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  Asura Buster: Eternal Warriors FAQ/Movelist
  by plusminus -- 68000heartonfire <--at--> gmail <--dot--> com
  v1.0, Jan 12 2008

  With invaluable assistance from Apollyon and DEATHSCHILD, and others.
  Basic layout and style blatantly copied from FAQs by the late great
  Kao Megura.


  =================
  Table of Contents
  =================

  1. INTRODUCTION
     1.1 About the game
     1.2 About this guide

  2. HOW TO PLAY
     2.1 FAQ Notation
     2.2 Basic Techniques
     2.3 Combos and Cancel Chart
        2.3.1 Standard Cancel Chain
        2.3.2 Cancel Types
        2.3.3 Attacking Twice in Mid-Air
        2.3.4 Cancel Chart Notation

  3. MOVE LISTS
     3.1 Goat
     3.2 Leon
     3.3 Yashaou
     3.4 Sittara
     3.5 Rose Mary
     3.6 Alice
     3.7 Chen-Mao
     3.8 Taros
     3.9 Zam-B
     3.10 Rokurouta
     3.11 Zinsuke
     3.12 Alice !
     3.13 Nanami
     3.14 Vebel
     3.15 King

  4. OTHER INFO
     4.1 Secret Characters
     4.2 Single-Player Game
     4.3 Defence Levels

  5. CONCLUSION
     5.1 Translation Notes
        5.1.1 Goat
        5.1.2 Yashaou
        5.1.3 Sittara
        5.1.4 Chen-Mao
        5.1.5 Taros
        5.1.6 Zam-B
        5.1.7 Rokurouta
        5.1.8 Zinsuke
        5.1.9 Alice !
        5.1.10 Vebel
     5.2 Special Thanks
     5.3 Version History





  ===========================================================================
  1.  INTRODUCTION
  ===========================================================================

  ---------------------------------------------------------------------------
  1.1.  About the game
  ---------------------------------------------------------------------------

  Asura Buster is the little-known sequel to a little known game called
  Asura Blade. Released in 2000 by Fuuki, it's a fun weapons-based
  fighter that's fast and combo-friendly. The basic game style is
  similar to Asura Blade, but things have been tweaked for a much more
  balanced game.



  ---------------------------------------------------------------------------
  1.2.  About this guide
  ---------------------------------------------------------------------------

  This guide aims to detail any useful or interesting information
  regarding Asura Buster. It's still got a bit of a ways to go, but the
  most important stuff is all here. Comments, corrections, additions,
  and so on are more than welcome!



  ===========================================================================
  2.  HOW TO PLAY
  ===========================================================================

  ---------------------------------------------------------------------------
  2.1.  FAQ Notation
  ---------------------------------------------------------------------------

              u
          ub  |  uf      up-back      up      up-forward
            \ | /
         b -- n -- f     back       neutral      forward
            / | \
          db  |  df      down-back   down   down-forward
              d

       A   B   C   Weak Attack    Medium Attack    Strong Attack


  AB             Press A and B (or any two buttons) together
  ABC            Press all three buttons together
  j              Jump in any direction, i.e. uf, u, or ub
  360            Do a 360 motion with the joystick, hitting all 8 directions
  charge         Hold the indicated direction for at least 1 second
  ub~db          Any direction in the range between ub and db
  (air)          Can be done in the air
  in air         Must be done in the air
  qcf or hcf     Input (d, df, f) or (b, db, d, df, f)
  qcb or hcb     Input (d, db, b) or (f, df, d, db, b)
  dp             Input (f, d, df)
  launcher       Rebound opponent off edge of screen, repeatable x3
  v.launcher     Same as launcher, but sends opponent straight up
  float          Lift opponent to allow juggling, but not a launcher
  overhead       Move must be blocked standing (not crouch-blocked)
  super armour   Move is not interrupted when character is hit
  input-move     Any Special, EX, or Super Move, or Boost Mode



  ---------------------------------------------------------------------------
  2.2.  Basic Techniques
  ---------------------------------------------------------------------------

  hold b when attacked               Standing block
  hold db when attacked              Crouching block
  hold ub~db when attacked in air    Air block
  tap b,b                            Dash/hop backwards
  tap f,f                            Dash/hop forwards
  tap uf while dashing forwards      High jump
  press AB (air)                     Bash attack, is a launcher
  press ABC                          Taunt, interruptible with any move
  tap d, d + C                       Guard Breaker
  joystick command + attack          Special move
  special move command + AB          EX move, uses one super meter segment
  joystick command x2 + attack       Super move, uses full super meter
  tap d, d + ABC                     Boost Mode, uses full super meter
  hold f when blocking               Guard Deflector, AKA Push Back
  input-move while blocking (air)    Guard Cancel
  f/b when on ground                 Roll wake-up
  j when on ground                   Jump wake-up
  press ABC when in hitstun in air   Break Fall, uses one meter segment
  press ABC immediately when KO'd    Last Chance, once per match only



  ---------------------------------------------------------------------------
  2.3.  Combos and Cancel Chart
  ---------------------------------------------------------------------------

  --- [  2.3.1.  Standard Cancel Chain  ] -----------------------------------

  For all characters: A (repeatable) -> B -> C -> AB -> input-move

  A is repeatable x3 in air (more in some special cases like with a
  double-jump). The chain can be started at any point, steps can be
  skipped. Non-cancellable moves end the chain. Typically, AB on the
  ground in only cancellable in the last few frames if at all, and isn't
  too useful; in the air, AB is always cancellable for characters with
  an air special move.

  You can also cancel into a guard breaker instead of an input-move, but
  I don't think there's much if any use in doing so.

  Additionally, a small number of input-moves can be cancelled into any
  other input-move, but it's generally not too useful.


  --- [  2.3.2.  Cancel Types  ] --------------------------------------------

  There are three types of cancels in Asura Buster:

     Normal Cancel
        Before the move ends, you cancel into another move following the
        standard chain, and the ending animation of the first move gets
        "cancelled" into the second one. Moves can be buffered somewhat,
        i.e. you have a small window when you can press the button for
        the next move and it will come out as soon as possible.

        This is all standard stuff if you've played any decent fighting
        game before.

     Delayed Cancel
        Similar to a normal cancel, except you wait longer before
        pressing the button for the next move. Moves that can be
        cancelled both normal and delayed usually have a small (or
        sometimes not so small) period of time between the windows for
        each cancel type, during which you cannot cancel the move at
        all.

        Delayed cancels are generally not bufferable and thus require
        tighter timing; mashing the button doesn't usually work. Mostly
        applied to jumping moves, although I classify certain ground
        moves that have a wait after the hit and aren't bufferable as
        delayed cancels.

     Kara-Cancel (empty cancel)
        Similar to a normal cancel except the move doesn't actually need
        to hit for you to be able to cancel it. Unlike in some Capcom
        games, you can't do anything tricky (that I know of) like giving
        the properties of one move to another with kara-cancels. It's
        mainly just useful if you miss with one attack completely.

        Generally A-button attacks on the ground are kara-cancellable,
        as are most cancellable air moves.


  --- [  2.3.3.  Attacking Twice in Mid-Air  ] ------------------------------

  Many jumping moves allow you to attack a second time in mid-air
  without landing, after a fairly long delay. This is not the same as a
  cancel, you can attack with the same move twice, or any other move,
  after the first. What's more useful, however, is that you can block in
  the air after attacking.

  The wait time can generally be called "short", where attacking just as
  you jump allows you to attack again around the time you begin to
  descend, or "long", where attacking just as you jump still doesn't let
  you attack until you're close to landing (and sometimes not at all if
  you don't hit with the first attack, since that adds a small delay).


  --- [  2.3.4.  Cancel Chart Notation  ] -----------------------------------

  X    Cancellable, normal or delayed
  C    Normal cancel only
  D    Delayed cancel only
  k    Kara-cancellable
  s    Second attack in air after short wait
  l    Second attack in air after long wait
  r    Repeatable into itself or other weak attacks; implies "s" in air
  /    Divides hits
  //   Hit is not unique, i.e. 2nd hit has same properties as 1st
  -    Not cancellable or repeatable
  .    Move is not unique, i.e. f+B is the same as a normal standing B
  *    Move has other properties described below chart



  ===========================================================================
  3.  MOVE LISTS
  ===========================================================================

  Big thanks to Apollyon for translating the move names.


  ---------------------------------------------------------------------------
  3.1.  Goat
  ---------------------------------------------------------------------------

  Weapon: Crescent Sword   Stage: Haunted Castle
  Meter Length: 2 bars     Defence Level: Normal

  Colours:   (A) Grey             (B) Orange & Black   (C) Gold
  (AB) Red   (AC) Brown & Green   (BC) Purple          (ABC) Dark Grey


  --- [  3.1.1.  Notable Moves  ] -------------------------------------------

    f + B          Low kick, must be crouch-blocked
    C              Knockdown
    d + C          Knockdown
    f + C          Overhead punch, very slow but lots of hitstun
    C in air       Knockdown
    b,b + attack   Air attack during back-hop


  --- [  3.1.2.  Special Moves  ] -------------------------------------------

    Buster Hammer: Swings a morning star flail, with good range.

    d,df,f + A   Swings morning star low, up to 4 hits
             B   Swings at standing height, up to 5 hits
             C   Swings high, up to 5 hits, last hit is a v.launcher
            AB   Swings at standing height for up to 6 hits. Can combo 
                 into another move if done from right up close.

