----------Real Bout Fatal Fury----------

	---Key:
P = tap punch, A button
K = tap kick, B button
C = tap C button, fierce attack
(D) = tap D button
F = move or tap joystick in the direction toward your opponent
B = move or tap joystick in the direction away from your opponent
U = move or tap joystick up
D = move or tap joystick down
U/F = move or tap joystick in the direction diagonally between U and F
U/B = move or tap joystick in the direction diagonally between U and B
D/F = move or tap joystick in the direction diagonally between D and F
D/B = move or tap joystick in the direction diagonally between D and B
QCF = (quarter circle forward) rotate joystick from D to F in one smooth, continuous motion
QCB = (quarter circle back) rotate joystick from D to B in one smooth, continuous motion
RQCF = (reverse quarter circle forward) rotate joystick from F to D in one smooth, continuous motion
HCF = (half circle forward) rotate joystick from B to D to F in one smooth, continuous motion
HCB = (half circle back) rotate joystick from F to D to B in one smooth, continuous motion
DP = (Dragon Punch motion) rotate joystick from F to D to D/F
RDP = (reverse Dragon Punch motion) rotate joystick from B to D to D/B
B-F = hold joystick B then quickly tap F
D-U = hold joystick D then quickly tap U
D/B-F = hold joystick D/B then quickly tap F
* = moves with this symbol can be performed in the air and on the ground unless labeled as (air only)
must be very close (or) when close = get as close to your opponent as possible, stand right next to them in order to grab them

	---Basic Moves:
*Block = hold B when being attacked high or D/B when being attacked low (only hold B to block in air)
Counter Attack = F+P immediately after blocking an incoming attack
Throw = F or B +C when close (UNBLOCKABLE)
*Air Throw = D+C when close to opponent in air (only some characters can air throw) (UNBLOCKABLE)
Taunt = C when far away (can be stopped at any point by pressing any button)
Hop = tap U quickly to hop up a bit instead of jumping like usual, can Hop forward or back by tapping U/F or U/B
Leap = hold U to jump higher than usual, can Leap forward or back by holding U/F or U/B
Air Turn = (D) when in air to turn and face the other direction
Dash Foreword = F, F
Dash Backward = B, B
Long Jump = U/F while performing Dash Forward
Crouching Walk / Crawl = hold D/F
Shift to Background (Dodge) = (D)
Shift to Foreground (Dodge) = D+(D)
Roll to Background / Foreground = (D) after being knocked to the ground by an attack
Attack into Background / Foreground = (D) or D+(D) (when opponent is in background / foreground)

	---Other Things You Need to Know:
At the bottom of the screen there is a Power Gauge that fills up when you attack your opponent.  This gauge fills up and displays "S.POWER" then "P.POWER" indicating that you have enough Power to perform an S. Power Move or P. Power Move.  When the gauge is filled and displaying either S. or P. Power you will have the ability to perform character specific counter attacks as described below.  Counter attacks don't deplete the gauge and using an S. Power Move when a P. Power Move is available (gauge flashing and life flashing red) won't deplete the gauge.  However, if you use an S. Power Move when only "S.POWER" is available or if you use a P. Power move when "P.POWER" is available then you will empty the gauge.  When the gauge is filled to capacity it will begin to slowly drain.  During the time it is draining you will have the ability to execute the Power Moves but once it is emptied you will have to refill it to regain the ability to use the Power Moves.

To perform an S. Power Move, your character's life bar must be flashing red or your Power Gauge must be full or flashing.  You start with a yellow life bar that uncovers a red bar.  When the yellow bar is completely gone the red one will begin to deplete as you are hit.  When your red bar is at about 95% it will then begin to flash.

To perform a P. Power Move, your character's life bar must be flashing red and your Power Gauge must be full or flashing.  P. Power Moves do more damage than S. Power Moves.

The playing field is made of three levels: the background, foreground, and the center (where game play starts).  Dodging causes your character to move into either the foreground or background.  Some special moves and Power Moves hit in all three levels (hits in all 3 levels).  You can dash when in the background or foreground but not jump or duck.  Hitting P or K when in the background or foreground will cause your character to jump back to the center and attack as usual.  Hitting C will cause you to knock your opponent into another level as you return to the center.  Hitting (D) will return you to the center without attacking.  You will automatically jump back to the center after a few seconds standing in the background or foreground.

