Toshinden Subaru

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Strategy Guide



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

   ======================
   I will become TOSHIN!! - Eiji Shinjo, Gerard Foundation's new "Top-In-Command"
   ======================

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




                             THE COMPLETE TOSHINDEN SUBARU GUIDE

                                        FAQ Ver. 3.0

           
                                       Author: Deeshad



             <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

DISCLAIMER:

      This FAQ is written as a non-profit document. The purpose of this FAQ is
 for free usage for those that own the game and/or want to know about it as long
 as: 1) the contents on this page is neither altered or copied in any way under 
 a false name 2) printed, copied, or in any manner necessary that would make this
 a merchandise. In other words, this is not meant to have a price tag and be sold
 in any manner or by any means. A lot of work has been put to this FAQ, (from 
 layout to translations of Japanese text into English) and I would appreciate it
 if my efforts aren't exploited just for someone else's gain.
      This FAQ is copyright-protected and should not be overlooked. People that 
 would want to take/copy/use any of the information here (especially under my
 own wording) should think twice of their actions. Plagiarism is illegal and 
 should not be practiced. If this should happen and I find out that anyone 
 rips off this FAQ in any way, I have the right to take action against you (whether
 it be notifying the site in which you placed that document on to taking the matter
 to court) and am not afraid to use those rights. I've been moved to the point where
 I don't want to tolerate with such actions, (in other words, I'm stressed and not 
 happy) so please stay away from causing such situations that could turn ugly.
      As for game magazines, books, guides, sources, and the like, this should not be
 copied and/or used WITHOUT consent. It is understood that anyone in any field of 
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 wrong no-matter-what. This is ESPECIALLY directed to Ziff-Davis Video Game Group, as
 well as anyone affliated with that group, (i.e. freelances, writers, publishers etc.) 
 and their works and publications they distribute. (i.e. EGM, Expert Gamer, Expert 
 Codebook, etc.) From here on, I plead with this group to PLEASE stay clear of this
 FAQ and the contents present. I believe that there's enough people working for that
 group who are capable of producing their own game information without having to use
 other people's FAQs.
      If, for some reason, anyone would like to use this FAQ, please let me know. If
 you would like to put this FAQ up on a web site, (whether game-related or a fan 
 site) let me know before actually using it. You can contact me at this email address:
 <hanzouds@hotmail.com>. Any other matters that concern this FAQ should also be 
 discussed with me.
 
             <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


***===***===***===***===***====***===***===***===***===***===***===***===***===***===
This Toshinden Subaru Guide can be found at these sites:

   Toshinden Forever History      -     <http://geocities.com/ryuusui/gateway.html>
   GameFaqs                       -     <http://www.gamefaqs.com>
   Console Gamer                  -     <http://www.console-gamer.com>
   Cheat Code Central             -     <http://www.cheatcc.com>
   About.com                      -     <http://www.vgstrategies.about.com>

***===***===***===***===***====***===***===***===***===***===***===***===***===***===


     All information on this page is gathered from and translated from within the game 
"Toshinden Subaru", (the game being discussed below) from the game's manual, and from 
Tamsoft's Toshinden Subaru site. (the url for that site can be found under the "URL" 
list in Toshinden Subaru's Database Mode) 

     Want more info on each character's background & profile? Want endings? And WAV files
of each character's voices? Head to the only Toshinden Subaru site out on the Web called 
"Pleiades no Kakumei" This is owned & maintained by the Empress Katzy of Toshinden:

   Pleiades no Kakumei ~ Toshinden Subaru    <http://welcome.to/tsd4revolution/>


     For those that want to understand those catchy lines that each characters use during
(and out of) the fights, head to my very own Toshinden Subaru page at my own Toshinden site,
called "Toshinden Forever History" (see above addresses where this FAQ can be found):

   TSD Subaru: 10 Years, New Lingo       <http://geocities.com/ryuusui/Subaruwords.html>

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

========
CONTENTS
========

A) PROLOGUE: THE FOUR HOLY WEAPONS
B) GAME MODES
C) 10 YEARS, NEW LOOK
D) BASIC & ADVANCED CONTROLS
E) OFFENSE & DEFENSE
F) TOSHIN RYUUGI: GO WITH THE FLOW
G) KISHIN KOURIN: OVERDRIVE'S LATEST RAGE
H) PARTICIPANTS
    -SUBARU'S TEAM 
    -PUELLA'S TEAM
    -GENMA'S TEAM
    -EIJI'S TEAM
    -VERMILION: SOLE SURVIVOR
I) MINI GAME MODE
J) GOODS MODE
K) OBTAINING THE SECRETS
L) REVISIONS & UPDATES

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


          Toshinden Subaru is a Japanese-only game (at the moment)

          Toshinden Subaru is copyright (c) '99 by Tam Soft and (c) '99 by Takara
   

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

A) PROLOGUE: THE FOUR HOLY WEAPONS

     Long ago, there once existed a dark Martial Arts Tournament, its presence part 
of the unknown.... There, some of the greatest warriors from the world were gathered 
together, as many magnificent battles to the death unfolded. When people of great strength
were gathered, the curtains closed on that martial arts tournament, "Toshin Tournament".
This happened because the sponsors were brought to their doom. Thus, the tournament becomes
nothing more than a legend.
     10 years after the tournament's chaotic demise, there is a rumor that in order to re-
open the Toshin Tournament, a dangerous plot is put into motion. That rumor is recorded as
so: "the person who gathers 4 weapons that are divine will attain great power." Thus, 
"Toshin Tournament" is reopened. Participants forming a 3-man team each hold their own 
reasons in their hearts for challenging others in the secret fights. A person seeks
forgotten memories. A father's whereabouts is sought out by one person, while another is 
out to meet a man of legend. And one person participates in order to learn the true purpose
on the opening of this tournament....
     9 strong people, drawn in by the web of Fate, are gathered together here. In order to 
make a new legend, the cover over the Toshin Tournament has to be cut off once again. Thus,
this tale will be handed down for eternity.

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

B) 10 YEARS, NEW LOOK


     Toshinden Subaru offers a new look, feel, and gameplay from the previous titles. This isn't
a regular game where you can just jump in and understand in seconds. It's going to take some 
practice and getting used to the new features that this title has to offer. Here's some of the 
aspects new to the World of Toshinden:

1) 3 STAGES TO FIGHT IN: In Toshinden Subaru, besides everyone getting their own stage, there are
   3 variations to fight in:

   -Field Stage = This stage feels a bit similar to the stages in Toshinden 3, except that there are
    no walls around to confine the fighters in. In fact, this stage has virtually no walls, 
    enabling all characters to run wherever they feel like. If you run in one direction for too
    long, however, you will run into an invisible boundary, and will have to run in the opposite
    direction in order to move around again. While this stage makes fighting fair, there's no 
    easy way to win except by actually knocking out the opposition.

   -Platform Stage = This is basically your classic stage, bringing back the old feel of Toshinden 1 
    and 2. Varying in shape, this stage allows you to fight with the danger of falling off the edge 
    of the ring. The newest change about this stage is that you no longer fall off if you are merely 
    near the edge. However, with a little push (or should I say shove) from your opponent, you will 
    fall down. Also, being juggled out will cause your demise, as well as a mistimed jump, aerial 
    move, (i.e Rook's Cannon Wave) or a move that throws you forward will also bring about your 
    defeat.

   -Panel Stage = A very unique stage, you will have to stay on your toes as the ground falls out 
    from under you. Yes, along with having the danger of the edge of the ring, now you will have to 
    avoid randomly appearing gaps in this stage. Depending on the time limit, the rate of the panels 
    falling will differ. (With no time limit, the panels take a while to fall. In a 30-second match, 
    the panels fall fast.) Have no fear, though, for the entire stage will not fall apart. 
 

     Note that these are not the official names of these stages. These are terms used to describe 
them.


2) FREE RUNNING: In no other Toshinden game has there been a true 3D feel than with this new 
   feature. Similar to Soul Calibur, you can now run anywhere you like, despite angle & direction. 
   Unlike other previous TSD titles you have a limit to how far each characters can separate from each 
   other, however. So don't think that you can run away from the fight. With this feature, the outcome 
   of a battle, along with strategies that can be used, will vary always.  


3) NEW OFFENSE/DEFENSE SYSTEM: Along with basic and special moves, now there are techniques that make
   the gameplay more advanced. Stun attacks, overheads, Weapon Repels, and Attack Reversals are but 
   some of the new tricks found in TSD Subaru. Along with that, Air blocking & juggles exist, making 
   air battles something to consider and keep an eye out for. Defense is also another matter, for not 
   only is there 3 levels in which attacks strike at, but Special Mid attacks and Unblockables make 
   things very hectic...but fun!


4) TOSHIN RYUUGI & KISHIN KOURIN: TSD Subaru features a new combo system, which is made up of some 
   aspects from both TSD 1 and 2. With the ability to "chain" attacks in a fluid, yet free, manner, 
   your combos can stay unpredictable. Along with that, "Kishin Kourin" gives a new name to the term, 
   "desperation". Use this new feature will make the difference between life & death matches. It's 
   either you defeat your opponent, or face defeat. Either way, once this is activated, only one can 
   remain standing.... 


5) 3 FIGHTERS, 1 TEAM: Similar to the famous King of Fighters series, you now have the option of 
   fighting in a team battle. Consisting of 3 of your favorite characters, you fight in a 1-round 
   match where you must topple 3 oppositions in your path. If you're any good, you can just make it 
   through with 1 character. However, if the going gets tough, buckle down and let your other 
   partners get into the fray. Remember, it's a team effort anyway.... 


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


C) GAME MODES


TEAM STORY MODE (1 Player)*
   
     Selecting from 3 teams of 3 fighters, you get to learn about the plot of the 
new Toshin Tournament as it unfolds before, during, and after each fight. During each 
match, 1 of your characters will start off, and has to do his/her best to stay alive 
and knock out each character. Depending on how fast you beat your opponents, you will 
regain health back in between each match. Once your character has been defeated, then 
the next character scheduled to fight on you team will continue the fight with a full 
health bar. Also, depending on who is selected as the main character of your team, you 
will be able to see that character's ending only. 
     At the start of the game, you can only use three teams: Puella's Team, Subaru's 
Team, and Genma's Team. However, depending on how you fulfill certain conditions, other 
characters can be unlocked. (see "Obtaining the Secrets" section below) Note that each
team has two endings. If you win without fighting in the "Special Battle", (See the
"Obtaining the Secrets" section about this) you'll see your chosen character's/team's
ending. However, if you manage to win the "Special Battle"....

Note that only the Panel and Platform stages are used in this mode.


TIME ATTACK MODE (1 Player)*
 
     Like any regular Time Attack mode in any other fighting games, you have to win 
each match as fast as possible in order to obtain a good time score. Fighting in  
2-rounds, 60-seconds matches, you will fight each and every character 1-on-1. After 
fighting in 13 different matches, you will be able to place yourself amongst the 
fastest fighters in the Ranking mode found in the Database Mode. Depending on whether
or not you defeat Vermilion through a knock out or by Time Limit, you will be ranked
differently.


TEAM TIME ATTACK MODE (1 Player)*

     Similar to Time Attack Mode, you will have to fight & win matches as fast as you 
can in a 3-man match. You will fight in 1-round, no timer matches, following the same 
rules found in the Team Story Mode. Also, just like the Time Attack Mode, you can also 
try to get a place in the Ranking mode.


VS MODE (2 Players)*

     You can fight against your friends in this mode. Selecting your character, you can 
set the handicap of each fighter's Heath gauge (100% is normal; 150% is the highest, 
while 10% is the lowest) and stage in where your fight will take place. Other settings 
can be made through the Option Mode to make your matches suit your likings.


TEAM VS MODE (2 Players)*

     Just like VS Mode, you can fight against your friends in this mode. The only 
difference is that you will be using 3 characters as a team. Again, you can select the 
layout for you matches through Option Mode.


SURVIVAL MODE

     Like any other Survival Mode, this one's no different. Selecting your character, you 
have to fight a 1-match, 1-health bar only match against all the characters in the game. 
Depending on how much hits you take(?), how many combos you make(?), and how fast you win a 
match, you will receive a certain amount of energy that will replace any health lost.** 
Also, just like with the Time Attack mode, you can place in the Survival Ranking mode 
depending on how many opponents you defeat.


PRACTICE MODE

     In order to better your skills, you can use this mode and practice with a "dummy" 
partner. Depending on the settings, you can change the actions of your partner, see the keys
and damage strength of your attacks, or use your Ultimate Sacred Attacks and Secret Fatal 
Techniques infinitely.

Note that only the Field Stage is used in this Practice mode


MINI GAME MODE

     This is what makes Toshinden able to stand on its own, for you can now play numerous 
games that take you away from the fights. There are 7 in total, each offering a different 
gameplay, like a dancing game and a puzzle game. For descriptions on each game & how to receive 
them, see the "Mini Game Mode" section.

DATABASE MODE

     Another new feature in the Toshinden series, this mode allows you to view images & 
sketches of each characters, learn about their personal data, and sounds found in the game. 
Along with this, each character's ranking in certain game modes, images and sounds that didn't 
make it into the game, and see the special *goods* that each character needs to receive in the 
Goods mode. There are two screens in this mode: Menu Browser, and the Display Screen. The Menu 
Browser (located on the far left) shows a list of all the options that can be selected from, 
while the Display screen (larger, right screen) let's you actually use what each option has to 
offer. On the side of each, You can scroll through both screens by moving the cursor onto the 
bar on the right side of each screen and move either up or down. Here's a short list of the 
actions that take place in this mode:

     L2 = Scrolls through the Menu Browser upward
     L1 = Scrolls through the Menu Browser downward
     R2 = Scrolls through the Display Screen downward
     R1 = Scrolls through the Display Screen upward
     Directional Pad = Moves cursor
     X + Directional Pad = Moves cursor faster
     O/Sq/Tri = Makes selection/Confirms
     X = Cancels selection/
     Start = Confirms/executes an action (Display Screen only)
     Select+Start = Exit from Database mode

     When you actually enter into one of the options, the keys and what action they make may be
different. (ex. when viewing a character's profile, the keys change into commands where you 
control the view and angles of the pictures found there)

OPTION MODE

     Here, you can customize the game play in various manners, such as setting the difficulty, 
number of rounds to fight in, and the time limit. You can also config your controls to your 
liking, and save your game after important secrets and goods have been obtained. Note that the
"Stage Fall Down" option determines if the floor for the Panel stage will fall or not. If "ON"
is selected, then the floor will fall. Also, the "Quick Load" option allows the game to load 
faster in between battles. The sacrifice for this, however, is that the winner will only do his/
her inbetween-battle pose, even if the entire match is finished. If you don't mind listening to
the characters' victory quotes, then it's a plus.

GOODS MODE

     A special mode, you have to clear certain tests and conditions in order to obtain goods 
for each characters. Also, each Mini Game can also be unlocked here, but it is not necessary.
   

*If both fighters get a "Draw" in the Final Round of any of these modes, those fighters will go 
into a Sudden Death Match, where their Overdrive is full and they have less than 25% health left. 
(their Health Gauge will be flashing red)

**Note that if you win while using Kishin Kourin, you will not gain any lost health, no matter 
how quickly or skillfully you won during Survival Mode.


In any mode, pressing Select + Start simultaneously will make you exit back to the Title Screen


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


D) BASIC & ADVANCED CONTROLS

*Note that these are all under Default setting and can be changed to a player's liking

-------------
BUTTON LAYOUT
-------------

Sq = Weak Slash Attack       X = Weak Kick Attack       L1 = Sidestep (Foreground)              
 
Tri = Hard Slash Attack      O = Strong Kick Attack     L2 = Sidestep (Background)

R1 = Fatal Technique #1

R2 = Fatal Technique #2


------
MOVING
------

Forward (F) = Walk forward       Up (U) = Jump                F,F (hold) = Dash

Back (B) = Walk backward         Down (D) = Crouch            L1+L2+Any Direction = Free Run

F,F = Step-In                    B,B = Step-Out*              Dash, L1 or L2 = Dash Avoid


*Also known as "Backstep" throughout this FAQ

-------------------------------
GETTING UP FROM A DOWN POSITION
-------------------------------

While on the ground:

Sq or Tri = Stand up (Invincible)                   Forward = Roll forward**

X = Low kick attack (Invincible)                    Up = Roll to the background of screen*
  
O = Middle kick attack (Invincible)                 Down = Roll to the foreground of screen*

Sq/X/Tri/O = Safe Landing (once launched/knocked    Back = Roll backwards**
                           off your feet, press
                           just as you hit the
                           ground)


*Rolling to the foreground or background will not make you get up

**A Roll Forward and Roll Backwards can be cancelled into a Stand up


------
THROWS
------

Front Throw = Tri+O at opponent's front             Throw Escape = Tri+O just as opponent
                                                                   grabs (Exluding Back &
                                                                          special throws)

Back Throw = Tri+O at opponent's back               Fake Throw = B+Tri+O (Will not grab 
                                                                 opponent no matter how close
                                                                 you are)

------------------
SPECIAL TECHNIQUES
------------------

Unblockable Attack = F+Tri* (Miyabi's & Eos'      Weapon Repel = B+Tri just as opponent
                            is blockable)                       attacks* 

Guard Cancel Attack = F+O after you block         Attack Reversal = Sq+X (Miyabi and Naru 
                      an attack (Uses 1 block                                only)
                      from Overdrive Gauge)

Down Attack = U+W or H Slash/Kick (Depends on character)


*There is another trick to doing these moves. While crouching down, holding Down-Forward as you 
press Triangle will execute Unblockable attack, while holding Down-Back as you press Triangle
will execute Weapon Repel.


--------------------------------
HISSATSU WAZA (FATAL TECHNIQUES)
--------------------------------

     Each character has special moves with specific motions, each stronger than Basic 
and Advanced Attacks. See each character's section for descriptions and motions for each 
Fatal Technique.

------------------------------------------
KYUU KYOKU HOUGI (ULTIMATE SACRED ATTACKS)
------------------------------------------

     These can be stored up to 3 blocks in a character's Overdrive Gauge. They are
much stronger than most moves in the game, while each have their own usage. Characters 
have two types of Ultimate Sacred Attacks, each which can be done from three different 
motions: the Command motion, the Overdrive motion, and the 1-Shot motion. See each 
character's section for descriptions and motions for each Ultimate Sacred Attack.

(Note that because Eiji possess three Ultimate Sacred Attacks, one of them cannot be 
 done through the Overdrive motion)

---------------------------------------------
HIDEN HISSATSU WAZA (SECRET FATAL TECHNIQUES)
---------------------------------------------

     When a character's health bar is depleted more than 75% & is flashing red, this attack 
can be used. Once you've used it, that character's health gauge will stop blinking. However, 
when that character loses health again (either from a blocked Fatal Technique or from an 
actual hit) Secret Fatal Technique can be used again. See each character's section for 
descriptions and motions for each Secret Fatal Techniques.


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


E) OFFENSE & DEFENSE

     The system in Toshinden Subaru has changed drastically, becoming more similar to many other
3D fighting games. Offense and defense now has to be studied and relearned in order to stand 
a chance. More competitive matches can be engaged in, just so long as you know how to attack and
when to defend.

                                           --------
                                           BLOCKING
                                           --------

     Here's a chart on the levels in which attacks may strike at, and which defense is necessary
for protection:

              -----------  -----------  ----------  ----------  ------------------  ------ 
              Jump Attack  High Attack  Mid Attack  Low Attack  Special Mid Attack  Throws  
              -----------  -----------  ----------  ----------  ------------------  ------
------------
High Defense    Yes     |     Yes     |    Yes     |    No      |      Yes       |    No
------------            |             |            |            |                |  
Low Defense     No      |  Will Miss  |    No      |    Yes     |      Yes       | Will Miss 
-----------             |             |            |            |                |
Air Defense     Yes     |     Yes     |    Yes     |    Yes     |      Yes       | Will Miss* 
-----------
              -------------------------------------------------------------------------------

*Miyabi's Shira Yuri Gatame is the only air throw in the game, so she's the only one who can 
throw an airborne opponent.

     There is no restrictions to how long you can block, but keep in mind these tips:

1) On one hand, You cannot attack immediately after a block, which means it is difficult to 
   counter an opponent. On the other hand, use the Guard Cancel attack wisely. While it will stop
   an opponent's attack no matter how strong it is, it will cost you 1 block from your Overdrive
   gauge (which could come in handy in using an Ultimate Sacred Attack). 

2) Fatal Techniques, Ultimate Sacred Attacks, and Secret Fatal Techniques will drain your health 
   gauge even as you block, so dodge if necessary. 

3) Be aware that there are alot of attacks that can break your guard, besides Unblockable 
   Attacks. Don't sit idle in one place or you will learn the hard way. 

4) Lastly, the Weapon Repel trick will come in handy, so never forget it exists. Practice using
   it and your wrath can be unstoppable.


                                            ---------
                                            ATTACKING
                                            ---------

     It is best that you learn what type of attacks are in your arsenal. Here will be a list 
about all regular & advanced attacks that can be used to help you win:

----------------------------------------------------------------------
Basic Attacks = Attack varies depending on button and position done at
----------------------------------------------------------------------

     These attacks are what is necessary to go toe-to-toe against your opposition. Basic attacks 
fall into these categories: Stand, Crouch, Jump/Flying, and Back. Depending on the strength
of the button pressed, the damage and speed of the attack will differ:

1) Standing and crouching attacks hit on different levels, so it is wise to know what does what. 
   This is also necessary in executing the Toshin Ryuugi. (See further below)

2) Back attacks, on the other hand, strike on a set level no matter if done standing or crouching 
   while foe's behind you. 

3) Whether you jump straight up or jump diagonally, the attack is always the same. Note that 
   pressing up and an attack button at the same time will make your character do an air attack
   immediately. However, this will not work if that attack button is used for Down Attacks.


------------------------------------------
Ducking Attack = Down+Slash or Kick button          
------------------------------------------
     
     Not to be confused with a crouching attack, this has to be done just as you press down. This
attack usually strikes on a low level and will fall your opponent. In other cases, this acts like 
an overhead attack (sort of like a Middle attack). Damage is strong, but speed of attack and 
recovery varies. Relatively safe, so don't worry about using this.


--------------------------------------------------------------------
Rising Attack = Standing from a crouch position, Slash or Kick button 
--------------------------------------------------------------------

     This attack takes some getting used to. Due to its slow setup, this cannot be used as 
effectively in an intense battle on its own. Depending on the character, this move is usually
a launcher. Mastering this is necessary, especially if you want to make some devastating juggles. 


--------------------------------------------------
Down Attack = Up+any button (Depends on Character)
--------------------------------------------------
     
     Brought back again to the Toshinden series, this attack will strike low and catch anyone on
the ground. Its power is low, but still good to use. Some are meant for close range, while others
are meant for far range. Besides hitting an opponent while they are down, each one possesses some
unique traits:

     -Some produce elemental effects 
      (i.e. Eiji's Close Down Attack produces fire) 
     -Some may knock down a foe if they get up in time 
     -Some make you do a quick retreat at the end 
      (i.e. Verm's Far Down Attack makes him flip away afterwards) 
     -Some Close Down Attacks hit fast, while others may have a delay. 
      (i.e. Rook's is fast enough to use anytime, while Genma's extends pass foe close and reels 
       back to him slowly) 
     -Most Far Down Attacks jump high and can be used to counter projectiles and attacks 
      (i.e. Lancelot's will go over Eos' Adrastea, working like a counterattack) 
     -All Down Attacks strike at Special Mid height (Bang-Boo and Verm are the exception) 

     Be fast on the draw with this and harass fallen foes until they've learn to stay off the 
ground.           

     Note that these are not the only attacks that will hit downed foes. Just about any attack that
strikes on a low level and/or some (special) middle attacks and overhead attacks will hit a downed
foe. Experiment and figure out what works for you.


--------------------------------------
Unblockable Attack = Forward+Hard Slash
--------------------------------------

     Players that like to "turtle" up and block alot will change their gameplay quickly when this
comes into play. Although slow on startup, an Unblockable Attack will break an opponent's guard in 
one sure hit. Each are unique for each characters: some may leave an opponent stunned, while others
may topple an opponent. In defense, the player hit by this can press his/her buttons rapidly to 
recover. (only if Stun comes into effect) Each are very powerful and will open up the chance to 
starting a combo if fast enough.

     Note that Miyabi and Eos are the exception to this rule. Their Unblockable Attack is actually
"blockable". The only thing that makes their Unblockable Attack special is that they have some extra 
attributes along with it. Miyabi's is very fast, making it easy to tag into certain combos. Eos' 
isn't as fast as Miyabi's, but it hits twice & will launch an opponent on the second hit. 

     Rook also has an exception to his Unblockable Attack. While his is unblockable, it does not
leave a character dazed. Instead, characters will have a longer recovery time then usual when hit, 
(Hit Stun) giving Rook time to add in an extra hit or two (if fast enough).


------------------------------
Weapon Repel = Back+Hard Slash
------------------------------

     This technique is a key tool that should be mastered in order to gain the upper hand. When 
the opposition attacks with a weapon-based attack, (depsite the height) this will knock it away, 
leaving the opponent open to an attack for a moment. Yes, this will stop anything, even Fatal 
Techniques!* (i.e. Eiji's Gouka no Kurenai and Zero's Calypso) Anything that comes into mind can 
be done without any worries of a retaliation. (i.e. throws, Secret Fatal Technique) Projectiles 
(ex. Bang-Boo's Sybarite Cannon) and physical attacks (such as a punch or kick) cannot be stopped
through this, though. Air Slash attacks also are uneffected by this technique, so don't think 
you're invincible to whatever comes at you. 


*A little note about Eiji's Shin Enjin Shura Ha. The first slash cannot be stopped with a Weapon 
Repel. From afar, the sword will disappear, but he'll still attack & hurt you if you do not move
or block the 2nd slash. Upclose the 1st slash hits twice, meaning the Weapon Repel will cancel only 
1 hit from the 1st slash. However, you'll still get hit no matter what. The 2nd slash, on the other
hand, can be Weapon Repelled.


--------------------------------------------------------------
Guard Cancel Attack = Forward+Hard Kick as you block an attack
--------------------------------------------------------------

     When the Weapon Repel isn't working for you, this should be your next savior technique. No 
matter what the attack is, how many hits it delivers, or if you're in a standing or crouching 
guard, this technique will stop it. (All except throws) Almost invincible, your character will 
counter attack on the spot. Each character's Guard Cancel Attack is different, (i.e. Rook's will 
launch a foe, while Zero's will send a foe flying away a great distance) so use each one wisely to 
your advantage. Just remember that you need at least 1 block from your Overdrive filled in order to 
use this.

Note that if a Guard Cancel Attack is blocked, it will break a character's guard, making them go 
into a "Weapon Repel" posture minus the flash of light.


-------------------------------------------------------------
Attack Reversal = Weak Slash+Weak Kick (Naru and Miyabi only)
-------------------------------------------------------------

     An even better version than the Weapon Repel, this technique can be used anytime you please
against any type of attack. (Excluding throws and projectiles) Catching an opponent's attack, Naru
and Miyabi will automatically counterattack, sending their opponent flying away. The strength of 
the Attack Reversal also varies; the more stronger the attack the opponent uses, the more damage
Miyabi & Naru will dish right back. Unlike the Guard Cancel Attack, this is not invincible entirely, 
so there is a chance of it trading hits or being countered by the attack being reversed all 
together. 
     Note that the recovery time is extremely slow so a reversed character can do a Safe Landing 
and hit Miyabi or Naru before they recover. (If fast enough) Miyabi's Standing Attack Reversal 
seems to miss at times, (especially low crouching opponents) as well as being easy to counter if 
the opponent's move is strong enough. Also, depending on the attack thrown at Naru, she will do 
either a Standing Weak Kick or Rising Attack Kick as her Standing Attack Reversal.


-----------------------------------------------------------
Dash Attack = Press Slash or Kick while Dashing or Free Run
-----------------------------------------------------------

     When distance is a problem, this will make matters more simple to handle. The type of attack
that will be executed, the height of attack, and the distance and effects of this attack varies 
depending on the button pressed. Very handy, use this when charging in onto the opposition.


                                        ----------------
                                        COMBO TECHNIQUES
                                        ----------------

     TSD Subaru offers many ways to execute combos. No longer limiting itself to just simple 
combos done on the ground, (TSD 1 & 2) or near "unlimited" juggles (TSD 3), the gameplay now 
evolves around four levels of fighting which must be kept in mind:


GROUND COMBO: Your standard manner of fighting. Just go toe-to-toe with your opponent and tag
              him/her first in order to unlease your personal combination.

JUGGLING COMBO: Becoming popular in a lot of fighting games, you can also snag your opponent 
                while they are airborne and unleash your fury with some stylish & fancy combos.
                Launching-type moves come in handy for this, so find the opportunity to knock
                the opposition off their feet. A must, especially for setting up moves that are
                too difficult to connect when your opponent's on the ground.

MIDAIR COMBO:  Possibly the hardest (but most rewarding) method to doing combos is in the air.
               Timing & distance is everything, especially when utilizing the Toshin Ryuugi (see
               the "Toshin Ryuugi: Go With the Flow" section) while in midair. Don't expect any-
               thing radical like in the VS games made by Capcom; although the hits will never
               register up to 30+, you could turn this combo into a juggle if you should land 
               first....

DOWN COMBO: Like its name, this combo requires an opponent to be knocked down first. Strange as
            it may seem, a good number of hits & some fancy outcomes may happen if you try 
            connecting moves together. The only catch is that only ground-based hits/attacks that
            hit on a low-level will work. Use this knowledge well, for your average combos (like 
            the ones stated above) do not end even when the opposition's down.



                                     ----------------------
                                     OUTCOME DURIMG A FIGHT
                                     ----------------------
    
     Within a fight, attacks each have different effects on an opponent. It is important to know 
what is possible and what can be done once you see any one of these effects:

1) Half-Down (Sit/Kneel) - Characters will fall halfway down on the ground from certain attacks.
                           (i.e. Fen's Captain Silver) This not only puts characters in a 
                           position where most mid & low attacks can hit, but they are left wide
                           open for attack while they are getting up. 

2) Launch - Like its name implies, a character hit by this move will be sent flying high into
            the air. The height & hangtime of the launched character depends on attack that
            hit him/her. Through this, air combos and juggles are what to look for as a followup.
            If there's no restrictions to your fights, also look for ring outs and claim victory
            nice and quickly.

3) Stun - Some attacks (like Unblockable attacks) will leave characters staggering around, unable
          to defend or attack. Characters can rapidly press buttons (using the keypad for this is 
          recommended for the best results) to recover from this state, while the attacker can 
          use this chance to set up for some deadly damaging attacks. Note that if a character is
          hit while in this state, they will usually be launched in the air. 
  
4) Hit Stun - Unlike the one stated above, this type of effect works a little different. When this
              comes into play, a character will not stagger. Instead, they will have a longer 
              recovery time when they are hit. There is no way to speed up the recovery time, 
              either. Compared to the other one, a character is not left open for a long period of 
              time, but just long enough to take in another hit if the timing is right. Rook, 
              Genma, Bang-Boo, Zero, and Vermilion are the only characters that can do this.

5) Topple - Similar to Stun, a character will stagger abit before falling slowly to the ground. 
            Very few attacks do this, while the time to hit a character in this state is little.
            Use the same strategies from Stun to control your opponent.
  
6) Slam - Some moves that hit from above will cause a character to drop face first into the turf
          hard. This will also effect airborne characters, causing them to drop straight down to
          the ground without any resistance. Since there is no bounce, note that there is no way
          to do a Safe Landing when this comes into play.

7) Banish - A character who is hit by any moves of this effect will be sent flying forward 
            through the air a great distance. Airborne characters will fly even further, and can 
            even fly out of the ring through this. A good way to get annoying players out of your
            zone.

8) Spiral - Some moves hit with such a force that causes a character to spin in the air before 
            flopping completely to the ground. While a charcter falls at a low-level height and
            can still do a Safe Landing, that character will fly forward abit more, making it 
            possible to be ringed out if too close to the edge.

9) Trip - When a character is hit by a certain low attack, that character will fall to the 
          ground as his/her feet is kicked out from under. Any attack that hits afterwards before
          that character is fully down to the ground will be knocked upwards. Safe Landing does 
          not work, making it easy to get in another attack while the opposition can do nothing
          but pray.


     Because so much can turn against you, it is best to avoid having any of these outcomes 
happening to and put your opposition on the receiving end.


                                         --------------
                                         DAMAGE CONTROL
                                         --------------
   
     Everything is balanced out in the world of TSD Subaru. Infinite combos are impossible, while 
"No Contest" finishes (doing a combo that'll kill a player on the spot even if they have a full
Health Gauge) do not exist.* Here's some key points to remember while engaging in battle:

--------------
WHILE FIGHTING     
--------------

     -With each consecutive hit received, a character is pushed away (depending on the hit, it can 
      either be slight to alot). The distance increases little by little with each hit, which will
      grow to a point where a combo will break because opponent is too far away. (excluding 
      multihitting moves that are activated upon contact)
 
     Ex: Naru does a WK chained into a HK combo on Subaru, both of which connect. However, doing 
         a combination consisting of WK-WS-HS-D+HS-HK, HK will miss because Subaru is pushed out
         of reach.    

     -Damage from attacks received in the back do not increase, but the distance does. Most combo
      attempts will fail, even when a character's in the air.
  
     Ex: Naru does the same combination on Subaru from behind. This time around, D+HS misses, 
         causing the combo to end 1 hit before HK can be executed.

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

     -An airborne foe cannot be juggled infinitely. The more hits they take, the more gravity(?)
      acts upon them, pulling them down to the ground even more. 

     Ex: Rook launches Naru with a Rising Kick attack, followed by a Jump WS-HS combo, lands, and
         quickly does a Consecutive Gear that connects before she hits the ground. However, if 
         Rook launches her again, but follows up with a WS on the ground before doing the air 
         combo, by the time he lands and does Consecutive Gear, Naru will hit the ground first,
         which'll cause consecutive Gear to miss.  

     -While in midair, a character struck will either bounce upward, forward, or downward. 
      According to the hit received. the struck character's path he/she will travel will vary.

     Ex: Rook jumps up with a HS that hits Naru as she is airborne. Hitting twice, Naru bobs up 
         a little higher with each hit as she moves backwards a little bit. 

     Ex: Rook does a Dash HK on Naru as she is airborne. Naru is knocked a great distance forward
         away from Rook through the air. 

     Ex: Rook does a Ducking Slash Attack on Naru as she is airborne. Naru is slammed hard into 
         the ground close to Rook, as the hit accelerates her descent.

     -A combination of the two points stated above, there is no way to break either of these 
      rules. A character that is comboed on the ground & is suddenly knocked into the air will
      either be pulled down faster than usual or not fly up at all! Even if the hits are but a 
      few, once the foe is knocked up, they will not follow the usual rules.
 
     Ex: Rook does a Ducking Kick Attack on Naru, followed by a Rising Kick Attack that launches 
         her up. Jumping up, Rook executes a WS-HS. Landing, he then does WS-HS-HK combo. The more
         Naru was hit, the more shorter her ascent & the more faster her descent became, forcing
         Rook to execute each hit faster and faster.

     -Some special attacks that cause multiple hits, on the other hand, do not follow the rule 
      stated above. After doing numerous blows, a character may be launched or sent airborne in
      the same manner as if only a single hit caused this to happen. However, once that airborne
      character is struck, the above rule will come into play.

     Ex: Rook does a WS-WK-HK-HS and quickly cancels into Boisterous Dancing on Naru, all of which
         register as a 17-hit combo. Despite the number of hits, the final hit from Boisterous
         Dancing launches her into the air similar to a single hit from his Rising Kick attack. 
         Jumping into the air, Rook executes a WS-HS chain. As soon as WS connects, Naru's descent
         quickens so fast that HS does not connect.     


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

     -Most Middle, Special Mid, and Low attacks will hit a downed foe. High attacks will not 
      connect, though. Thus, combinations are possible to do while a character is down, while
      the downed character cannot get up while this is taking place.

     Ex: Miyabie does a D+WK-D+WS-D+HS combo on Genma while he is down. 

     -Some Special Mids that do not connect while a character is down will hit if chained in from
      another attack.

     Ex: Miyabi's D+HK misses Genma while he is down. However, if D+WS is done on Genma & 
         connects, and D+HK is then chained into, it will connect.

     -Most Jump attacks will hit a downed character.

     Ex: Miyabi does a Jump WS which hits Genma while he is down.

     -Some special attacks that are activated upon contact will not work on a downed opponent. 
      However, if they should hit, they will only do one single hit.

     Ex: Miyabi does Musou Batto on Genma as he is down, connecting for damage from the initial
         hit. However, she will do nothing else but stop as if the move had never came in 
         contact at all. 


