=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Instinct 3: Groove On Fight FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Meter Filling 3. Characters 3.1 Larry Light 3.2 Chris Wayne 3.3 Tenjinbashi Sujiroku 3.4 Yukinoue Hizumi 3.5 Max Ax Dax "M.A.D." 3.6 Solis R8000 3.7 Falco 3.8 Gouketsuji Oume & Gouketsuji Otane 3.9 Gartheimer Rudolph 3.10 Otogiri Remi 3.11 Hananokouji Popura --------------------------------------------------- 3.12 Damian Shade 3.13 Bristol Weller 3.14 Bristol-D 4. Misc. And Easter Eggs 4.1 Idle Animations 4.2 Select Screen 4.3 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back HP - Heavy Punch K - Any Kick b-- --f u - Up GA - Great Attack + - And / | \ d - Down LK - Light Kick / - Or db d df HK - Heavy Kick , - Then DA - Dash Attack qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Throw f/b + HP close Air Throw f/b + HP close in air Double Jump ub/u/uf after any first jump Dash Forward f, f Halt b Dash Punch P Dash Kick K knocks opponent down Dash Overhead GA knocks opponent down Dash Backwards b, b invulnerable for a split second Block High b Block Low db will not block overheads Powerful Overhead GA overhead; opponent bounces slightly off ground and can be juggled; works like this for everyone except M.A.D. Strong Air Attack DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Launch Attack d + GA must be blocked low; opponent launches in air and can be juggled; works like this for everyone except M.A.D. Pursue Attack u + K/DA when opponent does not work if is on the floor opponent has their head smashed into the ground; these moves are marked "head grounder" in the move description Dash Attack DA character can dash past opponent if close enough High Attack Reflect HP+HK if a high attack hits while this is active, the character will push the opponent so that they will stagger back and be open for attack Unblockable Attack GA+DA unblockable Taunt Start adds a bit to your opponent's super meter Toss KOed Character d + HP/GA over the center of the KOed character Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Tag Out LP+LK tag must be made in order to tag out (getting hit, for example, can break up the tag); opponent on sidelines will slowly heal Dual Attack d, d + P/GA before the consumes one stock; tag is made dash in must connect to perform the Dual Attack; must also have both teammates usable Partner Attack f + LP+LK Meter Charge hold LP+LK will only work if you are by yourself (your team member is KOed) Super d, d + K/DA consumes one stock ********************* * 2.2 Meter Filling * ********************* The Super Meter fills every time you take damage and when the opponent blocks your attacks. When a stock fills completely your character will yell and be surrounded by energy (called a stress scream; the stress scream can hit an opponent and take off minor damage). During this short time you are invulnerable. You can also fill a stock automatically when one of your team members is KOed. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Larry Light * ******************************************************************************* Colors ------ LP - Brown pants w/ White hair HP - Blue pants w/ Blonde hair GA - Green pants w/ Dirty Blonde hair LK - White pants w/ Black hair HK - Yellow pants w/ White hair DA - Black pants w/ White hair Start - Red pants w/ Blue hair Throws ------ Shoulder Toss Pound f/b + HP/GA close f and b determine where opponent is thrown Neckringer f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Spin Kick HK in air 2 hits with both hits being overheads Hammer Spike DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Rolling Elbow DA can roll past opponent Destruction Hammer GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Larry will push the opponent so that they will stagger back and be open for attack Victory Of The Fist GA+DA unblockable Dash Elbow Dash Forward, P Triple Threat Dash Forward, K Impending Hammer Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Flying Headbutt f + HP the range is determined by how long you hold HP; head grounder Ankle Break d + HP must be blocked low Scissor Kick f + HK first part must be blocked low Mule Kick df + HK Elbow Drop u + K/DA when opponent is pursue attack on the ground Thrust Palm d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Light Blast qcf + P/GA LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Air Light Blast qcf + P/GA in air LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Driving Dribble f, d, df + P/GA LP=short and 2 hits, HP=medium and 3 hits, GA=long and 5 hits Super Driving Dribble Dash Forward, f, d, LP=3 hits; HP=5 hits; df + P/GA GA=10 hits; can also be done if you use a dashing P or K and then perform the f, d, df + P/GA motion Thrust Step qcf + K/DA LK=short, HK=medium, DA=long; if move connects (not blocked), opponent is pushed to the edge of the screen behind them Impact Connection qcb + LP Shoulder Charge qcb + HP if done close you will dash behind the opponent Double Palm Break qcb + GA Dual Attack ----------- Larry Light Ning LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Historical Moment d, d + K/DA absorbs projectiles ******************************************************************************* * 3.2 Chris Wayne * ******************************************************************************* Colors ------ LP - Black chaps w/ Blue jeans HP - Blue chaps w/ Gray jeans GA - Gold chaps w/ Black jeans LK - Brown chaps w/ Maroon jeans HK - Black chaps w/ Gray jeans DA - Purple chaps w/ Pink jeans Start - Purple chaps w/ Brown jeans Throws ------ Knee And Elbow f/b + HP/GA close f and b determine where opponent is thrown; head grounder Suplex f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Hard Hammer DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Shin Kick LK must be blocked low Slide Backfist DA close will slide past opponent Dashing Knee DA far Spur Axe Kick GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Chris will push the opponent so that they will stagger back and be open for attack Balisong GA+DA unblockable Headache Smash Dash Forward, P Flying Side Kick Dash Forward, K Charging Spur Axe Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Side Kick f + HK Scrape Kick u + K/DA when opponent is pursue attack on the ground Flip Kick d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Lightning Slasher qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Lightning Slashers qcb + GA will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Leg Bomber qcf + LK Spiral Leg Bomber qcf + HK Deadly Axe tap K rapidly overhead Spiral Leg Bomber S qcf + DA Spiral Leg Follow Up tap K rapidly Deadly Axe continue to tap K rapidly overhead Rolling Cannon f, df, d + K/DA LK=short and 1 hit, HK=medium and 3 hits, DA=far and 6 hits Super Rolling Cannon Dash Forward, f, LK=3 hits, HK=5 hits, df, d + K/DA DA=11 hits; can also be done if you use a dashing P or K and then perform the f, df, d + K/DA motion Tai Chi Rolling Cannon f, df, d + K/DA in LK=steepest angle, air HK=medium dive, DA=longest dive Head Slasher qcf + P/GA in air LP=stationary, HP=short, GA=long Overdrive Kick qcf + LP One Two Kick qcf + HP Deadly Axe qcf + GA head grounder Dual Attack ----------- Slice And Dice LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Lightning Break d, d + K/DA lightning portion must connect (not blocked) for entire super to come out ******************************************************************************* * 3.3 Tenjinbashi Sujiroku * ******************************************************************************* LP - White costume w/ Red trim HP - Off White costume w/ Blue trim GA - Off White costume w/ Green trim LK - Blue costume w/ Red trim HK - Red costume w/ Gray trim DA - Gray costume w/ Light Gray trim Start - Yellow costume w/ Red trim Throws ------ Faceless Drag f/b + HP/GA close f and b determine where opponent is thrown Skyward And Beyond f/b + HK/DA close f and b determine where opponent is thrown Death Driver f/b + HP/GA close in air f and b determine where opponent is thrown; head grounder Basic Moves ----------- Taiko Stick Slam DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Shin Kick LK must be blocked low Side Kicks tap LK rapidly Hopping Backhand DA close will hop past opponent Hop Chop DA far Taiko Stick Smash GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Tenji will push the opponent so that they will stagger back and be open for attack Battering Ram GA+DA unblockable Reverse Elbow Dash Forward, P Eagle Hop Dash Forward, K Flying Taiko Stick Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Taiko Split f + HP in air overhead Taiko Cutter f + HP Low Taiko Stick d + HP must be blocked low Hopping Low Taiko Stick df + HP must be blocked low Stomach Kick f + HK Tribal Dance u + K/DA when opponent is pursue attack on the ground Rejecting Flip d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Haru qcb + LP if move connects (not blocked), opponent will be launched in air and can be juggled Natsu qcb + HP absorbs projectiles Shishi Gashira LP + HP 3 hits Super Shishi Gashira Dash Forward, LP+HP 3 hits; this actually has a difference animation