Virtua Fighter 3 FAQ © 1996 by Stephen Hamilton
First version: July 3, 1996: v .9
Current version: December 25, 1996: v 1.5
By: Dodee (Steve Hamilton)
    steveh@ime.net -=or=- dodee@vfhome.com


(NOTE: Lots of this information is compiled from postings on the
rec.games.video.arcade newsgroup, as well as other sources on the Internet.
Some material is drawn from text, while others are inferred from pictures.)


Table of Contents:

INTRODUCTION

I)Basic Gameplay
        a)conventions of this FAQ
        b)control layout
        c)changes from VF2
        d)general moves
II) Characters
        a)Akira
        b)Pai
        c)Lau
        d)Wolf
        e)Jeffry
        f)Kage
        g)Sarah
        h)Jacky
        i)Shun
        j)Lion
        k)Aoi
        l)Takaarashi
        m)Dural
III) Stages
IV) Miscellaneous Stuff
        a)where to get new versions of this FAQ
        b)version history
        c)acknowledgements
        d)legal crap


INTRODUCTION

        This started out as a compilation of news posted about the game on
r.g.v.a and has grown. Hopefully it'll live up to the standards set by Chia
Jin Ngee, author of the VF2 FAQ. Hopefully in the future, each character's section
will be written by a master of that character, most likely the author of
that characters individual FAQ

        The model three boardset is what powers VF3 (see specs below). It
has the capability to do thousands more polygons per second than the model
2, and that means better, more realistic looking characters. One major
example of the power of the Model 3 is its ability to make different types 
of cloth move in different manners. For instance, Aoi's first outfit is made
of silk. In the game it will move EXACTLY like silk would in the real world.
And Jacky's leather jacket will move like leather would. One more, less interesting 
tidbit is that in Aoi's stage it is snowing. These snowflakes are just like
real ones, no two are alike. I assume they did this through the use of 
fractals. Here are the specs:

GRAPHICS
Geometrizer; 1 million polygons per second. Renderer; 60 million pixels per
second. 16 million colored textures. Trilinear Interpolation Micro Texture. 

SHADING 
High Specular Gouraud shading. Fix Shading. Flat Shading. Texture and edge
Multi-Layered Anti Aliasing 

LIGHTING EFFECTS 
Parallel light. 4 Spot Lights. Pin Spot Light 

OTHERS 
Main CPU: Power PC 603e. Resolution 496x384~640x480 

SPECIAL EFFECTS 
Zoning-fog. 32 Levels of Translucency 



I)Basic Gameplay
a)conventions used in this FAQ
        
        G=Gaurd
        P=Punch
        K=Kick
        E=Escape

        f, b, u, d=Tap forward, backward, up, down

        x/y=tap diagonally, i.e. d/f means tap diagonally between down and
            forward.

        F, B, U, D=Hold forward, backward, up, down

b)control layout
        Scince it is finally out, there is no use whining about the less
than optimal control configuration. Adapt or die I guess...

                               P K E
                             G

c)changes from VF2
        * Jump motion: In VF2 it was simply (u), now it is (d,u).
        * Throws: all throws vs. standing opponents end in (P+G), and that
all throws vs. crouching opponents end in (P+K+G). Does this mean that every
high throw is escapable? We are yet to see.
        * Pouncing: to pounce on a downed enemy you now must do (d,u+P).
        * Dashing: dashing can be accomplished by two procedures. The first
is the same as in VF2, f,F. The new method is F+E. Forward can be exchanged
for backward in both examples.
        * New animation: missed throw and missed reversal animation. No
more cheesy "auto-select" crap.


d)general moves

E or u+E            Dodge into screen
d+E                 Dodge out of screen
F or B              Step forward or backward
D/F or D/B          Crouch Step
f, f  or f+E        Forward Dash
b, b  or b+E        Back Dash
f, F or F+E         Run
d/b, d/b            Dash from Crouch  (Not crouch dash)
d, u                Small Jump
d, U                Big Jump
d, u+P              Small Pounce
d, U+P              Big Pounce


II)Characters
        "?" indicates unknown. Use key to help read this part.
KEY:
        Outfit 1: Player 1 costume.
        Outfit 2: Player 2 costume.
        Moves: A list of that character's moves, duh. ;)

a)Akira Yuki
Outfit 1: Dark Blue Gi, same as VF2
Outfit 2: Black Gi, Similar to VF1
Moves:

Motion            Damage  Level Exe-Ht-Rec     Reverse  Comments
------            ------  ----- ----------     -------  --------
P                    12    H      9  2  12      HP
P+E                  12    H      9  2  12      HP
D+P                  9     L     10  1  14      LP
K                    25    H     14  2  23      HK
K+E                  25    H     14  2  23      HK
d/f+K                24    M     14  2  27      MK       G half
d/f+K+E              23    M     14  1  42      MK
D+K                  10    L     14  1  22      LK
d/f+P                12    G     17  2  47               Ground P
u+P                  20    G     42  3  24               Pounce
[TT] K               25    H     14  3  26      HK
[TT] d+K             10    L     17  2  20      LK
[TT] P               12    H     15  1  21      HP
[TT] d+P             14    M     15  4  20      HP
[TT] D+P             12    H     15  1  21      HP
[TT] D+K             30    L     15  3  33      LK
PP                12+12    HM    10  1  21      HP
PK                12+20    HH    12  2  25      HK
f+P                  19    M     11  1  28      Elb      G half
ff+P              20~40    M     10  2  24      Elb      G half
fff+P             20~40    M     10  2  24(35)  Elb      G half
d/f,d/f+P            36    M     17  3  29      HP (!)   Yoho
[FC] f+P          20~65    M     11  2  26(28)  HP       G full
[FC] b,f+P        30~70    M     11  6  33
bff+P+K           20~80    M     11  1  45               G full
bf+P              20~65    H     12  1  24      HP       G full, -2DP
[FC] f+P+K           30    M     14  1  31
bf+P+K               55    M     27  2  31
bf+P+K+E             32    M     17  2  37
d/f+P+K              25    L     25  2  24      LP
ff+K             20(30)    M     13  3  32      HK       30pts after any
                                                         break guard
ff+KK         20(30)+40    MM    11  3  41      HK
K+G(rel G)           30    M     15  2  30      Knee
d+P+G                12    M     16  2  17      HP       {G full,
f+P+G                12    H     12  1  18      HP       {break guard
d/f+K+G,             19    M     15  2  32      MK       {The DLC.
  f+P,              +20    M     20  1  32      Elb      { 
  bff+P+K        +20~80    M     11  1  45               {(G full)
P+K+G,               18    M     19  2  30      HP       {The SPoD.
  b,d/f+P+K,        +26   combo  17  1  49               {
  (D)(f OR b)+P     +42   combo  19  1  34               {

Throw             Damage  Level Position  Comments
-----             ------  ----- --------  --------
P+G            10+20+10    st    front
bf+P+G         20+15+25    st    front
bd+P+G               10    st    front    ST
d/b,f+P+G            65    st    front
b,d/f+P+G            40    st    front    RBC
d/f+P+G           20+30    st    front
d/b+P+G               0    st    front    SE
P+G                  40    st    side
P+G                  55    stC   back
d/f+P+G              80    st    wallbk

Reversal          Damage  Level Type      Comments
--------          ------  ----- ----      --------
b+P+K                30    high punch     closed stance
b+P+K                30    high punch     open stance
b+P+K                30    high kick
d/b+P+K              30    mid  elbow
d/b+P+K              30    mid  kick      closed stance
d/b+P+K              30    mid  kick      open stance
d/b+P+K              30    mid  knee
u/b+P+K              30    flipkick       infinite range
d+P+K                30    low  punch
d+P+K                30    low  kick

b)Pai Chan
Outfit 1: White sleeveless top (flowers) w/tail and pajama-like pants
Outfit 2: Single peice pink dress, low cut top, high cut skirt.
Moves:

Motion            Damage  Level Exe-Ht-Rec     Reverse  Comments
------            ------  ----- ----------     -------  --------
P                    10    H      8  2  13      HP
P+E                  10    H      8  2  13      HP
D+P                   9    L     10  1  14      LP
K                    20    H     12  3  28      HK
K+E                  25    H     14  2  23      HK
d/f+K                21    M     14  2  24      MK       G half
d/f+K+E              21    M     14  2  25      MK
D+K                  10    L     12  1  24      LK
d/f+P                10    G     18  2  41               Grd punch
u+P                  30    G     30  9  40               low pounce
dU+P                 40    G     33  6  47               high pounce
[TT] K               25    H     14  3  26      HK
[TT] d+K             22    L     16  4  24
[TT] P               12    H     11  1  21      HP
[TT] d+P             12    L     20  2  19      LP
[TT] u/b+K           40    M     26  5  26
PP                10+10    HH     7  2  14      HP
PPK            10+10+30    HHH   14  2  27      HK
PPP            10+10+12    HHH   10  2  19      HP
PPPu/b+K    10+10+12+20    HHHM  10  3  38      FlipK
PPPF+K      10+10+12+30    HHHH  16  2  34      HK
PPPK        10+10+12+45    HHHH  17  5  35(43)  HCres
PPPd+K      10+10+12+35    HHHL  17  4  38(45)  LCres
d/b+P                12    H     22  1  26      HP       -2DP
f+P                  14    M     12  1 no data? HP
b+P                  20    H     18  1  26      HP
PK                10+29    H     14  2  31      HK
[FC] f+P             20    M     12  2  27               G full
ff+P                 20    M     14  3  30               G full
ff+PK             20+20    MH    12  2  45      HK
[run] K           20~70    H     33  7  24
d/f+P                12    L     19  2  26      LP
d/f+PP             12+8    LH    11  2  18      HP
d/f+PPP         12+8+12    LHH   10  2  19      HP
d/f+PPK         12+8+30    LHH   14  2  27      HK
d/f+PPf+P       12+8+26    LHM   16  5  24      HP
PK+G           10+20~40    HH    17  5  25      HCres
PD+K+G            10+35    HL    19  2  24(33)  LCres
KK                20+20    HM    15  3  28      HK
ff+K                 30    H     16  2  34      HK
K+G               25~45    H     22  6  25(36)  HCres
b+K+G                45    H     16  4  31(39)  HCres
f+K+G             15+18    M     20  3  --
                                  5  4  19(35)
[FC] K               35    M     14  2  33      HK
u/f+K+G              30    M     32  4  37
u/f+K+Gb+K        30+40    MM    20  2  35
D+K+G             20~35    L     24  5  32(44)  LCres
d/b+K+G              25    L     19  5  37(45)
u/b+K                40    M     20  2  35      FlipK
u/b+Kf+K          40+30    MM    32  4  37
d+KK              10+19    LH    16  2  30      HK
D+KK              10+12    LL    25  4  32      LCres
u/f+K                19    M     12  3  22
u/f+KK            19+10    MM     2  2  41
[Bk P+G] K+G    [10+]30    M     32  4  25

Throw             Damage  Level Position  Comments
-----             ------  ----- --------  --------
P+G                  50    st    front
[FC] f+P+G           60    st    front
ff+P+G            10+40    st    front
bf+P+G               60    st    front
fb+P+G               55    st    front    (wallfr variant)
bd+P+G               30    st    front
f+P+G            50(60)    st    front    (?)
d/f+P+G               0    st    front
f+P+K+G               0    cr    front
P+G                  40    st    side
P+G                  10    st    back     stumbles opponent

Reversal          Damage  Level Type      Comments
--------          ------  ----- ----      --------
b+P+K                25    high kick
b+P+K                25    high punch
d/b+P+K              25    mid  kick
d/b+P+K              30    mid  elbow
d/b+P+K              25    mid  knee
[vs Pai's b+P+K]
  P+G                20    special - at the same time that the opponent Pai
                                          does her b+P+K reversal - P+G.


c)Lau Chan
Outfit 1: Red coat with orange tiger stripes, mint green pants. Eww.
Outfit 2: Green coat, blue pants.
Moves:

Move              Damage  Level Exe-Ht-Rec     Reverse  Comments
----              ------  ----- ----------     -------  --------
P                    12    H      9  2  12      HP
P+E                  12    H      9  2  12      HP
D+P                   9    L     10  1  14      LP
K                    25    H     14  2  23      HK
K+E                  25    H     14  2  23      HK
d/f+K                21    M     14  2  24      MK       G half
d/f+K+E              23    M     14  2  27      MK
D+K                  15    L     14  1  27      LK
d/f+K                13    G     19  2  20               Foot stomp
u+P                  30    G     32  7  24               low pounce
dU+P              25+15    G     33  6  31               high pounce
[TT] K               36    H     10  2  33      HK
[TT] d+K             22    L     16  4  24
[TT] P               12    H     11  1  11      HP
[TT] d+P             20    M     14  2  19      HP       G full
[TT] u/b+K           40    M     26  5  26
[TT] u+K+G           40    M     22  3  26
PP                12+12    HH     8  2  16      HP
PPK            12+12+30    HHH   15  3  25      HK
PPP            12+12+14    HHH   10  2  19      HP
PPPu/b+K    12+12+14+26    HHHM  10  3  41      FlipK
PPPK        12+12+14+50    HHHH  17  5  35(51)  HCres
PPPD+K      12+12+14+40    HHHL  17  5  35(47)  LCres
PK                12+29    HH    14  2  27      HK
PK+G           12+20~40    HH    17  5  25(42)  HCres
Pd+K+G         12+20~35    HL    19  4  24(33)  LCres
d/f+P                15    M     17  1  23      HP       G full
d/f+PP            15+10    MH     9  1  23      HP
d/f+PPK        15+10+20    MHH   14  2  27      HK
d/f+PPP        15+10+14    MHH   10  2  21      HP
d/f+PPPu/b+K      15+10
                 +14+26    MHHM  10  3  41      FlipK
d/f+PPPK    15+10+14+50    MHHH  17  5  35(43)  HCres
d/f+PPPD+K  15+10+14+40    MMML  17  5  35(47)  LCres
D/F+P                20    M     13  3  28      HP       G full
D/F+Pd/f+P+K      20+22    MM    23  4  28      HP
d/fd/f+P             22    M     22  2  23      HP       G half
d/f+P+K              34    M     21  4  33      HP
bf+P                 24    H     12  2  27      HP       -2DP
bff+P                35    M     15  2  42
f+P                  19    M     11  2  25      Elb      G half
f+Pbf+P           19+20    MH    21  2  20      HP       -1DP
KK                26+30    HH    22  3  31(37)  HCres
d/f+Kf+P          21+10    MH    19  2  24      HP
d/f+Kf+Pbf+P   21+10+15    MHH   18  2  19      HP       -1DP
K+G               20~45    H     25  3  23(32)  HCres
[FC] K               40    M     16  2  31      HK
[TA] bb+K+G          30    H     15  5  21
bSCRf+K+G            50    H     15  5  37(45)  HCres
u/b+K                40    M     20  2  35      FlipK
u/f+K+G              32    M     25  3  26      HK
u/f+K                30    M     20  4  21
fd+K                 30    L     20  2  33      LK
D+K+G             20~35    L     24  5  32(45)  LCres
d+KK              15+19    LH    15  2  30      HK
D+KK              15+19    LL    19  2  28      LK
D+KKd+K        15+19+10    LLL   18  3  30      LK
D+KKD+KK+G  15+19+10+12    LLLL  18  5  38(46)  LCres
[hop(rise)] P        15    M     21  3  22               hop knife
[TA] bb+P            30    M     21  5  29      HP       G full
bb+PK+G           30+40    MM    33  4  28(33)  HCres
[TA] Pb+P         12+24    HM    15  3  27      HP       G full
Pb+Pf+P        12+24+28    HMM   28  2  33