Each stage, except for the one where you fight Geese, has obstacles at either end that can be broken by hitting your opponent into them.  Once an obstacle is broken it is possible to knock your opponent off of the screen and win a round by way of a "Ring Out."  Some obstacles will causes damage to anyone standing next to them.  You cannot be knocked out of the stage if you are blocking attacks while standing on the edge.  You must be hit and pushed off the screen or walk out of the stage yourself.

Not all attacks can be blocked in the air.  Projectiles, jumping attacks, and basic attacks can be air blocked.  Special moves that aren't projectiles, S. Powers, and P. Powers cannot be air blocked.

"Fake" moves are used to trick the opponent into thinking that an attack is about to happen.  When a fake move is performed, the character will begin the motion for the regular attack and immediately stop and return to a fighting stance just before the move would actually happen.  For instance, Terry's fake Power Wave causes him to scream "POWER!" and lift his fist for the attack but he will stop just before he would say "WAVE!" and stand up ready to fight.

When blocking an attack you may choose to perform a certain special move to counter attack your opponent instead of using the usual F+P technique.  This move will come out immediately after your opponent hits you and they are still in their attack animation.  The move command must be input immediately after blocking or just as you block an incoming attack.  Your Power Gauge must be flashing in order to perform a counter attack in this manner, however, it will not alter your Power Gauge in any way.  You will get bonus points and you'll see a trail of shadows behind your character if you perform the attack correctly.  Here are the character moves:
Terry - Power Dunk
Andy - Shoryudan
Kim - Kusajin
Duck - Dancing Dive
Joe - Tiger Kick
Mai - Ryuenbu
Sokaku - Hametsu-no Honou
Bob - Monkey Dance
Hon Fu - Seikuurekkakon
Mary - Straight Slice
Franco - Double Kong (QCB+C version)
Yamazaki - Sabaki-no Aikuchi (F-D/B-F+C version)
Chon Shu - Teio Tenjinken (DP+C version)
Chon Rei - Teio Tenjinken (DP+P version)
Billy - Karyu Tsuigekikon or Guren Sakkon
Geese - Jaeiken (B-F+C version) or Chudan Ateminage

After knocking your opponent to the ground, you may hit them again with a Pursuit attack.  Each character does something different and the moves are listed in the move section below for each character.

After being knocked to the ground by an attack you may choose to perform a Recovery Attack.  This attack will cause you to attack immediately from the ground then stand up ready to fight.  It is useful when counter attacking against a Pursuit Attack.  Recovery Attacks are listed in each character's move section below.

While jumping you can attack multiple times.  If you are fast enough you can attack with each button all in one jump.

Throws are UNBLOCKABLE and cannot be escaped.
Note: throws that are character specific special moves are blockable unless otherwise labeled.

If your character becomes stunned (stands on screen while you have no control over them) from taking too many hits then you may shake the joystick rapidly and tap all the buttons rapidly to recover from the stun quickly.

Combo Techniques cannot be blocked or countered if the first hit is not blocked.  Once the first hit lands, the opponent won't be able to stop the attack.  The button taps for combos must be very quick and precise.  Combos should be performed when very close to your opponent unless otherwise listed in the moves section below.  Only the set combos for each character are listed.  All characters have a combo series that they can alter by using different patterns of buttons.  These aren't listed because the system gets too complicated to properly list here.

Most special moves and Power Moves will cause your opponent to take a little bit of damage if they block.

When two projectiles meet they cancel each other.  The button used to throw a projectile doesn't matter when projectiles hit each other; a projectile thrown with QCF+P will cancel a projectile thrown with QCF+C.  Power Moves that create projectiles will also cancel special move projectiles and continue to travel across the screen.  Some other special moves and Power Moves will cancel projectiles.

A fireball attack performed with QCF+P is less damaging, may go only a short distance across the screen, but will be performed quickly leaving your character less vulnerable to attack.  A fireball attack performed with QCF+C is more damaging, goes farther across the screen, but takes longer for your character to recover from performing the attack leaving you open to a counter attack from your opponent.  This doesn't apply to all special moves, but this is the general concept.

