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   /  \#\   /  \#\   /  \#\   /  \#\   / /#/    /  \#\     /  \#\   / |#|
  / /\ \#\ / /\ \#\ / /\ \#\ / /\ \#\ / /#/    / /\ \#\   / /\ \#\ /  |#|
 / /#/\ \#\  \#\ \#\ /#/\ \#\ /#/\ \#\ /#/    /_ \#\ \#\ / /#/\ \#\ / |#| __
/ /#/ _\ \#\\ \#\ \#\#/  \ \#\#/  \ \#\|#|   /\#\ \#\ \#\ /#/  \ \#\| |#|/\#\
\ \#\/\#\/#//|  __/#/#\  / /#/#\  / /#/|#|  / /#/\ \#\/#/ \#\  / /#/| |#/ /#/
 \ \#\ \#\   | |#| \ \#\/ /#/ \#\/ /#/\ \#\/ /#/\#\ \#\__\_\#\/_/#/_|_|/_/#/
  \ \/ /#/   | |#|  \ \/ /#/ \ \/ /#/  \____/#/\ \#\/#|  _| |  __| | |_   _|
   \  /#/   / /#/    \  /#/   \  /#/            \ \#\ |  _| | |_ |   | | |
    \/#/    \/#/      \/#/     \/#/[Version  1.8]\/#/ |_| |_|____|_|_| |_|
    +--------------------------------------------------------------------+
    | Groove On Fight Gouketsuji Ichizoku 3 [Power Instinct 3] Combo FAQ |
    |      "The KiD"                                   "Synn Syous"      |
    | Oodzume@hotmail.com                          SynnSyous@hotmail.com |
    |                    Last Updated:   2000.08.XX                      |
    +--------------------------------------------------------------------+

  Copyright 1998-2K The KiD and Synn

  The following FAQ you are about to look through was made by the two people
  cited below the bad ASCII art. Made for the use of personal and/or private
  use only. If reproduced, it must only be done electronically. However, the
  correctness and accuracy of any & all material listed with this FAQ is not
  100% guaranteed. With that noted, the authors will NOT be held responsible
  for any problems or damages caused in any way from errors or omissions. If
  you mess something up, tough luck. Comprende? Good. If placed on a freely-
  assessable, non-commercial webpage or site, this FAQ may be altered to fit
  within certain guidelines. But the disclaimer and copyright info must stay
  in its original form and state. That's simple to understand. For no reason
  should this FAQ be used for any profitable and/or promotional purpose (ie-
  published in guides, magazines, hint books, etc). Period. Nor should it be
  given out as a gift with purchases. See, to write all this and have others
  make money from it isn't what we did this for. If you wish to add this FAQ
  to your "open to the public" site (as mentioned above), then send a letter
  expressing what the page is about (please include the URL). One of us will
  get back to you ASAP. In any other cases, just don't even bother to ask or
  waste the time typing. The answer's no. N-O. All copyrights and trademarks
  are acknowledged that are not specifically mentioned into this FAQ. Please
  give credit where it's due. Or we will find you. Period. But for those who
  don't have a conscious & insist on ripping off our stuff without giving us
  any credibility, allow us to say "Go to hell" ahead of time. =) Plagiarism
  sucks. "The KiD" and Synn have written, so it shall be spoken.  Peace out!

 Groove on Fight Gouketsuji Ichizoku 3 and its characters are (c) 1997 Atlus
 Co., Ltd. and Atlus of Japan. All rights reserved.

 This FAQ can be available at following places:
-------------------------------------------------- Groove On Fight Combo FAQ -
GameFAQs                                                      www.gamefaqs.com
'Cloud 9' 09th MS Platoon                   www.geocities.com/Tokyo/Flats/4578

  Mokuji  Table of Contents 
 
 I.    FIRST-HAND INFORMATION

 II.   UNIVERSAL KEY

 III.  MONOGATARI

 IV.   OVERALL COMMAND LISTING

 V.    CHARACTER MOVE & COMBO LISTINGS
        - Bristol-D
        - Bristol Weller
        - Chris Wayne
        - Damian Shade
        - Falco
        - Gartheimer Redrufu
        - Gouketsuji Oume & Gouketsuji Otane
        - Hananokouji Popura
        - Larry Light
        - M.A.D.
        - Otogiri Remi
        - Solis R8000
        - Tenjinbashi Sujiroku
        - Yukinoue Hizumi

 VI.   ADVANCED FIGHTING TACTICS
        - Combo Notation
        - Combo Reading
        - Duel Supers
        - Engo Kougeki
        - Geigeki Bougyo
        - Mikata Nage
        - Pursuit Attacks
        - Recharging the Super Meter
        - Shadow Move
        - Super Strike
        - Touch
        - Yuujyou Power
 
  VII. ZAKKI
        - Special Thanks
        - Secrets
        - Action Replay Plus Codes
        - Translations
        - Revision History
        - Websights
        - Final Note

  I. First-hand Information 
 
 - This FAQ was specifically made for the Japanese Sega Saturn game. To my
   knowledge, there are no Playstation, Arcade, or PC versions. So there is no
   need to worry about different controller configurations.

 - The character dialogue, win quotes, and endings are all in Japanese. There
   is no way to convert any of that into English. Some of the things have
   already been translated throughout this FAQ.

 - It may be beneficial to read the "Combo Notation" section (Section VI)
   before reading through the combos. There may be symbols and usage that
   differs from other people's ways to list combos.

 - Throughout the FAQ, notes are posted on various matters like specific moves
   and combos from both Synn and myself (along with a couple of extra comments
   from friends). They are available to not only give the reader more insight,
   but to also provide a little comic relief. Because face it, reading just a
   FAQ with just info-info-info are sometimes boring. We try (key word: 'try')
   to liven things up.

 - Each of the combo names are from the imagination of Synn and myself. If
   they're stupid, hey, we tried. =)

 - Have you the need to print this FAQ, 'WordPad' would be your best bet for
   great output. Each margin should be 1". Mono-space font (i.e- Courier New)
   will cause everything to fall into place nicely.

 - Any corrections, combos, additional info, and/or questions are welcome.
   Just E-mail what your have to one of the addresses that appear at the top
   of this FAQ. There is no guarantee ALL will be posted, but whatever does
   get added in will receive full credit for the work.

 - If you haven't already, BUY THIS GAME!

  II. Universal Key 
 
 ub    u    uf       Jump Up-Back       Jump Up       Jump Up-Forward
   \   |   /
b --   n   -- f      Retreat/Block      Neutral       Advance
   /   |   \
 db    d    df       Block Low/Crouch   Crouch        Offensive Crouch

        Reverse left and right if on right side of screen or Player 2.
 If a direction is capitalized in the move list section, hold that direction.

       L      R                 Kidding/Taunt      Change

   LP     HP     GA       Light Punch     Hard Punch     Overhead

   LK     HK     DA       Light Kick      Hard Kick     Dash Attack

 GA (Z button by default) is considered a punch (P) button.
 DA (C button by default) is considered a kick (K) button.
 Button notation can be changed in the Pad Setting Mode at the Options screen.

 P     - press any Punch button      K - press any Kick button
 +     - means "and"                 / - means "or"
 (air) - can use while jumping

 qcf / qcb - motion (d,df,f) or (d,db,b) on the controller
 bf        - motion (b,f) on the controller. no charge required
 Charge    - hold the indicated direction for a minimum of two seconds before
             performing the following command(s)

  III. Monogatari  Story 
 
 - To be added in a future installment.

  IV. Overall Command Listing 
 
 The following list is an overall listing of moves that each character is able
 to perform.

   Standing Block                   Hold b when attacked
   Crouching Block                  Hold db when attacked
   Kuuchuu Block                    In air, hold b / db when attacked
   Forward Dash                     Press f,f
   Backdash/Backstep                Press b,b
   Double Jump                      ub~uf,ub~uf
   Pursuit                          Press u + K when opponent is downed
   Dizzy                            Hit opponent repeatedly
   Dizzy Recovery                   Tap buttons and motion pad when dizzy
   Engo Kougeki (ally assist)       f + R shoulder
   Mikata Nage (body throw)         Stand over defeated body, d + HP / GA
   Stress Shoot Execution (super)   d,d + K (at least 1 Super level required)
   Geigeki Bougyo (impact guard)    Press B + Y
   Super Strike (unblockable)       Press C + Z
   Kidding (taunt)                  Press L shoulder
   Touch (tag)                      Press R shoulder / A + X
   Recharge Super Meter             When solo, hold R shoulder

  V. Character Move & Combo Listings 
 
  < B r i s t o l - D > 
  < The Demon Rage Lord > 

   Faerie Kamikaze                  qcf + P
   Satanic Upper                    f,d,df + P
   Demon Fire (downward blast)      qcb + LK
   Demon Fire (upward blast)        qcb + HK
   Demon Fire (ripple blast)        qcb + DA
   Demonic Pulse                    qcf + K
   (catgirl scratch)                Press LP / LK
   (demon saw)                      Press HP / HK (air)
   (panther punch)                  Press GA
   (demon trident)                  Jump, press LP / LK
   (talon kick)                     Jump, press GA / DA
   (fire troll)                     d + LP / LK
   (zombie raise)                   d + HP / HK
   (mule kick)                      d + GA
   (dashing panther punch)          f,f + LP / LK / HP / HK
   (dashing delayed panther punch)  f,f + GA

   Hellbound Kicks                  qcb + LP, qcb + HP, qcb + GA

   Energy Expulsion                 Press GA + DA  [Unblockable]

   Horrid Swarm                     d,d + K

 - Bristol-D's pursuit is stationary.
 - Bristol-D's taunt can hit opponent up to 3 times for 1 point of damage
   each.
 - Bristol-D is the only character in the game that has no Shadow move.
 - The Demonic Pulse can effect the opponent in two different ways. If it hits
   an opponent on the ground, it will cause them to become stunned for a
   second, then collapse to the ground. They cannot be hit during that stun.
   If the Demonic Pulse hits the opponent when they are off the ground, they
   will land back on their feet and stagger backwards. They are vulnerable
   during the stagger.
 - The Horrid Swarm will track the opponent to a large degree. The swarm of
   flies will move up and down to follow the opponent's position. If the
   opponent tries to jump over it, then will backtrack a little. However, if
   they are avoided with a teleport move (i.e- Hizumi's Tsuchi Gumo no Jutsu)
   or air dash that puts you on the other side of the screen, the swarm will
   not go back to strike. The large fly that concludes the super will fly
   forward to strike regardless if the swarm of flies traps the opponent or
   not.
 ________________
| Winning Quotes |
 
 ________
| Combos |
 
1) Bristol-'D-Day' combo:

   j.HP \/ c.HP XX [qcf + LK], s.LP > s.LP (> s.LP) XX [qcf + LP-HP-GA],u+K

   - The KiD's Note:
     A replica of Remi's stun combo (Combo #1 in her section). The j.HP can
     inflict up to 8 hits if you attack the opponent early enough, resulting
     in a large combo (around 16-18 hits). After the [qcf + LK], you may have
     to step in before attacking with the s.LPs so they combo.