Throw             Damage  Level Position  Comments
-----             ------  ----- --------  --------
P+G                  40    st    front
f+P+G                50    st    front
f+P+G                50    st    wallbk
d/fd/f+P+G           65    st    front
bf+P+G               60    st    front
db+P+G               10    st    front
b+P+G                50    st    front
b+P+G                60    st    wallbk
P+G                  40    st    side
P+G                  50    st    back


d)Wolf Hawkfield
Outfit 1: Orange/red spandex, chains as a belt. No shirt.
Outfit 2: "New Cowboy Wolf" cowboy hat, leather, streamers, the whole nine
          yards. All he is missing is chaps and a horse...
Moves: 
Technique                                  Command    Dam   Rev  I  H  R  System
Straight Hammer                            P          14    HP   12 2  13   HP
Straight Hammer  (near)                    P          14    HP   12 2  13   HP
Straight Hammer  (stepping in)             6_P        14    HP   12 2  13   HP
Straight Hammer  (dodging), (stepping in)  P+E        14    HP   12 2  13   HP
High Kick                                  K          30    HK   16 2  23   HK
High Kick  (dodging), (stepping in)        K+E        30    HK   16 2  23   HK
Level Back Chop                            P+K        24    HP   21 2  26   HP
Neck Cut Kick                              K+G        36         20 4  37   HK
Jab Straight                               PP         14    HP   9  1  19   HP
Double HK                                  KK         20    HK   21 2  34   HK
Hammer Kick                                PK         20    HK   12 2  25   HK
1, 2, Upper                                PPP        24    HP   18 2  29   MP
Elbow Smash                                PP6P       16    HP   12 2  25   HP
Combo Elbow Butt                           PP6P4P     20    HP   13 3  31   HP
Sonic Upper  (far)                         3P         24    HP   18 2  29   MP
Sonic Upper  (near)                        3P         24    HP   14 2  25   MP
Vertical Upper                             3_P        22    HP   14 2  23   MP
Comet Hook                                 1P         19    Elb  12 1  27   MP
Low Hammer                                 2_P        9     LP   10 1  14   LP
Low Hammer  (from standing)                2P         11    LP   16 1  14   LP
Arrow Knuckle                              2P+K       20    HP   13 2  30   MP
Elbow Butt                                 4P         20    HP   13 3  31   HP
Knee Blast                                 6K         30    Kn   15 2  30   MK
Face Lift Kick                             3K         28    MK   16 2  37   MK
Body Blow                                  6P         14    HP   15 2  24   MP
Axe Lariat                                 6P+E       40         24 16 31   HP
Side Middle Kick                           3K+E       33    MK   16 2  37   MK
Grizzly Lariat                             3P+K       20    LP   18 4  33   LP
Tomahawk Flash  (sobers 2 points)          6P+K       20    HP   15 3  23   HP
Rolling Sabot                              6K+G       30    HK   21 2  37   MK
Dragon Fish Blow                           6PP        20    HP   18 2  37   HP
Reverse Sledgehammer                       2_36P      30         14 3  39   MP
Flying Kneel Kick                          66K+G      30         23 6  48   HK
Screw Hook                                 63214P     20    Elb  12 2  31   MP
Screw Lariat                               63214PP    20         23 2  25   HP
Low Drop Kick                              62K        20    LK   16 1  49   LK
Shoulder Attack                            46P        20-70      19 5  35   MP
Shoot Shoulder                             46P+K      30         17 4  30   MP
Front Roll Kick                            46K+G      30         34 3  28   MK
Tomahawk Chop  (sobers 1 point)            9P         15         18 2  17   MP
Drop Kick                                  9K         40         23 5  29   MK
Drop Kick  (hits)                          9K                    0  1  76   MK
HK  (stepping in)                          6_K        30    HK   16 2  23   HK
Vertical Upper  (near)                     3_P        22    HP   14 2  23   MP
Low Smash                                  2_K        17    LK   16 1  28   LK
Low Smash                                  2_K+G      17    LK   16 1  28   LK

Rolling Hammer   (TT high), (chain into P) P          12    HP   11 1  21   Turning Attack
Back Kick     (TT high)                    K          36    HK   14 3  26   Turning Attack
Back Low Hammer   (TT low)                 2P         30    HP   15 3  23   Turning Attack
Back Drop Kick     (TT low)                2K         36    LK   16 2  33   Turning Attack
Rolling Hammer   (TT high)                 2_P        12    HP   14 2  25   Turning Attack
Back Drop Kick     (TT low)                2_K        36    LK   17 1  39   Turning Attack
Running Shoulder Attack  (high)            P+K        20-35      20 3  29   Running Attack


Jumping Lariat  (midair)                   6P         30    21  6   43   Jump Punch
Rising Toe  (ascending)                    K          36    4   5   61   Jump Kick
Hammer Kick  (midair)                      K          30    10  2   28   Jump Kick
Heel Crush  (descending)                   K          30    11  5   11   Jump Kick
Missile Kick  (midair)                     6K         50    12  4   45   Jump Kick
Back Side Kick  (midair)                   4K         48    12  3   45   Jump Kick
Step Hammer  (ascending), (midair)         P          30    34  4   27   Hop Punch
Toe Crush  (ascending)                     K          30    39  4   28   Hop Kick
Toe Crush  (midair)                        K          30    10  2   22   Hop Kick
Hammer Edge  (descending)                  K          22    10  2   25   Hop Kick
Toe Crush                                  8K+G       30    39  4   28   Hop Kick

Brainbuster                                P+G        60    20  120 1    Throw
Brainbuster  (Taka-arashi)                 P+G        70    20  130 1    Throw
Bodyslam                                   3P+G       50    20  159 1    Throw
Bodyslam  (Taka-arashi)                    3P+G       65    20  159 1    Throw
Steiner's Screwdriver                      33P+G      80    20  194 1    Throw
Steiner's Screwdriver  (Taka-arashi)       33P+G      95    20  204 1    Throw
Giant Swing                                41236P+G   100   20  220 1    Throw
Giant Swing  (Taka-arashi)                 41236P+G   100   20  235 1    Throw
Wrist Lock Throw                           63214P+G   80    145 60  1    Throw
Catch                                      6P+G             1   0   55   Throw
   Thunder Fire Powerbomb                  P+G        40+20 20  220 1    Throw Combo
   Front Neck Chancery (?)                 1P+G       60    10  1   113  Throw Combo
   Slingshot Front Suplex                  4P+G       60    20  91  1    Throw Combo
   Push                                    3P+G       0     10  72  1    Throw Combo
   Change                                  6P+G       0     40  1   100  Throw Combo
      German Suplex                        P+G        70    1   142 1    Throw Combo
      Calf Branding                        3P+G       70    1   117 1    Throw Combo
      Tiger Suplex                         4P+G       70    1   160 1    Throw Combo
      Push                                 6P+G       0     1   49  1    Throw Combo
Combo Double Arm Suplex                    PP6P1P+K+G 70    20  163 1    Low Throw
Tiger Driver                               3P+K+G     70    20  160 1    Low Throw
Side Suplex                                2P+K+G     60    20  90  1    Low Throw
Double Arm Suplex                          1P+K+G     70    20  163 1    Low Throw

Sliding Leg Scissors  (side)               P+G        50    15  119 1    Throw
Cyclone Whip  (side)                       46or46P+G  60    10  81  1    Throw
Close Arm Breaker  (side)                  P+K+G      50+20 10  156 1    Low Throw

German Suplex  (back standing)             P+G        80    20  157 1    Throw
Dragon Suplex  (back standing)             4P+G       85    20  150 1    Throw
German Suplex  (back low)                  P+K+G      70    20  150 1    Low Throw

Arm Whip  (hits), (from standing)          66P+G      60    1   111 1    Catch Throw
Arm Whip                                   66P+G            1   0   63   Catch Throw
Frankensteiner  (hits), (from standing)    9P+G       60    1   98  1    Catch Throw
Frankensteiner                             9P+G             1   0   73   Catch Throw
Frankensteiner  (back standing), (hits)    9P+G       60    1   98  1    Catch Throw
Frankensteiner  (back standing)            9P+G             1   0   73   Catch Throw
Neck Rolling Throw  (Chop hits)            9P6P+G     60    1   0   86   Hit Throw
Wrist Lock Throw                           63214P+G   80    145 53  1    Wall Throw
Wall Bodyslam  (wall in front)             3P+G       50+30 103 97  1    Wall Throw
Captured  (HKs)                            4P+K       40    20  125 1    High Reversal
Dragon Screw  (MKs)                        1P+K       30    15  85  1    Mid Reversal
Elbow Drop                                 3P         15    29  2   50   Ground
Elbow                                      8P         30    39  3   23   Ground
Elbow  (hits)                              8P               0   1   72   Ground
High Elbow                                 28_P       40    39  3   23   Ground
High Elbow  (hits)                         28_P             0   1   72   Ground
Front Roll Kick                            46K+G      18    34  3   28   Ground
Somersault Drop                            8K         16    32  3   76   Ground
Somersault Drop  (hits)                    8K               1   1   61   Ground
Double Claw  fd, ht                        2P+G       0     1   0   80   Ground Throw
Double Claw  fu, ht                        2P+G       0     1   0   80   Ground Throw
Double Claw  fd, ft                        2P+G       0     1   0   80   Ground Throw
Double Claw  fu, ft                        2P+G       0     1   0   80   Ground Throw
Double Claw  fu, (hits)                    2P+G       0     1   109 1    Ground Throw
Double Claw  fd, (hits)                    2P+G       0     1   120 1    Ground Throw


Rising Attacks
--------------

Heel Kick (in place), fd, ft               KKK        20   29 2  27   
Heel Kick (side), fd, ft                   KKK        20   14 2  33   
Heel Kick (forw), fd, ft                   KKK        20   14 2  33   
Heel Kick (back), fd, ft                   KKK        20   14 2  33   
Heel Kick (in place), fd, ft, (delay)      KKK        20   14 2  33   
Rolling Clear (in place), fd, ht           KKK        20   14 3  30   
Rolling Clear (side), fd, ht               KKK        20   14 3  30   
Rolling Clear (forw), fd, ht               KKK        20   14 3  30   
Rolling Clear (back), fd, ht               KKK        20   14 3  30   
Rolling Clear (in place), fd, ht, (delay)  KKK        20   14 3  30   
Rolling Clear (in place), fu, ft           KKK        20   34 6  17   
Rolling Clear (side), fu, ft               KKK        20   14 4  30   
Rolling Clear (forw), fu, ft               KKK        20   14 4  30   
Rolling Clear (back), fu, ft               KKK        20   14 4  30   
Rolling Clear (in place), fu, ft, (delay)  KKK        20   14 4  30   
Heel Kick (forw), fu, ht                   KKK        20   14 2  35   
Hose Kick (back), fu, ht                   KKK        20   19 2  35   
Heel Kick (in place), fu, ht               KKK        20   34 2  21   
Heel Kick (side), fu, ht                   KKK        20   17 3  28   
Heel Kick (in place), fu, ht, (delay)      KKK        20   14 2  35   
Heel Kick (in place), fu, ht, (delay)      KKK             1  1  37   
Heel Kick (forw), fu, ht                   KKK             1  1  37   
Heel Kick (in place), fd, ft, (delay)      KKK             1  1  37   
Heel Kick (side), fd, ft                   KKK             1  1  37   
Heel Kick (back), fd, ft                   KKK             1  1  37   
Heel Kick (forw), fd, ft                   KKK             1  1  37   
Rolling Clear (side), fu, ft               KKK             1  1  34   
Rolling Clear (forw), fu, ft               KKK             1  1  34   
Rolling Clear (back), fu, ft               KKK             1  1  34   
Rolling Clear (in place), fu, ft, (delay)  KKK             1  1  34   
Rolling Clear (in place), fd, ht           KKK             1  1  34   
Rolling Clear (side), fd, ht               KKK             1  1  34   
Rolling Clear (forw), fd, ht               KKK             1  1  34   
Rolling Clear (back), fd, ht               KKK             1  1  34   
Rolling Clear (in place), fd, ht, (delay)  KKK             1  1  34   
Heel Kick (side), fu, ht                   KKK             1  1  37   
Heel Kick (in place), fd, ft               KKK             1  1  37   
Heel Kick (in place), fu, ht               KKK             1  1  37   
Rolling Clear (in place), fu, ft           KKK             1  1  34   
Sliding Kick (in place), fd, ft            2_KKK      20   30 3  26   
Low Clear (forw), fd, ft                   2_KKK      20   17 3  30   
Low Clear (back), fd, ft                   2_KKK      20   17 3  30   
Low Clear (side), fd, ft                   2_KKK      20   17 3  30   
Low Clear (in place), fd, ft, (delay)      2_KKK      20   17 3  30   
Double Heel Clear (in place), fd, ht       2_KKK      20   32 4  35   
Low Clear (side), fd, ht                   2_KKK      20   17 2  28   
Low Clear (forw), fd, ht                   2_KKK      20   17 2  28   
Low Clear (back), fd, ht                   2_KKK      20   17 2  28   
Low Clear (in place), fd, ht, (delay)      2_KKK      20   17 2  28   
Low Clear (forw), fu, ft                   2_KKK      20   16 5  26   
Low Clear (in place), fu, ft               2_KKK      20   32 5  22   
Low Clear (side), fu, ft                   2_KKK      20   16 5  26   
Low Clear (back), fu, ft                   2_KKK      20   16 5  26   
Low Clear (in place), fu, ft, (delay)      2_KKK      20   16 5  26   
Low Clear (forw), fu, ht                   2_KKK      20   17 3  30   
Low Clear (in place), fu, ht               2_KKK      20   34 4  21   
Low Hose Kick (back), fu, ht               2_KKK      20   20 3  33   
Low Clear (side), fu, ht                   2_KKK      20   17 3  30   
Low Clear (in place), fu, ht, (delay)      2_KKK      20   17 3  30   
Low Clear (forw), fu, ft                   2_KKK           1  1  35   
Low Clear (side), fu, ft                   2_KKK           1  1  35   
Low Clear (back), fu, ft                   2_KKK           1  1  35   
Low Clear (in place), fu, ft, (delay)      2_KKK           1  1  35   
Low Clear (forw), fu, ht                   2_KKK           1  1  37   
Low Clear (side), fu, ht                   2_KKK           1  1  37   
Low Clear (in place), fu, ht, (delay)      2_KKK           1  1  37   
Low Clear (forw), fd, ft                   2_KKK           1  1  27   
Low Clear (back), fd, ft                   2_KKK           1  1  27   
Low Clear (side), fd, ft                   2_KKK           1  1  27   
Low Clear (in place), fd, ft, (delay)      2_KKK           1  1  27   
Low Clear (side), fd, ht                   2_KKK           1  1  27   
Low Clear (forw), fd, ht                   2_KKK           1  1  27   
Low Clear (back), fd, ht                   2_KKK           1  1  27   
Low Clear (in place), fd, ht, (delay)      2_KKK           1  1  27   
Low Clear (forw), fu, ht                   2_KKK           1  1  27   
Low Clear (side), fu, ht                   2_KKK           1  1  27   
Low Clear (in place), fu, ht, (delay)      2_KKK           1  1  27   
Low Clear (in place), fu, ft               2_KKK           1  1  27