  ...........................................................................

    Buster Horn: Goat runs forward with his sword out. Lots of start-up
    and recovery time.

    d,df,f + A   Runs a short distance, up to 6 hits
             B   Runs a medium distance, up to 7 hits
             C   Runs a larger distance, up to 10 hits
            AB   Runs a very long distance, with super armour. Does up to 
                 14 hits. Will do more damage than with C from far away, 
                 but up close it's almost the same. A bit less start-up 
                 time though.

  ...........................................................................

    Phantom Crash: Goat does a big and fast swing.

    f,d,df + A   Swings instantly for one hit
             B   Swings fast for two hits
             C   Swings fairly fast for three hits and a knockdown
            AB   Swings very fast, six hits, last hit floats


  --- [  3.1.3.  Super Moves  ] ---------------------------------------------

    Bastard's Cradle: d,df,f,d,df,f + A/B/C

    18-hit autocombo. Slow to come out, won't combo from anything except
    f+C. If the first hit misses or is blocked, Goat won't follow through
    with the rest of the move.

  ...........................................................................

    Iron Rage: d,db,b,d,db,b + A/B/C

    His old anti-air dragon-punch-type move. Leaps into the air with his
    sword pointed up, hits up to 9 times.


  --- [  3.1.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A     B   C   AB
   ----------------------------------------------------------
    neutral           Ckr   C   -   -
    ducking           Ckr   C   -   .
    forwards          .     C   C   .
    jumping           Xkr   X   -   -


  --- [  3.1.5.  Boost Mode: Hyper Body  ] ----------------------------------

  *  All attacks have super armour.

  *  Standing C, f + C, and jumping C do more damage.

  *  Last hit of f,d,df + C is a v.launcher.

  *  Last hit of d,db,b + C is a launcher.


  --- [  3.1.6.  Notes  ] ---------------------------------------------------

  Goat's a completely different character from what he used to be. A lot
  of the changes are for the worse. He's still playable but you have to
  adapt a completely different strategy than you would use in Asura
  Blade. Super armour attacks can be very useful, but they can also land
  you in trouble with some attacks, especially versus Vebel and King.



  ---------------------------------------------------------------------------
  3.2.  Leon
  ---------------------------------------------------------------------------

  Weapon: Twin Rapiers     Stage: Lux (Courtyard)
  Meter Length: 2.5 bars   Defence Level: Weaker

  Colours:   (A) Blue    (B) White & Red   (C) Brown
  (AB) Red   (AC) Teal   (BC) Purple       (ABC) Grey & Brown


  --- [  3.2.1.  Notable Moves  ] -------------------------------------------

    f + B          Overhead attack, hops forward over low attacks
    d + C          Two hit slash, second hit knocks down
    f + C          Long-range overhead attack
    b,b + attack   Air attack during back-hop


  --- [  3.2.2.  Special Moves  ] -------------------------------------------
 
    Excellent Slash: A quick, far-reaching slash forward.

    charge b, f + A   Small slash
                  B   Medium slash, a bit more damage
                  C   Large slash, a bit more damage still
                 AB   Large slash up to 3 hits, 3rd hit is a knockdown

  ...........................................................................

    Crescent Edge: Leon jumps up and slashes while flipping in the air.

    charge d, u + A   Barely jumps off the ground
                  B   Jumps a bit higher, does a bit more damage, knocks down
                  C   Jumps higher, does more damage, knocks down and away
                 AB   Does two flips for a total of 3 hits. Knocks down. 
                      (looks like a launcher or float, but he doesn't 
                      recover fast enough to follow up with anything...)

  ...........................................................................

    Flying Swan: Leon hops forward and slashes as he lands. Overhead.

    d,df,f + A   A quick hop up and forward
             B   A longer hop, up to 2 hits and knockdown
             C   Jumps the length of one screen, 2 hits and knockdown
            AB   Does an A-length hop but for 2 hits, and follows with a 
                 B-length hop for another 2 hits. Last hit is a 
                 v.launcher. If the first part hits someone on the 
                 ground, the second will generally also hit.


  --- [  3.2.3.  Super Moves  ] ---------------------------------------------

    Jihad: d, df, f, d, df, f + A/B/C

    Leon turns his back and a large pillar of electricity comes down where
    he stands. Does up to 6 hits if done from up close.


  --- [  3.2.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A     B    C     AB
   ----------------------------------------------------------
    neutral           Ckr   C    -/-   -
    ducking           Ckr   C    -/-   .
    forwards          .     -    -     .
    jump f/b          Xkr   Cl   -     -
    jump up           Xkr   Cs   l     .


  --- [  3.2.5.  Boost Mode: Speed Up  ] ------------------------------------

  *  Movement speed is much faster.

  *  Jumps are much higher and further.

  *  Most normal attacks slightly faster.

  *  B and d + B are kara-cancellable.

  *  d + C knocks opponent much higher (but is still just a knockdown).

  *  d,df,f + C is a v.launcher (but counts as two launcher hits???).

  *  b,f + attack and d,u + attack always do medium-attack damage
     regardless of the button you use. So they're stronger now with
     button A and actually weaker with button C.


  --- [  3.2.6.  Notes  ] ---------------------------------------------------

  Leon replaces Lightning from Asura Blade, but he isn't much good. He's
  got slow awkward slashes, charge special moves that aren't great, and
  a general lack of combo ability. His qcf special move is ok since it
  can be confusing, but not good enough to make up for the rest of his
  faults.



  ---------------------------------------------------------------------------
  3.3.  Yashaou
  ---------------------------------------------------------------------------

  Weapon: Nodachi        Stage: Lux (City Street)
  Meter Length: 3 bars   Defence Level: Normal

  Colours:    (A) Red      (B) Tan       (C) Brown
  (AB) Blue   (AC) Green   (BC) Purple   (ABC) Burgundy


  --- [  3.3.1.  Notable Moves  ] -------------------------------------------

    f + B          Overhead kick, passes over low attacks
    B in air       Two-hit attack that is great for cross-ups and juggles
    d + C          Knockdown
    dash f, AB     Bash kick, launcher
    b,b + attack   Air attack during back-hop. You can also do a Falling 
                   Sword in mid-hop.


  --- [  3.3.2.  Special Moves  ] -------------------------------------------

    Death Strike: A burst of fire that hits the ground and shoots up.

    d,df,f + A   Fire shoots up close, floats
             B   Half-screen distance, floats
             C   Full-screen distance, floats
            AB   Spread of fire across most of the screen, does up to 5 
                 hits, floats.

  ...........................................................................

    Hell's Gate: A spinning uppercut-type move, v.launcher against enemies
    who are airborne.

    f,d,df + A   Very low to the ground, up to 3 hits
             B   A bit higher, up to 4 hits
             C   Normal jump height, up to 6 hits
            AB   Very high with up to 9 hits. Last hit knocks the 
                 opponent down and away. If the last hit misses, then 
                 sometimes the attack is still a knockdown but other 
                 times the opponent can recover in the air and 
                 block/attack on the way down.

  ...........................................................................

    Extreme Polar Dynamic Misfortune: Yashaou jumps up and then kicks
    downward at an angle.

    d,db,b + A   Travels about 1/2 screen
             B   Travels about 3/4 screen, does more damage, knockdown
             C   Travels a full screen, does even more damage, knockdown
            AB   Travels same distance as C, does up to 5 hits, knockdown

  ...........................................................................

    Falling Sword: A somersault forward with sword pointed down.

    in air d,db,b + A   One hit, barely moves forward
                    B   Up to 3 hits, moves a bit further
                    C   Up to 4 hits, last hit floats. Can combo from this.
                   AB   Up to 9 hits, very easy to combo from


  --- [  3.3.3.  Super Moves  ] ---------------------------------------------

    Chain Slanting Silk: d, df, f, d, df, f + A/B/C

    Yashaou shoots a huge pillar of fire upwards at a 45 degree angle.
    Does up to 5 hits and a decent amount of damage. Can be used as an
    anti-air, but it's much less likely that all the hits will connect
    that way and therefore is a bit of a waste.

  ...........................................................................

    Graceful Dragon's Tooth: d, db, b, d, db, b + A/B/C
  
    Yashaou shoots a ton of fireballs from his hands. Seems to get most
    hits if done from a half to a third of a screen away from your
    opponent (the most I can get is 37). Really easy to hit with but the
    damage isn't great considering how much meter it takes to use.

  ...........................................................................

    Asura Blade: f, d, df, f, d, df + A/B/C
 
    Yashaou pauses for a moment and then does a big swipe with his sword.
    If it hits there's a huge cloud of fire that appears with a face in
    it, presumably Asura. Does a whole lifebar's worth of damage, but it's
    slow to come out -- I can't get it to combo from anything. It's also a
    bit tricky to do the joystick motion and not end up doing a Hell's
    Gate or Chain Slanting Silk.


  --- [  3.3.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A     B       C   AB
   ----------------------------------------------------------
    neutral           Ckr   C/C     -   -*
    ducking           Ckr   c       -   .
    forwards          .     -       .   -
    jumping           Xkr   C/Dks   l   Dks

  *  I think standing AB is in fact sometimes cancellable, slightly, but
     it's finicky...