-------------------
WHILE TAKING DAMAGE     
-------------------

     -Each 1 hit does full 100% damage that it is capable of doing. When moves that do multiple 
      hits and/or attacks that are chained from one into another and register as an actual combo
      come into play, the damage of each will reduce little by little. It goes like this:

                1st Hit   =   100%               4th Hit   =   75%
                2nd Hit   =   90%                5th Hit   =   60%
                3rd Hit   =   80%                6th Hit*  =   50%


      *Any hits after the 6th hit will do 50% damage as well

     Ex: Subaru does a WS, which registers as 400 pts (100%) of damage on Rook, who has a health 
         bar of 10000 pts (regular, 100% Health gauge). Next, he does a 2-hit combo on Rook, 
         which consists of a WK chained into a WS. The outcome is 760 pts. WK does 400 pts (100%) 
         of damage, but WS does 360 pts (90%) of damage, meaning 10% of its power was lost. 

     -When Kishin Kourin comes in to play, all hits will do 25% more damage. However, The damage 
      of each hit in a combo or multi-hitting attack will still reduce. The only thing is, each
      move will possess the 25% power boost from Kishin Kourin before the move is reduced.

     Ex: Subaru does Byakki Moshuu Ken on Rook, who receives 4200 pts worth of damage. Activating
         Kishin Kourin, Subaru does it again, this time dishing out 5250 pts worth of damage.

     
*Sad to say, but "No Contest" combos do exist. This is possible mainly through Kishin Kourin.
 Eiji, Lancelot, Vermilion, Zero, and Bang-Boo are capable of doing 100% damage combos. See these 
 characters' sections to know what is required to achieve this.

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

F) TOSHIN RYUUGI: GO WITH THE FLOW

     Toshinden Subaru features a new combo system, called the "Toshin Ryuugi" (Toshin Flowing
Technique). A pretty simple combo system, it takes a bit of practice to getting used to the 
Toshin Ryuugi's flexible manner. Here's a chart on how the combo system goes:

                                        ------------
                                        Weak Attacks
                                        ------------
      ____________________________________________________________________________        
     |                                                                            |
     |                 Ground                                  Air                |
     |                 ------                                  ---                |
     |                                                                            |
     |        Sq  <=============> D+Sq                                            |
     |          <-              ->                                                |
     |        /\  --          --  /\                                              |
     |        ||    --      --    ||                                              |
     |        ||      --  --      ||                     Sq <=========> X         |
     |        ||        --        ||                                              |
     |        ||      --  --      ||                                              |
     |        ||    --     --     ||                                              |
     |        \/  --         --   \/                                              |
     |          <-             ->                                                 |
     |        X   <=============> D+X                                             |
     |                                                                            |
     |____________________________________________________________________________|

                                            |  |
                                          __|  |__
                                          \      /
                                           \    /
                                            \  /
                                             \/

                                        ------------
                                        Hard Attacks
                                        ------------

      ____________________________________________________________________________        
     |                                                                            |
     |                 Ground                                  Air                |
     |                 ------                                  ---                |
     |                                                                            |
     |       Tri  <=============> D+Tri                                           |
     |          <-              ->                                                |
     |        /\  --          --  /\                                              |
     |        ||    --      --    ||                                              |
     |        ||      --  --      ||                    Tri <=========> O         |
     |        ||        --        ||                                              |
     |        ||      --  --      ||                                              |
     |        ||    --     --     ||                                              |
     |        \/  --         --   \/                                              |
     |          <-             ->                                                 |
     |        O   <=============> D+O                                             |
     |                                                                            |
     |____________________________________________________________________________|


-------------------------------------
A RIVER'S FLOW: WEAK=WEAK & HARD=HARD
-------------------------------------

     Remember that attacks of the same strength can be mixed together, but the same attack 
cannont be used twice:

Example: Sq-D+Sq and D+X-D+Sq-X-Sq is possible, but Sq-Sq is not possible.


-------------------------------------------------
LIKE A STREAM OF WATER: WEAK INTO HARD'S THE FLOW
-------------------------------------------------

     From any weak attack combination, you can immediately go into any hard attack combination.
However, you cannot go from any hard combination into any weak combination*:

Example: X-Sq-D+Tri-Tri is possible, but D+Sq-D+O is not possible.



*Note that Rook is the exception to this rule. Here's what I mean:

           ------------------------------------------------             
          |            ====> Sq (standing only)            |
          |           ||                                   |
          |    Down+Tri                                    |
          |           ||                                   |
          |            ====> X (standing and crouching)    |
           ------------------------------------------------


---------------------------------------------------
CANCEL POINTS: FLOW INTO AN OCEAN FULL OF SURPRISES
---------------------------------------------------

     It is possible to cancel into any Fatal Technique, Ultimate Sacred Attack, and Secret
Fatal Technique while using the Toshin Ryuugi. This is also possible while using any other 
attack, excluding Down Attacks and Dash Attacks. So, it is possible to end your combos in
different manners:

Example: Sq-D+X-D+Sq-Tri=Hard Hishouzan (Subaru)


---------------------------------
FLOW LIKE THE WIND: MIDAIR RYUUGI 
---------------------------------

     Doing the Toshin Ryuugi in the air is a bit tricky, but if you can get the timing down,
some fancy combos can be done. Also, you can jump in and do a very quick air combo into a 
ground combo. The only catch is, everything has to be done fast without any hesitation if you
want your air-to-ground combo to register:

Example #1: Rising Attack Kick (launch), Jump Sq-O, Land, Jump O-Tri (Rook)

Example #2: Jump X-Sq, Land, Sq-X-D+X-D+O (Fen)


-----------------------------------------------
ALL RIVERS ARE CONNECTED: OTHER WAYS TO FLOW BY
-----------------------------------------------

     On a side note, the Toshin Ryuugi can be started from both Ducking and Rising Attacks. 
The only catch is, because they are hard hits, only a hard attack combination can be done.

Example: Rising Attack Slash-Tri-D+Tri (Lancelot)

     In order to use Ducking & Rising attacks effectively, here are so pointers:

          1) Doing a low attack, (blocked or not), take your finger off of the Down
             button. Just as your character recovers and is about to rise, press Slash or 
             Kick. Depending on the low attack & whether it hits or not, and the character 
             being used, how this method will work may vary.
          2) After doing a low attack that knocks your opponent off his/her feet or puts 
             them in a seated position, take your finger off the Down button. Just as 
             your character recovers and is about to rise, press Slash or Kick. This will 
             hit your opponent just before he/she recovers if your character recovers 
             first/Rising attack is fast.
          3) Do a Ducking attack that either stuns, knocks your opponent off his/her feet,
             or is blocked. Once it connects, wait until your character recovers and is 
             about to rise before pressing Slash or Kick. Outcome varies depend on 
             character.
          4) Do a W attack that either hits or is blocked. Once your character recovers 
             quickly press Down + Slash or Kick.

Example #1:  D+X-D+O, Rising Attack Kick (Naru)

Example #2: Sq-D+O, Rising Attack Slash (Eiji)

Example #3: Ducking Attack Slash, Rising Attack Slash (Naru)

Example #4: Sq, Ducking Attack Slash (Puella)         
             

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

G) KISHIN KOURIN: OVERDRIVE'S LATEST RAGE

   New to the Toshinden scene is a last-ditch trick called "Kishin Kourin" (Fallen Soul). Once 
this is activated, you'll see your character become engulfed in a geyser of burning energy, 
(characters with a Sacred Weapon will get an additional effect, as the animal symbol of their
weapon appears in the background) which will turn your Overdrive stocks blue (means a player 
cannot use Kishin Kourin again) and cause that character to flash colors. (red for 1P; blue for 
2P) When using Kishin Kourin:
 
      -Can be activated in both midair and on the ground. Cannot attack afterwards until you 
       land if done in the air.

      -Characters' Health gauge will turn red and will become full despite how much damage
       was received previously

      -A character's attacks cannot be stopped/interrupted by an opponent's attack 

      -Can still block

      -Damage received will be reduced

      -Damage inflicted will increase (See info labeled "Damage Control" in the "Offense & 
       Defense" section for more on this.)

      -Can cancel into Kishin Kourin through any basic attack as if it were a Fatal Technique*

      -Characters attempting moves that have to be activated by connecting (i.e. Subaru's 
       Byakki Moshuu Ken) will automatically fall into a "Weapon Repel" posture

      -Throws, on the other hand, are still effective

      -Secret Fatal Technique can be used at any time, but still follows the same rules. Once
       a character uses it once, he/she has to be hit again in order to use it again     

      -Health gauge will slowly reduce as time goes by, even if that character isn't being hit.
       Once it is almost nil, the reduction rate will slow down, lingering on the little bit of
       energy left. After a bit of time, a character's Health gauge will by drained completely, 
       killing that character on the spot despite whatever he/she is doing.

      -There's no way to fill up your Health Gauge. Even Puella's "Angel Song" is ineffective.

      -Note that in any battle with the timer on, Kishin Kourin cannot be used once there's 9
       seconds left on the timer


     Note that Kishin Kourin can be done both on ground and in air. This can really save you in 
some tight situations, especially if you are near death. Yet, it also means your death if you do 
not finish off your opponent in time. It's a double-sword trick that should be used wisely. 


*Cancelling into Kishin Kourin has to be done either exactly or just slightly after a basic 
 attack connects while on the ground. In the air, the same rules apply, but can sometimes be done 
 anytime after a basic attack connects in the air. (usually if it is a Hard Slash or Kick) 
 Practice to understand and become familiar with doing this either on the ground or in the air.


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

H) PARTICIPANTS

     In this section you will find the storylines, personal data, moves, and combos & strategies
for each character*. Before continuing below, here is a list of special words and labels I am 
using for each character's "Tips On Gameplay" section:

SYMBOLS, TERMS AND ABBREVIATIONS
--------------------------------

     WS = Weak Slash                              - = Indicates that an attack is being chained 
     WK = Weak Kick                                   into another (Toshin Ryuugi)
     HS = Hard Slash                              = = Cancel into any Fatal Techniques / Do an 
     HK = Hard Kick                                   air-based Fatal Technique the moment you
     D+ = A crouching attack                          jump
     U(F or B)+ = A jumping attack                , = Indicates a break/pause/separate attack 
     Rising S/K = Rising Attack Slash or Kick         within a combo
     Ducking S/K = Ducking Attack Slash or Kick   / = Outcome is different depending on the      
     Back S/K = Back Attack Slash or Kick             situation
     UB = Unblockable Attack

     (Land) = You land on the ground after an air attack/combo before continuing
     (Crossover) You jump over opponent/land behind opponent

     Counter(attack) = You attack an opponent while he/she attacka, beating the attack in the 
                       process. Or, you dodge an attack and hit your opponent with your own.

     Reverse/Reversal = You attack after blocking an attack, or after taking a hit (your attack 
                        hits before opponent recovers)                   

     Top-Down = You attack with hits that mix between high-middle-low height as you try to get a 
                hit in on your blocking opponent.


RATINGS ON DASH                              RANGE & DISTANCE (Varies with each characters;
---------------                              ----------------  projectiles excluded)

Slow = Lowest              Upclose/Close = At this range, starting combos is easy, while throws 
OK = Low                                   are possible.                 
Average = Average          Middle/Mid = At this range, your basics strike at maximum range.
Fast = High                             Counterattackss & Dash Attacks are easy to do.
Very Fast = Very High      Far = At this range, only projectiles, attacks that rush in, and long-
                                 reaching attacks will hit. Jump ins are easy to do.
                           Beyond = At this range, you and your opponent are at the farest ends 
                                    of the screen. Free Run, Dash, and projectiles are safe to do.

100% Damage Combos: For this FAQ, these combos are done on characters with a regular (100%) Health
                    gauge. There is no guarantee that these combos will work on a character with 
                    a Health gauge higher than this. 


*SPECIAL NOTE: All strategies, combos, and tips are from research on the game, as well as from my 
knowledge through playing countless hours. To ensure that each one works, I've used all motion 
types (Command, OD, and 1-Shot) to test each one out. I do not guarantee that you will be unbeatable 
by using the info from each character's section, nor that all strategies/combos are 100% flawless
and will work all the time. Everything is written so to understand each character & their strong
points better, as well as to guide you into developing a fighting chance against the competition. 



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

                                      =============
                                      SUBARU'S TEAM 
                                      =============


---------------------------------------
SUBARU SHINJO - TRAVELER

COUNTRY: JAPAN
AGE: 18
HEIGHT: 170 CM
WEIGHT: 58 KG
WORK: TAKING A BREAK FROM HIGH SCHOOL

WEAPON: Byakko no Tachi (White Tiger Blade); 
        one of the Four Holy Weapons
---------------------------------------

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

     Subura continues his training journey, as he aims to be the strongest figther in 
the world. On his journeys, he came to the presence of a girl named Naru, who disclosed
to him that his teacher (Eiji) was once a close friend to her father (Kayin). From Naru,
Subaru also learns that there's a warrior that, together with a "Dark Organization", is
making plans to hold a "Toshin Tournament". 
     It seems that through the revival of this "Toshin Tornament", chaos & confusion will 
be spurred from its existance. Hearing this from Naru, Subaru becomes a participant of 
the Toshin Tournament.

------------------------------------------------------
FIGHTING PERSONALITY: SIMPLE ATTACKS = FIERCE STRENGTH
------------------------------------------------------

     Since connecting and opening with an attack is easy, Subaru's attack strength is high,
while damage he inflicts is huge. When engaging in close battles, you should want to fight
swiftly. 

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*


DASH AVOID:                                         SIDESTEP:  
     -Speed is OK, but leaves him open                   -Gets him out of the way, but slow
      to many hits                                        moving
     -Use upclose to get to foe's side or                -Use at a distance to avoid projectiles
      if foe jumps                                        or major life-threatening attacks

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
     -Speed in moving is slow                            -Jump height is average
     -Backstep is short                                  -Descent is OK
     -Try not to move too much; hold your                -Air combos are OK, while WS is great as
      ground more & fight                                 a jump-in

GUARD CANCEL ATTACK:                                THROWS:
     -Will cause Banis                                   -Front: Will down foe; Down Attack & 
     -If blocked, can easily follow up with               Ring Out is possible
      another attack                                     -Back: Will down foe; Down Attack is 
     -Look for possible ring outs with this               possible
     
CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Average speed                                      -Slow speed
     -Average reach                                      -High jump height      
     -Special Mid                                        -Special Mid
     -Extra Abilities: none                              -Extra Abilities:
                                                               =Hit foes from behind (close~mid)

UNIQUE ATTACKS/MOVES:                               
     -Dash HK (Shuugekidan [Charging Kick]) = Causes Trip         
                                                     

    ---------                     ------------             --------------           
    Launchers                     Stun Attacks             Ground Attacks
    ---------                     ------------             --------------

-Rising Attack Kick           -Unblockable Attack         -U+WS (Close Range)
  
-Rising Attack Slash          -Dash WS (Topple)           -U+HS (Far Range)


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


                                    [FATAL TECHNIQUES]
 

NAME: REKKUZAN (Air-Shredding Slash or Sonic Slash)                   ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash                                    ATTACK POINT: Special Mid        
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 1(H)

DESCRIPTION: This technique was passed down to Subaru by Eiji:
Weak Version - Eiji's version is thrusted through the air. Because he has yet to perfect it, 
               Subaru scrapes the earth to make this projectile.

Hard Version - Eiji's version is thrusted through the air. Through self-training, Subaru can
               direct this projectile at a 45 degrees angle upward.

SPECIALTIES:
     -H version will knock down opponent     

NOTES: Despite its slowness in a fireball fight, use W version in combos or in stopping enemy's 
       attacks from a distance. The H version is difficult to use in combos, so use mainly as a 
       shield for protection, as well as to counter airborne foes.


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

NAME: HISHOUZAN (Flying Slash)                                        ATTRIBUTES: Fire 
MOTIONS:                                                              TYPE: Slash
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) F+R1(W) or R2(H)                                          # HITS: 1(W) / 2~3(H)

DESCRIPTION: This technique was passed down to Subaru by Eiji:
Weak Version: This is similar to Eiji's when he was younger.

Hard Version: Thrusting with his shoulder, he will slice his opponent as he spins once he makes
              contact.

NOTES: Not as fast or continuous as Eiji's back in his younger days, but still effective. Counter
       attacks close with the W version, as well as tagging it in close, short combos. If it 
       misses, repeat it again if at a safe distance & the timing is right. Use the H version in
       any combos, even if your foe's down on the ground.

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

NAME: MUKUROWARI (Body Splitter)                                      ATTRIBUTES: None
MOTIONS:                                                              TYPE: Slash
   (Command) B,D,DB + W or H Slash                                    ATTACK POINT: Middle
   (1-Shot) B+R1(W) or R2(H)                                          # HITS: 1(W) / 1(H)

DESCRIPTION: This technique was passed down to Subaru by Eiji. Doing a somersault in the air, 
Subaru comes down upon his opponent with his sword. The attack and jump height changes depending
on which button is pressed.

SPECIALTIES:
     -Will cause Slam

NOTES: Use the knowledge that it acts like an overhead to surprise opponents, throw them off,
       and (possibly) hit them while they are still crouching down. Pass over ground-level 
       attacks to counterstrike. Also, this will come handy in juggles, so don't forget that this
       exists!

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

NAME: RYUUSEI KYAKU (Meteor Kick)                                     ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Kick
   (Command) D,DB,B + W or H Kick (in the air)                        ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 1(W) / 1(H)
 
DESCRIPTION: This technique was passed down to Subaru by Eiji. During his youth, Eiji cuts 
through the air and drops down with a kick at his opponent. Due to its intense nature, the
user of this will be ignited in flames.

SPECIALTIES:
     -Will cause Banish

NOTES: This homes in no matter where the opponent is. Remember that when trying to counterattack
       aggressive foes. Also, this can get you to safety when death is just lingering under you.

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


                                  [ULTIMATE SACRED ATTACKS]


NAME: KUUJIN RASEN ZETTO (Hollow Blade Spiral Execution Sword)        ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Special Mid
   (1-Shot) F+R1+R2                                                   # HITS: 1
   (Overdrive) W+H Slash 

DESCRIPTION: This attack was obtained through Subaru's self-training. Swirling a great mass of 
flames, Subaru throws this attack forward.  

SPECIALTIES:
     -Will cause Banish

NOTES: This will strike instantly upon execution without any fear of trading hits if done just 
       as an opponent attacks, making its usage very easy. Decently strong, it will go through 
       most projectiles & energy-based attacks.

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

NAME: JIGOKUMON (Hell's Gate)                                         ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,DF,D,DB,B + H Slash                               ATTACK POINT: Special Mid        
   (1-Shot) R1+R2                                                     # HITS: 6
   (Overdrive) W+H Kick

DESCRIPTION: This Ultimate Sacred Attack was passed down from Eiji to Subaru. Fired out from
his right hand, a flame unravels on its target while prohibiting the captured foe from moving.
Subaru then comes at the opponent and executes a number of spinning slices with his sword. 
Depending on the user, the form of the Jigokumon will be different.

SPECIALTIES:
     -Will cause Slam

NOTES: It's strength is unmatched in Subaru's arsenal, so abuse this as much as you like! Use
       this in combos, juggles, and as a counter. (it's funny to see your opponent's face when 
       they realize there's no way to escape) Unlike the Kuujin Rasen Zetto, this can be blocked
       easily if mistimed, while can be nullified by a projectile.

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


                                  [SECRET FATAL TECHNIQUE]


NAME: BYAKKI MOSHUU KEN (Sword of 100 Demon's Violence)               ATTRIBUTES: None (Basic)
MOTIONS:                                                              TYPE: Slash & Kick 
   (Command) F,B,F + H Slash                                          ATTACK POINT: Middle (Start)
   (1-Shot) B+R1+R2                                                   # HITS: 12(Close) / 11(Far)

DESCRIPTION: This Secret Fatal Technique was passed down from Eiji to Subaru. Once subconsiously
awakened, this becomes usable.  

SPECIALTIES:
     -Varies upon distance:
      Close - Subaru rams sword before sword swing (Does the least damage)
      Far -  Subaru will stop rush and swing sword (Does the most damage)

NOTES: Unlike previous versions, this can be used with little fear. There's no chance for an 
       opponent to reverse this move if blocked. If your opponent does anything, you can easily
       counter, for you will recover faster. This technique is initiated on the second sword 
       swing. (if blocked, Subaru attacks twice) Upclose, this will not work on a stunned foe.
       From far, however, the second sword swing will activate, causing this technique to work
       even on a stunned foe. 

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


                                     *STRATEGIES & COMBOS*


STRATEGY: WS, Ducking S
HITS: 1+1
NOTES: WS has very good reach. The delay between WS & Ducking S has to be slight. If foe ducks,
       the last hit will surely connect.

STRATEGY: WS, Dash Avoid, Kuujin Rasen Zetto
HITS: Varies
NOTES: Whether WS connects or is blocked, it is to serve as bait for making your opponent attack.
       If you Dash Avoid just as your opponent throws out an attack, not only will you be 
       standing safely at their side, but the Kuujin Rasen Zetto (due to its speed of attack)
       will hit flawlessly. 

STRATEGY: WS, Dash Avoid, Kishin Kourin, Jigokumon
HITS: Varies
NOTES: This is another setup that requires the same rules as the one above. The only difference 
       is once Kishin Kourin is activated, there's no way you can be reversed by your foe's Back 
       Attack. Just as you Dash Avoid, hold down the attack buttons so that Kishin Kourin is 
       activated just as you stop moving. By the time your opponent can fully recover, the 
       Jigokumon should have no trouble connecting. 

STRATEGY: WS (High):
               -Dash HS (Middle) (On defensive opponents)
               -Ducking S (Low) (On defensive & offensive opponents)
               -Dash WS (Special Mid) (On defensive & offensive opponents)
               -Dash WK (High) (On offensive opponents)
               -Dash HK (Low) (On defensive & offensive opponents)
               -HS-D+HS (Special Mid, Low) (Use delay tactics; best on offensive opponents)
               -UB=H Ryuusei Kyaku (Mid) (On defensive & offensive opponents)
HITS: Varies
NOTES: Through WS, this is a basic example of Subaru's pressuring tactics. Defensive opponents
       will be pressured down & threatened of their guard being broken, while offensive foes 
       will get tripped up as you intercept them during their attacks. Dash HS is the slowest, 
       while Dash WS is very fast &  beneficial. WS' long reach keeps opponent at bay and gives 
       Subaru's attacks a chance to come out without any interuptions.

STRATEGY: WS, W Hishouzan
HITS: Varies
NOTES: The point for this is to reverse anything your opponents may try. The delay after WS 
       should throw them off, causing them to recklessly attack. If so, they will get caught by
       the Hishouzan.

STRATEGY: (Ducking K-)D+HK=W Mukurowari
HITS: Varies
NOTES: The ol' classic technique used by Eiji, this is also necessary in Subaru's arsenal. Whether
       this is done on its own or through a combo, make sure you cancel into W Mukurowari when 
       your opponent is blocking low. Even if D+HK hits, you get a free two hit combo. If opponent
       becomes aware of this strategy, start it off with Ducking K. On a whole, best at a 
       distance.

STRATEGY: D+WK (Low):
              1) U=W Ryuusei Kyaku (Mid)
                            UF=Ryuusei Kyaku (Mid), (Crossover) Back K (Low)
              2) D+WS (Low)<
                            Byakki Moshuu Ken (Mid)
                                Mukurowari (Mid)
              3) Rising K (Mid)<
                                D+HK (Low)=W Mukurowari (Mid)
HITS: Varies
NOTES: An extensive example of Subaru's Top-Down capabilities. The 1st followup is best if an 
       opponent tries to stick out a low attack in retaliation. For the 2nd, Do Byakki Moshuu 
       Ken upclose & fast so not to give your opponent the chance to block. All in all, do each 
       followup close for the best results.
      
STRATEGY: Jump WS or Jump HS=Ryuusei Kyaku
HITS: 1+1/2
NOTES: Using WS, do this very early. As soon as it connects, Do the Ryuusei Kyaku. This method
       will either throw off foe or put pressure upon them. If you use HS, cancel into Ryuusei
       Kyaku immediately for it to connect.

STRATEGY: WS, HS, D+HS, or Ducking S from mid range
HITS: Varies
NOTES: These attacks are what's necessary in beating your opponent to the punch. Each have good
       reach, as well as high priority in overcoming your opponent's attacks. D+HS and Ducking S
       also gives you a chance to break your opponent's guard if they are overwhelmed and not 
       blocking correctly. Once either of these attacks connect, go into a quick combo that
       ends strong.


==BEGINNER==

COMBO: Ducking K-HS=H Rekkuzan
HITS: 3
NOTES: H Rekkuzan should be done fast.

COMBO: WK-D+HK-HS=H Rekkuzan
HITS: 4
NOTES: Same as above, except with a WK as a starter.

COMBO: Rising S, Dash WK, Dash HK
HITS: 3
NOTES: None

COMBO: WS-D+HK-HS=W Mukurowari
HITS: 4
NOTES: W Mukurowari should be done fast.

COMBO: WS-HK-HS=Kuujin Rasen Zetto
HITS: 4
NOTES: None

COMBO: Rising S=H Rekkuzan, Kuujin Rasen Zetto
HITS: 3
NOTES: None


==NOVICE==

COMBO: WS-HK-D+HK-HS=W Rekkuzan, Step-In, Close Down Attack
HITS: 6
NOTES: If done fast enough, Close Down Attack will hit before opponent gets up.

COMBO: Rising S, Jump WS-HS=Ryuusei Kyaku
HITS: 4
NOTES: Depending on when you jump, how close you (and your opponent) are to the ground, and how
       fast you plan to use the Ryuusei Kyaku, which version of the Ryuusei Kyaku to use will be
       different

COMBO: Jump WS-WK, (Land) WK-HS=Byakki Moshuu Ken
HITS: 16
NOTES: Press WS early as you jump, or before you start to descend, which will enable you to chain
       into WK in the air. Once you land, execute WK quickly.

COMBO: Ducking S-HS-HK=Mukurowari, Close Down Attack
HITS: 5
NOTES: Depending on how fast you cancel into Mukurowari, the version used will be different.

COMBO: Rising K=H Hishouzan, Jigokumon                 
HITS: 9                            
NOTES: Do everything fast! 

COMBO: Dash WS, Close Down Attack, Jump HK=Ryuusei Kyaku
HITS: 4
NOTES: Using Close Down Attack is just for style. A different attack can be used as long as the 
       recovery time is quick.

COMBO: Dash WS, WS, Jump HK-HS, W Hishouzan
HITS: 5
NOTES: Timing is tricky. Let foe descend abit before doing air combo. Depending on the air combo,
       W Hishouzan has to either be done at one's leisure or very fast.


==EXPERT==

COMBO: D+WS-WS-HS-D+HS=H Hishouzan
HITS: 6
NOTES: The closer you are, the better. D+HS may miss if distance increases too much

COMBO: Dash WS, WS, Jump WK, (Land) HK-HS=W Mukurowari 
HITS: 6 
NOTES: Time HK right, and the combo will work just fine.

COMBO: Rising K=Kishin Kourin, Jump WS-WK, (Land) HS=Jigokumon 
HITS: 10
NOTES: Not as hard as one would think

COMBO: D+WK-D+WS=W Hishouzan, Kuujin Rasen Zetto
HITS: 4
NOTES: Both W Hishouzan & Kuujin Rasen Zetto have to be done VERY fast

COMBO: WS-D+HK-HS-D+HS=Jigokumon
HITS: 10
NOTES: Powerful! But very difficult if you do it by its Command Motion.

COMBO: UB, UB, Rising K, Dash HS
HITS: 4
NOTES: Wait until foe's about head level before doing Rising K

COMBO: Dash WS, Dash WS, Dash WS, Kuujin Rasen Zetto
HITS: 4
NOTES: Everything has to be done fast without any hesitation


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


---------------------------------------
NARU AMOH - SEARCHER

COUNTRY: ENGLAND
AGE: 16
HEIGHT: 161 CM
WEIGHT 47 KG
WORK: NONE

WEAPON: Carriburn (A.K.A Excalibur)
---------------------------------------

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

     Naru was brought to a school at an All-Housing Institue by her foster father, Kayin.
Afterwards, it didn't matter how long she waited, Kayin never showed up. Thinking that her
foster father would never leave her in the hands of an institute because she was a burden, 
Naru trained herself using her foster father's techniques. Afther many years, she became a
master at those techniques. 
     On her 16th birthday, Naru runs away from the All-Housing Institue in order travel & 
learn about her foster father's disappearance.

----------------------------------------------
FIGHTING PERSONALITY: SHE'S THE ORTHRODOX TYPE
----------------------------------------------

     Naru is a simple character which novice players with no patterns to their gameplay can use.
Whether in a close or mid range battle, there's no problem with her. Depending on the Toshin 
Ryuugi, attack with combos all-out!

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*


DASH AVOID:                                         SIDESTEP:  
     -Speed is good, but leaves her open to              -Gets her out of the way, but slow
      to many attacks                                     moving
     -Use upclose to get to foe's side or                -Use mainly at a distance to avoid 
      if foe jumps                                        projectiles or life-threatening attacks

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
     -Speed in moving is average                         -Jump height is short, while decent is 
     -Backstep is OK                                      decent is quick
     -Try not to move around unless it is                -Air combos are difficult. Jump-ins are 
      to get close or stay out away from harm             easy. Jump mainlyto use Rising Sun

GUARD CANCEL ATTACK:                                THROWS:
     -Will launch foe up                                 -Front: Will down foe; can either ring 
     -Can start a juggle if timed correctly               out foe or be ringed out along with foe 
                                                         -Back: Knocks away foe; can either ring
                                                          out foe or be ringed out if close to 
                                                          edge

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Fast speed                                         -Fast speed
     -Average Reach                                      -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities: None
           =Poke at opponent (mid)                             

UNIQUE ATTACKS/MOVES:
     -B+WS+WK = High Attack Reversal            
     -DB+WS+WK = Low Attack Reversal
     -Rising Attack Slash (Upper Glide) = Causes Launch upon 2nd hit
     -Dash WK = Causes Slam
     -Dash HK = Causes Half-Down


    ---------                     ------------               --------------           
    Launchers                     Stun Attacks               Ground Attacks
    ---------                     ------------               --------------

-Rising Attack Kick           -Unblockable Attack (Topple) -U+WK (Close Range)
  
-Rising Attack Slash          -Dash WS                     -U+HK (Far Range)

-Dash HS                      


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


                                    [FATAL TECHNIQUES]


NAME: SONIC SLASH                                                     ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 1(H)
 
DESCRIPTION: This is the technique used by Kayin. Her sword moving at the speed of sound, 
an energy bullet is shot out. The building up of the electricity, depending on the friction,
will cause Naru to radiate sparks on her body.

NOTES: Depending on the button, the speed of this projectile will be different. Use that to
       determine which occasion to use each version in. Fireball fights are no problem, while
       stopping an opponent's assault is a must with this. Note that the H version has a long 
       recovery time, so try not to use upclose too much.

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

NAME: RISING SUN                                                      ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DB,B + W or H Kick (in the air)                        ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 1(W) / 1(H)

DESCRIPTION: This is the technique used by Kayin. Executing a somersault in the air, Naru kicks
upward & sends out an energy bullet from her leg.

NOTES: Totally different from Kayin's, a different strategy must be used. Use this to counter
       opponent's attacks, as well as varying between this and Sonic Slash in a fireball fight.
      
--------------------

NAME: SHOULDER CRUSH                                                  ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Kick   
   (Command) D,DB,B + W or H Kick                                     ATTACK POINT: Middle 
   (1-Shot) B+R1(W) or R2(H)                                          # HITS: 1(W) / 4(H)
 
DESCRIPTIONS: This is the technique used by Kayin. Changed abit to fit Naru's style, the W 
version is very efficient, while the H version has her spinning as she rises up, then coming 
down with a kick.

SPECIALTIES:
     -W version causes Stun 

NOTES: Use the W version alot, (despite its slow startup) especially if your opponent's 
       blocking low. Use this to also go over very low attacks and to counter airborne 
       opponents. Use the H version in combos, especially in juggles. Just be wary that if 
       your foe does a Safe Landing, the final blow is highly blockable, as well as reversable.


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

NAME: DEADLY RAISE                                                    ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Slash
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) F+R1(W) or R2(H)                                          # HITS: 1(W) / 3(H)

DESCRIPTIONS: This is the technique used by Kayin:

Weak - Naru leaps into the air spinning at a 45 degrees angle as an attack. It's slicing 
       ability is equal to Kayin's.
Hard - At the start, Naru charges forward, holding her sword at both ends. When she connects, 
       she attacks with the Full Deadly Raise technique.

NOTES: Use the W version in all situations, from counters to air juggles. If fast enough, can
       nail an opponent again with this move before they hit the ground. Use the H version in 
       all kinds of combos. 

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

                                  [ULTIMATE SACRED ATTACKS]


NAME: HELL'S GATE                                                     ATTRIBUTES: Electriciy
MOTIONS:                                                              TYPE: Kick
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Middle
   (1-Shot) B+R1+R2                                                   # HITS: 11
   (Overdrive) W+H Slash

DESCRIPTIONS: This is the technique used by Kayin. Naru changed this technique to fit her style
abit. Thrusting in with an elbow strike that raises her opponent off the ground abit, she flips
up with a kick. Spinning in a violent manner, a vaccuum is created around her.

NOTES: Very fast, reliable, and one of the few moves that can be used on a stunned foe without
       being discontinued. Because it hits mid, this makes as a very deadly tool in Naru's 
       arsenal. Will also connect on airborne foes, so use in all types of combos. Just be 
       careful if this is blocked.
 
--------------------

NAME: RAINBOW SPLASH                                                  ATTRIBUTES: ELECTRICITY
MOTIONS:                                                              TYPE: Kick
   (Command) D,DB,B,D,DB,B + H Kick                                   ATTACK POINT: Middle
   (1-Shot) R1+R2                                                     # HITS: 7
   (Overdrive) W+H Kick

DESCRIPTIONS: This is the technique used by Kayin. Doing the weak version of the Shoulder Crush
6 times, she ends with a somersault kick. The color for each attack changes, (being 7 in total),
which is why "Rainbow" is added to its name.

NOTES: This is very slow to use in a ground combo, so keep this ready for air juggles or if 
       your opponent's dead open. If this misses, however, Naru's open for whatever punishment
       her opposition can think of. A very strong move, you have to use this with smarts.

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

                                  [SECRET FATAL TECHNIQUE]


NAME: HELL'S INFERNO                                                  ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Kick & Slash
   (Command)F,B,F + H Slash                                           ATTACK POINT: Middle (Start)
   (1-Shot) B+R1+R2                                                   # HITS: 11~12

DESCRIPTIONS: This is the technique used by Kayin. Thrusting in with an elbow strike, Naru 
attacks with numerous kicks and slices. She then follows up with the weak version Shoulder Crush,
Rising Sun, and ends with the weak version Deadly Raise.

SPECIALTIES:
     -On small characters, it will hit 11 times. On big characters, it will hit 12 times.

NOTES: With a similar startup like Hell's gate, use this in the same manner. Use mainly in combos, 
       so to ensure no failure when this comes into action.

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


                                     *STRATEGIES & COMBOS*


STRATEGY: Jump WS, (Land) WS:
               -U or UB+WS=W Rising Sun
               -UB+WS, H Rising Sun                    
HITS: Varies
NOTES: If your opponents tries to attack is is crouching, pressing U/BU+WS will usually stop 'em.
       Doing W Rising Sun will just keep the pressure & surprise going. For the H version, wait u
       until you are about to land before executing it.

STRATEGY: D+WS, UF+HS, (Crossover) Back K
HITS: Varies
NOTES: This is a setup to catch low blocking foes. Doing this upclose, you'll hit them as you fly
       by above them. To through them off, chain into HK in the air. It won't hit, but it'll 
       throw them off, enabling to do Back K without them trying to counterattack.

STRATEGY: WS or Low K, Attack Reversal
HITS: 1
NOTES: This should be used as a setup on a blocking foe in case they intend to reverse your 
       supposed "combo". Depending on your opponent, use either the high or low Attack Reversal
       if you can predict their attack patterns.

STRATEGY: WS (High):
              -Ducking K (Mid)
              -Ducking S (Low)
              -Dash HS (Mid)
              -Dash HK (Low, Low)
              -HS (Special Mid)
HITS: Varies
NOTES: Using the quickness from WS, Naru can attempt Top-Down strategies. Very simple, her 
       followups are quick and strong. HS has high priority in reversing retaliation attempts, 
       so stick this out fast when the opposition doesn't want to sit idly on defense and wants
       to stop your assault.

STRATEGY: D+WK (Low):
              1) Rising S (1 Hit)-D+HS=W Shoulder Crush (Mid, Low, Mid)
                                           D+HK=Hell's Gate (Low, Mid)
              2) Rising K=D+HS (Mid, Low)<
                                           W Shoulder Crush (Mid)
              3) D+HK=H Shoulder Crush (Low, Mid)
HITS: Varies
NOTES: An extensive example of Naru's Top-Down tactics, her chances of getting through her 
       opponent's defense relies on her speed in doing each part of her followups. Do upclose, 
       so to keep opponent on the edge and guessing.

