SHIN GOUKETSUJI ICHIZOKU BONNOU KAIHOU FAQ / Moves list by Patrick Coffman (aka ThePatrick, whatever) (ryled@yahoo.com) TABLE of CONTENTS I. Introduction Ia. Mini-FAQ Ib. How to Pronounce Japanese II. System Basics IIa. Quick Overview IIb. Legend III. Characters IIIa. Gouketsuji O-UME / SUPER UME IIIb. Kokuuin KANJI / SUPER KANJI IIIc. Hananokouji CLARA / SUPER CLARA IIId. Ooyama REIJI IIIe. Wayne, KEITH IIIf. Hamilton, ANNY IIIg. CHINNEN (Chan Nim / Chen Nian) IIIh. Verte, ANGELA IIIi. Gouktsuji O-TANE / SUPER TANE IIIj. Hattori SAIZOU ("Saizo") IIIk. WHITE Buffalo IIIl. Kokuuin KINATAROU ("Kintaro") / Meiken POOCHIE IIIm. Kudo BUNTAROU ("Buntaro") IIIn. Kudo SHINTAROU ("Shintaro") IIIo. Linderhod OLOF IIIp. Joumon HIKARU IIIq. Princess SISSY IIIr. BOBBY Olugon IV. Card Collection V. Missions VI. Stage Songs VII. Glossary VIII. Thank You's ---------------- I. Introduction ---------------- In 2002, Noise Factory resurrected the Atlus series, Gouketsuji Ichizoku ("The Gouketsuji Family") with the Neo-Geo title "Shin Gouketsuji Ichizoku: Toukon" ("The True Gouketsuji Family: Fighting Marriage"). Since it's actually the machine's settings in the Neo-Geo that determine the cartridge's region, and pretty much every game can be played in more than one region, this title was the first in the series to be localized beyond very limited release under the name "Power Instinct: Matrimelee." Its fresh, humorous design in a day when 2d fighters so rarely came out anymore thrilled all us fighter junkies, veterans of the craze in the '90s, to no end. Then, a few years later, it finally came to home systems on the PS2 as the sequel, "Shin Gouketsuji Ichizoku: Bonnou Kaihou" ("The New Gouketsuji Family: Release from Earthly Desires"). The game's mechanics were very similar and all characters returned, sans the "secret" characters from the first game. And the fans? Of course, they immediately turned their backs on this game and vehement- ly hated it. So, if you're looking at this FAQ just as a lark, or you know where you can get this cheap and you're wondering if it's even worth it, you should know that the complaints are really undeserved. You can see for yourself, but the basic problem with this game seems to be that it was too much like the previous one, which is a strange problem considering that said previous game was only avail- able on the defunct, pricey, and rare Neo-Geo system. Hate it or love it, this game's unique, silly, bizarre take on the 2d fighting genre is undeniably interesting. I'm not sure who will ever look at this FAQ, but I figured I'd throw some of my observations together. It's not like I'm helping you out with a difficult game, or anything (it's actually too easy), but I thought it did deserve a better treatment than it's received. 1a. Mini-FAQ ------------- Here is a list of all the questions I receive--well, OK, I'll probably actually never receive a question about this game, because nobody played it. But, it's fun to pretend! Q: What's with the stage and stuff? Is this game at a concert or something? I don't get it. A: Yeah; this game (and, actually, its predecessor, too; most of the back- grounds are copied directly from that game) takes place at a concert. I think they started doing that at Gouketsuji Ichizoku 3, but it might have actaully been one of the earlier games. I don't remember, because I haven't played the older games in a long, long time! Anyway, one of the best features about this game is that the background songs are silly, humorous songs, usually parodies of certain genres. If you don't know any Japanese or anything about Japanese culture, their humor will most likely escape you completely! Q: What characters are missing this time? A: Well, the "main" ones are there, plus the ones they added in Toukon, plus one more returning character from the old days. There area actually a *lot* of missing characters from this series. To be honest, though, nobody would probably notice. Why? Because most of the mis- sing folks are from the game "Groove on Fight: Gouketsuji Ichizoku 3" (which was actually the fourth game, kinda). This game was a tag-team game similar to the "versus" series Capcom put out using the Marvel license, or to the King of Fighters 2001 game. For almost no reason, most of the old characters were thrown out and really strange ones put in. I'll mention where each character comes from in their bio, but just for the sake of argument, here's a list of the ones missing: From Gouketsuji Ichizoku 2: Gouketsuji O-Shima Sahad Aslan Lute (sometimes spelled "Ryuto") Kuroku (kinda--there are two Kuroko cards) Chuck From Groove on Fight: Gouketsuji Ichizoku 3 Atogiri Remy Chris Wayne Solis-R8000 Damian Shade Tenjinbashi Sujiroku Falco Bristol Weller M.A.D. (Mad Axe Dachs) Yukinoue Hizumi Larry Light Rudolf Gertheimer Q: I hear Matrimelee ("Toukon") is better. Is that true? A: Yeah. And, no. Matrimelee, although on the NeoGeo, actually had a better presentation. It had a much better "feel" about it and things seemed cleaner. When they ported it to the PS2, the contrast was changed to the typical, bleached-looking, bright character sprites. That's part of the "cleaning up" they try to do, but actually, losing the darks really does mess up the look of a game. Few people really understand that. However, the gameplay is better here, except for the cards nonsense. The commands have been simplified and changed for many of the "super" moves and many characters have new moves. The transformation system, for which this series was famous, was brought back. All characters can now cancel the run- ning punch attack into special moves (which come out as running versions, if such a version exists). Also, there's a new boss and two returning characters from games long ago. There are two things really bad about this game. One is that there just wasn't too much originality this time (even the opening music is exactly the same), and the other is the lack of the Rage of the Dragons characters. In the previous game, four characters from a fairly popular, stand-alone fighting game by the same company that featured tag-team-style play were included. Not this time. Also, the game's boss is insanely easy, but once you knew the pattern for Sissy, she was pretty easy, anyway. Q: What happened to Poochie?? Poochie!!!! A: I know. I, too, was sad when I saw the character select screen no longer had Poochie's face. However, you should know that Poochie was actually introduced to the series as the "super" version of Kintarou (Kanji's...grandson? or something?). Kin- tarou could transform into Poochie the same way that O-Tane and O-Ume become younger, Clara turns into Super Clara, and Kanji becomes ... well, he actually starts as Super Kanji and becomes his "normal" self after transformint. So anyway, Poochie is in the game. You just have to choose Kintarou to play as him. Q: What the heck's a "Gouketsuji??" A: While "gouketsu" means "hero" in Japanese, they've used a different "ketsu," which means "blood" in this instance. "Heroic family?" "Brave family?" Something like that. Anyway, these games have been around a long time, and O-Ume or O-Tane used to be boss-like characters. The tournament used to be some kind of exhibition they had going on. Of course, the story shouldn't matter so much, so just know that "Gouketsuji" is their name and that this game is very silly. The strange thing is that in the previous games, their names were often shortened to simply "Gouketsu." Q: Who the heck is Bobby Olugon?? A: The boss of this game is the...pop culture figure Bobby Olugon (known to most Japanese as simply "Bobby"). This guy has had some moderate success (and also horrible defeats) in the free-form fighting competitions K-1 and Pride in Japan. He also has a horrible Japanese skill, though he does definitely ham it up to make "funny" appearances. Similar to Bob Sapp, Bobby likes to act very strangely just to get atten- tion. Some call him offensive, some call him hilarious, but I'm kinda on the fence with that one. He frequently mixes up words, which is why when he goes to fight you, instead of saying "osu!" as many fighters do, he says "mosu!" ("moth"--also, short for "mosquito-weight," slang for "featherweight"). I duno, I suppose he is kinda funny sometimes, but it really is a little embarrassing, too. Q: What does the girl say in the menu song? A: If you leave the game on the main menu long enough, that weird, abrasive "la-la-la- laaa la-la la-la-la-la-la" song ends, and you hear a voice that kinda sounds like Sissy's say "Narimasen no yo!" which means something like "Hey, get back to work!" Literally, it means "that's no good," but it's definitely used to yell at the chorus to keep singing. Q: What's the story this time? Wasn't Matrimelee held so you could marry Sissy? A: The only official story information comes from the opening cinema, where Sissy says she will grant one wish to the winner of the tournament. Q: Hee hee hee! I'm sorry; I wasn't going to say anything, but you apparently can't spell! Many of the Japanese names are all messed up! A: You know, they don't write in our alphabet over there...well, not usually. Anyway, I've spelled their names to reflect both the way that they sound in Japanese and to show "real" spellings of common names. Only a few were left kinda weird--take "Anny," for instance (I mean, who spells it that way??) Oh man...I bet my inbox is gonna be filled up from "Anny"'s all over the damned place now. Oh, wait--nobody's gonna read this FAQ, so it won't matter! Yay! Er...oh.... Q: Why would anyone ever want to play such a crappy game?????? A: Who cares? Just play it or don't. I'd rather not hear long essays on how horrible it is or how I need to get a life or whatever. .... unless they're funny, I suppose. Ib. How to Pronounce Japanese ------------------------------ I know many people take Japanese now, and are used to hearing it from their subtitled DVDs and such, but when I was growing up in America, there were many people who couldn't say anything right ever. "Ryuu" (the character from "Street Fighter") became "RYE-you," and his famous "Shouryuuken" move became all sorts of things--the "All You Can" is my favorite. Anyway, enough ranting. Japanese is a fairly monotone language filled with polysyllabic words. Here's how to pronounce the consonants: "k" = "k" as in "kite." The "k" sound is harshly aspirated in Japanese and sometimes sounds like a "t" to English speakers because of that. In other words, a strong puff of air comes from the lungs when saying this often. "g" = "g" as in "good." This is a voiced "k." Also, = "ng" as in "fang" when it comes in the middle of a word quite often, especially in the Tokyo area. "s" = "s" as in "lapse." The "s" in Japanese is a rather "hard" "s". It's actually with the tongue pressed up closer to the roof of the mouth than in English. = "sh" as in "shape." This occurs before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "sh" IN THESE INSTANCES. "z" = "dz" as in "gadzooks!" The "d" is slight, so often it will sound just like an English "z;" a voiced "s." = "j" as in "jam." This occurs before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "j" IN THESE INSTANCES. "t" = "t" as in "top." Actually, this "t" is not heavily aspirated, so it may sometimes sound like a "k" or a "d" to some English speakers. = "ch" as in "chopper." Again, not seriously aspirated, this appears only before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "ch" IN THESE INSTANCES. = "ts" as in "lets" before a "u." TO AVOID CONFUSION I SHALL WRITE IT AS "ts" IN THIS INSTANCE. "d" = "d" as in "don't." A voiced "t." "n" = ... This is difficult. There are two different sounds written "n" in Romanised Japanese. "n" at the beginning of a syllable = "n" as in "not." "n" by itself is its own syllable; no vowel is needed. This is a different "letter" in the Japanese writing system, and is similar to the French "n." In other words, the tongue doesn't touch the roof of the mouth and a nasal sound is produced. Before "p," "b," and "m," the lips close and this sound comes out like an "m." TO AVOID CONFUSION I SHALL WRITE IT AS "n'" IF IT COMES BEFORE A VOWEL AND SHOULD BE PRONOUNCED AS THE "FRENCH 'N'." ALSO, I SHALL WRITE IT AS "m" BEFORE LABIAL SOUNDS. "h" = "h" as in "hat." This is actually a "hard h;" the tongue is, again, raised up agains the roof of the mouth (farther back than the "s") and the air almost hisses out. = "f" as in.... Well, our "f" is just an approximation. When the lips are pursed for "u," the air puffs out and sounds like an "f." The lip should not touch the teeth, generally. This occurs only before the "u" sound. TO AVOID CONFUSION I SHALL WRITE IT AS "f" IN THIS INSTANCE. "b" = "b" as in "boy." "p" = "p" as in "pad." "m" = "m" as in "map." "y" = "y" as in "you." Not that this comes right after other consonants frequently and should be pronounced the same but with the other consonant attached to its front; NOT AS ANOTHER SYLLABLE. For example, "kyuu" is not "KYE-you" or something like that; it's more like "Q" as in "the letter 'Q.'" "r" = ... Well, unfortunately, this one's a bit tricky. The tongue generally flaps against the raised ridge behind the front teeth on the roof of the mouth and sounds like the "tt" in "butter" in the middle of words, and comes fully in contact with them at the beginning of words to make more of a conventional "l" sound. "w" = "w" as in "wane." There are five vowels in Japanese writing: "a" = "a" as in "father." "i" = "ee" as in "feet." After a "voiceless" consonant (p, k, etc), the "i" sound is muted; almost whispered with no voice. To many, it sounds like it vanishes, but it doesn't completely. "u" = "oo" as in "loop." Just like "i," after voiceless consonants the "u" sound seems to vanish, but just gets quite muted and becomes almost voiceless. "e" = "ay" as in "say," sorta. It's kind of between there and the "e" in "bet." "o" = "oh" as in "oh, man!" Vowels are read each after the other (without the gutteral break in "uh-oh!"). This makes pseudo-diphthongs as such: "ai" = "ah + ee." Sounds similar to "eye." "au" = "ah + ooh." Sounds similar to "ow" as in "cow." "ae" = "ah + eh." No equivalent. "ao" = "ah + oh." No equivalent. Also, vowels can be lengthened. This means you say the vowel twice (again without a break); making it last longer. It doesn't mean there's some weird other sound (such as the difference between long and short vowels in English). Here is a list of the ways I will lengthen the vowels: "aa" or "a-" "ii" or "i-" "uu" or "u-" "ei" or "e-" or "ee" Note that "ei" is sometimes pronounced as two "e" sounds and sometimes as an "e" + "i." The difference is negligable and most Japanese people wouldn't distinguish it. "ou" or "o-" or "oh" or "oo" Again, "ou" is sometimes pronounced as two "o" sounds and someitmes as as "o" + "u." The difference, again, is negligable. The reason for "oo" to show up is because of the way the word would be written in Japanese script, usually using the word "big" ("ookii" or "ooi" [rare, but used as a prefix often].) In other words, it's not "GOW-key." It's not "GOO-key." It's "GO-key." (the "Street Fighter" character Gouki, that is.) Consonants can be lengthened, too. This makes it sound like the word has stopped and paused for a split second. Hold your mouth in the position of the consonant. Sometimes it makes it sound a bit more stressed; like the muscles were more tense than usual in the mouth. This takes a bit of practice sometimes. Most consonants can do this, and they will be written twice. Here is a listing of all the syllables that occur in modern Japanese: a ka sa ta na ha ma ya ra wa ga za da ba pa n(or "m") i ki shi chi ni hi mi ri gi ji ji bi pi u ku su tsu nu fu mu yu ru gu zu zu bu pu e ke se te ne he me re ge ze de be pe o ko so to no ho mo yo ro wo* go zo do bo po kya sha cha nya hya mya rya gya ja ja bya pya kyu shu chu nyu hyu myu ryu gyu ju ju byu pyu kyo sho cho nyo hyo myo ryo gyo jo jo byo pyo *--This is really pronounced the same as "o" except by some pre-WWII people. It's listed here because it's usually used as a "particle word." "Stressing" syllables should usually only occur with elongated vowels and syllables starting with a stopped (doubled) consonant. There are some words that have clear "stress," but many words have none at all. ABOUT THE HYPHEN, when I hyphenate something, it's usually just because that's how it was written in katakana (e.g., it had a "long" vowel). However, there ARE TWO EXCEPTIONS TO THIS!! For O-Tane and O-Ume, it's actually a "short" "o" sound. I put the hyphen there to emphasize that the "o" is sort-of a title. In the old days, Japanese women were referred to with the honorific "o" that can be found in front of many words in Japanese (O-Tou-sama). I just showed you the second instance that I will use the "-" and it doesn't mean a vowel has been elongated--when it's the title that comes at the end of the name. I'm sure you all know about "Smith-san" or whatever. There are a few different titles that show up, but the only one in this game is "chan," for Bun-chan. Lastly, note that I will use an apostrophe to separate sounds that I feel need to be separated so you can pronounce them correctly. This will probably only occur with "n" sounds in the middle of words (that's the nasal, solitary "n" that is its own syllable) and long vowel patterns. For example, "Ma'ou" should be pronounced "ma + oh (long)"--tho' I'll probably forget the apostrophe sometimes in this instance. "In'e" should be pronounced "i + n + e;" not "i + ne." ------------------ II. System Basics ------------------ IIa. Quick Overview -------------------- Here's the deal: if you haven't played a fighting game by now, you probably should. Anyway, in case you didn't know, there are two life bars, one for the "left side" player, or "player one," and one for the "right side" player, or "player two" (either one can actually be the computer, though). Once one of those bars goes down to zero, the character is KO'ed and the other character is given a victory point. Get enough points (two on default settings) and you're the winner. You can feel better about yourself and get props from your friends and do little dances or whatever. What did you want? A soda or somethin? Anyway, there's also a timer in the middle on the top of the screen. You may notice it counting down, unless you have it set to infinite time. When it hits "00," that's it! The round's over. Whoever has more health wins, and it's a draw if you both have the same amount. If you get two draws, the game ends, and you're both losers...or winners? Half empty, huh? OK. Moving the stick (well, D-pad) around and hitting the four main buttons on the controller, you can make your guy attack and defend. Defense is simply pressing away from your opponent or diagonally down and away (which guards low attacks). You press down, you crouch; you press up, you jump. Fairly simple. There's another "meter." On the bottom of the screen, you'll see two meters with the number 0-3 next to them. These are the super energies of Player 1 and Player 2. These are used to fire out powerful, "super" techniques and such. If you've played a lot of 2d fighters, you'll notice that this is very similar to a King of Fighters game (sans the 3-character-team gimmick). You can roll towards your opponent, becoming invulnerable to attacks besides grapples, by hitting the two "weak attack" buttons together. You can roll away, similarly, by pressing back on the joystick and the two weak attacks. You can cancel your attacks into your "command moves" and cancel them into special attacks, you take damage when you guard special attacks, etc, etc. There are a few ways that this series is more "open" than others. You can double-jump, for instance, and you are invulnerable while getting ready for the second jump. You know, stuff like that. I'll explain more in the "Legend" section below. Just so you know, if you've played many fighting games before, this is a pretty easy game. There are many invulnerable frames, it's very hard to "dizzy" someone unless you perform specific moves, you can double jump, roll, cancel almost all normal attacks into specials, there are (limited) chains, the super meter can build quickly, etc, etc. Long, brutal combos are fairly easy to do. Also, besides the color cards, I really wouldn't expect a serious fight using the card system. Most of them are just useless, but the move-canceling ones can get a little ridiculous. IIb. Legend ------------ NOTE: If you don't understand this stuff, you might consult the "glossary" section at the end of the FAQ. If you play fighting games, though, it should be pretty obvious. F - Forward. Press towards the opponent on the D-pad. B - Back. Press away from the opponent on the D-pad. U - Up. Press up on the D-pad. D - Down. Press down on the D-pad. XY - Press directions "X" and "Y" together. In other words, DB = down + back. QCT - Ahh, yes, the old, "quarter-circle-towards" motion. In a fluid motion, hit D, DF, F on the control pad (don't tap each direction). QCB - Similarly, press D, DB, B in one motion. HCT - "Half Circle Towards." B,DB,D,DF,F in one fluid motion. WP - Weak Punch. This is Square at default settings. WK - Weak Kick. This is X at default settings. SP - Strong Punch. This is Triangle at default settings. SK - Strong Kick. This is Circle at default settings. + - Hit both buttons/directional inputs at the same time. WP+WK means that you should hit both Weak Punch and Weak Kick at the same time. , - Hit this, then that. WP,WK means you should hit Weak Punch, then Weak Kick. * - Official name is unknown. GUARDING. Hit B to guard, DB to guard low. Hissatsuwaza and pretty much all supers (besides grapples) will do slight damage when guarded. GUARD CRUSH. After a large number of hits are guarded in succession, or after particular moves are guarded, your character will stagger back slightly. During this animation, you cannot guard. It's a very brief window of oppor- tunity, however. AIR GUARDING. Hit B in the air to guard, but you can only guard against aerial attacks and projectile weapons. You cannot guard super moves in the air. DOUBLE JUMP. When you're jumping in any direction, you can jump again in any direction. That instant when you're rolling in the air, starting the second jump, you're actually invulnerable, but it's such a brief window that it's not a reliable tactic. QUICK JUMP. Tap an up direction while on the ground for just a very brief instant, and you'll do a small jump. SUPER JUMP. Hit any crouching direction, then any jumping direction to do a faster, longer jump. DASHING JUMP. While dashing