  --- [  3.3.5.  Boost Mode: After Images  ] --------------------------------

  *  Yashaou gains a mirror image of himself that mimics his actions
     with a slight delay, i.e. all normal attacks get double the hits.
     Many more combos are possible this way, especially in the air.

  *  The damage per single hit is usually less when in boost mode, but
     because each hit is doubled, attacks still do more damage overall.

  *  If the mirror image hits with a bash or other launcher, the hit has
     the launcher effect but doesn't count towards the 3 launcher limit.
     By timing it so that your attack misses but the mirror image's
     attack hits, it's possible to do many more than 3 launchers in a
     combo.

  *  Air d,db,b + A/B/C does more damage

  *  d + C knocks the opponent way up into the air, but is still just a
     knockdown


  --- [  3.3.6.  Notes  ] ---------------------------------------------------

  Yashaou was good in Asura Blade, but here he's a combo powerhouse. He
  hasn't changed so much besides the loss of his weapon throw, so
  Yashaou players should feel right at home. You probably don't want to
  use your meter on super moves, they take too long to build up and
  generally aren't worth it and/or are impractical to use.



  ---------------------------------------------------------------------------
  3.4.  Sittara
  ---------------------------------------------------------------------------

  Weapon: Fire Sword     Stage: Lux (City Street)
  Meter Length: 3 bars   Defence Level: Normal

  Colours:             (A) Purple   (B) Red              (C) Tan
  (AB) Blue & Orange   (AC) Teal    (BC) Purple & Pink   (ABC) Dark Red


  --- [  3.4.1.  Notable Moves  ] -------------------------------------------

    f + B   Far-reaching slash
    C       Hits low, knockdown
    d + C   Knockdown
    f + C   Overhead stab, passes over low attacks, v.launcher


  --- [  3.4.2.  Special Moves  ] -------------------------------------------

    Red Spider: A fire projectile that travels along the ground.

    d,df,f + A   Slow projectile
             B   Medium speed projectile
             C   Fast projectile
            AB   Shoots 4 fireballs stacked vertically

  ...........................................................................

    Will-o'-the-Wisp: an air version of the Red Spider fireball.

    in air d,df,f + A   Shoots a slow fireball in the air
                    B   Medium speed fireball
                    C   Fast fireball
                   AB   Shoots 4 fireballs, like EX Red Spider

  ...........................................................................

    Heat Wave: Rising uppercut slash, v.launcher against airborne
    opponents and otherwise usually a knockdown.

     A   Short jump up, 3 hits
     B   Medium jump, 4 hits
     C   High jump, 5 hits
    AB   Higher jump, 6 hits. Last hit knocks opponent down and away. If 
         the last hit misses, the move usually works as a v.launcher instead.


  --- [  3.4.3.  Super Moves  ] ---------------------------------------------

    Chain Slanting Silk: d, df, f, d, df, f + A/B/C

    Sittara shoots a huge pillar of fire upwards at a 45 degree angle.
    Does up to 5 hits and a decent amount of damage. Can be used as an
    anti-air, but it's much less likely that all the hits will connect
    that way and therefore is a bit of a waste.

  ...........................................................................

    Asura Blade: f, d, df, f, d, df + A/B/C

    Sittara pauses for a moment and then does a big swipe with his sword.
    If it hits there's a huge cloud of fire that appears with a face in
    it, presumably Asura. Does a whole lifebar's worth of damage, but it's
    slow to come out -- I can't get it to combo from anything. It's also a
    bit tricky to do the joystick motion and not end up doing a Heat Wave
    or Chain Slanting Silk.


  --- [  3.4.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A     B    C    AB
   ----------------------------------------------------------
    neutral           Ckr   C    -    D
    ducking           Ckr   C    -    .
    forwards          .     C    C    .
    jumping           Xkr   Cl   Dl   Dkl


  --- [  3.4.5.  Boost Mode: After Images  ] --------------------------------

  *  Sittara gains a mirror image of himself that mimics his actions
     with a slight delay, i.e. all normal attacks get double the hits.
     Many more combos are possible this way, especially in the air.

  *  Unlike Yashaou, all Sittara's special attacks get more hits too.

  *  It's possible to combo d,df,f + C over and over again on some
     characters until your super meter runs out.

  *  The damage per single hit is usually less when in boost mode, but
     because each hit is doubled, attacks still do more damage overall.

  *  If the mirror image hits with a bash or other launcher, the hit has
     the launcher effect but doesn't count towards the 3 launcher limit.
     By timing it so that your attack misses but the mirror image's
     attack hits, it's possible to do many more than 3 launchers in a
     combo.

  *  The exception to the above seems to be f + C, which just knocks the
     opponent in the air a tiny bit and seems to count as two launchers.


  --- [  3.4.6.  Notes  ] ---------------------------------------------------

  Despite being related to Yashaou plot-wise, and in fact having the
  same super moves, Sittara plays quite differently. He's less of an
  agile comboer and a bit more of a power-type character. His fireballs
  are super-abusable, and should be one of your main weapons. EX
  fireballs are generally the best use of super meter.



  ---------------------------------------------------------------------------
  3.5.  Rose Mary
  ---------------------------------------------------------------------------

  Weapon: Demon Sword    Stage: Lux (Courtyard)
  Meter Length: 2 bars   Defence Level: Normal

  Colours:   (A) Purple   (B) Orange   (C) Beige
  (AB) Red   (AC) Teal    (BC) Pink    (ABC) Dark Grey


  --- [  3.5.1.  Notable Moves  ] -------------------------------------------

    d + B    3rd hit floats
    df + B   Overhead
    d + C    Knockdown


  --- [  3.5.2.  Special Moves  ] -------------------------------------------

    Evil Arrow: A demon projectile that flies straight out.

    d,df,f + A   Slow projectile
             B   Medium speed projectile
             C   Fast projectile
            AB   Shoots a curled up demon, who uncurls if he hits, up to 
                 5 hits. Can link into another move if done from up close.

  ...........................................................................

    Air Evil Arrow: A demon projectile that flies at an angle.

    in air d,df,f + A   Shoots at about 30 degrees downward
                    B   Shoots at about 5 degrees downward
                    C   Shoots at about 10 degrees upward
                   AB   Shoots 5 demons at various angles

  ...........................................................................

    Death Size: Rose jumps forward while her sword spins in a circle.

    f,d,df + A   Small jump, up to 3 hits plus knockdown
             B   Medium jump, up to 4 hits plus knockdown
             C   Large jump, up to 6 hits, knockdown if close
            AB   Medium jump, up to 15 hits, knockdown if close

  ...........................................................................

    Rose's Fake: Rose teleports somewhere else on-screen.

    d,db,b + A   Teleports towards the corner your opponent faces
             B   Teleports towards the middle of the screen
             C   Teleports towards the corner behind your opponent
            AB   Instead of teleporting, Rose Mary turns black with green 
                 demon wings, and rushes forwards. Does up to 15 hits, 
                 last hit is a launcher.


  --- [  3.5.3.  Super Moves  ] ---------------------------------------------

    Mephisto Third: d, df, f, d, df, f + A/B/C

    A giant demon appears behind rose and spits a large fireball which
    stays in place. Will hit up about two-thirds of a screen's distance,
    and do up to 19 hits. The last hit is a v.launcher, although the
    opponent goes much higher than they would from most v.launchers.


  --- [  3.5.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A     B        C      AB
   ----------------------------------------------------------
    neutral           Ckr   C/D      -/-    D
    ducking           Ckr   C///-    -      .
    down-fwd          .     C        .      .
    jumping           Xkr   C//-/-   Dkl*   Dks

  *  Seems that Rose's jumping C can cancel into d,df,f + A/B/C/AB much
     sooner than it can cancel into AB, for whatever reason.


  --- [  3.5.5.  Boost Mode: Two Swords  ] ----------------------------------

  *  Rose gains a second sword, adding more hits to most of her normal
     attacks.

  *  Normal attacks that gain extra hits usually do less damage per hit,
     but more damage overall.

  *  Pretty much all of her normal attacks are cancellable except d+C.

  *  Standing d,df,f + A/B/C fires two demons in a straight line.

  *  In the air, d,df,f + A/B/C fires two demons that travel at
     different angels. Using the A button is equal to a normal A-button
     and B-button attack at the same time, B is equal to B and C, and C
     is equal to A and C.


  --- [  3.5.6.  Notes  ] ---------------------------------------------------

  Rose returns mostly unchanged from Asura Blade. Her biggest change
  (besides a boob job...) is that her fireballs aren't so abusable any
  more, but are more useful in the air. d,db,b + AB is a nice touch and
  is no longer a complete waste of meter.



  ---------------------------------------------------------------------------
  3.6.  Alice
  ---------------------------------------------------------------------------

  Weapon: Necronomicon     Stage: Deep Woods
  Meter Length: 2.5 bars   Defence Level: Normal

  Colours:         (A) Purple   (B) Gold         (C) Blue
  (AB) Dark Blue   (AC) Green   (BC) Turquoise   (ABC) Black


  --- [  3.6.1.  Notable Moves  ] -------------------------------------------

    f + B          Overhead book smash
    d + C          Knockdown
    j in air       Double-jump
    uf~df in air   Wall-jump when near edge of screen

  Note that if you press up-forward to wall-jump when you're near the
  edge of the screen, and you haven't double-jumped yet, you'll do the
  double-jump instead. So just use forward. Also, jump, wall-jump,
  double-jump, wall-jump is possible if not entirely practical.
  

