll find an opportunity to blast them with it.
    
    
    Ultimate Strategy:
    ------------------
    
    Counter super.  Saki poses, and if hit, she lets herself be knocked to the 
    ground and slowly starts to get up.  Then when her opponent isn't expecting 
    it, she suddenly strikes with her gun and shoots him with everything she's 
    got.
    
    For 3 levels, this really isn't fantastic damage, and it's quite risky.
    Still, at least this works on the giants where the other counters don't.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LcM -> Branch Cutter -> cL -> Launch -> MM -> MH -> (land) Positron Storm
    
    Bread and butter combo, though Saki probably won't be doing a ton of combos.
    Must have Power Ammo or Piercing Ammo loaded if you want to put in the 
    Positron Storm afterwards.  This must be done as a bit of a slow combo for
    the ammo to hit.
    
    If you don't want to spend a level, you can do M Laser Beam instead (H will
    only hit if you have the Unblockable Ammo Stocked).
    
    
    F + H -> L Grenade -> Positron Storm
    
    Landing the F + H is hard, but this combo will work just fine without it.
    If you're in the corner, you can do this after hitting with Plasma Sphere.
    
    
    Corner:
    -------
    
    LMcM -> Branch Cutter -> cL -> Launch -> MM -> MH -> (land, dash in) cL ->
    Launch -> MM -> MH
    
    Must have Power Ammo or Piercing Ammo Loaded.  The timing on the relaunch
    with the Unblockable Ammo is much easier and the combo does a lot more damage,
    but otherwise it's much the same either way.
    
    You probably won't use this one much, either.
    
    
    Specific Partner Combos:
    ------------------------
    
    (With Tekkaman as partner) Piercing Ammo variable combination -> H -> 
    H Laser Beam / H / whatever
    
    Essentially, this uses Tekkaman's Vol Tekka to pin the opponent down, then 
    Saki's Unblockable Ammo destroys their guard.  Afterwards, you can move, so
    you can freely shoot them or do a combo or anything else.
    
    There's a lot of situations where you can trap the opponent in this combo,
    and the damage can be insane (up to 30000), so you may want to save your levels
    up for this.  It's certainly a much better use of super levels than Saki's
    level 3 super.
    
    
    Thoughts on Saki:
    -------------------------------------------------------------------------------
    
    Saki is easily the closest this game has to a pure keep-away character.  Her
    Grenades and her Laser Beam make for a potent keep-away game on their own,
    and she's got a ton of other things for mixing it up.  Her various types of
    ammo really make her a dangerous opponent, except for the Buckshot they all
    have powerful follow-ups should they hit, and there's really nothing to stop
    you from tossing the non-super ammos out pretty frequently.
    
    Saki is not totally devoid of combo ability, but it's generally best for her to
    fight at long range and only close in for a combo after landing a Plasma 
    Sphere.  In the event that the enemy successfully gets close to you, either 
    pushblock into a Laser Beam or an ammo shot, or go for a Branch Cutter or
    Variable  Counter.  Again, you've got loads of options.  The sheer variance in
    her moves is what makes her so dangerous - when playing keep-away, it's good to
    mix it up so the opponent won't know how to approach.  To be a Saki master,
    you'll have to learn to act unpredictably but effectively at the same time,
    which is a different skill than playing as most of the other characters.
    
    As a keep-away character, Saki is effective against people with bad mobility.
    Obviously, the biggest Victims here are the giants, but it also includes
    the grapplers, Tekkaman, Polymar, and Soki.  She can just keep these guys
    out all day and quite possibly kill them before they can hit her at all.
    Do be on guard for Tekkaman's projectiles, though, they hurt.
    
    Saki is at a disadvantage when fighting people with very good mobility, like
    Batsu, Chun-Li, Joe, and Ken, since they can often find ways to get past her 
    onslaught.  Ryu can also punish a number of her attacks with his Shinku 
    Hadouken.  Rock also probably has an edge on her, he can keep up with her
    keep-away game (though he's not quite as competent there), but he also has
    great mobility and will probably be able to close in.  You've also got to
    keep an eye out for Yatterman and Doronjo, they both possess moves that can
    go through or past your attacks and hit you.
    
    
    ###############################################################################
    C-21
    
    Viewtiful Joe:
    
    
    To Unlock:
    -------------------------------------------------------------------------------
    
    Beat Arcade Mode with 3 Capcom characters, then buy him at the shop.
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Viewtiful Joe is the titular character of a Gamecube action/beat-em-up game.
    He's a movie buff who one day sees his dreams come true when he and his 
    girlfriend Silvia are sucked into an action movie.  With the help of his idol,
    Captain Blue, he becomes a superhero with the ability to use a variety of 
    movie-style special effects to his advantage.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Stubby Punch
    
    
    Special Moves:
    --------------
    
    QCF + A (air)                         Voomerang
    QCB + A                               Shocking Pink
    QCB + A (air only)                    Red Hot Kick
    A rapidly (air only)                  Air Joe
    
    
    Basic Supers:
    -------------
    
    QCF + 2A (air)                        Six Cannon
    DPF + 2A                              Mach Speed
    
    
    Ultimate:
    ---------
    
    RDP + 2A                              Slow and Zoom
    
    
    
    Variable Attacks:
    -----------------
    
    Assist:       H Shocking Pink
    Counter:      Launch
    Combination:  Six Cannon
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Voomerang:
    ----------
    
    Joe throws a Voomerang.  It's pretty quick, and you can "cancel" the lag by
    throwing one just before you hit the ground (or just as you leave it), so it's
    quite a useful projectile.  You can also charge it, if fully charged it will
    curve back around for a second hit (the second hit doesn't combo, but it's 
    annoying).
    
    Button pressed determines trajectory.  L is straight, M goes up (down in the
    air), and H goes forward a little bit before coming back.
    
    Try to get used to doing this move as half-circle up + A (D, DF, F, UF, U).
    This will allow you to do the tiniest hop before throwing it, and the lag will
    be reduced.  Don't press the button too early, though, you may not throw the 
    Voomerang before you hit the ground.  Timing is crucial.  Practice.
    
    
    Shocking Pink:
    --------------
    
    Joe kicks out a bomb, which takes a little while to explode.  When it does,
    whomever is hit by it (this can include Joe himself) is blasted back, and
    you can easily juggle.
    
    Button pressed determines time until detonation.  L is shortest.
    
    You can push the bombs around with attacks (try a Voomerang), and you can
    bring out up to 4 at a time if you really want to be a pyromaniac.
    
    As an assist, this is interesting.  It has no value in combos, but the bomb
    can be useful in pressuring your opponent, and you can do a juggle combo if
    it hits.  Just don't hit yourself, you'll really look like a chump. 
    
    
    Red Hot Kick:
    -------------
    
    Joe does a... Red Hot Kick.  It's like a faster version of Batsu's Ryuusei 
    Kick, so it gives him great aerial mobility.  You can do two of these per
    jump, and one can combo into the other.
    
    Button used decides trajectory, L is down, M is diagonally down, H is
    straight ahead.
    
    
    Air Joe:
    --------
    
    Joe does a rapid series of punches and kicks for as long as you keep mashing
    buttons.  This is basically only useful as an air combo "ender".
    
    
    Six Cannon:
    -----------
    
    Come on Six Machine!  The Six Machine turns into a cannon, and Joe very slowly
    takes aim with it, then launches a powerful blast.  This super is extremely
    slow, there's only a couple ways to combo into it, but it's often worth the
    trouble since it's quite strong.
    
    In a Variable Combination, this is much better, because your partner can
    cover the targeting time with their super.
    
    
    Mach Speed:
    -----------
    
    Joe does a rapid flurry of punches, ending with an upward punch.  Unlike
    Chun-Li and Batsu's supers, Joe doesn't seem to be able to super jump after
    this (I wonder if this is a bug?), and this super is extremely weak, so you
    should almost never use it.
    
    The one use this does have is in starting DHCs, since the last hit launches
    the opponent and they can't block until they hit the ground, you can DHC
    into some slow-startup supers and they'll hit, but your timing must be very
    good.
    