than the normal Shishi Gashira that gives it more striking distance; can also be done if you use a dashing P or K and then perform the LP+HP combination Aki qcb + LK Fuyu qcb + HK San Nen Goroshi qcf, uf + K/DA LK=short dash, HK=medium dash, DA=long dash; dash in must connect (not blocked) to perform the entire move; Tenjinbashi will set a bomb above the opponent's head that will explode 3 seconds later Tenchinin qcf, uf + LP connects close; unblockable Sanding Spin qcf, uf + HP Uppercut qcf, uf + GA Dual Attack ----------- Rage Destruction LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Tsuuten Roku Shaku d, d + K/DA the explosions absorb projectiles; explosions must connect (not blocked) to perform the entire super ******************************************************************************* * 3.4 Yukinoue Hizumi * ******************************************************************************* LP - Dark Gray costume w/ Brown hair HP - Blue costume w/ Brown hair GA - Amaranth costume w/ Red hair LK - Yellow costume w/ Brown hair HK - Off White costume w/ Bole hair DA - Black costume w/ Black hair Start - Red costume w/ Light Brown hair Throws ------ Cartwheel Powerbomb f/b + HP/GA close f and b determine where opponent is thrown; head grounder Izuna Drop f/b + HP/GA close in air f and b determine where opponent is thrown; head grounder Basic Moves ----------- Needle Kick DA/GA in air overhead; opponent bounces slightly off ground and can be juggled What's That Start Hizumi's taunt, which can hit opponent and deal a sliver of damage; will add energy to the opponent's Super Meter Reverse Leg Smack HK must be blocked low Murdering Knife Toss DA close will slide past opponent Dashing Swipe DA far Forward Cartwheel GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Hizumi will push the opponent so that they will stagger back and be open for attack Tantou Charge GA+DA unblockable Gut Palm Dash Forward, P Hop Kick Dash Forward, K Hopping Cartwheel Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Finishing Blow d + HP in air overhead Low Chop d + HP must be blocked low Tantou Swipe f + HP Tricky Feet f + HK both parts must be blocked low Slide df + HK must be blocked low Heel Crush HK must be blocked low Foot Spike u + K/DA when opponent is pursue attack on the ground Rising Snap Kick d + GA must be blocked low; opponent launches in air and can be juggled (easy to link in a Hyakurai Jutsu) Special Moves ------------- Kage Shibari qcf + P/GA LP=short shock wave, HP=medium shock wave, GA=long shock wave; if move connects (not blocked), the opponent will be "stunned" (they cannot move back or forward and they cannot block properly); the "stun" can be ended if the opponent jumps or performs any attack maneuver (otherwise it will last 3 seconds) Hyakurai Jutsu Trio qcf + LP in air will collide with other projectiles as both will be "destroyed" in the process Hyakurai Jutsu Duo qcf + HP/GA in air HP=high, GA=low; will collide with other projectiles as both will be "destroyed" in the process Hou Sen Ka No Jutsu qcf + K/DA LK=long, low, and 6 hits, HK=medium, medium, and 8 hits, DA=short, high, and 10 hits Super Sen Ka No Jutsu Dash Forward, qcf + K/DA LK=short, very low, and 10 hits, HK=long, high, and 12 hits, DA=long, very high, and 14 hits; can also be done if you use a dashing P or K and then perform the qcf + K/DA motion Makibishi Dash Backward, LP+HP Gumo No Jutsu LK+HK reappears in the same spot Gumo No Jutsu Forward f + LK+HK teleports behind opponent Gumo No Jutsu Back b + LK+HK teleports backwards Ren Geki qcb + LP Ninjitsu Launch qcb + HP Hidden Explosive qcb + GA Dual Attack ----------- Pressure Points LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Juumonji Kasumi Kuzushi d, d + K/DA dash in must connect (not blocked) to perform the entire super ******************************************************************************* * 3.5 Max Ax Dax "M.A.D." * ******************************************************************************* LP - White jacket w/ Brown pants and Red tie HP - Green jacket w/ Dark Gray pants and Yellow tie GA - Light Orange jacket w/ Gray pants and Purple tie LK - Blue jacket w/ Burnt Umber pants and Yellow tie HK - Red jacket w/ Off White pants and Orange tie DA - Off White jacket w/ Dark Gray pants and Gray tie Start - Purple jacket w/ Green pants and Purple, Blue tie Throws ------ Max Fire Hose f/b + HP/GA close f and b determine where opponent is thrown; can link in many of the Megahorn attacks after the throw Bear Hug f/b + HK/DA close f and b determine where opponent is thrown Lucky Roll f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Helicopter Forward f, f in air Air Uppercut P overhead; if done high enough you can start another Helicopter chain Double Kick K overhead; if done high enough you can start another Helicopter chain Shock Therapy GA/DA overhead; opponent bounces slightly off ground and can be juggled; because M.A.D. descends slower from this move than the normal version, you can use another air attack afterwards (can also start another Helicopter chain) Landing b/d guide descent with joystick; can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Helicopter chain Helicopter Escape b, b in air unlike the Helicopter Forward, there are no unique attacks from this; pressing an attack button will perform the regular air attack assigned to that button and M.A.D. will descend to the ground as usual Landing f/d can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Helicopter chain Mad Chop HP in air overhead; can perform two in a row if fast enough; knocks opponent down Shock Therapy DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Max Slap HP in air overhead Spring Loaded Punch LP far Wake Up! LP close 2 hits M.A.D. Dozer HP will hit twice if close enough Stretch Foot HK Why? DA can slide past opponent Dynamite GA if move connects (not blocked) opponent is sent high into the air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, M.A.D. will push the opponent so that they will stagger back and be open for attack Iron Press GA+DA unblockable Collapse Dash Forward, P Flying Butt Strike Dash Forward, K Dynamite Delivery Dash Forward, GA if move connects (not blocked) opponent is sent high into the air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Air Spring Punch u/uf, f + LP overhead Catcher's Mitt ub, f + LP overhead Double Drill f + HP in air overhead Hidden Yo-Yo f + HP Wrench Smash df + LP Sleeve Headbutt df + HP Fire Spoon d + HP knocks opponent down Long Double Trip d + HK must be blocked low Jump Drill u + K/DA when opponent is pursue attack on the ground Freeze Ray d + GA absorbs projectiles Special Moves ------------- Megahorn "Fall Down" qcf + LP head grounder; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Come Here" qcf + HP if move connects (not blocked) it knocks opponent down and pulls them toward you where they can juggled; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Don't Attack" qcf + GA if move connects (not blocked) opponent will be unable to attack for 2 seconds (although they still can use throws); will collide with other projectiles as both will be "destroyed" in the process Megahorn "Back It Up" qcf + LK if move connects (not blocked) it will cause your opponent to stagger back which in turn stuns them for a short while; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Go Away" qcf + HK if move connects (not blocked) it knocks opponent down and away from you (they can still be juggled); will collide with other projectiles as both will be "destroyed" in the process Megahorn "Don't Jump" qcf + DA if move connects (not blocked) the opponent will be unable to jump for 2 seconds; will collide with other projectiles as both will be "destroyed" in the process Max Drill qcf + P/GA in air LP=short jump, HP=high jump, GA=very high jump Straight Ray Gun tap LP rapidly after being knocked down (before hitting the floor) Skyward Ray Gun tap HP rapidly after being knocked down (before hitting the floor) Down And Up Ray Gun tap GA rapidly after being knocked down (before hitting the floor) Floor Ray Gun tap LP rapidly after being knocked down (when on the floor) Upward Floor Ray Gun tap HP rapidly after being knocked down (when on the floor) Dual Floor Ray Gun tap GA rapidly after being knocked down (when on the floor) Max Sparkler f, d, df + P/GA LP=stationary and 1 hit; HP=short and 3 hits, GA=long and 5 hits Super Max Sparkler Dash Forward, f, d, LP=3 hits, HP=5 hits, df + P/GA GA=7 hits; can also be done if you use a dashing P or K and then perform the f, d, df + P/GA motion Max Net LP+HP overhead Max Servant LK+HK leech appears mid screen; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Far Max Servant f + LK+HK leech appears across the screen; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Close Max Servant b + LK+HK leech appears in front of M.A.D.; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the
                                                        leech attack but still
                                                        combos)
Max Original             qcb + LP
  Drill Face             qcb + HP
    Laser                qcb + GA     