or backstepping (F, F or B, B), jump. There will be after-images of your character during the jump and it may move faster or farther. The exact effects are unknown. You can tap the direction for a dashing quick jump, too. DASH. Hit F,F to dash. You need to hold the second F to keep running towards the foe. Note that if you walk towards someone, then hit F again, you'll dash. It sometimes takes some getting used to to control, therefore. DASHING ATTACK. When dashing forward, you can either press a kick button to knock the foe back a' la the Heavy Attack, or press a punch button to do a certain attack that won't knock the foe down. Both are normal attacks and can be canceled, but keep in mind that the kick one knocks people down and doesn't set up for juggles. BACKSTEP. Press B,B to jump away from the foe. You do seem to enjoy some limited invulnerability during backsteps. TAUNTING. Press select to taunt your foe. If you successfully taunt without getting hit, you get a big bonus to your super meter. GRAPPLING. In this game, you can grapple your opponent by pressing towards or away and HP when standing right next to them. There are also special throws for a few characters. Grapples may not be guarded, but they can be broken by "tech. hitting," as some gamers will call it thanks to Capcom games. To do this, just try a grapple attempt while someone's already grappling you. You have a very small window of opportunity to do that in, but you can usually tell when someone's trying to grab you, when you've played these games enough. BTW, all characters can also throw opponents while both are jumping! ROLLING. By hitting WP+WK, you become invulnerable and roll towards the foe. If you hit B+WP+WK, you roll away from the foe. The only thing that can hit you when you're rolling is a grapple, but note that a roll is fairly short and you can get hit by things while coming out of it. UKEMI. When you're knocked down by most attacks (not by pop-ups), you can Roll while hitting the ground, so you can avoid sitting on the floor for a million years. JUGGLING. Most of the time, when someone gets knocked off their feet, they just fall down. Even if they're sent sailing through the air, they're invulner- able, and no techniques will hit them. However, in a few certain instances, they fall a certain way that you can get in another attack or two on them while they're in the air. This has come to be known as "juggling" in the US, but it's called "air combo" in Japan. HEAVY ATTACK. By hitting SP+SK, you'll perform an attack that kocks the foe way back to the opposite side of the screen. HEAVY ATTACK CANCEL. By hitting SP+SK while guarding an attack, you can re- taliate with a Heavy Attack. This uses a level of super energy, but is some- times the only way to get foes off your back who are just constantly swarming you with attacks. POP-UP. By hitting D+SP+SK, you'll knock the opponent up in the air, leaving them succeptible to a juggle (or air combo). TOKUGIWAZA. "Special Attacks," in Japanese, these are usually called "Command Attacks" in the US. Neither name really fits too well, to be honest, since any "Hissatsuwaza" is called a "special attack" in English and since said Hissatsuwaza need commands to be entered for them, too. These are normal attacks that require joystick input, such as F+WP. Other normal attacks (besides other tokushuwaza, of course) can be canceled into these such like Hissatsuwaza and super moves. Tokushuwaza can also be cancel- ed into Hissatsuwaza and supers. HISSATSUWAZA. Sometimes just translated "special attacks," sometimes literally translated as "sure-killing techniques," these are your character's bread-and- butter, standby, "special powers." These are any move that does not take off super energy but usually has some crazy effect like throwing out a fireball. Almost all normal attacks and Tokushuwaza can be canceled into these. SUPER GAUGE. To gain super energy, you have to either taunt, get hit, or have your move guarded. In that way, this game is different from most other 2d fighters, where you generally gain energy by performing special moves, regard- less of whether they hit or not. Note that you don't seem to gain energy when your moves hit the opponent, either. So, it's a good strategy to knock the guy down, then taunt! BURST. Whenever you gain a new "stock" of super level energy, in other words, whenever that number at your super gauge goes up, your character will pause and get a glowing aura around them. They are invulnerable at that time, and the aura will hit unsuspecting foes, setting them up for juggles. Also, it will make you regain all of your "red" damage. The Burst is considered a normal attack; it does not cause damage to a guard- ing foe. If you were knocked down or are performing most combos while your stock increased, you will get the burst after the animations for your moves or recovery have ended. So, if you're beating someone up, pay attention to their gauge! You may have to just sit back and wait for them to have their Burst after your attack hits. In my opinion, this is the most frustrating and annoying aspect of the game- play. RED DAMAGE. You may notice that you have a little bit of red after the normal part of your life gauge. This amount can be gained back when you gain a level of super energy. This red amount also slowly regains as you are neither guarding nor being hit by enemy attacks. With the next successful attack you suffer, however, you'll get robbed of all the red damage you hadn't gained back yet, and be given a new, smaller amount. SUPER MOVES. There are three kinds of supers in this game: STRESS SHOOT. This takes off one level of super energy. IPPATSU OUGI. The name means "one-hit special attack," or something like that anyway, which is weird because they generally hit many times. This is your "level 2" super; it takes off two levels of super energy. KINJITE. The name means "forbidden technique." This powerful attack drains three levels of super. Only a few characters have these. STRINGS. These are combos, like chain combos in other games, where you can perform several "normal" moves in a row. Almost all of the moves in a string can be canceled into Tokushuwaza, Hissatsuwaza, or supers. ---------------- III. Characters ---------------- I should say a few things before I just throw out these moves. First of all, the profile listed is the official one from the Japanese Noise Factory website, so it's the character's actual, "official" information. Sorry if the translat- tion's a little goofy. Also, I'll try and say all the attributes for every move, but notice that I didn't label every jumping move as an aerial move. Why? Because it should be pretty obvious that jumping attacks are aerial. IIIa. Gouketsuji O-UME / SUPER UME ----------------------------------- OFFICIAL PROFILE: Age: 80 Sex: Female Blood Type: ??? Attack Specialty: Surprising kicks and thrusts Ume is the present head of the Gouketsuji family. She is a wicked woman who will not rest until she has dispatched with her younger sister. MY OBSERVATIONS: Ume isn't quite as strong as Tane, in my opinion, but she's still pretty good. Transforming into the younger form is nice; it stuns the person and offers a long period of invulnerability when you turn back. She's got an amazingly damaging combo using both her Ippatsu Ougi and Stress Shoot. MOVES LIST: (REGULAR) UME: ---Normal Moves--- WP - Straight Knife Thrust Jab* SP - Leaning Roundhouse Punch* WK - Thrusting High Back Kick* SK - Drop Kick* Animated like an air move, but really a ground move. Close WP - Straight Jab Fist* Close SP - Hyakuretsuken* 3 hits. Close WK - Crane-Like Shin Kick* Close SK - "Hooray!" Body Roundhouse* Jumping WP - Aerial Knife Thrust Jab* Straight Jumping SP (U, SP) - Strong Knife Hand* Jumping SP (UF / UB, SP) - Downward Double Punch* Jumping WK - Crane-Like Downward Double Kick* Straight Jumping SK (U, SK) - Forward Snap Kick* Jumping SK (UF / UB, SK) - Twin Downward Kicks* 2 hits. Crouching WP - Crouching Knife Thrust Jab* Low. Crouching WK - Crouching Crane-Like Low Kick* Low. Crouching SP - Crouching Face Knife Hand* Crouching SK - Sweep Kick* Low Knockdown. Running P - Running Knife Hand* Running K - Sliding Stomach Kick* Knocks back. SP+SK - Heavy Hook* Knocks back. Crouching SP+SK - Uppercut* Pop-up. ---Throws--- Close F / B+SP - Chuu, chuu Ume kaina (Kiss, Kiss, Ume changes!) TRANSFORMATION MOVE. Air Close F / B+SP - Aerial Shoulder Toss* ---Tokushuwaza--- DF+WK - Sliding Kick* Low. Air D+WK - Falling Kick* 2 hits. Knocks down. ---Strings--- Crouching SP, SP WK, WK, WK (not close) ---Hissatsuwaza--- QCT+P - Gansaishi (Boulder-Crushing Teeth) Projectile. SP goes faster than WP. F,D,DF+P - Ikakugan (Menacing Face) Once off the ground, can be air blocked. SP hits 2 times, WP hits once. SP moves farther than WP. Running F,D,DF+P - Dash Ikakugan (Running Menacing Face) 4 hits. Once off the ground, can be air blocked. HCB+P - Ryuuseiranbudan (Meteor Shower Shots) Projectiles. SP fires 5 shots; WP fires 2. Air QCT+K - Tenbukyaku (Sky Dance Kick) SK travels farther; hits 4 times. WK hits 3 times. Both knock down. ---Stress Shoot--- QCT, QCT+P or K - Pillar of Fire* WP - Pillar is behind Ume SP - Pillar is 1/2 screen in front of Ume WK - Pillar is near Ume SK - Pillar is across the screen from Ume (Pillar will not appear in corner; it appears slightly into the stage instead) (all Pop-Up for air throws) --Ippatsu Ougi--- QCB, HCT+SP - Spirit Mirror: Kiss Kiss* Pop-Up. --Kinjite-- QCT, QCT, QCT+SP - Super Pillars of Fire* 4 hits. Pillars appear under opponent. SUGGESTED COMBOS Close SP, DF+WK, QCT+SP - 5 hits Close SP, DF+WK, F,D,DF+SP - 6 hits (hard) Close SP (1st 2 hits), DF+WK, F,D,DF+SP - 5 hits WK, WK, WK, DF+WK, QCT+SP - 5 hits Not as damaging as the "Close SP" or Crouching SP, SP combos. Cross-Up Jumping SP, Crouching SP, SP, DF+WK, QCT+P - 5 hits Crouching SP, SP, QCB, HCT+SP, QCT, QCT+SP, Air Throw - 8 hits For best damage, wait until during the third kiss to initiate Stress Shoot. If timed correctly, damage will not be adjusted because character will be released. However, they cannot air guard the super move. Don't do it too late, or they'll land and be able to guard it on the ground! Cross-Up Jumping SP, Crouching SP, SP, QCB, HCT+SP, QCT, QCT + SP, Air Throw - 9 hits (See note above. Although one more hit is added, damage is very similar) Crouching SP, SP, QCT, QCT+SP, Air Throw - 7 hits Crouching SP+SK, QCT, QCT+SP, Air Throw - 6 hits Crouching SP+SK, QCB, HCT+SP, QCT, QCT+SP, Air Throw - 7 hits (See note above.) Crouching SP+SK, QCT, QCT, QCT+SP - 5 hits Crouching SP+SK, F,D,DF+SP - 3 hits Running P, F,D,DF+SP - 5 hits Running P, DF+WK, F,D,DF+SP - 4 hits (more damage) Running P, QCT, QCT+SP, Air throw - 6 hits Running P, QCB, HCT+SP, QCT, QCT+SP, Air Throw - 7 hits (See note above.) Jumping QCT+K, Crouching WK, Crouching WK, DF+WK, F, D, DF+SP - 8-9 hits The final air hit must land very low. SUPER UME (after ground throw): ---Normal Moves--- WP - Jab Punch* SP - Step-In Backfist* WK - Knee* SK - High Roundhouse* Close SP - Harite* Close SK - Spin Kick* Jumping WP - Downward Straight Punch* Jumping SP - Downward Overhead Hammer Punch* Jumping WK - Downward Straight Kick* Jumping SK - Leaping High Kick* Crouching WP - Low Jab* Low. Crouching SP - Crouching Harite* Crouching WK - Low Straight Kick* Low. Crouching SK - Turning Sweep* Low knockdown. Running P - Epee Thrust Punch* Running K - Spin Kick* Knocks back. SP+SK - Flipping Overhead Double Kick* Knocks back. Crouching SP+SK - Crouching Handplant Lift Kick* Pop-Up. ---Throws--- Close F / B+SP - Hurl Downward* Air Close F / B+SP - Double-Armed Hurl Downward* ---Tokushuwaza--- DF - Approaching Crawl* Not an attack; cannot be used to cancel moves. ---Strings--- Crouching SP, SP ---Hissatsuwaza--- QCT+P - Chourenka (Peach Love Fire) Aerial projectile. WP angles down, SP angles up. 2 hits. QCB+P - Koushokuheki (Rainbow-Colored Wall) WP hits once, SP hits twice. Running QCB+P - Dash Koushokuheki (Running Rainbow-Colored Wall) 4 hits. SUGGESTED COMBOS: Running P, QCB+P - 5 hits Crouching SP, SP, QCB+P - 4 hits Jumping SP, Crouching SP, SP, QCB+P - 5 hits Crouching SP+SK, QCB+P - 3 hits ENDING: (Picture of Ume pointing to outer space) I'd love to go to space just once! (Picture of Ume in a space suit) When I got to space, you know what I thought? (Picture of Ume in a space suit, looking determined) I'm gonna become the strongest in the solar system! (Picture of Ume standing on a satellite) Haaah-hahahahahahah! IIIb. Kokuuin KANJI -------------------- OFFICIAL PROFILE: Age: 84 Sex: Male Blood Type: O Attack Specialty: Cane and Loincloth Kanji often appears to be doting and then secretly attacks and can turn into a brawny, steroids-pumped muscleman, just like XXcke the Superman can*. He just wants to spend his few, remaining years being waited on hand-and-foot by beautiful women at lush banquets. *--This is a common technique in Japanese pop culture that's similar to "just like a certain superman can..." or something. They mean "Locke the Superman," but they put circles in place of two of the kana. MY OBSERVATIONS: This guy's great. I don't care too much for Dragonball, to be honest, but he'd be right at home in a Toriyama cartoon. In Matrimelee, only the withered, old form existed, but in this game, his strong form is really a force to be reckoned with. MOVES LIST: SUPER KANJI: (you start as Super Kanji) ---Normal Moves--- WP - Straight Jab* WK - Sliding Snap Kick* SP - Backhand Slap* SK - Jumping Side Kick* Aerial in animation only; truly a ground move Close WP - Knife Hand* Close SP - Double Palm Push* Close WK - Snap Kick* Close SK - Side Kick* Jumping WP - Downward Knife Hand* Straight Jumping SP (U, SP) - Jumping Backhand Slap* Jumping SP (UF / UB, SP) - Overhead Chop* Jumping WK - Downward Thrust Kick* Straight Jumping SK (U, SK) - Jumping Side Kick* Jumping SK (UF / UB, SP) - Leaping Lift Kick* Crouching WP - Crouching Knife Hand* Low. Crouching SP - Crouching Backhand Slap* Crouching WK - Crouching Straight Kick* Low. Crouching SK - Sweep* Low knockdown Running P - Body Press* Aerial in animation only; truly a ground move Running K - Slide* Knocks back SP+SK - Muscular Straight Punch* Knocks back Crouching SP+SK - Sliding, Crouching, Muscular Low Kick* Pop-Up ---Throws--- Close F / B+SP - Suplex* Air Close F / B+SP - Leg Toss* ---Tokushuwaza--- (none) ---Strings--- Crouching WK, SK ---Hissatsuwaza--- QCT+P - Migikinshuutai (Body Gaining Muscles Through Secret Techniques) Projectile. QP moves slower than SP. HCT+K - Isshakufuda (Beating with a One-Foot Cloth) SK hits twice and knocks down, but WK dizzies and pulls close. Next hit will be a pop-up to avoid infinite combos. Running HCT+K - Dash Isshakufuda (Running Beating with a One-Foot Cloth) Hits 4 times, knocks down. QCB+K - Henhitai (Single Flying Leg) WK hits once, SK hits twice. Knocks down. Aerial. Running QCB+K - Dash Henhiti (Running Single Flying Leg) Hits 4 times. Charge D, U+P - Ryuukouheki (Dragon's Mouth Wall) SP lasts longer, hits 2 times. Knocks down. ---Stress Shoot--- QCB, HCT+SK - Rush + Farts* TRANSFORMS. SUGGESTED COMBOS: Close SP, HCT+WK, Running P, HCT+K - 7 hits. Jumping SK, SP, HCT+WK, running P, HCT+K - 8 hits. Close SP, HCT+WK, Running P, QCB, HCT+SK - 15 hits. (REGULAR) KANJI: ---Normal Moves--- WP - Cane Whack* SP - Double-Handed Cane Whack* WK - Back Kick* SK - Side Kick* Close WP - Straight Jab* Close SP - Straight Cane-Holding Punch* Close WK - Shin Kick* Close SK - Extreme High Kick* Jumping WP - Holding the Cane* Straight Jumping SP (U, SP) - Bat Swing* Jumping SP (UF / UB, SP) - Cane Poke* Jumping WK - Leaping Side Kick* Straight Jumping SK (U, SK) - Drop Kick* Jumping SK (UF / UB, SK) - Flipping Straight Kick* Crouching WP - Crouching Jab* Low. Crouching SP - Double-Handed Whack* Crouching WK - Poke Kick* Low. Crouching SK - Sweep* Low knockdown. Running P - Triple Whack* Three hits. Running K - Side Kick* Knocks back. SP+SK - Double Kick* Knocks back. Crouching SP+SK - Pogo Knee* Pop-up. ---Throws--- Close F / B+SP - Kyuuingubaku (Sucking Energy, Silly Burst) TRANSFORMS. Dizzies. Air close F / B+SP - Cane Toss* ---Tokushuwaza--- F+WP - Balancing on the Pole* then: F / B - Hop* or U - Hop In Place* or D - Cancel* or P - Overhead Cane Whack* or K - Anti-Air Flip* ---Strings--- (none) ---Hissatsuwaza--- HCB+P - Genmeikikoudan (Life-Draining Energy Shot) Projectile. SP moves faster than WP. Tap P repeatedly - Gekijoujuujizuki (Violent Cane Cross Thrusts) WP - 6-7 hits, SP - 4-5 hits. Running Tap P repeatedly - Dash Gekijoujuujizuki (Running Violent Cane Cross Thrusts) 6 hits. HCT+K - Isshaku Fuda (Beating with a One-Foot Cloth) SK hits 2 times, knocks down. WK dizzies on a ground hit, but the next hit will become a pop-up to avoid infinite combos. F, HCT+P - Kyosuihizaryou (Feigned Sleeping Knee Mistreatment) SP travels farther. Cannot be air guarded while still a ground move. Knocks down. Running F, HCT+P - Dash Kyosuihizaryou (Running Feigned Sleeping Knee Mistreat- ment) 4 hits. Cannot be air guarded while still on the ground. Knocks down. ---Stress Shoot--- QCB, HCT+SK - Rush + Farts* --Ippatsu Ougi--- WK+SK, WK, WK, SK - Young Swordsman Transformation* SUGGESTED COMBOS: Crouching SP, HCT+WK, SK, Tap WP - 9 hits Crouching SP, HCT+WK, SP, Tap SP - 8 hits (easier; similar damage) Jumping SK, Crouching SP, HCT+WK, SK, Tap SP - 10 hits Crouching SP, HCT+WK, SK, QCB, HCT+SK - 16 hits Jumping SK, Crouching SP, HCT+WK, SK, QCB, HCT+SK - 17 hits Running P, HCT+WK, SK, QCB, HCT+SK - 18 hits Jumping SK, Crouching SP, HCT+WK, SK, SK+WK, WK, SK - 13 hits Running P, HCT+WK, SK, SK+WK, WK, SK - 14 hits ENDING: (Picture of a box called "Fusafusa* Quick Hair Potion: Drink Type." The box claims it has a "great effect.") I want secret hair growth formula from a certain country. (Picture of Kanji drinking potion) I'll drink it down, and get hair in an instant! (Picture of Kanji sighing) I can feel it working now.... (Picture of Kanji with a huge frock of hair, looking shocked. Caption: Shock!) I've grown hair... Really frizzy, messy hair.... *--"Fusafusa" is the Japanese onomatopoeia for long hair being tossed or blowing in the wind. IIIc. Hananokouji CLARA / SUPER CLARA -------------------------------------- OFFICIAL PROFILE: Age: 14 Sex: Female Blood Type: B Attack Specialty: Magic Wand It was a no-brainer that Clara would enter this tournament since she's a young girl who wants to try so many things. She'll aim for the victory using her power to transform that was previously sealed for some time! MY OBSERVATIONS: Designed by Murata Range (pronounced "Renji"), this magical girl was so popular that she actually had her own game at one time. I'm not 100% sure what's going on with that Super Clara design, but I can tell you that Clara definitely has some powerful Ippatsu Ougi that's very difficult to avoid. Her "Kurukuru Attack" is powerful, but don't be fooled--it's not invulnerable. Not at all, in fact; it turns out, most normal moves will just go right through it. MOVES LIST: (REGULAR) CLARA: ---Normal Moves--- WP - Wand Poke* SP - Wand Swipe* WK - Side Kick* SK - High Spin Kick* Close WP - Wand's End Poke* Close SP - Wand Bonk* Close WK - Foot Stomp* Low. Close SK - Jumping Double Kick* Actually a ground move. Jumping WP - Air Wand Bonk* Straight Jumping SP (U, SP) - Air Wand Swipe* Jumping SP (UF / UB, SP) - Double-Handed Bonk* Jumping WK - Dainty Downward Thrust Kick* Straight Jumping SK (U, SK) - Jumping Double Kick* Jumping SK (UF / UB, SK) - Body Kick* Crouching WP - Wand-Holding Jab* Low. Crouching SP - Low Wand Poke* Low. Crouching WK - Side Low Poke Kick* Low. Crouching SK - Gen's Low Kick* Low knockdown. Running P - Wand Thrust* Running K - Side Kick* Knocks back. SP+SK - Thrust Kick* Knocks back. Crouching SP+SK - Pretty Wand Uppercut* Pop-up. ---Throws--- Close F / B+SP - Wand Toss* Air close F / B+SP - Air Wand Toss* ---Tokushuwaza--- F+WP - Double-Handed Wand Bonk* Overhead. Air D+WK - Pretty Falling Kick* Knocks down. ---Strings--- Close WP, SP Close WK, WK, SK ---Hissatsuwaza--- QCT+P - Dream Mind Boomerang Projectile. SP moves faster than WK. QCB+K - Dream Turn Attack then F or B to steer WK hits once, knocks down. SK hits 7 times, knocks down on final hit. Air QCB+K - Air Dream Turn Attack Knocks down. SK travels farther. Running QCB+K - Dash Dream Turn Attack 5 hits. Knocks down on final hit. QCB+P - Miracle Attack Knocks down. SP creates a shockwave which hits low. F, HCT+K - Miracle Death Kiss Unblockable. TRANSFORMS. ---Stress Shoot--- QCT, QCT+SP - Transformation Shot* ---Ippatsu Ougi--- HCT, F, DF, D+SP, then SP - Giant, Crazy Bunny Doll* Unblockable. SUGGESTED COMBOS: Close WP, SP, F+WP, QCT+P - 4 hits Close WK, WK, SK, QCB+SK, F - 9 hits Jumping SK, Close WP, SP, F+WP, QCT+P - 5 hits Jumping SK, Close WK, WK, SK, QCB+SK, F - 10 hits Crouching SP+SK, QCT, QCT+P - 2 hits SUPER CLARA: ---Normal Moves--- WP - Knife Thrust* SP - Backhand* WK - Side Kick* SK - Double Skating Kicks* 2 hits. Close WP - Alternate Knife Thrust* Close SP - Uppercut* 2 hits. Close WK - Low Kick* Low. Close SK - Turning Roundhouse Kick* Jumping WP - Jumping Downward Jab* Straight Jumping SP (U, SP) - Overhead Swing Punch* Jumping SP (UF / UB, SP) - Jumping Downward Straight* Jumping WK - Knee* Straight Jumping SK (U, SK) - Double Kick* Jumping SK (UF / UB, SK) - Jumping Downward Kick* Crouching WP - Crouching Knife* Low. Crouching SP - Crouching Uppercut* Crouching WK - Crouching Side Kick* Low. Crouching SK - Sweep* Low knockdown. Running P - Uppercut* 2 hits. Running K - Thrust Kick* Knocks back. SP+SK - Backfist* Knocks back. Crouching SP+SK - Sweep* Pop-up. Low. ---Throws--- Close F / B+SP - Utchari* Air close F / B+SP - Hurl Downward* ---Tokushuwaza--- (none) ---Strings--- Crouching SP, SP Close WK, SK (3 hits) ---Hissatsuwaza--- QCB+K - Spark Barrier WK has closer effect range, SK hits farther. 3 hits. Knocks down. QCT+P - Spark Saving (straight) Projectile. SP moves faster. QCB+P - Spark Saving (angled) Projectile (angles up). SP moves faster. F, D, DF+K - Brilliant Rush WK hits 3 times, SK hits 5, moves faster and farther. Both knock down. Running F, D, DF+K - Dash Brilliant Rush 7 hits. Knocks down. SUGGESTED COMBOS: Close WK, SK, F, D, DF+WK - 6 hits. Crouching SP, SP, F, D, DF+WK - 5 hits (more damage). Jumping SP, Close WK, SK, F, D, DF+WK - 7 hits. Jumping SP, Crouching SP, SP, F, D, DF+WK - 6 hits. Running P, F, D, DF+K - 9 hits. ENDING: (Picture of Clara dreaming about a theme park with the name "[Circle, X, Square, Triangle]Land")
I wanna get Happyland, which I love so much, given to me--just me!

