Battle Arena Toshinden 2 Plus

Scroll down to read our guide named Strategy Guide for Battle Arena Toshinden 2 Plus on PlayStation (PSX), or click the above links for more cheats.

Strategy Guide

        BBBBBBB         AA   TTTTTTTTT TTTTTTTTT  LLL       EEEEEE 
         BBBBBBB      AAAA  TTTTTTTT  TTTTTTTT   LLL       EEEEEE 
        BBB  BBB    AA  AA    TTT       TTT     LLL       EEE    
       BBBBBBB    AAAAAAAA   TTT       TTT     LLL       EEEEE  
      BBBB  BBB  AAA   AAA  TTT       TTT     LLLLLLLLL EEE    2222222222222222222
      BBBBBBBB AAAA   AAAA TTT       TTT     LLLLLLLLL EEEEEEEE  22222222222222222
                                                                222222222222222222
            AA      RRRRRR       EEEEEE    NNN    NNN     AA   2222222222222222222
          AAAA     RRRRRRRR     EEEEEE    NNNNN  NNN    AAAA   2222222222222222222
        AA  AA    RRR   RRRR   EEE       NNN NN NNN   AA  AA   2222222222222222222
      AAAAAAAA   RRRRRRRRR    EEEEE     NNN  NNNNN  AAAAAAAA   2222222222222222222
     AAA   AAA  RRRR  RRRR   EEE       NNN   NNNN  AAA   AAA   2222222222222222222
   AAAA   AAAA RRRR    RRRR EEEEEEEE  NNN    NNN AAAA   AAAA           22222222222
                                                                       22222222222
      TTTTTTTTT   OOOO      SSSSSS   NNN    NNN  DDDDD      EEEEEE    NN2222NNN222
     TTTTTTTT   OOOOOOO   SSS  SSS  NNNNN  NNN  DDDDDDD    EEEEEE    NNNNN22NNN222
       TTT     OOO  OOO  SSSS      NNN NN NNN  DDD   DDD  EEE      2NNN2NN2NNN222
      TTT     OOO   OOO   SSSSS   NNN  NNNNN  DDD    DDD EEEEE    2NNN22NNNNN222
     TTT      OOOOOOOO  ss SSSS  NNN   NNNN  DDD   DDDD EEE      2NNN222NNNN222
    TTT        OOOOO   SSSSSSS  NNN    NNN  DDDDDDDDD  EEEEEEEE N22222222222222222
                                                              22222222222222222222
                               ppppp  ll     uu   uu  ssss  2222222222222222222222
                              pp  pp ll     uu   uu  ss ss 22222222222222222222222
                             pppppp ll     uu   uu  ss                            
			    pp     ll     uu   uu    sss
                           pp     lllllll  uuuuu  sssss


                          <> 

                                  Author: Deeshad



     Questions? Comments? Complaints? (Is that possible?!?) 
Send me a message at 


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

Contents:

A. DISCLAIMER
B. Introduction
C. Vocabulary
D. Game Modes
E. Character's Controller Options
F. Characters' Basic Moves
G. Combo System
H. Overdrive: Warrior's Rage
I. Counter Attack System
J. Damage Control
K) Characters' Profile
   *The Challengers 
    -Eiji Shinjo
    -Kayin Amoh
    -Sofia
    -Rungo Iron
    -Fo Fai
    -Mondo
    -Duke B. Rambert
    -Ellis
    -Gaia
    -Tracy
    -Chaos
   *Himistsu Kessha's Masterminds
    -Master
    -Uranus
   *Warriors Shrouded in the Dark
    -Vermilion
    -Sho Shinjo
L. Secrets & Tricks of the Arena
M. Features and Flaws of the Warriors
N. Sights and Effects to look out for
O. Thanks
P. Updates and Revision

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




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

-------------
A. DISCLAIMER
-------------

     This is a strategy guide written for Battle Arena Toshinden 2 Plus, a 
Japanese-only
game. In no way should this be copied & altered, for the materials written here 
must stay
intact and in their original form. If (for some reason) anyone would like to use 
this for
their own private uses (ex. placing on a game-related website) please contact me 
first and
ask for my permission. 
     Despite the fact that this is an old game, I still am against this being 
used for 
profitable means. This should not be sold for money or any type of profit, nor 
should this
be placed in commercial, profitable reading materials & resources (ie. a game 
magazine). 
Plagiarism is also a must-not, and I will not tolerate that. I will have the 
rights to take
action and am not afraid to express my rights. 

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

---------------
B. Introduction
---------------

     Hello to all Toshinden fans out there. Thank you for choosing to read the 
one and only
guide on Battle Arena Toshinden 2 Plus in the States. Despite the fact that this 
is about
2-3 years late, I am still willing to bring this out for those that do own the 
game, or want
to learn about it. This guide will have not only each character's storyline and 
moves, but there
will be translations, combo section, as well as strategies for each characters. 
TSD2 owners, don't
despair! This guide can still be used, for there are alot of info that still 
refers to the 
previous version. Well, without any further noise, choose the section of your 
choice to begin at 
and read on!

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


------------
B. Storyline
------------

      The Toshinden is a secret tournament of fighting gods, goverened by the 
secret and 
powerful organization Himitsu Kessha. A year ago, Gaia (one of the fighters), 
organized a 
tournament without the knowledge or consent of the Himitsu Kessha. Because of 
this, the Himitsu 
Kessha now considers Gaia a traitor, and wants him eliminated. This is the 
motivation for 
oraganizing another Toshinden -- to lure Gaia to his last battle. It is in this 
arena of evil 
in which you are about to enter. 
 
==================================================================================
==========

-------------
C. Vocabulary
-------------

   -Hard (H): Stronger version of an attack
   -Weak (W): Weaker version of an attack
   -Slash (S): Weapon-based attack
   -Kick (K): Kick-based attack
   -Counter : You attack just as your opponent does and beat there attack
   -Reversal : You immediately attack after you block an attack, take a hit, or 
		   	
               are knocked down (in which case can also be called a retort)
   -FT : Fatal Technique
   -USA : Ultimate Sacred Attack
   -S-FT : Secret Fatal Technique
   -OD : Overdrive
   -Overhead : A move that strikes from above and can only be blocked high
   -Underblow: An attack that strikes low (note that this is different from a
 	         Basic Low attack. This usually veers towards FT's and such)
   -Drain(ing) : You hit a blocking foe with an attack that depletes some energy 
	           	
                 from his/her Health Gauge 
   -T.L.: True Link 
   -Combo Starter (CS): An attack that's usually suitable/essential for starting 
                        combos of any sort.
   -Delay Combo (DC): A combo where the final blow (usually) is delayed as long 
                      as possible before executing it. While this is usually for 
                      the case when your combo is being blocked, it may also 
                      apply for combos that do connect.
   -Fast Combo (FC): A combo where every hit (especially the final blow) is done 
	
                     extremely fast on the point of contact. While this usually 
applies
                     to combos that hit, this can also be for the case when an 
opponent 
                     is blocking, usually trying to get a hit (usually the final) 
                     on an opponent's blind side before they can block.
   -Blocked Combo (BC): A combo done on a blocking opponent. Done in a pressuring 
manner, 
                        you try to get by there guard and score a hit. Meant only 
for this
                        case, Blocked Combos may be useless as a combo that 
connects from 
                        the start.
   -Long/Short Combo: 2 combo types that depends on 1) how many hits are being 
inputted 
                      2) if you're combining chain & link combos together, and 3) 
whether 
                      you end a combo early or you prolong it as long as you can.
   -Projectile: An energy-based attack that is hurled towards a character. 
Usually a 
                single shot that strikes once. (Ex. Eiji's Rekkuzan) If multiple 
shots are 
                executed at once, then each shot should only hit once. (Ex. 
Mondo's OD move) 
   -Combustion: An energy-based attack that is sprayed out in a huge fluff, but 
doesn't fly
                out. More like a ball (or mass of energy) that is fed with power 
continuously
                to stay up. Could be a single or multi-hitter. (Ex. Uranus' 
Cockatrice)    	

             ------------------------------------------------------------------

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

-------------
D. Game Modes
-------------

1)1P Game

   -This can be considered the normal mode of TSD2P. Just pick a character and 
play through a 99 
second, 2-out-of-3 match game to the end (default setting). You'll fight against 
8 fighters, 6 
being of the regular characters (including personal rival), while the last two 
being Master and 
Uranus (continuing or losing will not affect the gameplay). Once you win you'll 
see (or should I
say read) your character's ending. As you play the game, there is also a Time 
Indicator at the 
bottom-left of the screen which, if fast enough, will be recorded in 
the "Ranking" Option (more 
about that later). Also, through this mode, the Boss characters, Secret 
characters, and "Instant 
Secret Trick" method can be unlocked. (again, this'll be discussed later in this 
guide).

2)Full Battle

   -Much like the "1P Game" mode, this mode has you fighting under the same 
conditions, except 
that you'll be fighting against 12 fighters, including the bosses. Unlike the 
former, there will 
be no Time Indicator, so you can place in the "Ranking" Option. Also, you can't 
unlock the 
secrets of the game. However, you can fight 1 of the 2 Secret characters through 
this mode, 
depending on specific conditions (this will be discussed later).

(Author's note: Each character has 3 unique paths in both "1P Game" and "Full 
Battle" modes. 
 Instead of listing them all, I'll leave the fun of discovering them all to you. 
Gotta leave 
 something for you to do.)

3)VS Human

   -Your standard "VS" mode where you duke it out against a fellow friend(s). 
Victories & loses, 
as well as the winner and challenger, while be displayed on-screen while fighting.

4)VS CPU

   -Fight a 1-on-1 battle against the computer, where you can select who you want 
to fight 
against (CPU controlled). Can also be looked as a practice mode, helping you to 
battle at your 
own conditions, or against a character that's giving you a hard time. Note that 
when you first 
start, the CPU will not put up much of a fight, as if it were the "1P Game" 
or "Full Battle" 
mode. After a couple of matches, the pace will pick up. Another strange thing 
noticed is 
sometime after 20 matches or more, the CPU will no longer put up a fight, being 
worst than when 
you first started. 

5)Ranking

   -New to the Toshinden scene, this mode will display how fast you beat 1P Game 
mode with each 
character. At the end of completing 1p Game mode, you will be given the option of 
entering your
name, which will then record this along with your completion time. (That's only 
if you rank in any
place) Entering Ranking mode, each character's name is set in rows of four on the 
screen. 
Selecting each character's name will take you to his/her best time records, which 
goes from 1st 
place to 5th place. Note that if you do not enter a name, the default 
name, "TAM", will fill in
the spot.

(Note that once the secret characters have been unlocked, their names will also 
appear in this 
 mode, and they can have their own time records when played in 1p Game mode.)

6)Option

   -From here, you can change the game's play according to your pleasure. Most 
are the same from
TSD2 except for 2 features. First one is "GPK", which lets you play the game in a 
different 
manner (See below in "Character's Controller Options" section). Second is the all-
new "Attack
Power" feature. Not to be confused, this is merely a meter that reads the 
strengths of each 
attacks a player executes, and indicates combos through switching colors between 
white and gold.
Apart from that, setting up the game, the camera angle, and the controller layout 
can be done
here in the Option mode

7)Save&Load

   -Tired of inputting those codes for the 4 Extra Characters every time you put 
on the game? 
Better yet, bored of spending 10-15 minutes beating the "1P Game" mode just to 
get all the 
characters and secrets before you can play your friends all out? In TSD2P, you no 
longer have 
to worry about that. Once you unlock all the secrets, all you have to do is 
remember to go back 
to the Title screen, head to this option, and save the game. Even your special 
Option Screen 
setups will be saved! Really makes life easier when you really want to play with 
your fave 
Secret Character, like Master or Vermilion.

     Just to point out, once each secret character has been unlocked, they will 
radomly appear
in some of fight scenes that take place when no action is taking place at the 
Title screen.


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


---------------------------------
E. Character's Controller Options
---------------------------------


Button Layout
---------------
These are the buttons that are the permanently set and are the basic movements 
that all 
characters can do.

u = Jump up. Pressing ub or uf will making you jump diagonally.
f = Walk forward
b = Walk backward 
d = Crouch down 
df = Crawl forward (Vermilion and Uranus cannot do this.)
db = Crawl backwards (Only Ellis, Duke, Sofia, Tracy, Fo, and Master can do this)

Controller Type
----------------

     There are two types of ways to play TSD2P. At the Options Screen, you can 
select between 
'Normal' or 'GPK' setting at the Controller option. 'Normal' setting lets you 
play the game in 
the normal game style since TSD 1. 'GPK' changes your buttons to 'Virtual 
Fighter' type of 
gameplay, where you have a guard button and all. Depending on which one you 
choose, your attack 
buttons and their strength will be different. Here's a layout on which setting 
does what.

                         NORMAL                            GPK
                       -----------                        -----
                      sq = Weak Slash               sq = Weak Slash	
                      tri = Hard Slash              tri = Weak Kick
                      X = Weak Kick                 sq + X = Hard Slash
                      O = Hard Kick                 tri + O = Hard Kick
                      b = High Block                X/O = High Block
                      db = Low Block                X/O + d/db = Low Block

If you play in 'GPK' style, that you can still do all the attacks the same way 
as 'Normal' and 
decide the strength of an attack. Just remember that you still have to press sq+X 
or tri+O if 
you want to the stronger versions.



--------------------------
F. Characters' Basic Moves
--------------------------

(Note: Moves are all under default setting.)

Dash 
----
   -Press f,f (hold). Each character's dash have different attributes, falling in 
these 
categories: speed, recovery time (to stop running, to block while dashing), and 
the ability to 
avoid certain attacks.


Backstep
---------
   -Press b,b. Each character's backstep is also different from each other. Some 
are good in 
offensive strategies requiring to move in and out of range quickly, while others 
will avoid harm 
completely.


Sidestep
-------- 
   -L1 (foreground), L2 (background), or d,d (Auto). This'll help you to avoid 
attacks as you 
dodge to the side. You'll be invincible throughout the entire dodge until the 
final frames of 
animation, when you're about to recover. Depending on your position in each 
stage, the Auto 
Sidestep randomly moves you from side to side, but will always move you away from 
the edge of 
the ring.
 

Diving Sidestep  
----------------
   -f + L1 (foreground) or f + L2 (background). This is much like the Sidestep, 
except that you 
have some control over it. You will move towards your opponent while dodging to 
the side, giving 
you a chance to avoid an attack and counterstrike. Depending on your distance, 
the arc and 
distance of your dodge changes (Uranus can almost do a 360 spin around her foe if 
close).


Dash Avoid 
----------
   -L1 (foreground) or L2 (background) while dashing. Quickly shifting to the 
side, you can now 
avoid harm if caught while dashing without having to stop. Also, if you continue 
to hold the 
direction you're dashing in, you will immediately dash again right after you 
dodge. Some dashes 
offensive potentials, where you can shift quickly to the side and immediately 
attack if up 
close. Some will position you at an angle away from your opponent, giving you a 
chance to attack 
while having some distance between. Others will just put you out of harm's way 
completely, 
having nothing to fear. Uranus is the only character whose Dash Avoid will hit an 
opponent if 
close enough. 


Dash Attack 
-----------
   -Any Slash or Kick button while dashing. Depending on the strength of the 
button pressed, the
attack done while dashing will differ. Most Dash Attacks will propel each 
character forward, 
either being a simple thrust attack or a knockdown move. 


Getting Up from a Down Position
-------------------------------
   -When postioned on the ground, there are numerous ways to get up:
      *Stand up = Press nothing
      *Roll to the side = L1 (foreground) or L2 (background)
      *Roll backwards = Press b
      *Roll foreward = Press f
      *Jump up while down = Press u
      *Speed recovery time = Rapidly press the Slash and Kick buttons. Your 
recovery
                             time will also be instantaneous if hit while down. 
Also, 				  
                             Chaos can get up instantly most of the time once he 
is 				  
                             knocked down. Mondo can do this as well, but this is 
rare. 

    Also note that if you're near the edge of a stage, despite what direction you 
press, you 
will always roll away from the edge automatically. 


Retort (aka Ground Reversal)
------
   -Input a move while getting up. You will attack before you fully stand up, 
giving you a 
chance to hit any foe that plans to assault you as you stand. There might be some 
slight 
invincibility at the start of your attack, almost ensuring that you'll beat any 
attack that your 
foe might try to do. Some moves have better attributes when you do this, so 
choose wisely. 
(ex. Sho's Shishouzan has a better chance of not being reversed than Rekkuzan)


Throw Technique
---------------

   -b + tri or O when near foe. There are a couple of ways that a throw can be 
used:
      *Normal = get close and throw
      *Block-n-throw = Block an attack and throw on impact
      *Defenseless throw = If opponent's attack whiffs by you close, you can 
instantly throw
      *Dash in = Dash at your foe and, once close, throw
      *Reversal = If you take a hit (usually a weak blow), you can throw
      *Counter = Just as your foe begins his attack, you can throw them

    All throws are unreversable no matter what, and each have there own throw 
range: 
      *Close (Within a character's space or standing area) 
      *Near (Point of one's space or when both characters' space is slightly 
touching each other)
      *Far (Outside of a character's space)

     Please note that Uranus, Master, and Vermilion do not have throws, while 
Vermilion is the 
only character that cannot be thrown.


Down Attack
-----------
    -WK + WS (Close Range) or HK + HS (Far Attack). This will strike your foe as 
they are down 
on the ground, as long as they aren't getting up. A Down Attack will also strike 
if an opponent 
has fully stood up. Duke is the only character that can't do a Down Attack.


Back Attack
-----------
   -When your back is turned to your opponent, you can do an attack, which'll 
prevent you from 
taking huge damage. Here's the types of attacks that you can perform:

                      *Back High S = Any Slash Button
                      *Back High K = Any Kick Button
                      *Back Low S = d + any Slash Button
                      *Back Low K = d + any Kick Button

    The strength of the button doesn't effect the attack done. 


Taunt
------
   -Press the Select Button. Each character's Taunt raise their opponen't 
Overdrive bar. Some 
Taunts have special attributes as well. Duke and Vermilion also have special 
Taunts, which 
drains their opponent's Overdrive gauge (OD Blowout).


Basic Attacks
--------------
   -Press any Slash or Kick button. Basic Attacks can be done while standing, 
crouching, and 
jumping. Depending on your range and the strength of the button pressed, the 
attack may change 
and/or be different. Most Basic Attacks can cancel (or 2-in-1) into a Fatal 
Technique. See
each Character's Profile to learn about the types of Basic Attack that can be 
done and their 
attributes.


Fatal Technique (FT)
--------------------
   -Each character has special moves that require specific button motions. See 
each Character's 
Profile for their FT.


Ultimate Sacred Technique (USA)
-------------------------------
   -Press WS+WK+HS+HK simultaneously when your OD Gauge is full. A one-shot, one-
time only 
attack that works whenever your Overdrive Gauge is full. see each Character's 
Profile for a 
detailed explanation on each USA.


Secret Fatal Technique (S-FT)
-----------------------------
   -A special desperation attack that can be done once each character's Health 
Gauge is low and 
flashing red. See each Character's Profile for their S-FT.


Hidden Technique
----------------
   -Each character has a secret move, which requires multiple button motions. 
Some characters 
have more than one, while others may have none. See each Character's Profile for 
their Hidden 
Technique.


Unique Abilities
----------------
   -Each character has a certain trick or two that they can do. See each 
Character's Profile 
for their Unique Abilities.


1-Shot Fatal Technique
----------------------
   -Fatal Techniques can be set in any of the L/R buttons. You can do all of each 
character's attacks through this method simply, pressing each consecutive buttons 
and direction 
required along with it. When used, the Hard version of each attack will be 
performed. Ultimate 
Sacred Techniques and S-FT can also be done through this method. However, if both 
Gauges are 
in play (Health Bar is flashing and OD Gauge is full), you'll always execute the 
Ultimate Sacred 
Technique first. 


4-Link Fatal Technique
----------------------
   -Although not stated in the manual, FT can also be done by pressing all Slash 
and Kick buttons 
simultaneaously. It is also the same as the 1-Shot FT method, requiring specific 
directions 
pressed along with it. USA, S-FT, and Hidden Techniques can also be done through 
this method. 
However, HT will not work once the OD Gauge is full (and possibly when the Health 
Gauge is 
flashing red), while OD will always be executed before a S-FT.

AUTHOR'S NOTE: Since the 1-Shot FT and 4-Link FT are the easier method to 
executing the moves 
(and since I don't use them), I'm not going to put each move's command in this 
FAQ. It'll be too
long, and I don't really know who uses these methods.


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


---------------
G. Combo System
---------------


Chain Combo System
------------------
     Taken from Capcom's popular fighting games (including the SFA and DS 
series), Toshinden uses
the ever-popular Chain Combo system. This system lets you cancel or "chain" your 
basic attacks 
to each other. The rules that apply is a weak attack will chain into a hard 
attack, and a sword 
attack will chain into a kick attack and vice versa.  Depending on whether you're 
in Close Range 
or Far Range, or if your crouching or Standing, each character's Chain combo may 
differ from the 
standard system. In the Character's Profile section, you can learn about each 
character's 
personal Chain combo.

Extra Chain Combos
------------------
     Some characters can chain their basic attacks in a unique way that breaks 
the rules. They 
work in the same way as a regular Chain combo, except that their chaining pattern 
is very 
flexible. Extra Chains can be a weak attack chaining into another weak attack, a 
hard attack 
into another hard attack, or even a hard attack chaining into a weak attack. This 
is achieved by 
a specific Basic Attack. Range and height of the attack also play a factor in 
this, and may 
effect the outcome of your chain attack. In the Character's Profile section, you 
can learn about 
Extra Chain combos, that is, for those characters that have it.


Air Chain Combos
----------------
     Not to be confused with "Air Combos" found in Capcom's popular "Vs" games, 
this is more of 
just attacking continuously in the air. Similar to the Chain Combo System, you 
can follow a 
basic attack with another basic attack. (Ex. Tracy's Air WS, followed by HS). 
However, the 
attacks do not "chain" together. Instead, once the preceding attack ends in the 
air, allowing 
the character to "recover" to their regular, non-attacking state, another attack 
can be inputted, 
as long as height permits it to be so. FT's can also be inputted, so long as that 
character can 
input it in the air. Mondo, Ellis, Tracy, Uranus, and Master can perform Air 
Chains, while Eiji 
and Sho can only follow an air attack with a FT. See these character's profiles 
to know how to 
do their Air Chains and under what conditions.


Link Combos
-----------
     Link combos are indirect method to making a combo. Links are different from 
Chain combos, 
for you're not cancelling a basic into another. Link combos require that after 
any basic attack, 
through speed and timing, to connect another attack while you're opponent is 
stunned. This can 
usually be done by weak attacks, while hard attacks usually have to be fast in 
order to do this. 
If the stun is long, Links will usually work.


True Links
-----------
     Really a glitch in the game, some characters can connect basic attacks that 
normally 
shouldn't be able to happen. A cross between a FT and Chain Combos, True Links 
require doing a 
motion followed by the corresponding button. True Links are Basic Far Standing 
attacks that are 
literally 2-in-1'd into (ex. after Gaia's Far HS, do d,f,d,f + HK. He'll 2-in-1 
into his Far HK).
Range doesn't play a factor, so the attack done will always be the Far attack, 
even if close. 
Eiji, Kayin, Sofia, Rungo, Gaia, and Sho can only perform True Links. In 
the "Character's 
Profile"  and "Features and Flaws of the Warriors" sections, their T.L. and how 
to do it will be 
explained there. 

(Note: I've yet to figured out how to do Kayin's and Rungo's Extra Links. 
However, I'll mention 
what these character's T.L. are.) 


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

----------------------------
H. Overdrive: Warrior's Rage
----------------------------	


     The Overdrive Gauge, the newest addition to the Toshinden scene, is unique 
in many ways. 
Not only does it give all characters an extra attack, but it also enhances the 
gameplay, adding 
extra offensive-defensive capabilites. Depending on how you play, the Overdrive 
will give you an 
edge in your winning strategies.


                                     ------------------
                                     Filling up your OD
                                     ------------------

1) When you perform attacks
      -Basic: does not hit = Gain nothing
      -FT: does not hit = Gain a little
      -Basic: hits (blocking) foe = Gain a little
      -FT: hits (blocking) foe = Gain a little more ~ Gain alot

2) When taking a hit
      -Basic: you block = Gain nothing
      -FT: you block = Gain a little ~ Gain alot
      -Basic: you're hit = Gain a little more
      -FT: you're hit = Gain a little more ~ Full Gauge

3) Taunting
      -Empty: Fills 40-45% 
      -Full: Fills 45-50%  	

4) Weakening the Gauge
      -After every full gauge is emptied (whether it drains empty or the Ultimate
       Sacred Technique is used) the Overdrive gauge weakens by 5-10%. It will 
take a
       bit longer to fill your gauge in each turn.
      -OD Blowouts reduces gauge to nil (whether full or not). If not full, OD 
       Blowouts will not weaken the OD gauge.

                                      ------------
                                      OD's Effects
                                      ------------

1) Faster body gyration. Doesn't change your character's speed or agility, 
however. Will     
    keep Chaos in one place while he dances.

2) Enhanced strength:
      -All Basics & most FT: 1%-2% stronger
      -Projectiles and combustions are unaffected
      -Both hits from behind and counter attacks will not be affected
      -Throws are unaffected    		    
      -Combos are easier to connect(?)
      -When being hit & your OD is full, you will be pushed slightly out of range
(?)

                          -----------------------------------
                          OD's Weapon: Ultimate Sacred Attack
                          -----------------------------------

1) One-time, one-gauge only attack
2) All can be 2-in-1 into
3) All are unique, being from a multi-hit attack to a spray of projectiles
4) All are wild

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


------------------------
I. Counter Attack System
------------------------


     Like in TSD 1, you can do more damage when your opponent is in the middle of 
an attack. When 
a foe does a FT (including Hidden Techniques), attack them with any type of move, 
whether it be 
a Basic Attack or a FT. Your attack will do about 3-3.5% more damage than it 
usually would.  
Be careful that you yourself don't get hit while you do a FT, for the tables will 
turn on you. 
Again, projectiles and combustions are not affected.

Note: If Tracy's hit during a W Electro Shadow, for some reason it doesn't count 
as a counter hit. 
      The same happens to the H version at times, usually before the spark of 
electricity shoots 
      out.


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


-----------------
J. Damage Control
-----------------


     A player should be aware about their attacks and the effects it inflicts on 
the opposition. 
Depending upon a character's position and the types of situations in which damage 
is given, the 
outcome can turn out in many different ways that can be used for the advantage:


                                         -------------
                                         Taking Damage
                                         -------------

1) While standing*
       -All hit effects are normal. However, most low attacks may suck you in 
(pull you closer 
        to other character).

2) Crouching*
       -All characters have a longer recovery time when hit.

3) In the air
       -Instant knockdown. Most moves may hit more than once, even if it's a 
single hitter on 
        the ground (juggle).

4) When knocked down
       -There are a couple of ways in which a strong hit can knock down a 
character:

              Flat on the back - Will cause you to bounce a little on your back 
from a knock-
                                 down hit either from the front or back. In the 
air, there's
                                 no bounce.
              Back breaker - Character will fall flat on his/her face in an 
painful manner if 
                             caught from behind in the air
              Trip - This happens when low knockdown moves hits, like Low HK. 
Character'll
                     fall down in the same place.
              Spiral - This also takes place when a low knockdown move is done. 
Character will
                       fly to the side before hitting the ground.
              Flip-Flop - Similar to Spiral, execpt that character's body flips & 
turns un-
                          controllably. Will happen when a strong (low) hit 
connects from the 
                          side or behind
              Stumble Forward - When struck hard in the back, character'll 
stumble forward a 
                                great distance before falling on your face
              Tumble - From a strong blow, character will roll/fall either 
forward or backward 
                       a great distance on the ground.