Dual Attack 
-----------
Max Hunting              LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual
                           made                         Attack; must also have 
                                                        both teammates usable


Super
-----
Maximum Service          d, d + K/DA                 each leech will try to
                                                       attack when it nears the
                                                       opponent; if it misses 
                                                       or is block, the leech 
                                                       will crawl off screen; 
                                                       you are able to attack
                                                       the opponent near the
                                                       end of the super 
                                                       (knocking off the 
                                                       attacking leeches but 
                                                       still performing a 
                                                       combo)





*******************************************************************************
* 3.6 Solis R8000                                                             *
*******************************************************************************
LP - Silver costume w/ Dark Gray trim
HP - Light Blue costume w/ Blue trim
GA - Gold costume w/ Gray trim
LK - Red costume w/ Black trim
HK - Gray costume w/ Pink trim
DA - Black costume w/ Gray trim
Start - Silver costume w/ Red-Orange trim



Throws
------
Slam Heel Crusher        f/b + HP/GA close            f and b determine where 
                                                        opponent is thrown
Air Slam Heel Crusher    f/b + HP/GA close in air     f and b determine where 
                                                        opponent is thrown


Basic Moves
-----------
Stomp Out                HK in air                    2 hits; both hits are 
                                                        overheads
Quick Air Smash          DA/GA in air                 overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Machine Gun Punch        HP                           will hit three times if 
                                                        close enough
Down Kick                LK                           must be blocked low
Back Kick                DA close                     will slide past opponent
Slide Uppercut           DA far
Solis Smash              GA                           overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits 
                                                        while this is active,
                                                        Solis will push the 
                                                        opponent so that they
                                                        will stagger back and
                                                        be open for attack
High Voltage             GA+DA                        unblockable
Jaw Opener               Dash Forward, P
Flying Side Kick         Dash Forward, K
Impending Smash          Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Air Shock Cable          f + HP in air                if move connects (not
                                                        blocked), it will stun
                                                        opponent for a short 
                                                        while
Shock Cable              f + HP
Low Machine Gun Punch    d + HP                       will hit three times if
                                                        close enough
Front Kick               f + LK
Slicing Foot             f + HK
Slide In Trip            d + HK                       must be blocked low
Metal Heel               u + K/DA when opponent is    pursue attack
                           on the ground
Golf Swing               d + GA                       must be blocked low; 
                                                        opponent launches in 
                                                        air and can be juggled


