Bloody Roar 3

Bloody Roar 3

13.10.2013 15:57:46
~B
BLOODY ROAR 3
GUIDE TO TECHNICAL MADNESS

VERSION: 0.9

PRODUCED: (C) 2001 Hudson Soft
GAME CONSOLE: Playstation 2

FAQ AUTHOR: Deeshad
E-MAIL: hanzouds@hotmail.com



------------
*DISCLAIMER*
------------

This FAQ is written for fun and personal usage ONLY. It's okay to reproduce this FAQ
for viewing purposes, which should be meant to better your game play and knowledge on the game
being discussed below. It is NOT to be used for profitable and/or promotional means, (ex. a
game magazine) nor should the contents from this page be copied in ANY way, used under a
different name, or rewritten/changed in any manner. If the following is violated in any manner,
that's plagiarism and I have the right to take legal actions against any violators. If you
want to place this on an FAQ web site or page that deals with games, please let me know FIRST
and get ask for MY permission. If the permission is granted, please be sure to give credit to
where it belongs. (ME!) If you have any questions or comments about this FAQ, feel free to
contact me at .


-------------------
*TABLE OF CONTENTS*
-------------------
A) INTRO
B) QUICK CONTROL LAYOUT & FUNCTIONS
C) GAME MODES *UNDER CONSTRUCTION*
D) IN-DEPTH DISCUSSIONS (PART 1)
-BEASTORIZING SYSTEM
-OFFENSE & DEFENSE
-THROW SYSTEM
-COMBO SYSTEM
-DAMAGE CONTROL
E) UNDERSTANDING THIS FAQ
F) CHARACTERS
-YUGO *COMPLETE*
-ALICE *COMPLETE*
-LONG *SEMI-COMPLETE*
-MARVEL *INCOMPLETE*
-BUSUZIMA *INCOMPLETE*
-JENNY *COMPLETE*
-BAKURYU *SEMI-COMPLETE*
-URIKO *SEMI-COMPLETE*
-GADO *COMPLETE*
-STUN *COMPLETE*
-SHEN LONG *SEMI-COMPLETE*
-XION *COMPLETE*
-KOHRYU *SEMI-COMPLETE*
-URANUS *COMPLETE*
G) SECRETS & TRICKS
H) IN-DEPTH DISCUSSIONS (PART 2) *NEW!!*
-RATINGS ON CHARACTERS' LIFE GAUGE
-RATINGS ON CHARACTERS' BEAST GAUGE
I) RECOGNITION TO CONTRIBUTORS *INCOMPLETE*
J) REVISION HISTORY

-------========================================-------

This FAQ can be found at:

GameFaqs
Cheat Code Central
Playstation Cheat.net

-------========================================-------


=================================================================

------------------
A) INTRO & UPDATES
------------------

Hey! Thanks for choosing this FAQ. This is my attempt to write an informative & fully usable
guide about Bloody Roar 3, which has really shaped up into a unique fighting game that can stand
on its own.

Bloody Roar 3, the 3rd installment in the Bloody Roar series, contiues the wild & frenzy primal
battle with new features (Air Combos, improved Guard Escape, Hyper Beast Mode) & characters
(Xion, Kohryu, and Uranus). Many of the flaws that plagued the 1st installment, and lingered in
the 2nd installment, have been ironed out very well, setting this game on a more technical course
(in my opinion). This is what leads me to do this FAQ.

Taking a more serious approach, I will attempt to place in this FAQ detailed explanations and
descriptions about the features in this game, from its fighing system down to the characters &
their numerous attacks. At the moment, this FAQ is still in its preliminary stage, so there is still
some info missing/have yet to be added in. Due to some changes in my schedule, I can only guarantee
that this FAQ will be updated on sometime on the weekends. Please have some patience as I try my best to complete
this FAQ, which may hopefully become a helpful guide to those game players that want to master
everything that's Bloody Roar. Period.

How am I making this work? My sources in writing this FAQ are based on:

1) The arcade version (Japanese)
2) The Playstation 2 version (English)
3) The Bloody Roar 3 Website (Japanese)
4) The Bloody Roar 3 Book from V Jump (Japanese)


Now, the time has come. Wake the spirit of the beast within you!

-Deeshad


-----------------------------------
B) QUICK CONTROL LAYOUT & FUNCTIONS
-----------------------------------

--------------------------
|CONTROLLER SETUP (Default)|
--------------------------

*Note that the conditions written below are based on a character on the left side of the
screen facing right. If the conditions change to the right side of the screen, then any
key press that involves left & right will be reversed.

KEY PAD BUTTONS (Default)
------- -----------------

RIGHT = forward SQUARE = Punch R1 = Heavy Guard
LEFT = back X = Kick L1 = Beast Drive
DOWN = crouch CIRCLE = Beast R2 = Sidestep (Towards screen)
UP = jump TRI = Throw L2 = Sidestep (Away from screen)

------
|MOVING|
------

Walk Forward = f | Sidestep = d,d (R2) or d,u (L2)
|
Walk Backward = b | Lie Down = Hold R1, then press d,d (lasts for 2 second if d is
| held on 2nd press)
Crawl Forward = df | Super Jump = Dash, then jump
|
Crawl Backward = db | Wall Jump = Jump at a wall, f (in beast form only)*
|
Quick Forward = f,f | = f,f or b,b in the air (Jenny in beast form only)**
| Hover <
Dash = f,f (Hold) | = Dash, then Jump (Stun in beast form only)**
|
Backstep = b,b | Chase Jump = Press Up after a launched character (Only in beast
form)***

*Uriko & Bakuryu are the only characters that can do a Wall Jump during human form. Uriko
will do this through "Hien Raku" near a wall, while Bakuryu needs to be near a wall when
he executes "Tenjin Izuna Otoshi" or "Tenjin Raiko Kyaku".

Stun cannot Wall Jump normally while in beast form. It's only possible through his Hover, which
will give Stun some extra height. Just do Stun's Hover near a wall, then do the motion for a Wall
Jump.

**Jenny's Hover can last for an infinite amount of time by alternating f,f and b,b one after
the other. Stun's Hover gives him the ability to float through the air for about 2-3 seconds.
Any air-based move(s) or attack(s) can be done from both character's Hover, while Jenny's
Hover can also be done after a Wall Jump.

***Uranus is the only character that can perform a Chase Jump in both human and beast form.


---------------------
|DEFENSE-RELATED MOVES|
---------------------

Light Guard = Stand still (High) or press Down (Low)
Heavy Guard = Press R1/Back (High) or Down+R1/Down-Back (Low)

Guard Escape = Press R1 & Forward simultaneously / hold Forward & press R1 just as an attack is
about to connect (Can be done continuously)

Guard Attack = d,db,b+P/K (Depends on character)
Guard Reversal = See specific characters' movelist for correct motion
Guard Break = Any attack that has a golden flash (Only a Heavy Guard can defend
against this)

Motion Cancel = R1 (Cancels movements)
Combo Cancel = R1 (Cancels combos from the last button pressed)
Command Cancel = R1 (Cancels most Command Attacks)

Retaliation = Do Command Attack motion while holding R1. Press attack button as R1 is released.

--------
|THROWING|
--------

P+K \
or > Standing Throw (Front & back; both with miss animation)
R1+P /

d+P+K \
or > Crouching Throw (Front & back; both with miss animation)
d+R1+P /

Throw Escape = P+K just as you are being grabbed (Only against High, Low, and Air Throws)

------------------------
|BEASTORIZING/BEAST GAUGE|
------------------------

EMPTY GAUGE
-----------
In human form, Beast Gauge is empty, or hasn't been filled 1 level yet.

Beastorize Pose = B (to fill up Beast Gauge)

BEAST MODE
----------
Beast Gauge is filled 1 level (Character flashes):

-Transform = B button (invincible)
-Dash & Transform = B during a Dash (vulnerable)
-Attack & Transform = Any Beast Command attack (vulnerable)
-Combo & Transform = Any combo that has an extension into a beast combo (vulnerable)
-Cancel & Transform = P+K+G to transform from any move that has a Cancel Point (invincible)

HYPER BEAST MODE
----------------
Beast Gauge is filled 2 levels & gauge is flashing white (Character flashes with respective
beast sign):

-Hyper Transform = P+B+G or K+B+G (invincible)
-Cancel & Hyper Transform = Transform from any move that has a Cancel Point (invincible)

IN BEAST/HYPER BEAST MODE
-------------------------
-Beast Drive = d,df,f(x2)+B or d,db,b(x2)+B

-Preset Beast Drive = P+K+B or L1*

-Beast Drive Enhanced = See specific characters' movelist for correct motion

*Which of the 2 Beast Drive that will be done depends on the character

-------------------------
|WHEN LAUNCHED/SENT FLYING|
-------------------------

Air Recovery = P+K (Recover in midair):
-When launched into the air (If sent spiraling, Recovery will not work)
-When juggled
-When sent flying into a wall (not when you're slammed into a wall and
take damage. This is just as you're about to hit a wall)

Ground Recovery = P+K (Recover in a low crouch):
-When swept off your feet
-When knocked away low over the ground

-------------------
|AFFECTING THE STAGE|
-------------------

Floor Break = When slammed onto the floor (Only in "Slum Street" stage)

Wall Crack/Dent = When slammed into the sides of a stage, or do attacks near the sides of a
stage

Wall Shake = Move/Attack near a wall

Wall Break = In final round, killing blow slams a character into a wall

---------------------
|OFFENSE-RELATED MOVES|
---------------------

ON THE GROUND
-------------

WHEN PUNCH/KICK/BEAST BUTTON IS PRESSED UNDER THE FOLLOWING CONDITIONS:

Standing Attack = P/K/B
Forward Attack = f+P/K/B
Back Attack = b+P/K/B
Crouching Attack = d+P/K/B
Low Forward Attack = df+P/K/B
Low Backward Attack = db+P/K/B
Quick Forward Attack = f,f+P/K/B
Dashing Attack = Dash+P/K/B
Lay Down Attack = Lie Down+P/K/B
Back Turn Attack = Back,P/K/B
Low Turn Attack = Back,d+P/K/B
Leap Attack = u+P/K/B

Note the attributes & usage of each attack depends on the character being used

IN THE AIR
----------

Simple Downward Punch = P Hammer Fist = f or b + {P}
Simple Flying Side Kick = K Drop Kick = f + {K}
Simple Flying Front Kick = B Reverse Drop Kick = b + {K}
Beast Air Attack = f + B

Note the attributes & usage of each attack depends on the character being used

--------------------------------
|WHILE HIT/DURING A DOWN POSITION|
--------------------------------

DURING A DOWNBOUND
------------------
Downward Attack = Any Mid/Low level attack (regular or Command Attack)

*While being hit, a character cannot recover and/or roll away


DURING A FULL DOWN
------------------
Pursuit Attack (a.k.a Ground Attack) = d+P, K, or B

*Note that the type of Pursuit Attacks that can be done varies between each character


WHEN KNOCKED DOWN
-----------------
Stand Up = Press nothing (can still be hit by a Pursuit Attack in the beginning animations)

Roll = Press in any direction rapidly

Recovery Speed Boost = P repeatedly (avoid Pursuit Attacks)

Rising Attack = Press K (hits mid)


DURING A STUN POSTURE
---------------------
Stun Recovery = Press Directional buttons and/or R1 rapidly


-------------
C) GAME MODES
-------------

ARCADE

VS BATTLE

SURVIVAL

PRACTICE

OPTION


--------------------------------
D) IN-DEPTH DISCUSSIONS (PART 1)
--------------------------------

-------------------
|BEASTORIZING SYSTEM|
-------------------

In BR3, the beastorizing system has undergone massive changes, making it a necessity to transform
into Beast mode at least once during a match.

-----------
BEAST GAUGE
-----------

The Beast Gauge has two levels it can be filled up to. At first, when it is completely empty, blue
energy will slowly fill into the Beast Gauge on its own. The gauge can fill up even faster by:

-Executing attacks
-Striking the opposition
-Taking damage from the opposition
-Pressing B button (Beastorize Pose)
-If Life Gauge is very low, everything stated above will fill the Beast Gauge twice as fast

When the gauge is completely filled with blue energy, a character will flash momentarily and
the sign "BEAST CHANGE!!!" will appear, along with an orange button and the word "BEAST" in
yellow letters above it. This is the 1st level of the Beast Gauge. Characters can tranform
into Beast form when level 1 has been reached.

After level 1 has been reached, the Beast Gauge will become empty again. Instead of blue energy,
yellow energy will start to fill the Beast Gauge. All the methods used to fill the Beast Gauge
as stated above can be used except for the B button (which will instantly turn a character into
Beast form). When the gauge is completely filled with yellow energy, the character's Beast Sign
will flash around him/her while the Beast Gauge will start flashing. Again, the sign "BEAST
CHANGE!!!" will appear above the gauge, while the word above the orange button, "BEAST", will
turn white. This is the 2nd & final level of the Beast Gauge, with the gauge remaining completely
filled. Characters can now tranform into Hyper Beast form, or turn into regular
Beast form.

At the start of each match, both characters' will start off with their Beast Gauge filled to the
1st level, meaning that Beast mode can be initiated from the start. The energy in the Beast Gauge
(whether partially or entirely filled) will not deplete under any condition as long as a character
doesn't go into Beast mode. However, once Beast mode has been initiated, the Beast Gauge will
decrease under these conditions:

-Blocking attacks
-Taking damage (any form of damage)

How much energy in a character's Beast Gauge not only determines how large the temporary (white)
area in his/her Life Gauge will be, but the strength of a Beast Drive when he/she transforms. Both
are universal to each other, for the lower the energy in the Beast Gauge is, the weaker the Beast
Drive & the less temporary area that will appear. The more energy, the stronger the Beast Drive &
the more temporayr area that will appear. On a whole, it's best to transform into Beast form when
a character's Beast Gauge is filled to the maximum to get the full benefits from it.

While in Beast mode, a character will revert back to human form when the Beast Gauge is completely
empty if one of these conditions come into play:

-Being knocked down
-Being juggled/hit repeatedly while in the air
-Certain attacks & throws (ex: Uriko's "Hekireki Pinfu" will knock her out of Beast form, while
her front throw, "Indara", will knock her opponent out of Beast form)
-Certain moves that put a character into specific Stun postures (ex: when a character falls
into "gut" stun due to Yugo's "Clinch", he/she will fall out of Beast form)

----------
BEAST MODE
----------

When the Beast Guage is filled up 1 level, a character can transform into Beast form. There are
several ways to go into Beast mode:

-TRANSFORM!: The standard method in beastorizing. Stand still, and hit the Beast button.
This can also be done in the air as well (giving you the ability to do a double jump as you
transform). A character will be completely invincible to any form of attack, while the
opposition will either be floored (not blocking) or knocked away (counter hit) if caught in
the aura of a character's transformation.
-DASH & TRANSFORM!: Just run and hit the Beast button to "beastorize" and charge in at the
same time. The attack that will be done will be each character's normal Dash+Beast Button attack.
-ATTACK & TRANSFORM!: Execute a Beast Command Attack (on its own or tagged into a combo) while
in human form.
-COMBO & TRANSFORM!: Within the middle of a combo, hitting the Beast button will allow a
character to transform while continuing the assault. This can only be done through combos
that have an extension to adding in Beast combos and attacks.
-CANCEL & TRANSFORM!: The newest method, characters can now use Cancel Points to instantly go
into Beast Mode. Press P+K+G (or L1) after an attack that has a Cancel Point. Characters will
go into Beast Mode similar to the 1st method on the list, being completely invincible to any
retaliation. However, if the Beast Gauge is empty, the Beastorize Pose will be executed
through this method.

Turning into Beast form gives each character enhanced offensive and defensive attributes, as
listed below:

OFFENSIVE ABILITIES
-------------------
-Attacks are now stronger, wilder, and brutal
-Chase Jump is now possible, enabling characters to do an Air Combo
-More Cancel Points are availible, including on attacks that normally do not have a Cancel
Point in human form
-Attacks have more power to knock foes away & higher in the air
-Beast Drive attacks and Beast Drive Enhanced attacks can be used
-All attacks will now do block damage. Depending on the attack executed, a character may either
lose health, temporary damage, or both health & the temporary damage in the Life Gauge.

DEFENSIVE ABILITIES
-------------------
-Characters' movements (in most cases, for the better) change
-Wall jump is now possible
-Characters can endure more damage
-Recover health into the temporary (white) damage area in a character's Life Gauge

For most characters, going into Beast form changes his/her appearance for the better. For
example, Bakuryu becomes shorter and gains longer arms. Xion gains blades on his arms and legs,
giving him an unbeatable advantage in reach. Alice's jumping abilities soars far beyond normal.
Interesting enough, Jenny & Stun are the two characters who go under some unique, yet important,
changes that can't be ignored.

For Jenny, her entire attack moves in the air become different from those she possesses in
human form. Along with that, she gains even more air attacks, being the only character to have
additional air attacks in Beast form (see Jenny's profile for more on this). Jenny also gets a
Combination Attack while in midair, a midair strike throw, the ability to fly, and float if
she does an attack continuously in midair.

For Stun, his size becomes enormous, possibly double the size he was in BR2. Due to his huge
size, he is VERY heavy. Jumping, falling to the ground, and so on will just cause the screen
to shake. Stun is also the only character whose jumping abilities decrease, for he not only
cannot jump very high, but he is unable to do a Wall Jump like the rest of the characters. To
make up for this Stun now has the ability to Hover, which not only allows him to jump higher,
but gives him the ability to Wall Jump. Stun can also float while he does an air attack, giving
him some unique hangtime when jumping in or performing an Air Combo.

----------------
HYPER BEAST MODE
----------------

When the Beast Guage is filled up completely (2 levels), a character can transform into Hyper
Beast form. Here's how to do so:

HYPER TRANSFORM!: Simply press P+B+G or K+B+G. Characters will light up with energy as they let
out a cry from both human & beast form. They will remain glowing and crackling with electricity
while in Hyper Beast mode. Similar to Beast Mode, a character is invincible while going into
Hyper Beast mode. So go Hyper...at your own risk.

CANCEL & HYPER TRANSFORM: Like for regular Beast mode, characters can use Cancel Points to
instantly go into Hyper Beast Mode. Press P+B+G or K+B+G after an attack that has a Cancel
Point. This is a safe method that will also add some shock factor to a player's offense.

So, why even go into Hyper Beast Mode? What's the advantage & disadvantage? Read the following
below:

THE GOOD
--------
-Attack power, defense, and recovery abilities increase trememdously, even more than in regular
Beast form
-Attack speed & recovery speed is even faster, enabling a character to do normally impossible
combos & recover from any stun posture instantly
-Beast Drive attacks & Beast Drive Enhanced attacks can not only be used continuously, but
characters will remain in Beast form afterwards
-All attacks will now have a Cancel Point

THE BAD
-------
-A character can only remain in Hyper Beast form for 12 seconds
-Once 12 seconds are up, Hyper Beast mode will end...and the Beast Gauge will be gone for the
entire match

More of a last-ditch technique, Hyper Beast mode can allow a player to finish off his/her
opponent in mere seconds. The fact that after Hyper Beast mode finishes the Beast Gauge
disappears is not a good point, on the other hand. Anything "beast" related cannot be done.
(i.e. beastorizing becomes impossible, Beast Combinations Attacks and Command Attacks cannot
be accessed, etc.) All in all, Hyper Beast mode has to be used wisely, especially when victory
counts.

---------------
BEASTORIZE POSE
---------------

When the Beast Gauge is empty, or hasn't reached level 1 in human form, each character will try to
transform to no avail. You can say they go into their "Beastorize Pose". While it doesn't appear
to be much in most cases, there are some important properties that the Beastorize Pose possesses:

-Do a mid-level attack
-Hits from the front, the back, or all around (depends on character)
-Little offense ability (works up close)
-Will fill up the Beast Gauge (whether it hits or not)
-Each unique for all characters

The best attribute of the Beastorize Pose is it's ability to fill the Beast Gauge. It's the
fastest and safest way to get a character's Beast Gauge maxed out.


-----------
BEAST DRIVE
-----------

This time around, each character has two "Beast Drive" attacks. Along with that, the motions
for both Beast Drives are the same for all characters:

-Beast Drive #1: d,df,f(x2)+B
-Beast Drive #2: d,db,b(x2)+B

Beast Drive deals out heavy damage, with the ability to change the outcome of a fight in
seconds. Here's some info concerning all Beast Drives in the game:

-May connect high, middle, low, or on all height levels
-May strike like a regular attack, a Guard Reversal, or activate like a throw (with miss animation)
-May have Guard Break attributes, Light Guard attributes, or may be unblockable
-May have followups, numerous outcomes, and other abilities
-Most can be canceled into from any regular attack with a Cancel Point
-Energy will fill into Temporary Damage area in the Life Gauge instantly once Beast Drive is
used (whether it connects with the opposition or not)

The newest addition to the Beast Drive is its instant life recovery ability. When a Beast Drive
Attack is executed, life energy will fill into the temporary damage area in a character's Life
Gauge completely. Along with its offensive abilities, Beast Drive can now be used for
defensive means.

There is yet another addition concerning the Beast Drive. Labeled as "Beast Drive Enhanced", this
is a special attack that is very similar to a Beast Drive. The look, the feel, the damage,
everything about a Beast Drive Enhanced screams "Beast Drive". There are some differences though,
that separates a Beast Drive Enhanced from a Beast Drive:

-Executable in Beast form and Hyper Beast form
-Once executed, will revert back to human form (only in Beast mode)
-Energy will not be regained into Temporary Damage area
-Motion for each one is different
-In most cases, has to be executed through another attack

The downside to the Beast Drive Enhanced is that no Life energy is regained, meaning the only
thing profitable from doing this type of attack is damage to the opposition. Another point is
that not all characters have a Beast Drive Enhanced. Here's a list of the characters who have a
Beast Drive Enhanced, as well as the name of the attack:

-Long = Renju Kohazan, Teikyaku Kohazan
-Marvel = Tornado Blast
-Busuzima = Busuzima Olimpic
-Shen Long = Moko Kohazan (Circle Combo Ender version)
-Uranus = 1A0, 1A1, 1A2

These 5 are the only characters that can execute a Beast Drive Enhanced. See these characters'
sections for more on this


-----------------
|OFFENSE & DEFENSE|
-----------------

Understanding the manner in offense and defense works in the game is very important.

---------
OFFENSIVE
---------

-------------------------------------------------------------------------------------
|ATTACK LEVEL | HIGH GUARD | LOW GUARD | AIR GUARD | LIE DOWN |
-------------------------------------------------------------------------------------
HIGH LEVEL | O | -- | O (1x) | -- |
MIDDLE LEVEL | O | X | O (1x) | -- |
LOW LEVEL | X | O | O (1x) | X |
SEMI-MID LEVEL | O | O | O (1x) | -- |
--------------------------------------------------------------------------------------

A special feature that can be found only in the Bloody Roar series is the Semi-Mid level. What
makes this level different from the rest is that it can be defended from both a High and Low
guard. What's even more interesting is that the Semi-Mid level extends between High & Low
level, but somehow skips Middle level (which separates it from Middle level). What does that
mean? Why does it exist on more than one level? Here's an explanation as to what I mean:

SEMI-MID ON A HIGH LEVEL: Attacks will look like it will strike on a Middle level, but it's a
little higher. Besides the fact that a High & Low guard can be used to defend against this, it
may actually miss a crouching character all together depending on the character's height or
actions.

ex: Yugo's f,f+K will miss Alice as she executes a Joe Slider

SEMI-MID ON A LOW LEVEL: Attacks will look like it will strike on a Low level, but it's a little
higher above the ground. Besides the fact that a High & Low guard can be used to defend against
this, it can be ducked under through a Lie Down, or attacks that keep a character very low to
the ground.

ex: Yugo's Command Attack, Silver Wolf Knuckle, will miss Alice as she does Lie Down, as well as
Bakuryu while he executes df+B

There's alot of Semi-Mid attacks in each character's movelist, so make good use of this unusual
attack level.


---------
DEFENSIVE
---------

Light Guard VS Heavy Guard
--------------------------

There are two different types of guards you can use, each with their own specialty. The first one,
called the "Light Guard", is like an automatic guard, for it is simply executed by leaving the
keypad neutral. Although it's easy to use, it will not guarantee safety against just any attack.
Here are the good & bad attributes of the Light Guard:

GOOD POINTS
-----------
-Fast recovery after blocking an attack
-Ability to counterattack or move almost immediately

BAD POINTS
----------
-Will not guard fully against a Guard Break, taking in about half damage
-If striken by a Guard Break, character will either stagger or fail to guard againt attack

Light Guard gives the player the chance to counter his/her opponent, enabling the player the
chance to take control of a match if timed correctly. Light Guard is useful against characters
that use attacks and combos with few to no Guard Break. On the other hand, if caught by an
attack that is a Guard Break, not only does a player run the risk of being stunned, but very
strong Guard Break attacks (ex. Beast Drive) will just plow through the guard & hit like as if
the player wasn't blocking at all. Good judgement is needed to use the Light Guard correctly.

The 2nd guard, called the "Heavy Guard", is manually done by pressing back on the keypad, or
holding the R1 button. Unlike the Light Guard, the Heavy Guard gives total protection to all
attacks. There is one aspect that is sacrificed to to the Heavy Guard's flawless protection.
Here's the deal about the Heavy Guard:

GOOD POINTS
-----------
-Will guard against all attacks, including Guard Break attacks
-Depending on method used, a character can retreat and fall into Heavy Guard when necessary
(holding back), or hold ground and stay in guard position (holding R1)

BAD POINTS
----------
-Recovery from Heavy Guard is very slow, giving a character no chance to move or attack
immediately

Since the Heavy Guard possesses 2 motions, it can be utilized according to the situation at hand.
Holding back will enable a character to retreat while his/her opponent attacks. Once the attack is
about to hit, the character will take up the Heavy Guard and remain in it until the attack(s) is
out of range. Holding down the R1 button enables the character to remain in one spot and take the
punishment from the opposition as it comes, remaining close as necessary. The fact that the
recovery time is slow takes away from the Heavy Guard's overall offensive usage, meaning that this
guard should be used if a player really wants to stay on the defensive.


GUARD ESCAPE
------------

Undergoing some heavy changes, the Guard Escape is one feature that needs to be learned all over
again. Pressing forward on the keypad and R1 at the same time, characters can now dodge, weave,
duck, and leap over oncoming attacks while remaining in the same spot. This can be done continuously
by either pressing forward & R1 together as a character is being attacked consecutively, or holding
forward down while R1 is pressed as each attack comes his/her way. In the air, the usage is similar
to the previous BR titles, as a character will shift to the side out of the path of an oncoming
attack. Timing is everything, but it's not easy. Here are the merits and the demerits to doing a
Guard Escape:

GOOD POINTS
-----------
-Dodge any type of attack
-Can be used on the ground or in the air
-Can be done either facing opponent or with the character's back towards opponent
-Can be done continuous against Combination attacks (only on the ground)
-Will dodge all hits from a multi-hitting attack
-Ability to counterattack due to extremely fast recovery time (similar to a Light Guard)

BAD POINTS
----------
-Has to be done just as an attack is about to strike, not just as an attack is executed
-Can Guard Escape at the wrong time (before attack comes out, after attack is executed, during
an attack with a long attack period, etc.)
-If timing is off, characters will do a "false guard" pose and get hit

With the ability to dodge just about anything the opposition may attempt, a character can safely
stay on the defense and attack when necessary. This is especially handy against characters with
long combo strings, and can help keep a beastorized character's Beast Gauge filled without worries
of it depleting from blocked attacks. Timing is a factor that has to be reckoned with, though.
Execution speed, delaying attacks, point in which an attack will cause harm, all of these
factors can make it tough to use Guard Escape. Patience, a calm attitude, and an observing eye
is what's necessary in using the Guard Escape effectively.


ATTRIBUTES OF A GUARD
---------------------

There are techniques in the game that utilize the aspects of either a Light Guard or a Hard
Guard. Here's a little explanation on those techniques:

GUARD ATTACK = A Command Attack, a character will setup for an attack while being protected by the
effects of a Light Guard. In other words, a character will proceed to attack even if
the opponent hits him/her. Perfect as a counter move, for a character can turn the
tables on his/her opponents who's attacking and strike them down or away. On the
other hand, it can be used for offensive means and attack the opposition straight up.
Each Guard Attack is different for each character in the game. Each Guard Attack will
work only against High, Middle, or Semi-Mid hitting attacks. Since each character is
protected by a Light Guard, he/she can be stopped by the same weaknesses that plague
a normal Light Guard.

GUARD REVERSAL = Similar to a Guard Attack, a Guard Reversal is strictly a counterattack move.
Having only defensive properties, this will only work against an opponent who
strikes a character during the execution of a Guard Reversal. A Guard Reversal
will work against most attacks depending on the attack level, but will fail
against Guard Break attacks and Throws. There are a few Guard Reversal attacks
in the game, all as labeled below:

------------------------------------------------------------------------
| NAME | TECHNIQUE | LEVEL | NOTES |
------------------------------------------------------------------------
YUGO | COUNTER | H/M/SM | During Flicker
LONG | MOKO KOHAZAN | H/M/SM | Only when an opponent attacks
MARVEL | MAD TRAP | M/SM/L | Only when an opponent attacks
STUN | BIO REJECT | H/M/SM | None
SHEN LONG | MOKO KOHAZAN | H/M/SM | Beast Drive version; only when an
| | | opponent attacks
URANUS | 09A | M/SM/L | Basic Attack {Lie Down, P)
------------------------------------------------------------------------

Long & Shen Long's Moko Kohazan acts like a Guard Reversal, but it has extra
attributes, for the Moko Kohazan will not only strike after a few seconds even
if the opponent doesn't attack, but it works like a throw as well (it can't be
blocked). The same goes for Marvel's Mad Trap. Marvel will strike out
automatically after Mad Trap ends if 1) her opponent doesn't attack her and 2)
Mad Trap doesn't connect while her opponent does an attack (in this case, her
opponent has to be out of range). Uranus' 09A will only work if her opponent
attacks from the front. If Uranus is struck from behind, she will not do anything,
as if she was never attacked.

MOTION/COMBO/COMMAND CANCEL = Press R1 while a character is moving will cancel his/her actions
on the spot, causing him/her to drop into a Hard guard. Pressing
R1 during any type of Combination Attack will cause the combo to
be void from the point R1 was pressed. In other words, even if
the rest of the combo is inputted after R1, nothing will happen.
How can this be used? Fool a person you're doing a long combo by
continuing to press the buttons after R1. Finally, pressing R1
during a Command Attack will cancel it before a character can get
a chance to attack. There's a wide range of strategy that can be
used through this. (see "In-depth Discussions [Part 2]" section
for more on this) Not all Command Attacks can be cancelled, though.

RETALIATION = While holding R1 button, doing the motion for a Command Attack slightly before R1
is released will allow a character to fight back on the dot. A new trick added in
the world of BR, this gives the Heavy Guard an edge in overall usage.


------------
|THROW SYSTEM|
------------

------------------
THROW/THROW ESCAPE
------------------

When a throw is utilize, both characters will go through special animations as the throw sequence
is carried through. Usually, while this takes place, there is no way that the character being thrown
can stop this. (There are a few exception, though, which will be explained later) The damage is
usually consistant, and the character on the receiving end usually ends up laying down on the floor.
Most of Uriko's throws, and Stun's b+P+K throw, though, will keep their opponent on his/her feet.
Throws take place in front of, and behind, a character, and differs if he/she is crouching, standing,
or in midair.

Before a throw is utilized, another character can do the throw motion (P+G) to prevent being thrown.
This is called a Throw Escape. This isn't the easiest thing to do, for it has to be initiated before
that character is thrown. Second guessing the opposition is the best time (and probably the only
time) a Throw Escape can be used effectively. Throw Escape can be used from the front (standing or
crouching) and in midair, but not from behind.

Here's an explanation on the types of throws in the game.


GRAB THROW - This type of throw is unblockable, and usually has "miss" animation. Character's regular
throw (P+K), Stun's Beast Drive (Boosting Burst), and the like fall into this category.
In most cases, this cannot be comboed in after an attack, unless the opposition is
stunned (see "In-depth Discussions [Part 2]" for more on this).

STRIKE THROW - This type of throw first strikes as an attack before moving into the throw sequence.
While it can be blocked, it usually can be comboed into attacks, while it can strike
like a regular attack and do damage on fallen characters. Most Strike Throws are in the
form of Command Attacks (ex. Gado's Absolute Fire, Bakuryu's Zugokku Zuki), while some
are Basic Attacks (i.e. Marvel's Dash+P) and Combination Attacks (Jenny's midair f+B,B,B).

COMMAND THROW - A very *special* type of throw that involves a motion being inputted first. These are
unblockable (except for Bakuryu and Kohryu, each work like a Grab Throw), and need to be
done under specific conditions. There are a few characters that have this, whose names &
their throws are:

YUGO = CLINCH (front; standing)
LONG = KO SOSHO (front; standing)
MARVEL = REVERSE SWING (front; crouching)
BUSUZIMA = BERO THROW (Beast form only; front; standing)
BAKURYU = TENJIN IZUNA OTOSHI (Back; standing or crouching)
STUN = STUN CRUSH (front; standing)
= DARK SANCTION COMBO (front; standing)
= SPIRAL RAID (front; crouching)
= DRAG (front; standing)
= THRUST BUG THROW (front; standing)
KOHRYU = ENJIN IZUNA OTOSHI (Back; standing or crouching)


Grab Throws that are Regular Throws (done with P+K or d+P+K) can be Throw Escaped. Strike Throws,
on the other hand, cannot be Throw Escaped. The same as with Command Throws, except for a few cases.