    
    Slow and Zoom:
    --------------
    
    Joe kicks his opponent, then slows down time.  His opponent attempts a punch,
    but Joe dodges it and hits him in the back, launching him upwards for Joe's
    special pose.  Afterwards, they're tossed up in the air ala Shin Shoryuken,
    though it doesn't seem like you can hit them on the way down.  Set some
    bombs or tag, I guess.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Basic:
    ------
    
    LMcMH -> Launcher -> LMMH -> MMH -> Air Joe (as many hits as you can)
    
    Bread and butter.  Do your second jump after the H gets two hits, and try to 
    activate Air Joe after 2 hits, too (you'll have to start mashing when you enter
    the Ms).  This must be done as a slow combo for it all to hit.
    
    
    LMcMH -> Launcher -> LMMH -> MMH -> H Red Hot Kick -> M Red Hot Kick
    
    If you don't want to mess around with Air Joe, you can do this instead.  It's
    a bit weaker, but more dependable, and the enemy is knocked to the ground
    instead of just falling beside you.
    
    
    LMcMH -> Slow and Zoom
    
    Unless there's some follow up that I'm not aware of, this isn't the world's
    best use of your levels.  This is a rare case where a variable combination
    is probably better damage than your Ultimate.
    
    
    Corner:
    -------
    
    LcMH -> Launcher -> LMMH -> MMH -> L Red Hot Kick -> M Red Hot Kick 
    -> Air Joe (mash like a demon)
    
    It's basically your two non-corner combos, put together.  You want to try
    to do the L Red Hot Kick somewhat deep, then start mashing M and do a QCB.
    If all goes right, you should do the Red Hot Kick and immediately do Air Joe.
    
    Done properly, this is fairly strong for a non-super combo.
    
    
    Partner-Specific:
    -----------------
    
    LMH -> Polymar's assist -> Six Cannon
    
    Come on Six Machine!  Make sure to cancel the Six cannon from the H, you need
    all the targeting time you can possibly get.
    
    This is very strong for one level, use this at every opportunity if you've
    got Polymar.
    
    
    Infinite:
    ---------
    
    *(air) L Voomerang -> Repeat
    
    This is the simplest infinite in the game, and it works from ANY range, but
    the execution is harder than it looks.  The Voomerangs must be thrown from
    very low off the ground, which can only be accomplished by doing a half-circle
    upwards (D, DF, F, UF, U) + L.  Timing is critical.
    
    However, practice pays off.  This is stupidly deadly, as you can turn any
    Voomerang that hits a grounded opponent into an infinite.  You can even cancel
    a jumping H into an L Voomerang and start this up with good timing.  Brutal.
    
    
    Thoughts on Joe:
    -------------------------------------------------------------------------------
    
    Joe is pretty similar to Chun-Li.  They're both fast close-range fighters with
    great mobility and combos who have kinda crummy supers.  Joe trades a bit of 
    Chun-Li's range and damage output for a much better projectile and some
    bombs which you can use for pressure.  Obviously, you'll want to make heavy
    use of both of these things, otherwise Chun-Li is going to be flat-out better.
    
    Joe quite possibly has the worst super repetoire in the game.  Six Cannon is 
    really the only one that's any good, and comboing into it is only possible via
    Polymar's Assist, Variable Combination, and a handful of supers via DHC.
    For this reason, perhaps more than any other character, Joe fits best into
    specific teams, generally as a partner for Daimaou or Polymar, alongside which
    he really shines.  If paired up with other characters, he's probably going to
    act mainly as a meter builder, but thankfully with high-hitting combos he's
    pretty good at this.
    
    Discounting his bad supers, Joe is otherwise fairly balanced.  He has great
    mobility, so that gives him an edge against the keep-away characters, and his
    projectile and Six Cannon are great against the Giants.  When coupled with
    Polymar or Daimaou, his offensive power is greatly increased, potentially
    giving him an edge in damage output against some of the other close-range
    fighters.  He also possesses a unique advantage - when taunting, he is
    considered to be airborne, so he's a bit less vulnerable than the other
    characters when tagging.
    
    Joe has ridiculously stubby limbs, though, so that puts him at a bit of a 
    disadvantage against people with great range like Tekkaman, Karas, and Soki. 
    He can somewhat cover this weakness with his Voomerangs, but they're not
    quite enough to totally keep these guys out.
    
    
    ###############################################################################
    C-22
    
    PTX-40A:
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    PTX-40A is a machine from the PS3 / 360 game "Lost Planet: Extreme Condition".
    In Lost Planet, humans have rendered the Earth uninhabitable and must find a
    new home, but the planet they have found is only vaguely hospitable and is 
    inhabited by hostile aliens called the Akrid.  To this end, the Vital Suits
    were created, powerful combat mechas designed to withstand harsh conditions.
    PTX-40A is one of the Vital Suits featured in the game.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    Command Normals:
    ----------------
    
    F + M                                 Chainsaw
    F + H                                 Front Throw (even when far)
    B + H                                 Back Throw (even when far)
    
    Special Moves:
    --------------
    
    QCF + A                               Left Weapon
    QCB + A                               Right Weapon
    Charge D, U + A                       Critical Caliper
    Charge B, F + A                       Riot Tackle
    
    
    Basic Supers:
    -------------
    
    HCF + 2A                              Barrage Shot
    DPF + 2A                              Tactical Blitz
    
    
    Ultimate:
    ---------
    
    RDP + 2A                              L-P
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    Weapons:
    --------
    
    PTX-40A can hold two weapons, one on his left shoulder and one on his right.
    If he has a weapon, inputting the motion will cause him to fire it.  After a
    certain number of shots, the weapon will fall off, and next time you input
    the command PTX-40A will receive a random* weapon as a replacement.
    
    Button pressed determines firing angle, L is low, M is medium, H is high.
    
    *Though the weapon you receive is random, they're not all equally likely, the
    Machine gun is most common, then the Buckshot, then the Missile.  The Missile
    seems to appear at best 5% of the time, so don't rely on it too much.
    
    
    At the start of every match, the Left Arm will always hold a Missile, and the
    Right will hold a Machine Gun.
    
    
    The weapons are described in more detail below:
    
    
    Machine Gun:
    ------------
    
    Fires a quick barrage of bullets.  This chews right through projectiles and
    chips well.  It's probably the best all purpose gun, which is good, because
    you get it by far the most often.
    
    You get 3 uses before it falls off.
    
    
    Buckshot:
    ---------
    
    Fires a spray of bullets.  This has a wider hitbox than the than the Machine
    gun, is stronger, and has more stagger, but the range is much less.
    
    You get 3 uses before it falls off.
    
    
    Missile:
    --------
    
    Fires a missile.  It homes in, and it's unblockable.  A shame you don't get it
    more often.  However, you start every match with one missile, so make good
    use of it.
    
    You get only 1 use before it falls off.
    
    
    Super Missile:
    --------------
    
    Fires a super missile.  This doesn't home and it can be blocked, but when it
    hits, it makes a huge explosion.
    
    Unfortunately, you cannot recieve the Super Missile normally, you can only
    get it by using the Barrage Shot.  The only way to keep it is to get stunned
    in that minute amount of time between when you get the missile and when it
    fires.  Should this happen, you can use it like any other weapon.
    
    
    The weapons all look different, so make sure to learn what they look like.
    
    
    Critical Caliper:
    -----------------
    
    PTX-40A does an uppercut of sorts with its chainsaw.  This hits multiple times
    and does good damage, though it's a bit slow to come out.  It's great damage,
    though, so try to make use of it.
    
    Button used determines speed, number of hits, and damage.
    
    
    Riot Tackle:
    ------------
    
    PTX-40A does a tackle.  The L and M versions are wallbounces (but only in the
    corner), the H is a snapback.  Obviously, snapbacks are very useful after 
    people tag.  You might as well always go for the snapback if you're not in
    the corner, if you are, go for the wallbounce and cancel into Tactical Blitz.
    
    
    Barrage Shot:
    -------------
    
    PTX-40A fires a barrage using both weapons at its opponent, then restocks with
    Super Missiles and fires those.  If you don't have a weapon when you start
    this, you'll be randomly given one.
    
    This super would rock, were it not for one crucial problem - the Super Missiles
    will never, ever hit.  Even if the first part of this super hits, the Super
    Missiles restock too slow to combo properly, in fact, the opponent can easily
    just super jump and hit you, EVEN IF YOU HIT THEM WITH THE FIRST PART OF THE
    SUPER.  Seriously, whose idea was this?  Do you want to make PTX dead bottom?
    