	---Move Section Formation:
	---Character Name---
Pursuit Attack - move command (will only hit fallen opponent)
Recovery Attack - move command
Special Move Name (More Descriptive Name) - move command (special notes)
-_S. Power_-
Name of S. Power Move (More Descriptive Name) - S. Power command (special notes)
-_P. Power_-
Name of P. Power Move (More Descriptive Name) - P. Power command (special notes)
-_Combo Techniques_-
button sequences to perform quick combos
-_Special_-
Any special abilities that the character has.



	---Terry Bogard---
Pursuit Attack - none
Recovery Attack - none
Uppercut - D/B+P
Backspin Kick - F+K (hits opponent into background)
Charging Kick - F+C while dashing forward
Power Dunk (Leaping Firefist) - DP+K
Crack Shoot (Jumping Overhead Kick) - QCB+K
Rising Tackle (Rising Kick) - D-U+P
Burn Knuckle (Rushing Firefist) - QCB+ P or C
Fake Burn Knuckle - D+P+K
Power Wave (Ground Energy Wave) - QCF+P
Round Wave (Ground Energy Wave) - QCF+C (hits in all 3 levels)
Fake Power Wave / Round Wave - F+P+K
Passing Sway (Dodge) - QCF+(D) (moves Terry into background)
-_S. Power_-
Power Geyser (Large Stationary Power Wave) - QCB, HCF+K+C (hits in all 3 levels)
Fake Power Geyser - D+K+C
-_P. Power_-
Triple Geyser - QCB, HCF+C (hits in all 3 levels)
Fake Triple Geyser - D+K+C
-_Combo Techniques_-
P, C
D+P, C
dash forward, P, C, C, C, C
-_Special_-
None.


	---Andy Bogard---
Pursuit Attack - D+C
Recovery Attack - none
Palm Uppercut - D/B+P
Abisekeri (Turn Kick) - F+K
Yami Abisekeri (Flame Kicks) - DP+K
Shoryudan (Rising Smack) - DP+C
*Genei Shiranui (Shadow Illusion) - QCF+(D) (air only) (hits opponent into foreground)
Kuhadan (Flying Kick) - HCF+K
Zanneiken (Rushing Elbow) - D/B-F+ P or C
Shippuu Uraken (Rushing Elbow Follow Up) - D/B-F+C after hitting with Zanneiken
Fake Zanneiken - F+P+K
Hishoken (Fireball) - QCB+P
Geki Hishoken (Fireball) - QCB+C (hits in all 3 levels)
Fake Hishoken / Geki Hishoken - D+P+K
Shippu Tatsumaki Geri (Tornado Kick) - QCB+(D) (moves Andy into background)
-_S. Power_-
Choreppadan (Flaming Lunge Kick) - QCF+K+C
Fake Choreppadan -D+K+C
-_P. Power_-
Zanneireppa (Shadow Slash Break) - HCF+C
-_Combo Techniques_-
C, C, C, C, F+C (hits opponent into foreground)
-_Special_-
Can air throw by using D, D+C while close to opponent in air.


	---Kim Kaphwan--
Pursuit Attack - none
Recovery Attack - none
Axe Kick - F+K
Foot Stomp - P+K
Hienzan (Upward Somersault Kick) - D-U+K
Bash Kick - D+K when at top of jump from Hienzan
*Hishokyaku (Flying Face Kick) - D+K (air only)
Kusajin (Air Twister) - DP+P (hits in all 3 levels)
Hangetsuzan (Forward Somersault Kick) - QCB+ K or C
Fake Hangetsuzan - F+P+K
-_S. Power_-
*Houou Tenbukyaku (Aerial Raid) - HCF+K+C (air only)
-_P. Power_-
Houou Kyaku (Kick Combo and Razor Kick) - QCB, HCF+C
Fake Houou Kyaku - D+K+C
-_Combo Techniques_-
P, K, K, C, C
C, C
-_Special_-
None.