(Pictures of Clara enjoying Happyland)
Then, we'll do everything the way I want it!

(Picture of Clara with big, starry eyes, with pictures in the background)
I'm the happiest ever--!


IIId.  Ooyama REIJI
-------------------

OFFICIAL PROFILE:

Age:  26
Sex:  Male
Blood Type:  A
Attack Specialty:  Well-balanced

Reiji is really just a straight-shooting, simple fool.  He's a stoic man whose
aim in life is to become stronger, testing his karate.

MY OBSERVATIONS:

You may think Reiji is the Ryu of this game--and is, therefore, the favorite.
Well, he's not.  He does have a few good tricks up his sleeves and can pressure
people fairly well, but there are definitely more powerful characters in this
game.

MOVES LIST:

---Normal Moves---
WP - Jab*
SP - Straight*
WK - Shin Kick*
  Low.
SK - Roundhouse*
Close WP - Quick Uppercut*
Close SP - Uppercut*
  2 hits.
Close WK - Face Kick*
Close SK - Jumping Side Kick*
  Actually a ground move.
Jumping WP - Elbow*
Straight Jumping SP (U, SP) - Downward Punch*
Jumping SP (UF / UB, SP) - Downward Straight Punch*
Jumping WK - Knee*
Straight Jumping SK (U, SK) - Downward Kick*
Jumping SK - Downard Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Crouching Low Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Uppercut*
Running K - Roundhouse*
  Knocks back.
SP+SK - Overhead Elbow*
  Knocks back.
Crouching SP+SK - Crouching Pop-Up Kick*
  Low pop-up.

---Throws---
Close F / B+SP - Tomoenage*
Air Close F / B+SP - Single-Handed Hurling Down*

---Tokushuwaza---
F+WP - Overhead Hook*
  Overhead
DF+WK - Elbow Drop, Mule Kick*
  2 hits.  2nd knocks down, 1st is an aerial attack.

---Strings---
Crouching SP, SP
Close WK, SK

---Hissatsuwaza---
Tap K repeatedly - Raikoukyaku (Thunder Roaring Kick)
  WK hits 4-6 times, SK hits 2-5 times.
Running Tap K repeatedly - Dash Raikoukyaku (Running Thunder Roaring Kick)
  9 hits.
QCT+P - Gekishouhadouha (Violent Palms Breaking Wave)
  Projectile.  SP moves faster than WP.
F, D, DF+P - Ryuuenshou (Flowing Rising Flames)
  2 hits.  Second hit knocks down.
Running F, D, DF+P - Dash Ryuuenshou (Running Flowing Rising Flames)
  4 hits.  Knocks down.
Air QCB+K - Shouenbu (Rising Waltz)
  2 hits.  Knocks down.
HCB+K - Kouryuurengekiha (Falling Dragon Beating)
  8 hit throw.

---Stress Shoot---
HCB, F+SP - Rush*
  9 hit knockdown.
  Then: F, D, DF+SP - End*
  Knockdown.  Enter on hits 1-7 of the combo.  You won't get any more damage....

---Ippatsu Ougi---
QCT, QCT+SP - Tiger Head*
  Knockdown.

SUGGESTED COMBOS:
Crouching SP, SP, DF+WK, F, D, DF+SP - 6 hits.
Crouching SP, SP, HCB, F+SP - 11 hits.
Jumping SP, Close SK, DF+WK, F, D, DF+SP - 6 hits.
Jumping SP, Close SK, HCB, F+SP - 11 hits.
Crouching SP+SK, QCT, QCT+SP - 2 hits.

ENDING:
(Picture of Reiji sitting in a director's chair)
I wanna make my movie, "To Be A Man."

(Picture of Reiji standing with a clenched fist and one where he's in a 
 director's chair, yelling through a megaphone.  Captions:  Starring Ooyama 
 Reiji.  Directed by:  Ooyama Reiji)
Of course, I'll star in it and direct.

(Movie poster of Reiji standing in front of an ocean wave, giving a "thumbs up."
 Captions:  "To Be A Man."  "Starring:  Ooyama Reiji.")
It's gonna show around the world!


IIIe.  Wayne, KEITH
-------------------

OFFICIAL PROFILE:

Age:  26
Sex:  Male
Blood Type:  O
Attack Specialty:  Knocking 'em up and tossing 'em down

Keith is a young miscreant whose weakness is a woman's tears.  He's a character
you can use in a standard manner with jumping attacks and anti-airs.*

*--Yes, that's what it actually says in his official bio.

MY OBSERVATIONS:

This is the most popular character in Japan.  It used to be Clara, but, for
some reason, Keith just overtook her.  He is a fairly powerful character.  You
may think you're playing the standard, "American-guy" stock character in any
fighting game when you pick him.

MOVES LIST:

---Normal Moves---
WP - Straight Jab*
SP - Backfist*
WK - Roundhouse*
SK - Straight Kick*
Close WP - Quick Uppercut*
Close SP - Uppercut*
  2 hits.
Close WK - Knee*
Close SK - Spinning Kick*
Jumping WP - Downward Jab*
Jumping SP - Downward Punch*
Jumping WK - Leaping Straight Kick*
Straight Jumping SK (U, SK) - Turning Kick*
Jumping SK (UF / UB, SK)- Jumping Side Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Low Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Haymaker*
Running K - Jumping Straight Kick*
  Really a ground move.  Knocks back.
SP+SK - Haymaker*
  Knocks back.
Crouching SP+SK - Uppercut*
  Pop-up.

---Throws---
Close F / B+SP - Kneeplant to Face Kick*
Air Close F / B+SP - Kneeplant to Face Kick*

---Tokushuwaza---
F+WK - Heel Drop*
  Overhead
F+SK - Step-In Side Kick*

---Strings---
Close SP, SP
  Can cancel first move at 1st or 2nd hit; 2 or 3 hits.
Close WK, SK

---Hissatsuwaza---
QCB+P - Lightening Slash
  Projectile.  SP moves faster than WP.
Charge B, F+P - Knuckle Bomber
  SP moves faster, hits 2 times, SP hits 3.  Both knockdown on final hit.
QCB+K - Rolling Cannon
  WK hits once, SK hits 3 times.  Knockdown.
Running QCB+K - Dash Rolling Cannon
  5 hits.  Knockdown.
QCT+K - Spiral Kick
  WK knocks down.
  After SK version:
  QCT+K - Air Kicks*
  2 hits.
  Then:
    QCT+WK - Heel Drop*
      Overhead.  Knocks down.
    QCT+SK - Sweep*
      Low.  Knocks down.
Air QCT+K - Aerial Spiral Kick
  WK knocks down.  SK hits 3 times; no knockdown.

---Stress Shoot---
QCB, HCT+SP - Ground Flames, Rush*
  Then:
  QCB, HCT+SP - Uppercut to Rolling Cannon*
    Cancel first move at hits 1-6.  Does slightly more damage at the 6th hit.

---Ippatsu Ougi---
QCT, QCT+SP - Sliding Uppercut to Flame Pillar
  Pop-up, but only air throws connect.

SUGGESTED COMBOS:
Close WK, SK, F+SK, F, D, DF+SK - 6 hits.
Close WK, SK, F+SK, QCB, HCT+SP - 11 hits.
Close WK, SK, F+SK, QCB, HCT+SP 6 hits, QCB, HCT+SP - 16 hits.
Close SP, SP, QCT, QCT+SP, Air throw - 6 hits.
Jumping SK, Close WK, SK, F+SK, QCB, HCT+SP 6 hits, QCB, HCT+SP - 17 hits.
Jumping SK, Close SP, SP, QCT, QCT+SP, Air throw - 7 hits.

ENDING:
(Picture of three girls)
Let's all go play together.

(Picture of Keith and girls in swimwear on lounge chairs)
My wish is to go have fun with beautiful girls in an island in the south seas.
How fun!

(Picture of Keith showing off his biceps to some girl)
A man should be strong!


IIIf.  Hamilton, ANNY
---------------------

OFFICIAL PROFILE:

Age:  23
Sex:  Female
Blood Type:  AB
Attack Specialty:  Attack from various angles

Polishing up on her womanly attributes, Anny is hoping to get Keith's attention.
Her attractive element is her "princess" nature, which is made up of honesty
and pride, complexly layered.

MY OBSERVATIONS:

Nobody I've ever known has spelled her name "Anny," but that's OK.  It's a
little hard to say exactly what they were going for with her, but she is
definitely a "girly-girl."  She's reasonably powerful--maybe, she's to this
game as Athena is to the KOF series.

MOVES LIST:

---Normal Moves---
WP - Straight Jab*
SP - Slap*
WK - Straight Kick*
  Anny moves slightly forward.
SK - Spin Kick*
Close WP - Jab*
Close SP - Uppercut*
  2 hits.
Close WK - Knee*
Close SK - Flip Kick*
Jumping WP - Dismissive Palm*
Straight Jumping SP (U, SP) - Long Hammer Punch*
Jumping SP (UF / UB, SP) - Hammer Punch*
Jumping WK - Downward Kick*
Straight Jumping SK (U, SK) - Jumping Shin Kick*
Jumping SK (UF / UB, SK) - Straight Kick*
Crouching WP - Crouching Jab*
  Low
Crouching SP - Crouching Straight*
  Low
Crouching WK - Low Kick*
  Low
Crouching SK - Sweep*
  Low.  Anny moves slightly forward.
Running P - Slap*
Running K - Spin Kick*
  Knocks back.
SP+SK - Spin Kick* 
  Knocks back.
Crouching SP+SK - Somersault Pop-Up*
  2 hits.  2nd hit is a pop-up.

---Throws---
Close F / B+SP - Uwatenage*
Air Close F / B+SP - Air uwatenage*

---Tokushuwaza---
DF+WP - Uppercut Slap*
F+WK - Handplant Kick*
  2 hits.  Overhead.

---Strings---
Close WP, SP
Crouching WK, SK

---Hissatsuwaza---
Hold SK, release - Anny Dynamic
  Must charge 3 seconds.  After 5 seconds, move does more damage.
QCT+P - Swanee Crush
  Projectile.  SP arcs up at the end of its path; WP moves straight.
F, D, DF+SP - Rainbow Rise
  SP hits 3 times, WP hits twice.  Both knock down.
Running F, D, DF+SP - Dash Rainbow Rise
  Hits 4 times.  Knocks down.
Air QCT+P - Photon Burst
  Projectile.  WP travels at shallower angle than SP.

---Stress Shoot---
HCB, HCB+SP - Atomic Throw
  Rolls, attempts throw, rolls back if misses.

---Ippatsu Ougi---
QCB, HCT+SP - Angel Fire*
  First projectile is unblockable

SUGGESTED COMBOS:
Hold SK, Close WP, SP, DF+WP, Release SK - 4 hits
Close WP, SP, DF+WP, QCT+SP - 4 hits
Close WP, SP, DF+WP, QCB, HCT+SP - 11 hits
Jumping SK, Crouching WK, SK, QCT+SP - 4 hits
Jumping SK, Crouching WK, SK, QCB, HCT+SP - 11 hits

ENDING:
(Picture of Anny dreaming, words in the background:  "English-Style," "Thai-
 Style," "Aroma," "Balinese-Style."  The others are just symbols.)
I wanna go get a full massage and body therapy course.

(Picture of Anny in a bathtowel, one on her head)
The best beauticians in the world have polished up my looks....
How wonderful!

(Glamour shot of winking Anny)
Now, even *he* will dream of me!


IIIg.  CHINNEN (Chan Nim / Chen Nian)
-------------------------------------

OFFICIAL PROFILE:

Age:  36
Sex:  Male
Blood Type:  B
Attack Specialty:  Strange Chinese Martial Arts + Lust Power

Chinnen, a monk who smells like blood, attacks by gathering up his lusts and
turning them into power.  As usual, he's just a man going through his mid-life
crisis.

MY OBSERVATIONS:

I don't understand the whole "cat" thing most of all.  What the heck??  Anyway,
you can see him eating onigiri before the fight--obviously, because of the
lust for food.  This guy's joke is obviously that monks are supposed to surpress
such urges rather than thrive on them.  He's also an extremely powerful
character.

MOVES LIST:

---Normal Moves---
WP - Jab*
SP - Shokuzuki*
WK - Face Kick*
  Chinnen moves forward slightly.
SK - Jumping Side Kick*
  Ground move.  Chinnen moves forward slightly.
Close WP - Body Jab*
Close SP - Uppercut*
Close WK - Shin Kick*
  Low.
Close SK - High Kick*
Jumping WP - Knife Thrust*
Straight Jumping SP (U, SP) - Straight*
Jumping SP (UF / UB, SP) - Jumping Beng Quan*
Jumping WK - Straight Kick*
Straight Jumping SK (U, SK) - Jumping Side Kick*
Jumping SK (UF / UB, SK) - Downward Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Low Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Palm Thrust*
Running K - Jump Kick*
  Ground move.  Knocks back.
SP+SK - Iron Head*
  Knocks back.
Crouching SP+SK - Uppercut*
  Pop-up.

---Throws---
Close F / B+SP - Utchari*
Air Close F / B+SP - Single-Handed Hurl Down*

---Tokushuwaza---
F+WK - Twin Jump Kicks
  Really ground moves, 2 hits.
DF+WK - Slide
  Low.

---Strings---
Close WP, WK
Close SP, SK

---Hissatsuwaza---
F, B, F+P - Rekkouken (Rending Light Fists)
  13 hits, knocks down.  SP ends in an uppercut; WP ends in a straight.
Running F, B, F+P - Dash Rekkouken (Running Rending Light Fists)
  13 hits, knocks down.
HCB+P - Rengokureiha (Refining Hell Spirit Blast)
  Projectile moves faster for SP.
Air HCB+P - Kuuchuu Rengokureiha (Aerial Refining Hell Spirit Blast)
  WP creates a sphere that stays in place; SP launches skull.
HCT+K - Senkourekkyaku (Flashing Violent Kicks)
  WK hits twice; SK hits 3 times.  Both knock down.
Running HCT+K - Dash Senkourekkyaku (Running Flashing Violent Kicks)
  4 hits.  Knocks down.
HCT+P - Jubakufu (Cursing Talisman)
  Projectile.  Holds opponent in air for extra hits.  SP moves faster than WP.

---Stress Shoot---
Hold WP, Hold WK, SP - Skeleton*
  Projectile.  (press and hold the noted buttons in order)

---Ippatsu Ougi---
QCB, HCT+SP - Rush*

---Kinjite---
During Burst, F, B, F, B, F, B, F, B, F - Rush EX*

SUGGESTED COMBOS:
Close SP, SK, F+WK, HCT+SK - 7 hits.
Close SP, SK, DF+WK, F, B, F+P - 16 hits.  (less damage)
Jumping SK, Close SP, SK, DF+WK, HCT+SK - 7 hits.
HCT+P, Jumping SK, Close SP, SK, F+WK, HCT+SK - 9 hits.
Jumping SK, Close SP, SK, F+WK, Hold WP, Hold WK, SP - 7 hits.
Burst (double counter hit), F, B, F, B, F, B, F, B, F - 12 hits.