Looking at Bakuryu and Kohryu's case, their Command Throw works like a Grab Throw minus the "miss"
animation. There's no way to block/escape once they've landed behind their opponent & are within throw
range. The only time the opposition can retaliate against Bakuryu and Kohryu's Command Throw is when
they connect anywhere else besides from behind. In that case, their Command Throw will turn into either
a Grab Throw or a Strike Throw! On an airborne opponent, Bakuryu & Kohryu will perform a midair Strike
Throw, which can be blocked/Guard Escaped. On the other hand, if Bakuryu or Kohryu land in front of the
opponent face-to-face, they will perform their Regular Throws (standing or crouching version), enabling
the opponent to Throw Escape if timed correctly.

Stun has a similar situation, involving both his Stun Crush and Dark Sanction Combo Command Throws.
While neither one can be Throw Escaped at startup, the point when Stun executes the next followup
sequences for either throw (for Stun Crush it'll be "Brain Crash Bomb", while for Dark Sanction Combo
it'll be the 2nd & 3rd part) is when a character can do a special Throw Escape, which involves him/her
rolling away as Stun tries to grab.


------------
|COMBO SYSTEM|
------------

Every character is capable of doing more than 2 hits consecutively, which'll turn into a combo. Each
character possess different potentials when it comes time to executing a combo. There are also various
combo systems in the game, which differ for each characters.

TYPES OF COMBO SYSTEMS
----------------------
1) COMBINATION ATTACK SYSTEM - This is the combo system that each & every single character
possess, which involves specific button combinations. Most Combination Attacks are preset
and/or follow a definite sequence with very few changes to the outcome.

2) FREE COMBO SYSTEM - In opposite to what was stated above, this combo system has no specific
direction. Possessing many ways to branch from one attack to another, this system has no
style, nor can it be said that there are definite combo strings, for the outcome can be
changed in numerous ways. Air Combos, which all characters possess, falls into this category,
while Yugo & Uranus have an even extensive version. Uranus' combo system is practically made
up around the Free Combo System, while Yugo's system, labeled "Single Rush System", is not only
a very complex system, but can be continuous. In one thought, Yugo's system can be called (and
most likey will be called) "the never-ending combo system". (see "In-depth Discussions [Part
2]" for more on this)

3) CIRCLE COMBO SYSTEM - This is another unique system possessed by Long, Uriko, and Shen Long.
Similar to the Free Combo System, these 3 characters rely on 6 attacks that follow each other
in a circle-like manner. This circle can be started & finished through numerous tricks and
attacks tied in exclusively to the Circle Combo System. This is a technical system with much
more rigid rules than the Free Combo System, but more creativity than the Combination Attack
System.

DIFFERENCES IN EXECUTING COMBOS
-------------------------------
1) IMMEDIATE INPUT - From the start, all the buttons within a specific combo can be inputted to
the end without any fail. Even if you are done before the entire combo is executed, your
character will execute each & every part of the combo until the very end. An example of this
is Busuzima's Command Attack, Busuzima Exercise. Pressing K 6 times really fast from the start
will allow Busuzima to do all the hits from Busuzima Exercise, especially since this attack
takes a while to finish.

2) DELAY INPUT - Some combos can be delayed for a considerable amount of time, which comes in
handy when trying to throw the opposition's timing off. Examples of this are Bakuryu's P-P-
P-P-f+P and Alice's f+P-f+P combos. The last part for both combos can be inputted very late,
as long as it is inputted before both characters fall out of the combo entirely.

3) EXACT POINT INPUT - Combos with this type of input are a little more trickier, for it requires
the player to not rush the combo, but press the corresponding buttons at a specific time. An
example of this is Long's Teikyaku Koboku Ha attack. Not only does each hit have to strike
Long's character without being blocked, but the next part of this attack has to be done just
as the previous hit connects. So, after b,f+K connects, f+B has to be pressed EXACTLY at the
same time. And when f+B connects, d+P must be pressed at the SAME time. Not an easy task,
but not impossible either.


JUGGLES AND AIR COMBOS
----------------------

JUGGLE SYSTEM: Juggling in Bloody Roar 3 is similar to its predecessors, except that it takes
more work & timing to execute skillfull juggles. Since an Air Recovery & Guard Escape can be
used to prevent a character from being juggled almost infinitely (or being juggled at all in the
first place), a player will need to learn proper timing to prevent his/her opponent from escaping
at all.

The 1st thing to know is which attack or combos will launch a character. Each character possesses
a number of ways to accomplish this.

ex: Alice's f+P-f+P will launch another character on the 2nd hit. The same as for Alice's
Rabbit Flip (d,df,f+B), except that'll be accomplised on just the 1st hit.

Once a character has been accomplised, the player needs to know the proper timing to keep
his/her opponent in the air.

ex: If Marvel launchers her opponent with LD+P, she can follow up with P-P-P and cancel
in Taskforce Upper to keep her opponent in the air.

Next is finishing a juggle. When a combo is involved, some possess Cancel Points that allow
players to utilize Command Attacks and Beast Drives. Other combos may already have good ways to
finish off the opposition.

ex#1: Stun's P-P-P-K can be used, with the last hit slamming his airborne foe down.
ex#2: Kohryu's P-P-P-P-d,df,f+P is designed for juggles, since the last part is a Command
Attack (Rasen Izuna Otoshi).
ex#3: After a f+K-K-K combo string, Jenny can relaunch her opponent with a Cool Somer-Edge,
or finish big with her Beast Drive, Crimson Slider.

In case the opposition does an Air Recovery, the player should just re-adjust the timing and
catch the opposition with a move that'll help to continue the juggle.

ex: If the opponent should recover after Shen Long's P-P-f+P=Niki Bunkyaku juggle, Shen
Long can then do a LD+K to spiral his opposition, which'll enable him to continue or
restart a new juggle (best when Shen Long is in Beast Mode)

Or, a player can utilize an attack that works best when the opposition does an Air Recovery.

ex: If Uriko does a u+P, then a f+K-K to launch her opponent, she can jump afterwards and
easily execute her Air Throw, Koppahen, if the opposition does an Air Recovery.


AIR COMBO SYSTEM: The newest method to combo in the world of Bloody Roar, an Air Combo system
allows characters to engage in more intensive midair battles while in Beast mode. (In Uranus'
case, she can do this in both human & beast form). Similar to a juggle, a player needs to use
an attack or combo that will launch his/her opponent. Once the opponent is launched on that
specific hit, the player should quickly press up on the Directional keys to execute a Chase
Jump (again, possible in both human & beast form for Uranus) and follow after the opponent.
>From there, an Air Combo can be used. Here are some important rules to keep in mind when
executing an Air Combo:

1)1st attack (P, K, or B) can be done twice, at any specific time.
ex#1: P-P-K or P-B-K-P
2)If the next attack(s) are different from the 1st attack, then they can only be done once.
ex#2: K-P-K-f+P, where regular P cannot be done again
3)f+P, f+K, and f+B can only be done once. Furthermore, they will end any Air Combo string.
ex#3: P-P-B-f+K or B-B-f+B
4)b+K, unfortunately, cannot be used in an Air Combo.
ex#4: While a K-K-f+K will work, a K-K-b+K is not possible
5)u+P, u+K, and u+B are also part of this Air Combo system in an unusual fashion. I guess it's
because Up is a part of the command.
ex#5: While using Alice in Beast mode, f+P-f+P=u+P is possible
6)The max hits that can be done in the air are 5 (2 hits from either P, K, or B, 1 hit each
from those two attacks that differ from the 1st attack done, and 1 from a f+P, f+K, or a f+B)
ex#6: P-P-K-B-f+B

Note that doing a maximum hit of 5 is difficult for most characters. Characters with high
jumping abilities (i.e. Alice) or hangtime abilities (i.e. Jenny and Stun) stand a chance of
doing this. Also, going into Hyper Beast mode boosts all characters' speed, enabling them to
execute (or come close to executing) a 5-hit Air Combo.

P & K are designed for executing multiple hits. A player can also jump in on a grounded opponent
and do a quick 2-hitter, and go into a regular combo on the ground from there. B is better used
for knocking the opponent higher into the air, enabling a player to jump back up & do another
quick Air Combo after landing. Experiment with this to see which character can do what.


--------------
|DAMAGE CONTROL|
--------------

--------------------
THE EFFECTS OF A HIT
--------------------

In the midst of a battle, there are a couple of interactions that can affect the outcome, which
should be considered. These interactions come into play during these situations: taking a clean
hit, taking a hit from behind, countered as you attack, and taking a hit while stunned. Here's an
explanation on the types of hits a character may receive:

CLEAN - What happens soley depends on the type of hit itself.

BACK - It's easier to be stunned in certain manners that make it even harder to turn around.
Also, some effects that take place may differ from the effects that happen at a
character's front.

COUNTER - A character may have a longer time to recover or fall into a stun posture, depending
on the hit and where it's aimmed at.

STUNNED - There are two types of stuns in this game to really take note of. The first one is
called, with the only phrase I can think of using, the "hard hit" stun. Simply put,
the character under this stun doesn't look like anything spectacular happened. Why,
this stun looks identical to the type of effect a character goes through when hit
regularly. The only difference is that the recovery time from this type of stun is
twice as long (which can be slightly seen by the animation), meaning that it's easier
for the opposition to get more (if not all) hits from a combo that usually should not
connect. Let's take Gado for example. Gado's Command Attack, Pressure of Tyrant, is a
4-hit attack where normally all the hits do not connect. However, if the 1st or 2nd
hit of this Command Attack connects as a counter, the recovery time is increased so
much that the remaining hits may get a chance to connect before a character gets a
chance to block as well. Most attacks can make this type of stun come into play if
they strike as a counter. Others may have the ability to do this regularly as long as
it hits the opponent. (i.e. The ground wave that is created by Long's Kakuda Chochu
if it is blocked or misses).

The second type of stun in the game is where a struck character goes into a specific
posture that causes him/her to be wide open. This type of action is labeled as a "stun
posture". While in a stun posture, different outcomes may occur depending on the attack.
Some stun postures may cause a character to fall off his/her feet when hit again. Others
may not, but allow the opposition to followup with a combo or attack with no worries
about it being blocked. Most stun postures make the effect of the next hit to usually
appear more stronger, though. For instance, Bakuryu's f,f+P usually will not knock down
an opponent. However, if Bakuryu's opponent is under the "stumble back" stun, (see down
below, under "Stun Types" for more on this) he/she will be knocked down. This can also
be said about attacks thar are designed to launch a character, but do not have that
strength unless a character is under a stun posture.


The effects of an attack weighs heavily on which form a character is in. While the effects in
human form make a significant impact, the effects in beast mode can be the deciding factor
between victory and defeat. Almost all the effects in beast form are upped significantly. For
starters, Shen Long's LD+K in human form will make an opponent stumble backwards (as a counter, opponent will
be launched). However, in beast form, LD + K may not only launch a character with ease, but will
cause the "spiral" effect in many situations (see "Stun Types" below for more on stun postures")
In Long's case, his LD+K hits once in human form. In beast form, it'll hit 3 times, doing even
more damage while launching his opponent.

Along with the stated above, some attacks may strike/work much easier in beast form than in human
form. An example of this is Yugo's Guard Attack, Silver Wolf Knuckle. In human form, this move
will strike Semi-Mid. While not entirely bad, it may have the tendancy to miss smaller characters
such as Bakuryu and Uriko while they crouch down or do low attacks. This problem is solved in
beast form, for Yugo's Guard Attack will now strike Middle, making it very hard for it to miss.
Reach, distance, and strength are just some of the points that play a big role while taking the
offense.

In other instances, some hits might cause opponents to instantly be knocked off their feet in
various manners. Some may knock an opponent into the air, or even send him/her spiralling. Others
may make the opponent hit the ground hard enough to bounce, leaving him/her open to juggles or
ground attacks. These situations take place even more in beast form, meaning the player who activates
his/her beast form will have the advantage. These points should be kept in mind at all times, for
your winning combos and juggles will be determined by this.

When on the receiving end of an assault, the form a character is in can prove to be a big factor in
survival. Most characters in beast form are much wider and/or larger than in human form, making
him/her an easier target for damage. Human form doesn't come without it's own problems. Much lighter
than beast form, characters can get knocked into the air very high, meaning human characters are
easier to get launched & become victims to juggles and Air Combos. Beast form's much heavy, meaning
that a launched character will not fly so high, while the timing for juggles and Air Combos will become
more critical. This is the case of Stun, for when he is in Beast mode he's a large target that's
prone to getting hit very easily. Fortunately, he doesn't get launched very high into the air due to
his massive weight. Juggling him is a task, for the moment his opponent lets up, Stun will hit the
ground, keeping him safe from long & damaging juggles.

----------
STUN TYPES
----------

Here's a list of all the types of stun conditions a character can fall under, followed by a
little description. What can be done during a stun is also explain along with each stun in the
form of a symbol. Some are based on while in human form, while others can only be done while in
Hyper Beast mode. Below is an explanation as to what each symbol stands for:

GROUND (G) - Character is considered to be on the ground; can be hit regularly
AIR (A) - Character is considered to be airborne; can be hit by air-based attacks or juggled
DOWN (D) - Character is considered to be in the Down position

LOW (L) - Character can be hit by lower-level attacks
BACK (B) - Character is open to attacks to his/her back
KNOCKDOWN (K) - Will fall down, no matter what the attack is
VARIES (V) - Depending on attack, outcome will be different:
1)Regular hit/Combo = Clean hit or knockdown
2)Stun-causing hit = Knockdown or Clean hit
3)Launch-causing hit = Launch or Spiral


---------------------------------------------------------------------------------------------
TYPE WHERE POSITION DESCRIPTION
---------------------------------------------------------------------------------------------

Kneel (kn) Front/Behind G;L Brought down to one knee, usually
by an overhead or a low hit

Trip (tp) Front/Behind G;L You support yourself up by your
hands as one leg is knocked out
from under you

Stumble Forward (sf) Behind A;B;K You're hit mid/high in the back
by an attack, causing you to
stumble forward

Stumble Back (sb) Forward A;K You're hit mid/high in the front
by an attack, causing you to
stumble back

Head Clasp (hc) Forward G;V You're hit in the head by a
strong attack

Turn Around (tn) Forward G;B You're hit by a whiplash-type of
attack, causing you to spin around

1-Leg (lg) Forward G;V Your foot has been stepped on,
causing you to hop around

Choke (ch) Forward G;V You're hit in the throat, causing
you to hold it in pain

Wobble (wo) Front/Behind G You're hit from the side, which
causes you to be unbalanced

Stagger (sg) Ground/Air G/A;V You're Light Guard is broken by
an attack. If on the ground, a
Guard Break attack is the cause.
If in the air, any blockable
attack is the cause.

Bind (bi) Ground G;V You're struck by an attack that
immobilizes you

Gut (gt) Ground G;L;V You're hit in the gut repeatedly,
and crumble up onto the ground


Spiral (sp) Ground/Air A;V You're hit in a manner that causes
you to spin as you fall down


Keep in mind that stun postures also come into effect not just by taking a hit. Some throws can
cause you to be stunned. Being stun with an empty Beast Gauge in beast fomr also means that
character will revert to human form.

Speaking of throws, it is now possible for characters to be thrown while stunned. While the
timing can be critical depending on how fast a stunned character recovers, the fact that throws
work on stunned characters increases the strategic gameplay in the world of Bloody Roar (see
"In-depth Discussions [Part 2]" for more on this).

In defense, a Stun Recovery can be done when any one of these stun postures (except for Spiral)
come into effect. This'll help a character to prevent any further damage for on-coming hits and
combos while stunned & left open.


-----------------
WHEN KNOCKED DOWN
-----------------

Here's a list of the how you can be sent airborne/thrown to the ground in the game, and how
they can come into effect:


---------------------------------------------------------------------------------------------
TYPE DESCRIPTION
---------------------------------------------------------------------------------------------
Launcher (ln) You're sent flying straight into the air

Banish (ba) You're knocked away with such force across the stage, and
usually fly into a wall

Sweep (sw) Your feet are literally swept from under you, making you
airborne abit before you hit the ground. Keep in mind that
any character that is airborne (whether juggled or not) &
is hit by any (strong) low kick attack before he/she hits
the ground, this will also come into effect.

Floored (fr) You're sent smack into the ground, hard

Bound (bnd) You're hit from above with a force that makes you bounce
on the ground


Keep in mind that being knocked off your feet can also come into effect not just by taking a hit.
Some throws can cause a character to be launched or floored. As with "stun posture", there are
different outcomes for most moves depending on a character's form, and how & when a character's
attack connects.

When "Sweep" and "Bound" come into affect, a character can be juggled. Look for these during the
match, especially while in Hyper Beast mode.

In each character's movelist, certain moves may have one or more of the abbreviations from
either "stun posture" or "when knocked off your feet" list. Since almost every attack can
cause some form of effect, only those that play a more unique role in the game will most likely
be labeled.


--------------------------
TAKING & DELIVERING DAMAGE
--------------------------

Characters deal damage in numerous ways. Depending on where & when a character hits, the damage
delivered can either be little to devastating. Here's a small chart giving a rough description
on the damage ratings in the game:

-----------------------------------------------------------
| TYPE AMOUNT OF DAMAGE |
-----------------------------------------------------------

Clean Hit Normal (In most cases)
Front Hit Normal
Back Hit Double/Increases alot
Combination Hit Normal...Decreases abit
Counter Hit Increases abit~alot
"Stunned" Hit Normal
Juggle Normal...Decreases abit
Guard Crushed About half damage
Wall/Ground Slam Little damage
Ground Hit Very little damage


What should also be taken into account is the strength potential of a character. Some characters are
stronger than others & deals alot of damage on just one hit alone. (ex. Gado) Others may need to
rely on numerous hits to get the job done. (ex. Uranus in human form) Also, the amount of damage that
is received depends on the character. What can be a fatal-death hit to one character can be nothing
more than a scratch to another. This is the same in Beast mode. So, the actual data ratings differs
from one character to another. (see "In-depth Discussions [Part 2]" for more on this)

Just to note, the damage written in this FAQ is based on the "potential" damage each character is
capable of doing with his/her attack, taken from V-Jump's Bloody Roar 3 Book. It's not based off the
actual damage done in the game. Why? The actual damage in the game is too inconsistent, since each
character takes/does damage differently on each other. And that's only referring to if all characters
fight solely in human form. Changing forms, dealing with the damage taken/dealt in Beast mode, battles
with one character in human mode & the other in beast form is just too complicated to even attempt
to fathom.


-------------------------
E) UNDERSTANDING THIS FAQ
-------------------------

Before you proceed to read the each character's sections, see the following below for some important
guidelines to how this FAQ is written:


SYMBOLS AND ABBREVIATIONS
-------------------------

* = Can cancel into a Command attack
T = Back is turned to the opponent
< > = Can transform into a Beast through this attack
{ } = Guard Break
LD = Lie Down
{c} = If you see this after an attack, it means it'll become a Guard Break
when you transform into a beast (ex. df + K {c})
# = In some special cases, you can cancel into a Command Attack only when
you're a beast, even if it is an attack that can be done as a human
x = Some Basic moves hit more than once, but cannot be determined how many times.
(i.e. Long's Dash B) This will be next to the height of that attack, indicating
it is a multi-hitter. (ex. for an attack that hits high, its height will be
labeled as "Hx")
P = Punch button
K = Kick button
B = Beast button
H = High (level which an attack strikes on)
M = Middle (level which an attack strikes on)
L = Low (level which an attack strikes on)
SM = Semi-Middle (level which an attack strikes on)
A = Air (level which an attack strikes on)
// = Divides beteen damage in human & beast form. The damage on the left is human, while the
damage on the left is beast
s/c = Will take place if a character is stunned and/or is countered

R.K.S. = Rokugo Kourin Shiki (Long's Circle Combo)
R.H.S. = Rokugo Horin Shiki (Uriko's Circle Combo)
R.J.S. = Rokugo Jarin Shiki (Shen Long's Circle Combo)


MOVELIST SETUP
--------------

NAME: Name of the attack/move/style/technique
TRNS: If the name is in Japanese, then this will be the English translation
CMND: The motion/manner which is used to execute the move
TYPE: The usage/description of the move being listed
HGHT: Height level which this move strikes on (if it strikes at all)
STOP: Can a Command Attack be stopped by R1 from the start or not
DMGE: Total damage the move is possible of doing (if it does any damage at all)
ADDT: Extra abilities/motions the move possesses
EFFT: How the move affects the opponent (if it has any effects at all)
DESC: Explain a specific outcome for a move
POST: The position which the opposition has to take up for a technique to work

-------------
F) CHARACTERS
-------------

-=YUGO: BATTLING FOR THE SAKE OF HIS PEOPLE=-

------
|PROILE|
------
FULL NAME: Yugo Ogami
COUNTRY: Japan
AGE: 23
HEIGHT: 177 cm
WEIGHT: 81 kg
OCCUPATION: Leader of W.O.C., a volunteer organization of NGO
LIKES: Rib Steak
DISLIKES: Wasabi
BEAST FORM: Wolf


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JAB P H 10
BODY BLOW f+P M 12
STRAIGHT FIRST b+{P} H 20
SQUAT JAB d+P SM 8
UPPER df+P SM 13
LEG SLASH db+P L 8 tp; sw (s/c)
JUMP UPPER f,f+P M-H 26 T
SHOULDER TACKLE DASH+P M 25 fl; ba (s/c)
SMASH LD+P SM//M 17 sb
J.F. UPPER BACK, P H 13 sb
MIDDLE HOOK BACK, d+P SM 10
DUNK STRAIGHT u+P H 16 kn; bnd (s/c)
JUMP JAB JUMP, P SM 10
FLYING HAMMER STAMP JUMP, f+{P} M 26 bnd
FIST DROP FOE IS DOWN, d+P M 8
HIGH KICK K H 13
SHOOT f+K M 10 sb; ln (s/c)
INSIDE KICK b+K L 15
LOW KICK d+K L 10
DUCKING df+K - -
SWAY db+K - -
1-STEP KNEE f,f+K SM 18 sb
GROUND SLICER DASH+K L 20 tp; sw (s/c)
JACK KNIFE KICK LD+K SM 17
BACK TURN HIGH KICK BACK, K H 18
BACK TURN LOW KICK BACK, d+K L 16
SOBAT u+K M 20
FLYING SIDE KICK JUMP, K SM 16
DIVING KICK (FRONT) JUMP, f+{K} M 20 ba
DIVING KICK (BACK) JUMP, b+{K} M 20 ba
FLAIL KICK FOE IS DOWN, d+K M 11
WOLF CLAW B H 12
WILD SLASH f+{B} M 15
MANGETSU ZAN/FULL MOON SHRED b+{B} M 20 ba
KOGETSU GAESHI/SECLUDED MOOD RETURN d+B M 15 sb; ln (s/c)
JIZURI ZAN/GROUND SHRED df+B L 15
BURO KYAKU/ROMPING WOLF KICK db+B L 11 T
ARC WRIST f,f+{B} M 20 bnd
BODY CANNON DASH+{B} M 33 ba
SPINNING CLAW LD+B SM 25 ln
BACK TURN CLAW BACK, B M 20 bnd
MAKE INU/WHIPPED DOG BACK, d+B - -
TWIN FANG DIVE u+B M-M 20
WILD TOE KICK JUMP, B M 20
HIGH JUMP OVER TAIL JUMP, f+B M 26 sb/sf; ln (s/c)
SUNSET CLAW FOE IS DOWN,B L 13


*NOTES*

-"Ducking" and "Sway" are special retreating & advancing techniques. Since they do not cause
any damage, they do not add any energy to Yugo's Beast Gauge when performed.
-"Make Inu" (Whipped Dog) is a retreating technique, which can be done continuously. Since it no
longer cause any damage like in BR2, it does not add any energy to Yugo's Beast Gauge when
performed.
-"High Jump Over Tail" will stun Yugo's opponent whether it hits from the front (sb) or behind
(sf) as a clean hit. As a counter, it will launch his opponent whether it strikes from the
front or back.

````````````````````````````````````````````````````````````````````````````````````

------------------
|SINGLE RUSH SYSTEM|
------------------

This time around in BR3, Yugo's combo system has not only been changed, but enhanced to another
level. This being his main combo system, Yugo is able to perform practically infinite combos,
(see "In-depth Discussions [Part 2]" for more on this) which also involves pulling off various
of combos strings from just a single attack! Learning it isn't too tough; mastering it is a feat
to achieve. Listed below are every combo possibilities Yugo is capable of executing, all the way
down to Cancel Points and Guard Breaks. If there are any questions or mistakes, please let me
know at .

*NOTE: "T,d+P" means that Yugo's' back has to be turned before pressing d+P.


------------
COMBO SET #1
------------

Here, there are 2 variations. The 1st one starts with P-P. The 2nd starts with d,df,f+P (Quick
1-2) Although both are very similar, there are slight differences mainly with the combos that
can be accomplished.


===={B}
||
||
====B*
|| ||
|| ||
|| ====b+{B}
||
|| ====db+P-d+P
|| ||
|| ||
{B} ====f+P-f+P-f+P*{c} (See Combo Set #4)
// || ||
====B* || ||
|| \ || ====K ====b+{B}
|| b+{B} || ||
|| || ====K
====K || ||
|| || ====d+B
|| || ||
====db+P-d+P ====b+{P}-b+{P}-b+{P}-d+P (See Combo Set #4)
|| || || ||
|| || || ====P-db+P-d+P
P-P==========P*===== ====d+P
|| || ||
|| K* || ====B-B-{B}
|| // ====d+B || || ====d+P
====K || || || || ====df+K*
\ || ======== ||
d+K ====K || ||
|| ====df+P-df+P-df+P#-df+{P}
|| ||
====df+K* ||
|| ====P (Return to beginning, starting with P-P)
||
====u+P
||
||
====d+P
||
||
====P{c}-db+P-d+P (See Note#2)
||
||
====df+P-df+P-df+P#-df+{P}
|| ||
|| ||
|| ====df+K*
||
====P (Return to beginning, starting with P-P) (See Note#1)






===={B}
||
||
====B*
|| ||
|| ||
|| ====b+{B}
||
|| ====db+P-d+P
|| ||
|| ||
{B} ====f+P-f+P-f+P*{c} (See Combo Set #4)
// || ||
====B* || ||
|| \ || ====K ====b+{B}
|| b+{B} || ||
|| || ====K
====K (See Note#3) ||
|| || ====d+B
|| || ||
====db+P-d+P ====b+{P}-b+{P}-b+{P}-d+P (See Combo Set #4)
|| || || ||
|| || || ====P-db+P-d+P
d,df,f+P==========P*===== ====d+P
|| || ||
|| || ====B-B-{B}
====f+{P}-f+P ====d+B || || ====d+P
|| || || || ====df+K*
|| ======== ||
====K || ||
|| ====df+P-df+P-df+P#-df+{P}
|| ||
====df+K* ||
|| ====P (Return to beginning, starting with P-P)
||
====u+P
||
||
====d+P
||
||
====P-db+P-d+P (See Note#2)
||
||
====df+P-df+P-df+P#-df+{P}
|| ||
|| ||
|| ====df+K*
||
====P (Return to beginning, starting with P-P) (See Note#1)




Note#1: This will take Yugo all the way to the start of his combo system. However, this can only
be done once; if restarted from the beginning all the way down to the 2nd df+P, He cannot
go into this P again.

Note#2: One of the differences between P-P & d,df,f+P is in the combo "Strike Rush" (located in
Yugo's Combination Attacks list), which is simply done through either P-P-P-P or
d,df,f+P-P-P. While in Beast mode, the final P will turn into a Guard Break in the P-P
version, while the execution time is different for both versions.

Note#3: K can be delayed all the way to when Yugo hops back after d,df,f+P. Doing so will then
cause Yugo to lunge forward with a kick once K is pressed.


------------
COMBO SET #2
------------

Basically, Yugo's Combo Set while in Beast Mode. Since Yugo can go into Combo Set #1 though this,
a player will have no problem utilizing Yugo's full combo abilities in either Human or Beast
mode.

====d+B
||
||
|| ====b+{B}
|| ||
====B*
|| ||
|| ===={B}
B====
|| ====K*
|| ||
====K
|| ||
|| ====d+K
||
||
====P-P (See Combo Set #1, starting with P-P) (See Note#4)


Note#3: If Yugo starts his combo from B, then goes into Combo Set #1, P cannot be done off of the
2nd df+P.

------------
COMBO SET #3
------------

Another Combo Set solely for Beast mode.

===={B}
||
||
====B*
|| ||
|| ||
|| ====b+{B}
||
|| ====db+P-d+P
|| ||
|| ||
f+{B}-f+P-f+P-f+P*{c}
|| ||
|| ====b+{P} (See Combo Set #4)
====K
||
||
====b+{P} (See Combo Set #4)


------------
COMBO SET #4
------------

f+P---f+P---f+P*{c} f+P and b+{P} are interchangeable. You can go from one into the
\ // \ // other at any time as long as it is not the 3rd f+P or b+{P}.
\|/ \|/
/|\ /|\ ex: f+P-f+P-b+{P} or b+{P}-f+P-b+{P} is possible
// \ // \
// \|/ \ but not
b+{P}-b+{P}-b+{P}-d+P
f+P-b+{P}-f+P*{c}-b+{P} or d+P


And here are f+P and b+{P} combo sets.

===={B}
||
||
====B*
|| ||
|| ||
|| ====b+{B}
||
||
||
||
f+P==== ====db+P-d+P
|| ||
|| ||
====f+P-f+P*{c}
||
||
====K



====b+{B}
||
====K
||
====d+B
||
b+{P}-b+{P}-b+{P}-d+P
|| ||
|| ====P-db+P-d+P
====d+P
||
====B-B-{B}
|| || ====d+P
|| || || ====df+K*
======== ||
|| ||
====df+P-df+P-df+P#-df+{P}
||
||
====P (See Combo Set #1, starting with P-P)


------------
COMBO SET #5
------------

Yugo's Old "Machine Gun Upper" combo. More user-friendly, it has now been made into a more flexible,
versatile tool in Yugo's pressuring games.

====df+K*
||
||
df+P-df+P-df+P#-df+{P}
||
||
====P (See Combo Set #1, starting with P-P)


------------
COMBO SET #6
------------

>From his Sway Back, Yugo can launch back forward and get back into offensive mode, make this an
essential aspect in any counterattack strategies.

====df+K*
||
||
====d,df,f+P (See Combo Set #1, starting with d,df,f+P)
||
||
db+K==== ====f+P (See Combo set #4, starting with f+P)
|| ||
|| ||
====P====
||
||
====b+{P} (see Combo Set #4, starting with b+{P})
||
||
====d+B
||
||
====K
||
||
====df+K*
||
||
====u+P
||
||
====d+P


------------
COMBO SET #7
------------

Even with his back turned, Yugo still has a trick up his sleeve to get back into the fight with
this new skill. Besides connecting into Yugo's old "Machine Gun Upper" combo, it will also
branch into other Combo Sets.

====df+K*
||
||
T,d+P-df+P-df+P-df+P#-df+{P}
||
||
====P (Return to Start of Combo Set #1, starting with P-P)


------------
COMBO SET #8
------------

Yugo's last Combo Set. While it may look nothing spectacular compared to his other Combo Sets,
the fact that df+K has a Cancel Point allows Yugo to go into Combo Set #1 through d,df,f+P gives
this some potential usage in a fight.

d+K-df+K*



````````````````````````````````````````````````````````````````````````````````````

----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: SEOI NAGE | NAME: SENKETSUGA
TRNS: SHOULDER THROW | TRNS: BLOODY FANG WHIRL
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 24 | DMGE: 36


*EITHER FORM*
-------------

NAME: SLIP DOWN
CMND: d+P+K
HGHT: LOW
DMGE: 10

----------

NAME: URA NAGE (BACK THROW)
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 41

----------

NAME: CLINCH
CMND: d,df,f+P+K
HGHT: HIGH
DMGE: 25
EFFT: gt

-AS CLINCH CONNECTS, INPUT EITHER ONE OF THE FOLLOWING FOR A DIFFERENT OUTCOME-

------------------------------------------------------------
NAME: CRITICAL UPPER | NAME: STYLE CHANGE | NAME: TURN STEP |
CMND: {P} | CMND: K | CMND: f+K |
HGHT: MID | HGHT: VARIES | HGHT: HIGH |
DMGE: 13 | DMGE: NONE | DMGE: 0 |
EFFT: ln | | EFFT: tn |
------------------------------------------------------------

*NOTES*

-During Clinch, the opponent can speed up the recovery time by pressing the direction pad and
buttons. Doing this allow the opposition to avoid falling down to the ground.
-In beast form, Yugo can perform a Chase Jump after Critical Upper connects.
-For "Style Change", Yugo will switch to "Flicker", one of his Command Attacks.
-"Turn Step" will put Yugo behind his opponent.