STRATEGY: Jump WS=Rising Sun
HITS: Varies
NOTES: As WS is blocked, do Rising Sun. Not only does this reverse anything your opponent may 
       try, but it lets you land safely. The higher you are when WS connects, the more you 
       should stick with W Rising Sun.

STRATEGY: (WS,) WS, Dash WS
HITS: 1
NOTES: Using this trick can help to fool the opponent into attacking. If opponent lets up his/
       her guard,  Dash WS, due to its quick startup, can reverse them easily. Note that both
       attacks aim high, so be careful on crouching opponents.



==BEGINNER==

COMBO: WS-HK=W Deadly Raise
HITS: 3
NOTES: None

COMBO: WS-WK-D+WK-HK-HS=H Deadly Raise
HITS: 9
NOTES: Do everything fast. HK can be replaced by D+HK

COMBO: D+WK-HK-D+HS=W Shoulder Crush, Close Down Attack
HITS: 5
NOTES: None

COMBO: Dash WS, Rising K, Dash HS, W Sonic Slash
HITS: 4
NOTES: Easy if done fast. Get close for Rising K.

COMBO: D+WS-D+WK-HK-D+HS=Hell's Gate
HITS: 15
NOTES: None

COMBO: WS-D+WK-D+WS-D+HS-HS=Hell's Inferno
HITS: 16
NOTES: None


==NOVICE==

COMBO: D+WK-D+HK=W Shoulder Crush, WS-HK=H Sonic Slash
HITS: 6
NOTES: Do everything fast!

COMBO: Dash WS, Rising K, Dash WS, Dash HS, Dash HK                  
HITS: 6                             
NOTES: Timing & speed has to be on point.

COMBO: Jump WS-WK, (Land) WS-WK-D+HK=Rainbow Splash
HITS: 11
NOTES: Do everything fast!

COMBO: Ducking S-D+HS, HS=H Sonic Slash
HITS: 4
NOTES: HS should actually be chained into, but it has to be done at the last second. If you do 
       it too fast, Sonic Slash will miss.

COMBO: WS-D+WK-WK-D+WS-D+HK-HS=H Deadly Raise
HITS: 10
NOTES: Do everything fast!

COMBO: D+WK-D+WS-D+HK-HS-HK=Hell's Gate
HITS: 15 
NOTES: Don't rush Hell's Gate. Pause before executing it.

COMBO: Dash WS, WS, Jump WS+WK, (Land) W Deadly Raise
HITS: 6
NOTES: Wait until foe descends to head level before jumping

COMBO: Jump WS-HS, (Land) Kishin Kourin, WK-WS-HS=Hell's Inferno
HITS: 16
NOTES: Much, much easier than it sounds. Just don't panic & stay focus!

COMBO: WS-D+HS=W Shoulder Crush, HK=H Shoulder Crush
HITS: 7
NOTES: W Shoulder Crush has to be done fast! If opponent doesn't do a Safe Landing, last hif for
       H Shoulder Crush will do alot of damage.

COMBO: Ducking S-HS-HK=H Shoulder Crush
HITS: 6
NOTES: Do this fast, because this combo's strong!


==EXPERT==

COMBO: Dash WS, WS, Rainbow Splash
HITS: 9
NOTES: Hesitate for about 1/2 a second after WS before executing Rainbow Splash

COMBO: Rising S, UF+WS-HK=H Rising Sun
HITS: 5
NOTES: Wait til foe's about head level before doing U+WS. Walk forward abit if necessary. Execute 
       H Rising Sun fast!

COMBO: UF+WS-HS=W Rising Sun
HITS: 3
NOTES: Do upclose. WS should hit just as you leave the ground

COMBO: UF+HS-HK, Throw
HITS: 2+Throw
NOTES: Do this a few inches away from opponent. Once HS hits, hesitate abit before chaining into 
       HK.

COMBO: Guard Cancel Attack, HS=H Sonic Slash or W Hishouzan
HITS: 3
NOTES: None

COMBO: UF+WS-HS-HK, (Land) WK-HK=H Sonic Slash
HITS: 6
NOTES: Do this a few inches away from opponent. Time the air combo properly. Once HS connects, 
       chain into HK before you land on the ground.

COMBO: W Shoulder Crush, HS=W Shoulder Crush, HK=Rainbow Splash
HITS: 11
NOTES: A very POWERFUL combo, but timing is very tricky. Hesitate before executing 2nd Shoulder 
       Crush. HK has to connect before foe comes too close to the floor. Once it connects, do 
       Rainbow Splash quickly.

COMBO: Guard Cancel Attack, Kishin Kourin, UF+WS-HS, (Land) HK=Ranbow Splash
HITS: 11
NOTES: Very hard! Hold UF & tap WS repeatedly during Kishin Kourin for it to connect with air-
       borne foe. If necessary, omit Kishin Kourin for an easier (but weaker) version

COMBO: Guard Cancel Attack, Jump forward, HS-HK=Kishin Kourin, (Land) WS-WK-HS=H Deadly Raise
HITS: 10
NOTES: Almost as hard as the one above! UF+HS will not work. Kishin Kourin has to be done as
       HK connects. Once you land, each move has to be done slow enough where each hits connect.
       Once HS connects, do Deadly Raise fast. For an easier version, do Kishin Kourin as you 
       land, or omit it completely.

COMBO: HK-D+HK=H Shoulder Crush
HITS: 5
NOTES: Everything has to be done fast! H Shoulder Crush has to hit twice before foe hits ground.

COMBO: D+WK-D+HK, Rising K, Hell's Gate
HITS: 14
NOTES: Just as you recover from D+HK, Do Rising K. It will hit before foe gets up. Hell's Gate
       has to be executed just as opponent is descending. 

COMBO: Guard Cancel Attack, WK=W Shoulder Crush, Ducking K, Close Down Attack
HITS: 5
NOTES: Do Ducking K fast! Has to connect before foe hits ground for the last hit to work.

COMBO: WS-D+HK, Rising S (2 hits)=H Deadly Raise
HITS: 8
NOTES: Same rules apply just as above for Rising S. 


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


---------------------------------------
ROOK CASTLE - GIRL HUNTER

COUNTRY: USA
AGE: 22
HEIGHT: 178.5 CM
WEIGHT: 65 KG
WORK: CAMERAMAN

WEAPON: Nunchaku
---------------------------------------

=======================================================================================
STORY
   
     When he was younger, Rook accidently witnessed the Toshin Tournament & its influence,
which caused him to start going to a Kung Fu school. Sticking soley with Kung Fu, Rook
went to the Downtown area and, gradually seeking out strong opponents, challenged Street
Fighters. At the start of his encounter with & lose to Miyabi, he began to develope a liking
for her. Aiming to become the strongest warrior in the world, Rook sets out on his journey 
of training.

------------------------------------------------
FIGHTING PERSONALITY: PRESS ON WITH FAST ATTACKS
------------------------------------------------

     While the reach of his attacks are short, Rook's speed is fast. Taking up close battles
will Rook be able to dominate his foes with many attacks. Don't give your opponent any openings
for a counterattack, though.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Fast & safe to do                                  -Keeps him close
     -Keeps Rook on the move, making him                 -Makes it tough for opponent to stay
      less of a target                                    aligned upclose
     -Easy to get to opponent's side & 
      attack upclose

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is very high                       -Jumps at a very short height
    -Backstep gets him out of harm's reach               -Descent is reletively quick
     a good distance                                     -Make fast jump-ins & air combos
    -Stay mobile and swarm around foe 
     consistantly

GUARD CANCEL ATTACK:                                THROWS:
     -Will launch foe up                                 -Front: Knocks away foe; Ring Out 
     -Can start a juggle if timed correctly               possible; foe can do a Safe Landing 
                                                         -Back: Will down foe; Ring Out is 
                                                                possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Fast speed                                         -Fast speed
     -Average reach                                      -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities:
           =Poke at opponent (close~mid)                       =Backflip retreat
                                                               =Will hit from behind (close)

UNIQUE ATTACKS/MOVES:
     -WS, D+WS, Jump HS = Double Hit (Excluding Jump HS, beats Reversal Attacks half of the time)
     -Unblockable Attack = Causes Hit Stun & fire effect


    ---------                          --------------           
    Launchers                          Ground Attacks
    ---------                          --------------

-Rising Attack Kick                  -U+WK (Close Range)
  
-Rising Attack Slash                 -U+HK (Far Range)


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



                                    [FATAL TECHNIQUES]


NAME: CONSECUTIVE GEAR                                                ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Weapon-Based
   (Command) W or H Slash 2x or more                                  ATTACK POINT: High
   (1-Shot) R1(W) or R2(H)                                            # HITS: 2~8 (W & H)  

DESCRIPTIONS: Whirling his nunchaku at a high speed around himself, flames trail Rook's nunchaku
at the tips.

NOTES: Don't hit the buttons rapidly during combos if you don't want to use this move. Use 
       mainly in air juggles, for this tends to miss alot in ground combos. Furthermore, this
       can be ducked under, even if foe blocks while standing. 

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

NAME: CANNON WAVE                                                     ATTRIBUTES: None
MOTIONS:                                                              TYPE: Kick
   (Command) B,F,F + W or H Kick                                      ATTACK POINT: Middle
   (1-Shot) B+R1(W) or R2(H)                                          # HITS: 4(W) / 4(H)

DESCRIPTIONS: Spinning his body through the air, Rook throws out four sharp kicks.

SPECIALTIES:
     -Will cause Slam upon final hit

NOTES: Hard to tag this in a combo, so use while foe's in the midst of an attack at a distance.
       Stick mainly with the W version; at a certain distance the H version can be ducked 
       under. For best results, do a low W attack at a crouching foe & immediately cancel into
       this. 

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

NAME: ULTIMATE MAGNUM                                                 ATTRIBUTES: Fire 
MOTIONS:                                                              TYPE: Knock-Out
   (Command) B,DB,D,DF,F,UF + W or H Slash                            ATTACK POINT: W: Special Mid,
   (1-Shot) F+R1(W) or R2(H)                                                           High 
                                                                                    H: Middle, High 
                                                                      # HITS: 2(W) / 2(H)

DESCRIPTIONS: Throwing out a left short uppercut that lifts his opponent off the ground, Rook throws
out another uppercut with his right, which releases energy that was being stored up. From that 
released energy, the opponent will be engulfed in flames.

NOTES: Use the W version upclose, especially by canceling into this while doing a close low W attack.
       Also try to counter a foe during their attack while using this version (ground or air). The 
       H version works great in ground combos, juggles, and breaking a crouching low guard. 

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

NAME: SLANT SHOOT                                                     ATTRIBUTES: None
MOTIONS:                                                              TYPE: Knock-Out
   (Command) B,F,F + W or H Slash                                     ATTACK POINT: Middle
   (1-Shot) D+R1(W) or R2(H)                                          # HITS: 1(W) / 1(H)

DESCRIPTIONS: Lowering himself down abit as he gets close to his opponent, Rook places the flat
of his hand against the opponent, releasing stored energy in a flash. Its attack power exceeds 
that of the Ultimate Magnum.

SPECIALTIES:
     -Will cause Banish

NOTES: Hard to use effectively due to its delay in attack, so look for openings in your opponent's 
       movements. Will go over some high-level attacks. Use mainly in combos where opponent falls 
       into sit/kneel position.

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


                                  [ULTIMATE SACRED ATTACKS]


NAME: BOISTEROUS DANCING                                              ATTRIBUTES: None
MOTIONS:                                                              TYPE: Kick
   (Command) F,B,DB,D,DF,F + H Kick                                   ATTACK POINT: Low (Start)
   (1-Shot) F+R1+R2                                                   # HITS: 12
   (Overdrive) W+H Slash

DESCRIPTIOMS: Rolling forward at his opponent, Rook stands up on contact and unleases a great
number of kicks, each hitting on a low-mid-high-mid-low sequence.       

SPECIALTIES:
     -Will launch opponent on final hit. Height & hangtime is not affected by the number of hits 
      received beforehand.

NOTES: Hits low & cannot be countered or dodged against after its startup (it freezes the screen 
       & moves too fast); must block low or else. Does good damage as well if it hits a downed 
       foe. When the last hit knocks your opponent into the air, jump up for a quick air combo.

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

NAME: THUNDER CRACKER                                                 ATTRIBUTES: 
MOTIONS:                                                              TYPE: Weapon-Based KO
   (Command) F,B,DB,D,DF,F + H Kick                                   ATTACK POINT: Middle (Start)
   (1-Shot) R1+R2                                                     # HITS: 5
   (Overdrive) W+H Kick

DESCRIPTIONS: Rook sends a surge of sparks into his foe as his flailing nunchaku become encased in 
electricity. He then does an uppercut and ends his assault with an Ultimate Magnum.

NOTES: Stronger than Boisterous Dancing, but harder to connect. Look for openings or tag this in a 
       combo. 

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

                                  [SECRET FATAL TECHNIQUE]


NAME: SKY-HIGH DESTROYER                                              ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon-Based KO, Kick
   (Command) F,B,F + H Slash                                          ATTACK POINT: High, High,
   (1-Shot) B+R1+R2                                                                 Middle
                                                                      # HITS: 12

DESCRIPTIONS: When his inner power rises, Rook strikes left & right hand, throwing straight 
punches. Striking with his nunchaku that lifts his opponent into the air, Rook chases on after 
them, unleasing an infinite amount of kicks. The final kick then sends the opponent straight to 
the ground.

SPECIALTIES:
     -Will cause Slam upon final hit

NOTES: Use this mainly in combos. In fact, stick this out whenever your opponent is open. Even if 
       the first 2 hits don't connect, the 3rd strike is what's most important. The fact that it 
       also hits on 3 levels may trick foes once in a while to block incorrectly. Its power is 
       decent, so utilize this when necessary.


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


                                 *TIPS ON FATAL TECHNIQUES*

CONSECUTIVE GEAR: In order to use this in a successive manner, learn how it starts and how to 
control it. To avoid having Consecutive Gear come out when not necessary, try not to hit the 
WS and HS rapidly all the times. Here's how easy it Consecutive Gear comes out. On a blocking 
opponent, press WS or HS 2 times quickly. As soon as the first hit strikes, he'll begin 
Consecutive Gear, swinging his nunchaku only twice. Following this note, learn how to control 
the number of hits Consecutive Gear produces, so to throw off your opponent, set up traps, and 
know which situations require a certain number of hits:

     2x = 2 hits (Safey; opponent blocks / Throw off opponent's timing)
     4x = 4 hits (Safety; a break in its connection occurs or opponent falls out of range)
     6-8x = 6 hits* (Juggles)
     8x & Up = 8 hits (Ground combos; all hits connects properly)


*Note that if you slow down around the 5th, 6th or 7th button press, you'll usually get this 
 outcome


                                     *STRATEGIES & COMBOS*


STRATEGY: D+WS (2 hits)-WK-D+HS-WS (2 hits)-D+WK, D+WK-WS (2 hits)-D+HS-WK-D+WS (2 hits) (Repeat)
HITS: Varies
NOTES: This is an example of Rook's pressuring techniques through the use of his versitile Ryuugi
       system. His speed is so quick that he can continuously attack, pinning down his opponent
       and keeping him/her on defense. Vary this up in anyway that seems fit, and players that 
       don't have at least one stock in their Overdrive to use a Guard Cancel Attack will be 
       pressured down until they crack.

STRATEGY: Close Down Attack, UF+WS-WK,(Crossover) Back S
HITS: 1+2+1
NOTES: If opponent hesitates before trying to attack after your 1st attack, the 2nd attack should
       connect. As you crossover, the 3rd hit will strike from behind. Depending on your 
       opponent's actions, you can interchange the last attack with a Back K.

STRATEGY: WS (Special Mid):
              -Ducking HS (Mid)
              -Dash WS (Mid)
              -Dash HS (Low-Low)
              -Ducking K (Low)
HITS: Varies
NOTES: Recovery after WS (especially if it hits twice) is very quick, enabling Rook to start up
       Top-Down tactics. If foe constantly does a low block, Ducking HS & Dash WS will snag 'em.
       For high blockers, Dash HS & Ducking K will connect if they are unaware of their situation.

STRATEGY: WK (Low):
              -WS-D+HS (Special Mid, Low:
                    -H Ultimate Magnum (Mid, Hig)
                    -D+HK=W Cannon Wave
                    -Sky-High Destroyer (High, High, Mid)
                    -D+WK (Low), D+WK-WK-D+WS (2 hits)= W Cannon Wave (Low, Low, Low-Low, Mid)
              -D+WS (Low-Low):
                    -D+WK (Low), Rising K-D+HK=Thunder Cracker (Mid, Low, Mid)
                    -Rising K-HK=Boisterous Dancing (Mid, Special Mid, Low)
HITS: Varies
NOTES: An extensive example of Rook's Top-Down Tactics, everything is based upon speed. The 
       faster everything's done, the easier to catch your opponent while he/she is open. If the
       opponent believes HK to hit mid for the last followup and blocks high, then there's a 
       strong chance for Boisterous Dancing to connect if done very fast.

STRATEGY: Cross over with Dash WK 
HITS: Varies
NOTES: Good for keeping Rook on the move & away from harm. Depending on distance, you can either
       counterattack as you crossover or set up an attack from your opponent's back, such as 
       another Dash Attack

STRATEGY: Low WK, Rising S or K
HITS: 1
NOTES: Since Low WK's recovery time is quick, it is easy to get out the Rising S or K in the heat
       of the battle. Whether blocked or not, this is a good method to use to get your foe off 
       their feet.

STRATEGY: Unblockable Attack, Throw
HITS: 1+Throw
NOTES: If close enough, throw will connect.

STRATEGY: Free Run, Dash WK repeatedly
HITS: Varies
NOTES: This tactic increases Rook's evasive skills, making it almost impossible to get hit. If 
       done correctly, you can direct where Rook will leap after each Dash WK, making him be all
       over his opponent and getting in hits once in a while. Remember, this will only work if 
       if keep both Sidestep buttons down so to stay in Free Run.

STRATEGY: D+WK=W Ultimate Magnum
HITS: Varies
NOTES: The faster you do Ultimate Magnum, the better you can snag your opponent. Even if 1st hit
       is blocked, Ultimate Magnum will reverse anything your opponent tries.


==BEGINNER==

COMBO: WS (2 hits)=W Consecutive Gear
HITS: 10
NOTES: It doesn't get any easier than this

COMBO: D+WS(2 hits)-WS(2 hits)-D+HS-HS
HITS: 6
NOTES: Has to be done close

COMBO: D+WS(2 hits)-WS(2 hits)-HS-D+HS=H Ultimate Magnum 
HITS: 8
NOTES: None

COMBO: Rising HS, WS (1 or 2 hits), Dash HS
HITS: 3-4
NOTES: None

COMBO: Rising K=W Ultimate Magunum
HITS: 2
NOTES: Simple, yet powerful

COMBO: WS (2 hits)-D+HS-HS=H Consecutive Gear
HITS: 11
NOTES: None

COMBO: Rising K, H Cannon Wave
HITS: 5
NOTES: Wait until foe's descending before doing H Cannon Wave


==NOVICE==

COMBO: D+WK, Rising S=H Cannon Wave
HITS: 1+5
NOTES: If an opponent is crouching, he/she will get hit by Rising S.

COMBO: D+WS (2 hits)=W Ultimate Magnum
HITS: 4
NOTES: Do upclose & fast!

COMBO: Guard Cancel Attack, WS=W Consecutive Gear
HITS: 9
NOTES: None

COMBO: Unblockable Attack, Boisterous Dancing, Jump WS-HS
HITS: 15
NOTES: None

COMBO: Ducking K, Rising K, HS=H Ultimate Magnum
HITS: 5
NOTES: Wait until foe's close to ground before doing HS

COMBO: Unblockable Attack, WS-D+HK-HS=H Consecutive Gear
HITS: 10
NOTES: Easy to connect WS, but don't smash the button repeatedly to do so. Once it hits, every-
       thing else should connect just fine.

COMBO: Unblockable Attack, WS(2 hits)-D+HS=Thunder Cracker
HITS: 8
NOTES: None

COMBO: D+HS-D+HK, Rising K-HS=H Consecutive Gear
HITS: 12
NOTES: Do Rising K as foe is descending. Pause abit before doing HS

COMBO: Unblockable Attack, Sky-High Destroyer
HITS: 13
NOTES: None


==EXPERT==

COMBO: WS(2 hits), Ducking K                 
HITS: 3                            
NOTES: Time it right, and it will register

COMBO: D+WK-D+WS(2 hits)-WS(1 hit)-HS-HK=Boisterous Dancing, H Ultimate Magnum
HITS: 20 
NOTES: Pause abit before using Ultimate Magnum

COMBO: D+WK, Rising K, U+HS(2 hits), WS=H Ultimate Magnum
HITS: 7
NOTES: Wait for foe to start descending before jumping up. 

COMBO: Rising K=Kishin Kourin, Rising K, Rising K, Rising K:
            1) Ultimate Magnum (Stronger)
            2) H Cannon Wave (Weaker)
HITS: 6(1st); 7(2nd)
NOTES: 1 hit will miss from H Cannon Wave

COMBO: D+WK-D+HS-D+HK, Rising K= H Cannon Wave 
HITS: 8
NOTES: Do everything fast. Do Rising K as foe is descending.

COMBO: D+WS, Rising K, UF+HS(2 hits), H Consecutive Gear
HITS: 9-10
NOTES: Wait for foe to start descinding before jumping up. 

COMBO: Rising K=Kishin Kourin, Rising K, Rising S=Sky-High Destroyer, Close Down 
HITS: 10
NOTES: Hard to do! 1st hit of Sky-High Destroyer has to connect in order for the 3rd hit to 
       connect. 

COMBO: WS(2 hits)-HS-HK=Boisterous Dancing, Thunder Cracker 
HITS: 20
NOTES: Hard, but powerful! In order to get the final hit from Thunder Cracker, foe has to be VERY
       close to touching the ground before executing this move.

COMBO: D+WK-WS(2 hits)-HS-HK=Boisterous Dancing, Sky-High Destroyer
HITS: 27
NOTES: Sky-High Destroyer has to be done about 1/2 a second after Boisterous Dancing ends. Out of
       the 3 attacks during Sky-High Destroyer's startup, only the Nunchaku should connect. If 
       Kishin Kourin is activated, this combo can bring death very quickly to your opponent. 

COMBO: Dash HS (2 hits), WK=Cannon Wave 
HITS: 7
NOTES: If WK strikes before foe hits ground, use H Cannon Wave. If WK strikes just as foe hits
       (or is about to) the ground, use W Cannon Wave. The latter is easier, for it is much 
       difficult to get all hits from the H version.

COMBO: Dash HS (2 hits), WK=H Slant Shoot
HITS: 4
NOTES: An easier & powerful version of the combo variation stated above.

COMBO: Unblockable Attack, Ducking K=H Slant Shoot
HITS: 3
NOTES: Do this from about mid range. If this is done fast enough, foe cannot block any parts
       of this attack, and it will register as an actual combo.



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


                                      =============
                                      PUELLA'S TEAM 
                                      =============


---------------------------------------
PUELLA MARIONETTE - ANGELIC GIRL

COUNTRY: SWITZERLAND
AGE: 16
HEIGHT: 153 CM
WEIGHT: 43 KG
WORK: CHOIR GROUP

WEAPON: Suzaku no Yumi (Phoenix Bow); one 
        of the Four Holy Weapons
---------------------------------------

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

      When Puella was 3 years old, an angel, enwrapped in a bright light, came down and gave
her a bow as she was saying prayers at a church. Suzaku's bow, one of the Four Holy Weapons,
was what Puella was bestowed upon. Her voice having a mysterious power, some people that would
use her powers attacked her orphanage one day. From that moment it seemed as though her 
presence at the orphanage was an inconvienence. From that thought, Puella set out on a 
journey.

----------------------------------------------------
FIGHTING PERSONALITY: HER PROJECTILES ARE CONVENIENT
----------------------------------------------------

     Puella's Fatal Technique "Eagle Rage" has very little delay, making its usage very easy.
Using her projectiles skillfully, you'll cover her short reach.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Quick & gets her to the side                       -Fast, moves her closer to opponent 
     -Can dodge most attacks either close                -Can dodge attacks safely, but recovery
      or far                                              is abit slow

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running OK                                 -Jumps at a very short height
    -Backstep gets her out of harm's reach               -Descent is reletively quick
    -Move around when trying to keep distance            -Make fast jump-ins, while counter safely
                                                          using Eagle Rage (air)
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe down                                    -Front: Knocks foe down; can be ringed 
     -Can dash in for an attack if fast enough            out 
                                                         -Back: Knocks foe down; Down attack is
                                                          possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Average speed                                      -Fast speed
     -Short reach                                        -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities: none                              -Extra Abilities:
                                                               -Targets opponent's location

UNIQUE ATTACKS/MOVES:
     -Jump HK = Double hit upclose; hits from behind
     -Dash HS = Causes Stun & hits twice, leaves Puella dizzy abit

    ---------                  ------------                --------------           
    Launchers                  Stun Attacks                Ground Attacks
    ---------                  ------------                --------------

-Rising Attack Slash          -Dash WS                    -U+WK (Close Range)
  
-Rising Attack Kick           -Dash HS (1st hit)          -U+HK (Far Range)

                              -Unblockable Attack

                              -Ducking Attack Kick


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



                                    [FATAL TECHNIQUES]


NAME: EAGLE RAGE (Ground)                                             ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 1(H)

DESCRIPTIONS: Straightening up by itself, Puella releases energy from the Suzaki bow, which takes 
the shape of and flys like an arrow.

NOTES: The button used determines the speed & power of attack. Use this alot to keep opponents 
       away, in combos, or to stop them while they are in the midst of an attack.

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

NAME: EAGLE RAGE TO AIR                                               ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DB,B + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: Being angled 45 degrees upward, Puella releases energy from the Suzaki bow, which 
takes the shape of and flys like an arrow.

SPECIALTIES:
     -Will cause opponent to fall upclose (usually tall characters) and from a distance (arrow 
      falls down)

NOTES: Button used determines the distance of attack. Great against airborne opponents. Also, 
       arrow will fall back down after ascending a certain height. Use that knowledge to counter
       projectile users and/or characters that keep their distance.

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

NAME: EAGLE RAGE (Air)                                                ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash (in the air)                       ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 1(W) / 1(H)
                                      
DESCRIPTIONS: Being angled downward from the air, Puella releases energy from the Suzaki bow, 
which takes the shape of and flys like an arrow.

SPECIALTIES:
     -Will cause Slam

NOTES: Button used determines the angle. Use as a high counter (especially over an opponent's 
       projectile) and to keep an opponent away.


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

NAME: SWANY SWAP                                                      ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon-Based
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: W: Special Mid 
   (1-Shot) Forward + R1(W) or R2(H)                                                H: Low, High 
                                                                      # HITS: 1(W) / 5(H)      
    
DESCRIPTIONS: From one place or while she is thrusting forward, Puella lifts the Suzaki bow and 
does and upper swing attack with it. 

SPECIALTIES
     -Will launch an opponent

NOTES: Because it is one of the few Fatal Techniques that hits low, use the H version alot. 
       Players that like guarding against middle attacks will be caught by this. Use the 
       W version to counter airborne opponents & in juggles. Note that launched or airborne 
       opponents will bob up even higher into the air if hit at the end of this attack, especially 
       the H version.


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

                                  [ULTIMATE SACRED ATTACKS]



NAME: COCKATRICE                                                      ATTRIBUTES: None
MOTIONS:                                                              TYPE: Combustion
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Special Mid
   (1-Shot) R1+R2                                                     # HITS: 6
   (Overdrive) W+H Kick                                              

DESCRIPTIONS: Thrusting her hands forward before her, Puella releases a ball of pure energy before
her. This attack she possesses is similar to the one Uranus used.

SPECIALTIES
     -Launches opponent on final hit

NOTES: Much larger & easily usable than Uranus', use in combos & as a shield. Has a wide hit 
       range, so most players that try to jump to the side (especially using Dash Avoid) will most
       likely get hit.


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


NAME: ANGEL SONG                                                      ATTRIBUTES: None
MOTIONS:                                                              TYPE: None
   (Command) D,DF,F,DF,D,DB,B + H Kick                                ATTACK POINT: None
   (1-Shot) Forward + R1+R2                                           # HITS: None
   (Overdrive) W+H Slash

DESCRIPTIONS: Singing a healing song, Puella can recover natural energy for her body.

NOTES: The lower your Health Gauge is, the more you can benefit from this. Useless if you lost 
       only a little bit of energy, use when you have 25% or less health left. Works practically
       instantly, freezing the screen at the point it is use and having almost no recovery time.
       For appeal, use in-between combos. 

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

                                  [SECRET FATAL TECHNIQUE]


NAME: DESTINY ARROW                                                   ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) F,B,F + H Slash                                          ATTACK POINT: Special Mid
   (1-Shot) Back + R1+R2                                              # HITS: 1

DESCRIPTIONS: When her true inner powers surface, Puella utilizes her sense of protection, along
with her Suzaku no Yumi to seal her opponent in a giant heart. As an ender, Puella shoots out a 
single deadly arrow.

NOTES: On it's own, it's not too reliable. Very easy to block, especially against a defensive 
       opponent. Use this to beat minor projectiles, on an airborne opponent, while the opponent 
       is wide open, and in combos. 


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



                                     *STRATEGIES & COMBOS*


STRATEGY: Jump WS=W Eagle Rage
HITS: 2/1
NOTES: If WS is blocked, doing Eagle Rage will reverse anything your opponent attempts, enabling
       a land safely. The speed of the W version is good, which can shock many opponents. 

STRATEGY: WS (WS), Ducking S
HITS: Varies
NOTES: Starting out as a pressuring tactic, low blockers will easily be caught in this trap. The
       speed between WS & Ducking S is high, making it very easy to do. Add another WS to throw 
       off opponent.

STRATEGY: WS, Jump Back=Eagle Rage (air)
HITS: Varies
NOTES: A good retreat & attack trap upclose, opponents that like to stick out moves low or want 
       to contend and beat your attacks will get caught easily by Eagle Rage. Make sure that you 
       are at a good height in the air when you do this, so that you don't get countered in the
       process.

STRATEGY: Ducking K=H Swany Swap
HITS: 
NOTES: Another essential trap, players that have good defense against middle attacks will be 
       tripped up on the spot. As said earlier, H Swany Swap is very useful because it has to be
       blocked low. Utilize this as much as you can.

STRATEGY: W Eagle Rage To Air, H Eagle Rage
HITS: Varies
NOTES: At a distance, this sets up an anti-air trap. Anyone that's not aware of the first shot
       will get hit if they try to jump over the second shot. Also, if foe shoots a projectile
       after you shot the first shot, the second shot will cancel foe's shot, while the first
       while strike as he/she is open.

STRATEGY: Jump HK, (Crossover) Back S
HITS: 2/1
NOTES: Back S is hard to stop. Using this trick, there is very little worries about being 
       reversed, while toppling down your opponent.

STRATEGY: Jump HS-HK (Doesn't hit), (Land) Throw
HITS: 1
NOTES: Foes that expect an midair chain will be thrown off when HK doesn't connect. There is no
       recovery time when you land, (for some reason) enabling you to throw on the spot.


==BEGINNER==

COMBO: WK-HK-HK=H Eagle Rage
HITS: 4
NOTES: None

COMBO: Jump WS, (Land) WS-WK-HK=H Swany Swap 
HITS: 9
NOTES: Do H Swany Swap fast

COMBO: D+WS-D+WK-HS=Cockatrice
HITS: 9
NOTES: None

COMBO: D+WK-D+HK=Angel Song
HITS: 2
NOTES: A defensive combo that give you a chance to recover energy against an aggressive opponent

COMBO: Rising S-HS, Dash HK 
HITS: 3
NOTES: Pause abit before chaining into HS

COMBO: W Swany Swap, W Swany Swap, Destiny Arrow 
HITS: 3
NOTES: None

COMBO: D+WS-D+WK-D+HK-D+HS=W Eagle Rage 
HITS: 5
NOTES: Do everything fast!


==NOVICE==

COMBO: WS-WK-D+WK-D+WS-HK-HS-D+HS-D+HK 
HITS: 8
NOTES: A variation of her full Ryuugi combo

COMBO: D+WS-WS-WK-D+WK-D+HK-HS-HK-D+HS 
HITS: 8
NOTES: A variation of her full Ryuugi combo

COMBO: Jump WS-HS, (Land) HK=H Swany Swap 
HITS: 7 
NOTES: Do WS early so that HS connects

COMBO: Jump HS=Eagle Rage (Air)
HITS: 2 
NOTES: Can't be too close to the ground

COMBO: WK-D+HK-HS=W Swany Swap
HITS: 4
NOTES: Difficult. Must be upclose

COMBO: Crossover HK or HS, Back S 
HITS: 2
NOTES: None

COMBO: WS-WK-HK=Angel Song, HS=Cockatrice
HITS: 10
NOTES: Nice trick to regain lost health while beating up your opponent

COMBO: Jump WK-HS, Front Throw
HITS: 2+Throw
NOTES: Even if the air chain is blocked, the throw will work fine

COMBO: Dash WS, HK, Jump WK, (Land) WS-HK-HS=W Swany Swap 
HITS: 7
NOTES: Timing is everything

COMBO: Low WS, Rising K=Eagle Rage To Air, Dash HS 
HITS: 1+5
NOTES: None

COMBO: Rising S=H Eagle Rage, Destiny Arrow 
HITS: 3
NOTES: None


==EXPERT==

COMBO: KK, Ducking K=Angel Song, (Walk Forward) Rising S=Angel Song, Cockatrice, Destiny Arrow
HITS: 8
NOTES: ONLY possible if Kishin Kourin is activated. Angel Song's just for show, though.

COMBO: WS-D+WK-D+HK-D+HS-HK-HS=Cockatrice, Ducking S
HITS: 10
NOTES: Do everything fast!

COMBO: Dash WS, WS, Jump HK-HS=Eagle Rage (Air)
HITS: 5
NOTES: Jump up as foe begins to descend. Eagle Rage will hit just before foe hits the ground.

COMBO: Rising K=W Swany Swap, Jump HK-HS=H Eagle Rage (Air) 
HITS: 5
NOTES: Difficult. Everything has to be done fast.

COMBO: HS-W Swany Swap, W Swany Swap, H Swany Swap 
HITS: 5
NOTES: Do this fast!

COMBO: Rising K=Kishin Kourin, HS, HS, HS=Cockatrice  
HITS: 7
NOTES: Time each hit carefully

COMBO: Jump HS-HK(2 hits), (Land) UB, Jump HK(2 hits)=Destiny Arrow
HITS: 3+4
NOTES: Unblockable Attack may fool the opposition, for its startup looks like Ducking S.
       If 1st HK is difficult to get 2 hits, then settle for 1 hit.


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



---------------------------------------
LANCELOT LAKEKNIGHT - FENCER

COUNTRY: FRANCE
AGE: 15
HEIGHT: 161 CM
WEIGHT: 48 KG
WORK: HIGHSCHOOL STUDENT

WEAPON: Rapier
---------------------------------------

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

     One summer, in the southern part of an old French castle, Lancelot encounters Naru, who 
seeks out a warrior said to be her foster father. Lancelot, who learned fencing, matched his 
hand and skills against her, but could not endure. Naru's faith that she carries upon herself 
and strength was felt by the young boy. Before long, Naru earns a clue from the ruler of the 
castle about her foster father, which leads to the start of her journey. Lancelot, also going 
on the chase, heads to the Toshin Tournament to be selected as a participant.

------------------------------------------------
FIGHTING PERSONALITY: ATTACK WITH SPEEDY THRUSTS
------------------------------------------------

     Lancelot's thrusts have long reach and fast speed. Attacking from about middle range, 
pressure & assault your opponent from at a stretch.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Quick, yet can still get hit in most               -Keeps him close
      cases                                              -Makes it difficult for opponents to stay
     -Use mainly upclose to avoid close attacks           aligned with him     
      and to get to your opponent's side                          

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is average                         -Height of jump is high
    -Backstep is OK                                      -Descent is slow 
    -Moving around is safe, which is necessary           -Jump in with WS or with Crescent Moon
     to keep opponent at his range                        
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe down                                    -Front: Knocks foe away; Ring Out is 
     -Can dash in for an attack if fast enough            possible 
                                                         -Back: Knocks foe down; Down attack is
                                                          possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Fast speed                                         -Fast speed
     -Long reach                                         -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities:
           =Poke at opponent (mid)                            =Jump behind opponent (close)
                                                              =Hit foes from behind (close~mid)

UNIQUE ATTACKS/MOVES:
     -Rising Attack Slash and Kick = Hits mid; knocks down foe
     -Dash HS = Hits 2 times; knocks down foe
     -Ducking Attack Kick = Hits low; has no cancel point


 ------------                  --------------           
 Stun Attacks                  Ground Attacks
 ------------                  --------------

-Dash+WS                      -U+WS (Close Range)
-Unblockable Attack (Topple)  -U+HS (Far Range)


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


                                    [FATAL TECHNIQUES]


NAME: FLOWER REVOLUTION                                               ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) B,DB,D,DF,F + W or H Slash                               ATTACK POINT: Special Mid
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 1(W) / 1(H)

DESCRIPTIONS: Sweeping his sword upward, Lancelot throws forward a blast of pure energy. From 
              this energy, majestic flower petals also fly out. 