2) Pest combo:

   [d,d + K], various attacks,u+K

   - The KiD's Note:
     Once the first part of the Horrid Swarm hits the opponent, they're unable
     to move. Pity for them. Bristol-D, on the other hand, can go in there and
     cause even MORE damage in addition to that large bit of life the fly will
     take away upon collision. Remember to NOT use an attack that will knock
     the opponent down or the 2nd part of the Horrid Swarm will miss.

3) Wild Cat combo:

   Opponent in corner. [f,f + GA], [f,f + LP] XX [qcf + LK], s.LP > s.LP >
   s.LP XX [qcb + LP-HP-GA],u+K

   - The KiD's Note:
     As soon as the [f,f + GA] floors the opponent, immediately dash again and
     do the [f,f + LP]. It will hit twice off the bounce from the [f,f + GA].

4) Various Demon combos:

   Opponent in corner. j.HP \/ s.HP XX [qcf + HP]

   Close to opponent in corner. s.GA XX [qcf + LK], Throw

   j.HP \/ s.HP XX [f,d,df + GA],u+K
                XX [qcb + LK],u+K
                XX [qcb + LP-HP-GA],u+K

5) GA combos:

   Opponent in corner. j.GA \/ c.GA XX [f,d,df + GA],u+K
                                    XX [qcb + DA],u+K
                                    XX [qcb + LP-HP-GA],u+K
                                    XX [qcf + LK], s.LP > s.LP XX [f,d,df +
                                        HP],u+K

   j.GA \/ [f,f + HP] XX [qcf + LP]
                      XX [f,d,df + P],u+K
                      XX [qcb + HK],u+K
                      XX [qcb + LP-HP-GA],u+K

  < B r i s t o l  W e l l e r > 
  < One-legged Assassin > 

   Patriot Arrow                    qcf + K
   Axe Uppercut                     f,d,df + K  [Shadow Move]
   Mach Flight                      qcb + K
   (advancing axe kick)             Press DA away from opponent
   (punch + kick combo)             Press HP
   (advancing triple turn kick)     Press HK
   (delayed axe kick)               Press GA
   (axe kick slam)                  Jump, press GA / DA
   (lift kick)                      d + GA
   (dashing punch + kick)           f,f + LP / HP
   (dashing throat kick)            f,f + LK / HK

   No Mercy                         qcb + LP, qcb + HP, qcb + GA

   Goodbye                          Press GA + DA  [Unblockable]

   Public Execution                 d,d + K

 - Bristol's pursuit is stationary.
 - The Axe Uppercut hits on its descent.
 - The Mach Flight consists of two hits. The second hit happens only if the
   flying kick hits.
 ________________
| Winning Quotes |
 
1) Koroshi wa shimasen. Watashi no okagede zan tta isshou o taisetsu ni..
2) Ooku no jakusha wa, jibun ga sore to kizuke ka zu ni shinu.. aware na.
3) 
 ________
| Combos |
 
   - DJ's Note:
     Yes! This is MY domain.. even though I contributed NOTHING to this FAQ.
     If you like the character, check out "Drunken Master 2" starring Jackie
     Chan. Hard to find, but definitely worth it!

   - The KiD's & Synn's Note:
     Yeah.. "his" domain..

1) "I'll kick ya 'til you die from it!" combos:

   j.HK \/ s.LP > s.LK > (s.LK >) s.HP XX [qcf + HK]
                                       XX [qcb + K],u+K
                                       XX [qcb + LP-HP-GA],u+K

2) Low Kick Genocide combo:

   j.LK \/ c.LP > c.LP > (c.LP >) c.LK > s.HP XX [qcf + HK]
                                              XX [qcb + K],u+K
                                              XX [qcb + LP-HP-GA],u+K

3) "How'd the hell he combo off a gu.." *BANG!* combo:

   j.GA \/ c.GA XX [d,d + K]

   - The KiD's Note:
     This is an "off-guard" combo. What do I mean by that? Only the first (and
     weakest) hit of the [d,d + K] will actually register in the combo meter.
     The 2nd whiffs, but the 3rd may or may not hit the opponent, depending if    
they block or not upon landing. This combo will not work if the opponent
     is anywhere near the corner.

4) GA combos:

   j.GA \/ [f,f + HP], c.GA XX [qcb + LP-HP-GA],u+K  [NEW!]

   j.GA \/ [f,f + HP] XX [qcf + LK]
                      XX [f,d,df + HK],u+K
                      XX [qcb + K],u+K

   - The KiD's Note:
     Depending on the size of the opponent (and/or timing), Bristol may
     sometimes end up on the other side of the opponent after the [f,f + HP].
     Thus, you have to do the motion you want in the opposite direction. The
     [qcb + K] combo ender is easier on a large opponent.

   j.GA \/ c.GA XX [qcb + K],u+K

   Opponent in corner. j.GA \/ c.GA XX [f,d,df + K],u+K

  < C h r i s  W a y n e > 
  < Kodoku no Baddo Bo~i > 

   Lightning Slash (one spark)      qcb + LP / HP
   Lightning Slash (two sparks)     qcb + GA
   Rolling Cannon (80 degrees)      f,df,d + LK / HK  [Shadow Move]
   Rolling Cannon (45 degrees)      f,df,d + DA  [Shadow Move]
   Spiral Leg Bomber                qcf + K, tap same K rapidly
   Tai Chi Rolling Cannon           Jump, f,df,d + K
   Head Slasher                     Jump, qcf + P
   (dashing knee)                   Press DA away from opponent
   (spur axe kick)                  Press GA
   (double knuckle slam)            Jump, press GA / DA
   (advancing side kick)            f + HK
   (flip kick)                      d + GA
   (dash punch)                     f,f + LP / HP
   (knockdown side kick)            f,f + LK / HK

   Overdrive Kick                   qcf + LP, qcf + HP, qcf + GA

   Balisong                         Press GA + DA  [Unblockable]

   Lightning Break                  d,d + K

 - Chris' pursuit is mobile.
 ________________
| Winning Quotes |
 
1) 
2) ..Kie ro. Moku shou ri da.
3) Gesu wa shinde ro!
   People of low status, DIE!
4) Itai ka? Kurushii ka? ..hahaha.
   Was it painful? Was it difficult? ..Ha ha ha!
 ________
| Combos |
 
1) Synn's really big combo variations:

   j.HK \/ s.LP > (s.LP >) s.LK > s.HP XX [qcb + GA]
                                       XX [qcf + DA]
                                       XX [f,df,d + K],u+K
                                       XX [qcf + LP-HP-GA],u+K
                                       XX [d,d + K],u+K

2) Drill Kick Nightmare combos:

   (j.HK XX) [In air, f,df,d + HK] \/ s.LK > s.HP XX [qcb + P]
                                                  XX [f,df,d + K],u+K
                                                  XX [qcf + K, tap K rapidly]
                                                  XX [qcf + LP-HP-GA],u+K
                                                  XX [d,d + K],u+K

   - Synn's Note:
     The first kick is optional. The [In air, f,df,d + HK] can be comboed
     after it while you're still in the air.

3) The "Chris SMASH!" combos <aka "GA Combos">:

   j.GA \/ [f,f + HP] XX [f,df,d + LK],u+K
                      XX [d,d + K],u+K

   j.GA \/ c.GA XX [f,df,d + K],u+K

   s.GA XX [f,df,d + K],u+K

4) Dashing combos:

   [f,f + HP] XX [qcb + P]
              XX [f,df,d + K],u+K
              XX [qcf + K, tap K rapidly],u+K
              XX [qcf + LP-HP-GA],u+K
              XX [d,d + K],u+K

  < D a m i a n  S h a d e > 
  < Kenshin Bitoko no Bishounen > 

   Elemental Uppercut               qcb + P  [Shadow Move]
   Rosebud (one rose)               Charge b,f + LP
   Rosebud (two roses)              Charge b,f + HP
   Rosebud (three roses)            Charge b,f + GA
   Body Check                       Charge b,f + K
   (retractable club strike)        Press GA
   (retractable club slam)          Jump, press GA / DA
   (retractable club lift)          d + GA
   (hop punch)                      f,f + LP / HP
   (hop knockdown kick)             f,f + LK / HK

   Pretty Boy Combo                 qcb + LK, qcb + HK, qcb + DA

   Spiked Overhead                  Press GA + DA  [Unblockable]

   Triple Take Assault              d,d + K

 - Damian's pursuit is mobile.
 ________________
| Winning Quotes |
 
1) ..Boku ja nai, boku ga yatta n ja nai..
2) Boku.. Makeru to atode o shi oki sa re ru n desu.. dakara..
   I.. ??
3) B..boku, sonna tsumori ja. Gomennasai.
   I, ?? ?? ??. I'm sorry.
4) Moto shite kudasai. Na, nandemo shimasu kara..
 ________
| Combos |
 
1) "Coming Out The Closet" combo:  [NEW!]

   Opponent in corner. j.HK \/ s.LK > s.HK XX [Charge b,f + HP], s.LK XX
   [qcb + LK-HK-DA],u+K

   - The Kid's Note:
     This combo almost looks as it could be converted into an infinite. The
     first time I did it, the ending was with a GA.Rosebud instead of his
     Combo attack. Since the Rosebud doesn't knock the opponent down, I
     thought I'd have enough time to add another attack that can 2-in-1 back
     into the Rosebud, thus leading into an infinite. No luck. This combo
     works better on large opponents because after the [Charge b,f + HP],
     Damian has to kick out for the linker. Against Popura and sometimes ones
     like Larry or Hizumi, his foot may not reach.

2) Standard Combo Variations:

   j.HK \/ c.LP > c.LP > c.LK > s.HK XX [Charge b,f + P]
                                     XX [Charge b,f + K],u+K
                                     XX [qcb + LK-HK-DA],u+K

3) Damian's "What the hell?!" Lover combo:

   Opponent in corner. Triple Take Assault, C.GA XX GA.Elemetal Uppercut,u+K

4) Hop Punch combos:

   [f,f + HP] XX [qcb + GA],u+K
              XX [qcb + LK-HK-DA],u+K

5) GA combos:

   Opponent in corner. j.GA \/ c.GA XX Duel Super

   Opponent in corner. j.GA \/ c.GA XX [qcb + P],u+K

   Opponent in corner. j.GA \/ [f,f + HP] XX [qcb + GA],u+K

   - The KiD's Note:
     Kinda hard to pull the last one off because you have to hit the opponent
     with the [f,f + HP] at the peak of the bounce from the j.GA.