	---Duck King---
Pursuit Attack - D+C
Recovery Attack - none
Overhead Hit - B+P
Slide Kick - D/F+K
Headspin Attack - QCF+ P or C
*Flying Spin Attack - QCB+P (air only)
Neo Break Storm (Cannonball Attack) - DP+K
Dancing Dive - QCB+K
*Duck Fake Air - D, D (air only) (does not hit) (F or B during move to land farther to the left or right)
Duck Fake Ground - D/F+C while dashing forward (does not hit)
-_S. Power_-
Break Spiral - HCF-U/F-D+K+C (must be very close) (hits in all 3 levels)
-_P. Power_-
Duck Dance - D, D+P+K+C (causes Duck to flash for 10 seconds, enhances other moves)
Fake Duck Dance - D+K+C
Enhanced Powers:
	(use these moves while flashing from the Duck Dance move)
	Enhanced Break Spiral - HCF-U/F-D+K+C (must be very close)
	Break Hurricane - QCF, QCF+K+C
	Dancing Calibre - QCB, QCB+K+C
	Rolling Banisher - B-F-B-F+K+C
	*Diving Banisher - RQCF+K+C (air only)
-_Combo Techniques_-
P, P, K, K, C, C
P, P, K, K, C, B+C
-_Special_-
Can air throw.


	---Joe Higashi---
Pursuit Attack - none
Recovery Attack - none
Knee Bash - D/F+C (must be very close) (UNBLOCKABLE)
Vertical Uppercut - B+P
High Elbow - D/B+P
Slide Kick - D/F+K
Joe Sobat (Roundhouse Kick) - B+K (hits opponent into foreground)
Yokogin Kakato (Leaping Heal Kick) - QCB+K
Bakuretsuken (Multi-Punch) - P rapidly
Bakuretsu Hook (Multi-Punch Ender) - QCF+P during Bakuretsuken
Slash Kick (Rushing Kick) - D/B-F+ K or C
Fake Slash Kick - F+P+K
Tiger Kick (Rising Knee) - DP+K
Fake Tiger Kick - B+P+K
Hurricane Upper (Tornado Projectile) - HCF+ P or C (HCF+C hits in all 3 levels)
Fake Hurricane Upper - D+P+K
Pressure Knee - QCF+(D) (moves Joe into foreground)
-_S. Power_-
Screw Upper (Super Tornado) - F-HCF+K+C
Fake Screw Upper - D+K+C
-_P. Power_-
Advancing Screw - F-HCF+C
Fake Advancing Screw - D+K+C
-_Combo Techniques_-
P, C
D/B+P, C, C
B+P, C, C, C, C
-_Special_-
Attacking from another level with C will knock opponent down instead of hitting them into another level.


	---Mai Shiranui---
Pursuit Attack - none
Recovery Attack - C rapidly
Cape Flick - B+P (hits opponent into background)
Thrust Kick - F+K
Kageroh-no Mai (Fire Replicas) - D, D+C
*Musasabi-no Mai (Dive Attack) - D+P+K (air only)
*Genei Shiranui (Shadow Illusion) - QCF+(D) (air only) (hits opponent into foreground)
Hisatsu Shinobibachi (Rolling Elbow) - HCF+C
Midare Kachosen (Triple Fan Toss) - QCB+C (perform move three times rapidly for all three fans) (hits in all 3 levels)
Kachosen (Fan Toss) - QCF+P
Fake Kachosen - D+P+K
Ryuenbu (Flaming Twist) - QCB+P
Fake Ryuenbu - B+P+K
-_S. Power_-
Cho Hisatsu Shinobibachi (Flaming Elbow) - F-HCF+K+C
-_P. Power_-
Leotard Shinobibachi - F-HCF+C (UNBLOCKABLE)
-_Combo Techniques_-
P, C
D+P, C
K, C, C
-_Special_-
Can air throw.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.


