NIGHTWARRIORS: DARKSTALKERS' REVENGE FAQ v1.7
for the Sega Saturn (domestic)
by Chris MacDonald

 Unpublished work Copyright 1995-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.

 The DarkStalkers series is (c) Capcom of Japan and (c) Capcom USA.


 =================
 TABLE OF CONTENTS
 =================

 1.  HOW TO PLAY
      - Conroller Layout
      - Button Layout
      - FAQ Abbreviations
      - Basic Moveslist
 2.  CHARACTER MOVESLIST
      - Anakaris
      - Bishamon
      - Demitri Maximov
      - Donovan Baine
      - Felicia
      - Hsien-Ko
      - Huitzil
      - Jon Talbain
      - Lord Raptor
      - Morrigan
      - Pyron
      - Rikuo
      - Sasquatch
      - Victor von Geldenheim
 3.  SECRETS AND TRICKS
      - Special Codes
      - Enable the Debug Mode
      - All About the Debug Mode
      - Change Your Button Configuration
      - Change the Ending Music
      - Costume Colors
      - Frog Trick
      - Morrigan's Wardrobe
      - Donovan's Hidden Win Poses
      - Soft Reset
 4.  GAMEPLAY NOTES
 5.  MISCELLANEOUS
      - Translations
 6.  AUTHOR'S NOTE
      - Special Thanks
      - Revision History


 ========================================================================
 1.  HOW TO PLAY
 ========================================================================

 ------------------------------------------------------------------------
 CONTROLLER LAYOUT
 ------------------------------------------------------------------------

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Block       Neutral         Walk Forward
    / | \
  db  d  df      Crouch / Low Block      Crouch          Offensive Crouch

 All commands in the FAQ are listed assuming you're facing right.  If
 you're facing left, reverse the commands.


 ------------------------------------------------------------------------
 BUTTON LAYOUT
 ------------------------------------------------------------------------

    L   R                   Kick x3             Punch x3
 
  X   Y   Z    Light Punch (LP)    Medium Punch (MP)    Hard Punch (HP)
 
  A   B   C    Light Kick  (LK)    Medium Kick  (MK)    Hard Kick  (HK)

 You can also set your buttons anyway you like in the Key Config Menu,
 found under 'Options'.


 ------------------------------------------------------------------------
 FAQ ABBREVIATIONS
 ------------------------------------------------------------------------

  qcf / qcb  -  Roll (d,df,f) or (d,db,b) on the joystick.
  hcf / hcb  -  Roll (b,db,d,df) or (f,df,d,db) on the joystick.  That's
                right, you do not need to go all the way to f or b (you
                can if you want, but it's faster to stop at df / db).
  Charge     -  Hold in the first direction for 2 seconds, then press in
                the 2nd direction and press the listed button (P / K).
  Rotate 360 -  Rotate the joystick in a complete circle.  You can start
                and end the circle at any point (i.e. start at uf and end
                at uf, or b to b, etc.)  The shorthand motion for this is
                f,df,d,db,b,ub or the reverse.
  PP / KK    -  Press any two Punch or Kick buttons.
  dir.       -  Press in any of the eight directions.
  (air)      -  The move can be performed while on the ground, or while
                in the air.  Any move that can be performed in air can
                be done from the ground by adding ub~uf at the end, and
                pressing the button the moment you leave the ground.
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or LP through HP).
  ES / EX    -  Especial (Enhanced Special) / Extra Special
  s. / c.    -  Standing / Crouching
  j.         -  Jumping
  C / N      -  move is cancelable / not cancelable
  C1 / C2    -  move is cancelable on the first or second hit only
  :2 / :#    -  move hits two times / move hits # of times *

 *  So, for example, C1:2 means that this move hits twice, but is only
    cancelable on the first hit.


 ------------------------------------------------------------------------
 BASIC MOVESLIST
 ------------------------------------------------------------------------

 Standing Block         Hold b when attacked
 Crouching Block        Hold db when attacked
 Mid-Air Block          Hold b / db when attacked while in mid-air
 Guard Reversal         Input a special move during while blocking
 Dash                   Tap f,f
 Backstep               Tap b,b
 Throw Escape           Press b / f + MP / MK / HP / HK as you're thrown
 Dizzy Recovery         Wiggle controller + buttons rapidly when dizzied
 Hold Recovery          Wiggle controller + buttons rapidly when held
 Get-Up Recovery        When knocked down, press b / f
 Pursuit Attack         Press u + K / KK when opponent is knocked down
 Enhanced Special       Perform a special move with PP / KK, depending

 - When blocking attacks, you take no damage from normal attacks, and
   reduced damage from special moves, ES moves, and EX Specials.  Some
   moves are unblockable, such as throws and holds.
 - Each character has a specific special move they can use as a Guard
   Reversal (see the next section for details).  Guard Reversals can
   only be performed while stand- or crouch-blocking an attack, and
   they cost no power to use (unless you decide to ES them).  Note that
   Anakaris does not have a Guard Reversal, and while Huitzil has one,
   he cannot ES it.
 - The Throw Escape only works against ground command throws (the ones
   done by pressing b / f + MP / HP / MK / HK when close).  If done
   properly, you'll take no damage.  You can't escape air throws or
   special move throws, like the Negative Stolen or Mega Shock.  Although
   Anakaris has no throws, he can still use the Throw Escape command.
 - The Recovery can be used to help you recover from a dizzy or to break
   out of a hold faster.  Just mash the controller directions and
   buttons continuously until you recover.
 - The Pursuit Attack can only be used once an opponent hits the floor;
   if your timing is off, you'll miss.  You can ES the move by using
   two Kick buttons instead of just one, but it'll cost a level of
   power from your Special Stock gauge.
 - Not all special moves can be enhanced.  Be sure to check the character
   movelists below for specific information.  Enhancing a special move
   costs one level of power from your Special Stock gauge.


 ========================================================================
 2.  CHARACTER MOVESLIST
 ========================================================================

 Characters are listed in alphabetical order by their American names.
 The goofy stories in the beginning are from the instruction manual, by
 the way.  Moves are written in this order: ground throws, air throws,
 pursuit attacks, then special moves and command attacks.  At the bottom
 are that person's EX specials.

 After the moves is a list showing what move can be used as a Guard
 Reversal, and what moves can be ES'd.  Beneath that is a hit count for
 the multi-hit moves, and then a list of cancelable attacks.  There are
 also some notes for each character at the end of each section.


 ------------------------------------------------------------------------
 ANAKARIS
 ------------------------------------------------------------------------
 
 Birthplace:     Egypt
 Birthdate:      2664 BC
 Height:         8 feet, 9 inches
 Weight:         18 oz. to 1212 lbs. (variable)
 Cursed:         Hieroglyphic slab
 Basketball:     Covered in bandages with one eye showing

 "Anakaris was once the greatest warrior Pharaoh, and now, nearly 5,000
 years later, he intends to prove that he is still the greatest warrior
 in existence."

 Imashime no Bohi               Press u + K when your enemy is down

 Cobra Blow                     b,f + P
 Miira Drop                     qcf + P
 Ouke no Sabaki                 In air, qcf + P
 Hitsugi no Mai                 Press the same strength P + K
 Kotodama Gaeshi (Suu)          qcb + K  (air)
 Kotodama Gaeshi (Haku)         qcf + K anytime after Suu
 Suichoku Fuyuu                 Press u, then move b / f / d
 Naname Fuyuu                   Press ub / uf
 Nidan Jump                     Press ub~uf twice during Naname Fuyuu
 Seinaru Bohi                   d + K during Naname Fuyuu / Nidan Jump
 Ooinaru Bohi                   df + K during Naname Fuyuu / Nidan Jump
 Seija no Ayumi                 b / f + MK
 Tenchuu                        b / f + HK
 (reverse warp)                 Tap b,b when against a wall

 Naraku no Ana                  hcf + KK
 Pharaoh Magic                  MK,LP,d,LK,MP
 Pharaoh Split                  LP,LP,f,MK,HK

 GUARD REVERSAL:  None
 ESPECIAL MOVES:  Imashime no Bohi, Cobra Blow, Miira Drop, Ouke no
                  Sabaki, Hitsugi no Mai, Kotodama Gaeshi (Haku)

 Imashime no Bohi       1,1,1 (2)
 Cobra Blow             2,3,3 (6)
 Hitsugi no Mai         1,1,1 (2)
 Haku                   (varies)
 Pharaoh Magic          4

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N       N       N       N  
 Far Standing   C       C       N       N       N       N
 Crouching      C       C1:2    C       C       C       N
 Jumping        N       N       N       N       N       N

 - The Miira Drop is an unblockable throw; the button used determine
   where Anakaris' hands appear.  You can rapidly tap the buttons and
   / or wiggle the controller during a normal or ES version for more
   damage.
 - An opponent hit by the Ouke no Sabaki changes into another form and
   can only walk around, crouch, and jump (they cannot block or attack,
   etc.)  You can hit them for damage, and they will not change back
   until enough time has elapsed (depending on the button strength
   used).
 - The buttons used for the Hitsugi no Mai determine where the coffin
   drops in relation to Anakaris; LP + LK is close to him, while HP
   + HK is furthest away.  In addition, you can hold back or forward
   during a normal Hitsugi no Mai to make the coffin fall slightly
   closer or further away from you.  To do an ES Hitsugi no Mai, you
   have to press four buttons at the same time (i.e. LP + LK + HP + HK
   or MP + MK + HP + HK).  Interestingly enough, you can hold the buttons
   down and Anakaris will repeatedly perform this move; you can even hold
   them while in air and he'll do this move upon landing.  Weird.
 - The Suu can be used to "eat" projectiles instead of getting hit by
   them.  You can eat ES projectiles, too, but not EX ones.  After
   "eating" a projectile, you can "spit" it out an infinite number of
   times until the round ends.  If you ate an air fireball, it can be
   used in air as well.  With the exception of the Anki Hou (see below),
   you can also ES any projectile you want to "spit" back.  Please
   refer to the list below:

     ANKI HOU - Due to the trajectories of the Ankihou, you can only eat
     the MP version, and you have to be in mid-air (unless Hsien-Ko is
     close by and does it as you've already started).  You cannot ES this
     move, and Anakaris will only spit back the same type of projectile
     he ate.  If it was a dizzying item, Anakaris can use it to dizzy his
     opponent, but he can't dizzy them twice in a row like Hsien-Ko can.

     BIG SNOW - Unlike Sasquatch, your Big Snow has a longer range, and
     you can ES it with any two kick buttons, not just LK + MK.

     BLIZZARD SWORD - You can eat the ES version, but you'll still get
     hit by the two remaining snowflakes.  The spit version has a
     shorter range than the normal Blizzard Sword, and when you perform
     the ES version, all three snowflakes come out at once, instead of
     one after another.

     CHAOS FLARE - If you eat a ground Chaos Flare, you can only do it
     while standing, and if you eat an aerial Chaos Flare, you can only
     do it while jumping.

     HANE YAIBA - The spit version has a slightly shorter distance than
     it does normally, and you can't follow it up with the Kaeshi Yaiba
     or anything like that :)  However, a hit opponent is momentarily
     stunned, allowing you to combo off the hit (although it won't
     register if you do a chain combo) and you can still do the ES
     version for the 'suicide effect', if you wish.