----------

---------------
|COMMAND ATTACKS|
---------------

NAME: QUICK 1-2
CMND: d,df,f+P
TYPE: MULTI-HIT ATTACK
HGHT: H-H
STOP: YES
DMGE: 7

-OR-

NAME: 1-2 BODY UPPER
CMND: d,df,f+P-f+{P}-f+P
TYPE: COMBINATION ATTACK
HGHT: H-H-M-M
STOP: YES
DMGE: 47
ADDT: Press R1 during any of the 3 attacks to cancel

----------

NAME: FLICKER
CMND: d,df,f+K
TYPE: STYLE CHANGE

-FROM FLICKER, INPUT EITHER ONE OF THE FOLLOWING-

---------------------------------------------------------------------------------------
NAME: BASIC | NAME: LIGHTNING | NAME: COUNTER | NAME: BREAKDOWN | NAME: MIDDLE RANGE |
CMND: P-P-P-P | CMND: f+P | CMND: b+{P} | CMND: d+{P} | CMND: df+P |
HGHT: H | HGHT: M-SM-H | HGHT: SM | HGHT: M | HGHT: H-H |
DMGE: 45 | DMGE: 15 | DMGE: 15 | DMGE: 18 | DMGE: 10 |
------------------------------------------------------------------------------------------
NAME: FINAL UPPER | NAME: IN-STEP | NAME: OUT-STEP | NAME: DUCKING | NAME: FREE STYLE |
CMND: u+{P} | CMND: f+K | CMND: b+K | CMND: d+K | CMND: u+K |
HGHT: SM (A) | HGHT: NONE | HGHT: NONE | HGHT: NONE | HGHT: NONE |
DMGE: 31 | DMGE: 0 | DMGE: 0 | DMGE: 0 | DMGE: 0 |
-----------------------------------------------------------------------------------------


*NOTES*

-"Lightning" can be done from either one of the 1st 3 P's of "Basic", "Middle Range", or
"In-Step".
-"Breakdown" can be done from either one of the 1st 3 P's of "Basic".
-"Middle Range" can be done from either one of the 1st 3 P's of "Basic".
-"Counter" has the same properties as a Guard Reversal, except that it's also a Guard Break!
-"Final Upper" can be done from any of the 4 P's of "Basic". Note that "Final Upper" only hits
airborne characters in front of him, while it will strike Semi-Mid on characters behind him.
-"In-Step" and "Out-Step" are not attacks, but extra movements to make Yugo get in close with
or to back away from his opponent. Both can also be done from any of the 4 P's of "Basic", or
from "Lightning".
-"Ducking" is also not an attack, but an extra movement that enables Yugo to duck under High &
Middle attacks. It can be done from the 1st, 3rd or 4th P of "Basic", or "Lightning".
-"Free Style" allows Yugo to cancel & get out of "Flicker". It can also be done from either the
1st or 3rd P of "Basic", "Breakdown", "In-Step", "Out-Step", or "Ducking".
-"Counter" and "Final Upper" will also cause Yugo to fall out of Flicker.

----------

NAME: BLOODY ROAR
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 30

----------

NAME: SILVER WOLF KNUCKLE
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: H (Human form); M (Beast form)
STOP: YES
DMGE: 18
EFFT: sb; ln (s/c)

----------

NAME: CRESCENT SOMERSAULT
CMND: d,db,b+K
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 26

----------

NAME: FLYING BERSERK
CMND: d,db,b+K
TYPE: RETREAT
STOP: NO
HGHT: NONE

-FROM FLYING BERSERK, INPUT EITHER ONE OF THE FOLLOWING-

---------------------------------------------------------------------
NAME: METEOR SLASH | NAME: METEOR CRASH | NAME: REBOUND |
CMND: d+{B} | CMND: B NEAR A WALL | CMND: NOTHING NEAR A WALL |
HGHT: M | HGHT: M | HGHT: NONE |
DMGE: 20 | DMGE: 26 | DMGE: VARIES |
EFFT: sp, T | EFFT: bnd | |
---------------------------------------------------------------------

*NOTES*

-"Rebound" acts like a regular wall jump, meaning that the conditions for a wall jump will also
apply to "Rebound" (i.e. doing air attacks).
-The input time for Meteor Slash can be done anytime during Flying Berserk.

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: SPIRAL FANG

------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------
NAME: SPIRAL FANG | NAME: KING OF BREAKER
TYPE: ATTACK | TYPE: MULTI-HIT ATTACK / FULL PUNCH ATTACK
HGHT: M | HGHT: M
DMGE: 85 | DMGE: 71 / 45
ADDT: NONE | ADDT: Keep pressing P before the 10th hit to do a full punch
version.
ADDT: Press R1 between the 7th & 10 hit to cancel the Beast
Drive. This will work if Beast Drive hits (whether
blocked or not) or misses.


*NOTES ABOUT KING OF BREAKER*

-1st 9 hits are regular attacks. 10th hit is special, for it will activate the rest of the hits
for this Beast Drive. If the 10th hit doesn't come in contact, Beast Drive ends at that point.
-Normally, the outcome of this Beast Drive involves Yugo knocking his opponent into the air
with an uppercut. If the P button is pressed repeatedly before the 10th hit, Yugo will do a
straight-up, full punch version that will result in Yugo executing an explosive punch with
flames. Weaker, but useful none the less.
-If the Beast Drive is blocked, Yugo will do the full punch version (same as P version)
automatically. If the last hit connects, damage will be 30.
-At the start of this Beast Drive, Yugo is invincible to practically all attacks (throws, Guard
Breaks, etc), except to any attack that strikes low. Also, just as he steps forward and starts
punching, Yugo will no longer be invincible.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)1-2 P-P-P*
--------------------------------------------------------------------------------------------
2)STRIKE RUSH P-P-P*-P {c} or Quick 1-2-P-P
--------------------------------------------------------------------------------------------
3)PANTHER STRAIGHT f,f+K-P-P*-{P}
NOTES: 1st hit causes stumble back.
--------------------------------------------------------------------------------------------
4)HEEL TUSK LD, K-K
NOTES: 1st hit causes stumble back if it strikes as a counter. 2nd hit causes either kneel or
downbound (if 1st hit causes stumble back or if 2nd hit strikes as a counter).
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)BLIND BLOW df+B-f+{B}
NOTES: Last hit will launch opponent into the air.
--------------------------------------------------------------------------------------------
2)DOUBLE WOLF KICK db+B-B
NOTES: Last hit will launch opponent if it strikes as a counter.
--------------------------------------------------------------------------------------------
3)FEINT ROLLING db+B-Flying Berserk
NOTES: Yugo will jump over his opponent, landing behind him/her. Yugo can do any of the
follow-ups incorporated with Flying Berserk.
--------------------------------------------------------------------------------------------



````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=ALICE: TAKING A GAMBLE WITH A STRONG-WILL=-

------
|PROILE|
------
FULL NAME: Alice Tsukagami
COUNTRY: Japan
AGE: 23
HEIGHT: 158 cm
WEIGHT: 52 kg
MEASUREMENTS: B86-W58-H89
OCCUPATION: Originally a nurse (taking time off from her duties), currently part of W.O.C
Medical Staff
LIKES: Caesar Salad & Carrot Cake
DISLIKES: Onions
BEAST FORM: Rabbit


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JAB P H 9
THROW PUNCH f+P M 13
SWAY KNUCKLE b+P M 12
SQUAT JAB d+P SM 7
BODY HOOK df+P M 10
LOW SWAY KNUCKLE db+P L 11
SLIDE PUNCH f,f+P L 13 tp
RABBIT TACKLE DASH+P M 18
HOPPING HAMMER LD+P M 16 ln
TURN STRAIGHT BACK, P H 3
SQUAT TURN STRAIGHT BACK, d+P SM 7
ALICE SUPER UPPERCUT u+P M 10 sb; ln (s/c)
JUMPING PUNCH JUMP, P SM 10
JUMPING HAMMER JUMP, f+{P} M 25 bnd
HAMMER DROP FOE IS DOWN, d+P M 6
SIDE HIGH KICK K H 13
ARC DROP f+K M 14
LEG SLASH b+K H 12
SQUAT SIDEKICK d+K L 10
FUNNY SWEEP df+K L 9
REVERSE FOOT KICK db+K L 8 T
RABBIT KNEE PAT f,f+K M 16 sb; ln (s/c)
RABBIT SLIDER DASH+K L 15 tp; sw (s/c)
LUNAR KICK LD+K M 14
TURN KICK BACK, K M 16 fr; ba (s/c)
SQUAT TURN KICK BACK, d+K L 16 sw
NECRO DESIRE u+K M-M 15 bnd (s/c)
JUMPING KICK JUMP, K SM 16
MISSILE KICK (FRONT) JUMP, f+{K} M 20 ba
MISSILE KICK (BACK) JUMP, b+{K} M 20 ba
STAMP KICK FOE IS DOWN, d+K M 4
BLITZ PUNCH B H 12
RABBIT STRAIGHT f+B H 14 hc (s/c)
RABBIT KICK b+B M 20
SQUAT BLITZ PUNCH d+B L 8
NEEDLE KICK df+B L 12
BLAST LEG db+B L 15 tp; sw (s/c)
RISING TOE KICK f,f+B M 24 sb; ln (s/c)
DASH SOMERSAULT KICK DASH+{B} M 26 sp
HOPPING KICK LD+{B} M 20 ba
REVERSE DROPKICK BACK, B M 13 ln
SQUAT TURN HAMMER BACK, d+B L 10 tp; sw (s/c)
RABBIT HAMMER u+B M 15 kn; bnd (s/c)
AIR CUTTER JUMP, B M 20
STARDUST KICK JUMP, f+B M 25 kn; bnd (s/c)
JACKKNIFE DROP FOE IS DOWN,B L 5


*NOTES*

-"Reverse Dropkick" will keep Alice's back turned to her opponent. Thus, this attack can be done
repeatedly, as well as juggle her opponent indefinitely.
-"Rabbit Hammer" allows Alice to go behind her opponent whether it hits or is blocked. If that
happens, Alice & her opponent will stand back-to-back.



----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: REVERSE FRANKENSTEINER | NAME: RABBIT STAMP
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 35 | DMGE: 39


*EITHER FORM*
-------------

NAME: JACKKNIFE HEEL EDGE
CMND: d+P+K
HGHT: LOW
DMGE: 35

----------

NAME: ALICE PRESSURE
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 40

----------

NAME: AIR RAID
CMND: d+P+K (in midair)
HGHT: A
DMGE: 28

----------

---------------
|COMMAND ATTACKS|
---------------

NAME: SPIRAL CUBE
CMND: d,df,f+P
TYPE: MULTI-HIT ATTACK/LAUNCH ATTACK
HGHT: M(x5)
STOP: YES
DMGE: 20
EFFT: ln

----------

NAME: LILY SLAP
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 12
EFFT: sb; ln (s/c)

----------

NAME: JOE SLIDER
CMND: d,df,f+K
TYPE: RETREAT & ATTACK
HGHT: L
STOP: YES
DMGE: 13
ADDT: Press R1 to backstep only
EFFT: kn; sw (s/c)

*NOTES*
-If Alice's foe is close when she begins to slide forward, Alice will go under him/her while doing
damage. This'll give Alice a chance to strike from behind her opponent.

----------

NAME: SOMERSET SLASH
CMND: d,db,b+K
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 15
EFFT: sb

-OR-

NAME: DOUBLE SOMERSET / TRIPLE SOMERSET
CMND: d,db,b+K-b+K{c} / d,db,b+K-b+K{c}-b+{B}
TYPE: COMBINATION ATTACK
HGHT: M(X2) / M(X3)
DMGE: 27 / 35
EFFT: sb, ln / sb, ln, sp
ADDT: Press R1 during any of the 3 attacks to cancel

*NOTES*

-"Triple Somerset" can only be done if 1) Alice is in beast form or 2) if Alice's Beast Gauge
is filled in human form. If none of these cases are fulfilled, then the max hits she can do
are two ("Double Somerset").

----------

NAME: RABBIT FLIP
CMND: d,df,f+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 15

----------

NAME: SWITCH MOONSAULT
CMND: d,db,b+B
TYPE: CROSS-OVER MOVE / ATTACK
HGHT: H-M
STOP: NO
DMGE: 30
EFFT: kn

*NOTES*

-While it doesn't seem like it, this can be a very handy tool. Not only does it put Alice
behind her opponent, but if it strikes from behind, it will stun her opponent. This gives
Alice plenty of time to follow up with a quick assault or a combo of her choice....
-...which brings another interesting point. Depending on which direction Alice's opponent is
facing will affect the direction he/she will be facing after getting hit. If Alice strikes
from behind, her opponent will turn and face her while stunned. If Alice strikes from the
front, her opponent will turn around with his/her back turned to Alice.


----------

NAME: SOMERSET
CMND: d,u+K
TYPE: RETREATING ATTACK
HGHT: H
STOP: YES
DMGE: 11

----------

NAME: SERVICE
CMND: f,b+P
TYPE: TAUNT
STOP: YES
ADDT: Press R1 to cancel

*NOTES*

-This can be cancelled from startup to when Alice flicks her hand down/begins to speak.
After that, she'll be left wide open.
-While it has no offensive abilities, it will fill Alice's Beast Gauge much more than her
Beastorize Pose.

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: LIFTING STAR LANE

------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------
NAME: RABBIT LOVE | NAME: LIFTING STAR LANE
TYPE: MULTI-HIT ATTACK / ATTACK | TYPE: ATTACK
HGHT: M | HGHT: M
DMGE: 51 / 5 | DMGE: 90
ADDT: NONE | ADDT: NONE


*NOTES ABOUT RABBIT LOVE*

-Alice's leap forward allows her to go over many attacks, making it a nifty counter move.
-If the initial attack misses or is blocked, Alice will follow-up with a small hip bump
afterwards, dealing very little damage. This will cause "hc" if it connects as a counter.

*NOTES ABOUT LIFTING STAR LANE*

-Although startup is slow, Alice will go under high attacks. This gives it the potential to strike
as a counterattack.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)UPPER RUSH P-P-P-f+

*
--------------------------------------------------------------------------------------------
2)THRUST RUSH P-P-P-d+P
--------------------------------------------------------------------------------------------
3)BLITZ COMBO.... P-K-K....
...HIGH ...-b+K{c}
...MIDDLE ...-f+K
...LOW ...-d+K
NOTES: b+K will launch an opponent, while d+K will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
4)JAB & BLITZ REVERSE LOW P-K-P-d+K
--------------------------------------------------------------------------------------------
5)THROW UPPER PUNCH f+P-P*
NOTES: In human form the 2nd hit will cause "sb" or "ln" (if it strikes as a counter). In beast
form the 2nd hit cause "ln" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
6)SWAY KICK COMBO b+P-K
NOTES: 2nd hit will cause "sb".
--------------------------------------------------------------------------------------------
7)SQUAT BLITZ COMBO d+P-d+K-d+K
NOTES: 3rd hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
8)RABBIT STEP df+P-P-

*-d+K
--------------------------------------------------------------------------------------------
9)RABBIT STEP HAMMER df+P-P-

*-u+B
NOTES: Last hit allows Alice to go behind her opponent whether it hits or is blocked. If that
happens, Alice & her opponent will stand back-to-back.
--------------------------------------------------------------------------------------------
10)LOW SWAY COMBO db+P-K
NOTES: Last hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
11)HEEL EDGE COMBO... K-K....
...HIGH ...b+K{c}
...MIDDLE ...f+K
...LOW ...d+K
NOTES: b+K will launch an opponent, while d+K will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
12)BLITZ REVERSE LOW K-P-d+K
--------------------------------------------------------------------------------------------
13)ARC DROP COMBO f+K-b+K-f+K
NOTES: 2nd hit will causee "sb" or "ln" (if it strikes as a counter). 3rd hit will cause "kn"
(if 2nd hit doesn't cause any stun) or downbound (if 2nd hit causes stun, if 3rd hit strikes as
a counter, or if opponent is launched/airborne).
--------------------------------------------------------------------------------------------
14)ARC DROP COMBO RUSH f+K-d+K-d+P
--------------------------------------------------------------------------------------------
15)LOW COMBO TWIN d+K-d+K
NOTES: 2nd hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
16)FUNNY CHAIN df+K--K
--------------------------------------------------------------------------------------------
17)FUNNY BLAST df+K--db+B
NOTES: 3rd hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
18)FUNNY SOMERSET df+K--b+K
--------------------------------------------------------------------------------------------
19)LUNAR COMBO LD+K-f+K
NOTES: 1st hit will cause "sb" or "ln" (if it strikes as a counter). 2nd hit will cause "kn" or
downbound (if it strikes as a counter, or if opponent is launched/airborne).
--------------------------------------------------------------------------------------------
20)TURN STRAIGHT TO.... T, P-P-P....
...UPPER RUSH ...f+

*
...THRUST RUSH ...d+P
--------------------------------------------------------------------------------------------
21)RABBIT KNEE TO.... f,f+K-P-P-P....
...UPPER RUSH ...f+

*
...THRUST RUSH ...d+P
NOTES: 1st hit will cause "sb" if it hits as a counter.
--------------------------------------------------------------------------------------------
22)RABBIT KNEE TO.... f,f+K-P-K-K....
...BLITZ COMBO HIGH ...b+K{c}
...BLITZ COMBO MIDDLE ...f+K
...BLITZ COMBO LOW ...d+K
--------------------------------------------------------------------------------------------
23)RABBIT KNEE TO JAB & BLITZ f,f+K-P-K-P-d+K
REVERSE LOW
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)HIGH RABBIT COMBO B-B-B-f+B*
--------------------------------------------------------------------------------------------
2)MIDDLE RABBIT COMBO B-B-B-b+B
--------------------------------------------------------------------------------------------
3)LOW RABBIT COMBO B-B-B-d+B
NOTES: Last hit causes "tp".
--------------------------------------------------------------------------------------------
4)LOW RABBIT RUSH KNEE d+B-d+B-B-B-B*
NOTES: Last hit causes "sb" or "ln" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
5)LOW RABBIT RUSH SLIDER d+B-d+B-d+K-d+P
--------------------------------------------------------------------------------------------
6)LOW RABBIT RUSH.... df+B-B-B....
...COMBO ...B
...GROUND ...d+B
...SOMERSET ...d,u+K
NOTES: d,u+K makes Alice jump behind her foe. This is because the 3rd attack of this combo turns
her back to her opponent. If a 4th attack is not executed, then Alice will completely turn her
back to her opponent.
--------------------------------------------------------------------------------------------
7)UPPER RUSH TO.... P-P-P-f+

*....
NOTES: See combos #1 through #3 for additional follow-ups
--------------------------------------------------------------------------------------------
8)RABBIT KNEE TO UPPER RUSH TO.... f,f+K-P-P-P-f+

*....
NOTES: See combos #1 through #3 for additional follow-ups
--------------------------------------------------------------------------------------------



````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````


-=LONG: THE WANDERING WILD TIGER=-

------
|PROILE|
------
FULL NAME: Jin Long (within Japan); Shin Long (outside Japan)
COUNTRY: China
AGE: 32
HEIGHT: 179 cm
WEIGHT: 70 kg
OCCUPATION: Nothing, except for teaching children Chinese Martial Arts
LIKES: Peace of mind
DISLIKES: Dishonesty
BEAST FORM: Tiger


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
SHODA/PALM STRIKE P H 9
CHUSUI/OUTWARD LUNGE f+P M 10
SHICHISUN KO/7-INCH TACKLE b+P M 20 fl; ba (s/c)
FUKU SHODA/SQUAT PALM STRIKE d+P SM 7
ZANSUI/SLASH WHIP df+P SM 13 sb; ln (s/c)
OKEN/STRAIGHT FIST db+P M 12
TETSUZAN KO/LEANING IRON MOUNTAIN f,f+P M 16
YOSOKU HA/GRIPPING HAWK DASH+P M 21 fl; ba (s/c)
RENGEKI RYOKEN/FLURRY PUNCH COMBO LD+P* M-M 14
SO TOSHO/DOUBLE PALMS BACK, P M 15 fl; ba (s/c)
TENSHIN HOSUI/SHATTERING TURN WHIP BACK, d+P SM 7
TOKU SHASUI/SLANTED GUST STRIKE u+P M 16
TOSUI/FLYING STRIKE JUMP, P SM 10
RAKU SOSUI/DOUBLE HAMMER DROP JUMP, f+{P} M 26 bnd
GEKICHISUI/EARTH BEAT FOE IS DOWN, d+P SM 7
HEKITAI/STIFF LEG K M 12
SOKOTAI/DOUBLE LEG DROP f+K M-M 22 kn
KOSHUTAI/BACK KICK b+K H 14 T
ZENSOTAI/FRONT SWEEP d+K L 9
SOKUTAI/SIDE KICK df+K M 16 hc
KOSOTAI/REVERSE SWEEP db+K L 15 tp; sw (s/c)
SHITCHI SOTAI/GROUND SLIDE SWEEP f,f+K L 18 tp; sw (s/c)
SHINRYU KYAKU/DIVINE DRAGON KICK DASH+K H 26 ba
SENKYU TAI/PIERCING BOW FOOT LD+K M//M(x3) 15//24 sb//ln; ln//sp (s/c)
TENSHIN SENTAI/BACK SPIN KICK BACK, K H 17 sb; ln (s/c)
TENSHIN SOTAI/TURN TRIP BACK, d+K L 12 tp; sw (s/c)
TOKU BUNKYAKU/GUST SPLIT KICK u+K M 13 sb
HISHITAI/FLYING THRUST KICK JUMP, K SM 16
FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 20 ba
FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 20 ba
SHINKYAKU/QUAKING FOOT FOE IS DOWN, d+K SM 8
KOSOGEKI/TIGERCLAW ATTACK B H 13
KOBOKUSHI/SOFT TIGER STRIKE f+B M 11 hc; ba (s/c)
KOBOKUHA/CLUTCH TIGER STRIKE b+{B} M 23 ba
FUKKO SOSO/CROUCHING TIGER TWIN CLAW d+B L 14
HAISHIN KOBIKYAKU/TIGER'S TAIL KICK df+B M 15 T
TENBEN KAGETSU/LOOMING MOON IN HEAVEN db+B L 12 T
RAKANBEN/ARHAT'S WHIP f,f+B M 17 sb; ln (s/c)
FUJU HOKO/WILD BEAST ROAR DASH+B M(x7) 56 ba
SHISHI SHOTENHO/LION'S BIG ROAST LD+B SM 25 ln
TETSUZAN KO/LEANING IRON MOUNTAIN BACK, {B) SM 25 ba
SHINCHIKU SO/SWAYING BAMBOO CLAW BACK, d+B L 18 sw
KANUN GEKI/CIRCULAR CLOUD STRIKE u+B H 20 T, ln
JUTOKYAKU/PRIMAL RISING FOOT JUMP, B SM 20
BYOSHIN CHUGEKI/FELINE SPIN ATTACK JUMP, f+B M 26
GA KOBOKU SHOKU/FEASTING OF THE FOE IS DOWN,B SM 8
STARVED TIGER

*NOTES*

-Jutokyaku will launch an opponent if he/she is struck while behind Long.



````````````````````````````````````````````````````````````````````````````````````

----------------------------------------------
|SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION|
----------------------------------------------

Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Long uses in battle.
This time around, Long uses 2 styles under this system:

ROKUGO KOURIN SHIKI (STYLE OF THE UNIVERSAL GOOSE CIRCLE)
---------------------------------------------------------

This is the original Circle Combo that is used by Long, the main weapon that he relies on in
both human & beast form. Consisting of 6 different attacks, each attack follows each other in
a circle-like motion, in any direction desired. While this Circle Combo can be started in
numerous ways, each attack follows each other in a set manner one after another. Also, the
same attack cannot be used twice.

-----------------------------------------------------------------------------------
NAME: DAKAI | NAME: FUJIN KYAKU | NAME: TAN PA | NAME: MIGI TANKYAKU |
TRNS: WIDE STRIKE | TRNS: AXE EDGE KICK | TRNS: TARGETING | TRNS: RIGHT SIDE KICK |
CMND: P* | CMND: d+K | CMND: f+P* | CMND: K |
HGHT: M | HGHT: L | HGHT: H | HGHT: M |
DMGE: 16 | DMGE: 11 | DMGE: 12 | DMGE: 10 |
EFFT: hc | | | EFFT: sb |
-----------------------------------------------------------------------------------
NAME: NICHIGETSU HA | NAME: HIDARI TANKYAKU |
TRNS: SUN & MOON HOOKING | TRNS: LEFT SIDE KICK |
CMND: d+P | CMND: f+K |
HGHT: L-L | HGHT: M |
DMGE: 12 | DMGE: 11 |
-------------------------------------------------


ROKUGO KORIN SHIKI (STYLE OF THE UNIVERSAL TIGER CIRCLE)
--------------------------------------------------------

One of the newest styles to enter the Circle Combo arena, Long's technical skills increases as
he utilizes this in his arsenal. Unlike the "Goose Circle", this "Tiger Circle" can only be
used in Tiger form. The same rules are incorporated in this Circle Combo, while Long can also
go into this through "Goose Circle", but not "Tiger Circle" to "Goose Circle.

----------------------------------------------------------------------------------------
NAME: ZESSO | NAME: KASEI KOZAN | NAME: FUKKO | NAME: HIEN KYAKU |
TRNS: SEVERING CLAW | TRNS: HEAVY TIGER RIP | TRNS: CROUCING TIGER | TRNS: SWALLOW FOOT |
CMND: P+{B} | CMND: d+K+B | CMND: f+P+B | CMND: K+B |
HGHT: M | HGHT: L | HGHT: M | HGHT: H |
DMGE: 20 | DMGE: 15 | DMGE: 18 | DMGE: 16 |
----------------------------------------------------------------------------------------
NAME: ZANSUI | NAME: RIGO TAI |
TRNS: TEARING WHIP | TRNS: UNIFICATION LEG |
CMND: d+P+B | CMND: f+K+B |
HGHT: M | HGHT: H |
DMGE: 12 | DMGE: 16 |
-------------------------------------------


ROKUGO KOU/KORIN SHIKI SHURYO WAZA (ENDER OF THE STYLE OF THE UNIVERSAL GOOSE/TIGER CIRCLE)
-------------------------------------------------------------------------------------------

Both Circle Combos can be followed up with a "Shuryo Waza", which can be inputted from any one
of the attacks of both Circle Combos.

------------------------------------------------------------------------
NAME: PON KEN | NAME: HONSHIN RENKYAKU | NAME: RIMON CHOCHU |
TRNS: SHATTERING FIST | TRNS: REVERSE KICK COMBO | TRNS: BACKGATE ELBOW |
CMND: b+{P} | CMND: b+K | CMND: f,f+P# |
HGHT: M | HGHT: M-M | HGHT: M |
DMGE: 20 | DMGE: 19 | DMGE: 14 |
EFFT: ba | EFFT: ln | EFFT: hc |
--------------------------------------------------------------------------------
NAME: SENPUKYAKU | NAME: RENJU HODO | NAME: ZENSO GENKYAKU |
TRNS: WHIRLWIND KICK | TRNS: LYRICAL MACHINE GUN | TRNS: FORWARD ILLUSION KICK |
CMND: f,f+K | CMND: d,d+P | CMND: d,d+K |
HGHT: H | HGHT: M | HGHT: L |
DMGE: 25 | DMGE: 39 | DMGE: 15 |
EFFT: bnd | EFFT: ba | EFFT: kn; sw (s/c) |
--------------------------------------------------------------------------------------
NAME: KOUN RIN | NAME: ROKUGO FUKKO | NAME: ROKUGO SHOTENHO |
TRNS: ROUND GOOSE CLOUD | TRNS: UNIVERSAL CROUCHING TIGER | TRNS: UNIVERSAL BIG ROAST |
CMND: B*-{B} | CMND: B*-d+B | CMND: B*-f+B |
HGHT: M-M | HGHT: M-L | HGHT: M-M |
DMGE: 31 | DMGE: 25 | DMGE: 29 |
EFFT: sb; ln (s/c) | EFFT: kn; sw (s/c) | EFFT: ln |
--------------------------------------------------------------------------------------
NAME: KOZANHEKI | NAME: HANGETSUJIN | NAME: ROKUGO SHINRYUKYAKU |
TRNS: MOUNTAIN WALL PIERCING | TRNS: HALF MOON KNIFE | TRNS: UNIVERSAL DIVINE DRAGON |
CMND: f,f+B | CMND: d,d+{B} | CMND: b,b+{B} |
HGHT: M | HGHT: M-L | HGHT: H |
DMGE: 18 | DMGE: 27 | DMGE: 20 |
EFFT: wo | | EFFT: ln, T |
-------------------------------------------------------------------------------------

*NOTES*

-The multi-hit version of Renju Hodo activates on a character on the ground, and will work on
airborne characters if he/she is not too high. If any character is above Long's head when
Renju Hodo connects, then it turns into a simple uppercut.
-Kozanheki will revert a character from beast form back to human form if his/her Beast Gauge is
empty.
-Hangetsujin will strike mid only if it connects. If it misses, then will it hit low.


ROKUGO KOU/KORIN SHIKI KAISHI WAZA (STARTER OF THE STYLE OF THE UNIVERSAL GOOSE/TIGER CIRCLE)
---------------------------------------------------------------------------------------------

These are the techniques used to go into both Circle Combo styles. Some are single hits, while
others are combination attacks.

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT HEIGHT DAMAGE | |
--------------------------------------------------------------------------------------------
1)JOHO RENKAI/OVERHEAD CONNECTION f+P M 10

NOTES: Go into "Goose Circle" through "Dakai" and "Migi Tankyaku", or go into "Tiger Circle"
through "Zekko" and "Hien Kyaku"
--------------------------------------------------------------------------------------------
2)SOKOTAI/DOUBLE LEG DROP f+K M-M 22

NOTES: Go into "Goose Circle" through "Nichigetsu Ha"
--------------------------------------------------------------------------------------------
3)RENSUI CHORYO/ENCOUNTERING BEATING P-P-P H-M-M 29

NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack
--------------------------------------------------------------------------------------------
4)SOSHO DA/CLAW & PALM STRIKE B-P H-M 25

NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack
--------------------------------------------------------------------------------------------
5)RENSUI TANPA/PRESS BEAT P-P H-M 17

NOTES: Go into "Goose Circle" through "Tan Pa" and "Hidari Tankyaku", or go into "Tiger Circle"
through "Fukko" and "Rigo Tai"
--------------------------------------------------------------------------------------------
6)KOSHU NICHIGETSU HA/HOOKING SUN & MOON K M 12
HIGH KICK

NOTES: Go into "Goose Circle" through "Nichigetsu Ha", or go into "Tiger Circle" through
"Fujin Kyaku"
--------------------------------------------------------------------------------------------
7)SHODA SENKYAKU/ PALM STRIKE SPIN KICK P-K-d+K H-H-L 31

NOTES: Go into "Goose Circle" through "Tan Pa". Can also go into the Shuryo Waza "Rimon Chochu",
"Senpukyaku", "Renju Hodo", "Zenso Genkyaku", "Kozanheki", "Hangetsujin", or "Rokugo Shinryukyaku".
--------------------------------------------------------------------------------------------
8)FUKKO NICHIGETSU HA/CROUCHING TIGER SUN d+B L 14
& MOON SNATCH

NOTES: Go into "Tiger Circle" through "Zansui"
--------------------------------------------------------------------------------------------
9)KO SOSHO/ TIGER CLAW PALM b,f+P+K NONE 0

NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack
--------------------------------------------------------------------------------------------


--------------------------------------
|ROKUGO KOURIN & KORIN SHIKI FLOW CHART|
--------------------------------------


DAKAI <----------> FUJIN KYAKU <-----------> TAN PA
P d+K f+P
/\ /\
| ROKUGO KOURIN SHIKI |
\/ \/
HIDARI TANKYAKU <-----> NICHIGETSU HA <------> MIGI TANKYAKU
f+K d+P K

| |
| |
| |
\ /
\ /
\/

ZESSO <----------> KASEI KOZAN <-----------> FUKKO
P+B d+K+B f+P+B
/\ /\
| ROKUGO KORIN SHIKI |
\/ \/
RIGO TAI <----------> ZANSUI <-------------> HIEN KYAKU
f+K+B d+P+B K+B


| |
| |
| |
\ /
\ /
\/

-----------------------------------------------------------------------------------------
| |
| URAMON CHOCHU PON KEN RENJU HODO SENPU KYAKU HENSHIN RENKYAKU |
| f,f+P b+P d,d+P f,f+K b+K |
| |
| KOUN RIN* ROKUGO KOURIN/KORIN SHIKI SHURYO WAZA ZENSO GENKYAKU |
| B-B d,d+K |
| |
| ROKUGO FUKKO* ROKUGO SHOTENHO* KOZANHEKI HANGETSU JIN ROKUGO SHINRYU KYAKU |
| B-d+b B-f+B f,f+B d,d+B b,b+B |
| |
-----------------------------------------------------------------------------------------

* = Can only be done through "Goose Combo"


````````````````````````````````````````````````````````````````````````````````````

----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: HOSHIN HAKKEI | NAME: TOSHIN KINGO SUI
TRNS: GUN BARREL BLAST | TRNS: TRAMPLED GOLDEN BLUGEON
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 25 | DMGE: 31


*EITHER FORM*
-------------

NAME: FUKI SHISTU
TRNS: KNEE STAMP
CMND: d+P+K
HGHT: LOW
DMGE: 31

----------

NAME: RITO
TRNS: BACK THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 34

----------

NAME: KO SOSHO
TRNS: TIGER CLAW PALM
CMND: b,f+P+K
HGHT: NONE
DMGE: 0

*NOTES*

-This will not do any damage. Instead, Long's opponent will momentarily be unable to block for
about 2 seconds. During this time, Long can attack freely without his attacks being blocked.
-Can go into "Goose Circle" & "Tiger Circle" through any attacks of both Circle Combos. Timing
isn't too critical, but a slight hesitation will prevent Long from going into any of his
Circle Combos


----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: SEN SHIPPO
TRNS: QUICKSTEP ARROW
CMND: d,df,f+P {c}
TYPE: ATTACK
HGHT: H
STOP: YES
DMGE: 21
EFFT: ba

----------

2)
NAME: GAIMON CHOCHU
TRNS: OUTERGATE ELBOW
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 20

----------

3)
NAME: RENKAN TAI
TRNS: CHAIN KICKS
CMND: d,df,f+K {c}
TYPE: LAUNCH ATTACK
HGHT: M-H
STOP: YES
DMGE: 23

----------

4)
NAME: MUEI KYAKU
TRNS: SHADOWLESS KICK
CMND: d,db,b+K {c}
TYPE: THROW (STRIKE) / ATTACK
HGHT: H
STOP: YES
DMGE: 34 / 15~21

*NOTES*

-When Muei Kyaku doesn't connect as a throw, Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed
or downbounded opponent, damage will be 15.