     Note that these conditions vary during a battle, and may not get the same 
result even if it
is the same move used twice. Also note that each character may not do the same 
thing under the 
same condition. While Tracy may tumble a short distance, Gaia tumbles an unusally 
long distance.


5) While down
       -Depending on how strong the hit received, or how many hits were taken in 
a combo, 
        recovery time may be longer once knocked down. This also applies to 
Chaos, but it's not 
        definite, since he can get up almost instantly most of the time. Chaos is 
the only 
        character that can be hit while standing up.

6) Blocking FT 
       -3-4% damage is done on a blocking character who has a full Health Gauge. 
After about 
        25-30% of health is lost, 2% block damage is done. When about 45% health 
or lower is 
        left, 1% block damage is done.

                                          -------------
                                          Special Cases
                                          -------------

1) High Combo Push-Out**
      -After each hit done, a character is slightly pushed away. From 1 hit, the 
push is slight,
       practically unnoticable. After about 5 hits, characters are pushed away at 
greater 
       lengths. Moves that snags a character (Uranus' Cockatrice) or work like 
grabs in order to 
       deliver in all the hits (Tracy's Crazy Planet), this rule doesn't come 
into effect.

2) Chain-Link Reaction**
      -In some cases, usually when a High Combo Push-Out is in play, there are 
times when any 
       hit executed will cause a very long stun, no matter how strong it is. Once 
this happens, 
       almost any move you try will most likely connect, especially for slow 
attacks that 
       usually cannot connect in regular combos. The downfall to this is that 
every hit 
       executed will push that stunned character a good distance away, meaning 
that moves that 
       push you forward is needed to keep that combo going. 

3) K.O. Finisher
      -After excessively long combos (usually when Chain-Link Reaction is in 
play), or if 	 
       a character is repeatedly struck (whether there are breaks in-between 
strikes), there 
       are times when an attack will be an instant knockdown. Even if the attack 
usually 
       doesn't cause a knockdown (Eiji's Basic Standing HS, Kayin's H Deadly 
Raise), it 
       may do so if the conditions stated above is in effect. This is a random 
effect, for how 
       many hits are needed or when a character will be knocked over cannot be 
determined.  



*Note that Duke & Master have a longer recovery time than usual when they are 
hit, while Tracy
has a slightly quicker recovery time when hit.

**After these effects come into play, if that character blocks anything (usually 
a FT) after-
wards, they will be pushed back a great distance. Multihitting attacks are the 
worst, for they
can ring out an opponent easily. On the otherhand, this doesn't apply to moves 
that snag in an
opponent, like Verm's Peacemaker or Uranus's Cockatrice.




                                  ------------------------------
                                  Damage: From Least to Greatest
                                  ------------------------------

1) Blocking FT (Least)
     -Depending on the FT performed and how much life a character has, the block 
damage 
      varies between 1-4% with each hit. 

2) Clean Hit
     -Attack strikes regularly, hitting a character in the front. 

3) OD's Rage
     -Attacks are boasted with 1-2% more strength. Follows the same rules as when 
a Clean Hit 
      is executed.

4) Counterattack
     -3-4% more damage is added to any attack that strikes a character who's 
executing any 
      type of Fatal Technique (Hidden Techniques included). 

5) Striking From Behind (Greatest)
     -Attack is enhanced with nearly 50% more strength. 

Note that projectiles and combustions will be the same no matter what, always 
having the effect 
as a Clean Hit attack.

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

----------------------
K) Characters' Profile 
----------------------


-Here's some terms that are used. This'll help you while reading each character's 
profile and 
their different attributes:

   A=Air level attack and/or any type of block will do
   U=High block only
   D=Low block only
   B=Either high or low block is good
   N=No block can be done; unblockable
   ;=If written in between two different damage readings or blocking methods, 
	            
      means that the move is a multihitter/hits on different levels. The 
following blow/block        
      that's seperated by ";" mark means that its reading/block method is 
different from the          
      fromer. Apart from that, this separates W and H readings of an attack.
   ( )=Can mean that the attack/block may differ under certain conditons.
   { }=The OD version of an attack, when the Overdrive is filled 



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



                                      **EIJI SHINJO**
  
                             "His Strength Grows in the Presence 
                                    of a Stronger Warrior"


Height: 175cm	
Weight: 63kg		
Blood Type: A
Age: 22 		
Nationality: Japan	
Occp: Adventurer
Weapon: Byakko no Tachi (White Tiger's Sword)
Health Gauge: 552

STAGE: Aizu Mountain

RIVAL: Kayin Amoh	

==================================================================================
============
STORY 

     After returning from the last Batlle Arena Toshinden with his dreams 
unfulfilled, Eiji
continued to dream about fighting and beating his brother. His dreams were very 
real. No other 
opponent would satisfy him - it had to be his brother. He is now facing the next 
Battle Arena 
Toshinden, believing that his brother will be there and the 
fight of his dreams will happen at last.
==================================================================================
============


           
                               <<>>



DURING SELECTION SCREEN:
Yosh~~a!!
-Trans: All ri~~ght!

DURING TAUNT:
Saa, ikuze!
-Trans: Okay, let's do it!

                                      =Victory Quotes=

FANTASTIC:
Rakushou da ze!
-Trans: No Problem!!

SKILLED: 
Itchou agari!
-Trans: I did it!

ROUGH: 
-Mata yarou ze!!
-Trans: Let's go at it again!!		

RING OUT: 
Anta, sono teido ka yo.
-Trans: Hey buddy, that won't get my respect. 
 (Lit. That isn't the [right] attitude)



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



                                  <<>>



THROW: SEOI NAGE (Shoulder Throw) 
NOTES: Damage is a bit weak, but is essential as a counter against aggressive 
foes, turning the 
game into your hands. Range is okay, and is important when playing Eiji's close 
pressure game. 
Can tag in his Close Range Down Attack once you've grounded your foe. Also, if an 
opponent has 
you near the edge of the ring, you can easily switch places with, or ring out, 
your foe with 
his throw. 
Damage: 96                                   Range: Far



                                       =BASIC ATTACKS=

WS
--

STAND

--Close: Short-ranged handle punch. Comes out fairly quickly, so you can stop 
aggressive foes' 
assaults. Best used in combos.
Damage: 24                                   Block: B                             
2-in-1: Yes

--Far: Sword stab. Has long range and is fairly quick. Reversing or countering 
attacks, or 
poking at foes to put pressure on is possible with this. Also good in linking 
combos.
Damage: 24                                   Block: B                             
2-in-1: Yes


CROUCH

--Close: Arching, short-ranged sword swipe. Slightly slow in execution, as well 
as recovery 
time. Use in pressuring attacks or on opponents that're wide open.
Damage: 24                                   Block: B                             
2-in-1: Yes

--Far: Low sword stab. Fairly quick in execution, as well as in recovery time. As 
good reach, 
and can reverse some attacks, especially high. Poke gingerly at opponets, or 
perform link 
combos. 
Damage: 24                                   Block: B                             
2-in-1: Yes


AIR

--Jump: A quick stab. Has a slight angle in attack. Fast in execution, but ends 
pretty quick. 
Use to counter attacks or close pressure.
Damage: 37                                   Block: U

--Flying: A flying stab angled downwards. Good as a jump in, for its reach is 
great. Weak, but 
will stop anyone who tries to challenge you. Safe to use in any situation. 
Damage: 37                                   Block: U 


HS
--

STAND

--Close: A upward sword swipe. Will stop most airborn attack, for it reaches high 
in the air. 
However, against a foe on the ground it's reach is slightly short, and will miss 
often due to 
its range of execution (even a few inches away, it tends to come out). May also 
miss foes that 
are crouching low, especially on small characters. It's strengthis good, and 
should be used in 
close, quick 1-2 chain combos.
Damage: 49                                   Block: B                             
2-in-1: Yes

--Far: Downward sword swipe. It's reach is fairly good and protects well against 
other attacks. 
Just don't abuse it's reach too much, or you'll be swinging wildly. In some 
cases, could miss 
foes that are crouching if far enough, especially on small characters. Alone, 
it's strong, but 
comes out slightly slow. Recovery time is even worse, so you should always follow 
up with 
another attack. Best in combos and as a counter on wide open foes.
Damage: 49                                   Block: B                             
2-in-1: Yes



CROUCH

--Close: A low, outward sword slice. It's speed is good in execution, while its 
recovery time 
is slightly slower. Since it strikes low, this makes it effective in Eiji's top-
down games, for 
just about all of his other sword strikes have to be blocked high. Its reach is 
okay, but should 
be followed up with another attack. Great in 1-2 chains or for punishing foes 
after they mess up.
Damage: 43                                   Block: D                             
2-in-1: Yes

--Far: A lunging sword stab/raise that strikes on two levels. Stab strikes low, 
comes out 
extremely fast, and has long, long reach. Raise strikes on the air level, able to 
counter air 
opponents. Timing as a air counter is crucial due to its forward motion. Slow 
execution due to 
the previous attack, but will work if executed early. Can easily be punished if 
done too close 
to a foe, now that the raise doesn't strike foes on the ground anymore (back in 
TSD 2). High 
priority in reversing attacks and, if done far, will strike and give Eiji time to 
recovery, 
making it great as a pressure move and in link combos. The only one bad thing 
about this move 
is it can't be cancelled into FT (if it did, Eiji would be even more fearful).
Damage: 40(stab); 40(raise)                  Block: D                             
2-in-1: No


AIR

--Jump: An upward sword swipe. Great strength, and comes out fairly quickly, but 
the timing to 
actually hit a foe is tricky. Must be done instantly against an air foe, 
especially if they're 
close. On a foe on the ground, must be done slightly early as you descend, just 
before you reach 
your opponent. Use when you're certain that it'll connect.
Damage: 74                                   Block: U

--Flying: A downward sword chop. Its range is short, while its attack point is 
even shorter, for 
its moment of impact lasts for a little more than a split second. Too difficult 
to effectively use, 
as well as risky. Slightly quick in execution. Must be done a second early when 
you're about to 
reach your opponent for it to use. Avoid using this, unless you're sure it'll his 
or you just want 
to be stylish.
Damage: 74                                   Block: U

WK
--

STAND

--Close: A knee kick. Quick execution and recovery, so can almost be done 
repeatedly. Strikes on 
mid level, making it easy to connect with crouching foes. Great at linking, 
chains, and pressuring. 
Damage: 24                                   Block: B                             
2-in-1: Yes

--Far: A high side snap kick. Fast execution and safe recover. Reach is good on 
standing opponents, 
but doesn't strike most crouching foes. Can also nail airborne opponents. In some 
cases, this move 
will strike twice, turning into a knee/snap kick combination. Best in combos, 
especially those that 
are links.
Damage: 24(+24)                              Block: A                             
2-in-1: Yes


CROUCH

--Close & Far: A low ground kick. Quick everything. Nuff said. Use in combos, 
poking, and applying 
pressure.
Damage: 24                                  Block: D                              
2-in-1: Yes


AIR

--Jump & Flying: An aerial snap kick. Comes out fairly quick and lasts for a 
second or two before 
recovering. Good against other airborne foes due to its horizontal angle. Not too 
good as a jump in. 
Weak. Best used against airborne foes.
Damage: 37                                  Block: U


HK
--

STAND

--Close: An axe kick that strikes on two levels. At the initial startup, as Eiji 
brings his 
foot over his head, kick will stop airborne opponents only. Timing is tricky, 
since startup 
is a tad slow. Unlike in TSD 2, this part no longer hits foes on the ground. At 
its second 
point, when Eiji brings his foot down, will hit foes on the ground, even if 
they're crouching 
(not an overhead, sadly). Since only the second part hits on the ground, this 
attack is quite 
slow, even on its recovery time. Must cancel into a FT quickly if you don't want 
to be stuffed 
with a combo. Try not to use this much, unless you want to psych out a foe with 
its slowness.
Damage: 49(Air);49(Ground)                  Block: B                              
2-in-1: Yes

--Far: A high spin kick. Move strikes on both head and air level, but will flail 
by 
crouching opponents. Risky move to stick out carelessly. A bit slow on startup, 
while its attack 
point is also short. Timing is also tricky against airborne foes, for it has to 
be done early. 
Unless foe is directly infront of you, attack tends not to connect. Best in 
combos on standing 
foes or big characters (just pause a bit after initial hit before using this 
attack so to 
align with foe).
Damage: 49                                  Block: A                              
2-in-1: Yes

CROUCH

--Close: A low, mid level spin kick. Comes out fairly quick, but easily 
punishable if blocked, 
especially since it doesn't push foes away. However, if you connect this, you can 
follow up 
with another basic attack, making excellent link attacks. Can counter air 
attacks, but a bit 
risky. Best in combos.
Damage: 37                                  Block: B                              
2-in-1: Yes

--Far: A low reverse sweep. Execution is quick, and has good reach. Safe if 
blocked, so you 
don't usually have to worry about being countered. Instant knockdown, making it 
essential when 
you want to turn the tide against overly aggressive foes. This move is also 
cancelable, so you 
can follow up with a W Mukurowari for a quick overhead if sweep is blocked. Great 
in quick 
combos, top-down games, or as a low reversal.
Damage: 37                                  Block: D                              
2-in-1: Yes


AIR

--Jump: A double front kick. Timing and attack point is too difficult to use. 
Strong, but 
relatively useless. Don't use.
Damage: 74(1st); 74(2nd)                    Block: U

--Flying: Flying side kick. Quick, long reach, and has a slight angle shift. 
Strong, will 
beat alot of air attacks, and essential as a jump in. 
Damage: 74                                  Block: U


                                        =BACK ATTACKS=

High S: Turning downward chop. Very strong attack with good reach. Slow in 
execution. Little 
hop will go over some low attacks. Best as a counter from a distance. 
Damage: 74                                  Block: B		

High K: A backward drop kick. Unlike in TSD 2, Eiji now turns to face his foe 
after the attack, 
positioning him to prepare to fight. Has good reach (moves towards foe as he 
prepares to attack), 
while startup and recovery time is decent. Whether move hits or not, Eiji propels 
away from foe, 
staying out of harm's way. Best as a  quick hit upclose or counter against 
charging foes.
Damage: 49                                  Block: U

Low S: A low sword thrust. Slightly slow in execution, but recovery time is 
quick. If it 
connects, you can immediately follow up with another attack. Has good reach, as 
well as good 
strength. Use against aggressive foes, if your aim is to start a combo.
Damage: 49                                  Block: D

Low K: A back reverse sweep. Startup has a slight hesitation, but recovery time 
is decent. 
Range is short, but strength is good. Instant knockdown, which'll get an opponent 
out of your 
hair. Use a low counter close.
Damage: 49                                  Block: D



                                       =DASH ATTACKS=


WS: A lunging sword stab. Quick in execution, but recovery time is now horrible. 
Whether 
blocked or connects up close, Eiji's a sitting duck to anything a foe wants to do 
to him. Has 
long reach, so it should be done at its maximum range, so to have the chance to 
recover just as 
you hit your foe almost instantly. Not much usage, though, except as a far 
counter or to getting 
a clutch hit.
Damage: 18                                  Block: B

HS: A charging, rising sword slice. Slow in execution, making it almost 
impossible to counter 
an opponent. Its forward momentum also leaves him as a target for any sudden 
attacks from your 
opponents. If it does connect, however, you can usually follow up with another 
attack, if you're 
quick enough. Can also strike airborne foes due to its upward angled attack, but 
proves very 
difficult to time. Use after a deep jump in or if your foe is totally wide open.
Damage: 62                                  Block: B

WK: A leaping spin kick. Scores two hits. Fairly quick in execution, but can be 
punished if 
blocked. Works as an overhead, an essential key in Eiji's top-down games. Can 
follow up with 
any attack once it connects.
Damage: 18+18                               Block: U	

HK: A charging flip kick. Fairly quick, but its attack range is very short. Have 
to be close. Can 
nail airborne opponents if timed carefully. Also works as an overhead, adding to 
Eiji's top-down 
games. Use wisely, for if you miss you'll be wide open for punishment.
Damage: 37                                  Block: U



                                         =DOWN ATTACK=

Close Range: A simple sweep kick. Fairly quick in execution, although recovery 
time is slow. Works 
well after quick knockdowns or after a throw. Weak, but good for putting a dent 
in the foe's health 
gauge.
Damage: 18                                  Block: B

Far Range: A leaping stomp. Must be done quick if you want to nail a quickly 
fallen foe. Execution 
is quick (for a jump attack), and does good damage. Rebound after attack will 
keep you away from foe 
that had quickly stood up. Also effective if you do it as your foe stands, so to 
strike them before 
they know what's going on. Be careful, though, for this move now tends to cross 
over foe after 
impact. If foe is near the ring out point, you will bounce right out.
Damage: 43                                  Block: B


                                    <<>>



REKKUZAN  ("Air-Ripping Slash" or "Sonic Slash")	
MOTION: D,DF,F + W or H Slash
NOTES: W has slower speed and shorter reach, while H has greater speed & 
distance. Use the 
different strengths in 'fireball' games and traps.
DAMAGE: WS =31; HS =37                      BLOCK: B

HISHOUZAN-KAI  (Flying Slash - Revised)
MOTION: F,D,DF + W or H Slash
NOTES: Must-use if you want to win. W will reverse anything thrown at Eiji. Its 
reach is long, 
and will strike instantly. H should only be used in combos, or to counter some 
high attacks or 
projectiles. Will also nail airborne foes if they're directly above him.
DAMAGE: WS = 62{65}; HS = 37+37{39+39}      BLOCK: B

MUKUROWARI (Body Splitter)
MOTION: B,D,BD + W or H Slash
NOTES: Use W mainly as an overhead and/or surprise attack. From afar, turns into 
a short slide. 
H should be used as a counter attack against projectiles, for the somersault 
motion will go 
over most projectiles. Can be controlled.
DAMAGE: WS = Chop  |     Slide       HS = 65+37+37{65+39+39}       BLOCK: U;B 
during slide
            37{39} |  37+37 {39+39}

RYUUSEIKYAKU (Meteor Kick)
MOTION: D,DB,B + W or H Kick (Air)
NOTES: Good for quick air attacks, counters, or surprise hits. May also cancel 
some projectiles.
DAMAGE: WK=43{52}; HK=28x3{29x3}	        BLOCK: U

SHUUGEKIDAN (Charging Kick)
MOTION: DF + W or H Kick
NOTES: W works well in top-down games & as a low counter. H should be utilized in 
long, Chain-
Link Reaction combos. Will only go under high attacks and projectiles.
DAMAGE: WK=6; HK=9x6                        BLOCK: D



                                  =ULTIMATE SACRED TECHNIQUE=
                               (When Overdrive Gauge is filled)

JIGOKUMON (Hell's Gate)					
MOTION: WS+WK+HK+HS simultaneously
NOTES: Initial slice will stop most projectiles. The same during its burning 
rush. Great as a combo 
ender.
DAMAGE: 12+(14x8)	                          BLOCK: B; N upclose


                                   =SECRET FATAL TECHNIQUE=
                            (When Health Gauge is low and flashing) 


HYAKKI MOUSHUU KEN ("Sword of 100 Demons' Violence" or "100 Demons' Fierce 
Assault Sword")
MOTION: F,D,B,D,F + HS
NOTES: Will go under some projectiles. Great as a combo ender.
DAMAGE: (1x7)+149 {[1x7]+158}               BLOCK: B


                                      =HIDDEN TECHNIQUE=

ENJIN SHURA HA ("Blade of Inferno Annihilation" or "Fire Blade Ashura [War] 
Break")
MOTION: F,D,F,D,F + HS
NOTES: Sparkles on blade will stop most projectiles, making it essential for 
counterattacking. Great 
in projectile fights & traps.
DAMAGE: 62 + 99                             BLOCK: B



                                      =UNIQUE ABILITIES=

URA-TE JAKUZUKI (Reverse-hand Weak Thrust)
MOTION: D,DF,F + HS (Air)
NOTES: Basically his Flying WS
DAMAGE: 37(39)                              BLOCK: U

URA-TE KYOUGIRI (Reverse-hand Strong Slice)
MOTION: D,DF,F + WS (Air)
Notes: Basically his Flying HS
DAMAGE: 74(78)                              BLOCK: U



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



                                    <<>>

                                       =Chain System=


                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK
                      WK=HK     WK=HK              WK=HK    WK=HK



                                        =Extra Link=

                                                                                  
                                                                                  
                                        

             D,DB,B + WK(Stand WK)                  D,DB,B + HK(Stand HK)
             ---------------------                  ---------------------
             =Hits: 2                               =Hits: 1
             =2-in-1: Yes                           =2-in-1: Yes
             =Chain: Yes                            =Chain: No


                                        =Air Chain=
 
                        Jump WS (done just as he leaves the ground):
                        -------------------------------------------
                  
                        =Ryuusekyaku (just as he recovers, before 
                                      he lands)







==================================================================================
============
ENDING 
	
     Eiji grew up in awe of his brother Sho, the mighty warrior, and never 
imagined he could 
ever surpass him. His quest to find Sho eventually led him to victory in the 
Toshinden Battle 
Arena. Looking at the one who fought to protect the secret organization, he 
finally understands 
a great truth - that the power to shape our destiny lies in our own hands....
==================================================================================
============

					

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~




                                      **KAYIN AMOH**
 
                             "Revenge Is What Changed This Man"


Stats
------
Height: 178cm		
Weight: 64kg		
Blood Type: AB
Age: 23                        
Nationality: England	
Occp: Bounty Hunter
Weapon: Carriburn Saber
Health Gauge: 552

STAGE: Bronx

Rival: Eiji Shinjo


STORY 

==================================================================================
==============
     Believing that fighting brings about tragedy, Kayin put away his sword after 
the last 
Battle Arena Toshinden. However, to ensure Kayin's participation, the Himitsu 
Kessha kidnapped 
Kayin's foster daughter Naru . After much personal struggle, Kayin decided that 
there are 
fights that result in happiness, and he went to the last battle to win back his 
daughter. He 
now longer holds any doubts, as he returns to this Battle Arena Toshinden ready 
to fight. 
==================================================================================
==============


                                <<>>
  

DURING SELECTION SCREEN:
-Ikuze!
Trans: Let's go!

    
                                       =Victory Quotes=

FANTASTIC: 
Maji ni yarou ze.
-Trans: Let's settle this for good. 
(Lit. Let's really fight now.)

SKILLED: 
Yeeeeah!				

ROUGH: 
Jigoku deau ze, baby.
-Trans: I'll see you in Hell, baby.

RING OUT: 
Kakkowarii na, kimi.
-Trans: Hey man, you're a zero (and I'm #1).


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



                                  ///MOVES AND TECHNNIQUES\\\


THROW: ROLLING THROW
NOTES: Not the strongest of throws, but has a lot of uses due to Kayin's close 
game. Turn the 
tables on aggressive foes once they get close (this is much easier than one would 
think) with a 
counter throw. Against missed attacks, you can dash up to an opponent (Kayin's 
ability to stop 
early in his dash is a plus) and floor them.  When on the offense, throw anyone 
that huddles up 
and stays on the defense, which will annoy the hell out of them. The only problem 
with this is 
it doesn't give you any real advantage to taking control of the match. In other 
words, you can't 
follow up with a Ground Attack or, since your back is turned after the throw, 
can't set up any 
traps so easily since the opposition will be getting up as you turn to face them. 
Also note, 
that if you are being pounded near the edge of the ring, you can switch places 
with your 
aggressor or simply ring them out (even better). A great way to end alot of 
matches.
Damage: 96                                  Range: Far



                                        =BASIC ATTACKS= 


WS
--

STAND

--Close: Sword handle punch. Fast and effective. Good upclose in combos, applying 
pressure, or 
stopping an opponent's offense.
Damage: 24                                  Block: B                              
2-in-1: Yes

--Far: Sword stab. This attack is very fast. Not only does it start up fast, but 
its recovery 
time is almost instant! Combos involving links are easy with this. The only 
problem is it has 
no reach. Still, quite useful in combos, poking, and countering & reversals.
Damage: 24                                  Block: B                              
2-in-1: Yes


CROUCH

--Close: Low sword swipe. Very fast startup and decent recovery time. Since it 
works only 
upclose, use mainly in combos.
Damage: 12                                  Block: B                              
2-in-1: Yes

--Far: Low sword stab. Fast startup and recovery time! Almost impossible to be 
countered. Reach 
isn't too great, however, and it's very weak. Good for poking, countering 
attacks, and in combos.
Damage: 12                                  Block: B                              
2-in-1: Yes


AIR

--Jump & Flying: Diagonal sword stab. Quick and lasts about throughout the jump 
since it arcs 
downwards, it's very effective in jump ins and stopping air attacks as long as 
you're above 
them.
Damage: 37                                  Block: U


HS
--

STAND

--Close: An upward sword swipe. Start up is okay, but recovery time is slow. 
Sword range is very 
short, so you will be hitting air only most of the time if you're not close to 
your foe. 
Crouching foes (especially short characters) will usually not be hit by this move 
unless you're 
extremely close. Will hit airborne foes above him. Use sparingly, especially in 
close 2-in-1 
combos.
Damage: 49                                  Block: B                              
2-in-1: Yes

--Far: A downward sword slash. Start up and recovery time is a bit slow, making 
it a very risky to 
use on its own. Has short range, making it a bad choice if you're making long 
link combos. Can 
also be ducked under slightly (especially by short characters). Use near foes, 
especially in short 
combos, or as a counter against other attacks.
Damage: 49                                  Block: B                              
2-in-1: Yes


CROUCH

--Close: A double-whirling sword slice. In TSD 2, this move was very effective 
and reliable. Now, 
it has a lot of flaws. Most of the times only the first slice will hit, with the 
second slicing 
through thin air. Moreover, if you do get both hits in, it's almost impossible to 
follow up with a 
FT, since the 2nd strike makes you to unalign with your opponent. If used, do a 
quick 2-in-1 after 
the 1st hit.
Damage: 24+24                               Block: B                              
2-in-1: Yes	

--Far: A low double-handed sword stab. Has great reach, striking almost up to far 
range. Start up 
is pretty quick, but has slow recovery time. Don't do it near a foe due to this. 
Since it can't 
2-in-1, its usage is limited. A plus to this is that it will go under many high 
attacks and 
projectiles just as Kayin stabs forward, making it an essential counter. Best at 
poking from afar, 
or as a counter.
Damage: 43                                  Block: B                              
2-in-1: No


AIR

--Jump: An upward sword swipe. Great strength, and comes out fairly quickly. The 
timing to hit a 
foe is tricky, depending on where they are. Against an airborne foe, must be done 
instantly. On a 
foe on the ground, must be done slightly early as you descend, just before you 
reach your opponent. 
Use if you're certain that it'll connect.
Damage: 74                                  Block: U

--Flying: A downward sword chop. One of Kayin's best jump ins. Comes out fairly 
quick and lasts 
throughout his jump. Whether you do this as Kayin jumps or at the top of his 
jump, this attack stays 
effective until he touches the ground. Also quickens Kayin's descent. Use it and 
abuse it. It's hard 
to counter against.
Damage: 74                                  Block: U


WK
--

STAND

--Close: A knee kick. Fast execution and recovery. Little risk (although insanely 
weak). Great in 
combos (all types).
Damage: 12                                  Block: B                              
2-in-1: Yes 

--Far: A high snap kick. Slightly fast execution and recovery. Its reach is okay, 
but its strength 
is terrible. Will hit both airborne and standing foes. Not aimed towards air 
level, so it will also 
hit big crouching foes. May also hit twice, turning into a knee/snap kick 
combination. Best in link 
combos and poking (against big characters).
Damage: 12 (+12)	                          Block: A 
(B)                          2-in-1: Yes