Special Moves
-------------
Stun Bullet              qcf + P/GA                   LP=short bullet mode, 
                                                        long shrapnel mode, 
                                                        HP=medium bullet mode,
                                                        medium shrapnel mode, 
                                                        GA=long bullet mode,
                                                        short shrapnel mode; 
                                                        during "bullet" mode
                                                        (or the very beginning
                                                        of the move where the
                                                        projectile is still 
                                                        together) the Stun 
                                                        Bullet will go through
                                                        projectiles; during 
                                                        "shrapnel" mode (or the
                                                        end of the move where 
                                                        the projectile is 
                                                        apart) other 
                                                        projectiles will blast
                                                        through the Stun 
                                                        Bullet; if you shoot a
                                                        Stun Bullet from far 
                                                        and it connects (not 
                                                        blocked), the opponent
                                                        will stagger back
                                                        (leaving them in a 
                                                        short stun) in which 
                                                        case you can Dash 
                                                        Forward and use an 
                                                        attack to combo
Stun Platinum            f, d, df + P/GA              LP=no start up time and
                                                        is on screen for half 
                                                        a second, HP=short 
                                                        start up time and is on
                                                        screen for 2 seconds,
                                                        GA=long start up time
                                                        and is on screen for 3
                                                        seconds; if move 
                                                        connects (not blocked)
                                                        opponent will be 
                                                        stunned for a short 
                                                        time (for the duration
                                                        that the trap remains
                                                        onscreen); if the 
                                                        "trap" touches a 
                                                        blocking opponent it 
                                                        will no longer be of
                                                        use even though it 
                                                        remains on screen; can
                                                        have one ground Stun 
                                                        Platinum and one air 
                                                        Stun Platinum on the
                                                        screen at the same time
Air Stun Platinum        f, d, df + P/GA in air       LP=no start up time and 
                                                        is on screen for half a
                                                        second, HP=short start 
                                                        up time and is on 
                                                        screen for 2 seconds,
                                                        GA=long start up time 
                                                        and is on screen for 3
                                                        seconds; if move 
                                                        connects (not blocked)
                                                        opponent will be 
                                                        stunned for a short 
                                                        time (for the duration
                                                        that the trap remains 
                                                        onscreen); if the 
                                                        "trap" touches a 
                                                        blocking opponent it 
                                                        will no longer be of
                                                        use even though it 
                                                        remains on screen; can
                                                        have one air Stun 
                                                        Platinum and one ground
                                                        Stun Platinum on the
                                                        screen at the same time
TNT Charge               hold LP+HP/LP+GA/HP+GA/      the longer the charge the
                           LK+HK/LK+DA/HK+DA,           more damage and when
                           release                      released; since the TNT
                                                        Charge can be charged 
                                                        with different 
                                                        combinations, it is 
                                                        possible to charge for
                                                        2 TNT Charges at the 
                                                        same time; Charge for:
                                                          2-3 seconds = Level 1
                                                            (1 hit)
                                                          4-5 seconds = Level 2
                                                            (2 hits)
                                                          6-9 seconds = Level 3
                                                            (3 hits)
                                                          10+ seconds = Level 4
                                                            (4 hits)
Super TNT Charge         hold LP+HP/LP+GA/HP+GA/      can also be done if you
                           LK+HK/LK+DA/HK+DA,           use a dashing P or K
                           release during a forward     and then release your  
                           dash                         charged combination.  
                                                        Charge for:
                                                          2-3 seconds = Level 1
                                                            (1 hit)
                                                          4-5 seconds = Level 2
                                                            (2 hits)
                                                          6-9 seconds = Level 3
                                                            (3 hits)
                                                          10+ seconds = Level 4
                                                            (4 hits)
Gyrator                  qcb + K/DA                   LK=short, HK=medium, 
                                                        DA=long
Absolute Beat            qcf + LK
  Step Kick              qcf + HK
    Split                qcf + DA


Dual Attack 
-----------
Machine Gun Blitz        LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual 
                           made                         Attack; must also have
                                                        both teammates usable


Super
-----
Solis Multiplier         d, d + K/DA                  will go through 
                                                        projectiles; if any
                                                        part of the super is
                                                        blocked it will end
                                                    




*******************************************************************************
* 3.7 Falco                                                                   *
*******************************************************************************
LP - Steel Blue costume
HP - Pink costume
GA - Green costume
LK - Dark Gray costume
HK - Orange costume
DA - White costume
Start - Red costume



Throws
------
Gambling Dig             f/b + HP/GA close            f and b determine where
                                                        opponent is thrown
Cane Stab Driver         f/b + HP/GA close in air     f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Cane Slam                DA/GA in air                 overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Hidden Dove              Start                        Falco's taunt, which can
                                                        hit opponent and deal a
                                                        sliver of damage; will
                                                        add energy to the 
                                                        opponent's Super Meter
Low Cane Swipe           HP                           must be blocked low
Reverse Cane             DA close                     will jump past opponent
Gut Cane                 DA far
Cane Flick               GA                           overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits
                                                        while this is active, 
                                                        Falco will push the 
                                                        opponent so that they
                                                        will stagger back and 
                                                        be open for attack
Killer Draw              GA+DA                        unblockable
Flying Gut Cane          Dash Forward, P
Flying Hop Kick          Dash Forward, K
Forward Cane Flick       Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Diving Cane Sweep        d + HP in air                must be blocked low
Low Cane Sweep           f + HP                       must be blocked low
Low Hand Swipe           d + HP                       must be blocked low
Hop Kick                 f + HK
Low Boot                 d + HK                       both hits must be blocked
                                                        low
Sliding Low Boot         df + HK                      both hits must be blocked
                                                        low
Simple Stab              u + K/DA when opponent is    pursue attack
                           on the ground
Cane Flip                d + GA                       must be blocked low; 
                                                        opponent launches in 
                                                        air and can be juggled


Special Moves
-------------
Bluff Shuffle Straight   qcf + LP                     will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Straight         qcf + LP                     will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Up               qcf + HP                     card will rebound of 
                                                        ceiling and travel 
                                                        diagonally downward; 
                                                        will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Down             qcf + GA                     card will rebound of 
                                                        floor and travel 
                                                        diagonally upward; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Bluff Shuffle Up         qcf + HP                     card will rebound of 
                                                        ceiling and travel 
                                                        diagonally downward; 
                                                        will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in 
                                                        the process
  Bluff Straight         qcf + LP                     will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Up               qcf + HP                     card will rebound of 
                                                        ceiling and travel 
                                                        diagonally downward; 
                                                        will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in 
                                                        the process
  Bluff Down             qcf + GA                     card will rebound of 
                                                        floor and travel 
                                                        diagonally upward; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Bluff Shuffle Down       qcf + GA                     card will rebound of 
                                                        floor and travel 
                                                        diagonally upward; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Straight         qcf + LP                     will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Up               qcf + HP                     card will rebound of 
                                                        ceiling and travel 
                                                        diagonally downward; 
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed" in
                                                        the process
  Bluff Down             qcf + GA                     card will rebound of 
                                                        floor and travel 
                                                        diagonally upward; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Face Or Back Retreat     f, d, df + LP
  Bluff Diagonal Down    P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
  Bluff Straight         GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Face Or Back In          f, d, df + HP/GA             HP=short, GA=far
  Bluff Diagonal Down    P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
  Bluff Straight         GA                           will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process  
Super Face Back Retreat  Dash Forward, f, d,          can also be done if you
                           df + P                       use a dashing P or K 
                                                        and then perform the f, 
                                                        d, df + LP motion
  Bluff Diagonal Down    P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
    Bluff Diagonal Down  P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
        Bluff Straight   GA                           will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Bluff Straight       GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
        Bluff Straight   GA                           will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Straight         GA                           will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Bluff Diagonal Down  P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
        Bluff Straight   GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Bluff Straight       GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
        Bluff Straight   GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Super Face Or Back In    Dash Forward, f, d,          can also be done if you
                           df + HP/GA                   use a dashing P or K 
                                                        and then perform the f,
                                                        d, df + HP/GA motion
  Bluff Diagonal Down    P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
    Bluff Diagonal Down  P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
        Bluff Straight   GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Bluff Straight       GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
        Bluff Straight   GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Bluff Straight         GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Bluff Diagonal Down  P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
        Bluff Straight   GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Bluff Straight       GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
        Bluff Diagonal   P                            LP=steepest angle, 
                                                        HP=far; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process
        Bluff Straight   GA                           will collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in
                                                        the process
Insight Dash             qcf + K/DA                   LK=short, HK=medium, 
                                                        DA=long; high and low 
                                                        counter attack
Reversal Slot            LP+HP                        the outcome is random, 
                                                        but the follow ups 
                                                        listed are what happen
                                                        according to what the
                                                        slot reads
  One Gold Coin          no slot symbols match        
  Ten Gold Coins         three dollar signs
  Dove Attack            three cherries               the doves will go through
                                                        projectiles
  Coin And Doves         three "7"s                   the doves will go through
                                                        projectiles
  Giant Weight           three skulls                 both characters will fall
                                                        to the ground but 
                                                        neither takes any 
                                                        damage
  Falco Shocked          three lightning bolts        Falco staggers back 
                                                        (although he takes no
                                                        damage he is stunned 
                                                        for a short time)
  Regain Life            three hearts                 Falco regains some life
First Character          qcb + LP                     will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process 
  Second Character       qcb + HP                     will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process 
    Third Character      qcb + GA                     will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process


