Orochinagi Fighters II: The Orgyfest IAQ v 1.00

------
1. Index of Contents

1. Index of Contents
2. Update History
3. Introduction
4. Story
5. System Explanation
6. Team Listing & Character Select Screen
7. Character Movelists, Bio and Backstory (where applicable)
8. Stages
9. Team Stories and Endings
10. Special Intros & Winposes
11. Cheats and Misc Stuff
12. Legal Crap
13. Contact Information
14. Things I Missed
15. Credits Roll
16. Special Thanks
17. Last Words and Bitchings

Tip: Use Ctrl+F and type whatever you want to find in this IAQ for faster access.
------
2. Update History

v 1.00: All complete! (12/27/2002)

v 0.90: Added Shin team and Ladies' team endings (12/27/2002)

v 0.85: Added Blades of Blood team's ending, added Last Words and Bitchings section (12/26/2002)

v 0.80: Added team endings of Hero (Orgy) team and the Latino Pride team (12/23/2002)

v 0.76: Updated VX's movelist and character select screen (12/20/2002)

v 0.75a: Added team endings (4 if I recall) and character select screen...note that Write crashed and I had to rewrite 0.75 again =P (12/20/2002)

v 0.70: Added backstories and team endings from those who has it, minor corrections as well (12/3/2002)

v 0.65: Added more into the story (11/20/2002 - KOF2K2 OST release!)

v 0.64: Finished story (11/19/2002)

v 0.63: Additions from ShinTachibana! Added special intros from him (11/15/2002)

v 0.62: Finished all movelists (11/14/2002)

v 0.61: Minor additions to Legends (not the legendary legend, I mean the 'map' legend) (11/14/2002)

v 0.60: Finished Taiso's movelist (11/12/2002)

v 0.59: Updated with special winposes (11/11/2002)

v 0.581: Minor changes and corrections (11/6/2002)

v 0.58: All special intros are in place, they aren't of any special order though (11/6/2002)

v 0.57: Finally finished all the official teams of ONF2, and K'Evans as well. I added a backstory for him if you're interested *shrugs* (11/5/2002)

v 0.56: Updated Blades of Blood team's movelist (10/29/2002)

v 0.55: Updated Rasa team's movelist (10/22/2002)

v 0.54: Updated Zaro VS VX team's movelist (10/10/2002 - KOF2K2 is out!)

v 0.535: Updated all characters who provided a backstory, added some missed stuff (10/4/2002)

v 0.53: Finished Shin team's movelist, now character stories are in the Character Movelists, Bio and Backstory section (starting with Shin team) (10/1/2002)

v 0.522: More minor changes (9/27/2002)

v 0.521: Minor changes, system name changes to suit more to the 'Orgyfest' subtitle (9/27/2002)

v 0.52: Finished the Lone Star (Texas) team and the Latino Pride team's movelists (9/24/2002)

v 0.50: Finished the Ladies' Team's movelist, changed Infinity Prevention into Negative Penalty, and added description of Dizzy (9/19/2002)

v 0.491: Minor changes and corrections (9/13/2002)

v 0.49: Finished Emmy's World Takeover Team's movelist and added Things I Missed section (9/10/2002)

v 0.48: Finished the ES and friends (sounds like hentai) team's movelist (9/3/2002)

v 0.47: Finished the Harbringers of Chaos team's movelist (8/13/2002)

v 0.46: Finished the Pinoy team's movelist (8/12/2002)

v 0.457: Finished Rugal 3:16's movelist (8/10/2002)

v 0.455: Finished FacJoe's movelist, minor changes into a more unified format (8/9/2002)

v 0.451: Minor additions into the system (8/7/2002)

v 0.45: Finished the movelist of Da Great Aussies team, a few changes here and there (8/2/2002)

v 0.44: Finished Gaseous Snake and Martial Loh's movelist (8/1/2002)

v 0.43: Finished Gunsmith and Dog's movelist (7/18/2002)

v 0.42: Finished Zepy and Persona's movelist (7/7/2002)

v 0.41: Added Iori E's movelist and part of Zepy's movelist (7/6/2002)

v 0.4: Added Oro's movelist, team stages, Cheats and Misc Stuff (6/18/2002)

v 0.3: Added more people into credits (6/18/2002)

v 0.2: Added Team Stages, about to have gradual updates (6/11/2002)

v 0.1: Wrote the FAQ with basic structure (5/21/2002)
------
3. Introduction

---
What is this?
---
This is a FAQ for a non-existing game called Orochinagi Fighters II: The Orgyfest. Usually these are called IAQ (Infrequently Asked Questions), as a parody of another game.
And this game DOES NOT EXIST. Don't ask me on where to get the game, there's no such game, and don't even bother asking me for ROMs of this game either.

---
Premise
---
According the the laws of the (old) Smoking Shermie, a team-based fighting tournament should be held on a yearly basis.

After the defeat of Setsuna X (with Goro's cheap moves) last year, things have calmed down by a bit. But this year, a mysterious host has sent out invitations to last year's participants, as well as the newcomers to the land of Orochinagi.
Who is this host? And why is he hosting the tournament? The answer will be revealed...in due time.

---
Limitations
---
A movelist has certain limitations. A fighter cannot have more than 10 special and command moves combined. For chain moves (like Kyo's Aragami chain for example), a fighter can go 3 levels deep, with 2 variations max each level. Therefore, Kyo's Aragami chain in KOF 2000 is legal, but his Aragami chain in KOF 2001 is not.

---
What is Orochinagi.com?
---
Orochinagi.com (I'll refer as ON from now on) is a site focused on KOF as well as other SNK fighting games like the Fatal Fury and AOF series, and the Samural Spirits series. It also sports sections for Capcom VS SNK as well as a Guilty Gear forum, which is made by Sammy.
ON also has an Offtopic section, a Creative section, a Stupid Room, a Nihongo section as well as various news.
ON has worldwide membership, from Australia to Canada, and from France to Chile (hell, we even had a French forum at one point). Needless to say, ON is a diverse bulletin board.
ON is not a site filled with l33t romz playas. We support SNK and its games in every way we can, whether it be dumping loads of quarters into the MVS after getting beaten by Ignis (bastard) again and again in KOF2K1, buying PS/DC games released by Agetec, or owning a Neo-Geo and its carts. We were sad to see SNK go bankrupt in 2001, and is happy to see that Playmore has taken the helm.
So if you (the average KOF fan who's not a member of ON) are interested in joining, just type www.orochinagi.com (not www.ON.com) and join the fun. Don't mind the orgies.

---
What is Orochinagi Fighters?
---
Orochinagi Fighters was a theortical fighting game started in 2001 by Shiva Natajara (now Shiva Kalimsshar), and assisted by Emmy (or EvilMattMun) and T. Yamada (now The Green Herring). It featured Setsuna X as the final boss, with all of Goro Daimon's cheap moves. It involved board members (by making them join =P). The format was like KOF's team-styled gameplay along with GGX's game system.
In 2002, Penguin decided to start on ONF2, a sequel to the original, which was never released.

---
Who the hell is Penguin?
---
Penguin joined the Orochinagi forums in Feburary 2001. Before joining ON, he was a member of KOFOnline. But after some time he decided to call Orochinagi his online home.
During the month of February, Penguin (believed that he) had a record of most posts in a month (1100 =P).
Anyhow, Penguin stayed with ON until it went down. By then Penguin left the ON scene, until ON joined ForumPlanet. He re-registered at June 2001, but kept quiet until VX started a thread which brought back memories of the old ON, which 'brought' Penguin back as well. Since then, Penguin became a regular of the boards.
Penguin likes to write all sorts of crap, ranging from fanfics to interviews. He is currently single and is taking no offers for marriage yet.
------
4. Story