  --- [  3.6.2.  Special Moves  ] -------------------------------------------

  Alice's Skeleton, which is important for two of her special moves,
  will always try to follow her. However he moves much slower than she
  does. Certain attacks can also be used to change his position, as
  described below.

  ...........................................................................

    Skull Mine: Alice throws out a bomb that rests on the ground or hovers
    in the air for a few seconds or until your opponent touches it.
    Collides with other projectiles as normal. There doesn't seem to be a
    limit (apart from the timer on the bomb) to how many you can have on
    screen. The damage on this move seems a bit random...

    (air) d,df,f + A   Small bomb, lasts up to 2 seconds, up to 2 hits
                   B   Medium-sized bomb, up to 3 seconds and 3 hits
                   C   Large bomb, up to 4 seconds and 4 hits
                  AB   Alice throws a large bomb which lasts to 2 
                       seconds. It seems to do only one hit, but won't 
                       explode until the 2 seconds are up. When it does 
                       explode, it shoots out 4 little bombs with a 
                       medium-sized bomb in the middle.

  ...........................................................................

    Skull Catapult: Alice's Skeleton throws her. You must be near the
    Skeleton for this move to work, and you're invincible until you land.

    f,d,df + A   Alice gets thrown backwards a short distance
             B   Alice is thrown forwards, quite high and pretty far
             C   Thrown forwards, low and more than a screen's length
            AB   Alice's Skeleton picks her up and carries her as he runs 
                 forward. Does up to 11 hits. You're still invincible for 
                 the duration of this move.

  ...........................................................................

    Skull Dance: Alice's Skeleton flashes, and can then be made to attack.

    (air) d,db,b + A   Skeleton controllable for 2 seconds
                   B   Controllable for 3 seconds
                   C   Controllable for 4 seconds
                  AB   Skeleton runs forward a few steps, then 
                       automatically does a series of attacks: d+A, d+A, 
                       B, C, A, d+C, AB, according to the chart below. 
                       The last hit acts like a launcher, but doesn't 
                       count towards your limit of 3.

    While controllable, the Skeleton attacks when you push buttons A, B,
    C, or AB. Alice will attack as normal during this time, and can do
    other special moves and such normally. However even if Alice can't
    attack (knocked down, in the middle of a non-cancellable attack, etc.)
    the Skeleton can still be made to attack.

      A   Skeleton does a quick punch
    d+A   Skeleton kicks low
      B   Skeleton kicks forward
      C   Skeleton hops forward and kicks
    d+C   Skeleton slide-kicks forward, is usually a knockdown
     AB   Skeleton punches high, does up to 2 hits

    Finally, the instances in which you can activate the Skull Dance are
    inconsistent. If you do it when Alice can do any other input-move,
    she'll snap her fingers and the Skeleton is usually under your
    control, as long as he wasn't already. But you can do the move at
    other times (i.e. when knocked down) and the Skeleton will still
    flash, but is sometimes controllable and sometimes not. It seems to
    work with AB at any time, though.


  --- [  3.6.3.  Super Moves  ] ---------------------------------------------

    Alice Falls: d, df, f, d, df, f + A/B/C

    A large number of Alice clones fall from the sky and explode on
    impact. Seems to be unavoidable, but not very damaging. I've gotten up
    to 15 hits, it usually does around 12.


  --- [  3.6.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A      B    C     AB
   ----------------------------------------------------------
    neutral           Ckr    C    -/-   -
    ducking           Ckr    C    -     .
    forwards          .      C    .     .
    jumping           Xkr*   Xs   Dl*   Dkl*

  *  Alice can repeat her jumping A up to 6 times by double-jumping
     after the first 3.

  *  Jumping C and AB can be cancelled into a double-jump and
     immediately into another move.


  --- [  3.6.5.  Boost Mode: Power Increase  ] ------------------------------

  *  Alice moves a little bit faster and jumps a tiny bit higher.

  *  I think some normal attacks are marginally faster, but it's hard to
     say...

  *  f + B is a v.launcher.

  *  Strangely, Alice can still do the EX version of the Skull Dance
     (d,db,b + AB) in boost mode. It still costs a segment of super
     meter.

  *  Alice's boost mode is quite pointless, really. :P


  --- [  3.6.6.  Notes  ] ---------------------------------------------------

  The most complex character in the game, and indeed one of the more
  unusual characters in any fighting game, Alice is very difficult to
  master. But in the hands of an expert, she's an unstoppable, deadly
  force. Use the Skull Dance all the time, throw bombs everywhere,
  counter anything with f,d,df + AB, and jump around like a madman
  (madgirl?). Her small stature helps to avoid attacks, you can duck
  many normal moves.

  But again, use the Skull Dance. The skeleton is invincible and can do
  a bunch of damage in a hurry. Or get the enemy between the two of you
  and mash on the A button for a few seconds. And remember that the EX
  skull dance works even as you're in the middle of getting beaten up by
  a combo. You can't go wrong!

  While a completely redesigned character, her old version from Asura
  Blade lives on as a secret character named "Alice !".



  ---------------------------------------------------------------------------
  3.7.  Chen-Mao
  ---------------------------------------------------------------------------

  Weapon: Hands and Feet   Stage: Yokumin (Temple OR Central Geo)
  Meter Length: 2 bars     Defence Level: Normal

  Colours:           (A) Purple & Red   (B) Grey & Red   (C) Tan
  (AB) Green & Red   (AC) Yellow        (BC) Pink        (ABC) Blue & Grey


  --- [  3.7.1.  Notable Moves  ] -------------------------------------------

    f + B           Overhead kick, hops over low attacks
    d + C           Knockdown
    AB              Bash attack, v.launcher against standing opponents
    f,f             Quick hop forward (instead of a dash)
    hop f, AB       Bash kick, always a normal launcher
    uf~df in air    Wall-jump when near edge of screen
    b,b + attack    Air attack during back-hop. You can also do a Falling 
                    Star Spear in mid-hop.

  Chen-Mao cannot do a high-jump, since she has no forward dash.


  --- [  3.7.2.  Special Moves  ] -------------------------------------------

    Kneading Spirit Palm: Chen-Mao shoots a small energy blast. Does not
    counter projectiles.

    d,df,f + A   Does up to 3 hits, last hit knocks down
             B   Up to 4 hits and knockdown
             C   Up to 5 hits and knockdown
            AB   Chen-Mao envelops herself in a large green sphere, doing 
                 up to 16 hits. She seems to be invincible for the 
                 duration of this move. Last hit floats.

  ...........................................................................

    Red Sparrow Kick: Chen-Mao kicks up and over her head.

    f,d,df + A   Instantly fast kick, 1 hit
             B   Very fast kick, up to 2 hits
             C   Fast kick, up to 4 hits
            AB   Instantly fast kick that does up to 7 hits. Overhead and 
                 knockdown.

  ...........................................................................

    Rock Crushing Attack: Chen-Mao hops forward with her palm out.

    d, db, b + A   Very short and fast hop forward
               B   Short, fast hop forward, knockdown
               C   Longer hop forward, knockdown with more airtime
              AB   Three hops forward with an attack at each hop. Last 
                   hit is a launcher.

  ...........................................................................

    Roar of Heaven's Cannon: "Fitting name for a butt attack." --Apollyon

    d,db,b, f + A   Shorter jump forward
                B   Medium-distance jump
                C   Longer jump forward, knockdown
               AB   Longer jump, does up to 7 hits and ends in a 
                    launcher. If you get more than 4 hits, it's likely to 
                    count as 2 launchers.

  ...........................................................................

    Falling Star Spear: Angled kick downwards. If done from high enough
    you can get a second Falling Star Spear in before you land.

    in air d,db,b + A   Small forward distance, up to 2 hits
                    B   Medium distance, up to 3 hits and knockdown
                    C   Long distance, up to 4 hits and knockdown
                   AB   Long distance, up to 10 hits, last hit is a launcher


  --- [  3.7.3.  Super Moves  ] ---------------------------------------------

    Suzaku's Dancing Fist: d, df, f, d, df, f + A/B/C

    Chen-Mao rushes forward with her elbow out. If she hits (not blocked)
    she commences a series of moves. Unfortunately they occasionally don't
    always all seem to connect, and the move is sometimes blockable after
    the first 2 or 3 hits. When it does work, which is most of the time,
    it usually gets 17 hits.


  --- [  3.7.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A      B     C    AB
   ----------------------------------------------------------
    neutral           Ckr*   C     D    -
    ducking           Ckr*   C     C*   .
    forwards          .      -     .    -
    jumping           Xkr    Xs*   Dl   D

  *  Chen-Mao's standing and ducking A attacks can actually be cancelled
     on the second frame, which is before the move has a chance to hit.

  *  Ducking C can be cancelled, but normally won't combo as it's a
     knockdown.

  *  The delay between two jumping B attacks is VERY short, to the point
     where it's possible to get two of them in a combo from the same
     jump.


  --- [  3.7.5.  Boost Mode: After Images  ] --------------------------------

  *  Chen-Mao gains a mirror image of herself that mimics her actions
     with a slight delay, i.e. all normal attacks get double the hits.
     Many more combos are possible this way, especially in the air.

  *  The damage per single hit is usually less when in boost mode, but
     because each hit is doubled, attacks still do more damage overall.