e)Jeffry McWild
Outfit 1: No shirt, loose fitting pants. (Same as VF2?)
Outfit 2: Blue sleeveless shirt, fishing pants and fireman boots.
Moves:

Technique Name                      Command        Damage  Reversal    Ini   Hit  Rec     System
 
 Straight Knuckle  (near)             P              14     High Punch   12     2  13       High Punch     
 Straight Knuckle                     P              14     High Punch   12     2  13       High Punch     
 Straight Knuckle  (stepping in)      6_P            14     High Punch   12     2  13       High Punch     
 Straight Knuckle                     4_P            14     High Punch   12     2  13       High Punch     
 Hell Stab                            P+E            20     High Punch   14     1  22       High Punch     
 Double Hell Stab                     P+EP+E         10     High Punch   8      1  22       High Punch     
 Machine-gun Hell Stab                P+EP+EP+E      15     High Punch   24     2  30       High Punch     
 Upper Kick                           K              30     High Kick    16     2  23       High Kick     
 Upper Kick  (avoid), (stepping in)   K+E            30     High Kick    16     2  23       High Kick     
 Double Knuckle                       PP             14     High Punch   9      1  19       High Punch     
 Knuckle Kick                         PK             20     High Kick    12     2  25       High Kick     
 Killing Toe Kick                     KK             15     High Kick    23     1  33       Mid Kick     
 1, 2, Upper                          PPP            19     High Punch   18     2  27       Mid Punch     
 Killing Toe Kick Hammer              KKP            20                  24     4  33       Mid Punch     
 Combo Kenka Hook                     PP4P           35     High Punch   21     3  35       High Punch     
 Elbow Bat                            6P             19     Elbow        12     2  26       Mid Punch     
 Smash Upper  (near)                  3P             20     High Punch   14     2  25       Mid Punch     
 Smash Upper                          3P             19     High Punch   18     2  27       Mid Punch     
 Knee Attack                          6K             32     Knee         15     2  30       Mid Kick     
 Side Kick                            3K             28     Mid Kick     16     2  37       Mid Kick     
 Middle Lead Kick                     3K+E           33     Mid Kick     16     2  37       Mid Kick     
 Middle Hell Stab                     6P+K           35     High Punch   21     1  30       Mid Punch     
 Low Kick                             3K+G           20     Low Kick     16     1  29       Low Kick     
 Double Upper                         3PP            15     High Punch   17     3  31       Mid Punch     
 Combo Kenka Upper                    3PPP           20     High Punch   17     2  36       Mid Punch     
 Elbow Hammer                         6P4P           30                  28     4  29       Mid Punch     
 Dash Elbow                           66P            19     Elbow        16     2  21       Mid Punch     
 Kenka Upper                          33P            32     High Punch   17     2  32       Mid Punch     
 Kenka Kick                           66K            40     Mid Kick     26     3  26       Mid Kick     
 Dash Elbow Upper                     66PP           19     High Punch   12     2  27       Mid Punch     
 Tornado Hammer  (sobers 2 points)    64P            25     High Punch   17     3  37       High Punch     
 Low Knuckle                          2_P            9      Low Punch    10     1  14       Low Punch     
 Low Knuckle  (from stand)            2P             11     Low Punch    16     1  14       Low Punch     
 Toe Kick                             2K             24                  18     2  25       Mid Kick     
 Hell Bank Hammer                     2P+K           21     High Punch   14     2  23       Mid Punch     
 Ducking Low                          2K+G           21     Low Kick     16     1  29       Low Kick     
 Toe Kick Hammer                      2KP            19                  24     4  33       Mid Punch     
 Elbow Stomp                          4P             20     Elbow        15     4  35       Mid Punch     
 Knee Push                            4K             22     Knee         12     1  30       Mid Kick     
 Knee Hammer                          4KP            15     High Punch   20     2  33       High Punch     
 Kenka Hook  (sobers 2 points)        46P            35     High Punch   21     3  35       High Punch     
 Double Hammer Down                   43P            20                  18     3  45       Mid Punch     
 Heel Attack                          46K            36     High Kick    21     2  30       Mid Kick     
 Heel Attack  (blocked)               46K                                0      1  44       Mid Kick     
 Head Attack                          46P+K          35                  27     3  24       Mid Punch     
 Stomach Crush                        43P+K          20                  19     2  40       Mid Punch     
 Rising Hammer                        43PP           30                  17     3  33       Mid Punch     
 Vertical Upper  (near)               3_P            22     High Punch   14     2  23       Mid Punch     
 Vertical Upper                       3_P            22     High Punch   14     2  23       Mid Punch     
 Upper Kick  (stepping in)            6_K            30     High Kick    16     2  23       High Kick     
 Vertical Kick                        2_K            17     Low Kick     16     2  27       Low Kick     
 Jump Hammer  (midair)                P              30                  40     3  24       Jump Punch     
 Rising Sun Hammer  (midair)          6P             30                  21     6  43       Jump Punch     
 Killing Vice  (ascending)            K              36                  4      5  61       Jump Kick     
 Flying Low Kick  (midair)            K              30                  10     2  28       Jump Kick     
 Heel Stomp  (descending)             K              30                  11     5  11       Jump Kick     
 Jumping Foot Stomp  (midair)         6K             50                  12     4  45       Jump Kick     
 Rear Kick  (midair)                  4K             48                  12     3  45       Jump Kick     
 Hammer Down  (ascending)             P              30                  34     4  27       Hop Punch    
 Step Knuckle  (midair)               P              30                  26     2  23       Hop Punch    
 Heel Drop  (midair)                  K              30                  39     4  28       Hop Kick     
 Jump Kick  (ascending)               K              20                  19     4  40       Hop Kick     
 Pushing Kick  (descending)           K              22                  10     2  25       Hop Kick     
                                                          
Throws 
 Backflip                             P+G            60                  20   157   1        Throw     
 Backflip  (Taka-arashi)              P+G            70                  20   169   1        Throw     
 Backbreaker (back)                   P+G            80                  20   180   1        Throw     
 Backbreaker (back), (Taka-arashi)    P+G            100                 20   195   1        Throw     
 Coconut Crush  (right)               P+G            20+30               15   116   1        Throw     
 Coconut Crush  (left)                P+G            20+30               15   116   1        Throw     
 Wall Backflip  (wall behind)         P+G            60                 138   92    1        Throw     
 Wall Backflip  (wall in front)       P+G            60                 159   41    1        Throw     
 Power Slam                           6P+G           50                  20   139   1        Throw     
 Splash Mountain                      33P+G          80                  20   229   1        Throw     
 Splash Mountain  (Taka-arashi)       33P+G          90                  20   252   1        Throw     
 Spinebuster                          2P+G           50                  10   120   1        Throw     
 Spinebuster  (Taka-arashi)           2P+G           50                  10   134   1        Throw     
 Back Slow                            1P+G           0                   10    55   1        Throw     
 Machine-gun Hammer                   16P+G          20+10+10+20         10   130   1        Throw     
 Machine-gun Hammer  (Taka-arashi)    16P+G          20+10+10+20         10   130   1        Throw     
 Choke Sleeper Swing (back)           4P+G           75                  10   257   1        Throw     
 Body Lift                            4P+G           75                  20   247   1        Throw     
 Body Lift  (Taka-arashi)             4P+G           75                  20   247   1        Throw     
 Armbreaker  (right)                  46or64P+G      60                  10   144   1        Throw     
 Armbreaker  (left)                   46or64P+G      60                  10   144   1        Throw     
 Headbutt                             46P+G          20                  20     7  61        Throw     
 Double Headbutt                      46P+G6P+G      16                  20    14  65        Throw Combo   
 Triple Headbutt                      46P+G6P+G6P+G  32                  20    50   1        Throw Combo   
 Head Crush                           46P+G6P+G4P+G  20+20               10    93   1        Throw Combo   
 Head Crush                           46P+G4P+G      20+20               10    91   1        Throw Combo   
 Front Backbreaker                    466P+G         70                  20   140   1        Throw     
 Front Backbreaker  (Taka-arashi)     466P+G         80                  20   151   1        Throw     
 Tackle                               43P+G          30+25               21   107   1        Throw     
 Tackle  (Taka-arashi)                43P+G          30+25               21   107   1        Throw     
 Lift Up Throw after Stomach Crush    2P+G           30                  10    73   1        Hit Throw   
 Toe Kick Splash Mountain
 during Toe Kick Hit                  236P+G         100                 20   229   1        Hit Throw   
 during Toe Kick Hit, (Taka-arashi)   236P+G         110                 20   252   1        Hit Throw   
 Backbreaker  (back low)              P+K+G          80                  20   180   1        Low Throw     
 Corkscrew Knuckle (right low)        P+K+G          70                  10   105   1        Low Throw     
 Corkscrew Knuckle (left low)         P+K+G          70                  10   105   1        Low Throw     
 Backbreaker (back low),                                             
 (Taka-arashi)                        P+K+G          80                  20   195   1        Low Throw     
 Powerbomb                            3P+K+G         70                  20   139   1        Low Throw     
 Powerbomb  (low)                     3P+K+G         70                  20   139   1        Low Throw     
 Iron Claw                            2P+K+G         50                  20   179   1        Low Throw     
 Iron Claw  (low)                     2P+K+G         50                  20   179   1        Low Throw     
 Iron Claw  (Taka-arashi)             2P+K+G         50                  20   177   1        Low Throw     
 Machine-gun Knee Lift                26P+K+G        30+20+10+20         20   111   1        Low Throw     
 Machine-gun Knee Lift  (Taka-arashi) 26P+K+G        30+20+10+20         20   111   1        Low Throw     
 Wall Wipe Throw  (wall behind)       1P+G           20+20+4x5           38   162   1        Wall Throw    
 Machine-gun Tackle  (wall in front)  43P+G          20+15+15            23   143   1        Wall Throw    
 Machine-gun Tackle  (wall in front),                                     
 (Taka-arashi)                        43P+G          20+15+15            23   143   1        Wall Throw    
 
Ground Attacks 
 Stomping                             3K             15                  26     2  42       Down Attack  
 Bodypress                            8P             30                  25     6  79       Down Attack  
 Bodypress  (hits)                    8P                                 0      1  60       Down Attack  
 Raiden Drop                          28_P           40                  31     4  65       Down Attack  
 Raiden Drop  (hits)                  28_P                               0      1  76       Down Attack  
 Devil Reverse Claw (hits), 
 (face down)                          2P+G           0                   1    109   1       Down Throw    
 Devil Reverse Claw (hits), 
 (face up)                            2P+G           0                   1    120   1       Down Throw    
 Devil Reverse Claw  (face down), 
 (head towards)                       2P+G           0                   1      0  80       Down Throw    
 Devil Reverse Claw  (face up), 
 (head towards)                       2P+G           0                   1      0  80       Down Throw    
 Devil Reverse Claw  (face down), 
 (feet towards)                       2P+G           0                   1      0  80       Down Throw    
 Devil Reverse Claw  (face up), 
 (feet towards)                       2P+G           0                   1      0  80       Down Throw    
 