  < F a l c o > 
  < Mr. Gamble > 

   Bluff Shuffle (straight)         qcf + LP
   Bluff Shuffle (up-rebounding)    qcf + HP
   Bluff Shuffle (down-rebounding)  qcf + GA
   Face or Back (backwards flip)    f,d,df + LP
   Face or Back (1/4 forward flip)  f,d,df + HP
   Face or Back (1/2 forward flip)  f,d,df + GA
   Face of Back into Bluff Shuffle  Press P after Face or Back  [Shadow Move]
     20 degree toss                 Press LP
     45 degree toss                 Press HP
     90 degree toss                 Press GA
   Reversal Slot                    Press LP + HP
     3 Cherries         -  3 doves fly at opponent
     3 Hearts           -  Falco regains life
     3 Lightning Bolts  -  Lightning causes Falco to stumble back. No damage
     3 Skulls           -  Both characters fall. No damage
     3 $                -  10 coins fall on opponent
     3 Sevens           -  8 coins & 4 doves strike opponent
     3 Unlike Objects   -  1 coin falls on opponent
   Insight Dash                     qcf + K
   (cane flick)                     Press GA
   (cane slam)                      Jump, press GA / DA
   (diving cane sweep)              Jump, d + HP
   (hop kick)                       f + HK
   (cane flip)                      d + GA
   (slide kick)                     df + HK
   (cane jab)                       f,f + LP / HP
   (leap kick)                      f,f + LK / HK

   Three Characters                 qcb + LP, qcb + HP, qcb + GA

   Killer Draw                      Press GA + DA  [Unblockable]

   Stormy Poker                     d,d + K

 - Falco's pursuit is stationary.
 - Falco's taunt can hit opponent for 1 point of damage.
 - During the Bluff Shuffle, Falco is able to throw out two cards. After the
   first card is thrown, press the button of the second toss you'd like to
   perform. No need for another 'qcf' motion. You are able to toss the two
   cards at the same angle or two different angles (i.e- up-rebounding and
   straight).
 - During a normal Face or Back, Falco can toss out a single card. Pressing a
   Punch button again after the move is executed tosses a card in any one of
   three possible downward angles (listed above). The Shadow Move version of
   the Face of Back allows Falco to toss out up to three cards. Those cards
   can all travel in the same direction, or one card for each angle.
 - The coins that fall from the Reversal Slot all have tracking ability.
 - The Lightning Bolt caused from the Reversal Slot will hit the opponent if
   Falco is close to them.
 - If 3 Skulls are gotten from the Reversal Slot, a weight will fall and cause
   both players to fall to the ground. Jumping will not avoid the fall caused
   from the weight.
 - The Insight Dash is a counter-attack move. If Falco is hit with a physical
   or projectile attack during his forward leap, he takes no damage and
   counters with a Cane Flick-type attack. He can then get a guaranteed
   pursuit afterwards.
 ________________
| Winning Quotes |
 
1) 
 ________
| Combos |
 
1) Falco's "When does the hurting stop?" ???-Hit combos:

   [LP + HP] (3 Sevens), [f,f + LP] XX [qcf + LP,LP], (Two more coins fall),
   [f,f + HP] XX [qcb + LP-HP-GA],u+K
              XX [qcb + LP-HP], [f,f + HK],u+K
              XX [d,d + K]

   - Synn's Note:
     Timing is crucial for the first Card Toss. It must connect JUST as the
     birds and coins stop falling so you have enough time to dash in with the
     Cane Jab while the last two coins are hitting your opponent.

   - The KiD's Note:
     Just drop the controller after the 1st hit.. Oh well, anyway, here's my
     own ghetto version of this combo.

   [LP + HP] (3 Sevens), s.LP > s.LP > s.LP > s.LP > s.LP > s.LK > (2 more
   coins fall) [f + HK] XX [qcb + LP-HP-GA],u+K
                        XX [qcb + LP-HP], [f,f + HK],u+k
                        XX [d,d + K]

   - The Kid's Note:
     Not as flashy as Synn's, but it gets the job done. ^_^

2) Standard Combo Variations:

   j.HP \/ s.LP > s.LK > [f + HK] XX [qcb + LP-HP-GA],u+K
                                  XX [qcb + LP-HP], [f,f + HK],u+K

   - The KiD's Note:
     Instead of doing the entire Three Characters combo, you can instead go up
     to the 2nd part (where the opponent is electrocuted), then have Falco do
     a Leap Kick [f,f + HK] when opponent is in range.

   j.HP \/ s.LP > s.LP > s.HP XX [qcb + LP-HP-GA],u+K
                              XX [qcb + LP-HP], [f,f + HK],u+K
	
   j.HP \/ c.LP > (c.LP >) c.HP XX [qcf + LP,LP]
                                XX [qcb + LP-HP-GA],u+K
                                XX [qcb + LP-HA], [f,f + HK],u+K

   - The KiD's Note:
     Doing the second c.LP will sometimes cause the Bluff Shuffle to miss.

03) Slot combos:

   [LP + HP] (3 $)/(3 Cherries)/(3 Unlike Objects), (See combo #02)

04) Dashing combos:

   [f,f + HP] XX [qcb + LP-HP-GA],u+K
              XX [qcb + LP-HP], [f,f + HK],u+K
              XX Stormy Poker

05) GA combos:

   j.GA \/ c.GA XX [f,d,df + GA, Press LP]
                XX [qcf + LP]

   j.GA \/ [f,f + LP] XX [d,d + K]

   Opponent in corner. j.GA \/ c.GA XX [d,d + K],u+K

  < G a r t h e i m e r  R e d r u f u > 
  < Hagane no Karada, Tetsu no Kokoro > 

   Iron Mine                        Hold LP + HP, release to detonate
   Heavy Solid Kick                 Charge d,u + K  [Shadow Move]
   Grind Rush (w/o explosion)       Charge b,f + LK
   Grind Rush (w/ explosion)        Charge b,f + HK / DA
   Grind Break                      Hold f + tap LP rapidly
   Body Smasher                     Charge d,u + P
   Heavy Tread (straight down)      Jump, u,d + LP
   Heavy Tread (mid)                Jump, u,d + HP
   Heavy Tread (far)                Jump, u,d + GA
   (dashing ball swipe)             Press DA away from opponent
   (steel ball punch)               Press GA
   (double steel ball strike)       Press HP,HP
   (steel ball slam)                Jump, press GA / DA
   (slide kick)                     d + HK
   (rising steel ball punch)        d + GA
   (steel twirl)                    f,f + LP / HP
   (flying kick)                    f,f + LK / HK

   Gain Control                     Charge b,f + LP, bf + HP, bf + GA

   Mace Drop                        Press GA + DA  [Unblockable]

   Iron Dust Bomber                 d,d + K

 - Gartheimer's pursuit is stationary.
 - Holding down the buttons for the Iron Mine will cause the blaze to travel
   along the ground further. It will travel until it reaches a full-screen
   distance or hits the opponent. Releasing the buttons at anytime will cause
   the blaze to detonate.
 - The Body Smasher has tracking ability.
 - The 2nd and 3rd part of the Gain Control does not require a charge.
   Gartheimer can't do the second part of the Gain Control unless the first
   part hits.
 ________________
| Winning Quotes |
 
1)
 ________
| Combos |
 
1) Insane Bomber combo:  [NEW!]

   Opponent in corner. Iron Dust Bomber, C.GA XX Duel Super

   - The KiD's Note:
     Don't immediately do the c.GA after the [d,d + K]. Wait until they start
     falling down again.

2) Standard Combo Variations:

   j.HK |2 hit| \/ (c.LP >) s.LK > s.HK XX [LP + HP],u+K
                                        XX [Charge b,f + HK],u+K
                                        XX [Charge b,f + LP-HP-GA],u+K

   j.HK |2 hit| \/ (c.LP >) c.LK > c.HP XX [LP + HP],u+K
                                        XX [Charge d,u + K],u+K
                                        XX [Charge b,f + HK],u+K
                                        XX [Charge b,f + LP-HP-GA],u+K

3) Death from Above combo:

   j.LP XX [In air, u,d + HP]

4) GA combos:

   Opponent in corner. Stand close. j.GA \/ [f,f + HP], c.GA XX Duel Super
   [NEW!]

   j.GA \/ [f,f + HP], c.GA XX [Charge b,f + LP-HP-GA]  [NEW!]

   j.GA \/ c.GA XX [Charge b,f + LP-HP-GA],u+K

   j.GA \/ [f,f + HP] XX [d,u + K],u+K

  < G o u k e t s u j i  O u m e  &  G o u k e t s u j i  O t a n e > 
  < Kyoufu, Futago no Umetane Gattai > 

   Gan Sai Ha (straight)            Charge b,f + LP
   Gan Sai Ha (arcing up)           Charge b,f + HP
   Gan Sai Ha (two attacks)         Charge b,f + GA
   Kou Shiki Gan Sai Ha (close)     Charge f,b + LP
   Kou Shiki Gan Sai Ha (mid)       Charge f,b + HP
   Kou Shiki Gan Sai Ha (far)       Charge f,b + GA
   Ikaku Gan (backwards)            Charge d,u + LP  [Shadow Move]
   Ikaku Gan (vertical)             Charge d,u + HP  [Shadow Move]
   Ikaku Gan (forwards)             Charge d,u + GA  [Shadow Move]
   Bodou Kourin (midscreen)         LP + HP
   Bodou Kourin (across screen)     f + LP + HP
   Bodou Kourin (over Oume/Otane)   b + LP + HP
   Sei Ryuu Ranbu Dan (forward)     Hold f + press LP rapidly
   Sei Ryuu Ranbu Dan (angled)      Hold f + press HP rapidly
   Sei Ryuu Ranbu Dan (trick angle) Hold f + press GA rapidly
   Ten Bu Kyaku (10 degrees)        Jump, u,d + LK
   Ten Bu Kyaku (45 degrees)        Jump, u,d + HK
   Ten Bu Kyaku (gliding)           Jump, u,d + DA
   (bicycle kick)                   Press HK
   (body whack)                     Press GA
   (body slam)                      Jump, press GA / DA
   (reaching jab)                   f + HP
   (slide kick)                     d + HK
   (jumping uppercut)               d + GA
   (de-aging dash punch)            f,f + LP / HP
   (piggyback kick)                 f,f + LK / HK

   Chi Bu Kyaku                     Charge b,f + LK, bf + HK, bf + DA

   Young Love                       Press GA + DA  [Unblockable]

   Ichizoku                         d,d + K

 - Oume & Otane's pursuit is stationary.
 - The opponent is able to struggle out of the Kou Shiki Gan Sai Ha by
   wiggling the control pad.
 - The Sei Ryuu Ranbu Dan (trick angle) fires three fireballs in a
   diagonal upwards. The fourth fireball arcs back downward.
 - The 2nd and 3rd part of the Chi Bu Kyaku do not require a charge. After the
   first part, Oume & Otane may switch sides while going back and forth, so do
   the motion in the opposite direction.
 ________________
| Winning Quotes |
 
1)
 ________
| Combos |
 
1) "Millennium" combo:  [NEW!]