NOTES: Has a wide attack range & height, and will hit downed foes. Airborne foes will also get 
       hit if timed correctly. Use the W version in most situations, especially in fireball 
       fights. The H version should be used in combos, due to its longer recovery time.

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

NAME: ROSE HURRICANE                                                  ATTRIBUTES: None
MOTIONS:                                                              TYPE: Combustion
   (Command) F,DF,D,DB,B + W or H Slash                               ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 3(W) / 4(H)

DESCRIPTIONS: Storing energy from inside, Lancelot releases it as he spins around. Due to his 
energy, the images of rose petals appear.

NOTES: An all-around attack that literally protects Lancelot from harm. It will stop just about
       anything short of a bullet, and can juggle foes as a multihit attack. Also does good block 
       damage & can be used to *cheese* the competition, especially against sidestep-lovers. Stick 
       with the W version; although the H version delivers more hits, it has a longer recovery 
       time. Also note, if this is done extremely upclose, you can actually pass by your blocking 
       foe & hit them a couple of times from the back.

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

NAME: ROSA CHINENSIS                                                  ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon-Based Combustion
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: From above him Lancelot throws out pure energy instantly. This energy resembles the 
wild flower Rosa Chinensis as it blooms in full glory.             

NOTES: Reach is very short & can somehow be ducked under if the distance is right. However, this
       little point can be used to your advantage. Due to its long attack period & wide hit range, 
       close player might try to attack, thinking that the move will not hit. Most likely they 
       will get hit if they then advance too close. Use mainly in very short combos, juggles, or 
       to counter jumping opponents.

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

NAME: CRESCENT MOON                                                   ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Projectile
   (Command) F,DF,D,DB,B + W or H Slash (in the air)                  ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 5(W) / 5(H)

DESCRIPTIONS: A gentle light, similar to moonlight, is released in a tubular form. From this 
elegantly released light, rose petals flutter about.

SPECIALTIES:
     -Will cause opponent to fall upon final hit

NOTES: An essential weapon that should be utilized when your opponent doesn't realize it. Targets
       in, even if foe sidesteps. Use alot to rain terror from the skys and in air combos. Even 
       downed opponents aren't safe!


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


                                  [ULTIMATE SACRED ATTACKS]


NAME: ROSE TYPHOON                                                    ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon Thurst
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Special Mid 
   (1-Shot) R1+R2                                                                   (Start)
   (Overdrive) W + H Kick                                             # HITS: 6

DESCRIPTIONS: From a countless number of thrusts, Lancelot unleashes a Flower Revolution within 
his assault.

SPECIALTIES:
     -Will cause Stun upon 2nd to last hit

NOTES: An all around move, this attack is good in ground combos and juggles. It will even hit 
       downed opponents. Be careful if this is blocked, though, for he will dash by after a couple
       of hits, leaving his back open to harm.

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


NAME: FLOWER GARDEN                                                   ATTRIBUTES: None
MOTIONS:                                                              TYPE: Combustion
   (Command) D,DF,F,D,DF,F + H Kick                                   ATTACK POINT: Special Mid
   (1-Shot) Forward + R1+R2                                           # HITS: 3
   (Overdrive) W+H Slash 

DESCRIPTIONS: Spining forward into the air, Lancelot unleashes his attack as he lands & thrusts his
rapier into the ground. During this, great rose petals flutter about.  

NOTES: Upclose, it will crose over & strike a foe (in most cases) from behind. From far, it makes
       as a great counterattack against most attacks, especially against projectiles. Tricky to 
       sidestep if timed wrongly. If an opponent is stunned or is downed, use this move 
       immediately!

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


                                  [SECRET FATAL TECHNIQUE]


NAME: ROSE REVOLUTION                                                 ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon Thrust, Kick
   (Command) F,B,F + H Kick                                           ATTACK POINT: Middle (Start)
   (1-Shot) Back + R1+R2                                              # HITS: 6

DESCRIPTIONS: Lancelot's hidden powers are revealed when his subconcious is awoken. After rapier 
thrusts and a kick, a rose-like energy is released through the ground.

NOTES: Reach is shorter than it looks, so use upclose. If an opponent is open or if caught in a
       combo, stick this in without any hesitation.


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


                                     *STRATEGIES & COMBOS*


STRATEGIES: D+WS, Rising S on low blocking opponent
HITS: 1
NOTES: The speed which Lancelot's slash attacks have is very high. with very little recovery time,
       Rising S comes out as if it were actually chained into. Persistan low blockers will get
       hit in most cases through this strategy.

STRATEGIES: (D+)WS=W Flower Revolution
HITS: 1
NOTES: Using the long reach which WS (or D+WS) possesses, you can cancel into Flower Revolution
       with little worries. Good for applying pressure, as well as reversing most counter attempts
       from your opponent.

STRATEGIES: WS, Jump-Back=W Crescent Moon
HITS: Varies
NOTES: Again, doing WS at its max range gives you a chance to leap back without any troubles. 
       As you leave the ground, immediately do W Crescent Moon. (you're not really cancelling 
       into it; depending on how fast you do it, it may look as if you are) Any counter attempts
       will be reversed. The closer you are to the ground when this is done, the better.

STRATEGIES: Jump WS=W Crescent Moon
HITS: Varies
NOTES: Cancel into W Crescent Moon when you are very close to the ground. Not only will this 
       surprise the opposition, but you will land before your opponent is done blocking. This
       will enable you to start any attack or combo before your opponent can get a chance to 
       react.

STRATEGIES: D+WK=H Rose Hurricane on low blocking opponent
HITS: 2
NOTES: Using this trick will allow you not only to drain your blocking opponent, but you will
       pass through your opponent and strike from behind. The closer you are, the better your
       chances. "Cheese" the opposition with pleasure, but be careful of a real confrontation
       breaking out once the game is over....

STRATEGIES: WS, walk back, WS, walk back, etc.
HITS: Varies
NOTES: This trick will keep you at a safe distance, making it hard for you opponent to hit you.
       Also, it enables you to reverse anything your opponent may attempt. Backstep anytime if
       you get too close for comfort.

STRATEGIES: Mixup WS, D+WS, and Close Down Attack
HITS: Varies
NOTES: From afar, 

STRATEGIES: Close Down Attack:
                 -Ducking K (Low)
                 -Ducking S (Mid)
                 -Dash WK (Mid)
HITS: Varies
NOTES: An example of Lancelot's Top-Down strategy. Close Down Attack works as a neutral starting
       point (Special Mid). Depending on how your opponent reacts to it, choose the follow up
       wisely.

STRATEGIES: WS (High):
                             Rising K (Mid)
                 -D+HS (Low)<
                             D+HK (Low)
     
                                  Rising S (Mid)
                 -Ducking S (Mid)<           Rising S (Mid) 
                                  D+HS (Low)<
                                             D+HK (Low)
HITS: Varies
NOTES: An extensive list of Lancelot's Top-Down capabilities. Chain into those moves that can be
       chained into, while any Rising Attack should be done fast. To increase this chart, add 
       Close Down Attack & its possiblities after D+HS or Ducking S.

==BEGINNER==

COMBO: WS-WK-HK-HS=Flower Revolution 
HITS: 5
NOTES: None

COMBO: D+WK-D+HK-D+HS=W Rosa Chinensis 
HITS: 4
NOTES: None

COMBO: WS-D+WS-HS-D+HS=Rose Revolution 
HITS: 10
NOTES: Has to be done upclose. If Rose Revolution is done too slow, combo will not work.

COMBO: WK-D+HK-HS=H Rosa Chinensis 
HITS: 4
NOTES: None

COMBO: UB, HS, HK=Flower Garden
HITS: 6
NOTES: Do Flower Garden fast

COMBO: WK-D+HK, Rising S 
HITS: 2+1
NOTES: Rising S comes out fast and looks as if it combos in if done correctly. If foe crouches, 
       this combo works.

COMBO: Ducking S-D+HS=W Rose Hurricane 
HITS: 4
NOTES: None

COMBO: D+WK-WK-WS-D+WS-HS-D+HK-D+HS, Close Down Attack 
HITS: 8
NOTES: Do everything fast!

COMBO: WS-WK-HK-HS-D+HS=W Flower Revolution 
HITS: 6
NOTES: Do everything fast


==NOVICE==

COMBO: Dash WS, HS, Jump WK-HK-HS=W Crescent Moon
HITS: 9
NOTES: Do H Crescent Moon once foe hits the ground

COMBO: UB, WK, HS=H Rosa Chinensis 
HITS: 4
NOTES: Wait until foe comes close to the ground before doing HS. Do H Rosa Chinensis fast!

COMBO: WS-D+WS-D+HK-D+HS-HS=H Rosa Chinensis 
HITS: 6
NOTES: None

COMBO: D+WK-D+WS-D+HS=Rose Typhoon, (Dash) Dash WK
HITS: 10
NOTES: You have to run for about a full second before doing Dash WK. If done correctly, it will
       connect before foe hits the ground.

COMBO: Flower Garden, Dash HS 
HITS: 5
NOTES: None

COMBO: Jump WS-WK, (land) WK-WS-HS=H Rose Hurricane 
HITS: 9
NOTES: None

COMBO: W Rose Hurricane, Dash HS
HITS: 5
NOTES: Foe has to descend head level before doing Dash HS

COMBO: Dash WS, HS, HK, Dash HS 
HITS: 5
NOTES: Time each hit just right for it to work

COMBO: Dash WS, Ducking S, Rising K=Flower Revolution 
HITS: 4
NOTES: None

COMBO: Ducking S-D+HK=Rose Typhoon 
HITS: 7
NOTES: Rose Typhoon has to be done instantly; the faster it's done, the greater the hits.


==EXPERT==

COMBO: WS=Flower Garden, Back S, Rose Typhoon 
HITS: 1+10
NOTES: An interesting combo that may not work most of the time. Flower Garden has to crossover
       foe, before he/she attempts to escape. Flower Garden should hit upclose, so that the 
       rest of the combo works. Rose Typhoon may or may not hit if not fast enough. 

COMBO: Dash WS, WS, Jump WS-WK-HS=Crescent Moon 
HITS: 10
NOTES: Jump while foe's descending. Time each hit right, and you will get all the hits in.

COMBO: D+WK, Rising K-HS=W Flower Revolution, Dash WK 
HITS: 5
NOTES: Do everything fast

COMBO: Ducking S=Kishin Kourin, WS-HS-D+HS=Rose Typhoon, Dash HK 
HITS: 10
NOTES: Cancel into Kishin Kourin fast, so that you can attack before foe's pushed back too much.
       Cancel into Rose Typhoon fast to tag in the most 5 hits.

COMBO: Jump WS-HS, (land) Kishin Kourin, HS-D+HS=Rose Revolution
HITS: 10
NOTES: Very strong!

COMBO: UB, Kishin Kourin, UB, Jump HS-HK=H Cresent Moon 
HITS: 8 
NOTES: Do not rush Crescent Moon

COMBO: WS-HS-D+HK=Flower Garden, Dash WK 
HITS: 3+4
NOTES: Do Flower Garden instantly, so to ensure that it connects before opponent recovers

COMBO: WS-HS-D+HS=Kishin Kourin, Dash WS, Front Throw 
HITS: 4+Throw
NOTES: Strong! Do Dash WS fast!

COMBO: Kishin Kourin, Flower Garden:
           1) (It crosses over) Back S, Flower Garden (foe does Safe Landing), Flower Garden 
           2) (It doesn't cross over) HS=Flower Garden (Foe does Safe Landing), Flower Garden

HITS: 4+3+2 or 4+3+2 (1st); 4+3+2 (2nd)
NOTES: 100% damage! Hesitate before doing Back S or HS for both versions. 1st version's easier 
       because 2nd Flower Garden will hit from behind. The 2nd version is blockable. Have to land
       as close as possible to foe on 1st Flower Garden for this to work. Whether foe does a 
       Safe Landing or not after the 2nd Flower Garden, 3rd Flower Garden will kill him/her.


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



---------------------------------------
FEN BAREFOOT - REVENGER

COUNTRY: BRAZIL
AGE: 13
HEIGHT: 153 CM
WEIGHT: 42 KG
WORK: FISHING

WEAPON: Harpoon
---------------------------------------

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

     When he was very young, Fen lost his parents. Thus, him and his grandfather made a living 
by fishing. One day, a wounded man (Mondo) appeared in Fen's forest. Fen and his grandfather 
attended to the man's wounds, and, once he was better, watched as he continued with his travels.
One year later, a man dressed in strange clothing asked the grandfather the whereabouts of the
wounded man had come to Fen's forest. Answering that he did not know, the strang man killed off
the grandfather. In order to take revenge for his grandfather, Fen now sets out on a journey.

-------------------------------------------------
FIGHTING PERSONALITY: THE ADVANTAGE OF LONG REACH
-------------------------------------------------

     Fen's harpoon basically has long reach. Staying out of an opponent's space, you should 
attack taking the initiative.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Barely moves him out of the way of oncoming        -Goes out far & around opponent
      attacks                                            -Use at a distance or upclose to go
     -No reason to use it except upclose to move          behind opponent     
      to opponent's side                          

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is slow                            -Height of jump is average
    -Backstep is short                                   -Descent is slow 
    -No need to move around; stick to the air            -Use the air to make air combos & to 
                                                          utilize Fireless Shark
             
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe down                                    -Front: Knocks foe down, Down attack is 
     -Can dash in for an attack if fast enough            possible 
                                                         -Back: Knocks foe down; can be ringed 
                                                          out

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Slow speed                                         -Average speed
     -Short reach                                        -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities: None                              -Extra Abilities:
                                                              =Hit (non-blocking) foes from behind 
                                                              =Targets opponent's location


UNIQUE ATTACKS/MOVES:
     -Dash HK = Will down Fen; knocks foe away
     -Back S = Hits twice; will launch opponent
     -Rising Attack Kick = Hits twice


    ---------                  --------------           
    Launchers                  Ground Attacks
    ---------                  --------------

-Rising Attack Slash          -U+WS (Close Range)
  
-Rising Attack Kick           -U+HS (Far Range)

-Down+HK


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

                                    [FATAL TECHNIQUES]


NAME: CAPTAIN SILVER                                                  ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon-Based
   (Command) D,DF,F + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 1(H)

DESCRIPTIONS: Using the technique he learned from Mondo, Fen thrusts forward as he spins his 
harpoon at a high speed.

SPECIALTIES:
     -Will cause Half-Down

NOTES: Both W & H versions will knock an opponent into a Half-Down position, while they differ 
       in both speed, reach, and recovery time for this move is different. The W version should 
       be utilized at all times in almost all occasions, while the Hard version should be used 
       as a counter and/or in a combo. Unlike Mondo's Gouriki Fuujin, this cannot cancel out 
       projectiles (yet).

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

NAME: FIRE BOHEMIAN                                                   ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Thrust
   (Command) D,DB,B + W or H Slash                                    ATTACK POINT: High
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 3(W) / 3(H)

DESCRIPTIONS: Using the technique he learned from Mondo, Fen thrusts his harpoon upward at a 45
degree angle upward as it becomes engulfed in flames.

SPECIALTIES:
     -Will launch an opponent

NOTES: Reach is extraodinarily good, whether opponent is on the ground or in the air. Launches an
       opponent, but gives you no time to attack afterwards. Send opponents flying away with this, 
       which'll possibly net you a ring out victory.

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

NAME: LONG VACATION                                                   ATTRIBUTES: None
MOTIONS:                                                              TYPE: Weapon-Based
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 1(W) / 1(H)

DESCRIPTIONS: Using the technique he learned from Mondo, Fen flys upward through the power of 
his spinning spear.

SPECIALTIES:
     -Will launch an opponent
     -Can do an air attack afterwards

NOTES: Speed is extremely high, reach is decent in tagging an opponent, and its usage is very easy. 
       This is essential for Fen to making midair combos, so use this & abuse this.        


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

NAME: FIRELESS SHARK                                                  ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash (in the air)                       ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 4(W) / 4(H)

DESCRIPTIONS: From the air, Fen creates four flaming energy shots. The shots resembes sharks, 
which is the reason why "shark" is put into the title of this attack

NOTES: Attack power is very low, but will home in onto opponents to a CERTAIN degree. It doesn't
       home onto moving opponents that well, merely circling around and aligning with target which, 
       once that is done, will nulify just before it can connect. Due to this, daring fighters can 
       ignore the shots and rush at Fen while he his wide open in the air as he descends. On a 
       whole, great in midair combos & harrassing opponents from a distance.

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

NAME: WILD FANG                                                       ATTRIBUTES: None
MOTION: F,DF,D,DB,B,UB,U,UF + H Slash                                 TYPE: Throw
                                                                      ATTACK POINT: None (High)
                                                                      # HITS: 3

DESCRIPTIONS: Grabbing his foe, Fen swings upward and, with three consecutive stomps, tramples
his opponent in the back.

NOTES: Reach is decently good, while the damage is very high. Hard to do it on its own, while 
       harder to do in combos. To ensure connections, do this after a Standing HK.

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

                                  [ULTIMATE SACRED ATTACKS]


NAME: WIND BOHEMIAN                                                   ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Special Mid
   (1-Shot) Forward + R1+R2                                           # HITS: 1
   (Overdrive) W+H Slash

DESCRIPTIONS: Storing up energy in his body, Fen releases it with his harpoon like a bullet. 
Because he twists his arm and harpoon, this tempest-like shot spirals as it flies out forward.

NOTES: Its speed in execution is extraordinarily fast, practically hitting its target the moment
       an opponent is slightly open. Will cancel just about anything in its path. Will also
       nullify a bullet, but will not do any damage in the process. 

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

NAME: SKY BOHEMIAN                                                    ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,D,DF,F + H Kick                                   ATTACK POINT: Unblockable
   (1-Shot) R1+R2                                                                   (Middle)
   (Overdrive) W+H Kick                                               # HITS: 1

DESCRIPTIONS: Giving his pig the command, Fen attacks through the use of Wolfy. Becoming big as 
he ascends above his opponent's head, Wolfy falls on top & crushes his target.

SPECIALTIES:
     -Will cause Slam

NOTES: Slow startup makes it obvious to your opponent as to what's coming. It's good points are 
       that it cannot be blocked, (will ALWAYS catch a person the first time it is seen) will 
       hit an airborne person, (even if they are launched) and will hit a grounded foe. It's bad
       points are that it has a long startup time, (opens can easily sidestep or run under it 
       to...) will stop once Fen takes a hit, (daring fighters can easily stand under this 
       falling death and strike Fen just before they get hit to mock such an imperfect 
       technique) and does not reach full screen length. (despite the fact that Wolfy targets the 
       opponent, any character standing all the way across the screen WILL NOT get hit) Use this 
       at your own risk.
                   
--------------------

                                  [SECRET FATAL TECHNIQUE]


NAME: TATAKAE! (Fight) WOLFY                                          ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) F,B,F + H Slash                                          ATTACK POINT: Special Mid
   (1-Shot) Back + R1+R2                                              # HITS:              

DESCRIPTIONS: Giving his pig the command, Fen attacks through the use of Wolfy. Rushing at the 
opponent, Wolfy entangles his target in a series of thrusting attacks. Finally, he ends the 
assault with a somersault that knocks the opponent skyward.

SPECIALTIES:
     -Launches opponent on final hit. Height & hangtime is not affected by the number of hits 
      received beforehand.

NOTES: Upon startup, Wolfy rushes so fast that an opponent in the middle of an attack is sure to 
       get hit. Strength is very good, will target to where foe is, the wild zig-zag motions can 
       catch an opponent if they are close and/or in the air, and will not stop until Fen's hit.
       (capable of countering a projectile-hurling opponent) Fen's wide open from start to 
       finish, but the screen rotates and stops in an upredictable angle, making it hard to time 
       a good (if possible) counterattack. Once opponent is sent airborne, you have a chance to
       tag in one final hit of your liking.


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


                                     *STRATEGIES & COMBOS*


STRATEGY: W Captain Silver, H Captain Silver
HITS: Varies
NOTES: A great pressuring trick, anyone that tries to retaliate after the W version will be 
       caught by the H version most of the time. Although you have to start off with the W 
       version, the following Captain Silver can be mixed up between the W or H version. Do 
       the W version as much as necessary if your opponent is reluctant to attack. If you can
       anticipate when he/she will attack, do the H Captain Silver

STRATEGY: Jump WS=Fireless Shark
HITS: Varies
NOTES: Using this strategy can keep your opponent on defense, giving you a chance to setup 
       another attack once you land. Use this as a reversal as well, for even if Fen's hit while
       doing Fireless Shark, it will still be executed.

STRATEGY: WS (WS, WS, etc.)=W Captain Silver
HITS: Varies
NOTES: Another arsenal to keep in pressuring a blocking opponent. WS is unusually quick and has 
       very little lag in recovery, making it possible to stop any retaliations. If you 
       anticipate an attack, immediately execute Captain Silver, preferably the W version.

STRATEGY: HK=Wild Fang
HITS: Varies
NOTES: This is an essential trap to use that utilizes Wild Fang the easiest. If foe blocks HK, 
       cancelling into Wild Fang before he/she recovers will connect, opening up to big damage.
       Even if HK connects, do the Wild Fang just for added damage.
       
STRATEGY: Long Vacation, Fireless Shark
HITS: Varies
NOTES: Kinda reminiscing an old strategy used by Mondo, Fen's version loses abit on offensive
       strategies. However, if an opponent prepares to strike while Fen's in the air, Fireless
       Shark will enable him to land safely while you opponent burns/deals with the homing shots.

STRATEGY: WS, D+WS, HS, D+HS, Rising S, and Ducking S from mid-far range
HITS: Varies
NOTES: Fen's advantage over most characters is based on his long reach. These attacks are what
       is necessary for achieving this. WS & W+HS have good reach from mid, along with speed that
       is tough to match. Rising S is what's necessary in intercepting the opposition's attacks
       from between the safety of mid and far range. HS & D+HS can be done from far range with
       little chances of being reversed, no matter how fast the opponent may charge in. Ducking 
       S, rivalling just about any long-range, non projectile attack in reach, is best from far
       range. It's only downfall, however, is that it hits Special Mid, and not Mid, which it 
       appears to hit. If the opponent chooses to sit back, then you should sit back and enjoy
       an easy match.

STRATEGY: (WK,)WK (Low):
              -Dash WK (Low)
              -Dash HS (Mid)
              -Unblockable Attack (UB Mid)
              -Jump HS (Mid) (Big characters only)
HITS: Varies
NOTES: This is an example of Fen's Top-Down strategies. Most of his followups are rather fast and
       can be unsuspecting. While he should be upclose in most cases, when using his Dash HS, 
       however, try not to be too close.

STRATEGY: WS-WK (High, Low):
               -WK (Low) (Continue into the above WK strategy) 
               -Ducking HK (Mid)
               -D+WK (Low), Rising K (Mid), W Captain Silver (Special Mid)
               -Dash HK (High), (Down position) Getting Up Attack (Mid or Low)
                                                         Fireless Shark (mid)
               -D+HS (Low)=W Long Vacation (Special Mid)< 
                                                         HS (Air) (Mid)

HITS: Varies
NOTES: A more extensive Top-Down strategy, the outcome may change depending on which hit connects
       to your opponent. If the 1st hit from each of the followups (excluding the 4th) connect, 
       then you can easily go into a combo with either anything of your choice or with anything
       else that's part of that followup.

STRATEGY: Jump over or dash under jumping opponent, Back S
HITS: 1/2
NOTES: Whether your back is turned intentionally or accidently to your opponent, always
       do Back S. It's reach & priority is unbelievable! It'll stop just about anything your
       opponent may try from behind. Also works against those that Dash Avoid or sidestep
       to your back upclose.

STRATEGY: Low WK (Low), Rising S (Mid):
               -Wild Fang (High)
               -D+HS (Low)
               -HK-D+HK-D+HS=W Captain Silver (High, Special Mid, Low, Special Mid)
HITS: Varies
NOTES: More of a pressuring tactic than a Top-Down tactic, use this to try and break you 
       opponent's guard by setting him/her up the way you want. Choose between Wild Fang and 
       D+HS if you know how the opponent is going to act. Delay each hit for the 3rd followup
       as you feel fit, for each hit has a possibility of countering anything your opponent 
       attempts (except a Guard Cancel Attack).


==BEGINNER==

COMBO: Rising K=Sky Bohemian
HITS: 2
NOTES: Easiest way to make Sky Bohemian connect

COMBO: D+WK-WK-HS-D+HS=H Captain Silver
HITS: 5
NOTES: None

COMBO: D+WK-D+WS-WS-HK=Wild Fang
HITS: 4+Throw
NOTES: None

COMBO: Rising S=Long Vacation, WS=Fireless Shark
HITS: 7
NOTES: Do everything fast

COMBO: WS-WK-HS-HK=Fire Bohemian
HITS: 7
NOTES: Do everything fast

COMBO: Rising K, Ducking S 
HITS: 2
NOTES: Do Ducking S fast if you want it to hit while foe's airborne. If timing is off, then as
       long as it hits, it doesn't matter if the opponent hits the ground (as long as he/she 
       doesn't recover.

COMBO: WK-WS-HK=Tatakae! Wolfy, W Long Vacation
HITS: 12
NOTES: None


==NOVICE==

COMBO: U+WK-HS (air) (Big characters only)
HITS: 3
NOTES: Use upclose. Works best if opponent is in a crouching block (U+WK strikes like a middle
       attack). Do everything fast.

COMBO: D+WK-WS-WK-HS-HK=Tatakae! Wolfy, Wind Bohemian
HITS: 14
NOTES: None

COMBO: WS-D+HK, WS, Dash WS
HITS: 4
NOTES: Do Dash WS fast

COMBO: WK-D+HK, Rising HK, WS, WS=H Captain Silver
HITS: 6
NOTES: Do everything fast

COMBO: Jump WS-HS, (Land) Close Down Attack
HITS: 3
NOTES: None

COMBO: Rising S, WS, Unblockable Attack
HITS: 5
NOTES: None

COMBO: Rising K, Ducking K-D+HS-HS=Wind Bohemian
HITS: 5
NOTES: Pause abit before doing HS. Do Wind Bohemian fast.

COMBO: D+HK, Rising S, Dash HK
HITS: 3
NOTES: Do Dash HK fast.

COMBO: Rising K=Kishin Kourin, Rising K=Sky Bohemian
HITS: 3
NOTES: Easier than one thinks

COMBO: Rising S=W Long Vacation, WS, (Land) H Long Vacation, WS-HS, Close Down Attack
HITS: 7
NOTES: Do everything fast

COMBO: D+HS-HK-D+HK, Rising S=Fire Bohemian
HITS: 6
NOTES: Do close, or HK will miss


==EXPERT==

COMBO: Ducking K-D+HS-D+HK=H Long Vacation, HS-HK (Air), Wind Bohemian
HITS: 7
NOTES: Do everything fast. 

COMBO: HK-D+HK, Rising K=Sky Bohemian
HITS: 4
NOTES: Hard!! Rising K must be done as soon as D+HK is finished fast!!!

COMBO: Rising S, WS, WS, Ducking K=Long Vacation
HITS: 5
NOTES: Time each hit correctly as you keep you opponent as high in the air as possible.

COMBO: Jump WS-WK, (Land) WK-D+WK-D+WS-D+HK-HS=Long Vacation
HITS: 8
NOTES: Hard! Do everything fast!

COMBO: Rising S, H Fire Bohemian, Wind Bohemian
HITS: 4
NOTES: Do Fire Bohemian slowly when foe's descending, so to launch foe very high. Wind Bohemian
       must be doned just as Fen finishes recovering from Fire Bohemian.

COMBO: WS-HK-D+HK, Rising K (2 hits), H Fire Bohemian
HITS: 7
NOTES: Very hard!! Wait till opponent start to descend before doing Rising K. If done correctly,
       Rising K will hit twice. Pause abit before doing H Fire Bohemian to score two hits from 
       that as well. For an easier, 5-hit combo, do everything fast.

COMBO: Rising S-D+HS, Rising K=Sky Bohemian
HITS: 4
NOTES: Pause slightly before doing D+HS. If done correctly, D+HS will hit just as it is about to
       end. Do Sky Bohemian as soon as Rising K connects.

COMBO: D+HK-HS, WS, WS-D+HK=H Fire Bohemian
HITS: 7
NOTES: Hesitate abit before doing HS for it to connect. Keep opponent about head level as much
       as you can with the 2 WS so that the 2nd D+HK connects. Don't rush the 2nd D+HK, yet
       don't hesitate too long either. Pause abit before doing H Fire Bohemian so it will hit 
       twice. 

COMBO: Rising S=Kishin Kourin, Rising S-HK=Tatakae! Wolfy, Wind Bohemian
HITS: 8-10
NOTES: A very unpredictable combo. Can't be done too close on some characters. Do not let foe
       descend too close to the ground, or Tatakae! Wolfy will either miss or not launch foe
       upon final hit. Timing of attacks determines the number of hits that connect. 8 hits will
       produce over 60% damage, while 10 hits (if you are lucky) will produce more than 75% 
       damage.


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


                                      ============
                                      GENMA'S TEAM
                                      ============


---------------------------------------
GENMA (ILLUSION DEMON) - SORCEROR

COUNTRY: CHINA
AGE: FORGOTTEN
HEIGHT: 153 CM
WEIGHT: 45 KG
WORK: MAGIC

WEAPON: Genbu no Tate (Shield of the Dark 
        Military); one of the Four Holy Weapons
---------------------------------------

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

     Since 2000 years ago in China, Genma exists as a story teller of a dark assassin clan. He
did research on magic & mastered it. Through that, however, Genma had eliminated all forms of
human emotions. One day, a strange power came upon Genma, when he obtained the "Genbu No Tate".
Requested to participate by a person who's out to own the remaining 3 of the Four Holy Weapons,
Genma headed towards the Toshin Tournament.

-----------------------------------------------------------------
FIGHTING PERSONALITY: TAKE CAUTION OF HIS TRICKY BASIC TECHNIQUES
-----------------------------------------------------------------

     His reach seems to be short but, having plenty of tricky moving techniques, Genma will 
display sudden & overwhelming attacks. Scratch your opponent's back with ease.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Very fast, but short                               -Moves him out of the way
     -Use to avoid attacks & to move to                  -Dodge just about anything that comes
      opponent's side                                     at you with no problem

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is OK                              -Height of jump is average
    -Backstep is short, but quick                        -Descent is slow 
    -No reason to move around, since he                  -Focus alot on jump HS. Apart from 
     has many long-range attacks                          that, use WS as a jump in
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe down                                    -Front: Knocks foe away; Ring Out is 
     -Can dash in with an attack if fast enough           possible 
                                                         -Back: Launches opponent; juggle/air
                                                          combo is possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Slow speed close; fast speed mid                   -Slow speed
     -Long reach                                         -High jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities:
           =Poke at opponent (mid~far)                         =Targets opponent's location
                                                               =Hit airborne opponents

    ---------                  ------------                --------------           
    Launchers                  Stun Attacks                Ground Attacks
    ---------                  ------------                --------------

-Rising Attack Slash          -Unblockable Attack       -U+HS (Close Range)
  
-Rising Attack Kick           -Dash HK                  -U+HK (Far Range)

-D+HS                         


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

                                    [FATAL TECHNIQUES]


NAME: KAEN KI (Flame Ghost)                                           ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) B,DB,D,DF,F + W or H Slash                               ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)

DESCRIPTIONS: Using his sorcery, Genma calls forth a fire spirit. The person it strikes will 
burst into scorching flames.

NOTES: Pressing W or HS determines the speed of the attack, not the strength. Time this carefully
       against your opponents. (especially those that go airborne)

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

NAME: REIHYO KI (Frigid Ghost)                                        ATTRIBUTES: Ice
MOTIONS:                                                              TYPE: Projectile
   (Command) F,DF,D,DB,B + W or H Slash                               ATTACK POINT: Special Mid
   (1-Shot) Back + R1(W) or R2(H)


DESCRIPTIONS: Using his sorcery, Genma calls forth an ice spirit. The person it strikes will 
be wrapped in a casing of -100 degrees C ice.

SPECIALTIES:
     -Will cause Hit Stun (ice)
     -Airborne foes cannot do Safe Landing

NOTES: A very difficult technique to master, its main purpose is to just stop an opponent in his/
       her tracks. Its attack power is very weak, although it comes out pretty fast. Useless on 
       airborne opponents as well; you can't followup with an attack while opponent's in the air
       (although it will prevent an opponent from doing a Safe Landing). Once an opponent is 
       frozen, you can get in another hit depending on distance & speed of attack. On the other 
       hand, a frozen player can increase his/her recovery time by hitting the buttons. Frozen 
       characters will usually go airborne once hit a second time. Unless this can be mastered 
       correctly, this should be used to "slow the pace" down abit.

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

NAME: SHINGETSU NO MAI (Dance of the Perfect Moon)                    ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Weapon Charge
   (Command) F,DF,D,DB,B,UB,U,UF + W or H Slash                       ATTACK POINT: Middle
   (1-Shot) Forward + R2                                              # HITS: 2

DESCRIPTIONS: Making his body to disappear, Genma rushes at his opponent. When Genma connects, 
the opponent will be knocked up to a great height by his "dance". Genma will then take the shape
of a full moon.

SPECIALTIES:
     -Can do an air attack afterwards

NOTES: Very fast, enabling to hit unsuspecting opponents. The fact that it hits mid is also a 
       plus. In combos, the height a foe is knocked up is decreased, while their descent is 
       quickened. This is dangerous on Genma's side, for his opponent can get a chance to 
       counterattack. On the other hand, Genma can do any midair attack just as the this 
       technique ends, just before he touches the ground. Just stay away from the edge of the 
       ring when you use this technique....

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

NAME: SHIKI GAMI (Festive Deity)                                      ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) B,DB,D,DF,F + W or H Slash (in the air)                  ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: Genma throws a magical "gyofuda" (control talisman). 

SPECIALTIES:
     -Will cause opponent to fall
  
NOTES: Speed is good, while angle of the attack is controlled by the button pressed. Will knock 
       any opponent up abit into the air. (if close to the ground when you do this, you can start 
       a juggle if fast enough...) Use mainly in air juggles and as a counter move from the air.

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

                                [ULTIMATE SACRED ATTACKS]


NAME: ONI GURUMA (Demon Roller)                                       ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DB,B,DB,D,DF,F + H Slash                               ATTACK POINT: Special Mid
   (1-Shot) Forward + R1+R2                                           # HITS: 1
   (Overdrive) W+H Slash
 
DESCRIPTIONS: Using his sorcery, Genma summons forth a spirit's head. It is said that the person 
whom the crimson fire-encased spirit head sees, will be shooken up.

NOTES: Speed of startup & the move itself is high, enabling you to counter an opponent just as 
       they are in the midst of an attack. Even if you get hit just as you execute this, you will
       still tag your opponent as long as they are in the Demon Roller's path. Can also nail 
       airborne foes if you time it just right.

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

NAME: SHINGETSU HAKKO  (Perfect Moon Lumination)                      ATTRIBUTES: None
MOTIONS:                                                              TYPE: Combustion
   (Command) F,DF,D,DB,B,F,DF,D,DB,B + H Kick                         ATTACK POINT: Special Mid
   (1-Shot) Forward + R1+R2                                           # HITS: 2(Far) / 3(Close)
   (Overdrive) W+H Kick                              

DESCRIPTIONS: From all around his body, Genma will radiate a light dome, which is said to resemble
the reddish hue of light from a moon.

NOTES: Compared to Oni Guruma, this technique is essential for catching an opponent no matter 
       where they are. The closer you are during execution, the more hits. Startup is good, but 
       can easily be stopped just a second before the energy radiates out.

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

                                  [SECRET FATAL TECHNIQUE]


NAME: NARAKU ONI (Demon from Hades)                                   ATTRIBUTES: None
MOTIONS:                                                              TYPE: Earth-Based 
   (Command) F,B,F + H Slash                                                Projectile
   (1-Shot) Back + R1+R2                                              ATTACK POINT: Special Mid
                                                                      # HITS: 1

DESCRIPTIONS: Using his sorcery, Genma summons forth a demon from Hell. The demon will use its
hand and pull a living being into the ground.

NOTES: While this move appears to be frightening, its threat factor is reduced due to the fact 
       that it can be blocked in any manner, and can virtually be nullified by any type of 
       projectile. Startup isn't as fast as it should, so stick in combos. Will also catch 
       (believe it or not) airborne opponents if they are around head level, giving it a plus 
       in overall usage. Because of this, also use in juggles for some nice effects.