     MUKURO FUUJI - Works just like the normal version.  Obviously, you
     can only spit it back while in air.
 
     OUKE NO SABAKI - You can eat the ES version, but you'll still get
     hit by the two remaining 'spirits'.  Spitting this move back is
     pretty pointless as you can already do it normally anyway.
     Obviously, you can only spit it back while in the air.

     POISON BREATH - Works just like the normal version.  After stunning
     someone with this move, it will miss if done again.

     SONIC WAVE - Works just like the normal version.  After stunning
     someone with this move, it will miss if done again.

     SOL SMASHER - If you eat a ground Sol Smasher, you can only do it
     while standing, and if you eat a Kuuchuu Sol Smasher, you can only
     do it while jumping.

     SOUL FIST - If you eat a ground Soul Fist, you can only do it while
     standing, and if you eat a Kuuchuu Soul Fist, you can only do it
     while jumping.
 
 - Any projectile not mentioned here can't be eaten (namely the Plasma
   Beam and Sand Splash).  Remember that in most cases, spit projectiles
   have the same ranges as the normal ones (so a spit HP Sol Smasher
   swings upward, and a spit LP Anki Hou goes low to the ground).  Also,
   you cannot use spit projectiles as Guard Reversals (such as Rikuo's
   Sonic Wave).  They can be done as normal Reversals, though.
 - Anakaris has no throws or Guard Cancel move.
 - The Seija no Ayumi is an overhead attack and must be blocked high.
   You can chain into and out of it, just like a normal kick.
 - The Naraku no Ana is unblockable.
 - During the Pharaoh Split, you can move Anakaris' upper half in any
   direction, and pressing Punch makes you perform Kick attacks.  While
   this is going on, your lower body will be walking along the ground,
   (piloted by your friend Khybit).  If you press any Kick button,
   Khybit will stop the body and make it do a kick attack for you.  You
   cannot use special moves or command attacks (like the Seija no Ayumi)
   during this move.  Khybit can still attack even when your lower half
   is practically off-screen.  Once your upper half is hit or the lower
   half is fully off-screen, the move ends and Anakaris sinks to the
   floor and gets his whole body back.


 ------------------------------------------------------------------------
 BISHAMON
 ------------------------------------------------------------------------

 Birthplace:     Japan
 Birthdate:      1673
 Height:         6 feet, 2 inches
 Weight:         132 lbs.
 Cursed:         Goblin samurai
 Basketball:     Grinning face

 "Bishamon was charged with protecting his land and his people.  To do
 so, he donned a forbidden suit of armor and a cursed sword.  Due to the
 effects of these forbidden items, he has never rested from his duty.
 He has a noble heart, however, and still defends his honor."

 Kesa Nage                      When close, b / f + MP / HP
 Mitama Nuki                    Any dir. but u + MP / HP in air
 Shikabane Nui                  Press u + K when your enemy is down

 Hane Yaiba                     hcf + P
 Kaeshi Yaiba                   b + P after Hane Yaiba hits
 Tsuji Hayate                   qcf + P after Hane Yaiba hits
 Mukuro Fuuji                   In air, u,uf,f + P
 Iai Giri (Joudan)              Charge b,f + P
 Iai Giri (Gedan)               Charge b,f + K
 Kien Zan                       f,d,df + P under specific conditions
 Kirisute Gomen                 When close, rotate 360 + P
 Kareha Chirashi / Haya Gatana  While standing, press f + LP,LP / LK
 Ichimonji Giri / Sotoba Ori    While standing, press f + MP,MP / MK
 Kawara Kudaki / Kaina Otoshi   While standing, press f + HP,HP / HK

 Onikubi Hineri                 hcb + PP / f,d,df + PP
 Kasane (Tsurane?) Giri         hcf + KK

 GUARD REVERSAL:  Kien Zan
 ESPECIAL MOVES:  Shikabane Nui, Hane Yaiba, Mukuro Fuuji, Kien Zan,
                  Iai Giri, Kirisute Gomen

 Shikabane Nui          1,1,1 (5)
 Tsuji Hayate           2,2,2
 Mukuro Fuuji           1,1,1 (2)
 Kien Zan               1,1,1 (2)
 Iai Giri               3,3,3 (9)
 Kasane Giri            5


 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       N:3     N:3     C       C       N  
 Far Standing   C       N:3     N:3     C       C       N
 (f + P / K)    C1:2    C2:2    N:2     C       C       N
 Crouching      C       C       N       C       C       N
 Jumping        C1:2    N:2     N:3     C       N       N

 - After the Kaeshi Yaiba, you can use the Kien Zan, or you can use
   a normal attack, or even let them fall and use a pursuit attack.
 - An opponent hit by the Mukuro Fuuji is stunned momentarily.
 - The Iai Giri (Gedan) must be blocked low.
 - The Kien Zan can only be used in these situations; when Bishamon is
   landing from a jump or backstep, after air-blocking an attack and
   landing, as a reversal
   , as a Guard Reversal attack, or after the
   Kaeshi Yaiba.
 - You can chain the alternate attacks (f + P / K) together, just like
   Bishamon's normal punches and kicks.
 - The Kirisute Gomen is unblockable.
 - The Onikubi Hineri can be performed with hcb + PP or f,d,df + PP--
   the version used makes no difference.  The very edge of the giant
   hand can be blocked, but if the rest of the hand touches your
   opponent, this move becomes unblockable and the hand starts
   squeezing.  You can shake the joystick and tap the buttons while the
   hand is squeezing for added damage.


 ------------------------------------------------------------------------
 DEMITRI MAXIMOV
 ------------------------------------------------------------------------

 Birthplace:     Romania
 Birthdate:      1483
 Height:         6 feet, 5 inches
 Weight:         223 lbs.
 Cursed:         Vampire bat
 Basketball:     Eyes peering out from cape

 "Demitri has called together the DarkStalkers to prove he is still
 lord of the night.  Even after 500 years, his fighting skills have not
 dulled, and he is up to any new challenge."

 Bat Dive                       When close, b / f + MP / HP
 Demon Fly                      Any dir. but u + MP / HP in air
 Hell Ride                      Press u + K when your enemy is down

 Chaos Flare                    qcf + P  (air)
 Bat Spin                       qcb + K  (air)
 Demon Cradle                   f,d,df + P  (can be done from b,b / f,f)
 Negative Stolen                When close, rotate 360 + MP / HP

 Midnight Pleasure              d,f,df + PP
 Demon Billion                  d,f,df + KK

 GUARD REVERSAL:  Demon Cradle
 ESPECIAL MOVES:  Hell Ride, Chaos Flare, Bat Spin, Demon Cradle

 Hell Ride              1,1,1 (6)
 Chaos Flare            1,1,1 (3)
 Bat Spin               3,3,3 (10)
 Demon Cradle           1,1,1 (7)
 Midnight Pleasure      4
 Demon Billion          31

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       C       C       C       N  
 Far Standing   C       N       N       C       N       N
 Crouching      C       C       N       C       C       N
 Jumping        C       C       N       C       C       N

 - Demitri does not bounce back after an ES Bat Spin, allowing you to
   follow it with an attack upon landing.
 - You can also perform the Demon Cradle during a backstep or dash, in
   which case it will come out at a diagonal angle.
 - The Negative Stolen and Midnight Pleasure are unblockable.


 ------------------------------------------------------------------------
 DONOVAN BAINE
 ------------------------------------------------------------------------

 Birthplace:     ???
 Birthdate:      ???
 Height:         6 feet, 4 inches
 Weight:         216 lbs.
 Cursed:         Boy with Kilshred
 Basketball:     Bunch of prayer beads

 "An enigmatic man with a mysterious background (one that he never talks
 about), Donovan travels the world searching for and battling against
 the forces of darkness.  Some have speculated that his family was
 destroyed by one or more of the DarkStalkers, while others believe that
 he may be descended from one of them.  Whatever the reason, he is a 
 cold, efficient fighting machine.

 "Although he normally travels alone, he has become the protector of a
 young girl who has been living in a state of near shock since the
 destruction of her family at the hands of the DarkStalkers.  He feels
 that this emotionless child may hold the key to his destiny.  She has
 the power to detect the DarkStalkers, and now leads the Dark Hunter to
 them, wherever they are."

 (ground throw)                 When close, b / f + MP / HP
 (mid-air throw)                Any dir. but u + MP / HP in air
 (pursuit attack)               Press u + K when your enemy is down

 Blizzard Sword                 hcf + P
 Ifrit Sword                    f,d,df + P
 Lightning Sword                b,d,db + P, tap P rapidly
 Sword Grapple                  When close, hcb + P
 Killshred - Katana Hanasu      Press the same strength P + K
 Killshred - Katana Modosu      After Hanasu, same strength P + K  (air)
 (killshred surf)               In air, d + LK / MK
 (killshred dive)               In air, d + HK
 (hop kick)                     f + HK

 Press of Death                 hcf + K
 Change Immortal                MP,LP,b,LK,MK  (can direct d / u)

 GUARD REVERSAL:  Ifrit Sword
 ESPECIAL MOVES:  (pursuit attack), Ifrit Sword, Lightning Sword,
                  Blizzard Sword, Killshred - Katana Hanasu 

 (pursuit attack)       1 (2)
 Blizzard Sword         1,1,1 (3)
 Ifrit Sword            1,1,1 (6)
 Lightning Sword        3-5,5-9,7-11 (9-13)
 Katana Hanasu          1,2,3 (6)  (hits added together)
 Press of Death         2,2,2

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       N       N       C       C       N  
 Far Standing   C       N       N       C       C       N
 Crouching      C       C       N       C       C       N
 Jumping        N       N       N       N       N       N

 * Without Killshred, Donovan's standing MP becomes cancelable (whether
   he's close by or far away).

 - The Sword Grapple is unblockable.
 - When the Katana Hanasu is used, Donovan sticks Killshred into the
   ground (the button strength used determines the number of hits
   Killshred will do when called back with Katana Modosu).  Without
   Killshred, his punch attacks change, and the only moves left
   available to him are his throws, pursuit, hop kick, and either EX
   Special.  An alternate way to do the Hanasu is to press and hold the
   same strength P + K, and then release them after a moment to activate
   the Katana Modosu.
 - To get Killshred back, perform the Katana Modosu.  Killshred will
   come flying out of the ground, cutting through enemies in the
   process, and fly over to Donovan.  How far away he flies before
   returning to Donovan depends on the buttons used for the Modosu
   (LP + LK is quickest return time, HP + HK is the longest).  You can
   perform the Modosu in air as well.
 - The Hop Kick can be chained into, just like normal punches and kicks.
 - The button used during the Press of Death determines the location of
   the spirit's foot.  LK is closest to you, HK is furthest away.
 - The Change Immortal homes in on an opponent, but you can also make
   Donovan fly up or down if you wish.


 ------------------------------------------------------------------------
 FELICIA
 ------------------------------------------------------------------------

 Birthplace:     Las Vegas, California, USA
 Birthdate:      1967
 Height:         5 feet, 6 inches
 Weight:         128 lbs.
 Cursed:         Blue-haired kitten
 Basketball:     Little body, big head

 "Felicia is an exotic battle dancer.  The youngest of the DarkStalkers, 
 she intends to prove her strength to all."