    The only way this super can not be ridiculously terrible is if one of the 
    weapons you have are missiles, because the missiles are fired 4 times here and
    do pretty good damage, and they remain just as unblockable as ever.  Plus, 
    they flick the opponent up, giving them less time to punish you during the 
    Super Missile Part (it still will not hit).  They might even have to block it,
    and it does a lot of chip damage.  It's still a really bad super, though.
    
    In the event that some dumb lug actually gets hit by the super missiles, 
    you can juggle afterwards.
    
    
    Tactical Blitz:
    ---------------
    
    PTX-40A does two chainsaw swipes, if either hits, it crushes it with the
    chainsaw for moderate damage.  This is far more reliable than your previous
    super, but it's still really punishable if it misses and it comes out slow.
    
    
    L-P:
    ----
    
    PTX-40A dashes forward, and if it hits its opponent, it sheds its armour in
    exchange for two swords, and spins into the air, cutting its opponent multiple
    times and finishing with a double slash.  The dash is NOT unblockable.
    This move causes you to lose whatever weapons you might have had.
    
    Unfortunately, this isn't extremely strong, which it really should have been
    considering how bad your other supers are.  At least you can combo into this 
    in a couple ways.  This will make up the bulk of the combo section.
    
    
    Combos:
    -------------------------------------------------------------------------------
    
    Launcher -> H Machine Gun or H Buckshot
    
    What a useful launcher he has.
    
    
    Buckshot -> L-P
    
    Hooray!  It's a combo that you might reasonably land!  You can also Launch
    before this, combining this with the previous combo.
    
    
    Missile -> L-P
    
    You have to cancel before the missile hits, so you'd better hope they don't
    dodge it.
    
    
    Corner:
    -------
    
    Throw -> L Critical Caliper
    
    Keep in mind you can use your back throw, when YOU are in the corner.
    
    
    
    Throw -> Throw
    
    A "chain throw" of sorts.  You can tech hit out of this.  I recommend you
    throw to the opposite side with the second throw, to get some distance.
    
    
    Baroque:
    --------
    
    Throw -> H -> Baroque -> H
    
    Must be done in the corner.  This is actually pretty strong.  Without the 
    throw it'll still work (and you can do it outside the corner) but it's much 
    less powerful.
    
    
    H -> Baroque -> L-P
    
    More trouble than it's worth, I'd rather just use the Launcher -> Buckshot
    method of chaining into L-P.
    
    
    Thoughts on PTX-40A:
    -------------------------------------------------------------------------------
    
    After he was first revealed, it was the opinion of most people (myself
    included), that PTX-40A was by far the worst character in the game.  After
    people spent a bit more time with him it was clear that he wasn't QUITE as bad
    as he seemed, but playing him well is very hard.
    
    Of the two giants, PTX-40A is more suited to long-distance fighting, which
    somewhat mitigates his horrible mobility.  He has to be played WAY more
    defensively that Gold Lightan, you'll be relying mostly on chip damage and
    counterattacks for your damage.  Try to get in the snapback whenever possible,
    getting rid of their red life really helps.  Unfortunately, PTX is so slow
    chances are you won't be able to keep them out for long, so you'll have to
    try to use your throw or your Riot Tackle to get rid of them if they get close.
    It's also super important to make good use out of the Missile that you start
    with, it's really your only ace in the hole.
    
    PTX-40A has an advantage over a couple people who don't fight the giants well,
    such as Karas, Ken, and Chun-Li (basically any non-grappler with a poor or
    no projectile).  They have no choice but to close in, and you can try to chip
    them down as they do, then throw them back out.
    
    On the other hand, he's massively vulnerable to the grapplers or anyone with
    a decent projectile.  The grapplers are nasty simply because when they get in
    close, they can throw him (he relies on the fact that the close range
    characters can't combo him for his counterattacks).  Characters with good
    projectiles (let alone beams) are much less reliant on closing in on you, and
    they can avoid your projectiles much easier than you can avoid theirs.
    He's also not great against Gold Lightan, since he can approach him pretty
    easily and toss him around.
    
    The same comment about how Gold Lightan is hurt by his lack of partner also
    applies here - PTX has no way of running from bad matchups, of which it has a
    lot.  If you play a masterfully defensive game you may be able to do okay,
    but I think you have to work for it a lot harder than anyone else.
    
    
    ###############################################################################
    C-23
    
    Yami:
    
    Yami is the final boss of Arcade Mode.  He isn't playable without a cheat
    device.
    
    
    Origin:
    -------------------------------------------------------------------------------
    
    Yami is the final boss from the critically acclaimed PS2 / Wii game "Okami".
    Yami is a collection of evil spirits that has the ability to morph into many
    forms and spread darkness accross ancient Japan.
    
    
    Move List:
    -------------------------------------------------------------------------------
    
    First Form:
    -------------------------------------------------------------------------------
    
    Regular Moves:
    --------------
    
    Hammer
    Sawblade
    Missiles
    
    
    Supers:
    -------
    
    Power Steal
    Hyper Sawblade
    
    
    Second Form:
    -------------------------------------------------------------------------------
    
    Regular Moves:
    --------------
    
    Low Tentacle Swipe
    High Tentacle Swipe
    Tentacle Spin
    
    
    Supers:
    -------
    
    Shockwave
    Tentacle Grab
    
    
    Third Form:
    -------------------------------------------------------------------------------
    
    Regular Moves:
    --------------
    
    Pound
    Tornado
    Meteor
    Missiles
    
    
    Supers:
    -------
    
    Laser Grab
    Ultimate Laser
    
    
    Move Breakdown:
    -------------------------------------------------------------------------------
    
    First Form:
    ===========
    
    Yami is just a ball in this form.
    
    
    Hammer:
    -------
    
    Yami forms a hammer and tries to squish you with it.  Sometimes he'll jump and
    do it, but you don't have to block it high.
    
    
    Sawblade:
    ---------
    
    Yami forms a sawblade and swipes at you with it.
    
    
    Missiles:
    ---------
    
    Yami calls two missiles that home in on you.
    
    
    Power Steal:
    ------------
    
    Yami pauses, then a ring of red energy appears around him.  This does little
    damage, but it takes away all your super levels and heals Yami if it hits you.
    This move is unblockable, just superjump away.
    
    
    Hyper Sawblade:
    ---------------
    
    Yami forms two sawblades, then spins them around like crazy.  This must be
    blocked low, but you don't want to be caught blocking it since it does insane
    chip damage even with advancing guard.  Try to get into the air and throw
    projectiles or something until it ends.
    
    
    Second Form:
    ============
    
    Yami sprouts tentacles and starts to walk around.
    
    
    Low Tentacle Swipe:
    -------------------
    
    Yami swipes low with a tentacle.  Wallbounces.
    
    
    High Tentacle Swipe:
    --------------------
    
    Yami swipes high (about one jump's height) with a tentacle.  Wallbounces.
    
    
    Tentacle Spin:
    --------------
    
    Yami sits down and spins his tentacles.
    
    
    Shockwave:
    ----------
    
    Yami creates a shockwave.  You can superjump over it.
    
    
    Tentacle Grab:
    --------------
    
    Yami attemps to grab you with a tentacle.  You can Mega Crash out of it.
    
    
    Third Form:
    ===========
    
    Yami grows a hand for his third form.
    
    
    Pound:
    ------
    
    Yami pounds the ground with his fist.  Easily punishable.
    
    
    Tornado:
    --------
    
    Yami summons a tornado.  This chips a fair bit, and it's hard to get an attack
    out after this attack since it holds you for a while.
    
    
    Meteor:
    -------
    
    Yami throws a meteor against you.  It's hard to punish this, because blocking
    it pushes you back.
    
    
    Missiles:
    ---------
    
    Yami gestures and some missiles appear.  This is a good time to hit him, but
    don't forget to block the missiles.
    
    
    Laser Grab:
    -----------
    
    Yami gestures in front of himself, then swipes at you.  If he gets you, he
    blasts you to bits with his laser.  You can crash out of this, but it's best
    to avoid it altogether with a superjump.
    