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


                                 *TIPS ON FATAL TECHNIQUES*

REIHYO KI: There are a couple of interesting uses Reihyo Ki possesses. It opens up some 
strategies & special combos a player can use if it connects. Some are abit too extraordinary 
to really happen, (unless the opposition is sleeping) while some are necessary to start some 
cool effects. Here's a listing on some of the followups that can be used after utilizing Reihyo 
Ki. Based on distance from an opponent, you have a chance to connect another attack after Reihyo
Ki connects with opponent if fast enough:

     CLOSE RANGE                  MIDDLE~FAR RANGE                BEYOND RANGE
     -----------                  ----------------                ------------
    WS (Juggle)                  Unblockable Attack              Shingetsu no Mai
   Up+HS (Air Combo)              Shingetsu no Mai                  H Kaen Ki
   Shingetsu no Mai                  Oni Guruma                    H Reihyo Ki
        Throw                 Shingetsu Hakko (more hits)          Oni Guruma
                                  Close Down Attack         Shingetsu Hakko (few hits)       
                                     Naraku Oni                     Naraku Oni

     At close range, it doesn't matter which version you use. From both mid-far(?) and Beyond 
range, it is best to use the W version. If the following attack connects correctly, your opponent 
will be knocked off his/her feet no matter what the attack is, while the strength of that attack 
will be reduced. Speaking of which, most of the followups will be reduced a good deal if you use 
this strategy. Although this is the case, if you can constantly keep control of the battle, this
factor really isn't important.



                                     *STRATEGIES & COMBOS*


STRATEGY: HK = Shingetsu no Mai
HITS: Varies
NOTES: This is one of the ways to break an opponent's guard. If the opponent should block low, 
       cancelling into Shingetsu no Mai quickly will strike successfully. 

STRATEGY: Jump HS on low crouching foe
HITS: Varies
NOTES: Another trick to break an opponent's guard. If the opponent loves blocking low, or is 
       into a low block by any method, jump up and immediately do HS to knock them into the air.
       Follow up with a H Shiki Gami for an extra hit.

STRATEGY: Ducking Attack-D+HK
HITS: Varies
NOTES: Yet another trick to breack an opponent's guard. If opponent should block Genma's Ducking
       attack (doesn't matter if it's Slash or Kick) standing up, doing a quick Down+HK will
       knock him/her down. If opponent is wise to this game and blocks low, quickly cancel into
       Shingetsu no Mai.

STRATEGY: Ducking Attack-HK (Mid, Low):
                            -D+HK (Low)
                            -Shingetsu no Mai (High)
                            -HS-D+HS=Shingetsu no Mai (Special Mid, Low, Mid)
HITS: Varies
NOTES: This demonstrates the use of Genma's ability in top-down games. After the Ducking Attack,
       (doesn't matter if it's Slash or Kick) HK's slowness is to fool wary players to block 
       low. From there one, the guessing game starts. Depending on which followup you choose, 
       your opponent will have to guess and risk choosing the wrong guard.

STRATEGY: Far Down Attack (crossover), Back Attack Kick
HITS: Varies
NOTES: Whether your opponent is down on the ground first or not, this trick will bring him/her 
       down in most cases. If the Far Down Attack crosses over, (whether it hits or not) Genma's
       Back Kick will usually connect due to the fact that it's hard to block or even stop. It
       cannot be ducked under either, meaning that the only way to escape this is by 
       sidestepping.

STRATEGY: Oni Guruma on jumping opponent
HITS: 1
NOTES: This method acts like a reversal, except that you take a blow in the process. (it's pretty 
       much worth it, though) Just as opponent's about to connect with his/her air attack, execute
       Oni Guruma. It comes out so fast that even if Genma is hit in the midst of it, the move 
       will not end. Just don't wait too long to execute it, or opponent may land and block in 
       time. 

STRATEGY: Jump WS=Shiki Gami
HITS: Varies
NOTES: As WS is blocked, do Shiki Gami while very close to the ground. Not only does this 
       reverse anything your opponent may try, but you can start a juggle just as you land.
       If this is blocked, however, hopefully the presence of the Shiki Gami will throw off 
       opponent's timing.


==BEGINNER==

COMBO: WS-WK-HS=Reihyo Ki 
HITS: 4
NOTES: Weak, but nice effect.

COMBO: WS-WK-HK-HS=Shingetsu no Mai 
HITS: 2
NOTES: None

COMBO: WK-WS-HS=Kaen Ki 
HITS: 4
NOTES: None

COMBO: WK-D+WK-D+HK-D+HS=Kaen Ki
HITS: 5
NOTES: None

COMBO: UB, HK-HS=Naraku Oni
HITS: 4
NOTES: Strong & easy to do!

COMBO: Jump HS-HK, (land) Dash HS
HITS: 3
NOTES: Do HS while descending. 


==NOVICE==

COMBO: D+WK-D+HK-HS-D+HS=Oni Guruma
HITS: 5
NOTES: Do not rush Oni Guruma, or it will miss.

COMBO: D+WS-D+HS, Rising K-D+HS=Naraku Oni, HK-D+HK-D+HS 
HITS: 8
NOTES: After Naraku Oni, the rest will hit foe as he/she is down.

COMBO: Jump WK-WS, (Land) WS-HS-D+HS=Naraku Oni
HITS: 6
NOTES: Must do Naraku Oni as soon as D+HS connects. This combo makes the power of Naraku Oni
       weak as hell, though.

COMBO: WS-D+WS-D+HK-D+HS-HK-HS=Oni Guruma
HITS: 7
NOTES: Pause abit before doing HK. As soon as HS connects, Oni Guruma has to be done fast.
       Timing for combo is tricky, though.

COMBO: Rising S, WS, WK Dash HS
HITS: 4
NOTES: Don't rush! Time WS & WK so they will connect while foe's around head level. Do Dash HS
       fast.

COMBO: Dash HK. Rising S, Ducking Attack-HK-D+HK-D+HS 
HITS: 6
NOTES: Do Dash HK from a distance to cut down Genma's recovery time.

COMBO: WK=H Reihyo Ki, WS-D+HS-HS=Reihyo Ki 
HITS: 6
NOTES: Has to be done close & fast for H Reihyo Ki to register as a combo. WS will knock foe off
       feet if done before he/she recovers, meaning that everything else has to be done fast. 

COMBO: Jump HS, (Land) WS, WK, HS=Shingetsu no Mai
HITS: 6
NOTES: Timing is everything. Jump HS has to be done at head level as you are descending. Do not
       rush Shingetsu no Mai.


==EXPERT==

COMBO: WS-WK-D+WS-D+WK-D+HK-D+HS-HS-HK
HITS: 8
NOTES: Full Ryuugi combo. Must do fast!

COMBO: HS, UF-WS-WK-HK-HS, (Land) Shingetsu Hakko  
HITS: 8
NOTES: Do air combo fast! Your back will be turned when you land, but Shingetsu Hakko will
       still work.  

COMBO: Rising S-HS-D+HS, Jump WS-WK-HS, (Land) Back HS 
HITS: 7
NOTES: Timing & patience is the key to make each part work. The more higher you keep your 
       opponent in the air, the better your chances for connecting with Back HS.

COMBO: Dash HK, Kishin Kourin, Rising S=D+HS, U+HK-HS=Shiki Gami 
HITS: 6
NOTES: Do Dash HK from a distance to increase your recovery time. Pause abit after Rising S 
       before doing D+HS. Use either version of Shiki Gami depending on speed of execution.

COMBO: WS-HS-D+HS, Rising K=Shingetsu Hakko 
HITS: 7
NOTES: Delay Shingetsu Hakko abit so to get all hits in

COMBO: Back Throw, (Walk Forward) WS, WK-D+HS, Rising K-D+HS=Reihyo Ki 
HITS: Throw+8
NOTES: Timing & speed is everything!

COMBO: Jump HS=Shiki Gami, (Land) WK-HS=Oni Guruma 
HITS: 5
NOTES: Jump HS has to be done close around head level. Shiki Gami will bob foe higher, giving 
       you time to land before foe does. Do not rush either HS or Oni Guruma.

COMBO: Back Throw, Kishin Kourin, HS-D+HS, Rising S-D+HS-HS=Naraku Oni 
HITS: Throw+6
NOTES: Time each hit carefully. Keep foe up as high as possible with each hit. Do not rush 1st
       D+HS or 2nd HS. Do Naraku Oni fast!

COMBO: HK-HS-D+HS=Kishin Kourin, UF+WS-HK-HS=Shiki Gami
HITS: 7
NOTES: Hard! Do air combo fast!

COMBO: Back Throw, Kishin Kourin:
           1) Rising S-D+HS, Rising S-D+HS, HS=Oni Guruma (Harder)
           2) D+HS, D+HS, D+HS, D+HS, Hs=Oni Guruma (Easier)
HITS: Throw+6
NOTES: Keep opponent up as high as possible with each hit. Do Oni Guruma fast enough that it 
       connects.

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


---------------------------------------
MIYABI - NINJA

COUNTRY: JAPAN
AGE: 24
HEIGHT: 170 CM
WEIGHT: 51 KG
WORK: GENMA'S UNDERLING

WEAPON: Giant Shuriken & Kodachi
---------------------------------------

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

     Being the descendant of a ninja, Miyabi had received the training to become a ninja. 
Genma had kept a close eye on that girl. Genma had extracted from Miyabi her memories and 
rewrote in her head a new version, which claimed that she lost her parents as soon as she 
was born in Hong Kong. Losing her past, Miyabi battles with Rook in a street fight. Feeling 
like it was destiny for the both of them to encounter each other, Miyabi chooses to 
participate in the Toshin Tournament.

-----------------------------------------------------------------------
FIGHTING PERSONALITY: HER EASILY-USABLE FATAL TECHIQUES ARE FASCINATING
-----------------------------------------------------------------------

     Miyabi is a character who's basic attacks and Fatal Techniques are all simple. Also, 
with her fast speed, coming in with combos is easy. Thus, a truly great character.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Very fast & safe                                   -Moves her out of the way
     -Avoid attacks with ease. Use upclose               -Dodge just about anything that comes
      to get close & start an attack                      at you with no problem

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is fast                            -Height of jump is high
    -Backstep is quick; long range                       -Descent is quick 
    -Move around to stay as a hard target &              -Use WS & HS as jump ins; counter 
     come in with a Dash Attack                           projectiles with Manji Maru (air)
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe down                                    -Front: Launches opponent; juggle/air
     -Good for keeping agressive foes back                combo is possible
                                                         -Back: Knocks foe down; Down Attack is 
                                                          possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Average speed                                      -Fast speed
     -Short reach                                        -Low jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities:
           =Poison effect                                      =Jumps/hits behind opponent (far)
                                                               =Jump close to opponent (beyond) 
 
UNIQUE ATTACKS/MOVES:
     -B+WS+WK = High Attack Reversal
     -DB+WS+WK = Low Attack Reversal
     -All non-kick attacks = Has the effect of poison
     -Dash WK = Startup, strikes with hands (poison); ending, strikes with feet
     -Spiral Kick*:
           -U+HK = Normal Distance
           -UB+HK = Short Distance
           -UF+HK = Long Distance


*Note that if you jump completely and then press HK, the outcome will always be the U+HK
version.


    ---------                  ------------                --------------           
    Launchers                  Stun Attacks                Ground Attacks
    ---------                  ------------                --------------

-Rising Attack Slash          -Forward+WS                  -U+WS (Close Range)
  
                              -Dash HK                     -U+HS (Far Range)


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



                                    [FATAL TECHNIQUES]


NAME: MANJI MARU (Swirl)* (Ground)                                    ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) B,F + W or H Slash                                       ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 1(H)
 
DESCRIPTIONS: Miyabi throws the shuriken that hangs on her back.

NOTES: Recovery time & speed is based upon the button pressed. Use W version to harrass, drain, 
       and counterattack your foe from a distance. Use H version mainly in combos.

*AUTHOR'S NOTE: The translation of "Manji Maru" has a sense of imagry to it. It refers to the
whirling motion of an object, like a snowflake.

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


NAME: MANJI MARU (Swirl)* (Air)                                       ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) B,F + W or H Slash (in the air)                          ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 1(W) / 1(H)

DESCRIPTIONS: From the air, Miyabi throws the shuriken that hangs on her back.

SPECIALTIES:
     -Will knock standing foes down

NOTES: Depending on the button pressed, the path in which the thrown shuriken travels is 
       different. Safe for keeping distance, use this mainly to harrass unsuspecting opponents
       or as a counterattack. Doesn't target in if foe's unaligned, so be careful. Also, Miyabi
       is left wide open to attack due to the long hangtime, so use this move with caution.

*AUTHOR'S NOTE: The translation of "Manji Maru" has a sense of imagry to it. It refers to the
whirling motion of an object, like a snowflake.

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

NAME: HANGETSU NO MAI (Half Moon Dance)                               ATTRIBUTES: None
MOTIONS:                                                              TYPE: Sword Slash
   (Command) B,F + W or H Kick                                        ATTACK POINT: Middle
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 1(W) / 1(H)

DESCRIPTIONS: From a distance Miyabi will disappear. Closing in, she does a technique where she
draws her sword upwards in the form of a jig while in midair.

SPECIAlTIES:
     -Will launch an opponent

NOTES: Goes under high-level attacks, so use as a counter against such moments. Will break the 
       guard of a low-blocking opponent. Will also hit downed opponents. Slow startup, (even 
       for the W version) so use anytime your foe's wide open or knocked off his/her feet. Up-
       close, she will actually dash behind her foe, so be careful.

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


NAME: HIEN KYAKU (Swallow Kick)                                       ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Kick
   (Command) D,U + W or H Kick                                        ATTACK POINT: Special Mid
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: Doing a cartwheel, Miyabi thrusts out both legs. Doing so in such a fierce manner
causes the struck opponent to be engulfed in flames. Because the appearance of this technique 
resembles the beautiful dance of a swallow, "swallow" is added to the title.

SPECIAlTIES:
     -Will launch an opponent

NOTES: The button pressed determines the height in which Miyabi jumps to, as well as how high her 
       opponent is knocked up. Good against airborne foes, but best in combos. Note that this 
       move's recovery time is very slow. If added in to most 5+ hit combos, her opponent's going 
       to hit the ground before her. Even worse, if they should do a Safe Landing....

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


NAME: SHIRA YURI GATAME (Lily Gathering)                              ATTRIBUTES: None
MOTIONS:                                                              TYPE: Throw
   (Command) D,DB,B + H Slash (in the air)                            ATTACK POINT: None
   (1-Shot) D+R2 (in the air)                                         # HITS: 1

DESCRIPTIONS: A "throw technique" where an airborne opponent is grabbed and thrown down to the 
earth.

SPECIALTIES:
     -Can do an air attack afterwards 

NOTES: Grab point & time is very short. Even worse, difficult to time since both Miyabi and her 
       opponent is moving through the air. Does this make this move "useless"? Absolutely not! Due
       to these points, you have to tag this after launching an opponent and/or within an air 
       combo. After an opponent is thrown down to the ground, Miyabi can followup with any air
       attack of her choice, ensuring a safer landing. 

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

                                  [ULTIMATE SACRED ATTACKS]


NAME: (OUGI) TSUKI SHIZUKU ([Secret] Trickling Moon)                  ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile/Combustion
   (Command) F,B,DB,D,DF,F + H Slash                                  ATTACK POINT: Special Mid
   (1-Shot) R1+R2                                                     # HITS: 5
   (Overdrive) W+H Kick

DESCRIPTIONS: Through a chant, a meteor from the moon rains down. It is said that the moon looks
as if it is shedding a tear drop.

NOTES: Good points about this is that it works against grounded & airborne foes, has a large 
       attack range & time interval due to the explosion, and will strike almost instantly upon 
       startup. (In most cases, even if she somehow gets hit, her opponent will still eat rocks!)
       Bad points are that a close opponent can sidestep behind her & counter, (she is unprotected)
       a WELL-TIMED sidestep just as the meteor hits the ground will last longer than the 
       explosion, (again, counterattack is possible) and a person who blocks this can run up and 
       hit Miyabi. (Miyabi is left open even after the attack ends) The only way to actually stop
       this attack is by hitting her with an attack that somewhat "takes over" the screen. (ex. do 
       a Boisterous Dancing [Rook] that connects before the meteor hits the ground will make it 
       disappear)

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


NAME: GEKKA SHIRA YURI (Lily in the Moonlight)                        ATTRIBUTES: None
MOTIONS:                                                              TYPE: Throw
   (Command) F,DF,D,DB,B,UB,U,UF + H Slash                            ATTACK POINT: None (High)
   (1-Shot) Forward + R1+R2                                           # HITS: 1
   (Overdrive) W+H Slash

DESCRIPTIONS: Grabbing her opponent, Miyabi takes her trapped foe and rise to a great height into
the sky. Streaking back downwards, the foe is slammed into the earth through this "throw 
technique". It is said that the slammed foe will resemble the image of a lily made visible in the
moonlight.

NOTES: This move has the LONGEST grab range out of all throws in the game. (Reaches way beyond 
       her hands a good couple of inches) Also will freeze the timer, (if it is on) so this move 
       will do damage even if a foe tries to win by time limit. Can be ducked under or sidestepped 
       easily, so use in a combo or while foe's open.

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

                                  [SECRET FATAL TECHNIQUE]


NAME: MUSO BATTO (Unpaired Drawn Sword)                               ATTRIBUTES: None
MOTIONS:                                                              TYPE: Sword Slash
   (Command) F,B,F + H Slash                                          ATTACK POINT: Middle
   (1-Shot) Back + R1+R2                                              # HITS: 8

DESCRIPTIONS: When she becomes heartless, Miyabi can use this technique. From a flow of multiple
slices, she falls her opponent with one full slash.

SPECIALTIES:
     -Will cause Topple upon final hit

NOTES: Reach is VERY short, so DO NOT use from a distance whatsoever. This can also be used in a 
       juggle, getting about 30-50% of the hits in. The final slice makes her foe topple over, 
       giving you a long time to add in one attack. Note, depending on the attack used, her 
       opponent will be launched in the air. This opens up the door to many possibilities....


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


                                 *TIPS ON FATAL TECHNIQUES*

TSUKI SHIZUKU: On the surface, this hard-to-use move seems like it can only be used at the end
of a combo, which takes away your control of the match. However, if you execute this just as you 
get hit by an attack, (preferablly a weak attack) you can now add in another hit before the Tsuki
Shizuku ends! Although you sacrifice taking a hit, damage you inflict afterwards is worth it. 
Here are some followups you can use while your opponent is being hit by Tsuki Shizuku:
     
     -Tsuki Shizuku (9-10 hits. Easy & simple to do)
     -Muso Batto (12 hits; has to connect before the last hit from Tsuki Shizuku)
     -Jump HK (Varies. Jump HK has to hit as foe's knocked upwards. Do a quick air combo or 
               Shira Yuri Gatame)
     -Hangetsu no Mai (6 hits)
     -Ducking HK=H Hien Kyaku (7 hits)
     -Step-In, Rising S (Varies. Allows you to add in another hit or two of your choice)
     -Step-In, Front Throw (Varies; sets up for juggles & air combos)*
     
     Timing and guts will make this strategy work. Note that this will not work if you get hit
by just any attack; it can't be an attack that knocks you down or stuns you.


*This is extraordinarily hard to do! In order for this to work: 1)you have be upclose, 
 2)opponent's attack has to be touching you just before Tsuki Shizuku's execution 3)you have to 
 do the grab no later than 3 hits after Tsuki Shizuku.


                                     *STRATEGIES & COMBOS*


STRATEGY: WS, Forward+HS
HITS: Varies
NOTES: The delay after WS is abit long, yet an opponent that tries to retaliate will usually
       be beaten to the punch as you do her Forward+HS. Anticipate when your opponent will attack
       and you will stun them before they realize it. Mix this up by adding an extra WS or two, 
       which may prove necessary to forcing your opponent to attack.

STRATEGY: Jump, Shira Yuri Gatame as you cross over opponent
HITS: None
NOTES: This is an important trick to know when using Miyabi's arsenal. Not only does this prove
       useful in attacking from behind, (especially in using her Back Throw while foe is stunned) 
       but this allows you to quickly go behind an attacking foe and set up a counterattack. 
       Also, if you mistime a jump and overshoot pass your foe, this will at least keep you 
       facing Forward so to avoid being attacked from behind.

STRATEGY: Up+HK on ducking opponent
HITS: Varies
NOTES: Players that block low will have their guard broken by this. This little trick acts like
       an overhead, which gives some possibilities to making Top-Down strategies.

STRATEGY: WS or WK:
               -Dash WK (Low)
               -Dash HK (Mid)
               -Dash HS (Crossover; Mid)
HITS: 1
NOTES: Players on the defense anticipating your next move are perfect for this strategy. Best 
       from mid range, if they should try to attack after hesitating, Dash WK will beat them. If 
       they huddle up, (especially with a crouch block) choose between Dash HK or Dash HS.

STRATEGY: Ducking HS (1 hit; Mid):
               1) W Hangetsu no Mai (Mid)
               2) D+HS (1 hit)=W Hangetsu no Mai (Low, Mid)
               3) D+HK (Low)
HITS: Varies
NOTES: This is an example of a Top-Down trap Miyabi can use. Hangetsu no Mai, due to is slow
       startup, should be used as a psych-out as much as possible.

STRATEGY: WK, UB+HK (Mid):
                           D+HS (1 hit)=W Hangetsu no Mai (Low, Mid)
               1) WK (Low)<
                           W Hangetsu no Mai (Mid)

                                   D+HS (2 hits) (Low)
               2) Ducking HK (Mid)<
                                   W Hangetsu no Mai (Mid)

                             Front Throw (High)
               3) U+HK (mid)< 
                             Dash HS (Crossover; Mid)
HITS: Varies
NOTES: This is a more extensive example of Miyabi's Top-Down possibilities. Best done between
       close and mid range. Players that bottle up against her are the best victims for such 
       traps like this, for her speed in Top-Down games isn't as fast as some other characters.

STRATEGY: Jump Attack=Manji Maru
HITS: Varies
NOTES: If Miyabi's air attack is blocked, quickly cancelling into the Manji Maru can reverse any
       retaliations the opponent may attempt. Note that if the Manji Maru is blocked, Miyabi is 
       open for big punishment due to her slow descent afterwards. 

STRATEGY: WS or K, Attack Reversal
HITS: Varies
NOTES: This should be used as a setup on a blocking foe in case they intend to reverse your 
       supposed "combo". Depending on your opponent, use either the high or low Attack Reversal
       if you can predict their attack patterns.

STRATEGY: Jump HK over attacks
HITS: None
NOTES: Another trick Miyabi can use to staying elusive. In case of danger of landing on an 
       attack, this can be used to safely avoid it, as well as make a fine counterattack. 

STRATEGY: Jump-Forward, HK over opponent, Back S
HITS: Varies
NOTES: A very simple trick that works in any situation. Do between close-middle range for best 
       results.


==BEGINNER==

COMBO: WK-WS-HS-D+HS=Musou Batto, (face opponent) Tsuki Shizuku
HITS: 17
NOTES: Combo will work, no matter how slow you do Tsuki Shizuku

COMBO: D+WS-WS-WK-D+WK-HS=Musou Batto 
HITS: 13
NOTES: Do not rush Musou Batto. Will work even if slowly executed.

COMBO: Front Throw, UF=Shira Yuri Gatame 
HITS: throw + throw
NOTES: Easier than one would think. As soon as you recover from the Front Throw, jump and 
       immediately do Shira Yuri Gatame. 

COMBO: WK-D+HS (1 hit)=Gekka Shira Yuri  
HITS: 2+Throw
NOTES: Easy to do, even if Gekka Shira Yuri is done through the Command motion

COMBO: WK-HS-HK=H Manji Maru
HITS: 4 
NOTES: None

COMBO: UF+HK, (Crossover) Back Attack (smaller characters only)
HITS: 1+1 
NOTES: Doesn't register as a combo. Will work even if foe's standing

COMBO: Ducking S (1 hit)=Gekka Shira Yuri
HITS: 1+Throw
NOTES: As long as Gekka Shira Yuri is done fast, this will work no matter which motion it is 
       executed through.


==NOVICE==

COMBO: Dash HK, Jump forward, Shira Yuri Gatame, (crossover) Back Throw or Gekka Shira Gatame
HITS: 1+Throw 
NOTES: Do Dash HK from a distance to shorten your recovery time

COMBO: UF+HK=H Manji Maru
HITS: 2 
NOTES: Best done as opponent attacks or if opponent in crouching down. Cancel into Manji Maru as 
       fast as possible so it will register.

COMBO: Rising S, Jump WS-WK=W Manji Maru, Close Down Attack
HITS: 5
NOTES: None

COMBO: WS-WK-HS-D+HK-HK-D+HS (2 hits)=W Hien Kyaku
HITS: 8
NOTES: Do fast!

COMBO: D+WK-D+WS-HK-D+HS (2 hits)-HS=H Hien Kyaku 
HITS: 7
NOTES: None

COMBO: U+HK-HS, (Land) HS-D+HS (2-hits)=Muso Batto, Back Attack K, Tsuki Shizuku 
HITS: 17-19
NOTES: The longer you delay doing Tsuki Shizuku, the more hits you'll get

COMBO: Tsuki Shizuku just as opponent attacks. Muso Batto, Back Attack K, Tsuki Shizuku
HITS: 16-17
NOTES: Have to be close. Muso Batto must connect just before the last hit from Tuski Shizuku. 
       The longer you delay the 2nd Tsuki Shizuku, the more chances to get more hits.

COMBO: WK-D+WK-D+HK-HK=Tsuki Shizuku
HITS: 8 
NOTES: Do Tsuki Shizuku fast!

COMBO: UB, Rising S=W Hangetsu no Mai, HS=H Hangetsu no Mai
HITS: 5
NOTES: Do everything fast!

COMBO: UB, Dash HK, Jump WS-HS=Shira Yuri Gatame 
HITS: 4+Throw
NOTES: None


==EXPERT==

COMBO: UB, Kishin Kourin, (Dash in close) Rising S, UB, UB, Dash WS (2 hits), Close Down Attack
HITS: 7 
NOTES: Timing is very difficult, while damage is rather low if done without Kishin Kourin.
       Once the rhythm is understood for this combo, however, it's not as hard as one would think.

COMBO: Rising S, Jump WS-HS=Shira Yuri Gatame (misses), HS=H Hien Kyaku 
HITS: 5
NOTES: Shira Yuri Gatame will allow you to fly by your opponent while continuing to face him/her.
       When you land before your opponent, the other last two hits can be done.

COMBO: Hangetsu no Mai, WS-HS=Manji Maru 
HITS: 4
NOTES: Hard! It doesn't matter which version of Hangetsu no Mai is used. WS has to be done as 
       soon as you recover from Hangetsu no Mai. Everything else should also be done fast.

COMBO: Dash HK, Rising S, Jump-Up WK-WS-HK=Manji Maru 
HITS: 6 
NOTES: Pause abit before jumping up. If done too fast, opponent may bob up too high for HK to hit.

COMBO: Tsuki Shizuku just as opponent attacks. Jump HK-HS=H Manji Maru 
HITS: 8
NOTES: Omit HS for an easier, 7-hit version

COMBO: WS-WK-HK:
            1) D+HK-HS=Muso Batto
            2) D+HS (2 hits)-HS=Muso Batto  
HITS: 10 (1st); 11 (2nd)
NOTES: Do not rush Muso Batto, or you will miss. Delay Muso Batto until foe's about to hit the
       ground. If timed correctly, it will hit & juggle foe. The longer you delay, the more 
       chances to get the final slash of Muso Batto. Both are equally hard and require the same 
       rules.

COMBO: Jump WS-WK, (Land) UB, UB, UF+WK-HK=Shira Yuri Gatame
HITS: 6  
NOTES: None

COMBO: Hangetsu no Mai, WS-HK, Dash WS (2 hits)
HITS: 5
NOTES: Do everything fast!

COMBO: U+HK-HS, (Land) UB, Dash, Rising S, Dash WS (2 hits), Close Down Attack
HITS: 7 
NOTES: Do within mid range, or the Unblockable Attack will miss. Do Dash WS as soon as you 
       recover from Rising S. If done correctly, it will connect twice before foe hits ground.

COMBO: U+HK, Front Throw, (Wait) HS=H Hangetsu no Mai, WS-HS=H Hien Kyaku
HITS: 1+Throw+5  
NOTES: Do not rush 2nd HS; pause after WS a little before doing it. All in all, timing and 
       patience is necessary for this combo to work.

COMBO: Hangetsu no Mai, UB, WS=Hien Kyaku
HITS: 4
NOTES: None

COMBO: Rising S=Kishin Kourin, Rising S, Rising S, Jump WS=Shira Yuri Gatame
HITS: 4+Throw
NOTES: None

COMBO: U+HK-HS, (Land) Kishin Kourin, UB, Step-In, UF+HK=Shira Yuri Gatame
HITS: 4+Throw
NOTES: Shira Yuri Gatame will only work if you do it fast, as well as if UF+HK is done at the 
       right distance.

COMBO: Tsuki Shizuku just as opponent attacks. (Step-In close) Gekka Shira Yuri
HITS: 5
NOTES: This is extraordinarily hard to do! In order for this to work, you have 1)be upclose 
       2)opponent's attack has to be touching you just before Tsuki Shizuku's execution 3)you 
       have to execute Gekka Shira Yuri no later than 3 hits after Tsuki Shizuku.


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


---------------------------------------
BANG-BOO - CYBORG

COUNTRY: CUBA
AGE: NO DATA
HEIGHT: 187 CM
WEIGHT 104 KG
WORK: BEFORE, A PILOT FOR THE CUBAN ARMY

WEAPON: Heavy Firearms
---------------------------------------

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

     Because of the Gerard Foundation, Bang-Boo was made into a robot for the purpose of war. 
Except for his brain, his entire body was built by machine. Other than his brain and fighting 
instincts, everything's eliminated from him. Even his emotions are gone. One day Bang-Boo was 
ordered to obey Genma's instructions. However, if Genma assembles the Four Holy Weapons, it 
seems he has to be assassinated. this is the secret orders that Bang-Boo had received.

---------------------------------------------------------
FIGHTING PERSONALITY: OVERWHELM WITH HUGE EXPLOSIVE POWER
---------------------------------------------------------

     Bang-Boo's Hard Slash attacks all possess unblockable projectiles. While he is vulnerable
alot, his strength makes up for this little flaw. Take caution while within an opponent's 
space, take advantage of Bang-Boo's bazooka, and defeat the opposition!

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Barely moves him out of the way of oncoming        -Slow & short
      attacks                                            -Use at a distance to dodge oncoming 
     -No reason to use it except upclose to move          danger
      to opponent's side                          

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is fast                            -Height of jump is low
    -Backstep is short                                   -Descent is slow 
    -Move if you need to keep distance                   -Use HS in the air to break opponent's
                                                          guard or to keep opponent at a 
                                                          distance
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe away                                    -Front: Knocks foe away, Ring Out is 
     -Good for keeping agressive foes back                possible. Foe can do a Safe Landing
                                                         -Back: Knocks foe down; can be ringed 
                                                          out or be ringed out with opponent 
                                                          (Bang-Boo will still get the victory) 

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Slow speed                                         -Fast speed
     -Long reach                                         -Average jump height      
     -UB (missile); Special mid (explosion)              -Middle
     -Extra Abilities:                                   -Extra Abilities:
           =Break opponent's guard (close)                     =Causes Slam
           =Shield against projectiles (mid~beyond)            =Puts him in Down position
           =Fire effect
           =Does block damage (explosion)

UNIQUE ATTACKS/MOVES:
     -Back Attack Kick = Ice Beam (2-3 hits; has the attributes of ice)
     -Flight*:
           -U+HK = Slight upward flight
           -UF+HK = 45 degree upward flight
           -Jump, HK = Varies* 
     -Rising Kick = Hover (Short midair overhead attack that keeps him facing foe even if foe
                    is unaligned); hits low; has no cancel points.
     -Rising Slash = Hits middle, launches opponent behind him
     -Basic HS (all types) = Bazooka (Shell is unblockable; explosion is blockable; fire effect;
                                      Standing HS can be blocked at full-screen length)


*Speed & distance can be controlled by quickly pressing left or right before flight ends.


    ---------                  ------------                --------------           
    Launchers                  Stun Attacks                Ground Attacks
    ---------                  ------------                --------------

-Rising Attack Slash          -Unblockable Attack         -U+WS (Close Range)
  
                                                          -U+HS (Far Range)



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

                                    [FATAL TECHNIQUES]


NAME: DIVING CANNON                                                   ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash                                          ATTACK POINT: High
   (1-Shot) R1(W) or R2(H)                                            # HITS: 
                                                                        -WS: Close=2~3
                                                                             Far=6                                                      
                                                                        -HS: Close=1~5
                                                                             Air=3~5 

DESCRIPTIONS: Bang-Boo releases a vulcan spray of shots. Anyone near his arm will feel the 
pressuring forced used to shoot the bullets.

SPECIALTIES:
     -Will cause Topple upclose (W version)    
     -Will hit upclose on taller characters (H version)
     -H version upclose causes different effects (see "Tips on Fatal Techniques" below)

NOTES: Button pressed determines the angle at which attack is aimmed at. In most cases, use the 
       W version. Not only is it an essential multihitter, it will beat almost anything thrown at
       him. Upclose, his arm will stun a character, which'll cause them to stumble backwards
       into the spray of bullets. Use H version against airborne opponents and in juggles. Low 
       attacks will go under this attack, however. Be careful if opponent sidesteps as well, for 
       Bang-Boo will be open for a couple of seconds.

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

NAME: GENOCIDE CANNON                                                 ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) F,DF,D,DB,B + W or H Slash                               ATTACK POINT: Special Mid
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 4(W) / 4(H)

DESCRIPTIONS: Bang-Boo shoots out special vulcan bullets into the ground, which rise out again
to hit his opponent.

NOTES: Makes an essential tool in traps. Besides using in on grounded foes, use to counter 
       opponents that hang in the air at a distance. Timing is tricky, while Bang-Boo will be a
       perfect target if this move doesn't hit.

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

NAME: SYBARITE CANNON                                                 ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile/Combustion
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: Unblockable 
   (1-Shot) Back + R1(W) or R2(H)                                                   (Shell only);
                                                                                    Blockable 
                                                                                    (Explosion)
                                                                      # HITS: 1(W) / 1(W)

DESCRIPTIONS: Bang-Boo shoots out a special missile. At a close distance, the missile will travel
straight. From a far distance, the missile will warp to where the opponent is and, depending on 
the type of shot Bang-Boo attacks with, will target in straight or at an angle.

NOTES: Difficult to get the far distance version, which explodes even if it misses. (great for 
       catching an opponent if they should dodge) Apart from that, the strength from either range
       is decently strong. 

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

NAME: BEAST SHOOT                                                     ATTRIBUTES: None
MOTIONS:                                                              TYPE: Earh-Based Projection
   (Command) D,DB,B + W or H Kick                                     ATTACK POINT: Low
   (1-Shot) Down + R1(W) or R2(H)                                     # HITS: 7(W) / 6(H)

DESCRIPTIONS: Stirring up vibrations by striking the ground, Bang-Boo will attack with grounded
shockwaves.

NOTES: Damage is okay, but its strong points are that it can strike from any distance, while a 
       player has to block low. Even sidestepping characters cannot escape this. However, Recovery
       time is very long. Even though this attack is still striking the ground towards the end, 
       the opposition can will not get hit during this point. Try to use at a distance or to 
       harrass your opponent if you can spare the health you may lose from doing this. Just stay
       away from the hard version. It's stronger, but will get you killed.

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

NAME: GIGA PHANTOM                                                    ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DB,B + W or H Slash                                    ATTACK POINT: None (Middle)
   (1-Shot) Up + R1(W) or R2(H)                                       # HITS: 6(W) / 6(H)

DESCRIPTIONS: Bang-Boo calls forth a unit that transforms him into attack "Gun Type" mode. After
this event, a laser shoots out.

SPECIALTIES:
     -Hits 5 times on smaller characters; hits 6 times (max) on taller characters
     -Will knock opponent off feet on 6th hit
     -6th hit strikes at Special Mid (unblockable)

NOTES: A very strong technique that is great in combos and juggles. (Downed foes also are not 
       safe) Use the H version more; despite the fact that the hits are more, once the beam is 
       coming out horizontally (towards the end) it will still connect for a good 1-2 more hits. 
       (Only on tall opponents) If the opposition should sidestep, however, all is lost for you.

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

                                  [ULTIMATE SACRED ATTACKS]


NAME: ATOMIC CANNON                                                   ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile/Combustion
   (Command) D,DB,B,D,DB,B + H Slash                                  ATTACK POINT: Unblockable
   (1-Shot) R1+R2                                                                   (Special Mid)   
   (Overdrive) W+H Kick                                               # HITS: 1~2

DESCRIPTIONS: Bang-Boo shoots a missile straight above him. Exploding after traveling a good 
distance, the missile rains down all around Bang-Boo.