CROUCH
--Close & Far: A low ground kick. Fast execution and recovery! Safe at poking, or 
in link combos. 
Also very effective at reversals and countering. Strength is also good (for a 
weak attack).
Damage: 24                                  Block: D                              
2-in-1: Yes


AIR

--Jump & Flying: An aerial snap kick. Comes out fairly quick and lasts for a 
second or two before 
recovering.  Since it's a horizontal-leveled attack, it's effective against air 
attacks. Not very 
effective as a jump in.
Damage: 37                                  Block: U


HK
--

STAND

--Close: A mid-high level roundhouse. Execution is a tad slow, making it 
blockable if done alone. 
Fairly safe if blocked, but can be countered if opponent attacks with a fast 
move. The most 
interesting part of this attack is that it has a slight upward angle and hits on 
two levels, 
depending on range and foe. Will hit mid on all standing characters close, but 
whiffs by many 
crouching foes. The good part about this is you can follow up with any other 
attack that you 
please, for its stun on a character is pretty long. All in all, great in combos 
(links 
especially).
Damage: 37                                  Block: A(B)                           
2-in-1: Yes

--Far: A mid-level spin kick. Best substitute to use when sword attacks aren't 
working. Slow on 
execution, but its reach is long. Can't be ducked under, making it almost 
impossible to counter. 
All-purpose attack, for it can be used in any type of combos (long link combos 
are a plus), 
poking & applying pressure, and as a counter.
Damage: 37                                  Block: B                              
2-in-1: Yes


CROUCH

--Close: A circular ground sweep kick. Slow in execution and recovery, making it 
non-essential 
if used alone. Strong for a ground attack, and fancy looking too! Knocks foes to 
the side, making 
it possible to ring out the opposition. Best used in quick 1-2 combos (since it 
knocks down foes), 
or as a reversal against blocked or missed attacks. 
Damage: 49                                  Block: D                              
2-in-1: Yes

--Far: A reverse sweep. Great reach, great damage, and decent execution speed. 
Safe if done at 
its maximum range. Great in quick 1-2 combos or as a low counter.
Damage: 49                                  Block: D                              
2-in-1: Yes


AIR

--Jump & Flying: A flying side kick. Another one of his best jump ins. Slightly 
angled downwards, 
enabling it to stop most attacks below. Move also lasts throughout his entire 
jump, turns into a 
drop kick if done just as he jumps. Very strong and hard to counter.
Damage: 74                                  Block: U


                                          =BACK ATTACKS=


High S: Turning downward chop. Very strong attack with good reach. Slow in 
execution. Little 
hop will go over some low attacks. Best as a reversal from a distance. 
Damage: 74                                  Block: B		

High K: Twirling spin kick. A bit slow in execution, while even slower in 
recovery time. Has 
good reach, especially since little hop moves Kayin closer to foe. If it hits, 
you can follow 
up with another hit if fast enough. If blocked, you're toast! Use sparingly, 
mainly as a counter 
against low attacks.
Damage: 49                                  Block: U

Low S: A double-spinning sword slice. High priority against other attacks. Fast 
attack that has 
extremely long range. The second slice has even greater reach! Protects Kayin's 
entire front, 
even slightly above his head. Lags abit in recovery time, so it's possible to 
counter this move 
if blocked (which is rare). Use for sheer protection or as a counter against 
attacks from behind.
Damage: 49+49                               Block: D

Low K: A reverse ground spin kick. In TSD 2 this move would strike a foe without 
knocking them 
down, enabling for another back attack. This was a set a for Kayin's very own 
unique Back top-down 
game. Now this isn't the case. Will knock down a foe, giving it very little usage 
in top-down games. 
Fast attack, but has very little range. Still keeps Kayin's back turned, making 
it risky to use. 
Use upclose as a low counter.
Damage: 49                                  Block: D


                                         =DASH ATTACKS=

WS: A lunging sword stab. Quick in execution, but recovery time is horrible. 
Whether blocked or 
connects up close, Kayin's opened to any type of counterattack. Has a fairly long 
reach, and 
should be done at its maximum range, so to have the chance to recover just as you 
hit your foe 
almost instantly. Not much usage, though, except as a far reversal or to getting 
a clutch hit.
Damage: 18                                  Block: B

HS: A charging, rising sword slice. Slow in execution, making it very ineffective 
to counter an 
opponent. Its forward momentum also leaves him as a target for any sudden attacks 
from your 
opponents. If it does connect, however, you can usually follow up with another 
attack, if you're 
quick enough. Can also strike airborne foes due to its upward angled attack, but 
proves very 
difficult to time. Use after a deep jump in or if your foe is totally wide open 
at far range.
Damage: 62                                  Block: B

WK: Multiple spin kicks done upside-down on his shoulders (aka the breakdancer 
kick). Slow in 
execution, and easy to see coming. It's only good usage is if you alternate 
between this and 
his Dash HK, psyking out your foe. It would've been more effective if it could 
only be blocked 
low, though....Cool looking, and great for applying pressure from afar. Can be 
used as a low 
counter against high attacks and projectiles (it'll go under most projectiles 
just as his legs 
are spinning).
Damage: 6x                                  Block: B (such a shame)

HK: A somersault drop kick. Slow in execution and recovery. Will suffer if 
blocked. Damage is 
okay. Works as an overhead, and will counter any low attack. Use from afar, so to 
give it time 
to be effective. 
Damage: 37                                  Block: U


                                           =DOWN ATTACKS=

Close Range: A simple sweep kick. Fairly quick in execution, although recovery 
time is slow. 
Don't use too much, for Kayin doesn't have many attacks which can be followed by 
this. Weak, 
but good for putting a dent in the foe's health gauge.
Damage: 18                                  Block: B

Far Range: A leaping stomp. Must be done quick if you want to nail a quickly 
fallen foe. 
Execution is quick (for a jump attack), and does good damage. Rebound after 
attack will keep 
you away from foe that had quickly stood up. Also effective if you do it as your 
foe stands, 
so to strike them before they know what's going on. Be careful, though, for this 
move now 
tends to cross over foe after impact. If foe is near the ring out point, you will 
bounce 
right out.
Damage: 43                                  Block: B






	
                                    <<>>


SONIC SLASH
MOTION: D,DF,F + W or H Slash
NOTES: W has slower speed and shorter reach, while H has greater speed & 
distance. Use the 
different strength in projectile fights & traps.
Damage: WS=24; HS=37                        Block: B


DEADLY RAISE
MOTION: F,D,DF + W or H Slash
NOTES: W can protect both from front & back close. H can go under some 
projectiles only 
after the second slide during its dash. Can hit airborne foes at an angle 
slightly above 
him. Once airborne, can hit some standing foes. W has very short reach, so use 
upclose, or 
as a counter as a foe sticks out a move.
Damage: WS=49{52}; HS=37+37{39+39}          Block: B

SHOULDER CRUSH
MOTION: D,DB,B + W or H Kick
NOTES: Can hit airborne opponents above him if timed correctly. Sidesteps abit, 
so it may 
miss upclose at times. Has longer reach and more power than the Deadly Raise, so 
use as a 
substitute in combos.
Damage: WK=62{65}; HK=74{78}                Block: B

RISING SUN
MOTION: D,DB,B + W or HK (Air)
NOTES: Knee kick/flip kick combination. Knee kick only strikes upclose. Flip 
motion protects 
against most attacks. Energy on leg will nullify most projectiles. Can control 
its movements. 
Use in his many traps strategies.
Damage:         WK             HK          Block: U
          Knee: 74{78}   |    74+49x
          Flip: 37{65}   |    {78+}49x


UPPER GLIDE
MOTION: DF + HS
NOTES: Can go under some projectiles just as Kayin thrusts forward. 2nd part is 
now an 
instant knockdown. Can stop airborne foes if timed correctly. Don't mistaken this 
to be the 
same as his Low HS, for not only can the UG be blocked while standing, but leaves 
him 
completely open if you try to poke at your opponent, even though he does veer 
back after 
the 2nd part. Strictly a combo ender, use as a substitute for the Deadly Raise.
Damage: 43+43{45+45}                       Block: B


                                  =ULTIMATE SACRED TECHNIQUE=
                               (When Overdrive Gauge is filled)

HELL'S GATE
MOTION: WS+WK+HS+HK simultaneously
NOTES: Startup slice stops most projectiles, as well as the burning rush. Will 
glide by 
opponent if too close. Will catch airborne foes. Great as a combo ender.
Damage: 12+11+(11x11)                      Block: B


                                    =SECRET FATAL TECHNIQUE=
                           (When Health Gauge is low and flashing) 

HELL'S INFERNO
MOTION: F,D,B,D,F + HS
NOTES: Goes under some projectiles. Only works on contact. Even if enemy is 
airborne, it'll 
still go into effect. Kayin's best combo ender, especially if powered up.
Damage: (1x5)+1+149 {[1x5]+1+158}          Block: B

=FINAL TECHNIQUE=

RAINBOW SPLASH
MOTION: F,D,B,DB,B,F,B + HK
NOTES: Instant triple Shoulder Crush/Rising Sun combination. Fast, but blockable. 
Often will 
miss during sequence if unaligned. Rising Sun part can be controlled, as well as 
will cancel 
some projectiles. Use in combos (if your hand's fast enough). 
Damage: (6x3)+37                           Block: B(1st); U(2nd)

(Note: This move is fancy, stylish, and, if you connect it in a combo, will wow 
the competition. 
But let's face it. It's so weak it couldn't kill even a flea. It's not a threat. 
Might as well 
just use the H Shoulder Crush.)


                                       =UNIQUE ABILITIES=

VERTICAL CHOP
MOTION: DF + HS as you jump up
NOTES: Basically Kayin's Flying HS, except done as you jump straight up. Great if 
you don't 
like his original Jump HS.
Damage: 74                                 Block: U

FLAME TAMER
MOTION: Select (Taunt)
NOTES: Flames won't burn a soul, but will stop air projectiles just as he snaps 
his fingers. 
Stylish, makes your opponent look inferior, and gives you a chance to follow up 
with your own 
flames (hint-hint, Sonic Slash).
Damage: 0                                  Block: N


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



                                       <<>>


                                         =Chain System=	
             
                                Close                    Far
                                -----                    ---

                         STAND       CROUCH      STAND       CROUCH
                         WS=HS       WS=HS       WS=HS       WS=HS
                         WS=HK       WS=HK 
                         WK=HS       WK=HS       WK=HS       WK=HS
                         WK=HK       WK=HK       WK=HK       WK=HK









==================================================================================
============
ENDING 

     His peaceful life with Naru destroyed by the secret organization, Kayin once 
more took 
up his sword, realizing that battle was sometimes necessary to defend happiness. 
His fighting 
skill is proof of a hard life without rest, the life of a professional bounty 
hunter. Will the 
man who has conquered all in the Toshinden Battle Arena continue to fight against 
destiny for 
all eternity?
==================================================================================
============



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~




                                      **SOFIA**

                    "She Felt the Sorrow of Remembering Her Past"


Stats
------
Height: 172.5cm		
Weight: 50kg		
Blood Type: A
Age: 25                        
Nationality: Russia	
Occp: Private Detective
Weapon: Leather Whip
Health Gauge: 528

Stage: Aqua Disco

Rival: Chaos


==================================================================================
=============
STORY 

	In the last battle, Sofia learned that her memory had been tampered with. 
She had been 
told of the life she once had, but nothing could equal a true memory. Because of 
this she was 
full of sorrow. Since then, Sofia learned that another fighter is facing the same 
sorrow. In 
search of that fighter, she comes to the Battle Arena Toshinden.
==================================================================================
=============




			      <<>>


DURING SELECTION SCREEN:
-(Very strange laughter)

DURING LOVE LOVER:
-Swatte mo ii no yo.
Trans: It's okay to touch.

DURING SALAMANDER:
-Salamander!

                 
                                      =Victory Quotes=

FANTASIC:
-Swatte mo ii no yo.
Trans: It's okay to touch.

SKILLED:
-Tsk tsk tsk. (Strange laughter)

ROUGH:
-(Strange laughter)

RING OUT:
-Wada kimi ni midoritai no ne. Shikata nai na.
Trans: 



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



                                  <<>>


Throw: QUEEN'S RECEPTION. Use this as a counter throw to set opponents back in 
their place if 
they invade your space, or use this as a followup once you get in deep 
aggressively (usually 
after a dash attack). Not a major tool in Sofia's arsenal due to her fighting 
style, but will 
catch many off guard once you pull it off.
Damage: (8+6)+52		Range: Far


 
                                        =BASIC ATTACKS=

WS
--

STAND

--Close: A simple cross lash. A bit slow on startup, as well as recovery time, 
but a bit 
difficult to be effectively reversed. Use after a jump in. 
Damage: 24                                 Block: B                               
2-in-1: Yes

--Far: Straight whip crack. Slow on startup, but its range if very long. Almost 
impossible to 
counter. Great as a counter from afar, poking, or adding in an extra hit in a 
link combo.
Damage: 24                                 Block: B                               
2-in-1: Yes

CROUCH
--Close: A low cross lash. A bit slow on startup, but recovery time is a bit 
okay. Use after 
blocking an opponent's attack close, or after a jump in.
Damage: 24                                 Block: B                               
2-in-1: Yes

--Far: Low straight whip crack. Long range, but startup is slow. Safe to use, for 
it's 
practically impossible to be reversed. Use as a low counter, poking, or in long 
link combos.
Damage: 24                                 Block: B                               
2-in-1: Yes


AIR

Jump & Flying: Straight whip crack. A fairly quick attack with great range. Can 
match most air 
attacks if far. As a jump in, there has to be some distance between you and foe. 
Can also 
followup after a W Thunder Ring in the air.
Damage: 24                                 Block: U		


HS
--

STAND

--Close: An upper slash. Fast execution and good recovery time. Range is short, 
however, so it 
can whiff by opponents at times. Will also counter air attacks if opponent his 
above you. Use 
in close 1-2 chain combos.
Damage: 49                                 Block: B                               
2-in-1: Yes

--Far: A downward whip crack. Very slow on startup and can be seen coming from a 
mile away. With 
distance, can recover safely without being reversed. Although slow, can counter 
low pokers, 
especially if they're out of range. Use mainly in combos or poking from afar.
Damage: 49                                 Block: B                               
2-in-1: Yes


CROUCH

--Close: An upward backhand lash. Slow in both startup and recovery. Reach is 
long, though, so 
you don't have to worry much about missing foes. Makes a nifty counter against 
airborne opponents 
if timed correctly. Use solely in combos, especially after a jump in.
Damage: 49                                 Block: B                               
2-in-1: Yes

--Far: Low backhand lash. Slow, but its reach is long! Rivals WS's range. Strong 
in attack. Use in 
combos (especially in long links), far counters, and poking. 
Damage: 49                                 Block: B                               
2-in-1: Yes


AIR

--Jump & flying: Downward whip crack. A bit slow and weak, but it's reach is 
long! In some cases, 
if you do this the moment you leave the ground during a jump, you can strike most 
standing foes 
before they realize it. Use solely as a jump in, for its downward angle makes it 
difficult to 
match other air attacks.
Damage: 37                                 Block: U


WK
--

STAND

--Close: A simple shin kick. Extraordinarily fast on start. Its usage in upclose 
fights is very 
important. Not only is it Sofia's main combo starter, but it cancels into any 
other WK (Extended 
Chain). Use it to also put pressure on foes upclose, whether it be to push them 
back or ot break 
their defense. Great in combos of all times and as a close counter. 
Damage: 24                                 Block: B                               
2-in-1: Yes

--Far: A high snap kick. Fast attack which aims too high. Even at its appropriate 
range, it can 
still with by many standing characters! Apart from that, it will counter airborne 
foes. Not very 
useful, except in combos on opponents that're standing (especially big 
characters).
Damage: 24                                 Block: A                               
2-in-1: Yes

CROUCH

--Close & far: A low snap kick. A quick attack that lags slightly in recovery 
time. Reach is 
extraordinarily long (for a WK), and is essential as a low counter, for she's 
very low on the 
ground once this move is executed. All-purpose attack that's good in combos 
(especially links), 
reversing & countering, and for poking.
Damage: 24                                 Block: D                               
2-in-1: Yes

AIR

--Jump & flying: A flying front kick. Quick attack that has slight reach. Its aim 
is horizontal, 
making it good against airborne foes, but not too much as a jump in.  
Damage: 24                                 Block: U


HK
--

STAND

--Close: A mid/high toe kick. Extremely fast for a H attack with slight lag on 
recovery. Reason 
for this is that it strikes on two levels. For opponents on the ground, it 
strikes on mid level 
just as she raises her leg (mid toe kick). Once she extends it fully, it will hit 
airborne 
opponents if your timing is just right (high toe kick). Decent damage, but has 
short range. Will 
whiff by foe if slightly out of its attack range. Best in quick 2-1 combos, or on 
its own as a close 
reversal. 
Damage: 49                                 Block: B                               
2-in-1: Yes

--Far: Mid level leaping spin kick. Slow move that can be seen coming in a mile, 
blocked, and 
countered in a second. Has great reach, though, and goes slightly off the ground. 
Use that 
knowledge to counter low attacks. Best in combos (has to be done fast, though. If 
done correctly, 
you usually don't have to every worry about missing with this move in combos).
Damage: 49                                 Block: B                               
2-in-1: Yes

CROUCH

--Close: An overhead handstand kick (aka. the scorpion tail). A unique attack 
that will strike 
anyone that's blocking low. However, it's quite slow, so it must be used in top-
down games to 
really be effective.
Damage: 49                                 Block: U                               
2-in-1: Yes

--Far: Reverse sweep. Fast execution with good reach. Damage is also good. Its 
only weakness is 
that it can't cancel into a FT. Use in combos, reversals, and counters.
Damage: 49                                 Block: D                               
2-in-1: No

AIR

--Jump & flying: Twirling back thrust kick. Good, quick air attack that has an 
downward angle. 
Move has a lot of priority, especially since it will last throughout her entire 
jump. Move also 
hits twice, doing incredible damage once this happens. Best as a jump in. 
Damage: 49+49                              Block: U 


                                         =BACK ATTACKS=

High S: A turning backhand lash. A bit slow moving, from the moment she attack to 
the turning 
motion. Whip has good reach, while she steps away from harms reach. Does good 
damage. Use against 
charging foes or when you're close to them. 
Dmage: 49                                  Block: B

High K: Turn snap kick. Fairly quick at the start of attack with a bit of lag 
time after. Aims a bit 
high, but will hit some crouch opponents as well. Reach isn't too great, making 
it risky to use. Use 
upclose and against airborne opponents.
Damage: 49                                 Block: B

Low S: Sliding elbow thrust. Slow on execution, but will do the job once in 
motion. Reach is good, 
can only be blocked high (yes!), and the damage is great. However, once blocked, 
it's recovery in 
slow, making it easy to be punished. Great as a low counter or in her traps.
Damage: 37x3                               Block: U

Low K: Turning slide kick. Faster than the Back Low S, so makes as a good 
substitue. Damage and reach 
is good, but slide is a bit short. Great as a low counter and paired with the 
Back Low S in traps.
Damage: 37x2                               Block: D


                                         =DASH ATTACKS=

WS: Finger stab. At first glance the attack looks useless, due to its hesitation 
before attack and 
lack of reach. However, it holds some great surprises. The hesitation is good as 
a psyke-out, as well 
as stop before harm's way and (possibly) counterstrike. Also, another attack can 
follow up, making it 
possible to execute fast combos or burst out with a FT. This attack is weak, but 
must be used with 
other attacks, especially after a jump in.
Damage: 12                                 Block: B

HS: A body check combination (shoulder/elbow/backhand). At first glance this 
attack looks like a 
sure winner! However, a couple of guidelines must be understood before using this 
move. It's fast 
and has good reach in its initial attack (shoulder tackle). However, it's easy to 
underestimate its 
reach, so if out of, say, normal range, you might stop before your foe without 
connecting (I won't 
go any further with the results). If too close you could easily dash by after the 
first hit (not 
good either). For its biggest fault, if you follow all the guidelines as stated 
above, you'll get 
(almost all the time) just two of the hits in, while the final (backhand) hits 
air because your 
opponent was pushed out of reach (lag time is horrible after 3rd strike. I'm sure 
you can imagine 
the rest). How do you use this? None that can specifically be said. You just have 
to dash and 
pray....
Damage: 49+49+49                           Block: B

WK: A sliding toe kick. Long slide with good reach, fast execution, and keeps her 
low to the ground, 
making it hard to hit her. Damage is a bit weak, but is worth it. Mix this with 
her Dash HK and you 
have your own dashing guessing game.
Damage: 9x3                                Block: D


HK: A knee thrust. Attack glides forward, giving it slight good reach. Still 
needs to be done 
slightly between close-normal range to be effective. Lag time is bad, so be 
careful. Even if it 
connects, be warned that a speedy attack can counter you before you recover. 
Cannot be blocked 
low, so low blockers will suffer. Mix with her Dash WK to keep your opponents 
guessing.
Damage: 9x3                                Block: U


                                        =DOWN ATTACKS=  

Close Range: A heel stomp. Slow on start up, while reach is very short. Must be 
done extremely 
close. 
Damage: 24                                 Block: B

Far Range: Flying heel stomp. Pretty fast for a stomp attack, but still must be 
done instantly 
once your opponent is knocked down (whether from a light blow or a huge 
combination). Sofia will 
do a backward handspring after stomp, which (if you should miss your opponent) 
will leave her 
open to a counter attack.
Damage: 37                                 Block: B

	

                                 <<>>


THUNDER RING
MOTION: D,DB,B + W or HS (ground or air)
NOTES: Depending on the button pressed, projectile will go in different 
directions. Fake your 
opponents out and control the airwaves with this move. 
Damage: WS=37(49 in air); HS=46(59 in air)     Block: B(ground), U(air)

AURORA REVOLUTION
MOTION: F,D,B + W or HS (ground or air)
NOTES: All around protection while spinning. On the ground, W is much better in 
combos, while HS 
is good for draining opponents or shutting down any attempted attacks while 
moving away to safety.
In the air, will stop almost all air attacks, while bringing her down safely to 
the ground. Use 
this move alot, especially as an unexpected attack.
Damage:  Ground		       Air                Block: B(ground); U(air)
	WS=24x{25x}	   WS=34x2{36x2}	
	HS=31x{32x}        HS=37x3{39x3}	


LOVE SHOWER
MOTION: B,D,F + W or HK
NOTES: Overhead attack that will also stop air attacks. Sparkles will cancel most 
projectiles 
(mainly air). W is best in combos. H should be used as a counter against most 
projectiles, for 
it will go over most of them. Depending on range, this move should also be used 
in traps, as 
you cross over foes and strike them with a Back attack.
Damage: WK=37{39}; HK=56{59}	             Block: U


RATTLESNAKE
MOTION: D,DF,F + W or HS
NOTES: Possibly Sofia's fastest FT. Do quick 2-in-1's into this move to prevent 
poking from 
opponents, or use against charging foes to stop them in their tracks. Final lash 
has the longest 
reach, and will nail anyone within range who plots early to counter Sofia when 
she's open after 
this move. Strikes are indefinite, so you may either get in a lot of hits or get 
in just 1. Rely 
on W alot in all situations, while tag the H in combos.
Damage: WS=24x{25x}; HS=37x{39x}	       Block: B


                             =ULTIMATE SACRED TECHNIQUE=
                          (When Overdrive Gauge is filled)

LOVE LOVER
MOTION: WS+WK+HS+HK simultaneously
NOTES: A slow-moving attack that does wonders once it connects. Use mainly in 
setups, such as 
after your foe is getting up from a knockdown, or in combos, especially if 
initial hit stuns 
them long. Also works on unwary turtlers, so attack close and 2-in-1 into this 
move without 
them realizing it. Will go through most attacks, acting as a counter. Sparkles 
will usually stop 
some projectiles. Invincible to most air attacks. Unblockable 99% of the time, 
especially if 
done upclose. Even if first initial strikes are blocked, a couple of hits 
(usually the final 
blow) will hit. Hard to block; you have to block all throughout in the same 
direction you had 
initially started in.  Hits behind half of the times.
Damage: (3x16)+62 (max) 	             Block: B or N 

(Note: If it strikes from behind, damage turns into: [4x]+93)


                                =SECRET FATAL TECHNIQUE=
                        (When Health Gauge is low and flashing) 

CALL ME QUEEN
MOTION: F,B,F,B + HS
NOTES: A homing attack that has alot of potential. Weak for a SFT, it's best to 
do it when you 
know your foe's going to block. Close, it will circle around blocking opponent 
and will return 
back to the front, striking if not careful about the way to block. From normal 
range, move will 
glide by blocking foe and, usually, will strike behind. Good block damage and 
will intimidate any 
opponent. Cannot be blocked low, so low blockers will suffer. Use that knowledge 
in traps. If you 
perfer combos, use this in close, quick 2-in-1's.
Damage: 74(78)                             Block: U

(Note: if it hits from behind, damage will be: 111)


                                  =HIDDEN TECHNIQUE=  

SALAMANDER
MOTION: F,D,B,DB,B,F,B + HS
NOTES: Much like the Rattlesnake, the hits of this move are indefinite, for the 
final strike 
usually will not hit if done close. What's worse, there's no block damage! After 
initial strike,
the rest of the attacks can be blocked if there's some distance, so do this move 
close if you 
don't want that to happen. In combos, your hand speed must be lightning quick if 
you wish for 
this to connect. If not, follow after slow attacks, such as Low HS and HK. Homes 
in on foes 
abit, making it safe to do randomly. 
Damage: (18x8)+43 {[19x8]+45}	               Block: B



                                  =UNIQUE ABILITIES= 

THUNDER BREEDER
NOTES: After her W Thunder Ring in the air, there's a couple of things she can do 
afterwards:

1)Thunder Storm: Repeadly throw W Thunder Rings. H Thunder Ring can also be done, 
but you can't
  follow with anything else afterwards.

2)Thunder Revolution: Follow up with an Aurora Revolution in the air. If too 
close to the ground 
  you'll just descend down to the ground quickly without attacking.

3)Thunder Strike: Follow up with any Air attack.



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


                                    <<>>

                                      =Chain System=	
    
                            Close                      Far
                           ------                     ---

                     STAND       CROUCH          STAND     CROUCH
                     WS=HS       WS=HS		
                     WS=HK       WS=HK	
                     WK=HS       WK=HS           WK=HS      WK=HS
                     WK=HK       WK=HK           WK=HK      WK=HK
 



                                =Extra Chain=				

                                Close WK into:
                                --------------				
                                 =Close WK				
                                 =WK					
                                 =Low WK				



                                 =Extra Link=
      


              D,F,D + WS(Stand WS)                D,F,D + HS(Stand HS)
              ---------------------               --------------------
              =Hits: 1                            =Hits: 1
              =2-in-1: Yes                        =2-in-1: Yes
              =Chain: No                          =Chain: No


              F,D,B + WK(Stand WK)              F,D,B + HK(Stand HK)
              --------------------              --------------------
              =Hits: 1                            =Hits: 1
              =2-in-1: Yes                        =2-in-1: Yes
              =Chain: Yes                         =Chain: No





~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



                                   **RUNGO IRON**


                     "He Listened Intently to a Man who Inspired 
                                Him with Zealous Words"



Stats
------
Height: 196cm
Weight: 92.6kg
Blood Type: A
Age: 31                         
Nationality: USA 
Occp: Miner
Weapon: Iron Club
Health Gauge: 614

Stage: Grand Canyon

Rival: Duke

==================================================================================
===========
STORY 

	Since the last Battle Arena Toshinden, Rungo safely rescued his wife and 
child from the 
hands of the Himitsu Kessha and learned that Gaia had organized the last battle 
without their 
permission. Realizing that Gaia is not the enemy after all, Rungo could not 
ignore his warning 
that something evil was about to happen at this battle. He joins Gaia ready for 
combat.
==================================================================================
============




			         <<>>



DURING SELECTION SCREEN:
-Kowappu na!
Trans: You little twerp!