 Panic Nail                     When close, b / f + MP / HP
 Tumble Cat                     When close, b / f + MK / HK
 Flip Cat                       Any dir. but u + MP / HP in air
 Romper Cat                     Press u + K when your enemy is down

 Rolling Buckler                qcf + P, then press P
 Rolling Scratch                qcb + P, then tap P rapidly
 Sand Splash                    qcf + K
 Delta Kick                     b,d,db + K
 Hell Cat                       When close, hcb + MK / HK
 Sankaku Tobi                   Leap ub against a wall, press uf~df

 Dancing Flash                  f,d,df + PP
 Please Help Me                 hcf + KK

 GUARD REVERSAL:  Sand Splash
 ESPECIAL MOVES:  Romper Cat, Sand Splash, Rolling Buckler, Rolling
                  Scratch, Delta Kick, Hell Cat (must use MK + HK)

 Romper Cat             1,1,1 (8)
 Rolling Buckler        1,1,1 / 1,1,1 (1,1,1 / 3,3,3)
 Rolling Scratch        1,1,1 / 2-4   (4,4,4 / 2-4)
 Sand Splash            1,1,1 (5,5,5)
 Delta Kick             3,3,3 (7,7,7)
 Dancing Flash          11
 Please Help Me         34

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N:2     C       C       N  
 Far Standing   C       C       N:3     C       C       N:2
 Crouching      C       C1:2    N       C       C       N
 Jumping        N       N:2     N       N       N       N

 - You can only add hits to the Rolling Scratch if Felicia hits her
   opponent while high in the air.  If close to the ground, the move
   simply ends.
 - The CPU version of Felicia sometimes does an attack where she
   triangle jumps off the wall and scratches you multiple times a la
   the Rolling Scratch, but I can't figure out how it's done.


 ------------------------------------------------------------------------
 HSIEN-KO                                              (LEI-LEI in Japan)
 ------------------------------------------------------------------------

 Birthplace:     China
 Birthdate:      1730
 Height:         6 feet
 Weight:         95 lbs.
 Cursed:         Panda with soccer ball
 Basketball:     Giant head

 "Lei-Lei and her sister were born in the 1700s, during one of China's
 more turbulent periods.  While they were still young girls, their
 mother was killed by one of the DarkStalkers (probably Demitri).
 Not knowing of the evil that had taken their mother, the girls set
 off to find out what had happened only to fall themselves to the
 forces of darkness.  As they breathed their last breath, they each
 made a vow; one to free (or avenge) the spirit of their mother; the
 other to avenge themselves against the powers of the night by
 destroying the DarkStalkers.

 "Their spirits joined into one body after their death and they became
 the ghost Hsien-Ko.  Although they have yet to realize it, they are
 rapidly becoming what they swore to destroy!  They now race against
 time to complete their tasks before their humanity drains away
 completely."
 
 Hourei                         When close, b / f + MP / HP
 Houten                         Any dir. but u + MP / HP in air
 Zanpa                          Press u + K when your enemy is down

 Anki Hou                       qcf + P
 Henkyou Ki                     qcb + P  (air)
 Senpuu Bu                      f,d,df + P, tap P rapidly  (air)
 Houten Geki                    When close, hcb + P
 Kuuchuu Dash                   In air, tap b,b / f,f
 Rantetsu                       f + MP
 Edoga                          f + HP

 Jirei Tou                      hcf + KK
 Tenrai Ha                      LK,HK,MP,MP,u
      
 GUARD REVERSAL:  Henkyou Ki
 ESPECIAL MOVES:  Zanpa, Anki Hou, Henkyou Ki, Senpuu Bu

 Zanpa                  4 (8)
 Anki Hou               1,1,1 (1,1,1)
 Henkyou Ki             1,1,1 (3)
 Senpuu Bu (ground)     10,8,6 (17)   (hits added together)
 Senpuu Bu (air)        11,10,5 (17)  (hits added together)
 Jirei Tou              5
 Tenrai Ha              9

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N       C       N       N  
 Far Standing   C       C       N:3     C       N       N
 Crouching      C       N       N       C       C       N
 Jumping        C       N       N:3     N       N       N

 - The items thrown during the Anki Hou do not come out randomly; there
   is a definite order, and after each cycle, there is a random chance
   of it either repeating, or having a rare item appear:

    LP:  Hatchet, Boomerang, Shuriken, Sword
    MP:  Hatchet, Boomerang, Shuriken, Mallet, Sword, Boulder
    HP:  Hatchet, Boomerang, Shuriken, Mallet, Sword, Boulder

 - The order of items remains the same no matter what version you use:

    After a MP / HP Mallet, using LP results in a Sword.
    After a MP / HP Sword, using LP results in a Hatchet or rare item.
    After a MP / HP Boulder, using LP results in a Hatchet or rare item.
    After a LP Sword, using MP or HP results in a Boulder.

 - You can see how this works, since after the Mallet comes the Sword,
   and the Sword is followed by the Boulder.  The LP Sword and MP / HP
   Boulder are the end of the cycle (allowing for possible rare items).  
 - After throwing the Sword in the LP version, there is the possibility
   that instead of cycling back to the Hatchet, you may throw a Claw
   or Bracelet instead.  After throwing the Boulder in the MP or HP
   version, there is the possibility that the next item thrown will be
   a Claw, Bracelet, Bonsai, Star, or Barrel.  In all cases, after
   throwing the rare item, your next toss will be the Hatchet.
 - All items thrown do the same damage.  However, the Mallet, Boulder,
   Bonsai, Star, and Barrel will also dizzy an opponent.  If you hit
   someone with a dizzying item twice, they will get re-dizzied (i.e.,
   a Boulder, then a Bonsai).  I'm not sure if the Akuma statue dizzies
   or does more damage, but I'd assume that it does, considering how
   rare it is.    
 - If you select Hsien-Ko by holding X+B (that's LP + MK by default) or
   with Start, then it's possible to throw a Yashichi or an Akuma
   statuette as your random item, for any strength Anki Hou.  Neither
   item dizzies, and they both hit for normal damage.
 - The MP version of the Anki Hou cannot hit an opponent from far away
   unless they're in the air, but Anakaris and Victor can still be hit
   while standing if they're at the end of the screen.
 - The Henkyou Ki can be used to stop projectiles.  Some projectiles
   will be reflected back horizontally (Chaos Flare, Sol Smasher, Sonic
   Wave, and Soul Fist), while others fly downward when reflected (Anki
   Hou, Blizzard Sword, Might Launcher).  Both of Bishamon's projectiles
   (Hane Yaiba, Mukuro Fuuji) will simply fly back to him when reflected
   (he takes no damage), and Anakaris' Ouke no Sabaki merely dissapates.
 - Also, while you can reflect the ES versions of these moves, there are
   some projectiles you cannot reflect ES or not (Plasma Beam, Poison
   Breath, any EX Special).
 - During the Senpuu Bu, you can press any Kick to cancel the attack
   and make Hsien-Ko drop to the ground.  This move will also end
   prematurely if Hsien-Ko swings into a wall or drags too close to
   the ground.  You can cancel the mid-air version by tapping forward,
   pressing K to cancel, then tapping f again.  Hsien-Ko will instantly
   go into the dash.  The first time I tried this, I got it to work,
   but as it turns out, the timing is really hard.  If she can backdash
   after the Senpuu Bu, I haven't gotten that to work, either.
 - The Houten Geki is unblockable.
 - Unless you're in air or are crouch-blocking when Hsien-Ko uses the
   Tenrai Ha, you'll be knocked to the ground.  Because an opponent on
   the ground can be hit by the spiked iron balls, it makes it very
   easy for you to connect with a pursuit attack upon recovering, as
   they will still be taking hits if any of the balls fell on them.
 - The neat thing about the Tenrai Ha is that you can enter the command
   fairly slowly, and it will still come out.  This means you can press
   HK immediately after LK, and the LK and MP hits will combo just before
   the Tenrai Ha comes out, or you can wait for the HK to come out and
   combo with the LK, then press MP,MP,u and it will combo off of the HK.
   The weird thing is that you can't do s. LK, c. HK, MP,MP,u, but you
   can do c. LK, c. HK, MP,MP,u.  You can even hold f while doing the
   Tenrai Ha so that the Rantetsu comes out, then press u to complete
   the command.


 ------------------------------------------------------------------------
 HUITZIL                                                (PHOBOS in Japan)
 ------------------------------------------------------------------------

 Birthplace:     Mexico
 Birthdate:      520 AD
 Height:         7 feet, 3 inches
 Weight:         2.27 tons
 Cursed:         Miniature doll
 Basketball:     Miniature doll

 "Constructed to be the ultimate guardian, Huitzil has been programmed
 by the ancient Mayan people to protect Central America from great evil,
 and from any other outside threat."

 (ground throw)                 When close, b / f + MP / HP
 (mid-air throw)                Any dir. but u + MP / HP in air
 (pursuit attack)               Press u + K when your enemy is down

 Plasma Beam                    qcf + P
 Might Launcher                 qcf + K
 Genocide Vulcan                b,d,db + P
 Reflect Wall                   f,d,df + P  (Guard Reversal only)
 Circuit Scrapper               When close, hcb + MP / HP
 Kuuchuu Dash                   In air, tap b,b / f,f
 (hover jump)                   Press ub~uf, then press db~df to land
 (crawl back / forward)         Press and hold db / df

 Confusioner                    f,d,df + KK
 Final Guardian                 hcb + KK

 GUARD REVERSAL:  Reflect Wall
 ESPECIAL MOVES:  (pursuit attack), Plasma Beam, Might Launcher,
                  Genocide Vulcan, Circuit Scrapper (must use MP + HP)

 (pursuit attack)       1,1,1 (5)
 Might Launcher         1,1,1 (3)
 Genocide Vulcan        14,14,14 (26)
 Final Guardian         3

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C1:2    C1:2    N       C       N:3     N  
 Far Standing   C1:2    N       N       C       N       N
 Crouching      C       N       N:2     C       C       N:2
 Jumping        N       N       N       N       N       N

 - When you use the Plasma Beam, LP fires close to the ground, MP is
   a standing version that can be ducked under, and HP goes straight up.
 - The Circuit Scrapper is unblockable.
 - An opponent hit by the Confusioner is knocked up into the air.  They
   can still perform normal punches and kicks, but cannot use special
   moves or EX moves, and cannot block or otherwise move.  They are
   trapped and vulnerable to attack until the Confusioner wears off.


 ------------------------------------------------------------------------
 JON TALBAIN                                            (GALLON in Japan)
 ------------------------------------------------------------------------

 Birthplace:     England
 Birthdate:      1940
 Height:         6 feet, 1 inch
 Weight:         154 lbs.
 Cursed:         Angry daschund
 Basketball:     Big wolf face with belt

 "Jon inherited the family curse of lycanthropy early in his life.  At
 first he sought an escape from his curse but now has come to accept
 what he is."