  *  If the mirror image hits with a bash or other launcher, the hit has
     the launcher effect but doesn't count towards the 3 launcher limit.
     By timing it so that your attack misses but the mirror image's
     attack hits, it's possible to do many more than 3 launchers in a
     combo.

  *  Chen-Mao's standing AB is functionally a launcher, since the mirror
     image hits right after the v.launcher hit, giving it normal
     launcher effect. The only way you'll get a v.launcher is if you do
     it from just far enough away that the mirror image misses, or so
     only the mirror image hits.

  *  f + B can now be cancelled into air d,db,b + A/B/C.

  *  Standing C cancels more easily.

  *  Jumping C and AB can now be cancelled normally as well as delayed.

  *  Chen-Mao's special moves all get more hits.

  *  ...except d,db,b + C, which is now a launcher.

  *  Some special moves give higher knockdowns.


  --- [  3.7.6.  Notes  ] ---------------------------------------------------

  Chen-Mao is really fun to play, but unfortunately she's not really
  that great a character. Too many moves with low range mean she has a
  hard time doing lots of combos or even getting hits in sometimes. And
  since she's otherwise the archetypical speed character, she needs
  those big combos to make up for her lack of offensive power. An
  unreliable super move and lack of a high jump don't help matters
  either. She does great in boost mode, and her EX attacks are all quite
  effective, but it's not enough to make up for her faults.



  ---------------------------------------------------------------------------
  3.8.  Taros
  ---------------------------------------------------------------------------

  Weapon: Himself        Stage: The Tower Of Pride
  Meter Length: 2 bars   Defence Level: Stronger

  Colours:    (A) Gold     (B) Dark Grey   (C) Green
  (AB) Blue   (AC) Brown   (BC) Silver     (ABC) Pink


  --- [  3.8.1.  Notable Moves  ] -------------------------------------------

    d + B              Foot stomp, knocks down on first hit when close
    B in air (uf/ub)   5-hit drill attack that overpowers most normal attacks
    d + C              Big axe swing, overhead knockdown
    f + C              Slow long-range punch, overhead and knockdown
    C in air           Knockdown


  --- [  3.8.2.  Special Moves  ] -------------------------------------------

    I-Beam: Taros shoots a laser, setting off explosions on the ground.
    Long wind-up but quick recovery, so you can hit your opponent into the
    blasts.

    f,d,df + A   Sparse explosions, few hits
             B   More explosions, the first explosion is further away
             C   Less sparse, even more hits
            AB   Dense explosions that travel about a whole screen's length.

  ...........................................................................

    Killing Gear: Taros rushes forward with two large gears spinning in
    place of his hands.

    d,db,b + A   Travels half a screen, up to 5 hits
             B   3/4s of a screen, up to 7 hits
             C   Travels the whole screen, does up to 9 hits
            AB   Rushes forward with two big spiked wheels, doing up to 
                 27 hits. Goes just a bit less distance than with C. Last 
                 hit is a v.launcher.

  ...........................................................................

    Crono Screwdriver: Taros flies up/forward, with a spinning blade for
    legs. This move has strange juggle/launcher properties; sometimes it
    works as a launcher, sometimes it counts as two launchers, sometimes
    it just knocks down.

    in air d,df,f + A   Taros leaps straight up
                    B   Taros leaps up, and arcs forwards
                    C   Little height, but travels the whole screen
                   AB   Taros travels a similar arc as with button C, but 
                        with a bit more height. Usually gets between 10 
                        and 15 hits.


  --- [  3.8.3.  Super Moves  ] ---------------------------------------------

    Invincible Sword: d, df, f, d, df, f + A/B/C

    Taros winds up and then swings a giant sword downwards. Seems
    unavoidable unless you can get behind him before he swings. Damage is
    OK but not great, considering how much start-up time the move has.


  --- [  3.8.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A        B         C     AB
   ----------------------------------------------------------
    neutral           Cr/Cr    C         -/-   -
    ducking           Cr       C/C*      -     .
    forwards          .        .         -     .
    jump f/b          Cr/Cr*   C///-/-   -     D
    jump up           .        X/X*      .     .

  *  d + B will knockdown if done from close, do two hits if done from
     about 1/3 of a screen, and do one hit if done from a bit further.
     In all cases, it's cancellable.

  *  You cannot do a second attack after jumping f/b + A, unlike with
     most characters.

  *  I'm not sure exactly how many hits are in jumping up + B. Usually
     it only hits once, but sometimes twice either in a combo, or not.
     Maybe 3 hits are possible... In any case it always seems
     cancellable as long as you get at least one hit.


  --- [  3.8.5.  Boost Mode: Hyper Body  ] ----------------------------------

  *  All attacks have super armour.

  *  Standing C and f + C do more damage.

  *  Standing C is cancellable on either hit. Second hit is a
     v.launcher.


  --- [  3.8.6.  Notes  ] ---------------------------------------------------

  Taros is back from Asura Blade with very few changes. He's still one
  of the better characters in the game, due to his immense power and
  combo ability. He can be slow, but he moves quite quick when he dashes
  and his A-button attacks are as fast and comboable as anyone's, so it
  doesn't hinder him much. His boost mode is pretty simple, but it can
  be quite effective.



  ---------------------------------------------------------------------------
  3.9.  Zam-B
  ---------------------------------------------------------------------------

  Weapon: Metal Glove      Stage: Kaleido
  Meter Length: 1.5 bars   Defence Level: Weaker

  Colours:    (A) Green            (B) Orange   (C) Yellow & Brown
  (AB) Grey   (AC) Brown & Green   (BC) Pink    (ABC) Grey & Red


  --- [  3.9.1.  Notable Moves  ] -------------------------------------------

    d + B          Multi-hit kick, float on 2nd hit
    f + B          Overhead swipe
    C in air       v.launcher against airborne opponents
    j in air       Double-jump
    uf~df in air   Wall-jump when near edge of screen

  Note that if you press up-forward to wall-jump when you're near the
  edge of the screen, and you haven't double-jumped yet, you'll do the
  double-jump instead. So just use forward. Also, jump, wall-jump,
  double-jump, wall-jump is possible if not entirely practical.


  --- [  3.9.2.  Special Moves  ] -------------------------------------------

    Poison Spit: Zam-B hocks out a big ball of acid. Causes float.

    d,df,f + A   Arcs up with little forward momentum
             B   Arcs about 45 degrees, travels 3/4 of screen
             C   Arcs forward, travels a bit more than one screen
            AB   Same arc as C, but the spit blob travels much slower and 
                 can hit multiple times. Overpowers most other projectiles.

  ...........................................................................

    Dark Nail: Zam-B hops forward with his hand outstretched.

    d,db,b + A   Short hop, hits once
             B   Medium hop, up to 2 hits, second hit knocks down
             C   Long hop, up to 3 hits, last hit knocks down higher
            AB   Even longer hop for up to 5 hits and knockdown

  ...........................................................................

    Gargoyle Boost: Zam-B flies down at an angle with his hand
    outstretched. The gestures he makes with his hands are moves from the
    game Rock, Paper, Scissors... ?

    in air d,db,b + A   Flies down with his fist. Rock!
                    B   Flies a bit faster, knocks down. Scissors!
                    C   A bit faster still, knockdown. Paper!
                   AB   Pauses briefly and then flies down quite fast, 
                        doing all three attacks. Cheater! Last hit is a 
                        v.launcher.


  --- [  3.9.3.  Super Moves  ] ---------------------------------------------

    Mad Crow: d, df, f, d, df, f + A/B/C

    Zam-B spits out a deluge of acid blobs in all different angles and
    speeds, 23 in all although there's no way they'll all hit. The last
    one works the same as his EX acid spit.


  --- [  3.9.4.  Cancel Chart  ] --------------------------------------------

    joystick/button   A      B       C       AB
   ----------------------------------------------------------
    neutral           Ckr    C/C     -///-   -
    ducking           Ckr    C//-*   -       .
    forwards          .      C       .       .
    jumping           Xkr*   X*      Dk*     Dk*

  *  I'm not sure how many hits are actually in d + B. On most
     characters it only hits twice, it can get up to 3 on larger
     opponents. Anything after the second hit seems non-cancellable.

  *  Zam-B can repeat his jumping A up to 6 times by double-jumping
     after the first 3.

  *  Jumping B can be kara-cancelled after a double-jump, i.e. j, B
     (miss), j, C.

  *  Jumping C and AB can be cancelled into a double-jump and
     immediately into another move.

  *  Jumping AB can be kara-repeated after a double-jump, i.e. j, AB
     (miss), j, AB.


  --- [  3.9.5.  Boost Mode: Power Increase  ] ------------------------------

  *  Standing and ducking A do two hits.

  *  Standing B and ducking C do more damage.

  *  Ducking B does up to 5 hits, cancellable on any hit. Last hit is a
     v.launcher.

  *  Standing C does up to 8 hits, although you'll sometimes get only 6.
     The first 3 are cancellable. The last hit (at 6 or 8 hits) is a
     launcher.

  *  Jumping C is always a v.launcher.

  *  d,df,f + A/B/C shoots two projectiles at once. Using the A button
     is equal to a normal A-button and B-button attack at the same time,
     B is equal to B and C, and C is equal to A and C.

  *  d,db,b + C is a v.launcher.

  *  Air d,db,b + A/B/C are now knockdown/v.launcher/launcher
     respectively, and all do more damage.