    
    Ultimate Laser:
    ---------------
    
    Yami raises his hand up to the sky, then creates a huge laser beam and sweeps
    it across the arena.  For the love of god, do not jump at his hand, you'll
    take 100% damage and you won't be able to crash out.  Just sit in the corner
    and block.  You can easily get a hit in afterwards.
    
    
    Fighting Yami:
    -------------------------------------------------------------------------------
    
    Fighting Yami as non-giants is generally not very difficult, against all of his
    forms your strategy is basically the same - sit in the corner and block, and
    jump and kick him a few times after he does any punishable attack.  Against his
    third form you have far less time to counter attack and his attacks hit harder,
    but other than that it's pretty simple.  You even get some health back after
    every form.
    
    A couple characters have it super easy, for example Ippatsuman can use his
    Gyakuten Homerun for insane damage, and Megaman can just sit back and charge
    his Charge Shot (just like a REAL Megaman boss!), but most people should just
    save their levels for Mega Crash, in case you get caught in one of his grabs.
    
    However, fighting Yami as the giants is MUCH harder, because they can't super
    jump out of the way of some of his attacks.  It's particularly bad as Gold
    Lightan, who can't do much other than jab him (at least PTX can use his guns
    for reasonable damage from a distance).  As Gold Lightan, you've just got to
    try to block and counter with a bunch of jabs, and Mega Crash if he catches
    you in anything.
    
    
    ===============================================================================
    ===============================================================================
    S-0
    
    Finer Points of Strategy:
    
    There will be some general tips for playing effectively here.
    
    
    ###############################################################################
    S-1
    
    Landing Hits:
    
    When you play against a competent human player and not the computer, you'll
    quickly notice that they're a lot more adept at blocking, especially if you
    repeatedly attempt the same combo.  Figuring out how to land an unblocked hit
    is very important when you're playing any non keep-away character (see the
    next section for how to play keep-away).
    
    There are loads of different avenues of attack that you can take, but there is
    one thing that is important to all of them - you have to mix it up.  Against 
    the computer, you can usually just attempt the same combo over and over and
    since the computer doesn't learn it will remain effective.  Against a person,
    though, if you constantly do the same thing they'll quickly figure out how to 
    counter it.  You have to be at least somewhat unpredictable.
    
    
    When you're on the offensive:
    -----------------------------
    
    When you're going on the offensive, the two simplest ways to start a combo are
    to dash in and perform a low attack, or to jump, immediately air dash, and 
    perform an air attack.  These must be blocked low and high, respectively, and
    if the opponent blocks the wrong way, you've got your opening.  Unfortunately,
    blocking this isn't really that hard and it may be difficult to force openings
    if this is all you do.  This is why you need to mix up your offence.
    
    The simplest way to overcome blocking is to throw your opponent, just walk up
    to them and press F or B + H.  Throws are not very strong and most people can't
    follow them up (Karas can follow his up with his Ultimate), so they exist 
    mostly as a psychological weapon that says "Hey, wake up and fight me".  Still,
    provoking the opponent into going on the offensive is often useful.  Keep in
    mind that you can't throw right after your opponent blocks an attack, you have
    to wait a second before you can throw them.  A good way to land a throw is to
    jump in on the opponent, but not attack, then throw them when you hit the
    ground (this is called an "empty jump").
    
    If you possess command throws, these can be used in much the same way as
    regular throws, but they're much better, and you may even be able to chain
    into them against a blocking opponent.  Command throws are really great ways to
    put the pressure on and force your opponent to be more aggressive.  You really
    have little to fear from turtlers (as long as they're not keep away characters)
    if you have a command throw.
    
    Another effective way to mess up your opponent's blocking is to use an overhead
    or unblockable attack.  For example, if I'm playing Roll, and I'm doing a jH ->
    cLcMcH that is being blocked, the next time I do it, I could do jH -> cL ->
    F + M.  The F + M is an overhead and must be blocked high, whereas normally the
    next attack in the combo would be blocked low, so it can be hard to defend 
    against.  Usually, your options after an overhead aren't quite as good as after
    a regular attack, but if nothing else you can always cancel into a super.
    You can use unblockable attacks in much the same way, for example, as Karas,
    Instead of doing my regular combo I can just toss out F + H at some point,
    then charge it fully and hope I catch my opponent napping.
    
    One final way to force an opening is by baiting your opponent to
    counter-attack, then beating their attack in one way or another.  One option
    is to perform a laggy move (for example, Ryu's Donkey Kick), and then super 
    cancel into a super that starts up really fast.  If they try to dash in to take
    advantage of your opening, they'll eat the super.  Another way is to again
    try to provoke them to attack you, and call your partner.  You might eat an
    attack, but your partner will probably hit them if they try to combo.  You
    can also use certain slow special moves to this effect, for example Doronjo's
    Push Like So and Joe's Shocking Pink.
    
    
    When you're on the defensive:
    -----------------------------
    
    Though it might seem surprising, when you're guarding against your opponent's
    combos, you'll have quite a few opportunities to start a combo of your own.
    
    Your most commonly used option here will be Advancing Guard (pushblock), which
    is done by pressing LMH simultaneously.  This has two useful properties, one,
    you recover from blocking faster, and two, it shoves the opponent back, and
    if they continue the combo they were doing the next hit might miss.
    Advancing Guard is very useful if you have a super that starts up really fast,
    for example as Ken, you can use Advancing Guard and then immediately use
    Kagaku Bird Smash if they continue their combo.  You can also use advancing
    guard to buy yourself more time to punish a laggy attack, but be aware that
    the opponent might super cancel if you try to dash in.
    
    Eventually, your opponent will probably learn not to keep comboing after being
    pushblocked, but it's still a very useful defensive weapon and it can mess up
    their offence.
    
    Another extremely useful way to counter-attack is to use variable Counter, by
    pressing F + P while blocking.  Variable Counter is probably the absolute best
    way possible to force an opening, if used against a slow attack like a Heavy
    the opponent usually has no way to avoid getting hit, and you're given a free 
    chance to juggle afterwards.  The downside is that you pay one level for this 
    privilege.  Still, you do get a tag out of the deal, so you should consider 
    using this if you need to tag.
    
    You can always try to beat out your opponent's attack with an attack of your 
    own: If your attacks hit each other, the attack with higher priority will win
    out and the loser will be hit, possibly leaving them open to a combo.  Though
    it would be an insurmountable task to determine the priority of every attack in
    the game, generally standing Heavy attacks, Launchers, and anti-airs have good
    priority and may beat out jumping attacks.  This is especially useful if your
    character fights with a weapon (a sword, for example), since weapons have far
    higher priority (and reach) than fists and feet.  You could also try to call
    in your partner to have them match priority with your opponent, the advantage 
    here is that if they lose, you can still block, so the risk is much less.
    
    One last option is to use moves that make you unflinchable.  If the opponent
    hits you while these are going on, you won't be hit out of the attack and
    you'll usually hit before the opponent recovers.  Batsu's Tardy Counters are
    similar but even better, since he can activate these while blocking, almost
    like free Variable Counters.
    
    
    ###############################################################################
    S-2
    
    Playing Keep-Away:
    
    Playing keep-away is fundamentally very different from fighting at close range.
    Your sole objective is to keep your opponent away from you, and to that end
    you'll have to play in a very reactionary way - if they super jump, you want
    to do something to hit them out of the air or dash to the other side.  If they
    dash in, you want to blast them.  You've got to be on your toes at all times.
    
    Obviously, you would also like to inflict a little damage against your opponent
    if they're just sitting there.  This is where chip damage comes in - use quick
    projectiles to gradually chip away at your opponent's life, but be careful not
    to do it too predictably or they may super jump over it and close in on you.
    It's still important to mix it up.  Be very careful against characters with
    beams, though, they can easily beam right through your projectiles (unless
    you're using Saki's beam).  
    
    If you've got a partner who can help you with your keep away (anyone with a
    projectile or an anti-air assist), don't forget to use them.  It's also a bit 
    safer to toss projectiles with your partner if your opponent is packing a fast
    startup super, at least it'll hit your partner (who will only take a few hits)
    and not you.
    
    When the opponent does close in on you (which they eventually will), your game
    changes.  If you're Rock (or anyone else), you can simply switch to fighting up
    close, whereas if you're Saki, you'll want to try to get them away from you, 
    thankfully she has some high knockback moves for this purpose.  If you find
    yourself trapped (as any keep-away character), you'll probably want to try to
    variable Counter and wait for a better time to switch back in.
    