 Rapid Crunch                   When close, b / f + MP / HP
 Canyon Rounder                 When close, b / f + MK / HK
 Canyon Flyer                   Any dir. but u + MP / HP in air
 Strike Wolf                    Press u + K when your enemy is down

 Beast Cannon (Taichi)          qcf + P
 Beast Cannon (Kuuchuu)         In air, uf,f,df + P
 Beast Cannon (Taikuu)          f,d,df + P
 Million Flicker                b,d,db + P
 Climb Razor                    d,u + K
 Wild Circular                  When close, hcb + MK / HK

 Dragon Cannon                  hcb + PP
 Mirage Body                    hcf + KK

 GUARD REVERSAL:  Beast Cannon (Taikuu)
 ESPECIAL MOVES:  Strike Wolf, Beast Cannon (any version), Million
                  Flicker, Climb Razor, Wild Circular (must use MK + HK)

 Strike Wolf            1,1,1 (2)
 Beast Cannon           1,1,1 (can hit more than once)
 Million Flicker        4 (4)
 Climb Razor            1 (3)
 Dragon Cannon          3

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N       C       C       N
 Far Standing   C       C1:2    N:2     C       C       N:3
 Crouching      C       N       N       C       C       N
 Jumping        C       C       N       C       C       N

 - It's possible to juggle off of the Taichi or Kuuchuu Beast Cannon,
   but you need to do them from as far away as possible so that Jon
   recovers just after hitting.  If done correctly, Jon lands right
   after knocking his opponent into the air, and you can follow with
   any attack that you wish (although if you attempt to follow with
   the Climb Razor, you'll get a pursuit attempt (Strike Wolf) instead.
 - You can redirect any of the three Beast Cannon moves by pressing in
   any direction + P before the initial flight ends (unless you're doing
   the Taichi version, in which case you can redirect it in any
   direction but db~df).  During an ES Beast Cannon, you can redirect
   your flight up to four times.
 - The Wild Circular is unblockable.
 - During the Mirage Body, Jon is followed by afterimages of himself.
   Any normal Punch or Kick attack that he performs will hit three
   times (six times for double-hits and nine times for his far
   standing HK).


 ------------------------------------------------------------------------
 LORD RAPTOR                                      (ZABEL ZAROCK in Japan)
 ------------------------------------------------------------------------

 Birthplace:     Australia
 Birthdate:      1889
 Height:         5 feet, 10 inches
 Weight:         86 lbs.
 Cursed:         Guitar
 Basketball:     Le Malta (Raptor's one-eyed friend)

 "Lord Raptor is an aristocrat who believes he should bear the title of
 'Lord of the Night.'  Although born during the Victorian age, he finds
 modern speed metal music more to his liking."

 Murder Beat                    When close, b / f + MP / HP
 Deadly Catapult                When close, b / f + MK / HK
 Air Catastrophe                Any dir. but u + MP / HP in air
 Skull Javelin                  Press u + K when your enemy is down

 Death Hurricane                qcb + K  (air)
 Skull Sting                    d,u + K  (air)
 Hell's Gate                    hcf + K
 Skull Punish                   When close, hcb + MP / HP
 Mad Pick / Hell Edge           While standing, press f + LP / LK
 Mad Cutter / Hell Shout        While standing, press f + MP / MK
 Toxic Bone / Hell Chainsaw     While standing, press f + HP / HK
 Mad Dagger / Mad Bullova       In air, db~df + LP / MP
 Mad Trident / Loudness Screw   In air, db~df + HP / K
 Kuuchuu Dash                   In air, tap b,b / f,f
 (crawl back / forward)         Press and hold db / df

 Death Voltage                  hcb + KK  (air)
 Evil Scream                    f,b + PP
 Hell Dunk                      f,d,df + PP

 GUARD REVERSAL:  Death Hurricane
 ESPECIAL MOVES:  Skull Javelin, Death Hurricane, Skull Sting, Skull
                  Punish (must use MP + HP)

 Skull Javelin          3,3,3 (6)
 Death Hurricane        1,1,1 (3)
 Skull Sting            4,4,4 (8)
 Skull Punish           1,1,1 (1)

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N:2     C       N       N:2
 Far Standing   C       C       N:2     C       N       N:2
 Crouching      C       C       N       C       C       N
 Jumping        C       C       N       C       C       N:3
 (f + P / K)    C       C       N:3     N       N       N
 (df in air)    C       C       N       N       N       N
 
 - The Death Hurricane can only be used as a Guard Cancel from a standing
   or crouching block (not from a mid-air block, even though it can be
   used in air normally).
 - The button used for the Skull Sting determines how far forward Lord
   Raptor leaps.  However, when performed in air, he only goes forward
   a short distance.
 - The Hell's Gate is a teleport move.  LK puts you in the far right,
   MK in the middle, and HK on the far right.  This still applies even
   if you're on the right side of the screen.
 - The Skull Punish and Hell Dunk are unblockable.  The Hell Dunk can
   home in on an opponent's location, but they can still dash / jump
   out of the way if they're quick.
 - You can chain the alternate attacks (f + P / K) together, just like
   Raptor's normal punches and kicks.


 ------------------------------------------------------------------------
 MORRIGAN AENSLAND
 ------------------------------------------------------------------------

 Birthplace:     Scotland
 Birthdate:      1678
 Height:         5 feet, 7 inches
 Weight:         128 lbs.
 Cursed:         Vampire bat
 Basketball:     Little head, big body

 "Morrigan takes her last name from an ancient queen of Scotland.  She is
 known as a temptress, and a mistress of the night.  She wishes to become
 'Queen of the Night.'"
 
 Moon Tracer                    When close, b / f + MP / HP
 Breast Anguish                 When close, b / f + MK / HK
 Sexual Embrace                 Any dir. but u + MP / HP in air
 Shell Pierce                   Press u + K when your enemy is down

 Soul Fist                      qcf + P
 Kuuchuu Soul Fist              In air, u,uf,f + P
 Shadow Blade                   f,d,df + P
 Vector Drain                   When close, hcb + MP / HP
 Shell Kick                     In air, d + K
 Vertical Dash                  Hold LK and tap b,b / f,f

 Valkyrie Turn                  hcb + K, then press P / K  (air)
 Darkness Illusion              LP,LP,f,LK,HP  (air)
 Astral Vision                  LP,LP,f,MP,HP  (air)

 GUARD REVERSAL:  Shadow Blade
 ESPECIAL MOVES:  Soul Fist, Kuuchuu Soul Fist, Shadow Blade, Vector
                  Drain (must use MP + HP)

 Shell Pierce           4,4,4 (8)
 Soul Fist              1,1,1 (3)
 Shadow Blade           1,1,1 (7)
 Shell Kick             3
 Darkness Illusion      14 (ground)
 Darkness Illusion      11 (mid-air)
 Valkyrie Turn          13,22,13

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       C       C       C       N:4
 Far Standing   C       C       N       C       C       N  
 Crouching      C1:2    C       N       C       C       N
 Jumping        C       C       N       C       C       N

 - The Vector Drain is unblockable.
 - You cannot use the Shell Kick during a normal or vertical dash,
   although you can use any other mid-air move.
 - Morrigan is invincible during the Valkyrie Turn, but only until you
   press P or K.  The strength of the inital Kick used determines the
   angle of Morrigan's re-entry (LK is lowest, HK is highest).  If you
   don't press P or K after inputting hcb + K, Morrigan will not attack
   and will simply land back on-screen.
 - The mid-air version of the Darkness Illusion does less damage than
   if it connects on the ground.
 - During the Astral Vision, a duplicate of Morrigan appears opposite
   her and does everything that she does.  She disappears when Morrigan
   is hit, if Morrigan performs the Darkness Illusion, or after enough
   time has passed.
 - Not only is it possible to combo an opponent after an LK Valkyrie
   Turn, but you can do this during the Astral Vision for even more
   hits.


 ------------------------------------------------------------------------
 PYRON
 ------------------------------------------------------------------------

 Birthplace:     Planet Hellstorm
 Birthdate:      1991
 Height:         ???
 Weight:         ???
 Cursed:         Floating fireball
 Basketball:     Angry ball of flame

 "Pyron is the supreme overlord of his world.  He is a being composed of
 almost pure energy that can take solid form.  Being a totally unnatural
 creature, he feels that he should be the lord of the DarkStalkers."

 (ground throw)                 When close, b / f + MP / HP
 (mid-air throw)                Any dir. but u + MP / HP in air
 (pursuit attack)               Press u + K when your enemy is down

 Sol Smasher                    qcf + P
 Kuuchuu Sol Smasher            In air, u,uf,f + P
 Orbiter Blaze                  In air, qcb + K
 Zodiac Fire                    f,d,df + P
 Galaxy Trip                    b,d,db + P / K  (air)
 Planet Burning                 When close, hcb + MP / HP
 (rushing punches)              While standing, f + P
 (diving punches)               In air, db~df + P

 Cosmo Disruption (Close)       hcf + PP  (hold and release PP)
 Cosmo Disruption (Far)         hcf + KK  (hold and release KK)
                                        
 GUARD REVERSAL:  Zodiac Fire
 ESPECIAL MOVES:  (pursuit attack), Sol Smasher, Kuuchuu Sol Smasher,
                  Orbiter Blaze, Zodiac Fire, Planet Burning (must use
                  MP + HP)

 (pursuit attack)       3,3,3 (6)
 Sol Smasher            1,1,1 (3)
 Orbiter Blaze          1,1,1 (5)
 Zodiac Fire            1,1,1 (4)
 Cosmo Disruption       5,5,5

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N:2     C       N       N  
 Far Standing   C       C       N:2     C       N       N
 Crouching      C       C       N       C       C       N
 Jumping        C       C       N       C       C       N
 (df in air)    C       C       N       --      --      --

 - Pyron's standing MK is an overhead attack that must be blocked high.
 - The rushing punches (f + P) can be chained into themselves or other
   Punches or Kicks, just like normal chain combos.  However, they
   cannot be canceled into special moves.
 - The Galaxy Trip can be used repeatedly to continuously warp around
   the screen.  The button used determines where you appear (there are
   six possible destinations).  This applies no matter what side of the
   screen you're on.  What's more, it can be canceled into a special
   move or EX at anytime (even a Orbiter Blaze or Planet Burning is
   possible).
 - The Planet Burning is unblockable.
 - The Cosmo Disruption has a variety of features.  First off, using
   PP makes the constellations appear close to Pyron, while KK makes
   them appear further away.  Second, how long you hold PP or KK
   determines what constellation will appear:

     Press or briefly hold:       Casseiopeia  (W-shaped)
     Hold for one second:         Orion        (H-shaped)
     Hold for 2 sec./until end:   Big Dipper   (dipper-shaped) ^_^;

   The Big Dipper has the longest horizontal range, while Orion has
   the longest vertical range.  The default constellation (Casseiopea),
   fills up a good deal of the screen--it's a little wider than Orion
   but not as tall.
 

 ------------------------------------------------------------------------
 RIKUO                                                 (AULBATH in Japan)
 ------------------------------------------------------------------------
 
 Birthplace:     Brazil
 Birthdate:      1953
 Height:         6 feet
 Weight:         137 lbs.
 Cursed:         Japanese salamander
 Basketball:     Tiny frog

 "Believed to be the last of his aquatic race, Rikuo searches the world
 for news of others of his kind."
 