   For Bristol-D, Chris, Damian, Gartheimer, Oume & Otane, Solis:
   Stand close. c.LK > c.LP > s.LK > c.LP x3 > s.LK > c.LP x3..

   For M.A.D.:
   Stand close. s.LP x2 > c.LP > s.LP > s.LK > c.LP x2 > s.LP > s.LK > c.LP x2
   > s.LP > s.LK..

   For Popura:
   Stand close. s.LP x3 > s.LK > s.LP x3 > s.LK > s.LP x3..

   For Remi:
   Stand close. c.LP x2 > s.LK > c.LP x2 > s.LK > c.LP x2..

   For Tenjinbashi:
   Stand close. c.LK > c.LP x2 > s.LK > c.LP x3 > s.LK > c.LP x3..
   
   Unable to find an infinite to work on: Bristol, Falco, Hizumi

   - The KiD's Note:
     Finally.. it's been revised. An infinite combo DOES exist in Groove On
     Fight. The somewhat weird part about it is that it varies depending on
     the opponent. But unlike the one that was posted before, these all work
     in the corner also. The speed that you do the c.LPs is VERY important.
     They have to be done in a steady motion. If you rush, for some reason it
     won't knock the opponent to the right range where the s.LK will link.
     Performing the one on Popura is very difficult because it's hard to get
     past 7 hits sometimes. But, as little proof as this may give that it
     works, I have gotten up to 15 hits on it before knocking her dizzy. As
     you may notice, three characters still do not have combos against them.
     Fan of those three have taken a sigh of relief, I'm sure. Anyway, I'm
     unsure if any exist, but I've gotten up to 8 on Hizumi with the combo
     that is used against Popura. But it stopped there. So, I'm still looking.

2) "Sudden Rush of Youth" combo:  [NEW!]

   Opponent in corner. j.LK \/ c.LP > (c.LP >) c.LK > s.HK XX [Charge b,f +
   LK-HK-DA],u+K

3) Standard Combo Variations:

   j.LK \/ c.LP > c.HP XX [Charge d,u + HP],u+K
                       XX [Charge b,f + LK-HK-DA],u+K

   - The KiD's Note:
     Hard to combo in the Chi Bu Kyaku unless you're real close.

   j.LK \/ s.LP > s.LK, Throw

   j.LK \/ s.LP > c.LK > s.HK XX [Charge d,u + HP],u+K

   - The KiD's Note:
     On tall people, do the j.LK as you're rising and the whole attack can
     score up to 8-hits.

4) GA Combos:

   j.GA \/ c.GA XX [Charge d,u + GA],u+K

  < H a n a n o k o u j i  P o p u r a > 
  < Chou Mahou Kogyaru  > 

   Shoujo Commando                  qcf + P
   Kuru Kuru Candy                  Press LK + HK
   Kuru Kuru Poi (straight)         qcf + LK  [Shadow Move]
   Kuru Kuru Poi (angled-up)        qcf + HK  [Shadow Move]
   Kuru Kuru Poi (upward)           qcf + DA  [Shadow Move]
   Bikkuri Bako                     Press LP + HP
     Relief                         Hold LP after Bikkuri Bako
     Teleportation                  Hold GA after Bikkuri Bako
   Cupid                            Jump, press LP + HP
     Downward Arrow                 Press LP after Cupid
     Slow Straight Arrow            Press HP after Cupid
     Fast Straight Arrow            Press GA after Cupid
     Downwards Horn Blow            Press LK after Cupid
     Straight Horn Blow             Press HK after Cupid
     Double Horn Blow               Press DA after Cupid
   (wand smash)                     Press GA
   (pogo stick)                     Jump, press LK, keep pressing u + LK
   (wand slam)                      Jump, press GA / DA
   (grand slam)                     f + HP
   (wand wiggle)                    d + GA
   (gymnast assault)                df + HP
   (dashing wand smack)             f,f + LP / HP
   (dashing kick combo)             f,f + LK / HK

   Popura Special                   qcb + LP, qcb + HP, qcb + GA

   Nurse Popura                     Press GA + DA  [Unblockable]

   Tulip                            d,d + K

 - Popura's pursuit is mobile.
 - The Bikkuri Bako has three different effects. Doing the move by itself will
   produce a box that a small teddy bear will run across the screen and jump
   into. Holding LP will create a dog-like animal to appear. If the opponent
   crouches, the dog will.. relieve himself on to them for damage. It's
   unblockable. Holding GA will have Popura teleport forward to where the box
   lands.
 - During the Cupid, Popura can move anywhere around the screen freely. If
   she is hit during the Cupid, she will change back to normal.
 - You can only get an additional bounce from the Pogo Stick if it hits the
   opponent.
 ________________
| Winning Quotes |
 
X) Kya~~~! Popura, WON!!
   Yay~~~! Popura, WON!!
 ________
| Combos |
 
1) Ren Lee's "Tag-Team Death Blow" combo:  [NEW!]

   Opponent in corner. [LP + HP], [LK + HK], [qcf + LP] /\ j.GA \/ c.GA XX
   Duel Super,u+K

   - The KiD's Note:
     Took me a couple of tries to do this combo after I received it, but it
     works. This combo's obnoxious. I suppose that's why I like it. A couple
     of notes to point out though. First, I wasn't sure if the [LP + HP] was
     suppose to hit or not. It may be done just to have the box land behind
     the opponent to score the extra hit from the bear. If the [LP + HP] does
     hit, the opponent will be able to block the [LK + HK] afterwards. It's
     NOT guaranteed. However, if they are hit by the [LK + HK], the opponent
     can struggle out the candy wrapping. When doing the [qcf + LP], don't be
     too close else the jellyfish will hit before you have a chance to attack
     with the j.GA.

2) "It's that easy" combo:

   j.HK \/ c.LP > c.LP > c.HP XX [qcb + LP-HP-GA]

3) Popura's Sweet combos:
   - The KiD's Note: Get it? Sweet.. Candy.. Oh, forget it.

   [LK + HK] /\ j.GA \/ c.GA XX [qcf + HK],u+K
                             XX [d,d + K],u+K

4) Gymnast combo:

   [df + HP] > c.LP > c.HP XX [qcb + LP-HP-GA]

  < L a r r y  L i g h t > 
  < Sawayaka Bouken Kyouju > 

   Light Blast                      qcf + P (air)
   Driving Dribble                  f,d,df + P  [Shadow Move]
   Thrust Step                      qcf + K
   (heavy knuckle)                  Press GA
   (hammer fist)                    Jump, press GA / DA
   (headbutt)                       f + HP (time holding HP determines range)
   (double spin kick)               f + HK
   (palm smack)                     d + GA
   (dashing elbow)                  f,f + LP / HP
   (triple takedown kick)           f,f + LK / HK

   Impact Connection                qcb + LP, qcb + HP, qcb + GA

   Victory of the Fist              Press GA + DA  [Unblockable]

   Historic Moment                  d,d + K

 - Larry's pursuit is stationary.
 - The Headbutt has 3 different ranges; each depending on the length of time
   HP is pressed. Tapping HP will make Larry perform the headbutt where he is.
   Pressing HP, then releasing quickly will have Larry slide forward a small
   distance. Holding HP will make Larry delay the headbutt until he's traveled
   a long distance.
 - After the second part of the Impact Connection, Larry switches sides, so do
   the motion in the opposite direction.
 - Yes, the Impact Connection is exactly the same as Akira's 'Stun Palm of
   Doom' from Virtua Fighter.
 ________________
| Winning Quotes |
 
1) Sou kurai gan suru na yo na. Genki shutsu se yo!
2) Kyou no kougi wa koko made da!
   Today's lecture is over!
3) Mata rekishi o tsukucchi matta ze!
   I've made history again!
4) 
 ________
| Combos |
 
1) The Thirst of Victory combo:  [NEW!]

   Opponent full screen away. [qcf + LP], Engo Kougeki /\ j.HK \/ s.LP > s.LK
   > t.HK XX [f,d,df + GA], [GA + DA] /\ j.GA \/ [f,f + HP] XX [d,d + K]

   - No, this combo will not count as one, but it's all guaranteed. Here's why
     and how. As soon as you land from the [f,d,df + GA], perform Larry's
     unblockable. I've played against some great GoF players and there seems
     to be no way to avoid it. Once that unblockable hits, the opponent is
     knocked dizzied. So guess what? You get to go unleash hell! Posted after
     the [GA + DA] is Larry's most powerful combo. So you are sure to win
     after that. However, you can do any combo after the dizzy you want.

2) Finale Rosso combo:  [NEW!]

   Opponent in corner and a little over 1/2 screen away. [qcf + LP], dash
   in, Engo Kougeki /\ j.HK \/ c.GA XX Duel Super

   - The KiD's Note:
     There are a couple of hard parts; one being positioning. Granted, there's
     a slim chance that anyone would pull this combo off in actual combat, but
     it's nice show-off material. As you dash in after the [qcf + LP], buffer
     in the Engo Kougeki so you can still get in close as your partner jumps
     in for the attack. The next hard part is getting the c.GA to combo. It's
     not a fast attack, so you have to make sure the j.HK hits deep against
     the opponent. That will increase the chance of the c.GA to hit as the
     opponent is still in hit animation.

3) "The hits just keep on coming!" combos:

   j.HK \/ (c.LP >) s.LP > s.LK > T.HK XX [qcf + P]
                                       XX [f,d,df + P],u+K
                                       XX [qcf + HK]
                                       XX [qcb + LP-HP-GA]

   j.HK \/ (c.LP >) c.LP > c.LK > c.HP XX [qcf + GA]
                                       XX [f,d,df + GA],u+K
                                       XX [qcf + HK],u+K
                                       XX [qcb + LP-HP-GA]

   j.HK \/ (c.LP >) s.LP > s.LK > s.HP XX [qcb + LP-HP-GA]

   - Synn's Note:
     Otherwise known as the "You THINK it's over, but I'm gonna hit you some
     more" combos.