ENDING:
(Picture of Chinnen thinking about varios kinds of food)
My wish is to travel the world for dining!

(Picture of Chinnen in a plane, flying about the world)
Eat, eat, eat!  Ha ha ha ha ha!

(Caption:  1 week later....)

(Picture of fat Chinnen with bamboo steamers next to him)
Only ten more countries to go....  Whew!


IIIh.  Verte, ANGELA
--------------------

OFFICIAL PROFILE:

Age:  29
Sex:  Female
Blood Type:  O
Attack Specialty:  Whip and Strong-Yet-Supple Body

Angela is a passionate, bewitching woman.  It's been said that she's built up
her body attacks, which are loved by men(?) around the world, even more.

MY OBSERVATIONS:

Angela wasn't included in Matrimelee, but she's back this time.  There were a
few games in the '90s that had these brawny, big women in them.  I guess people
got tired of every game having waifish, little schoolgirls who look so vulner-
able, but can inexplicably destroy these hulking brutes who clogged up every
game's roster.
  Anyway, she's a very powerful character.  Her standing, far strong punch is
a ridiculously fast and powerful move that can be canceled into anything.  The
strange thing here is that she's not really even a grapple character, although
she's the "rough 'n' tough" type.  She's actually quite fast--and, therefore,
very powerful.

MOVES LIST:

---Normal Moves---
WP - Chop*
SP - Overhead to Uppercut*
  2 hits.  Very fast!  Also, great range!
WK - Shin Kick*
  Low.
SK - Big Boot*
Close WP - Flick*
Close SP - Face Elbow*
Close WK - Side Low Kick*
  Low.
Close SK - Knee*
Jumping WP - Jumping Chop*
Straight Jumping SP (U, SP) - Double Downward Punch*
Jumping SP - Jumping Strong Punch*
Jumping WK - Butt Slam*
Straight Jumping SK (U, SK) - Upwards-Angled Kick*
Jumping SK - Downwards-Angled Kick*
Crouching WP - Crouching Knife Chop*
  Low.
Crouching SP - Uppercut*
Crouching WK - Straight Low Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Hook*
Running K - Straight Kick*
  Knocks Back.
SP+SK - Roll*
  Knocks Back.
Crouching SP+SK - Mule Kick*
  Pop-up.

---Throws---
Close F / B+SP - Face Ride*
Air Close F / B+SP - Downwards Face Ride*

---Tokushuwaza---
(none)

---Strings---
Crouching WK, SK

---Hissatsuwaza---
Charge B, F+P - Love Me Whip
  Knocks down.  3 hits.  WP attacks upwards; SP attacks downwards.
HCB+P - Thunder Wall
  Knocks down.  WP hits 3 times, SP hits 5 times.
Running HCB+P - Dash Thunder Wall
  Knocks down.  7 hits.
Charge B, F+K - Angela Body Attack
  Knocks down.  WK hits 3 times, SK hits 4 times.
Air QCT+K - Smash Kick
  Knocks down.

---Stress Shoot---
QCT, HCB+SP - Rush*

---Ippatsu Ougi---
QCT, HCB+SK - Headbutts, Powerslams, Toss, and Jump Kick*

SUGGESTED COMBOS:
SP (far), HCB+WP - 5 hits.
SP (far), Charge B, F+P - 5 hits.
SP (far), Charge B, F+WK - 5 hits.  All three combos do similar damage.
Jumping SK, Crouching WK, SK, Charge B, F+WK (or other two enders)
SP (far), QCT, HCB+SP - 10 hits.
SP (far), QCT, HCB+SK - 4 hits.
Jumping SK, Crouching WK, SK, QCT, HCB+SP - 11 hits.  Does less than far SP.
Jumping SK, Crouching WK, SK, QCT, HCB+SK - 5 hits.  Does less than far SP.

ENDING:
(Picture of Angela standing with arms folded)
I want a white tiger.

(Picture of a mean-looking, white tiger)
How cute~!  Be a good boy, now.

(Picture of tiger smiling under his mistress's arm)
His name's Minino.*

*--Probably a pun on "mini."


IIIi.  Gouktsuji O-TANE
-----------------------

OFFICIAL PROFILE:

Age:  80
Sex:  Female
Blood Type:  ???
Attack Specialty:  Oppressive kicks and thrusts

As the younger twin of Ume, she's got the same basic techniques. Her wishes have
to do with the bullying she got in the past!

MY OBSERVATIONS:

Tane is one of the best characters.  She's very strong and can keep pressuring
like mad.  Anyone who has large combos off of a weak attack is good--especially
off of a low one.  Like her twin sister, Ume, she's one of the signature pieces
to the Gouketsuji Ichizoku games.

MOVES LIST:

(REGULAR) TANE:

---Normal Moves---
WP - Straight Knife Thrust Jab*
SP - Leaning Roundhouse Punch*
WK - Thrusting High Back Kick*
SK - Drop Kick* 
  Animated like an air move, but really a ground move.
Close WP - Straight Jab Fist*
Close SP - Twin Palms*
  2 hits.
Close WK - Crane-Like Shin Kick*
Close SK - "Hooray!" Body Roundhouse*
Jumping WP - Aerial Knife Thrust Jab*
Straight Jumping SP (U, SP) - Strong Knife Hand*
Jumping SP (UF / UB, SP) - Downward Double Punch*
Jumping WK - Crane-Like Downward Double Kick*
Straight Jumping SK (U, SK) - Forward Snap Kick*
Jumping SK (UF / UB, SK) - Twin Downward Kicks*
  2 hits.
Crouching WP - Crouching Knife Thrust Jab*
  Low.
Crouching WK - Crouching Crane-Like Low Kick*
  Low.
Crouching SP - Crouching Face Knife Hand*
Crouching SK - Slide*
  Low Knockdown.
Running P - Running Knife Hand*
Running K - Sliding Stomach Kick*
  Knocks back.
SP+SK - Heavy Hook*
  Knocks back.
Crouching SP+SK - Uppercut*
  Pop-up.

---Throws---
Close F / B+SP - Chuu, chuu Tane kaina (Kiss, Kiss, Tane changes!)
  TRANSFORMATION MOVE.
Air Close F / B+SP - Aerial Shoulder Toss*

---Tokushuwaza---
DF+SP - Sliding Approach, Hyakuretsuken*
  4 hits.  Overhead.
Air D+WK - Falling Kick*
  Knocks down.  Hits twice.
DF - Forward Crawl*
  Not an attack; cannot be canceled into.

---Strings---
Close SP, SP (2nd SP can come after the 1st or 2nd hit of Close SP)
WK (far), WK
Crouching WK, WK, SK

---Hissatsuwaza---
Charge B, F+P - Gansuishi (Boulder-Crushing Teeth)
  Projectile.  SP goes farther than WP.  4 hits.
Charge B, F+K - Ikakugan (Menacing Face)
  Projectile.  Knocks down.  SP hits twice, moves farther than WP.
HCB+P - Ryuuseiranbudan (Meteor Shower Shot)
  Throw.  6 hits.
Charge D, U+K - Tenbukyaku (Sky Dance Kick)
  WK hits once, SK hits twice and moves farther.

---Stress Shoot---
QCT, QCT+SP - Chouikakugan*

---Ippatsu Ougi---
QCB, HCT+SP - Spirit Hand*
  Unblockable.

---Kinjite---
QCT, QCT, QCT+SP - Triple Ikakugan*

SUGGESTED COMBOS:
Close SP (1st hit), SP, DF+SP, HCB+P - 12 hits.
Crouching WK, WK, SK, DF+SP (1st hit), HCB+P - 9 hits.
Jumping SP, Close SP (1st hit), SP, DF+SP, HCB+P - 12 hits.
Jumping SP, Crouching WK, WK, SK, DF+SP, Charge B, F+WK - 8 hits.
Jumping SK, Close SP (1st hit), SP, DF+SP, HCB+P - 13 hits.
Close SP, SP, DF+SP, QCT, QCT+SP - 8 hits.
Crouching WK, WK, SK, DF+SP, QCT, QCT+SP - 8 hits.
Jumping SP, Close SP, SP, DF+SP (3 hits), QCT, QCT+SP - 8 hits.
Jumping SK, Close SP (1st hit), SP, DF+SP, QCT, QCT+SP - 9 hits.
Crouching SP+SK, QCT, QCT, QCT+SP - 4 hits.



SUPER TANE (after ground throw):

---Normal Moves---
WP - Jab Punch*
SP - Step-In Backfist*
WK - Knee*
SK - High Roundhouse*
Close SP - Harite*
Close SK - Spin Kick*
Jumping WP - Downward Straight Punch*
Jumping SP - Downward Overhead Hammer Punch*
Jumping WK - Downward Straight Kick*
Jumping SK - Leaping High Kick*
Crouching WP - Low Jab*
  Low.
Crouching SP - Crouching Harite*
Crouching WK - Low Straight Kick*
  Low.
Crouching SK - Turning Sweep*
  Low knockdown.
Running P - Epee Thrust Punch*
Running K - Spin Kick*
  Knocks back.
SP+SK - Flipping Overhead Double Kick*
  Knocks back.
Crouching SP+SK - Crouching Handplant Lift Kick*
  Pop-Up.

---Throws---
Close F / B+SP - Hurl Downward*
Air Close F / B+SP - Double-Armed Hurl Downward*

---Tokushuwaza---
DF - Approaching Crawl*
  Not an attack; cannot be used to cancel moves.

---Strings---
Crouching SP, SP

---Hissatsuwaza---
QCT+P - Chourenka (Peach Love Fire)
  Aerial projectile.  WP angles down, SP angles up.  2 hits.
QCB+P - Koushokuheki (Rainbow-Colored Wall)
  WP hits once, SP hits twice.
Running QCB+P - Dash Koushokuheki (Running Rainbow-Colored Wall)
  4 hits.

SUGGESTED COMBOS:
Running P, QCB+P - 5 hits
Crouching SP, SP, QCB+P - 4 hits
Jumping SP, Crouching SP, SP, QCB+P - 5 hits
Crouching SP+SK, QCB+P - 3 hits

ENDING:
(Picture of Tane in a princess dress and tiara, laughing behind a fan)
I wanna host a ball!

(Picture of Tane dancing with well-dressed young man)
I'm the belle of the ball!

(Picture of Tane laughing behind her fan, being kissed by the young man on the
 hand)
Western style's not bad!


IIIj.  Hattori SAIZOU ("Saizo")
-------------------------------

OFFICIAL PROFILE:

Age:  25
Sex:  Male
Blood Type:  AB
Attack Specialty:  Ninjutsu

Saizou has succeeded in blocking the second phase of paralyzing agoraphobia.  He
plans to win the contest using his tricky techniques and faster-than-the-human-
eye speed!

MY OBSERVATIONS:

Obviously, his name is supposed to evoke the memory of Hattori Hanzou, a soldier
in the Sengoku (or "Warring States") Period of Japanese history.  Most usually
claim that Hattori was a ninja.  I don't know why he yells so much, nor do I
understand the whole "oh, no!--he's agoraphobic!" thing.

MOVES LIST:

---Normal Moves---
WP - Knife Thrust*
SP - Strong Knife Thrust*
WK - High Kick*
SK - Step-In Heavy Kick*
  Saizou moves forward slightly.
Close WP - Close Backhand*
Close SP - Body Blow*
Close WK - Knee*
Close SK - Heel Drop*
Jumping WP - Knife Thrust*
Straight Jumping SP (U, SP) - Straight*
Jumping SP (UB / UF, SP) - Strong Knife Thrust*
Jumping WK - Turn Kick*
Straight Jumping SK (U, SK) - High Side Kick*
Jumping SK (UB / UF, SK) - Side Kick*
Crouching WP - Crouching Knife Hand*
  Low.
Crouching SP - Crouching Strong Knife Hand*
  Low.
Crouching WK - Low Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Straight*
Running K - High Kick*
  Knocks back.
SP+SK - Body Blow*
  Knocks back.
Crouching SP+SK - Knee*
  Pop-up.

---Throws---
Close F / B+SP - Spinning Izuna Otoshi*
Air Close F / B+SP - Tumbling, Spinning Izuna Otoshi*

---Tokushuwaza---
DF+WK - Slide*
Air D+SK - Downward Thrust Kick*

---Strings---
Crouching SP, SP
Close WK, SK, SK

---Hissatsuwaza---
QCT+P - Ryuuenha (Dragonfire Blast)
  Projectile.  SP moves faster than WP.
QCB+P - Gokuenshouryuudan (Hellfire Rising Gust Bomb)
  Knocks down.  WP stays very close to Saizou; SP moves farther.
Air QCB+P - Shinkuusenpuuzan (Tremorous, Aerial Gale Slice)
  WP hits 5 times, travels at a shallower angle.  SP hits 7 times.  Knockdown.
HCT+K - Seienresshouzan (Blue Flame Tearing, Wounding Slice)
  SP hits twice; WP hits once.
Running HCT+K - Dash Seienresshouzan (Running Blue Flame Tearing Wounding Slice)
  4 hits.  Knocks down.
QCB+X - Feint
  (Saizou throws a fake bomb)

---Stress Shoot---
QCT, HCB+SP - Gokuougi Shouryuudan*
Air QCT, HCB+SP - Kuuchuu Gokuougi Shouryuudan*

---Ippatsu Ougi---
QCB, HCT+SK - Hisshou Rush*
  Saizou can move in while shadow is attacking.  Unblockable.

SUGGESTED COMBOS:
Crouching SP, SP, DF+WK, HCT+SK - 5 hits.
Close WK, SK, SK, DF+WK, HCT+SK - 6 hits.  (less damage)
Jumping SK, Close WK, SK, SK, DF+WK, HCT+SK - 7 hits.
Crouching SP, SP, QCB, HCT+SK, approach, SP+SK - 9 hits.
  If timed perfectly, the SP+SK will hit right at the 8th hit of the combo and
  will not be damage adjusted.

ENDING:
(Picture of Saizou with arms folded)
M-My dream...

(Picture of a large building.  Written on each floor, from the ground up:
 1F: Conversation Practice Room.  2F: Body Training Room.  3F: Explosives
 Labratory.  4F: Ninjutsu Practice Room.  5F: Shuriken Practice Room.)
...is to have my own, private gym.  Foo!

(Picture of Saizou with arms folded)
Then, I won't have to touch anyone to become stronger.

(Caption:  Is his agoraphobia acting up again?!)


IIIk.  WHITE Buffalo
--------------------

OFFICIAL PROFILE:

Age:  31
Sex:  Male
Blood Type:  A
Attack Specialty:  Giant Body

White is the silent sort, just like in the last game.  His specialty is the
long reach of his attacks because of his giant body.  Lately, it seems like he's
taken to collecting again....

MY OBSERVATIONS:

Wow.  You think he's bad?  See his final win pose.  Wow.  I almost think I don't
have to say anything.
  His ending is hilarious, too.
  Anwyay, he really is a very powerful character.  I'd say he's one of the
best, actually.

MOVES LIST:

---Normal Moves---
WP - Jab*
SP - Straight*
WK - Low Kick*
  Low.
SK - Roundhouse*
Close WP - Backhand*
Close SP - Uppercut*
  2 hits.
Close WK - Heel Kick*
  Low.
Close SK - Knee*
Jumping WP - Elbow*
Jumping SP - Jumping Downward Straight*
Jumping WK - Knee*
Straight Jumping SK (U, SK) - Upwards Kick*
Jumping SK (UF / UB, SK) - Strong Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Crouching Heel Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Uppercut*
Running K - Spin Kick*
  Knocks back.
SP+SK - Backfist*
  Knocks back.
Crouching SP+SK - Uppercut*
  Pop-up

---Throws---
Close F / B+SP - Jumping, Flipping Press*
Air Close F / B+SP - Jumping, Flipping Press*

---Tokushuwaza---
DF+WP - Body Check*
F+WK - Ready Knee*
  Reversal; guards 1 attack and retaliates with heavy kick.  Knocks back.

---Strings---
Close SK, SK

---Hissatsuwaza---
QCT+P - Arrow Shot
  Projectile.  SP moves faster.
F, D, DF+P - Tackle Blow
  2 hits.  Knocks down.
  Then:  F, D, DF+SP (SP Tackle Blow only) - Uppercut*
    Pop-up; only air throw connects afterwards.  Not a pop-up if this second hit
    actually combos!
Charge B, F+K - Buffalow Storm
  Projectile.  Knocks down.  SP can be charged for 17 stomps.  Actual kick is
  an anti-air attack.
Air QCB+P - Flying Elbow
  SP moves farther forward.

---Stress Shoot---
QCB, HCT+SP - Totem Pole

---Ippatsu Ougi---
HCB, HCB+SP - Brave Buffalo*
  Throw.

SUGGESTED COMBOS:
Close SP, DF+WP, F, D, DF+SP - 5 hits.
Close SK, SK, F, D, DF+SP - 4 hits.
Jumping SK, Close SP, F, D, DF+SP - 5 hits.
Jumping SK, Close SK, SK, F, D, DF+SP - 5 hits.  Same damage.
Close SP, DF+WP, QCB, HCT+SP - 8 hits.
Jumping SK, Close SP, QCB, HCT+SP - 8 hits.
Close SP, DF+WP, HCB, HCB+SP - 4 hits.
Jumping SK, Close SP (1st hit), DF+WP, HCB, HCB+SP - 4 hits.

ENDING:
(Picture of stoic-looking White, with arms folded)
What I want is...

(Picture of White with strange smile.  Caption:  A Priceless Tanuki Statue!*)

(Picture of tanuki statue)

(Picture of White hugging the statue)
How beautiful...!  His tummy's roundness is just wonderful!

*--A tanuki is a Japanese animal similar to a raccoon.  Their statues are found
 outside of merchants' shops often, with huge testicles to show how prolific
 they are--usually at tricking people and making sales / cons.  Supposedly, they
 can transform into people and try to trick them--though they aren't very smart.
 Putting the statue out is for good luck, to keep the tanuki away, maybe.


IIIl.  Kokuuin KINATAROU ("Kintaro") / Meiken POOCHIE
-----------------------------------------------------

OFFICIAL PROFILE:

Age:  7 years (3, when he's a dog)
Sex:  Male (also male when he's a dog)
Blood Type:  A (unknown when he's a dog)
Attack Specialty:  He always uses techniques that a brat would use.
  When he's a dog, he always fights like a dog.

Kintarou was unable to enter the tournament last time, so he disguised himself
as Poochie.  This time, Poochie, like a faithful dog, informed Kintarou of the 
tournament, so he entered honestly.  This strange combination act up once again.

MY OBSERVATIONS:

I agree with Noise Factory--this is a strange combination.  Why a little kid
reminiscent of Kintarou legends of old would be able to turn into a guy in a
mascot suit who apparently believes he really is a dog is just beyond me.
  I do know that it's friggin' awesome.

MOVES LIST:

KINTAROU:

---Normal Moves---
WP - Windmill Punches*
  3 hits.
SP - Straight*
WK - Flipping Heel*
SK - Back Kick*
Jumping WP - Push*
Straight Jumping SP (U, SP) - Pushing Hand*
Jumping SP (UF / UB, SP) - Straight*
Jumping WK - Butt Splash*
Straight Jumping SK (U, SK) - Somersault Kick*
Jumping SK (UF / UB, SK) - Mighty Atom Kick*
Close WP - Windmill Punches*
  3 hits.
Close SP - Uppercut*
  2 hits.
Close WK - Handstand Kick*
Close SK - Handstand Kick*
Crouching WP - Windmill Punches*
  2 hits.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - High Back Kick*
Crouching SK - Back Sweep*
  Low knockdown.
Running P - Superman Dive*
Running K - Double Flip Kick*
  Knocks back.
SP+SK - Headbutt*
Crouching SP+SK - Beng Quan*
  Pop-up

---Throws---
Close F / B+SP - Noumiso Nage (Brain Throw)
  TRANSFORMS.  Dizzies.
Air Close F / B+SP - Press*

---Tokushuwaza---
(none)

---Strings---
Close SP, SP (second SP can cancel first at either hit)

---Hissatsuwaza---
B, F, B+K - Popping Bear
  Projectile.  WK fires one bear and knocks down; SK fires two.
HCT+P - Boon Swing
  WP hits twice; only knocks down if both hit.  SP knocks down; hits 3 times.
Running HCT+P - Dash Boon Swing
  5 hits.  Knocks down.
Charge D, U+P - Koi, koi, higoi (C'mon, Flying Carp!)
  Knocks down.  SP travels farther, hits 3 times.  WP hits 2 times.
Air QCT+P - Goropikada-n (Eenie, Meenie, Miny, Go!)
  Projectile.  SP moves farther.