----------

5)
NAME: KEIZETSU GA
TRNS: NECK-TEARING TOOTH
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 32

----------

6)
NAME: KONGO TOTAI
TRNS: GOLDEN MORTAR POUND
CMND: d,db,b+B
TYPE: GROUND ATTACK
HGHT: L
STOP: YES
DMGE: 5

-FROM KONGO TOTAI, GO INTO ANY OF THE FOLLOWING LABELED WITH A SMALL-CASE LETTER-

(a)
NAME: AUTO ROKUGO KOURIN SHIKI (AUTO R.K.S):
TRNS: AUTOMATIC STYLE OF THE UNIVERSAL GOOSE CIRCLE
TYPE: COMBINATION ATTACK
HGHT: VARIES
DMGE: 77

-INPUT ONE OF THE FOLLOWING-

-------------------------------------------------------------------------------------------
NAME: R.K.S (YO) | NAME: R.K.S (CHI) | NAME: R.K.S (IN) | NAME: R.K.S (TEN) |
TRNS: R.K.S (POSITIVE) | TRNS: R.K.S (EARTH) | TRNS: R.K.S (NEGATIVE) | TRNS: R.K.S (SKY) |
CMND: f+B (x6) | CMND: d+B (x6) | CMND: b+B (x6) | CMND: u+B (x6) |
-------------------------------------------------------------------------------------------

*NOTES*

-Auto Rokugo Kourin Shiki is basically the same as Long's manually executed Rokugo Kourin Shiki.
The only difference is that the motion for each 6 parts of R.K.S. is virtually the same,
according to which variation of Auto R.K.S. is done.
-The direction key used for each variation of Auto R.K.S. has to be held throughout the entire
sequence until the very end.

(b)
NAME: KONGO SOKO TAI / KONGO RENKO TAI
TRNS: GOLDEN PAIRED SUBMISSION LEGS / GOLDEN MULTIPLE SUBMISSION LEGS
CMND: B-B / B-B-B
HGHT: M-M / M-M-M
DMGE: VARIES

-ADDITIONAL COMMANDS TO FOLLOWUP WITH-

NAME: KINGO SOKO NICHIGETSU HA / KINGO RENKO NICHIGETSU HA
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SUN & MOON HOOKING
CMND: d+B after the 2nd or 3rd B
HGHT: M(x5)-L(x2)
DMGE: VARIES
EFFT: tp

-OR-

NAME: KINGO SOKO MUEI KYAKU / KINGO RENKO MUEI KYAKU
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SHADOWLESS KICK
CMND: d,db,b+{K} after the 1st, 2nd, or 3rd B
HGHT: M
DMGE: 34

*NOTES*

-When Muei Kyaku doesn't connect as a throw, Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed
or downbounded opponent, damage will be 15.

(c)
NAME: KONGO KOBOKU HA
TRNS: GOLDEN CLUTCHING TIGER STRIKE
CMND: P
TYPE: POSTURE

-PRESS P # TIMES TO ATTACK-

{P} pressed once = x1 (Weakest/fast/upclose)
{P) pressed twice = x2 (Average/decent/at a distance)
{P} pressed three times = x3 (Strongest/slow/far away)
{P} (x1,x2,or x3) hold R1 = Cancel
HGHT: M
HITS: 1
EFFT: ba

(d)
NAME: RENJU KOHAZAN
TRNS: LYRICAL MOUNTAIN DIGGER
CMND: d,db,b+B-P...K-f+B-d+P
TYPE: BEAST DRIVE ENHANCED
HGHT: L-0-M...M-M-M
DMGE: 78

-OR-

(e)
NAME: RENJU KOBOKU HA
TRNS: LYRICAL CLUTCHING TIGER STRIKE
CMND: d,db,b+B-P...K-f+B-b+{B}
TYPE: COMBINATION ATTACK
HGHT: L-0-M...M-M
DMGE: 50

(f)
NAME: TEIKYAKU
TRNS: FOOT SPIKE
CMND: K
TYPE: ATTACK
HGHT: M
DMGE: 10

-IF TEIKYAKU CONNECTS, INPUT ONE OF THE FOLLOWING-
(a)
NAME: KOHAZAN
TRNS: FOOT SPIKE MOUNTAIN DIGGER
CMND: f+B-d+P
TYPE: BEAST DRIVE ENHANCED
HGHT: M-M-M
DMGE: 73

-OR-

(b)
NAME: KOBOKU HA
TRNS: CLUTCHING TIGER STRIKE
CMND: f+B-b+{B}
TYPE: COMBINATION ATTACK
HGHT: M-M-M
DMGE: 45

*NOTES*

-"Kohazan" and "Koboku Ha" can only be done if Teikyaku connects with Long's opponent.

----------

7)
NAME: TEIKYAKU
TRNS: FOOT SPIKE
CMND: b,f+K
TYPE: ATTACK
HGHT: M
STOP: NO
DMGE: 10

-IF TEIKYAKU CONNECTS, INPUT ONE OF THE FOLLOWING-

NAME: KOHAZAN
TRNS: FOOT SPIKE MOUNTAIN DIGGER
CMND: f+B-d+P
TYPE: BEAST DRIVE ENHANCED
HGHT: M-M-M
DMGE: 73

-OR-

NAME: KOBOKU HA
TRNS: CLUTCHING TIGER STRIKE
CMND: f+B-b+{B}
TYPE: COMBINATION ATTACK
HGHT: M-M-M
DMGE: 45

*NOTES*

-"Kohazan" and "Koboku Ha" can only be done if Teikyaku connects with Long's opponent.


-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: MOKO KOHAZAN

-------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B |
-------------------------------------------------------------------
NAME: KAKUDA CHOCHU | NAME: MOKO KOHAZAN
TRNS: SUDDEN ELBOW IMPACT | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING
TYPE: MULTI-HIT ATTACK / GROUND ATTACK | TYPE: GUARD REVERSAL / THROW (GRAB)
HGHT: M / L | HGHT: M
DMGE: 74 / 11 | DMGE: 70
ADDT: NONE | ADDT: NONE


*NOTES ON KAKUDA CHOCHU*

-If initial strike misses, Long will stomp the ground as a follow-up. The energy that surfaces
on the ground does minor damage.
-Despite the minimum damage it inflicts, any character that is hit by the energy wave on the
ground is momentarily "stunned", for the time it takes to recovery from this hit is unusually
long. During his opponent's "frozen state" Long can actually get in a couple of hits if fast
enough.

*NOTES ON MOKO KOHAZAN*

-There are 2 outcomes to this Beast Drive: 1) Long will attack if his opponent strikes him
(Guard Reversal) 2) Long will try to grab his opponent after stomping forward (Throw).
-For the 1st outcome, Long will counter any attack his opponent does to him with an unblockable
throw. Protected with a Light Guard, Long will take high & middle attacks without receiving
damage and try to counter. Throws, low attacks, and Guard Breaks will stop him, on the other
hand, knocking him immediately to human form.
-For the 2nd outcome, Long will try to grab his opponent after taking 4 steps. Any character
that's in front of him after the 4th step will get caught.
-Despite the outcome, the Beast Drive's the same all together. Long will execute a throw that
is unblockable and will snag his opponent whether on ground or in the air. Even a crouching
character cannot avoid this! Fortunately, executing a super jump/hover over Long, sidestepping,
Lie Down, or Guard Escape will keep any character out of harm's way.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Rensui Ranun Geki P-P-

-u+B, T
NOTES: Last hit causes launch or spiral (if it strikes as a counter).
--------------------------------------------------------------------------------------------
2)Yoshi Saiken df+P-P
NOTES: 1st hit causes stumble back. Last hit causes floored or banish (if 1st hit causes a
stun, or if last hit strikes as a counter).
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Sosho Ranun Geki B-

-u+P, T
NOTES: Last hit causes "ln" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
2)Tsuten Juji Ha B-B*-{B}
NOTES: Last hit causes "ln" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
3)Fukko Juji So/Crouching Tiger Cross B-B*-d+B
Twin
NOTES: Last hit causes "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
4)Juji Rakan/Cross Rakan B-B*-f+B
NOTES: Last hit causes "sb" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
5)Koso Senkyaku/ Tiger Claw Spin Kick B-d+B
NOTES: Last hit causes "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
6)Haishin Renkazan df+B-{B}
NOTES: Last hit causes "ba".
--------------------------------------------------------------------------------------------
7)Tenben Renkazan db+B-{B}
NOTES: Last hit causes "ba".
--------------------------------------------------------------------------------------------


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=MARVEL: THE LEGEND OF THE 2ND COMING=-

------
|PROILE|
------
FULL NAME: Janne "Marvel" Gado (within Japan), Shina Gado (outside Japan)
COUNTRY: France
AGE: 20
HEIGHT: 167 cm
WEIGHT: 58 kg
MEASUREMENTS: B89-W59-H90
OCCUPATION: Mercenary
LIKES: Black Tea (Lately she looks forward to drinking this)
DISLIKES: Coffee (She grew tired of this)
BEAST FORM: Leopard


-------------
|BASIC ATTACKS|
-------------

(UNDER CONSTRUCTION)


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: BRAIN BUSTER | NAME: DAM SITE FANG
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 34 | DMGE: 37


*EITHER FORM*
-------------

NAME: TRAP LEG THROW
CMND: d+P+K
HGHT: LOW
DMGE: 36

----------

NAME: TOUGHNESS DRIVER
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 41

----------

NAME: REVERSE SWING
CMND: 360+P
HGHT: LOW
DMGE: 40

-IF REVERSE SWING CONNECTS, ENTER ONE OF THE FOLLOWING (ONLY IN BEAST MODE)-

------------------------------------------------------------------------------------------
FOLLOWUP #1: CHASE JUMP | NAME: FOLLOWUP #2: SCRAMBLE SNATCH | NAME: TORNADO BLAST |
CMND: u | CMND: d,df,f+K | CMND: 360+P,B-P-B-B-K-K |
HGHT: AIR | HGHT: MIDDLE | TYPE: BEAST DRIVE ENHANCED |
DMGE: VARIES | DMGE: 28 | HGHT: LOW |
| | DMGE: 77 |
------------------------------------------------------------------------------------------

*NOTES*

-The timing for any of the 3 follow-ups isn't too critical. Once Marvel tosses her opponent
into the air and her back is to her opponent, that's when either 3 of the follow-ups will
work.
-Follow-up #1 (Chase Jump) will enable Marvel to execute an Air Combo.
-Follow-up #2 (Scramble Snatch) should not be rushed. If done too fast, Marvel will not catch
her opponent while he/she is falling.
-Tornado Blast, on the other hand, should be done as fast as possible. The minute Marvel lets
go of her opponent, do the motion IMMEDIATELY. If too slow, she will not follow through.

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: TASKFORCE UPPER
CMND: d,df,f+P
TYPE: LAUNCH ATTACK
HGHT: SM
STOP: YES
DMGE: 18

----------

2)
NAME: SCRAMBLE SNATCH
CMND: d,df,f+K
TYPE: THROW (STRIKE)
HGHT: M/A
STOP: YES
DMGE: 28

-OR-

NAME: FLYING TRAP (1ST PART)
CMND: d,df,f+K
TYPE: COMBINATION ATTACK
HGHT: M

-NEXT-

(2ND PART)
CMND: d,u+


HGHT: M

-NEXT-

(3RD PART)
CMND: b,f+B*
HGHT: M
DMGE: 27

-OR-

NAME: REVERSE LEG THROW
CMND: d,df,f+K-b+K
TYPE: THROW (GRAB)
HGHT: M
DMGE: 36

*NOTES*

-Scramble Snatch/1st part of Flying Trap will hit any foe below Marvel for minor damage.
-Reverse Leg Throw works both in front & behind Marvel's opponent.

----------

3)
NAME: DEMOLITION FANG
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 35

----------

4)
NAME: ASSAULT BLOW
CMND: d,db,b+{P}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 34

----------

5)
NAME: TRIDENT SHOOY
CMND: d,db,b+K
TYPE: MULTI-HIT ATTACK
HGHT: M-SM-M-M-H
STOP: YES
DMGE: 28
ADDT: R1 after any of the 1st 4 hits to cancel

*NOTES*

-Last K will not hit foe if he/she is crouching when hit.

----------

6)
NAME: RISING LASER
CMND: d,db,b+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 31

----------

7)
NAME: PILE BUNKER
CMND: b,f+K
TYPE: COMBINATION ATTACK
HGHT: M(x3)
STOP: YES
DMGE: 20
ADDT: Press R1 before it hits to stop/fake
EFFT: ba

*NOTES*

-Although very hard to time correctly, if Pile Bunker is canceled just as Marvel begins to
swing her leg up, Marvel will spin as she pulls her leg back down. A handy trick to add to
her psyche-out game, Marvel can follow-up quickly with any attack of her choice.

----------

7)
NAME: FAKE MINE
CMND: f,b+K
TYPE: FEINT/TAUNT
HGHT: NONE
STOP: NO
DMGE: 0

*NOTES*

-Fake Mine can be paired with her db+K to further her psyche-out game.
-Although Fake Mine is a Command Attack, Marvel is unable to go into Fake Mine through regular
attacks with a Cancel Point, nor can Fake Mine be canceled by R1.
-Fortunately, this will add some energy into Marvel's Beast Gauge.

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: CROSSBLADE ZAPPER

------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B}|
------------------------------------------------------------------
NAME: MAD TRAP | NAME: CROSSBLADE ZAPPER
TYPE: GUARD REVERSAL / ATTACK | TYPE: MULTI-HIT ATTACK
HGHT: SM / M | HGHT: M
DMGE: 91 / 28 | DMGE: 93
ADDT: NONE | ADDT: NONE

*NOTES ABOUT MAD TRAP*

-Mad Trap will stop just about any attack, even air attacks!
-Mad Trap is activated in two manners: 1)when an attack hits her, Marvel will immediately
counterattack 2)when an attack is executed, Marvel will automatically attack.
-Concerning the 1st point, Mad Trap will counterattack against Middle & Low attacks. High
attacks, on the other hand, will be unaffected, since Marvel's crouch during Mad Trap is too
low to be touched by high attacks.
-Looking further into point #2, Mad Trap will activate as an attack is executed. Even if the
attack misses and/or is out of range, as long as an attack is present, Marvel will try to
counterattack (except against High attacks). This can be tested out by having Marvel do Mad
Trap far away from an attack.
-What's even more surprising about Mad Trap is it will activate immediately AFTER an attack.
Timing is abit tricky, but if Mad Trap is done just slightly after an attack is executed, is
blocked, or misses, Marvel will actually snag her opponent. This is probably easy to do from a
Light Guard or Retaliation.
-Attacks from Marvel's back during Mad Trap will also fail against her. The only catch is, the
distance between Marvel and her opponent will determine whether or not she can catch her foe.
-Like any regular Guard Attacks & Guard Reversals, Mad Trap will not work against Guard Break
attacks.
-If no attack is done while Marvel uses Mad Trap, Marvel will revert back into human and do a
single-hitting strike that can send her opponent flying. This is the only part of this Beast
Drive that is a Guard Break.

*NOTES ABOUT CROSSBLADE ZAPPER*

-If she hits her foe, Marvel will attack with 3 heavy claw swipes before executing the rest of
the Beast Drive. In the case where she doesn't hit her foe, Marvel will still do the same 3
claw swipes, but the rest of the attack will not activate.
-Crossblade Zapper is activated on the 1st claw swipe only, not on the other 2 swipes.
-In the case where the 1st swipe misses, the other 2 can hit, but will not combo together
regularly, for her opponent can block the 3rd even if hit by the 2nd. If the 2nd swipe
counters, then the 3rd swipe will hit. This happens because her opponent will have a longer
recovery time from being countered by the 2nd swipe.
-The 3rd swipe will launch Marvel's foe into the air if it hits cleanly. In the case where it
counters, the 3rd swipe will spiral her foe.
-All 3 swipes are Guard Breaks, and have long reach.

````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=BUSUZIMA: HIS AMBITIONS WILL NOT DIE=-

------
|PROILE|
------
FULL NAME: Hajime Busuzima
COUNTRY: Japan
AGE: 36
HEIGHT: 191 cm
WEIGHT: 67 kg
OCCUPATION: Mad Scientist
LIKES: Himself (when he is taking care of his business
DISLIKES: Everyone else (when he is interrupted in his business)
BEAST FORM: Chameleon


-------------
|BASIC ATTACKS|
-------------

(UNDER CONSTRUCTION)


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: TAMA TSUBUSHI | NAME: GYAKUTEN THROW
TRNS: "LIFE" CRUSHER | TRNS: REVERSE WHIP THROW
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 34 | DMGE: 26


*BEAST FORM*
------------

NAME: BERO THROW
TRNS: TONGUE THROW
CMND: d,df,f+P+K
HGHT: HIGH
DMGE: 0

-IF BERO THROW CONNECTS, ENTER THE FOLLOWING-

NAME: BUSUZIMA OLYMPIC
CMND: B-P-K-K-B-B
TYPE: BEAST DRIVE ENHANCED
DMGE: 63

*NOTES*

-The timing for Busuzima Olympic isn't too tricky, but the motion has to be done fast. Just as
Busuzima's tongue comes out & latches onto his opponent is when the motion should be inputted.

----------



*EITHER FORM*
-------------

NAME: SHIRI ZEME
TRNS: BUTT PRESS
CMND: d+P+K
HGHT: LOW
DMGE: 41

----------

NAME: BUSUZIMA THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 41

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: BUKKOMI CHOP
TRNS: CHOP THROUGH
CMND: d,df,f+P
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 8

*NOTES*

-If Bukkomi Chop connects, opponent will full under the "Choke" stun, enabling Busuzima to do
whatever he chooses for about a second or two. Even throws will work just fine.

----------

2)
NAME: BUSUZIMA HOMERUN
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 20

----------

3)
NAME: BUSUZIMA MAJI
TRNS: SERIOUS BUSUZIMA
CMND: d,df,f+K
TYPE: STYLE CHANGE

-FROM BUSUZIMA MAJI, INPUT EITHER ONE OF THE FOLLOWING-

---------------------------------------------------------------------------------------------
NAME: MAJI DE PUNCH | NAME: MAJI DE KICK | NAME: MAJI DE NOBI PUNCH | NAME: MAJI DE HARAI |
TRNS: SERIOUS PUNCH | TRNS: SERIOUS KICK | TRNS: SERIOUS STRETCH PUNCH | TRNS: SERIOUS SWEEP |
CMND: P-P*-P | CMND: K-{K} | CMND: {B} | CMND: d+{B} |
HGHT: M-M-M | HGHT: H-M | HGHT: M | HGHT: L |
DMGE: 40 | DMGE: 45 | DMGE: 10 | DMGE: 10 |
---------------------------------------------------------------------------------------------
NAME: CHOHATSU | NAME: ZENSHIN | NAME: KOTAI | NAME: TSUJOGAMAE NI MODORU |
TRNS: PROVOKE | TRNS: ADVANCE | TRNS: RETREAT | TRNS: REVERT BACK TO NORMAL STANCE |
CMND: Hold d | CMND: Hold f | CMND: Hold b | CMND: u or R1 |
HGHT: NONE | HGHT: NONE | HGHT: NONE | HGHT: NONE |
DMGE: 0 | DMGE: 0 | DMGE: 0 | DMGE: 0 |
------------------------------------------------------------------------------------

*NOTES*

-Busuzima will remain in Busuzima Maji after the 1st P of "Maji de Punch" and the 1st K of
"Maji de Kick". Anything more than that and Busuzima will revert back to his normal stance.

----------

4)
NAME: BUSUZIMA EXERCISE
CMND: d,db,b+{K}(x6)
TYPE: MULTI-HIT ATTACK
HGHT: M-M(x4)-M-M-M
STOP: YES
DMGE: 96

*NOTES*

-This time around, Busuzima Exercise can be used on characters on the ground & in the air.
-After the 6th K, this move will suddenly snag Busuzima's opponent and lift him/her off the
ground, delivering the rest of the blows while the opponent is in the air. This is only if
it connects.

----------

5)
NAME: SUGATA SHOMETSU ATTACK
TRNS: FADE AWAY ATTACK
CMND: d,df,f+B
TYPE: ATTACK / DISAPPEAR
HGHT: M
STOP: YES
DMGE: 10

----------

6)
NAME: SUGATA SHOMETSU
TRNS: FADE AWAY
CMND: d,db,b+B
TYPE: DISAPPEAR
HGHT: NONE
STOP: NO
DMGE: 0

*NOTES*

-Sugata Shometsu will keep Busuzima invisible for a fixed amount of time (around 3 seconds). To
stay invisible for an infinite amount of time, keep doing Sugata Shometsu repeatedly. This can
also be done while moving or during an attack while invincible. The only catch is, Sugata
Shometsu has to be executed within its time. For example, canceling into Sugata Shometsu from
an attack while invisible before the original Sugata Shometsu expires will increase the time.
The same thing if Busuzima is moving.

----------

7)
NAME: SOMERSAULT SHIPPO
TRNS: SOMERSAULT TAIL
CMND: d,u+B
TYPE: ATTACK
HGHT: M
STOP: NO
DMGE: 15

----------

8)
NAME: NOBI~RU ATAMA
TRNS: STRE~TCHING HEAD
CMND: b,f+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 26

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: DAIJOBUTSU THROW

------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: DAIJOBUTSU THROW | NAME: MANDARA KAN
TRNS: MAGNIFICENT BUDDHA THROW | TRNS: CLEANSING THE MANDALA
TYPE: THROW (STRIKE) | TYPE: TELEPORT & MULTI-HIT ATTACK
HGHT: M | HGHT: M-M-L-M-M
DMGE: 94 | DMGE: 70~100
ADDT: NONE | ADDT: Hold B on the 5th attack to delay & powerup



*NOTES ABOUT MANDARA KAN*

-Each strike will "stun" Busuzima's opponent. Because these are stun hits, his opponent can
actually recover after any hit & block the rest if he/she is fast enough by pressing the
directional keys and/or attack buttons.
-B can be held anytime during this Beast Drive. Just as Busuzima sets up for the finishing
blow, he will pause and teleport again as the B button is held. He will continue to teleport
back & forth in front & behind his opponent (up to 4 times) as long as the B button is held,
while he will attack once the B button is released anytime the B button is released or after
the 4th teleport.
-There are 2 ways to end this Beast Drive. If Busuzima teleports in front of his foe & delivers
the last blow, Busuzima will knock away his opponent with a double fist strike. However, if
Busuzima delivers the finishing blow behind his opponent, Busuzima will, uh, connect with a
double finger poke where "the sun doesn't shine". The damage is the same for both outcomes.

````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=JENNY: THE WING THAT OPENS UP IN THE DARKNESS=-

------
|PROILE|
------
FULL NAME: Jenny Burtoly
COUNTRY: Unknown
AGE: Classified
HEIGHT: 170 cm
WEIGHT: 52 kg
MEASUREMENTS: B90-W57-H88
OCCUPATION: Model (Her private occupation is a freelance special ops spy)
LIKES: Drinking red wine after a hot shower
DISLIKES: Split ends
BEAST FORM: Bat


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
SLAP P H 9
SEAM SLAP f+P M 11
HEAVY SLAP b+{P}* SM 18 sp
LEG SLAP d+P SM 8
CUTTING HIGH df+P M 14 T
DOUBLE LEG SLAP db+P SM(x2) 13 T
PILE BUNKER f,f+P M 17 fr; ba (s/c)
PUSHOUT DASH+P{c} M 24 fr; ba (s/c)
LEG CUTTER LD+P L 13 tp; sw (s/c)
REPULSE ELBOW BACK,

M 15
TURN SLAP BACK, d+P SM 8
JUMP OUT u+

H 13
WAKEUP SLAP FOE IS DOWN, d+P L 4
GHOST LINE K H 20
PASSION KICK f+K M 14
BYE-BYE KICK b+K M 16 T
UNDER SPIKE d+K L 7
NEEDLE SPIKE df+K L 7
GROUND SHAVING db+K L 15 sw
VITAL BREAKER f,f+{K} M 20
COCETISH SLIDER DASH+K L 26 tp; sw (s/c)
ENAMUL ARCH LD+K M 11
TURN HOOK HEEL BACK, K H 10
REPULSE HEEL STAMP BACK, d+K L 15 tp; sw (s/c)
ENAMUL RAINBOW u+K M 17 kn
CAVE-IN STAMP FOE IS DOWN, d+K L 6
REND CLAW B M 8
NIGHTMARE DEPARTURE f+B SM(x2) 14
SPINNING CLAW b+B H(x2) 17 T
LEG SPIKE d+B L 9
BALANCE BEAM df+B* SM(x2) 14
SWEEP CLAW db+B L 17 tp; sw (s/c)
SLASH TALON f,f+{B} H 26 ba
WIND RIDER DASH+B M 18 ln
TALON CYCLONE LD+B M 16 ln; sp (s/c)
BACK UPPER TALON BACK, B M 15 sb; ln (s/c)
CUTTING TURN BACK, d+B L 13 tp; sw (s/c)
BACK SURPRISE u+B H 10 kn
WAKEUP SLASH FOE IS DOWN, d+B L 6


*NOTES*

-Repulse Elbow and Repulse Heel Stamp will keep Jenny's back turned to her opponent.
-Jump Out is a Strike Throw that sends Jenny's opponent flying through the air without the
ability to recover.


````````````````````````````````````````````````````````````````````````````````````

--------------------
|AERIAL BATTLE SYSTEM|
--------------------

Jenny now receives an upgrade that fits her style! Gaining an extensive set of moves that can
be executed in midair, Jenny's Air Combo system gives her the ability to take the fight to the
airwaves, and create combos that rival her combo set on the ground. Because of the additional
moves that can be executed in the air, Jenny's entire air basic attacks and combination attacks
will be listed below (both human and beast form), along with an Air Combo chart that displays
how to connect which attacks to what. If there are any questions or mistakes, please let me
know at .


----------------------
|BASIC ATTACKS -HUMAN- |
----------------------

--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JUMP JAB JUMP, P SM 10
GUILLOTINE SLAP JUMP, f+{P} M 25 bnd
JET HEEL JUMP, K SM 16
ROCKET HEEL (FRONT) JUMP, f+{K} M 20 ba
ROCKET HEEL (BACK) JUMP, b+{K} M 20 ba


----------------------
|BASIC ATTACKS -BEAST- |
----------------------

--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JUMP JAB JUMP, P SM 10
GUILLOTINE SLAP JUMP, f+{P} M 25 bnd
PEACOCK SLAP JUMP, u+P M 10
JET HEEL JUMP, K SM(x2) 16
ROCKET HEEL (FRONT) JUMP, f+{K} M 28 sp
ROCKET HEEL (BACK) JUMP, b+{K} M 20 ba
AERO DANCER JUMP, u+k M 10
MIRAGE TALON JUMP, B M 8
JUMP SLASH JUMP, f+B M 13
RISING SPIRAL JUMP, u+B M 28 sb; ln (s/c)
MAXIMUM SLAP JUMP, d+{B} M 25 bnd


*NOTES*
-The animation for Jump Jab, Guillotine Slap, Jet Heel, and Rocket Heel (Front) changes in Beast
Form.
-Jet Heel will make Jenny to descend forward at an angle, whether she jumps forward or backwards.
-Guillotine Slap and Aero Dancer can be done repeated in the air. Doing so causes Jenny to slowly
hover down to the ground.


--------------------------------
|AIR COMBINATION ATTACKS -BEAST- |
--------------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SLASH FLAP P-FLAP WING
NOTES: Jenny can go into any variations incorporated with Flap Wing.
--------------------------------------------------------------------------------------------
2)LYRICAL FLAP K-FLAP WING
NOTES: Jenny can go into any variations incorporated with Flap Wing.
--------------------------------------------------------------------------------------------
3)BLAST AIR B-B-B
NOTES: Last hit causes "bnd".
--------------------------------------------------------------------------------------------
4)SPIRAL TALON f+B-B-B
NOTES: 2nd hit is a Strike Throw, meaning that Jenny cannot go into the 3rd hit unless 2nd hit
connects with foe. 2nd hit causes "bnd", giving Jenny a chance to do a follow-up if
3rd B is not executed. 3rd hit causes "sp", while Jenny's back will be turned afterwards
to her opponent.
--------------------------------------------------------------------------------------------


MIDAIR FREE COMBO CHART
-----------------------


====P or K
||
====P====
|| ||
|| ||
====u+P======K====
|| || ||
|| || ====P or K
====u+K====f+{P}
|| ||
|| ||
|| ====d+{B}
|| ||
P || || ====u+P
or=== ====B-B-B ||
K || ||
|| ====u+K
====f+{P} ||
|| ||
|| ====d+{B}
====f+{K} ||
|| ||
|| ====P or K====
====B-B-B || ||
|| || ||
|| || ====f+{P}
====P or K==== ||
|| ||
|| ====f+{K}
====u+P ||
|| ||
|| ====B-B-B
====u+K ||
|| ||
|| ====FLAP WING
====f+{P}
||
||
====f+{K}
||
||
====d+{B}
||
||
====B-B-B
||
||
====FLAP WING


NOTES #1: P and K can be executed 2 times maximum during an Air Combo. If one is executed twice,
then the other one can only be executed once.

ex: P-K-P or K-K-P

NOTES #2 If either P or K is executed twice, it can be done during anytime within a combo, as
long as the attack it is executed from can go into a P or K.

ex: K-P-u+K-K or u+P-u+P-P-P

NOTES #3 Jenny cannot connect u+B, b+{B}, or f+B into an Air Combo.


````````````````````````````````````````````````````````````````````````````````````


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: SWEET NECK BREAK | NAME: BLOOD SUCKER
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 31 | DMGE: 31


*EITHER FORM*
-------------

NAME: SWEET DISGRACE
CMND: d+P+K
HGHT: LOW
DMGE: 31

----------

NAME: SWEET RIDING
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 40

----------

NAME: SWEET DRIVER
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 35

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: TWIST
CMND: d,df,f+P
TYPE: STYLE CHANGE

-FROM TWIST, INPUT EITHER ONE OF THE FOLLOWING-

--------------------------------------------------------------------------------------------
NAME: TWISTED EXPLOSION | NAME: TWIST-FOOL | NAME: TWIST HEEL CHANGE | NAME: TWISTED STRIKE |
CMND: K-K-K*-K*-K-K-{K} | CMND: d+P | CMND: d+K | CMND: b+{K} |
HGHT: M-M-M-M-H-M-M | HGHT: NONE | HGHT: L | HGHT: L |
DMGE: 66 | DMGE: 0 | DMGE: 12 | DMGE: 12 |
--------------------------------------------------------------------------------------------
NAME: TWISTED HEEL RUSH | NAME: TWISTED TALON | NAME: ECCENTRIC TWIST | NAME: PASSIVE TWIST |
CMND: f+K | CMND: B | CMND: d,df,f+K | CMND: Hold b |
HGHT: M | HGHT: MC | HGHT: M | HGHT: NONE |
DMGE: | DMGE: 12 | DMGE: 30 | DMGE: 0 |
--------------------------------------------------------------------------------------------
NAME: ACTIVE TWIST | NAME: TWIST CANCEL |
CMND: Hold f | CMND: Press R1 |
HGHT: NONE | HGHT: NONE |
DMGE: 0 | DMGE: 0 |
----------------------------------------

*NOTES*

-The 7th hit of "Twisted Explosion" can be delay for a bit of time before executing it, while
Jenny will turn her back to her opponent if "Twisted Explosion" is stopped on the 5th K.
-"Twist-Fool" can be done on its own or after the 2nd & 6th K during "Twisted Explosion".
-"Twist Heel Change" can be done on its own or after the 2nd & 6th K during "Twisted Explosion".
-"Twisted Strike" can be done anytime after the 2nd K of "Twisted Explosion".
-"Twisted Heel Rush" can be done after the 2nd K of "Twisted Explosion". Through "Twisted Heel
Rush" continue into Combination Attack "Passionate Heel Rush" from the 3rd K of that combo.
-"Twisted Talon" can be done on its own. Through "Twisted Talon" go into Combination Attacks
"Complete Death Order", "Wind Slider", and "Death Order Flap".
-"Eccentric Twist" can be done on its own or after the 6th K of "Twisted Explosion".
-"Passive Twist" and "Active Twist" will fill up Jenny's Beast Gauge while she's in human form.
-Jenny can go into any of the attack variations under Twist during "Passive Twist" and "Active
Twist". However, once Jenny stops for almost a second after a "Passive Twist" or "Active
Twist", she cannot go into "Twisted Explosion". Along with that, she will fall out of Twist.
When this happens do "Passive Twist" and "Active Twist" again immediately to remain in Twist &
to have the ability to execute "Twisted Explosion" again. "Twist-Fool" and "Twist Heel Change"
can also be used to avoid falling out of Twist as well.