 
 Spin Knuckle  (turn towards high), 
 (comboes to and from P)              P              12     High Punch   11     1  21       Turning Attack    
 Back Kick  (turn towards high)       K              36     High Kick    14     3  26       Turning Attack    
 Back Double Hammer  
 (turn towards high)                  2P             30                  15     5  24       Turning Attack    
 Back Heel Kick  
 (turn towards mid)                   2K             30     Mid Kick     18     5  42       Turning Attack    
 Back Heel Kick  
 (turn towards mid),(blocked)         2K                                 1      1  53       Turning Attack    
 Spin Knuckle  (turn towards mid), 
 (squat)                              2_P            12                  14     2  25       Turning Attack    
 Running Boy Press  (mid)             P+K            20-40               18    11  80       Running Attack    
 Running Hip Attack  (mid)            K+G            30                  26     7  25       Running Attack    
 Rising Heel Kick  (in place)                                               
 (face down), (feet towards)          KKK            20                  29     2  27       Rising Attack  
 Rising Heel Kick (roll sideways)
(face down), (feet towards)           KKK            20                  14     2  33       Rising Attack  
 Rising Heel Kick (roll backward)
(face down), (feet towards)           KKK            20                  14     2  33       Rising Attack  
 Rising Heel Kick (roll forward)
(face down), (feet towards)           KKK            20                  14     2  33       Rising Attack  
 Rising Heel Kick (in place)                                                
 (face down), (feet towards), (delay) KKK            20                  14     2  33       Rising Attack  
 Spinning Up Kick (roll sideways)                          
 (face down), (head towards)          KKK            20                  14     3  30       Rising Attack  
 Spinning Up Kick (roll backward)
(face down), (head towards)           KKK            20                  14     3  30       Rising Attack  
 Spinning Up Kick (roll forward)
(face down), (head towards)           KKK            20                  14     3  30       Rising Attack  
 Sliding Headbutt (in place)
(face down), (head towards)           KKK            20                  36     3  22       Rising Attack  
 Spinning Up Kick (in place)
(face down), (head towards), (delay)  KKK            20                  14     3  30       Rising Attack  
 Spinning Up Kick (in place)
(face up), (feet towards)             KKK            20                  34     6  17       Rising Attack  
 Spinning Up Kick (roll sideways)
(face up), (feet towards)             KKK            20                  14     4  30       Rising Attack  
 Spinning Up Kick (roll backward)
(face up), (feet towards)             KKK            20                  14     4  30       Rising Attack  
 Spinning Up Kick (roll forward)
(face up), (feet towards)             KKK            20                  14     4  30       Rising Attack  
 Spinning Up Kick (in place)
(face up), (feet towards), (delay)    KKK            20                  14     4  30       Rising Attack  
 Rising Heel Kick (in place)
(face up), (head towards)             KKK            20                  34     2  21       Rising Attack  
 Rising Heel Kick (roll sideways)
(face up), (head towards)             KKK            20                  17     3  28       Rising Attack  
 Rising Heel Kick (roll backward)
(face up), (head towards)             KKK            20                  19     2  35       Rising Attack  
 Rising Heel Kick (roll forward)                                  
(face up), (head towards)             KKK            20                  14     2  35       Rising Attack  
 Rising Heel Kick (in place)
(face up), (head towards), (delay)    KKK            20                  14     2  35       Rising Attack  
 Rising Heel Kick (in place)
(face up), (head towards), (delay)    KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (roll forward)
(face up), (head towards)             KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (in place)
(face down), (feet towards), (delay)  KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (roll sideways)
(face down), (feet towards)           KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (roll backward)
(face down), (feet towards)           KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (roll forward)
(face down), (feet towards)           KKK                                1      1  37       Rising Attack  
 Spinning Up Kick (roll sideways)
(face up), (feet towards)             KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (roll forward)
(face up), (feet towards)             KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (roll backward)
(face up), (feet towards)             KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (in place)
(face up), (feet towards), (delay)    KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (roll sideways)
(face down), (head towards)           KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (roll forward)
(face down), (head towards)           KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (roll backward)
(face down), (head towards)           KKK                                1      1  34       Rising Attack  
 Spinning Up Kick (in place)
(face down), (head towards), (delay)  KKK                                1      1  34       Rising Attack  
 Rising Heel Kick (roll sideways)
(face up), (head towards)             KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (in place)                                           
(face down), (feet towards)           KKK                                1      1  37       Rising Attack  
 Rising Heel Kick (in place)
(face up), (head towards)             KKK                                1      1  37       Rising Attack  
 Spinning Up Kick (in place)
(face up), (feet towards)             KKK                                1      1  34       Rising Attack  
 Spinning Low Kick (roll sideways)  
 (face down), (feet towards)          2_KKK          20                  17     3  30       Rising Attack  
 Spinning Low Kick (roll forward)
(face down), (feet towards)           2_KKK          20                  17     3  30       Rising Attack  
 Sliding Axe  (in place)
(face down), (feet towards)           2_KKK          20                  30     3  26       Rising Attack  
 Spinning Low Kick (in place)
(face down), (feet towards), (delay)  2_KKK          20                  17     3  30       Rising Attack  
 Spinning Low Kick (roll sideways)
(face down), (head towards)           2_KKK          20                  17     2  28       Rising Attack  
 Spinning Low Kick (roll backward)
(face down), (head towards)           2_KKK          20                  17     3  30       Rising Attack  
 Spinning Low Kick (roll forward)
(face down), (head towards)           2_KKK          20                  17     2  28       Rising Attack  
 Sliding Headbutt (in place)
(face down), (head towards)           2_KKK          20                  34     2  31       Rising Attack  
 Spinning Low Kick (in place)
(face down), (head towards), (delay)  2_KKK          20                  17     2  28       Rising Attack  
 Spinning Low Kick (in place)
(face up), (feet towards)             2_KKK          20                  32     5  22       Rising Attack  
 Spinning Low Kick (roll sideways)
(face up), (feet towards)             2_KKK          20                  16     5  26       Rising Attack  
 Spinning Low Kick (roll backward)
(face up), (feet towards)             2_KKK          20                  16     5  26       Rising Attack  
 Spinning Low Kick (roll forward)
(face up), (feet towards)             2_KKK          20                  16     5  26       Rising Attack  
 Spinning Low Kick (in place)
(face up), (feet towards), (delay)    2_KKK          20                  16     5  26       Rising Attack  
 Spinning Low Kick (in place)
(face up), (head towards)             2_KKK          20                  34     4  21       Rising Attack  
 Spinning Low Kick (roll sideways)
(face up), (head towards)             2_KKK          20                  17     3  30       Rising Attack  
 Spinning Low Kick (roll forward)                                         
 (face up), (head towards)             2_KKK          20                 17     3  30       Rising Attack  
 Low Double Heel Kick (roll backward)
(face up), (head towards)             2_KKK          20                  20     3  33       Rising Attack  
 Spinning Low Kick (in place)
(face up), (head towards), (delay)    2_KKK          20                  17     3  30       Rising Attack  
 Spinning Low Kick (roll sideways)
(face up), (feet towards)             2_KKK                              1      1  35       Rising Attack  
 Spinning Low Kick (roll forward)                                                 
(face up), (feet towards)             2_KKK                              1      1  35       Rising Attack  
 Spinning Low Kick (roll backward)
(face up), (feet towards)             2_KKK                              1      1  35       Rising Attack  
 Spinning Low Kick (in place)                                          
(face up), (feet towards), (delay)    2_KKK                              1      1  35       Rising Attack  
 Spinning Low Kick (roll sideways)
(face up), (head towards)             2_KKK                              1      1  37       Rising Attack  
 Spinning Low Kick (roll forward)
(face up), (head towards)             2_KKK                              1      1  37       Rising Attack  
 Spinning Low Kick (in place)
(face up), (head towards), (delay)    2_KKK                              1      1  37       Rising Attack  
 Spinning Low Kick (roll sideways)
(face down), (feet towards)           2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll forward)
(face down), (feet towards)           2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll backward)
(face down), (head towards)           2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (in place)
(face down), (feet towards), (delay)  2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll sideways)
(face down), (head towards)           2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll forward)
(face down), (head towards)           2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll backward)
(face down), (head towards)           2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (in place)
(face down), (head towards), (delay)  2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll sideways)                                                
(face up), (head towards)             2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (roll forward)
(face up), (head towards)             2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (in place)
(face up), (head towards), (delay)    2_KKK                              1      1  27       Rising Attack  
 Spinning Low Kick (in place)
(face up), (feet towards)             2_KKK                              1      1  27       Rising Attack  




f)Kage-Maru
Outfit 1: Exact same outfit from VF2
Outfit 2: White pants, grey tee shirt, face mask, pony tail
Moves: 


BASIC MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec   Pos   Rev
-------     -----------                ---     ---     ---   ---   ---   ---   ---
P           punch                      10      H       8     2     12     S     HP
d+P         low punch                  11      L       16    1     14     C     LP
D+P         crouching low punch        9       L       10    1     14     C     LP
K           roundhouse kick            25      H       14    2     23     S     HK
F+K         deep roundhouse kick       25      H       12    2     25     S     HK
d+K         low kick                   14      L       16    1     2      C     LK
d/f+K       sidekick                   22      M(GH)   14    2     25     S     MK

BASIC DODGING ATTACKS
Command     Description                Dam     Lvl     Ini   Hit   Rec  Pos   Rev
-------     -----------                ---     ---     ---   ---   ---  ---   ---
P+E         dodging swipe              14      H       12    2     17    S     HP
K+E         dodging roundhouse         25      H       14    2     23    S     HP
d/f+K+E     dodging sidekick           22      M       14    2     26    S     MK
(Note: The P+E can be used to start any punch combo)

HOPPING ATTACKS
Command     Description                Dam     Lvl     Ini   Hit   Rec   Pos   Rev
-------     -----------                ---     ---     ---   ---   ---   ---   ---
+P          hopping chop               30      M       33    4     23     S     HP
P (asc)     hopping jab                24      M       14    3     34     S     LP
+K          hurdling hop kick          20      M       10    2     34     S     n/r
K (asc)     hop kick                   20      M       10    2     13     S     HK
K (desc)    hopping sweep              20      L       19    4     40     S     LK
u/f+K+G     hopping heel smash         35      M       30(0) 4(1)  23(40) S     MK

JUMPING ATTACKS
Command     Description                Dam     Lvl     Ini   Hit   Rec  Pos
-------     -----------                ---     ---     ---   ---   ---  ---
f+P         overhead hammer            30      H       14    2     44    S
+K          takeoff jumpkick           30      H       5     4     61    S
K (asc)     mid-air kick               30      H       10    2     28    S
K (desc)    landing kick               30      H       11    5     11    S
U/F+K       2.5 roll & slam            30      H       30    38    46    S
f+K         front dropkick             40      H       21    4     39    S
b+K         rear dropkick              40      H       12    4     44    S

RUNNING ATTACK
Command     Description                Dam     Lvl     Ini   Hit   Rec  Pos
-------     -----------                ---     ---     ---   ---   ---  ---
run+K       running slide              30      L       18    6     36    S

TURN-AROUND MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec   Pos   Rev
-------     -----------                ---     ---     ---   ---   ---   ---   ---
b,b+P       downward slap              14      H       13    2     16     S     HP
b,b+K       back thrust                24      H       15    2     24     S     HK
b,b+K+G     toe slide                  12      L       21    2     24     S     LK
d/f+K+G     inverse kickflip           40      M       23(1) 4(0)  42(42) S     n/r

TURN-TOWARDS MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec   Pos   Rev
-------     -----------                ---     ---     ---   ---   ---   ---   ---
P           punch                      12      H       10    2     19     S     HP
K           roundhouse kick            25      H       14    3     26     S     HK
d+P         low swipe                  15      L       14    1     24     S     LP
u/b+K       backwards kickflip         40      M       26    5     26     S     n/r
u+K         flip-over knee             30      M       31(1) 5(1)  31(42) S     n/r
u/f+K       backwards kickflip         25      M       32(1) 4(19) 37(35) S     n/r
D+P         crouching high punch       14      L       5     3     18     C     LP
d+K         sliding low kick           30      L       16    2     37     C     LK
(Note: The TA punch can be used to start any punch combo)   

POUNCES AND GROUND ATTACKS (WHEN YOUR OPPONENT IS DOWN)
Command     Description                Dam     Lvl     Ini    Hit    Rec    Pos
-------     -----------                ---     ---     ---    ---    ---    ---
d/f+K       heel swat                  13      G       28     2      43      S
U+P (near)  head slam                  30      G       41(0)  9(1)   60(58) D(S)
U+P (mid)   foot slam                  40      G       49(0)  2(1)   26(80)  S
U+P (far)   knee slam                  30      G       48(1)  4(1)   69(73)  S
(Note: Stats in parenthesis refer to successful pounce animation times)

SPECIAL MOVES AND CANNED COMBINATIONS
Command     Description                Dam     Lvl     Ini   Hit   Rec  Pos   Rev
-------     -----------                ---     ---     ---   ---   ---  ---   ---
PK          punch & kick               20      H       12    2     25    S     HK
PP          2 punches                  10      H       8     2     17    S     HP
PPK         2 punches & kick           30      H       14    2     29    S     HK
PPP         3 punches                  12      H       9     2     18    S     HP
PPPK        PPP & mid-kick             30      M       16    2     35    S     MK
PPPu/b+K    PPP & b. kickflip          20      M       10    3     39    S     FK
f+P         elbow                      19      M(GH)   11    2     22    S     Elb
b+P         high spinning elbow        17      H       13    2     21    S     HP
b+P,K       high elbow & mid-kick      25      M       16    2     27    S     MK
PPb+P       PP & high elbow            17      H       13    2     21    S     HP
PPb+PK      PP, high elbow & mid-kick  30      M       16    2     35    S     MK
d/b+P       dodging swipe              14      H       12    2     17    S     HP
FC,f+K      rising knee                38      M       14    2     39   S,F    n/r
d+K+G       heel kick                  35      M       14    2     31    S     HK
u/b+K       backwards kickflip         40      M       20    2     35    S     FK
u/b+K+G     kickflip                   50      M       12    4     59    S     FK
b+K+G       back thrust                30      H       22    3     22    S     HK
d/b+K       sliding foot tackle        19      L       19    6     48    S     LK
f,d,d/f+P   dragon punch               40      M       15    5     41    S     HP
f,f+K       backheel sweep             20~30   L       27    4     36   S,F    LCr
f,f+K+G     corkscrew kick             40      M       25    8     43   S,F    n/r
f,f+P+K+G   catapult kick              40      L       20    20    77    S     n/r
(Note: The d/b+P dodging swipe can be used to start any punch combo)