---Stress Shoot---
Hold WP, Hold WK, SP - Hey, Killer!*
  Press and hold the noted buttons in order.  Unblockable.

SUGGESTED COMBOS:
Close SP (1 hit), SP, HCT+SP - 4 hits.
Jumping SP, Close SP (1 hit), SP, HCT+SP - 5 hits.


POOCHY:

---Normal Moves---
WP - Rapid Punches*
  4 hits.
SP - Straight*
WK - Snap Kick*
SK - Double Handstand Kick*
Jumping WP - Elbow Drop*
Straight Jumping SP (U, SP) - Overhead Hammer*
Jumping SP (UF / UB, SP) - Downward Straight*
Jumping WK - Sitting Kick*
Straight Jumping SK (U, SK) - Straight Drop Kick*
Jumping SK (UF / UB, SK) - Downward Drop Kick*
Close WP - Rapid Punches*
  4 hits.
Close SP - Uppercut*
Close WK - Knee*
Close SK - Double Handstand Kick*
Crouching WP - Low Rapid Punches*
  4 hits.
Crouching SP - Low Straight*
  Low.
Crouching WK - Sit Kick*
Crouching SK - Howling Back Sweep*
Running P - Butt Bump*
Running K - Flying Kick*
  Knocks back.  Ground move.
SP+SK - Go away!*
  Knocks back.
Crouching SP+SK - Bicycle Kick*
  Pop-up

---Throws---
Close F / B+SP - Leg Toss*
Air Close F / B+SP - Bite*

---Tokushuwaza---
F+WK - Flipping Drop Kick*
  Overhead.
DF+SK - Springboard Double Kick*
  Ground Move.

---Strings---
Close SP, SP

---Hissatsuwaza---
QCB+P - Ku-nku-n wanwan (Whine, Whine, Bark, Bark)
  2 hits.  Projectiles.
QCB+K - Gauru~wan!  (Growl, Bark!)
  WK hits once.  SK hits twice and knocks down.
Air QCB+K - Kuuchuu Gauru~wan! (Air Growl, Bark!)
  SK travels farther.  Knocks down.
QCT+P - Fo~nwawan! (Howl, Bark, Bark!)
  WP hits once; knocks down.  SP hits twice; second hit is a projectile.
Running QCT+P - Dash Fo~wawan! (Running Howl, Bark, Bark!)
  3 hits.  2nd and 3rd are projectiles.
QCT+K - uWowwo~n! (Rrroof Roof!)
  WK hits once.  SK hits twice; knocks down.
Running QCT+K - Dash uWowwo~n! (Running Rrroof Roof!)
  4 hits.  Knocks down.

---Stress Shoot---
Hold WP, Hold WK, SP - Bear*
  Unblockable.  Hold the buttons down in the order listed.

---Ippatsu Ougi---
During Burst F, B, F, B, F, B, F, B, F - Whirlwinds
  2 come out if 1st doesn't hit.

SUGGESTED COMBOS:
Close SP, SP, DF+SK, QCT+WP - 4 hits.
Jumping SK, Close SP, SP, QCT+WP - 4 hits.

ENDING:
(Picture of strange-looking, giant robot)
I want a giant robot to control.

(Picture of Kintarou in the driver's seat)
Here we go!  It's time to protect the earth!

(Picture of Kintarou looking upset while smoke fills the cabin)
Wh-What's with this smoke??  Oh--!  That's not good!

(Picture of the broken robot)
I guess I should just stick to playing pranks....


IIIm.  Kudo BUNTAROU ("Buntaro")
--------------------------------

OFFICIAL PROFILE:

Age:  17
Sex:  Male
Blood Type:  O
Attack Specialty:  Headbutt, Kicks

Buntarou is just as he appears--a hot-blooded tough guy, who respects Ooyama
Reiji, his master.  He is sometimes simple and cries often when moved.
(He cried when moved by famous scenes of anime.)

MY OBSERVATIONS:  

This guy's got a "banchou" feel about him; definitely a "tough guy about campus"
kind of character.  He's obviously a lot like Kunio-kun or Mizoguchi (from
Fighter's History), if you know them at all.  In the old games, Reiji used to
have a school gang hanging around, cheering him on.  I guess he's from that
group?

MOVES LIST:

---Normal Moves---
WP - Shielded Jab*
SP - Straight*
WK - Side Poke*
SK - Hopping Spin Kick*
  Ground move.
Close WP - Elbow*
Close SP - Stomping Straight*
Close WK - Knee*
Close SK - High Back Kick*
Jumping WP - Jumping Downward Jab*
Straight Jumping SP (U, SP) - Straight*
Jumping SP (UB / UF, SP) - Elbow Drop*
Jumping WK - Knee*
Straight Jumping SK (U, SK) - Spin Kick*
Jumping SK (UB / UF, SK) - Downward Jump Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Low Kick*
  Low.
Crouching SK - Slide*
  Low knockdown.
Running P - Straight*
Running K - Hopping Spin Kick*
  Knocks back.  Ground move.
SP+SK - Thrust Kick*
  Knocks back.  Buntarou moves slightly forward.
Crouching SP+SK - Lift Kick*
  Pop-up.

---Throws---
Close F / B+SP - Tomoenage*
Air Close F / B+SP - Air Tomoenage*

---Tokushuwaza---
F+WP - Headbutt
  Overhead.
DF+WP - Shoulder Check
  Buntarou moves forward slightly.

---Strings---
Close WK, SK
Crouching WK, SK

---Hissatsuwaza---
F, D, DF+P - Bun-chankikku! (Bun-chan Kick!) -- "Chan" is a "cutesy" title like
  "san"--a familiar way of calling someone.  He means himself, of course.
  WK hits once; SK hits twice, moves farther.  Knocks down.
Running F, D, DF+P - Dash Bun-chankikku! (Running Bun-chan Kick!)
  Hits 3 times.  Knocks down.
HCB+K - Gekisoku!  Suraida-! (Super Speed!  Slider!)
  After Bukkoki, moves farther and knocks down.  Doing more Bukkoki make it move
  farther, but each time this move is used after Bukkoki, you'll need to do
  another one to charge it back up.
HCB+P - Baku!  Otokogi!  (Burst!  Machismo!)
  Reversal; guards one attack and retaliates.
Air QCT+K - Kakatsunkick (Comin' Atcha Kick)
  Then QCT+K - Follow-Up*
  WK is a knockdown; SK is a low.
D, D+K - Bukkoki (Dammit!) -- "Bukkoki" means "doing as you like," or something
  else that's hard to translate.  It's slang, and kind of an insult, meaning
  like "how dare you!"
  Use to charge Gekisoku!  Suraida-!

---Stress Shoot---
QCB, HCT+SK - Bun-chan Kick to KakatsunKick Follow-Up to Bukkoki*

---Ippatsu Ougi---
Hold B, SK, WK, SK, WK - Charge to Rush*

SUGGESTED COMBOS:
Close WK, SK, DF+SP, F, D, DF+SK - 5 hits.
Crouching WK, SK, DF+SP, F, D, DF+SK - 5 hits.  Same damage.
Jumping SK, Crouching WK, SK, HCB+K - 4 hits.  Level-three charged move won't
  combo.
Close WK, SK, DF+SP, QCB, HCT+SK - 6 hits.
Close WK, SK, DF+SP, Hold B, SK, WK, SK, WK - 12 hits.
Jumping SK, Crouching WK, SK, Hold B, SK, WK, SK, WK - 12 hits.
Running P, F+WP, Hold B, SK, WK, SK, WK - 11 hits.  Most damage.

ENDING:
(Picture of salesman handing over a huge bundle of "moving" anime DVDs to a
 jubilant Buntarou)
Whoo!  That's what I want--a DVD collection of 1000 moving anime!!

(Picture of Buntarou crying in front of the TV)
It's so moving...I'm crying just at the theme song!


IIIn.  Kudo SHINTAROU ("Shintaro")
----------------------------------

OFFICIAL PROFILE:

Age:  16
Sex:  Male
Blood Type:  B
Attack Specialty: Attacks that use mainly his arms

Shintarou is more a flirting, cocky sort than his older brother, Buntarou.  He's
the type who's always got a keen eye for fashion.  He respects Ooyama Reiji be-
cause of his brother's influence, but, unlike his brother, he doesn't show it
up-front.  He specializes in a fighting style that taunts his opponent with his
fast movements.

MY OBSERVATIONS:

No, it's not Hwarang; it's more like a KOF character.  This guy's pretty sharp,
and he's definitely one of the better characters in the game.  He may be missing
a projectile, but he probably doesn't need it.  I should mention that most of
his normal attacks are just like his brother's.

MOVES LIST:

---Normal Moves---
WP - Shielded Jab*
SP - Straight*
WK - Side Poke*
SK - Hopping Spin Kick*
  Ground move.
Close WP - Elbow*
Close SP - Stomping Straight*
Close WK - Knee*
Close SK - High Back Kick*
Jumping WP - Jumping Downward Jab*
Straight Jumping SP (U, SP) - Elbow Drop*
Jumping SP (UB / UF, SP) - Straight*
Jumping WK - Knee*
Straight Jumping SK (U, SK) - Spin Kick*
Jumping SK (UB / UF, SK) - Downward Jump Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Low Kick*
  Low.
Crouching SK - Slide*
  Low knockdown.
Running P - Stomping Straight*
Running K - High Back Kick*
  Knocks back.
SP+SK - Elbow*
  Knocks back.
Crouching SP+SK - Uppercut*
  Pop-up.

---Throws---
Close F / B+SP - Tomoenage*
Air Close F / B+SP - Air Tomoenage*

---Tokushuwaza---
F+WP - Headbutt*
Air F+WP - Air Uppercut*

---Strings---
Close SP, SP
Crouching WP, SP

---Hissatsuwaza---
F, D, DF+K - Zudadadaki-kku (Rat-a-tat-tat Kick)
  WK hits 3 times; SK moves farther and hits 5.  Both knock down.
Running F, D, DF+K - Dash Zudadadaki-kku (Running Rat-a-tat-tat Kick)
  Hits 7 times.  Knocks down.
HCB+P - Power Dunk
  WP hits once; SP moves farther and hits twice.  Both knock down.
Air HCB+P - Air Power Dunk
  WP hits once; SP moves farther and hits twice.  Both knock down.
Running HCB+P - Dash Power Dunk
  Hits 3 times.  Knocks down.
F, DF, D+P - Atatatatata- (Ah, ta-ta-ta-ta-ta!)
  WP blocks low attacks and counters (reversal-like), hits 7 times, knocks down.
  SP blocks normal attacks and jumping attacks, hits 15 times, knocks down.
QCT+P - Double Hammer
  SP moves farther.
  Then QCT+P - Follow-Up*
    Then QCT+P - Finish*
      Knocks down.

---Stress Shoot---
QCT, QCT+SP - Double Hammer, Uppercut*

---Ippatsu Ougi---
Hold B, SP, WP, SP, WP - Rush*

---Kinjite---
Close F, D, DF, B+SP - Elbow into Rush into Uppercut*
  If not close, move will not come out.  Unblockable.

SUGGESTED COMBOS:
Crouching WP, SP, F+WP, F, DF, D+SP - 18 hits.
Close SP, SP, QCT+SP, QCT+P, QCT+P - 5 hits.
Running P, F+WP, F, DF, D+SP - 17 hits.
Jumping F+WP, Crouching WP, SP, QCT+SP, QCT+P, QCT+P - 6 hits.
Jumping F+WP, Crouching WP, SP, F+WP, QCT+SP, QCT+P, QCT+P - 7 hits.  Not as
  reliable.
Close SP, SP, QCT, QCT+SP - 10 hits.  Great damage.
Crouching WP, SP, F+WP, QCT, QCT+SP - 11 hits.
Jumping F+WP, Close SP, SP, QCT, QCT+SP - 10 hits.  Great damage.
Jumping F+WP, Crouching WP, SP, F+WP, QCT, QCT+SP - 11 hits.  Great damage, but
  not as reliable.
Close SP, SP, Hold B, SP, WP, SP, WP - 13 hits.  Great damage.
Crouching WP, SP, F+WP, Hold B, SP, WP, SP, WP - 14 hits.
Jumping F+WP, Close SP, SP, Hold B, SP, WP, SP, WP - 14 hits.  Great damage.
Jumping F+WP, Crouching WP, SP, F+WP, Hold B, SP, WP, SP, WP - 15 hits.  Great
  damage.
Running P, F, D, DF, B+SP - 15 hits.  Huge damage.
Crouching WP, SP, F, D, DF, B+SP - 16 hits.  Huge damage.
Jumping F+WP, Crouching WP, SP, F, D, DF, B+SP - 17 hits.

ENDING:
(Picture of Shintarou in front of a sketch)
I want my own, original bike.

(Picture of a Vespa-like motorcycle)
The bike's finished!

(Picture of Shintarou on said motorcycle, giving a "thumbs up")
My own bike--just for me!  Alright!

NOTE:  That's the frickin' worst ending ever in any fighting game I've ever
 played that has had endings.  Yes, I remember Nina's in Tekken (1).  That was
 just bizarre.  This?  This is horrible!!  "I want a bike.  I got a bike!  Yay!"
 What the heck is that????


IIIo.  Linderhod OLOF
---------------------

OFFICIAL PROFILE:

Age:  29
Sex:  Male
Blood Type:  ???
Attack Specialty:  Kicks

Olof is a silent member of the special police who escorts celebrities, using his
kicks freely because of injuries to his arms.  However, his character affemin-
ate.

MY OBSERVATIONS:

This guy kinda looks like he belongs in a Guilty Gear game.  To be honest, he's
very slow and unwieldy, and I kinda find him to be the worst character.  He does
have a very powerful Ippatsu Ougi attack, but you can roll through it, so even
traps that set it up are fairly useless if the player knows what's going on.
I'm sorry, but I have no idea how to write Icelandic, nor do I know how to write
it in Japanese.  So, I'm very sorry to the Icelandic people playing this game,
but I can't tell what names the Japanese people are trying to give to these
moves.

MOVES LIST:

---Normal Moves---
WP - Straight Kick*
SP - High Roundhouse*
WK - High Side Kick*
SK - Turning Straight Kick*
Close WP - Shin Kick* 
  Low.
Close SP - High Kick*
Close WK - Knee*
Close SK - Turning High Kick*
Jumping WP - Knee*
Straight Jumping SP (U, SP) - High Kick*
Jumping SP (UB / UF, SP) - Upwards-Angled Kick*
Jumping WK - Straight Kick*
Straight Jumping SK (U, SP) - Turning Straight Kick*
Jumping SK (UB / UF, SP) - Strong Kick*
Crouching WP - Low Straight Kick*
  Low.
Crouching SP - Sliding Stomach Kick*
  Olof moves forward slightly.
Crouching WK - Low Side Kick*
  Low.
Crouching SK - Sweep*
  Low knockdown.
Running P - Rolling Overhead Heel Drop*
  Overhead.
Running K - Spin Kick*
  Knocks back.
SP+SK - Straight Stomp Kick*
  Knocks back.
Crouching SP+SK - Lift Kick*
  Pop-up.

---Throws---
Close F / B+SP - Single-Legged Toss*
Air F / B+SP - Catch to Heel Drop*

---Tokushuwaza---
F+WP - Axe Kick*
  Overhead.
DF+WK - Twin Kicks*
  2 hits.
(leave in neutral position for 6 or 7 seconds)
  Cannot be canceled into (naturally).  This is not an attack; it just gets Olof
  ready to reverse attacks.  He'll block an attack and then do an axe kick.
  Knocks down.  Good luck.

---Strings---
SP, SK
  Knocks down.
Close WK, WK
Jumping SK, SK

---Hissatsuwaza---
QCB+K - Vanizadie-ni- (???)
  SK moves farther, but is slower.  2 hits.  Knocks down.
Running QCB+K - Dash Vanizadie-ni- (???)
  3 hits.  Knocks down.
F, D, DF+K - Sa-nkottsui (???)
  WK hits 2 times.  SK hits 3 times.  Both knock down.  Last hit is an overhead.
Running F, D, DF+K - Dash Sa-nkottsui (???)
  5 hits.  Last hit is an overhead.
QCT+P or K - Bi-tova (???)
  Projectile.  WP moves straight and slow, SP moves straight and fast, WK moves
  downwards, SP moves upwards.
Air QCB+K - Pakuva dorata-mu (???)
  2 hits.  Knocks down.
  After QCB+SK, QCB+SK - Follow-Up*
  Knocks down.

---Stress Shoot---
QCT, HCB+SK - Teleport - Stylish Kick Rush*

---Ippatsu Ougi---
QCB, HCT+SP - Knockout Punch*
  Unblockable.  Does damage to Olof as well.
QCB, HCT+WP - Feint Ippatsu Ougi
  This actually only costs 1 stock, but is listed as an Ippatsu Ougi.  No
  attack; it's just a feint.

SUGGESTED COMBOS:
Close SK, DF+WK (1st hit), QCB+SK - 4 hits.
Jumping SK, SK, Crouching SP, DF+WK (1st hit), QCB+SK - 6 hits.
Crouching SP+SK, QCB, HCT+SP - 2 hits.  Good damage.

ENDING:
(Picture of Olof pushing his glasses up with his hand)
My wish....

(Picture of Olof holding a hamster with a big, goofy grin)
Is to own many hamsters!

(Picture of Olof dancing for joy with a bunch of hamster cages)
I'm so happy!


IIIp.  Joumon HIKARU
--------------------

OFFICIAL PROFILE:

Age:  13
Sex:  Female
Blood Type:  AB
Attack Specialty:  Threatening Stick

Hikaru is the only girl born to an all-male family.  Because she has a bit of a
complex from being the only one with a different gender, she calls herself
"boku."*  She uses swift, slicing attacks with her threatening stick "Trinode."

*--"Boku" is usually used by boys (but also by many girls), so she's supposed to
 be a tomboy.

MY OBSERVATIONS:

First of all, "Trinode" is the name of a character designed by the same person
who did most of the character designs in this game, the famous Murata Range
(which is pronounced "renji").  Well...I honestly don't know if it's the
character or not, but it is the name of a statuette he made, anyway.
 She's kinda a "Rolento" or "Eagle"-like character.  You'll be looking for a
chance to reverse your foe, but you can actually pressure people like mad with
her.
 I also gotta add that a couple of her moves names make no sense to me, so I've
left them in "romanised katakana."

MOVES LIST:

---Normal Moves---
WP - Elbow*
SP - Swipe*
WK - Step-In Shin Kick*
  Low.  Hikaru moves forward slightly.
SK - Turning High Kick*
Close WP - Elbow*
Close SP - Side Stick Hit*
Close WK - Shin Kick*
  Low.
Close SK - High Knee*
Jumping WP - Stick Twirl*
  2 hits.
Jumping SP - Downward Slice*
Jumping WK - Double Knee*
Jumping SK - Downward Kick*
Crouching WP - Low Swipe*
  Low.
Crouching SP - Crouching Overhead Hit*
  Low.
Crouching WK - Low Kick*
Crouching SK - Sliding Sweep*
  Low.  Hikaru moves slightly forward.
Running P - Swipe*
Running K - Turning High Kick*
  Knocks back.
SP+SK - Stick Stab*
  Knocks back.
Crouching SP+SK - Stick Uppercut*
  Pop-up.

---Throws---
Close B / F+SP - Grapple to Side Stick Hit*
Air Close B / F+SP - Hurl Downward*

---Tokushuwaza---
F+WK - Jumping Double Knee*
  Air move; overhead.
DF+WP - Roll*
  Not an attack.