	---Mochizuki Sokaku---
Pursuit Attack - D+C
Recovery Attack - none
Face Bash - F+C after grabbing with B+C throw (must be very close) (UNBLOCKABLE)
Kimonjin (Piledriver) - rotate joystick 360 degrees toward opponent+C (must be very close) (UNBLOCKABLE)
Shakujoh Joudanuchi (Staff Uppercut) - D/B+P
Nozaru Gari (Wild Monkey Hunt) - QCB+P
Genmujin (Teleport) - DP+P
Jashinkoh (Demon Staff Reflect) - HCF+K (reflects projectiles)
Jakonbu (Illusion Attack) - P rapidly (hits in all 3 levels)
Tenha (Heaven Break) - D/B+C during Jakonbu
Fuha (Swipe) - D/F or F +C during Jakonbu (D/F=low swipe, F=mid swipe)
Kouha (Lower Break) - U/F+C during Jakonbu
Touha (Fell Break) - (D) during Jakonbu
Hyohidan (Demonic Punches) - F-B-F+C
Higikaminariotoshi (Lightning Shots) - DP+K
Hametsu-no Honou (Flames of Doom) - QCB-D/B+K
Makibishi (Spikes) - QCF+P
Fake Makibishi - D+P+K
-_S. Power_-
Ikazuchi (Summon Lightning Elemental) - RQCF, QCF+K+C
Fake Ikazuchi - D+K+C
-_P. Power_-
Raijin-no Ibuki (Breath of Lightning) - RQCF, QCF+C (UNBLOCKABLE)
Fake Raijin-no Ibuki - D+K+C
-_Combo Techniques_-
P, C
K, F+C, C
C, C, C, C, D+C
-_Special_-
Can air throw.


	---Bob Wilson---
Pursuit Attack - U+C or U/F, U/F+C
Recovery Attack - C rapidly
Thrust Kick - D/B+P
Shoulder Charge - F+P
*Double Kick - D+K (air only) (must perform Leap jump)
Rolling Turtle - QCB+ K or C (F or B to move while performing QCB+C)
Wild Wolf - B-F+K
Bison Horn - D-U+ K or C
Monkey Dance - DP+K
-_S. Power_-
Dangerous Wolf - F-HCF+K+C
Fake Dangerous Wolf - D+K+C
-_P. Power_-
Mad Spin Wolf - QCB, QCB+C
Wolf Fang - C during Mad Spin Wolf
-_Comb Techniques_-
C, C, C, C
-_Special_-
None.


	---Hon Fu---
Pursuit Attack - D+C
Recovery Attack - none
Face Bash - D/F+C (must be very close) (UNBLOCKABLE)
High Hit - D/B+P
Fumikomisokukeri (Inward Kick) - F+K
Hissho Kyakushukyaku (Berserker Flip) - QCB+C
Honou-no Teneuma (Berserker Crush) - P rapidly
Kyuryu-no Yomi (Counter Attack) - HCF+C (does not hit, counters attacking opponent) (must be very close)
Denkohsekka-no Chi (Rolling Head-Butt) - D/B-F+K
Denkoh Pachiki (Rolling Head-Butt Stop) - K during Denkohsekka-no Chi
Denkohsekka-no Ten (Air Slasher) - QCB+K
Fake Denkohsekka-no Ten - F+P+K
Seikuurekkakon (Fire Nunchakus) - DP+P
Fake Seikuurekkakon - B+P+K
-_S. Power_-
Bakuhatsu Goro (Explosive Roll) - QCB, HCF+K+C
-_P. Power_-
Gadenza-no Arashi - QCB, HCF+C
-_Combo Techniques_-
P, C
D/B+P, C, C
-_Special_-
Attacking from another level with C will knock opponent down instead of hitting them into another level.


	---Blue Mary---
Pursuit Attack - U+C or D+C
Recovery Attack - D-U+C
Leg Lock - F+C after grabbing with B+C throw (must be very close) (UNBLOCKABLE)
Crouching Punch - D/F+P
Spin Kick - B+K
Spin Fall - QCF+P
M. Slider - QCF+C
Vertical Arrow - DP+K
M. Snatcher - DP+K after hitting with M. Snatcher
Straight Slice - B-F+K
Stun Slice - B-F+K after hitting with Straight Slice
M. Crab Clutch - B-F+C
M. Head Buster (Counter Ground Attacks) - QCB+K (does not hit, counters attacking opponent) (can follow up with Vertical Arrow)
Stun Gun Smasher (Counter Air Attacks) - QCB+C (does not hit, counters attacking opponent)
Quick Sway - QCB+P (does not hit) (dodges projectiles)
Back Drop - B+P after Quick Sway (must be very close) (UNBLOCKABLE)
Face Rock - B+K after Quick Sway (must be very close) (UNBLOCKABLE)
-_S. Power_-
M. Typhoon - F-HCF+K+C
-_P. Power_-
M. Driving Smasher - F-HCF+C (must be very close) (UNBLOCKABLE) (hits in all 3 levels)
-_Combo Techniques_-
P, C
-_Special_-
None.