----------

2)
NAME: BRILLIANT SLASH
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 20
EFFT: kn; bnd (s/c)

----------

3)
NAME: ECCENTRIC KICK
CMND: d,df,f+K
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 30

----------

4)
NAME: COOL SOMER-EDGE
CMND: d,db,b+K
TYPE: LAUNCH ATTACK
HGHT: M-M
STOP: YES
DMGE: 14

----------

5)
NAME: BATWING BLADE
CMND: d,df,f+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 23

----------

6)
NAME: FLAP WING
CMND: d,db,b+B (on the ground or in the air)
TYPE: RETREAT
HGHT: NONE
STOP: YES
DMGE: 0

-FROM FLAP WING, INPUT THE FOLLOWING-

NAME: DRILL TALON
CMND: P, K, or B
TYPE: ATTACK
HGHT: M
DMGE: 20
EFFT: kn; bnd

*NOTES*

-The angle of Drill Talon can be controlled depending on the button pressed. P will make
the dive almost vertical, K will make the dive's angle about 90 degrees, while B will make
the dive travel forward further at an angle.

----------

7)
NAME: YOUTHFUL
CMND: b,f+P
TYPE: TAUNT/ATTACK
HGHT: H
STOP: NO
DMGE: 3

*NOTES*

-This will fill Jenny's Beast Gauge a little on its own. If it hits, then the energy is even
more.

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: SKYHIGH TEMPEST

------------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: SKYHIGH TEMPEST | NAME: CRIMSON SLIDER
TYPE: THROW (GRAB) | TYPE: MULTI-HIT ATTACK
HGHT: H | HGHT: SM
DMGE: 79 | DMGE: 76
ADDT: NONE | ADDT: NONE


*NOTES ON SKYHIGH TEMPEST*

-Now unblockable, the only way to avoid being grabbed is to duck or move out from under her.
-Jenny can catch airborne opponents that aren't too high in the air.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SLAP-SLAP P-


--------------------------------------------------------------------------------------------
2)SLAP-SLAP-SLAP P-

-{P}*
NOTES: Last hit will cause "sp".
--------------------------------------------------------------------------------------------
3)SLAP & LEG KNIFE P-

-d+K
NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter.
--------------------------------------------------------------------------------------------
4)SLAP-SLAP TO.... P-

....
NOTES: See combos #7 and #8 for follow-ups.
--------------------------------------------------------------------------------------------
5)TURN ELBOW df+P-


--------------------------------------------------------------------------------------------
6)TURN HEEL STAMP df+P-d+K
--------------------------------------------------------------------------------------------
7)PASSIONATE HEEL.... f+K-K-*....
...RUSH ...K-K
...BYE-BYE ...b+K, T
...KNIFE TO TWIST ...K-d+K-TWIST
NOTES: Jenny can go into any variations incorporated with Twist.
--------------------------------------------------------------------------------------------
8)PASSIONATE JUMP OUT f+K-K-*-K-u+P
NOTES: Last hit's a Strike Throw. Follow-up with Rising Shadow (see combo #1 in the beast combo
list) only if u+P connects with Jenny's opponent.
--------------------------------------------------------------------------------------------
9)GHOST LINE TO TWIST K-TWIST
NOTES: Jenny can go into any variations incorporated with Twist. Timing for Twist is very
critical, for the motion of Twist has to be done before Jenny pulls down her foot from the 1st
attack.
--------------------------------------------------------------------------------------------
10)SLY KICK d+K-K
--------------------------------------------------------------------------------------------
11)ENAMUL KNIFE df+K-K
--------------------------------------------------------------------------------------------
12)ENAMUL.... df+K-K....
...BLADE K-K*
...WALL WIND d+K-K
...BYE-BYE b+K, T
...TO TWIST K-TWIST
NOTES: Jenny can go into any variations incorporated with Twist.
--------------------------------------------------------------------------------------------
13)GLOSS EDGE LD+K-K
NOTES: Last hit will launch opponent.
--------------------------------------------------------------------------------------------
14)VITAL BREAKER TO TWIST f,f+{K}-TWIST
NOTES: Jenny can go into any variations incorporated with Twist.
--------------------------------------------------------------------------------------------
15)TURN HOOK HEEL TO PASSIONATE.... T, K-K-*....
...HEEL RUSH ...K-K
...HEEL KNIFE TO TWIST ...K-d+K-TWIST
...HEEL BYE-BYE ...b+K, T
...JUMP OUT ...K-u+


NOTES: Jenny can go into any variations incorporated with Twist in 2nd choice. Rising Shadow
(see combo #1 in the beast combo list) can be executed after u+P in the last choice only if u+P
connects with opponent.
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)RISING SHADOW B when u+P connects
NOTES: a special movement where Jenny jumps after her opponent only if u+P connects with her
opponent. This can only be done as long as Jenny as a filled Beast Gauge.
--------------------------------------------------------------------------------------------
2)COMPLETE DEATH ORDER B-B-B-B-B
NOTES: 2nd B has to touch opponent (whether blocked or not) in order to do the rest of the
combo. After 3rd B, Jenny can perform Flap Wing and all other variations incorporated with
Flap Wing.
--------------------------------------------------------------------------------------------
3)DEATH ORDER FLAP B-B-B-B-FLAP WING
NOTES: 2nd B has to touch opponent (whether blocked or not) in order to do the rest of the
combo. Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
4)WIND SLIDER B-B-B-d+{B}
NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter.
--------------------------------------------------------------------------------------------
5)NIGHTMARE WALKING/FLAP f+B-B-B-Flap Wing
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
6)WIND.... DASH+B....
...DEATH ORDER ...B
...RIDER FLAP ...FLAP WING
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
7)SLAP-SLAP TO.... P-

....
NOTES: See combos #2, #3, #4, and #8 for follow-ups.
--------------------------------------------------------------------------------------------
8)PASSIONATE HEEL TO NIGHTMARE.... f+K-K-*-f+B-B-B-Flap Wing
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
10)TURN HOOK HEEL TO PASSIONATE HEEL TO T, K-K-*-f+B-B-B-Flap Wing
NIGHTMARE
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
11)TURN ELBOW FLAP df+P-

-FLAP WING
NOTES: Flap Wing can only be executed if Jenny has a full Beast Gauge. Jenny can go into any
variations associated with Flap Wing.
--------------------------------------------------------------------------------------------


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=BAKURYU: "SHINOBI" BLOOD=-

------
|PROILE|
------
FULL NAME: Ogami Kakeru (within Japan); Ogami Kenji (outside Japan)
COUNTRY: Japan
AGE: 15
HEIGHT: 155 cm
WEIGHT: 47 kg
OCCUPATION: Student
LIKES: Shogi (Japanese chess)
DISLIKES: Tobacco smoke
BEAST FORM: Mole


-------------
|BASIC ATTACKS|
-------------

(UNDER CONSTRUCTION)


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
--------------------------------------------------------------
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 36 | DMGE: 26


*EITHER FORM*
-------------

NAME: URATEN
TRNS: BACKSPIN
CMND: d+P+K
HGHT: LOW
DMGE: 0

-FROM URATEN DO EITHER ONE OF THE FOLLOWING-

NAME: URASEN ENMAKU DAN | NAME: URASEN IZUNA OTOSHI
TRNS: HIDDEN FLASH SMOKE BOMB | TRNS: HIDDEN FLASH LIGHTNING DROP
CMND: d+P+K | CMND: u+P+K
TYPE: TELEPORT | TYPE: THROW (GRAB)
DMGE: 0 | DMGE: 30

----------

NAME: URA IZUNA OTOSHI
TRNS: REVERSE LIGHTNING DROP
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 31

----------

NAME: IZUNA OTOSHI
TRNS: LIGHTNING DROP
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 24

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: RAIKO IZUNA OTOSHI
TRNS: THUNDERFLASH LIGHTNING DROP
CMND: d,df,f+P {c}
TYPE: THROW (STRIKE)
HGHT: H
STOP: NO
DMGE: 34

*NOTES*

-On standing opponents, Bakuryu will strike its opponent, doing minor damage.
-If Raiko Izuna Otoshi is blocked while foe is airborne, he/she will be staggered. In this case
(as well as if Bakuryu's opponent's far away on the ground) Bakuryu will land with his back
turned to his opponent.

----------

2)
NAME: ENMAKU DAN
TRNS: SMOKEBOMB
CMND: d,df,f+K
TYPE: TELEPORT
HGHT: NONE
STOP: YES
DMGE: 0
ADDT: Press R1 during Enmaku Dan to cancel (Nise Enmaku)

*NOTES*

-Enmaku Dan will make Bakuryu disappear and move to a new spot. To replace him, a log will
appear in the spot Bakuryu was in previously.
-Bakuryu will appear behind his opponent if done from upclose to (in most cases) mid range. If
far away from his foe, Bakuryu will appear in front of his foe with his back turned.
-In the case where Bakuryu's back is turned to his opponent, doing Enmaku Dan will teleport
him away from his foe, with Bakuryu facing its opponent.
-"Nise Enmaku" (fake smoke), not a real move, adds more elements to Bakuryu's tricky style of
fighting. In order to do it properly, press R1 IMMEDIATELY once the smokebomb from Bakuryu's
hand hits the ground. Unfortunately, it no longer works the same way like in BR2 because....
-In BR2, Bakuryu would disappear for a moment before reappearing in the same spot. Even the log
will appear in his place before Bakuryu materializes in the same spot. In BR3, Bakuryu will
NOT disappear for a moment, nor will the log appear. Only the smoke from his smokebomb will
surround him.

----------

3)
NAME: ZUGOKKU ZUKI
TRNS: EXCRUTIATING HEAD THRUST
CMND: d,df,f+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 33

----------

4)
NAME: KOKIRYU GEKIHA
TRNS: STEAM PRESSURE BLAST
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M(x4)
STOP: YES
DMGE: 54

----------

5)
NAME: ENJIN RASEN KYAKU (CHUU / KA)
TRNS: SMOKESCREEN SPIRAL KICK (MIDDLE / LOW)
CMND: d,db,b+K / d,db,b+K,d
TYPE: TELEPORT & ATTACK
HGHT: M / L
STOP: YES
DMGE: 23 / 17

-OR-

NAME: GI RASEN
TRNS: FAKE SPIRAL
TYPE: TELEPORT & FEINT
CMND: P
HGHT: NONE
STOP: YES
DMGE: 0

----------

6)
NAME: SHOTEN KAKIAGE
TRNS: SKYWARD SHRED
CMND: d,db,b+{B)
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 22

----------

7)
NAME: TENJIN IZUNA OTOSHI
TRNS: NATURE (GOD & MAN) LIGHTNING DROP
CMND: f,b+P (from opponent's back)
TYPE: THROW
HGHT: AL
STOP: NO
DMGE: 32

-WHEN BAKURYU LANDS ANYWHERE ELSE BESIDES FROM BEHIND OPPONENT-

------------------------------------------------------------
POST: FRONT; STANDING | POST: FRONT; STANDING |
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI |
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK |
TYPE: GRAB THROW | TYPE: GRAB THROW |
DMGE: 36 | DMGE: 26 |
-----------------------------------------------------------------
POST: FRONT; CROUCHING | POST: UNDER; AIR |
NAME: URATEN | NAME: KUCHU RAIKO IZUNA OTOSHI |
TRNS: BACK SPIN | TRNS: MIDAIR THUNDERCLAP LIGHTNING DROP |
TYPE: GRAB THROW | TYPE: STRIKE THROW |
DMGE: VARIES | DMGE: 30 |
-----------------------------------------------------------------


*NOTES*

-The actual outcome of this Command Throw involves Bakuryu landing behind his opponent and executing
a German suplex-type of slam. This throw will be activated while his foe is either standing or
crouching.
-Hoshin Tengeki is Bakuryu's regular throw in human form, while Zanmetsu Tatsumaki Geki is his
regular throw in beast form. Either one will be initiated when Bakuryu lands in front of his
standing opponent.
-Uraten is Bakuryu's regular crouching throw in either human or beast form. This will be initiated
when he lands in front of his crouching opponent. Bakuryu can also use the follow-ups of Uraten
(i.e. Urasen Enmaku Dan and Urasen Izuna Otoshi).
-When Bakuryu jumps off the wall/string, he can perform Kuchu Raiko Izuna Otoshi only while he is
upside-down in midair. Opponent must also be in the air directly under Bakuryu. Once he flips
over, this throw cannot be initiated.
-When Bakuryu is next to a wall, he will actually run up the wall and flip towards his opponent
at the startup of Tenjin Izuna Otoshi. If there is no wall near him, on the other hand, he will
set down a string for himself to run up on before flipping down. If Bakuryu's slightly near a wall,
then he will set a string down connected to a wall and run up both the string & wall.

----------

7)
NAME: TENJIN RAIKO KYAKU
TRNS: NATURE (GOD & MAN) THUNDERFLASH KICK
CMND: f,b+K
TYPE: RETREAT & ATTACK
HGHT: M
STOP: NO
DMGE: 17

*NOTES*

-When Bakuryu is next to a wall, he will actually run up the wall and drop down with a kick. If
there is no wall near him, on the other hand, he will set down strings for himself to run up
on before dropping down with a kick. If Bakuryu's slightly near a wall, then he will set a
string down connected to a wall and run up both the string & wall.

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: BUNSHIN KAEN JIGOKU

------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: BUNSHIN KAEN JIGOKU | NAME: TSUCHIGAMI KAKUSEI SHIKAI JIN
TRNS: HELL'S SPLITTING INFERNO | TRNS: LORD OF THE EARTH: FORMATION OF THE AWAKENING
TYPE: ATTACK | 4 SPHERES
HGHT: M | TYPE: TELEPORT & ATTACK
DMGE: 73 | HGHT: L
ADDT: NONE | DMGE: 66
| ADDT: NONE
| EFFT: T


*NOTES ABOUT BUNSHIN KAEN JIGOKU*

-At the start of this Beast Drive, Bakuryu sways back & ducks low before sliding forward to attack.
This enables him to go under most High-level attacks, as well as to avoid on-coming attacks if the
distance is right.

*NOTES ABOUT TSUCHIGAMI KAKUSEI SHIKAI JIN*

-This Beast Drive will only connect with a character on the ground. Any character in the air
will be left unharm as Bakuryu flies by.
-In the case where this Beast Drive is blocked/misses, Bakuryu will fly high into the air
before teleporting back to the ground. For some reason, this is a slow process that also
leaves his back turned to his opponent.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Rasen Ryu Eijin P-P-P-

-f+P#
NOTES: Last part can be delayed abit. If it hits, can launch an opponent.
--------------------------------------------------------------------------------------------
2)Rento Izuna Otoshi P-P-P-

-Raiko Izuna Otoshi
NOTES: Best used in a juggle, so that Raiko Izuna Otoshi connects for a throw.
--------------------------------------------------------------------------------------------
3)Rento Fushin Gaeri P-P-P-u+P
NOTES: Last part puts Bakuryu behind his opponent.
--------------------------------------------------------------------------------------------
4)San Rento.... P-P-P....
...Ryuei Hougeki ...df+P-P
...Ryuei Nichirin Kyaku ...df+P-K
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P*
--------------------------------------------------------------------------------------------
5)Rento.... P-P....
...Jinkyaku ...K
...Rakujin Kyaku ...K,K*
...Kari Ashi ...K-d+K
...Engetsu Shu ...b+K
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P*
--------------------------------------------------------------------------------------------
6)Renga P-K
--------------------------------------------------------------------------------------------
7)Tanto.... P....
...Ryuga.... ...K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Getsuei Gaeri ...f+K-b+K-u+P
...Rakutsui Getsu Engetsu Shuu ...b+K
--------------------------------------------------------------------------------------------
8)Ryuei.... df+P....
...Hogeki ...P#
...Nichirin Zan ...K
...Koreda ...B*
--------------------------------------------------------------------------------------------
9)Ryuga Rakutsui Kyaku K-K*
--------------------------------------------------------------------------------------------
10)Ryuga.... K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Getsuei Gaeri ...f+K-b+K-u+P
...Rakutsui Getsu Engetsu Shuu ...b+K
--------------------------------------------------------------------------------------------
11)Getsu Eiji Kyaku f+K-b+K*
--------------------------------------------------------------------------------------------
12)Getsuei Gaeri f+K-b+K-u+P
--------------------------------------------------------------------------------------------
13)Retsujin.... df+K....
...Nadare Geri ...K*-K*
...Kari Geri ...f+K
...Kusazuri Geri ...d+K
--------------------------------------------------------------------------------------------
14)Shippu.... f,f+K....
...Nidan Geri ...K
...Mikazuki Otoshi ...K-K
...Inazuma Otoshi ...K-K-d+K-K# {c}
...Rasen Renkyaku ...K-Enjin Rasen Kyaku
--------------------------------------------------------------------------------------------
15)Rakurai LD+K-K*
--------------------------------------------------------------------------------------------
16)Metsubushi to.... T, P....
NOTES: See combos #1~7 and start from the 2nd attack from each of those combos
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Dokuso Eizan Geki B-B*-{B}
NOTES: Last hit causes Downbound.
--------------------------------------------------------------------------------------------
2)Renkaki.... B-B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
3)Dokukaki Shiten Kyaku B-d+B, T
--------------------------------------------------------------------------------------------
4)Doku Tsuki Shiten Kyaku f+B-d+B, T
--------------------------------------------------------------------------------------------
5)Dokusen Ten To Ho f+B-B*-d+B
--------------------------------------------------------------------------------------------
6)Dokuso Bakuju Rengeki f+B-B*-B-B-{B}
--------------------------------------------------------------------------------------------
7)Dokuso Ryuei Nichirin Kyaku f+B-B*-B-df+P-K
-or-
f+B-B*-B-B-df+P-K
--------------------------------------------------------------------------------------------
8)Jabu Ro Zugokku Zuki f+B-B*-B-df+P-Zugokku Zuki
-or-
f+B-B*-B-B-df+P-Zugokku Zuki
--------------------------------------------------------------------------------------------
9)Dokusen Rakutsui Kyaku f+B-K-K*
--------------------------------------------------------------------------------------------
10)Doku Tsuki.... f+B....
NOTES: Follow up with combos #9 & 10 from Bakuryu's combo list in human form
--------------------------------------------------------------------------------------------
11)Rento to Dokuso.... P-P-P-

-B....
...Dokukaki Shiten Kyaku ...d+B, T
...Dokuso Eizan Geki ...B*-{B}
...Renkaki.... ...B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
12)Metsubushi to Rento to Dokuso.... T, P-P-P-

-B....
NOTES: See combo #11 for follow-ups
--------------------------------------------------------------------------------------------
13)Ryusen Renkaki Age b+P-db+B
NOTES: 1st hit has to connect in order for the last hit to work
--------------------------------------------------------------------------------------------
14)Mukurosaki d+B(x5)
NOTES: Opponent has to be in Down position for this to work
--------------------------------------------------------------------------------------------

````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=URIKO: ENERGETIC CURIOUSITY=-

------
|PROILE|
------
FULL NAME: Uriko Nonomura
COUNTRY: Japan
AGE: 15
HEIGHT: 150 cm
WEIGHT: 41 kg
OCCUPATION: Student
MEASUREMENTS: B75 W56 H78
LIKES: Kamaboko (boiled fish paste),
DISLIKES: Mathematics
BEAST FORM: Half Beast


````````````````````````````````````````````````````````````````````````````````````

---------------------------------------------
|SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION|
---------------------------------------------

Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Uriko uses in battle.
Here's a description of Uriko's Circle Combo system:

ROKUGO HORIN SHIKI (STYLE OF THE UNIVERSAL PHOENIX CIRCLE)
----------------------------------------------------------

The "Phoenix Circle" is Uriko's main weapon used by Uriko. Consisting of 6 different attacks,
each attack follows one another in a circle-like motion, in any direction desired. While this
Circle Combo can be started in numerous ways, each attack follows one another in a set manner.
Also, the same attack cannot be used twice.

--------------------------------------------------------------------------------------------
NAME: DOKKO/SANKO | NAME: RANTEN KAKYAKU | NAME: KYUSO DOZANSHO |
TRNS: SINGLE LANCE/TRIDENT | TRNS: TURBULENCE BLOSSOM KICK | TRNS: CORNERED MOUSE MOUNTAIN- |
CMND: P* | CMND: f+K | SHIFTING PALM |
HGHT: M | HGHT: M | CMND: f+{P} |
DMGE: 14 | DMGE: 10 | HGHT: M |
| EFFT: sb (s/c) | DMGE: 11 |
| | EFFT: hc (s/c) |
--------------------------------------------------------------------------------------------
NAME: SOSHITAI | NAME: NICHIGETSU HA | NAME: SOSO TAIKO |
TRNS: GRASS-REAPING THIGH | TRNS: SUN & MOON HOOKING | TRNS: DOUBLE CLAW LEG DROP |
CMND: d+K | CMND: d+P | CMND: K |
HGHT: L | HGHT: L-L | HGHT: SM-SM |
DMGE: 10 | DMGE: 10 | DMGE: 18 |
----------------------------------------------------------------------------------

ROKUGO HORIN SHIKI SHURYO WAZA (ENDER OF THE STYLE OF THE UNIVERSAL PHOENIX CIRCLE)
-----------------------------------------------------------------------------------

This Circle Combo can be followed up with any one of the "Rokugo Horin Shiki Shuryo Waza",
which can be inputted from any one attack of the R.H.S.

---------------------------------------------------------------------------------
NAME: TENMON KAISHU | NAME: TENSHIN KYAKU | NAME: RENJU HODO |
TRNS: FIST THAT OPENS THE | TRNS: KICK THAT SHAKES | TRNS: LYRICAL PHOENIX PLAY |
GATES OF HEAVEN | THE HEAVENS | CMND: d,d+P |
CMND: b+{P} | CMND: b+{K} | HGHT: M |
HGHT: M-M | HGHT: M | DMGE: 40 |
DMGE: 30 | DMGE: 35 | |
ADDT: Press R1 to cancel | | |
---------------------------------------------------------------------------------
NAME: SEKKA RENRIN | NAME: GAKURA TOTSU |
TRNS: RINGS BENEATH THE SNOW | TRNS: MUZZLE THRUST |
CMND: d,d+K | CMND: f,f+P# |
HGHT: L-L | HGHT: M |
DMGE: 15 | DMGE: 18 |
EFFT: tp, sw | EFFT: ln |
------------------------------------------------------------
NAME: ENMA SENRIN |
TRNS: KING OF HELL'S DESCENSION |
CMND: f,f+K |
HGHT: H |
|
-IF ENMA SENRIN CONNECTS- -IF ENMA SENRIN IS BLOCKED- |
|
NAME: GOZUTAI | NAME: MEZUTAI |
TRNS: BUNDLED BULLHEAD | TRNS: HORSE'S HEAD THIGH |
HGHT: M | HGHT: H |
DMGE: 30 | DMGE: 30 |
ADDT: Becomes a Guard Break | |
------------------------------------------------------------

*NOTES*

-When Tenmon Kaishu is canceled, Uriko will just hop back without attacking.
-What's the difference between Dokko and Sanko? Nothing. "Dokko" is the name used when Uriko is
in human form, while "Sanko" is the name used when Uriko is in beast form. Don't ask why.


ROKUGO HORIN SHIKI KAISHI WAZA (STARTER OF THE STYLE OF THE UNIVERSAL PHOENIX CIRCLE)
-------------------------------------------------------------------------------------

These are the techniques used to go into Uriko's Circle Combo. Some are single hits, while
others are combination attacks.

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT HEIGHT DAMAGE | |
--------------------------------------------------------------------------------------------
1)RAIKAN TENBU/THUNDER BRACELET SKY DANCER P-P-b+P-P H-M-M-M 37
or or
db+P-P-b+P-P SM-M-M-M 44

NOTES: 4th P can be delayed for about 3 seconds. If delayed too long, Uriko will lose her
balance and turn her back to her opponent. Go into "Phoenix Circle" through any attack
after 1st 2 seconds during the 4th P. After 3 seconds (before Uriko loses her balance)
Uriko can go into "Phoenix Circle" only through "Dokko/Sanko", "Kyuso Dozansho", or
"Rantan Kakyaku".
--------------------------------------------------------------------------------------------
2)RAIJIN GA/LIGHTNING EDGE FANG P-P-d+P H-M-L 22
or
db+P-P-L SM-M-L 29

NOTES: Last hit causes trip (only if it strikes as a counter). Go into "Phoenix Circle" through
"Nichigetsu Ha" or "Soshitai".
--------------------------------------------------------------------------------------------
3)SENPU RYO-O SHITSU/WHIRLWIND "THE df+K-K H-M-M 31
DOMINATOR'S" KNEE

NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
4)RAIKAN RYO-O SHITSU/THUNDER BRACELET "THE P-P-P-P*-K-K H-M-H-M-H-M-M 52
DOMINATOR'S" KNEE or
db+P-P-P-P*-K-K SM-M-H-M-H-M-M 59

NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
5)RAIGEKI RYO-O SHITSU/LIGHTNING STRIKE "THE b+B-K-K M-M-H-M-M 30
DOMINATOR'S" KNEE

NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
6)RYO-O SENSHITSU/"THE DOMINATOR'S" TURN KNEE T, K M 11

NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------


-----------------------------
|ROKUGO HORIN SHIKI FLOW CHART|
-----------------------------


DOKKO/SANKO <------> RANTEN KAKYAKU <-------> KYUSO DOZAN SHO
P f+K f+P
/\ /\
| ROKUGO HORIN SHIKI |
\/ \/
SOSO TAIKO <--------> NICHIGETSU HA <------------> SOSHITAI
K d+P d+K

| |
| |
| |
\ /
\ /
\/

GAKURA TOTSU TENMON KAISHU RENJU HODO
f,f+P b+P d,d+P
\ || //
ROKUGO HORIN SHIKI SHURYO WAZA
// || \
ENMA SENRIN TENSHIN KYAKU SEKKA RENRIN
f,f+K b+K d,d+K
// \
MEZUTAI GOZUTAI


----------------------------------------------------------
|SHIHO SHINITSU NO E (DIVINE 5 WEIGHTS FROM ALL DIRECTIONS)|
----------------------------------------------------------

The "Shiho Shinitsu no E" is Uriko's unique combo system. While not as extensive as her Rokugo
Horin Shiki, this combo system should be well used due to the numerous ways it can be started
and ended. From this, a player can also go into the R.H.S as well. Here's how it goes:

-------------------------------------------------------------------------------------------
HITOE (SINGLE) | FUTAE (TWO-FOLDS) | MIE (THREE-FOLDS) |
-------------------------------------------------------------------------------------------|
NAME: KYOHATAI | NAME: GASOKUTAI-KANAME | NAME: RORAKUSEN-KO |
TRNS: MIRROR-SHATTERING LEG | TRNS: FANGED SIDEKICK-CENTER | TRNS: TOWERING CURVE-FRONT |
CMND: K | CMND: K* | CMND: u+P |
HGHT: M | HGHT: M | HGHT: H |
DMGE: 10 | DMGE: 10 | DMGE: 14 |
| | EFFT: (start) none |
| | (end) ln; sp |
-------------------------------------------------------------------------------------------
YOTSUNOE (FOUR-FOLDS) | ITSUNOE (FIVE-FOLDS) |
------------------------------------------------------------|
NAME: RORAKUSEN-OTSU | NAME: FUJIN KYAKU |
TRNS: TOWERING CURVE-BACK | TRNS: AX HANDLE KICK |
CMND: b+K | CMND: d+P |
HGHT: H | HGHT: L |
DMGE: 14 | DMGE: 8 |
------------------------------------------------------------

*NOTES*

-"Futae" can go into the Rokugo Horin Shiki through "Soso Taiko", "Ranten Kakyaku", or
"Soshitai".
-While "Hitoe", "Yoe", and "Itsue" are solely starters for this combo system, "Mie" can be used
to both start or end this combo system. Thus, "Mie" can be used twice.
-"Futae" can be cancelled into a Chase Jump in Beast Form if opponent is knocked into/juggled
in midair.