    There's really not a ton more that can be said about this, playing keep-away
    really boils down to knowing which moves can counter what (this information
    can be found in the character section), knowing what the opponent is capable
    of (don't randomly fire Gun Shots at Ryu), and having good reflexes.  It's
    something that you have to practice a lot against real people to get good at.
    
    
    ###############################################################################
    S-3
    
    Mega Crash:
    
    Mega Crash allows you to escape combos, and is thus extremely useful for
    prolonging your life.  However, it has a high cost, so knowing WHEN to use it
    if of the utmost importance.  Many new players Mega Crash too much, and thus
    they either end up crippling their offence or not having it when they need it.
    
    The trick to knowing when to Mega Crash is to know what your opponent is
    capable of and to be aware of your surroundings.  This is best illustrated as
    a series of examples, however even then there are exceptions to these
    (see below for alternate scenarios):
    
    Suppose I'm jumping in on Morrigan, and she beats me out with her launcher
    and jumps up to follow with an air combo.  Morrigan generally has two things
    she can do in the air - she can either do her standard air combo, which is
    fairly weak, or do her Darkness Illusion combo, which is extremely strong.
    Thus, whether or not to Mega Crash depends on how many levels she has.  If she
    has 2 and a half levels or more, you probably want to Mega Crash, if not, 
    just eat the combo.
    
    Another example, let's see this time I'm jumping in on Ryu, and he beats out
    my attack with his standing H.  Normally, the best thing he could do here is
    F + H, H Tatsumaki Senpuu Kyaku, Shinku Hadouken.  This is moderately damaging,
    but keep in mind that you lose 10% health for Mega Crashing, and you'd already
    eaten the H, so it's probably best to take it.  However, it all changes if
    we're near the corner, then he can at least tack on a Donkey Kick and an extra
    H and F + H.  In this case, you probably want to Mega Crash out of it.
    
    Final example, let's say I'm fighting Tekkaman, and he hits me with his
    H Space Lance from far away.  In this case, don't Mega Crash.  Even if you do,
    Vol Tekka is still going to get you, because the Mega Crash won't hit Tekkaman.
    It's generally unsafe to Mega Crash against anyone with a beam super if the
    Crash isn't going to hit them (another example is Rock's Shield Rush, if you
    Crash the wallbounce part he can easily just Machine Gun Sweep).
    
    
    There's a couple other things to keep an eye out for:
    
    If you see that your opponent has a lot of red life, and they hit you with
    something, there's a very good chance you could be eating a massively powerful
    Baroque combo.  However, you shouldn't Mega Crash immediately, you should wait
    until they activate Baroque, then do it, so that they lose all their red life.
    Unfortunately, this means that an opponent with a lot of red life can combo
    you with some degree of impunity, you could eat the whole combo waiting for a
    Baroque that never comes.  There's little defence against this, if you use
    Mega Crash before they Baroque, and are left with less than 2 levels, then you
    can bet your bottom dollar that Baroque combo is coming for you.  Opponents
    with a lot of red life are dangerous any way you look at it, but most of the
    time they'll also have low yellow life and you might be able to kill them.
    It's a high-stakes game for both of you.
    
    Another thing to keep in mind is how much life you have.  Let's go back to
    the Morrigan example for a minute:  This combo is not very strong, but if you
    only have 9k yellow life it'll still probably be fatal.  In this case, you're
    forced to make a difficult choice between Mega Crashing and dying.  The first
    thing to look at is how much red life you have - if you have a lot, Mega Crash
    and try to tag out, the loss of that much red life is brutal.  Conversely,
    if you have little or none (perhaps you already Baroqued), let yourself die
    and keep the levels for your partner (unless your partner is already dead, in
    which case you should always Mega Crash, you've got nothing to lose).  
    
    Keep in mind that when your partner is dead, you get a power boost, so it may 
    actually be better to just let that partner die than leave them alive with only
    a sliver of health, especially if it means making a bad tag or having no levels
    for your healthy partner to Mega Crash with.
    
    The last thing to watch for is whether or not your opponent is actually going
    to continue the combo.  For example, suppose Soki caught me on a dash with his
    standing L.  He can follow up into a strong ground combo, but it's possible
    that he might not have been expecting that attack to hit, and he might not
    follow up in time before I can block.  For this reason, whenever the opening
    hit is delivered by the person who was on the defensive, I'd wait for the 
    second hit in the combo before you Mega Crash.  You can save yourself a lot of
    levels this way.
    
    
    Oh, you can also use Mega Crash offensively in certain combos, but you 
    shouldn't bother - you usually take more extra damage than your opponent does
    and it's never a good use of levels.  The only time you'd ever use a combo like
    this is if you've already got the match wrapped up and you want to show off,
    or if you have no red life at all and you want to have Baroque available
    (this can be useful, but usually it's best just to keep the pressure on until 
    you take a hit, then Mega Crash).
    
    
    ###############################################################################
    S-4
    
    Baroque:
    
    Baroque is most commonly used to extend combos and make them a lot more
    powerful.  When you have a fair bit of Red Life, do some basic combo, then
    use Baroque and do another combo for enormous damage.  This is generally not
    too complicated, but there are some considerations to bear in mind.
    
    The first is when to Baroque.  Generally, you want to do this when the
    opponent cannot Mega Crash (they have substantially less than 2 levels),
    otherwise they'll just crash and you'll lose your Red Life.
    
    So what do you do if you have a lot of Red Life and your opponent does have 2
    levels?  Well, the key is to look at your Yellow Life.  If you've barely got
    any, it's best to try to switch, it helps to get that health back and you
    don't want to die.  On the other hand, if you've got a fair bit, and your
    opponent ONLY has 1-3 levels, you can try to stay on the offensive - the fact 
    that the opponent knows they need to hold onto those levels weakens both their
    offensive and defensive capabilities.  If you start a combo, your opponent
    can't really Mega Crash until you Baroque, so you can do longer combos than you
    normally would be able to.  They also can't risk using supers against you if it
    would drop them below 2 levels.
    
    These all cover tactics for when your Red Life is high.  However, Baroque has
    some additional uses even when your Red Life is low.
    
    The first is to use it defensively.  Since Baroque puts you into a neutral
    state, you can use it during a laggy attack that misses or is blocked to
    protect yourself from a counter-attack, and possibly save yourself a Mega
    Crash.  You even might be able to launch a counter-attack if the opponent
    wasn't expecting it.  Since you usually won't be landing attacks this way, this
    is best when you have very low Red Life.
    
    Another way to use it is to add pressure when attacking.  For example, if I
    just did a low attack into an overhead and both were blocked, I could Baroque
    and either repeat the overhead or do the low attack again.  The opponent
    basically has to guess which way to block, so it's a good way to force an
    opening.  As an added bonus, if your attack hits, you retain your Baroque
    damage boost for the resulting combo, so this can be useful with a low to 
    moderate amount of Red Life.
    
    
    Basically, just be aware of the Baroque options you have available and keep
    a close eye on both player's health and super bars at all times.  Baroque can
    often completely turn the tide of a match when used correctly.
    
    
    ===============================================================================
    ===============================================================================
    B-0
    
    Miscellanious:
    
    
    ###############################################################################
    B-1
    
    Glitches:
    
    The following are bugs that occur in the game.  Most significantly hamper
    gameplay and their use is generally discouraged by competitive players.
    
    
    Flying Joe Glitch:
    ------------------
    
    As Viewtiful Joe, perform an air combo ending in Red Hot Kick, then cancel into
    a Variable Air Raid.  If it misses, you'll fly upwards and away from the
    opponent, where they won't be able to hit you.  You can easily run down the
    clock this way, or you can cancel out of it by mashing buttons.
    
    As the glitches go, this isn't too severe, most people will forgive its
    accidental use if you mash out quickly.
    
    
    Stuck Casshern Glitch:
    ----------------------
    
    If Casshern is killed when whistling for Friender, and then the opponent
    performs a pushblock against Friender's attack, Casshern will simply stay on-
    screen and his partner will never come in (assuming he had one, if not the
    match simply ends).  The match is "dead" at this point, you must wait for time
    to run out or quit.
    