Year: 2001
Venue: Orochinagi Fighters
Setting: Setsuna X's stage - Dark Palace with a river behind it
...
*Setsuna X is defeated, knees down...another guy with 8 wings is standing in the shadows*
??: Got that, Setsuna X? Even with Goro Daimon's cheap moves, you are still no match for me.
Setsuna X: Why you...jerk....
??: Just go away. I hope you're finally satisfied now that somebody beat you.
Setsuna X: Hmph...
??: Not to mention that so-called champion team that won that stupid tournament. They're a bunch of jokes.
Setsuna X: You came here by yourself and beat everybody else?
??: Got a problem with that? Now scram!
Setsuna X: Hah, you just want the Crystal all by yourself.
??: Actually... *picks up the Crystal* ...I don't.
Setsuna X: Then why are you here? Why do you want to beat me?
??: It's the simple joy of defeating people who give a good competition. And if the opponent is strong enough, I'll possess that person! However, even though you are pretty strong yourself, I think I'll pass.
Setsuna X: WHAT? Possess me? No way in hell you can do that!
??: Look at me! I am Samael, the Angel of Death. I need a host so that I can say...keep myself in reality. My time is pretty short.
Setsuna X: So what about the Crystal? You know that you can get a wish from it.
Samael: I don't care about this Crystal. I created it myself, and I believe that it doesn't want you as its owner anymore. If you want it so badly, here, fetch it. *throws it away, down into a river*
*Setsuna X runs to the ledge and couldn't find the crystal anywhere*
Setsuna X: Darnit! *turns around, but sees nobody else* Where is this guy?
*Setsuna X is left by himself*
Setsuna X: Huh...? MY HEAD! ARRRRRRRRRRRRRGGGGGGGGGGHHHHHHHHH!!!!!
*a crazed Setsuna X is seen in the shadows*
Setsuna X: Must...stop this power...from taking over!!!!!
...
Fast forward one year. It is now 2002, and while all are calm and nice, a few things frightening had happened. The foremost disaster is a 'shutdown' of the city of Orochinagi. Eventually most of the residents escaped safely, and Gunsmith, their leader, took them to another city named Neo-Geo.
But life wasn't so good over there either.
Anyhow, Gunsmith decided that the city of Orochinagi must be rebuilt. He eventually took his citizens of ON, and left to another land. Albiet he lost a few valuable members from the 'shutdown,' he gained new members who are willing to help in reconstructing Orochinagi. Besides, the core group is still around.
As the reconstruction is done, Gunsmith and others settled in the city. Eventually a good number of members who were lost during the shutdown returned. But something was different from the old one. The new Orochinagi seem to attract social scums that are categorized as 'Lamers.' These lamers seem to be attracted by Orochinagi's own special 'style' of fun and orgies. They do nothing but trying to destroy the fragile peacefulness of Orochinagi, and recruit/create lamers from the city within, or get outside help. After a few months, Orochinagi was in chaos, overrun by lamers who wants nothing but their own personal gains.
To amplify the problem, K'Evans, second in command to Gunsmith during the first Orochinagi, resigned before the shutdown (along with the Flames leader, Wolferaizer, who has his own reason). K'Evans used to be a force to be reckoned with, using his no-nonsense style of governing Orochinagi, the city itself grew more prosperious. However, due to unknown reasons he resigned, and suddenly disappeared from the city. After that, the shutdown came.
Eventually time passed by in the new Orochinagi, and K'Evans slowly disappeared from the citizens' memories. He seemed to be something of the past. In addition, they now have a horde of lamers to worry about.
This is when Orochinagi Fighters 2 suddenly started, without notice or any gossip about it beforehand. Even Gunsmith is surprised and decided to take his own team (the Brits team) to investigate into it. The winner will get a great sum of money, and invitations were sent to the citizens of Orochinagi. Like the past ONF, ONF2 is a team-based tournament, with 3 strikers and a striker.
With 15 teams and 67 fighters, this Orochinagi Fighters seem to be the most grandiose that has ever graced Orochinagi history. However, none of them know who the real host is.
As the tournament started, a few teams stood prominent: The Orgy team, which is well-balanced with a style of their own; The Blades of Blood team, with the former ONF boss Setsuna X and his longtime partner Proto; The Harbringers of Chaos team, led by Shiva; and finally, The Rasa team, which is led by Neo Rasa, the CEO/boss of Rasa Corp. Other teams fought well, but didn't fare as good as these teams in terms of advancing into the final rounds.
Eventually the final match boiled down to the two teams: The Orgy team, and the Rasa team. However, they both didn't know which team they'll be facing next.
The members of the Orgy team was taken to a limo, being told by the driver that it would take them to the finals. On the other side, the Rasa team got a similar offer, but from a bus driver instead. Why was there a difference in transportation?
Eventually the Orgy team was taken to a stadium packed with crowds. The announcer had told the crowd and the team that the Orgy team will be facing the Rasa team.
However, the whole stadium waited for half an hour, and nobody from the Rasa team came. The announcer, after listening from his boss that the Rasa team cannot be found anywhere, declared that the Rasa team forfeited from the tournament and thus, the Orgy team is the champion (thus dubbed the Hero team thereafter).
But where has the Rasa team gone to?
Remember that they were taken to a bus, which they were told from the bus driver that the bus will lead them to the finals. That was definately not the case, as during the middle of the journey, the bus driver showed himself as K'Evans. He demanded that Neo Rasa give him the Crystal. The latter told K'Evans that he didn't have it, and a fight between K'Evans and the Rasa team ensued inside the bus.
After a hard fought battle, the Rasa team beat K'Evans. But danger isn't over yet! As K'Evans and Rasa were getting ready for a second bout, the bus fell off a cliff.
But it turned out that the cliff was more of a ledge instead of a cliff, and nobody from the Rasa team got hurt. However, Neo Rasa and K'Evans were both missing and his teammates started looking for him.
In a secluded area, K'Evans told Neo Rasa that the latter's holding some information about the Crystal. The Crystal which Samael threw away into the river in the last Orochinagi Fighters! Rasa wanted to know why K'Evans wanted the Crystal so badly, and the latter revealed that the tournament was used to lure the Crystal's owner, or somebody who knew its location. He also revealed that he wanted to use the Crystal to get rid of all lamers from Orochinagi. K'Evans revealed that Esaka, his subordinate, and Rasa's lackey, The Green Herring, both joined Emmy's team since Emmy knew about the Crystal's whereabouts. Eventually Esaka found strong evidence of the Crystal's location, but he couldn't understand Emmy's technical notions. TGH also got the same piece of info, but unlike Esaka (who isn't dumb), he deciphered the technical jargons and found the location. Therefore K'Evans demanded that Neo Rasa hand out the Crystal, or take a serious beating from him. But Rasa denied, and right when they were about to start a fight, Neo Rasa's teammates rushed in to his help, and finally defeated K'Evans.
As K'Evans was defeated, he disappeared into the woods and is nowhere to be found. As the Rasa team disbanded, Neo Rasa returned to Rasa tower. TGH presented the Crystal to Neo Rasa, and bid his leave from Rasa Corp.
Now that Neo Rasa had the Crystal, he made a wish which summoned a person - somebody which he always wanted to control. However, before Rasa even had a chance to calm that person down (who was VERY surprised), that person made a crazy escape by jumping off Neo Rasa's office window and disappearing into the streets.
And that was the end of Orochinagi Fighters 2.
------
5. System Explaination

Game system:

This game system is mainly taken from KOF 2000. There are differences though, and I'll try my best to explain it.

Fighters distribution: 3 fighters, 1 striker.
Max number of stocks: 3
---
Button layout:
A - Light Punch
B - Light Kick
C - Heavy Punch
D - Heavy Kick
Start - Taunt
---
Basic commands:
f,f (hold): Run forwards
b,b: Backward hop
u: Vertical jump
uf,ub: Jump forward, backward
AB/f+AB: Forward roll
b+AB: Backward roll
Start: Taunt (not cancellable)
f/b+AC: Forward throw
f/b+BD: Backward throw
BC: Striker call
CD: CD attack
---
Advanced commands:
u,uf,ub while running: Running jump
qcf,uf/qcb,ub: Hyper jump forward/backward
AB/b+AB when falling: Emergency recovery (backward)
f+AB when falling: Emergency recovery (forward)
AB/b+AB when blocking: Emergency roll (backward), takes one stock
f+AB when blocking: Emergency roll (forward), takes one stock
CD when blocking: See CD attack. Takes a stock.
AC while about to be thrown: Forward throw break (knocks opponent away)
BD while about to be thrown: Backward throw break (knocks opponent away)
BC after throw or throw break: Bonus Striker! Takes a stock.
---
CD attack:
There are two forms of CD attacks. Every fighter have either Knock down or Guard break. Air CDs have the same effects as ground CDs.
Knock down: Traditional KOF knockdown.
When the opponent is not blocking, CD knocks the opponent away.
When the opponent is blocking, CD will not deal any damage or cause a guard break (unless the guard meter is full).
When the CD is a counter, the opponent is knocked away and is dealt more damage. You can follow up with anything.
When the CD is an emergency counter, it does no damage and knocks the opponent away.
An 'air-to-air' CD would knock the opponent away, and deals the same damage as the character's ground CD.

Guard break: Something stupid that I made up. A tool against turtlers, and can be a combo starter.
When the opponent is not blocking, CD knocks the oponent away, but does not deal any damage.
When the opponent is blocking, CD will not deal any damage, but creates a guard break. You can follow up with any special moves, DM or SDM.
When the CD is a counter, the opponent is knocked away, and you can follow up with anything. However the CD itself deals no damage.
When the CD is an emergency counter, it does no damage and knocks the opponent away.
An 'air-to-air' CD would only knock the opponent away, and it deals no damage.
---
Striker system:
The ONF2 Striker system is a weakened KOF 2K striker system (or more like a 2K1 striker system). Like KOF 2K, striker bombs are still intact. In order to get an extra striker bomb, you have to taunt. If you have at least a stock, a stock is taken to get a striker bomb. However, you cannot cancel the taunt.
The first fighter starts with 3 striker bombs (max), then the second starts with 4 max, and one plus the number of striker bombs the first fighter left. Same for the third fighter except (s)he has 5 max striker bombs.
You can call a striker when you're idle, when you're jumping (not falling from an attack), executing a command move or a CD attack, or doing ONE specified special move. During that special move you can call a striker. Each fighter has their own 'striker only' special move.
You can also call a striker after a throw, or after you broke a throw. It costs one stock. The striker will attempt to juggle the opponent. If he/she/it misses then the striker will jump away.
During a striker combo, note that the damage will be reduced to 80% of what it was supposed to deal. In addition, striker combos will NOT raise any power. A striker combo is considered finished when the combo count (or number of hits) is not going up for a period of time.
Striker attacks by themselves will not raise any power unless noted otherwise.
---
Power stocks:
The max number of stocks is 3. If you lose, the next fighter will inherit the number of stocks you have, but not if you're on the way to get the next stock. So If you have 2 and a half stock when you lost, the next fighter will have 2 stocks.
---
DMs and SDMs:
Like KOF2K, DMs only take a stock. SDMs take two stocks (the max number of stocks is three), unless your life is flashing (20% left), which only takes one stock. For more info on the 'flashing lifebar' see "High Tide System."
---
High Tide System (was 'Pissed System'):
Another lame idea I introduced.
When you have 20% of your full life left, your lifebar will start flashing, and the character will blink for half a second (like getting into T.O.P. in MOTW). Which also means that you're "High." If the lifebar is flashing, the fighter gets a free stock. If the stock is on its way to reach 3 stocks, it'll be 3 stocks regardless.
If the fighter already has 3 stocks, an automatic striker bomb is given. If the striker bombs are at max already, you'll have an automatic striker call whenever you're able to call one (but you won't lose a striker bomb).
In addition, you'll take less damage, about 60% of the 'original' damage will be dealt to you instead.
When you're "High" you can do SDMs with the cost of only one stock.
---
Super Cancels
Each fighter has a special move where (s)he can cancel into a (S)DM. A DM SC (short for super cancel) takes 2 stocks (one for the SC, one for the DM), and a SDM SC takes 3 stocks (one for the SC, two for the SDM) regardless of your life status.
Some special moves specify during which hit can the SC occur as well.
---
Throws
Throws vary in damage. To prevent 'accidental throws' that sometimes happen in KOF, f/b+AC and f/b+BD are the throw commands used in ONF2. They can be broken with the being throwed by pressing AC or BD (depending on which throw it is). All throws can be broken. A striker can be called when a throw is completed, or broken. If a throw is broken, the thrower will be knocked to the ground like in KOF2K and 2K1. But breaking throws do no damage, but it adds a bit of power to the power stocks of the breaker. Throws do not increase the power of stocks.
---
"Tick killing" prevention:
When your fighter has only a tick of his/her life left (i.e. a tick damage would kill em off), no tick damage will be dealt if you block. So the opponent can't cheese you to death.
---
Combos:
ONF2 has the same combo system as KOF, which allows a normal move to be cancelled into a command move. And depending on the command move's properties, it can be cancelled into a special move, DM or SDM.
---
Guard Break:
This has nothing to do with the CD Guard Break.
If a character blocks too much (meaning that the guard meter is full), a guard break is done. Guard breaks can only occur when a character is blocking. He/she will stop blocking for a while, meaning that he/she'll be open for a short moment.
---
Dizzy:
If your character has taken a certain amount of hits (there's a hidden 'stun gauge' in the game), he or she will go dizzy. While you're dizzy, your character is open to attacks, but when he/she is hit, the fighter's status is immediately returned to normal. To get out of a dizzy, mash ABCD repeatedly (no need to juggle joystick).
---
S&M Penalty (was Negative Penalty which was Infinity Prevention):
To avoid infinites and cheesing, if a fighter does the same special move 5 times in a row, a Negative Penalty will be dealt to him/her, even though not all the effects listed below will apply under this condition. In addition, idling or turtling (blocking a lot) will also result in Negative Penalty. The effect is immediate, but before the Negative Penalty comes out, the fighter's power bar will flash for a while to notify the player. However the penalty is random:
- One stock AND a striker bomb taken awway (if the fighter has both)
- Lose ALL stocks (unless the fighter hhas none)
- Not able to build up any power for 155 seconds
- Not able to do any special move for 110 seconds
- Instant dizzy (Not on infinites)
- Not able to block for 5 seconds
- Not able to call a striker for 15 secconds
------
6. Team Listing & Character Select Screen