   - The KiD's Note:
     You can add the additional c.LP at the beginning of each combo on big
     opponents (i.e- Tenjinbashi, Bristol). If you want flash, use the [f,d,df
     + P] ender. For power, use the [qcb + LP-HP-GA] ender.

4) Blazing Soul combo:

   Opponent in corner. j.GA \/ c.GA XX [d,d + K],u+K

   - The KiD's Note:
     Ok, the second part of the [d,d + K] (the upward explosion) won't combo
     off. But it still does a hell of alot of damage.

5) Fire Streak combo:

   Opponent 3/4 screen away. [qcf + LP], [Shadow Move f,d,df + GA],u+K

6) Larry's "Yeah, this MIGHT happen" combo:

   Air Geigeki Bougyo, Air Throw

   - The KiD's Note:
     This is one of those "once in a lifetime" combos. Having the timing and
     chance to execute the Geigeki Bougyo on an airborne attacking opponent is
     one thing, but if that happens, getting the air throw off is another.

   - Synn's Note:
     Khris never even pulled this combo off. Truth is the CPU did it to him.

7) Dashing combos:

   [f,f + HP] XX [qcf + P]
              XX [f,d,df + GA],u+K
              XX [qcf + LK]
              XX [qcb + LP-HP-GA]

   [f,f + HK] |2 hits| XX [qcf + P]
                       XX [f,d,df + GA],u+K
                       XX [qcf + HK]
                       XX [qcb + LP-HP-GA]

   - The KiD's Note:
     Let the first 2 kicks of the [f,f + HK] connect. The 3rd will floor 'em.

8) GA combos:

   j.GA \/ [f,f + HP] XX [qcf + P],u+K
                      XX [f,d,df + LP],u+K
                      XX [qcb + LP-HP-GA]
                      XX [d,d + K],u+K

   - The KiD's Note:
     Larry's kill combo is the one with the [d,d + K] ender (I'm talking
     70%!). The [qcb + LP-HP-GA] ender is the hardest one to pull off because
     Larry zigzags back and forth for the hits. Also, getting the [qcb + LP-
     HP-GA].

   j.GA \/ c.GA XX [qcf + P]
                XX [f,d,df + GA],u+K
                XX [qcf + DA]
                XX [qcb + LP-HP-GA]

   - The KiD's Note
     The [qcb + LP-HP-GA] ender does combo off, but getting the first hit of
     it to connect requires timing depending on the character.

  < M. A. D. [Max Ax Dax] > 
  < (Kagaku Kyou) Junkyousha > 

   Max Megahorn ("Fall Down")       qcf + LP (Opponent falls)
   Max Megahorn ("Come Here")       qcf + HP (Opponent flips forward)
   Max Megahorn ("Don't Attack")    qcf + GA (Opponent can't attack)
   Max Megahorn ("Back It Up")      qcf + LK (Opponent stumbles back)
   Max Megahorn ("Go Away")         qcf + HK (Opponent falls back)
   Max Megahorn ("Don't Jump")      qcf + DA (Opponent can't jump)
   Max Servant (midscreen)          LK + HK
   Max Servant (across screen)      f + LK + HK
   Max Servant (front of M.A.D)     b + LK + HK
   Max Sparkler                     f,d,df + P  [Shadow Move]
   Max Net                          LP + HP
   Max Ray Gun (standing straight)  Press 2 P before falling, tap LP rapidly
   Max Ray Gun (standing diagonal)  Press 2 P before falling, tap HP rapidly
   Max Ray Gun (standing two beams) Press 2 P before falling, tap GA rapidly
   Max Ray Gun (grounded straight)  Press 2 P when on ground, tap LP rapidly
   Max Ray Gun (grounded diagonal)  Press 2 P when on ground, tap HP rapidly
   Max Ray Gun (grounded two beams) Press 2 P when on ground, tap GA rapidly
   Max Drill                        Jump, qcf + P
   (firehose throw)                 When close, f / b + HP / GA
   (double smack)                   When close, Press LP
   (dynamite)                       Press GA
   (shock sword)                    Jump, press GA / DA
   (extended spring punch)          Jump, f + LP
   (double drill punch)             Jump, f + HP
   (helicopter)                     Jump, f,f or b,b
   (catcher's mitt punch)           Jump back, f + LP
   (yo-yo punch)                    f + HP
   (freeze ray)                     d + GA
   (adjustable wrench punch)        df + LP
   (dashing trip)                   f,f + HP
   (dash kick)                      f,f + HK

   Max Combo Original               qcb + LP, qcb + HP, qcb + GA

   Iron Press                       Press GA + DA  [Unblockable]

   Maximum Service                  d,d + K

 - M.A.D.'s pursuit is mobile.
 - The Max Megahorn inflicts status ailments onto the opponent depending on
   which one of the buttons is used to do it. "Don't Attack" and "Don't Jump"
   are the only ones that have its effects last for 2 seconds once they hit.
   M.A.D. is unable to inflict more than one ailment on a person. If one of
   the ailments hits, it will override the previous one if the two were done
   in succession.
 - The opponent is able to struggle out of the leech bites from the Max
   Servant and Maximum Service by wiggling the control pad.
 - The Max Ray Gun can be done in two different situations. As M.A.D. is
   falling, pressing any two Punch buttons right before he hits the ground
   will act as a "quick recover". M.A.D. will pop back onto his feet and
   counterattack with whichever Ray Gun usage you do. The second way is when
   he is already lying on the ground, pressing any two Punch buttons will
   input that the Ray Gun is to be used, followed by whichever direction
   chosen. The ripple beam from the ray causes the opponent to be stunned for
   a moment, leaving them vulnerable.
 - M.A.D. cannot do the Double Drill Punch if he is jumping forward. However,
   it can be done if M.A.D. does a forward Helicopter air dash.
 - M.A.D. can perform regular attacks and any of his air moves from the
   Helicopter.
 - During the Max Sparkler, the HP and GA can be doubled up indefinitely by
   rapidly pressing the same punch button.
 ________________
| Winning Quotes |
 
1) 
 ________
| Combos |
 
1) M.A.D.'s 'MAD!' combos:

   ([LK + HK],) [qcf + LK], [f,f + LP] XX [d,d + K], [f,f + LP]
      XX [f,d,df + GA],u+K
      XX [qcb + LP-HP-GA],u+K

   j.GA \/ [f,f + LP] XX [d,d + K], [f,f + LP] XX [f,d,df + GA],u+K
                                               XX [qcb + LP-HP-GA],u+K

   - Synn's Note:
     Yeah, it LOOKS pretty nasty and takes off a hell of a lot, but your
     opponent can struggle out of the leech bites. So the second dash punch
     will only work if your opponent is a idiot. I guess that's why it worked
     on Khris. By the way, the [d,d + K] doesn't always combo because the
     leeches fly out RANDOMLY. I know, I know.. it's f**kin' retarded.

2) Variable Megahorn combos:

   (Opponent in corner.) [When close, f + HP / GA] XX [qcf + P],u+K

   - Synn's Note:
     The u+K only works after "Come Here" and "Go Away." "Fall Down" only
     combos in the corner. "Back It Up" will never connect.

3) Standard Combo Variations:

   j.HK \/ c.LP > c.LP > s.HP XX [f,d,df + HP],u+K
                              XX [qcb + LP-HP-GA],u+K

4) Drill Ya combo:

   j.HK XX [In air, qcf + LP] \/ u+K

   - Synn's Note:
     The [qcf + LP] combos while you're still in the air.

  < O t o g i r i  R e m i > 
  < Magical Sound Shower > 

   Iru Firo (arcing up)             Charge b,f + LP / HP
   Iru Firo (arcing down)           Charge b,f + GA
   Kapurio~ra                       Charge d,u + P  [Shadow Move]
   Koruno Rifuresso                 Press LP + HP
   Porutamento (10 degrees)         Jump, u,d + LP
   Porutamento (30 degrees)         Jump, u,d + HP
   Porutamento (45 degrees)         Jump, u,d + GA
   Ra Morute                        Jump, press LP + HP
     Downward Fireballs             Press LP after Ra Morute
     Down Angled Fireballs          Press HP after Ra Morute
     Up Angled Fireballs            Press GA after Ra Morute
     Scythe Swipe                   Press LK after Ra Morute
     Downwards Dive Attack          Press HK after Ra Morute
     Straight Dive Attack           Press DA after Ra Morute
   (musical scythe)                 Press GA
   (scythe spiral)                  Jump, press GA / DA
   (long trip)                      df + HK
   (reverse front kick)             f + LK
   (swing kick)                     f + HK
   (rising musical scythe)          d + GA
   (dive smack)                     f,f + LP / HP (air)
   (jumping turn kick)              f,f + LK / HK
   (dashing scythe poke)            f,f + GA

   Triangle                         Charge b,f + LK, bf + HK, bf + DA

   Musical Scythe Swipe             Press GA + DA  [Unblockable]

   Requiem                          d,d + K

 - Remi's pursuit attack is stationary.
 - The Kapurio~ra hits on its descent.
 - Unlike Bristol-D's Demonic Pulse, the Koruno Rifuresso will only effect the
   opponent in one way. It will cause them to stagger backwards and render
   them vulnerable to attacks.
 - During the Ra Morute, Remi can move anywhere around the screen freely. If
   she is hit during the Ra Morute, she will change back to normal.
 - The 2nd and 3rd part of the Triangle do not require a charge. Remi can't do
   the second part of the Triangle unless the first part hits. During the 2nd
   and 3rd parts, Remi switched sides, so you need to do the motion in the
   opposite direction.
 ________
| Combos |
 
1) "Gotta Have Rhythm!" combo:

   Opponent in corner and full screen away. [Charge b,f + LP], Engo Kougeki /\
   [f,f + GA] \/ c.GA XX [LP + HP], s.LP > s.HP XX [Charge b,f + LK-HK-DA],u+K

   - The KiD's Note:
     A very flashy combo! ^_^ This is another combo that has a slim change on
     getting used in actual combat UNLESS you omit this: [Charge b,f + LP],
     Engo Kougeki. The [f,f + GA] is alot easier than a j.GA because it comes
     out fast. After the c.GA, begin to charge back. Keep charging back when
     doing the [LP + HP], s.LP > s.HP part of the combo. As soon as the second
     hit of the s.HP connects, 2-in-1 into the [Charge b,f + LK-HK-DA]. Timing
     here is kinda tricky because Remi winds up a little before attacking, so
     you have to 2-in-1 immediately. After the opponent lands, walks over for
     the pursuit. Remi's kawaii so no one will expect this from her. ^_^

2) *Ding!* combo:

   [Jump, f,f + HP] \/ c.LP > c.LK > c.HP XX [Charge d,u + GA]
                                          XX [Charge b,f + LK-HK-DA]

   - The KiD's Note:
     For any of the two enders, remember to start charging right after you
     land from the [Jump, f,f + HP].