    It is generally believed that the responsibility for performing this glitch
    lies with the player who isn't Casshern.  If you kill Casshern, don't pushblock
    the dog.
    
    
    Stuck Rock Glitch:
    ------------------
    
    If Rock is killed by either Viewtiful Joe's Shocking Pink or Doronjo's Boyacky
    Bomb at a specific point during his Machine Gun Sweep, he will remain on-
    screen and his partner will never come in (assuming he had one, if not the
    match simply ends).  The match is "dead" at this point, you must wait for time
    to run out or quit.
    
    This happens less consistently than the Casshern bug, and it's hard to set up
    for the non-Rock player.  However, if you're Rock, and your partner is Joe,
    you can easily use his assist to blow yourself up and you might get this.
    Obviously such use is very dishonourable and any tournament would disqualify
    you if you did it so obviously.
    
    
    ===============================================================================
    ===============================================================================
    M-00
    
    Minigames:
    
    This section explains the various minigames in Tatsunoko vs Capcom.  To unlock
    the minigames, first reach Yami as that character in Arcade mode, then buy
    them at the shop.
    
    
    Playing minigames is a decent way to earn points, and it's about the only fun
    your casual gamer friends will have with this game (it's also four players), 
    so they're not a terrible addition to the package.
    
    If you get a message when accessing the minigames and can't play them, unplug
    everything except your Wiimotes.
    
    
    
    ###############################################################################
    M-01
    
    Ken's Minigame:
    
    
    Ken's game is a shooting gallery.  Aim Birdrangs at Galactor's soldiers, but
    don't shoot your friends.
    
    
    Controls:
    ---------
    
    Point the Wiimote at the screen.
    Aim with the Pointer.
    Press A to shoot.
    Aim offscreen and press A to reload.
    
    
    Point system:
    -------------
    
    Grunt = 200 points
    Flying Robot = 2000 points
    Berg Katse = 1000 points
    Your Friends = -500 points
    
    
    Thoughts:
    ---------
    
    This is a pretty simple game, but it's one of my favourites in the package.
    Remember that you can reload at any time, not just when you run out of rangs.
    After Berg Katse appears, I usually just switch to shooting him.
    
    
    My High Score:
    --------------
    
    17000
    
    
    ###############################################################################
    M-02
    
    Jun's Minigame:
    
    
    Jun's minigame is similar to the skydiving game from Pilotwings.  Direct Jun
    into the point icons as she glides down to Earth.
    
    
    Controls:
    ---------
    
    Hold the Wiimote sideways.
    Use the D-Pad to move Jun.
    Hold 2 to maneuver Jun more precisely.
    
    
    Scoring:
    --------
    
    Collect 100, 200, and 500 point icons to get that many points.
    
    
    Thoughts:
    ---------
    
    This game is all about controlling Jun, which can be tricky because she has
    inertia and doesn't simply turn on a dime.  Try to use the 2 button when you
    only need a little bit of movement to get the next icon.
    
    
    My High Score:
    --------------
    
    6500
    
    
    ###############################################################################
    M-03
    
    Casshern's Minigame:
    
    
    Cashern's Minigame is a race between a group of Frienders, similar to the
    classic 100-yard dash from Track and Field.
    
    
    Controls:
    ---------
    
    Mash A to make Friender run.
    
    
    Scoring:
    --------
    
    Speed's all that matters.  Whomever comes first, wins.
    
    
    Thoughts:
    ---------
    
    This is a simple Mashfest, so press the A button as fast as you can.  The
    Wiimote's A button is nice and big, so you can use the old "Fingernail Trick":
    Press your thumb and index finger together so that your fingernails make a
    point, then rapidly rub that back and forth across the A button.  You'll
    destroy the competition for sure.
    
    
    My High Score:
    --------------
    
    4723
    
    
    ###############################################################################
    M-04
    
    Tekkaman's Minigame:
    
    
    Tekkaman's Minigame involves throwing the Space Lance through a group of
    baddies after getting a charge from Pegas.  It's effectively the same idea as
    the classic Long Jump game from Track and Field (Except you don't need to
    choose your angle).
    
    
    Controls:
    ---------
    
    Hold the Wiimote in Pointer Style.
    Waggle the Wiimote like crazy to charge Pegas' speed.
    Press B near the end of the path to throw the Space Lance.
    
    
    Scoring:
    --------
    
    You get 100 points per destroyed baddie.  The higher your speed when you throw
    the lance, the more baddies you'll destroy.
    
    
    Thoughts:
    ---------
    
    Waggle as much as you can, but make sure to throw the Space Lance before you
    fall off the edge.
    
    
    My High Score:
    --------------
    
    8400
    
    
    ###############################################################################
    M-05
    
    Polymar's Minigame:
    
    
    Polymar's Minigame is a race to drill through some rock.  This is a lot like
    a flagpole raising minigame from Mario Party 8.
    
    
    Controls:
    ---------
    
    Hold the Wiimote in Pointer Style.
    Spin the Wiimote in circles to drill.
    
    
    Scoring:
    --------
    
    The more rock you drill, the more points you get.  A big rock appears about
    every 1000 feet, which takes a bit longer to destroy.
    
    
    Thoughts:
    ---------
    
    The trick is finding exactly how small you can make your circles where the
    game will still accept them, then spin spin spin.  I hate this game, it's
    tiring.
    
    
    My High Score:
    --------------
    
    6425
    
    
    ###############################################################################
    M-06
    
    Yatterman's Minigame:
    
    
    Yatterman's minigame is a braking competition involving Yatter-Wan.
    
    
    Controls:
    ---------
    
    Press A to initiate Yatter-Wan's brakes
    
    
    Scoring:
    --------
    
    The closer you get to the skull panel without actually touching it, the more
    points you get.
    
    
    Thoughts:
    ---------
    
    Watch the weather conditions, they affect when to hit the brakes.
    
    Under clear weather, you want to hit the brakes at about 55.
    Under the headwind, you want to hit the brakes at around 40.
    Under the tailwind, you want to hit the brakes at around 75.
    In the rain, you want to hit the brakes at around 90.
    
    
    My High Score:
    --------------
    
    9801
    
    
    ###############################################################################
    M-07
    
    Karas' Minigame:
    
    
    Karas' minigame is a involves dispatching demons.  Slash multiple demons 
    without missing to score big points!
    
    
    Controls:
    ---------
    
    Waggle to slash the demons when they're close.  
    
    
    Scoring:
    --------
    
    100 + 40(x-1) per demon, where x is the number of demons hit in your combo.
    
    So basically it's 100, 140, 180, 220, etc.
    
    
    Thoughts:
    ---------
    
    Just try not to miss.  The demons speed up, after about 20 it's almost better
    just to frantically waggle because it's hard to time it.
    
    
    My High Score:
    --------------
    
    14320
    
    
    ###############################################################################
    M-08
    
    Doronjo's Minigame:
    
    
    Doronjo's Minigame involves riding on her tandem bicycle and trying to collect
    coins, while avoiding bombs and pits.
    
    The credits minigame (Press A during the credits) is a minor variation of this
    game where you collect letters intead of coins.
    
    
    Controls:
    ---------
    
    Hold the Wiimote Sideways.
    Use the D-Pad to move the bicycle forward and backwards.
    Press 2 to jump.
    
    
    Scoring:
    --------
    
    100 points per coin collected.
    
    
    Thoughts:
    ---------
    
    The biggest threat is the pits, not the bombs.  Be careful, when the bicycle is
    almost in a pit, you won't be able to jump, so jump early.  Also, the game
    seems to go on forever, so focus more on survival than going after every coin.
    This is one of my favourite minigames.
    
    
    My High Score:
    --------------
    
    66200
    
    
    ###############################################################################
    M-09
    
    Daimaou's Minigame:
    
    
    Daimaou teaches math!  Select the missing symbol to complete his mathematical
    equations.
    
    
    Controls:
    ---------
    
    Point the Wiimote at the screen.
    Press A or B to select the correct answer.
    
    
    Scoring:
    --------
    
    100 points per correct answer.
    -50 points per wrong answer.
    
    Thoughts:
    ---------
    
    This can actually be kind of hard, because the missing symbol can be anywhere
    in the equation. 
    
    Since the penalty for being wrong is less than the bonus for being right, it's
    probably best to try to play fast rather than carefully.
    