  --- [  3.9.6.  Notes  ] ---------------------------------------------------

  Zam-B's been tweaked a little, and combined with the new game system,
  he's much better than he used to be. He's still able to hop around
  like a lunatic and be really annoying, but he can actually do some
  good damage with his combos without having to use meter. The 1.5 meter
  length is a bit short, but it does mean his super move is never that
  far away, and it's actually a good one.



  ---------------------------------------------------------------------------
  3.10.  Rokurouta
  ---------------------------------------------------------------------------

  Weapon: Shuriken and Banner   Stage: Kaleido
  Meter Length: 2.5 bars        Defence Level: Weaker

  Colours:   (A) Green   (B) White   (C) Brown
  (AB) Red   (AC) Blue   (BC) Pink   (ABC) Dark Grey


  --- [  3.10.1.  Notable Moves  ] ------------------------------------------

    B              Hop kick that can (barely) pass over some low attacks
    f + B          Hop then crouch-punch, can pass over low attacks, hits low
    C              Flip-kick, hops over low attacks, cancels into air attacks
    d + C          Knockdown
    f + C          Hop punch, passes over low attacks, overhead & v.launcher
    f,f / b,b      Teleport dash, can pass through opponents and some attacks
    dash, AB       Bash kick, hops back and over low attacks, launcher
    d,d + C        Guard breaker, can pass over some low attacks
    uf~df in air   Wall-jump when near edge of screen


  --- [  3.10.2.  Special Moves  ] ------------------------------------------

    Moment: Rokurouta pauses briefly, then throws a shuriken.

    d,df,f + A   Little pause before throwing shuriken
             B   Slightly longer pause, shuriken moves a bit faster
             C   Longer pause, faster shuriken, still takes longest to hit
            AB   A ring of shuriken are thrown, hitting up to 5 times. 
                 Beats out most normal projectiles.

  ...........................................................................

    The Mighty Will Fall: Rokurouta waves a scroll banner in the air.

    f,d,df + A   Up to 2 hits, with less recovery time
             B   Up to 3 hits
             C   Waves the banner for up to 6 hits. After the 4th hit, 
                 there is a very brief moment where you can cancel into 
                 an input-move, although it won't combo.
            AB   Waves the banner for up to 14 hits. Last hit is a 
                 v.launcher.

  ...........................................................................

    Elusive Phantom: Rokurouta flies up and over his opponent, and then
    off-screen, then reappears on the side he started on and attacks with
    a kick that knocks down.

    f,df,d,db,b + A   Wide-angled kick forwards
                  B   Sharp angled kick about 2/3 of the screen in, overhead.
                  C   Sharp angled kick about 1/3 of the screen in, overhead.
                 AB   Sliding kick along the ground, hits low, v.launcher

  ...........................................................................

    Daredevil: Rokurouta catches some wind and flies around the screen.

    in air d,db,b + A   Flies backwards
                    B   Flies forwards
                    C   Swoops down and forwards, can be followed with 
                        any air input-move
                   AB   Flies up and over like with the Elusive Phantom, 
                        reappears and attacks with a wide-angled overhead 
                        kick for up to 5 hits. Last hit is a launcher 
                        (although it's often hard to follow up).


  --- [  3.10.3.  Super Moves  ] --------------------------------------------

    Many Flowers Bloom: in air 360 + A/B/C
 
    Rokurouta levitates in the air while small circles radiate in all
    directions around him. Usually gets at least 18 hits if done when
    close. After the move is over, he'll fall straight down but you can do
    any other input move in the air.

    Unlike many games, here a 360 means you need to hit all 8 points on
    the joystick. I seem to have much better luck if I start and end with
    up. It doesn't matter if you go clockwise or counterclockwise.


  --- [  3.10.4.  Cancel Chart  ] -------------------------------------------

    joystick/button   A     B      C      AB
   ----------------------------------------------------------
    neutral           Ckr   C      -/C*   -
    ducking           Ckr   C      C*     .
    forwards          .     C      -      -
    jumping           Xkr   Xks*   Xkl    Dkl

  *  Second hit of standing C cancels into air attacks.

  *  Ducking C is a knockdown, so doesn't usually combo.

  *  Jumping B seems to be somewhat repeatable into itself. You can do a
     second jumping B after a first, on the same jump, quicker than you
     can do a jumping A whether it hits or misses. Though you can still
     cancel into C/AB/input-move quicker than either.


  --- [  3.10.5.  Boost Mode: After Images  ] -------------------------------

  *  Different than most "After Images" boost mode, Rokurouta gets a
     mirror image that appears on the other side of his opponent, and
     tries to keep the same distance (though it will never go off-
     screen).

  *  Standing A, ducking A, ducking B, and forward + B all do two hits,
     cancellable on either hit.

  *  Standing B does 4 hits, is cancellable into an air move after on
     hits 2-4.

  *  Standing C does 3 hits, cancellable into an air move after the 3rd
     hit. If all 3 hits connect, cancelling into AB doesn't usually hit.

  *  d,df,f + A/B/C will OCCASIONALLY do two hits, but not often.

  *  f,df,d,db,b + A/B/C has more start-up time.


  --- [  3.10.6.  Notes  ] --------------------------------------------------

  One of the few brand-new characters, Rokurouta is a decent fighter
  full of trick-moves. His style revolves around confusing the opponent
  and moving around quickly. However once you get to know how all his
  moves work, he becomes much easier to deal with. He's still got enough
  mix-up to put pressure on a skilled opponent, but you need to be much
  more careful about it. His Elusive Phantom and Daredevil moves seem
  great at first, but they're very easy to get hit out of by someone who
  knows what's coming.



  ---------------------------------------------------------------------------
  3.11.  Zinsuke
  ---------------------------------------------------------------------------

  Weapon: Katana           Stage: Sloth Bridge
  Meter Length: 2.5 bars   Defence Level: Stronger

  Colours:      (A) Blue     (B) Grey   (C) Yellow
  (AB) Purple   (AC) Brown   (BC) Red   (ABC) Dark Grey


  --- [  3.11.1.  Notable Moves  ] ------------------------------------------

    f + A     Longer reaching but slightly slower A-button attack
    f + B     Longer reaching but slightly slower B-button attack
    d + C     Knockdown
    df + C    Knockdown, further reach than d+C
    d,d + C   Guard breaker, can hop over low attacks


  --- [  3.11.2.  Special Moves  ] ------------------------------------------

    Moon of Tsukiyomi: Zinsuke slashes and forms a circular barrier. Can
    counter some attacks, but not projectiles.

    d,df,f + A   Very little start-up time, lasts about 1 second
             B   Very little start-up time, lasts about 1.5 seconds
             C   Little start-up time, lasts about 2 seconds, knocks down
            AB   No start-up time, lasts about 2 seconds, launcher

  ...........................................................................

    First Destination: A quick jumping slash up and forward.

    f,d,df + A   Small hop, almost no forward movement. Float?
             B   Bigger hop, a bit of forward movement, float
             C   Decent sized jump, travels about half the screen, knockdown
            AB   Jumps like in C, does up to 2 hits

  ...........................................................................

    Severing Sound: Zinsuke does a long slash outwards. Has a lot of
    recovery time, but you can cancel some of it into an input-move. With
    good timing, it can even combo into something else up close.

    d,db,b + A   Slashes straight out
             B   Slashes at about 30 degrees upwards
             C   Slashes at about 45 degrees upward
            AB   Slashes 3 times in a row, corresponding to B, C, 
                 A-button attacks. Can cancel almost immediately after 
                 the 3rd slash, and will combo into f,d,df + C when done 
                 from close.

  ...........................................................................

    Sever: Zinsuke dashes forward and slashes his sword.

    d,db,b,f + A   Slashes right away, barely moves forward
               B   Runs a few steps then slashes
               C   Runs about 1/2 screen and then slashes
              AB   Runs most of the screen very quickly and then slashes, 
                   launcher


  --- [  3.11.3.  Super Moves  ] --------------------------------------------

    Two Passes: d, db, b, d, db, b + A/B/C

    Zinsuke does a light slash with a faint outline at about 45 degrees
    upwards, reaching across most of the screen. If it hits, the opponent
    is frozen in place for a moment, then Zinsuke does a much more
    powerful slash along the same path. It is possible to hit the opponent
    with the first and then miss with the second, but it happens extremely
    rarely.


  --- [  3.11.4.  Cancel Chart  ] -------------------------------------------

    joystick/button   A     B      C     AB
   ----------------------------------------------------------
    neutral           Ckr   C      -/-   -
    ducking           Ckr   C      -     .
    forwards          C     C      .     .
    down-fwd          .     .      D*    .
    jump f/b          Xkr   Xks*   Xkl   l
    jump up           Xkr   Xks    Dl    .

  *  df + C is cancellable, but is a knockdown, so it won't usually
     combo.

  *  Jumping (uf/ub) B seems to be somewhat repeatable into itself. You
     can do a second jumping B after a first, on the same jump, quicker
     than you can do a jumping A whether it hits or misses. Though you
     can still cancel into C/AB quicker than either.


  --- [  3.11.5.  Boost Mode: Power Increase  ] -----------------------------

  *  Contrary to it's name, Zinsuke gains speed in his boost mode. He
     moves a lot faster and jumps higher. The speed of his attacks seem
     about the same, however.

  *  Standing C can be cancelled on the 1st hit and delayed-cancelled on
     the 2nd.