Character select screen:

 [T][E][C][A][H][B][P][E][L]  Legend:
 [X][M][H][U][E][R][N][S][A]  All teams are portrayed vertically from 1st member to last. Both cursors start out on Oro.
 [A][M][A][S][R][I][O][&][D]  Team listing: HERO = Hero (Orgy) Team ; BRIT = The Brits team ; AUSS = Da Great Aussie team ;
 [S][Y][O][S][O][T][Y][F][Y]  PNOY = The Pinoys team ; CHAO = The Harbringers of Chaos team ; ES&F = The ES and Friends
 [   ?   ][D][K][T][  ? ?  ]  (sounds like hentai) team ; EMMY = The Emmy World Takeover team ; LADY = The Ladies team ;
[|]|[N][Z][L][Z][S][R][B]|[|] TXAS = The Lone Star (Texas) team ; LATN = The Latino Pride team ; SHIN = The Shin team ;
[1]|[E][V][A][M][H][A][L]|[2] ZVVX = The Zaro VS VX team ; RASA = The Rasa team ; BLAD = The Blades of Blood team ;
[P]|[W][V][T][I][I][S][A]|[P] NEWB = The Newbies Psychotics team ; K = K'Evans ; Z = Zyzyfer ; T = Taiso ; D = Denieru ;
[|]|[B][X][N]   [N][A][D]|[|] M = Mr. Flibble ; I = Iori Branford ;  ? = Normal roulette ; ?? = Team roulette
 [----1 P----] [----2 P----]  1 P = The team that 1P side chooses ; 2 P = The team that 2P side chooses
 [---P I C---] [---P I C---]  1/2 P PIC = The portrait of the character that 1P/2P is highlighting

A + sign indicates that this character has 3 strikers because he/she is/was a moderator of Orochinagi

Hero (Orgy) Team
Oro +
Iori E
Zepy +
Persona +

The Brits team:
Gunsmith +
Dog
Gaseous Snake
Martial Loh +

Da Great Aussie team:
Wolfie +
FCL +
hebretto
Chibi K'

The Pinoy team:
FacJoe +
Rugal 3:16
no Style
Terry Bogard

The Harbingers of Chaos team:
Shiva +
Sabi
BK
Immature

The ES and friends (sounds like hentai) team:
Evil Shingo
Batsu Power +
Omega Cosmo
Penguin +

The Emmy world takeover team:
Emmy & The Green Herring +
Testament +
Gojira
Esaka +

The Ladies team:
Kyo-wa +
LeonaMargoyle
Kula^Diamond +
WhipBogard

The Lone Star (Texas) team:
E.Branger +
Daigo
Mick Kensou
Kamui

The Latino Pride team:
Magitek X
Tempestad
Ragnarok
Crazy Bee

The Shin team:
ShinYagami +
EndLeSS +
Bakasama
Beast of Fire

The Zaro VS VX team:
Zaro Yagami
Infamous VX +
Shin Iori Yagami
KoreDo +

The Rasa team:
Neo Rasa +
Cherrn
Synapse
Raging Kuno

The Blades of Blood team:
Protogem +
Setsuna X +
YeldellGW
Apathy Wind

Newbies Psychotic Team:
Vastago
Igawa Iori
Ryuji Yamazaki
Dark Chai

Edit characters:
K'Evans +
Taiso +
DenieRu
Zyzyfer
Mr. Flibble
Iori Branford

Mid-boss: K'Evans with ??? striker
Final boss: K'Evans
------
7. Character Movelists, Bio and Backstory (where applicable)

Legend:
b: Back
f: Forward
d: Down
u: Up
df: Downforward
db: Downback
uf: Upforward
ub: Upback
qcf: down, downforward, forward. Fireball motion.
qcb: down, downback, back. Reverse fireball motion.
dp: forward, down, downforward. Dragon punch motion.
rdp: back, down, downback. Reverse dragon punch motion.
hcf: back, downback, down, downforward, forward. Half circle forward motion.
hcb: forward, downforward, down, downback, back. Half circle backward motion.
(Close): When close
(Air): This move can also be done in the air when the character is 'free.'
(Hold): This move can be delayed by holding the designated buttons for the move.
(Striker): You can call a striker during this move.
(SC): This move can be super cancelled when you have 2 stocks avaliable.
b,f+X / d,u+X: Charge back, then forward and press X / Charge down, then up and press X.
X,X,X: Press X repeatedly.

-----
Hero (Orgy) Team:
---
Oro
--
Bio: None provided
--
Appearance: Looks like Jhun, but has a bottle of sake holding behind him.
A: Standard Jhun
B: Red vest with golden hair
C: Black vest with dark brown hair

Normal moves: Similar to Kim. That means Oro uses his hands (but not often). His far D is the same as Jhun.

Throws: All are the same with Jhun.

CD: Knockdown

Command moves:
f+A: Sexy Kick
Same as Jhun's f+A. If you hold A Oro will go into Sexy Stance.

f+B: Drunk Kick
Same as Jhun's f+B. If you hold B Oro will go into Drunk Stance.

Special moves:
qcf+P: Get Drunk
This move has Oro take out the bottle and drink the sake, which makes Oro drunk. It does no damage by itself, but if the opponent attacks Oro he'll knock em away with little damage. It can qualify as a counter. If Oro counters then he won't get drunk.
After Get Drunk, Oro is in a different 'stance' which has him drunk. Oro does double damage, but takes double damage as well. He'll have slower speed. This effect lasts until he does a move which makes him sober.

(close) qcf+P after Get Drunk: Bitchslap! (SC)
This is considered a grab move, which is unblockable. Oro will start bitchslapping the opponent and whining about how crappy Canada is. The quotes come out randomly. After Bitchslap! Oro turns normal. You can cancel into a super at *any* time during this move. 10 hits.

dp+P after Get Drunk: Bleh! (striker)
Oro will puke at the opponent, like a hyperbolic projectile. This leaves them dizzy. After Bleh! Oro turns normal. If it misses the opponent the puke will disappear from the ground, and Oro turns normal. No damage. You can call a striker at any time during this move.

d,d+A (hold): Sexy Stance
Oro goes into a stance where he sticks one leg to the air (like Jhun's A stance). No damage. Like Jhun, Oro can move forward or backwards. But he cannot jump, crouch or block.

B during Sexy Stance: Change Stance
Oro changes into the Drunk Stance.

f/b+C during Sexy Stance: Sexy Kitsune!
Oro takes out the bottle and throws it at the opponent. If you hold forward during the input, the bottle is faster than holding backwards. After this move Oro takes another bottle out from nowhere.

f/b+D during Sexy Stance: Sexy Haruka!
Oro takes out a smoke and 'burns' his 'free' leg. Then he'll kick forward. Knocks down, and negates fireballs. Holding forward or backward has no effect, but it's required.

d,d+B (hold): Drunk Stance
Oro turns drunk (fake drunk) and faces the background, but he can move forward or backward. No damage.

A during Drunk Stance: Change Stance
Oro changes into the Sexy Stance.

f/b+C during Drunk Stance: You Slut!
Oro slides to the opponent. He can evade any air fireballs during this move. If forward is held he travels further than holding backward.
If Oro is drunk already, Oro follows up with an overhead leg chop, which knocks down the opponent.

f/b+D during Drunk Stance: You Bitch!
Oro flips backward. This move has autoguard at start, and does okay damage.
If Oro is drunk already, and you hold forward, after the flip Oro will do a You sluts!

d,u+P: KuuSaJin
Same as Jhun's KuuSaJin. If you hold A after the A version of KuuSaJin, Oro will go into his Sexy Stance.
If Oro is drunk then he'll go for 4 hits instead of the standard 3 hits.

qcb+K: Mangetsu Zan
Same as Jhun. If you hold B after the B version, Oro will go into his Drunk Stance.
If Oro is drunk nothing happens to this move, but he still deals double damage.

DMs:
qcfx2+K: Seshee Barrage ol' Kicks
The same as Jhun's Hou'ou Ressou Kyaku. Instead Oro won't say anything.
This move does the same damage even if Oro's drunk.

qcfx2+P after Get Drunk: Naru is a bitch, Canada sucks, and Hikaru Utada sucks too
A rush DM. Oro runs up to the opponent and slams em against the wall for three times, each time yelling different words. Comes out fast. After this move Oro turns normal.

SDM:
qcfx2+AC after Get Drunk: Naru is a bitch, Canada sucks, Hikaru Utada sucks, but I like Kitsune and Haruka
An extension of Naru is a bitch, Canada sucks, and Hikaru Utada sucks too. Instead of 3 hits, Oro does 4 hits. Comes out fast as well. After this move Oro turns normal.
--
Taunt: Takes out his bottle and says "Hey, you want some?"

Winposes:
A: Takes out his bottle and says "This is good stuff. Too bad it's mine."
B: Drinks from his bottle.
C: Oro grabs his opponent and bitchslaps em (only works when opponent is KOed)

Winquote:
"I love getting drunk in a fight. Don't you agree? ^_~"
--
Strikers:
Oro: Bitchslap!
Oro comes in drunk, and then bitchslaps the opponent. During this striker move Oro does no damage. If you hit the opponent then Oro jumps away.