------------------------------
|SHIHO SHINITSU NO E FLOW CHART|
------------------------------

KYOHATAI (HITOE)
K

||
||
\/

FUJIN KYAKU (ITSUE) GASOKUTAI-KANAME (FUTAE) ROKURAKUSEN-KO (MIE)
d+K --> --> K <-- --> u+K

/\
||
||

ROKURAKUSEN-OTSU (YOE)
b+K

````````````````````````````````````````````````````````````````````````````````````

-------------
|BASIC ATTACKS|
-------------

(UNDER CONSTRUCTION)


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: INDARA | NAME: TENUN SENSHO
TRNS: BLIND LASSO | TRNS: MIRICLE JUMP TO THE HEAVENLY CLOUD
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 20 | DMGE: 10
| EFFT: sf, T, tn



*EITHER FORM*
-------------

NAME: HOSHIN
TRNS: BREAKDOWN
CMND: d+P+K
HGHT: LOW
DMGE: 3
EFFT: hc

----------

NAME: RASEN KORAKU
TRNS: SPIRALING STEEL DROP
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 30

----------

NAME: KOPPAHEN
TRNS: SPLINTER
CMND: d+P+K (in midair)
HGHT: A
DMGE: 28

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: HOKOJIN
TRNS: SCATTERED PATTERN
CMND: d,df,f+P
TYPE: MULTI-HIT ATTACK
HGHT: M(x5)
STOP: YES
DMGE: 22

----------

2)
NAME: FUGAKU SANJUROKUMON
TRNS: VERSE OF MT. FUJI
CMND: d,df,f+{K}
TYPE: ATTACK
HGHT: H
STOP: YES
DMGE: 20
EFFT: ba

----------

3)
NAME: PINFU
TRNS: HARMONY
CMND: d,df,f+B
TYPE: STYLE CHANGE
HGHT: NONE
DMGE: 0

-FROM PINFU, DO EITHER ONE OF THE FOLLOWING-

------------------------------------------------------------------------
NAME: SEMEN PINFU | NAME: MASO PINFU |
TRNS: PEACEFULLY CLEANING THE FACE | TRNS: PEACEFULLY SCRAPNG THE CLAWS |
CMND: P | CMND: K |
HGHT: L-L | HGHT: L-L-L |
DMGE: 6 | DMGE: 9 |
| EFFT: kn |
----------------------------------------------------------------------------------------------
NAME: HEKIREKI PINFU | NAME: OKUBYO-KAI (KO) | NAME: OKUBYO-KAI (OTSU) |
TRNS: CALM THUNDERCLAP | TRNS: SCAREDY CAT-REVISED (FRONT) | TRNS: SCAREDY CAT-REVISED (BACK) |
CMND: {B}-{B}-{B} | CMND: f | CMND: b |
HGHT: H(x6) | HGHT: NONE | HGHT: NONE |
DMGE: 37 | DMGE: 0 | DMGE: 0 |
----------------------------------------------------------------------------------------------
NAME: HEKIREKI PINFU |
TRNS: CALM CAT ROLL |
CMND: u+B |
HGHT: M |
DMGE: 15 |
EFFT: ln; sp (s/c) |
---------------------

-TO CANCEL PINFU-

-------------------------------------------------------------------------------------
NAME: (NONE) | NONE: (NONE) |
CMND: R1 | CMND: ANY DIRECTION DURING SEMEN/MASO PINFU |
DESC: Cancel Pinfu/Go into Hard guard | DESC: Cancel Pinfu/Quickly return to normal |
-------------------------------------------------------------------------------------

----------

4)
NAME: GOFUGAKU SHO
TRNS: ENCHANTED FRAME PALM
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 10
EFFT: kn; bnd (s/c)

----------

5)
NAME: HIEN RAKU
TRNS: FALLING SWALLOW
CMND: d,db,b+K
TYPE: ATTACKK
HGHT: M
STOP: YES
DMGE: 10
EFFT: hc (s/c)

-FROM HIEN RAKU, DO EITHER ONE OF THE FOLLOWING-

-----------------------------
NAME: SOKYU HIEN RAKU |
TRNS: AZURE FALLING SWALLOW |
CMND: B / Press forward |
HGHT: M-M / NONE |
DMGE: 19 / 0 |
-----------------------------


-HIEN RAKU FOLOWUPS WHEN NEAR A WALL-

----------------------------------------------------------
NAME: NEYUKI | NAME: SAIRAI HIEN RAKU |
TRNS: LINGERING SNOWCLOUD | TRNS: FALLING SWALLOW RETURNS |
CMND: Press forward | CMND: Nothing |
HGHT: M | HGHT: NONE |
DMGE: 8 | DMGE: 0 |
| EFFT: hc (s/c) |
----------------------------------------------------------

*NOTES*

-Believe it or not, but Hien Raku can hit up to 2 times! It's very hard to do, though. Uriko's
only bet on scoring two hits is on an airborne foe.
-Neyuki can only be done when Uriko is facing a wall. When Uriko connects with a wall, she will
backflip over her opponent.
-Sairai Hien Raku can only be done when Uriko's back is to the wall. When Uriko connects with a
wall, she will drop back down with Hien Raku. However, the follow-ups associated with Uriko's
regular Hien Raku cannot come into play through Sairai Hien Raku. The same can be said about
the 2nd hit that Hien Raku is capable of doing (mainly because it's the same as Sairai Hien
Raku minus the wall jump).

----------

6)
NAME: SENTEN CHORAKU
TRNS: FOLDING SKY FALLING BIRD
CMND: d,db,b+{B}
TYPE: ATTACK
HGHT: H
STOP: NO
DMGE: 5

-FROM SENTEN CHORAKU, GO INTO ANY OF THE FOLLOWING-

(a)
NAME: SENTEN HOBU
TRNS: FOLDING SKY DANCE OF THE PHOENIX
CMND: d+{B}(x7)
HGHT: VARIES
DMGE: 100

(b)
NAME: SENTEN HOSHO
TRNS: FOLDING SKY FLIGHT OF THE PHOENIX
CMND: u+{B}(x7)
HGHT: VARIES
DMGE: 120

(c)
NAME: SENTEN HOYOKU
TRNS: FOLDING SKY WINGS OF THE PHOENIX
CMND: b+{B}(x7)
HGHT: VARIES
DMGE: 120

(d)
NAME: SENTEN HORIN
TRNS: FOLDING SKY SCALES OF THE PHOENIX
CMND: f+{B}(x7)
HGHT: VARIES
DMGE: 102

(f)
NAME: SENTEN FUKI
TRNS: FOLDING SKY SPURRED WINDS
CMND: B-B-{B}
HGHT: H-SM-H
DMGE: 50
EFFT: hc, ln, sp

*NOTES*
-"Senten Hobu", "Senten Hosho", "Senten Hoyoku", and "Senten Horin" (a.k.a. "Automatic Rokugo
Horin Shiki" for those who want an easier title to remember) are different variations of
Uriko's complete Circle Combo, which can all be ended with a R.H.S. Shuryo Waza anytime during
the 1st 6 presses of the B button. However, if B is pressed a 7th time, then a preset Shuryo
Waza will follow, each different depending on which "Senten" is executed.

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: BIKKURI BYOTEN

------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------
NAME: BIKKURI BYOTEN | NAME: HORIN TENBU RYUHATENGYO KYAKU
TRNS: CAT ROLL SURPRISE | TRNS: FLIGHT OF THE PHOENIX CIRCLE: THE AMAZING-HEAVENLY-
TYPE: MULTI-HIT ATTACK | SHATTERING-KICK OF THE DRAGON
HGHT: M | TYPE: ????
DMGE: 42+ | HGHT: ????
ADDT: Press buttons/direction | DMGE: ????
keys to increase damage | ADDT: See notes

*NOTES ON BIKKURI BYOTEN*

-Pressing nothing will make Uriko bounce at a moderate pace. The path she takes is also random.
However, pressing buttons or direction keys will make her bounce in a frenzy, which also
increases the # hits and damage of this Beast Drive.
-Pressing in any direction will control the path which Uriko travels, while pressing the attack
buttons will cause her to bounce up and down.
-The number of hits Uriko does determines the overall damage. On an even larger scale, the size
& structure of the stage Uriko fights in affects the # hits Uriko is capable of doing, meaning
the larger the stage the fewer the hits.

*NOTES ON HORIN TENBU RYUHATENGYO KYAKU*

-Uh, what can be said about this? Instead of trying to explain, let me first list the different
outcomes of this unique, yet unusual, Beast Drive:

--------------------------------------------------------------------
#1 | #2 |
DESC: Uriko runs towards a wall | DESC: Uriko leaps up onto a wall |
TYPE: RETREAT/LAUNCH | TYPE: LAUNCH |
HGHT: L | HGHT: M |
DMGE: 5 | DMGE: 5 |
----------------------------------------------------------------------------------------------
#3 | #4 |
DESC: Uriko soars through the air | DESC: Uriko lands on her opponent (front) |
TYPE: THROW (STRIKE) | TYPE: MULTI-HIT ATTACK |
HGHT: A | HGHT: M |
DMGE: 43 | DMGE: 57~59 |
ADDT: Press left or right to | ADDT: Hold {B} after Uriko throws her opponent/lands on |
control angle of descent | the ground to charge up |
----------------------------------------------------------------------------------------------
#5 | #6 |
DESC: Uriko lands on her opponent (back) | DESC: Uriko misses & lands on the ground |
TYPE: ATTACK | TYPE: GROUND ATTACK |
HGHT: M | HGHT: SM |
DMGE: 59 | DMGE: 39 |
| EFFT: tn |
------------------------------------------------------------------------------------

-Let's see, where should I begin....
-The real outcome of this Beast Drive is Outcome #4, but don't just settle for this only. The
other outcomes are just as fun, and necessary depending on the situation.
-While Outcome #1 & #2 are used to setup this Beast Drive, Outcomes #3, #4, & #5 are the
"successful" results for this Beast Drive. Outcomes #3, #4, & #5 will fill up Uriko's Beast
Gauge with energy a little bit after this Beast Drive ends, with #5 being the most beneficial
(almost 1/4 of the Beast Gauge is filled). Outcome #6 is the "miss" result, which gives back
no energy to the Beast Gauge, but will cause Uriko's opponent to turn if it connects.
-The easiest way for outcome #1 to connect is to execute this Beast Drive with Uriko's back to
her opponent. Instead of retreating, she'll run straight towards her opponent. If this
connects, then outcome #3 can follow up to finish this Beast Drive if timed correctly. Note
that if outcome #1 is blocked, Uriko will turn around & run in the opposite direction.
-If the opponent chases Uriko as she runs towards a wall, outcome #2 will come into play. Any
character that's near Uriko as she goes onto the wall will immediately be launched straight
up. However, this doesn't seem to connect on another Uriko player due to her height. Will also
hit if her opponent jumps at her. Timing is very critical, though.
-If outcome #2 somehow connects, outcome #3 can follow up, but will miss most of the time. To
increase the chances of outcome #3 connecting, Uriko's descent has to be steered correctly.
-Outcome #3 will work on an airborne character, whether he/she is launched or just jumping
regularly.
-If Uriko crosses over her opponent after flying off the wall, she can connect with this Beast
Drive (which will turn into Outcome #4). This will only happen if her opponent is close to the
wall she flies off of, while Uriko has to be steered abit so she doesn't fly completely by her
opponent.
-The damage of outcome #4 can be increased, but that involves changing how it finishes.
Normally, when Uriko throws her opponent up after hitting him/her repeatedly, she ends with
a flying kick. If B is held, though....
-Uriko will crouch down and begin to powerup. Once B has been pressed, Uriko will be unable to
hit her thrown opponent while he/she is in the air, even if B was tapped down lightly.
Instead, holding down B will delay the flying kick to strike her opponent as he/she gets up.
Although blockable, set up the flying kick so that Uriko attacks before her opponent can get
up.
-Normally, Uriko will gain some energy in her Beast Gauge when the last hit connects in Outcome
#4. However, if the B button is held, the last hit has a chance to miss. If the last hit misses
or is blocked, then Uriko not only falls to the floor, but she will not gain any energy in her
Beast Gauge.
-Outcome #6 will connect with her opponent at his/her legs, just as she hits the ground. Uriko
will be in a down position. Note that if this is blocked or misses, Uriko can be hit as she
bounces on the ground, causing her to be on her feet.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)RAIKAN REKKU/THUNDER BRACELET P-P-P-P*-P{c}
TURBULENT AIR or
db+P-P-P-P*-P{c}

NOTES: Last part for both variations will launch an opponent.
--------------------------------------------------------------------------------------------
2)RAIKAN KO/THUNDER BRACELET PIERCING P-P-P-P*-f+P*
or
db+P-P-P-P*-f+P*
--------------------------------------------------------------------------------------------
3)


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=GADO: THE DEPRESSED LION=-

------
|PROILE|
------
FULL NAME: Alan Gado
COUNTRY: France
AGE: 49
HEIGHT: 194 cm
WEIGHT: 105 kg
OCCUPATION: The highest-ranking commissioner of the United Nations
LIKES: Brandy
DISLIKES: Neckties
BEAST FORM: Lion


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JAB P H 10
TOMAHAWK SHOT f+P M 15
TURNING ELBOW b+P H 24
SQUAT JAB d+P SM 10
SHELL SHOT df+P M 17
AMBUSH CANNON db+P SM 16
DIVE CANNON f,f+{P} M 24 bnd
STREAK FIRE DASH+P{c} M 26
RISE SHOT LD+P M 14
TURN KNUCKLE BACK, P H 13 tn
SQUAT TURN KNUCKLE BACK, d+P SM 14
DROP SHOT u+{P} M 28 bnd
JUMPING KNUCKLE JUMP, P SM 10
JUMPING HAMMER JUMP, f+{P} M 27 bnd
PRESSURE BOMB FOE IS DOWN, d+P L 10
RISING BARREL K H 13
NEEDLE LANCER f+K M 15
SPIN TURRET b+K{c} H 30 fl; ba (s/c)
SPLIT MINE d+K L 17 tp; sw (s/c)
INTENSE SHOOT df+K M 26 hc
HEATING WHEEL db+K L 21 sw
KNEE DRIVE f,f+K{c} M 25 ln; sp (s/c)
MINE SLIDER DASH+K L 26 tp; sw (s/c)
VERTICAL BARREL LD+K M 19 sb; ln (s/c)
REVERSE KICK BACK, K H 21
LOW REVERSE KICK BACK, d+K L 16 sw
AIR CANNON u+{K} M 32 ba
JUMPING KICK JUMP, K SM 17
MISSILE KICK (FRONT) JUMP, f+{K} M 21 ba
MISSILE KICK (BACK) JUMP, b+{K} M 21 ba
MUZZLE HAMMER FOE IS DOWN, d+K M 12
NAIL SCRATCH B H 16
NAIL SPEAR f+{B} M 19
VANISHING SCRATCH b+{B} M 28 T, ba
NAIL SWEEP d+B L 16
LOW TWIN SCRATCH df+B L 18
SQUAT BACK TURN SCRATCH db+B L 17 T
DINO HEAD f,f+B M 20
BRUTAL RAID DASH+{B} M 29 ba
GROUND SCRATCH LD+B L 25 tp; sw (s/c)
BACK DROP KICK BACK, B M 27 fl; ba (s/c)
SQUAT TURN SWEEP BACK, d+B L 24 tp; sw (s/c)
DIVE TWIN SCRATCH u+B SM 18
SHAVE KICK JUMP, B M 21
ROLLING SHREDDER JUMP, f+B M 27 kn; bnd (s/c)
KILL SCRATCH FOE IS DOWN,B L 6


*NOTES*

-Rolling Shredder will launch an opponent if he/she is struck while behind Gado.


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: GRAB KNOCKDOWN | NAME: DAMSITE FANG
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 33 | DMGE: 38
ADDT: Press R1 to stop just as Gado's
hand lights up

*NOTES ABOUT GRAB KNOCKDOWN*

-After this throw has been stopped, Gado can follow up with anything of his liking except
a regular throw (P+K).


*EITHER FORM*
-------------

NAME: SHAKE BOMB
CMND: d+P+K
HGHT: LOW
DMGE: 38

----------

NAME: SURPRISE CRASH
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 27

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: HEAT CAPTURE
CMND: d,df,f+P {c}
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 40

-FROM HEAT CAPTURE, DO EITHER ONE OF THE FOLLOWING-

----------------------------------------------------------------
NAME: HEAT CAPTURE MIDDLE KICK | NAME: HEAT CAPTURE LOW KICK |
CMND: {K} | CMND: K |
HGHT: M | HGHT: L |
DMGE: 49 | DMGE: 49 |
EFFT: ln | EFFT: sw |
----------------------------------------------------------------

----------

2)
NAME: RAGE CUTTER
CMND: d,df,f+K
TYPE: MULTI-HIT ATTACK
HGHT: M-M
STOP: YES
DMGE: 30
ADDT: Press R1 after 1st hit/start of 2nd hit to stop

----------

3)
NAME: DEMOLITION FANG
CMND: d,df,f+{B}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 46

----------

4)
NAME: ASSAULT BLOW
CMND: d,db,b+{P}
TYPE: ATTACK
HGHT: M
STOP: NO
DMGE: 38-60
ADDT: Hold P to charge up
ADDT: Press R1 just as Gado's fist lights up to cancel

----------

5)
NAME: DANGER SPIN
CMND: d,db,b+K
TYPE: GUARD ATTACKK
HGHT: SM
STOP: YES
DMGE: 24

-OR-

NAME: PRESSURE OF TYRANT (1ST PART)
CMND: d,db,b+K
TYPE: COMBINATION ATTACK
HGHT: SM

-NEXT-

(2ND PART)
CMND: b,f+{P}
HGHT: M

-NEXT-

(3RD PART)
CMND: d,df,f+{P}
HGHT: M

-NEXT-

(4TH PART)
CMND: d,db,b+{P}
HGHT: M
DMGE: 114-154
ADDT: Hold P on the last part to charge up
ADDT: Press R1 just as Gado's fist lights up for the last part to cancel

*NOTES*

-The 1st, 2nd, & 3rd part of Pressure of Tyrant can stun a character if each strike as a
counter hit. While there's a possibility to recover from the 1st part, the 2nd & 3rd part will
stun a character so much that the 4th part (uncharged) will strike flawlessly.

----------

6)
NAME: RISING LASER
CMND: d,db,b+{B}
TYPE: LAUNCHER
HGHT: M
STOP: YES
DMGE: 32

----------

7)
NAME: ABSOLUTE FIRE
CMND: b,f+{B}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 22

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: G-CANNON

------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B}|
------------------------------------------------------------
NAME: G-BOMBER | NAME: G-CANNON
TYPE: THROW (GRAB) | TYPE: ATTACK
HGHT: H | HGHT: M
DMGE: 78 | DMGE: 84
ADDT: NONE | ADDT: NONE

*NOTES ON G-BOMBER*

-It is not possible to execute this from an attack with a Cancel Point.

*NOTES ABOUT G-CANNON*

-Depending on your distance away from a wall, Gado's launched opponent will bounce off the wall
and land on top of him, doing minor damage to Gado.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SHOTGUN COMBINATION G P-


--------------------------------------------------------------------------------------------
2)HEAVYWEIGHT SHOTGUN G P-

-f+P
--------------------------------------------------------------------------------------------
3)SHOTGUN COMBINATION DRIVE P-

-f+{K}
NOTES: Last hit will launch opponent.
--------------------------------------------------------------------------------------------
4)SPINNING STRIKE b+P-

*
NOTES: 2nd hit will cause "kn" stun.
--------------------------------------------------------------------------------------------
5)TWIN TOMAHAWK f+P-P*
--------------------------------------------------------------------------------------------
6)TOMAHAWK.... f+P....
...BUSTER ...P*-P*
...DRIVE ...K
--------------------------------------------------------------------------------------------
7)TOMAHAWK TO.... f+P-f+P*....
...SKY LAUNCHER STRIKE ...f+K-K-{K}
...SOLID LAUNCHER STRIKE ...f+K-f+K-{K}
...GROUND LAUNCHER STRIKE ...f+K-d+K-{K}
...FEINT SKY/SOLID/GROUND LAUNCHER ...f+K-(f+ or d+)K-P
--------------------------------------------------------------------------------------------
8)SHELL.... df....
...SMASH ...{P}
...SLASH ...df+K
--------------------------------------------------------------------------------------------
9)TROOPER COMBINATION K-K-{K}
--------------------------------------------------------------------------------------------
10)COMMANDO EDGE COMBINATION.... K-K-f+K....
...HIGH ...K-{K}
...MIDDLE ...f+K-{K}
...LOW ...d+K-{K}
...FEINT ...(f+ or d+)K-P
--------------------------------------------------------------------------------------------
11)HEAT BLASTER TWIN TO LAUNCHER.... K-b+P-

*-f+K....
NOTES: See combos #12, #13, #14, and #15 for follow-ups.
---------------------------------------------------------------------------------------------
12)SKY LAUNCHER STRIKE f+K-K-{K}
---------------------------------------------------------------------------------------------
13)SOLID LAUNCHER STRIKE f+K-f+K-{K}
---------------------------------------------------------------------------------------------
14)GROUND LAUNCHER STRIKE f+K-d+K-{K}
---------------------------------------------------------------------------------------------
15)FEINT SKY/SOLID/GROUND LAUNCHER f+K-(f+ or d+)K-P
---------------------------------------------------------------------------------------------
16)SIGHT BREAK LD+P-P
---------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)DOUBLE SCRATCH B-B*
--------------------------------------------------------------------------------------------
2)TRIPLE.... B-B*....
...SCRATCH ...{B}
...LOW SCRATCH ...d+B
---------------------------------------------------------------------------------------------
3)SCRATCH TO LAUNCHER.... B-B*-f+K....
NOTES: See combos #12, #13, #14, and #15 from Gado's Human Combinations list for follow-ups.
---------------------------------------------------------------------------------------------
4)TRAP NAIL B-d+B*
---------------------------------------------------------------------------------------------
5)DESTROY SCRATCH f+{B}-{B}*
---------------------------------------------------------------------------------------------
6)BLIND SCRATH f+{B}-d+B, T
---------------------------------------------------------------------------------------------
7)BLOODY RAGE u+B-d,df,f+{B}
NOTES: d,df,f+{B} (Demolition Fang) can be canceled by R1.
---------------------------------------------------------------------------------------------
8)SHOTGUN BLIND SCRATCH P-P-d+B, T
---------------------------------------------------------------------------------------------
9)LIGHTNING SCRATCH df+P-f+{B}-{B}
---------------------------------------------------------------------------------------------
10)DARKNESS SCRATCH df+P-f+{B}-d+B, T
---------------------------------------------------------------------------------------------
11)HEAT BLASTER.... K-b+P-

*....
...DOUBLE CLAW ...B*-{B}
...STROME ...B*-d+B
---------------------------------------------------------------------------------------------
12)HEAT BLASTER NAIL TO.... K-b+P-

*-B*....
...SKY LAUNCHER STRIKE ...f+K-K-{K}
...SOLID LAUNCHER STRIKE ...f+K-f+K-{K}
...GROUND LAUNCHER STRIKE ...f+K-d+K-{K}
...FEINT SKY/SOLID/GROUND LAUNCHER ...f+K-(f+ or d+)K-P
---------------------------------------------------------------------------------------------


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=STUN: THE ONE WHO LIVES IN DARKNESS=-

FULL NAME: Steven Goldberg
COUNTRY: America
AGE: 36
HEIGHT: 186 cm
WEIGHT: 120 kg
OCCUPATION: Unknown
LIKES: He can't remember
DISLIKES: Doesn't want to remember
BEAST FORM: Insect


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
SHELL PUNCH P H 12
BIOFORCE THROW f+P M 7 ln
VERMIN BLOW b+{P} M 23
HANDKNIFE d+P SM 8
VERMIN UPPER df+P M 13 sb; ln (s/c)
ASSAULT SLASH db+P M 15 hc
BODY SLASHER f,f+{P}(x3) M-M-SM 18 bnd
SHELL TACKLE DASH+P{c} M 18 ba
GROUND MESH LD+P M 13
SPINAL BREAK BACK, P H 12
VERMIN NAIL BACK, d+P SM 10
HEAD CRUSHER u+P H 17 kn; bnd (s/c)
FLYING SHELL PUNCH JUMP, P SM 9
FLYING HEAD CRUSHER JUMP, f+{P} M 23 bnd
LID CRUSH FOE IS DOWN, d+P L 6
SOLID KICK K M 10
THRUST KICK f+K M 14
LAUNCHING KICK b+K H 18 hc (s/c)
KNEE CRUSH d+K L 8
GROUND STEP df+K - -
HEEL HAMMER db+K L(x2) 14 sw
KNEE BLAST f,f+K{c} M(x2) 12 T, fl; ba (s/c)
DUAL SOLID KICK DASH+K L(x2) 19 sw
LEG UPPER LD+K M 15 ln; sp (s/c)
BRASH HIGH KICK BACK, K(c) H 21
GROUND BRASH KICK BACK, d+K L 15 sw
LEG GUILLOTINE u+{K} M 18 bnd
JUMPING HIGH KICK JUMP, K SM 15
JUMPING BUG KICK (FRONT) JUMP, f+{K} M 18 ba
JUMPING BUG KICK (BACK) JUMP, b+{K} M 18 ba
BONE SCRATCH FOE IS DOWN, d+K L 6
BEETLE HEAD B M 11
ROLLING BUG HEAD f+{B} M 16
THRUST BUG HEAD b+{B} M 21 ba
MANTIS FANG d+B L 14 tp; sw (s/c)
BUG MIDDLE df+{B} M 12 sp
BUG GROUND db+B L 18 tp (s/c)
CHARGE BUG HEAD f,f+B M 18 fl; ba (s/c)
JET BEETLER DASH+{B} M 26 ba
GROUND HORN LD+B L 17 tp; sw (s/c)
DUAL CLAW KICK BACK, B M 18 fl; ba (s/c)
BUG CLAW BACK, d+B L 15
HORN CHOP u+{B} M 22 bnd
FLYING BUG KICK JUMP, B M 18
BUG PRESS JUMP, f+{B} M 23 bnd
HORN PRESS FOE IS DOWN,B L 12


*NOTES*

-Only the 1st hit of Body Slasher is a Guard Break. 2nd & 3rd hit can be blocked by either a
Light Guard or Hard guard.
-Ground Step will allow Stun to go under High attacks, as well as most Middle attacks that do not
strike too low. Same goes for Semi-Mid attacks.
-Bug Press will put Stun in the Down position. Although he cannot do a Rising Attack, he can do
everything else associated with Down position (Roll, Recovery Speed Boost, etc.).


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: CRYING THROW | NAME: BUG HACK
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 30 | DMGE: 27



*EITHER FORM*
-------------

NAME: STUN BOMB
CMND: d+P+K
HGHT: LOW
DMGE: 33

----------

NAME: STUN THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 33

----------

NAME: AIR BOMBER
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 28

----------

NAME: SPIRAL RAID
CMND: d,d+P+K
HGHT: LOW
DMGE: 37

----------

NAME: STUN CRUSH
CMND: d,df,f+P+K
HGHT: HIGH
DMGE: 28
ADDT: Press the directional keys or attack buttons during Stun Crush to recover faster
(Opponent only)
ADDT: Press the attack buttons to get up before the opponent (Stun only)
ADDT: Press any of the directional keys to roll (Stun only)

-FROM STUN CRUSH DO THE FOLLOWING-

NAME: BRAIN CRASH BOMB
CMND: d,db,b+P+K
DMGE: 19

*NOTES*

-The timing for Stun to execute Brain Crash Bomb after Stun Crush isn't hard at all. Just as
Stun slams his opponent into the ground, do the motion for Brain Crash Bomb immediately.
This will also work if it is done just slightly before Stun slams his opponent.
-If Stun Crush is the only part executed, Stun can get up very fast afterwards. Not only does
Stun stand up quicker than his opponent, but he can also hit his opponent before he/she fully
recovers. This is a good maneuver for Stun to use to stay on the offensive.
-In defense, the opponent can speed up his/her recovery time during Stun Crush by pressing any
buttons. If done correctly, Opponent will try to stand/roll after being slammed. This can help
to get away if Stun gets up beforehand, but the opposition will still have no offensive
advantages.

----------

NAME: DRAG
CMND: b+P+K
HGHT: HIGH
DMGE: 0
EFFT: tn

----------

NAME: DARK SANCTION COMBO (1ST PART)
CMND: f,df,d,db,b+P+K
HGHT: HIGH

-NEXT-

(2ND PART)
CMND: d,d+P+K

-NEXT-

(3RD PART)
CMND: d,u+P+K
DMGE: 63

*NOTES*

-The timing for Stun to execute each part of Dark Sanction Combo can be tricky, but not
impossible. Each time Stun slams his opponent into the ground, the motion for the next
part should be done immediately. This will also work if it is done just slightly before Stun
slams his opponent. Just be wary of the timing.

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: SPIDER DROP
CMND: d,df,f+P
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 24

----------

2)
NAME: HORNET GRAB
CMND: d,df,f+K
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 26

----------

3)
NAME: ANTLER BOMB
CMND: d,db,b+P
TYPE: THROW (STRIKE)
HGHT: L
STOP: YES
DMGE: 37

----------

4)
NAME: GRASSHOPPER LEG
CMND: d,db,b+K
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 15

----------

5)
NAME: RIOT BEETLE
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 30

----------

6)
NAME: BIO REJECT
CMND: d,db,b+B
TYPE: GUARD REVERSAL
HGHT: M
STOP: NO
DMGE: 17

*NOTES*

-This technique will make Stun counter any attack that hits high or middle, front or back.
Protected by a Light Guard, Stun will not take damage during this.
-Throws, low attacks, and Guard Breaks are what will stop this technique.

----------

7)
NAME: LIGHTNING MINE
CMND: b,f+{P}
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 23

----------

8)
NAME: BIO SHOCK
CMND: f,b+P
TYPE: GROUND ATTACK
HGHT: L
STOP: YES
DMGE: 27

----------

PRESET BEAST DRIVE: BOOSTING BURST

------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + B |
------------------------------------------------------------
NAME: VTOL BUSTER | NAME: BOOSTING BURST
TYPE: THROW (GRAB) | TYPE: THROW (GRAB)
HGHT: M | HGHT: ALL
DMGE: 70 | DMGE: 86
ADDT: NONE | ADDT: NONE


*NOTES ON VTOL BOMBER*

-Although Stun is in the air, this Beast Drive cannot be ducked under, nor blocked. The only
way to escape is to either Lie Down or hit Stun.
-Stun launches his opponent at the end of this Beast Drive. Stun can follow up with an attack
either before his opponent hits the ground to juggle (1-hit max), or after his opponent hits
the ground (ex. Antler Bomb).

*NOTES ON BOOSTING BURST*

-It is not possible to execute this from an attack with a Cancel Point.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SHELL RUSH P-P*-P*
NOTES: 3rd hit causes "sb", or "ln" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
2)SHELL RUSH GUILLOTINE P-P*-P*-{K}
NOTES: NOTES: 3rd hit causes "sb", or "ln" (if it connects as a counterattack). 4th hit will put
Stun in the Down position. Although he cannot do a Rising Attack, he can do everything else
associated with Down position (Roll, Recovery Speed Boost, etc.).
--------------------------------------------------------------------------------------------
3)SHELL FACE SCRATCH P-P*-P*-LIGHTNING MINE
NOTES: Stun's old combo. Although the last part has been turned into a Command Attack (Lightning
Mine), this combo works exactly like the original from Bloody Roar 2.
--------------------------------------------------------------------------------------------
4)SHELL RUSH FORWARD P-P*-P*-df+K
NOTES: Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
5)SHELL SLASHER P-K-P*-P
NOTES: Last part causes "hc".
--------------------------------------------------------------------------------------------
6)HANDKNIFE COMBO d+P-K
--------------------------------------------------------------------------------------------
7)VERMIN UPPER FORWARD df+P-df+K
NOTES: 1st part causes "sb". Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
8)ASSAULT SLASH FORWARD db+P-df+K
NOTES: 1st part causes "hc". Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
9)SOLID CUTTER COMBO K-P*-P
NOTES: Last part causes "hc".

--------------------------------------------------------------------------------------------
10)THRUST KNEE SMASH f+K-K*
--------------------------------------------------------------------------------------------
11)THRUST BLOW f+K-K*-b+{P}
NOTES: Last part causes "ba".
--------------------------------------------------------------------------------------------
12)THRUST KNEE CRUSH f+K-d+K
NOTES: Last hit causes "tp" only if it connects as a counter.
--------------------------------------------------------------------------------------------
13)COMBO ANTLER BOMB f+K-d+K-Antler Bomb
NOTES: 2nd hit causes "tp" only if it connects as a counter.
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)BEETLE RUSH B-B
--------------------------------------------------------------------------------------------
2)BEETLE RUSH BEAT B-B-d+B
NOTES: Last hit causes "tp", or "sw" only if it connects as a counter.
--------------------------------------------------------------------------------------------
3)CHAOS BEETLE RUSH B-B-d+B-d+B
NOTES: 3rd hit causes "tp", or "sw" only if it connects as a counter. Last hit causes "tp"
regularly, or "sw" if 1) 3rd hit stunned opponent beforehand or 2) it connects as a counter.
--------------------------------------------------------------------------------------------
4)BRUTAL BEETLE RUSH B-B-d+B-df+B
NOTES: 3rd hit causes "tp", or "sw" only if it connects as a counter. Last hit causes "ln",
enabling Stun to follow-up with any attack of his liking (including a Chase Jump).
--------------------------------------------------------------------------------------------
5)VIOLENT BEETLE RUSH B-B-d+B-df+B-u+B
NOTES: 3rd hit causes "tp" or "sw" (if it connects as a counter), 4th hit causes "ln", and
the last hit causes "bnd".
--------------------------------------------------------------------------------------------
6)MANTIS FANG FORWARD d+B-df+K
NOTES: 1st hit causes "tp", or "sw" only if it connects as a counter. Last part is the same as
Stun's regular df+K (Ground Step).
---------------------------------------------------------------------------------------------
7)HORN CHOP FORWARD u+{B}-df+K
NOTES: 1st hit causes "bnd". Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=SHEN LONG: JUSTICE, ALONG WITH POWER=-

------
|PROILE|
------
FULL NAME: Shen Long (it's the only name that he remembers)
COUNTRY: None
AGE: 32 (according to Long's body)
HEIGHT: 179 cm
WEIGHT: 73 kg
OCCUPATION: Ruffian
LIKES: A town brawl
DISLIKES: Pitch black areas
BEAST FORM: Tiger


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JASEN/SNAKE STAB P H 6
SHINBO SHOSUI/ADVANCING WHIP f+P M 15 hc
KOCHO SHO/BUTTERFLY PALM b+{P} M 20 ba
KASEI JASEN/DOWNWARD SNAKE STAB d+P SM 4
TOTENHO/SKY'S CANNON df+P M 10
OKEN/STRAIGHT FIST db+P# M 14 hc
RIMON CHOCHU/BAKGATE ELBOW f,f+P* M 15 hc
SEN SHIPPO/QUICK-STEP ARROW DASH+P M 26 ba
ZANSUI/TEARING WHIP LD+P M 15 hc
KI KANHOSUI/KNEELING FACE SMASH BACK, P U 14
SHENLONG HOUSUI/SHEN LONG SMASH BACK, d+P SM 20 ba
TOKU SORANSHU/LEAPING TWIN COUNTER u+P U 14 hc
FISTS
TOSUI/SOARING SLASH JUMP, P SM 10
RAKU SOSUI/DIVING TWIN SLASH JUMP, f+{P} M 26 bnd
GEKICHISUI/EARTH BEAT FOE IS DOWN, d+P SM 7
SHAHO BUNKYAKU/ANGLED KICK K H 11
SOKOCHU/CARTWHEEL f+K M-M 19 kn
KOSENTAI/BACK SPIN KICK b+K U 19 T, sb//ln; ln//sp (s/c)
ZENSOTAI/FRONT SWEEP d+K L 7
TOTAI/KICKING THROUGH df+K M 14 hc
KOSOTAI/REVERSE SWEEP db+K L 14 tp; sw (s/c)
FUSHIN KOSOTAI/DUCKING REVERSE SWEEP f,f+K L 15 tp; sw (s/c)
KOSEN HEBITE HISHITAI/SNAKE TAMER'S DASH+{K} H 25 ba
TURNING FLYING SHRED KICK
SENKYU TAI/PIERCING BOW FOOT LD+K M 16 sb//ln; ln//sp (s/c)
KOSHUTAI/BACK KICK BACK, K H 17 sb; ln (s/c)
TENSHIN SOTAI/TURN TRIP BACK, d+K L 9 tp; sw (s/c)
KOSEN HITAI/TWISTING JUMPKICK u+K H 20 sb//ln; ln//sp (s/c)
HISHITAI/FLYING THRUST KICK JUMP, K SM 16
FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 17 ba
FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 17 ba
SHINKYAKU/QUAKING FOOT FOE IS DOWN, d+K SM 10
KOSOGEKI/TIGER CLAW ATTACK B H 10
MOKO TOTAI/FIERCE TIGER LEG DROP f+B M 23 kn; bnd (s/c)
HAISHIN RYUBI/BACKWARD DRAGON'S TAIL b+B M 20 T, ln; sp (s/c)
FUKKO ZAN/CROUCHING TIGER SLASH d+B L 10
FUKKO SOHA/CROUCHING TIGER DOUBLE df+B L 18 tp; sw (s/c)
CLAW
TENBEN KAGETSU/LOOMING MOON IN HEAVEN db+B L 12 T, tp; sw (s/c)
RAKANBEN/ARHAT'S WHIP f,f+B M 16 ln; sp (s/c)
FUJU HOKO/WILD BEAST ROAR DASH+{B} M 26 ba
SHISHI SHOTENHO/LION'S BIG ROAST LD+B SM 19 ln; sp (s/c)
TETSUZAN KO/LEANING IRON MOUNTAIN BACK, {B) SM 23 ba
SHINCHIKU SO/SWAYING BAMBOO CLAW BACK, d+B L 16 tp; sw (s/c)
BYOSHIN CHUKYAKU/FELINE FLIPKICK u+B M 23 sb; ln (s/c)
JUTOKYAKU/RISING BEAST KICK JUMP, B SM 20
BYOSHIN CHUGEKI/FELINE SPIN ATTACK JUMP, f+B M 24
GA KOBOKU SHOKU/FEASTING OF THE FOE IS DOWN,B SM 10
STARVED TIGER


*NOTES*

-Shen Long will sidestep during the startup of Kocho Sho, which allows him not only to avoid most
attacks, but to counterattack as well.
-Ki Kanhosui and Koshutai will keep Shen Long's back turned to his opponent.
-Shen Long will sidestep abit during the startup of Oken, which allows him not only to avoid most
attacks, but to counterattack as well.