SLASH AND CHOP MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec  Pos   Rev
-------     -----------                ---     ---     ---   ---   ---  ---   ---
P+K         slash shikan-ken           16(1DP) H       23    3     20   C,F    HP
f+P+K       chopping shuto             16(2DP) M       16    3     27    S     HP
f+P+K,P+K   horizontal shuto           14      H       13    2     25    S     HP
d+P+K       slash shuto                20      M(GF)   16    2     25    S     HP
d/f+P+K     twisting shuto             24      M       16    3     30    S     HP
FC,d/f+P    crouching sword hand       20      M       14    1     32    S     HP

ROLLING MOVES AND ATTACKS, AND BACKFLIPS
Command     Description                Dam     Lvl     Ini   Hit   Rec   Pos    Rev
-------     -----------                ---     ---     ---   ---   ---   ---    ---
f,SCR,b     roll back                  0       n/a     1     27    22     S     n/a
b,SCR,f     roll forward               0       n/a     1     27    19     S     n/a
f,SCR,b+P   multiroll back             0       n/a     1     30    1      S     n/a
b,SCR,f+P   multiroll forward          0       n/a     1     30    1      S     n/a
f,SCR,b+K   roll back & sweep          20~35   L       27    5     31     C     LCr
b,SCR,f+K   roll fwd & sweep           20~35   L       25(1) 5(1)  41(36) C     LCr
(b,SCR,f+P) shinsodan                  15      L       1     9     35     S     n/r
b+E         cartwheel backwards        0       n/a     1     45    1      S     n/a
d,u/b       backflip                   0       n/a     1     43    1      S     n/a
(Note: The shinsodan will only come out if it has been linked to at least
one forward or backward multiroll)

THROWS
Command     Description                Dam     Lvl     Ini      Hit     Rec     Pos
-------     -----------                ---     ---     ---      ---     ---     ---
P+G         shoulder throw             50(60)  HF      20       50(70) 10(1)     S
d/f+P+G     toka throw                 50(45)  HF      20       60(75)   1       S
b,f+P+G     reaping throw              50      HF      20       79       1       S
b,d+P+G     death from below           60(65)  HF      10       114      1       S
b+P+G       ten-foot toss              40(55)  HF      20       8        60      S
b+P+G,u+P+G ten-foot toss & izuna drop 60(70)  MT      107(45)  71(80)   1       S
f+P+G       cartwheel                  0       HA      20       57(76)   1       S
P+G         leg takedown               40      HS      15       80       1       S
P+G         torso takedown             50(60)  HB      20       127(125) 1       S
P+K+G       low torso takedown         50      LB      20       119      1       S
u/f+P+G     slap-U-silly      20+10+10+10      HC      24       146     1(71)    S
                             (10+20+10+10)
u+P+G       backwards leg takedown     50      TAHC    19       91      1(65)    S
(Note: All stats in parenthesis refer to changes when the throw is executed
against Taka, except for the f+P+G throw. The f+P+G throw takes 57 frames
for execution from the front, 76 from side and back, against all
characters)

REVERSAL
Command     Description                Dam     Ini   Hit   Rec     Pos
-------     -----------                ---     ---   ---   ---     ---
b+P+K       HP level wrist grab        30      1     75    1       S

HIGH (MID) RISING ATTACKS

fd = face down  ft = foot towards
fu = face up    ht = head towards

Name                    Movement   Lie    Command     Damage   Exe  Hit
Rec
----                    --------   ---    -------     ------   ---  ---  ---
Windmill Kick           none       fd ft  KKK         20       29   8    44
Leaf Cutting Kick       side       fd ft  KKK         20       14   2    33(37)
Leaf Cutting Kick       back       fd ft  KKK         20       14   2    33(37)
Leaf Cutting Kick       forw       fd ft  KKK         20       14   2    33(37)
Tornado Kick            none       fd ft  delay KKK   20       14   2    33(37)

Revolving Heel Drop     none       fd ht  KKK         20       30   4    27
Tornado Kick            side       fd ht  KKK         20       14   3    30(34)
Tornado Kick            back       fd ht  KKK         20       14   3    30(34)
Tornado Kick            forw       fd ht  KKK         20       14   3    30(34)
Tornado Kick            none       fd ht  delay KKK   20       14   3    30(34)

Tornado Kick            none       fu ft  KKK         20       34   6    17(34)
Tornado Kick            side       fu ft  KKK         20       14   4    30(34)
Tornado Kick            back       fu ft  KKK         20       14   4    30(34)
Tornado Kick            forw       fu ft  KKK         20       14   4    30(34)
Tornado Kick            none       fu ft  delay KKK   20       14   4    30(34)

Leaf Cutting Kick       none       fu ht  KKK         20       34   4    21
Leaf Cutting Kick       side       fu ht  KKK         20       14   2    35(37)
Leaf Cutting Kick       forw       fu ht  KKK         20       14   2    35(37)
Ryuuzetsu Kick          back       fu ht  KKK         20       19   2    35
Leaf Cutting Kick       none       fu ht  delay KKK   20       14   2    35(37)

LOW RISING ATTACKS

fd = face down  ft = foot towards
fu = face up    ht = head towards

Name                    Movement   Lie    Command     Damage    Exe  Hit  Rec
----                    --------   ---    -------     ------    ---  ---  ---
Inside Tornado Grind K. none       fd ft  D,KKK       20        29   5    25(27)
Inside Tornado Grind K. side       fd ft  D,KKK       20        17   3    30(27)
Inside Tornado Grind K. back       fd ft  D,KKK       20        17   3
30(27)
Inside Tornado Grind K. forw       fd ft  D,KKK       20        17   3
30(27)
Inside Tornado Grind K. none       fd ft  delay D,KKK 20        17   3
30(27)

Tornado Grind Kick      none       fd ht  D,KKK       20        30   3    31
Tornado Grind Kick      side       fd ht  D,KKK       20        17   2
28(27)
Tornado Grind Kick      back       fd ht  D,KKK       20        17   2
28(27)
Tornado Grind Kick      forw       fd ht  D,KKK       20        17   2
28(27)
Tornado Grind Kick      none       fd ht  delay D,KKK 20        17   2
28(27)

Tornado Grind Kick      none       fu ft  D,KKK       20        32   5    22(27)
Tornado Grind Kick      side       fu ft  D,KKK       20        16   5
26(35)
Tornado Grind Kick      back       fu ft  D,KKK       20        16   5
26(35)
Tornado Grind Kick      forw       fu ft  D,KKK       20        16   5
26(35)
Tornado Grind Kick      none       fu ft  delay D,KKK 20        16   5
26(35)

Earth Grind Sweep       back       fu ht  D,KKK       20        20   3    33
Inside Tornado Grind K. none       fu ht  D,KKK       20        17   7    17
Inside Tornado Grind K. side       fu ht  D,KKK       20        17   7    17
Inside Tornado Grind K. forw       fu ht  D,KKK       20        17   7    17
Inside Tornado Grind K. none       fu ht  delay D,KKK 20        17   3
30(37)



g)Sarah Bryant
Outfit 1: Black, low slung tight pants, high heeled boots, shirt with
          many revealing holes. Oh-la-la! ;)
Outfit 2: Shorts, high black boots, red top, hair is down
Moves:

Motion            Damage  Level Exe-Ht-Rec     Reverse  Comments
------            ------  ----- ----------     -------  --------
P                    10    H      8  2  12      HP
P+E                  14    H     21  2  20      HP
D+P                   9    L     10  1  14      LP
K                    25    H     12  2  25      HK
K+E                  25    H     12  2  25      HK
d/f+K                10    M     12  2  30      MK       G half
d/f+K+E              19    M     12  2  40      MK
D+K                  15    L     14  1  26      LK
d/f+K                15    G     18  3  49               Soccer kick
u+P                  30    G     33  5  45               low pounce
dU+P                 40    G     35  2  45               high pounce
[TT] f+K             36    H     27  3  34      HK       {Note: treat all
[TT] K               36    H     10  2  33      HK       {stick motions as
[TT] d+K             20    L     17  4  25      LK       {with respect to
[TT] d/f+K           25    H     19  2  36      HK       {current facing;
[TT] P               10    H     10  1  22      HP       {ie. 'f' is the
[TT] d+P             14    L     13  1  25      LP       {side that Sarah
[TT] D+K             36    L     17  4  27      LK       {is now facing.
[TA] bb+P            14    H     10  1  16      HP
[TA] bb+K            25    H     19  2  26      HK
d/f+P                12    H     12  2  19      HP       -2DP
PP                10+10    HH     9  1  15      HP
PPK            10+10+30    HHH   14  2  29      HK
PPP            10+10+10    HHH   10  2  18      HP
PPPu/b+K    10+10+10+35    HHHM  10  4  46      FlipK    G half (b+K OK)
PPPK        10+10+10+35    HHHM  14  2  45
PPPu+K      10+10+10+30    HHHM  15  3  53
PK                10+20    HH    12  2  25      HK
Pd+K              10+19    HM    12  2  27      MK
f+P                  12    M     11  1  23      Elb      G half
f+PK              12+25    MM    14  2  31      Knee
f+P,D/F+P         12+12    MH    15  2  20      HP       -1DP
f+Pb+K            12+25    MM    18  3  34      HK
KK                25+10    HH    17  3  30      HK
KP                 25+8    HH    20  3  13      HP     
b+K               10+20    H     13  2  --
                                  8  2  26      HK
[FC] b+K             20    H     12  1  27(29)  HK
[FC] b+KK         20+20    HH    18  2  21(29)  HK
[FC] f+K             35    M     14  2  45
[FC] f+KK         35+22    M     20  2  30
u/f+K+G           20~50    H     28  4  29(41)  HCres
d/f+KK            10+14    MH     9  2  28      HK
d/f+KKK        10+14+20    MHH   16  2  40      HK
d/f+KKf+K      10+14+21    MHM   28  3  31
d/f+KKb+K      10+14+21    MHL   22  2  30
f+K                  30    M     15  2  30      Knee
f+kd/f+K          30+45    MM    49  3  37
K+G               20~35    M     22  2  27(24)  HK
d/b+K                35    M     15  3  36      HK
u/b+K                50    M     12  4  43      FlipK    G half
b+K+G                30    M     16  5  32      HK
d/b+K+G              22    M     17  2  30      HK
d+K                  24    M     13  3  28      HK
d+KK              24+23    MM    18  2  29      MK
d+P+K                13    M     18  2  27      HK
d+P+KK            13+26    MM    17  3  29      HK
u/b+K+G              30    M     20  3  22(34)  HK
u(u/f)+K             25    M     23  2  23(36)
f+K+G                25    M     28  2  24      MK
u+K+G                25    M     20  3  20      MK
ff+K                 30    M     13  2  35      Knee
d+K+G                25    L     18  1  33      LK
D+K                  15    L     14  1  26      LK
D+KK                 19    L     19  2  28      LK
d/f+K+G              20    L     24  2  35(40)  LCres
[run] K+G         20~70    M     19  3  39
u/f+P                --    move  10 44   6
[BK] u/f+P           --    move  10 40  10
u(u/f)+KP        25(+0)    move  23  2  54

Throw             Damage  Level Position  Comments
-----             ------  ----- --------  --------
P+G                  50    st    front
ff+P+G               40    st    front
bf+P+G               60    st    front
b+P+G         8+5+10+20    st    front
b+P+G    10+20+10+10+10    st    wallfr
u/f+P+G              70    stC   front
P+G                  40    st    side
P+G                  60    st    back
P+K+G                60    cr    back



h)Jacky Bryant (Jerky)
Outfit 1: New red-sleeved leather jacket, jeans.
Outfit 2: Blue jeans, belt, white and blue jacket
          similar to above.
Moves:

Motion            Damage  Level Exe-Ht-Rec     Reverse  Comments
------            ------  ----- ----------     -------  --------
P                    12    H      9  2  12      HP
P+E                  14    H     12  2  17      HP
D+P                   9    L     10  1  14      LP
K                    25    H     13  2  32      HK
K+E                  25    H     13  2  32      HK
d/f+K                25    M     14  2  30      MK       G half
d/f+K+E              25    M     14  2  31      MK
D+K                  15    L     14  1  26      LK
d/f+K                15    G     18  3  49               Soccer kick
U+P                  30    G     33  5  45               low pounce
dU+P                 40    G     36  2  45               high pounce
[TT] P               20    H      9  1  26      HP
[TT] PK (near)    20+19    HM    12  2  27      MK
[TT] PK        20+25~50    HH    25  3  33      HCres
[TT] Pd+K      20+20~35    HL    25  3  37      LCres
[TT] d+P             14    L     17  1  24      LP
[TT] d+PK      14+20~35    LL    29  3  37      LCres
[TT] K               36    H     14  3  43      HK
[TT] d+K             36    L     17  3  27      LK
[TT] D+K             36    L     17  4  25      LK
[TA] bb+P            14    H     12  1  18      HP
[TA] bb+K            30    H     15  2  32      HK
PP                12+12    HH     8  2  19      HP
PPu+P          12+12+25    HHH   15  1  26      HP
PPP            12+12+14    HHH   10  2  20      HP
f+P                  19    M     11  2  22      Elb      G half
f+PK              19+20    MH    14  2  31      HK
f+PP              19+15    MH    14  1  28      HP
f+PPK          19+15+18    MHH   18  1  42      HK
f+PPd+K        19+15+14    MHL   19  2  28      LK
PPf+P          12+12+19    HHM   15  2  25      Elb      G half
PPf+PK      12+12+19+20    HHMH  14  2  31      HK
PPb+P          12+12+22    HHH   15  1  29      HP
PPb+PK   12+12+22+25~50    HHHH  25  3  33(39)  HCres
PPK            12+12+30    HHH   14  2  29      HK
PPf+K          12+12+30    HHM   15  2  30      Knee
PPd+K          12+12+15    HHL   14  1  26      LK
b+P                  22    H     15  1  21      HP
b+PP              22+25    HH    15  1  30      HP
b+Pd/b+P          22+15    HL    16  1  25      LP
b+PK           22+25~50    HH    25  3  33(39)  HCres
b+Pd+K         22+20~35    HL    25  3  37(49)  LCres
b/d+P                22    L     15  2  30      LP
B/D+PK         22+20~35    LL    28  4  37(43)  LCres
d/f+P                10    H     12  2  21      HP       -1DP
d/f+PP            10+14    HH    14  2  18      HP       -1DP
d/f+PPf+P      10+14+25    HHH   15  1  26      HP       -1DP
d/f+PPP        10+14+14    HHM   15  2  25      HP       -1DP
d/f+PPPP    10+14+14+14    HHMM   8  1  34      HP       -1DP
P+K                  20    M     14  3  34      HP       G half, -1DP
P+KK              20+20    MH    16  2  36      HK
P+KP              20+12    MH    20  1  20      HP
P+KPK       20+12+30~50    MHH   25  3  33(39)  HCres
P+KPd+K     20+12+20~35    MHL   25  3  37(43)  LCres
F+PPf+PP    12+12+19+15    HHMH  14  1  (no stat available)
F+PPf+PPK      12+12+19   HHMHH  18  1  42      HK
                 +15+18
F+PPf+PPd+K    12+12+19   HHMHL  19  2  26      LK
                 +15+14
PK (near)         12+19    HM    12  2  27      MK
PK                12+30    HH    18  4  19(33)  HCres
F+PK              12+20    HH    12  2  25      HK
Pd+K              12+40    HL    22  4  35(42)  LCres
KK                25+20    HM    19  2  43      MK
Kd+K              25+15    HL    19  2  26      LK
KP                25+15    HH    20  1  26      HP
KPK         25+15+30~50    HHH   25  3  33(39)  HCres
KPd+K       25+15+20~35    HHL   25  3  37(49)  LCres
K+G               30~50    H     24  6  25(34)  HCres
K+Gd+K+G    30~50+20~40    HL    19  3  41(48)  LCres
d/f+KK            25+25    MM    20  2  39      MK       G half
d+K                  24    M     18  2  25      HK
D+KK              15+19    LL    19  2  28      LK
f+K                  30    M     15  2  30      Knee
ff+K                 30    M     13  3  31      HK
b+K                  20    M     17  2  26      HK
b/u+K                50    M     12  4  51      FlipK
b+K+G                30    M     20  3  22(34)  HK
bf+K+G               36    M     17  3  41      HCres    Rec=125 on counter
d+K+G                25    L     18  1  33      LK
dd                   --    move   1  9  11               switch stance
d+P+K,                8    M      9  2 no data  HK       {Lightning
  K,                 +8    M     15  2 no data  HK       { Kicks #1
  K,                 +8    M     13  2 no data  HK       {
  K,                +10    H     17  2 no data  HK       {
  K                 +30    H     20  2 103      HK       {
d/b+P+K,              8    M      9  2 no data  Knee     {Lightning
  K,                 +8    M     15  2 no data  HK       { Kicks #2
  K,                 +8    M     13  2 no data  HK       {
  K,                +10    H     16  1 no data  HK       {
  K                 +30    H     20  1 104      HK       {
 (or d+K)          (+30    L     20  1 104      LK       {LK #3 variant

Throw             Damage  Level Position  Comments
-----             ------  ----- --------  --------
P+G                  50    st    front
ff+P+G               40    st    front
fb+P+G            10+50    st    front
d/fd/f+P+G        10+40    st    front
P+G           5+5+15+15    st    side
P+G                  60    st    back
ff+P+G               40    st    wallfr

i)Shun Di
Outfit 1: Swiss clock maker/yodeler outfit. You must see a pic to believe.
Outfit 2: Blue outfit, very wierd. Hard to describe.
Moves:

Motion            Damage  Level Exe-Ht-Rec     Reverse  Comments
------            ------  ----- ----------     -------  --------
P                 10 HP         9/2/15          High
PP                12 HP         9/2/18          High
PPP               15 HP         18/3/27         Mid
PP, d+K           10 LK         18/2/33         Low, req. 6DP
Stop Animation                  1/1/41          (guarded)
PP, d+KK          20 HK         13/2/41         High, req. 6DP
PP, d+KG          -- n/a        1/1/30          Sacrifice, req. 6DP
PP, d+KKG         -- n/a        1/1/30          Sacrifice, req. 6DP
PPE               -- n/a        1/19/17         Dodge, Combos into PPx
PP, d+E           -- n/a        1/19/17         Dodge
PK                20 HK         13/ 1/29        High
P+E               15 HP         10/ 2/17        High

f+P               15 HP         14/ 1/26        High, -1DP
f+PK              28 -----      21/ 3/32        Mid, -1DP
f+PP              13 Elbow      19/ 2/32        Mid, -1DP
f+PPK             28 -----      21/ 3/32        Mid, -1DP
f+PPP             10 HP         17/ 2/29        High, -1DP
f+PPPK            28 -----      21/ 3/32        Mid, -1DP
Hit Animation                   1/74/1          (hit) for ANY K
b, f+P            8 HP          9/ 2/22         High
b, f+PP           10 HP         7/ 2/24         High
b, f+PPP          14 HP         13/ 2/21        High
FC, d+P           8 LP          10/ 1/15        Low
FS, d+P           11 LP         16/ 1/14        Low
d/b+P             15 LP         20/ 2/34        Low
FC, d/b+P         16 LP         17/ 2/31        Low
d/b+PK            15 LCres      28/ 3/65        Low
Stop Animation                  1/ 1/67         (guarded)
b+P               24 HP         15/ 3/23        High
FC, f+P           30 HP         16/ 1/34        Mid
d/f+P             19 HP         15/ 2/28        Mid
d/f+P, P+K        16 HK         16/ 2/24        High
d/f+P, P+K, K     23 MK         25/ 2/47        Mid, Sacrifice
d, d/f, f+P       28 HP         13/ 3/25        Mid
d, d/f, f+P, b+P  18 HP         15/ 2/24        High
b, d/f+P          23 HP         16/ 2/33        Mid
P+K               12 HP         13/ 2/32        Mid
P+K, K            23 MK         25/ 2/47        Mid, Sacrifice
f+P+K             39 -----      32/ 2/34        Mid
Hit Animation                    1/58/1         (hit) +5DP
K                 25 HK         14/ 1/28        High
KK                10 HK         13/ 1/31        High
KKP               10 HP         20/ 2/23        High
KK, d+P           10 LP         19/ 2/26        Low
F+K               20 HK         14/ 1/32        High
K+E               25 HK         14/ 1/28        High
b+K               24 MK         17/ 1/36        Mid, Sacrifice
b+K+G             20 MK         15/30/34        Mid
d/f+K             21 MK         15/ 1/29        Mid
d/f+K+E           21 MK         14/ 2/27        Mid
D+K               10 LK         14/ 1/28        Low
d/b+K             10 LK         18/ 2/33        Low
Stop Animation                  1/ 1/41         (guarded)
d/b+KK            20 LK         13/ 2/41        High (sic)
d/b+KG            -- n/a        1/ 1/23         Sacrifice
d/b+KKG           -- n/a        1/ 1/30         Sacrifice
d/b+K+G           20 MK         15/ 2/2         High
                & 15 -----      9/ 4/14         High, Sacrifice

d+P+K             10 LCres      24/ 2/30        Low, req. 1DP
d+P+K, K          10 LCres      23/ 3/28        Low, req. 6DP
d+P+K, KK         10 LCres      20/ 3/31        Low, req. 7DP
Stop Animation                  1/ 1/41         (guarded) for ANY sweep.
FC, d+K+G or 
d/f+K+G           20-30 LK      25/ 4/42        Low
Stop Animation                  1/ 1/50         (guarded)

f+K+E             20 -----      20/ 4/4         Mid
                & 10 -----      3/ 3/30         Mid
K+G               35 -----      17/ 3/30        Mid
Stop Animation                  1/ 1/42         (guarded)
K+G, P            19 -----      45/ 2/24        High
d+K+G             25 -----      22/ 1/43        Mid
u+K               26 -----      14/ 4/29        Mid
f, f+K            29 -----      18/ 2/37        Mid
f, f+P+K          16 -----      19/10/59        Mid, req. 8DP

d+P+K+G           -- n/a        1/ 1/49         +1DP
d, d              -- n/a        1/28/2          Sit
u+P+K             -- n/a        1/38/4          Handstand
f, d/f, d, d/b, b -- n/a        1/42/2          Handstand
b, d/b, d, d/f, f -- n/a        1/33/72         Lying
d, u/b            -- n/a        1/ 1/45         Back Handspring
Sit, K            20 -----      22/ 3/41        Mid
Hit Animation                   1/22/18         (hit)
Sit, d+K          24 LK         24/ 6/37        Low
Stop Animation                  1/ 1/49         (guarded)
Sit, P+K+G        -- n/a        1/120/1         +3DP
Sit, f            -- n/a        1/29/1          Stand
Sit, d, d         -- n/a        1/19/88         Lying
Sit, b            -- n/a        1/39/5          Handstand
Handstand, K      30 -----      11/19/26        Mid
Handstand, P+K    24 Elbow      34/ 4/27        Mid
Handstand, K+G    25 -----      34/ 3/20        Mid
Handstand, u      -- n/a        1/29/1          Stand
Lying, K          18 MK         14/ 2/43        Mid
Stop Animation                  1/ 1/49         (guarded)
Lying, KP         12 HP         12/ 1/32        High
Lying, KPK        24 MK         17/ 1/36        Mid
Lying, KP, d+K    10 LK         18/ 2/33        Low, req. 10DP
Stop Animation                  1/ 1/41         (guarded)
Lying, KP, d+KK   20 HK         13/ 2/41        High, req. 10DP
Lying, KP, d+KG   -- n/a        1/ 1/30         Sacrifice, req. 10DP
Lying, KP, d+KKG  -- n/a        1/ 1/30         Sacrifice, req. 10DP
Lying, d+K        12 -----      14/ 3/42        Low
Lying, F+K        10 -----      24/ 3/3         Low
                & 16 -----      2/ 4/41         Low
u/f+E             -- n/a        1/ 6/16         Dodge
b+E               -- n/a        1/12/17         Dodge
b+E, P            15 HP         10/ 2/17        High
u/b+E             -- n/a        1/12/23         Dodge
u/b+E, P          20 HP         9/ 4/18         High
u/b+E, P+K        30 -----      19/ 4/28        High
b+P+E             30 HP         19/ 4/28        High 

Hopping Attacks
---------------
u/b+K             30 -----      20/ 4/32        Mid, Sacrifice
Hit Animation                    1/ 1/31        (hit)
u/b+P+K           30 -----      53/ 3/22        Mid
u/f+K             35 -----      32/ 3/45        Mid
u/f+P+K or u/f+P  30 HP         24/ 3/38        Mid
Ascend, P         30 -----      53/ 3/22        Mid, Sacrifice?
Air, P            30 HP         26/ 3/22        ???
Air, K            30 -----      10/ 2/22        Mid
Landing, K        20 -----      13/ 2/26        ???

Turnaround Attacks
------------------
P                 12 HP         11/ 1/21        High, Combos into Px
P+K               15 MK         12/ 3/32        Mid
P+K, K            20 -----      26/ 3/45        Mid, Sacrifice
K                 30 HK         15/ 3/33        High
Stop Animation                  1/ 1/43         (guarded)
Hit Animation                   1/ 1/49         (hit)
FS, d+P           14 LP         16/ 2/25        Low
FS, d+K           25 LK         19/ 2/30        Low
FC, D+P           12 HP         15/ 1/21        High
b, b+P            12 -----      14/ 3/20        High, Turn
b, b+K            30 -----      20/ 4/22        High, Turn

Running Attacks
---------------
Run, K            29 -----      18/ 2/37        Mid

Down Attacks
------------
d/f+P             12            19/ 3/49        Ground Punch
u+P               30            38/ 2/56        Pounce
back, u+P         30            38/ 5/51        Pounce
Hit Animation                    1/ 1/66        (hit)
d, U+P            30            38/ 4/65        Pounce
Hit Animation                    1/77/1         (hit)
back, d+U+P       30            39/ 5/79        Pounce
Hit Animation                    1/59/1         (hit)
U/B+P             20            55/ 2/21        Pounce
U/F+P             20            46/ 4/15

Throws
------
P+G            10+10+10+30      10/169/1        Throw
Taka Variant   10+10+10+30      10/167/1
d/f+P+G                  0      10/ 49/1        Throw
Taka-Arashi Variation    0      10/ 50/1
b+P+G                30+20      20/ 80/1        Throw (TakaV)
Wall Front Variant   20+40      43/197/1        Wall Front Variation
b, d/f+P+G              40      10/ 72/1        Throw, req. 6DP
back, P+G         20+30+20      10/ 80/1        Throw, req. 5DP
Taka Variant      10+30+20      10/ 80/1
Handstand, P+G          --       1/ 0/75        Catch Throw
Hit Animation           50       1/ 98/1        (hit)
P+G      9+7+4+2+4+4+4+4+2      20/306/1        Back Throw (TakaV)
P+G                  40/40      10/107/1        Side Throw


j)Lion Rafale
Outfit 1: Black shorts, grey sweatshirt, red vest.
Outfit 2: White pants, wierd almost floral print shirt. (It's tho thweet!)
Moves: 




k)Aoi Umenokouji
Outfit 1: two-tone striped blue pants, sleeveless pink top.
Outfit 2: ?
Moves:

BASIC MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos   Rev
-------     -----------                ---     ---     ---   ---   ---    ---   ---
P                                      10      H       9     2     13      S     HP
d+P                                    11      L       16    1     14      C     LP
D+P                                    9       L       10    1     16      C     LP
K                                      20      H       12    3     32      S     HK
F+K                                    20      H       12    3     30      S     HK
d+K                                    12      L       14    1     28      C     LK
d/f+K                                  21      M       14    2     27      S     MK