	---Franco Bash---
Pursuit Attack - none
Recovery Attack - C rapidly
Step Axe - C while dashing forward
Back Tornado - F+K (hits opponent into foreground) ((D) after hitting into foreground to perform a juggle combo)
Double Kong - QCB+ P or C
Reaping Blow - HCF+P
Power Bicycle - QCF+K (hits opponent into foreground) (hits in background and center levels) ((D) after hitting into foreground to perform a juggle combo)
Waving Step (Dodge) - B-F+K (does not hit) (Franco passes through projectiles and opponents)
Quick Step - B-F+K or F-B+K during Waving Step
Waving Blow - HCF+(D) (hits in all 3 levels)
Double Waving Blow - HCF+(D) after hitting with Waving Blow
Meteor Tackle - D/B-F+C
Meteor Back Blow - D/B-F+C during Meteor Tackle
Meteor Shot - QCF+P
Fake Meteor Shot - D+P+K
-_S. Power_-
Final Omega Shot - QCB, HCF+K+C
-_P. Power_-
Armageddon Buster - HCB+C (must be very close) (knocks opponent into air, follow up with below attacks)
Pick any combination for three hits after Armageddon Buster:
	Hook - QCB+P
	High Kick - QCB+K
	Straight - QCF+P
Pick any one attack after hitting with three above attacks:
	Back Finish - QCF+K
	Tackle - QCF+C
	Kick Attack - DP+ P, K, or C (P=high kick, K=reverse high kick, C=bicycle)
Omega Shot - QCB+C (after above attacks to finish)
-_Combo Techniques_-
K, C
P, C, C, C, C
P, C, C, C, U+C
-_Special_-
None.


	---Ryuji Yamazaki---
Pursuit Attack - D+C
Recovery Attack - C rapidly
Head-Butt - D/F+C (must be very close) (UNBLOCKABLE)
Double Punch - F+P
Uppercut - D/B+P
Hebitsukai (Quick Slash) - QCB+C (U/F just before performing attack for an upward slash) (hold C to delay attack, press P to abort attack while holding C)
Baikaeshi (Projectile Reflection) - QCF+C (reflects most projectiles)
Sabaki-no Aikuchi (Knife Slash) - F-D/B-F+ P or C
Sadomazo (Taunt Counter) - HCF+K (will taunt opponent and strike back if hit by an attack)
-_S. Power_-
Guillotine (Exploding Grab) - RQCF-D/B-F+K+C
-_P. Power_-
Yondan Drill (Power Slam) - rotate joystick 360 degrees toward opponent+C (must be very close) (C very rapidly after performing move command for stronger attack)
-_Combo Techniques_-
K, C
K, F+C
P, C, C, C
P, C, C, F+C
P, C, C, B+C
-_Special_-
None.


	---Jin Chon Shu---
Pursuit Attack - none
Recovery Attack - none
Spinning Backhand - F+P
Ground Roll - D/F+C
Teio Jinsokuken (Elbow Smash) - F, F+P
Teio Tenjinken (Spinning Uppercut) - DP+ P or C
Teio Shinganken (Teleport) - HCB+ P, K, or C (P=appear in front of opponent, K=appear above opponent, C=appear behind opponent) (P, K, or C after appearing above opponent for a rolling attack)
Teio Tenganken (Energy Ball) - QCF+ P or C
Fake Teio Tenganken - D+P+K
-_S. Power_-
Teio Rojinken (Energy Drain) - QCB-F+K+C
Fake Teio Rojinken - D+K+C
-_P. Power_-
Teio Syukukyuken (Emperor's Fury) - QCB-F+C (hits in all 3 levels)
-_Combo Techniques_-
P, K, K, C
-_Special_-
None.