DURING TAUNT:
-Yaru. Kutabaru na.
Trans: Go on. Don't perish.


                                      =Victory Quotes=

FANTASTIC: 
-Mada yaru ka.
Trans: I'm still fighting on.

SKILLED: 
-Hahahahahaha!

ROUGH: 
-Omae wa jibun yatta.
Trans: You did this (to) yourself.

RING OUT: 
-Mada yaru ka.
Trans: I'm still going on (to fight).




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


                                 <<>>





THROW: HEAD BUTT: Grabbing his opponent by the shirt, Rungo rams his head into 
his foe's head. 
Strong and reliable, for if anyone tries to overwhelm you, grab them to put away 
the pressure. 
If you're close and get your opponent on the defense (or if they just turtle up), 
run up and 
grab them. Many people would never expect this from a slow moving guy like Rungo. 
For style, 
try grabbing your foe while they hit you. In some cases Rungo can actually do 
this, making it 
a shock for the opposition.  
Damage: 125                         Range: Normal




    
                                         =BASIC ATTACKS=

WS
--

STAND

--Close: A handle punch with his club. Decent execution and recovery speed. 
However, it cannot 
be used to constantly put pressure. Good for starting a combo after blocking a 
close attack. 
Damage: 24                                 Block: B                               
2-in-1: Yes

--Far: A straight thrust. Quick in execution, and has extremely long reach. At 
times, it may hit 
twice. Great for countering attacks and poking from a distance.
Damage: 24(+24)                            Block: B                               
2-in-1: Yes

CROUCH

--Close: Low handle punch. Pretty much the same like the Close Standing version. 
Use close to 
start combos, perferrably after an opponent attacks close.
Damage: 24                                 Block: B                               
2-in-1: Yes

--Far: Low straight thrust. Has extremely long reach and comes out fairly quick. 
Recovery time 
is a bit slow, so it's best to use this from maximum range. Great at countering 
attacks and 
poking grom a distance.
Damage: 24                                 Block: B                               
2-in-1: Yes

AIR

--Jump & Flying: Aerial club thrust. Attack comes out quick, but doesn't last too 
long. Will beat 
most air attacks do to its reach. Points at an angle downward, making it a good 
jump in from a 
distance. 
Damage: 37                                 Block: U


HS
--

STAND

--Close: A double-handed handle hammer. The speed and strength is phenomenal! Its 
only downfall 
is the recovery time (slow) and it's reach, which is pretty short. Use in quick 
close 1-2 
combos or after jump ins.
Damage: 62                                 Block: B                               
2-in-1: Yes

--Far: Downward club swing. Extremely strong with good reach. Again, this attack 
has slow speed,
as well as dead-slow recovery time. A potential victim for a big combo! It's 
highly blockable, 
even in a chain combo. Use rarely, possibly as a far counter or in pressuring. 
Just make sure 
to 2-in-1 into a FT if blocked.
Damage: 62                                 Block: B                               
2-in-1: Yes

CROUCH

--Close: A foot sweep with his club. Fast, strong, and highly reliable. Tends to 
come out alot, 
but due to its strength, it shouldn't be a burden. Use upclose in simple 1-2 
combos, or to 
punish an opponent if you block an attack.
Damage: 62                                 Block: L                               
2-in-1: Yes

--Far: Upward club swing. Fairly quick, has good reach, and delivers enormous 
damage. Being a 
2-hitter, use it any chance you can. Will also take out any airborne opposition, 
for it reaches 
very high in the air. Use mainly in combos or to counter anyone who carelessly 
tries to violate 
your space.
Damage: 62+62                              Block: B                               
2-in-1: Yes

AIR

--Jump & Flying: A downward club drop. A tad bit slow in execution. Apart from 
that, this attack 
is Rungo's strongest, rivally many character's strongest FT's. Has long reach and 
superior 
priority, for it will stop all attacks if timed right, and can strike from behind 
if Rungo 
jumps over. Use this attack and abuse it, especially when your falling behind. 
Damage: 74                                 Block: U


WK
--

STAND

--Close: Side shin stomp. Slow in both execution and recovery. More of a suicide 
move if you 
don't know how to use it, you will be torn up in a second against skilled 
opponents. Apart from 
that, it's good for starting up combos. Use defensively, when your foe is 
completely open after 
blocking their attack. Also good with jump ins, especially after Flying HK.
Damage: 24                                Block: B                                
2-in-1: Yes

--Far: A knee thrust. It's good points: has an extremely long reach (almost 
rivaling his WS), 
strikes at mid level, will go over most low attacks, and will pull back out of 
harm during 
recovery. It's bad points: it's slow, pulls his entire upper body in to the 
attack (easy to get 
hit), and makes every attack following it a close attack. Use sparingly, mainly 
if you want to 
make combos.
Damage: 24                                Block: B                                
2-in-1: Yes

CROUCH

--Close & Far: A low toe stab. Fairly quick, has good reach, and one of his 
better poking 
attacks. Note that it should be cancelled into another attack once blocked, for 
it's easy to be 
punished due to its slow recovery. Also, it tends to miss alot, even close. 
Still, it's pretty 
reliable for poking from afar and in starting combos. 
Damage: 24                                Block: D                                
2-in-1: Yes

AIR

--Jump & Flying: Flying toe kick. Comes out quick, but doesn't strike foes on the 
ground well. 
Best against airborne opponents.
Damage: 37                                Block: U


HK
--

STAND

--Close & Far: Front stomp. Best substitute when HS is getting you killed. 
Although slow at its 
startup and recovery, it has good reach and strength. It strikes mid level, very 
few characters 
can duck under it. Use strickly in combos, but try to avoid using it as the 
starter of one (if 
you miss completely, you'll be a sitting duck).
Damage: 49                                Block: B                                
2-in-1: Yes

CROUCH

--Close & Far: Close & Far: A 1-handed whip sweep kick. Basically his safest kick 
attack to use.
Fairly quick in start up, has long reach, and protects him thoroughly. It can 
even be used 
against airborne foes if daring enough. Safe to pull out, especially if you just 
want to stop 
an opponent's attack. If blocked quickly 2-in-1 into a FT, especially a W Mezame. 
It's still 
easy to be retaliated against. The only thing that gives it such a disadvantage 
is that it can
be blocked both standing and crouching (no top-down games here). Use in all types 
of situations, 
especially when you want to knock down the opposition and turn the tables on them.

Damage: 49                                Block: B                                
2-in-1: Yes

AIR
--Jump & Flying: Flying side kick. Fast in execution, has good reach, and has 
high priority 
against other air attacks. Super strong, works great as a jump in, and has a long 
duration. 
Use it whenever you want.
Damage: 74                                Block: U


                                         =BACK ATTACKS=

High S: Backhand club swing. Has extremely long reach and will beat almost any 
attack thrown at 
him. Covers both mid and low level, so there's no way to escape it except by 
jumping. Use this 
for sheer protection, especially when you think you'll be in danger of a sneak 
attack in the 
back.
Damage: 74                                Block: B

High K: A back thrust kick. Fairly slow in both execution and recovery, so 
there's a high 
possibility of being hit while doing this attack. However, it has good reach and 
strikes at mid 
level. Could possibly counter low attacks, but the risk isn't worth it. Use from 
a distance.  
Damage: 49                                Block: B

Low S: Low backhand sweep. Again, has great reach, good strength, and knocks a 
foe of their feet.
Possibly safer than the standing version. Use when you're sure your foe's going 
to attack,
especially with a dash. 
Damage: 62                                Block: D

Low K: Turn low kick. Although fast, the reach isn't reliable. Will miss at times 
if not fully 
aligned with your opponent. It doesn't knock down a foe, meaning you'll still 
have to put out 
some more effort to stopping your foe from attacking. All in all an OK attack, 
but try to avoid 
using it. 
Damage: 49                                Block: D



                                         =DASH ATTACKS=

WS: Lariat side swipe. Although the range isn't great, it puts a long range 
between you and your 
foe once it connects, for it'll send anyone rolling away (ring out possibilies). 
Also he'll turn 
towards his foe if they happen to dodge or if attack misses. Depending on the 
distance and the 
situation, it will strike from the side, but not because it has sidestepping 
abilities. Still a 
very suicidal move, for not only is it slow and easy to see coming, but it can be 
ducked under. 
If done too close, it'll whiff by, leaving him open for punishment. Use only when 
your foe is 
wide open and have no means to dodge.
Damage: 37                                Block: A

HS: Spiral club swing (aka mini Top Spinner). It's range isn't that good, 
although he'll still 
move forward as he executes it. Move strikes pretty fast, hits twice, and it goes 
by an 
opponent, leaving both Rungo and his foe standing roughly back-to-back. The bad 
point is that if 
it happens to miss, it's easy to get hit in the back while you're wide open. 
Although it can be 
used alone, use it in combos, especially after a WS attack.
Damage: 37+37                             Block: B

WK: Toe punt. Not very useful in an intense battle. Although Rungo will stop 
shortly in his 
tracks before he kicks out, (stop in front of an attack and counter) the range of 
the kick 
isn't that long. It will also go over low attacks, but most of the times you'll 
be trading 
hits with them. Even if it does strike, the recovery time is very slow, giving a 
fast opponent 
enough time to reverse you. Although unsually strong, it might be best not to use 
this unless 
a person is wide open and/or facing another direction.
Damage: 49                                Block: B

HK: Butt splash. Possibly Rungo's best dash attack. The leap he does will avoid 
alot of attacks,
including projectiles. When he comes down, he'll roll away from harm, avoiding 
any retaliations. 
Works as an overhead, so use near an opponents with a tough low defense. Note 
that this move is 
a no-no up close, for not only will you just jump over your foes, striking the 
ground behind 
them, but you'll roll into them, giving them enough time to plan what they can do 
to you as a 
punishment. Best as a counter and within toe-to-toe matches.
Damage: 49                                Block: U


                                       =DOWN ATTACKS=

Close Range: Body splash. The range of this move is pretty good, but don't use 
upclose, or else 
you'll leap by your grounded opponent. Will usually strike an opponent if done 
fast enough. If 
they start getting up before you execute this, you'll leave yourself open. 
Damage: 24                                Block: A

Far Range: Dive bomb stomp. A much more better Down Attack than the former, it's 
strength is 
immense! Although there's some lag time as it goes into the air, it will surely 
hit if done 
immediately. The little forward roll after Rungo hits the ground is also a plus, 
moving him 
away from any strife an opponent may have for him. Use this one more often than 
it should be 
used.
Damage: 84                                Block: A





                                   <<>>


DAICH NO IKARI (Wrath of the Great Earth)
MOTION: D,DF,F + W or HS
NOTES: Club will strike upclose high. Rungo will go under some projectiles just 
as his club 
strikes the ground. Dust has to be blocked low. Use at the end of any combo.
Damage: 49+49{52+49}                      Block: U(club), D(dust)

DAICHI NO MEZAME (Great Earth's Awakening)
MOTION: F,D,DF + W or HK
NOTES: W can be followed by any Air attack. H cannot be blocked low on its 
descent. Can be 
controlled once airborne. Best in upclose combos and applying pressure from above.
Damage: WK=49{52), HK=62/62{65/65}        Block: 


KAZE TO TAIYOU NO IKARI (Wrath of the Winds and Sun)
MOTION: F,D,DF + W or HS
NOTES: W has little reach, distance, and may not hit crouching foes. It will, 
however, stop 
air attacks well. H is fast, has great reach, and goes a long distance. Protects 
front and 
back. Have to block the other direction once it passes by. Great in combos.
Damage: WS=18x4{19x4}, HS=18x{19x}        Block: B

DAICHI NO OTAKEBI (Great Earth's Grand Roar)
MOTION: F,DF,D,DB,B + W or HS
NOTES: W turns towards foe with club raise. H doesn't strike well and can easily 
rush by 
opponent or miss with club even if hit. Use W more often, especially in combos.
Damage: WS=24x3{25x3}, HS=31x5{32x5}      Block: B

MUCHA GERI (Reckless Kick)
MOTION: D,DB,B + W or HK
NOTES: W and H seems to be the same. Can miss at times, especially if done from a 
distance 
and on a crouching opponent.
Damage: 24x3{25x3}                        Block: B

BOKUSATSU FUMIKOMI UCHI (Step-in Bludgeon Attack)
MOTION: B,F + HS
NOTES: Slow, but has long reach. Must be done fast in order to hit in combos.
Damage:                                   Block: B



                               =ULTIMATE SACRED TECHNIQUE=
                            (When Overdrive Gauge is filled)

TAIRIKU GEKI CHIN DAN (Continental Eruption)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Striking ability is too hard to determine. From a distance is best. 
Eruption can only be 
blocked low, and can stop some projectiles. Can control flight in the air & 
attack with an Air 
attack.
Damage: (34x)+81+43                       Block: B(charge & leap), D(Explosion)


                               =SECRET FATAL TECHNIQUE=
                        (When Health Gauge is low and flashing) 

DAICHI HYAKU SAI (100 Anniversaries of the Great Earth)
MOTION: B,D,F,D,B + HS
NOTES: Works the same as Daichi no Ikari, except startup is slower. Blast cannot 
be jumped over. 
Club works as an overhead.
Damage: 99+74(+74) {105+74[+74]}          Block: U(club), D(dust)


                                 =HIDDEN TECHNIQUE=

BAKURETSU DAISHIZEN (Explosive Great Nature)
MOTION: U,B,D,F + HK
NOTES: Fast homing attack. Once it connects, 9 out of 10 times will it miss 
(unlike TSD 2), 
crouching or standing. Last blow must hit; if it doesn't, he'll be left wide 
open. Use in 
combos.
Damage: (6x6)+74 {[6x6]+78}               Block: B


                                 =UNIQUE ABILITIES=

TEKKON JIMEN BARAI (Iron Club Ground Sweep)
MOTION: When back is turned, D + HS
NOTES: Really his Back Low S, this will hit a grounded foe.
Damage: 62 {65}                           Block: B


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



                                    <<>>

                                      =Chain System=	
 
                           Close                          Far
                           ------                         ---


                     STAND       CROUCH             STAND      CROUCH
                     WS=HS       WS=HS              WS=HS      WS=HS
                     WS=HK       WS=HK              WS=HK      WS=HK
                     WK=HS       WK=HS              WK=HS      WK=HS
                     WK=HK       WK=HK              HK=HK      WK=HK
 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~




                                     **FO FAI**
 
                             "The Lines Run Deep on the 
                                Face of the Assassin"



Stats
------
Height: 154cm
Weight: 48kg
Blood Type: AB
Age: 107                        
Nationality: China
Occp: Magician
Weapon: Konsou Gakka (Iron Claws)
Health Gauge: 589

Stage:

Rival: Mondo

==================================================================================
============
STORY (A Dream is Born)

	The friendly face of the magician hides Fo's Black heart - the heart of 
an assassin. The 
ecstacy of combat and the sweetness of battle made him laugh with joy, but now 
the fighting is 
over. The smile fades from his lips, and as he stands in the midst of peace and 
beauty, the 
true face of the assassin appears once again.
==================================================================================
============ 

                              <<>>



DURING SELECTION SCREEN: 
-Shine! (Laughter)
Trans: Die! (Laughter)

DURING KAPPO RE:
-Dou ja?
Trans: How's this? (conceited remark)

DURING LOSE/RING OUT:
-Dou ja?
Trans: How's this so? (disbelief)


                                    =Victory Quotes=


FANTASTIC: 
-(Laughter)

SKILLED: 
-(Laughter). Hunh! (sigh of relief)

ROUGH: 
-Dou ja?
Trans: How's that?

RING OUT: 
-Aah. Ki ni ja.
Trans: Aah. I feel bad for you.



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



                                <<>>


THROW: DONRAI ISSHO (Fierce Unity) Claw lift into a suplex. Fo isn't much of a 
close range 
fighter, so use this once in a while, especially when a person's open and they 
automatically 
go on defense. Dash in suddenly and grab. Or, if you're pinned down (especially 
near the 
edge of the ring), use it when Don Pa isn't cutting it. Can also followup with a 
Close Range 
Ground Attack, for the stun by this throw is long. The strength is great, so use 
it whenever 
there's a chance. Works well in traps as well, which'll keep the opposition 
guessing. 
Damage: 123 		                    Range: Close



                                      =BASIC ATTACKS=

WS
--

STAND

--Close: Outward claw cut. Fast & chains into another WS of any sort. Great combo 
starter. Use 
to pressure foe, especially with Zan Reppuku to drain them without them realizing 
it.
Damage: 24                                  Block: B                              
2-in-1: Yes

--Far: Inward claw slash. A bit on the slow side, but does get the job done. 
Seems to strike 
opponents' limbs very easily. Use in combos and as a counter.
Damage: 24                                  Block: B                              
2-in-1: Yes

CROUCH

--Close: Low claw stab. Decent speed, but must follow with another attack if 
blocked. Moves 
him slightly forward. Use in combos.
Damage: 24                                  Block: B                              
2-in-1: Yes

--Far: Upward claw stab. A bit on the slow side. Has good reach, and is decent at 
poking. Use 
as a counter and to start combos.
Damage: 24                                  Block: B                              
2-in-1: Yes

AIR

--Jump & Flying: Downward Extending stab. Has decent range and lasts throughout 
the jump. 
Angles downward, making an essential jump in. Will stop most attacks easily. Use 
strictly as a 
jump in, whether early or late. 
Damage: 24                                  Block: U

HS
--

STAND

--Close: Upward claw slash. Range is pretty short, so there is a possibility of 
it whiffing by 
in a combo. Can stop airborne opponents. Unusually strong, making it great in 
quick 2-in-1 
combos.
Damage: 56                                  Block: B                              
2-in-1: Yes

--Far: Long-reaching stab. Not extremely fast, but is unusually strong and has 
great reach. If 
close enough, it will hit twice, doubling the damage. Use in close combos and as 
a far counter.  
Damage: 56+56                               Block: B                              
2-in-1: Yes


CROUCH

--Close: Upward double-claw rake. A bit slow and has short reach, but has great 
strength. Hits 
low, making it essenstial on those who block high. Use along with his Kappo Re to 
keep the 
opposition guessing. Will also stop airborne foes above him, if timed correctly. 
Use in quick 
2-in-1 combos.
Damage: 56                                  Block: D                              
2-in-1: Yes

--Far: Sliding claw stab. Very effective as a counter against projectiles. 
Although slightly 
slow on startup, has long reach and goes under attacks. Be careful when it's 
blocked, for his 
slide will stop, but he'll slowly recover to his feet. Use also in combos, 
especially when an 
opponent is pushed far away.
Damage: 56                                  Block: D                              
2-in-1: Yes

AIR

--Jump & Flying: Twirling claw slashes. A very effective attack that will beat 
any and all 
other air attacks. Attack lasts throughout the jump, so it can be done early. 
Hard to counter, 
even if you're under him. Protects all around, so it can be used as a crossover. 
Use an all 
types of situations.
Damage: 62                                  Block: U


WK
--

STAND

--Close: A push-back front kick. Slow, but pushes you out back abit from your 
opponent, setting 
you up to continue your assault without fear of harm. Use after jump ins and in 
combos.
Damage: 24                                  Block: B                              
2-in-1: Yes

--Far: A long-reaching toe stab. Again, slow as the former, but is good for 
getting close to 
your foe. May go over low attacks. Use to apply pressure, as a counter, or to 
start a combo.
Damage: 24                                  Block: B                              
2-in-1: Yes

CROUCH

--Close & Far: Low ground kick. Fairly quick and safe to use. Reach isn't too 
great, but works 
good upclose. 2-in-1 into a Kappo Re on low blockers to catch them off guard. 
Good for starting 
combos, a counter, and applying pressure.
Damage: 18                                  Block: D                              
2-in-1: Yes

AIR

--Jump & Flying: Mid-air stomp kick(?). Not too sure how it works, except that 
it'll only hit 
the moment you execute it. Range is too short to really be effective. Stick with 
the Slashes 
instead.
Damage: 24                                  Block: U


HK
--

STAND

--Close & Far: Spinning crescent kick. Slow & range isn't too great, but seems to 
work wonders 
in combos. Strong to put a dent in anyone's health meter as well. Best to use in 
combos.
Damage: 56                                  Block: B                              
2-in-1: Yes

CROUCH

--Close & Far: Double spinning foot sweep. A fast, forward moving attack that 
attacks twice. 
Whether close or far, the attack will still hit and be effective. Slow recovery, 
so 2-in-1 
immediately into a Kappo Re if blocked. Also good as a counter against high 
attacks. Great in 
combos.
Damage: 37/37                               Block: D                              
2-in-1: Yes

AIR

--Jump & Flying: Flying front kick. A little hesitation before kick comes out, 
but is still 
good enough to beat another air attack. What's unusual about this is that whether 
you push 
forward or not, attack will cause Fo to move forward. Even if you jump backwards, 
he'll still 
veer forward. Because of this, it's hard to use this as an effective jump in. Use 
this to jump 
over foes to escape, to beat other air attacks, or in traps.
Damage: 49                                  Block: U


                                      =BACK ATTACKS=

High S: Back-bending claw beat. Speed is decently quick and has good reach. 
Doesn't turn around 
afterwards, so you can continuously do this or mix in with Fo's other Back 
attacks. Use when 
opponent tries to crowd you from behind.
Damage: 49                                  Block: U

High K: Zan En, or "Slashing Revolver". This backflip kick attack has alot of 
possibilities if 
used correctly. Will avoid all harm in his path and jump over opponent, hitting 
them from 
behind. See the "Ansatsu Ura" under the "Unique Abilities" section for more on 
this move and 
its abilities.
Damage: 49 (79 if it hits                   Block: U
	      from behind)		

Low S: Turn double slash. Fast, low hitting attack that has OK range. Get both 
hits in to deal 
a great amount of damage on opponent. Use upclose on aggressive foes.
Damage: 49+49                               Block: D

Low K: Low crescent kick. Quick, and does good damage. Range isn't that long. Not 
a bad attack,
 but nothing special as well. Use upclose (in my opinion, use any other Back 
Attack).
Damage: 49                                  Block: D


                                       =DASH ATTACKS=


WS: Gliding claw stab. A very far reaching attack that strikes three times. With 
weak power, a 
glide that doesn't stop no matter what, and a recovery time (whether you connect 
with all hits 
or simply glide by) that makes this move just plain suicidal, it's really more of 
a hiderance. 
In other words, hitting an opponent with this move is like missing, for they can 
always reverse 
you way before you even stop. Best to avoid using this than risking your 
victory...or your life.
Damage: 12x3                                Block: B

HS: Leaping double claw hook. The strength and usefulness against low attacks is 
good. The only 
problem is that its startup and recovery time is very slow. A risky move with 
some range, use 
it when you're absolutely sure it'll connect.
Damage: 49                                  Block: B

WK: Overhead forward flip kick. This move is pretty quick, has good range, and 
will beat many 
low attacks. Also an overhead, making it a plus in some of Fo's traps. Its 
recovery time is 
slow, so there's a high risk of being reversed hard. Use if your foe's in the air 
or you want 
to knock his/her last bit of energy.
Damage: 31                                  Block: U

HK: Zan Shou, or "Slashing Air". This triple-attacking high-flying handspring is 
a long lasting 
attack that starts the moment it's executed. Hard to reverse. See the "Ansatsu 
Kuu" under the 
"Unique Abilities" section for more on this move and its abilities.
Damage: 49+49(ground); 49(air only)         Block: B; A (N)


                                      =DOWN ATTACKS=

Close Range: Low double claw swipe. In TSD2, this was a double hit. Now, it only 
hits twice. 
Although the windup is slow, it seems to strike without any real problem. Use 
whenever your 
opponent goes down in front of you, especially after his throw.
Damage: 24                                  Block: B

Far Range: Midair double stab/stomp combination. Again, a triple-hitter that 
struck fully in 
TSD2. Now, only one hit will get in out of 99% of the time it's used. Will strike 
fully once a 
person is standing. Best used when a person's standing up.
Damage: 24+24+24                            Block: B



                                   <<>>



DON PAPPA (Misty Burst)
MOTION: F,DF,D,DB,B + W or H Slash
NOTES: W is a short timed, non-moving burst. H is a longer, forward moving burst. 
Will stop 
almost all attacks & projectiles. Fo's entire front i protected.
Damage: WS=12x; HS=9x		Block: B

DON DON PAPPA (Foggy Misty Burst)
MOTION: F,DF,D,DB,B + W or H Slash (in the air)
NOTES: W is a quick burst that stops Fo in mid air. H is a longer lasting burst 
that continues 
as he descends down. W can be done repeatedly (up to 9 times), while H cannot be 
followed by 
another. Can do another air attack afterwards.Will stop almost all attacks. 
Damage: WS=49; HS=56	Block: U

DON DOKO SHO (Screaming Misty Wheel)
MOTION: B,DB,D,DF + W or H Slash
NOTES: Distance can be controlled by the strength of the button pressed. Will 
stop almost any 
attack & projectile underneath. Very vulnerable once it ends, even if you hit 
your opponent. 
Use if you're daring & ahead in health.
Damage: WS & HS=6x	Block: U

DON PA (Misty Break)
MOTION: D,DB,B + W or H Slash 
NOTES: W is a quick burst, while H is a bit longer. Can be hit during attack low. 
After attack,
only a Ground Attack will hit. Hits anyone in the air twice. Use in Fo's traps 
strategies.
Damage: WS=74; HS=87                 Block: B

KAPPO RE (Fierce Cannon Roar)
MOTION: D,DB,B + W or H Kick
NOTES: This surface-to-air attack is very useful. Besides in combos, it will stop 
almost all 
types of air attacks. Furthermore, it works as a overhead, for it cannot be 
blocked low. Use 
this knowledge in some of his traps (see the "Combos And Traps Strategies" 
section for more on 
this). Use W upclose offensively, while H should be used to counter air attacks 
and as an 
escape method, especially since its flight can be controlled.
Damage: WK=49{52}; HK=62{65}              Block: U

BIROROON (Humorously Exposed Tips)
MOTION: B,F + HS
NOTES: Works like his HS, except this longer reach, and takes block damage. Use 
in combos.
Damage: 31+31(32+32)                      Block: B 

ZAN REPPUKU (Ripping Chest Slash)
MOTION: B,F + WS
NOTES: Yes! This IS a real move!! It looks just like his WS, except for a couple 
of things: 
1)It takes off block damage, 2)has longer reach, 3)can't 2-in-1 into anything 
afterwards, (it's 
a FT, of course!) and 4)the ending animation is different, as the claw 
straightens out more. 
Use the Slow Motion function and see for yourself. Whatever you do, don't take 
advantage of the 
fact that it has longer reach. It's easly for this move to miss, especially after 
3 to more 
Close WS chain. Use in combos or to cancel mistimed H attacks, as well as to 
drain your foe 
without them realizing it. 
Damage: 24(25)                            Block: B


                               =ULTIMATE SACRED TECHNIQUE=
                            (When Overdrive Gauge is filled)

DODODOUN (Raging Cloud Boom)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Windup hits anyone who's slightly behind Fo, but takes no damage. At 
times, if done 
upclose, that energy during the windup may still be there, thus hitting the foe 
before the 
real burst comes out of his hand. Slow, easy-to-see-coming attack that is also 
the strongest 
attack in the game. Best in Fo's traps strategies, and against airborne or 
unsuspecting 
opponents.
Damage: 99x4 (Max)                        Block: B

 
                                =SECRET FATAL TECHNIQUE=
                        (When Health Gauge is low and flashing) 

DODO DON PAPPA (Furious Misty Burst)
MOTION: F,B,D,F,B + HS
NOTES: Fast, sidestepping assault that targets an opponent, but doesn't home in. 
Aerial burst 
has a set time which it will actually attack. Flight can be controlled, so you 
can ensure last 
burst's connection.
Damage: 62x4(ground bursts); 62(aerial bursts)         Block: B; U


                                  =HIDDEN TECHNIQUE=

DOKO DOKO DON DOKO SHO (Rambunctious! Screaming Misty Wheel)
MOTION: D,F,B,D,F,D + WS + HK
NOTES: Will hit anyone within mid range. Much faster & safer to use now. Use in 
Fo's traps 
strategies (see "Combos and Strategies" section).
Damage: 37x             Block: U

DON PUURIN KO (Tiger of the Misty Wind Chime)
MOTION: B,UB,U,UF,F + WS & HK
NOTES: Slow start, but keeps him low from some high attacks and projectiles. 
Blast cannot be 
stopped my most projectiles. Use this as a starter for many of his traps.
Damage: 12              Block: B

DONDON BANBAN DON BANBAN (Misty Spots of Foggy Spots)  
MOTION: HK,WS,WK,HS + F
NOTES: Slow start, but keeps him low from some high attacks and projectiles. 
Blast may stop 
most projectiles if timed correctly. Has longer reach & may stop foes easier, but 
still is 
weak as hell!! Use if you want to intimidate or gross out the opposition (works 
for me).
Damage: 12               Block: B


                                  =UNIQUE ABILITIES=

ANSATSU KUU (Air Assassination)
NOTES: After a Dash HK, press any button once airborne:

1)WS (Early-Late; safe landing)
2)WK (Directly above opponent)
3)HS (Early-Late; safe landing; stop any air attack attempts)
4)HK (Early-Late; stop any air attack attempts)
5)Don Don Pappa (Protection, draining pressure)
6)Zan Shou (Anti-Air attack)

ANSATSU URA (Reverse Assassination)
Notes: After a Back High K, press any button once airborne:
1)WS (Crossover; low attack counter)
2)WK (Crossover; low attack counter)
3)HS (Back attack, overhead)
4)HK (Back attack, overhead)
5)Don Pa (Overhead; protection)
6)Zan En (Overhead; back attack)



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


                                    <<>>


                                       =Chain System=

	
                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     
                      WK=HS                        WK=HS    
                      WK=HK     WK=HK              WK=HK    WK=HK



                                    =Extra Chain=				

                                    Close WS into:
                                    --------------
                                      =Close WS
                                      =WS
                                      =Close Low WS
                                      =Low WS



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



                                       **MONDO**

                   "Without Changing His Countenance, 'Emotions are 
                    What Determine Victories and Defeats,' He Said"



Stats
------
Height: 179cm
Weight: 66kg
Blood Type: AB
Age: 43                        
Nationality: Japan 
Occp: Onmitsu
Weapon: Seiryu no Yari (Green Dragon's Spear)
Health Gauge: 571

Stage: Training Grounds

Rival: Eiji Shinjo


==================================================================================
=============
STORY 

	With secret orders, Mondo returned with information from the Himitsu 
Kessha. Just as his 
client (another organization) was about to attack the Himitsu Kessha, Mondo 
received an 
invitation to the Battle Arena Toshinden. As  a way to retaliate, the 
organization tried to 
hold Mondo back, telling him to discard the invitation. Mondo ignored the 
restratint and headed 
for the tournament without consent of his client. The shadows of his history are 
those of a 
fighter, not of a secret warrior.	
==================================================================================
=============


                              <<>>



DURING SELECTION SCREEN: 

Namu!*
-Trans: O' praise to you (O'great one)!