Kitsune: Naiyo? Naiyo?
Kitsune from Love Hina walks in from the edge of the screen with a bottle of wine. The she 'accidentally' hits the opponent's head with the bottle, and runs away. This move is blockable, and if it's not blocked it makes the opponent dizzy.

Haruka: ??
Haruka from Love Hina walks in dragging Keitaro. When she gets near the opponent she'll slap the opponent with Keitaro. Then she'll leave Keitaro alone and jump away while Keitaro crawls back to the edge of screen. This striker move does lots of damage (for a striker), but it takes a long time because Keitaro getting away is part of the striker move. (Hint: if the opponent hits Keitaro when he's crawling away, the striker move ends)

---
Iori E
--
Bio: None provided.
--
Appearance: http://schyzopen.free.fr/Whippy/niorie01.gif, http://schyzopen.free.fr/Whippy/niorie02.gif (thanks to Iori E and Shiva for providing me the link)

Normal moves: All identical to Leona, but standing and jumping C are same as Andy's.

Throws:
Trap Swing: when close, b/f + AC: Iori E jumps straight up to do a handstand on the opponent's shoulders. He then swings his legs downward and does a somersault kick to the opponent's chest, sending the opponent flying away.
Stained Memory: when close, b/f + BD: Iori E grabs the opponent's head and leaps to the opponent's side. He then kicks the back of the opponent's head with his heel, sending the opponent flying towards the other side of the screen.

CD: Knockdown

Command Moves:
f+A: Rainfall
Iori E swings both fists downward for 1 hit. This move is an overhead and a knockdown attack, unless you cancel into it. If you do cancel into it, then it can be cancelled into a special move or (S)DM.

f+B: Delta Spin
Iori E does a spinning roundhouse kick, then jumps up to do a scissors kick. The first hit can be cancelled into a special move or (S)DM. The second hit is a knockdown attack, and will hit an opponent behind him as well as in front of him.

df+D: River Flowing
Iori E does a sliding kick for a short distance. This move hits low, unless you cancel into it. This move can be cancelled into a special move or (S)DM, regardless of whether this move itself was cancelled into or not.

Special Moves:
hcf+P: Fair Wind
Iori E holds his fist up, then brings his other hand upward to shoot a long, narrow stream of flames. In the A version, the flame shoots upward at a 30-degree angle from the ground. In the C version, the flame shoots upward at a 45-degree angle from the ground. During the startup animation, when Iori E holds his fist up, he is protected by auto-guard against high and mid-level attacks. 1 hit.

(close) hcf+K: Manipulator
Iori E grabs and throws the opponent up in the air. He then punt-kicks the opponent. In the B version, Iori E kicks the opponent upward, creating an opportunity to juggle. In the D version, Iori E kicks the opponent toward the wall, making the opponent bounce off for a free hit. This move is unblockable and has a "missed" animation.

(air) qcb+P: Still Spark
Iori E creates a small ball of energy with his hand, which stays stationary until 3 seconds pass or until the opponent touches it. In the A version, Iori E creates the energy ball horizontally while standing. In the C version, Iori E creates it horizontally while crouching. IN THE AIR: In the A version, Iori E creates the energy ball horizontally. In the C version, Iori E creates it diagonally downward (just like Benimaru's "Air Raijinken"). Since Iori E recovers before the energy ball disappears, this move can be used as a combo starter in some instances. Iori E may only create one energy ball at a time. 1 hit.

qcb+K: Dance of Circles (SC, Striker)
Iori E does a series of kicks to the opponent before swinging his hand downward with a trail of energy. In the B version, Iori E kicks only once and then swings the hand, making 2 hits. In the D version, Iori E kicks three times and then swings his hand, for a total of 4 hits.
This move can be cancelled into a (S)DM during the first hit of the B version, or the first 3 hits of the D version, making this special move a Super Cancel move. Iori E may call out a Striker during this move.

f+B after Dance of Circles: Round Down
Iori E swings his other hand downward. This move is an overhead and a knockdown attack. 1 hit.

f+D after Dance of Circles: Round Up
Iori E does a jumping somersault kick, traveling horizontally. This move is a knockdown attack. 1 hit.

dp+P or K: Exit Stage
Iori E moves forward and disappears in a blur. He teleports to another part of the screen. - In the A version, he reappears 1/4 of a screen's distance behind where he used to be.
- In the B version, he reappears at thee same spot he used to be.
- In the C version, he reappears 1/3 off a screen's distance in front of where he used to be.
- In the D version, he reappears 3/4 off a screen's distance in front of where he used to be.
- For a moment during the move, when Ioori E disappears, he is invulnerable to most types of attacks. This moment is very brief, however.

DMs:
qcf, hcb+P: Active Spark
Iori E creates a large blast of flames from his hand. In the A version, Iori E creates the blast horizontally while standing. In the C version, Iori E creates it horizontally while crouching. (This is identical to the Still Spark animation.) 1 hit.

hcbx2+K: Disobedience
Iori E grabs and throws the opponent down onto the floor. Then he lifts the opponent off the ground and slams the opponent again. He repeats this 4 times. Then he throws the opponent into the air and performs his C-version Fair Wind. This move is unblockable and has a "missed" animation.

SDMs:
qcf,hcb+AC: Active Spark
Iori E creates a huge blast of flames from his hand (think of Igniz's blast DM). 5 hits.

hcbx2+BD: Disobedience
Iori E grabs and throws the opponent down onto the floor. Then he lifts the opponent off the ground and slams the opponent again. He repeats this 11 times. Then he throws the opponent into the air and performs his C-version Active Spark DM. This move is unblockable and has a "missed" animation.
--
Taunt: Waves his fingers like Kyo's taunt.

Winposes:

Winquote: "Faits accomplis bore me silly! I hunger for a worthy bed-mate!"
--
Strikers:
Iori E: Enter the Manipulator
Iori E quickly appears in front of the opponent (just like in his Exit Stage), then immediately grabs the opponent and performs his B-version Manipulator. This move is blockable.

Another Iori E: Round Forward
Another Iori E jumps into the screen with a flying kick. Then he performs his Round Up, juggling the opponent.

---
Zepy
--
Bio: None provided.
--
Appearance: Looks like a Zepy. =P
A: Standard color
B: Switched palette of red and white

Normal moves: Taken from Sol Badguy from GG series (Zepy style)

Throws:
!!!!!!!!!!: f/b+AC
Zepy switches sides with the opponent for 10 times. Leaves opponent open for a while.

!!!!!!!!!: f/b+BD
Zepy switches sides with the opponent for 9 times. Leaves opponent open for a while.

CD: Knockdown

Command moves:
f+A: Nothing Counter
Works as a counter, only works when the opponent is doing nothing (ie: not even crouching, just standing around). Low level instant damage.

f+B: Dork Counter
Works as a counter, only works against parries that have the ability to parry counters. Thus the name 'Dork Counter', only works on dorks. Throws the opponent when ummm... the opponent parries it.

Special Moves:
qcf+P: Subbing - version ENCODE
Charges for a moment, then fires a ball of divx that drains the opponent's cpu cycles when hit, does moderate damage anddecreases their speed for a time period.

After Subbing - version ENCODE hits, qcf+P: Subbing - version REENCODE
The encoder's nightmare. Charges for a moment before firing. If it hits, the opponent is completely paused, and open to all attacks until they get hit.

qcf+K: Subbing - version OVERLAY
Charges for a moment, then fires a ball of .psd files that clutters up the screen area. Again, does moderate damage when hit, Zepy goes slightly invisible for a time period when it hits.

hcb+K: Subbing - version SBC (SC, Striker)
Combo move, does about 5 hits in a single pass for the B version does 8 hits in two passes for the D version. Random chance of a macro block falling from the sky and hitting the opponent. A striker can be called at any time during this move. Can be SCed at any time during this move.

b,f+P: Subbing - version SOFTSUB
Poison move, forward lunge. Poison disappears in a bit or when hit. (Works like Lin's d,d,d+AC SDM in KOF 2K but much shorter)

qcb+P: Subbing - version XVID
Fast and does damage.

DMs:
qcf,hcb+ABC: Subbing - version HARDSUB
The final step. Screen goes dark and screaming can be heard as Zepy HARDSUBs the opponent. Includes all effects from ENCODE, OVERLAY and SOFTSUB. Effects only disappear after a period of time, cannot be cancelled.

Hold ABCD,turn 1440 degrees,hcb,hcf,qcf,rdp+A,C,C,B (without letting go of ABCD): Ú‘±‚Í•sˆÀ’è!!!! ‚¤‚íEEEEE!!! (Connection's unstable!!! uwaaaaaaaa!!!)
If hits, both players lose connection to the game and peer out. Draw game.

SDM:
Jump out the nearest window while holding the controller, then get back and do the same for 2P side (hard input) OR ABCDx10 (easy input): ˆêŠŒœ–½
Zepy actually starts putting in effort! Damage x 2 for the rest of the round.
--
Taunts: Zepy does nothing.

Winposes:
A: Zepy does nothing.
B: Zepy looks like he's about to do something.
C: Zepy really looks like he's about to do something.
D: Zepy is almost certain to do something.

Winquote: "Wee"
--
Strikers:
Zepy: Nothing Counter
Zepy appears and does a nothing counter, if it misses, nothing happens.

Zepy 2000: ???
Zepy 2000 stalks Daigo while running across the screen, knocks enemy into the air if hits.

???: ???
1 in 5000 chance of white tiger eating foe. Automatic win if the tiger successfully eats the opponent.

---
Persona
--
Bio: None provided
--
Appearance: Kanako from Love Hina. Persona's cat will also be presented as well. Standing position is like Kula without the ice surrounding her.
A: Standard
B: Black sleeves with red vest (like Vice)
C: Black sleeves with green vest

Normal moves: All are identical to Mature.

Throws:
f/b+AC: Death Blow
f/b+BD: Back Rush (switches sides)

CD: Guard Break

Command moves:
f+A: Crematory (Punch)
This is actually from Vice. It's an overhead unless it's cancelled into.

f+B: Crematory (Kick)
This is the same as Mature's f+B. Not an overhead.