    
    My High Score:
    --------------
    
    1100
    
    
    ###############################################################################
    M-10
    
    Ippatsuman's Minigame:
    
    
    Ippatsuman's Minigame is a pitching derby.  Hit the targets on the pitching
    machine with good aim!  
    
    This is kinda similar to the Megaton Punch game from Kirby's Super Star, and
    other timing based minigames like that.
    
    
    Controls:
    ---------
    
    Press A to set the first aiming gauge (horizontal angle)
    Waggle to set the second aiming gauge (verticle angle)
    
    
    Scoring:
    --------
    
    Hit the 10, 50, 100, 200, 300, 400, 500, and 1000 icons to get those points.
    Hit the Pig Icon for 2000 points.
    
    
    Thoughts:
    ---------
    
    The Pig Shows up after destroying all 9 targets.  The trick is that if you 
    have great aim, you can destroy 2 or even 4 targets at once, leaving you with
    more balls to shoot the pigs.  
    
    You don't need anywhere near the whole aiming bar, the place to set it to hit
    multiple targets is about 10% off the middle.
    
    This is my favourite minigame.  There's a lot of room for skill and it's not
    tiring to play.
    
    
    My High Score:
    --------------
    
    10660
    
    
    ###############################################################################
    M-11
    
    Gold Lightan's Minigame:
    
    
    Polish your Gold Lightan!  Polish like crazy!  This is a lot like that Chain 
    Chomp polishing minigame from Mario Party 8.
    
    
    Controls:
    ---------
    
    Waggle like crazy to polish.  Seriously.  You'd better go nuts.
    
    
    Scoring:
    --------
    
    The more you waggle, the more points you get.
    
    
    Thoughts:
    ---------
    
    The computer is ludicrously good at this game, and it's almost impossible to
    win.  I have beaten them before, but you'd better not need your arm for
    anything else that day.  This is another one of those minigames I'd avoid like
    the plague.
    
    
    My High Score:
    --------------
    
    17210
    
    
    ###############################################################################
    M-12
    
    Ryu's Minigame:
    
    
    Ryu's Minigame involves throwing Hadoukens (just like everything Ryu does).
    Try to throw when the bar is full for maximum power.
    
    This is another simple timing minigame, much like the end of level bonus games
    in Kirby (Dyna Blade from Super Star for example), except that you've got to
    do it repeatedly.
    
    
    Controls:
    ---------
    
    Waggle to throw the Hadouken.
    
    
    Scoring:
    --------
    
    200 points for a post, box, or control console
    600 points for a big post, fence, or statue
    1000 points for a big robot head
    
    
    Every shot you take makes the object worth fewer points.
    Destroying the object with a max-power hadouken is worth 1.5x as many points.
    
    
    Thoughts:
    ---------
    
    This is a pretty simple game, but it can be fun.  Throwing the red hadouken
    instantly kills any target and gives extra points, so try for that every time.
    
    Who knew Ryu was such a vandal?
    
    
    My High Score:
    --------------
    
    10740
    
    
    ###############################################################################
    M-13
    
    Chun Li's Minigame:
    
    
    Chun Li's Minigame involves her chiselling out statues of Ryu with her 
    Hyakuretsu Kyaku.  Lots and lots of statues of Ryu.
    
    Maybe there's some truth to those fan rumours that she has a thing for him?
    
    
    Controls:
    ---------
    
    Mash A, B, 1, and 2 to kick.  You can mash all four buttons, so find a way
    to hold the Wiimote so you can press them all.
    
    
    Scoring:
    --------
    
    The more you mash, the more points you'll get.
    
    
    Thoughts:
    ---------
    
    This is another mashfest, but now you can use all the buttons, so you'll need
    to find some other way to hold the controller.  The way I've found most
    effective is to use one thumb to alternate between 1 and 2 as fast as possible,
    and the thumb and index finger of the other hand to mash A and B.  This can
    get you lots of points, but 30 seconds is a long time to keep this up.
    
    
    My High Score:
    --------------
    
    8560
    
    
    ###############################################################################
    M-14
    
    Morrigan's Minigame:
    
    
    Morrigan's Minigame involves her performing a super high vector drain against
    a very wiggly Casshern.  He doesn't really seem too upset about this, but I 
    guess it'd be worth it to have Morrigan hold you close like that.  Plus,
    he is wearing a helmet - Safety first, kids.
    
    
    Controls:
    ---------
    
    Press A when the bats cross the line for more boost.
    At the very end, press A as late as you can before she hits the ground.
    
    
    Scoring:
    --------
    
    The more accurately you hit the bats, the more points you get (it's not
    directly based on how high you go).
    
    If you get a "Fantastic" finish, you get about twice as many points.
    
    
    Thoughts:
    ---------
    
    This is an interesting game.  The trick is to learn the timing for that final
    A button press, even if you're a pro at the first part of the game it won't
    mean anything if you miss at the end.  You must hit it BEFORE she hits the
    ground (if it's as she hits the ground you'll fail), so make sure to watch
    her.
    
    
    My High Score:
    --------------
    
    12851
    
    
    ###############################################################################
    M-15
    
    Alex's Minigame:
    
    
    Alex's Minigame involves tossing a car.  I knew it wouldn't be Street Fighter
    if you didn't destroy a car somehow.
    
    This is exactly like Rayman Raving Rabbid's Cow throwing game.
    
    
    Controls:
    ---------
    
    Hold the Wiimote in Pointer style.
    Hold B to pick up the car.
    Spin the Wiimote to Spin the car.
    Let go of B to throw the car when the pointer is in the Red part.
    
    
    Scoring:
    --------
    
    50 x how far you threw the car.
    
    
    Thoughts:
    ---------
    
    Release B in the middle of the Red Zone for maximum points.  This is another
    one of those annoying tiring games.
    
    
    My High Score:
    --------------
    
    8200
    
    
    ###############################################################################
    M-16
    
    Batsu's Minigame:
    
    
    Batsu's Minigame involves remembering and performing a sequence of actions
    as fast as possible.  It's basically just that old Simon toy in game form.
    
    
    Controls:
    ---------
    
    Hold the Wiimote sideways.
    Use the D-Pad and the 1 and 2 buttons to reproduce the sequence.
    
    
    Scoring:
    --------
    
    If you answer real fast, you get 500.  A little slower, and you get 300.
    If you get it just before time runs out, you get 100.
    
    
    Thoughts:
    ---------
    
    Since you can only lose 3 times before you're out, it helps to be careful.
    If you see a sequence that has something like "down, right" in it, you can
    use your quarter-circle skills to input the motion a little quicker.
    Same goes for anything like left down right.
    
    It gets insanely fast after a while.
    
    
    My High Score:
    --------------
    
    7300
    
    
    ###############################################################################
    M-17
    
    Rock's Minigame:
    
    
    Rock's Minigame is a counting game, count the number of Servbots that are in
    your box.   Some can leave your box, so count carefully.  There's 3 rounds.
    
    Player 1 is blue, player 2 is red, player 3 is green, and player 4 is yellow.
    
    
    Controls:
    ---------
    
    Hold the Wiimote in Pointer style.
    Use up and down to input the number of Servbots.
    Press A to confirm
    
    
    Scoring:
    --------
    
    If you answer correctly, you get 100 points.
    If you're off by 1, you get 50 points.
    If you're off by 2, you get 25 points.
    
    
    Thoughts:
    ---------
    
    This would be fun, but it's so easy that everyone is basically guaranteed to
    get 300 points (the maximum).  It's a shame there's only 3 rounds.
    
    If you want to have more fun, try playing with 4 wiimotes and 2 players, so
    each person has to count TWO boxes.  This way it's somewhat challenging.
    
    
    My High Score:
    --------------
    
    300
    
    
    ###############################################################################
    M-18
    
    Soki's Minigame:
    
    
    Soki's Minigame involves slashing fire spirits as they approach you.  The
    closer the spirits are to you, the more points you get, but don't get hit!
    
    
    Controls:
    ---------
    
    Waggle to slash the fire.  You can do a 3 hit combo.
    
    
    Scoring:
    --------
    
    800 points if the spirit is really close.
    400 points if the spirit is pretty close.
    100 points if the spirit is far away.
    