  *  Ducking C can be delayed-cancelled, and causes float.

  *  df + C causes float.

  *  d,df,f + A/B/C does a little bit more damage. C version sends the
     opponent flying but is still just a knockdown.

  *  d,db,b + A/B/C Does two slashes one after the other. Using the A
     button is equal to an A-button attack followed by a B-button attack
     at the same time, B is equal to B then C, and C is equal to C then
     A. Additionally, A causes float, B is a high knockdown, and C is a
     launcher.

  *  d,db,b,f + C is a launcher.


  --- [  3.11.6.  Notes  ] --------------------------------------------------

  Zinsuke is one of my favourite characters, blending a deadly mix of
  speed, strength, and range. He's got lots of combo ability, but also
  lots of fairly safe one-hit attacks that do a decent amount of damage.
  His main weakness is that he takes a while to recover from many of his
  special moves, but if you're careful it doesn't prove to be much of a
  problem.



  ---------------------------------------------------------------------------
  3.12.  Alice !
  ---------------------------------------------------------------------------

  Weapon: Necronomicon     Stage: Deep Woods
  Meter Length: 1.5 bars   Defence Level: Stronger+

  Colours:         (A) Violet   (B) Red     (C) Gold
  (AB) Turquoise   (AC) Green   (BC) Pink   (ABC) Crimson


  --- [  3.12.1.  Notable Moves  ] ------------------------------------------

    f + B          Overhead book smash
    C              3-hit skeleton attack, knockdown on 3rd hit
    d + C          Knockdown
    C in air       Knockdown
    j in air       Double-jump
    uf~df in air   Wall-jump when near edge of screen

  Note that if you press up-forward to wall-jump when you're near the
  edge of the screen, and you haven't double-jumped yet, you'll do the
  double-jump instead. So just use forward. Also, jump, wall-jump,
  double-jump, wall-jump is possible if not entirely practical.


  --- [  3.12.2.  Special Moves  ] ------------------------------------------

    Hello Skull: Alice ! throws a skull projectile, knocks down on impact.
    Skulls cause float, but there's not much chance to follow up.

    d,df,f + A   Slower skull, less wind-up
             B   Medium-speed skull, a bit more wind-up
             C   Fast skull, about the same wind-up as in B
            AB   A fast skull with little wind-up that hits up to 5 times

  ...........................................................................

    Skull Upper: Alice ! summons a skeleton to punch out from the ground.

    f,d,df + A   Skeleton appears a few steps from Alice !, knockdown
             B   Appears about 1/2 a screen's distance away, knockdown
             C   Appears almost a whole screen away, knockdown
            AB   5 skeleons appear in a row. Oddly, they can do up to 
                 8(?) hits total. Last hit is a v.launcher.

  ...........................................................................

    Skull Feild: Alice ! summons 3 skulls in a pattern around her. Each
    skull can cancel out a normal projectile. Skulls cause float, but
    there's not much chance to follow up. Damage is somewhat inconsistent,
    doing minimal damage if the skull appears right where the opponent is.

    d,db,b + A   Skulls appear close by
             B   Skulls appear a bit further away from Alice !
             C   Skulls appear much further away
            AB   A triangular pattern of 10 skulls appears


  --- [  3.12.3.  Super Moves  ] --------------------------------------------

    Meteor Skull: d, df, f, d, df, f + A/B/C

    A very very large skull drops into the centre of the screen and
    explodes into several pieces. Each piece plus the skull itself can hit
    one or more times, and causes float. Number of hits is very
    unpredictable, I've gotten as few as 3 and as many as 9. If you do
    hit, you have lots of chance to follow up with other moves.


  --- [  3.12.4.  Cancel Chart  ] -------------------------------------------

    joystick/button   A      B    C      AB
   ----------------------------------------------------------
    neutral           Ckr    C    -//-   -
    ducking           Ckr    C    -      .
    forwards          .      .    C      .
    jumping           Xkr*   Xs   D*     -

  *  Alice ! can repeat her jumping A up to 6 times by double-jumping
     after the first 3.

  *  Jumping C can be cancelled into a double-jump and immediately into
     another move, and kara-repeated into itself.


  --- [  3.12.5.  Boost Mode: Summon Options  ] -----------------------------

  *  Four skulls float down from the top of the screen to surround
     Alice !. Any time you press button A, be it to attack or not, a
     skull will float out a small distance doing extra damage if it
     hits. Unfortunately, Alice !'s meter is so small, that the boost
     mode is half-over by the time the skulls reach her.

  *  Jumping B also sends a skull out, for whatever reason.

  *  Alice !'s normal attacks all do more damage, even without the extra
     hits from the skulls.

  *  f + B is a v.launcher.

  *  d,db,b + A/B/C does different patterns of skulls. A does 4 skulls
     in a triangular pattern (one in the center) near to Alice !, B does
     the same pattern but more spread out, and C does 7 skulls in a
     hexagonal pattern (one in the center, again).

  *  f,d,df + A/B/C summons several skeletons and does a few hits. Last
     hit on C floats.


  --- [  3.12.6.  Notes  ] --------------------------------------------------

  Alice in her original form... mostly. She's actually been improved
  since Asura Blade, as her Skull Field is much more useful, and her
  bash is quicker. On the other hand, her projectile has a much longer
  start-up time, and her super meter is a low 1.5 bars. Not quite as
  capable as her newer incarnation, but still not bad and fun to play
  for nostalgia's sake.



  ---------------------------------------------------------------------------
  3.13.  Nanami
  ---------------------------------------------------------------------------

  Weapon: Transformation   Stage: N/A
  Meter Length: N/A        Defence Level: N/A

  Colours:      (A) Green   (B) Grey    (C) Beige
  (AB) Yellow   (AC) Blue   (BC) Pink   (ABC) Dark Grey


  --- [  3.13.1.  Notes  ] --------------------------------------------------

  Nanami is not a normal character, and doesn't have any of her own
  moves or stats; instead, she becomes whatever character she's up
  against. She does have her own pre-fight intros though, and they're
  quite funny. Against King, Nanami always fights as Rokurouta. In the
  bonus stage, she'll fight as Vebel. If both players pick Nanami, they
  will both fight as the same randomly-determined character.



  ---------------------------------------------------------------------------
  3.14.  Vebel
  ---------------------------------------------------------------------------

  Weapon: Itself       Stage: Angry Canyon
  Meter Length: none   Defence Level: Much Stronger

  Colours:     (A) Pink    (B) Purple   (C) Grey
  (AB) Green   (AC) Blue   (BC) Blue    (ABC) Purple


  --- [  3.14.1.  Notable Moves  ] ------------------------------------------

    B   3-hit move, 3rd hit floats
    C   3-hit move, 3rd hit floats

  As it (he?) has no super meter, Vebel has no EX moves, super moves, or
  boost mode, and cannot do a break fall. It also can't do a guard break
  or high jump.


  --- [  3.14.2.  Special Moves  ] ------------------------------------------

    4-1-2-3-6: Vebel shoots a giant laser from its mouth. Despite what it
    looks like, it won't hit someone at the very far side of the screen

    (air) b,db,d,df,f + A   Does a quick laser blast, up to 9 hits
                        B   9 hits, seems identical to button A?
                        C   Longer blast, does up to 18 hits

  ...........................................................................

    6-3-2-1-4: Vebel spins up and forward with spikes all around. It is
    completely invincible for the duration of this move. It's hard to say
    the exact number of hits you'll get, but it's always lots.

    (air) f,df,d,db,b + A   Jumps up, only moves forward a little
                        B   Arcs up and forwards
                        C   Moves very far forwards, easily gets 21+ hits


  --- [  3.14.3.  Cancel Chart  ] -------------------------------------------

    joystick/button   A       B             C          AB
   ----------------------------------------------------------
    neutral           Cr/Cr   C//C          C//C       -
    ducking           Cr/Cr   C//////C      C//////C   .
    jumping           Xr      C///////Xs*   -////Dks   Dk

  *  Vebel's jumping B is practically repeatable.


  --- [  3.14.4.  Notes  ] --------------------------------------------------

  Vebel is a boss character, and as such it (he??) is missing a number of
  moves that the other players get. It doesn't need any of them though,
  since its regular moves and special moves are incredibly overpowered.
  Vebel's only real weakness is that it's so big that it's hard to miss,
  and you can usually get a bunch of extra hits in when you start a
  combo.

  It seems the only way to play as Vebel is to play against it with
  Nanami, or to use MAME cheats. Reason being, it's way way overpowered.
  The computer doesn't abuse this nearly as much as it could, even on
  the highest difficulty.



  ---------------------------------------------------------------------------
  3.15.  King
  ---------------------------------------------------------------------------

  Weapon: Fists, Giant Dagger   Stage: Castle of Baskervilles (Indoors)
  Meter Length: none            Defence Level: Strongest


  --- [  3.15.1.  Notes  ] --------------------------------------------------

  King isn't a regular character at all. Or even a regular person since
  "he" seems to be a King and Queen in one. King's main attacks are to
  wave his fists around, and then occasionally summon something akin to
  a meteor shower. Combos and multi-hit moves generally don't work as
  such on King, but the good news is that King doesn't have any damage
  reduction either, so all hits that actually hit will do their full
  damage.