 Land Fisher                    When close, b / f + MP / HP, then...
 Land Fisher x2                 ...press b just as opponent is slammed
 Cataract Cry                   Any dir. but u + MP / HP in air
 Riverside Drop                 Press u + K when your enemy is down

 Sonic Wave                     qcf + P
 Poison Breath                  qcf + K
 Screw Jet                      b,f + P
 Crystal Lancer                 When close, hcb + MP / HP
 Sky Neptune                    When close, hcb + MK / HK
 Spinning Current               Press HP during a continuous dash
 Trick Fish                     b,b + K / press K during a backstep
 Trick Fish                     Hold K, backstep, release K
 Killer Vortex                  In air, press HK

 Aqua Spread                    f,df,d + PP / KK
 Water Jail                     f,d,df + PP
 Sea Rage                       hcf + PP
 Direct Scissors                d,d + PP

 GUARD REVERSAL:  Sonic Wave
 ESPECIAL MOVES:  Riverside Drop, Sonic Wave, Poison Breath, Screw Jet,
                  Trick Fish, Crystal Lancer (must use MP + HP), Sky
                  Neptune (must use MK + HK)

 Riverside Drop         1,1,1 (3)
 Screw Jet              4,3,3 (8)
 Trick Fish             1,1,1 (3)
 Crystal Lancer         1 (1)
 Sky Neptune            1 (1)
 Spinning Current       3
 Sea Rage               8

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C1:2    N       C       C       N  
 Far Standing   C       C1:2    N       C       C       N
 Crouching      C       C1:2    N:2     C       N:2     N
 Jumping        N       N       N       N       N       N

 - Rikuo can backstep indefinitely by holding back, but his dash ends
   the moment you let go of the controller.  Therefore, you have to
   keep holding forward in order to get a continuous dash.
 - The timing on the Land Fisher x2 is tricky.  You need to press in
   the opposite direction just as your opponent hits the ground.
 - Both the Sonic Wave and Poison Breath stun an opponent and allow you
   to attack them for free.  Note that an enemy stunned by the Sonic
   Wave or Posion Breath will become invincible to either move until
   they recover.  An opponent hit by a Sonic Wave in mid-air will also
   float upwards a bit.
 - The Crystal Lancer, Sky Neptune, and Water Jail are unblockable.
 - You can delay the "geyser" effect of the PP Aqua Spread by holding
   PP for a while.  The KK version cannot be delayed but will home in
   on an opponent's position.
 - The Water Jail cannot kill an enemy--it will only reduce them to one
   point of life remaining.  The Jail breaks after a few moments, or
   if Rikuo is injured.
 - If Rikuo is hit out of the start of the Sea Rage, the move will be
   performed but won't hit anybody.
 - You can't use the Direct Scissors unless you pick Rikuo with HK
   (the C button by default), or the Start button.  Although it looks
   like a low attack, this move must in fact be blocked high.


 ------------------------------------------------------------------------
 SASQUATCH
 ------------------------------------------------------------------------

 Birthplace:     British Columbia, Canada
 Birthdate:      1903
 Height:         5 feet, 5 inches
 Weight:         397 lbs.
 Cursed:         Snowman
 Basketball:     Smiling face

 "Leader of an ancient race of snow people, Sasquatch has decided to
 make the outside world aware of his people."
 
 Big Bomb                       When close, b / f + MP / HP
 Big Air                        Any dir. but u + MP / HP in air
 Big Wheel                      Press u + K when your enemy is down

 Big Snow                       qcf + P
 Big Towers                     d,d + P
 Big Cyclone                    qcb + K  (air)
 Big Typhoon                    f,d,df + K
 Big Brunch                     When close, hcb + MP / HP
 Big Swing                      When close, rotate 360 + MK / HK

 Big Freezer                    hcf + PP
 Big (Eisbahn?) Ice Burn        hcf + KK

 GUARD REVERSAL:  Big Typhoon
 ESPECIAL MOVES:  Big Wheel, Big Snow (must use LP + MP), Big Towers,
                  Big Cyclone, Big Typhoon, Big Brunch, (must use
                  MP + HP), Big Swing (must use MK + HK).

 Big Wheel              1,1,1 (2)
 Big Snow               1,1,1 (3)
 Big Cyclone            1,1,1 (2)
 Big Typhoon            4,4,4 (1)

 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       C       N       C       N       N  
 Far Standing   C       C       N       C       N       N
 Crouching      C       C       N       C       C       N
 Jumping        C       C       N       C       C       N:2

 * Sasquatch's crouching HP can hit twice, but only if blocked.

 - Another way to perform the Big Cyclone is to input it as qcb,ub + K,
   which makes Sasquatch fly high up into the air and back, qcb,uf + K,
   which does the same thing but makes him fly forward, and qcb,ub,u + K,
   which makes him fly straight up.
 - An opponent hit by the Big Brunch is encased in ice momentarily and
   is vulnerable to attack (you can't Big Brunch them again, but you can
   use the Big Swing if you want to).
 - The Big Ice Burn is unblockable.


 ------------------------------------------------------------------------
 VICTOR VON GELDENHEIM
 ------------------------------------------------------------------------
 
 Birthplace:     Germany
 Birthdate:      1830
 Height:         8 feet, 1 inch
 Weight:         507 lbs.
 Cursed:         Miniature Frankenstein
 Basketball:     Mechanical face

 "Victor is the creation of the mad doctor von Geldenheim.  While his
 creator is long gone, Victor still struggles to find his place in the
 world."

 Jaw Slugger                    When close, b / f + MP / HP, then...
 Graviton Knuckle               ...d,u + P before Jaw Slugger begins
 Mega Strangle                  When close, b / f + MK / HK
 Mega Throw                     Any dir. but u + MP / HP in air
 (pursuit attack)               Press u + K when your enemy is down

 Gyro Crush                     qcb + P
 Giga Burn                      qcb + K
 Giga Hammer                    Charge b,f + P
 Giga Buster                    Charge b,f + K
 Mega Shock                     When close, qcf + MK / HK
 Mega Spike                     When close, rotate 360 + MP / HP
 Dengeki Touki                  Press and hold MP / MK / HP / HK
 Double Meteor Knuckle          Jump ub / uf, press HP

 Thunder Break                  Charge d,u + PP
 Great Geldenheim               hcf + KK  (dash with f,f / grab with P)

 GUARD REVERSAL:  Giga Burn
 ESPECIAL MOVES:  (pursuit attack), Gyro Crush, Giga Burn, Giga Hammer,
                  Giga Buster

 (pursuit attack)       1,1,1 (3)
 Gyro Crush             1,2,3 (4)
 Giga Burn              1,1,1 (3)
 Giga Hammer            1,1,1 (3)
 Giga Buster            1,1,1 (3)


 CANCELABLES    LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------------------
 Standing       C       N       N       C       N       N  
 Far Standing   C       N       N       C       N       N
 Crouching      C       N       N       C       N       N
 Jumping        C       N       N       C       N       N 

 - Victor can backstep, but cannot dash unless you use the Great
   Geldenheim.
 - The Graviton Knuckle must be performed after Victor has grabbed his
   opponent but before he starts chin-bashing them.
 - The Mega Spike is unblockable.
 - You can perform the Dengeki Touki while standing or crouching.  This
   move actually does less damage than your normal punches and kicks,
   but it can negate normal and ES projectiles, as can the Gyro Crush,
   Giga Hammer and ES Giga Buster).  However, none of these attacks
   work against Anakaris' Ouke no Sabaki or Huitzil's Plasma Beam.
 - During the Great Geldenheim, Victor can dash forward like everyone
   else (tap f,f).  In addition, his standing punches change into
   unblockable grab attempts unless you hold back or forward when
   you press a Punch button (you can still use the Dengeki Touki, too).
   If he's able to grab an opponent, he'll spin around and then throw
   them aside.  You can keep doing it until the effect of the Great
   Geldenheim wears off.


 ========================================================================
 3.  SECRETS AND TRICKS
 ========================================================================

 ------------------------------------------------------------------------
 SPECIAL CODES
 ------------------------------------------------------------------------

 All of these codes can be done seperately, although if you do the
 "Enable the Debug Mode" sequence below, you'll end up putting these
 codes in anyway.  They are as follows:

   APPENDIX CODE                      [ Configuration: B, X, down, A, Y ]
   ----------------------------------------------------------------------
   Go into "Option Mode", highlight "Configuration", and enter the
   following code: B, X, Down, A, Y.  A new option called "Appendix"
   will appear.  In the Appendix menu, you can listen to a sound and
   music test, and can change see full animation in a same player vs.
   same player match if the animation option is set to FULL.  You can
   also switch the background music, background color, and computer-
   controlled enemy costume color to CLASSIC (DarkStalkers-themed),
   HUNTER (NightWarrior-themed), or RANDOM (it picks randomly from
   either theme).  Note that setting all three choices to CLASSIC changes
   the intro to the DarkStalkers one (this may also happen if you set all
   three choices to RANDOM).


   TURBO SPEED CODE                    [ Turbo Speed: X, X, right, A, Z ]
   ----------------------------------------------------------------------
   Go into "Option Mode", highlight "Turbo Speed", and enter the
   following code: X, X, Right, A, Z.  You can now have up to eight turbo
   speed stars instead of the normal four (of course, it's almost
   impossible to play well on higher speeds).


   PAUSE TOGGLE CODE                      [ Screen Size: A, C, X, X, up ]
   ----------------------------------------------------------------------
   Go into "Option Mode", highlight "Screen Size", and enter the
   following code: A, C, X, X, Up.  Now, when you pause the game, the
   screen won't darken and the word "Pause" will not appear (you can
   still press A to change your button configuration, though).
   

 ------------------------------------------------------------------------
 ENABLE THE DEBUG MODE
 ------------------------------------------------------------------------

 Most of the stuff I've seen on the Net relating to the Debug Mode is
 either incorrect, or involves a lot of unneccessary steps.  So here's
 the confirmed, quickest method to enable this mode.  There are alternate
 ways to do some of the steps, but this way is the simplest:

  1.  Go the the Saturn's internal menu (the easiest way is to simply
      open the lid, then close it again once the menu appears).  If the
      game's already running, just hold ABC and keep pressing Start
      until you exit out to the internal menu.
  2.  Once there, pick 'Advanced Controls', go to 'Clock', and set the
      date to 1/24/1998 (January 24, 1998).  The time is fine, as long
      as it's not something like 12:55 pm (you don't want to end up on
      the 25th while completing this code)!
  3.  Press the Reset button to reload the game (you can press Start to
      skip through the Saturn logo sequence and the Capcom logo FMV).
      When the 'Now Loading' message appears, press and hold ABC (you
      need to do this before the 'Now Loading' message vanishes, then
      reappears.  If you press ABC during or after the message has
      disappeared momentarily, then you've done it too late).
  4.  In any case, keep holding ABC until the introduction starts.  You
      can now release ABC and press Start to get to the main menu.  Now
      enter 'Option'.  What you need to do here is highlight the
      following options and enter the button codes listed below.  You can
      enter them in any order you want, but you need to enter them all--
      you'll know if you did this right because you'll hear Jon howl
      along with the usual sound of glass shattering.  The codes are:

                Difficulty              X, X, right, Y, Z
                Turbo Speed             X, X, right, A, Z
                Screen Size             A, C, Y, Y, up 
                Default                 Y, X, left, A, B
                Configuration           B, Y, down, A, X
                Appendix                X, X, down, B, C

      You won't be able to enter the Difficulty, Default, or Appendix
      codes unless you've done the previous steps.  These codes have
      no effect on the game, aside from being used to enable the debug
      mode.  The other codes all have secondary effects (see the
      previous entry on Special Codes for details).  If you're using
      an old save file and already have those codes entered, then just
      go ahead and enter the ones for Difficulty, Default, and Appendix;
      you will still hear Jon howl, indicating success.
  5.  IMPORTANT!  The trick is complete yet.  You have to now press
      Start to exit back out to the title screen (where it says Arcade,
      VS, and Option).  If you don't do this, then everything you've done
      will not have been saved, and you'll have reload the game with ABC
      and enter the Option Mode codes again.  Once you're back at the
      title screen (where it says ARCADE, VS. and OPTION), the code
      is done!