3) Standard Combo Variations:

   j.LK / [f,f + HP] \/ s.LP > s.HP |2 hit| XX [Charge b,f + LK-HK-DA],u+K

   j.LK / [f,f + HP] \/ c.LP > c.HP XX [Charge d,u + GA]
                                    XX [Charge b,f + LK-HK-DA],u+K

4) "Air Mail!" combo:

   [f,f + HP] XX [u,d + HP]

5) GA combos:

   j.GA / [f,f + GA] \/ [f,f + HP] XX [LP + HP], Throw,u+K
                                   XX [d,u + GA]

   j.GA / [f,f + GA] \/ c.GA XX [Charge b,f + HP]
                             XX [Charge d,u + P],u+K
                             XX [LP + HP], Throw,u+K
                             XX [Charge b,f + LK-HK-DA],u+K

  < S o l i s  R 8 0 0 0 > 
  < Jounetsu no Future Police > 

   Stun Bullet                      qcf + P
   Stun Platinum                    f,d,df + P
   Soar Platinum                    Jump, f,d,df + P
   Gyrator                          qcb + K
   TNT Charge                       Hold any 2 P or K, release  [Shadow Move]
   (gliding upper)                  Press DA away from opponent
   (machine-gun punch)              Press HP / d + HP
   (step-in smash)                  Press GA
   (double punch)                   Jump, press GA / DA
   (shock cable)                    f + HP (air)
   (thrust kick)                    f + LK
   (straight kick)                  f + HK
   (creeping trip)                  d + HK
   (rising smash)                   d + GA
   (dash upper)                     f,f + LP / HP
   (hop side kick)                  f,f + LK / HK

   Absolute Beat                    qcf + LK, qcf + HK, qcf + DA

   High Voltage                     Press GA + DA  [Unblockable]

   Solis Multiplier                 d,d + K

 - Solis' pursuit is stationary.
 - The Stun Platinum and Soar Platinum can be onscreen simultaneously.
 - The Gyrator can be done in midair from a backdash.
 - The range and number of explosions of the TNT Charge determines how long
   you hold the buttons down. The full TNT Charge hits only four times.
 ________________
| Winning Quotes |
 
1) Mirai no onnanoko wa tsuyoi n dakara.
 ________
| Combos |
 
1) "Angry Bitch" combo:  [NEW!]

   Opponent in corner. j.LK \/ s.LP > s.LK > s.HP |2 hit| XX [f,d,df + LP],
   c.GA XX Duel Super,u+K

   - The KiD's Note:
     For some reason or another, the c.GA won't register as part of the combo
     after the [f,d,df + LP] even though there is no possible way that the
     opponent can escape. Still, the entire thing is a 90% damage combo and
     30-hits! ^_^

2) Standard Combo Variations:

   j.HP \/ s.LP > s.LK > s.HP XX [qcf + GA]
                              XX [qcb + HK]
                              XX [qcf + LK-HK-DA],u+K
                              XX [d,d + K],u+K

   j.LK \/ c.LP > s.LK > s.HP |2 hit| XX [f,d,df + LP] XX [d,d + K]

   - The KiD's Note:
     The only way to get the [f,d,df + LP] to connect is to have the s.HP hit
     ONLY 2 times. If the full 3 hits connect, Solis will be a little far and
     the Crystal will whiff.

3) R8000 Dynamite combo:

   Charge up the TNT Charge with any 2 K buttons. j.HP \/ s.LP > s.LP > s.HP
   XX [Release both K]

4) "Here, hold this." combo:

   One person defeated. Opponent in corner. j.LK \/ s.LP > s.HP XX [f,d,df +
   LP], Mikata Nage, c.HP

   - The KiD's Note:
     Very hard! The person on the ground can't be in the corner or be in the
     way of the previous attacks.

5) Dashing combos:

   [f,f + HP] XX [qcf + P]
              XX [f,d,df + LP], [f + HP]
              XX [qcb + HK]
              XX Shadow TNT Charge,u+K
              XX [qcf + LK-HK-DA],u+K

6) GA combos:  [NEW!]

   j.GA \/ c.GA XX [qcf + LP], [f,f + HP] XX [qcf + P]
                                          XX [qcf + LP], [f + HP]
                                          XX [qcb + HK]
                                          XX Shadow TNT Charge,u+K
                                          XX [qcf + LK-HK-DA],u+K

   - The KiD's Note:
     The [qcf + LP] must be timed after the c.GA so it hits the opponent and
     makes them stumble back.

   j.GA \/ [f,f + HP] XX [f,d,df + LP], [f + HP]
                      XX [qcb + HK]
                      XX Shadow TNT Charge
                      XX [d,d + K],u+K

   j.GA \/ c.GA XX [qcf + P]
                XX [qcb + DA],u+K
                XX TNT Charge
                XX [d,d + K],u+K

  < T e n j i n b a s h i  S u j i r o k u > 
  < Matsuri Shi, Todoroku > 

   Haru                             qcb + LP
   Natsu                            qcb + HP
   Aki                              qcb + LK
   Fuyu                             qcb + HK
   Shishi Gashira                   Press LP + HP  [Shadow Move]
   San Nen Goroshi                  qcf,uf + K
   (launch)                         When close, f + HK / DA
   (taiko stick smash)              Press GA
   (straight light kicks)           Press LK rapidly
   (taiko stick slam)               Jump, press GA / DA
   (dashing swipe)                  f + HP
   (straight front kick)            f + HK
   (lifting flip)                   d + GA
   (hop forward low punch)          df + HP
   (dashing elbow)                  f,f + LP / HP
   (dashing knee)                   f,f + LK / HK

   Tenchinin                        qcf,uf + LP, qcf,uf + HP, qcf,uf + GA

   Battering Ram                    Press GA + DA  [Unblockable]

   Tsuuten Roku Shaku Dama          d,d + K

 - Tenjinbashi's pursuit is stationary.
 - If an opponent is hit by the San Nen Goroshi, switching characters will not
   make the bomb go away. The bomb will not effect the person it's condemning
   if they are knocked to the ground.
 - Tenjinbashi can't do the second part of the Tenshinin unless the first
   part hits.
 ________________
| Winning Quotes |
 
1) 
 ________
| Combos |
 
1) 'Bashi's 4th of July combo:

   [qcf,uf + K], j.GA \/ c.GA XX [d,d + K],u+K

   - The KiD's Note:
     Flashiness and power all in one combo. The [qcf,uf + K] is used because
     after the c.GA, the bomb explodes and makes the opponent juggle in the
     air so the [d,d + K] will combo easier.

2) Sakura Season Celebration combo:  [NEW!]

   Opponent near corner. [qcf + LP] /\ j.GA \/ c.GA XX Duel Super

3) The Storm of Autumn combos:  [NEW!]

   [qcb + LK] /\ j.HK \/ s.LP (> s.LP), [f + HP] XX [qcb + HP]

   - The KiD's Note:
     If you try this combo in the corner, you can add in the second s.LP.

   Opponent in corner. [qcb + LK] /\ j.HK \/ s.LP > s.LP, c.GA XX Duel Super

   - The KiD's Note:
     After the second s.LP, the leaf from the [qcb + LK] hits and allows the
     c.GA to combo.

4) "Throw ya around like a rag doll" Kick Throw combos:

   Kick Throw /\ Air Throw

   - The KiD's Note:
     You have to time the right distance and height to grab them out of the
     air. Easier in the corner.

   Opponent in corner. Kick Throw, [qcb + LK]

   - The KiD's Note:
     Surprisingly.. the leaf does a LOT of damage.

   Kick Throw /\ j.GA \/ c.GA,u+K

5) GA combo:

   j.GA \/ c.GA XX [qcb + HP],u+K

  < Y u k i n o u e  H i z u m i > 
  < The Ninja-Otaku > 

   Kage Shibari                     qcf + P
   Tsuchi Gumo no Jutsu (same spot) LK + HK
   Tsuchi Gumo no Jutsu (opposite)  f + LK + HK
   Tsuchi Gumo no Jutsu (backwards) b + LK + HK
   Hou Sen Ka no Jutsu (low arc)    qcf + LK  [Shadow Move]
   Hou Sen Ka no Jutsu (mid arc)    qcf + HK  [Shadow Move]
   Hou Sen Ka no Jutsu (high arc)   qcf + DA  [Shadow Move]
   Makibishi                        Press LP + HP while backdashing
   Hyakurai Jutsu (close)           Jump, qcf + LP
   Hyakurai Jutsu (upwards)         Jump, qcf + HP
   Hyakurai Jutsu (far)             Jump, qcf + GA
   (dashing swipe)                  Press DA away from opponent
   (forward flip kick)              Press GA
   (head kick)                      Jump, press GA / DA
   (diving punch)                   Jump, d + HP
   (tantou swipe)                   f + HP
   (double step low kick)           f + HK
   (rising kick)                    d + GA
   (slide kick)                     df + HK,HK
   (dash palm)                      f,f + LP / HP
   (dashing hop kick)               f,f + LK / HK

   Ren Geki Tan Jin no Jutsu        qcb + LP, qcb + HP, qcb + GA

   Tantou Charge                    Press GA + DA  [Unblockable]

   Juumonji Kasumi Kuzushi          d,d + K

 - Hizumi's pursuit is mobile.
 - Hizumi's taunt can hit an opponent for 1 point of damage.
 - Only one Kage Shibari can be on screen at one time.
 - The Kage Shibari stuns the opponent for the length of time the energy is
   travelling at their feet. To get out the stun, simply jump out of it.
 - Press Kick again for the second hit of the Slide Kick after knocking
   opponent down. It's able to hit downed opponents.
 - The Tantou Charge travels full screen.
 ________________
| Winning Quotes |
 
1) Daseze omae ra! Sukoshi wa ore bou o you minara e!!
2) Baka baka ba~ka! Ninja wa dokodemo saikyou nan da yo!
   Stupid stupid stu~pid! Ninja are the strongest anywhere!
 ________
| Combos |
 
1) Synn's "If these don't knock you dizzy, NOTHING will" combos:

   ([qcf + HP],) [f,f + HP] \/ c.LP > c.LP > c.LP > (c.LP >) c.LK >
   s.HK XX [qcf + LK],u+K
        XX [qcb + LP-HP-GA],u+K

   - Synn's Note:
     The [qcf + HP] isn't necessary. It has to hit pretty close so that you
     have time to jump in after it.

   - Dave's Note:
     UGH! Not this combo!

   - The KiD's Note:
     Synn, if you hit me ONE more time with any of these damn combos..