SPECIALTIES:
     -Causes Hit Stun if foe is hit twice
     -Airborne foes will be hit by raining shots (Unblockable Special Mid)
     -Characters within Far range will be hit by a Special Mid shot (Unblockable)
     -Characters between Far & Beyond range will be hit by 2 shots most of the time 
      (Both Unblockable)
     -Characters at Beyond range will usually be hit twice (the 2nd being a blockable Special Mid)
     -Characters at around Mid range will be hit by a blockable Special Mid explosion

NOTES: Very difficult to use in a really close match. All the raining shots strike between mid-
       beyond range, while the area close to Bang-Boo is safe from harm. Above that, the startup 
       is extraordinarily slow. The plus side to this attack is that if an opponent should jump 
       from a distance just as the missile separates, he/she will get hit. Damage is actually on 
       the strong side, despite the fact that the hits are so few. 

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

NAME: SET READY                                                       ATTRIBUTES: None
MOTIONS:                                                              TYPE: Shoulder Attack
   (Command) D,DB,B,DB,D,DF,F + H Slash                               ATTACK POINT: Middle, High
   (1-Shot) R1+R2                                                     # HITS: 4
   (Overdrive) W+H Slash

DESCRIPTIONS: Rushing forward through his shoulder jets, Bang-Boo knocks his opponent upward with
repeated tackles if he connects. Afterwards, to his leisure, Bang-Boo strikes his opponent to the
floor.

NOTES: Powerwise, this move is good. Speed is good, reach is long, while catching low blockers is 
       a plus. Weapon Repel is useless against this attack, because Bang-Boo's using his body and 
       not his arms at startup. However, if this is blocked, Bang-Boo will not stop in his tracks. 
       Also, if it hits a character that's about head level in the air, the final blow will not
       connect. Keep this in mind when using this in juggles.

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

                                  [SECRET FATAL TECHNIQUE]


NAME: FINAL CANNON                                                    ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Projectile
   (Command) F,B,F + H Slash                                          ATTACK POINT: Unblockable
   (1-Shot) Back + R1+R2                                              (Mid, Low)
                                                                      # HITS: 4

DESCRIPTIONS: Conjuring energy into both arms, Bang-Boo blasts an ultra electric energy laser at
full throttle. It's said that this beam also pierces along the ground. 

NOTES: Speed of this attack is good. It being an unblockable is another point. Damage is also 
       good, for in a tight battle, (especially when the odds are against you) this really will 
       bring things to your side damage-wise. On a whole, safe & reliable to use. (as long as 
       the opponent doesn't sidestep)

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


                                 *TIPS ON FATAL TECHNIQUES*


DIVING CANNON (Hard Version): At first glance, there doesn't seem much that this move can do,
since it aims upward. However, On tall opponents, (Bang-Boo, Zero, and Verm) or anyone that
jumps under his arm while Bang-Boo uses this move will get hit. The catch is, you have to do a 
move that his BEFORE you do H Diving Cannon, as if activating the effect that it will give off.
Depending on what move is done first, H Diving Cannon's effect will vary:


               Knock Down                 Banish                Launch
               ----------                 ------                ------
               Ducking S              Dash HK (1st or           Any HS
            Far Down Attack                   2nd hit)   Bullet-based Attacks
               Set Ready                                  Fire-based Attacks
          Nothing (Start of match)                       Missile-based Attacks

     The "Knock Down" effect will knock an opponent straight to the ground (similar to the
Slam effect). The "Banish" effect will send an opponent flying away at a far distance.
The "Launch" effect not only sends Bang-Boo up into the air, but will knock them into the 
line of his bullets, helping him to make some nifty combos. Remember, his opponent has to
be hit by the said moves above FIRST in order to get one of these 3 effects.


ATOMIC CANNON: It seems like there's alot of special cases concerning Atomic Cannon. The most
baffling case about this attack is that it hits 3 times--with an invisible shot! The invisible 
shot will have the same properties as the projectiles produced from Atomic Cannon (hits Special
Mid, is Unblockable, has fire effect). I'm still not certain on how this can be done all the 
time and/or if it's controllable, but here's what I've noticed so far:

While on the ground: 
     You and your opponent should stand as far away as possible at the edge of the screen. Now,
     if you do an Atomic Cannon, just as the missile explodes, your opponent will suddenly be
     engulfed if flames and take the same damage as if he/she were hit by one of the projectiles
     from Atomic Cannon. On top of that, the actual projectiles will hit the opponent before he/
     she can recover, for a total of 3 hits.

While in the air:
     If you do Atomic Cannon and your opponent is in the air, just as the missle explodes, he/she
     will suddenly be hit by an invisible shot, and may by juggled by the actual projectiles rain-
     ing from the sky for a total of 3 hits.

     It seems as though both cases are activated if the opponent is hit by a specific unblockable
attack first BEFORE you do Atomic Cannon. For a grounded opponent, it's still uncertain which
attack to use, for it happens very rare and surprisingly. Usually, when I try it, it seems to 
happen if I do HS and/or Dash HS that connects. For an airborne opponent, a Jump HS that hits (the 
actual missile itself; the explosion doesn't count) seems to be the only way for the opponent to
be hit by that invisible shot. However, how many Jump HS you need to do before the invisible shot
takes place is still uncertain. (sometimes 1 Jump HS is good enough, sometimes it's not) 
     Note that this trick seems more like a glitch, or some form of hit that was supposed to be
be in the game but was removed (or at least wasn't removed completely). If you actually want to
use this in a combo, the only one that I am able to find is just this one combo:
     
COMBO: Rising S=Atomic Cannon
HITS: 3~4
NOTES: You must do Jump HS that connects FIRST. Cancel into Atomic Cannon as soon as Rising S
       touches the opponent.

     Well, experiment with this "invisible shot" trick. It's rather interesting (especially when
the opponent's hit on the ground before he/she could have sidestepped away).



                                     *STRATEGIES & COMBOS*


STRATEGY: HS from far range:
             -W Diving Cannon/Sybarite Cannon/Atomic Cannon (Combo/Trap)
             -Beast Shoot (Stops dodging foe/Trap against projectiles/High Guard Break)
             -Up(-Forward)+HK/H Diving Cannon/Dividing Cannon (Anti-air counter/trap)
             -Giga Pantom/ Final Cannon(Combo/Guard Breaker) 

HITS: Varies
NOTES: From afar, there are many options Bang-Boo has in order to keep his opponent at bay and/or
       to set up long-range traps & combos. Depending on your opponent's fighting pattern and
       reactions, choose the followup wisely.

STRATEGY: Close Down Attack against standing opponent
HITS: 1
NOTES: Most of Bang-Boo's shots aim high, making it difficult to hit his opponents. To compensate
       this, use his Close Down Attack. Although abit slow, it covers a wide attack range due to
       its explosion on the ground, which'll hit his opponent with little to no problem.

STRATEGY: (D+)WS or WK-D+HS
HITS: Varies
NOTES: This strategy is necessary for keeping opponents away or to stop aggressive foe momentarily.
       Also, an unsuspecting blocking opponent will get hit by D+HS, which is good if you really
       need to cause damage on the opposition.

STRATEGY: (WS,)WK ([High,)Low):
            -HK=Beast Shoot
            -D+HK=Set Ready (Special Mid, Mid)
            -Dash HK (Mid, Mid)
HITS: Varies
NOTES: Mainly a far-distance character, Bang-Boo can surprise his opponents with his unusual (but
       handy) Top-Down tactics. Hard to do due to his slow speed, this may throw off opponents, 
       especially if you've been using projectiles all day long.

STRATEGY: Ducking S (Mid):
            -Final Cannon (Unblockable Mid & Low)
            -HS (Unblockable High)
            -HK-D+HK (Special Mid, Unblockable Low)

HITS: Varies
NOTES: More of a pressuring tactic, your aim is to get through your opponent's defense one way 
       or the other. The best way to achieve this is to use alot of unblockable attacks.

STRATEGY: Jump HS:
            -Up (Close range; break opponent's guard)
            -Up-Forward (Far range; combustion shield as you land)
            -Up-Back (any range; keep opponent back)
HITS: 1
NOTES: Taking to the air is necessary in Bang-Boo's arsenal. Using HS in the air and knowing how
       & when to shoot will save him in the many situations he is bound to get himself in. 
       
STRATEGY: Jump HK in the air
HITS: None
NOTES: Jump HK serves as a good escape tool against aggressive foes, as well as to avoid oncoming
       danger.

STRATEGY: At far range, Jump Back, HS when descending, (land) Atomic Cannon
HITS: Varies
NOTES: A tactic that may prove reliable when attempting to use Atomic Cannon. HS (from the air)
       will shoot a missile that should not hit the opponent. Instead, it should explode in front
       of him/her from around Mid range. If done right, you will land way before the missle hits
       the ground, giving you enough time to do Atomic Cannon. Opponents that either hesitate
       due to the explosion or attempt to block the explosion will most likely get hit by the 
       falling shots from Atomic Cannon. If they Sidestep too fast and/or jump too late, they will 
       be caught one way or the other. The funny thing about this is that there is a way to avoid
       this trap. All the opponent has to do is take the hit from the explosion. He/she will 
       recover in time to run to Bang-Boo's area, where it is safe. (A little sacrifice is better
       than taking in a whole world of pain)

STRATEGY: Jump, HS when close to the ground, (land) Set Ready 
HITS: 4-5
NOTES: The trick to this is the explosion caused by HS as the missile hits the ground can be used
       as a shield to safely charge at an opponent. If the opponent is throwing a projectile, 
       gets hit by the explosion, or does a crouch block, he/she will be caught by Set Ready

STRATEGY: Jump, HS that goes behind opponent as he/she is getting up from a knockdown 
HITS: Varies
NOTES: A little on the cheap side, this trick will cause the explosion to strike the opponent 
       from behind as he/she stands to her feet if timed correctly. If close, opens up a chance 
       to add any move of your choice without it being blocked, such as Set Ready.


==BEGINNER==

COMBO: Ducking K-D+HK-HS
HITS: 3
NOTES: None

COMBO: HS, W Diving Cannon 
HITS: 7
NOTES: From within Far-Beyond range

COMBO: Atomic Cannon, W Diving Cannon (Not practical in a real battle)
HITS: 8
NOTES: From Beyond range. Do W Diving Cannon fast.

COMBO: WS-D+WK-WK-HK=Set Ready 
HITS: 8
NOTES: Do Set Ready fast

COMBO: D+WS-D+WK-D+HK-D+HS
HITS: 4 
NOTES: None

COMBO: U+HK-HS
HITS: 2
NOTES: Do upclose. Do HS as soon as U+HK connects

COMBO: Ducking S-D+HS-W Dividing Cannon
HITS: 6
NOTES: None 

COMBO: WK-D+WK-D+WS:
            1) W Diving Cannon (Weaker; easier)
            2) Final Cannon (Stronger)
HITS: 9(1st); 7(2nd)
NOTES: None


==NOVICE==

COMBO: Dash HK from Far range 
HITS: 2
NOTES: Upclose, it doesn't combo due to the delay for the 2nd hit. From far, works fine.

COMBO: UB, WS, Jump WK-WS-HK-HS 
HITS: 6
NOTES: Time the air combo correctly for it to work

COMBO: UB, WS, HK=Giga Phantom 
HITS: 6-7
NOTES: The longer you delay after HK, the more hits you will recieve from Giga Phantom

COMBO: H Sybarite Cannon, Giga Phantom (Doesn't work on small characters)  
HITS: 7
NOTES: From Far range. Will knockdown opponent on final hit.

COMBO: Jump WK-WS, (land) WS-D+WS=W Beast Shoot
HITS: 11
NOTES: Use H version if you want more damage but fewer hits.

COMBO: WK-D+WS-D+HK-HK:
           1) Diving Cannon 
           2) Giga Phantom 
HITS: 9
NOTES: Diving Cannon is harder, but more stylish. Giga Phantom is easier and stronger.

COMBO: Jump WS-HS, (land) WS-D+HK=Final Cannon
HITS: 8
NOTES: Tough, but effective

COMBO: Rising K, HK=Set Ready
HITS: 6
NOTES: Do not do upclose

COMBO: Rising S, Back K 
HITS: 3
NOTES: Wait until foe's close to the ground before executing Back K

COMBO: UB, WS, Dash HK
HITS: 4
NOTES: Wait until foe's very close to the ground before doing Dash HK. That way, it'll hit twice.


==EXPERT==

COMBO: UB, WS, WS=H Diving Cannon 
HITS: 8
NOTES: Do H Diving Cannon fast

COMBO: Rising K, HK=H Diving Cannon 
HITS: 6-7
NOTES: Do not do upclose. Must do H Diving Cannon fast!

COMBO: Rising S, Back S 
HITS: 2
NOTES: Wait until foe completely crosses over before attempting Back S

COMBO: Rising K, WS, UF+HK-HS 
HITS: 4
NOTES: Strong, but tough to do. Rising K has to be done beyond Mid range, out of reach of WS.
       Don't rush; time each hits correctly and the combo will work.

COMBO: Ducking K-D+HK=Kishin Kourin, HK=Set Ready
HITS: 7
NOTES: Take your time. It's not as hard as it seems.

COMBO: UB, Rising S, Back S, Final Cannon 
HITS: 6
NOTES: Very hard to do, but the damage is worth it.

COMBO: Rising S=Kishin Kourin, (turn around) UF+WK-WS-HK, HS
HITS: 5
NOTES: Hesitate before doing HS. Timing is everything for this midair combo.

COMBO: KK, Atomic Cannon, Dash HS, UF+WS-HS, (Land, Step-In) WK-D+HK=Set Ready
HITS: 11
NOTES: 100% damage! INSANELY HARD, mainly because the opposition will not sit in one place for
       it. You have to be around Far range when you execute Atomic Cannon, and pray that it 
       hits twice. If it does, the moment you recover (opponent will be suffering from a long
       Hit Stun) press F,F and HS to do a Dash HS on the spot. If it connects before foe recovers,
       the hardest part is over. When you chain WS into HS in the air, HS will connect about a 
       second after you touch the ground. This gives you enough time to Step-In (F,F) quickly so
       that you will be close for WK to connect. Once D+HK hits, take your time to do Set Ready, 
       for it will hit while your opponent's tumbling on the ground.


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


                                      ===========
                                      EIJI'S TEAM
                                      ===========


---------------------------------------
EIJI - ADVENTURER

COUNTRY: JAPAN
AGE: 36 (ESTIMATED)
HEIGHT: 178.5 CM
WEIGHT: 63 KG
WORK: ADVENTURE

WEAPON: Katana w/sheath
---------------------------------------

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

     10 years ago, in winning the Toshin Tournament, the termination of the Ancient 
Organization, which worships Agon Teos, was succeeded by Eiji, One day. an emissary from 
the terminated organization comes with a tale about obtaining the Top seat in the Gerard 
Foundation. Eiji takes up that demand, with that intention leading to the dismantling of the 
organization. Now, in order to gather the Four Holy Weapons, the Toshin Tournament is opened.

--------------------------------------------------------------------------------
FIGHTING PERSONALITY: IN ADDITION TO BEING THE STANDARD CHARACTER, HE'S POWERFUL 
--------------------------------------------------------------------------------

     The reach of Eiji's basic attacks is pretty short, making it difficult to make combos. 
If that point is the usual matter, then he can easily be used as a standard character.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Short distance                                     -Slow, but safe
     -Do only to move to opponent's side                 -Dodge attacks or move behind opponent
                                                          upclose

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is slow                            -Height of jump is average
    -Backstep is short                                   -Descent is OK
    -Move around only if you need to                     -Jump in with WS
                                                               
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe away                                    -Front: Knocks foe down; Ring Out is 
     -If blocked, can easily follow up with               possible
       another attack                                    -Back: Knocks foe down; Ring Out is  
                                                          possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Average speed                                      -Slow speed
     -Long reach                                         -High jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities:
           =Cancels some projectiles                           =Will knock opponent down
           =Does block damage                                  =Jump behind foe (close~mid)
           =Fire effect

UNIQUE ATTACKS/MOVES:
     -Dash HK (Shuugekidan [Charging Kick]) = Causes Trip         
     -Dash HS = Hits twice, will launch an opponent


    ---------                     ------------             --------------           
    Launchers                     Stun Attacks             Ground Attacks
    ---------                     ------------             --------------

-Rising Attack Kick           -Unblockable Attack         -U+HS (Close Range)
  
-Rising Attack Slash          -Dash WS                    -U+HK (Far Range)



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


                                    [FATAL TECHNIQUES]


NAME: SHIN REKKUZAN (Perfect Gale Slash)                              ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 2(H)                                                                      

DESCRIPTIONS: Focusing his energy, Eiji releases a spiritual shot as his attack.

SPECIALTIES:
     -H version will cause opponent to fall upon 2nd hit
     -H version makes Eiji to be airborne; he will go over some low crouch attacks, but he can be 
      thrown
     -Eiji will fall down if he is hit during the H version

NOTES: W version's a fast, single shot. H version's a double shot with a pause at startup. W is
       good in intense fireball fights and to quickly halt opponents in their tracks. H is best 
       when the opponent's open, beating an opponent's projectile if you attack early, in close
       combos, and in juggles. Note that Eiji's technically off the ground when he executes the 
       H version. So, if you get hit during this, you will become airborne.

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

NAME: SHISHOUZAN (Deadly Raise)                                       ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Slash
   (Command) F,D,DF + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 6~7(W) / 9(H)
     
DESCRIPTIONS: Eiji's Hishouzan, except that he took the name which his older brother used. 
Streams of energy form as he spins upward, encasing him in a pure red wind current.

SPECIALTIES:
     -H version will launch an opponent upon final hit
     -W version cannot be Reversal attacked
     -W hits 6 times on smaller foes, and will hit 7 times on bigger foes
     -Will only hit 7 times on smaller foe if cancelled into from 1 previous attack (mainly a
      weak attack)

NOTES: Works like Eiji's old Hishouzan, except that the number of hits it produces is 
       unbelievable! W version will either beat or trade hits with a Reversal Attack!! (Yes, 
       Eiji's sword & the flames around him will disappear, but the attack will continue on) W 
       version has great reach & should be used in all occasions. H version is best used on its 
       own as a counter or in very short combos and juggles. If either version is plugged into a 
       5+ hit combo, opponent will usually get pushed out of attack. Note that the H version 
       works like a launcher and will knock an opponent twice as high ONLY IF the final hit just 
       at the end of Eiji's ascension connects. This allows for any extra attack to be thrown in 
       once you land.

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

NAME: MUKUROWARI (Body Splitter)                                      ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Slash                                                                      
   (Command) B,D,DB + W or H Slash                                    ATTACK POINT: Middle     
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: Bringing his sword down as he somersaults forward, Eiji slices his opponent down.
As his sword hits the ground, a geyser of energy erupts.

SPECIALTIES:
     -Will down an opponent

NOTES: Height & control of this attack is gone. Also is slow moving, making it difficult to use. 
       Will hit downed foes, fortunately, while explosion hits if the sword slice misses. If 
       this technique fails completely, you're toast....

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

                                  [ULTIMATE SACRED ATTACKS]



NAME: SHIN JIGOKUMON (True Hell's Gate)                               ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile, Slash
   (Commmand) D,DF,F,DF,D,DB,B + W or H Slash                         ATTACK POINT: Special Mid
   (1-Shot) R1+R2                                                     # HITS: 5
   (Overdrive) W+H Kick

DESCRIPTIONS: Eiji sends forth an energy at his foe that looks like a torii (Shinto shrine 
archway). Locking his foe within the torii, Eiji rains numerous sword strokes on his opponent.

NOTES: It's wide width makes this easy to connect even if Eiji's unaligned. Although not very
       fast, opponents that are wide open, in the midst of an attack, sidestepping, or even in
       the air will get caught. Stick this in a combo as well for best results. 

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

NAME: SHIN ENJIN SHURA HA (Perfect Blade of Inferno Annihilation)     ATTRIBUTES: None
MOTIONS:                                                              TYPE: Slash
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Middle
   (1-Shot) Forward + R1+R2                                           # HITS: 2~4
   (Overdrive) W+H Slash                                                      

DESCRIPTIONS: Conjuring his spiritual powers, Eiji slices his opponent as he sweeps his sword 
across and downwards. Because of his powers his sword not only becomes wrapped in flames, but
it produces an illusion of his sword extending.

SPECIALTIES:
     -Hits twice upclose on 1st slice, and once on 2nd slice.
     -Hits once far on both 1st & 2nd slice
     -Hits 4 times on dazed opponent close: twice on 1st slice, twice on 2nd (only if foe doesn't
      do a Safe Landing)
     -On any Field Stage, hits 4 times if opponent's against the invisible boundary 
     -1st slice cannot be Weapon Repelled or Reversal Attack
     -Will cause Stun on either 1st or 2nd slice

NOTES: This is a must in Eiji's arsenal, as well as his strongest attack! Great in combos, 
       good for catching an opponent from a distance, and capable of hitting foes on the ground,
       this technique is almost safe to use. The first sword stroke cannot be Weapon Repelled, 
       but the second one can. Be careful, for if this is blocked (on either strike) an opponent 
       can hit him easily.

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

NAME: GOUKA NO KURENAI (Crimson Hellfire)                             ATTRIBUTES: None
MOTIONS:                                                              TYPE: Slash
   (Command) D,DB,B,DB,D,DF,F + H Slash                               ATTACK POINT: Middle
   (1-Shot) Down + R1+R2                                              # HITS: 1

DESCRIPTONS: After storing up his spiritual powers, heavily Eiji drops his sword down. This 
technique is used by Eiji, influenced by Gaia. The only difference is that Eiji changed it to 
fit his style.

SPECIALTIES:
     -Will cause Stun

NOTES: Unfortunately, this technique is very slow. This is too easy to sidestep, block, and 
       even Weapon Repel. However, if this strikes, Eiji's opponent will be stunned. Unless
       your opponent is wide open, launched, or on the ground, this shouldn't be used so loosely.

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


                                  [SECRET FATAL TECHNIQUE]


NAME: SHIN BYAKKI MOSHUU KEN (Perfect Sword of 100 Demons' Violence)  ATTRIBUTES: None
MOTION:                                                               TYPE: Slash, Kick
   (Command) F,B,F + H Slash                                          ATTACK POINT: Middle
   (1-Shot) Back + R1+R2                                              # HITS: 21

DESCRIPTIONS: When his desire to achieve his goals subconciously escalates from within, 
Eiji, in one burst, slashes through with this technique. Doing an increasing amount of 
slices and kicks, he follows up with a Shishouzan that carries his foe upwards.

NOTES: Fast on the draw and strong to boot, this is a very essential technique to throw in a 
       combo. Recovery time is zilth, so follow up with a W Shishouzan if this is blocked in
       case of a counterattack. 


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


                                     *STRATEGIES & COMBOS*


STRATEGY: Close Down Attack repeatedly
HITS: Varies
NOTES: The speed of Eiji's Close Down Attack is very fast, enabling a person to use it in a 
       pressuring manner. It has good priority and will beat most players' attacks. It can
       also cancel projectiles, so there's very little worries when using this.

STRATEGY: (D+WK,) D+WK or (WS,) WS=W Hishouzan
HITS: Varies
NOTES: Applying pressure on a blocking opponent, the W Hishouzan will reverse any type of
       counter he/she may attempt (except a Guard Cancel Attack). D+WK is fast, so you can tag
       another one if necessary in order to force your opponent to attack. WS is abit slow and
       lacks reach, but still works. Use WS on super defensive opponents.

STRATEGY: Ducking S (1 hit):
               -Ducking S (2 hit) (Mid)
               -D+HK (Low)
HITS: Varies
NOTES: This is one example of Eiji's Top-Down strategy. Either just do Ducking S on it's own, 
       (2nd hit will connect as a mid attack) or chain quickly into D+HK

STRATEGY: WS (High):
              -Ducking S (Mid, Mid)
              -Dash HS (Mid, Mid)
              -D+WK, Rising S (Low, Mid)
              -D+HS=W Mukurowari (Low, Mid)
              -D+WS-HS-D+HK (Low, Special Mid, Low)
              -Ducking K (Low)
HITS: Varies
NOTES: A more extensive example of Eiji's Top-Down capabilities, opponents on the defense will 
       be hard-pressed due to the prescence of so many Middle-hitting attacks. If necessary, 
       cancel into W Shishouzan if any of the followups (except the 2nd & 4th) are blocked 
       completely.

STRATEGY: (Ducking K-)D+HK=W Mukurowari
HITS: Varies
NOTES: An old strategy used by Eiji, this no longer as effective as it used to be. The shock 
       value that Mukurowari gives isn't as good as it used to, so it is easy to see coming &
       block. Still, it may work once in a while. If D+HK connects, then you will score a 2-hit
       combo only if you cancel into W Mukurowari fast. If opponent becomes aware of this 
       strategy, start it off with Ducking K. Best at a distance, for if too close, W Mukurowari
       may cross over.

STRATEGY: U+WK-WS-HS on a crouching foe
HITS: Varies
NOTES: if close enough, WK will hit. You can score an easy 2-hitter if you tag WS afterwards 
       immediately. HS acts like a safe landing trick; anyone that tries to hit Eiji as he 
       descends will get hit. It can score into a 3-hitter if you hesitate before doing WS, but
       then this strategy will no longer be as effective. If there is some distance between you
       and your opponent, do U+WS-HS instead.

STRATEGY: (D+)HS=W Rekkuzan
HITS: Varies
NOTES: Using the long reach from HS, (or D+HS) cancelling into W Rekkuzan is safe. Use this to
       apply pressure, or to counter anything your opponent may attempt.


==BEGINNER==

COMBO: Ducking S (1 hit)-D+HK:
            1) H Rekkuzan
            2) Shin Enjin Shura Ha
HITS: 4 (both)
NOTES: None

COMBO: Ducking K=H Rekkuzan
HITS: 3
NOTES: None

COMBO: D+WK-WK-HK-D+HK=W Mukurowari
HITS: 5
NOTES: None

COMBO: WS-D+WK-HK-HS=Shin Jigokumon
HITS: 9
NOTES: Do this fast!

COMBO: D+WK-HK=W Mukurowari
HITS: 3
NOTES: Do Mukurowari fast!

COMBO: D+WK-D+WS-WS-HS-D+HS=Shin Byakki Moshuu Ken
HITS: 26
NOTES: Do this upclose. Byakki Moshuu Ken seems to connect whether done fast or slow.

COMBO: D+WK-D+WS-HS-D+HS=W Rekkuzan
HITS: 5
NOTES: An easy combo. Do fast.

COMBO: H Shishouzan:
           1) Dash WK
           2) Dash HK 
HITS: 10 (Both)
NOTES: Do dash WK as soon as you recover from H Shishouzan. Dash HK will hit before foe hits the
       ground if fast enough. If not, then hope that the oppoenent doesn't do a Safe Landing


==NOVICE==

COMBO: Dash HS, (Walk forward) WK, Dash HS
HITS: 5
NOTES: Time each hit carefully, especially WK. Walk forward just slightly to ensure that WK hits.
       If too much then the opponent will hit the ground before WK comes out. If too little, then  
       WK will miss.

COMBO: Dash WS, Rising HS=H Shishouzan, Shin Jigokumon
HITS: 13
NOTES: Do not rush H Shishouzan

COMBO: Ducking S (1 hit)=Shin Enjin Shura Ha
HITS: 1+3
NOTES: Doesn't register as a combo no matter how fast you cancel into Shin Ejin Shura Ha. If 
       opponent doesn't block and/or is crouching, this combo will work.

COMBO: Jump WS-HS, (Land) HS-D+HS=Shin Byakki Moshuu Ken
HITS: 25
NOTES: None

COMBO: Kishin Kourin, Ducking S (1 hit)=H Shishouzan, Shin Jigokumon
HITS: 15
NOTES: Must get the final hit from H Shishouzan for this to work

COMBO: Ducking S (2 hits)=Shin Enjin Shura Ha
HITS: 5
NOTES: Do Shin Enjin Shura Ha fast.

COMBO: Ducking S (1 hit)-HK=Gouka no Kurenai
HITS: 3
NOTES: Do Gouka no Kurenai fast!

COMBO: Jump WS-WK, (Land) UB, Rising S, Dash HS (2 hits)
HITS: 2+4
NOTES: If foe doesn't dodge Eiji's UB, then this combo'll work. Wait till foe's close to the 
       ground before doing Dash HS.

COMBO: Rising K, Jump WS-HS:
            1) Close Down Attack, Shin Jigokumon (Stylish)
            2) WS=Shin Jigokumon (Stronger)
HITS: 9 (Both)
NOTES: Do combo fast, while keeping foe in the air as high as possible so that Shin Jigokumon 
       connects.

COMBO: D+HK, Rising S, Dash WK
HITS: 3
NOTES: Tricky timing for Dash WK

COMBO: D+HK, Rising S, Dash WS, W Shishouzan
HITS: 10
NOTES: Do combo fast!


==EXPERT==

COMBO: Dash WS, (Backstep) Dash HS, Ducking S (1 hit)-HK=W Hishouzan
HITS: 11
NOTES: Abit on the hard side. Practice makes perfect.

COMBO: Rising K, Jump WS-HS, (Land) Jump WS-HK-HS, Close Down Attack
HITS: 7
NOTES: Do not rush HS after the 1st Jump WS

COMBO: UB, Rising K=H Shishouzan, Gouka no Kurenai
HITS: 9
NOTES: Do not cancel into H Shishouzan so fast. If the last hit from H Shishouzan connects, foe
       will be launched, enabling for Gouka no Kurenai to be used. Gouka no Kurenai has to be 
       done the moment you touch the ground. If too slow, then it will still work as long as your
       opponent doesn't do a Safe Landing.

COMBO: WK-HK=H Shishouzan, Dash HS, Close Down Attack
HITS: 12
NOTES: Last hit from H Shishouzan must connect for the rest of the combo to work

COMBO: D+HK=Gouka no Kurenai
HITS: 2
NOTES: Tricky to do. You have to start Gouka no Kurenai's motion first. Once you hit Down during
       the B,DB,D,DF,F part, press HK. Do it slowly, but press HS fast once you press the last 
       part of the motion.

COMBO: Rising S=KK, Rising S, Jump WS-HS, (Land) H Shishouzan, Shin Jigokumon
HITS: 17
NOTES: Speed, timing, and luck's the key to making this combo work. 2nd Risng S should not be done
       fast; wait until foe's descending close to you. H Shishouzan has to be done fast and follow
       these conditions: 1) it catches foe squarely into the center of its flame shield 2) the 
       final hit from H Shishouzan hits & launches foe. It this *somehow* works, then Shin 
       Jigokumon will connect

COMBO: Jump HK or HK, (Land) KK, Dash WS, (Walk forward) Shin Enjin Shura Ha:
            1) (Foe is down; combo ends)
            2) (Foe does Safe Landing; foe doesn't block/crouches):
                   a) Gouka no Kurenai (7 hits) 
                   b) Enjin Shura Ha (10 hits) 
                   c) Byakki Moshuu Ken, Shin Jigokumon (10 hits)
HITS: 6(1st); Varies(2nd; see above)                   
NOTES: Eiji's most unique and dangerous combo! Although the 1st variation does good damage, 
       everything for the 2nd variation does 100% damage! (If you use the Enjin Shura Ha ending, 
       then the damage is so unbelievable, that Verm's combos pale in comparison) Note that
       All Enjin Shura Ha hits 4 times in this combo as long as you are close. The 2nd variation 
       will only work if foe Safe Lands and doesn't block correctly during the 1st Shin E.S.H. 
       The 1st slash from Shin E.S.H. will knock foe off his/her feet; the 2nd slash has to catch
       foe once they do Safe Landing (hitting twice). If you use the "c" ending for the 2nd 
       variation, then Byakki Moshuu Ken will only connect without activating; once Eiji stops 
       just quickly do Shin Jigokumon before foe hits ground.

COMBO: (Kishin Kourin,) D+HK, Rising S=W Rekkuzan, Byakki, Jigokumon, Close Down Attack
HITS: 10
NOTES: Don't do W Rekkuzan too fast, but do Byakki Moshuu Ken & Shin Jigokumon fast. 

COMBO: KK, Shin Enjin Shura Ha (Only 2nd slash connects), (Walk forward) Enjin Shura Ha
HITS: 6
NOTES: 100% damage combo! The 1st Shin E.S.H. hits twice on the 2nd slash, while the 2nd Shin
       E.S.H. hits 4 times upclose. Not practical, but could work if opponent dashes in
       and tries to do a Weapon Repel but messes up....


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


---------------------------------------
EOS - ALTERED HUMAN

COUNTRY: ITALY
AGE: 27 (ESTIMATED)
HEIGHT: 170 CM
WEIGHT: 50 KG
WORK: EXECUTIVE OF GERARD FOUNDATION 

WEAPON: Seiryu no Yari (one of the Four Holy Weapons)
---------------------------------------

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

     Eos is Gerard Foundation's biotechnologically produced masterpiece. She could predict an 
opponent's every move. Due to her good looks, she seals up this ability. After the years had 
gone by, Eos loosened the seal because of Eiji. Pledging loyalty to Eiji when he had asked her
to liberate her powers for him, Eos headed towards the Toshin Tournament in order to return 
order to the world.

-----------------------------------------------------------------
FIGHTING PERSONALITY: PRESS ON WITH LONG REACH AND FAST MOVEMENTS
-----------------------------------------------------------------

     With her long weapon and nimble movements, Eos is easy to use. In either a close fight or
keeping her at a distance, Eos' strength as being balanced out should be exerted to its 
fullest.

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



                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Moves her outward                                  -Slow, but long distance
     -Dodge oncoming attacks; dodge upclose              -Use to dodge far oncoming attacks or to  
      & strike at a good distance                         circle around opponent

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is slow                            -Height of jump is high
    -Backstep is slow, but good distance                 -Descent is slow 
    -Be mobile to stay away from harm                    -Use HS in the air to break opponent's
                                                          guard or as a counter. Jump in with
                                                          WS or HK
     
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe away                                    -Front: Knocks foe down, can be ringed out  
     -Good for keeping agressive foes back               -Back: Knocks foe down; can be ringed out 

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Slow speed                                         -Slow speed
     -Average reach                                      -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities: none                              -Extra Abilities: none
                                                         
                     
UNIQUE ATTACKS/MOVES:
     -UF+HK = Skydive Spike*
     -Dash HS = Hits twice; knocks foe away/causes Banish
     -Rising S = Hits twice 

*Pressing Up or Up-Back will not work. This move is the same as her Jump, HK version.
                                     
    ---------                  ------------                --------------           
    Launchers                  Stun Attacks                Ground Attacks
    ---------                  ------------                --------------

-Rising Attack Slash          -F+HS (1st hit)             -U+WK (Close Range)
  
                              -Dash HK                    -U+HK (Far Range)
 
 

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


                                    [FATAL TECHNIQUES]


NAME: ADRASTEA                                                        ATTRIBUTES: None 
MOTIONS:                                                              TYPE: Ground-Based Projectile
   (Command) F,DF,D,DB,B + W or H Slash                               ATTACK POINT: Low
   (1-Shot) R1(W) or R2(H)                                            # HITS: 1(W) / 1(H)

DESCRIPTIONS: Sending out a magical phalanx, a dragon is called forth when this makes contact with
Eos' target. It displays the illusion of carrying her opponent into the sky.

NOTES: A very risky move to use, this is very slow at startup & has a long recovery time if it 
       misses completely. H version is worst, which will leave her open for a very long time. 
       Damage, on the other hand, is rewarded high if this technique connects, while it will 
       travel under most projectiles. Stick this soley in combos or if you know your opponent will
       throw a projectile.

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

NAME: GALATEIA                                                        ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) B,DB,D,DF,F + W or H Slash                               ATTACK POINT: Special Mid
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 1(W) / 1(H)

DESCRIPTIONS: Calling to her back a dragon, it then charges forward. It's said that the length of 
the dragon exceeds the length of 10 meters.

NOTES: Speed of execution is high. Even if she takes a hit, the dragon will continue going,
       while any regular projectile it connects with will disable it from inflicting damage. 

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

NAME: NARKISSOS                                                       ATTRIBUTES: None
MOTIONS:                                                              TYPE: Body-Based Attack
   (Command) F,D,DF + W or H Kick                                     ATTACK POINT: Middle
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: Gracefully rolling in midair through the power of her wings, Eos crashes down from 
above onto her opponent's head.

SPECIALTIES:
     -Will cause Slam

NOTES: Startup is slow, making it a difficult ender in most combos. Instead, use this as a counter
       attack if an opponent is completely wide open.

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

NAME: LYSITHEA                                                        ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Projectile
   (Command) B,DB,D,DF,F + W or H Slash (in the air)                  ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 4(W)/ 4(H)

DESCRIPTIONS: Spinning her staff, energy that was stored in her hands is shot out in a flash.

NOTES: Button pressed determines angle at which this is aimmed at. Attack duration is very short,
       while damage is pretty low. Wide open once move ends, so use this with caution.