Dual Attack 
-----------
Cane Massacre            LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual
                           made                         Attack; must also have
                                                        both teammates usable


Super
-----
Stormy Poker             d, d + K/DA                  will absorb projectiles





*******************************************************************************
* 3.8 Gouketsuji Oume & Gouketsuji Otane                                      *
*******************************************************************************
LP - Brown, Amber pants w/ Pink top
HP - Green, Light Green pants w/ Ecru top
GA - Green, Blue pants w/ Light Blue top
LK - Light Blue, Gray pants w/ Off White top
HK - Off White, Buff pants w/ Orange-Yellow top
DA - Black, Dark Purple pants w/ Pale Purple top
Start - Persian Red, Purple pants w/ Bright Orange top



Throws
------
Youthful Kiss            f/b + HP/GA close            f and b determine where
                                                        opponent is thrown
Kneeling Crush           f/b + HP/GA close in air     f and b determine where 
                                                        opponent is thrown


Basic Moves
-----------
Crawl                    hold df 
Falling Blade Kicks      LK in air                    all hits are overheads
Air Gouketsuji Wack      DA/GA in air                 overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Leaping Kick             LK
Bicycle Kick             HK                           can hit up to 4 times
Low Crawl Poke           DA                           can crawl past opponent
Gouketsuji Wack          GA                           overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits
                                                        while this is active,
                                                        Oume or Otane will push
                                                        the opponent so that 
                                                        they will stagger back
                                                        and be open for attack
Young Love               GA+DA                        unblockable
Youthful Backfist        Dash Forward, P
Leap Frog Kick           Dash Forward, K
Flying Gouketsuji        Dash Forward, GA             overhead; opponent
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Reaching Slice           f + HP
Thousand Deaths          d + HP                       6 hits
Slide                    d + HK                       must be blocked low
Double Heel Drop         u + K/DA when opponent is    pursue attack
                           on the ground
Rising Uppercut          d + GA                       must be blocked low; 
                                                        opponent launches in
                                                        air and can be juggled
                                                        (however, the window is
                                                        pretty tight so not 
                                                        much will reliably 
                                                        juggle)


Special Moves
-------------
Straight Gan Sai Ha      Charge b for 2 seconds,      will collide with other
                           f + LP                       projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Rising Gan Sai Ha        Charge b for 2 seconds,      will collide with other 
                           f + HP                       projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Double Gan Sai Ha        Charge b for 2 seconds,      one will usually collide
                           f + GA                       with the projectile 
                                                        with both being 
                                                        "destroyed", while the
                                                        other set of teeth 
                                                        makes it through
Kou Shiki Gan Sai Ha     Charge f for 2 seconds,      LP=short, HP=medium,
                           b + P/GA                     GA=far; if teeth do not
                                                        hit they will stay on 
                                                        the ground for 3 
                                                        seconds (where the 
                                                        opponent can still walk
                                                        on top of them and be
                                                        harmed); will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the
                                                        process (although when
                                                        they idle on the ground
                                                        only low projectiles 
                                                        can destroy them such
                                                        as Chris's Lightning
                                                        Slasher)
Ikaku Gan Retreat        Charge d for 2 seconds,      1 hit
                           u + LP
Ikaku Gan                Charge d for 2 seconds,      HP=short and 1 hit,
                           u + HP/GA                    GA=far and 1 hit
Super Ikaku Gan Retreat  Dash Forward, d, u + LP      3 hits; can also be done
                                                        if you use a dashing P
                                                        or K and then perform
                                                        the d, u + LP motion
Super Ikaku Gan          Dash Forward, d, u + HP/GA   HP=4 hits, GA=5 hits; can
                                                        also be done if you use
                                                        a dashing P or K and 
                                                        then perform the d, 
                                                        u + HP/GA motion
Straight Ranbu Dan       hold f and tap LP rapidly    absorbs projectiles
Upward Ranbu Dan         hold f and tap HP/GA rapidly HP=all shot upward, 
                                                        GA=most shot upward 
                                                        with one shot in a 
                                                        falling angle; absorbs
                                                        projectiles
Bodou Kourin             LP+HP
Bodou Kourin Far         f + LP+HP
Bodou Kourin Close       b + LP+HP
Ten Bu Kyaku             u, d + K in air              LK=steepest angle, 
                                                        HK=far; overhead
Slide Ten Bu Kyaku       u, d + DA in air             descent is an overhead,
                                                        but the slide portion
                                                        is NOT
Chi Bu Kyaku             Charge b for 2 seconds,
                           f + LK
  Second Chi Bu          b, f + HK                    if done close you will
                                                        end up behind the 
                                                        opponent
    Final Chi Bu         b, f + DA
                     

Dual Attack 
-----------
Still Got It             LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual
                           made                         Attack; must also have
                                                        both teammates usable


Super
-----
Ichizoku                 d, d + K/DA                  will absorb projectiles





*******************************************************************************
* 3.9 Gartheimer Rudolph                                                      *
*******************************************************************************
LP - Blue costume
HP - Purple costume
GA - Green costume
LK - Light Gray costume
HK - Vermilion costume
DA - Gray costume
Start - Orange costume