---Strings---
Close SP, SP
Close SK, SK

---Hissatsuwaza---
F, D, DF+P - Chronograph
  WP hits twice; SP hits 3 times.  Knocks down.
Running F, D, DF+P - Dash Chronograph
  Hits 4 times.  Knocks down.
Air QCB+K - Battekuranbasu (Battec Blanc Basse??)
  SK moves farther.  Knocks down.
HCB+P - Address Impulse(?)
  SP moves farther and faster.  Overhead.
F, D, DF+K - Incubus
  Reversal; guards attacks and retaliates.
HCB+K - Bashureddo (Bashred??)
  2 hits.  2nd hit pops up, but only for air throws.  1st hit is a low.
  SK version rolls backwards before attacking.

---Stress Shoot---
QCB, HCT+SP - 6 Chronographs*
Air QCB, HCT+SP - Battekuranbasu to 6 Chronographs*

---Ippatsu Ougi---
D, Neutral, QCT+K - Reversal Rush*
  Reversal; guards attacks and retaliates.

SUGGESTED COMBOS:
Close SK, SK, HCB+WK, air throw - 5 hits.
Jumping SP, Close SK, SK, HCB+WK, air throw - 6 hits.
Close SK, SK, QCB, HCT+SP - 8 hits.
Jumping SP, Close SK, QCB, HCT+SP - 9 hits.
Jumping SK, QCB, HCT+SP - 9 hits.  Less damage.
Running P, F+WK, QCB, HCT+SP - 10 hits.  Good damage.

ENDING:
(Picture of Hikaru tapping stick against hand)
I want my own, one-of-a-kind stick.

(Picture of a stick.  Captions:  "Hikaru's Seal."  "Diamonds." "Made of a
 unique metal."  "Nice, Black Lacquer." "The Only One in the World.")

(Picture of Hikaru striking with stick)
Now, I've become even stronger!

NOTE:  Wow, another winner ending.  Seriously, it's more interesting to trans-
 late assembly instructions.


IIIq.  Princess SISSY
---------------------

OFFICIAL PROFILE:

Unknown

MY OBSERVATIONS:

This was the boss of the previous game.  She's only fought in the missions and
in Practice and Versus Modes (once you unlock her).
  I do remember spending many hours yelling at her when I was trying to see all
the endings to Matrimelee, but, a pattern soon emerged.  Get close to her and
try to hit her with a fierce or a string.  Don't end it with a special attack.
She'll almost always try her Misdirection attack.  Roll past it and repeat.
For instance, with Chinnen, hit her with a Strong Punch - Strong Kick - F +
Weak Kick string, then roll past her when she does the Misdirection, then do
that over and over and over.
  The only problem is that when she gains a new level of super, she'll do that
annoying "Burst" thing.  You can't attack her when she does that, or you'll get
hit.  The problem then is that she'll be free to do anything as soon as the
Burst is finished.  Sometimes, she'll throw out moves and you'll have to get
defensive, waiting for your chance again.
  The basic strategy with her is simple:  throw out frogs and try to force the
foe to dodge or block your attacks.  If they dodge, use the Misdirection.  If
they block, you get a free combo, as the frog crushes guards.

MOVES LIST:
WP - Spring Glove*
SP - Spring Glove*
WK - Advancing Drill Side Kick*
  3 hits.  Sissy moves forward.
SK - Advancing Buzz-Saw*
  3 hits.  Sissy moves forward.
Close WP - Jab Spring Glove*
Close SP - Spring Glove*
Close WK - Drill Side Kick*
  2 hits.
Close SK - Buzz-Saw*
  3 hits.
Jumping WP or WK - Ball and Chains*
Jumping SP or SK - Ball and Chains*
  2 hits.
Crouching WP - Quick Low Spring Glove*
  Low.
Crouching SP - Far Low Spring Glove*
  Low.
Crouching WK - Quick Iron Ball*
  Low.
Crouching SK - Far Iron Ball*
  Low knockdown.
Running P - Double Spring Glove*
  2 hits.  Knocks back.
Running K - Drill Side Kick to Buzz-Saw*
  6 hits.
SP+SK - Jack-In-The-Box Glove*
  Pop-up.
Crouching SP+SK - Crouching Jack-In-The-Box Glove*
  Pop-up.

---Throws---
Close F / B+SP - Overhead Toss*

---Tokushuwaza---
(none)

---Strings---
Crouching WK, SK

---Hissatsuwaza---
QCT+P - Misdirection
  Invulnerable.  2 hits.  Knocks down.  SP is slightly slower.
QCT+K - Ambitious Card
  Guard Break.  Projectile.
F, D, DF+P - Ray Shell Rave
  Knocks down.  WP hits once, SP hits 5 times.
QCB+K - Esupowa-ru (Explosives Wall)
  Pop-up.  Projectile.

---Stress Shoot---
QCB, HCT+WP - 5 Explosives Walls*

---Ippatsu Ougi---
QCB, HCT+SP - Frog Transformation Shot*
  Unblockable.

SUGGESTED COMBOS:
Running P, QCT+WP - 8 hits.
QCB+K, QCT+SP - 3 hits.
Jumping SP or SK, Close SK, QCT+SP - 7 hits.
QCT+K (guarded or hit), Running P, QCT+WP - 8 or 9 hits.


IIIr.  BOBBY Olugon
-------------------

OFFICIAL PROFILE:

Unknown

MY OBSERVATIONS:

As I said before in the Mini-FAQ, this guy is a real celebrity in Japan.  He's
famous mostly for saying really stupid things.  His Japanese actually is kinda
bad, but he does ham it up a bit for the audience--well, OK; he hams it up a
*lot*.  In that way, he kinda enforces racial stereotypes, but...oh, well.
  In the game, his #1 best weapon is his Heavy Attack.  Just hang back and
hit people with it.  How fun.

MOVES LIST:

---Normal Moves---
WP - Jab*
SP - Straight*
WK - Straight Kick*
SK - Strong Straight Kick*
Close WP - Jab*
Close SP - Elbow*
Close WK - Knee*
Close SK - Strong Knee*
Jumping WP - Downward Jab*
Jumping SP - Downward Straight*
  Technically, his vocals only come out on the UF / UB one, but....
Jumping WK - Knee*
Straight Jumping SK (U, SK) - Straight Kick*
Jumping SK (UB / UF, SK) - Downward Kick*
Crouching WP - Crouching Jab*
  Low.
Crouching SP - Crouching Straight*
  Low.
Crouching WK - Low Kick*
  Low.
Crouching SK - Handplant Sweep*
  Low knockdown.
Running P - Butt Bump*
Running K - Toe Kick*
  Knocks back.
SP+SK - Abiku Design*
  Knocks back.
Crouching SP+SK - Abiku Design Sweep*
  Low pop-up.

---Throws---
Close F / B+SP - Grappling Headbutt*
Air Close F / B+SP - Air Grappling Headbutt*

---Tokushuwaza---
(none)

---Strings---
Crouching WP, SP
Crouching WK, SK

---Hissatsuwaza---
QCT+P - Abiku!  Powder!
  3 hits.  Knocks down.  SP angles upwards.  Projectile.
Running QCT+P - Dash Abiku!  Powder!
  5 hits.  Pop-up.
HCB, F+P - Octopus Throw
  Throw.

---Stress Shoot---
QCT, HCB+SP - Jet Balloon*

---Ippatsu Ougi---
QCT, QCT+SP - Jet Beam*

SUGGESTED COMBOS:
Crouching WK, SK, HCB, F+SP - 11 hits.
Crouching WK, SK, QCT+P - 5 hits.
Jumping SK, Crouching WK, SK, QCT+P - 6 hits.
Jumping SK, Crouching WK, SK, QCT, HCB+SP - 4 hits.
Running P, QCT+P, QCT, QCT+SP - 15 hits.  Great damage.


--------------------
IV.  Card Collection
--------------------

This is one of the additions to the game they seem fairly proud of over at Noise
Factory, but it's also pretty lame, in my opinion.  First of all, the cards that
affect gameplay can't be used in Arcade mode, except if another player joins in
to fight you.  They can't be used for Missions either, so they're pretty much
only for "versus" battles and practice mode.
  Secondly, among the ones that do affect battle, the only *really* useful ones
seem to give you pretty ridiculous powers, such as the ability to cancel your
Hissatsuwaza with other Hissatsuwaza and recover life or super energy instantly.
The other ones are simply like the "assist" system of many games such as Marvel
vs. Capcom 1 and The King of Fighters...I'm sorry, I don't remember which one 
that was.  2001?  Anyway, it doesn't really matter too much.  The strangest
thing about the "assist" cards is that you actually can't defeat an opponent
with a hit from one of them.  You can't cancel into them, either.
  It's probably gonna take you forever to amass the points to get all the cards.
I'd recommend that you just pick a strong character who doesn't need to rely
too much on special attacks (that's pretty much everybody, kids) and just do
Mission B-07 over and over.  You get 300 points, and it's over fairly quickly.

Let me give a quick explanation of how cards work:

In versus or practice modes, you can assign three cards after you choose your
character.  In battle, pressing L1 will scroll through the ones you've equipped 
(listed at the top near your lifebar).  Pressing R1 will use your card.  The
number of times you can use a card is listed on the card itself.  This is for
the entire match--not just for a round, so, use them wisely.  As I mentioned
before, cards that summon a character such as the Kuroku or Peep cards cannot
be canceled into like Hissatsuwaza, but some characters can still pull off some
mean combos with them.
  Some cards, such as the color cards, cannot be used and are just there for
the effect.  You can only equip one color card, unfortunately; you can't change
color during a battle (though that would be kinda weird and cool).
  "Skill cancel" cards are kinda unique in that you just use them without pres-
sing the shoulder buttons.  When you hit with a Hissatsuwaza, you can perform
the command for another Hissatsuwaza and cancel into it.  You can even cancel
a move with the same move.
  The problem with such cards is that many moves need to be canceled on the
first hit, such as Bobby Olugon's "Abiku!  Powder!" attack (probably because
it's actually a projectile, although he's "stuck" in animation for a long time).
Certain characters, such as Tane, don't have too much use for this type of
cancel system.
  There are other cards that unlock certain things and cannot be assigned.  For
instance, there are cards to unlock Bobby and Sissy in versus play.  The "full
chorus" cards and character cards only allow you to view cinemas in the Card
Collection menu.
  

CARD 01:  SUMMER COLORS.  Once you equip this card, your character will have
  "summer" colors; usually tanned skin and light pastels.
  COST:  100
  UNLOCK:  (N/A)

CARD 02:  ZOMBIE COLOR.  Once you equip this card, your character will have
  "zombie" color.
  COST:  200
  UNLOCK:  (N/A)

CARD 03:  EXTREME COLORS.  Once you equip this card, your character will have
  "extreme" colors.  Usually, they wear really bright clothes.
  COST:  300
  UNLOCK:  (N/A)

CARD 04:  WHITE COLOR.  Once you equip this card, your character will have
  white clothes on, kinda.  The game calls it "pure white," but they're usually
  just a bleached-out blue or something.
  COST:  300
  UNLOCK:  (N/A)

CARD 05:  OMAMORI CHARACTER, OLD LADY.  "100 years after her death, she still 
  hasn't gone to the next world."  Once you equip this card, the "red" damage
  your enemy retains is reduced by 1/4.
  COST:  250
  UNLOCK:  Complete Mission B-01

CARD 06:  OMAMORI CHARACTER, OLD MAN.  "200 years after his death, he has for-
  gotten how to get to the next world."  Once you equip this card, you build up
  super energy 1.5 times faster than before.
  COST:  350
  UNLOCK:  Complete Mission B-02.

CARD 07:  OMAMORY CHARACTER, GIRL.  "80 years after her death, she just wants to
  play around a while longer."  The rate at which you gain back the "red" part
  of your life bar is increased by 1.5 times.
  COST:  450
  UNLOCK:  Complete Mission B-03.

CARD 08:  TECHNIQUE--GOUKETSUJI O-UME.  Once equipped, Ume can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-01.

CARD 09:  TECHNIQUE--KOKUUIN KANJI.  Once equipped, Kanji can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-02.

CARD 10:  TECHNIQUE--HANANOKOUJI CLARA.  Once equipped, Clara can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-03.

CARD 11:  TECHNIQUE CARD--OOYAMA REIJI.  Once equipped, Reiji can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-04.

CARD 12:  TECHNIQUE CARD--KEITH WAYNE.  Once equipped, Keith can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete mission A-05.

CARD 13:  TECHNIQUE CARD--ANNY HAMILTON.  Once equipped, Anny can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete mission A-06.

CARD 14:  TECHNIQUE CARD--CHINNEN.  Once equipped, Chinnen can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-07.

CARD 15:  TECHNIQUE CARD--ANGELA VERTE.  Once equipped, Angela can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-08.

CARD 16:  TECHNIQUE CARD--GOUKETSUJI O-TANE.  Once equipped, Tane can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-09.

CARD 17:  TECHNIQUE CARD--HATTORI SAIZOU.  Once equipped, Saizou can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-10.

CARD 18:  TECHNIQUE CARD--WHITE BUFFALO.  Once equipped, White can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-11.

CARD 19:  TECHNIQUE CARD--KOKUUIN KINTAROU.  Once equipped, Kintarou can cancel
  his Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-12.

CARD 20:  TECHNIQUE CARD--KUDO BUNTAROU.  Once equipped, Buntarou can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-13.

CARD 21:  TECHNIQUE CARD--KUDO SHINTAROU.  Once equipped, Shintarou can cancel
  his Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-14.

CARD 22:  TECHNIQUE CARD--LINDERHOD OLOF.  Once equipped, Olof can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-15.

CARD 23:  TECHNIQUE CARD--JOUMON HIKARU.  Once equipped, Hikaru can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  500
  USES:  5
  UNLOCK:  Complete Mission A-16.

CARD 24:  TECHNIQUE CARD--PRINCESS SISSY.  Once equipped, Sissy can cancel her
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  2,000
  USES:  5
  UNLOCK:  Complete Mission A-17.

CARD 25:  TECHNIQUE CARD--BOBBY OLUGON.  Once equipped, Bobby can cancel his
  Hissatsuwaza into other Hissatsuwaza attacks.
  COST:  2,250
  USES:  5
  UNLOCK:  Complete Mission A-18.

CARD 26:  GAUGE RECOVERY--SMALL.  When used, a small amount of super energy is
  restored.
  COST:  250
  USES:  3
  UNLOCK:  (N/A)

CARD 27:  GAUGE RECOVERY--MEDIUM.  When used, a medium amount of super energy is
  restored.
  COST:  500
  USES:  2
  UNLOCK:  In Arcade or Versus Mode, get a counter hit.

CARD 28:  GAUGE RECOVERY--LARGE.  When used, a large amount of super energy is
  restored.
  COST:  1,000
  USES:  1
  UNLOCK:  In Arcade or Versus Mode, get a KO with a Hissatsuwaza.

CARD 29:  LIFE RECOVERY--SMALL.  When used, a small amount of life is restored.
  COST:  500
  USES:  3
  UNLOCK:  (N/A)

CARD 30:  LIFE RECOVERY--MEDIUM.  When used, a medium amount of life is re-
  stored.
  COST:  1,000
  USES:  2
  UNLOCK:  In Arcade or Versus Mode, get a KO with a Stress Shoot.

CARD 31:  LIFE RECOVERY--LARGE.  When used, a large amount of life is restored.
  COST:  1,500
  USES:  1
  UNLOCK:  In Arcade or Versus Mode, get a KO with an Ippatsu Ougi.

CARD 32:  ATTACK POWER INCREASE 1.  Once used, you'll deal a bit more damage.
  COST:  1,000
  USES:  3
  UNLOCK:  In Arcade or Versus Mode, win with a "time up."

CARD 33:  ATTACK POWER INCREASE 2.  Once used, you'll deal a great deal more
  damage.
  COST:  1,500
  USES:  1
  UNLOCK:  In Arcade or Versus Mode, get a "draw game."

CARD 34:  GUARD POWER INCREASE 1.  Once used, your defensive power is increased.
  I assume you won't get Guard Crushed as easily?
  COST:  1,000
  USES:  3
  UNLOCK:  In Arcade or Versus Mode, win with a "time up."

CARD 35:  GUARD POWER INCREASE 2.  Once used, your defensive power is increased.
  I assume you can't get Guard Crushed?
  COST:  1,500
  USES:  1
  UNLOCK:  In Arcade or Versus Mode, get a "draw game."

CARD 36:  RED PEEP.  Use to hit opponents with fire damage.
  COST:  500
  USES:  3
  UNLOCK:  (N/A)

CARD 37:  BLUE PEEP.  Use to send opponents flying.
  COST:  1,000
  USES:  2
  UNLOCK:  In Arcade or Versus Mode, get a "draw game."

CARD 38:  YELLOW PEEP.  Use to deal an unblockable attack.
  COST:  1,500
  USES:  1
  UNLOCK:  In Arcade or Versus Mode, win with only normal attacks.

CARD 39:  KUROKO GUARD.  Use to make Kuroku take the hit for you.
  COST:  1,000
  USES:  5
  UNLOCK:  In Arcade or Versus Mode, get a KO with a Hissatsuwaza.

CARD 40:  KUROKU BULLET.  Use to make Kuroku fly into your opponent.
  COST:  1,000
  USES:  5
  UNLOCK:  In Arcade or Versus Mode, get a KO with a Stress Shoot.

CARD 41:  FAKE CHOUHISSATSUWAZA ACT.  Use to feign a Stress Shoot.
  COST:  2,000
  USES:  6
  UNLOCK:  (N/A)

CARD 42:  FAKE IPPATSU OUGI ACT.  Use to feign an Ippatsu Ougi.
  COST:  2,250
  USES:  6
  UNLOCK:  (N/A)

CARD 43:  GOUKETSUJI O-UME.  Use to watch Ume's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Ume.

CARD 44:  KOKUUIN KANJI.  Use to watch Kanji's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Kanji.

CARD 45:  HANANOKOUJI CLARA.  Use to watch Clara's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Clara.

CARD 46:  OOYAMA REIJI.  Use to watch Reiji's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Reiji.

CARD 47:  KEITH WAYNE.  Use to watch Keith's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Keith.

CARD 48:  ANNY HAMILTON.  Use to watch Anny's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Anny.

CARD 49:  CHINNEN.  Use to watch Chinnen's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Chinnen.

CARD 50:  ANGELA VERTE.  Use to watch Angela's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Angela.

CARD 51:  GOUKETSUJI O-TANE.  Use to watch Tane's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Tane.

CARD 52:  HATTORI SAIZOU.  Use to watch Saizou's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Saizo.

CARD 53:  WHITE BUFFALO.  Use to watch White's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with White.

CARD 54:  KOKUUIN KINTAROU.  Use to watch Kintarou's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Kintarou.

CARD 55:  KUDO BUNTAROU.  Use to watch Buntarou's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Buntarou.

CARD 56:  KUDO SHINTAROU.  Use to watch Shintarou's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Shintarou.

CARD 57:  OLOF LINDERHOD.  Use to watch Olof's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Olof.

CARD 58:  JOUMON HIKARU.  Use to wach Hikaru's ending.
  COST:  250
  UNLOCK:  Clear Arcade Mode with Hikaru.

CARD 59:  PRINCESS SISSY.  In Versus and Practice Modes, Sissy becomes available
  on the character select screen.
  COST:  500
  UNLOCK:  Defeat Bobby Olugon in Arcade Mode.

CARD 60:  BOBBY OLUGON.  In Versus and Practice Modes, Bobby becomes available
  on the character select screen.  Also, you can use the card to watch the intro
  movie to the fight versus Bobby.
  COST:  500
  UNLOCK:  Defeat Bobby Olugon in Arcade Mode.