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

                                  [ULTIMATE SACRED ATTACKS]


NAME: HYPERION                                                        ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Combustion
   (Command) D,DB,B,DB,D,DF,F + H Slash                               ATTACK POINT: Special Mid
   (1-Shot) Forward + R1+R2                                           # HITS: 6
   (Overdrive) W+H Slash

DESCRIPTIONS: Eos releases electric energy from her staff, which radiates out in the form of a 
dome.

NOTES: Speed of this attack is incredibly high. Gives all around protection from almost any type
       of attack, while hitting an opponent no matter where they are. Damage is very good, 
       recovery time is very short, while a ring out is possible as an opponent is knocked high 
       into the air. Use this at any chance you get.

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

NAME: ASTRAEA                                                         ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Unblockable
   (1-Shot) R1+R2                                                     # HITS: 1
   (Overdrive) W+H Kick

DESCRIPTIONS: Calling a dragon to her side, it will target Eos' opponent. As it is said, there is
no human alive that can do anything to that dragon.

NOTES: This attack does strong damage. However, the damage's not easy to earn. Startup time is 
       fast for the dragon to come out, but Eos will not recover from this for about a second or 
       two. Although the dragon flies all about the screen intimidatingly, its attack time can be 
       predicted if watched carefully, (after a couple of times seeing it) making it easy to 
       sidestep. To cover up the first little flaw, cancel into this as you knock your opponent 
       down or do from a distance. For the second little flaw, Rush at your opponent and attack
       in a manner that will keep them on the defense, giving the dragon enough time to strike. 
       Note that if Eos is hit at anytime (even during Kishin Kourin), or executes Adrastea 
       (which connects), Galateia, or even another Astraea anytime during this attack, this 
       dragon will disappear.
       
--------------------

                                  [SECRET FATAL TECHNIQUE]


NAME: DIONYSOS                                                        ATTRIBUTES: None
MOTIONS:                                                              TYPE: Staff-Based Attack
   (Command) F,B,F + H Kick                                           ATTACK POINT: Middle
   (1-Shot) Back + R1+R2                                              # HITS: 11

DESCRIPTIONS: When her subconscious heightens, Eos, like a Goddess of War, brilliantly uses this 
frightening technique.

SPECIALTIES:
     -Will cause Stun upon 2nd to last hit

NOTES: Possibly Eos' strongest attack. Speed of execution is good, while reach is abit short. 
       Stick this into a combo. Note that unlike many other hit-on-contact moves of its kind, this
       attack will begin instantly even on stunned foes. It will juggle them abit, but on a 
       whole, it becomes useless. On top of that, just as Eos throws out the final dragon, 
       a player can ACTUALLY recover from his/her stun by RAPIDLY hitting the buttons. If 
       fast enough, you can block/sidestep the dragon before it hits.


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


                                 *TIPS ON FATAL TECHNIQUES*


ASTRAEA: The startup and connection time of Astraea makes it difficult to use. Instead of your 
usual hit-the-enemy-instantly attacks, Astraea is more of a set-them-up-in-a-trap attack. There 
are some tricks, though, that can make things a little bit easier. Below are some methods to 
look for that may make Astraea usable more in the heat of a battle:

              STARTUPS                                   KILLING TIME
              --------                                   ------------
     Dash HK (Has Stun effect)                     Do blocked combos (Start with WK)
     Rising S (Cancel into                         Jump Back (Gain distance)
               Astraea on 2nd hit)                 Jump Back, Lysithea (Keep opponent back)
     D+HK (Cancel into Astraea fast; foe           Sidestep (Stay elusive)
           doesn't do Safe Landing)                Block (Guard so not to get hit)
     HS (Cancel into Astraea fast; foe                    Free Run (Stay elusive)
           doesn't do Safe Landing)

        ENSURING ASTRAEA'S HIT
        ----------------------
        (Blocked) Combo (Try not to knock foe down)
        Dash HK (Has Stun effect)
        Hyperion (Do on blocking opponent)
        Dionysos (Astraea connects during Dionysos's hits)


None of these points are fool-proof; these will help you to have more of a chance to trap your 
opponent and keep him/her open for Astraea to connect. Experiment as best as you can and see
which tactics work for you.     

                                     *STRATEGIES & COMBOS*


STRATEGY: (WS,) UF+HK, (Crossover) Back Attack Kick  
HITS: 2
NOTES: This should be done upclose, for UF+HK is not supposed to hit (but if it does, that's 
       okay). Best done while foe's crouching. Set this up with an attack first if necessary, 
       as WS.

STRATEGY: U+HS on crouching opponent
HITS: 1
NOTES: Due to her staff's long reach, Eos is able to hit most crouching foes with this trick.
       If quick enough, you can try to start a mid air combo through this.

STRATEGY: WK-D+WS-D+HS (Low, Low, Low):
               1) W Narkissos (Mid)
               2) D+HK (Low)
HITS: Varies
NOTES: An example of trying to get through your opponent's guard. W Narkissos should be done 
       fast so to hit before your foe knows it. If opponent should stand anytime during this
       strategy, the remaining hits can turn this into a combo.

STRATEGY: Ducking HK (Mid):
              1) W Narkissos (Mid)
              2) D+HS (Special Mid):
                      - D+HK (Low)
                      - W Narkissos (Middle)
HITS: Varies
NOTES: An example of Eos' Top-Down strategy. Compared to other characters, due to the lack of 
       fast, chainable and/or cancellable Middle attacks, her strategies are not as extensive as
       some other characters. 

STRATEGY: UF+HK over projectiles
HITS: 1
NOTES: If you can time it just as your opponent throws a projectile, you can counter them easily
       with this trick. It's fast, safe, and guarantees an easy combo of your choice.

STRATEGY: Galateia against opponent's attack 
HITS: 1
NOTES: A reversal trick that will come handy against agressive foes. Whether the opponent jumps 
       at you or attacks you on the ground, do Galateia immediately. Even though you take a hit, 
       the dragon will knock away your opponent in most cases.

STRATEGY: HS, D+HS, UB (2nd hit only), Rising S, Ducking S
HITS: Varies
NOTES: Take advantage of Eos' long reach through these attacks. Each one have very long reach 
       and OK speed, making each one effective to use from afar. Also, while doing each one may 
       make it hard to predict what's coming at the opposition; use this to your advantage to
       strike your opponent in the area he/she is not guarding.

STRATEGY: Dash HK, Astraea, Evade, Hyperion: 
              1) Hyperion is blocked, Astraea hits
              2) Hyperion hits before Astraea hits
              3) Astraea hits before Hyperion hits
HITS: Varies
NOTES: Evade as long as you can until Astraea is coming in to connect. Immediately do Hyperion
       close to your foe, where it is obvious for the opposition to block. The fewer the hits 
       blocked, the more damage received from Hyperion once Astraea connects. If Astraea hits 
       before Hyperion comes out, or the 1st hit from Hyperion connects (opponent doesn't block) 
       before Astraea does, then this becomes more of a real combo. Note that this strategy has 
       possibilities, but it's not fool's proof. It'll take alot of tries before you'll probably
       get the result you like. Try this on your own risk, but don't be surprised at the results.


==BEGINNER==

COMBO: Rising S (2 hits), Rising K 
HITS: 3
NOTES: Rising HS gives an opponent an extremely long hangtime that Rising K can be done at one's
       leisure.

COMBO: Jump HK or UF+HK=Lysithea
HITS: 5
NOTES: Either version of Lysithea works as long as you're close

COMBO: WK-WS-HS-HK=Galateia
HITS: 4
NOTES: None

COMBO: WK-WS-HS=Hyperion
HITS: 9
NOTES: None

COMBO: Ducking S=Galateia
HITS: 2
NOTES: None

COMBO: WK-D+WK-HS-D+HS=W Narkissos
HITS: 5
NOTES: None

COMBO: WK-WS-HK-D+HS=Dionyssos
HITS: 15
NOTES: None


==NOVICE==

COMBO: UF+HK, Throw
HITS: 1+Throw
NOTES: Do UF+HK around mid-far range. You will grab your opponent before he/she can do any-thing
       about it.

COMBO: U+HS=Lysithea
HITS: 3~4
NOTES: Will catch attention, but this combo's possibly the weakest ever! Best on low blockers.

COMBO: Dash HK, WS, Dash HS (2 hits)
HITS: 4
NOTES: Time Dash HS just right for it to hit

COMBO: WK-HS-HK=H Adrastea
HITS: 4
NOTES: H Adrastea has to be done very fast!

COMBO: D+HK-D+HS=Narkissos
HITS: 3
NOTES: Do either version of Narkissos fast

COMBO: WK-D+WK=Narkissos, (crossover) Back K
HITS: 2+3
NOTES: Do from around mid range. Narkissos will cross over foe as it downs him/her. If you land 
       at a good distance near foe, Back K will hit twice.

COMBO: D+HK-D+HS-HS=H Adrastea
HITS: 4
NOTES: Do combo fast!

COMBO: Back K, WK-HK-HS=Hyperion
HITS: 11
NOTES: Do combo fast!

COMBO: Rising S (1 hit)-HS-HK=Galateia
HITS: 4
NOTES: Do combo fast!


==EXPERT==

COMBO: Rising S (2 hits), Rising S (2 hits), Dash HS (2 hits)
HITS: 6
NOTES: Time each attack carefully to get in every hit

COMBO: Ducking S=Kishin Kourin, HK-D+HS-HS=Hyperion
HITS: 10
NOTES: Time each hit correctly

COMBO: Rising S (2 hits), Rising S (1 hit), Rising S (1 hit)=W Narkissos, Close Down Attack
HITS: 6
NOTES: Timing is everything

COMBO: Rising S (2 hits)=Kishin Kourin, Astraea:
            1) WK-D+HS=Dionyssos (Weaker)
            2) Ducking K-HK=Dionyssos (Stronger)
            3) WK or Ducking K=Dionyssos (Strength varies)
HITS: 2+9(1st & 2nd); 2+10(3rd)
NOTES: More of a trap than an average combo. Do both KK & Astraea fast so to recover before
       foe hits the ground in case he/she does a Safe Landing. WK & Ducking K serve to break an 
       opponent's guard depending on how the opponent blocks once foe stands up.  For all combo 
       variations, you will not get all the hits from Dionyssos due to Astraea (it still looks, 
       though). The dragon from Dionyssos will connect only if opponent doesn't block once he/she 
       stands up.

COMBO: Rising S (2 hits), Rising S (1 hit), Rising S (2 hits):
            1) Dash HS (2 hits)
            2) Hyperion
HITS: 7(1st); 11(2nd)
NOTES: Time each hits correctly for the 1st variation. Hesitate abit before executing Hyperion for
       the 2nd variation.

COMBO: UF+HK=Kishin Kourin, (land) Unblockable Attack
HITS: 3
NOTES: None

COMBO: UF+HK, (land) WK-WS-D+WS-D+HS-HK=KK, WK-WS-D+WS-D+HS-HK=Dionyssos
HITS: 22
NOTES: Over 75% damage! Timing is tricky due to the many hits that have to be entered. 

COMBO: UF+HK, (land) WK-D+HS-HK=KK, Dash HS, Close Down Attack
HITS: 7
NOTES: Close Down Attack will connect if opponent doesn't do a Safe Landing

COMBO: Astraea, Adrastea
HITS: 2
NOTES: Tricky! Adrastea can either connect as soon as Astraea hits, or as soon as foe's about
       to hit the ground.


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


---------------------------------------
ZERO - ALTERED HUMAN

COUNTRY: GREECE
AGE: 30 (ESTIMATED)
HEIGHT: 187 CM
WEIGHT: 80 KG
WORK: EXECUTIVE OF GERARD FOUNDATION

WEAPON: Broadsword 
---------------------------------------

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

     Zero is a synthentic human who finds pleasure in destruction for some reason. A wound, 
obtained during an accident in the middle of an experiment, made an opening to some form of 
power. However, wearing a special suit seems to exert this power to its fullest even more. The
people who were frightened by that power sealed it away. After a number of years, due to the 
influence of Eiji to having that seal removed, Zero becomes a participant in the Toshin 
Tournament.

-------------------------------------------------------------
FIGHTING PERSONALITY: HIS GIANT SWORD'S LONG REACH IS AMAZING
-------------------------------------------------------------

     Zero, who handles a huge sword, has very long reach with that weapon. Oppose to his huge
body, Zero's movements are quick, making him a character who can always take the initiative.

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Slides him outward                                 -Slow, but will roll around opponent
     -Dodge oncoming attacks; dodge upclose              -Use to dodge far oncoming attacks or to  
      to attack from opponent's side                      circle around opponent close

DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is slow                            -Height of jump is average
    -Backstep is OK                                      -Descent is quick
    -No need to move around unless it's                  -Jump in with WS, while attack 
     necessary                                            aggressively with Telesto
                                                               
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe away                                    -Front: Knocks foe away; Ring Out is   
     -Look for possible ring outs with this               possible; foe can do a Safe Landing
                                                         -Back: Knocks foe away; Ring Out is  
                                                          possible; foe can do a Safe Landing

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Slow speed                                         -Fast speed
     -Average reach                                      -Average jump height      
     -Special mid                                        -Special mid
     -Extra Abilities:                                   -Extra Abilities:
           =Electricity effect                                 =Will knock down opponent
                                                               =Will put him in down position

UNIQUE ATTACKS/MOVES:
     -Ducking Attack Slash = Has the effect of Hit Stun
     -Back Attack Slash = Has the effect of Hit Stun
     -HS-D+HS* = Has the effect of Hit Stun 
     -Rising K = 2 hits; cannot chain or cancel into anther
                 attack
     -Jump HS = Causes Slam

*Note that, depending on the occasion, just doing either one alone MAY give you a Hit
 Stun. Seems like this method works for the computer more or in combos, but that
 doesn't really happen much. 


    ---------                     ------------             --------------           
    Launchers                     Stun Attacks             Ground Attacks
    ---------                     ------------             --------------

-Rising Attack Slash          -Unblockable Attack         -U+HK (Close Range)
  
                              -Dash WK                    -U+HS (Far Range)
 


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


                                    [FATAL TECHNIQUES]


NAME: CHARON                                                          ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash                                    ATTACK POINT: Special Mid
   (1-Shot) R1(W) or R2(H)                                            # HITS: 2(W) / 2(H)

DESCRIPTIONS: Zero shoots out fire through his battle energy as he scrapes the ground. This shot
will explode & blast his opponent into the air. The remaining energy from the explosion will be
sent skyward and ignite once more while foe's in midair.              

NOTES: Speed of attack, on a whole, is very high, making it an essential tool to use in all 
       occasions. Low airborne foes may still catch the full brunt of this attack, while downed
       opponents will surely get hit. If this is blocked or sidestepped, you will be wide open 
       to an attack.

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

NAME: ENCELADUS                                                       ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Combustion
   (Command) F,D,DF + W or H Kick                                     ATTACK POINT: Special Mid
   (1-Shot) Forward + R1(W) or R2(H)                                  # HITS: 5(W) / 5(H)

DESCRIPTIONS: Building up war energy, Zero releases it from within the heart of his very core.

NOTES: Attack range is wide and almost unavoidable upclose. Gives total protection against 
       anything, (including most projectiles) making it an essential counter move. Note that
       if this is blocked or all the hits do not connect, Zero is left wide open for an attack.

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

NAME: CALYPSO                                                         ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Slash 
   (Command) F,DF,D,DB,B + W or H Slash                               ATTACK POINT: Middle
   (1-Shot) Back + R1(W) or R2(H)                                     # HITS: 1(W) / 1(H)

DESCRIPTIONS: Twisting his body, Zero swings his sword downwards as an attack. During this, 
an electro-phenomenon is spurred from Zero's sword. 

SPECIALTIES:
     -Will cause Slam

NOTES: It's simplicity in appearance can easily fool many players into believing that it is a 
       regular attack. If they proceed to block low, they will get hit. Speed is OK, but cancel
       into this for best results. On a whole, its usage is universal. (grounded, airborne, and
       downed foes are not safe) 

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

NAME: TELESTO                                                         ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F + W or H Slash (in the air)                       ATTACK POINT: Middle
   (1-Shot) R1(W) or R2(H) (in the air)                               # HITS: 1(W) / 1(H)

DESCRIPTIONS: From the air Zero throws forth an electrical shot that was stored within his sword.

NOTES: The button pressed determines the projectile's angle. Use this attack as a jump in close
       to the ground, for its execution is almost instant. If you land before opponent recovers,
       you can go into a combo. 

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

                                  [ULTIMATE SACRED ATTACKS]



NAME: PROTEUS                                                         ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,D,DF,F + H Kick                                   ATTACK POINT: High
   (1-Shot) R1+R2                                                     # HITS: 1
   (Overdrive) W+H Kick

DESCRIPTIONS: The super ability that Zero possesses creates an image of an monster instantly.
With amazing speed it bashes through Zero's opponent. 

NOTES: It's big size & fast speed makes it a good move to use. Once an opponent's wide open, 
       (whether opponent's in the air or on ground) use this as a counterattack. If it 
       collides with a projectile, however, it will not hit.

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

NAME: TRITON                                                          ATTRIBUTES: Electricity
MOTIONS:                                                              TYPE: Combustion/Body Block
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Unblockable
   (1-Shot) Forward + R1 + R2                                                       (Combustion)/
   (Overdrive) W+H Slash                                                            Special Mid 
                                                                                    (Body)
                                                                      # HITS: 7

DESCRIPTIONS: An apparition, making its way towards Zero's enemy, captures Zero's foe in an 
electric vortex attack. Afterwards, in the same position it smashes together its hands onto the
trapped foe. 

NOTES: While monster's appearance is quick, an opponent can easily dodge just as it attacks. When
       relying on the electric burst, use in combos or as an opponent is getting up. Monster's 
       body will also stop an opponent in its tracks, (air & ground) making an essential shield 
       to protect Zero if foe should sidestep, or snare them into the electric burst. However, 
       touching the monster will not do damage, while its body can be blocked.

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

                                  [SECRET FATAL TECHNIQUE]


NAME: ASKLEPIOS                                                       ATTRIBUTES: None
MOTIONS:                                                              TYPE: Grab, Slash, Kick
   (Command) F,B,F + H Slash                                          ATTACK POINT: High(Start)
   (1-Shot) Back + R1+R2                                              # HITS: 10

DESCRIPTIONS: Unveiling his inner self, an apparition will go and reach out at Zero's enemy. If
it can do so, Zero will unleash a countless series of slashes and kicks, ending his assault 
through the apparition, which bashes the opponent with a fierce punch.

NOTES: Monster's appearance will freeze the game until it is about to grab. Although it seems 
       threatening, this is easy to dodge. This will not work if opponent's dizzy as well, for 
       once the monster comes in contact, opponent will be launched. Best used in combos and when 
       Hit Stun comes into play.


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


                                     *STRATEGIES & COMBOS*


STRATEGY: (D+)HS from a distance
HITS: 1
NOTES: Zero's HS and D+HS has huge priority. Possessing long reach and high power, they can 
       stop most attacks with ease, making them essential counters. When necessary, Backstep 
       will put Zero at a good distance if too close, enabling effective usage of this strategy.

STRATEGY: UB + WS:
              -W Telesto
              -H Telesto
HITS: 2/1
NOTES: Doing this upclose, There's a couple of usages this trick serves. With the W version, use a
       hit-&-run technique. If an opponent gets hit by WS, then W Telesto will surely cnnect AS 
       LONG AS you cancel into it fast. Even if WS is blocked, W Telesto will prevent any 
       attempted counters. With the H version, this should be done as you are about to land on
       the ground. Not only will the timing throw off most players, it will stop them in their 
       tracks if a pursuit is attempted. 

STRATEGY: D+WK, Unblockable Attack
HITS: Varies
NOTES: This trick should be used on a defensive foe, or if you are aggressively overwhelming your
       opponent. Although there is a pause between the 2 attacks, it'll work if you pause in 
       between his other attacks alot (such as D+WK, D+HS). Do at D+WK's maximum reach for best 
       results. 

STRATEGY: Jump Back, (Far-Beyond Range) H Telesto close to the ground:
              -Charon (Within projectile battle)
              -Asklepios (Within projectile battle/Blocking foe)
              -Proteus (Within projectile battle/Foe jumps)
              -Triton (Within projectile battle/Foe jumps/Blocking foe)
              -Jump, W Telesto (Foe sidesteps/Foe jumps)
HITS: Varies
NOTES: From a distance, H Telesto will act like a setup for a stronger attack depending on your
       opponent's actions. If the opposition should throw out any basic projectile against your
       H Telesto, the followups above will surely hit while he/she is open. If opponent decides 
       jump over H Telesto, Proteus & Triton will catch him/her just fine. (If opponent jumps
       straight up, Triton will usually catch him/her with the electric combustion for 7 hits)
       If timed correctly, any player that decides to defend against H Telesto will be caught by
       Proteus & Asklepios while he/she is still in block animation. Lastly, if opponent tries 
       to get close by Dash Avoid or Sidestep, a well-timed W Telesto will keep him/her back.

STRATEGY: Jump WK, WK (Low):
              -Ducking S (Mid)
              -Dash WK (Mid)
              -D+WK=W Calypso (Low, Mid)
              -Ducking K-D+HK=W Calypso (Low, Special Mid, Mid)
HITS: Varies
NOTES: This is an example of Zero's Top-Down capabilities. Compared to most characters, his are
       very few and tricky to utilize. The first 2, because there's a break in the combo, has to
       be done as fast as possible. The last one works if an opponent doesn't know Zero's moves
       too well and mistakens D+HK to strike low. If he/she continues to block low afterwards, 
       W Calypso has a chance to connect.

STRATEGY: Enceladus against elusive opponent
HITS: Varies
NOTES: Good as all-around protection, and possessing a large hit range, opponents that try to 
       dash around or jump at Zero will be halted on the spot. 

STRATEGY: Jump WS=W or H Telesto (very close to the ground)
HITS: 1/2
NOTES: As WS is blocked, do Telesto before you land. Telesto is executed so so fast that Zero 
       should land just as it, enabling him to continue his offense with another attack (such as
       a Standing WK, for it is fast & will break opponent's high guard) Even it the entire trick
       is blocked, you will land safely on the ground and can block almost any retaliations. 

STRATEGY: Jump Forward, (Land) WK
HITS: 1
NOTES: When the above strategy his seen too much and has become too predictable, use this 
       strategy to keep your opponent guessing. If this works, start a quick combo.

STRATEGY: Fake Throw, Enceladus
HITS: 5
NOTES: A risky trick with surprising results. If a blocking foe is thrown off about the miss of
       the initiated "throw" and attempts an assault, Enceladus will counter him her on the spot.


==BEGINNER==

COMBO: W Telesto, (Land) HS=Charon
HITS: 4
NOTES: None

COMBO: Back S, Enceladus
HITS: 6
NOTES: None

COMBO: WK-HK=Enceladus
HITS: 7
NOTES: None

COMBO: Jump W Telesto, (Land) HS-D+HS=Asklepios
HITS: 14
NOTES: Asklepios will hit no matter how slow it is done

COMBO: Dash HK, Proteus 
HITS: 2
NOTES: None

COMBO: Triton, Charon 
HITS: 8
NOTES: Do before foe hits ground.


==NOVICE==

COMBO: Back S, U+WS=Telesto 
HITS: 3
NOTES: None

COMBO: Unblockable Attack, (Step-In) Rising S=Calypso 
HITS: 3
NOTES: None

COMBO: WK-D+WK-HK=Enceladus
HITS: 8
NOTES: Don't do too far, or Enceladus may not hit fully

COMBO: H Telesto, Unblockable Attack, Triton
HITS: 1+1+7
NOTES: H Telesto has to be done close to ground. Triton has to be done around Mid range.

COMBO: Dash WK, Triton, Proteus
HITS: 9
NOTES: Do Proteus fast.

COMBO: Back S, WK-HS=Calypso 
HITS: 4
NOTES: Do everything fast

COMBO: UB, UB, Ducking S-HS=Enceladus 
HITS: 8
NOTES: None

COMBO: Back S, Dash WK, Front Throw 
HITS: 2+Throw
NOTES: A very STRONG combo!


==EXPERT==

COMBO: Unblockable Attack, Rising S, Jump WS-HS-HK, (Land) Enceladus  
HITS: 10
NOTES: Do the air combo fast; if HK is pressed in time, HS will slam opponent to ground.

COMBO: Dash WK, WK, Jump WS-HS-HK:
           1)Charon (Harder)
           2)Enceladus (Easier)
HITS: 7(1st); 9(2nd)
NOTES: If fast enough, Charon will hit airborne foe twice

COMBO: Triton, UF+WS=W Telesto
HITS: 9
NOTES: Has to be done close. If done correctly, monster's body will hit 3 times (not registering)
       before electric burst. UF+WS has to be done fast, while Telesto has to be done before you
       touch the ground.

COMBO: Jump WS=H Telesto, (Land) HS-D+HS=Kishin Kourin, UF=W Telesto, (Land) WK-HS-D+HS=Asklepios
HITS: 18
NOTES: 100% Damage!! Timing is excrutiatingly tricky! At the start, don't jump in too close, or
       W Telesto (after Kishin Kourin) will miss. As soon as Kishin Kourin ends, jump and 
       IMMEDIATELY do W Telesto the moment you leave the ground, so opponent doesn't recover 
       from Hit Stun. Despite the Hit Stun given from the 2nd HS-D+HS combo, do Asklepios fast
       so that it will register as part of the combo.

COMBO: Ducking S=Kishin Kourin, Ducking S-D+HS-HS=Asklepios
HITS: 14
NOTES: 100% damage!! Very easy to do, too!

COMBO: Dash WK, UB, Dash HS, Dash HS, Dash WK 
HITS: 5
NOTES: Do last 3 hits fast


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



                                  =========================
                                  VERMILION - SOLE SURVIVOR
                                  =========================


---------------------------------------
VERMILION - MURDERER

COUNTRY: NO DATA
AGE: NO DATA
HEIGHT: 187 CM
WEIGHT: NO DATA 
WORK: NO DATA

WEAPON: 2 pistols & 1 machinegun
---------------------------------------

=======================================================================================
STORY
    
    Vermilion, who hid himself just before the "Organization's" fall, caught some information
about the opening of the Toshin Tournament, so to gather the Four Holy Weapons. Knowing the 
Four Holy Weapons' secret, Vermilion plans to destroy the world, where all the weapons are being
acquired. In order to destroy the world and get revenge on Eiji, Vermilion heads toward the
Toshin Tournament.

---------------------------------------------------
FIGHTING PERSONALITY: COME WITH UNBLOCKABLE PISTOLS
---------------------------------------------------

     All his weapon attacks are unblockable projectiles. His speed's also quick, while his
reach is far. When you're not receiving the opposition's hits, attack!

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


                         *TIPS ON BASICS/ADVANCED MOVES & ABILITIES*

DASH AVOID:                                         SIDESTEP:  
     -Slides him outward far                             -Slow, short
     -Dodge just about anything; dodge                   -Use to dodge attacks at a distance
      upclose to move behind foe                          
                                
DASH, BACKSTEP, AND FREE RUN:                       JUMP:
    -Speed in running is very fast                       -Height of jump is average
    -Backstep is fast & far distance                     -Descent is OK
    -Move around with ease!                              -Do quick shots from the air (this 
                                                          will make him a hard target to hit)
                                                               
GUARD CANCEL ATTACK:                                THROWS:
     -Knocks foe away                                    -Front: Knocks foe away; Down Attack   
     -Look for possible ring outs with this               is possible 
                                                         -Back: Knocks foe down; Ring Out is  
                                                          possible

CLOSE DOWN ATTACK:                                  FAR DOWN ATTACK:
     -Slow speed                                         -Fast speed
     -Average reach                                      -High jump height      
     -Unblockable (hits 4 times                          -Low
     -Extra Abilities:                                   -Extra Abilities:
           =Hit Stun effect (if 3~4 hits connect)              =Hits from behind (close~mid)
           =Break opponent's guard                             =Backflip retreat 
 
UNIQUE ATTACKS/MOVES:
     -WS & HS (All except Ducking Attack Slash) = Bullets:
                             -Unblockable
                             -WS has the effect of Hit Stun
                             -HS has the effect of fire
     -HK = Has the effect of Hit Stun
     -Ducking Attack Slash = Cannot be Weapon Repelled


    ---------                     ------------             --------------           
    Launchers                     Stun Attacks             Ground Attacks
    ---------                     ------------             --------------

-Rising Attack Kick           -Unblockable Attack         -U+HS (Close Range)
  
                                                          -U+HK (Far Range)
 

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


                                    [FATAL TECHNIQUES]


NAME: UPPER 45                                                        ATTRIBUTES: None(W) /
MOTIONS:                                                                          Fire (H)
   (Command) D,DF,F + W or H Slash                                    TYPE: Projectile
   (1-Shot) R1(W) or R2(H)                                            ATTACK POINT: Unblockable
                                                                                    (High)
                                                                      # HITS: 1
  
DESCRIPTIONS: Drawing his arm up quickly, Vermilion shoots upward at the air.

NOTES: Hits upclose or airborne opponents. In any case, stick this attack soley in juggles.

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


NAME: RYUUSAN GRENADE LAUNCHER (Sulfate Grenade Launcher)             ATTRIBUTES: Poison
MOTIONS:                                                              TYPE: Projectile
   (Command) B,DB,D,DF,F + W or H Slash                               ATTACK POINT: Unblockable
   (1-Shot) Forward + R1(W) or R2(H)                                                (Middle)
                                                                      # HITS: 1(W) / 1(H)

DESCRIPTIONS: Revising his old technique, the Ryuusan Gake, Vermilion shoots a sulfate bullet 
from his machine gun.

SPECIALTIES:
     -Will cause Stun
  
NOTES: W version flies straight while H version shoots out in an up-down manner. In either case, 
       don't misjudge this technique and duck low. Attack power is good, while it will stun an
       opponent, enabling you to get in another hit. Beats many projectiles of all types, so
       especially use in fireball fights.

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

NAME: BINARY ATTACK                                                   ATTRIBUTES: Fire from one of 
MOTIONS:                                                                          the bullets
   (Command) F,DF,D,DB,B + W or H Slash                               TYPE: W: Kick & Projectile 
   (1-Shot) Back + R1(W) or R2(H)                                           H: Knock Out & Projectile 
                                                                      ATTACK POINT: W: Low (Kick), 
                                                                                       Unblockable 
                                                                                       (Bullets)
                                                                                    H: Middle (Hit), 
                                                                                       Unblockable 
                                                                                       (Bullets)
                                                                      # HITS: 3(W)/ 3(H)

DESCRIPTIONS: A technique with two outcomes:
W version - From a kick, Vermilion shoots with both guns.

H version - Striking with an overhead elbow attack, Vermilion shoots down at his fallen foe.

SPECIALTIES:
     -H version will cause Hit Stun (1st shot) and Topple (2nd shot)

NOTES: Depending on the situation, choose between these two versions wisely. W version is very 
       reliable for tripping up high blockers and in combos. (all hits connect) Even if the first
       hit's blocked, his gun shots will nail his opponent. H version is best on defensive 
       opponents (especially low blockers) and for breaking their guard. (final shot will not hit 
       downed foe if they quickly get up) If first attack is blocked, the second one will break 
       opponent's guard & cause Hit Stun if opponent does not move. If this should be the outcome, 
       then the final shot will connect, causing Topple. Good technique to use, but do not use if 
       your opponent moves around alot.

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


                                  [ULTIMATE SACRED ATTACKS]


NAME: DEATH MARIONETTE                                                ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DF,F,D,DF,F + H Slash                                  ATTACK POINT: Unblockable 
   (1-Shot) R1+R2                                                                   (Middle)
   (Overdrive) W+H KicK                                               # HITS: 6~16

DESCRIPTIONS: Vermilion shoots rapidly with both a machine gun and one pistol.

SPECIALTIES:
     -Will cause Stun (pistol) and Hit Stun (Bang-Boo only)

NOTES: Different from his previous version, this one is a strong spray of bullets. If opponent 
       should sidestep to Verm's left and get hit by one shot from his pistol, (this usually 
       occurs about halfway through the technique and/or if foe rushes in to get close) he/she 
       will be stunned. Verm's wide open if this technique misses, though. Best used on an 
       unsuspecting foe, if foe's in the midst of an attack, or in a combo or juggle. 

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

NAME: VERM THE RIPPER                                                 ATTRIBUTES: None
MOTIONS:                                                              TYPE: Projectile
   (Command) D,DB,B,DB,D,DF,F + H Slash                               ATTACK POINT: Unblockable
   (1-Shot) Forward + R1+R2                                                         (Middle)
   (Overdrive) W+H Slash                                              # HITS: 10

DESCRIPTIONS: Taking out his concealed machine gun, Vermilion rapidly shoots as he targets onto his
opponent.

NOTES: Again, this attack is now different. Attack power & number of hit are lower than Death 
       Marionette. However, this attack homes, making it very difficult to escape. Upclose, an
       opponent can sidestep away. But from a distance, it's virtually impossible. 

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


                                  [SECRET FATAL TECHNIQUE]


NAME: FLASH BACK                                                      ATTRIBUTES: Fire
MOTIONS:                                                              TYPE: Projectile
   (Command) F,B,F + H Kick                                           ATTACK POINT: Unblockable 
   (1-Shot) Back + R1+R2                                                            (Middle)
                                                                      # HITS: 2

DESCRIPTIONS: It's said that the person who has it in mind to strike Vermilion in his head will
takes a blow from this technique of his. Along with that, anyone that gets close to him will also 
receive a blow from this technique.  

SPECIALTIES:
     -Works like a reversal if hit
     -Can be delayed as long as you like by holding Down

NOTES: Works as both an attack reversal & a trap. As a trap, whoever comes close will be shot,
       while any blow received to Verm will cause him to reverse that attack with his own. He 
       will not take damage if he is hit. Note that this is useless against projectiles and 
       combustions, as well as to low-level attacks. Also note that if this move is not executed 
       immediately upon startup. If activated just as an attack is about to hit him, Vermilion 
       will get hit, which will stop this technique.

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


                                 *TIPS ON FATAL TECHNIQUES*

DEATH MARIONETTE: On regular characters, Death Marionnette will knock them off their feet. 
However, Bang-Boo is the exception to this. Whether upclose, mid or far range, Bang-Boo will
usually stay on his feet while taking in numerous hits from Death Marionette. In most cases, 
it will cause 16-hits; on rare occasions, it will cause 17-hits. Due to this, some special (but
really cruel!) combos can be done on Bang-Boo. See below for more on those Bang-Boo-only combos.


                                    *STRATEGIES & COMBOS*


STRATEGY: WK-D+W or HS
HITS: 1
NOTES: Breaks opponent's low guard, which comes in handy when Standing WS & HS aren't working.

STRATEGY: Dash Avoid, Dash, Back Throw
HITS: Throw
NOTES: Best done between close and mid range, Dash Avoid while opponent's in the midst of an 
       attack. His sidestep is extremely fast and easily gets him to his opponent's side or 
       back. Dashing in and going for the Back Throw is a little tougher, which takes speed & 
       timing. If it doesn't work, just keep Dash Avoiding until it works. 

STRATEGY: Dash, UB+WK-HS
HITS: 1
NOTES: Verm's Dash speed is so fast that you'll be upon your opponent faster than they realize 
       it. Doing this from a distance, stop as close as you can to you opponent before doing 
       UB-WK. If it connects on a blocking foe, HS will break his/her guard.

STRATEGY: Ryuusan Grenade Launcher as opponent does Safe Landing
HITS: 1
NOTES: Being an unblockable hit, R.S. Grenade Launcher will hit an opponent just as he/she's
       landing on his/her feet. It's slowness and wide hit range makes it easy not to mistime,
       which can be a real annoyance to the opposition, for he/she cannot jump or sidestep. 
       Whether on its own or cancelling into it after a basic attack, do this trick with R.S. 
       Grenade Launcher after knocking your opponent off his/her feet & you know they will do 
       a Safe Landing.

STRATEGY: Ducking S (Mid):
               -Upper 45 (High)
               -W Binary Attack (Low, Mid, Mid)
               -H Binary Attack (Mid, Low, Low)
HITS: Varies
NOTES: For those that want to play more with skills, you can utilize Verm's Top-Down strategy. 
       Do this upclose; if too far away Upper 45 will miss.


STRATEGY: WK (Low)-HK(Special Mid):
               -W Binary Attack (Low, Mid, Mid)
               -H Binary Attack (Mid, Low, Low)
HITS: Varies
NOTES: Another example of a Top-Down trap. HK acts neutral, for it can be blocked in any 
       manner. Depending on how your opponent blocks, choose the version of Binary Attack 
       wisely.

STRATEGY: Free Run, Dash WS or HS repeatedly.
HITS: 1
NOTES: This tactic helps Verm to stay on the move while shooting down his opponent. Remaining
       at a distance, shoot as much as you want.

STRATEGY: Jump WK-WS
HITS: 1
NOTES: If opponent blocks WK, WS will break his/her guard. This strategy also allows you to 
       followup with another attack, for WS will cause Hit Stun.