````````````````````````````````````````````````````````````````````````````````````

----------------------------------------------
|SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION|
----------------------------------------------

Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Shen Long uses in
battle. This time around, however, he uses a brand new fighting style.

ROKUGO JARIN SHIKI (STYLE OF THE UNIVERSAL SNAKE CIRCLE)
---------------------------------------------------------

Shen Long changed his previous style and created a new Circle Combo, one that fits his
personality. Consisting of 6 different attacks, each attack follows each other in
a circle-like motion, in any direction desired. While this Circle Combo can be started in
numerous ways, each attack follows each other in a set manner one after another. Also, the
same attack cannot be used twice.

---------------------------------------------------------------------------------------
NAME: TAIKYOKU KIKO SHO | NAME: SUNTAI | NAME: SOSUI | NAME: TOKYAKU |
TRNS: TAICHI ENERGIZED PALM | TRNS: SHORT LEG | TRNS: JAMMING WHIP | TRNS: RISING FOOT |
CMND: {P}# | CMND: d+K | CMND: f+{P}* | CMND: K |
HGHT: M | HGHT: L | HGHT: M | HGHT: M |
DMGE: 20 | DMGE: 14 | DMGE: 18 | DMGE: 15 |
| | EFFT: hc | |
---------------------------------------------------------------------------------------
NAME: KASEI CHOSHU | NAME: HEBITE BUNKYAKU |
TRNS: HEAVY DUELING HANDS | TRNS: SNAKE TAMER SPLIT KICK |
CMND: d+P# | CMND: f+K |
HGHT: L-L | HGHT: M |
DMGE: 15 | DMGE: 16 |
---------------------------------------------------------

*NOTES*

-If Sosui strikes as a counter, any attack afterwards will connect. This includes another part of
the R.J.S, a Circle Combo Ender, the Beast Drive Attack "Ankei", a Command Attack, or a regular
attack (if fast enough).


ROKUGO JARIN SHIKI SHURYO WAZA (ENDER OF THE STYLE OF THE UNIVERSAL SNAKE CIRCLE)
---------------------------------------------------------------------------------

This Circle Combo can be followed up with any one of the "Rokugo Jarin Shiki Shuryo Waza",
which can be inputted from any one attack of the R.J.S.

------------------------------------------------------------
NAME: DAKO | NAME: SENSHI | NAME: HAIKO |
TRNS: TIGER STRIKE | TRNS: SHORT WHIRL | TRNS: BACK PRESS |
CMND: b+{P}* | CMND: b+K | CMND: f,f+P |
HGHT: M | HGHT: M-M | HGHT: M |
DMGE: 20 | DMGE: 10 | DMGE: 31 |
EFFT: ba | EFFT: ln, T | EFFT: fl; ba (s/c) |
-----------------------------------------------------------------------------------------
NAME: KOSEN MUEI KYAKU | NAME: KASEI SODA | NAME: ZESSO RENKAN HITAI |
TRNS: STEEL LINE SHADOLESS KICK | TRNS: HEAVY TWIN STRIKE | TRNS: "PAIN-BRINGER" ROLLING |
CMND: f,f+K{c} | CMND: d,d+P | FLYING KICKS |
HGHT: M-M-M | HGHT: L | CMND: d,d+K{c} | |
DMGE: 36 | DMGE: 16 | HGHT: L |
EFFT: kn | EFFT: tp; sw (s/c) | DMGE: 40 |
| | EFFT: ln, T |
-----------------------------------------------------------------------------------------
NAME: KOUN RIN | NAME: ROKUGO FUKKO | NAME: ROKUGO SHOTENHO |
TRNS: ROUND GOOSE CLOUD | TRNS: UNIVERSAL CROUCHING TIGER | TRNS: UNIVERSAL BIG ROAST |
CMND: B*-B | CMND: B*-d+B | CMND: B*-f+B |
HGHT: M-H | HGHT: M-L | HGHT: M-M |
DMGE: 30 | DMGE: 25 | DMGE: 29 |
EFFT: sb; ln (s/c) | EFFT: tp; sw (s/c) | EFFT: ln |
---------------------------------------------------------------------------------------
NAME: ROKUGO RAKAN BEN | NAME: ROKUGO SENKYU TAI |
TRNS: UNIVERSAL RAKAN'S WHIP | TRNS: UNIVERSAL PIERCING BOW THIGH |
CMND: f,f+B | CMND: d.d+{B} |
HGHT: M | HGHT: SM |
DMGE: 18 | DMGE: 16 |
EFFT: ln | EFFT: sp |
------------------------------------------------------------------
NAME: MOKO KOHAZAN |
TRNS: SAVAGE TIGER MOUNTAIN SHREDDING |
CMND: d,d,d+B |
TYPE: BEAST DRIVE ENHANCED |
HGHT: M |
DMGE: 81 |
--------------------------------------

*NOTES*

-Shen Long will sidestep during the startup of Haiko, enabling him to counter against a retaliation
from his foe. On the other hand, the reach of Haiko is abit sketchy, meaning there's a high chance
of it to miss if Shen Long is not close enough to his foe.
-After Zessho Renkan Hitai, Shen Long will land on the ground before his opponent with his back
turned. It is possible to follow up with a Back attack.
-Moko Kohazan can only be executed after all 6 parts of the "Snake Circle" has been executed. This
is the same as Shen Long's Beast Drive version, minus the Light Guard & advancing forward motion.


ROKUGO JARIN SHIKI KAISHI WAZA (STARTER OF THE STYLE OF THE UNIVERSAL SNAKE CIRCLE)
-----------------------------------------------------------------------------------

These are the techniques used to go into Shen Long's Circle Combo. Some are single hits, while
others are Combination Attacks.

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT HEIGHT DAMAGE | |
--------------------------------------------------------------------------------------------
1)SHINPO SHOSUI/ADVANCING WHIP f+P M 15

NOTES: Will cause "sb". Go into "Snake Circle" through "Taikyoku Kiko Sho" or "Tokyaku".
--------------------------------------------------------------------------------------------
2)TOKU SORANJU/LEAPING TWIN COUNTER FISTS u+P H 14

NOTES: Will cause "sb". Go into "Snake Circle" through any attack.
--------------------------------------------------------------------------------------------
3)RENJA TAIKYOKU CHU/MULTIPLE SNAKE TAICHI P-P-P# H-M-M 21
ELBOW

NOTES: Go into "Snake Circle" through any attack
--------------------------------------------------------------------------------------------
4)RENSO JASEN/MULTI-CLAW SNAKE STAB B-P* H-M 19

NOTES: Go into "Snake Circle" through any attack
--------------------------------------------------------------------------------------------
5)KASEI JATOTSU/HEAVY SNAKE THRUST P-P H-M 12

NOTES: Go into "Snake Circle" through "Sosui" or "Hebite Bunkyaku"
--------------------------------------------------------------------------------------------
6)SHAHO BUNKYAKU/ANGLED KICK K H 11

NOTES: Go into "Snake Circle" through "Kasei Choshu" or "Suntai"
--------------------------------------------------------------------------------------------
7)FUKKO ZAN/CROUCHING TIGER SHRED d+B L 10

NOTES: Go into "Snake Circle" through "Kasei Choshu" or "Suntai"
--------------------------------------------------------------------------------------------


--------------------------------------
|ROKUGO KOURIN & KORIN SHIKI FLOW CHART|
--------------------------------------


TAIKYOKU KIKO SHO <-----------> SUNTAI <----------------> SOSUI
P d+K f+P
/\ /\
| ROKUGO JARIN SHIKI |
\/ \/
HEBITE BUNKYAKU <----------> KASEI CHOSHU <-------------> TOKYAKU
f+K d+P K

| |
| |
| |
\ /
\ /
\/

-----------------------------------------------------------------------------------------
| |
| HAIKO DAKO KASEI SODA KOSEN MUEI KYAKU SENSHI |
| f,f+P b+P d,d+P f,f+K b+K |
| |
| KOUN RIN ROKUGO JARIN SHIKI SHURYO WAZA ZESSHO RENKAN HITAI |
| B-B d,d+K |
| |
| ROKUGO FUKKO ROKUGO SHOTENHO ROKUGO RAKAN BEN ROKUGO SENKYU TAI MOKO KOHAZAN |
| B-d+b B-f+B f,f+B d,d+B b,b+B |
| |
-----------------------------------------------------------------------------------------



````````````````````````````````````````````````````````````````````````````````````

-------------
|BASIC ATTACKS|
-------------

(UNDER CONSTRUCTION)


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: HOSHIN HAKKEI | NAME: TOSHIN KINGO SUI
TRNS: GUN BARREL BLAST | TRNS: TRAMPLED GOLDEN BLUGEON
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 25 | DMGE: 36


*EITHER FORM*
-------------

NAME: FUKI SHISTU
TRNS: KNEE STAMP
CMND: d+P+K
HGHT: LOW
DMGE: 34

----------

NAME: CHITO
TRNS: GROUNDED
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 34

----------


---------------
|COMMAND ATTACKS|
---------------

1)
NAME: ZESSHO JAKEI KEN
TRNS: LATCHING SNAKE FIST
CMND: d,df,f+{P}
TYPE: ATTACK
HGHT: H
STOP: YES
DMGE: 31

*NOTES*
-Shen Long sway back quickly during startup, enabling him to avoid his opponent's attacks at times
& go for the counterhit.

----------

2)
NAME: KINNA TANRAN SHU
TRNS: DRAWN-BACK COUNTERBLOW
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 16

----------

3)
NAME: NIKI BUNKYAKU
TRNS: DOUBLE-RISING SPLIT KICKS
CMND: d,df,f+K {c}
TYPE: LAUNCH ATTACK
HGHT: SM-H
STOP: YES
DMGE: 21

----------

4)
NAME: MUEI KYAKU
TRNS: SHADOWLESS KICK
CMND: d,db,b+K {c}
TYPE: THROW (STRIKE) / ATTACK
HGHT: H
STOP: NO
DMGE: 34 / 15~21

*NOTES*

-When Muei Kyaku doesn't connect as a throw, Shen Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed or
downbounded opponent, damage will be 15.

----------

5)
NAME: KEIZETSU GA
TRNS: NECK-TEARING TOOTH
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 29

----------

6)
NAME: KONGO TOTAI
TRNS: GOLDEN MORTAR POUND
CMND: d,db,b+B
TYPE: GROUND ATTACK
HGHT: L
STOP: YES
DMGE: 4

-FROM KONGO TOTAI, GO INTO ANY OF THE FOLLOWING-

NAME: AUTO ROKUGO JARIN SHIKI (AUTO R.J.S):
TRNS: AUTOMATIC STYLE OF THE UNIVERSAL SNAKE CIRCLE
TYPE: COMBINATION ATTACK
HGHT: VARIES
DMGE: 70

-INPUT ONE OF THE FOLLOWING-

-------------------------------------------------------------------------------------------
NAME: R.J.S (YO) | NAME: R.J.S (CHI) | NAME: R.J.S (IN) | NAME: R.J.S (TEN) |
TRNS: R.J.S (POSITIVE) | TRNS: R.J.S (EARTH) | TRNS: R.J.S (NEGATIVE) | TRNS: R.J.S (SKY) |
CMND: f+B (x6) | CMND: d+B (x6) | CMND: b+B (x6) | CMND: u+B (x6) |
-------------------------------------------------------------------------------------------

*NOTES*

-Auto Rokugo Jarin Shiki is basically the same as Shen Long's manually executed Rokugo Jarin
Shiki. The only difference is that the motion for each 6 parts of R.K.S. is virtually the
same, according to which variation of Auto R.J.S. is done.
-The direction key used for each variation of Auto R.J.S. has to be held throughout the entire
sequence until the very end.
-Unfortunately, Moko Kohazan (Circle Combo Ender version) cannot be executed through an Auto
R.J.S.

-OR-

NAME: KONGO SOKO TAI / KONGO RENKO TAI
TRNS: GOLDEN PAIRED SUBMISSION LEGS / GOLDEN MULTIPLE SUBMISSION LEGS
CMND: B-B / B-B-B
HGHT: {M}-{M} / {M}-{M}-{M}
DMGE: VARIES

-ADDITIONAL COMMANDS TO FOLLOWUP WITH DURING KONGO SOKO/RENKO TAI-

NAME: KINGO SOKO NICHIGETSU HA / KINGO RENKO NICHIGETSU HA
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SUN & MOON HOOKING
CMND: d+B* after the 2nd or 3rd {B}
HGHT: M(x3)-L(x2)
DMGE: VARIES

-OR-

NAME: KINGO SOKO MUEI KYAKU / KINGO RENKO MUEI KYAKU
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SHADOWLESS KICK
CMND: d,db,b+{K} after the 1st, 2nd, or 3rd {B}
HGHT: M
DMGE: 34

*NOTES*

-When Muei Kyaku doesn't connect as a throw, Shen Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed
or downbounded opponent, damage will be 15.
-The last hit of Kingo Soko/Renko Nichigetsu Ha is when Shen Long can cancel into any Command
Attack or Beast Drive Attack.

----------


-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: MOKO KOHAZAN

-------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B |
-------------------------------------------------------------------
NAME: ANKEI | NAME: MOKO KOHAZAN
TRNS: DARK BEHEADING | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING
TYPE: ATTACK | TYPE: GUARD REVERSAL / THROW (GRAB)
HGHT: M | HGHT: M
DMGE: 58 | DMGE: 81
ADDT: NONE | ADDT: NONE


*NOTES ON ANKEI*

-When this Beast Drive finishes, Shen Long will stand with his back to his downbounded opponent. If
fast enough, Shen Long can still hit his opponent with a Back Attack K or d+K. His regular Pursuit
Attack P & K will work fine just as well.

*NOTES ON MOKO KOHAZAN*

-There are 2 outcomes to this Beast Drive: 1) Shen Long will attack if his opponent strikes him
(Guard Reversal) 2) Shen Long will try to grab his opponent after stomping forward (Throw).
-For the 1st outcome, Shen Long will counter any attack his opponent does to him with an
unblockable throw. Protected with a Light Guard, Shen Long will take high & middle attacks
without receiving damage and try to counter. Throws, low attacks, and Guard Breaks will stop
him, on the other hand, knocking him immediately to human form.
-For the 2nd outcome, Shen Long will try to grab his opponent after taking 4 steps. Any
character that's in front of him after the 4th step will get caught.
-Despite the distance, Shen Long travels very far, and moves extremely fast (more than Long's
version).Shen Long will be upon his opponent & attack in no time.
-Despite the outcome, the Beast Drive's the same all together. Shen Long will execute a throw
that is unblockable and will snag his opponent whether on ground or in the air. Even a
crouching character cannot avoid this! Fortunately, executing a super jump/hover over Shen
Long, sidestepping, Lie Down, or Guard Escape will keep any character out of harm's way.


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=XION: THE WRITHING "DEVIL"=-

------
|PROILE|
------
FULL NAME: Unknown
COUNTRY: Sweden
AGE: 22
HEIGHT: 173 cm
WEIGHT: 56 kg
OCCUPATION: Unknown
LIKES: Red
DISLIKES: Weakness of the heart
BEAST FORM: Unborn

-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
ENGAGE P H 10
TWILIGHT MASTER f+P M 13
CORRUPT LINK b+P M 14
TRICKER d+P L 8
MOBIUS TRIGGER df+P M 11
DOWN FORCE db+P M 13 T
CORE SMASHER f,f+P{c} M 17 fl; ba (s/c)
HARD KNOCK DASH+{P} M 18
CYCLONE LD+P M-M 18 ln
BRANDISHER BACK, P M 11
ANKLE HACKER BACK, d+P L 10
BLOCK RAIN u+{P}* M 19 bnd
AERO NAIL JUMP, P SM 10
RIOT RAIN JUMP, f+{P} M 25 bnd
EARTH BONE FOE IS DOWN, d+P L 10
KNEE SHOT K M 10
HUNTER f+K H 13
HALF MOON b+K M 16
WOOD CUTTER d+K L 11
PUSH DAGGER df+K SM 17
SLICER db+K L 15 tp; sw (s/c)
BREAKER f,f+(K) H 15
SLIDING KICK DASH+K L 22 tp; sw (s/c)
MIRAGE MOON LD+K{c} H 10
OVERHEAD KICK BACK, K H 18
ANKLE SLICER BACK, d+K L 15
ABSOLUTE AXIS u+K M-M 20 T
AERO DAGGER JUMP, K SM 16
AERO SMASHER (FRONT) JUMP, f+{K} M 20 ba
AERO SMASHER (BACK) JUMP, b+{K} M 20 ba
CRATER MAKER FOE IS DOWN, d+K M 12
WEDGE B H 14
CUTTER f+{B} M 13
GRAVITY SIZE b+{B} M 24 kn; bnd (s/c)
PAIL d+B SM 13
BERSERK df+B* M 17
SHADOW HACKER db+B SM 15
HALBERD f,f+B M 16
OVERBLAST DASH+{B} M-SM 23 ba
SPITTER LD+B M 18
ASSASSINATOR BACK, B H 18 ba
DOWNBLAST BACK, d+{B} L 16
BLOCK CIRCLE u+B M 20
NEGATIVE BRAND JUMP, B M 20
GALGA-LIN JUMP, f+B M 25
DIE-OUT FOE IS DOWN,B L 10


*NOTES*


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: VERMILION TOWER | NAME: BLOODY KINGDOM
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 33 | DMGE: 35



*EITHER FORM*
-------------

NAME: 5TH REQUIM
CMND: d+P+K
HGHT: LOW
DMGE: 41

----------

NAME: AIR THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 35

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: SUBLIMATED AIR
CMND: d,df,f+P
TYPE: LAUNCH ATTACK
HGHT: SM
STOP: YES
DMGE: 19

----------

2)
NAME: STRATO-VARIOUS
CMND: d,df,f+K {c}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 35

----------

3)
NAME: CANON
CMND: d,df,f+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 22

----------

4)
NAME: ENGAGE CROWN
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 23
EFFT: ba

----------

5)
NAME: EMPRESS RING
CMND: d,db,b+K
TYPE: MULTI-HIT ATTACK/LAUNCH ATTACK
HGHT: M-M
STOP: YES
DMGE: 19

----------

6)
NAME: ENORMOUS MURDER
CMND: d,db,b+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 25
EFFT: ba; T

----------

-----------
|BEAST DRIVE|
-----------

PRESET BEAST DRIVE: KYOMU E SASAGERU 13 BEN

------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B}|
------------------------------------------------------------
NAME: OUTBREAK | NAME: KYOMU E SASAGERU 13 BEN
TYPE: MULTI-HIT ATTACK | TRNS: 13TH VOLUME: OFFERING TO THE VOID
HGHT: M | TYPE: ATTACK
DMGE: 67 | HGHT: M
ADDT: NONE | DMGE: 85
ADDT: NONE


*NOTES ON OUTBREAK*

-If the 1st hit connects, Xion will do a multi-hit assault that carries his opponent into the
air, with Xion finishing him/her with a powered up kick. If the 1st hit misses, Xion will do
a quick 6-hit combo, with the last hit causing "Downbound". Unfortunately, Xion cannot follow
up with anything (unless he's in Hyper-Beast mode....)


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)LUNATIC LANCER P-P*-K
NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
2)SHADOW LANCER P-P*-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
3)ABEL P-P*-d+P-P
NOTES: Last hit causes "tp". or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
4)CAIN P-P*-P-P*
NOTES: Last hit causes "kn", or "bnd" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
5)LUNATIC SPIRAL P-P*-P-K-K-K*-{K}
NOTES: 2nd K hits low, while the 3rd K hits middle. If the 3rd K connects as an opponent crouches
low, then he/she will fall into the "sb" stun posture. This will allow Xion to connect with the
final K flawlessly, while his opponent cannot do anything to block it.
--------------------------------------------------------------------------------------------
6)SHADOW SPIRAL P-P*-P-K-K-K*-b+K
NOTES: 2nd K hits low, while the 3rd K hits middle. If the 3rd K connects as an opponent crouches
low, then he/she will fall into the "sb" stun posture. Last part is just a feint, so it will not
do any damage.
--------------------------------------------------------------------------------------------
7)LOST BABEL P-P*-P-K-K-d+K
NOTES: 2nd & 3rd K hits low, with the 3rd K causing "tp".
--------------------------------------------------------------------------------------------
8)CRUSADER b+P-P
NOTES: Last P hits low, causing "tp".
--------------------------------------------------------------------------------------------
9)MOBIUS TRIGGER df+P-P*
NOTES: 2nd hit will launch opponent if it connects as a counter.
--------------------------------------------------------------------------------------------
10)MOBIUS df+P-P*-K
NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
11)UROBOROS df+P-P*-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
12)DOWN FORCE db+P-P
--------------------------------------------------------------------------------------------
13)DOMINION MOON db+P-P-b+K-{K}*
--------------------------------------------------------------------------------------------
14)DI db+P-P-d+K
NOTES: Last part hits low, causing "tp".
--------------------------------------------------------------------------------------------
15)DOMINION AXIS db+P-P-u+K
--------------------------------------------------------------------------------------------
16)BLOCK SMASHER u+{P}*-P
NOTES: 1st P causes "bnd", while last P causes "ba".
--------------------------------------------------------------------------------------------
17)VELVET CHAIN K-*-K
NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
18)GUILTY CHAIN K-*-d+K-K-K*-K*-{K}*
--------------------------------------------------------------------------------------------
19)MYSTIC LINK f+K-P-K
--------------------------------------------------------------------------------------------
20)MYSTIC SLICER f+K-P-d+K
--------------------------------------------------------------------------------------------
21)MYSTIC CHAIN f+K-K-K*
-------------------------------------------------------------------------------------------
22)REAL MOON b+K-{K}*
--------------------------------------------------------------------------------------------
23)BREAKER f,f+{K}-K
--------------------------------------------------------------------------------------------
24)SHADOW BABEL f,f+{K}-K-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
25)LOST BABEL f,f+{K}-K-K-d+K
--------------------------------------------------------------------------------------------
26)SPIRAL BABEL f,f+(K)-K-K-K*-{K}
--------------------------------------------------------------------------------------------
27)SHADOW BABEL f,f+{K}-K-K-K*-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
28)SILLOUETTE MOON Lie Down, K{c)-K
--------------------------------------------------------------------------------------------
29)TYRANT B-B-{B}*
--------------------------------------------------------------------------------------------
30)RAVISHER B-B-K
--------------------------------------------------------------------------------------------
31)PHANTOM B-P....
...P*
...Anything that comes after the 3rd P of any P-P-P combo
...Any Beast combo starting with B
--------------------------------------------------------------------------------------------
32)EXECUTIONER'S ART B-K-B
--------------------------------------------------------------------------------------------
33)MURDER'S ART B-K-K
--------------------------------------------------------------------------------------------
34)DARKNESS BARON f+B-{B}*-{B}-{B}-u+{K}
--------------------------------------------------------------------------------------------
35)NAIL DRIVER d+B-d+B
--------------------------------------------------------------------------------------------
36)NAIL DIVIDER d+B-B-{B}*
--------------------------------------------------------------------------------------------
37)BARBAROI f,f+B-B-{B}
--------------------------------------------------------------------------------------------
38)DIO DA RAY Lie Down, B-B
NOTES: Last hit causes "sb". However, if 1st hit connects (which will cause "hc") then last hit
will launch opponent.
--------------------------------------------------------------------------------------------
39)PARADISE LOST f+P-

*-{B}
NOTES: Last hit causes "ln".
--------------------------------------------------------------------------------------------
40)CHAIN BREAKER K-*-B*
--------------------------------------------------------------------------------------------


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=KOHRYU: THE STEEL PHANTOM=-

------
|PROILE|
------
FULL NAME: None, although its development number is Beta-0389
COUNTRY: None
AGE: It's been out of the factory for 26 days
LENGTH: 1550 mm
WEIGHT: 0.1082 t
PURPOSE: Test model of a fully operational combat soldier type of robot
LIKES / DISLIKES: Has no need for such things
BEAST FORM: Iron Mole


-------------
|BASIC ATTACKS|
-------------

(UNDER CONSTRUCTION)


----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 35 | DMGE: 28


*EITHER FORM*
-------------

NAME: URATEN
TRNS: BACKSPIN
CMND: d+P+K
HGHT: LOW
DMGE: 0

-FROM URATEN DO EITHER ONE OF THE FOLLOWING-

NAME: URASEN ENMAKU DAN | NAME: URASEN IZUNA OTOSHI
TRNS: HIDDEN FLASH SMOKE BOMB | TRNS: HIDDEN FLASH LIGHTNING DROP
CMND: d+P+K | CMND: u+P+K
TYPE: TELEPORT | TYPE: THROW (GRAB)
DMGE: 0 | DMGE: 30

----------

NAME: URA IZUNA OTOSHI
TRNS: REVERSE LIGHTNING DROP
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 33

----------

NAME: IZUNA OTOSHI
TRNS: LIGHTNING DROP
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 25

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: RASEN IZUNA OTOSHI
TRNS: SPIRAL LIGHTNING DROP
CMND: d,df,f+P {c}
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 34

*NOTES*

-On standing opponents, Kohryu will strike its opponent, doing minor damage.
-If Rasen Izuna Otoshi is blocked while foe is airborne, he/she will be staggered. In this case
(as well as if Kohryu's opponent's far away on the ground) Kohryu will land with its back
turned to his opponent.

----------

2)
NAME: ENMAKU DAN
TRNS: SMOKE BOMB
CMND: d,df,f+K
TYPE: TELEPORT
HGHT: NONE
STOP: YES
DMGE: 0
ADDT: Press R1 during Enmaku Dan (Nise Enmaku)

*NOTES*

-Kohryu will appear behind its opponent if done from upclose to (in most cases) mid range. If
far away from its foe, Kohryu will appear in front of its foe with its back turned.
-In the case where Kohryu's back is turned to its opponent, doing Enmaku Dan will teleport
it away from its foe, with Kohryu facing its opponent.
-"Nise Enmaku" (fake smoke), not a real move, adds more elements to Kohryu's tricky style of
fighting. In order to do it properly, press R1 IMMEDIATELY once the smoke bomb from Kohryu's
hand hits the ground. If done correctly, smoke will surround Kohryu, but he will not teleport.

----------

3)
NAME: ZUGOKKU ZUKI
TRNS: EXCRUTIATING HEAD THRUST
CMND: d,df,f+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 36

----------

4)
NAME: KOHRYU EIJIN
TRNS: KOHRYU SHADOW MOTION
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 18

----------

5)
NAME: ENJIN RASEN KYAKU (CHUU / KA)
TRNS: SMOKESCREEN SPIRAL KICK (MIDDLE / LOW)
CMND: d,db,b+K / d,db,b+K,d
TYPE: TELEPORT & ATTACK
HGHT: M / L
STOP: YES
DMGE: 26 / 18

-FROM ENJIN RASEN KYAKU, DO EITHER ONE OF THE FOLLOWING-

---------------------------------------------------------------------------------------------
NAME: GI RASEN | NAME: ENJIN RAIKO KYAKU | NAME: ENJIN IZUNA OTOSHI |
TRNS: FAKE SPIRAL | TRNS: SMOKESCREEN THUNDER FLASH KICK | TRNS: SMOKE SCREEN LIGHTNING DROP |
CMND: P | CMND: f | CMND: u |
HGHT: NONE | HGHT: H-M-M-M | HGHT: AL |
DMGE: 0 | DMGE: 24 | DMGE: 34 |
---------------------------------------------------------------------------------------------
NAME: ENJIN HAGANE KOMA |
TRNS: SMOKESCREEN STEEL SCREW |
CMND: {b} |
HGHT: M(x7)-SM(x2) |
DMGE: 67 |
------------------------------


-WHEN KOHRYU LANDS ANYWHERE ELSE BESIDES FROM BEHIND OPPONENT DURING ENJIN IZUNA OTOSHI-

------------------------------------------------------------
POST: FRONT; STANDING | POST: FRONT; STANDING |
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI |
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK |
TYPE: GRAB THROW | TYPE: GRAB THROW |
DMGE: 35 | DMGE: 28 |
-----------------------------------------------------------------
POST: FRONT; CROUCHING | POST: UNDER; AIR |
NAME: URATEN | NAME: KUCHU RASEN IZUNA OTOSHI |
TRNS: BACK SPIN | TRNS: MIDAIR SPIRAL LIGHTNING DROP |
TYPE: GRAB THROW | TYPE: STRIKE THROW |
DMGE: VARIES | DMGE: 30 |
-----------------------------------------------------------------


*NOTES*

-Enjin Rasen Kyaku and Gi Rasen has Kohryu appear above & drop down in the same spot it was in
originally. Enjin Raiko Kyaku has Kohryu appear above the spot it disappeared from, but it will
then dive down at an angle forward towards its opponent. Enjin Izuna Otoshi has Kohryu appearing
above its opponent, then flipping behind him/her. Lastly, Enjin Hagane Koma makes Kohryu appear
directly above & drop down onto its opponent.
-While the distance & placement of Enjin Rasen Kyaku, Gi Rasen, and Enjin Raiko Kyaku are
consistent, Enjin Izuna Otoshi and Enjin Hagane Koma adjust according to the distance between
Kohryu & its opponent. Enjin Izuna Otoshi and Enjin Hagane Koma will work as normally as long
as the opponent isn't too far away. Too far away and those moves will miss, for Kohryu will not
appear above its opponent.
-The actual outcome of this Command Throw involves Kohryu landing behind its opponent and executing
a German suplex-type of slam. This throw will be activated while its foe is either standing or
crouching.
-Hoshin Tengeki is Kohryu's regular throw in human form, while Zanmetsu Tatsumaki Geki is its
regular throw in beast form. Either one will be initiated when Kohryu lands in front of its
standing opponent.
-Uraten is Kohryu's regular crouching throw in either human or beast form. This will be initiated
when it lands in front of its crouching opponent. Kohryu can also use the follow-ups of Uraten
(i.e. Urasen Enmaku Dan and Urasen Izuna Otoshi).
-When Kohryu teleports, it can perform Kuchu Rasen Izuna Otoshi only when it appears upside-down
in midair. Opponent must also be in the air directly under Kohryu. Once it flips over, this throw
cannot be initiated.


----------

6)
NAME: SHOTEN KAKIAGE
TRNS: SKYWARD SHRED
CMND: d,db,b+{B)
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 23

----------

-----------
|BEAST DRIVE|
-----------

------------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: YAMI KAGURA | NAME: ITA NO SAKASU
TRNS: SYMPHONY OF DARKNESS | TRNS: UNDERGROUND MISSILE BARRAGE
TYPE: ATTACK | TYPE: TELEPORT & ATTACK
HGHT: M | HGHT: L
DMGE: 73 | DMGE: 70
ADDT: NONE | ADDT: NONE


*NOTES ON YAMI KAGURA*

-At the start of this Beast Drive, Kohryu sways back & ducks low before sliding forward to attack.
This enables it to go under most High-level attacks, as well as to avoid on-coming attacks if the
distance is right.
-When Kohryu connects with this Beast Drive, it will slide behind its foe before splitting into
two images. The image that appears in front of the Kohryu's foe (opposite of where Kohryu was
standing before it became two images) is where Kohryu will reappear after the ending of this
Beast Drive.
-At the ending of its Beast Drive, Kohryu can follow up with any attack that strikes Middle~Low (if
fast enough). The same with Kohryu's Pursuit Attacks.

*NOTES ON ITA NO SAKASU*

-If this is blocked, Kohryu will leap into the air a short distance before dropping to the ground.
During this time it will be left wide open to any attack.
-This will only strike opponents that are on the ground. Furthermore, it only strikes on a low
level. Not only is it that any character that goes airborne will not get hit, but can easily
counterattack from the air.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Rasen Ryu Eijin P-P-P-

-f+P#
NOTES: Last part can be delayed abit. If it hits, can launch an opponent.
--------------------------------------------------------------------------------------------
2)Rento Izuna Otoshi P-P-P-

-Rasen Izuna Otoshi
NOTES: Best used in a juggle, so that Rasen Izuna Otoshi connects for a throw
--------------------------------------------------------------------------------------------
3)Rento Fushin Gaeri P-P-P-u+P
--------------------------------------------------------------------------------------------
4)San Rento.... P-P-P....
...Ryuei Hougeki ...df+P-P
...Ryuei Nichirin Kyaku ...df+P-K
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P
--------------------------------------------------------------------------------------------
5)Rento.... P-P....
...Jinkyaku ...K
...Rakujin Kyaku ...K,K*
...Kari Ashi ...K-d+K
...Engetsu Shu ...b+K*
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P
--------------------------------------------------------------------------------------------
6)Renga P-K
--------------------------------------------------------------------------------------------
7)Tanto.... P....
...Ryuga.... ...K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Engetsu Shuu ...b+K*
--------------------------------------------------------------------------------------------
8)Ryuei.... df+P....
...Hogeki ...P#
...Nichirin Zan ...K
--------------------------------------------------------------------------------------------
9)Ryuga Rakutsui Kyaku K-K*
--------------------------------------------------------------------------------------------
10)Ryuga.... K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Engetsu Shuu ...b+K
--------------------------------------------------------------------------------------------
11)Getsu Eiji Kyaku f+K-b+K*
--------------------------------------------------------------------------------------------
12)Onmyo Gaeshi u+K-f+K-b+K*
--------------------------------------------------------------------------------------------
13)Retsujin.... df+K....
...Nadare Geri ...K*-K*
...Kari Geri ...f+K
...Kusazuri Geri ...d+K
--------------------------------------------------------------------------------------------
14)Shippu.... f,f+K....
...Nidan Geri ...K
...Mikazuki Otoshi ...K-K
...Inazuma Otoshi ...K-K-d+K-K# {c}
...Rasen Renkyaku ...K-Enjin Rasen Kyaku
NOTES: In "Shippu Rasen Renkyaku", Kohryu can go into the other variations of Enjin Rasen Kyaku
--------------------------------------------------------------------------------------------
15)Rakurai LD+K-K*
--------------------------------------------------------------------------------------------
16)Metsubushi to.... T, P....
NOTES: See combos #1~7 and start from the 2nd attack from each of those combos
--------------------------------------------------------------------------------------------


----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Dokuso Eizan Geki B-B*-{B}
--------------------------------------------------------------------------------------------
2)Renkaki.... B-B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
3)Dokukaki Shiten Kyaku B-d+B, T
--------------------------------------------------------------------------------------------
4)Doku Tsuki Shiten Kyaku f+B-d+B, T
--------------------------------------------------------------------------------------------
5)Dokusen Ten To Ho f+B-B*-d+B
--------------------------------------------------------------------------------------------
6)Dokuso Bakuju Rengeki f+B-B*-B-B-{B}
--------------------------------------------------------------------------------------------
7)Dokuso Ryuei Nichirin Kyaku f+B-B*-B-df+P-K
-or-
f+B-B*-B-B-df+P-K
--------------------------------------------------------------------------------------------
8)Jabu Ro Zugokku Zuki f+B-B*-B-df+P-Zugokku Zuki
-or-
f+B-B*-B-B-df+P-Zugokku Zuki
--------------------------------------------------------------------------------------------
9)Dokusen Rakutsui Kyaku f+B-K-K*
--------------------------------------------------------------------------------------------
10)Doku Tsuki.... f+B....
NOTES: Follow up with combos #9 & 10 from Kohryu's combo list in human form
--------------------------------------------------------------------------------------------
11)Rento to Dokuso.... P-P-P-

-B....
...Dokukaki Shiten Kyaku ...d+B, T
...Dokuso Eizan Geki ...B*-{B}
...Renkaki.... ...B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
12)Metsubushi to Rento to Dokuso.... T, P-P-P-

-B....
NOTES: See combo #11 for follow-ups
--------------------------------------------------------------------------------------------
13)Ryusen Renkaki Age b+P-db+B
NOTES: 1st hit has to connect in order for the last hit to work
--------------------------------------------------------------------------------------------
14)Mukurosaki d+B(x5)
NOTES: Opponent has to be in Down position for this to work
--------------------------------------------------------------------------------------------