Special Moves:
(air) qcb+K: Outrage (striker)
Same as Vice. Can be done on air. A striker can be called for the ground version at any time.

qcf+P: Dark Shadow
Persona's cat runs forward and attempts to scratch the opponent's face. If it connects then the cat will 'hold' the opponent for about 2 seconds for a free hit.

dp+P: Path to Hell
An anti-air grab (like Vice in CvS2) but with less range (and more realistic). Slams the opponent to the floor if the grab connects.

(Close) hcf+K: Shadow...
This is a special move counter. Persona goes into a stance (like Kyo's Kamukura SDM in 2k1), and if she manages to counter the opponent, she'll learn that move. This move only counters 'body' (i.e. physical) special moves, no normals, commands, fireballs and (S)DMs can be countered. To execute the learnt move, do hcf+K. Regardless of successfulness, she'll lose the move. When Persona learnt a move, Shadow... cannot be used unless the learnt move is used.
If this move misses, Persona looks a bit surprised and takes some time to recover.

(Close) hcb,f+K: Dismiss...
Persona switches sides with the opponent. Some lag if missed.

After Dismiss... qcb+K: Despair?
Persona does a slam at the opponent. Knocks the opponent away.

After Despair? dp+K: Demand! (SC)
Persona drags the opponent from the air, switches sides with em, and knocks the opponent away. Super cancel right after Persona switches sides.

After Despair? qcb+K: Destroy~
Persona jumps to the air and knocks the opponent back to the ground.

hcb+P: Dance of the Devils
An evasion move. Persona fades into the background. No hits and damage.

P after Dance of the Devils: Junk!
Persona executes Crematory (Punch) and knocks the opponent to the ground. Overhead.

K after Dance of the Devils: Trash!
Persona's cat trips the opponent to the ground. Must be blocked low.

[Start] after Dance of the Devils: ...?
Persona hops forward. No hits and damage. Persona is invulnerable during the hop.

A+B+C: Night of the Crows
Persona goes into a stance. Stands like Yun/Yang from SF3. Can't move though.

P after Night of the Crows: Double Cross
Persona does a 2-hand chop like May-Lee's qcf+A in Hero mode. Overhead. If this move is executed then Persona goes back to her normal stance.

K after Night of the Crows: Negation
Persona does a sweep. Doesn't lag at all, and has autoguard at the first frames. If this move is executed then Persona goes back to her normal stance.

CD after Night of the Crows: Away...
Persona does a push which causes guard break if blocked. Sends the opponent flying backwards (and slide on the ground). If this move is executed then Persona goes back to her normal stance. Can be followed by *any* move.

Note: Persona's movelist may look confusing. Here's a 'tech tree' of her chains.

Dismiss...
|-Despair?
|-Demand!
|-Destroy~

Dance of the Devils
|-Junk!
|-Trash!
|-...?

Night of the Crows
|-Double Cross
|-Negation
|-Away...

DMs:
hcbx2+P: Majinga
The same as Xiangfei. Mash buttons to get more damage and hits if the move catches the opponent.
Normal: 100 hits
Max: 105 hits

qcfx2+P: Moonlight~
A rush DM. Persona rushes to the opponent and if it's not blocked, a barrage of attacks is executed, with the cat doing the finisher. Does about 30% damage. If it's blocked or missed Persona has a mini-lag.

SDMs:
qcfx2+AC: Moonlight~
An extension of Moonlight~ DM. More hits, and more damage. But has a longer lag if it's blocked or missed. About 60% damage.

qcfx2+BD: Dark Shadow...
Persona does a stance (like Kyo's Kamukura SDM in 2k1) and if the opponent is close, or is executing a close-up move (regardless if it's a normal, command, special or (S)DM), the screen goes black and suddenly Persona turns into the opponent but with an alternate color. This move does no damage but has 1 hit, which dizzies the opponent.
There is a time limit of about 10 seconds. A bar is shown above the striker bombs, and if the bar goes to zero, the screen goes black again and Persona changes back to herself.
--
Taunt: Persona turns around and strokes the cat.

Intro:
A shadow appears, then Persona appears with the cat (like Heidren).

Winposes:
A: Same as Vanessa's one where she kinda folds her arms and stands straight, but Persona closes her eyes and says, "Hmm, pathetic."
B: Walks forward, looks down at the opponent and says "had enough?" while grinning maniacally.
C: Sleeps with the opponent (random winpose: takes off her clothes and sleeps with the opponent)

Winquote: "Don't waste my time! I got something more important to do. Like orgies. ^_~"
--
Strikers:
Persona: Dismiss...
Persona jumps in next to the opponent and executes Dismiss..., which leaves the opponent for a free hit.

Shinobu: ;_;
Shinobu from Love Hina jumps in, cries with watery eyes and explodes (sending her flying away, unblockable), or swing a frying pan at the opponent for a juggle (blockable), or runs at the opponent causing a guard crush, and falls down. It's random though.

Tatsuya:
Tatsuya's Persona does a flying kick diagonally downward just like K9999 striker while Tatsuya is running in (opponent won't get hit by the running), then kicks the opponent like K's Second Shell which sends the opponent to the air for a juggle. Tatsuya only does the kick if the persona connects.
---

----
The Brits team
---
Gunsmith
--
Bio: None provided.
--
Appearance: (A) Shermie, (B) Different colored opponent (random color), (C) Shermie with Chris Benoit pants, (D) Purple Shermie (Orochi Shermie?), [Start] Shermie with cig

Normal moves: All are same as Shermie

Throws: All are same as Shermie

CD: Knockdown

Command moves:
f+B: Gunsmith Stand
Gunsmith 'spins' forward like Shermie. Second hit is an overhead, unless cancelled into. Only cancellable on first hit, but grabs will miss. 2 hits.

df+B: Stomping
Gunsmith sticks his/her back leg forward like Clark. However this move can hit opponents lying on the ground, in addition to its overhead properties (unless cancelled into). Gunsmith will kick the opponent away if he's hitting a downed opponent during this move.

Special Moves:
(Close) hcf+P: Gunsmith Spiral
Same as Shermie Spiral, but sometimes Gunsmith will 'accidentally' do Clark's Super Argentine Backbreaker instead for no reason, does the same damage though. Unblockable when close.

dp+K: Gunsmith Clutch
An anti-air grab, same as Shermie Clutch. Sometimes Gunsmith will 'accidentally' do Clark's Napalm Stretch, which does the same damage nonetheless. Unblockable in air. D version travels higher and farther than B version, and has more lag.

qcb+P: Gunsmith Whip
Gunsmith rolls backward and tries to grab the enemy with his/her legs. If (s)he grabs the enemy successfully, (s)he'll follow up with a backdrop. However in this move Gunsmith may randomly say a manly "HEY!" after the backdrop IF you didn't do Gunsmith Cute.

hcf+K: Gunsmith Shoot
Gunsmith glides/dashes forward to the opponent, sits on his/her head and slams the body to the ground. D version travels farther while B version goes faster. Sometimes Gunsmith does Clark's Cradle Roll instead, but both does the same damage. Has no followup after this move. Basically same with Shermie.

qcb+K: Axel Spin Kick (SC, striker)
Same as Shermie. However, Gunsmith is able to SC right BEFORE (s)he does the kick which knocks the opponent away. In addition, a striker can be called at any time during this move.

b,f+P: Gatling Attack
Same as Clark. Gunsmith 'spins' for about 2 hits, then the third hit sends the opponent to the air. After the C version you can follow with Gunsmith Clutch.

After Gatling Attack, dp+K: Gunsmith Clutch
Nothing special about it, the same as the 'stand-alone' version of Gunsmith Clutch. Gun still 'accidentally' does Napalm Stretch.

After Gunsmith Spiral/Gunsmith Clutch/Gunsmith Whip, qcf+K: Gunsmith Cute
After these grabs (only if they connect of course), you can follow up with this move. Same as Shermie Cute. Gunsmith Cute still connects even if (s)he finished with a 'Clark version' instead. Sometimes Gunsmith does Clark's Flash Elbow instead, and it has a wider 'hit range.'

DMs:
(Close) hcbx2+P: Gunsmith Flash
Slaps opponent in the face. Pulls up (or down) pants just enough to see some curly hair. Opponent is mesmerized. Then proceed with rolling german suplexes. Some lag if missed, unblockable. Does about 30% damage.

(Close) hcfx2+P: Gunsmith Carnival
Same as Shermie Carnival DM. For the last hit Gunsmith randomly puts the opponent on her shoulder, and points at some direction. Then (s)he runs in that direction, ends with slamming the opponent against the ground when (s)he reaches the edge of the stage. It's just Clark's old Running Three DM version. Does the same damage nonetheless. Some lag if missed, unblockable. Does about 27% damage.

SDM:
(Close) hcbx2+AC: Gunsmith Flash
Humiliates the opponent with groping him/her while suplexing and then pretending to hump him/her in different positions before powerbombing the opponent on his/her neck. Some lag if missed, unblockable. Takes about 55% damage.

(Close) hcfx2+AC: Gunsmith Carnival
Same as Shermie Carnival SDM. For the last hit Gunsmith randomly puts the opponent on her shoulder, and points at some direction. Then (s)he runs in that direction, ends with slamming the opponent against the ground when (s)he reaches the edge of the stage. It's just Clark's old Running Three DM version. Does the same damage nonetheless. Some lag if missed, unblockable. Does about 50% damage.
--
Taunt: (Random) Takes out cigarette, lights it, flicks it at opponent (didn't smoke it!) OR scratches butt OR smokes cig and coughs up blood.

Intro: Shermie's intro with handsome guys in 98.

Winposes:
A: Crawls over you slowly, softly saying something
B: With hands behind head, suggestively gyrates hips
C: Laughter, with coughing to finish
D: *runs*

Speech while dying: "K' Evaaaaaaaaaaaaaaaaaaaans!"

Winquotes: "How does it feel?", "HOW does it feel?", "How DOES it feel?", "How does IT feel?", "How does it FEEL?", "HOW DOES IT FEEL?" (all are random)
--
Strikers:
Gunsmith: Call mods
Runs onto screen, SCREEN BLACKS OUT with flashing hit effects. Then you see Shermie is standing over fallen opponent. The words "INSTANT BANNING" in japanese kanji appears in glowing purple. (anyone remember the creative shots?) Does 10% damage.

Shermie: Shermie Clutch
Same as Shermie striker for KOF 2000.