2) Dashing Shockwave combos:

   [f,f + LP] XX [qcf + HP], [f,f + HP] XX [qcf + LK],u+K
                                        XX [qcb + LP-HP-GA],u+K

   - Synn's Note:
     For some reason or another, these combos are REALLY powerful (We're
     talking 80%!). I think it's because the [f,f + LP] and [f,f + HP] takes
     off a lot of energy.

3) Ren Lee's "Dizzy Chain" combo:  [NEW!]

   [qcf + HP] /\ CU.j.HP \/ c.LP > c.HP > c.LK > s.HK XX [qcb + LP-HP-GA],u+K

   - The KiD's Note:
     I thought for sure all of Hizumi's big combos were found. Well, I was
     wrong. Remember Street Fighter 2 Turbo? When Guile and Vega (Balrog in
     Japan) were the only ones that had re-dizzy combos? I thought for sure
     I'd never see another game that presented that. I was wrong again. This
     combo brings back that flare of the re-dizzy. That great feeling of
     knocking the opponent senseless twice in succession. The only problem is
     linking in that c.LK. At times, you may be pushed too far after the c.HP.
     To remedy that so the combo works, make sure the cross-up HP hits "deep"
     on the opponent before you land.

4) 5-Hit TNT combo:

   [Jump, d + HP] XX [In air, qcf + LP] \/ u+K

   - Synn's Note:
     The first two parts of this combo are done in the air. You can 2-in-1
     most air special moves after regular air attacks.

5) 'Jack' combos.. hurh hurh, get it? Jack someone up? Jacks..? D'oh.:

   Opponent in corner. [Backdash, LP + HP](while opponent is getting up),
   [f + HP] XX [qcb + LP-HP-GA],u+K

   [Backdash, LP + HP] (while opponent is standing), <See combo #2>

   - Synn's Note:
     Jack toss [Backdash, LP + HP] must be done early enough to hit opponent
     just as he/she is getting up and allow Hizumi enough time to get the
     [f + HP]/[f,f + LP] off.

   - The KiD's Note:
     I've seen Synn do these cheap.. err, "skillful" combos after #1 combos,
     so the ending results are pretty devastating.

6) Hizumi's 3-Hit "Heh.. You're dead" combo:

   - Synn's Note:
     You MUST say that when doing the combo.

   - The KiD's Note:
     This combo is so BASE!!!

   [Backdash, LP + HP], [d,d + K],u+K

7) Dashing combos:

   ([qcf + HP],) [f,f + LP] XX [qcf + LK],u+K
                            XX [qcb + LP-HP-GA],u+K

8) DA combos:

   ([qcf + HP],) DA XX [qcf + LP]
                    XX [qcf + LK],u+K
                    XX [qcb + LP-HP-GA],u+K

9) GA combos:

   ([qcf + HP],) j.GA XX [qcf + LK],u+K

   ([qcf + HP],) j.GA \/ c.GA,u+K

   ([qcf + HP],) d.GA XX [qcf + LK],u+K

   ([qcf + HP],) j.GA, [f,f + HP] XX [qcf + DA],u+K
                                  XX [d,d + K],u+K

   - Synn's Note:
     Yes, you read that right. The [d,d + K] hits them out of the air. Oh
     yeah.. don't forget to say "Heh.. you're dead."

  VI. Advanced Fighting Tactics 
 
  < combo notation > 

>    means the next attack will chain from the previous attack
XX   indicates Special Move cancellation, or 2-in-1s
\/   indicates that you land after the last move and continue on the ground
/\   indicates that you jump after the last move
,    indicates that no special combo method is needed between the two moves
?-?  is only used for each person's "Combo Technique". It means to do the
     motion of the move before each of the indicated buttons is pressed. For
     example, if you are doing Larry's Impact Connection, it will be displayed
     in the combo listings as [qcb + LP-HP-GA]. Meaning, first do [qcf + LP]
     for the first hit, [qcb + HP] for the second, [qcb + GA] for the third.
d.   stands for dashing
s.   stands for standing
c.   stands for crouching
j.   stands for jumping
CU.  stands for cross-up
DN.  stands for holding down on the controller while attacking during a jump
T.   stands for holding towards on the controller
( )  stands for a move that can be comboed in, but not necessary
[ ]  represents that a specific character special move is to be done. The
     motion for the move is within the brackets.
u+K  stands for a pursuit attack

  < combo reading > 

 The listing of all combos in this FAQ are written in a way to hopefully make
 it easier to read. Rather than listing each combo in a huge sequence, the
 'base' of each combo is shown with a listing of all possible enders to it.
 Unless listed alternatively, all combos normally follow the same structure as
 the one below:

  Jumping Attack \/ Attack > Attack > Attack > XX Combo Ender #1
                                               XX Combo Ender #2
                                               XX Combo Ender #3

 Each possible ender to a specific combo is aligned in a column at the end of
 the string. Thus, the combo can be concluded with any ender; all doing their
 own significant damage. Keep in mind that some enders have different effects
 than others, but any specific notes are listed in each character's sections.

  < duel supers > 

 Requirements: Both teammates active
               At lease one (1) stock of Super meter

 The system of Duel Supers are not the same as the ones in the "Vs" games.

 Duel Supers have two methods in which they must be performed (depending on
 the number of players):
   In 1- or 2-player games (one human player on a team)
    First initiate the tag. Before the characters slap hands, immediately hit
    d,d + Punch. If done correctly, your fighter will dash forward, grab the
    opponent, and throw them up into the air. Your partner will jump up after
    them only to send the opponent back down to the fighter, who will
    automatically begin the combo.
   In 3- or 4-player games (two human players on a team)
    The person who controls the character that is currently in play has to
    initiate the tag. The sidelined character will then jump out into play.
    This is when the person who controls THAT character has to press d,d +
    Punch before the tag is made.

 The player that called for the tag is the one that does the whole attack. All
 Duel Supers equal up to be exactly 22 hits.

  < engo kougeki >  < f + R shoulder > 

 The Engo Kougeki will cause your teammate to leap out into the fighting field
 to hit the opponent, then leap back into the sidelines.
   In 1- or 2-player games (one human player on a team)
    The player controls his/her teammate to jump in from the sidelines and
    smack your opponent.
   In 3- or 4-player games (two human players on a team)
    Your human teammate in the sidelines is the one that controls the assist.
    They only have to press the R shoulder button to activate it.

 Even though your teammate jumps into play for a second, they can be damaged.
 If they are hit with an attack, they will get knocked back in the sidelines,
 sustaining the damage.
 Engo Kougeki attacks can be blocked.

  < geigeki bougyo >  < press B + Y > 

 Once B + Y are pressed, your character takes up different blocking animation.
 If they are hit in that blocking stance, a *clash* sound is heard, and the
 attacker is sent staggering back. They are then vulnerable to an attack.
 If the Geigeki Bougyo is done and no attack strikes it, you will be left
 vulnerable coming out the stance.
 A Geigeki Bougyo can be used to stop projectiles without taking any damage.

  < mikata nage >  < d + HP / GA > 

 Once a character is defeated, their body remains on the fighting field. By
 moving over to stand over that fallen player, do d + HP / GA and you will
 pick up the body and toss it forward.
 Mikata Nage attacks can be blocked.

  < pursuit attack > 

 As in many 3D games, once you knock the opponent to the ground, you are able
 to get in another hit before they stand again. Some characters have pursuits
 that are "mobile," where they leap across the screen to hit downed opponents.
 However, others have "stationary" pursuits, where they only hit a downed
 opponent if they are right next to them. The character's pursuit ability is
 posted in each of their specific sections.

  < recharging the super meter >  < when solo, hold R shoulder > 

 When one member of your team is defeated, the tag button becomes a recharge
 button. Holding it down will charge up your Super Meter (similar to holding
 the attack buttons in "Samurai Spirits" games). You character is vulnerable
 as they are charging.

  < shadow move/dash hissatsu waza > 

 Each character (with the exception of Bristol-D) has one specific move that
 doubles as a Shadow Move, or "Dash Hissatsu Waza" (Dash Special Kill Art). A
 Shadow Move is a powered-up version of the original move that is performed
 from a forward dash. For example, Larry's Shadow Move is his Driving Dribble.
 As Larry is dashing forward, input the Driving Dribble command (f,d,df + P).
 Afterimages follow the character, resulting in an attack that produces more
 hits and/or damage. If the Shadow Move is a move with a charge motion, the
 charging is omitted.

  < super strike >  < press C + Z > 

 Each character has one unblockable move that can be performed anytime. There
 are no specific requirements to use a Super Strike. Once activated, your
 character sparkles for a second, then attacks.

  < touch >  < press A + X / R shoulder > 

 Touch is the term concerning tagging back and forth between your teammates.
 Once A + X / R shoulder is pressed, your in play fighting character waves,
 and the character in the background will leap out to slap hands with them.
 The tag is not official until the *slap!* sound is heard. Thus, the opponent
 can interrupt the tag to knock that character back into the sidelines.
   In 3- or 4-player games (two human players on a team)
    A Touch can only be done if the teammate is in the proximity of the in-
    play character. If the character in the sidelines is not onscreen when the
    in play character calls for a "Touch", they will wave their hand and be
    vulnerable since there is no one there to tag with.

 A character in the background will slowly regain energy. It's able to restore
 completely (unlike in the "Vs" series or "Tekken Tag Tournament").

 *Note: If a character does a non-physical attack (i.e- projectile attack)
 that travels, then that character does a Touch, that attack will disappear
 the moment you press the tag button.

  < yuujyou power > 

 As soon as a teammate on a side is defeated, the other member immediately
 jumps into play. As a result, that side's Stress Shoot Super meter rises up
 to give them a free Level up.

  VII. Zakki  Miscellaneous Information 
 
  < special thanks > 
 - CJayC and GameFAQs.com  <gamefaqs.com>
   For the best site for any video game information out there.

 - Atlus  <www.atlus.com> <www.atlus.co.jp>
   For creating one of the craziest and combo-filled 2D fighters ever.

 - Sutorappedo Kuruu
   For each of them being player 2, 3, and 4.

 - Susano Orbatos  <susano_orbatos@geocities.com>
   Thanks for adding this FAQ to your great site! ^_^

 - Diamond Donavin Douglas  <jlittleton@phonetech.com>
   We didn't post them before, but he gave us the way to get the secret
   characters.

 - Marcia Andrada  <solis_r8000@hotmail.com>
   She's presented us with Duel Supers, the Clean Pause, the Assist Method,
   and Recharging the Super Meter. Thanks Marcia!! ^_^

 - Ren Lee  <xb1usa@hotmail.com>
   Introduced the idea of comboing Duel Supers, plus some combos.