Throws
------
Hopping Tombstone        f/b + HP/GA close            f and b determine where
                                                        opponent is thrown; 
                                                        head grounder
Surfs Up                 f/b + HP/GA close in air     f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Collapse Kick            HK in air                    2 hits; both parts are
                                                        overheads
Double Trouble           DA/GA in air                 overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
First Steel Ball         HP
  Second Steel Ball      HP
Stomp                    LK                           must be blocked low
Wind Kick                HK                           will hit twice if close
                                                        enough
Trick One Two            DA close                     will jump past opponent
Steel Ball Uppercut      DA far
Head Pop                 GA                           overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits 
                                                        while this is active,
                                                        Gartheimer will push 
                                                        the opponent so that
                                                        they will stagger back
                                                        and be open for attack
Mace Drop                GA+DA                        unblockable
Joyful Spin              Dash Forward, P
Flying Jump Kick         Dash Forward, K
Impending Head Pop       Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Downward Ball Toss       f + HP in air                overhead
Forward Ball Toss        f + HP
  Second Ball Toss       f + HP
Low Ball Swing           d + LP                       2 hits
Slide                    df + HK                      must be blocked low
Iron Pushup              u + K/DA when opponent is    pursue attack
                           on the ground
Upward Smash             d + GA                       must be blocked low; 
                                                        opponent launches in
                                                        air and can be juggled


Special Moves
-------------
Body Smasher             Charge d for 2 seconds,      LP=slow, HP=medium,
                           u + P/GA                     GA=fast; head grounder
Heavy Tread              u, d + P/GA in air           LP=straight down, 
                                                        HP=short, GA=far; head
                                                        grounder
Grind Break              hold f and tap LP rapidly
Grind Rush               Charge b for 2 seconds,
                           f + LK 
Grind Rush Explosion     Charge b for 2 seconds,      HK=long with few hits, 
                           f + HK/DA                    DA=very long with many
                                                        hits
  Early Explosion        K
Heavy Solid Kick         Charge d for 2 seconds,      LK=short and 1 hit,
                           u + K/DA                     HK=medium and 2 hits, 
                                                        DA=far and 3 hits
Super Heavy Solid Kick   Dash Forward, d, u + K/DA    LK=2 hits, HK=4 hits, 
                                                        DA=6 hits; can also be
                                                        done if you use a 
                                                        dashing P or K and then
                                                        perform the d, u + K/DA
                                                        motion
Iron Mine                hold LP+HP, and release      the longer you hold
                           to detonate                  LP+HP, the further the
                                                        mine travels; if the 
                                                        mine touches the
                                                        opponent (blocked or 
                                                        not) it will detonate 
                                                        automatically; the 
                                                        actual explosion 
                                                        absorbs projectiles
Gain Control             Charge b for 2 seconds,      this part must connect
                           f + LP                       (not blocked) so the
                                                        rest of follow ups can
                                                        activate
  Dominate               b, f + HP
    Call Me Master       b, f + GA


Dual Attack 
-----------
Iron Masher              LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual
                           made                         Attack; must also 
                                                        have both teammates
                                                        usable


Super
-----
Iron Dust Bomber         d, d + K/DA                  will absorb projectiles






*******************************************************************************
* 3.10 Otogiri Remi                                                           *
*******************************************************************************
LP - Purple costume w/ Magenta hair
HP - Gold costume w/ Brown hair
GA - Red costume w/ Purple hair
LK - White costume w/ Blue hair
HK - Maroon costume w/ Gray hair
DA - Black costume w/ Blonde hair
Start - Bright Pink costume w/ Blonde hair



Throws
------
Music Bites              f/b + HP/GA close            f and b determine where 
                                                        opponent is thrown
Musical Buzzsaw          f/b + HP/GA close in air     f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Ground Slide             hold df
Swing Kicks              HK in air                    overhead
Scythe Spin              DA/GA in air                 overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Double Slap              HP                           will hit twice if close
                                                        enough
Musical Scythe           DA                           can slide past opponent
Hit That High Note       GA                           overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits 
                                                        while this is active, 
                                                        Remi will push the 
                                                        opponent so that they
                                                        will stagger back and 
                                                        be open for attack
Musical Scythe Swipe     GA+DA                        unblockable
Reaching Slap            Dash Forward, P
Pretty Kick              Dash Forward, K
Scythe Digging           Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Note Glide Forward       f, f in air
  Falling Slap           P                            overhead
  Falling Pretty Kick    K                            overhead
  Scythe Digging         GA/DA                        overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
  Landing                b/d                          b will make Remi descend
                                                        slightly backwards 
                                                        while d will make her
                                                        descend straight down;
                                                        can use air attacks 
                                                        from landing
  Jump Free              ub/u/uf                      can use air attacks from
                                                        Jump Free or start
                                                        another Note Glide 
                                                        chain
Note Glide Back          b, b in air                  unlike the Note Glide 
                                                        Forward there are no 
                                                        unique attacks from 
                                                        this; pressing an 
                                                        attack button will 
                                                        perform the regular air
                                                        attack assigned to that
                                                        button and Remi will
                                                        descend to the ground 
                                                        as usual
  Jump Free              ub/u/uf                      can use air attacks from
                                                        Jump Free or start 
                                                        another Note Glide 
                                                        chain
Reverse Stomach Kick     f + LK
Note Dropkick            f + HK
Reaching Trip            df + HK                      must be blocked low
Fore!                    u + K/DA when opponent is    pursue attack
                           on the ground
Scythe Uppercut          d + GA                       must be blocked low; 
                                                        opponent launches in
                                                        air and can be juggled


Special Moves
-------------
Iru Firo                 Charge b for 2 seconds,      HP version rises higher;
                           f + P                        will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Iru Firo Fall            Charge b for 2 seconds,      will collide with other
                           f + GA                       projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Kapurio Ra               Charge d for 2 seconds,      LP=short and 1 hit, 
                           u + P/GA                     HP=medium and 1 hit,
                                                        GA=long and 1 hit
Super Kapurio Ra         Dash Forward, d, u + P/GA    LP=3 hits, HP=4 hits,
                                                        GA=5 hits; can also be
                                                        done if you use a 
                                                        dashing P or K and then
                                                        perform the d, u + P/GA 
                                                        motion
Porutamento              u, d + P/GA in air           LP=steepest angle, 
                                                        HP=medium, GA=far
Koruno Rifuresso         LP+HP                        absorbs projectiles
Ra Morute                LP+HP in air                 will morph into a small
                                                        flying version of 
                                                        yourself which lasts 
                                                        for 10 seconds or until
                                                        you are hit; use the 
                                                        joystick to fly around
  Downward Flames        LP                           will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Diagonal Down Flames   HP                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Upward Flames          GA                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Scythe Swipe           LK
  Downward Dive          HK
  Straight Dive          DA
Three Sides              Charge b for 2 seconds,      this part must connect
                           f + LK                       (not blocked) so the 
                                                        rest of follow ups can
                                                        activate
  Make A                 b, f + HK
    Triangle             b, f + DA