 Now, whenever you want to use the Debug Mode, simply turn on the game as
 normal, and hold ABC when the 'Now Loading' message appears, just as you
 did in step 3.  Keep holding the buttons until the introduction starts,
 at which point you can release ABC and play the game.
            
   
 ------------------------------------------------------------------------
 ALL ABOUT THE DEBUG MODE
 ------------------------------------------------------------------------

 So how does the Debug Mode work?  Well, at any time during a battle
 (whether it's a vs. the CPU, a second player, or even the CPU
 demonstration battle), you can input the following codes (repeat them
 to turn that particular effect off, otherwise the codes stay on until
 you turn off your Saturn):

   SHOW DAMAGE                                 [ Hold R button, press X ]
   ----------------------------------------------------------------------
   When used, this makes two numbers apper over either player's life
   gauge. The one on the left shows (in points), the amount of damage
   you just recieved from an attack.  I believe the number on the right
   indicates damage modifiers (i.e. reduced damage in combos, etc.), but
   I'm not certain.


   SHOW HIT BOXES                              [ Hold R button, press Y ]
   ----------------------------------------------------------------------
   This places blue and red boxes around parts of both character's
   bodies.  The blue boxes indicate areas that can be hit, the red boxes
   indicate the 'attack areas' that cause damage if they touch anything,
   and the green boxes indicate the 'throwable' part of someone's body
   (you won't see these if you're playing as Anakaris, who has no
   throws).


   SHOW ENDING SEQUENCE                        [ Hold R button, press Z ]
   ----------------------------------------------------------------------
   When this code is input, the ending sequence begins (you can't turn
   off this code, by the way).  After the ending is shown, you see your
   character's portrait and the rest of the ending sequence.  One neat
   aspect of this code is that you can still beat up your opponent if
   they're still alive for the first few moments (this depends on the
   character's ending, though).


   STOP ENERGY LOSS                            [ Hold R button, press A ]
   ----------------------------------------------------------------------
   When activated, character's life gauges stop emptying, and attacks
   will not empty them any further (making both characters invincible).
   However, there is a glitch with this effect; if you get someone's life
   low enough (usually when it flashes red), and then perform a move that
   would kill them, they will "die".  From this point on, you can still
   attack them, but neither character can move.  You can still use
   special moves, ES moves, EX moves, and can dash or backstep, but you
   cannot walk, jump, block, etc.  To really end the round, turn off this
   code, then kill your opponent using special moves, dashing to get
   close to them if need be.


   TIMER STOP                                  [ Hold R button, press B ]
   ----------------------------------------------------------------------
   This code makes the timer stop at whatever number it is currently at.
   It will start counting down once you deactivate the code.  Obviously
   none of this has any effect if you set the time to infinite.


   STOP SPECIAL STOCK LOSS                     [ Hold R button, press C ]
   ----------------------------------------------------------------------
   When this code is used with no special stocks, each person gets one
   level of power.  If you already have stocks, using this code makes
   the Special Stock Gauge 'freeze', and using ES or EX attacks will
   not lower the gauge.  However, even if you turn the code off, you will
   continue to have infinite stocks--even if the gauge reads 'zero', you
   will still be able to perform Guard Reversals, ES, and EX moves.
   Sometimes it is possible to get the code to turn off fully, but you
   can simply repeat R + C to re-enact the code.

   If you turn this code on in the first round after gaining some power,
   you will have no power when the next round begins, but when you turn
   this code off, both players' Special Stock Gauges will refill to the
   amount that they were at when you activated this function in the last
   round / to the amount you would have gained while the code was on.

 An alternate way to perform these codes is to press R and the desired
 button at the same time, but this way you know for sure that the code
 you want has been activated.

   FRAME-BY-FRAME ANIMATION     [ Pause the game, then tap the L button ]
   ----------------------------------------------------------------------
   After pausing the game, pressing L will advance the game by one single
   frame of animation (this applies to both characters, as well as the
   background).  It's virtually impossible to perform a special move
   while this mode is active, but if you press L button + an attack
   button during this time, you can attack.  You can also move and jump
   providing you press in a direction at the same time that you press the
   L button.


   SELECT CPU OPPONENT AND CPU COSTUME COLOR
   ----------------------------------------------------------------------
   When playing in Arcade Mode, after selecting your character and once
   the CPU 'random select' begins, press and hold A.  You can now press
   back or forward to pick the opponent of your choice.  If you've gone
   into the 'Appendix' menu under 'Option' and set the CPU COLOR option
   to 'Random', you can cycle through your opponent's outfit colors by
   tapping left and right to re-highlight them repeatedly.  If the CPU
   Color option is set to Classic or Hunter, then you cannot select the
   colors (as they will always be the classic DarkStalkers or Night
   Warriors colors).  Once you have the desired opponent and color,
   release A and wait a moment; you'll fight your chosen enemy, even
   though the 'list of fights' will show a different character.  Although
   you can fight characters like Pyron and even see special ending
   win poses (like when Bishamon kills Pyron), the actual ending won't
   take place until you beat your last opponent (whoever that may be).
   
 The second player can input these codes, too, but from my testing, they
 can only use the 'Stop Special Stock Loss' and 'Frame-by-Frame
 Animation' codes (sometimes they can use any code, though...anyone
 know what determines this?)  Another setback with using the Debug Mode
 is that you can't change your button configuration during a paused
 game while Debug Mode is activated.  Also, weirdly enough, if you use
 Morrigan's Astral Vision, it stays active forever (or until you're hit
 or use the Darkness Illusion).


 ------------------------------------------------------------------------
 CHANGE YOUR BUTTON CONFIGURATION
 ------------------------------------------------------------------------

 During the game, pause and press A.  You will see a screen similar to
 the one found in "Option Mode", where you can change your button
 settings.  You cannot do this when the Debug Mode is active, though.
 Note that there is a bug when changing your button configuration (even
 if you do it from the "Option Mode' screen).  If you set the L or R
 buttons to AB, AC, XY, XZ or YZ, then some special throws and other
 moves can't be enhanced, while others can.  So, it's safer to set the
 L and R buttons to BC, ABC, or XYZ.


 ------------------------------------------------------------------------
 CHANGE THE ENDING MUSIC
 ------------------------------------------------------------------------

 After watching your character's ending, hold XYZ and press and hold in
 any direction when the 'Now Loading' message appears (It comes up after
 your character's portrait has been shown, but before the ending staff
 roll begins).  The music will change to a tune similar to a Felicia-
 themed tune.


 ------------------------------------------------------------------------
 COSTUME COLORS
 ------------------------------------------------------------------------

 You can select your character's colors with A, B, C, X, Y, or Z.  You
 can also select two secret colors:  one with Start and one by pressing
 _and holding_ X+B.  If the Auto Guard option is set to 'Free', you need
 to hold down XB until you've chosen all your options or your color
 won't change.


 ------------------------------------------------------------------------
 FROG TRICK
 ------------------------------------------------------------------------

 Play with Rikuo in Rikuo's stage.  If you do either Aqua Spread EX
 enough times, a frog may fall to the ground and hop off screen.  You
 can get two frogs on the screen if you're playing with two Rikuos.


 ------------------------------------------------------------------------
 MORRIGAN'S WARDROBE
 ------------------------------------------------------------------------

 Hold PPP or KKK after you win a round with Morrigan.  Holding PPP makes
 her don a miniskirt and top, while holding KKK makes her wear a shirt
 and pants.


 ------------------------------------------------------------------------
 SASQUATCH'S HIDDEN WIN POSE
 ------------------------------------------------------------------------

 Hold Up + all three kicks after winning a round with Sasquatch, and he
 will blow steam out of his nose repeatedly.  Not that impressive, but
 at least it's in there.


 ------------------------------------------------------------------------
 DONOVAN'S HIDDEN WIN POSES
 ------------------------------------------------------------------------

 If you get a Perfect win with Donovan, then two random win poses will
 occur.  One of them makes an iron maiden drop on his foe, while the
 other one makes the iron maiden open, and the opponent's skeleton is
 sucked into it.


 ------------------------------------------------------------------------
 OTHER SPECIAL POSES
 ------------------------------------------------------------------------

 There are other special poses you can see in the game:

  - An intro pose for Hsien-Ko vs. Lord Raptor.
  - An intro pose for anyone vs. Bishamon on his stage.
  - An intro pose for anyone vs. Felicia on her stage.
  - A victory pose for Bishamon vs. CPU Pyron (last round).
  - A victory pose for Anakaris vs. CPU Pyron (last round), if Anakaris
    wins with the Pharaoh Magic or Naraku no Ana.


 ------------------------------------------------------------------------
 SOFT RESET
 ------------------------------------------------------------------------

 To soft reset, hold ABC, then press Start.  If you do this twice in
 a row, you'll go back out to the Saturn's internal menu.  This also
 happens if you hold ABC and press Reset.  You can do this on most
 Saturn games, not just NightWarriors.


 ========================================================================
 4.  GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 SPECIAL STOCK GAUGE
 ------------------------------------------------------------------------

 This starts off empty at the beginning of each battle.  It fills up
 when you perform normal attacks or special moves, and if they hit, then
 it fills up a little more.  You do not gain power from doing ES or EX
 attacks, though.

 Once the gauge is full, you will gain a stock, indicated by a number on
 one end of the bar.  Although the stock counter goes up to nine, you
 can actually hold an infinite number of stocks.  Stocks are carried
 over from round to round, but not battle to battle.  Furtheremore, they
 do not 'empty out' like they did in DarkStalkers.  Stocks can be spent
 on ES moves or EX moves.


 ------------------------------------------------------------------------
 AUTOMATIC (AUTO) MODE
 ------------------------------------------------------------------------

 When you pick Auto mode, you gain several new abilities.  For one thing,
 you are given 10 auto-blocks (indicated by a counter at the bottom of
 the screen).  Auto-blocking means that if you are in the situation where
 you can block an attack (i.e. not attacking or using special moves), but
 you don't block the attack, the computer will block for you.  You'll
 know if an auto-block was used because your character flashes blue.
 Once you run out of auto-blocks, you must block attacks manually, and
 you will not get your ten auto-blocks back until the beginning of the
 next _battle_ (not the next round).