Orochi Gunsmith: The Wrath of A Pissed Gunsmith
Orochi Gunsmith lands in the middle of screen, then does Orochi Shermie's winpose. Both sides take 20% damage of a full life, then O.Gunsmith jumps away. If the opponent tries to hit Orochi Gunsmith (even with fireballs) before his 'double damage,' then that character receives 25% damage and Orochi Gunsmith jumps away.

---
Dog
--
Bio: None provided
--
Appearance: Saisyu Kusanagi from KOF with Kyo's student costume (headband and gloves included).
A: Black
B: Blue
C: Brown
D: Pink

Normal moves: All are the same as Saisyu.

Throws: All are the same as Kyo.

CD: Knockdown

*Command moves:
f+A: Gou Tsui
Same as Saisyu's in 98. Overhead unless it's cancelled into.

f+B: Goufu You
Same as Kyo's Goufu You in 98. Overhead unless cancelled into.

df+D: 88 Shiki
Same as Kyo's 88 Shiki in 98. Hits low.

in air, d+C: Naraku Otoshi
Same as Kyo's Naraku Otoshi. Knockdown on air opponents. Also an overhead (like all air attacks).

df+B: Kubu Tsuchi
Same as Saisyu's f+B (Kubu Tsuchi) in 98. Overhead regardless if it's cancelled into or not.

b+B: Honofuri
Same as Kyo-1's f+B (Honofuri) from KOF 99. Overhead unless cancelled into, and knocks down opponent regardless if it's cancelled or not.

b+A: Kurogami
Same as Kyo-1's f+A (Kurogami) from KOF 99. Overhead unless cancelled into.

df+C: Migiri Ugachi
Same as Kyo-1's Migiri Ugachi from KOF 99. Must be blocked low, and it can hit grounded opponents (even if cancelled). In this case, opponent will be knocked away.

Special Moves:
qcf+P: Yami Barai (striker)
Same as Saisyu's Yami Barai. A striker can be called at any time during this move. The fireball stuns the opponent if hit. Able to hit opponents lying on the ground.

After Yami Barai, hcb+K: Kamu Kakari
Same as Saisyu's Kamu Kakari, but this isn't a stand-alone version. Overhead.

After Yami Barai, dp+P: Oniyaki
Same as Kyo's Oniyaki in KOF 98, with full autoguard. Note that C version goes up higher and farther than the A version.

After Yami Barai, ABCD: Ne
This must be done before the fireball comes out. Ne will cancel the fireball and Dog will go into his fighting stance immediately.

dp+P: Oniyaki (SC)
Same as Saisyu's Oniyaki. Can be SCed when Dog's on the ground. 1 hit only.

DM:
qcb,hcf+P: Orochinagi
Same as Saisyu's Orochinagi DM. 1 hit, about 28% damamge.

SDM:
qcb,hcf+AC: Orochinagi
Same as Saisyu's Orochinagi SDM. 3 hits, about 55% damage.

* = Dog has a 'Command Link' system that's pretty much unique. It kinda works like Seth's command moves. The starting command move does not need to be done alone (even though the move may lose its properties, depending on what it is) for the link to start. However, only these command moves will start the Command Link system: Gou Tsui, Goufu You and Kurogami. Naraku Otoshi is NOT a part of the Command Link.
The deepest possible Command Link is 3 levels. Only the first level can be cancelled into a special or (S)DM. The second and third level are not cancellable into special or (S)DM. In addition, second and third level commands will not lose their properties. So for example Dog executes Honofuri as a second level Command Link, it'll still be an overhead in addition to its knockdown property. You can do the same command two or more times in a Command Link.
So Command Link is basically: Link Starter -> Command -> Command. Consider it a chain of sorts...
Command Links don't do much damage, it's about a 5% increase from 3 regular command moves.
--
Taunt: Same as Saisyu.

Intro: Same as Kyo's 1st round intro.

Winposes:
A: Kyo's standard winpose, "Hehe, moetaro?"
B: Does the same as A winpose, except for saying "hehe, you suck!"
C: Does Saisyu's A winpose.

Winquote: "You think you're good? HAH! Then I must be too good for ya in your case!"
--
Strikers:

Dog: Orochinagi
Same as Shin Kyo striker in KOF 99, does about 8% damage in addition to juggling opponent.

Another Kyo: R.E.D Kick
Same as Kyo striker in KOF 2K1.

---
Gaseous Snake
--
Bio: None Provided.
--
Appearance: An Asian guy wearing a rolled up long-sleeved Liverpool jersey, with blue jeans and white sneakers.
A: Liverpool home jersey
B: Liverpool away jersey
C: Liverpool short-sleeved home jersey with black sneakers
D: Liverpool short-sleeved away jersey with black sneakers

Normal Move: All normal moves are the same as Heidren from KOF.

Throws:
b/f+AC: Explosion
Explodes the opponent somehow.

b/f+BD: Fire in your butt!
Explodes the opponent's butt somehow after switching sides.

CD: Knockdown

Command moves:
f+B: Spiral
Gaseous Snake steps forward does a spin kick. Overhead unless cancelled into. 1 hit.

df+B: Sliding Tackle
Gaseous Snake slides on the ground, causing the opponent to fall. Must be blocked low. 1 hit.

Special moves:
qcf+P (hold P): Colt .45
Gaseous Snake takes out a gun and shoots horizontally at the opponent. By holding P, Gassy will go for another shot (depending on how long you're holding, it can go up to 5 shots after the first one). Do qcf+P again to reload after 6 shots (total). Gassy cannot move if he's shooting.

dp+P: Explosives are good
Kinda works like M-19 Type: Blitz Cannon of Maxima. Gassy jumps diagonally upwards, then if he 'catches' the opponent he'll stuff an explosive on their body and knock em to the ground. Then the explosive goes boom when the opponent reaches the ground.

d,d+A/B/C/D: Proximity Mines!
Gassy throws a proximity mine towards the ground. The buttons determine the distance, A the closest, and C the farthest. D is a fake. There are two parts of this move:
1. Projectile part: Since this is a throw, the mine will be in the air for a while like a parabola (depending on the distance of course), and lands on the ground. If the opponent touches the mine while it's in the air (blocked or not), the proximity mine will explode.
2. "Land" part: The mine will stay on the ground, and if the opponent steps on it, it'll explode. The mine will only disappear if it's off-screen.
Okay damage, there's no limit on how many mines there can be.

qcf+K (hold): Air Mine
Gassy throws a mine to the air and it'll stay there floating. B is faster while D does a bit more damage. By holding K, the mine will float farther. If Gassy is hit while he's controlling the mine, it'll explode and cause damage if the opponent's nearby. Gassy cannot change the direction of the air mine. Average damage.

rdp+K: U R DA BOMB!
Can only be done up close. Works the same as Leona's Heart Attack (rdp+K). If the bomb attaches onto the opponent, Gassy can do rdp+K to have it explode, or wait for 6 seconds for it to explode automatically.

qcb+K (hold): Some footy? (Striker, SC)
A football/soccerball will fall from the sky and Gassy will shoot it horizontally (or try to). The longer you hold K, the faster and stronger the shot will become. However in addition the ball may 'lose control' and fly to the sky. A striker can be called at any time. Super Cancel BEFORE Gassy the ball hits the ground only.

DMs:
qcb,hcf+K: Ultimate Goal!!!!
A football/soccerball drops from the sky and Gassy shoots it with full strength. The ball will be extremely fast and it does about 20% damage. If the opponent didn't block and got hit, Gassy will celebrate. Else he'll look a bit stunned and disappointed. Extremely fast startup and highly comboable.

(close) qcfx2+P: C4
This is a throw DM, which means that it's unblockable when close. Gassy straps a C4 on the opponent. After this move, if you execute qcfx2+P again the opponent will explode and sent into the air. About 24% damage. It is possible to strap 2 C4s on the opponent, but only one will explode and there is no extra damage.

SDM:
qcb,hcf+BD: Ultimate Goal!!!!
The same as the DM version, except that Gassy will automatically shoot at the opponent again if (s)he blocks. If it hits (doesn't matter if it's the first or second shot), this move does 55% damage. If the opponent is still able to block the second shot, Gassy will look stunned. Fast startup, but not as fast as the DM version.
--
Taunt: Does the Heidren taunt.

Intro: Starts with one foot on the football, then kicks it to the air.

Winposes:
A/B: Shoots the opponent out of the screen (only if (s)he's down)
C/D: Runs around celebrating the win, with his shirt covering his head.

Winquote: ?
--
Strikers:

Gaseous Snake: Ultimate Goal!!!
Gassy jumps in and shoots at the opponent with his football which knocks the opponent into the air if not blocked LOW. About 5% damage.

David Beckham: My wife is killing me!
David Beckham will run from one edge of the screen to another, then his wife Victoria will chase at him with a baseball bat. Beckham does no damage but his wife does about 4%...

---
Martial Loh
--
Bio: None provided.
--
Appearance: Not provided

Normal moves: Not provided

Throws: Not provided

CD: Knockdown

Special Moves:
qcf+A: 1 Metre Punch
Similar to K''s f+a, but with more leverage!!

qcf+B: Slicing Dicing Kick
A super powerful axe kick

qcf+C: Burning metre punch

hcf+D: ?
A grab move - I get opponent into a headlock, then kick em to the floor, multiple tappings of D makes me stomp on the opp's head...

b,f+A: Spit Spray
Like Lin, but with saliva/phlegm(!)...temporarily stuns opponent - handy combo starter.

DMs:
qcf,hcb+P: Shin Ora Ora Ora Martial Technique
Rushes across the screen punching, kicking, head butting, gouging and finishing off with a dragon punch, Ryo style!!

f,hcf+A: Haoh Loh Kouken!!!
My only projectile - I chuck my glasses at the enemy (K' style) and just before it hits them, I throw a fireball to coincide the impact!!!

SDM:
qcf,hcb,hcf+AD: ??
I slap the opponent, hop back, my hidden striker (see below) jumps in and starts beating the hell outta the opponent kinda like Vanessa does. After 20 hits or so, I kick my striker out of the way, and do the ultimate finish - the burning flying 10 metre dash buster punch... hehehe! That finish involves me flying across the screen with flames on my fist, hitting the opponent once, but a whole load of flames following me hit the opponent many times more...
--
Misc. stuff: Not included
--
Strikers:

Martial Loh: Ain't coming out.
I refuse to come out, because Strikers are low-lifes.