BASIC DODGING ATTACKS
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos   Rev
-------     -----------                ---     ---     ---   ---   ---    ---   ---
P+E                                    10      H       9     2     13      S     HP
K+E                                    20      H       12    3     32      S     HK
d/f+K+E                                21      M       14    2     25      S     MK

HOPPING ATTACKS
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos   Rev
-------     -----------                ---     ---     ---   ---   ---    ---   ---
+P                                     30      M       34    3     24      S
P (asc)                                30      M       26    2     23      S
+K                                     18      M       20    1     20      S
K (asc)                                20      M       10    2     13      S
K (desc)                               20      M       10    2     19      S

JUMPING ATTACKS
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos
-------     -----------                ---     ---     ---   ---   ---    ---
f+P                                    30      H       21    6     43      S
+K                                     30      H       5     4     56      S
K (asc)                                30      H       11    2     25      S
K (desc)                               30      H       10    6     11      S
b+K                                    40      H       12    4     44      S

TURN-AROUND MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos   Rev
-------     -----------                ---     ---     ---   ---   ---    ---   ---
b,b+P                                  14      H       16    2     16      S     HP

TURN-TOWARDS MOVES
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos   Rev
-------     -----------                ---     ---     ---   ---   ---    ---   ---
P                                      12      H       12    1     20      S     HP
K                                      20      H       15    3     27      S     HK
KK                                     20(40)  H       15    3     28      S     MK
d/f+K                                  20      L       15    2     29            LK
d+P                                    10      L       11    2     28            HP
d+K                                    12      L       21    2     25            LK
D+P                                    12      H       15    1     21            HP
D+K                                    12      L       21    2     24
d+P                                    14      M       12    1     1             HP
(second strike of d+P)                 14      M       5     2     16
(Note: The TA punch can be used to start any punch combo)


POUNCES AND GROUND ATTACKS (WHEN YOUR OPPONENT IS DOWN)
Command     Description                Dam     Lvl     Ini    Hit    Rec    Pos
-------     -----------                ---     ---     ---    ---    ---    ---
d/f+P                                  10      G       19     1      41
u+P                                    30      G       30     2      37(75)
u+P         TA                         30      G       39     3      36(75)
d,U+P                                  40      G       28     5      38(65)
d,U+P       TA                         40      G       37     5      46(65)
(Note: Stats in parenthesis refer to successful pounce animation times)

SPECIAL MOVES AND CANNED COMBINATIONS
Command     Description                Dam     Lvl     Ini   Hit   Rec    Pos   Rev
-------     -----------                ---     ---     ---   ---   ---    ---   ---
P+K                                    8(1DP)  H       12    2     19      S     HP
P+KP                                   9(1DP)  H       11    2     21      S     HP
P+KPP                                  9(1DP)  H       15    2     25      S     HP
PP          2 punches                  10      H       8     2     15      S     HP
PK          punch & kick               29      H       14    2     31      S     HK
KK                                     24      M       19    3     23(42)  S     HK
PPP         3 punches                  12      H       12    2     29      S     HP
PPK         2 punches & kick           30      H       14    2     27      S     HK
PPPK        PPP & knee                 35      M(GF)   18    2     31      S     Kn
PPPd+K      PPP & sweep                20      L       19    4  32(46)(G)  C     LCr
PPf+P                                  20      M       19    3     29(G)   S     Elb
PPF+PP                                 20      M       23    1     29(G)   S     Elb
D,d/f+P                                10~21   M       12    2     30      S     Elb
f+P                                    19      M       11    2     24      S     Elb
d/f+P                                  23      M       18    3     25(G)   S     Elb
f+K                                    20      M       18    2     23      S     Kn
f+P+K                                  20      H       15    3     25      S     Elb
d/f+P+K                                15      M       16    1     24      S     HP
f+PP                                   14      M       21    1     25(G)   S     HP
f+KK                                   20      H       13    2     31      S     HK
f,f+P                                  27      M       17    2     32(G)   S     Elb
f,f+P+K                                20      H       14    1     22      S     Elb
d/b+K                                  20      L       15    2     29      C     LK
d+K+G                                  20      L       19    4  30(46)(G)  C     LCr
d,d+P                                  18      M       13    2     22            n/r
b,b+P+K                                14(2DP) H       17    2     28(G)   S
F+P+KP                                 20      H       23    1     29(G)   S     HP

THROWS
Command     Description                Dam     Lvl     Ini      Hit     Rec     Pos
-------     -----------                ---     ---     ---      ---     ---     ---
P+G                                    40      HF      20       99(97)   1       S
D,f+P+G                                50      HF      1        94       1 
d/f+P+G                                50      HF      10       135      1
d/b+P+G                                45      HF      12       94(91)   1
b+P+G                                  50      HF      20       83       1
P+G                                    40      HS      13       93       1
P+G                                    30+20   HB      20       120      1
d+P+K+G                             30+15+15   LF      20       165      1
d/b+P+G                                50      W,B     42       58       1 
f,SCR,b+P+G part 1 throw               30      HF      10       64       77
b,SCR,f+P+G part 1 throw               20      HF      20       46       70
f,u*or*b,u+P+G part 2 throw(ends combo)35              10       90       1 
f,d*or*b,d+P+G part 2 throw            20              1        45       60
d,u+P+G     part 3 throw               25              1        94       1
u,d+P+G     part 3 throw               26              10       137      1
d/f+P+G                                25      G,fu,ht 1        90     1(80)
d/f+P+G                                10+25   G,fd,ft 1        167    1(80)
d/f+P+G                                25      G,fu,ht 1        125    1(80)
d/f+P+G                                25      G,fd,ft 1        138    1(80)

REVERSALS
Command     Reversal Type              Dam     Ini   Hit   Rec     Pos
-------     -------------              ---     ---   ---   ---     ---
f+P+K       back turned HP             30      1     179   1
f+P+K       back turned HK             30      10    133   18
b+P         HP inashi                  0       10    15    1
b+P         HK inashi                  0       9     49    1
b+P+K       HCr inashi                 0       15    51    1
b+P+K       closed stance HP           25      37    44    1
b+P+K       open stance HP             25      4     151   1
b+P+K       open stance HK             20      20    115   1
b+P+K       closed stance HK           20      1     174   1
d/b+P       MK inashi                  0       20    24    1
d/b+P       Kn inashi                  0       12    39    1
d/b+P+K     Elb                        30      20    49    1
d/b+P+K     right leg MK               30      20    106   1
d/b+P+K     left leg MK                30      10    96    1
d/b+P+K     closed stance Kn           30      1     88    1
d/b+P+K     open stance Kn             30      21    64    1
u/b+P+K     FK                         25      16    152   1
D+P+K       LP                         20      20    100   1
D+P+K       LK                         20      20    50    1
d+P+K       LCr inashi                 0       18    41    1
d+P+K       LP                         25      20    69    1
d+P+K       LK                         25      20    131   1

HIGH (MID) RISING ATTACKS

fd = face down  ft = foot towards
fu = face up    ht = head towards

Name                    Movement   Lie    Command     Damage   Exe  Hit  Rec
----                    --------   ---    -------     ------   ---  ---  ---
Mist Slice              none       fu ft  KKK         20       34   6    17(34)
Mist Slice              side       fu ft  KKK         20       14   4    30(34)
Mist Slice              forw       fu ft  KKK         20       14   4    30(34)
Mist Slice              back       fu ft  KKK         20       14   4    30(34)

Vertical Cut            none       fu ht  KKK         20       34   2    21(37)
Vertical Cut            side       fu ht  KKK         20       14   2    35(37)
Vertical Cut            forw       fu ht  KKK         20       14   2    35(37)
Frog Kick               back       fu ht  KKK         20       19   2    35

Vertical Cut            none       fd ft  KKK         20       29   2    27(37)
Vertical Cut            side       fd ft  KKK         20       14   2    33(37)
Vertical Cut            forw       fd ft  KKK         20       14   2    33(37)
Vertical Cut            back       fd ft  KKK         20       14   2    33(37)

Mist Slice              none       fd ht  KKK         20       28   4    34(34)
Mist Slice              side       fd ht  KKK         20       14   3    30(34)
Mist Slice              forw       fd ht  KKK         20       14   3    30(34)
Mist Slice              back       fd ht  KKK         20       14   3    30(34)

Mist Slice              none       fu ft  delay KKK   20       14   4    30(34)
Vertical Cut            none       fu ht  delay KKK   20       14   2    35(37)
Mist Slice              none       fd ht  delay KKK   20       14   3    30(34)
Vertical Cut            none       fd ft  delay KKK   20       14   2    33(37)

LOW RISING ATTACKS

fd = face down  ft = foot towards
fu = face up    ht = head towards

Name                    Movement   Lie    Command     Damage    Exe  Hit  Rec
----                    --------   ---    -------     ------    ---  ---  ---
Water Slice             none       fu ft  D,KKK       20        32   5    22(27)
Water Slice             side       fu ft  D,KKK       20        16   5    26(35)
Water Slice             forw       fu ft  D,KKK       20        16   5    26(35)
Water Slice             back       fu ft  D,KKK       20        16   5    26(35)

Water Slice             none       fu ht  D,KKK       20        34   4    21
Water Slice             side       fu ht  D,KKK       20        17   3    30(37)
Water Slice             forw       fu ht  D,KKK       20        16   5    26(35)
Water Slice Frog Kick   back       fu ht  D,KKK       20        20   3    33

Slicing water           none       fd ft  D,KKK       20        17   3    30(27)
Water Slice             side       fd ft  D,KKK       20        20   3    33
Water Slice             forw       fd ft  D,KKK       20        17   2
28(27)
Water Slice             back       fd ft  D,KKK       20        17   2    28(27)

Water Slice             none       fd ht  D,KKK       20        33   6    22(27)
Water Slice             side       fd ht  D,KKK       20        17   2    28(27)
Water Slice             forw       fd ht  D,KKK       20        17   2    28(28)
Water Slice             back       fd ht  D,KKK       20        17   2    28(27)

Water Slice             none       fu ht  delay D,KKK 20        17   3    30(37)
Water Slice             none       fu ft  delay D,KKK 20        16   5    26(35)
Water Slice             none       fd ht  delay D,KKK 20        17   2    28(27)
Water Slice             none       fd ft  delay D,KKK 20        17   3    30(27)




l)Takaarashi (or Taka Arashi, not sure...)
Outfit 1: Blue sumo diaper-thing
Outfit 2: Larger blue and white sumo diaper-thing, with a blue sash.
Moves:





m)Dural
Outfit 1: T1000-ish liquid metal, silver.
Outfit 2: T1000-ish liquid metal, gold. (BIG FREAKING SUPRISE!)
Moves: ? (Unknown if she is playable)


III) Stages (no particular order)
        * some stages have ring outs, others will not(walls).
        * some stages have uneven ground. This means that there will
be hills and bumps, which will effect attacks. For instance, if player "A"
is on a small mound, and player "B" is below him/her A's high attack could
totally miss B, and B's low attack could hit the ground, and miss A. But 
A's low and mid-level attacks could hit B, and B's mid and high-level 
attacks could hit A. Confused yet? ;)

Skyscraper Stage:
        The main characteristic of this stage is the feeling of great 
eight. The glass like floor and the perfectly scaled vanishing points really 
give you that vertigo feeling. Various scaled buildings both near and far 
give the impression of large open empty nothingness. And as one who used to 
work at the top of high buildings I can say that it's incredibly realistic. 
These two features counter the otherwise typically flat, square fighting area.
Although the fighting area is bounded on 2 sides with side railings the 
other two are unprotected and if a character rings out here the camera pans
out as far as possible and as fast as possible leaving the remaining 
character much smaller on the screen while the other plummets to his/her 
death. This is furthest pan-out I've seen for VF3 and although the speed is 
lightning fast the buildings' scaling is beautifully smooth. The attention 
to detail for the scenery is incredible. The distant buildings just have 
yellow squares for windows, the slightly closer ones have some sort of shape 
to them but you can't quite make out what it is, however the nearest ones 
are very clear and you can see desk lights, furniture and other office 
equipment inside. It's difficult to tell because of the blur but it 
sometimes looks like people are occasionally moving behind the windows.

South Sea Island Stage:
        This has to be the best stage of all. There are so many things 
moving around you it feels like the whole stage is alive. In general, you're 
on a tiny sand bar just a few meters or so away from a small island or 
peninsular. There are a few clouds in the sky but the sun is shining 
brightly and it's light sparkles on the sea surface with gently undulating 
aves. Because the sand bar is NOT flat but curved in an egg-like 
hemispherical curve s the sea's current washes up/down against the tiny sand 
bar the sea level rises/lowers and the playing area slowly gets 
smaller/larger with the current. The ripple of the water rolling across the 
sand is perfect and as the water subsides it leaves a little ring of lightly 
darker wet sand. But in the hot sun this quickly dries so it gradually fades 
back to a light yellow again until the water comes back. Around the fighting 
area are a number of seagulls, sometimes a few, sometimes a lot. They 
usually swoop and soar in the sky but occasionally dive into the water to 
catch fish. The motion of the birds is very accurate with their wings 
folding back as they dive but with the birds flapping like mad to get 
airborne again. Those lazing around hover in the air, their wings stretched 
ut wide to catch the hot air current. And they're not only in the distance 
they fly towards and away from the camera a little as well. But it's not 
just a pretty picture, your characters can interact with scenery. As you 
walk a little bit of sand is kicked up and falling on the floor send sand 
scattering as well. Also your fighting area is not limited to the dry sand 
rea you can go splashing into the water and if you are knocked over you send 
water flying. If you stand on the edge not moving the sea comes in around 
your feet with a little ripple effect.