    
    Thoughts:
    ---------
    
    Very simple, and similar to Karas's game except instead of combos you're
    rewarded for taking risks.  Don't get too crazy, though, after being hit 3
    times, you lose.
    
    
    My High Score:
    --------------
    
    20300
    
    
    ###############################################################################
    M-19
    
    Roll's Minigame:
    
    
    Roll's Minigame is an obstacle course of sorts.  Try to sweep up the puddles,
    and don't get hit by things.  You're finished after you take 3 hits.
    
    
    Controls:
    ---------
    
    Hold the Wiimote in pointer mode.
    Use the DPad to move left and right.
    
    
    Scoring:
    --------
    
    300 points for a small puddle, 100 points for a medium puddle, 50 points for
    a big puddle.
    
    You also get points just by staying alive.
    
    
    Thoughts:
    ---------
    
    Roll controls in a kind of slippery manner, be careful not to oversteer.  You
    get points just for surviving, so don't go overboard trying to get the puddles.
    This is a pretty fun game, it's one of my favourites, and who doesn't love
    Roll's theme?
    
    
    My High Score:
    --------------
    
    13948
    
    
    ###############################################################################
    M-20
    
    Saki's Minigame:
    
    
    Saki's game is all about shooting down asteroids with her gun.  This seems
    like the kind of minigame you'd find in Point Blank.
    
    
    Controls:
    ---------
    
    Point the Wiimote at the screen.
    Aim with the Pointer.
    Hold A to shoot.
    Aim offscreen to recharge the gun.
    
    
    Scoring:
    --------
    
    100-500 points per asteroid based on size (smaller ones are worth more).
    -100 points for shooting down Pegas.
    2000 points for shooting down the pig.
    
    
    Thoughts:
    ---------
    
    Asteroids split into smaller pieces after being shot, so go for those, too.
    Later on, Pegas and the pig show up, so you'll have to be more careful with
    your shots.
    
    Unlike most games like this, there's no penalty at all for missing the meteors,
    you don't even lose time.  I guess Saki could care less if the Earth blows up.
    
    
    My High Score:
    --------------
    
    12300
    
    
    ###############################################################################
    M-21
    
    Joe's Minigame:
    
    
    Joe's Minigame is a photography contest.  Joe runs across the screen at high
    speed, and your goal is to snap a picture when he's in frame.  It's kinda
    like a super simplified version of Pokemon Snap.
    
    
    Controls:
    ---------
    
    Press A to take a picture.
    
    
    Scoring:
    --------
    
    2000 points for a perfect shot, less if you only get a bit of him.
    
    
    Thoughts:
    ---------
    
    Joe has many moves, but I like to try to take the picture during his Red Hot
    Kick - it makes a distinctive noise and he never does a fakeout during it.
    
    
    My High Score:
    --------------
    
    3866
    
    
    ###############################################################################
    M-22
    
    PTX-40A's Minigame:
    
    
    PTX-40A's Minigame is a full-fledged vertical shoot-em-up, similar to Raiden
    or whatever else.  It even has distinct levels and bosses!
    
    Your PTX unit has several components to it.
    
    The first is your power.  This appears as red dots in the top left corner of
    your status window, and it governs how fast you shoot.  Every time you are hit,
    you lose one level of power.  The max is two.
    
    The second is your shield, which is the blue bar along the bottom of your
    status window.  Every time you are hit, you lose some, if it runs out, you're
    finished.
    
    The third thing is your secondary weapon, which appears in the middle of the
    screen.  These have limited shots, so use them wisely.
    
    Controls:
    ---------
    
    Hold the Wiimote Sideways.
    Move with the DPad.
    Hold 1 to fire your primary gun.
    Hold 2 to fire your secondary gun (if you have one).
    
    
    Scoring:
    --------
    
    5 points for enemy missiles.
    10 points for shooting most enemies and getting Powerups when you don't need
    them.
    25 points for blowing up some bigger things like towers.
    50 points for blowing up massive enemies.
    100 points for blowing up a boss.
    800 points for grabbing the points pickup.
    2000 points for picking up the pig bag when it appears.
    
    
    Weapons:
    --------
    
    Gatling Gun - fires two shots on a 30 degree angle or so.  You get lots of
    shots and it's good for clearing out enemies, but it's not too strong.
    
    Missile - it's fairly strong and it homes.  Not many shots, though.
    
    Shotgun - It fires a barrage of shots that's ridiculously strong against
    bosses, and you get quite a bit of ammo.  Definitely save this one if you get
    it, it's extremely helpful.
    
    
    Bosses:
    -------
    
    Mega Scorpion - Try to keep your distance from him, and wait for him to charge,
    then blast him.  He's really just a stronger version of the scorpion enemy.
    
    Mega Wasp - Flies towards you, firing a barrage of shots, then retreats and
    shoots some gnats.  He can be a really nasty customer if you don't take him
    down quickly.
    
    Final Carrier - This guy is enormous and very heavily armed, but the shotgun
    makes extremely short work of him.  Pray you have it with you.
    
    
    Thoughts:
    ---------
    
    Wow, this game is so elaborate compared to the others.  The first thing to
    understand is how to control PTX, he rotates during normal movement, which
    can be confusing, but if you hold down the fire button he'll strafe instead
    of turning.
    
    The next thing to pay attention to is Powerups.  They switch between Power
    and health recovery, so take whichever one you need.  If you need neither,
    pick it up for some points (unless you have allies who need it).
    
    As for the special weapons, you can pick up one you've already got for more
    ammo, so if you're playing with friends, have each of you use a different
    weapon type.
    
    After beating all 3 stages, the game repeats, but it gets harder.
    
    Actually, this is clearly my favourite game.  It kinda shouldn't even be in the
    running, it's obvious they put like 20 times more work into it than anything
    else.  This is especially fun as a co-op game.
    
    
    My High Score:
    --------------
    
    9190
    
    
    
    ===============================================================================
    ===============================================================================
    Z-0
    
    Contact and Credits:
    
    
    ###############################################################################
    Z-1
    
    Contacting Me:
    
    You can reach me via email at  terotrous (at) yahoo (dot) com.
    Include Tatsunoko vs Capcom or "TvsC" in the topic title so I know it isn't 
    spam.  If you find out anything I add to the guide I'll add you to a list
    of contributors.
    
    I don't check my email that much, so be aware it might take me a long time to
    get back to you.  A better way might be to post on the Wii Tatsunoko vs
    Capcom message board at GF, I check it fairly often.
    
    
    What to contact me about:
    
    If you find any really awesome combos, or have some notable corrections or
    other special tricks you'd like to point out, they'd be appreciated.
    
    
    ###############################################################################
    Z-2
    
    Special Thanks:
    
    Keits -  http://www.youtube.com/user/Rockeits
             I learned the bulk of what I know about combos from Keits' videos.
             Thanks also to all of the other players who appear on his channel.
    
    Ice Queen Zero - I had to consult her FAQ a few times to look up the Kanji on
                     certain attack names.  My Japanese isn't as good.
    
    Shadow_Starwolf, JayceMJ, Fynal - For suggesting miscellaneous corrections.
    
    izanagisama - For linking me to like a 50 different infinites.
    
    WWWJDIC - http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi
              An invaluable resource for Japanese translation.
    
    Capcom and Tatsunoko - For making this game happen, and also for all the other
                           excellent games / shows they've made.
    
    Gamefaqs - For hosting this guide.
    
    Ascgen - http://ascgendotnet.jmsoftware.co.uk/
             This program helped me create that ascii logo I used here
             (though it also took a LOT of picture editing)
    
    Wikipedia - http://en.wikipedia.org/wiki/Main_Page
                Provided some of the background information for the Origins
                sections.
    
    
    And also to the posters on the Gamefaqs message boards and other posters on
    Youtube, from whom I picked up various tricks.
    
    That's it for now.  If you submit information, your name could be here!
    
    
    ###############################################################################
    C-3
    
    Closing Information:
    
    
    Thanks for reading this guide.  I hope you found it helpful.  Gnik out.
    
    
    Tatsunoko vs Capcom Guide copyright Adam King, 2010.  Do not reproduce or
    redistribute.
    
    Tatsunoko vs Capcom the game, and all related copyrights and trademarks 
    are held by their original owners.  This guide is not intended to infringe
    upon said copyrights in any way.
    

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