DURING TAUNT:
Shooshi!
-Trans: I win! 
(Note: This is said when one feels that the other is inferior.)

DURING FINAL TECHNIQUE:

Kyouriki Jakou Retsu Bu!
-Trans: Strong Man Malicious Scarlet Jig!

  
                                     =Victory Quotes=

FANTASTIC: 
Namu!*
-Trans: O' praise to you (O' great one)!

SKILLED: 
Ahahahahaha!

ROUGH: 
Shooshi!
-Trans: I win! 
(Note: This is said when one feels the other is inferior.)

RING OUT: 
Fuyukai senban!
-Trans: So unpleasant! I win!!

*Translator's note: This is said when worshipping the gods in the Buddhist 
religion. A 
popular prayer that is said with this is, "Namu Amida Butsu!", which translates 
as "Hail 
Amida Buddha!". Nowadays, "Namu" can be said if you are worshipping or honoring 
someone
or something.



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

                                 <<>>


THROW: RETSU. (Violent) Sticking his spear in between his opponents' left arm and 
body, 
Mondo lifts them up into the air for a while, before bringing them down hard to 
the ground. 
Does good damage, but doesn't really have any offensive usages due to Mondo's 
speed. It's 
best used when you're pressured into being defensive, so to grab them once 
they're close. 
Can also work on defensive characters, after you go for a jump in. If you happen 
to get 
anyone near the edge of the ring, you can throw them out if 1) opponent becomes 
aggressive 
and fights back or 2) they remain defensive. Grab 'em, give 'em a hoist, and 
watch as they're 
dunked outside the ring. 
Damage: 123                                 Range: Normal


                                     =BASIC ATTACKS=


WS
--

STAND

--Close: Palm strike. While it's one of Mondo's better combo starters, it's also 
Mondo's slowest 
Basic Attack. It's highly blockable in toe-to-toe situations, the damage is weak, 
but has good 
reach and will make any combo work. Best used defensively, especially when you 
block an attack 
that leaves your opponent vulnerable.
Damage: 24                                  Block: B                              
2-in-1: Yes

--Far: Round body swing. Decently quick execution time, delayed recovery time. 
Good reach, and 
may hit twice (rare, however). Good in combos.
Damage: 24(+24)                             Block: B                              
2-in-1: Yes

CROUCH

--Close: Low palm strike. Mondo sways forward with the attack, and rears back 
once it's over. 
Quick in execution, but recovery time is slow. Furthermore, it doesn't chain into 
any other 
attack. Due to this, its usage is limited. (unless you quickly 2-in-1) Although 
you can use 
this in some delayed combos in the form of traps, it's best to avoid this move.
Damage: 24                                  Block: D                              
2-in-1: Yes

--Far: Low round body swing. Quick in execution, has good reach, and is a great 
starter for 
some of Mondo's low combos. May hit twice. Use in combos and poking when out of 
reach of harm.
Damage: 24(+24)	                            Block: B                              
2-in-1: Yes

AIR

--Jump & Flying: Flying round swing. A bit slow in execution, a slightly short 
reach, and a 
short attack point makes this move difficult to use as a jump. However, it works 
well against 
airborne foes. This is the starter for Mondo's Air chain, which is good for 
making the 
opposition guess what your true attack is. 
Damage: 37                                  Block: U

HS
--

STAND

--Close: Double up-down spear swing. Very fast and reliable up close, making a 
good combo 
starter. Recovery is also fast, allowing for another attack to follow. Range for 
it to work is 
a bit short, so you have to be close to avoid getting the Far HS. Can also stop 
an airborne 
foe, hitting twice even as they come down. Use in combos.
Damage: 37+37                               Block: B                              
2-in-1: Yes

--Far: Mid-level spear stab. Mondo steps forward with the attack, and steps back 
afterwars. Has 
good speed and reach. Possible to step out of harm's way once attack ends. Use in 
combos, 
poking, and countering from afar.
Damage: 37                                  Block: B                              
2-in-1: Yes

CROUCH

--Close & Far: Low-level spear stab. Good reach and speed. Slight lag in 
execution, making it 
blockable if used alone. Use in combos, poking, and countering from afar.
Damage: 37                                  Block: B                              
2-in-1: Yes

AIR

--Jump & Flying: Downward spear stab. Has great reach, super strength, and will 
strike a foe 
way before Mondo comes close to touching the ground. Will beat almost anything 
that's under him.
Very essential jump in.
Damage: 74                                  Block: U


WK
--

STAND

--Close & Far: High front kick. Slow in execution, and doesn't chain in with 
anything else than
with HK. Apart from that, it's reach is good, and will stop airborne opponents if 
timed 
correctly. Use in combos.  
Damage: 24                                  Block: B                              
2-in-1: Yes


CROUCH
--Close & Far: Low ground kick. Slow in execution, but reliable in starting 
combos. Good reach.
Use in combos and poking.
Damage: 24                                  Block: D                              
2-in-1: Yes

AIR

--Jump & Flying: Aerial side kick. A bit slow in execution with a short attack 
point, (doesn't 
hit too well) but has good power. Angled slightly downward, but best against 
airborne foes.
Damage: 37                                  Block: U

HK
--

STAND

--Close: Backward flip kick. A pretty fast attack that strikes twice. Recovery 
time is slow, 
making it possible to be reversed even if you hit your foe. Works wonders with WK 
close. use 
in combos.
Damage: 37+37                               Block: B                              
2-in-1: No

--Far: Double leaping front kick. While startup is a bit slow, this move is very 
reliable in 
combos, since it moves forward. Can 2-in-1 from any one of the kicks. Note that 
the 1st hit has
a longer stun than the 2nd hit, so make your combos accordingly. Use in combos.
Damage: 37+37                               Block: B                              
2-in-1: Yes

CROUCH

--Close & Far: Low Reverse sweep. Slow in execution, and has slight short range, 
even though it
moves slightly forward. Best used in combos. 
Damage: 37                                  Block: D                              
2-in-1: Yes

AIR

--Jump & Flying: Spinning double kicks. Fast, 2-hitting attack that can work as a 
crossup. 
Strong, especially if you can get both hits in. Works well as a jump in, but best 
against 
airborne opponents. 
Damage: 74+74                               Block: U


                                     =BACK ATTACKS=

High S: Leaping spear stab. Has long reach, and will hit as he leaps away, 
avoiding any harm 
coming at him. Use when foe wants to get close to you. 
Damage: 37+3                                Block: B

High K: Backflip stomp attack. Fast, will avoid harm, and hits from above. See 
the "Saka Kaze" 
under "Unique Techniques" section for more on its usage. 
Damage: 49                                  Block: U

Low S: Outward spear swing. While shifting away from foe, attack swings out, 
having good reach 
and power. Slight lag time on startup, but still reliable. Use when foe charges 
in as a counter.
Damage: 49		                    Block: A

Low K: Turn ground kick. Has short reach, slight lag time on startup, and leaves 
a foe standing 
after hit. Shifts away slightly, giving Mondo some distance away from foe. Use 
close, mainly as 
a low counter.
Damage: 49                                  Block: D


                                    =DASH ATTACKS=

WS: Inward spear swipe. Mondo steps with the attack, stepping backwards once the 
attack ends. 
Insanely fast attack that has long range. The only problem is the recovery time 
is slow, 
leaving Mondo open for any attack even if it hits. Use after an attack or combo, 
or as a 
counter from afar.  
Damage: 24+24                               Block: B

HS: Downward spear slam. Will sidestep abit while doing attack. Insanely slow, 
and doesn't 
strike too well, especially if foe is crouch. Can followup with another attack if 
it hits. Not 
much usage, so it's best not to use. 
Damage: 49                                  Block: B

WK: Sliding spin thrust kick. Mondo slides with attack, and steps back once 
attack ends. A bit 
slow, but has good range. Steps out of harms way abit, making it safe to use. 
Recovery time is 
slow, and will not stop once it connects or blocked. Best to use at maximum 
distance so to 
recover immediately. Execute after an attack or combo, or use over low attacks.
Damage: 24                                  Block: B

HK: Sliding kick. A low attack that hits 2-3 times if blocked. Pretty fast and 
reliable, but 
doesn't go under any attack unless it hits between high-air level. After move 
connects, can be 
cancelled into any WS attack (whether basic or FT), as well as his Close Range 
Down Attack. 
Use after any attack or combo, or as a low combo
Damage: 49                                  Block: B

(Note: In order to cancel into a WS attack, it has to be about a second before 
Mondo recovers. 
In order to determine this, do this on a blocking foe. When the slide hits twice, 
you can then 
execute any WS attack.)


                                    =DOWN ATTACKS=

Close Range: Overhead spear slam. Has long reach and will usually hit when done 
fast.
Damage: 24                                  Block: B

Far Range: High-flying backpack crush. Slow due to the extreme heights Mondo 
soars to. Must 
be done fast. Note that you can follow up with any air attack once he bounces off 
the ground.
Damage: 37                                  Block: B





                                  <<>>


SHIPPUU JOUDAN ZUKI (High Tempest Spear*)
MOTION: D,DF,F + W or H Slash
NOTES: Mondo steps in with the attack. Will miss if done extremely close. Only 
point of spear 
hits; point will hit when it extends and retracts, but shaft of spear has no 
effect. Use W 
mainly in combos and as a fast overhead, while H is good at poking from a 
distance and in 
high-low confusion with the other Zuki's. 
Damage: W=12x; H=24x                        Block: U

SHIPPUU GEDAN ZUKI (Low Tempest Spear*)
MOTION: D,DB,B + W or H Slash
NOTES: Mondo sways back at the startup, moving out of harm. Ducks low as he 
thrusts spear, 
ducking under high attacks and projectiles. Only point of spear hits; point will 
hit when it 
extends and retracts, but shaft of spear has no effect. Use W mainly in combos 
and as a fast 
underblow, while H is good at poking from a distance and in high-low confusion 
with the other 
Zuki's. 
Damage: W=12x; H=24x                        Block: D

SHIPPUU TEN ZUKI (Skyward Tempest Spear*)
MOTION: B,D,DB + W or H Slash
NOTES: Mondo sways slightly backward at the startup, moving out of harm. Will hit 
a character 
on the ground, but is much more effective against airborne foes. Only point of 
spear hits; 
point will hit when it extends and retracts, but shaft of spear has no effect. 
Use as an 
overhead close or as an air counter.
Damage: W=24x; H=37x                        Block: U

*(Translator's note: When I say "Spear", I mean in a form of a thrust or 
penetration. Not in 
the literal name of a weapon.)

GOURIKI RAIJIN (Mighty Man God of Thunder)
MOTION: D,DF,F + W or H Slash (in the air)
NOTES: W shoots out one projectile instantly, while H shoots out two, after Mondo 
twirls his 
spear. Mondo homes in onto opponent's direction, and will shoot at that 
direction. W covers 
anything in front, or to the sides of Mondo, while H will cover all directions. 
Twirling spear 
will hit foes upclose if they're behind him, making his H version a 3-hitter. W 
is good as a 
fast attack, while H should be used in cross overs, as well as with the "Saka 
Kaze" trick.
Damage: W=37; H=37+37+37                    Block: U

GOURIKI FUUJIN (Mighty Man God of Wind)
MOTION: B, DB, D, DF, F + W or H Slash
NOTES: W slides forward and attacks immediately, and steps back after attack 
ends. H sets up 
first before sliding forward. Acts like a shield and will stop almost all types 
of projectiles 
and combustions in the game. Not much use in combos, so should be used 
defensively for 
protection, and for draining.
Damage: W=12x; H=24x                        Block: B

GOURIKI TENBU ("Mightly Man Dancing within the Heavens" or "Mighty Man Heaven's 
Dance")
MOTION: F,D,DF + W or H Slash
NOTES: W is an instant attacker, knocking foe down. H has a slow start up before 
attacking, 
leaping to great heights. H Tenbu's flight and decension path can be controlled 
slightly, but 
to make it travel at an angle, yoy have to jump in the direction first you desire 
the Tenbu to 
travel. (ex. jump back, land, then H Tenbu. Flight & descent path will move 
backwards) Sparkles 
on spear will stop some air projectiles. Use W mainly in combos and as a air 
counter, while H 
is good in combos, as an air counter, and as a sniper move. (follow up with an 
air attack) 
Damage: W=49{52}; H=62{65}                  Block: B


                               =ULTIMATE SACRED TECHNIQUE=
                            (When Overdrive Gauge is filled)

CHOURIKI MONDOU HOU (Super Man Ground Gate Inferno)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Taking a step forward, targets in onto opponent before releasing 
projectiles. Works well 
in combos and as an anti-air attack.
Damage: 99 (per shot)                       Block: B


                                =SECRET FATAL TECHNIQUE=
                        (When Health Gauge is low and flashing) 

CHOURIKI DAIBUTSU METSU (Super Man Great Buddha Destruction)
MOTION: D,DF,F,D,DF,F,B + HS
NOTES: In TSD2, this attack is slow due to the extreme height it soars to before 
the fire 
attack. (In other words, it was useless). Now, this move is fast at startup 
(Tenbu), and flys to 
a much shorter height before releasing projectiles. Targets slightly at start, 
but not as much 
as a regular H Raijin. Descent is also fast, now almost difficult to followup 
with an air attack 
once attack ends. Use close in combos or far as a sniper attack.
Damage: 49 (Spear); 99 (per shot)           Block: B; U

 
                                   =HIDDEN TECHNIQUE=

KYOURIKI JAKOU RETSU BU (Strong Man Malicious Scarlet Jig)
MOTION: U,UB,B,DB,D,DF,F + HS
NOTES: 2 part attack. If initial startup hits (Fuujin), entire move will connect. 
Second part 
(Tenbu) is extremely fast, and will counter almost any attack if initial part is 
blocked. 
Initial part may stop projectiles, but usually will not. Works great in combos.
Damage: 6x11 (max); 43{45}                  Block: B 


                                   =UNIQUE ABILITIES=

SAKA KAZE (Slanted Wind)
NOTES: After a Back High K, input any of the following:

1)WS (Close range: crossup; mid range: jump in) 
2)WK (Close range: crossup; mid range: jump in)
3)HS (Close-mid range: crossup)
3)HK (Close range: crossup; mid-far range: jump in)
4)W Raijin (Close range: Cross over)
5)H Raijin (Close-far range: jump in)
6)Stomp (Mid range: Overhead)



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



                                    <<>>

                                       =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS                        WS=HS    WS=HS
                      WS=HK                        WS=HK    
                                WK=HS                       
                      WK=HK     WK=HK              WK=HK    WK=HK




                                       =Air Chain=

                                       WS (Startup):
                                       -------------
                                         =WS
                                         =WK
                                         =HS (Best when you jump back)
                                         =HK
                                         =Gouriki Raijin





~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~


                                  **DUKE B. RAMBERT**

                   "No Matter How Great a Swordsman Duke May Be, He 
	                Still Cannot Cut Himself from His Past"



Stats
------
Height: 190cm
Weight: 75kg
Blood Type: A
Age: 30                        
Nationality: France 
Occp: Lord of the Manor
Weapon: Dernier Vancour
Health Gauge: 614

STAGE: Duke's Castle

RIVAL: Eiji Shinjo

==================================================================================
==========
STORY (A Dream is born)

	After defeating his foe at the last Battle Arena Toshinden, Duke returned 
to his castle 
to train as a knight. Recently he received another invitation. His face froze as 
he looked at 
the name of the sender: Uranus, from the Himitsu Kessha. Unable to believe it, he 
clasped his 
precious sword, the Dernier Vancour, and set off to battle again. 
==================================================================================
==========



                             <<>>



DURING SELECTION SCREEN: 
Ikashite wa kaesan zo!
-Trans: I will kill you! (lit. I will not return your life)

DURING ANGEL TEARS:
Angel Tears!

DURING TAUNT:
Mada mada.
-Trans: Desist, for it'll be futile. (Lit. You're not ready yet)

DURING NOBLE TAUNT (FEINT):
Hah!

DURING NOBLE TAUNT (INSULT):
Hayaku! Tatanai ka.
-Trans: Hurry up! Will you not rise to your feet?


                                  =Victory Quotes=

FANTASTIC: 
Touzan no kekka da.
-Trans: For this outcome, it is by divine fate. / This was destined to be.

SKILLED: 
Waga tomo ni kake...watashi ha maken!
-Trans: To care about one's (mine) friend...I shall not be defeated!

ROUGH: 
Yoi shoubu deatta.
-Trans: This was a well-met match / A nice battle it was.

RING OUT: 
Ha ha! Nasakenai zo!
-Trans: Ha ha! How pitiful!



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



                                 <<>>

SOUTHERN CROSS
MOTION: B,F,DF,D,DB + W or H Slash
NOTES: W is a charge only attack, while H is both a charge and sword attackd. 
Sparkles on Duke's 
sword the moment the move starts will cancel some projectiles. Same as the 
sparkle trails behind 
him. Final slash cannot be blocked low low. Homes in on opponent in any 
direction. Sparkles do 
damage upclose.
Damage: W=9+12+9; H=3+12+3+12+2+52           Block: W=B;H=B/U on last slash

DEATH
MOTION: D,DF,F + W or H Slash
NOTES: All-around spinning motion protects only Duke's front. Final chop will 
stop any type of 
air attack. W homes in on final chop, while H only targets in. 
Damage: W=24+37 {25+39}; H=37+(37x3) {39+[39x3]}                       Block: B

HARD ROSE
MOTION: F,D,DF + W or H Slash 
NOTES: Long-reaching, pressuring attack that works well in combos & keeping foes 
out of reach.
Damage: W=31+31 {32+32}; H=(24x2)+(24x2) {[25x2]+[25x2]}	       Block: B

COFFIN
MOTION: D,DF,F + W or H Slash
NOTES: It's best to stick with the W version in combos, while the H version only 
to catch 
elusive-moving opponents. If used at a certain distance, the W will allow you to 
followup with a 
Back Attack if you should dash by foe, whether it hits or not. May also hit 
opponent in the back,
but don't put your hopes in that. 
Damage:                                      Block:                               


HELM CRUSH
MOTION: D,DF,F + W or H Slash (in the air)
NOTES: Travels in an angle depending on the direction of jump. Direction can be 
controlled. Fast
& safe, Duke can use this as a double jump & go over alot of attacks & 
projectiles, and come down
with his attack. Use as a counter or surprise, especially if you can do it the 
moment you jump 
against low blocking/attacking opponents.
Damage:                                      Block:                               


                                 =ULTIMATE SACRED TECHNIQUE=
                              (When Overdrive Gauge is filled)

GRAND CROSS
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-around protection move. At startup, overhead slash that can be blocked 
in any manner.
Once he strikes the ground, the energy bursts have to be blocked low. Energy 
protects his front, 
back, and sides. Duke targets foe all the way to the end. Sword/energy can stop 
most air attacks.
Sparkles can stop some projectiles just at the very beginning, but very hard to 
time right.
Damage:                                      Block:                               

                                 =SECRET Fatal Technique=
                          (When Health Gauge is low and flashing) 

THE END
MOTION: DB,D,DF,F,B + H Slash
NOTES: W & H Death combined. Stronger, faster homing ability. Hits foes even if 
they are behind
him. Best in combos (if you can get the motion) or to catch airborne foes.
Damage:                                      Block:                               

                                     =HIDDEN TECHNIQUE=

ANGEL TEARS 
MOTION: F,DF,D,DB,B,F,D,DF + H Slash
NOTES: Impervious to attacks, but will take regular damage unfortunately. Slow, 
targetting attack
that is easy to block. First cut aims high, while second cut aims mid.
Damage:                                      Block:                               

                                     =UNIQUE ABILITIES=

FAKE
MOTION: WS + WK when foe is knocked down
NOTES: OD wipeout. Moves you forward abit, so don't use while you're foe's about 
to get up or too 
close. (Duke might step over foe, with his back know exposed to harm)
Damage: 0 (Empties out opponent's OD)       Block: N

DISRESPECT
MOTION: WS + WK when foe is knocked down
NOTES: OD wipeout. Possibly better than the latter, this leaves him stationed in 
one spot. Has long 
duration, so take care while using this. Pair with his regular taunt for added 
effect.
Damage: 0 (Empties out opponent's OD)       Block: N



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

                                    <<>>

                                      =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      

                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



                                       **ELLIS**
 
                       "Now That She Has Defeated her Father, She 
                              Set Forth on Another Battle"
 


Stats
------
Height: 157cm
Weight: 46kg
Blood Type: O
Age: 17                        
Nationality: Turkey
Occp: Dancer
Weapon: A pair of Dirks
Health Gauge: 534
Rival: Gaia

STAGE: Istanbul

RIVAL: Gaia


==================================================================================
==============
STORY
     
     Ellis has learned that Gaia, the man in armor, was her real father. For some 
reason, she 
felt neither fondness nor hatred towards him. She decided to go back to the 
troupe of traveling 
minstrels who had raised her. A year passed and she received another invitation. 
With that, she 
was informed that her father was wanted by the Himitsu Kessha as a traitor. Still 
having no 
feelings towards her father, yet she decided to go in the hope of saving him.
==================================================================================
==============



                               <<>>



DURING SELECTION SCREEN: 
-Ikuzo!
Trans: Here I go!

DURING THE END OF KISS KISS KISS:
-BAKA!!
Trans: DUMMY!!

DURING STARDUST NIGHT
-Yah! Yah! Yah! Goodnight baby!!

DURING FRENCH KISS
-Ikuzo! Yahyah! Yah! Yah! French Kiss!!
Trans: Here I come! Yahyah! Yah! Yah! French Kiss!!



                                        =Victory Quotes=



FANTASTIC: 
-Kondo ganbatte ne.
Trans: Better luck next time, okay?

SKILLED: 
-Makenaide mo!
Trans: I won't lose!

ROUGH: 
-Yoku wakatta.
Trans: I understand well.

RING OUT: 
-Ganbatte yaru ka ne?
Trans: I'm doing my best, you know?