Dual Attack 
-----------
Golfing                  LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual
                           made                         Attack; must also have
                                                        both teammates usable


Super
-----
Requiem                  d, d + K/DA                  





*******************************************************************************
* 3.11 Hananokouji Popura                                                     *
*******************************************************************************
LP - Pink costume
HP - Green costume
GA - Blue costume
LK - Yellow costume
HK - Orange costume
DA - Black costume
Start - Red costume



Throws
------
Judo Throw               f/b + HP/GA close            f and b determine where
                                                        opponent is thrown
Here's A Hand            f/b + HK/DA close            f and b determine where
                                                        opponent is thrown
Giant Squeeze            f/b + HP/GA close in air     f and b determine where 
                                                        opponent is thrown


Basic Moves
-----------
Magic Wand               HP in air                    all hits are overheads
Royal Gem                DA/GA in air                 overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Oops                     LK                           must be blocked low
Flying Butt Attack       DA                           can roll past opponent
Stretch Wand Slam        GA                           overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits
                                                        while this is active, 
                                                        Popura will push the
                                                        opponent so that they
                                                        will stagger back and
                                                        be open for attack
Nurse Popura             GA+DA                        unblockable
Jawing Wand              Dash Forward, P
Dangerous Skipping       Dash Forward, K
Impending Wand Slam      Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Trick Wand               f + HP in air                overhead
Pogo Wand                u + LK in air (keep          overhead; as long as you
                           pressing u + LK to           land on the opponent
                           continue)                    with a Pogo Wand, you
                                                        can continue to perform
                                                        another one
Grand Slam               f + HP
Gymnast Assault          df + HP
Butt Drop                u + K/DA when opponent is    pursue attack
                           on the ground
Wand Wiggle              d + GA                       must be blocked low; 
                                                        opponent launches in
                                                        air and can be juggled


Special Moves
-------------
Shoujo Commando          qcf + P/GA                   LP=slow, HP=medium, 
                                                        GA=fast; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
Bikkuri Bako             LP+HP                        uppercut will strike as
                                                        well as the tiny bear
                                                        that runs across the 
                                                        floor
  Relief                 hold P                       doing this, the bear will
                                                        NOT run across the 
                                                        floor; instead a rabid
                                                        dog comes out and 
                                                        does...nothing?
  Teleportation          hold GA                      a simple teleport; doing
                                                        this, the bear will 
                                                        NOT run across the 
                                                        floor
Cupid                    LP+HP in air                 will morph into Cupid 
                                                        that lasts for 10 
                                                        seconds or until you
                                                        are hit; use the
                                                        joystick to fly around
  Downward Arrow         LP                           will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Straight Arrow         HP/GA                        HP=slow, GA=fast; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
  Downward Horn          LK                           absorbs projectiles
  Straight Horn          HK                           absorbs projectiles
  Double Horn            DA                           absorbs projectiles
Poi Straight             qcf + LK                     move must connect to 
                                                        perform entire maneuver
Poi Upward               qcf + HK                     move must connect to 
                                                        perform entire maneuver
Poi Up                   qcf + DA                     move must connect to 
                                                        perform entire maneuver
Super Poi Straight       Dash Forward, qcf + LK       can also be done if you 
                                                        use a dashing P or K 
                                                        and then perform the
                                                        qcf + LK motion
Super Poi Upward         Dash Forward, qcf + HK       can also be done if you
                                                        use a dashing P or K 
                                                        and then perform the 
                                                        qcf + HK motion
Super Poi Up             Dash Forward, qcf + DA       can also be done if you
                                                        use a dashing P or K 
                                                        and then perform the 
                                                        qcf + DA motion
Kuru Kuru Candy          LK+HK                        will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process if move 
                                                        connects (not blocked)
                                                        the opponent will be 
                                                        wrapped up for 2 
                                                        seconds (or until you
                                                        hit them), allowing you
                                                        a free hit
Popura Special           qcb + LP
  Fencing                qcb + HP
    Sword                qcb + GA


Dual Attack 
-----------
Popura Disguise          LP+LK, then d, d + P/GA      dash in must connect to
                           before the tag is            perform the Dual
                           made                         Attack; must also have
                                                        both teammates usable


Super
-----
Tulip                    d, d + K/DA                  tulip absorbs 
                                                        projectiles; tulip must
                                                        connect (not blocked)
                                                        in order to perform the
                                                        entire super


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



*******************************************************************************
* 3.12 Damian Shade                                                           *
*******************************************************************************

 Note that this is the Arcade version of Damian Shade.  The Saturn version
of Damian Shade has more moves and is more "complete".  The Arcade version has
  many missing/different moves.  But he is listed in the guide anyway for
                                completeness.


LP - Dark Gray costume
HP - Purple costume
GA - Green costume
LK - Light Gray costume
HK - Brown costume
DA - Dark Gray costume
Start - Gamboge costume



Throw
-----
N/A


Basic Moves
-----------
Air Cat Scratch          DA/GA in air                 overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Limp Punch               LP/LK                        Damian shakes his hand 
                                                        after the move leaving
                                                        him open for attack
Hard Limp Punch          HP/HK                        Damian shakes his hand 
                                                        after the move leaving
                                                        him open for attack
Hop Punch                DA                           can hop past opponent
Cat Scratch              GA                           overhead; opponent 
                                                        bounces slightly off
                                                        ground but Damian 
                                                        shakes his hand 
                                                        afterwards making it
                                                        impossible to juggle 
                                                        them


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits 
                                                        while this is active, 
                                                        Damian will push the 
                                                        opponent so that they 
                                                        will stagger back and
                                                        be open for attack
Powerful Scratch         GA+DA                        unblockable
Improper Punch           Dash Forward, P
Flying Kick              Dash Forward, K
Flying Cat Scratch       Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Tapping Foot             d + LP/LK                    must be blocked low
Hard Tapping Foot        d + HP/HK                    must be blocked low
Pounce Scratch           u + K when opponent is       pursue attack
                           on the floor
Mega Kick                d + GA                       must be blocked low; 
                                                        opponent launches in 
                                                        air and can be juggled;
                                                        you can actually 
                                                        perform an infinite 
                                                        with this (simply use 
                                                        over and over; dash in
                                                        or move in to gain 
                                                        distance between 
                                                        launches; once the 
                                                        opponent is in the 
                                                        corner you don't need
                                                        to move, just use 
                                                        d + GA over and over)


Special Moves
-------------
N/A


Dual Attack 
-----------
N/A


Super
-----
N/A





*******************************************************************************
* 3.13 Bristol Weller                                                         *
*******************************************************************************

 Note that this is the Arcade version of Bristol Weller.  The Saturn version
of Bristol Weller has more moves and is more "complete".  But he is listed in
                      the guide anyway for completeness.