CARD 61:  AKIHABARA STAGE.  Use to view the "Tokimeki Overclock" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 62:  CHISANA SHIAWASE STAGE.  Use to view the "Chisana Shiawase" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 63:  SHINOBIAI STAGE.  Use to view the "Shinobiai Gouketsuji" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 64:  ONMYOUJI STAGE.  Use to view the "Let's Go!  Onmyouji" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 65:  SEISHUN NO KAKUGE- STAGE.  Use to view the "Seishun no Kakuge-" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 66:  INTAANETSUTO STAGE.  Use to view the "Subarashiki Intaanetsuto" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 67:  BOKURA NO HIMITSU STAGE.  Use to view the "Bokura no Himitsu" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 68:  KANENAIJA- STAGE.  Use to view the "Binbou Ningen Kanenaija-" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 69:  DEBU METAL STAGE.  Use to view the "Hyakkan" stage.
  COST:  100
  UNLOCK:  (N/A)

CARD 70:  SISSY STAGE.  Use to view the "Princess Sissy" stage.
  COST:  2,000
  UNLOCK:  (N/A)

CARD 71:  BOBBY STAGE.  Use to view the "Bobby Olugon" stage.
  COST:  2,250
  UNLOCK:  (N/A)

CARD 72:  ONMYOUJI.  Use to watch the "Let's Go!  Onmyouji" video.  Also, the
  stage's music will change to the "full chorus" version in the game.
  COST:  1,000
  UNLOCK:  Clear Mission B-04

CARD 73:  MUICHIMON HAYATO.  Use to watch the "Binbou Ningen Kanenaija-" video.
  Also, the stage's music will change to the "full chorus" version in the game.
  COST:  1,500
  UNLOCK:  Clear Mission B-05

CARD 74:  SADAKICHI.  Use to watch the "Bokura no Himitsu" video.  Also, the
  stage's music will change to the "full chorus" version in the game.
  COST:  2,000
  UNLOCK:  Clear Mission B-06

CARD 75:  AKIHABARA 3NIN MUSUME.  Use to watch the "Tokimeki Overclock"
  video.  Also, the stage's music will change to the "full chorus" version in
  the game.
  COST:  2,500
  UNLOCK:  Clear Mission B-07


------------
V.  Missions
------------

Most missions are fairly lame.  There's only one mission that gave me trouble,
and it will probably give you trouble, too.  It's almost a "luck of the draw"
mission.  Which one?  B-06.  You'll see.
  Anyway, the "A" missions are really quite lame; they're just "beat this cer-
tain character!"  The only one who might give you trouble is Princess Sissy,
but, as I'll say later on, there's a fairly easy pattern to her.  Sissy and
Bobby just take a little getting used to.  If a human plays them, though....

A-01.  Defeat Gouketsuji O-Ume!
A-02.  Defeat Koukuuin Kanji!
A-03.  Defeat Hananokouji Clara!
A-04.  Defeat Ooyama Reiji!
A-05.  Defeat Keith Wayne!
A-06.  Defeat Anny Hamilton!
A-07.  Defeat Chinnen!
A-08.  Defeat Angela Verte!
A-09.  Defeat Gouketsuji O-Tane!
A-10.  Defeat Hattori Saizou!
A-11.  Defeat Koukuuin Kintarou!
A-12.  Defeat Kudo Buntarou!
A-13.  Defeat Kudo Shintarou!
A-14.  Defeat Olof Linderhod!
A-15.  Defeat Joumon Hikaru!
A-16.  Defeat Princess Sissy!
  This one might give you trouble.  If you didn't know, she was the boss of
  the previous game.  There is a pattern to her, but sometimes it's a little
  difficult, so let me just explain quickly.  When you hit her (or even attack
  near her and miss or are guarded sometimes) with a Strong Punch or Strong
  Kick attack, she'll always do her "Misdirection!" attack right after.  This
  also works with most strings, so get close to her, do a string (don't cancel
  into a Hissatsuwaza), then roll.  Once you're on her back, do the same attack
  and roll again.  Repeat until she's dead.
    The only problem is that as she takes damage, she builds super energy.
  When she gains a new "stock," she'll Burst, the same as every character does.
  After that Burst, it's hard to say what she'll do and you'll have to try and
  close in and get an attack in that'll force her to do the Misdirection again.
    If you can trap her in this pattern when she has 3 levels of super, she's
  toast.
A-17.  Defeat Bobby Olugon!
  If he gives you trouble, just jump towards him a lot.  He'll sometimes catch
  you with his Heavy Attack (with the neon thing?  I don't know 100% what it's
  supposed to be), but you can usually double-jump to get away from it.  Some-
  times, he gets stuck in doing the crouching version of it, which leaves him
  open to big combos.

B-1.  Get a counter hit!
  For those who don't know, this is when your attack hits an opponent who is
  in attack animation.
B-2.  Get a KO with a Hissatsuwaza!
B-3.  Get a KO with a Stress Shoot!
B-4.  Get a KO with an Ippatsu Ougi!
B-5.  Win with a Time Up!
B-6.  Win with a Draw Game!
  This is absolutely HORRIBLE.  In such a game where you can be so lackadai-
  sical, suddenly, there's this really picky, obnoxious thing to manufacture.
  For the cards you unlock in Versus and Arcade Modes, it's very easy, because
  all you need to do is set up a fake match between two humans and just let the
  time run out.  Here, you have to somehow actually end up with exactly the same
  amount of damage as the CPU.  One might suggest avoiding everything to get a 
  perfect while not damaging the opponent, and that might work, but it's a lit-
  tle easier said than done, so I just typically try to hit them and then take 
  similar damage.  Relax.  One time, while trying, it'll just happen, and you
  can just get on with your life.
B-7.  Win without using special attacks!
  This is extremely easy.  Moves such as Bursts and strings don't count as
  "special attacks;" just Hissatsuwaza and super moves.  So, pick a strong
  character and go to town!  Bobby works very well, since his Heavy Attack is
  pretty close to invulnerable.


----------------
VI.  Stage Songs
----------------

Ahh yes--the backgrounds.  This is really what makes this game stand out among
all other fighting games.
  You see, each background has a very funny (or, at least, they're *supposed* to
be funny) theme to it.  Here is an explanation of each background and a trans-
lation of its song.  The "full chorus" ones have the character's names and the
credits in parantheses below the title.


TOKIMEKI OVERCLOCK  ("My Dreamy Overclocking")
------------------

(Akihabara 3nin Musume--"the Three Girls from Akihabara")
(Vocals:  Momoeika, cyuko, Yurara)
(Words & Music by Tanaka Keiichi)

This is the stage in some kind of a shop, with three girls singing in the back-
ground.  You can also unlock the "full chorus" version in the card collection
(and watch a rather boring video).
  This shop is actually an electronics store, and the three girls are singing a
pop-idol, sticky-sweet, cotton-candy, bubbly song about overclocking your CPU.
Strange?  Well, yeah.  The joke is obviously that a pop group of young girls
wouldn't sing about technical, nerdy junk.

(sound effects of computer booting up)

Ie---i!
 Yaaay!

Kyoumo ryukku seotta akihabara (rettsugo-!)
 Today, I'll go back to the Akihabara* with my backpack (let's go!)
Pa-tsuya asarini uradoori (wakuwaku)
 And go rummaging in the alley by the computer parts store (ooh, exciting!!)
Shuyakuno CPU mo daiji keredo (demosa-)
 I really love my main CPU, but... (yeah, but....)
Yappari iruwa mazabo-yo (dayone-)
 What I really need is a new motherboard (that's what I thought!)

Asobi kokoro no naiyouna
 I've no interest in a BIOS
BIOSnante kyoumiwa naiwa
 that doesn't have a gaming mind
Kyuukyokuno benchiwo mireruyouna
 Because I want to try and get the fastest speed
Kyokugen no hayasamade chousen shitaikara (suitchi o-n!)
 so I can realise the ultimate benchmark!! (Switch: on!)

Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (aww!)
Ara ara reikyakuga hitsuyoune (majide?)
 Oh!  You need a refrigeration unit! (are you serious?)
Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (aww!)
Urusai no wa iya dakara  Seion fanni shichauwa- ne!
 I can't stand noise, so  I'll get a silent fan!  Right?

(speaking)
"Yappa ke-suwa arumide nai tone!"
 "Your case definitely needs to be aluminum!"
--"tte iuka-, kono ha-do disuku chouatsuiyo."
 --"Yeah, but, this hard drive's so hot like that!"
"A-n, mata furi-zu shita-!  Antei warusugi-!"
 "Grr!  It froze again!  It's too unstable!"
--"Demo teikakuwa yappa yada yone-!"
 --"Yeah, but I guess I just can't stand the standard clock rate!"
"Ne-!"
 "You're right!"

Kyoumo kougu katateni jisaku heya (rettsugo-!)
 Today, in my workshop, tools-in-hand, I'll use the skills (let's go!)
Tenareta tetsukide barashichau (dokidoki)
 I learned from experience and figure it out again! (wow!)
Hakareta CPUwa nankome kashira (yadayada)
 Just how many CPUs does that make that I've destroyed? (that's awful)
Soredemo yappari yamerarenai (dayone-!)
 Still, I won't quit! (of course!)

Daredemo kigaruni tsukaeru youna
 I've no use for the standard, factory product
Me-ka-shina nado kyoumiwa naiwa
 that can be used by anyone with ease.
Sekaini tatta hitotsu no yumemiru youna
 I wanna make it into a one-of-a-kind
Daremoga urayamu mashinni shitai kara (suitchi o-n!)
 machine that everyone envies! (Switch: on!)

Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (aww!)
Arara kemuriga deteiruwa (majide?)
 Oh!  It's smoking! (are you serious?)
Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (aww!)
Moechaunowa iya dakara  Suireikyakuni shichauwa (katchoi-!)
 I don't want you to burst into flames, so I'll buy a refrigeration unit! (wow!)

(suitchi o-n!)
(Switch: On!)

(music stops)

(speaking)
"Are?  Tomatchattayo?"
 "Huh?  It stopped!"
--"Mou dousuru no yo?"
 --"What'll we do now?"
"Kouiu tokiwane, kou-suru noyo-!"
 "At times like this, you do *this!*"

(sound of hitting computer)
(sound of computer booting up)

--"A, ugoita!"
 --"Oh!  It's working!"
"Rakki-!"
 "How lucky!"

Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (aww!)
Araara OS tachiagaranai (majide?)
 Oh!  The operating system won't load! (are you serious?)
Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  super-speed (aww!)
Ugokanakerya iya dakara  Sai insto-ru shichauwa (saikidou!)
 I don't want to see it not working, so I'll install it again!  (it's up again!)

Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (whoo!)
Araara CPU itchatta kashira (yabaiyone?)
 Oh!  I think the CPU died. (that's not good!)
Rarara O-ba-kurokku (ie-i!)  Netsubousou (fu-!)
 La-la-la, Overclocking (yay!)  Overheat (whoo!)
Hakareta nowa iya dakedo  Sunnariiku nomo tsumannai
 I hate to see them broken, but it's so boring to just leave them standard.

Toraburumashinni tokimeku no (moeruwayo)
 I get goosebumps thinking about a "Trouble Machine" (it's blossoming!)**

*--Akihabara is a Tokyo shopping district famous for electronics.
**--"Moeru" means "to sprout" or "to blossom," meaning, of course, that the
  computer is gonna show its true colors or something.  It's no coincidence that
  this is also slang for "blossoming into womanhood."


CHISANA SHIAWASE ("My Tiny, Little Joy")
----------------------------------------

This is one of the "concert" stages that all look very similar.  There's a sad-
looking girl with a guitar hanging on a swing, singing this sad song.
  This one's just silly.  On a side note, however, I always save the best for
last, so I, too, know this terrible pain!

Sabishii tokini itsumo tachiyoru sabireta resutoran
 In the run-down restaurant I always take myself to when I'm sad,
Kin'enseki no katasumide kyoumo hitoridake
 In a non-smoking corner, all alone, naturally,
Shougoede dasu chuumonwa itsumo no hanba-gu
 In a tiny voice, I order my usual hamburger.
Dakedo hontouni tabetai nowa tsukeawase no furaidopoteto
 But, what I really want to eat is the side of french fries.

Daisukina monowa saigomade nokoshiteokuno
 I leave my favorite part until last
Sorenanoni, sorenanoni,
 But then--oh, but then--
Anata no shinjirarenai hitokoto
 You said something I just couldn't believe--

"Kore osageitashimasune."
 "I'll take that empty plate, miss."

Yamete~~~~~~!!!
 "No, waaaaaait!!"

Chisana shiawase ubawanaideyo  Sagesumuyouni hohoeminagara
 Don't take away my tiny, little joy, smiling with disdain
Chisana shiawase ubatta anata isshou uramimasu.
 I'll hate you, you who took away my tiny, little joy, for my entire life.

(speaking)
Anataniwa totemo sasai na koto kamoshirenai.
 It probably doesn't seem like much to you.
Dakedo watashiniwa totemo juuyouna koto nano
 But, it's a very important thing to me.
Anataniwa imamade shiitageraretekita atashi no kimochi nanka wakaranai deshou!?
 You can't possibly understand what it's like for an oppressed person like me!
Tada atashiwa sukoshi dakedemo ii kara
 I just want to be happy,
Shiawaseni naritai dakenanoyo~!
 even just a little bit!!!


SHINOBIAI GOUKETSUJI ("Gouketsuji Hidden Love")
--------------------

This is the "night club" scene, with the two lounge singers who fight each
other as they sing.  Note the guy sleeping right next to them.  I dunno why, but
I always think of the scene from Siu Lam Juk Kau (Shaolin Soccer) where he
sings that ridiculous song about how great Siu Lam Kung Fu is when I hear that
guy's weird, almost maudlin singing style.

MAN:  Gonenni ichido no kono taikai de  toppuwo kimeruto iu keredo
 They say this tournament, held every five years, decides who's the best
WOMAN:  Sonnakotonante doudemo iino  Anata ni aeru sore dakede ii
 I don't care about that; I'm just glad I could meet you.

MAN:  Subayaku nattane omae no ugoki
 You've gotten so fast in your movements!
WOMAN:  Tsuyoku nattawane anata no kobushi
 Your fists have become so strong!
BOTH:  Kotoba dakewa tsutawaranai kotomo aru kara
 But there's something we just can't say in words!

BOTH:  Kachimake nankade katarenai chikara to waza no shinobiai
 Whoever wins or loses doesn't show this love hidden in our power and technique

MAN:  Sukisa (urya-!)
 I love you (yah!)
WOMAN:  Sukiyo (urya-!)
 I love you (yah!)
BOTH:  Dakara tatakai tsuzukereu  Futariwa Gouketsuji
 That's why I keep on fighting you--we're both 'Gouketsuji!'


LET'S GO!  ONMYOUJI!
--------------------

(Yabeno Hikoma & Kotohime With Bouzu Dancers)
(Vocals:  Momoeika, Denchuu  Chorus:  Momoeika, Denchuu, Fujiwara Masanosuke)
(Words & Music by Tanaka Keiichi)

This is the background with the big, sacred tree, and the onmyouji (Heian-era,
Japanese sacerdotal officiant, kind of like a monk, that manipulated the Yin and
Yang) doing some sort of exorcism.  The onmyouji is named "Yabeno Hikoma" and
the singing miko is named "Kotohime."  "Bouzu" means "monk."
  I guess it's supposed to be funny that they're singing this weird pop song
about onmyouji.  I dunno.  You can unlock a "full chorus" version of this song
in the Card Collection, and it is pretty funny to see them all go "yay!"  If
there's more to the humor, then, I guess it just went over my head.  I think
it's just supposed to be a nice, silly song about onmyouji.

(Narrator):
Arayuru konnanga kagakude kaiketsu suru, kono heisei no jidai, hitobito no
 In this modern age when everything seemed explained by science, there were evil
tozasareta kokoro no yami ni habikoru chimimouryouga sonzai shiteita.
 spirits spreading in the darkness of peoples' closed minds.
Kagaku no chikaradewa doushiyoumo dekinai, sono yokkaina yokorani tachimukau
 Only one suspiciously humble man stood up against these fiendish devils
shinmyou, fuskashiginite usankusai otokoga hitori.
 against whom science seemed powerless.
Sono nawa Yabeno Hikoma, sou, hitowa karewo onmyoujito yobu.
 His name was Yabeno Hikoma--yes, the man they called "Onmyouji."

(Chorus):
Akuryou taisan, akuryou taisan
 Disperse, evil spirit!  Disperse, evil spirit!
Onryou, mononoke, komatta tokiwa
 Ghosts, monsters--whenever you're in trouble
Do-man!  Se-man!  Do-man!  Se-man!
 Do-man!  Se-man!  Do-man!  Se-man!*
Suguni yobimasho onmyouji rettsugo-!
 call the onmyouji right away!  Let's go!

(ie-!) x 3
 (yay!) x 3

(Hikoma):
Shishitenaho konoyoni miren
 These desires linger, even after death,
Nokoseshiwa chimimouryou to
 and what's left behind becomes the evil spirits
Narihateru sono warushiki chiwo
 To dispel this evil blood they become
Kiyomeruga onmyou no michi
 is the path of the Onmyouji!

(Kotohime):
Hito no yoni umareshi akuwo
 Entomb this evil,
Yamini'e to houmureyo!
 born in the human world, in the darkness!

(Chorus):
Akuryou taisan, akuryou taisan
 Disperse, evil spirit!  Disperse, evil spirit!
Youkai, ayakashi, komattatokiwa
 Phantoms, spooky things--whenever you're in trouble
Do-man!  Se-man!  Do-man!  Se-man!
 Do-man!  Se-man!  Do-man!  Se-man!*
Tasukete moraou onmyouji rettsugo-!
 get the onmyouji to help you!  Let's go!

(Hikoma):
Ikinagara uraminikushimi
 The hatreds we form during life
Tsunorishiwa akki, akuryou
 invite devils and evil ghosts
Yobisamasu sono gekkouwo
 To calm the rage that is awakened
Nadamerumo onmyou no michi
 is also the path of the Onmyouji!
 
(Kotohime):
Aishisano yukitsuku hateni
 Until the love has drained from him
Itami kokoro nagusameyo
 He shall bring comfort to your soul

(Chorus):
Akuryou taisan, akuryou taisan
  Disperse, evil spirit!  Disperse, evil spirit!
Onnen, onkon, komatta tokiwa
  Grudges, hatred--whenever you're in trouble
Do-man!  Se-man!  Do-man!  Se-man!
  Do-man!  Se-man!  Do-man!  Se-man!*
Shizumetemoraou onmyouji rettsugo-!
  have the Onmyouji dispel them for you!  Let's go!

(Hikoma--spoken):
Tsurai toki, kanashii toki, hitowa sonna toki kokoro no sukima ni yamiga dekiru.
 When they're sad or hurt, people darkness can enter the holes in your mind.
Sono kokoro no yamini mamonotachiwa youshanaku hairikondekuru no da!
 Monsters will enter this darkness without thought or hesitation!
Dakara, kurushikutemo, kujikeruna!  Ochikomuna!  Kuyokuyo suruna!
 So, although it's hard, don't be defeated!  Don't be depressed!  Don't fret!
Nanigotonimo kusshinai kyoujinna kokoro kosoga, saikyou no bukki nano dakara!
 An relentless, tough mind is your strongest weapon, you see!

(Kotohime):
Samishisade yurumeku kokorowo
 Destroy those who would attack
Nerau mono uchikudake!
 a mind weakened by sadness!

(Chorus):
Akuryou taisan, akuryou taisan
 Disperse, evil spirit!  Disperse, evil spirit!
Choudou genshou, komatta tokiwa
 Supernatural forces--whenever you're in trouble
Do-man!  Se-man!  Do-man!  Se-man!
 Do-man!  Se-man!  Do-man!  Se-man!*
Harattemoraou onmyouji rettsugo-!
 have the Onmyouji exorcise them for you!  Let's go!

Akuryou taisan, akuryou taisan
 Disperse, evil spirit!  Disperse, evil spirit!
Noroinoroware, komatta tokiwa
 When you're cursed, or whenever you're in trouble
Do-man!  Se-man!  Do-man!  Se-man!
 Do-man!  Se-man!  Do-man!  Se-man!*
Soudan shimashou onmyouji rettsugo-!
 consult the Onmyouji!  Let's go!
Yappari tayoreru onmyouji rettsugo-!
 Just go ahead and call on the Onmyouji!  Let's go!
Minna no hi-ro- On!  Myou!  Ji!
 Everybody's hero, On-myou-ji!

(Hikoma--spoken):
Joubutsu shiroyo!
 I'll send you to the other world!