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


 
                                     <<>>

LOLLYPOP
MOTION: D,DB,B + W or H Slash
NOTES: Range is little, but protects all around. Doesn't cancel attacks as it 
used to anymore, 
so don't rely on it as a safety move.
Damage:                                      Block:                               

SORE WIND
MOTION: F,D,DF + W or H Slash
NOTES: Energy on blade can cancel some projectiles, but timing is very tricky. H 
will go under 
some projectiles, so use it against fireball freaks. All in all, a very good 
ender in combos.
Damage:                                      Block:                               

ARC SLASH
MOTION: D,DB,B + W or H Slash in the air
NOTES: Targets onto foe, but doesn't home. A very fast attack that has alot of 
good hit-&-run 
potentials. Very fast, so can catch reckless fighters off guard. Makes as a good 
jump in.
Damage:                                      Block:                               

SICKLE DANCING
MOTION: D,DB,B + W or H Kick in the air
NOTES: Some projectiles can be cancelled, while its flight can be controlled. 
Hard to time as a
jump in, so use after a Homing Swallow to utilize its fullest potential.
Damage:                                      Block:                               

HOMING SWALLOW
MOTION: D,DB,B + W or H Kick
NOTES: Homes in onto opponent's and flys around in a circular path. Can confuse a 
person with its 
movements, while Ellis can drop out with an attack or land in a different spot 
for safety. Speed,
height, and hangtime can be controlled. Can start other air attacks. 
Damage:                                      Block:                               


   
                                   =ULTIMATE SACRED TECHNIQUE=
                                 (When Overdrive Gauge is filled)


KISS KISS KISS
MOTION: WS+WK+HS+HK simultaneously
NOTES: Almost the fastest move in the game. Will reverse & counter almost any 
attack, whether 
physical, energy-based, or even air attacks. Distance isn't a problem, so use as 
a defensive 
tool or in combos 
Damage:                                      Block:                               

                                   =SECRET FATAL TECHNIQUE=
                              (When Health Gauge is low and flashing) 


FRENCH KISS
MOTION: F,B,F,B + HS
NOTES: Unlike the Homing Swallow, this cannot be controlled. A two-part move, 1st 
part (Homing 
Swallow) does no damage. 2nd part starts on two conditions: 1) Final slice during 
Homing Swallow 
must connect. 2) Even if final slice connects, Ellis must be within proprer 
range. No longer a 
super-damaging attack, use in conbos or as a counter.
Damage:                                      Block:                               


                                     =HIDDEN TECHNIQUE=

STARDUST NIGHT
MOTION: 
NOTES: Multi-combination attack that homes in slightly with each consecutive hit. 
Sickle Dancing 
and sparkle spray cancels some projectiles.
Damage:                                      Block:                               

                                     =UNIQUE ABILITIES=

POLITE STAB
MOTION: Press Select
NOTES: Weak, and very risky. Use as a final blow or against airborne foes.
Damage:                                      Block:                               

SWALLOW BLADES
MOTION: F,D,DF + W or H Slash during Homing Swallow 
NOTES: Basically her Air Slash attacks. Will travel horizontally, making it a 
very useful jump 
in. Height, speed, and hangtime can be controlled.
Damage:                                      Block:                               

SWALLOW KICK
MOTION: Doing an early Swallow Blades, press W or H Kick
NOTES: Basically her Air Kick attacks. Will travel horizontally. In TSD2 this 
move had its own 
motion. Now, since its motion is taken away, it has to be setup from afar through 
Swallow Blades. 
Damage:                                      Block:                               



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

 
                                    <<>>

                                       =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK
                      WK=HK     WK=HK              WK=HK    WK=HK




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



                                      **GAIA**
          

  
                           "He Took Off His Armor So He Could 
                       Concentrate on Training his Physical Body"



Stats
------
Height: 214cm
Weight: 91kg
Blood Type: O
Age: 40                       
Nationality: Japan
Occp: Master Monk
Weapon: Bad End 
Health Gauge: 601

STAGE: Sea of Japan

RIVAL: Ellis

==================================================================================
=============
STORY 

	As the Himitsu Kessha found out the truth behind the last Battle Arena 
Toshinden, Gaia 
was branded as a traitor and was marked for death. During his flee, he received 
an invitation. 
The sender was Uransu, his former colleague and long time enemy. "No matter where 
I hide, he 
knows where I am,"* he thought. Gaia took off his heavy armor as he headed 
towards the battle. 
==================================================================================
=============

*The confusion this remark makes in the American manual of TSD 2 is understood. 
In the Japanese 
manual, it is not said whether Gaia's referring to a girl or guy, but the words 
he uses refer to 
someone of a high, respectable status. Thus, he is possibly referring to Master.


                              <<>>


DURING SELECTION SCREEN: 
-Kudaki! Shini!
Trans: I will crush you to death!

DURING BATSU AND IGARASHI:
-Batsu!
Trans: Punishment! / Suffer!

                                    =Victory Quotes=


FANTASTIC: 
-Omae no you na yatsu no kuru tokoro de wa nai.
Trans: You do not belong here. (Lit. It seems that you are not one of those that 
come (belong) 
                                here.)

SKILLED: 
-Ki ni suru na. (Laughter) Omae ga yowai no dewa nai.
Trans: Don't worry. (Laughter) You are not a weak person. (But you are not strong 
either.)

ROUGH: 
-Atowa washi ni makaseru.
Trans: Leave the rest for me to handle.

RING OUT: 
-Oroka na.
Trans: Foolish one.

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


                                 <<>>



THROW: IKARI (Anger). Grabbing & hoisting his opponent up by the neck, he blows 
them away as 
his hand explodes with energy. Having insane reach and priority, Gaia can abuse 
his throw to 
the fullest. With his strong defensive play, anyone that comes into reach can be 
sent back 
where they came from.
Damage: 96                                   Range: Far



                                      =BASIC ATTACKS=


WS
--
STAND

--Close: Fan smack. Comes out quick, but some hesitation during recovery time, so 
be sure to
chain/2-in-1 into another attack. Not too great as a combo starter, but it will 
get the job
done.
Damage: 24                                   Block: B                             
2-in-1: Yes

--Far: Straight stab. Pretty quick and has long range, especially since Gaia 
steps forward a 
bit. A bit of lag on the recovery, so be sure to tag something after it 
immediately. Also hits
a bit high, so be careful around low crouching/small foes. Good as a combo 
starter, reversal, 
poking, and counter attack.
Damage: 24                                   Block: B                             
2-in-1: Yes

CROUCH

--Close: Inward cut. Fairly quick, but don't use alone. Also, range isn't very 
long, so be sure
that you're upclose to the opposition. Best used defensively in starting combos 
after blocking
an attack.
Damage: 24                                   Block: B                             
2-in-1: Yes

--Far: Low stab. Has long reach and high priority over many attacks. Use from 
afar, and Gaia
is almost untouchable. Best in combos, poking, and countering.
Damage: 24                                   Block: B                             
2-in-1: Yes

AIR

--Jump & Flying: Flying cut. Fairly quick in execution and lasts for a good 
while. Angled 
downwards, so it will stop many attacks under him. Good as a jump in.
Damage: 37                                   Block: U


HS
--

STAND

--Close: Downward cleave. Strong attack that can hit a person if their slightly 
unaligned to 
Gaia's left side. This is especially handy on all characters, since ducking under 
it won't help.
Works great in combos upclose. 
Damage: 49                                   Block: B                             
2-in-1: Yes

--Far: Outward wide-cross slash. Has major priority in range and can tag a person 
even if they're
unaligned with him. Aims a bit too high, and may miss at times. It's not Gaia's 
fastest attack, 
so don't use it all the time. Best to use this in combos, and as a reversal from 
out of your 
foe's attack range.
Damage: 49                                   Block: B (A)                         
2-in-1: Yes

CROUCH

--Close: Upward-angled cross slash. Useful upclose, but reach isn't as good. 
Slight delay in 
recovery time, so cancelling into a FT if blocked is a must. Use in close combos.
Damage: 49                                   Block: B                            
2-in-1: Yes

--Far: Low downward cleave. Best substitue when Stand HS isn't working. Very 
strong, and reach 
is very good due to the small step-forward motion. Will stop alot of air assaults 
if timed 
carefully. Shoudn't be used on its own, for if blocked, foe can reverse your 
attempt. Use in 
combos.
Damage: 49                                   Block: B                            
2-in-1: Yes

AIR

--Jump & Flying: Falling downward cleave: Gaia's best air attack, for its 
strenght is unbeatable. 
Reach is good, while will beat almost any attack. Use & abuse. 
Damage: 74                                   Block: 
U                              


WK
--

STAND

--Close: Twisting back thrust kick. A useful attack that should be used at any 
chance. Best 
paired with Far HK. Use in combos.
Damage: 24                                   Block: B (A)                         
2-in-1: Yes

--Far: Shin kick. Not too useful because it doesn't chain. Slow recovery and 
timing leaves Gaia 
a target to agressive fighters. Use from afar for poking and countering. 
Damage: 24                                   Block: B                             
2-in-1: No

CROUCH

--Close: Low ground kick. A very universal attack, this will start alot of 
combos. Can be linked 
more than once, while pushing out foes with this is essential. has high priority 
as a counter 
against low attacks. Use in all types of combo's, especially long conbos.
Damage: 24                                   Block: D                             
2-in-1: Yes

--Far: Low toe stab. Similar to its closer version, has longer reach & will 
extend combos 
started by Close Low WK. Poking is a must, so don't be afraid to stick this out. 
Just remember 
that it doesn't chain into HK. 
Damage: 24                                   Block: D                             
2-in-1: Yes

AIR

--Jump & Flying: Flying knee butt. A bit slow in execution, a good attack for 
untimed jump ins. 
Can cross over if used with Oboro.
Damage: 37                                   Block: 
U                              


HK
--

STAND

--Close: High axe kick. A double-hit attack that should be used upclose. If the 
1st hit doesn't 
strike, move becomes a 1-hit, slow attack that is easy to block. Can be used as a 
counter 
against airborne foes upclose. Use in very short combos.
Damage: 49+49                                Block: B                             
2-in-1: Yes

--Far: Thrusting spin kick. While startup is slow, attack has incredible long 
reach. From afar,
will counter almost any attack. In far combos, attack works like an essential 
ender. Use from 
a distance for best results.
Damage: 49                                   Block: B                             
2-in-1: No

CROUCH

--Close: Crouching leg kick. Very quick in execution. Once blocked, can be opened 
for attacks. 
Cancel into a FT to escape/continue assault if blocked. (i.e. Oboro or Tsubame) 
Use in quick 
1-2 combos.
Damage: 49                                   Block: D                             
2-in-1: Yes

--Far: Reverse sweep. Has long reach & can beat many attacks. Once blocked, Gaia 
will be left 
open for attack. Use in quick combos, a counter, or a reversal. 
Damage: 49                                   Block: D                             
2-in-1: No

AIR

--Jump & Flying: Flying side kick. Strong, lasts for a long time. A very 
essential jump in.
Damage: 74                                   Block: 
U                              


                                       =BACK ATTACKS=

High S: Retreating slash. While its reach & connection leaves alot to be desired, 
move will keep 
Gaia out of harm's way. Has a wide arc, so will provide good protection. Use if 
opponent's 
charging in.
Damage: 62                                   Block: 
B                              

High K: Turn snap kick. A very strong hit, but aims abit high. If it connects, 
can try to follow 
up with a fast attack. Stick this out against careless fighters.
Damage: 56                                   Block: B 
(A)                              

Low S: Turn low thrust. Reach is decent, useful, and safe. Can followup with 
another attack 
once it connects. Use if you want to start a combo.
Damage: 37                                   Block: 
D                              

Low K: Ground sweeper. Fancy looking, but works well against back attackers. 
Recovery time is 
slow, so make sure that it connects.
Damage: 74                                   Block: 
D                              

                                      =DASH ATTACKS=

WS: Drill thrust. A multi-hitting attack that isn't an instant winner. Gaia will 
not stop in his 
rush, meaning if done too close, foe can reverse the attack. Best at a distance.
Damage: 12x3                                 Block: 
B                              

HS: Wide arc cutter. A fan/sword combo, this triple-hitting move is best close. 
From far move is 
still good. Has sidestep potential. Back may be turned to foe when done close, so 
be wary. Won't 
hit low blocks that well, so also be careful.
Damage: 37+37                                Block: B 
(A)                              

WK: Diving heel drop. A double-hitter that works like an overhead. A good combo 
starter, can 
follow with a combo once move connects. Once blocked, however, Gaia's an open 
target. 
Damage: 31+31                                Block: 
U                              

HK: Mid Drop Thrust. Although strong, recovery time is very slow. Even if this 
connects, foe can 
reverse almost any attack of choice. Works as an overhead. Use as a final blow on 
a weaken 
opponent, or if you're willing to take punishment.
Damage: 49                                   Block: 
U                              


                                      =DOWN ATTACKS=

Close Range: Elbow drop. A bit slow, while its forward moment may make him miss. 
use from 
mid-far range.
Damage: 24                                   Block: 
B                              

Far Range: Ground crusher. slow in execution, so use immediately once foe drops 
to the ground. 
Strong, but be wary of retorts if done too slow.
Damage:                                      Block: 
B                              




                                 <<>>

BOTAN (Plant Peony)
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: W goes upwards, best used against airborne opponents. H goes down across 
the ground, 
which'll stop almost any attack and projectiles. H should be relied on most, for 
it's very 
strong & does good damage whether blocked or hit.
Damage: W=49x2(air only); H=49x5             Block: B

OUGI (Fan)
MOTION: D,DB,B + W or H Slash
NOTES: W is a quick cross slash, while H is a stab/ wide cross slash combo. Only 
the fire on the
tip of the sword will cancel some projectiles. Will miss most characters that 
crouch, especially
small characters.
Damage: W=56x2 {59x2}; H=62x3 {65x3}         Block: B

TSUBAME (Swallow)
MOTION: F,D,DF + W or H Slash
NOTES: A sidestep/dashing sword thrust attack. W makes Gaia jump to the right, 
while H makes him 
jump to the left. May miss crouching foes, while, if it does hit a crouching foe, 
Gaia will keep 
running by. 
Damage: 31x4 {32x4)                          Block: B

TSUKI NO WA (Moon Crescent)
MOTION: B, F + H Slash
NOTES: Overhead chop that'll stop most air attacks. Has long reach, so use in 
combos, mainly 
after a HS
Damage: 62 {65}                              Block: B

OBORO (Hazy)
MOTION: D,DB,B + W or H Kick
NOTES: Homes in on opponents. May fly around opponents in a circle if up close. 
Speed, height, 
and hang time can be controlled a bit. Air attack during this move is possible.
Damage: 0 (Varies with air attack done)      Block: N



                                  =ULTIMATE SACRED TECHNIQUE=
                               (When Overdrive Gauge is filled)


BATSU (Punishment)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Far leaping overhead drill. Best as a counter against projectiles.
Damage: 3+(6x7)+37                           Block: U

 
                                   =SECRET FATAL TECHNIQUES=
                            (When Health Gauge is low and flashing) 


GOUKA NO KURENAI (Crimson Hellfire)
MOTION: F,DF,D,DB,B,DB,D,DF,F + H Slash
NOTES: Forward-sliding attack that targets in, but doesn't home. This has to be 
used in combos, 
or it will not hit to its fullest. Does good block damage, but leaves him a 
target afterwards.
Will stop most projectiles, so blaze through 'em close to snag foe.
Damage: 10x25                                Block: B

                                      =HIDDEN TECHNIQUE=

IGARASHI (Surname, translated "50 Storms")
MOTION: U,UB,B,DB,D,DF,F + H Kick
NOTES: Short leaping overhead stomp. Best upclose and as a counter against 
projectiles. Flaming
descent may cancel some projectiles.
Damage: (3x18)+39                            Block: U

MARYUUJIN (Devil Dragon Blade)
MOTION: U,UB,B,DB,D,DF,F + H Slash
NOTES: Fan, sword, and fire combination attack. Targets in, and homes just 
slightly. Various 
hit connections and hit endings. Fire on sword will stop some projectiles.
Block: B

                                Maryuujin Hit Variation Chart** 

1) 3+3+74+3+74+3+74+3+3+74 (Perfect;Complete;Near-impossible to get)
2) 3+(74x3)+3+74 (Normal)
3) 3+(74x3)+(3x6) (Fire Stream Ender)
4) 3+(74+3)+74 (No fire)
5) 3+(3x3)+3+(3x5) (No sword)
6) (74x3)+3+(74 or [3x5]) (No fan)
7) 74+74+74+74 (No fan or fire)
8) 3+74+74+3 (Unusual)

**Hits go as followed: Fan=3;Sword=74;Fire=3. First 2 hits are done by the fan. 
Afterwards, only
sword & fire.

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


                                    <<>>

                                       =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS                       WK=HK
                      WK=HK     WK=HK                       WK=HK


 
                                       =Extra Link=

                                                                                  
                                                                                  
                                        

              D,F,DF + WK(Stand WK)                  D,DB,B + HK(Stand HK)
              ---------------------                  ---------------------
                =Hits: 1                               =Hits: 1
                =2-in-1:                               =2-in-1: No
                =Chain: No                             =Chain: No




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



			              **TRACY**

                     "With Tonfa in Hand and a Grave Expression 
                   on her Face, this Female Cop Shouted, 'Freeze!'"



Stats
------
Height: 164cm
Weight: 48kg
Blood Type: B
Age: 21                        
Nationality: USA
Occp: Police Woman
Weapon: Tonfa (Stungun equipped)
Health Gauge: 540
Rival: Sofia

STAGE: Docks

RIVAL: Sofia

==================================================================================
=============
STORY 

	She was a righteous female cop who always let her opponent strike the 
first blow so that 
she could use self-defense as an excuse to exert maximum lethal force. She 
received an invitation 
to the Battle Arena Toshinden and thought, "I'm glad it wasn't a request for a 
written apology." 
Relieved, she picked up her Tonfas with a new gleam in her eyes.
==================================================================================
=============


                            <<>>



DURING SELECTION SCREEN: 
Yaaaaaaaaaaah!!

DURING TAUNT:
Keiko ni naranai yo!
-Trans: Yo, I'm going all out here! (Lit. Hey, this won't be practice!)

DURING BULLDOG CHEEK:
Bulldog Cheek!!



                                   =Victory Quotes=

FANTASTIC: 
Yaru ki, ano ka na.
-Trans: Is that all ya got or what? / I wonder, is that your best?

SKILLED: 
Yowai yo mou.
-Trans: Man, you're pathetic.

ROUGH: 
Naka-naka yaru ja nai ka?
-Trans: You still wanna rumble? 

RING OUT: 
Ochiru na! Kuso!
-Trans: Don't bail out! Come on and fight! S--t!


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


                                <<>>


THROW: SKY PILEDRIVER. Decently strong, unexpected, and easy to use. If you can 
keep your 
opponent on the defensive, getting in close and grabbing them is a cinch. On 
turtlers who plan 
to reverse whatever you throw at them, just fake an attack, rush up and throw 
them. This'll 
also reverse the tables on anyone who's able to keep Tracy on bay, for her throw 
will put her 
in mid range, essential for agressive pressuring. While you can ring a person out 
with this if 
close enough to the edge, it's best not to use this when your back's to the edge. 
Tracy'll 
literally bounce out, causing you to be the loser. 
Damage: 105		Range: Normal


                                    =BASIC ATTACKS=

WS
--

STAND

--Close: Straight tonfa jab. Fast, good power, and an essential combo starter, 
for it's easy to 
chain with. Recovery time is a bit slow, so be sure to cancel into something 
immediately. Use 
in combos.  
Damage: 31                                   Block: B                             
2-in-1: Yes


--Far: Tonfa flick whip. Pretty fast, a 2-hitter, and has good range. Safe to 
stick out if it 
connects, but cancel into another attack, for its recovery time is a bit slow. 
Good in combos, 
poking, and in pressuring.
Damage: 24+24                                Block: B                             
2-in-1: Yes

CROUCH

--Close & Far: Low tonfa flick. Pretty fast, a 2-hitter, and is safe to use. Good 
in combos, 
poking, and in pressuring.
Damage: 31+31                                Block: B                             
2-in-1: Yes

AIR

--Jump & Flying: Double tonfa beat. A double attack that doesn't connect well. 
Attack point is 
very short, only hitting a bit after you hear her swing each tonfa. Unless used 
with her King 
Slave, it's best not to use this.
Damage: 37+37                                Block: U


HS
--

STAND

--Close: Straight tonfa punch. Strong attack that will beat many attacks upclose. 
Stun is long, 
making an essential setup for Crazy Planet. Use in combos, mainly quick 2-in-1's.
Damage: 49                                   Block: B                             
2-in-1: Yes

--Far: Downward paired tonfa thrust. A far-reaching attack that hits low. Safe 
for poking so 
long as it connects. Can go under high attacks if timed correctly. Use as a combo 
ender.
Damage: 43                                   Block: D                             
2-in-1: No

CROUCH

--Close: Upward tonfa whip. A strong hit that's great in combos due to its speed. 
Recovery time 
is a bit slow, so be sure to cancel into another attack once it hits. Can beat 
airborne foes if 
timed correctly. Use mainly in combos.
Damage: 49                                   Block: B                             
2-in-1: Yes

--Far: Low tonfa backhand spin. A pretty fast attack that has long reach. Good as 
a low counter.
Use in combos, especially in long combos.
Damage: 43                                   Block: B                             
2-in-1: Yes

AIR

--Jump & Flying: Paired tonfa beat. A strong attack that is fast and will beat 
many attacks. 
Great as a jump-in and as an anti-air attack. 
Damage: 56                                   Block: B


WK
--

STAND

--Close: Front toe stab. Speed of both startup and recovery is a bit slow, making 
it blockable 
at times. Range is good, as well as its power. Use after a jump in.
Damage: 31                                   Block: B                             
2-in-1: Yes

--Far: Low spin kick. An insanely fast attack that has alot of range due to her 
boot knife. 
Don't abuse its reach, however, for when you miss, it gives the opposition time 
to attack. Use 
in combos of all types, countering, poking, and pressuring.
Damage: 24                                   Block: B                             
2-in-1: Yes

CROUCH

--Close: Heel lift/drop combination. An insanely fast hit that works wonders 
upclose. 
Cancelable after 1st or 2nd kick. Use in all types of combos, especially long 
combos.
Damage: 31+31                                Block: D                             
2-in-1: Yes

--Far: Low toe stab. A fast attack with a bit lag time after its execution. Can 
be used in 
combos due to its long reach, but better at poking, applying pressure, and as a 
low counter. 
Damage: 24                                   Block: D                             
2-in-1: 

AIR

--Jump & Flying: Flying toe kick. Quick, reliable, and will beat almost any 
attack due to its 
long attack point. Will pretty much last throughout her jump. Use as a jump in or 
to beat 
airborne foes.
Damage: 37                                   Block: U

HK
--

STAND

--Close: High snap kick. Strong attack, but has some lag time in its recovery 
time. Will stop 
airborne foes if timed correctly. Stun is long, making it an essential setup for 
Crazy Planet. 
Use in fast, 2-in-1 type of combos.
Damage: 49                                   Block: B                             
2-in-1: Yes

--Far: High spin kick. Fast, high attack that has good reach, but will miss often 
if used in 
long combos, especially if chained after a WK. If it misses, opponents will have 
time to 
reverse her. Can stop airborne foes if timed correctely. Use in close, short 
combos.
Damage: 43                                   Block: B                             
2-in-1: Yes

CROUCH
--Close: Low spinning hook kick. A fast attack that hits hard. Won't knock a foe 
down. Range is 
short, so its best to use in quick, 2-in-1 combos.
Damage: 49                                   Block: D                             
2-in-1: Yes

--Far: Low ground thrust kick. Speed is decent, while its reach is very long. 
Cancel into 
another attack, for it won't stop even on contact. Works well with IMC. Use in 
long combos, 
pressuring, and as a low counter.
Damage: 43                                   Block: D                             
2-in-1: Yes

AIR

--Jump & Flying: Somersault heel drop. Fast attack that can be done continuously, 
chaining into 
itself again. Good as a jump in, better against airborne foes.
Damage: 56                                   Block: U


                                         =BACK ATTACKS=

High S: Turn tonfa punch. Slow attack, but insanely strong. Stick this attack 
out, for the 
damage is worth the risk. Use when the opposition is running up on you.
Damage: 74                                   Block: B

High K: Turn snap kick. Slow attack, but insanely strong. Will hit both high & 
mid level, 
making it good for hitting even the shortest of opponents. Use when the 
opposition is running 
up on you.
Damage: 74                                   Block: B

Low S: Low turn tonfa whip. A bit slow, but insanely strong. Possible to link in 
another attack 
if fast enough. Use as a low counter close, especially when you want to regain 
the offensive.
Damage: 74                                   Block: B

Low K: Low turn stomp kick. A low attack that hits mid level. Very strong attack 
that can be 
followed with another hit if fast enough. Use as a low counter. 
Damage: 74                                   Block: B


                                      =DASH ATTACKS=

WS: Paired tonfa tackle. A fast hitting attack that has good reach, and seems to 
stop any 
attack that an opponent may try to do. Even if the opposition sticks out a move 
first, Tracy's 
attack seems to still beat it, rarely trading hits. Recovery time is very slow, 
leaving her 
open for punishment even if it does connect. Will usually cross by a foe close, 
giving her a 
chance to escape. Although risky, use if you don't mind taking a blow.
Damage: 24                                   Block: B

HS: Paired tonfa drop. A far reaching attack that hits overhead, as well as 
beating low attacks.
Can also follow up with another attack if fast enough. Use as a follow up after 
an attack or 
combo.
Damage: 49                                   Block: U

WK: Knee slide. A decently fast attack that hits 3 times. Applies good pressure, 
but its 
recovery time is slow, making it easy for an opponent to reverse her. Also 
possible to follow 
up with an attack if attack if done at its maximum range. Use as a follow up 
after an attack or 
combo, or to apply pressure.
Damage: 9x3                                  Block: B

HK: Somersault heel split kick. Fast attack that works great close. Strong, will 
go over low 
attacks, and works as an overhead. Use as a combo ender or as a high counter.
Damage: 49                                   Block: U


                                     =DOWN ATTACKS=

Close Range: Grounded heel drop. Slow, and is short ranged. Usually has to be 
done fast as soon 
as you knock down your opponent. 
Damage: 24                                   Block: B

Far Range: Full body stomp attack. Decently fast attack that will usually target 
a fallen foe's 
location without failure. Has a bit of a hangtime, giving an opponent the chance 
to get up in 
tiime. Use as soon as you knock down your opponent.
Damage: 31                                   Block: B



	

                                <<>>
 


ELECTRO SPARTAN
MOTION: F, D, DF + W or H Slash
NOTES: A tonfa punch-elbow-underhand tonfa swing combination. W is a one-hit-
knockdown move, 
while H is a 3-hit move that involves all strikes. W is best in all situations 
and combos, 
while H works best as a sidestepper or in close combos.
Damage: W=62(65); H=12+12+49 (12+12+52)      Block: B

HONEY MOON 
MOTION: F, D, DF + W or H Kick
NOTES: W is a fast hit that doesn't knock down. H has a wider arc & is a bit 
slower, but will
knock down foe. Can stop some projectile if her feet passes before it.
Damage: W=56{59}; H=62{65)                   Block: B

ELECTRO SHADOW
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: W is a single blow, while H is an electrifying shot. H can stop some 
projectiles once 
electricity spark flashes out. W can be followed by another attack if fast enough.
Damage: W=62{65}; H=31+65+31{32+65+32}	     Block: B

JACKPOT (Ground)
MOTION: D,DB,B + W or H Kick 
NOTES: W goes forward. H goes upward. Can go under some projectiles just as she 
curls up to 
spring forward.
Damage: W=37{39}; H=74{78} 		     Block: B

JACKPOT (Air) 
MOTION: D,DB,B + W or H Kick 
NOTES: W is a simple jump kick, while H is a multi-hitting jump kick + ground 
Jackpot. Ground
Jackpot will align with foes abit. Vaious hit combinations & enders:

                                    Height
                                    ------
          Ascending            Peak           Descending        Head Level

Weak       12(KO)             12+12               12                0
Hard       24(KO)        24+24+37{25+25+39}   24+37{25+39}      0+37{0+39}

Block: U


KING SLAVE
MOTION: B,D,DB + W or H Slash 
NOTES: Targets opponent's location. Can follow with any air attack
Damage: None                                 Block: None

ELECTRO DYNAMITE
MOTION: D,F,DF + W or H Slash
NOTES: Ground combustion that hits from underneath. Acts like a time trigger: 
energy surge
travels across the ground before exploding. Surge will stop once Tracy's hit.
Damage: W=74; H=87                           Block: L


                                 =ULTIMATE SACRED TECHNIQUE=
                              (When Overdrive Gauge is filled)

PALE SLIDER
MOTION: WS+WK+HS+HK simultaneously
NOTES: Basically a double H Honey Moon attack. Ultra fast & travels forward. 
Great in combos
and against low blockers
Damage: 37+87 	                             Block: U

  
                                  =SECRET FATAL TECHNIQUE=
                           (When Health Gauge is low and flashing) 

CRAZY PLANET
MOTION: F,B,F,B + HS
NOTES: Now a fast, forward-charging assault. Has to 1)connect properly, 2)
opponent mustn't fall
out of range. Attack will stop if both conditions aren't met. (Which is 1-out-of-
100 chances)
Damage: (1x5)+99 {[1+5]+105}                 Block: B


                                     =HIDDEN TECHNIQUE=

BULLDOG CHEEK
MOTION: F,DF,D,B,DB,B,F,B + HK
NOTES: 5-hit combo. Slow start before advancing forward. First 3 hits does block 
damage. Won't 
work in combos, so don't even attempt. Good as an opponent's getting up.
Damage: 24x5{25x5}                           Block: B

IMC
MOTION: B,F + WS & WK
NOTES: Back smash that's incredibly strong. Sidesteps just slightly. Best paired 
with Low HK. 
Works upclose, so use in quick 1-2 combos.
Damage: 81{86}                               Block: B


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

 

                                    <<>>

                                       =Chain System=


                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK
                      WK=HK     WK=HK              WK=HK    WK=HK



                                       Air Chain
                                       ---------

                                 WS=WS          HK=WS
                                 WS=WK          HK=WK
                                 WS=HS          HK=HS
                                 WS=HK          HK=HK
                               WS=Jackpot     HK=Jackpot




                        --------------------------------------
                        --------------------------------------
                        --------------------------------------



 


                                        **CHAOS**

                          "He is a Man who Can Be Expressed in 
                                   One Word; Sinister"



Stats
------

Height: 235cm
Weight: 70kg
Blood Type: B
Age: 35                        
Nationality: Sri Lanka 
Occp: Executive
Weapon: Genbu no Tate (Shield of the Black Military)
Health Gauge: 583

STAGE: Ruins

RIVAL: Sofia

==================================================================================
============
STORY 

	He is one of the top executives of the Himitsu Kessha. People feared that 
there was no 
one who could equal his prominent combat skills of his vengeance. But then a 
change took place 
in him. He stopped talking despite having been a man of many words. Rumors spread 
that "perhaps 
he had lost his memory." That is when his entry in the Battle Arena Toshinden was 
decided. What 
was the promoter's real intention? Chaos did not say a word.		
==================================================================================
============


                              <<>>



DURING SELECTION SCREEN: 
-(Insane chuckle)

DURING HIDDEN TECHNIQUES:
-Kurae!
Trans: Eat this!