Kaneda + His Bike Gang!
Other than assisting me in my SDM, Kaneda will usually drive in on his kick ass bike and crash into the opponent, sending them flying into the air. For normal striker calls, the rest of Kaneda's bike gang will follow Kaneda into battle, beating the hell out of my opponent with baseball bats, crowbars, petrol bombs and errrr.....things. 10% damage.
---

----
Da Great Aussie Team
---
Wolferaizer (Wolfie)
--
Bio: None provided
--
Appearance: Fernandez from Waku Waku 7 with an extended penis.
Colors:
A: Black
B: Blue
C: Purple
D: Red

Normals: Think of K9999's normals done by Fernandez.
Close D is overhead knockdown, and can OTG.

Throws:
b/f+AC: penis smash
Wolfie smashes the opponent forward with his penis.

b/f+BD: penis throw
Wolfie throws the opponent to the other side using his penis.

CD: Think of K's CD but Wolfie's using his penis. :D Knockdown.
Jump CD: K's jump CD but using his penis instead.

Command moves:
f+A: da great drill!
Wolfie's penis 'drills' forward. No pun intended. 6 hits. If cancelled into the first 3 hits are cancellable. Well it's K9999's f+A but done with Wolfie's penis.

Special Moves:
qcf+P: ride me on! (striker)
Wolfie's penis creates a 'wave' of dust in front of him. C version has longer recovery time. A version has much less recovery time but doesn't go as far as the C version. A striker can be called in this move.

dp+K: dam you! (SC)
Wolfie's anti-air. He creates a 'shield' that protects him right when he kneels down. C version juggles but has some recovery time. Both A and C versions can be SCed.

qcb+P: penis beam (air)
Wolfie aims his penis straight and shoots out a beam that's about 1/8th height of the screen. Fast, but little damage. Can be done on air too.

DMs:
qcfx2+P: hyper penis shield!
Similar to K9999's Moon... Wolfie uses his penis to create a shield. If hit correctly Wolfie can do two-three hps in a row. Has some recovery time.

qcbx2+P: mighty penis beam
Wolfie aims his penis straight and shoots a beam (about 1/6ths height) that's about 8 hits. About 35% damage.

SDM:
qcbx2+AC: mighty penis beam
Wolfie aims his penis straight and shoots out a beam that's full screen, with 18 hits. About 60% damage, can OTG but won't score as much hits.
--
Taunt: Turns around and polishes his 'gun.'

Winposes:
A: Same as Fernandez's first round winpose in Waku Waku 7
B: "fear my mighty penis!"

Winquote: "so u think u are mighty? talk to da penis!"
--
Strikers:

Wolfie: penis beam
Wolfie jumps in and performs a penis beam. About 4% damage.

Fernandez: Goodnight Death Kiss
Fernandez jumps in and tries to kiss the opponent. If he succeeds he'll hold em for a while with his kiss. No damage.

Wolfgang Krauser: Blitz Ball
Krauser jumps in with a kick and throws a low or high Blitz Ball randomly. About 2% damage.

---
Fat Cat Lim (FCL)
--
Bio: None provided.
--
Appearance: Like Ralf, but like Nakoruru, he has a dolphin that fights alongside him. =P
A: Standard Ralf
B: Orange shirt, with headscarf of orange and green (KOF 2K1 second color without the dark skin)

When FCL walks forward, backward, runs, hops backward, jumps, and rolls, the dolphin follows him.
The dolphin is unnamed. =P

Normals: All of FCL's normals are the same as Ralf.

Throws:
f/b+AC: Dynamite headbutt
f/b+BD: Dolphin bomb (switches sides)
FCL's dolphin throws the opponent to the other side.

CD: Guard Break

FCL has no command moves.

Special Moves:
P,P,P or dp+P: Vulcan Punch
Same as Ralf. As FCL executes Vulcan Punch, the dolphin dances around. FCL can move forward or backward during this move.

qcf+P (hold): Dolphin Throw
FCL grabs his dolphin and swings it by saying "Dolphin Throw...", then releases it by saying "DOKKAN!" and sends the dolphin at the opponent. You can hold the P button for the dolphin to go faster. Note that if FCL's spinning the dolphin and the opponent gets within range, he/she'll get hit to the air. If it's at max the dolphin will fly *really* fast and it screams too. Takes about 3 seconds to get fully charged. Does okay damage. If held fully the dolphin causes a guard break (but no damage).

hcb+D: FCL Tackle
Same as Ralf. Can neglet any normal fireballs, but not (S)DM fireballs. Has autoguard on the first frames. Goes full screen and a bit more. The dolphin will act like FCL but it does no damage.

hcb+B: Dolphin Kick
A bit like Ralf Kick, but the dolphin does the Ralf Kick instead. If the dolphin is hit then it'll knock back to FCL and he'll get hit. FCL can't block during this move.

b,f+P: Gatling Attack (SC)
The same as Ralf. The A version can be cancelled into any (S)DMs on the second hit. The dolphin dances around during this move.

d,u+P: Diving Bombing Punch
The same as Ralf on the part when he goes up, and the dolphin follows him. Then the dolphin does the diving part. Knocks the opponent away on the dolphin part. The FCL part and the dolphin part doesn't connect.

in air, qcf+P: Diving Bombing Punch
The same as Ralf, but done by the dolphin instead. FCL cannot defend during this move.

hcf+K: Super Argentine Bonebreaker
Exactly the same as Ralf. The dolphin dances when FCL 'hits' the opponent with this move.

d,d+P: Dolphin Ride
This is the part where FCL is like Nakoruru. FCL rides on the dolphin (no dirty thoughts please). FCL can move forward, backward, jump and block, but he cannot roll, nor can he execute any normal moves, special moves, and supers except for the three followups listed below.

f/b+P after Dolphin Ride: Dolphin Rush (striker)
The dolphin rushes at the opponent head-first. A striker can be called at any time. After this move, FCL dismounts from the dolphin.

f/b+K after Dolphin Ride: Dolphin Cannon
The dolphin launches FCL head-first at the opponent, then it applauds. After this move, FCL dismounts from the dolphin (of course).

d+P after Dolphin Ride: Dolphin Dismount
FCL jumps off the dolphin. No hits, no damage.

DMs:
qcf,hcb+P: Bari Bari Vulcan Punch
The same as Ralf. Has invincibility in a few frames. The dolphin mimics FCL during this move, but it does no damage.

qcb,hcf+K: Horse Mount Vulcan Punch
The same as Ralf. While FCL is punching at the opponent, the dolphin dances around.

qcfx2+P: Galatica Phantom
Basically the same as Ralf, but the A version has the dolphin execute GP instead of FCL. Still does the same damage regardless.

SDMs:
qcf,hcb+AC: Bari Bari Vulcan Punch
The same as Ralf, except the last part of the uppercut, FCL taunts while the dolphin sends the opponent to the air. After it's finished the dolphin applauds.

qcfx2+AC: Galatica Phantom
Basically the same as Ralf, but *both* the dolphin and FCL charge for the move, and comes out at the same time. 2 hits, but hits at the same time. 100% if it's a counter.
--
Taunt: Either:
FCL holds his fist up and says "Yoshi, todome iku ka?" The dolphin does nothing during this taunt.
OR
The dolphin comes in front of FCL and shakes its behind at the opponent.
The taunts come out randomly.

Intro:
FCL drinks his boose and throws it away. The dolphin then jumps in while FCL gets his headscarf ready.

Winposes:
A: FCL says "YEAAAAAAAAAAAA" like Ralf.
B: FCL does the C winpose of Ralf in 2k/2k1.
C: FCL says "Ninmou kanryou!" and the dolphin salutes.
D: The dolphin dances around FCL and finishes with a 'sexy' pose similar to Choi's D winpose in 98.

Winquote: "Nice job, partner! You make me proud!", "I sense news from MMCafe. Let's report it partner!"
--
Strikers:
FCL: Hit me baby one more time!
FCL jumps in and taunts at the opponent. If he's hit he'll execute the SAB (striker version). If FCL finishes the taunt, the opponent loses a stock.

Dolphin: Dolphin Throw
From out of screen FCL will say "Dolphin throw...DOKKAN!" and suddenly the dolphin is flung at the opponent from the edge of the screen. This knocks the opponent away.

Garfield: Due to copyright issues, I'll throw a lamp.
Garfield throws a lamp at the opponent, which knocks the backwards (but not knockdown).

---
hebretto
--
Bio: None provided
--
Appearance: The same as Clark, without sunglasses.
A: 99-2K1 Clark, first color
B: 96-98 Clark, first color
C: 99-2K1 Clark, second color
D: 96-98 Clark, second color

All of hebretto's normals are the same as Clark other than:
Close C: 2nd hit is also cancellable, but ShB as well as UhB won't connect.

Throws:
f/b+AC: Nageppanashi German
f/b+BD: Fisherman Buster (switches sides)

CD: Knockdown

Command moves:
f+B: Stomping
Overhead unless cancelled into.

Special Moves:
b,f+P: Gatling Attack (striker)
The same as Clark's Gatling Attack. After the last hit of the C version, hebretto can follow up with a Napalm Stretch. You can call a striker at any time during this move (but not the Napalm Stretch followup and Flashing Elbow after it).

dp+P: Napalm Stretch
The same as Clark. This is an anti-air. Can be followed by Flashing Elbow.

hcf+K: Special hebretto Bonebreaker
If hebretto misses, he'll have the same whiff animation as Clark. If hebretto grabs the opponent, he'll flip em upside-down and does something like a piledriver. Can be followed by Flashing Elbow.

dp+K: Frankensteiner
Same as Clark. Can 'grab' off most of the opponent's normal, command and even special moves. Can be followed by Flashing Elbow.

hcf+P: Mount Tackle (SC)
Same as Clark. It's blockable and does no damage by itself. However hebretto can cancel into any (S)DM during this move when he's running towards the opponent.

d,d+P after Mount Tackle: hebretto Lift
Same as Clark's Clark Lift. Does good damage. Can't be followed by Flashing Elbow.

d,d+K after Mount Tackle: Rolling Cradle
Same as Clark's Rolling Cradle. Does about the same damage as hebretto Lift. Can be followed by Flashing Elbow.

qcf+P after all special moves except Mount Tackle and hebretto Lift: Flashing Elbow
Same as Clark's Flashing Elbow. hebretto body slams the opponent lying on the ground.