*--These are the symbols the onmyouji draw, one of a checkerboard-like pattern
 (do-man) and a star symbol (se-man).  The two symbols are thought to be named
 after famous onmyouji, Ashiya Douman and Abeno Seimei (aka Abe no Haruakira).


SEISHUN NO KAKUGE- ("The Fighting Games of Our Youth")
------------------

This is another "concert" background--namely, the one with the boy-band-like
group (with the fat guy at the left end).  The word "ge-sen" is short for "game
center," which is what the Japanese call video game arcades, and the word "kaku-
ge-" is short for "kakutougi ge-mu," which is what they call fighting games.
  It's possibly just coincidence, but the word "ge-" (also written "gei") means
"gay; homosexual," obviously borrowed from English.  It's hard to say whether or
not they're going for that joke, but I do think they at least knew people might
construe it that way.

Ge-sen ikouyo heheihe-i!
 Let's go to the arcade, hey-hey-hey!
Kakuge- shiyouyo ieieie-i!
 Let's play a fighting game, yay-yay-yay!
Taisen sureba oretachi minna nakamasa, tomodachisa
 When we fight each other, we're all buddies; all friends.

Komottenaidesa Omotehe deyouyo
 Please don't shy away; just come out and face us
Nayandeta kotomo wasuresasete kureruyo
 We'll make you forget all your troubles

Kimi no sono kitaerareta udewo
 I'll show them your skills
Aitsurani misetsuketeyarou
 you've been working on so long!

Ge-sen ikouyo heheihe-i!
 Let's go to the arcade, hey-hey-hey!
Kakuge- shiyouyo ieieie-i!
 Let's play a fighting game, yay-yay-yay!
Taisen sureba oretachi minna nakamasa, tomodachisa
 When we fight each other, we're all buddies; all friends.

(spoken)
Chouhitsu kuratta kara ttesaa.
  Ohh, I was hit by your super move....
--Kuyokuyo surunayo.
 --Don't be bitter!
--Omaenara raifu 1dotto sae areba katerusa.
 --It's you--you can win with just one pixel of life!
Ga-do bakari shite zenzen shikakete konai koitsu ni saa
 Show that guy, who just guards all day, scheming,
Miseteyareyo, omae no ano su-pa-konbo wo yoo!!
 that super combo of yours!


SUBARASHIKI INTAANETSUTO (read: "Inta-netto") ("It's A Wonderful Internet")
------------------------

This is the "enka"-like song; the old-fashioned ballad about love on the inter-
net.  Obviously, it's just funny that some old-fashioned person in a little town
whose song should be some traditional ballad about love lost to war or some such
thing would sing about how wonderful the internet is.

IT kakumei no ookina nami ga
 The great waves of the internet revolution
Watashi no machinimo yattekita
 have even reached my little town

Hitoribotchi no sabishii tokimo
 Even when I'm very lonely and sad
Kurikku hitotsude hirogaru sekai
 with just one click, a whole world spreads before me!

Kaomo shiranai ano hitoni
 I'll send an e-mail again, today,
Kyoumo dashimasyo i-me-ru
 to that guy--I don't even know what he looks like!

A-a, subarashiki inta-netto!
 Ah, what a wonder the internet is!

(spoken)
Atta kotomo nai hitowo sukini narunante arienai to omottakedo
 I never believed I could fall in love with someone I've never met,
Doushitatte iu no kono mune no tokimekiwa?
 What's happening--why does my heart flutter so?
Korewa nani?  Korega inta-netto nano?
 What is this?  Is this the internet?

(singing)
Hikari faiba-ga harimegurasare
 The fiberoptics wind around all over
Kousokutsuushin mousugune
 I'll have high-speed communicatin soon

Shizumarikaeru kodokuna yorumo
 Even on a quiet night, when I'm all alone,
Kurikku hitotsude atsumaru nakama
 with just one click, I can gather with my friends!

Namaemo shiranu ano hitoto
 Today, I can have a fun time, again, chatting
Kyoumo tanoshiku chatto shiyou
 with that guy whose name I don't know!

A-a, subarashiki inta-netto!
 Ah, what a wonder the internet is!


BOKURA NO HIMITSU (spelled: HI MI TU on the screen) ("Our Little Secret")
-----------------

(Sadakichi from Planet Pendagin and Friends)
(Vocals & Chorus:  Denchuu)
(Words & Music by Tanaka Keiichi)

This is another "concert" stage--the one where the turnip-headed aliens are
singing a weird waltz about destroying the world.  You can unlock a "full-
chorus" version of this song in the Card Collection.  If you think they actually
are just there to play, not to destroy the world, listen to the very end of the
song.

Tooi hoshi kara yattekita
 We are the so-called "aliens"
Bokuwa iwayuru uchuujin
 from a planet far away
Kaowa choppiri kowai kedo
 Our faces might be a wee bit scary,
Ningen no houga bokuwa kowai
 but we're more afraid of you than you are of us!

Kono hiroi uchuuno
 The reason we've come
Kono chippokena chikyuuni
 to this tiny Earth in this great space
Tachiyotta nowa chotto shita
 is, well, just on a little whim
Kimagure nanda dakara- dakara-
 to be here just a little while, so... so....

Nyuuryaku nante shinai yo, kougeki nante shinaiyo
 We don't invade or anything; we're not gonna attack or anything
Tada asobini kita dake dakara
 We've just come to play, so....
Yuukai nante shinaiyo, jikken nante shinaiyo
 We don't abduct or anything; we don't do experiments or anything
Dakara sotto shite oite
 So, just let us be!

Hikaru enpan nottekita
 We so-called "aliens,"
Bokuwa iwayuru uchuujin
 who came on glowing discs of light,
Nariwa choppiri shoboi kedo
 make a sound that's a little creepy,
Ningentachiyori iketerukana
 but isn't it more attractive than a human's?

Ikusenman no hoshi no naka
 The reason we've come
Kono mikinai chikyuuni
 to this wretched little Earth amongst
Tachiyotta nowa chottoshita
 amongst all the millions of other planets
Koukishin nanda dakara- dakara
 is simply because we were a little curious, so... so....

Kaibou nante shinaiyo, kiokukeshitari shinaiyo
 We don't dissect or anything; we don't do things like erasing memory
Tada asobini kita dake dakara
 We've just come to play, so....
Chijou e nante shiranaiyo, ushi nante korosanaiyo
 We don't know about those drawings on the earth's surface; we don't kill cows
Dakara sotto shite oite
 So, just let us be!

Bokura no himitsu daremo shiranai
 Nobody knows our little secret
Hontou no koto wakatte hoshiikedo
 They all really want to know, though
Dakedo kono himitsu darnimo iwanai
 But we won't tell this secret to anyone
Iiwake da towa omowaretakunai kara shinjite hoshii kara
 We don't want to seem to be making excuses, so please, believe us

Seifuku nante shinaiyo, gyakusatsu nante shinaiyo
 We don't conquer or anything; we don't exterminate or anything
Tada asobini kita dake dakara
 We've just come to play, so....
Himitsu kichi nante tatenaiyo, hitoni baketari shinaiyo
 We don't build secret bases or anything; we don't turn into people or anything
Dakara sotto shite oite
 So, just let us be!

Nyuuryaku nante shinai yo, kougeki nante shinaiyo
 We don't invade or anything; we're not gonna attack or anything
Tada asobini kita dake dakara
 We've just come to play, so....
Yuukai nante shinaiyo, jikken nante shinaiyo
 We don't abduct or anything; we don't do experiments or anything
Dakara sotto shite oite
 So, just let us be!

Mousugu kossori kaerukara
 We're gonna quietly leave soon, anyway.


BINBOUNINGEN KANENAIJA- ("Poverty Ranger, Kanenaijer!")
-----------------------

(Muichimon Hayato)
(Vocal:  Fujiwara Masanosuke, Chorus:  Noise Factory Boys and Girls Choir)
(Words & Music by Tanaka Keiichi)

This is my favorite song.  Many people in the U.S. might not be able to "get"
it, though, because this although this kind of show was shown in the U.S., the
teams localizing them usually changed things up a lot.
  There are a whole mess of shows from Japan most commonly referred to as either
"superhero" shows or "tokusatsu" shows ("tokusatsu" is the Japanese word for
"special effects").  These shows almost always have a little "kanji" (Chinese
characters with Japanese readings) title and then the character's name.  For
instance, perhaps the first of these was "Himitsusentai Go-renja-," whose name
means "The Secret Fighting Force, Go Rangers!"
  In this case, "Binbouningen" means "poor person."  I suppose it's a parody of
the name "Jinzouningen Kikaida-," which means "Man-Made Human, Kikaider!"  "Ki-
kai" means "machine" in Japanese, so it's kinda like "Man-Made Human, Machine-
der!" or something.
  As for the "Kanenaija-" part, "kane naija" means "I ain't got no money."
  The character's name is Muichimon Hayato.  Hayato is a really energetic-
sounding name, and many heroes get it, but the "Muichimon" part is a really
manly-sounding name that means "he doesn't even have one mon."  A mon was a
small unit of money in the old days of Japan, kinda like a penny.
  You can unlock the "full chorus" video in the Card Collection.

Nagai fukeiki, dandada-n! (kids: dandada-n!)
 In the long depression, dun-dun-dun!
Totsuzen risutora, gangaga-n! (kids: gangaga-n!)
 Sudden restructuring, bum-bum-bum! (kids: bum-bum-bum!)*
Suzume no namida no taishokukinde konosaki seikatsu dekirunoka?
 Let off with such a tiny severence pay, can he possibly survive??

Kyoumo kayouze ba-gense-ru
 Today, again, we'll go search the bargain sales
Deruka hissatsu shitsugyouhouken??
 Will we see his special unemployment attack??

(spoken)
Okaneganai kedo...shakinwa aruzo-!! (kids: dameja-n)
 I may not have any money, but...I've sure got debt!! (kids: that's not good!!)

Haraenu ro-nwo kaesu tame  Kazoku no heiwawo mamoru tame
 To pay back the loans over your head, to keep the peace at your house,
Yukuzo (kids: o-!)  Warera no (kids: ya-!)
 Go! (kids: yeah!)  Our (kids: yay!)
Binbouningen Kanenaija-!
 Poverty Ranger, Kanenaijer!!

(narrator)
Kanenaija-  Muichimon Hayatowa binbouningen de aru.
 Kanenaijer.  Hayato Muichimon is a poor person.
Aku no kigyousenryaku risutorani yotte binbouni sareta kare ha
 Struck with poverty by the wicked corporate restructuring tactics,
Shakinkara kazokuwo mamoru tameni kyoumo tatakau no da!
 he'll fight again today to protect his family from debt!

Fukai tameiki, banbba-n! (kids: banbaba-n!)
 With a deep sigh, bam-bam-bam! (kids: bam-bam-bam!)
Meshikuu kanemo nai, sukkaraka-n! (kids: sukkaraka-n!)
 Without even enough money to eat, bump-bada-bump! (kids: bump-bada-bump!)
Aisuru tsuma no naishoku dakede konosaki tabeteikerunoka?
 Can they eat with only his beloved wife's side job?

Kyoumo kayouze shishoku ko-na-
 Today, again, we'll go to the food-sampling area
Deruka todome no shouhishakin'yuu?
 Will we see his Consumer Finance Finishing Blow?
 
(spoken)
Harawa hetteru kedo, munewa ippai dazo-!! (kids: kanashi-!)
 My stomach may be empty, but my heart is full!! (kids: that's horrible!!)

Kodomo no kuufuku mitasutame  Kazoku no heiwawo mamoru tame
 To fill your children's empty stomachs, to keep the peace at your home
Yukuzo (kids: o-!)  Warera no (kids: ya-!)
 Go! (kids: yeah!)  Our (kids: yay!)
Binbouningen Kanenaija-!
 Poverty Ranger, Kanenaijer!!

Dakedo, sonna oiramo kujikerukotoga aru n da.
 But you know, there are times when even I feel crushed by all this.
Sonna toki omoidasu nosa  Kazoku no egaowo
 I remember those far-off times....  My family's smiling faces....
Maketetamaru ka-!
 I won't just roll over and take it!!

Kyuujin sagashite, zunzuzu-n! (kids: zunzuzu-n!)
 Look for "help wanted" signs, shoop-shoop-shoop! (kids: shoop-shoop-shoop!)
Shoruide kerarete, dondodo-n! (kids: dondondo-n!)
 Get kicked out because of what's in your file, dun-dun-dun! (dun-dun-dun!)
Jinsei nakaba no kono nenreide kono saki shuushoku dekiru noka?
 Can he, a middle-aged man, find a job at such an age?

Kyoumo kayouze Haro-wa-ku
 Today, he'll go back to Hello Work**
Deruka kyuukyoku aki kan atsume?
 Will we see his Ultimate Empty-Can-Collecting Attack?

(spoken)
Shokuwa nai kedo, shokkuwa aruzo-! (kids: sabbu-i!)
 I don't have a job, but I've had lots of shock! (kids: what a lame joke!)***

Eikyuu shuushoku sagasu tame  Kazoku no heiwawo mamoru tame
 To find permanent employment, to keep the peace at your home,
Yukuzo! (kids: o-!)  Warera no (kids: ya-!)
 Go!  (kids: yeah!)  Our (kids: yay!)
Binbouningen Kanenaija-!
 Poverty Ranger, Kanenaijer!

*--"Gangan" is the "sound effect" of some really strong guy fighting.
**--"Hello Work" is a Japanese, state-financed employment agency.
***--"Shoku" means "work;" "shokku" means "shock."


HYAKKAN ("Half a Ton")
-------

A "kan" is a measurement of weight equivalent to 8 1/3 pounds.  "Hyaku" means
"one hundred," so, the name really means "833 1/3 pounds."
  "Debu" means "fat guy" in Japanese.  Of course, it's not a particularly nice
word.  Obviously, this is the "concert" stage with the band "Debu" playing,
which consists of a bunch of fat guys.  the stage is shaped similarly to a
dohyou (the "ring" sumo wrestlers use), and it's surrounded by big, fat sumo
wrestlers.

AAAAAA!  DEBU NO NANIGA WARUI!?!?
 AAAAARRRGGH!  WHAT'S WRONG WITH BEING A FAT GUY??

DEBU!  DEBU!  DEBU!  HYAKKAN! (x4)
 Fat guys!  Fat guys!  Fat guys!  Half a ton! (x4)

Atsukumo nai noni asewo kaki
 Breaking out in a sweat even though it isn't hot,
Meshiwo nomuyou ni kuiarasu
 Wolfing down our meals like chugging a drink,
Shuui no ondo wo agemakuru
 Raising the temperature all around us--
Sonna fushigi na o-re-wa-!
 Such are our mysterious ways!

DEBU!  DEBU!  DEBU!  HYAKKAN!
 Fat guys!  Fat guys!  Fat guys!  Half a ton!
DEBU!  DEBU!  DEBU!
 Fat guys!  Fat guys!  Fat guys!

Sonnani debuga urayamashii nara
 If you're really so jealous of us fat guys,
Omae no sono yasehosotta karadani
 do you want me to share
Ore no kono aburagitta zeinikuwo
 my fat, greasy gut
Wakete yarouka?
 with your skin-and-bones body?

DEBU!  DEBU!  DEBU!  HYAKKAN! (x2)
 Fat guys!  Fat guys!  Fat guys!  Half a ton! (x2)
Debude warukatta naa!
 Excuse me if I'm a fat guy!


...and the rest~!
-----------------

Yeah, there are two more stages I didn't mention.  There aren't any vocal songs
to go with them, though!  Their silliness should need neither explanation nor
translation.  However, I guess it's worth mentioning them.
  First, there's Sissy's stage.  This stage is directly from the last game.  See
how it says "The Last Game?"  Actually, it said that in the last game, too.
Maybe they didn't plan on ever making another Gouketsuji Ichizoku??  Anyway, the
last game was called "Toukon" (or "Matrimelee"), which means "Battle Marriage,"
because the winner of the last tournament was promised the princess's hand if
he won (if the winner was a woman, they'd get the prince as a groom instead).
That's why it plays the hyped-up version of the Bridal Chorus from the opera
Lohengrin.
  Secondly, we've got Bobby's stage.  Ohh, Bobby....  It's tough to say if you
should be 100% offended by him or not.  I'm sure he's set the image of foreign-
ers (and especially Africans) back pretty far in Japan.  Well, maybe not...it's
not like they had a high opinion of Black people anyway.  Anyway, he's from
Nigeria, which is why it has an African flavor.


--------------
VII.  Glossary
--------------

COMBO:  "Combination."  This is a set of attacks that, if the first hit lands
 successfully, all hits will land.
HISSATSUWAZA:  You'd do well to learn this word if you like Japanese things as
 it's used in many, many different manga and tokusatsu titles, as well as almost
 all video games.  It literally means "Sure-Kill Technique," and represents a
 character's "go-to" move.  These are your basic, special moves.
IPPATSU OUGI:  Literally meaning something like "Single Special Attack," these
 are the supers that drain two levels of Stress meter.  "Ippatsu Ougi" is a bit
 of a misnomer, actually, since many of them actually involve many attacks.
KINJITE:  Literally, "Forbidden Play" (as in, a play in chess).  This is your
 level 3 super.  Only a few characters have it.
NEUTRAL:  This is when there's no input at all on the controller.
SPECIAL MOVE:  This is any move that requires special input, usually referring
 to any move that takes off damage if you guard against it such as fireballs,
 spinning kicks, firey punches, etc, etc.
STRESS:  It's not just that thing Korean people do that I can't seem to get to
 work at all when I pronounce their language, it's also the name of the "super"
 meter and "super" energy in this game, used to cancel blocks into heavy
 attacks and to perform super moves.
STRESS SHOOT:  These moves take off one level of Stress meter.
STRING:  In fighting games, combinations are often referred to as "strings."
 This is to differentiate them from "combos," which are sets of attacks that,
 when put together, will continue to hit if the first hit lands, leaving the
 defender unable to stop or block during the combo.
 In this game, I use the word "string" to refer to what other games call "chain"
 or "target" combos.  These are normal attacks that will link together to make
 a combo.  Technically, I shouldn't use the word "link" there, because that
 refers to something else, but, that's OK.
SUPER MOVE:  There are three types in these games.  A "super" move is anything
 that uses your "Stress" Meter, besides the guard-cancelling heavy attack.
 The three types of supers are:  Stress Shoot--1 level of super energy, Ippatsu
 Ougi--2 levels of super energy, and Kinjite--3 levlels of super energy.  Not
 everyone has all three; in fact, Kinjite are rare.
THROW:  These are moves that must be executed closely and the victim cannot
 guard (unless they use a "throw break," which is just attempting a throw at
 roughly the same time).  Grapples.  You know.
TOKUSHUWAZA:  "Tokushu" means "specialty."  Literally, then, these are "special
 techniques."  However, that word refers to Hissatsuwaza and super moves in
 English fighting game jargon usually.  These are normal attacks that require
 joystick input, such as Forward + Weak Kick, and serve (in this type of game)
 to extend combos and add a "mix-up" factor to the game (since some of them
 will hit low and some can't be guarded low).
UNBLOCKABLE:  You can't guard these attacks.


------------------
VIII.  Thank You's
------------------

Rado (my fiancee), Edan, Busdriver, Mingus, Serge Gainsbourg, Croatian cabbage
rolls, paneer tikka masala, daan taat, ha gaau, jangjorim, bulgogi, kimchi
bokkeumbap, pizza margherita, Boar's Head brand cold cuts, Maille brand mustard,
chicken shawerma, mashed potatoes, mashed potatoes, mashed potatoes, okonomi-
yaki, gyouza, yakisoba, pudding mushipan, carne con papas (cuban-style with
plantanos), southern-fried chicken, french onion soup, spanakopita, souvlaki
pitas, creme brulee (what, a man can't eat that??), crab cakes made with
Emeril's recipe, Ma's pork tenderloin in sauerkraut, Hebrew Nationals grilld up
with red cabbage, Silk brand chocolate soy milk, beignets, hummus, roasted heads
of garlic, grilled portabellos, and damn I'm hungry, if you couldn't tell.

Oh yeah, and thanks to Noise Factory for making a game blah blah blah....