                                      =Victory Quotes=

FANTASTIC: 
-(Psychotic laughter) A-ahem. Tanga karan da.
Trans: (Psychotic laughter) A-ahem. It's from appeal. 
(Note: Basically, he's happy from his victory.)

SKILLED: 
-Zezezezezekkou chou!
Trans: P-p-p-p-pure bliss!

ROUGH: 
-Touzen no kekka da hyahahahahahah!
Trans: The results came out in my favor hyahahahahahah!

RING OUT: 
-Aa! Ore wa dou naru no ka na?
Trans: Aa! I wonder what's to become of me?



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



                              <<>>


GEDOU GAS (Heresy [Heretic] Gas)
MOTION: D,DF,F + W or H Slash
NOTES: Chaos' best & safest attack. An all-around move that can be used within 
combos, 
countering, and within traps. Just remember that it aims high, so low attacks can 
go under. 
Start many combos with this.
Damage: 		Block: 

JADOU WAVE (Heresy [Evil path] Wave)
MOTION: D,DF,F + W or H Slash in the air  
NOTES: Targets opponent, but doesn't home in. Best substitue for Gedou Gas, and 
good when 
staying elusive.
Damage: 		Block: 

ZANKOKU CUTTER (Heartless Cutter)
MOTION: F,DF,D,DB,B + W or H Slash
NOTES: W is a multi-hiting, horizontal-cutting attack that homes onto opponents 
in his path. 
Great in combosand stopping airborne opponents. Will miss low crouching foes, 
though. H only 
aligns with foe, but stops almost anything that comes within range. Attack will 
stop some 
projectiles.
Damage: 		Block: 

HIDOU DRILL (Cruel Drill)
MOTION: B,DB,D,DF,F + W or H Kick
NOTES: Its up-diagonal travelling motion is good for tricking opponents. Best as 
a counter 
against projectiles, but be careful if its blocked.
Damage: 		Block: 

MUDOU RUN (Thoughtless Run)
MOTION: F,D,DF + W or H Kick 
NOTES: No longer hits, so its usage has diminished alot. Fast, zigzag movements 
will keep you low 
under high attacks and projectiles & confuse foes, but be sure not to get 
confused yourself. 
Followup with any attack of your choice.
Damage: 		Block: 


                               =ULTIMATE SACRED TECHNIQUE=
                            (When Overdrive Gauge is filled)


CHOU MUZAN SHIBARI (Tremendously-Compact Press)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Slow startup, but strong damage. Chaos will target foes, even if they're 
constantly moving.
Damage: 		Block: 


                                 =SECRET FATAL TECHNIQUES=
                          (When Health Gauge is low and flashing) 

KOPPA MIJIN (Smithereens)
MOTION: B,DB,D,DF,F,DF,D,DB,B + H Slash
NOTES: A quick sidestepping attack that is good as a counter/reversal as opponent 
is in the midst 
of an attack. Targets as he takes off like a jet rocket, making the timing to 
dodge this tricky. 
Recovery is hellishly slow if blocked, so use if you know when to do it. Use from 
mid-far range to 
ensure a sure hit & a speedy recovery in 
case if it misses.
Damage: 		Block: 


                                    =HIDDEN TECHNIQUE=

JIGOKU BOU (Hell Anaconda)
MOTION: F,DF,D,DB,B,DB,D,DF + WS + HK
NOTES: Lowest, ground-travelling projectile. Goes under almost all attacks & 
projectiles. Must be 
blocked low.
Damage: 		Block: 

JIGOKU FUNSAI (Hell Pulverize)
MOTION: F,DF,D,DB,B,DB,B + WS + HK
NOTES: Slow startup, but strikes surely & does multiple block damage. Will stop 
some projectiles if 
timed carefully. Best used in combos. (If your fingers are fast enough)
Damage: 		Block: 

JIGOKU YAMAUBA (Hell Mountain Witch)
MOTION: F,DF,D,DB,B,F,D,DF + WS + HK
NOTES: Quick-rising attack that will stop most airborne opponents. Will cancel 
some projectiles if 
timed carefully. OK in combos, (if you can get the motion out) but makes a great 
Retort. 
Damage: 		Block: 

JIGOKU BAKUHATSU (Hell Bomb)
MOTION: F,DF,D,DB,B,D,DF,F + WS + HK 
NOTES: Ground combustion that cannot be extinguished by most attacks. Great 
protection from both 
ground & air attacks. OK in combos, (if you can get the motion out) but best as a 
counter against 
charging foes.
Damage: 		Block: 

JIGOKU GOUKA (Hell Roaring Fire)
MOTION: F,DF,D,DB,B,F,B,F + WS + HK
NOTES: Damage may not prove it, but this is invincible & cannot be stopped by 
anything short of a 
gunshot. Hits airborne foes twice. Not good in combos, so use from a distance 
against jumpers, 
chargers, and fireball players.
Damage: 		Block: 


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


                                    <<>>

                                       =Chain System=

	
                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS

                      
                      WK=HK                        WK=HK    WK=HK


    
                                   =Extra Chain Pattern=			
	
      

                                     Close Low HK into:
                                     ------------------				
                                        =(Close) HK				
                                        =(Close) Low HK				



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~


   
                                       **URANUS**

                        "A Thorn can be Found in Beautiful Wings"


Stats
------

Height: No Data 
Weight: No Data
Blood Type: No Data
Age: No Data                        
Nationality: No Data
Occp: No Data
Weapon: Suzaku no Yumi** (Suzaku's Bow)
Health Gauge: 614 

(**Suzaku was an emperor that ruled from 930-946. A little more history to note, 
eh?)

STAGE: Church

RIVAL: Duke


==================================================================================
============
STORY 

	It is said that Uranus aims to exterminate Master through the setup of 
the Battle Arena 
Toshinden. From when did Uranus possess this ambition? What was it from her past 
that spurred 
this desire? No one could understand what lies inside her heart.... Now, Uranus 
has begun to 
set her new, twisted ambitions in motion. 
==================================================================================
============



                               <<>>



DURING SELECTION SCREEN: 
-Ikimasu yo!
Trans: Here I come!

DURING TAUNT:
-Moetsuki nasai.
Trans: Burn to a crisp.

                                      =Victory Quotes=

FANTASTIC: 
-Nemuri nasai. Watakushi no mune de.
Trans: I'll keep your memory alive forever. (Lit. Rest well, in my heart.)

SKILLED: 
-Anato mo chigaimashita ka.
Trans: This wasn't meant to be. (Lit. You were the wrong one)

ROUGH: 
-Ano kata ni wa tooku oyobimasen.
Trans: This inferiority is nothing before me. (Lit: That manner's way off to 
compare to my level)

RING OUT: 
-Sayonara.
Trans: Goodbye.

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



                                    <<>>

EAGLE RAGE (High level)
MOTION: D,DF,F + W or H Slash
NOTES: A single/double shot attack. Smaller characters and low attacks will go 
under.
Damage:                                     Block: 

EAGLE RAGE (Low level)
MOTION: D,DF,F + W or H Kick
NOTES: A single/double shot attack. High attacks will go over.
Damage:                                     Block: 

SWANNY SWAP
MOTION: F,D,DF + W or H Kick
NOTES: A rising vertical slash that will stop most air attacks. Not as strong as 
it used to be, 
but still useful. W is best as an air counter, while H works wonders in combos. 
Damage:                                     Block: 

FIRE HAWK
MOTION: F,B,F,B + W or H Slash
NOTES: A fairly low-level attack that will not stop projectiles. Has wide attack 
range, hitting 
also at the sides. Can go under some projectiles, and start combos if done 
correctly. Best as a 
retort and in combos. 
Damage:                                     Block: 



                                =ULTIMATE SACRED TECHNIQUE=
                             (When Overdrive Gauge is filled)

COCKATRICE
MOTION: WS+WK+HS+HK simultaneously
NOTES: Short-ranged, and slowness makes it hard to use in combos. 2nd strongest 
attack in the 
game. Hits mid level, but leaves her open to high and low attacks.
Damage:                                     Block: 

                              =SECRET Fatal Technique=
                         (When Health Gauge is low and flashing) 

PHOENIX
MOTION: D,DF,F,B,DB,D,DF,F + H Slash 
NOTES: An energy spray with a long duration & reaches across any stage. Will stop 
most attacks 
and projectiles. Cannot be jumped over regularly. 
Damage: 		Block: 

                                    =HIDDEN TECHNIQUE=

COCKATRICE
MOTION: D,DF,F,DF + H Kick
NOTES: Same as OD version. 
Damage: 		Block: 

                                    =UNIQUE ABILITIES=

SIDE WINGER
MOTION: Sidestep that moves her to her left (right wing)
NOTES: It used to be both wings in TSD2, but this has been changed. Quick way to 
get a qucik hit 
while avoiding harm. Must be done upclose.
Damage: 12		Block: A

NEST OF INFERNO
MOTION: Taunt
NOTES: Flames will not burn a soul, but will wipe out any air projectile once 
flames fully start 
to rise. Can stop multiple projectiles, so use that knowledge wisely. 
Damage: 0         Block: N

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



                                    ///Combo Pattern\\\

                                       =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK
                      WK=HK     WK=HK              WK=HK    WK=HK





==================================================================================
=============                               
========================================
ENDING

     Uranus' reason for holding the tournament was to defeat the Master and bring 
the secret
organization under her own control. her plans fulfilled, the ruler of the 
underworld now steps 
into the light of the everyday world. Will her ambition ever be quenched?
==================================================================================
=============


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~




                                      **MASTER**

                           "Within those Purple Eyes Dwells 
                                   Hope and Despair"



Stats
------

Height: 151cm
Weight: 39kg
Blood Type: No Data
Age: 16                        
Nationality: Belgie
Weapon: Touki Sword 
Health Gauge: 614

STAGE: Another Dimension

RIVAL: Gaia

==================================================================================
=============     
STORY 

	It is said that when the young boy's appearance grew in a desired manner 
by many, only 
solitude was stored in his very core. That sadness brought upon the Gerard 
Foundation's reverse 
side.... 
      As this coldness turned him cold-hearted, he begins to also embrace an 
emotion to 
murder people. Thus, the young boy is now turning to the Society's (Himitsu 
Kessha) unjust 
ways. In addition to that, as far as it is said, Uranus' past records has yet to 
be discovered....
==================================================================================
=============     



                              <<>>



DURING SELECTION SCREEN: 
-Ikite wa kaeshimasen yo.
Trans: You must die. (Lit. I will not return your life)

DURING TAUNT:
-Bachideau, anata.
Trans: You will face your fate by my hands.

DURING LAST JUDGE:
-Last Judge!

                                      =Victory Quotes=

FANTASTIC: 
-Jigen no chigai desu ne.
Trans: Yes, your affairs here are irrelevent.

SKILLED: 
-Jikan no muda deshita ne?
Trans: This was a waste of time, wasn't it?

RING OUT:
-Jigen no chigai desu ne.
Trans: Yes, your affairs here are irrelevent.

ROUGH:  
-Gomessuku o, oinorishimasu.
Trans: You're asking for a death wish. (Lit. Make [honorable] prayers, for Death)


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



                                 <<>>




                                      =BASIC ATTACKS=

WS
--

STAND

--Close & Far: Double hook. Double attack move that gets in close. Recovery time 
is long, 
so chain or 2-in-1 immediately. Puffs of energy will cancel projectiles just as 
energy 
emits from Master's hands. a good combo starter, as well as getting close to 
pressure.
Damage: 24+24                                Block: B                             
2-in-1: Yes

CROUCH

--Close: Rising flame palms. A very useful close attack that can chain into its 
own self. 
Very fast, but slight delay in recovery time, so chain or 2-in-1 afterwards. Good 
combo 
starter and counter against air attacks.
Damage: 24                                   Block: B                             
2-in-1: Yes 

--Far: Diving flame. Low-moving attack that has decent reach. Energy will stop 
most low 
attacks & low projectiles. Feet may also connect once in awhile, especially 
against 
airborne opponents. Use within far combos.
Damage: 24+24(+24)                           Block: B                             
2-in-1: No

AIR

--Jump & Flying: Falling flame. Doesn't last long but still is a good attack. 
Timing is 
crucial; only the flames on his hands will hit. An okay jump in. 
Damage: 24                                   Block: 
U                                


HS
--

STAND

--Close: Inferno thrust. A strong attack that will knock off health in combos. 
Slight 
delay if blocked, so chain 2-in-1 afterwards. Use whenever you get a chance in 
combos.
Damage: 37+37                                Block: B                             
2-in-1: Yes

--Far: Waving inferno. With new animation change, Master spins and does a chop. 
Will 
nullify projectiles & strike opponent with its long reach, but can no longer be 
chained 
afterwards. Delay time is extremely long, so immediately 2-in-1. Best used at a 
distance 
as a counter/reversal, as well as in long/far combos
Damage: 49                                   Block: B                             
2-in-1: Yes


CROUCH

--Close: Rising inferno. A stronger version of the Crouch Close WS. A bit slower, 
so 
followup after any other attack. Good in close combos or as a counter against air 
attacks.
Damage: 49                                   Block: B                             
2-in-1: Yes

--Far: Diving inferno. A stronger version of the Far Crouch Far WS. More fire, so 
beating 
low projectiles is better. Feet may also connect once in awhile, especially 
against 
airborne opponents. Use in combos.
Damage: 49+49(+49)                           Block: B                             
2-in-1: No


AIR

--Jump & Flying: Falling inferno. A stronger version of WS. Master's best jump in 
that 
protects & can cancel projectiles easier. 
Damage: 49                                   Block: 
U                              


WK
--

STAND

--Close: Triple low-to-mid kick. A triple hitter that doesn't connect too well. 
Will make 
Master step back abit. Drains, doing block damage on contact. Chains into itself, 
so can 
be used repeatedly. Use for pressuring or in quick close combos.
Damage: 24+24+24                             Block: B                             
2-in-1: Yes

--Far: Triple low-to-high kick. A triple hitter that moves Master forward. Flames 
on foot 
will nulify projectiles. Drains, doing block damage on contact. Chains into 
itself, so can 
be used repeatedly.  Use in combos, aggressive pressuring, and as a quick counter 
or 
reversal. 
Damage: 24+24+24                             Block: B                             
2-in-1: Yes

CROUCH

--Close: Whirling flame sweeper. Low attack that protects around. Distance is 
tricky and 
doesn't strike well. Comes out alot, even when Master seems to be in mid 
distance. 
Drains, doing block damage on contact. Use in very close combos. 
Damage: 24                                   Block: D                             
2-in-1: Yes

--Far: Spiral flame. Will go over low, ground-based attacks. Can cancel 
projectiles just 
as he springs up and as he's about to go down. Drains, doing block damage on 
contact. 
Keeps Master low, making him a hard target to high attacks. Good in (far) combos, 
as a 
counter from a distance, and to getting close to apply pressure.
Damage: 24x                                  Block: B                             
2-in-1: No

AIR

--Jump & Flying: Flying flame spin. Small flames on foot does block damage. Very 
quick 
and can go into other air attacks if timed correctly. Not very useful, for strike 
point 
is very short. Mainly should be used against airborne opponents, otherwise do not 
use.
Damage: 24x                                  Block: 
U                              

HK
--

STAND 

--Close: Whirling inferno. (Forward)** Seems to strike twice close, and slides 
Master 
forward. Does block damage. If hits twice, doesn't seem to chain/cancel into 
another 
attack. Hard to use in combos, so use once upclose. 
Damage: 49+49                                Block: B                             
2-in-1: Yes

--Far: Whirling inferno. (sidewind)** Seems to strike once and moves Master in a 
counterclockwise motion. Will cancel projectiles, and can chain into itself. Use 
in 
combos, or to pressure foe with its continous attacking abilities.
Damage: 49                                   Block: B                             
2-in-1: Yes

(**Note: I could be mistaken, but this could be just one attack. However, this 
attack 
seems to have alot of complications and attributes depending on the distance and 
situation, so it is described by distance due to this reason.)

CROUCH

--Close: Whirling ground inferno. Same as Crouch Close WK, but a bit slower. 
Distance is 
tricky and doesn't strike well. Comes out alot, even when Master seems to be in 
mid 
distance. Drains, doing block damage on contact. Use in very close combos.
Damage: 49                                   Block: D                             
2-in-1: Yes

--Far: Spiral inferno. Same as Crouch Far WK, but a bit slower. Will go over low, 
ground-based attacks. Can cancel projectiles just as he springs up and as he's 
about to 
go down. Drains, doing block damage on contact. Keeps Master low, making him a 
hard 
target to high attacks. Good in (far) combos, as a counter from a distance.
Damage: 49+                                  Block: B                             
2-in-1: No

AIR

--Jump & Flying: Flying inferno spin. Does block damage. Hard to time as a jump 
in, as 
well as against airborne attacks. When it comes out, however, it is strong and 
strikes 
surely. Best not to use this attack.
Damage: 49+                                  Block: 
U                              


                                         =BACK ATTACKS=

High S: Fire stream. Hits twice and protects all around. Will stop projectiles as 
flames 
from hands shoot out. Use for protection, but with no worries of mistiming it. 
Damage: 62+62                                Block: 
B                              

High K: Reverse spiral thrust. Keeps Master low & strikes with no problems. 
Cannot be 
blocked high, so will trick many fighters. Use when foe's closing in or executing 
low 
attack. 
Damage: 49+49                                Block: 
D                              

Low S: Low fire stream. Hits twice and protects all around. Will most likely stop 
low 
projectiles as flames from hands shoot out. Use for low protection, and to 
counter foe's 
charge.
Damage: 62                                   Block: 
D                              

Low K: Ground twister. Slow, but relatively safe. Will strike under high attacks 
and beat 
low attacks. Use when foe's closing in.
Damage: 49+49                                Block: 
D                              


                                       =DASH ATTACKS=

WS: Rapid flame chaser. A multiattacking rush attack that doesn't strike well 
anymore. Can 
stop projectiles, but only through the 2nd & 4th punch. Will not hit low 
crouching foes. 
Slow recovery, but will knockdown foe on contact. Best against airborne foes, or 
closing in 
on wide open, tall standing opponents.
Damage: 49                                   Block: 
B                              

HS: Rapid inferno chaser. Same as WS version, except with bigger fire puffs. Can 
stop 
projectiles, but only through the 2nd & 4th punch. Will not hit low crouching 
foes. Slow 
recovery, but will knockdown foe on contact. Best against airborne foes, or 
closing in on 
wide open, tall standing opponents.
Damage: 49                                   Block: 
B                              

WK: Flame roller. A kick/fire combination attack. Projectile will stop 
projectiles & do block 
damage. Projectile can be blocked anyway, but kick has to be blocked high. Use 
when trying 
to get close. (especially against fireball maniacs)
Damage: 24+24                                Block: U (Close); B 
(Far)                              


HK: Inferno roller. Same as WK version, except projectile is bigger. Projectile 
will stop 
projectiles & do block damage. Projectile can be blocked anyway, but kick has to 
be blocked 
high. Use when trying to get close. (especially against fireball maniacs)
Damage: 49+49                                Block: U (Close); B 
(Far)                              


                                       =DOWN ATTACKS=

Close Range: Drop spire. A very slow sword thrust. Safe though against retorts 
because it lasts 
for a long time. Fallen foes will have to be careful once they get on their feet. 
Use if you 
can get out fast, or if you want to mess up rising foes
Damage: 24                                   Block: 
B                              

Far Range: Fallen spire. A high-flying sword thrust that can miss if distance is 
miscalculated. 
Use from a distance.
Damage: 37                                   Block: 
B                              




 
                                  <<>>

RESET
MOTION: F,D,DF + W or H Slash
NOTES: Rising upward slash that will beat any air attack. Snag low blockers 
unexpectedly.
Damage: W=18x2 {19x2}; H=24x3 {25x3}         Block: 
U                              

ERASE (Ground level)
MOTION: D,DF,F + W or H Slash
NOTES: Forward sword throw that will stop most attacks. Sparkles from sword will 
stop some 
projectiles at times, but very hard to time.  
Damage: W=18x3 {19x3}; H=24x3 {25x3)         Block: B

ERASE (Air level)
MOTION: D,DB,B + W or H Slash
NOTES: Upward-angled blade thrust that will stop all airborne foes. Can hit 
upclose. Sparkles 
from sword will stop some projectiles at times, but very hard to time.
Damage: W=18x {19x}; H=24x {25x}             Block: B (On ground 
only)                              

SHRED 
MOTION: B,DB,D,DF,F + W or H Slash 
NOTES: Low multi-hitting attack. Master's completely protected from the front and 
sides. Energy 
near sword's hilt will stop most projectiles
Damage: W=(6x)+24 {[6x]+25);                 Block: 
B                              
        H=(6x)+49 {[6x]+52}                                 

DELETE 
MOTION: F,B,F,B + W or H Slash 
NOTES: Sword thrust/fireballs combination attack. Strikes differently depending 
on distance. 
Final shot cannot be crouched under.
Damage:       WITHOUT SWORD              WITH SWORD                          
COMBINE
              -------------              ----------                          -----
--
                (18x3)+37       (6x2+18)+(6x2+18)+(6x2+18)+24     (6x2+18)+
(6x2+18)+(6x2+18)+24 
                               {[6x2+18]+[6x2+18]+[6x2+18]+25}
Block: B


                                 =ULTIMATE SACRED TECHNIQUE=
                              (When Overdrive Gauge is filled)

ARMAGGEDON
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-around sparkle attack. 2-attack variation. From normal & far range, 
triple sparkle 
spray that targets opponents, even if they're moving. Upclose, turns into Last 
Judge. (Secret 
Fatal Technique) Each part will stop most projectiles.
Damage: Spray=37x7 (MAX); Shield=137         Block: 
B                              


                                  =SECRET FATAL TECHNIQUE=
                           (When Health Gauge is low and flashing) 

LAST JUDGE
MOTION: D,DF,F,B,DB,D,DF,F + H Slash
NOTES: Sparkling barrier that protects all around Master. Slow startup, but 
sparkle duration 
is long. Will stop most projectiles. Best to stay away from this and use the 
quicker version 
in Armaggedon.
Damage: 137                                  Block: 
B                              



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



                                    <<>>

                                       =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK
                      WK=HK     WK=HK              WK=HK    WK=HK
 

                      
                                    =Extra Chain Pattern=
                      
                        
                 HK into:    Close d+WP into:    Close d+HS into:     WK into:
                 --------    ----------------    ----------------     --------
                   =d+HS          =WS                =d+HK               =X
                   =d+HK          =d+WS              =d+HS               =d+X
                   =d+WK          =WK                =d+WS               =WS
                   =d+WS          =d+WK              =d+WK               =d+WS
                   =HK                               =HK  
                   =HS                               =HS
                   =WK                               =WS
                   =WP                               =WK
                           

                                        =Air Chain=

                                        WK 
(Startup):                                        
                                        -------------
                                             =HK
                                             =WS
                                             =HS
                                             =X
                                           


==================================================================================
=============
ENDING

     At last his true self revealed. No longer hidden behind the scenes, he sees 
himself clearly.
But this does not surprise him. He is already mad, cold and insane, and feelings 
no longer have
meaning for him. What lies ahead on his future path? The Master stands alone and 
isolated, his 
heart lost forever...
==================================================================================
=============



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



                                     **VERMILLION**

                            "The Man who Harbors Death. His 
                                      True Colors...."


Stats
------

Height: No Data
Weight: No Data
Blood Type: No Data
Age: No Data                        
Nationality: No Data
Weapon: Shotgun & Peacemaker

STAGE: ???

RIVAL: None

==================================================================================
=============     
STORY 

     Where did he happen to come from? And his true nature? What about his 
purpose? This man 
who is veiled in mystery is Vermilion. Covering himself in a black cloak, he goes 
to shower 
death all around through his overwhelming power....
==================================================================================
=============     



                             <<>>


DURING SELECTION SCREEN: 
-(Histerically insane laughter)

DURING TAUNT:
-Kiero!
Trans: I'm gonna wipe you out of existance!

DURING MEGA BOOM:
-Shine!
Trans: Drop dead!

DURING RYUUSAN GAKE:
-Kiero!
Trans: Get out of my sight!

DURING PEACEMAKER:
-Ikuzo!
Trans: I'm coming at ya!

DURING VERM THE RIPPER:
-(Repeated insane laughter)


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


                                      =Victory Quotes=

FANTASTIC: 
-(Gun shot) Shine!
Trans: (Gun shot) Go to your grave! 

SKILLED: 
-Honto ni yatsura taoshitan da?
Trans: You actually got this far? / Is it true that the other fighters failed 
against YOU?

ROUGH: 
-Hito chigai no you da na.*
Trans: Well, I guess I can't blame you. (Lit. People are different, I guess)

*AUTHOR'S NOTE: The meaning of this phrase is when you do something that you 
thought someone
else could do/handle. Mistaken, you don't blame him/her because of their 
different qualities.

RING OUT: 
-(Wild laughter) Kono teido ka.
Trans: (Wild laughter) You can't use this (style) to win. 

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


                                <<>>

MEGA BOOM
MOTION: D,DB,B + W or H Slash
NOTES: W aims slightly above Verm, while H aims more at an angle forward. Timing 
is crucial, but will stop anything
in the air.
Damage: W=62; H=74                          Block: A

RYUUSAN GAKE (Sulfrate Precipice)
MOTION: F,D,DF + W or H Slash
NOTES: Jug/shoulder/energy combination attack. Mist shoots out from jug, while 
vapor lingers before Verm like a 
shield. Will stop alot of attacks and projectiles. Best in combos.