  < secrets > 

 - Play as Damian Shade          Beat the game with Gartheimer on Normal.

 - Play as Bristol Weller        Beat the game with Damian on Normal.

 - Play as Bristol-D             Beat the game with Bristol on Normal.

 - Clean Pause                   While paused, press X + Y + Z simultaneously.

 - Quick Match Restart           After "K.O." is displayed, hold down the L
                                 and R shoulder buttons and press Start. The
                                 match will restart like the one before.

 - Omake Art Gallery             Beat the game with any character on Normal
                                 difficulty and you will open up the "Omake"
                                 section that features art of that character.
                                 Beat the game with all characters and the
                                 "Etc." and "GOH Series" art sections open.

 - Credit Speed-up Scroll        Keep pressing Start as credits are rolling.

 - Credit Smash                  When the credits scroll at the end of the
                                 game, you can move your character around and
                                 perform any moves to destroy the names.

 - Extract Windows .BMP Files    Use a SSCG extractor and load the CD in your
                                 computer. Go to the part where the files are
                                 named Gal_**.bin. Change the extension to
                                 Gal_**.bit and then one-by-one extract them.
                                 There are more than 50 images worth 62.5 MB!

  < action replay plus codes > 

   Master Code                      F6000924 FFFF

   Infinite Energy
      Player 1 Character 1          160C8F06 00DF
      Player 1 Character 2          160C9006 00DF

   Infinite Energy
      Player 2 Character 1          160C8F86 00DF
      Player 2 Character 2          160C9086 00DF

   Full Power Bar
      Player 1                      160D7F68 5F00
      Player 2                      160D7F6A 5F00

   Infinite Time                    160D78FE 0163

   Omake
      Enable Omake Option           160CF088 0104
      Enable Omake Larry            360CF078 00FF
      Enable Omake Chris            360CF079 00FF
      Enable Omake Popura           360CF07A 00FF
      Enable Omake Remi             360CF07B 00FF
      Enable Omake Solis            360CF07C 00FF
      Enable Omake M.A.D.           360CF07D 00FF
      Enable Omake Tenjinbashi      360CF07E 00FF
      Enable Omake Hizumi           360CF07F 00FF
      Enable Omake Oume & Otane     360CF080 00FF
      Enable Omake Falco            360CF081 00FF
      Enable Omake Gartheimer       360CF082 00FF
      Enable Omake Damian           360CF083 00FF
      Enable Omake Bristol          360CF084 00FF
      Enable Omake Bristol-D        360CF085 00FF

  < translations > 

 -[ General Terms ]-
 Hissatsu Waza                      Certain Kill Art
 Dash Hissatsu Waza                 Dash Special Kill Art
 Engo Kougeki                       Protection Attack
 Geigeki Bougyo                     Ambush Attack Defense
 Mikata Nage                        Ally Throw
 Yuujyou Power                      Friendship Power

 -[ Bristol-D ]-
 Faerie Kamikaze                    Faerie Divine Wind

 -[ Chris Wayne ]-
 Kodoku no Baddo Bo~i               Bad Boy of Solitude
 Tai Chi Rolling Cannon             Anti-Ground Rolling Cannon

 -[ Damian Shade ]-
 Kenshin Bitoko no Bishounen        Handsome Youth of Devotional Virtue

 -[ Gartheimer Redrufu ]-
 Hagane no Karada, Tetsu no Kokoro  Body of Steel, Heart of Iron

 -[ Gouketsuji Oume & Gouketsuji Otane ]-
 Kyoufu, Futago no Umetane Gattai  Be Afraid, Twins of Variety Unite
 Gan Sai Ha                        Boulder Smash Tooth
 Kou Shiki Gan Sai Ha              First Class Style Boulder Smash Tooth
 Ikaku Gan                         Menacing Face
 Bodou Kourin                      Your Mother Descent
 Sei Ryuu Ranbu Dan                Star Flow Boisterous Dance Bullet
 Ten Bu Kyaku                      Heaven Dance Leg
 Chi Bu Kyaku                      Earth Dance Leg
 Ichizoku                          A Family

 -[ Hananokouji Popura ]-
 Chou Mahou Kogyaru                Super Sorcery Little Gal
 Shoujo Commando                   Little Girl Commando
 Bikkuri Bako                      Surprised ??
 Kurukuru                          Small spinning object, winding up a long
                                     string, etc.
 -[ Larry Light ]-
 Sawayaka Bouken Kyouju            Invigorating Risk Professor

 -[ M.A.D. ]-
(Kagakukyou) Junkyousha            (Science Doctrine) ??

 -[ Otogiri Remi ]-
Iru Firo                           ??
Kapurio~ra                         ??
Koruno Rifuresso                   ??
Porutamento                        ??
Ra Morute                          ??
  *I personally have no idea if Remi's attacks translate into anything. I've
   been told they are really in Spanish. But the Japanese katakana made it
   hard to get the Spanish words out of it to translate. So, if anyone has any
   idea on what they are are how to translate them, please drop me a line.

 -[ Solis R8000 ]-
Jounetsu no Future Police          Future Police of Enthusiasm

 -[ Tenjinbashi Sujiroku ]-
 Matsuri Shi, Todoroku             Festival Expert, Roaring
 Haru                              Spring
 Natsu                             Summer
 Aki                               Fall
 Fuyu                              Winter
 Shishi Gashira                    Lion Head
 San Nen Goroshi                   Three Year Murder
 Tenchinin                         Heaven and Earth and Man
 Tsuu Ten Roku Shaku Dama          Six Scale Coin Heavenly Commute

 -[ Yukinoue Hizumi ]-
 Kage Shibari                      Shadow Hanging
 Tsuchi Gumo no Jutsu              Art of the Earth Spider
 Hou Sen Ka no Jutsu               Art of the Phoenix Wizard Fire
 Makibishi                         Sprinkling Foot Tacks
 Hyakurai Jutsu                    Hundred Thunderclaps Technique
 Ren Geki Tan Jin no Jutsu         Art of Charcoal Dust Group Attack
 Juumonji Kasumi Kuzushi           Cross Mist Demolisher

  < revision history > 

 Version 1.8      <2000.08.XX>
  - Reformatted entire FAQ
  - Added combos for everyone
  - Oume and Otane's Infinite combo revised
  - Revised info in Popura's section
  - Added the Quick Restart trick

 Version 1.7      <1999.09.21>
  - Overall editing of FAQ, including some special move names
  - Added some win quotes
  - Added more into Advance Fighting Tactics section

 Version 1.6      <1999.04.01>                            * April Fool's Day *
  - FAQ is over a year old! =)
  - Went through each combo and made changes
  - Reformatted FAQ
  - Added Action Replay Plus Codes

 Version 1.5      <1998.12.21>
  - Added the ASCII design
  - Changed FAQ around a lot

 Version 1.4      <1998.12.17>
  - Some pics that are embedded in the game, that you need the extractor for,
    can be found on a webpage! The link in the website section
  - Added more character info
  - Updated websites

 Version 1.3      <1998.11.26>
  - Added remaining correct character info
  - Changed FAQ format

 Version 1.2      <1998.10.31>                                   * Halloween *
  - Added ALOT of info concerning proper move names
  - Added character's alias
  - Changed format of the FAQ
  - Still have to finish translations
  - Editing

 Version 1.1      <1998.10.09>
  - Editing

 Version 1.0      <1998.10.05>
  - Added Recharge Meter trick
  - Added more websites
  - Added Bitmap Extraction technique
  - Added on.. *ahem* ..Dave's Bristol section

 Version 0.9      <1998.07.30>
  - Added Omake Art Gallery secret
  - Added Credit Smash trick
  - Added Mikata Nage move
  - Edited Duel Supers section
  - Minor corrections/additions

 Version 0.8      <1998.07.24>
  - Dropped "Specific Character Critique" section
  - Re-modeled FAQ again to brand new format

 Version 0.7      <1998.05.30>
  - Added Clean Pause trick
  - Added Assist Method
  - Editing

 Version 0.6      <1998.05.11>
  - Added info on Duel Supers

 Version 0.5      <1998.05.05>                               * Cinco de Mayo *
  - Added how to get the secret characters (Damian, Bristol, & Bristol-D)
  - Added "Specific Character Critique" section
  - Spelling corrections

 Version 0.4      <1998.04.01>                            * April Fool's Day *
  - Added Bristol-D combos (seemed perfect since it's April Fool's Day)

 Version 0.3      <1998.03.26>
  - Added a ton of combos for Popura, Remi, & Solis

 Version 0.2      <1998.03.25>
  - Changed format of the FAQ again
  - Added combos for Chris, Damian, Falco, Gartheimer, M.A.D., & Oume & Otane
  - Dave claimed Bristol section as his domain

 Version 0.1      <1998.03.24>
  - Format redone to make entire FAQ readable
  - Added combos for Bristol, Hizumi, Larry, & M.A.D.
  - Added additions to the combo notation section and notes

 Version 0.0      <1998.03.05>
  - FAQ started and submitted to GameFAQs.com

  < websites > 

 - Preview -
  www.cart-mart.com/planet32/gof.html
 - Reviews -
  www.cart-mart.com/planet32/saturnreviews/gofreview.html
  www.cart-mart.com/planet32/saturnreviews/gofreview-02.html
  www.cyberdrive.net/~gskalba/reviews/saturn/GrooveFight.htm
  www.geocities.com/TimesSquare/Arena/7063/testnt1298.html
  videogames.com/sat/fight/grooveon/review.html
  videogames.com/sat/fight/grooveon/review161ba.html
  videogames.com/sat/fight/grooveon/review255e.html

 - Miscellaneous Sites -
  www.ncsx.com/grooveon.htm

 - Pics -
  www.videogames.com/sat/fight/grooveon/screenindex.html

 - CD Extract Pics -
  members.tripod.com/~athenaasamiya/groove.html

 - Movies -
  videogames.com/sat/fight/grooveon/media.html

  < final note > 

 Ossu, minna! Welcome to the millennium! And we all survived! Well, not like
 anything happened.. Anyhoo, Synn's and my GoF FAQ is still going strong! Over
 two years old, and it plans to get bigger at the days pass! =) There's still
 alot of work to be done before this giant FAQ is completely done, but it'll
 be well worth it!
 Here's a list of things that will show up in future installments:
  - game storyline
  - Remi's special move names
  - character win quotes translations
  - character ending translations
  - character stories/profiles
  - strategies

 In addition to what is listed above, any other info (combos, questions,
 cheats, etc.) that is put in the FAQ, the person will receive credit.

 Ja, minna-san!
   - The KiD & Synn

_____________________  "See you next Groove on Fight!"  _____________________