	---Jin Chon Rei---
Pursuit Attack - none
Recovery Attack - none
Axe Kick - F+K
Teio Jinsokuken (Elbow Smash) - F, F+P (F, F, F+P for long-ranged attack)
Teio Tenjinken (Spinning Uppercut) - DP+ P or C
Teio Rojinken (Energy Drain) - QCB-F+C
Teio Tashinken (Reflector) - QCB+K (reflects projectiles)
Ryutenshin (Ground Roll) - QCF+K (does not hit)
Teio Tenganken (Energy Ball) - QCF+ P or C
Fake Teio Tenganken - D+P+K
-_S. Power_-
Teio Syukmyoken (Emperor's Fury) - F-HCF+K+C (hits in all 3 levels)
Fake Teio Syukmyoken - D+K+C
-_P. Power_-
Teio Ryuseiken (Emperor's Rage) - F-HCF+C
Fake Teio Ryuseiken - D+K+C
-_Combo Techniques_-
P, P, C
-_Special_-
None.


	---Billy Kane---
Pursuit Attack - D+C
Recovery Attack - none
Pole Spin (Throw) - F+K (must be very close) (UNBLOCKABLE)
Pole Stab - F+P
Sansetsukon Chudan Uchi (Staff Blow) - B-F+P
Kaen Sansetsukon Chudan Tsuki (Second Staff Blow) - B-F+C after hitting with Sansetsukon Chudan Uchi
Suzumeotoshi (Sparrow Drop) - QCB+P
Senpuukon (Staff Spin) - P rapidly
Karyu Tsuigekikon (Ground Staff Counter) - QCB+K (does not hit, counters attacking opponent)
Suiryu Tsuigekikon (Air Staff Counter) - QCB+C (does not hit, counters attacking opponent)
Senpuuhishoukon (Pole Vault) - HCF+K (F or B during move to land to the left or right of opponent)
Fake Senpuuhishoukon - B+P+K
-_S. Power_-
Cho Kaen Senpuukon (Flaming Staff Spin) - QCF, HCB+K+C
-_P. Power_-
Guren Sakkon (Super Staff Uppercut) - RQCF+C
-_Combo Techniques_-
P, K, QCF+C
D+P, K, QCF+C
-_Special_-
None.


	---Geese Howard---
Pursuit Attack - D+C or HCB+C (must be very close)
Recovery Attack - none
Face Grab - D/F+C (must be very close) (UNBLOCKABLE)
Reverse Throw - D/B+C (must be very close) (UNBLOCKABLE)
Body Rock - U/F+C after grabbing with Reverse Throw (must be very close) (UNBLOCKABLE)
Face Bash - F+C after grabbing with B+C throw (must be very close) (UNBLOCKABLE)
Palm Uppercut - D/B+P
Spin Kick - B+K (hits opponent into background)
Joudan Atemi Nage (High Counter Attack) - HCF+K
Chudan Atemi Nage (Mid Counter Attack) - HCF+C
*Shippuuken (Gale Slice) - QCB+ P or C (QCB+C=double Shippuuken, hits in all 3 levels) (air only)
Reppuken (Ground Flame) - QCB+ P or C (QCB+C=double Reppuken)
Fake Reppuken - D+P+K
Jaeiken (Shadow Slice) - B-F+ K or C
Fake Jaeiken - F+P+K
-_S. Power_-
Raging Storm (Energy Explosion) - HCF, HCB-D/F+K+C (hits in all 3 levels)
Fake Raging Storm - D+K+C
-_P. Power_-
Thunder Break - RQCF+C (hits in all 3 levels)
Deadly Rave - HCB-F+P (must be very close)
After first hit of Deadly Rave, press the following buttons in the correct order in an even pattern rather quickly:
P, K, C, C, C, K, C, QCB+C
-_Combo Techniques_-
P, C, C, C, F+C
-_Special_-
None.

    Source: geocities.com/timessquare/9532/guides

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