LP - Tan costume
HP - Gray costume
GA - Green costume
LK - White costume
HK - Buff costume
DA - Black costume
Start - Red costume



Throws
------
Foot Plant               f/b + HP/GA close            f and b determine where
                                                        opponent is thrown
Air Foot Plant           f/b + HP/GA close in air     f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Air Axe Kick             DA/GA in air                 overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled
Punch Kick               HP                           2 hits
Triple Threat            HK                           3 hits
Sneaky Kick              DA close                     can slide past opponent
Sliding Chop Kick        DA far
Powerful Axe Kick        GA                           overhead; opponent 
                                                        bounces slightly off
                                                        ground and can be 
                                                        juggled  


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits 
                                                        while this is active, 
                                                        Bristol will push the
                                                        opponent so that they
                                                        will stagger back and
                                                        be open for attack
Goodbye                  GA+DA                        unblockable
Dash Punch Kick          Dash Forward, P
Eye Opener               Dash Forward, K
Flying Axe Kick          Dash Forward, GA             overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Heel Crush               u + K when opponent is       pursue attack
                           on the floor
Lift Kick                d + GA                       must be blocked low; 
                                                        opponent launches in
                                                        air and can be juggled


Special Moves
-------------
Patriot Arrow            qcf + K/DA                   LK=slow, HK=medium, 
                                                        DA=fast; goes through
                                                        projectiles
Axe Uppercut             f, d, df + K/DA              LK=short and 3 hits, 
                                                        HK=medium and 4 hits,
                                                        DA=far and 5 hits
Super Axe Uppercut       Dash Forward, f, d,          LK=4 hits, HK=5 hits,
                           df + K/DA                    DA=7 hits; can also be
                                                        done if you use a 
                                                        dashing P or K and then
                                                        perform the f, d,
                                                        df + K/DA motion
Mach Flight              qcb + K/DA                   LK=short, HK=medium, 
                                                        DA=long; move must 
                                                        touch the opponent 
                                                        (blocked or not) to 
                                                        perform the entire 
                                                        maneuver


Dual Attack 
-----------
Bristol Freeze           LP+LK, then d, d + P/GA      Bristol and his partner
                           before the tag is            will be "stuck" and
                           made                         cannot move until the
                                                        opponent strikes 
                                                        Bristol
                                                    

Super
-----
Public Execution         d, d + K/DA 





*******************************************************************************
* 3.14 Bristol-D                                                              *
*******************************************************************************

   Note that this is the Arcade version of Bristol-D.  The Saturn version of 
   Bristol-D has more moves and is more "complete".  But he is listed in the 
                         guide anyway for completeness.


LP - Black costume
HP - Gray costume
GA - Green costume
LK - Dark Gold costume
HK - Brown costume
DA - Dark Gray costume
Start - Purple costume



Throw
-----
Soul Drain               f/b + HP/GA close            f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Little Devil             LP/LK in air                 overhead
Air Demon Wheel          HP/HK in air                 all hits are overheads
Eagle Landing            DA/GA in air                 overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Demon Cat Scratch        LP/LK
Demon Wheel              HP/HK                        8 hits
Sliding Cat Scratch      DA                           can slide past opponent
Panther's Rage           GA                           overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled  


Command Moves
-------------
High Attack Reflect      HP+HK                        if a high attack hits 
                                                        while this is active, 
                                                        Bristol-D will push the
                                                        opponent so that they
                                                        will stagger back and 
                                                        be open for attack
Energy Expulsion         GA+DA                        unblockable
Flying Panther's Rage    Dash Forward, P/K/GA         overhead; opponent 
                                                        bounces slightly off 
                                                        ground and can be 
                                                        juggled
Fire Troll               d + LP/LK
Dead Rising              d + HP/HK                    must be blocked low; it's
                                                        possible to get 3 hits 
                                                        with this move
Self Burial              u + K when opponent is       Bristol-D will be
                           on the floor                 "buried" under the 
                                                        ground with only his 
                                                        head showing; he cannot
                                                        do anything until the
                                                        opponent strikes his 
                                                        head to "release" him
Mule Kick                d + GA                       must be blocked low; 
                                                        opponent launches in 
                                                        air and can be juggled


Special Moves
-------------
Fairy Kamikaze           qcf + P/GA                   LP=4 hits, HP=7 hits; 
                                                        GA=higher off the 
                                                        ground and 10 hits; one
                                                        fairy will usually 
                                                        strike the projectile 
                                                        with both being 
                                                        "destroyed" while the 
                                                        rest make it through
Satanic Upper            f, d, df + P/GA              LP=short, HP=medium, 
                                                        GA=far
Demonic Pulse            qcf + K/ DA                  LK=short, HK=medium, 
                                                        DA=far; will absorb 
                                                        projectiles
Demon Fire Down          qcb + LK                     absorbs projectiles
Demon Fire Up            qcb + HK                     absorbs projectiles
Demon Fire Ripple        qcb + DA                     absorbs projectiles


Dual Attack 
-----------
Tag Burial               LP+LK, then d, d + P/GA      Bristol-D and his partner
                           before the tag is            will be "stuck" (with
                           made                         Bristol-D under the 
                                                        ground with only his 
                                                        head showing); the 
                                                        opponent must strike 
                                                        Bristol-D's head to 
                                                        allow him to move again


Super
-----
Horrid Swarm             d, d + K/DA                  flies absorb projectiles;
                                                        if you block them, they
                                                        will still swam around
                                                        you but will not do 
                                                        damage; note that when
                                                        the giant insect flies
                                                        off screen it can still
                                                        hit you





===============================================================================
 4 Misc. And Easter Eggs                                                     
===============================================================================


***********************
* 4.1 Idle Animations *
***********************

The following characters have a special idle animation (stand still during a
match and do nothing):

M.A.D. -         Lets steam out his back
Solis  -         Looks at screen
Oume and Otane - Switch positions
Remi -           Lays down on note
Popura -         Kneels down bored


*********************
* 4.2 Select Screen *
*********************

You can make funny noises on the select screen:

press u -   "Dah"
press d -   "Do"

After selecting both your characters:

press LP -  weird grunt
press HP -  lowest tone beep
press GA -  low tone beep
press LK -  medium tone beep
press HK -  high tone beep
press DA -  highest tone beep
press u -   "Dah"
press d -   "Do"


*************
* 4.3 Other *
*************


*In Gouketsuji Oume & Gouketsuji Otane's super the "Ichizoku", you can see the
 cast of Power Instinct 2.
*You might notice Olof from Matrimelee is heavily based off of Bristol Weller
 from this game.





===============================================================================
5. Conclusion
===============================================================================

5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.


5.2 Credits
-Atlus
-Sega
-Gamefaqs
-And me for writing this FAQ