Japanese Castle Stage:
        This looks like one of old fortresses that used to be all over Japan 
in the Shogunate Era. Even though it's very old it's still in excellent 
condition. The fighting area is set inside the fortress close to one of the 
main outer walls and the main fortified entrance. The portcullis is down so 
there's no obvious escape. This area has a number of graded areas with the 
height changing depending where you are. There are a number of large steps 
towards the entrance, a long inclined area (but not steep) and a long drop 
to one side where the floor drops to a lower fortress level. The stone walls 
floor slabs all have a weathered appearance with moss growing on the wall 
and weeds growing between the slabs. It's probably Autumn because there are 
plenty of leaves on the floor. There's no wind but these leaves a easily
disturbed. Merely walking on them causes them to shift position a little. A 
fast kick or turning action lifts them off the floor and they spin around. 
These leaves are 3D. Someone falling sends all the leaves around him flying 
in all directions. Once again the attention to detail is amazing with the 
leaves quickly rising off the ground but slowly floating down with a little 
zig-zag movement. And if there's another strong or fast character movement 
before they land they carry off again from where they are so, two 
continuously fast moving characters are always surrounded in moving leaves.

Great Wall of China:
        This stage has the most impressive scenery of all the stages. The 
magnificent view of the Chinese wall stretching into the distance with 
mountains in the background and the sharp drop of the hillside running 
alongside the wall gives a great impression of grandeur. Every guard post 
fortification on the wall has a giant banner fluttering in the wind. The 
movement is unbelievably accurate with the ripple effect changing slightly 
with the strength of wind occasionally. Each banner going into the distance 
ripples slightly out of phase to the others. In the distance the sun looks 
like it is rising above the land but has a slight blur due to the horizon. 
Between the hills and mountains a mist still lingers. Probably a crisp early 
morning. The wall goes up and down following the curve of the hills. You can 
go up and down the steps on the wall using them for tactical advantage. You 
can also use the small walls at either side of top to trap your opponent. 
Because the fighting area is long and narrow, occasionally the camera angle 
will put the wall in the way so you so can't see your character. However, 
the game realizes this and fades the wall to an opaque see-through wall if 
the viewing distance is far but as the camera eye gets closer and the 
wall begins to fill the screen it fades away leaving a clear screen. Wow!

Chinese Restaurant Roof Stage:
        This is the stage they're using for all the official screen 
pictures. Apparently the fighting area is on top of a slanted wooden board 
roof of a shop. There are a lot of Chinese signs around so it could be a 
shopping area. The curved roof gives a great feeling of depth and as the 
camera angle swings you can see all the other shops and houses and the 
streets below. In the distance are only more houses so you really get the 
impression that you're right in the center of a built-up town area. There's 
a iron bar fence to one side preventing you from falling off there and the 
slope of roof becomes steeper on one side making it look like you couldn't 
get up it if you tried, however, it is possible to fall of other side.

Waterfall Stage:
        Another excellently crafted stage, this time set in a small rock 
gully at the base of two small waterfalls. It's snowing and there's a small 
layer of snow on the floor and the gully walls are frozen with bits of ice 
and snow clinging to the crags. The whole area gives an amazingly chilly 
effect to this stage, in complete contrast to the Caribbean stage. The 
playing area is a little uneven with an irregularly shaped floor caused by 
the weathering of the mountain stream and a slightly sunk pool and a few 
streams of water flowing between the rocks. Once again the rock floor is 
smoothed off and dips into the water with a curved arc as opposed to a sharp 
drop. The snow isn't small white drops falling in front of the screen. It's 
3D! This means that the snow in the distance is smaller than the snow in 
front of the screen and as the camera angle swings so does all the snow. The 
snow will disappear if it goes behind a character and reappear again if the 
character moves or it falls past the body part obscuring it. All the snow 
flakes are different sizes so occasionally you get one of those big ones 
falling. The falling path of the snow is at a slight angle and as the camera 
angle changes the snow fall effect alters accordingly. In addition when the 
camera pans out away from the characters there's a slight misting effect (to 
simulate a lot of snow falling which would naturally obscure one's vision) 
which changes in intensity (strong-weak) depending on the distance. The 
waterfalls have a great downward flowing effect and at the bottom of the 
waterfall where it hits the water there's a realistic splash effect with 
white foam bubbling up and drifting away from the waterfall but slowly 
fading with distance. The ripples on surface of the water for the pool and 
streams flows with the current away from the waterfall. On this level also 
walking, jumping or falling in the water sends water splashing in all 
directions. Similar to other stages if the gully wall gets in the way the 
computer fades it out and then removes it immediate. No ugly polygon 
clipping here.

Cave Stage:
        At first this stage looks a little simplistic and a bit of a let 
down after some of the other stages but in reality it has some of the best 
effects of all. Set inside either the back of a giant cave or in deep 
underground cavern the only light comes from a large log fire in the 
distance. The fire crackles and spits with little cinders occasionally 
flying off. The flames twist and change with that characteristic roaring 
effect of a big fire. As the flames twist and dance the light on the walls 
flickers also. Sometimes bright, sometimes dim the shadows fade or darken 
accordingly. The brightness is good enough to pick up the detail of the rock 
strata and one can see some mold growing and the occasional mark where water 
has run down the wall side. Nothing is flat. The walls curve and bend around 
like a real cavern, there are stalagmites and stalactites in the distance 
and the floor is uneven, rising and falling in places. The fighting area has 
a few rock floor tiers rising on one side with a gentle slope running from 
one side to the other but rising away from the front towards the fire. At 
one-side of the stage there's large hole in the floor running away under 
the wall revealing another dimly-lit cavern filled with stalagmites and 
stalactites. All in all, despite the lack of immediately obvious graphical 
tricks it has a disturbing claustrophobic feel to it which needs to be seen 
to be believed.

Mountain Sumo Ring Stage:
        Set up high on the cliff-side at the top of a mountain with a steep 
drop to one side is a traditional Japanese shrine with the typical red 
wooden entrance arch so typical of Japan. A long narrow stepped path cut 
into the rock leads down from the Shrine underneath the arch and up to the 
fighting area, a huge circular rock Sumo ring. In the distance, on one side, 
one can see a cliff side path bending it's way around the mountainside and 
going over a small red bridge that straddles a tiny waterfall. On the other 
side you are looking away from the mountain and over the surrounding land 
with a beautiful skyline and impressive scenery. Anyone who's climbed 
Mt.Fuji will definitely come away with memories after playing this stage. 
All though high up it can't be too high because there a variety of hardy 
alpine plants growing. Especially that small, strong green bush that looks 
like bracken and hugs the rock face in all the niches. All though the 
fighting area level is basically flat the circular Sumo ring gives an 
unusual visual effect and there's a sharp put not too far drop to a lower 
ledge on the side away from the Shrine. One has to be careful of positioning 
when fighting on this level because the tightness of the Sumo ring is hidden 
by the deceptive wide open scenery. Once again as the fight progresses and 
the camera angle changes you can't fail to notice the eye-catching 
surroundings.

Subway Stage:
        Set in an apparently disused underground subway station (the exits 
all have metal grills blocking them) the two main features of note are the 
passing of a subway train and the steps leading to an exit. The subway train 
is very fast and smooth and appears behind the moving characters with no 
problems whatsoever. No speed loss or poor polygon clipping. There are about 
4 or 5 steps available (the rest are blocked by a metal grill) on one side 
of the station for the character to use for strategic affect. The extra 
height can be used to jump over your opponent or allow for easier head blows 
with a kick attack. On a technical note, I saw Wolf knocked down while he 
was standing on the stairs and his shadow was drawn perfectly on the steps 
below him and it takes an incredibly difficult piece of programming to 
accomplish that! Although the station looks a little plain at the moment 
there are some superbly drawn billboard signs around to brighten the stage 
up. Look out for the car commercial in particular. Whether or not you can 
fall off the platform edge and be hit by a subway train isn't known yet but 
it's certainly possible. What a way to go!

Desert Stage:
        This is another stage that looks deceptively simple but contains 
absolutely stunning visual effects. The entire stage is set in a vast desert 
which stretches as far as the eye can see (which is to the horizon). In the 
distance is a blazing sun beginning to set and it's just started to dip 
below the dunes. The bottom part of it is slightly distorted by the heat 
(haze effect). At the moment it's a still just a background picture but the 
Model 3 board could easily produce that effect in real-time if they wanted 
to program it in. The sand dunes are just out of Arabian Nights with huge 
arcs and curved tips. There's a strong breeze blowing and when it catches 
the edge of a dune it blows up a gust of sand which is blown over the edge 
of the sand dune. The effect is truly amazing. It's not a 2D sprite trick in 
the background but full 3D. The modeling of the air dynamics as the sand 
billows and dissipates into the air is beyond belief. And it's not just in 
the background either; occasionally the sand is blown across the characters' 
fighting area and straight towards the camera. Wow! Another great effect is 
on the surface of the sand. Just like the sand-bar in Jeffry's stage sand is 
kicked up and sent scattering when the players land on the sand or try to 
kick. However, because the sand is slightly darker here you can see all the 
marks in the sand. For example, walking leaves foot steps, dragging your 
feet leaves a line and falling over leaves an appropriately sized mark in 
the sand. Of course the wind is still blowing so if you watch carefully the 
marks gradually begin to fade away until they're all gone. So you have to 
make some more. Incredible and this stage isn't even finished yet! The 
actual stage area is a little difficult to determine and I never saw anyone 
ring out on this stage so whether or not you can be pushed off the edge and 
be sent rolling down the side of a giant sand dune is yet to be known. 
However, they have to put some kind of ring-out in don't they or else you 
could go on fighting for miles in the desert with out food and water and 
die of dehydration or exhaustion.

Library Stage:
        The best part to this stage is at the beginning of a new round when 
the camera zooms across the great hall. It starts high up near the ceiling 
and then swoops down low before then fixing on the characters. Although I 
couldn't see any moving visual effects in the scenery the background is very 
impressive. Huge pillars and marble arches hold up walkways around the side 
of walls. Detailed patterns are found both in the wall design and stone 
flooring. The side walls have giant windows running for most of their length 
and there's a huge glass domed ceiling. The main arena is a raised dias in 
the center of the library. However, you can come of here and fight around 
the immediate area also. The steps are a lush velvet and all the railings 
are a glittering gold color. However, the size of the library is what really 
catches your attention. While the other levels, like the mountain and beach 
areas, are visually bigger in appearance, the fact is that the backgrounds 
are just pictures drawn to give the impression of distance. In the library 
everything is constructed from polygons so the true scale of the model 3 
board's capabilities are clearly shown.


IV) Miscellaneous Stuff
a)where to get new versions of this FAQ 
        
The superific-brandy-new The Home of Virtua Fighter:

           http://www.vfhome.com/

there is also a non-frames version of The Home of Virtua Fighter:

           http://www.vfhome.com/indexnf.htm

You may be able to get it other places too, depending on if it catches on,
and it will be posted when there is a new version on the 
rec.games.video.arcade USENET newsgroup.

b)version history
        v .9: the first version. This was posted on r.g.v.a upon the
request of "Aoki". It was the compilation of all available information at
the time.

        v 1.0: this version added a "retained moves" section for each
character, in an attempt to allow players to decide if they will stay with
there old favorite characters from VF2, or seek new ones due to changes.
Most of the stuff in that section is speculative, taken from postings or
pictures from the AOU and E3 demos. It also added some new entries where
question marks were in the "Characters and their Stages" section. This
version also fixed my mistake about calling Shun's (P+K) move the
Hopping Spin Kick, when it is really the Two-hand push. This version 
also had another bonus, I spel checked it!
                           /^\
             HA! GET IT?!---|

        v 1.1: added some stuff about differences from VF2 to VF3. I also
decided to protect it legally. That's it, so deal with it. :) 

        v 1.2: added lion's stage info, and "shadow" move stuff.

        v 1.3: LOTS of new stuff. Move lists, stage info, etc. Became the
real FAQ. Retained moves bit the dust...

        v 1.4: lots of new character and stage stuff. Hit levels, moves,
combo's, etc.

        v 1.5: now includes the gamest mook listings for all but Lion and Taka, 
which includes hit levels, damage ratings, motions, and frame rates for attacks.

c)acknowledgements
        Sega for having the good sense to allow Yu Suzuki to keep
making these astounding games.
        
        Jirawat Uttayaya, 'cause much of this information comes from him
        
        r.g.v.a for recieving my FAQ, especially the true VF'ers (those who have posted 
great game info)
        
        Chia Jin Ngee for writing such a great VF2 FAQ
        
        Lars Holst Soerenson for allowing me to take [art in The Home of Virtua Fighter.

        Everyone that has bothered to come to #vfhome on IRC EFNet servers.

        And finally YOU THE READER! (how cliché...)

d)legal crap
        VF3 FAQ © 1996 by Stephen Hamilton (I apologize for this, but there
are quite a few weeinies out there in I'net-land taking liberities with this
here FAQ, and I rekon I don't take that much too kindly [in a bad Ozarks
accent])        

        Virtua Fighter is a trademark of Sega Co. I don't take any
responsibility for anything caused by this FAQ, unless it is something
good (refer to me for clarification). Model 3 is probably a trademark or
something of Sega Co. All information contained within this FAQ is subject
to change without notice, and if anything is wrong such as typos and the
like, sue me (I'll get over it, really). Blah blah blah, ho-hum, 
yackaddy-shmackady, blah. This FAQ is a free service for the entire VF
community, I own it (because I wrote it, duh) so if you want to re-print
it, tough. Unless, of course, you ask nicely, or get written permission
by me or something. Bah, never mind. Go ahead and re-print it. Free
advertising, right? BUT, if you do re-print it, do so IN IT'S ENTIRETY
(that means the whole thing, no snipping out parts OR EDITING). I took my
time to compile this information, as well as write parts of it, so please
don't abuse it. Also, if you do re-print it, and receive money for it, gimme
some, or I'll sue you or something. I am not responsible for slurs or insults
regarding race, color, creed (pardon the pun, ya know who I'm talking 
about...), religion, sex, hair length, sexual orientation, attitude, etc. In
other words, if I insult you or others like you, tough, you must've brought 
it about yourself somehow, and you read this voluntarily, so na-na-na-na-na 
(in an annoying, mocking tone :P).