 Another advantage is that you can perform automatic chain combos while
 standing or crouching.  Simply press any two or all three Punch or
 Kick buttons, and your character will perform those attacks.  For
 example, if I press LK + HK with Morrigan while crouching, she will
 attack with a crouching LK, then chain it into a crouching HP.  If
 I pressed all three Punch buttons while standing with Victor, then he
 would perform a standing LP,MP,HP chain combo.  You can also do this
 by using the L and R buttons (but if you try to assign both Punches
 and Kicks to that button, then you just get the punch attacks).
 You can stand up or crouch during an automatic chain, and can even
 hold forward or backward to alter the attacks (for example, with
 Lord Raptor, who has alternate punch and kick attacks).  You can even
 input command attacks--if your chain combo is LP,MP,HP with Hsien-Ko
 and you hold forward when you press those buttons, then she will
 perform a standing LP, Rantetsu, Edoga.  If you were playing with
 Anakaris and did an all kick chain, you could hold f during the MK
 to get the Seija no Ayumi, then hold b to float backward during the
 Tenchuu (standing HK).

 The drawback with automatic chains is that you cannot perform chain
 combos manually (by tapping in each new button)--you have to do the
 automatic kind.  Another problem is that you cannot go from Punch to
 Kick--if you got close to your opponent and pressed LK + MP, or MK + HK,
 then you would simply get the LK or MK attack and nothing else.  Also,
 you cannot perform automatic chains while in air.
 

 ------------------------------------------------------------------------
 BLOCKING
 ------------------------------------------------------------------------

 You can block against standing attacks by pressing back, and crouching
 attacks by pressing down-back.  Blocking an attack reduces the damage
 significantly (you take no damage from normal attacks and reduced
 damage from special moves, ES, and EX attacks).  You can block attacks
 while jumping as well; this will not protect you from ground attacks
 (like a standing MP), but it will defend you from attacks that leave
 the ground (like a Soul Fist, Chaos Flare, etc.)

 Note that you cannot block throws or air throws of any kind.  Some
 moves may also be unblockable (like the Naraku no Ana) and will hit
 you regardless of what type of block you're using.


 ------------------------------------------------------------------------
 DASHING / BACKSTEPS
 ------------------------------------------------------------------------

 All character can dash forward or backstep by tapping f,f or b,b.  Some
 of these have special properties: for example, Demitri and Hsien-Ko's
 dashes make them vanish momentarily (this also applies to Demitri's
 backstep), which can be used to pass through attacks or projectiles.
 Rikuo can dash or backstep continuously until he reaches his opponent
 or the edge of the screen by holding back or forward during a dash or
 backstep.  And Morrigan actually takes to the air during either move.

 Some people's dash or backstep may make them leave the ground, in
 which case you can perform air attacks or special moves if you are
 fast enough (Sasquatch can do this on both his dash and backstep).
 Some characters can even move through their opponents by dashing into
 them (Demitri, Felicia, Hsien-Ko, and Jon Talbain can do this).  Most
 characters can interrupt their dash by pressing in the opposite
 direction in order to stop quickly.

 Also, note that Victor cannot dash unless the Great Geldenheim is in
 effect.


 ------------------------------------------------------------------------
 MOMENTUM SYSTEM
 ------------------------------------------------------------------------

 Instead of having two projectiles cancel out, Capcom uses the momentum
 system to determine the priority of the projectiles.  It applies only
 to horizontal projectiles thrown at one another on the air or in the
 ground, and applies to ES as well as EX projectiles.

 - When two projectiles are thrown towards each other, the strength of
   the button used overrides the other projectile.  For example, if
   two Demitris throw two Chaos Flares, but one is performed with LP and
   the other one with MP, then the MP one will override the LP Flare.

 - If two projectiles of equal strength are thrown, the one fired later
   will override the one thrown earlier.

 - If two projectiles of equal strength are thrown at the same time,
   they will both cancel out.

 - ES projectiles override normal projectiles.  EX projectiles override
   any other type of projectile.

 All other types of long-range attacks simply go by the rule of who fires
 first (for example, if there are two Huitzils, the one who fires his
 Plasma Beam first hits.  If the both fire at the same time, they are
 both hit).


 ------------------------------------------------------------------------
 REVERSALS / GUARD REVERSALS
 ------------------------------------------------------------------------

 You get a reversal notice when you perform a special, ES, or EX move
 under the following circumstances:

        - When getting up off the floor.
        - As you come out of block stun from blocking an attack.
        - As you come out of hit stun from taking damage. 

 There's no bonus for doing reversals, so getting this message is pretty
 pointless.

 Guard Reversals are a completely different story.  Each character has
 a special move that can be used as a Guard Reversal, except for Anakaris
 (who doesn't have any Guard Reversals), and Huitzil (who has a Guard
 Reversal-only move--in other words, it can't be used except as a Guard
 Reversal).

 To perform a Guard Reversal, simply enter the necessary command while
 blocking an attack.  For example, Sasquatch's Guard Reversal is his
 Big Typhoon, so as Sasquatch blocked an attack, you'd quickly input
 f,d,df + K to make him cancel out of block stun and perform the Big
 Typhoon.  Since you cancel out of your blocking animation when you
 perform a Guard Reversal, you have a very high chance of landing the
 attack.  If you have some Special Stocks, you can even ES your Guard
 Reversal attempt (excluding Huitzil, who can't ES the Reflect Wall).
 However, it's hard to pull off a Guard Reversal unless you're blocking
 multiple hits, as the time frame to go from a blocking pose to the
 Guard Reversal is quite small.

 Using a Guard Reversal costs no Special Stock power, btw (unless you
 decide to ES it, if applicable).


 ------------------------------------------------------------------------
 THROWS AND HOLDS
 ------------------------------------------------------------------------

 Every character (excluding Anakaris) has at least one ground throw and
 one air throw.  The basic ground throw is performed by getting close
 to your enemy and pressing b / f + MP / HP; for most characters this
 will make you throw your opponent either in front of or behind you
 (this doesn't apply to all throws, though, like Demitri's Bat Dive).
 For characters with two ground throws, the way to do those is to get
 close and press b / f + MK / HK.

 Air throws can only be used when both characters are in the air and are
 close to each other.  They can only be used when you are almost at
 the peak of your jump, at the peak of your jump, or just aftewards.
 Otherwise they won't come out.  In any case, when all the conditions
 have been met, press in any direction but Up and press MP or HP.

 Special throws include moves like Rikuo's Cataract Cry and Sasquatch's
 Big Swing.  Like other throws, they are unblockable and must be
 performed from up close, but they cannot be escaped from, and some of
 them can be ES'd.  The interesting thing with special throws (and
 holds, see below), is that they don't "come out" if performed out of
 range.  However, if you perform a special throw when you're close
 enough to grab someone, and they walk backward or otherwise get out
 of range before the throw comes out, then you get a 'missed animation'.
 It's pretty short, but it's possible for your opponent to hit you
 during the missed throw animation.  The only person without such
 animations are Anakaris (no special throws), and Hsien-Ko (the
 command overlaps with her Henkyou Ki, and so you'll always get that
 move instead if you miss the Houten Geki throw attempt).
 
 Finally there are holds.  These may be normal moves, like Felicia's
 Panic Nail or Raptor's Murderer Beat.  Or they may be special moves,
 like Victor's Mega Shock or Anakaris' Miira Drop.  Unlike throws,
 holds tend to do less damage normally, but you can make them do much
 more damage by rapidly wiggling the pad in any direction (I usually
 slide my thumb back and forward), and tapping the buttons repeatedly
 (it's best to tap several buttons at once instead of just one or two).
 You'll know if you're succeeding because the hold animations will
 start to come out faster.

 However, you opponent can break out of a hold faster, or at least
 prevent you from doing added damage, by doing the same command (tapping
 all the buttons and wiggling the control pad rapidly).


 ------------------------------------------------------------------------
 TECH. HIT  (THROW ESCAPE)
 ------------------------------------------------------------------------

 A throw escape can be used to get out of normal throws and holds; it is
 done by pressing b / f + MP / MK / HP / HK just as your opponent grabs
 you.  However, special throws cannot be escaped from, and neither can
 air throws.  If your throw escape is successful, you'll flip back
 without taking any damage, and the message 'Tech. Hit' will appear.


 ------------------------------------------------------------------------
 PURSUIT ATTACKS
 ------------------------------------------------------------------------
                                                               
 These can only be used after knocking down your opponent, which can be
 done by hitting him or her with a crouching HK attack (some characters
 have other attacks or moves that will knock down an opponent).  Note
 that pressing u + K prior to your opponent landing on the floor will
 simply result in a jumping kick, although there are some exceptions
 (you can perform a pursuit attack after juggling someone with Jon's
 Beast Cannon, although since they are still in air, the attack will
 obviously miss).

 In any case, once your opponent has hit the floor, quickly press u + K
 to perform a pursuit attack, which is basically a way of getting free
 damage.  You can even ES your pursuit attack by performing it with KK.
 However, a fallen opponent is not completely defenseless--for one thing,
 the timing on pursuits is tricky and your opponent may get up before
 the pursuit is able to hit.  Furthermore, most pursuit attacks have
 specific ranges, and so attempting one from too close or too far away
 may make it miss (although if an opponent is still on the floor when
 you recover from the missed attempt, you can try again (I got three
 missed attempts with Hsien-Ko once)!  And finally, a character lying on
 the floor can always hold back or forward to move and get-up at the
 same time, thereby thwarting a pursuit attempt.
          

 ------------------------------------------------------------------------
 CHAIN COMBOS
 ------------------------------------------------------------------------

 Chain combos are the ability to cancel normal punches and kicks into
 other punches and kicks so as to perform a combo (a combo is any set
 of attacks, where once the first hit connects, all following hits are
 unavoidable).  The basic chain combo structure looks like this:

                 LP -> LK -> MP -> MK -> HP -> HK
                
 It looks pretty crappy, but there you go.  This combo is theoretically
 possible; all you'd have to do is get close to your opponent and
 rapidly tap out the buttons as your character attacks.  Realistically,
 though, certain attacks may push your opponent away, or be too slow
 to follow through with, and so on, so in actually you will get less
 hits.  However, this is not the only way to perform a chain combo;
 there are guidelines you can follow to make your own:

  - You must go from weakest to strongest (for example, LP -> MP is
    acceptable but HK -> MK is not).

  - You can go from the same strength Punch to Kick, but not the
    reverse (in this case, LP -> LK will work but MK -> MP will not.
    MK,HP would work, because HP is of a higher strength).

  - You can chain combo while jumping, standing or crouching, and you
    can preceed a chain with another chain (for instance, you could
    jump in with LK -> HK, then continue to combo with LP -> MP -> HK
    once you land).  However, note that the only type of dual chaining
    possible is a jumping chain into a ground chain.  You can't stand,
    chain together some attacks, then crouch and start a new chain--
    whether you stand or crouch, a ground chain is still subject to the
    same guidelines.