==BEGINNER==

COMBO: WK-HK-HS
HITS: 3
NOTES: None

COMBO: WK-HK-WS, HS
HITS: 3+1
NOTES: Do HS fast, and it may hit if opponent cannot dodge in time.

COMBO: Close Down Attack:
            1) Verm the Ripper
            2) Throw
HITS: 4+10(1st); 4+Throw(2nd)
NOTES: All hits from Close Down Attack have to hit in order for either combo to work

COMBO: Rising K=Upper 45 
HITS: 2
NOTES: None.

COMBO: Kishin Kourin, HK-D+HK=Flash Back 
HITS: 4
NOTES: 100% damage! Time carefully.


==NOVICE==

COMBO: U+WK-HK-HS
HITS: 3
NOTES: Do upclose. Everything has to be done fast.

COMBO: WK-WS=Verm the Ripper
HITS: 2+10
NOTES: Opponent cannot dodge Verm the Ripper if done fast.

COMBO: Jump WK-WS, Flash Back
HITS: 4
NOTES: Have to be close for Flash Back to activate.

COMBO: Ducking K, Rising S
HITS: 3
NOTES: Do fast before foe gets up.

COMBO: Kishin Kourin, WK-HK=Death Marionette, Death Marionette, Death Marionette (Bang-Boo only) 
HITS: Too numerous to determine correctly                                         
NOTES: 100% damage! Do each Death Marionette just as the first one finishes if using the Command 
       motion. Will kill Bang-Boo on the spot no matter what his Health gauge is at unless he 
       *somehow* falls down. Add a WS or HS if he *somehow* still lives.

COMBO: UB:
           1) WK, Jump HK-HS (Hard)
           2) UB, UF+WK-HK-HS (Easy)
HITS: 4
NOTES: Do both upclose. 

COMBO: Ducking K-D+HK-HK=H Upper 45
HITS: 4
NOTES: None


==EXPERT==

COMBO: Kishin Kourin, Jump WK-WS, (Land) UB, (Dash In close) Flash Back
HITS: 5
NOTES: 100% damage! Have to do Flash Back fast once near your opponent.

COMBO: Jump WK-HS, (Land) Kishin Kourin, UB, HK, HK=Flash Back
HITS: 7
NOTES: 100% damage! Timing is the key!

COMBO: D+HK-HK:
           1) W Binary Attack
           2) H Binary Attack
HITS: 5
NOTES: 1st is difficult, for you have to delay it until foe's descending in order to get all
       3 hits. Don't do the 2nd too fast, or you'll either miss or the 1st hit from H Binary
       Attack will knock foe out of reach. Too slow, and the 1st hit from H Binary will not 
       hit. 

COMBO: Rising K=Ryuusan Grenade Launcher, Dash, D+HK-HK=Verm the Ripper
HITS: 1+9
NOTES: R.S. Grenade Launcher must be done a second after Rising K. If done correctly, opponent 
       will stand up into it if he/she does Safe Landing, unable to dodge away. Pause after
       D+HK, while wait til foe's mid level in the air before doing Verm the Ripper.


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


I) MINI GAME MODE

     A very unique mode on its own, the Mini Game mode offers alot of different games that may
bring memories to some old, classical games. In order to play this mode, you can either play 
the "Super Chance" battle in the Goods mode & see if you can win the chance of opening each 
Mini Game early, (see the "Goods Mode" section) or just play any of the regular game modes for 
a couple of hours to time-release them. In this section, you will find the story behind & 
controls for each Mini Game, as well as the time that is necessary to release each Mini Game.

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

GAME#1: PUZZLE ARENA TOSHINDEN

TIME-RELEASE: 3 HOURS

PURPOSE: Grouping blocks number 0~9, this puzzle game requires you to clear all these falling 
       blocks.

STORY: In order to solve Fen's disliking for mathematics, Lancelot (through his beloved 
       computer) creates a puzzle game for him. However, noticing that game, the other Toshin
       Tournament participants decide to battle through the puzzle game. Thus, the "Game 
       Tournament" has begun.

GAME FEATURES:

     -----                                                --------
     RULES                                                OBSTACLE (VS Mode only)
     -----                                                --------
 
     -Blocks range from 1                                 X = Appears on opponent's screen
     -Same # blocks are joined (3 & up)                       as you clear your blocks.
                  or                                          The more you clear, the more
      Consecutive order (3 & up)                              these will drop on your 
                                                              opponent


     ---------------------     
     ARRANGEMENT OF BLOCKS (Get 4 in a row)
     ---------------------

     HORIZONTAL SHAPE
     VERTICAL SHAPE      
     DIAGONAL
     

     --------
     CONTROLS
     --------

     Left, right, down = Moves blocks
     O = Spin block right
     X = Spin block left    


TIPS:

     1) This is hard! (At least, for me) Got any tips?

     2) When the blocks accumulate, drop them in random areas. This'll actually increase
        your chances for survival.

     3) The speed chance during the course of the game. After every 10th level, the 
        speed'll return to normal. However, after level 30, the speed will remain fast.


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

GAME#2: PUELLA'S EGG

TIME-RELEASE: 4 HOURS

PURPOSE: Puzzle game where the falling objects are eggs that have to be grouped together by the 
         same color in order to make them disappear. It is also a puzzle game where chickens are
         born after a period of time from the falling objects.

STORY: A chicken, which is being raised at Puella's Orphanage, layed an egg. To Puella and her 
       friends, that egg seems to be hatching. Engaging in a painstaking struggle, the egg could 
       not hatch. Seeing what was going on, the other Toshin Tournament participants, with full 
       intent, decided to help out.


GAME FEATURES:


     ------                                                --------
     BLOCKS                                                OBSTACLE (VS Mode only)
     ------                                                --------
 
     EGG = 1st one you get                                 SNAKE = Appears on opponent's screen
     CHICK = Eggs hatches as game progresses on                    as you clear your blocks. 
     CHICKEN = Again, this'll appear later in the game             The more you clear, the more
                                                                   these will drop on your 
                                                                   opponent

     ---------------------     
     ARRANGEMENT OF BLOCKS (Get 4 in a row)
     ---------------------

     HORIZONTAL SHAPE
     VERTICAL SHAPE      
     SQUARE SHAPE
     ZIG-ZAG SHAPES
     

     --------
     CONTROLS
     --------

     Left, right, down = Moves blocks
     O = Spin block right
     X = Spin block left    


TIPS:

    1) Once the eggs start to hatch, don't panic! Continue to drop the same color blocks there
       while eliminating whatever you can. After a while, it will clear on its own like at 
       time bomb.

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

GAME#3: SCOOP! TOSHINDEN

TIME-RELEASE: 5 HOURS

PURPOSE: A game where you have to destroy blocks by bouncing a ball with a paddle. As you break the 
         blocks, you will see each of the character's embarrasing(?) picture.

STORY: Rook did a very special soop on the Toshin Tournament participants' secrets. Learning 
       about this, the participants pressed on to find out what the contents are. Within a set of
       blocks, Rook hid the scoop images.

GAME FEATURES:

     ------------------
     BLOCKS THAT APPEAR
     ------------------
   
     Normal (Variety of colors) - Takes 1 hit to break
     Hard (Black)               - Takes many hits to break. Changes color 
                                  each time it is hit
     Item (Diamond emblem)      - Drops items once broken. Takes
                                  many hits to break


     ----------
     GOOD ITEMS (items are marked with 1 of the symbols written below)
     ----------

     S = Slows ball down
     L = Paddle becomes longer
     V = Row of hard blocks appear under paddle
     F = Fireball; ball will be able to destroy all blocks with 1 hit without bouncing back for a 
         short period of time
     C = Catch ball
     E = Ball splits into 8 different-colored balls
     O = Receive an Option bit (3 max)
     1P = Get 1 extra paddle life

     ---------     
     BAD ITEMS (items are marked with 1 of the symbols written below)
     ---------

     M = Paddle becomes shorter
     D = Paddle becomes smaller

     --------
     CONTROLS
     --------
  
     Sq = Turbo (Hold this button + left or right)
     O = Super Turbo (Hold this button + left or right)
     X = release ball (start of game; when "C" item is obtained)
     Left or Right = Move Paddle


TIPS:

     1) The ball's path is decided by which sided point on the paddle it comes in contact with.

     2) Knock the ball to the sides of the screen. This gives you more time to hit it, but it
        becomes harder to aim correctly.
     
     3) If you see an opening, direct the ball there so it can go above the blocks. You'll 
        eliminate more blocks, but the speed will increase faster.


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


GAME#4: TOSHINDEN ON HOCKEY

TIME-RELEASE: 6 HOURS

PURPOSE: An fun air hockey game. Use items and send the puck into the opposite goal to win.

STORY: The Toshin Tournament participants arrived at the Gerard Foundation Building's basement,
       where a grand high-tech entertainment facility is located. Being a self-styled master, 
       Subaru opposes the other participants, thus a fierce battle hockey war begins.

GAME FEATURES:


      Block Shield: To the side of each player's goal is a wall made up of two rows of blocks. 
                    When the puck collides with one of the blocks, it will crumble abit. Taking 
                    another blow will destroy it. The more a block is shattered, the more goal
                    on a player's size will increase, making it easy for the other player to 
                    score.
                     

     -----
     ITEMS (Name appears in the Item Box that drops down in the middle of the rink)
     -----

     Speed Up = Paddle moves very fast 
     Speed Down = Slows down opponent's paddle
     Big = Paddle becomes larger
     Small = Shrinks opponent's paddle
     Illusion = Paddle is trailed by images 
     Confusion = Reverse opponent's controls

     Note that none of these items' effect is not permanent

     --------
     CONTROLS
     --------
     
     Key pad = Move paddle
     Tri, X, O = Smash Move (strong; will crumble a block with 1 hit)
     Sq = Speeds up paddle


TIPS:

     1) Don't be too fance while hitting the pucks. You might end up knocking the puck into your 
        block shield or into your goal.

     2) If your opponent uses Speed Down, Small, or Confusuion on you, send the puck ricocheting
        off the sides of the rink back & forth. This buys you some time for the effects to wear
        off.

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

GAME#5: ORIGIN

TIME-RELEASE: 7 HOURS

PURPOSE: A battle where the Toshinden characters become pilots, you move around in an 8-
         directional shooting game

STORY: Using his magic, Genma traps the Toshin Tournament participants in Cyber Space. To
       escape, they ride in a fighter that can move freely through Cyber Space. They also must
       fight enemies in order to leace successfully.

GAME FEATURES:


     ------                                                    -----
     OPTION (At the Origin Title Screen)                       SHIPS
     ------                                                    -----
                                                             
     Level = Difficulty settings                               A-Fighter (1st Player)                                    
     Energy = Change the length of your Health Gauge           M-Fighter (2nd Player)
     Survival = Play the game without the "E" Item
     Records = High Score Ranking
     1P~2P Vibration = Dual Shock on/off 
                       (Analogue Controller only)                                     


     ----                                                    --------                                  
     ITEM (Found inside the Item Pods)                       CONTROLS
     ----                                                    --------
     
     M = Missiles (Strong; fast)                             Key Pad = Move ship around
     H = Homing (Missile) (Homes in onto foe no              Tri = Use Item Weapon
                           matter where they go)             Sq & O = Normal Shot
     B = Clear Bomb (Dead slow; when it makes contact,       X = Boosters 
                     leaves a burst of electricity for
                     a while that hurts)                        
     L = Laser (Strongest; hard to aim)
     E = Energy (replenishes lost health)
     P = Points (Value increases with each stage/appears
                 as the # item according to stage)


TIPS:

     1) After every stage, you regain some emergy back.

     2) Bumping into an enemy gives the both of you damage.

     3) Take out the ships that can shoot first, then the ones that charge at you.     

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

GAME#6: FIGHT! WOLFY 

TIME-RELEASE: 8 HOURS

PURPOSE: A Mini Game where you have to make a pig climb a tree by pressing the key diplayed on 
         the fastest pig up will become the winner.

STORY: Requesting for a little time to relax, the Toshin Tournament participants arrived at Fen's
       homeland island. At the island, a custom that takes place every year where pigs have to 
       take the fruit off of a tree at a festival was starting. Fen & everyone else are watching
       for Wolfy's victory at the festival


GAME FEATURES:

     -----
     RULES
     -----     

     A game where you have to press the button fast your goal is to take the fruit off of your 
     opponent's tree first to win. The keys displayed are: Up, Down, Left, Right, O, X, Tri, and 
     Sq.


     ----------
     KEY PANELS
     ----------
     
     On the top of the screen is a Key Panel. This Key Panel will randomly show a key that is 
     need to press with each turn. each time you press the right key, your pig will climb up a 
     little bit. However, if you do not press the right key, your pig will not move. 

     ----------
     ITEM GAUGE
     ----------
   
     On the bottom of the screen is the Item Gauge. Working along side with the Key Panel, the 
     rate at which this gauge fills up depending on the timing used to press the given keys and 
     if you make a mistake while pressing a key. Here's the message & its relation with the Item 
     Gauge you get when pressing any of the keys:

     SUCCESS (Press the right keys)                         FAILURE (Press the wrong keys)
     ------------------------------                         ------------------------------

   EXECELLENT!! = Item Gauge increases +4                 NG! (Not Good!) = Item Gauge increases +3
   GOOD! = Item Gauge increases +2                        BAD! = Item Gauge increases by +4
   OK! Item Gauge increases +1
       

     ----
     ITEM (Follows the layout of the Item Screen shown in the option "Manual")
     ----

     POWER UP (For a limited time) = Key Panel's stop time is halved; Item Gauge's increase is 
                                     doubled.

     POISON OPPONENT = Key Panel's time is double; Item Gauge's increase is halved. If "Standing
                       Firm", effect will be reduced (?)

     DROP A WRENCH ON OPPONENTS HEAD = Player will be immobilized for 1 minute, and cannot use 
                                       controls. If "Standing Firm", player will not lose the use
                                       of his/her controls

     LIGHTNING WILL COME INTO OPPONENT'S AREA & STRIKE = Player cannot use controls. If "Standing
                                                         Firm", the time period will be halved.
      
     RELEASE A FIREBALL AT OPPONENT = Player cannot use controls. Pressing any buttons quickly will
                                      put out the fire faster.

     RELEASE *FART*, SPEED UP = Player will climb faster (?) 



     Note that if you lose the use of your controls, can regain them faster by pressing buttons 
     quickly


     --------
     CONTROLS
     --------

     Up/Down/Left/Right/O/X/Tri/Sq = Key Panel selection
     Down (Hold) = "Standing Firm" (while clinging onto the tree)
     L1/R1 = Select item     


TIPS:

     1) Don't rush! Take it sloly at first. Once you get into the tempo you'll naturally go 
        faster.
     
     2) Once your opponent's Item Gauge fills up, "Stand Firm" if you know he/she is going to 
        use it. (especially if they are behind) Better to be safe than sorry.


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

GAME#7: THE TOSHINDEN DANCE

TIME-RELEASE: 9 HOURS

PURPOSE: A rhythm-action game where a character dances as you press the key commands along with
         the rhythm.
          
STORY: Taking the role as a dancer, the "famous" Naru had previously received a Toshin Dance
       Contest invitation. Naru mistakens "Toshin Dance Contest" with "Toshin Tournament", Thus
       she went to the place. Somehow, Naru assembled all the other Toshin Tournament 
       participants for this as well. 

     ------------
     RHYTHM GAUGE
     ------------

     In order to keep your character dancing, you have to press to displayed keys according to 
     the progression of the music. The Rhythm Gauge, located at the bottom of the screen, will
     help you do this. As a blue bar passes along in the Rhythm Gauge, you must press the 
     displayed keys as it goes through each of the gray bars on the Rhythm Gauge. The better your
     timing, the higher your score. 

     ------------
     MESSAGE LIST (Points acquired based on timing used to press the displayed keys)
     ------------

     Message                          Meaning                          Points
     -------                          -------                          ------
     GREAT!!                       Perfect timing                       +400                 
     COOL!                          Great Timing                        +200
     GOOD!                            OK Timing                         +100
     OK                      Miss timing/wrong key pressed              +0
     BAD                          Totally off timing                    -100


GAME FEATURES:

     --------
     CONTROLS
     --------

     Up/Down/Left/Right/O/X/Tri/Sq = continue the beat 
     L&R Buttons = Distracting Voice     


TIPS:

     1) This game takes brain power! Always memorize, including yor opponent's keys. This gives 
        you more time to do better when your turn comes up.

     2) If you don't know the keys, make it up. Even if the wrong key is pressed, you will get
        the "OK" message and won't be penalized. However, as the game gets harder, or if this the wrong
        key is pressed consistantly, I THINK this rule will no longer apply.

     3) The last key pressed is what will keep your character dancing when your turn is over most
        of the times.



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


J) GOODS MODE


     In this mode, you will have to play through a couple of "quests", sort of special 
battles that will unlock each character's secret costumes and weapon in the game. As the 
wheel that has the name each of the battles spins, you have to randomly select which you 
want to battle in. Also, your opponent will be randomly picked before you select your
battle. Here's a list on those special matches with short descriptions and tips:

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

(1)

BATTLE TITLE: Throw Battle         
CONDITIONS: Knock foe's Health Gauge to zero, or Ring Out      
RULE: Because all other attacks are ineffective on the opponent, (opponent's Health Gauge 
      will recover) you have to use throws in order to win.

TIPS
----

     1) All moves will still have the same effects, so use any moves that cause Stun or 
        Weapon Repel in order to throw with no resistance 

     2) Back throws seem to take more damage for certain characters      
 
     3) Miyabi's Shira Yuri Gatame & Gekka Shira Yuri, and Fen's Wild Fang counts as 
        throws

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

(2)

BATTLE TITLE: Fatigue Battle         
CONDITIONS: Knock foe's Health Gauge to zero, or Ring Out      
RULE: Your Health Gauge slowly depletes on its own. You have to beat your foe as fast as 
      possible before you Health Gauge is drained completely
 
TIPS
----

     1) You have no choice but to fight straight up. Attack like your life depends on it. (for
        it does)
    
     2) Puella has an edge in this battle, for she can use "Angel Song" to heal up

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

(3)

BATTLE TITLE: Ring Out Battle
CONDITIONS: Ring Out      
RULE: Because all your attacks are ineffective on the opponent, (opponent's Health Gauge 
      will recover) you have to ring out your opponent to win.

TIPS
----

     1) If you can knock your opponent near the edge of the ring, Don't do anything. The CPU
        will usually sidestep repeated at the edge, thus ringing itself out. 

     2) Use juggles, mid air combos, and any moves that cause Banish (ex. Subaru's Kuujin Rasen
        Zetto) to either knock your opponent close to the edge or ring out your opponent 
        completely.

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

(4)

BATTLE TITLE: Time Limit Battle         
CONDITIONS: Knock foe's Health Gauge to zero, or Ring Out      
RULE: Having only 30 seconds to fight in a Panel Stage, (the stage will fall apart at a fast 
      pace) you have to defeat your foe as fast as possible.

TIPS
----
  
     1) You have two options in this battle. You either beat your opponent in an all-out fight, 
        or knock them into one of the rapidly-increasing holes in the ground. The second option
        is possibly the best (and easiest). Just don't slip while doing either one in the 
        process.

     2) Launching your opponent in the air and juggling him/her near a hole or to the edge of the 
        ring will help you win even quicker. Knocking your opponent onto a weakening panel is also 
        a smart tactic.

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

(5)

BATTLE TITLE: Kishin Kourin Battle
CONDITIONS: Knock Foe's Health Gauge to zero, or Ring Out      
RULE: Automatically using Kishin Kourin, you will have to knock your opponent out first. 

TIPS
----

     1) Use moves that act like a multihitter, (ex. Naru's Hard Shoulder Crush) but stay away from
        moves that need to be activated through connection. (ex. Lancelot's Rose Revolution)         

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

(6)     

BATTLE TITLE: Recover Enemy's Vitality Battle
CONDITIONS: Knock Foe's Health Gauge to zero, or Ring Out      
RULE: Your opponent's Health Gauge recovers slowly after taking damage. You have to hit your foe 
      repeatedly in order to knock his/her Health Gauge down to zero.


TIPS
----

     1) Attack repeatedly, using your best combos & your strongest attacks. Even when opponent's 
        on the ground, pursue them until they cannot get up.
   
     2) Try not to take this as a real match. Despite your hardest efforts, if your opponent 
        damages you, you'll be at a disadvantage.     

     2) Again, Puella has an edge in this battle. Use "Angel Song" to heal up from any damage 
        received.

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

     You may also try and spin a "Super Chance" Battle, where you can unlock a Mini Game instead 
of waiting for it to be time-released. The match you will fight in is random, selecting between 
6 battles stated above. Also, the Mini Game that will be chosen is random, for you have to spin
for it if you win in the "Super Chance" Battle. If your chances are good, you can open 1 Mini 
Game with each win during a "Super Chance" Battle. Just be aware that the wheel may select a Mini 
Game which has already been opened, which means that you will obtain nothing for that win. 


     In the Goods mode, you have to use each character 4 times total. In each turn, you will 
receive another one of that character's secret item. Once you've received each one, you can go
to each character's section in the Database Mode and take a look. Here's the order in which items
are obtained:

                                 1 Turn = 1st Wear (2P Color)
                                 2 Turns = Goods Wear (1P Color)
                                 3 Turns = Goods Wear (2P Color)
                                 4 Turns = Funny Weapon 

     Each of the costumes are color coded, corresponding with the button that's needed to select 
them. You'll know which one you've selected, for the color of the name of your character will change 
during the Character Select screen in each game mode (except Team Story Mode):

     Sqaure (Pink) = Goods Wear (2P Color)          Triangle (Green) = Goods Wear (1P Color)

     X (Blue) = 1st Wear (2P Color)                 O (Gray) = 1st Wear (1P Color)

     To select your Funny Weapon, hold Select & any Button. When this is selected, not only is the 
appearance of each character's weapon (which is usually some odd tool/utensil/device) changed, but
each character does a new win pose after the final/last match. (which is also funny/odd)


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

K) OBTAINING THE SECRETS

     Here's all the secrets found in the game so far. These are accurate as far as I know it. Once 
new secrets are found, they will be posted.

                                      ---------------
                                      THE LONG METHOD:
                                      ---------------

                  ------                                    -------
                  TO GET                                    DO THIS
                  ------                                    -------

       -Special Battle              ----->           Beat Team Story Mode with no continues
         (Fight Vermilion)
       -Ending Picture              ----->           Beat Vermilion Team in Story Mode
       -Eiji                        ----->           Beat Story Mode with Subaru's Team
       -Eos                         ----->           Beat Story Mode with Puella's Team
       -Zero                        ----->           Beat Story Mode with Genma's Team
       -Vermillion                  ----->           Beat Story Mode with Eiji's Team
       -Edit Team*                  ----->           Beat Story Mode with Vermilion
       -Manually-selected           ----->           Obtain all characters' goods
        Quests (Goods Mode)
       -Goods Mode                  ----->           Beat Story Mode with any Team


*The "Edit Team" feature can be used in any 3-man team mode except Team Story Mode


                                      -----------------
                                      THE SHORT METHOD:
                                      -----------------

(Note that when one of these codes work, you will see a message come onto the screen. You will 
 notice that the message does not leave the screen for a good number of seconds. Do not worry, 
 the game did not freeze. It's just loading....)


Get All Characters - At the title screen, press right, right, left, left, right, right, R1, R2
------------------

Get All Mini Games - At the title screen, press left, right, left, right, left, left, L1, L2
------------------

Get All Data (Database Mode) - At the title screen, press R1, R2, L1, L2, left, right, select, 
---------------------------   select


                                        -------------
                                        OTHER TRICKS:
                                        -------------

CONTINUITY (DATABASE MODE) - Beat Team Story Mode with each character. In other words, that 
character has to be selected as the one who's ending will be seen. 

LOADING PICTURES - Play each character in Team Story Mode. In other words, that character has to 
be selected as the one who's ending will be seen. 

"VANQUISH THE VERMILION" KO RANKING - In both Time Attack modes, Vermilion HAS to be defeated. 
You'll get a special message at the screen where your time is being tallied up that lets you know 
that you beat Verm. Thus, your ranking will be different if you beat either Time Attack mode 
without beating Verm.
                                      
ODD/FUNNY WIN POSES - Select each character's Funny Weapon & win the final match for each opponent
you face.

RED BOWTIE PUELLA - Select Puella's Goods Wear (1P) & her Funny Weapon together at the Character
Select screen.

PIGS FROM HEAVEN - While using Fen, either be ringed out by yourself, be ringed out along with
Wolfy (stand on one of the falling panels in any Panel stage), or be ringed out in any round 
before the Final round. In the next round (same match with the opponent who ringed you out) as 
each character's doing their ready pose, Wolfy will spiral down from the sky and land next to 
Fen. This is rare and hard to get, though.

GENMA'S INVISIBLE WIN POSE - In any round excluding the final round, knock you opponent high into
the air, where they will be ringed out once he/she descends. Execute Shingetsu no Mai, so that 
you will fall out of the ring after your opponent. When you go to the victory screen, instead of
seeing Genma spinning as he slowly fades away, you will only see his shadow on the ground, for he
will already be invisible!

EASY 1-2 AIR RYUUGI - Press U+WS+WK near your opponent. Opponent will get hit just as you rise 
off the ground. Note only is this a cool trick, but most attacks that would never hit an opponent 
just as you jump will connect! 

EXAMPLE: Fen's U+WS will only hit big characters. However, if you do U+WS+WK, it will hit even 
         smaller characters.

Note that this will be a Jump WS-WK combination, where WK will not connect as you rise up, but 
will hit as you fall down. (If WS doesn't connect as you rise up, then WK will not come out even 
if WS connects as you fall down) You can also change the second hit by quickly pressing another 
button the moment you press U+WS+WK. If done correctly, then the 3rd attack will replace WK. 

EXAMPLE: Zero will do a WS-HS air chain instead of WS-WK if you press HS the moment you do 
         U+WS+WK.

GENMA'S STRANGE BODY - If you use Genma, certain attacks will not work the same way as they would
if it were another character. Here's some examples of what I mean:

1) Puella's D+WK will only connect from behind Genma while he is standing
2) Zero's Enceladus will not hit fully on Genma, for Genma's knocked away faster than other 
   characters
3) Eiji's H Shishouzan will not hit fully on Genma no matter how well your timing is. Even in
   juggles, it is impossible to get all the hits. Furthermore, it's near impossible to get the
   final hit from H Shishouzan to connect. If it does, well, you still lost 1-2 hits from 
   Shishouzan somehow.

There are probably more cases, but these are the cases I noticed the most. (This is good news
for Genma players)

TELESTO'S CANCELLATION POINT - From a far distance, do a H Telesto with Zero very close to the
ground. Before it hits, do any basic attack that has a cancel point. When H Telesto connects, 
do any Fatal Technique. Miraculously, the basic attack will "cancel" into that Fatal Technique
without even having to hit the opponent! This seems to be a glitch, though, and will not work
all the time.


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


L) REVISIONS & UPDATES

8/29/99   -   Initial release. Didn't quite get in everything I wanted to, but this'll have 
              to do. Added descriptions on game modes and features, as well as a section for
              each character. Missing notes and descriptions for all character's moves except
              for Subaru, (didn't have time to get the rest in) so expect that in the next 
              update. Missing data on characters' basic moves except for Subaru's team 
              (again, that will be complete next time) Also added game secrets section, and 
              will most likely be adding in more to this section. (There's got to be 
              more secrets, right?)

9/4/99   -    Bunch of errors that I immediately jumped on. Corrected many grammatical/spelling
              errors found. Fixed misinforming info, while corrected some info & redesigning the 
              layout in each character's section. Added more info on some of the advance 
              techniques in the "Offense and Defense" section. Added Fen's "Wild Fang" to his 
              list. Added more info for Subaru's team, while added some more moves to Eiji's 
              section. Fixed Genma's and Miyabi's sections. Included an additional chaining system 
              possessed by Rook in the "Toshin Ryuugi" section. Also added some more secrets and 
              tricks to the "Obtaining the Secrets" section.

9/4/99   -    Again, fixed any grammatical/spelling errors hidden in this FAQ. Did some rewriting 
              and changed some of the wording around in some sections, while (again) deleting any
              misleading info. (which is few) Most characters' section has their Basic/Advanced 
              Moves list added.

9/18/99  -    Slow month, but the info here is coming about just nicely:   

              -Fixed spelling/grammatical errors by actually reading this FAQ
              -Fiddled around with the look of most sections
              -Added "Damage Control" and "Combo Techniuqes" to the "Offense & Defense" section
              -Added remaining characters' Basic/Advanced moves list in their personal sections,
               while most characters now have their personal descriptions of their attacks   
              -"Mini Game Mode" section is now up
              -Removed the false method in obtaining the Loading Pictures in the "Obtaining the 
               Secrets" section
              -If you had noticed, most of the notes given for the moves in the Subaru's Team 
               section have been either informative, useful, and/or a run-on of unnecessary 
               speech. These have been translated off of Tamsoft's page, along with some extra 
               info thrown in by me. I don't like it. Thus, I am removing the ones written. 
               Little by little, fortunately, I will put new notes in that are VERY informative 
               and gives hints to ways it is useful.

9/28/99    -  Errors galore! Well, I am only human, right? Anyway, I'm kinda disorganized at 
              the moment with school life and the sorts, so there's been alot of inconsistancy
              with the updating on certain sections. Bear with this for a moment: 
               
              -Fixed spelling/grammatical errors, as well as rearranging some of the language 
               used.
              -TERRIBLE ERROR! Mixed up Eos' and Zero's weapon. (When I decided to read this 
               FAQ again and saw that little slip up, the expression on my face was probably
               worth a million)
              -Forgot to mention, but "Hit Stun" has been added to "Outcome During a Fight" in 
               the "Offense & Defense" section.
              -Various character's sections have been updated abit. Look hard and you'll see 
               which one's which.
              -Added "Red Bowtie Puella" & Ending Picture tricks to the "Obtaining the Secrets" 
               section. Also added in the actual codes to obtaining all the characters, mini
               games, and data faster. Due to this, the "Obtaining the Secrets" mode has a new
               look. 

10/9/99    -  Been a busy week for me, but somehow I'm still coming through. Just hope that it
              doesn't affect my grades....

              -Every character's section has been updated with missing/complete info, while 
               adding all motions for each character's moves, starting with Subaru's team.             
              -Added the first installation of a strategy/combo section starting with Subaru's
               team, as well as a list for abbreviations, symbols, and terms on the top of the
               "Participants" section.
              -Added notes about Rising and Ducking attacks in the "Toshinden Ryuugi: Go With The
               Flow" section, for the sake of each character's strategy-combo section.
              -Added a note about the information gathered here and the address to a Toshinden
               Subaru Page at the top of this FAQ. (right under the Disclaimer)

 11/2/99   -  Finally, another update! Managed to dig out from all the schoolwork I had to do 
              lately. Alot of the sections have significant changes/add-ons here and there. (so 
              much that I forgot some of the areas....)

              -Alot of minor work has been done to some sections, mainly rewording some info &
               fixing errors.
              -A better label called "Half-Down" is used to describe both when a character is 
               knocked into a sitting/kneeling position. That can be found in the "Outcome  
               during a Fight" topic in the "Offense & Defense" section.
              -All characters's sections have been updated with missing/new/corrected info.
              -A new tips section is added to each character's profile section
              -A new "specialties" listing is added to each character's section, which will 
               indicate any unique abilities that come along with the attack it is under.             
              -Tips are added to each Mini Game in the "Mini Game Mode" section.
              -The "Database Mode" section will not be added. However, any important notes about 
               it will be added to the "Game Modes" section.

12/4/99     - Been a while, hasn't it? Well, the size of this FAQ will easy compensate for the 
              long absence. Consider this an early Christmas present....

              -Extra notes about stages have been added in the "Game Modes" section, while more
               info & functions for Database Mode has been added under the same section.
              -Changed label that read as "Ultimate Sacred Technique" to "Ultimate Sacred 
               Attack"
              -Changed the note for the Unblockable Attack concerning Miyabi & Eos in the "Basic 
               & Advanced Controls" section a little bit. Along with that, added in a description
               about Unblockable Attack & Weapon Repel in the "Offense & Defense" section. 
              -Added some extra notes about Rook's Unblockable Attack & the fact that it causes 
               Hit Stun under "Attacking" and "Outcome During a Fight" topics in the "Offense & 
               Defense" section, as well as under "Tips On Basics/Advanced Moves & Abilities" in
               his character profile section.  
              -Added a note about Miyabi's Dash WK in her character profile section
              -Added Subaru's Byakki Moshuu Ken variations & extra notes in his profile section
              -Added more strategies & combos to Subaru's, Naru's, and Rook's section, while 
               adding strategies & combos to almost all of the other characters.
              -Corrected effect that Bang-Boo's Diving Cannon causes, while added motions for his
               Jump HK. Also, added notes about Bang-Boo's HS (all types) and about explosions
               all his missles produce (including Sybarite Cannon) being blockable.
              -Added extra terms & descriptions at the beginning of "Participants" section
              -Added note about extra effect caused by Vermilion's Death Marionette in his 
               section
              -Added extra note about the damage Miyabi & Naru's Attack Reversal gives in the 
               "Offense & Defense" section
              -Combo sections have a new layout, with "Beginner", "Novice", and "Expert" listings.
              -Added number of hits each character's moves give, as well as each character's Down
               Attack types & attributes
              -Added extra notes about Down Attacks in the "Offense & Defense" section
              -Added extra note about Genma's Reihyo Ki and its effect on airborne opponents        
              -Added note about cancelling into Kishin Kourin under "Kishin Kourin: Overdrive's
               Latest Rage" section, as well as corrected the info about its power boost to moves 
              -Added four more effects to "Outcome During a Fight" listing under the "Offense & 
               Defense" section.

1/4/00        Happy New Year!! Updates are slow due to a need of some R&R from school. However, 
              this FAQ is almost finished. Also, I have the "Toshinden Subaru Characters' Guide". 
              Nothing there that this FAQ didn't already have, except the full name of one of 
              Verm's Fatal Techniques.

              -Fixed any spelling/grammatical errors found, while extra notes are added in each
               characters' sections randomly. (too many to remember)              
              -Changed the title of Verm's "Grenade Launcher" to it's full title, "Ryuusan Grenade
               Launcher", which is obtained from the "TSD Subaru Characters' Guide" 
              -Updated "The Toshinden Dance", located in "Mini Game Mode" section
              -All characters now have their complete motions for each of their Fatal Techniques
              -Further notes about the VS & Option mode is added to the "Game Modes" section
              -More notes about 100% Damage combos are added at the top of the "Participants" 
               section, while more description about the reduction of damage for each hit is 
               added to "Damage Control", located in the "Offense & Defense" section
              -A better description on obtaining the Mini Games has been added to the "Goods 
               Mode" section, if there was any confusion before.
              -Corrected the attack height for Zero's Proteus and Asklepios, as well as Fen's
               Tatakae! Wolfy
              -Forgot to do this earlier, but added an extra note about the Field stage in the
               "10 Years, New Look" section
              -Each & every character now has their strategy section up. New strategies have also
               been added to previous characters' sections
              -Almost all characters have their combo section up.


2/1/00        Whew! Was I on a major lazy streak during this Winter break or what! Well, now that
              school has begun this week, I've finally awoken and am ready to go back to writing
              FAQS. To begin, I've put the finishing touches to this FAQ, for this will be the 
              final update (unless some great secret's been discovered) Not only can I begin 
              working on other FAQS, but I can *finally* make a printout of this FAQ!

              -Same ol' grammatical/spelling error corrections 
              -"Four Sacred Weapons" has been changed to "Four Holy Weapons". Although in its
               Japanese translation, "Shiseigu", "sei" can stand for "holy", "sacred", or 
               "divine". However, since "Holy" is used in the game, (that can be found in the
               music section within Database mode, which I didn't notice at first) I'm going to 
               be consistant and use it as well.
              -Gave a better translation for Subaru's Kuujin Rasen Zetto, so to understand its 
               meaning more better
              -Added # hits for each of Miyabi's attacks (forgot to do so by accident)
              -Corrected the 1st combo in Miyabi's Novice combo section, changing "Front Throw"
               to "Back Throw". (the former's impossible. A blunder on my part, I guess)
              -Gave a more thorough explanation about Bang-Boo's H Diving Cannon effects in his
               "Tips on Fatal Techniques" section
              -Added Eiji's and Eos' combos section
              -Added a note about Bang-Boo's Atomic Cannon and the mysterious "invisible shot"
               tin his "Tips on Fatal Techniques" section, along with a 100% Damage combo to his
               Combo section.
              -Added "Other Tricks" category in the "Obtaining the Secrets" section
             
     ====================================================================================

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

     Questions? Comments? Secrets? Let me know at <hanzouds@hotmail.com>

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


     This FAQ is copyright (C) '99 by Deeshad



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