  Beating King is actually quite easy. Just block at the start and
  retreat to the corner, then attack the fist when it's nearby. Some
  attacks will end up knocking you down too, for whatever reason. If
  that happens, pick a different attack. Don't try anything fancy, just
  stick to your basic moves and block whenever you have to. When the
  meteors start coming, just block until they stop. Also, NEVER USE
  SUPER ARMOUR AGAINST KING, because instead of getting knocked down by
  a fist, you'll eat a huge amount of damage. After one round, the
  battle is over.

  King cannot be played at all normally. Even with MAME cheats, you
  can't play with King properly. I'm not doing a movelist or other stuff
  because it's not really applicable.



  ===========================================================================
  4.  OTHER INFO
  ===========================================================================

  ---------------------------------------------------------------------------
  4.1.  Secret Characters
  ---------------------------------------------------------------------------

  To play as Alice !, AKA Young Alice, Alice from Asura Blade, Original
  Alice, etc., do the following at the character selection screen:

  *  Highlight Yashaou and press Start
  *  Highlight Goat and press Start
  *  Highlight Rose Mary and press Start
  *  Highlight Taros and press Start
  *  Highlight Zam-B and press Start
  *  Select the purple random select box.


  To play as Nanami, do the following at the character selection screen:

  *  Highlight Sittara and press Start
  *  Highlight Leon and press Start
  *  Highlight Alice and press Start
  *  Highlight Chen-Mao and press Start
  *  Highlight Zinsuke and press Start
  *  Highlight Rokurouta and press Start
  *  Select the green random select box.



  ---------------------------------------------------------------------------
  4.2.  Single-Player Game
  ---------------------------------------------------------------------------

  In a one-player game, there is some order to the opponents you fight:

    1st match   Randomly chosen character
    2nd match   Randomly chosen character
    3rd match   Vebel
                Bonus round
    4th match   Randomly chosen character
    5th match   Character-specific fight
    6th match   King
    7th match   Character-specific fight

  ...except sometimes Vebel is the 4th match and the bonus stage is
  after that. And occasionally, it seems that even if Vebel is the 3rd
  match, the bonus stage comes after the 4th match. (?)

  The bonus stage gives you 30 seconds to beat up a whole bunch of
  wolves that rush at you. (15 seconds if you lose one round in the
  match before the bonus stage.) Blue wolves are worth one KO, red
  wolves are worth 5. The maximum number of KO's is 75, but with 15
  seconds only 25 KO's are possible. It's really not that hard (or fun),
  most characters can just duck and mash on A until it's over.

  The 5th match is always fought at the Castle of Baskervilles
  (Outdoors).

  The 7th match is only accessible if you beat the whole game winning
  every round, never using a last chance or winning by timeout. You
  can't continue and you can't have the other player join in at any
  time. It's always fought at the Castle of Baskervilles (Indoors).

  The character-specific match-ups are as follows:

    Character    5th match    7th (bonus) match
   ----------------------------------------------------------
    Goat         Sittara      Goat
    Leon         Rose Mary    Leon
    Yashaou      Zinsuke      Sittara
    Sittara      Zinsuke      Yashaou
    Rose Mary    Leon         Taros
    Alice        Zam-B        Alice !
    Chen-Mao     Rokurouta    Chen-Mao
    Taros        Taros        Rose Mary
    Zam-B        Alice !      Alice
    Rokurouta    Chen-Mao     Zinsuke
    Zinsuke      Yashaou      Rokurouta
    Alice !      Zam-B        Alice
    Nanami       Alice        Rokurouta



  ---------------------------------------------------------------------------
  4.3.  Defence Levels
  ---------------------------------------------------------------------------

  Different characters take different amounts of damage. This is
  indicated in the characters' profiles, but here's a chart for
  comparison, ranked least damage to most. Characters on the same line
  take exactly the same amount of damage. The difference isn't too much;
  for example, against Goat's standing C, there's a difference of two
  points of damage (out of a total of 240) between any level and the one
  above or below it. It is somewhat noticable with combos and multi-hit
  super moves, though.

  *  King (takes the least damage)

  *  Vebel

  *  Alice !

  *  Taros, Zinsuke

  *  Goat, Yashaou, Sittara, Rose, Alice, Chen-Mao

  *  Leon, Zam-B, Rokurouta (all take the most damage)



  ===========================================================================
  5.  CONCLUSION
  ===========================================================================

  ---------------------------------------------------------------------------
  5.1.  Translation Notes
  ---------------------------------------------------------------------------

  When Apollyon sent me the move name translations, he had a few
  interesting notes for some of the moves.


  --- [  5.1.1.  Goat  ] ----------------------------------------------------

  qcb*2: Iron Rage
  Alien Rage?
  (plusminus: Google gives "Iron Rage" which makes more sense to me...)


  --- [  5.1.2.  Yashaou  ] -------------------------------------------------

  qcb*2: Graceful Dragon's Tooth
  This is probably wrong. The middle Kanji "ryuu" has a lot of meanings.
  Axe, Kill, Style of, Method of, Dragon and Bend over. And the final
  Kanji actually means "molar".

  qcf*2: Chain Slanting Silk
  Depending on if you translate the kanji separately or together, it
  could also mean Chain Silk Mandala. Mandala being a schematized
  representation of the cosmos in which contains an image of a deity or
  an attribute of a deity.


  --- [  5.1.3.  Sittara  ] -------------------------------------------------

  air qcf: Will-o'-the-Wisp
  Literally, "Elf Fire."  But will-o'-the wisp is a more common
  translation in other video games, such as the Final Fantasy series.

  qcf*2: Chain Slanting Silk
  Same as for Yashaou


  --- [  5.1.4.  Chen-Mao  ] ------------------------------------------------

  qcf*2: Suzaku's Dancing Fist
  Literally, it's Heavenly Bird link dancing fist. I just took a little
  liberty, since Suzaku is an important Heavenly bird in the Chinese /
  Japanese Mythos.


  --- [  5.1.5.  Taros  ] ---------------------------------------------------

  air qcf: Crono Screwdriver
  Crono, as opposed to Chrono, derives from the greek god Cronus. Who
  was a god of Harvest. But in today's Judeo/Christian world of art, is
  more commonly known as "The Grim Reaper". Hence this is obviously more
  of a killing attack than a time attack.


  --- [  5.1.6.  Zam-B  ] ---------------------------------------------------

  qcf*2: Mad Crow
  As this was an English word written in katakana, this is its only
  meaning. What a crow has to do with a bunch of spit attacks, though,
  is beyond me.
  (plusminus: I imagine it has to do with the way he looks? It's kind of
  bird-like...)


  --- [  5.1.7.  Rokurouta  ] -----------------------------------------------

  qcf: Moment
  Also can translate into lightning speed.  Neither make sense to me,
  when he obviously throws a Hira-shuriken, but all his move names are
  philosophical.

  dp: The Mighty will Fall
  Just my loose translation. Can also be The Prosperous Must Decay,  All
  Glory Fades, What goes up must come down etc...


  --- [  5.1.8.  Zinsuke  ] -------------------------------------------------

  qcf: Moon of Tsukiyomi
  Tsukiyomi is the Shinto deity that rules over the night sky and the
  moon. Shared the sky with sister Amaterasu, the goddess of the sun.

  dp: First Destination
  It literally means "Ahead Ahead", and I have no idea how else to
  translate it.
  (plusminus: Going with an online translator for this one...)

  qcb, f: Sever
  Literally: To cut and become with out.


  --- [  5.1.9.  Alice !  ] -------------------------------------------------

  qcf: Hello Skull
  Halo Skull?


  --- [  5.1.10.  Vebel  ] --------------------------------------------------

  Vebel's moves don't translate into anything, per se... at least not
  words. Instead, they translate into the motions on how to perform his
  moves (as going by the numeric keypad). As for what the FL means on
  the two moves that are done in the air, I have no clue.



  ---------------------------------------------------------------------------
  5.2.  Special Thanks
  ---------------------------------------------------------------------------

     Apollyon
        Lots of translation stuff, pointing out some moves and info,
        finding Japanese sites about the game, some MAME info, and more
        that I can't remember.

     DEATHSCHILD
        Posting the movelists, PCB vs. MAME comparisons, other MAME
        info, general info about the game, and more.

     Ultimate Kensuke
        Posting a few general insights into the game, making a combo
        vid, inspiring me to make a better combo vid, and HOPEFULLY
        making an even better one that trumps mine. ;)

     Maj
        General combo video assistance.



  ---------------------------------------------------------------------------
  5.3.  Version History
  ---------------------------------------------------------------------------

     v1.0 -- 2008-01-12
        First release! All (?) basic info about how the game works, full
        special move lists with descriptions, cancel charts, some other
        info. Lots more additional typing to do in the form of
        describing gameplay, secrets/rumours/glitches, more translation
        info, etc. etc., but it's a good start. Layout is already
        planned for the next version.

     v0.4 -- 2007-12-19
        Switched from plain text to linuxdoc markup, figured out how to
        add proper formatting to make it look nicer with a ridiculous
        sed script. I should learn DocBook, but for now I think it'll do
        the trick. Wasted more time converting the Asura Blade logo to
        ASCII art.

     v0.3 -- 2007-12-03
        I think I know pretty much how the game works by now.  Time to
        write it all down properly.

     v0.1 -- 2007-11-30
        My random notes seem to be organizing themselves into something
        resembling a FAQ. Take that, second law of thermodynamics!