Damage:   Energy mist                                  Shoulder & Jug
          -----------                                  --------------
          W=56      H=43+3                             W=56{59}     H=37x3{39x3)

          Energy Vapor 
          ------------
          W=56      H=43

Block: B


                               =ULTIMATE SACRED TECHNIQUE=
                            (When Overdrive Gauge is filled)

PEACEMAKER
MOTION: WS+WK+HS+HK simultaneously
NOTES: All-out bullet barrage from the air that homes on to where opponents are, 
no matter where they move. 
Effective out of normal range. Cannot be blocked low. Will suck in an opponent 
once caught, or snag in a foe
if they're airborne.
Damage: (6x9)+43                            Block: U


                                =SECRET FATAL TECHNIQUES=
                         (When Health Gauge is low and flashing) 

VERM THE RIPPER
MOTION: D,DF,F,B,DB,D + H Slash
NOTES: All-out bullet barrage that targets in at foe at the start. Does not home 
in afterwards. 
Will suck in foes closer at times.
Damage: (18x9)+49                           Block: B


                                 =UNIQUE ABILITIES=

GUN SMOKER
MOTION: WS + WK when foe is knocked down
NOTES: OD drainer. Use whenever.
Damage: 0 (Empties out opponent's OD)       Block: N



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



                                    ///Combo Pattern\\\

                                      =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              
                      WS=HK                        
                      WK=HS                        WK=HS    
                      WK=HK                        WK=HK    
 


                                    =Extra Chain Pattern=
                            
                                     Close HS 
into:                                      
                                     --------------
                                      =Close (Low) HS
                                      =Far (Low) HS
                                        




ENDING

==================================================================================
=============
     It happened in an instant... The black warrior who appeared as if from 
nowhere has 
triumphed over the fighters wh struggled so hard against ambition, hatred and 
destiny. No one
shall every know his true form now, looking into his cold eyes, it seems that 
only a hopeless 
and desolate future awaits him...    
==================================================================================
=============



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



                                    **SHO SHINJO**
 
                            "A Man Already Called a Legend"
 

-----
Stats
-----

Height: 176cm
Weight: 63kg
Blood Type: A
Age: No Data                        
Nationality: Japan
Weapon: Hienken (Flying Swallow Sword)
Health Gauge: 614

STAGE: Tower of Babel

RIVAL: None

==================================================================================
============
STORY 

     Could it be that Sho had entered the unknown realm which fighters are coming 
across? 
Even his little brother who, when he encountered Sho, couldn't understand his 
ways of 
contemplation. Sho repeated to fight, as if he were bored. Overwhelmingly, that 
strength had 
totally conquered the world. There isn't a single person who doesn't know that 
warrior's name, 
for that name is spoken with such deification. Sho is also called the "Wind's 
Etranza", for 
he goes where ever the wind flows.
==================================================================================
============


                             ///Chatter of a Fighting God\\\


DURING SELECTION SCREEN: 
-Meifuku o inoru.
Trans: Pray for a better life in the underworld

DURING TAUNT:
-Misete kure yo!
Trans: Show me what you got!

DURING RYUUGEKI DAN:
-Shuugeki Dan!
Trans: Charging assault kick!

DURING SHISHOUZAN-NI:
-Hishouzan!
Trans: Flying Slash!



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


                                   =Victory Quotes=

FANTASTIC: 
-Shizuka ni nemure.
Trans: Rest in peace.

SKILLED: 
-Yowasugiru.
Trans: Pathetic. / Such a waste of time. 

ROUGH: 
-Kimi to tatakae koto o koun ni omou.
Trans: I feel we are fortunate to have fought with each other.

RING OUT: 
-Meifuku o inoru.
Trans: In the next world, wish for a better afterlife. 



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


                              <<>>

RYUUGEKIDAN (Dragon Attack Charge)
MOTION: DF + W or H Kick
NOTES: W is good for tripping up a foe, while H is good within combos. Can easily 
follow up
with a fast attack after a H version. Can only go under high attacks. 
Damage:                                     Block: 

SHISHOUZAN - NI (Rising Death Slash #2 or Deadly Slash II)
MOTION: B,D,DB + W or H Slash
NOTES: H can go under some projectiles only during 2nd slide forward. Spin motion 
will hit any-
thing around him. Reach is good, even for the W version.
Damage:                                     Block: 

HISHOUZAN - KAI (Flying Slash - Revised)
MOTION: F,D,DF + W or H Slash
NOTES: H goes under some projectiles during charge. Spin motion will hit anything 
around him.
Reach is good, even for the W version.
Damage:                                     Block: 

SUISEIKYAKU (Shooting Star Kick)
MOTION: D,DB,B + W or H Kick (in the air)
NOTES: Homes in onto opponent no matter where they are. Flames on legs may cancel 
some 
projectiles.
Damage:                                     Block: 

SENKOUGA (Flash Tooth)
MOTION: D,DB,B + W or H Kick
NOTES: Can hit airborne opponents above him if timed correctly. Extremely fast & 
possesses good
power, so use as much as you would use Hishouzan.
Damage:                                     Block: 

ZETSUMETSU ZAN (Eliminating Severe)
MOTION: D,DB,B + W or H Slash
NOTES: A fast overhead attack if you use the W version. W also act like a sliding 
attack if 
done from a distance. H will go over projectiles just as Sho starts his 
somersault. Targets 
onto foe, but doesn't home in. Distance can be controlled.
Damage:                                     Block: 

JUSEIGYO (Cursed Fish Soul)
MOTION: D,DF,F + W or H Kick
NOTES: W is a somersault knee drop, while H is a flaming flip kick/downward kick 
combination.
W is best upclose in combos, while H can hit airborne opponents (close) & ground 
foes (far).
H can stop some projectiles. Both can counter against projectiles. H may juggle 
foes.
Damage:                                     Block: 

REKKUZAN (Intense Air Slash)
MOTION: D,DF,F + W or H Slash
NOTES: A double projectile attack. Can juggle airborne opponents if timed 
correctly.
Damage:                                     Block: 

GEKKOSEN (Moonlight Fan)
MOTION: D,U + W or H Kick (air/ground)
NOTES: Upclose, strikes with his knee first. Can cancel some projectiles, as well 
as can be
controlled.
Damage:                                     Block: 



                                   =ULTIMATE SACRED TECHNIQUE=

                                (When Overdrive Gauge is filled)

JIGOKU GOKURAKU MON (Hell & Nirvana Gate)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Initial slice will stop most projectiles. The same during its burning 
rush. Great as a 
combo ender.
Damage:                                     Block: 



                                    =SECRET Fatal Technique=

                            (When Health Gauge is low and flashing) 

BANKI MOUSHUU KEN* ("Entire Demons' Fierce Assault Sword" or "Sword of All 
Demons' Violence)
MOTION: F,D,B,D,F + HS
NOTES: Low charge that turns into a multi-hitting beatdown if Sho connects. 
Charge can go under
some projectiles. Will not work if connection is broken during attack. Unlike 
Eiji's and Kayin's,
this doesn't come out all the times even if the motion is perfect. 
Damage:                                     Block: 

*Translator's Note: "Ban" is written as the same character as "Man", which 
means "10,000". 
However, in most cases, "Ban" is read as "full", "complete", or "everything 
within a specific
group".

                                     =HIDDEN TECHNIQUE=

ENMA RESSHUU SAI (Fire Demon [Iffrit] Decimation)
MOTION: 
NOTES: Too slow to really be of any real offensive usage. Sparkles in Sho's 
hands, as well as the
energy burst, will stop most projectiles.
Damage:                                     Block: 

JIRA O SATSU (Double Murder)
MOTION: 
NOTES: Suicide move that harms both foe and his foe. Leaves him open for a 
beating, so use 
wisely.
Damage:                                     Block: 


                                      =UNIQUE ABILITIES=

URA-TE JAKUZUKI (Reverse-hand Weak Thrust)
MOTION: D,DF,F + HS (Jump up)
NOTES: Basically his Flying WS
DAMAGE: 37(39)                              BLOCK: U

URA-TE KYOUGIRI (Reverse-hand Strong Slice)
MOTION: D,DF,F + WS (Jump up)
Notes: Basically his Flying HS
DAMAGE: 74(78)                              BLOCK: U



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



                                    <<>>

                                      =Chain System=

	

                            Close                        Far
                            -----                        ---	

                      STAND     CROUCH             STAND    CROUCH	
                      WS=HS     WS=HS              WS=HS    WS=HS
                      WS=HK     WS=HK              WS=HK    WS=HK
                      WK=HS     WK=HS              WK=HS    WK=HK
                      WK=HK     WK=HK              WK=HK    WK=HK



                                      =Extra Link=

               D,U + WK(Stand WK)                  D,U + HK(Stand HK)
               ------------------                  ------------------
                 =Hits: 2                             =Hits: 1
                 =2-in-1: Yes                         =2-in-1: Yes
                 =Chain: Yes                          =Chain: No

 (Note that this will only work in a chain combo. If you do it on its own,
  you'll do the Gekkousen)



                                        =Air Chain=
 
                        Jump WS (done just as he leaves the ground):
                        -------------------------------------------
                  
                        =Suiseikyaku (just as he recovers, before 
                                      he lands)






==================================================================================
=============
ENDING

     Why does he fight? Why does he sacrifice everything in following the way of 
the sword? In
front of the proud and lonely warrior Sho, words have no meaning. The unshakeable 
confidence in
his eyes, and the eloquence of his sword, tell all. Will Sho, better known as the 
Stranger, 
continue on his quest forever?
==================================================================================
=============


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~



--------------------------------
L. Secrets & Tricks of the Arena
--------------------------------


FIGHT VERMILION AND SHO
-First, go to the Option screen and set the difficulty to 6 or higher. Next, go 
back to the  
Title screen and access the 'Full Battle' mode. Once you've chosen your 
character, you
must fulfill a certain requirement before either Verm or Sho will appear:

      Sho - Must play through without any continues.
      Vermilion - Must get 3 Fantastics or more without any continues.

If done correctly, you'll be in their presence after you watch your character's 
ending.

OBTAIN EXTRA CHARACTERS
-To play as the 2 Boss characters and 2 Secret characters, there are two methods 
that can  
be used:

1st Method
    -First set the difficulty to 4 or higher*. Next, go to the Title screen and 
choose the '1P 
Game' mode. Choose your character and play straight to the end**. Once you've 
won, you'll go 
back to the title screen and should notice that the cursor has changed yellow to 
blue. This is an 
indication that both Uranus and Master are selectable. Now head back to the 
Option screen and set 
the difficulty to 6 or higher. Again, choose the '1P Game' mode and repeat the 
process, choosing 
any of the characters (including the newly acquired Boss characters). Once you've 
beaten the 
game, you'll head back to the Title screen. The cursor will be a different color 
again, turning 
from blue to red. The other 2 characters, Vermilion and Sho, will now be at your 
disposal.

(*Setting the difficulty 6 or higher at the start will still make both tricks 
work.) 
(**This will work even if you lose and continue during any match.)

2nd Method
    -There is a code in which you can use to get all the extra characters. When 
you first start 
up your disc, wait until the Title screen appears and the words are scrolling 
onto the screen. 
While this is happening, using controller 1, type in this following code: 

               (1) L1, L1, L1, L1, L1, R1

The color of the cursor should be blue instead of yellow. Uranus and Master will 
be usable. 
Repeat the process again, using controller 2 this time. Type in the following: 

               (2) R1, R1, R1, R1, R1, L1

This will turn the cursor red, indicating that both Vermilion and Sho are usable 
now.


INSTANT HIDDEN TECHNIQUE

1st Method
    -Once you've obtained all the extra characters, set the difficulty to 8 at 
the Option screen. 
Choose the "1P Game" mode, and play as any of the characters. Whether you 
continue or not it 
doesn't matter, just so long as you beat the game. Once you've returned back to 
the Title screen, 
the cursor (which should've been red) should now be green. Head to the Option 
screen and set the 
L and R buttons with "Fatal Techniques". While you're playing a game, press two 
of these 
buttons simultaneously and you will instantly perform your character's Hidden 
Technique!*

2nd Method
    -After all the secret characters have been obtained, (it doesn't matter the 
method) wait for 
the Title screen to come on. When the words are scrolling down, input: 

               (3) L2, L2, L2, L2, L2, R2

Set your L & R buttons with FT and press them together during the fight to stand 
a chance! Keep 
in mind, though, that if your character has more than one HT, (i.e. Chaos) only 
one will be set 
permanently through this method.


HIDE OPTIONS BOX AND ON-SCREEN DISPLAY
-During the game, press start to pause. Using controller 1, hold select, and 
press Tri+Sq+X+O 
simultaneously. (You can also press select at the same time if you want) This 
will remove the 
Options Box, making it possible to use the "Slow Motion"  and "Camera Controller" 
functions. 
Press these buttons again and the on-screen display (Health gauge, timer, etc.) 
will be removed 
as well. Not the game can be played with the characters and the backgrounds 
cleared and blinded, 
for you'll never know when your death is to come! To bring the Options Box and 
displays back, 
just press the buttons one more time.

CAMERA CONTROLLER
-Different camera angles and perspectives are possible to choose and manipulate. 
To do this, set 
the L and R buttons to "Not Used". Move down to the Camera Type and move left 
once. A new option, 
"Control" will be available. Moving back to any of the L/R button setup, push 
right. The L/R 
buttons will all be set on "Camera Control". When you start a game, pause and 
remove the Options 
Box. Now you can control the camera to any angle you desire:

Fixed Rotation View

      L1: Rotates camera around characters to the left. 
      R2: Rotates camera around characters to the right.
      L2: Rotates camera around characters downwards.
      R2: Rotates camera around characters upwards.
      L2+R2: Reset to centered view (only if view has been rotated up or down).

When you pause the game and press select, new camera options can be used:

Still-Lined View

      L1: Slides camera to the left. 
      R1: Slides camera to the right.
      L2: Zooms inward.
      R2: Zooms outward.

Pressing select again or pressing start will revert the camera view and controls 
back to "Fixed 
Rotation" View. Please note that while both controllers can used the "Camera 
Controller" 
function, only controller 1 can use the "Still-Line" View.

SLOW MOTION FUNCTION
-During the game, press start to pause. With controller 1, hide only the Options 
Box. Now, while 
the game is still paused, hold select on controller 2. The game will move frame-
by-frame slowly, 
enabling you to watch every action detail. You can also fight while using this 
feature, but it's 
pretty tough.

INSTANT STILL-FRAME VICTORIES
-When you are fighting against an opponent and are about to land a blow that's 
sure to win the 
match, quickly pause the game. Remove the Options Box with controller 1 and 
advance the game in 
slow motion with controller 2. Once your final blow connects and you hear "KO", 
stop the slow 
motion advancement and leave the game paused. After a few seconds the camera will 
go into the 
usual "So-and-so Won" screen, continue to the leave the game paused until the 
next round. When 
the next round begins, you'll notice that both characters are still in the same 
position from 
the last round, with you landing the killer blow. Once the next match is 
announced to begin 
you'll automatically hear "KO". You've won again! Continue to do this until all 
rounds are won 
and the entire match is over.

CPU-CONTROLLED MATCHES AND FIGHTERS
-At the Option screen, set L/R buttons on either controller to "Not Used". Now, 
start either a 
"1P Game" or "Full Battle" match. Once you've selected your character pull out 
your controller. 
From there on that character will be controlled by the computer and fight all 
battles. Putting 
your controller back in will put you back in control, while removing it will put 
the CPU in 
command. This can also be done in the "VS Human" and "VS Computer" as well.


LAST BLOW 
-In the ring : Just before the Victory Screen appears, do a move that will send 
the opposition 
down again just as they stand. There are two conditions:

      1) Ground - Shoot a projectile or do a move that isn't ground based 
                  (ex. Sofia's Love Shower)
      2) Air - Do any air attack, shoot a projectile, or a move that is strictly 
air based 			
               (ex. Eiji's Ryuseikyaku). Far-ranged Ground Attacks also work 
well. 

Most Last Blows will ring out your opponent. For a real challenge, shoot a 
projectile at a foe 
who's close to the edge of the ring (feet near the edge). If you do it correctly, 
you'll hit 
them just as they slip out. Once they hit the ground, instead of falling flat, 
they'll tumble 
a bit before coming to a stop.

-Out the ring : Just before the Victory Screen appears, do a move (presuming that 
your still in 
the ring) that'll hit the opposition back down in the Abyss outside the ring 
(they should already 
be ringed out). The conditions are:

      1) Attack - Do any move or FT that isn't ground based, and that travels 
forward 			
                  & remains consistent (ex. Gaia's Batsu [both versions]).
      2) Projectile - Do a projectile that travels downward (mainly from the air) 
                      (ex. Uranus' Air HS).

If the ring is low enough, and your foe is standing near the ring outside, you 
can hit him/her 
with an attack that's low to the ground (ex. Chaos' Hanabi Spark), or with a 
flying attack 
executed right before you fall out (ex. Eiji's flying HK).


HUMILIATION
-Victor's Shame: If you're near the edge of the ring (usually when your opponent 
is out of 
the ring), you can also ring yourself out just by saying your quotes during the 
Victor's  
Screen. Depending on the body language and foot action, you can literally fly out 
of the 
ring, making yourself look very foolish as you jabber away. For example, Verm's 
Ring   
Out quote makes him step forward, leaving him an easy candidate for a ring out. 
The 
same goes for Kayin. For others, you might have to be facing a specific direction 
besides   
forward before you can make your exit.

-Loser Takes a Dive: Just as you take a defeat, you can really make yourself look 
lowly 
just by plunging out as the Victory Screen pops up. There are two ways in which 
this 
could happen. The first is by your body action during the Victory Screen. Some 
will fall   
back (Sofia), or, if your feet are facing towards the edge, will get up near the 
edge and   
immediately fall out. The second is, if you've taken a blow that just sends you 
rolling, 
cancel (if necessary) to the Victory Screen just as you've tumbled near the edge 
of the 
ring. Either way is fine, especially for the victor (who'll take pride in seeing 
your 
humiliation).

JUGGLES
-Although there are no real juggling systems in BAT, you can do some tricks that 
might give that
juggling effect. When your foe's in the air, you can hit them with a move that'll 
score multi-
hits (2-3 tops). Usually this veers towards multi-hitting attacks, but for some 
moves that 
usually hit once may hit multiple times (ex. Chaos' Dash HK). Another way is 
usually done by 
attacks that not only hits multiple times, but 'snags' you, so to deliver all the 
hits necessary.
Moves like Master's Delete and Verm's Peacemaker will hit you in the air and, 
just before you hit
the ground, will hit again, causing you to land on your feet! This is quite 
strange, but it does 
happen. One last way is through a combo method, where you strike your opponenet 
while they're in 
the with a basic & quickly cancel into another attack. Some examples of this are:

      1) Tracy - Close WS+Close HS
      2) Eiji - WK = H Rekkuzan
      3) Kayin - Close HS = W Deadly Raise
      4) Rungo - Close HS = Tairiku Geki Chin Dan (snags foe)
      5) Eiji, Kayin, or Sho - Overdrive attack, Hishouzan or Deadly Raise (CPU 
only)

Although cool if you can do this, this method is very difficult, and really isn't 
practical.

GLITCH (WOUNDED) BLOCK
-At certain moments while fighting, you might try to defend against a move that's 
coming   
at you, but know it's too late since you're too slow at recovering from your 
attack or 
movements. Oddly, just as you take the hit, you can suddenly defend, blocking all 
the 
rest of the hits. This unusual blocking is unpredictable, but does happen, 
sometimes 
often.  Usually you can do this Glitch block against FT, especially against multi-
hitters 
(ex. Fo's Don Pappa). This also may happen against Rush-type of attacks, like 
Tracy's 
Crazy Planet and Sofia's Love Lover. This is good for your own benefit, but if 
your   
attack is blocked (especially the Crazy Planet) it's very nerve-racking.

"NOT-SO-FANTASTIC-VICTORY"
-In some cases, if you take block damage & lose possibly 1%-3% damage only before 
you win a 
match, you may see your character do his/her "Fanatstic Victory" pose. This is 
not, 
unfortunately, a real Fantastic victory, but more of a glitch. Easy way to 
understand this is
during Full Battle mode. If you happen to get 2 real Fantastic victories, then 
win 1 match where
this comes into effect, you will only meet Sho. Cool to get bragging rights on 
friends, but 
remember that you'll be living a lie.

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


-------------------------------------
M. Features and Flaws of the Warriors
-------------------------------------


EIJI SHINJO
* Sparkling Rekkuzan: Throw a Rekkuzan. Immediately execute the EnjinShuraHa.     
  Before the Rekkuzan dissipates, it'll sparkle.
* Slanted Hishouzan: Do a Hishouzan. It will travel forward or backwards while in 
the 
  air. (1 or 2-10% ratio)

SOFIA
* Unfinished Lover: Execute Love Lover. At times, when it connects, it will stop. 
  (Possibly it lost a hit)

MONDO
* Slanted Tenbu: Do a W Tenbu. It will travel forward while in the air. (Rare) 
* Invincible Tenbu: Do a H Tenbu against a single-shot projectile. Just as he 
goes up,
  he'll pass harmlessly through the projectile. (Rare) 

GAIA
* Jaku Bakuha: Grab the opponent. Once his hand explodes, opponent falls 
immediately 
  to the ground before him than fly away. (Rare)
* Tora Ashi (Safety Landing): Slip out of the ring during a Victory Screen. Gaia 
will land 
  on his feet and go into the same actions when a match begins.

TRACY
* Flying Slam: Grab the opponent. It will travel forward or backwards in the air. 
  (3-10% ratio)
* Unfinished Planet: Perform the Crazy Planet. At times, it will suddenly stop 
  (2-10% ratio).
* Invincible Spartan: Do a H E.Spartan against a single-shot projectile. Just as 
she comes 
  out of her spin & is about to descend, she'll pass harmlessly through the 
projectile.

CHAOS
* Mucha Steps: Leave Chaos alone for a couple of minutes. He'll perform a dance 
that 
  moves counter-clockwise outward. Will ring himself out.
* Mekura no Shuukan Slaughter: Grab your opponent. Suddenly, they'll be standing 
fine 
  while the shield swirls around in thin air. Opponent still takes damage (Rare)
* Mecha-mecha Spray: Execute a W Gedou Gas within Chaos' normal range. Dash & 
grab 
  opponent. Just as he spits (the pink mist), Gedou Gas should hit, canceling the 
throw. 
  Opponent takes no damage from the initiated throw.
* Yaki Gas: Execute a Gedou Gas. Before it dissipates, perform the Jigoku Funsai 
or Jigoku
  Yamauda. Gas should turn red.
* Buru-buru Floating: Setting your R button's with FT, Jump straight up and press 
both
  R buttons at the same time. Chaos will do his Flying HK, except that he won't 
be going
  anywhere....

URANUS
* Eagle Tamer: As you execute her taunt (Nest of Inferno) and the flames start to 
rise, 
  execute her Eagle Rage. The thicker layer of flames (should rise just as you 
complete the 
  motion for the Eagle Rage) should extinguish the shot.

VERMILION
* Crawl to Defeat: When knockdown (whether it be on his back or stomach) & you're 
a good
  distance away from the edge, move towards the direction of the edge. Because he 
crawls
  a great length to keep distance from his foe, he can ring himself out.

SHO SHINJO
* Complete Jigokumon: If initial slice kills foe just as he goes up during Jigoku 
  Gokuraku Mon, opponent will not be thrown to the ground while Sho continues to 
ascend 
  upwards. 

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


-------------------------------------
N. Sights and Effects to look out for
-------------------------------------
Opening Curtains in Duke's Stage

-At the start of the 1st round, Duke's stage will be dimly lit, for there's no 
windows or lights 
around. After a couple of seconds, two huge curtains will open up, allow a great 
flow of light to 
illuminate the action. Cool effect, demonstrating the lighting capabilities first 
introduced in 
BAT2.

Final Battle: Brimstone and Fire (Master's Stage)

-In Master's stage, the background and atmosphere is very gloomy and eerie. It'll 
be like this 
for the next two rounds. If you fight up to a 3rd round, just as the round starts 
and the music 
kicks in, the whole stage becomes a fiery red color as the stage becomes 
surrounded with bright 
flames. It'll remain like this even if you lose and continue. Again, a display of 
lighting 
effects capable in BAT2P that's a wonder to see. (especially since we can now see 
clearly the 
huge monster watching covertly in the background)

Spectators in the Dark (Verm's Stage)

-At the start of a battle in Verm's stage, you'll notice some small, dark figures 
all the way in 
the background. Using the "Camera Controller" trick as stated above, zoom in as 
best as you can 
on those shadowy beings. Seem familiar? They're just sketched images of three of 
the warriors: 
Eiji, Kayin, and Fo. What's so special about this? Nothing. It's just something 
interesting to 
look at if you can spot it.

Changing Soundtracks in Sofia's Stage

-In Sofia's stage, all the flashing lights are a great indication that she's 
battling out in a 
disco area. The music also reflects this as well. Usually Sofia's stage's music 
(track #4) will 
be playing in each round. However, her stage plays that extra soundtrack from the 
disc, (track 
#17) which pops up a great deal. Unlike her original soundtrack, (which is cool 
and mellow) this 
extra soundtrack is fast and upbeat, which is a great feature when in the midst 
of a battle 
that's really intense, especailly if it's the final round. 

Change Music While Fighting

-For all the arenas in BAT2P (except Sofia's stage) the music stays the same. 
While each arena's 
music is pretty good IMHO, everyone has their favorite soundtrack. Are you 
battling Duke but are 
anxious to hear Ellis' music? Already beat Mondo, but still want to hear his 
music again as you 
battle it out in Rungo's arena? Are you just dying to listen to Master's stage? 
Well, there is a 
way. When you're fighting against an opponent, the music (after a period of time) 
will end, thus 
restarting again. Just as it ends, pause the game about 3-4 times rapidly. After 
a moment, a new 
track will play. The way it works, however, is it depends on who you're fighting. 
It follows the 
track setup on the CD, in numerical order. Say you're fighting Eiji and you 
decide to change the 
music. Using this method will cause Kayin's track to play. If you're battling Fo, 
Mondo's track 
will play if you use this trick. This trick can be done repeatedly, so you can be 
in Eiji's stage, 
but be listening to Tracy's music if done correctly. If you want to listen to 
Eiji's track while 
in Duke's stage, you'd probably will have to cycle through the whole CD. Note 
that once that new 
music is finished, the regular, preprogrammed music will play. A neat trick if 
you don't mind 
having different music while fighting.

Different Colored "Now Loading"

-As simple as can be, just press Sq, Tri, X, O, Start, or Select while the game 
is loading. Keeps 
a person occupied until the real action starts.


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


---------
O. Thanks
---------

     Now's the time to give thanks to those that made this FAQ possible:

1) Takara/Tamsoft - Hey, if it weren't for them, no Toshinden. 

2) Toshinden fans - If I hadn't had visited many Toshinden sites on the web, I 
may not have been inspired
                    to continue with this FAQ.

3) Friends - For being good test dummies, as well as teaching me a thing or two. 
(or three or...)

4) Shinpei Suzuki - For helping me with those long & hard phrases. Finally, 
Gaia's phrases make sense!


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


------------------------
P. Updates and Revisions
------------------------

8/27/99   -   Initial release. Most of the FAQ is done, but because some sections 
are lacking some key
              info, (and this summer went downhill in terms of writing FAQs), 
only each character's stats, 
              stories, and Fatal Techniques are being put up. (I know there are 
errors somewhere, but it's 
              going to take me awhile before I find them) Also availible  game 
descriptions, secrets, and 
              codes.

8/28/99   -   Fixed grammatical errors, as well as added my e-mail address. (How 
I forgot that, I haven't 
              a clue) Added Basic Moves in Eiji's, Kayin's, Sofia's, Rungo's, 
Fo's, Mondo's, Tracy's, 
              Gaia's, and Master's sections. Along with that, filled in info 
missing for some character's 
              stage and Rival, and damage for Fatal Techniques.

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



This is copyright (c) by Tamsoft and (c) Takara

This guide is copyright (c) '99 Deeshad



Show CheatCodes.com some Love!