 Jumping chain combos work differently from standing or crouching ones.
 They only work against standing opponents, and in most cases you will
 only able to get in two hits.  For the hits to combo, you generally
 have to start at the apex of your jump.  For example, Morrigan can hit
 with a j. LP right after she jumps, but no other normal attack will
 combo.  On the other hand, if she does the j. LP at the height of her
 jump, she can follow it with any other Punch or Kick for a 2-hit combo.
 Examples of air combos include:

        Sasquatch:      j. LP, LK
        Victor:         j. LP, MP
        Demitri:        j. LK, HK
        Morrigan:       j. MP, HP

 One important thing to keep in mind is that you can chain command
 attacks in combos, but not special moves, ES moves, or EX moves.  So
 while the following examples are all possible:

        Anakaris:       s. LK, MP, Seija no Ayumi, c. HK
        Hsien-Ko:       s. LP, Edoga, Rantetsu
        Donovan:        c. MP, MK, HP, Hop Kick
        Morrigan:       j. MK, Shell Kick

 These combos would _not_ be possible:

        Huitzil:        c. LK, s. MP, Genocide Vulcan
        Sasquatch:      s. LP, LK, MK, HP, Big Freezer

 In the first example, although it is very short, Huitzil is still
 performing a chain combo prior to the Genocide Vulcan, and you cannot
 cancel a chain combo into a special move, ES or not.  In the last
 example, Sasquatch is trying to cancel his chain combo into the Big
 Freezer, which is also not possible.

 Remember, though, that you can end a chain combo with a button press
 EX.  For characters like Anakaris and Donovan, the EX comes out too
 slowly to finish the combo, but for Hsien-Ko and Morrigan, you can
 actually have it connect;

        Morrigan:  s. LP or LK, s. HK (2 hits), Darkness Illusion
        Hsien-Ko:  c. LP, c. LK, s. HK, s. MP, u,u

 Note that for Hsien-Ko's, you're actually using the presses of the
 Tenrai Ha as part of the combo, whereas with Morrigan, you're entering
 the Darkness Illusion command during the s. HK, so that none of the
 individual presses will come out.


 ------------------------------------------------------------------------
 LINKS
 ------------------------------------------------------------------------

 Links are simply what happens when you combo together attacks that don't
 actually cancel, but still come out fast enough to connect.  This
 usually applies to light attacks, because of their fast speed.  For
 example, if you're using Morrigan and press LP twice when standing next
 to your opponent, her hair will whip out twice for a two-hit combo.
 Normally this is not possible if one considers the rules of chain
 combos (below), but you're not cancelling the first LP into the second
 one; you're simply hitting your opponent with the second LP before the
 they've recovered from the first one.

 You would think that since links are not chain combos, you could do
 combos like LP, LP, Shadow Blade, but surprisingly, that is not the
 case.  In fact, I only know of one special move link in the whole game,
 with Donovan:

          Close standing s. LP, s. LK, s. LK, Ifrit Sword.

 What's interesting about this is that the s. LP,LK is the start of a
 chain combo, but since you break off into a link, the Ifrit Sword will
 still come out.  You think that this method (chain combo -> link ->
 special / EX / EX move) would work for everyone, but it doesn't.  Dunno
 why, though.


 ------------------------------------------------------------------------
 ES AND EX ATTACKS
 ------------------------------------------------------------------------

 ES stands for 'Especial', an abbreviation for 'Enhanced Special'.  An
 ES attack requires one special stock.  To perform it, just enter the
 command for a special move, but use two of the same button instead of
 one  (i.e. f,d,df + PP instead of f,d,df + P).  Not all special moves
 can be ES'd, though.  You can tell if you did an ES because your
 character will change colors.  An ES move generally hits more times,
 does better damage, and has an increased range and priority over the
 normal version.
 
 EX stands for 'Extra Special'.  These moves are generally more powerful
 than ES moves in all aspects.  All EX attacks require one stock as
 well.  When you perform an EX attack, you will flash rainbow colors and
 be momentarily invincible.  This can be helpful in landing your EX, but
 since the invincibility doesn't last forever, you can still be hit.
 For example, if Anakaris performs his Pharaoh Magic on Pyron, who has
 already begun the Cosmo Disruption, the Pharaoh Magic connects just
 as Pyron's invincibility wears off.  However, in the midst of throwing
 projectiles at the trapped Pyron, Anakaris' invincibility will end,
 and he gets hit by the remaining Cosmo Disruption explosions, leaving
 his Pharaoh Magic unfinished.

 Some EX attacks require you to use button presses instead of simple
 motions.  To perform these, simply press the buttons quickly at an
 even pace--don't wait for your character to finish one attack and go
 to the next.  When you finish, your character will automatically
 cancel into the attack.  The interesting thing about button press
 EXs is that they can be used at the end of chain combos.
 

 ========================================================================
 5.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 These are all done by me and so may not be completely correct.  I'd
 like to thank Chris of Dash Taisen <http://www.dashtaisen.com> for
 providing the translations of all the new info. added in this revision
 (throw names, command attack names, etc.)
                                         
 ANAKARIS

 Imashime no Bohi               Tombstone of Admonition
 Miira Drop                     Mummy Drop
 Ouke no Sabaki                 Pharaoh's Judgment
 Hitsugi no Mai                 Dance of the Coffins
 Kotodama Gaeshi (Suu)          Power of Words: Returning (Inhale)
 Kotodama Gaeshi (Haku)         Power of Words: Returning (Vomit)
 Suichoku Fuyuu                 Vertical Float
 Naname Fuyuu                   Diagonal Float
 Nidan Jump                     Two Level Jump
 Seinaru Bohi                   Sacred Tombstone
 Ooinaru Bohi                   Great Tombstone
 Seija no Ayumi                 Saint's Walk
 Tenchuu                        Heavenly Death Penalty
 Naraku no Ana                  Pit of Hades

 BISHAMON

 Kesa Nage                      Buddhist Priest's Stole Throw
 Mitama Nuki                    Departed Spirit Removal
 Shikabane Nui                  Corpse Stitchery
 Hane Yaiba                     Eliminating Blade
 Kaeshi Yaiba                   Returning Blade
 Tsuji Hayate                   Crossing Rapid Winds
 Mukuro Fuuji                   Sealing Corpse
 Iai Giri (Joudan)              Sword Drawing Slice (Upper)
 Iai Giri (Gedan)               Sword Drawing Slice (Lower)
 Kien Zan                       Demonic Blaze Slash
 Kirisute Gomen                 Cut Down Dismissal
 Kareha Chirashi / Haya Gatana  Dead Leaf Scatterer / Fast Sword
 Ichimonji Giri / Sotoba Ori    Line Slash / Grave Tablet Breaker
 Kawara Kudaki / Kaina Otoshi   Tile Smasher / Arm Drop
 Onikubi Hineri                 Demonic Neck Twister
 Kasane Giri                    Multiple Slashes 

 - I'm unsure if the proper spelling for Bishamon's EX Special is Kasane
   Giri (Multiple Slashes), or Tsurane Giri (Linked Slashes).  Anyone
   know the proper spelling?

 DONOVAN

 Katana Hanasu                  Sword Release
 Katana Modosu                  Sword Return

 FELICIA

 Sankaku Tobi                   Triangle Hop
        
 HSIEN-KO

 Hourei                         Soul Banisher
 Houten                         Heaven Banisher
 Zanpa                          Slashing Ripper
 Anki Hou                       Dark Weapon Cannon
 Henkyou Ki                     Echo Weapon
 Senpuu Bu                      Whirlwind Dance
 Houten Geki                    Heaven Banishing Attack
 Kuuchuu Dash                   Mid-Air Dash
 Rantetsu                       Riot Iron
 Edoga                          Breaking Angry Fang
 Jirei Tou                      Ground Spirit Blade
 Tenrai Ha                      (Heavenly) Lightning Break

 JON TALBAIN

 Beast Cannon (Taichi)          Beast Cannon (Anti-Ground)
 Beast Cannon (Kuuchuu)         Beast Cannon (Mid-Air)
 Beast Cannon (Taikuu)          Beast Cannon (Anti-Air)

 SASQUATCH

 Big Ice Burn                   Big Eisbahn (Big Skating Rink?)

 - This move is written as 'aisuba-n' in Japanese, and so "Ice Burn"
   (as in, 'frostbite') is a perfectly sensible interpretation.
   However, as pointed out in Yves' FAQ, it could also be "Eisbahn",
   the German word for a skating rink (which makes a little more sense).
 
 VICTOR

 Dengeki Touki                  Electric Shock Fighting Spirit
 

 ========================================================================
 6.  AUTHOR'S NOTE
 ========================================================================
            
 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 VERSION 1.7  (March 24, 2000)
  - Added / corrected some info. for Hsien-Ko, simplifed the 'Enable
    Debug Mode' trick, and added some more information all around,
    like on automatic mode.

 VERSION 1.6  (March 20, 2000)
   After, like, years, my first FAQ finally gets a total rehaul.  It
   certainly needed it.... ^_^  Way too many corrections to count!

 VERSION 1.5
   Added the correct method to use the Debug Code, including the effects
   of each code.  Also added the 'Change the Ending Music' trick, and
   made some extra corrections.

 VERSION 1.4
   Complete overhaul.  Number of hits and other information added, while
   other stuff is taken out or changed.

 VERSION 1.3
   This FAQ is now located at www.gamefaqs.com.  More corrections
   throughout.
   
 VERSION 1.2
   More minor corrections.  Quick Moves Sheet removed.

 VERSION 1.1
   Certain moves corrected/added, certain sections redone, minor
   corrections and changes throughout.

 VERSION 1.0
   The first version of this FAQ to be posted, after numerous revisions.

 VERSION 0.0 started on some day in 1995, lost in the depths of time....


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 I couldn't have written this FAQ without help from the following people:

 Lei-Lei Maniax                 <pweb.sophia.ac.jp/~k-sugai/game/leilei/>
  - For the method to throw hidden items with Hsien-Ko, and info on the
    Senpuu Bu air dash cancel.

 ????                         <www.komatsu-c.ac.jp/~s9710129/koneta3.htm>
  - For information on the Debug Mode code.

 KTR's Game Room            <www.din.or.jp/~ktr/Game/Urawaza/hunter.html>
  - For information on the Debug Mode code, and Sasquatch's hidden win
    pose.

 De Bruyne Yves               <http://www.geocities.com/timessquare/2885>
  - The 'Eisbahn' and 'Tsurane Giri' spellings taken from his awesome
    NightWarriors / Vampire Hunter 2 FAQ v3.4.  A must read for fans of
    this game!

 Chris                                               <www.dashtaisen.com>
  - Some translations and move name spellings were taken from the
    Vampire Savior section of his page.

 Charles MacDonald                                <www.emucamp.com/cgfm2>
  - Typed this thing up on his computer, thanks for letting me waste
    your time for a while! ;)

 Jeff "CJayC" Veasy                                    <www.gamefaqs.com>
  - For hosting this FAQ at GameFAQs.

 That's all!

 Unpublished work Copyright 1995-2001 Chris MacDonald