````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````

-=URANUS: WARPED DIMENSION=-

------
|PROILE|
------
FULL NAME: Unknown
COUNTRY: Unknown
AGE: Unknown
HEIGHT: 165 cm
WEIGHT: 54 kg
OCCUPATION: Unknown
LIKES: Blazing fire
DISLIKES: Stagnant air
BEAST FORM: Chimera


-------------
|BASIC ATTACKS|
-------------

--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
090 P H 9
091 f+P M 10
092 b+{P} M 3 ln
093 d+P SM 7
094 df+P M 12 sb (s/c)
095 db+P L 11 T, tp (s/c)
096 f,f+P L 11 tp; sw (s/c)
097 DASH+{P} M 25 bnd
09A LD+P M 18 sp
09B BACK, P H 10
09C BACK, d+P - - T
100 u+

* M-SM-H 20 T, ln
11E JUMP, P SM 9
121 JUMP, f+{P} M 25 bnd
09F FOE IS DOWN, d+P SM(X5) 15
0A0 K H 11
0A1 f+K* M 11 kn; bnd (s/c)
0A2 b+{K} H 24 sp
0A3 d+K L 7 tp (s/c)
0A4 df+K SM 14 hc (s/c)
0A5 db+K L 11 tp
0A6 f,f+{K} H 14 hc (s/c)
0A7 DASH+{K} M-M 22 kn
0AA LD+K L 22
0AB BACK, K M 11 hc (s/c)
0AC BACK, d+K L 9
109 u+K M 14 sb; ln (s/c)
12A JUMP, K SM 15
12D JUMP, f+{K} M 19 ba
13F JUMP, b+{K} M 19 ba
0AF FOE IS DOWN, d+K M 7
0B0 B M 10
0B1 f+B SM 14
0B2 b+{B}* SM 21 tn (s/c)
0B3 d+B L 16 T
0B4 df+{B} M 15 ln
0B5 db+B L 13 T
0B6 f,f+{B} M 28
0B7 DASH+{B} M(x7) 32
0BA LD+B L 21 tp
0BB BACK, {B} SM 32 ba
0BC BACK, d+B SM 21
112 u+{B} M 32
136 JUMP, B M 10
139 JUMP, f+{B} M 31 bnd
0BF FOE IS DOWN,B L 12

*NOTES*

-"092" is a Strike Throw that launches Uranus' opponent. While she cannot do a Chase Jump from
this, Uranus can jump up afterwards naturally do perform an Air Combo or an Air Throw.
-"09A" is a Guard Reversal.
-"09C" will teleport Uranus behind her opponent. This can be done continuously, while her back
will always be turned to her opponent.
-"100" teleports Uranus forward before she attacks. It will keep Uranus facing in the same
direction no matter what, whether she teleports behind her opponent or not.
-"0AA" is a Strike Throw.


````````````````````````````````````````````````````````````````````````````````````

-------------------------
|URANUS' FREE COMBO SYSTEM|
-------------------------

Unlike the other characters in the game, Uranus doesn't have a solid combo. Instead, Uranus
has attacks that can branch from one another in a unique order. Uranus possesses 7 different
combo sets: one being the main combo set that contains 3 of the minor combo sets, and 3 which
I feel are more independent due to the way they are executed. Down below are every combo
possibilities Uranus is capable of executing, all the way down to Cancel Points and Guard Breaks.
If there are any questions or mistakes, please let me know at .

*NOTE: "T,P" and "T,K" means that Uranus' back has to be turned before pressing P or K.

---------------------
| COMBO SET #1 (MAIN) |
---------------------

P-K
//
d+K-K (Uranus' back will be turned)
// \
===K K
|| \
|| d+K-d+K-K*
||
||
||
|| P-K
|| //
===K-K (Uranus' back will be turned)
|| \
|| K ====u+{B} (Will launch foe; can execute a Chase Jump)
|| ||
|| (Can execute Air Combo) ||
|| f+{P} ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump)
|| // ||
P======P-P-P-f+P-

*==B========= f+{B}
|| \ || //
|| K ===B*-{B}*
|| || \
|| || b+B(Uranus' back will be turned)
|| ||
|| || f+{B}
|| || //
|| ===B*
|| \
|| d+B (Uranus' back will be turned)
||
||
|| P-K
|| //
|| P-K-K (Uranus' back will be turned)
|| // \
T,P=====P K
|| \
|| K-d+K-d+K-K*
||
|| ===K*
|| ||
|| ||
|| ===b+P-b+{P} (Strike Throw)
|| ||
===P=== P-K (Teleport & Attack)
|| || // ===K-K-K-K-{K}
|| ===d+P-d+P || P-K
|| || \ || //
|| || P ===K-K========= ===d+K-K (Uranus' back will be turned)
|| || (Teleport) || || || \
|| || || || || K
|| ===d+P-K======== || ||
|| || =========d+K-d+K-K*
|| || || ||
|| ===K-K-K======= ||
|| || || ||
|| || || ===f+K*
|| ===K-K-K-K=====
||
|| ===K*
|| ||
|| ||
|| ===b+P-b+{P}
|| ||
===P-P-P=== P-K (Teleport & Attack)
|| // ===K-K-K-K-{K}
===d+P-d+P || P-K
|| \ || //
|| P ===K-K========= ===d+K-K (Uranus' back will be turned)
|| (Teleport) || || || \
|| || || || K
===d+P-K======== || ||
|| =========d+K-d+K-K*
|| || ||
===K-K-K======= ||
|| || ||
|| || ===f+K*
===K-K-K-K=====


----------------------
| COMBO SET #2 (MINOR) |
----------------------


====u+{B} (Will launch foe; can execute a Chase Jump)
||
(Can execute Air Combo) ||
f+{P} ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump)
// ||
f+P-

*==B========= f+{B}
\ || //
K ===B*-{B}*
|| \
|| b+B(Uranus' back will be turned)
||
|| f+{B}
|| //
===B*
\
d+B (Uranus' back will be turned)


----------------------
| COMBO SET #3 (MINOR) |
----------------------

===K-K-K-K-{K}
|| P-K
|| //
===K-K========= ===d+K-K (Uranus' back will be turned)
|| || || \
|| || || K
K========= || ||
|| =========d+K-d+K-K*
|| || ||
===K-K-K======= ||
|| || ||
|| || ===f+K*
===K-K-K-K=====


----------------------
| COMBO SET #4 (MINOR) |
----------------------

====u+{B} (Will launch foe; can execute a Chase Jump)
||
||
===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump)
||
B====== f+{B}
|| //
===B*-{B}*
|| \
|| b+B(Uranus' back will be turned)
||
|| f+{B}
|| //
===B*
\
d+B (Uranus' back will be turned)


----------------------------
| INDEPENDENT COMBO SETS |
----------------------------

P-K (Teleport & Attack)
//
d+K-K (Uranus' back will be turned)
// \
#1) T,K===K K
\
d+K-d+K-K*

f+{B}
//
#2) b+{B}
\
d+B-d+{B} (Will launch foe; can execute a Chase Jump)

f+{B}
//
#3) f+B*
\
d+B (Uranus' back will be turned)


````````````````````````````````````````````````````````````````````````````````````

----------------
|THROW TECHNIQUES|
----------------

*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: 140 | NAME: 143
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 33 | DMGE: 38


*EITHER FORM*
-------------

NAME: 141
CMND: d+P+K
HGHT: LOW
DMGE: 33

----------

NAME: 142
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 38

----------

NAME: 145
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 25

----------

---------------
|COMMAND ATTACKS|
---------------

1)
NAME: 1A0 "ASCENSION"
CMND: d,df,f+P
TYPE: ATTACK
HGHT: M-SM-SM-SM
STOP: NO
DMGE: 18

----------

2)
NAME: 1A1 "PENITENCE"
CMND: d,df,f+K
TYPE: LAUNCH ATTACK
HGHT: L
STOP: YES
DMGE: 25

----------

3)
NAME: 1A2 "METEOR"
CMND: d,df,f+{B}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 26

----------

4)
NAME: 1A3 "SACRIFICE"
CMND: d,db,b+P
TYPE: GUARD ATTACK/LAUNCH ATTACK
HGHT: M(x4)-H
STOP: YES
DMGE: 17

----------

5)
NAME: 1A4 "MIRAGE"
CMND: d,db,b+ (in human form)
TYPE: TELEPORT
HGHT: NONE
STOP: NO
DMGE: 0

-FROM 1A4 "MIRAGE", DO EITHER ONE OF THE FOLLOWING-

--------------------------------------
NAME: C27 | NAME: C28 | NAME: C31 |
CMND: {K} | CMND: {P} | CMND: {B} |
HGHT: L | HGHT: M | HGHT: SM |
DMGE: 15 | DMGE: 15 | DMGE: 32 |
EFFT: sp | EFFT: bnd | EFFT: ba |
---------------------------------------

-OR-

NAME: 1A4 "WRECK"
CMND: d,db,b+{K} (in beast form only)
TYPE: MULTI-HIT ATTACK
HGHT: M-M
STOP: YES
DMGE: 30

*NOTES*

-Uranus' 1A4 "Mirage" can be varied in numerous ways. At startup, there will be 2 images of
Uranus: one crouching down and the other a few inches off the ground. Depending on the next
button pressed determines which image Uranus will become....
-Pressing K (C27) will make Uranus do a sliding kick that'll go under Middle~High attacks
(crouching image). Pressing P (C28) makes Uranus drop down from the air with a punch (airborne
image). Pressing B (C31) will make Uranus to disappear and attack in Beast form.
-If Uranus is close to her opponent when she executes C31, she'll appear behind her opponent
and attack. If she's far away, she'll appear before her opponent and attack.
-If neither 3 buttons are pressed, Uranus will just teleport forward after about a second from
startup.

----------

6)
NAME: 1A5 "TEMPEST"
CMND: d,db,b+B
TYPE: MULTI-HIT ATTACK
HGHT: M(x4)
STOP: YES
DMGE: 24
EFFT: ln

----------

7)
NAME: 1A0
CMND: {P} (In beast form only)
TYPE: BEAST DRIVE ENHANCED
HGHT: M-SM-SM
DMGE: 22

*NOTES*

-Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If
it connects with her opponent, then the Beast Gauge will fill around 3/4.
-If Uranus is hit before this actually goes into attack phase, then this move will be stopped
and Uranus will stay in beast form.
-The 1st hit is a Guard Break. The following 2 are not Guard Breaks.

----------

8)
NAME: 1A1
CMND: {K} (In beast form only)
TYPE: BEAST DRIVE ENHANCED
HGHT: L-L-L
DMGE: 36
EFFT: sw

*NOTES*

-Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If
it connects with her opponent, then the Beast Gauge will fill around 3/4.
-If Uranus is hit before this actually goes into attack phase, then this move will be stopped
and Uranus will stay in beast form.
-The 1st hit is a Guard Break. The following 2 are not Guard Breaks.

----------

9)
NAME: 1A2
CMND: {P} or {K} (In beast form only)
TYPE: BEAST DRIVE ENHANCED
HGHT: M-M-M
DMGE: 45

*NOTES*

-Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If
it connects with her opponent, then the Beast Gauge will fill around 3/4.
-If Uranus is hit before this actually goes into attack phase, then this move will be stopped
and Uranus will stay in beast form.
-All 3 hits are Guard Breaks.

----------


-----------
|BEAST DRIVE|
-----------

----------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B |
----------------------------------------------------------------
NAME: 1B5 "BAPTISM" | NAME: 1B8 "APOCALYPSE"
TYPE: ATTACK | TYPE: THROW (GRAB)
HGHT: M | HGHT: ALL
DMGE: 69 | DMGE: 89
ADDT: NONE | ADDT: NONE


*NOTES ABOUT 1B8 "APOCALYPES"

-It is not possible to execute this from an attack with a Cancel Point.
-At the end of this Beast Drive, Uranus launches her opponent. Before he/she can hit the ground,
Uranus can follow up with an attack and/or combo to juggle her opponent.


----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)C26 d+P-d+K
--------------------------------------------------------------------------------------------
2)CH0B df+K-K*
NOTES: 2nd hit causes Bound
--------------------------------------------------------------------------------------------
3)C30 u+P*-{B}
NOTES: u+P will keep Uranus facing in the same direction no matter what, whether she
teleports behind her opponent or not.
--------------------------------------------------------------------------------------------
4)CH11 f,f+{K}-{K}
--------------------------------------------------------------------------------------------
5)09 T, d+P-K
--------------------------------------------------------------------------------------------

----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)C01 ALPHA B-u+{B}
NOTES: Last hit will launch opponent into the air. From there, Uranus can do a Chase Jump.
--------------------------------------------------------------------------------------------
2)C21 d+B-d+{B}
NOTES: Last hit will launch opponent into the air. From there, Uranus can do a Chase Jump.
--------------------------------------------------------------------------------------------


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-------------------
G) SECRETS & TRICKS
-------------------

SECRET CHARACTERS
-----------------

1) FIGHT AGAINST KOHRYU: Play Arcade mode and finish the 1st 4 matches without losing a round
or continuing. In the 5th match, instead of facing one of the regular 12 characters, Kohryu will
be your next opponent.

2) FIGHT AGAINST URANUS: Play Arcade mode defeat all 9 opponents (including Xion) without any
continues (it's OK to lose a round, though). If done correctly, a "Special Stage" will appear
after you defeat Xion, with Uranus being the final opponent. Note that facing Kohryu is not
necessary to make Uranus appear.

3) PLAY AS KOHRYU: Following Secret #1, when you square off against Kohryu, defeat it in any
manner. After Kohryu is defeated, continue the game as regular. Whether you beat the game or
not, Kohryu will be accessible in any mode. At the Character Select screen, go to the bottom
row and move the cursor all the way to the left or right off the screen. Kohryu's portrait will
appear. Note that if you lose against Kohryu, it will not appear for the rematch. Instead, another
character will take its place.

4) PLAY AS URANUS: Following Secret #2, when you face off against Uranus, you have to defeat
her no matter what. If you lose, then the game will end and you will see your character's
ending. Once Uranus has been defeated, She can be used in any mode. At the Character Select
screen, go to the top row and move the cursor all the way to the left or right off the screen.
Uranus' portrait will appear.


EXTRA MODES
-----------

*NOTE THAT EXTRA MODE CAN BE ACCESSED IN OPTION MODE. ONCE ANY ONE OF THE EXTRA MODES HAS BEEN
UNLOCKED, THE TITLE "EXTRA MODE" WILL APPEAR UNDER THE "SAVE OPTIONS". SOME OF THE MODES CAN BE
USED "SURVIVAL MODE" STYLE AND/OR "VERSUS MODE" STYLE.


EXTRA MODE #1 - SUDDEN DEATH SURVIVAL: Defeat 9 characters in Survival mode. When playing
this mode, you & your opponent will have no energy in the Life Gauge, while it takes only 1
blow (no matter how weak) to win. "Survival mode" style only.

EXTRA MODE #2 - NO GUARD BATTLE: In Arcade mode, get 1st place in Ranking. As the name states,
characters cannot block (no Light or Hard guard). However, Guard Escape can be used. "Survival
mode" and "Versus mode" style available.

EXTRA MODE #3 - HIGHEST DIFFICULTY: Beat Arcade mode with no continues. In this mode, play
against the computer-controlled characters on the highest difficulty available in this game.
This is the same difficulty used in CPU Battle mode. Very hard indeed. "Survival mode" style
only.

EXTRA MODE #4 - KNOCK DOWN BATTLE: After Extra Mode #1 has been unlocked, rank 1st place in
Survival mode. In this mode, any attack will either knock down or knock away a character. Not
all attacks will do this, though. For instance, Throws will connect & have its special effect
as regularly, while a Rising Attack will strike as regularly. All attacks, though, will do
twice the damage. "Survival mode" and "Versus mode" style available.

EXTRA MODE #5 - HIGH-SPEED MODE: Fight in 100 matches or more (it doesn't matter who is used).
When this has been done, rank in any place in Survival mode. In this mode, all attacks (except
throws) will be executed twice as fast, (believe it or not, the speed's faster than that in
Hyper Beast mode) enabling combos that are normally impossible. (Try it. You'll see what I
mean) The only catch is, damage is drastically reduced, meaning battles will last for a very
long time if combos aren't made. "Survival mode" and "Versus mode" style available.

EXTRA MODE #6 - LOW-SPEED MODE: Use all characters at least once in either Arcade, Versus, or
Survival mode. Then, rank in any place in Arcade mode (it doesn't matter who is used). opposite
to Extra mode #5, all attacks (except for throws) will be twice as slow. So slow, that attacks
can easily be Guard Escaped. The only problem is, most combos can easily be stopped, no matter
how fast or dominating it is in regular speed. Damage is also increased(?). "Survival mode" and
"Versus mode" style available.

EXTRA MODE #7 - HYPER BEAST BATTLE: Use any character 10 times or more in any mode except in
Practice mode. Then, rank in any place in Arcade mode with that character. All characters will
be in Hyper Beast mode in each and every round, there will be no timer, and Hyper Beast mode
will never end. "Survival mode" and "Versus mode" style available.

EXTRA MODE #8: SUMO WRESTLING BATTLE: Use any character 20 times or more in any mode in
Practice mode. Rank any place in Survival mode with that character. In this mode, the only way
to win is for the opposition to fall down completely onto the ground. Other conditions also
exist, where being slammed into a wall will automatically mean defeat, (possible because the
character's going to hit the ground, and Recovery doesn't work) while most throws will also
mean victory as long as the opposition hits the ground & is down. The good side to this is
that characters do not take any damage from any attack, while Recovery is very important &
must be done as soon a possible. "Survival mode" and "Versus mode" style available.


TRICKS
------

CLEAN PAUSE: In any mode, press/hold either L or R buttons remove the options menu off the
screen.

REPEATING THE REPLAY: Anytime a round is finished and the Replay screen comes up, press
Triangle button to replay it from the start. This can be done as many times to one's liking.

AFTERIMAGE REPLAY: Anytime a round is finished and the Replay screen comes up, hold P+K+G
simultaneously to make the screen have a blur effect. This can be done until the replay scene
is completely over and the victorious character does hit/her victory pose.

MARVEL'S G-III SWITCH UP: While playing as Marvel, start any of her K,K combos. After the
1st kick, delay afterwards up to the point where her kicking leg goes down & almost touches the
ground. Press kick again to make Marvel continue the combo as she switches legs.

"FALSE" GUARD: Do a mistimed Guard Escape, or press Forward while holding R1 (Resembles a Heavy
Guard). The easiest way to do this is to hold R1 & press Forward. Anytime an attack is executed
by the opposition while your character's in Hard Guard pose, he/she will suddenly drop out of it
and move forward. No a good thing, your character will get hit.

DROPPING THE "BOMB": While playing as Bakuryu or Kohryu, cancel or take a blow during "Enmaku
Dan" or "Enjin Rasen Kyaku" just as either character's about to throw down their smokebomb. If
done correctly, the bomb will fall out of either character's hands, bounce a little, and
disappear.

"100" CANCEL: While playing as Uranus, knock/juggle her opponent into the with any attack. Just
as that attack connects, immediately cancel into u+P, "100" (based off of Air Combo System; see
"Juggles & Air Combos" topic in "Combo System", located in the "In-depth Discussions [Part 1]"
section). As soon as u+P hits airborne opponent, press u+P again. Repeat this as much as
possible, which will make Uranus teleport back & forth around her opponent indefinitely.
Or, If your timing is fast enough, cancel u+P at startup into another u+P anytime during this
trick BEFORE the previous u+P connects with opponent. If done right, u+P can be canceled about
3-4 times before foe hits the ground without ever hitting the opposition. Why does this
happened? I have no idea.


--------------------------------
H) IN-DEPTH DISCUSSIONS (PART 2)
--------------------------------

---------------------------------
|RATINGS ON CHARACTERS' LIFE GAUGE|
---------------------------------

The characters in BR3 can take a certain amount of damage before he/she is KO'd. Comparing each
character to one other will also show that some characters take more damage than another character.
This is not, however, based on the number of "points" in a character's Life Gauge. By default,
each character has 200 "points". The difference in each character's Life Gauge is the length of
its endurance to taking damage.

Below is a chart on each character's Life Gauge I made up, which was tested against Yugo. Each
characters were pitted against Yugo's Beast Drive Attack, Spiral Fang, then followed up by a number
of hits from his db+P (Leg Slash). The number of hits it took to KO each character was first tested
in VS mode, then calculated in Practice mode. This experiment was done while all characters
(including Yugo) were in human form. Take note that the weakest version of Spiral Fang was used (were
the Beast Gauge was empty) twice, while db+P was used a number of times until it knocked out the
character being tested.

Ratings on the length of the Life Gauge:

1 = Lowest; cannot take a great amount of damage
2 = Average; can take a decent amount of damage
3 = Higher; can take more damage than normal
4 = Highest; can take a great amount of damage


----------
|HUMAN FORM|
----------

# SPIRAL FANG
(EMPTY GAUGE) # db+P RATING
------------- ------ ------

YUGO - 2 -----> 5 = 3
ALICE - 2 -----> 4 = 2
LONG - 2 -----> 5 = 3
MARVEL - 2 -----> 4 = 2
BUSUZIMA - 2 -----> 4 = 2
JENNY - 2 -----> 4 = 2
BAKURYU - 2 -----> 4 = 2
URIKO - 2 -----> 3 = 1
GADO - 2 -----> 6 = 4
STUN - 2 -----> 6 = 4
SHENLONG - 2 -----> 3 = 1
XION - 2 -----> 4 = 2
KOHRYU - 2 -----> 6 = 4
URANUS - 2 -----> 3 = 1


Next, a test was performed on each character's Life Gauge while in beast form. This was much harder
than the former, due to the fact that each character's Life Gauge started to recover energy after
a second or two when that character received no more damage. In order to prevent that, a different
method was used. Pitted against Yugo again, each character took a consistant amount of hits from
Yugo's P-P-P-P combo (Strike Rush) without any pause or break. This action was done until the
character was KO'd in VS mode, then calculated in Practice mode.

The number of times Strike Rush was executed is read as "#x". For example, the number of times Alice
had Strike Rush executed on her before it KO'd her was 5 times exactly. So, "5x" will be written to
represent the number of times Strike Rush was used. On some characters, though, the last hit of
Strike Rush did not KO him/her. Sometimes, it took the th 1st hit of Strike Rush to do it. In this
case, the number of times Strike Rush was executed plus the number of hits of an incompleted Strike
Rush O'ed a character is read as "#x+#" For example, Strike Rush was executed 5 times on Bakuryu,
but Bakuryu still remains standing. Executing Strike Rush once more, Bakuryu is KO'd on the 1st hit.
Thus, it will be written as "5x+1"

For this experiment I'm unable to guarantee that the rating on each character's Life Gauge in Beast
mode is definite due to some inconsistancies. The way characters take damage is very different from
each other, making it hard to tell the number of "points" in each character's Life Gauge. Yugo's
Strike Rush wasn't as consistant as I thought it would be; although I tried my best executed each
time as one finished consistantly, I certain there were instances where it let up just enough for
some characters to recover 1 to 2 "points" in his/her Life Gauge. Still, this chart gives a general
idea on how each character's Life Gauge in Beast mode takes damage. If I decide to try another method
to determine the Life Gauge in Beast mode percisely, then I'll change this. For the moment, though....


----------
|BEAST FORM|
----------

# P-P-P-P
(STRIKE RUSH) DAMAGE # HITS RATING
------------- ------ ------ ------

YUGO - 5x+1 -----> (40x5)+10 21 = 2
ALICE - 5x -----> 41x5 20 = 1
LONG - 5x+1 -----> (40x5)+10 21 = 2
MARVEL - 5x+1 -----> (40x5)+10 21 = 2
BUSUZIMA - 5x+1 -----> (41x5)+10 21 = 2
JENNY - 5x -----> 41x5 20 = 1
BAKURYU - 5x+1 -----> (41x5)+10 21 = 2
URIKO - 4x+3 -----> (44x4)+30 19 = 1
GADO - 6x -----> 36x6 24 = 3
STUN - 7x -----> 30x7 28 = 4
SHENLONG - 5x+1 -----> (40x5)+10 21 = 2
XION - 5x+1 -----> (41x5)+10 21 = 2
KOHRYU - 5x+1 -----> (40x5)+10 21 = 2
URANUS - 6x -----> 36x6 24 = 3


----------------------------------
|RATINGS ON CHARACTERS' BEAST GAUGE|
----------------------------------

For this experiment, I tested how long each character is able to stay in beast form after taking a
number of hits. In order to make this work, each character takes continuous hits from Yugo's LD+P
(Smash) until his/her Beast Gauge is empty (as far as it can be seen). Next, in order to knock each
character out of Beast mode definitely, Clinch is used, since it stuns a character & puts him/her in
the Down position without actually knocking him/her with force. This experiment was done in Practice
mode. Note that Yugo is in human form during this experiment. He can also be in beast form to
accomplish this, but I chose to use his human form (no particular reasons).

An interesting thing about the Beast Gauge is that it seems to relate directly to the amount of
damage a character receives. The higher the damage, the faster the Beast Gauge will be drained. The
amount of "points" that is read as damage can also be used to measure the length of each character's
Beast Gauge. If a figure were to be shown, I would say that each character's Beast Gauge has around
130 "points" of energy in it.

Ratings on the length of the Beast Gauge:

1 = Lowest; Beast Gauge will be empty after taking a good number of hits
2 = Average; Beast Gauge will have a little amount of energy left after taking numerous hits
3 = Higher; Takes twice as much hits to drain the Beast Gauge
4 = Highest; Very difficult to drain the Beast Gauge



# df+P df+ P (DAMAGE) # CLINCH CLINCH (DAMAGE) RATING
------ -------------- -------- --------------- ------

YUGO - 11 12 1 3 = 2
ALICE - 10 13 1 4 = 1
LONG - 11 12 1 3 = 2
MARVEL - 11 12 1 3 = 2
BUSUZIMA - 10 13 1 4 = 1
JENNY - 10 13 1 4 = 1
BAKURYU - 10 13 1 4 = 1
URIKO - 10 13 1 4 = 1
GADO - 12 11 1 3 = 3
STUN - 14 9 2 2+3 = 4
SHENLONG - 11 12 1 3 = 2
XION - 10 13 1 4 = 1
KOHRYU - 11 12 1 3 = 2
URANUS - 12 11 1 3 = 3


After each character takes a number of hits from Yugo's LD+P, Clinch is performed. If done
correctly, each character will fall out of Beast mode after the 1st hit of Clinch. In Stun's case,
on the other hand, it took 2 hits from Clinch to accomplish this. It seems that the length of
endurance for Stun's Beast Gauge is very high. Yet, it helps to give a close measure of each
character's Beast Gauge. It's best to just use 14 hits from Yugo's df+P, for adding in one more hit
will most likely overexceed the amount of energy in his Beast Gauge by far.


````````````````````````````````````````````````````````````````````````````````````
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------------------------------
I) RECOGNITION TO CONTRIBUTORS
------------------------------

*There is a contributor, however I may have lost his e-mail. I would greatly appreciate the one
who gave me the Afterimage Replay to please send me an e-mail again. But in ahead of time,
thanks!


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-------------------
J) REVISION HISTORY
-------------------

8/5/01
- Initial release. Missing a few characters, moves, and information. Not yet on the level of a
real FAQ.
8/12/01
- All characters are now listed
- All discussions under "In-depth Discussions (Part 1)" are now complete
- In each character's Command Attack listings, a new label about whether or not a specific
Command Attack can be stopped or not has been added
- Yugo's Basic Attack list has been put up, a starter for this part in each Character's section
- Yugo's Command Attack list has been put up
10/22/01
- Expanded the Intro section, adding stuff needed to say on each update of this FAQ.
- Added Yugo & Uranus' Free Combo System lists
- Added info about Uranus' Chase Jump in both human & beast form
- Fixed errors and added new/missing info in each character's section, mainly in Long and Uriko's
section
- Added additional note about canceling Alice's Double & Triple Somerset and Yugo's Quick 1-2
- Added additional info about a stun-causing hit, which can be found under "Damage Control" in
the "In-depth Discussions (Part 1)" section
- Rewrote The info on Guard Reversals, located under "Offense & Defense" in the "In-depth
Discussions (Part 1)" section

10/28/01
- Added Gado and Jenny's Basic Attack and Combination Attack Lists.
- Added a new trick, located in the "Secrets & Tricks" section.

11/13/01
- Added Stun's Basic Attack and Combination Attack lists.

1/21/02
- Re-edited entire FAQ, making corrections/changes where necessary.
- Added Midair outcome to Bakuryu's Tenjin Izuna Otoshi and Kohryu's Enjin Izuna Otoshi.
- Completed Xion and Shenlong's sections
- Added "In-depth Discussions (Part 2)" section, with 2 listings under this section

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Questions? Comments? Secrets? Let me know at


This FAQ is copyright (C) '01 by Deeshad

 
Comments:
Je reactie is bewaard !!!
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