DMs:
hcfx2+K: RUNNING ONEYAH!
A bit different from Clark's Running Three. This DM is unblockable. If grabbed, hebretto will do the same thing as Clark on the first hit (run to the edge of the screen with opponent on his shoulder, then slams the opponent to the ground). However here's the difference...

hcf+K after RUNNING ONEYAH!: RUNNING TWOYAH!
hebretto grabs the opponent from the ground and runs to the other edge of the screen and slams em to the ground. Doesn't take a stock.

dp+K after RUNNING TWOYAH!: Stop Running!
hebretto grabs the opponent from the ground and does a hebretto Lift instead of doing the THREEYAH!. This takes a stock though. The whole DM like Goro's Nekko Nuki (hcfx2+K).

hcbx2+P: Ultra hebretto Backbreaker
Exactly the same as Clark's UAB. It's unblockable when in range.

SDM:
hcfx2+BD: RUNNING ONEYAH!
A bit different from Clark's Running Three before KOF 2K. This SDM is unblockable. If grabbed, hebretto will do the same thing as Clark on the first hit (run to the edge of the screen with opponent on his shoulder, then slams the opponent to the ground). However here's the difference...

hcf+BD after RUNNING ONEYAH!: RUNNING TWOYAH!
hebretto grabs the opponent from the ground and runs to the other edge of the screen and slams em to the ground. Doesn't take a stock.

dp+BD after RUNNING TWOYAH!: RUNNING THREEYAH!
hebretto grabs the opponent from the ground and runs to the other edge of the screen and slams em to the ground. Doesn't take a stock as well. This whole SDM works like Goro's Nekko Nuki.

hcbx2+AC: Ultra hebretto Backbreaker
Exactly the same as Clark's UAB SDM. It's unblockable when in range.
--
Misc. stuff: None provided
--
Strikers:
hebretto: Mount Tackle
hebretto runs from off-screen to execute a Mount Tackle. Note that it's unblockable. hebretto will then leave the opponent on the ground. This striker move does okay damage. If hebretto misses, he'll run to the other edge of the screen.

Clark: Flashing Launcher
Clark jumps in with a flying kick. Upon landing, if his opponent is nearby, he grabs them and throws them into the air. This is his 99 striker version.

---
Chibi K'
--
Bio: None provided
--
Appearance: Krizalid holding a hentai book.
A: Standard Krizalid 1st form, purple
B: Standard Krizalid 1st form, brownish
C: Standard Krizalid 2nd form, purple
D: Standard Krizalid 2nd form, brownish

Normals: All are the same as Krizalid's second form, except that they're slower and weaker.
Note that even though Chibi K' is using Krizalid's sprite, it is the KOF 99 PSX verison, which means there are crouching frames AND moves. All crouching moves of Chibi K' are taken from the KOF 99 PSX version.

Throws:
b/f+AC: Dead Fall
b/f+BD: Dead Fall (switches sides)

CD: Knockdown

Command moves:
f+A: Cut Spin
Same as Krizalid's second form. Overhead unless cancelled into. Knocks opponent away unless cancelled into. 2 hits.

Special Moves:
qcf+P: Typhoon Rage
Same as Krizalid, except that it comes out a lot slower and the gust is only half the height of the original one. A version has longer range (half screen) while the C version is about 1/5th of a screen. Does about 5% damage. Only C version is able to reflect fireballs of any kind (except ranged fireballs).1 hit.

(close) hcf+K: Lethal Impact
Looks the same as Krizalid, but not really. This is a GRAB move, which means that it must be done close to connect. In addition, it's unblockable and has high priority. If connected, Chibk K' does the same as Krizalid. If the move misses, Chibi K' will just lower his leg like Krizalid does when the move whiffs. About 3% damage, 1 hit.

dp+P: Rising Darkmoon (SC)
Same as Krizalid, sans the insane damage. C version goes higher than the A version. Super Cancel at only the first hit. 3 hits.

hcb+P: Desperate Moment (striker)
Same as Krizalid, except it's slower. Switches sides with opponent. No damage. A striker can be called after Krizalid switches sides with opponent. Blockable.

b/f+P after Desperate Moment: Moment Penetration
Same as Krizalid, but with less damage. Can only be done if Desperate Moment connects.

qcb+K: Hentai Throw
Chibi K' throws a hentai book/magazine at the opponent's face, covering their view. This gives Chibi K' a free hit. The opponent is able to block this move and the hentai will drop on the ground. Chibk K' must do qcb+K again to retreive it when he's near the book. No damage by itself.

DMs:
qcf,hcb+P: Desperate Overdrive
The same as Krizalid, except he dashes slower. 21 hits, about 25% damage.

qcfx2+P: Hentai Overdrive
Chibi K' throws a hentai book/magazine at the opponent. If connected (even in the air), the opponent is not able to block for 8 seconds OR until (s)he's hit. 1 hit, no damage.

SDM:
qcfx2+AC: Hentai Overdrive
Chibi K' throws a hentai book/magazine at the opponent. If connected (even in the air), the opponent is not able to block for 15 seconds OR until (s)he's hit. 1 hit, no damage.
--
Taunt: Reads hentai.

Intro: Same as Krizalid first form's first round intro

Winposes:
A/C: Same as Krizalid first form's winpose where he turns around
B/D: Turns around and reads the hentai.

Winquote: "remember, a hentai a day, keeps the doctor away.","STFU! u suck!"
--
Strikers

Chibi K': Hentai Throw
Chibi K' jumps in and throws a hentai book/magazine at the opponent. If connected, the opponent is given a free hit.

Krizalid: Tuhon Rage
Same as Krizalid-1's striker move in KOF2K1. Is able to cancel out fireballs.
---

----
The Pinoy Team
---
FacJoe
--
Bio: WTF?
--
Appearance:
A/C: Big Joe Bernstein, yellow and blue sailor suit
B/D: Big Joe Bernstein, pink and red sailor suit
CD: Bertha Bernstein, sailor suit (same as Big Joe Bernstein)

Normal moves: All are the same as Kyo (2K1 version), with double damage.

Throws: All are same as Kyo

CD: Guard Break, same as Kyo

Command moves:
f+A: FacJoe Kick
Overhead and low attack at the same time. (Depends on the opponent's defensive position) Causes guard break, fast startup and recovery time. Can be done repeatedly for infinite.

Special Moves:

hcf+P: Ban Em All
Bans everyone in range (about 2-3 char space) for an automatic win. Unblockable. Fast startup and recovery time.

hcb+P: Kick Em All
Kicks opponent within range (about 2 char space) to off-screen for automatic win. Unblockable. Fast startup and recovery time.

SDM:
(when KOed) K: Super Cheeze
If ever some bloke manages to kill FacJoe, he will revive with full life, then runs at the opponent with Kick Em All. Unblockable and has fast startup and recovery time. If ever the player using the other char is really good enough to beat FacJoe, FacJoe kills the person playing the game, thus wins the matches. Can only be done when FacJoe is KOed, and before the KO message comes out. Can only be done twice.

Note: FacJoe is MUCH easier to guard break than anybody, after 5 hits or so he'll guard break. He also takes 50% more damage, even tick damage as well.
--
Taunts:
1. FacJoe raises his middle finger to the opponent.
2. FacJoe shows his dick onscreen.
3. FacJoe raises his middle finger to opponent, 10% life recovery, and a striker can be called at any time. Also cancellable at any time.(striker)
4. FacJoe shows his dick onscreen, oppponent loses all their life.
Comes out at random, but the third one is rare, and the fourth one is extremely rare.

Winpose:
A/B/C/D: FacJoe farts (kills all opponents instantly, fast startup and recovery time, only works in time over without regard to lose or win)

Winquotes: "WTF?"
--
Strikers:

FacJoe: Kick Em All
FacJoe jumps in with a knockdown attack and then performs Kick Em All at the edge of the screen. Whoever gets hit by FacJoe first is kicked off-screen and that player loses the match.

Big Joe Bernstein: Super Cute Attack
Big Joe Bernstein jumps in, takes out pom-pom and cheers for the OPPONENT. Opponent loses 3 stocks of power. Big Joe Bernstein then blows a kiss at the opponent, causing em to dizzy.

Another FacJoe: Nuke
A nuke is dropped from the sky. Poison damage to both sides and 50% damage. If this striker is used too much the machine will explode.

---
Rugal 3:16
--
Bio: None provided.
--
Appearance: Normal Rugal with only a Rugal 3:16 T-shirt and his regular red slacks.. with Gloves of chizuru naked. (very small and can't be seen)
A: Standard normal Rugal colors in 98
B: CvS2/94 Rugal with full red suit
C: Omega Rugal in 98

Normal moves:
Far:
A: standing A from KOF 98
B: standing B from 98 (MK in CvS2)
C: Standing C from CvS/CvS2
D: standing D from KOF98/CvS/CvS2 with 98's reach and CvS' speed
Close:
A: same as standing
B: standing B from KOF 95 (standing WK from CvS/CvS2)
C: standing C from KOF 98 (2 hits) with CvS soeed (comes out instantly [98 had start-up]) hits high only.. whiffs against crouchers
D: close HK from CvS hits low also.
Jumping:
A: his WP from CvS.. good for Air to air
B: his B from 98 with CvS priority
C: his C from 98
D: his D from 98 / HK from CvS
Crouching:
A: crouching A from CvS (the 98 one had dinky range)
B: his 98/CvS low WK/B with 98's range and CvS's buferability and rapid fire.
C: Crouching C from 98/CvS
D: 98/CvS sweep (where he faces the creen) with 98's range and CvS's speed. Bufferable.

Throws: All are the same as normal Rugal from KOF 98.

CD: Knockdown
Standing: his KOF 95 version (the one with good range)
Jumping: his 98 version/ CvS2 HK but the hitbox is now accordingly to his feet and not his legs and has priority.

Command moves:
f+A: ??
His MP from CvS.. still AA (anti-airs nicely).

f+B: Double Tomahawk
His double hit move from 98.. only the 1st hit is bufferable and only the 2nd hit overheads.

df+C: ??
His Crouching Fierce (HP) from CvS2.

Special Moves:
qcf+P: Reppuken
98 version.

f,hcf+P: Kaiser wave
CvS speed and erases projectiles even at level 1 like 95 and can be charged up to 3 levels like CvS/98

dp+K: Genocide Cutter
The 95 version with reduced damage (to make it fair) but with the DP motion and not the reverse tiger knee

qcf+K: Dark Barrier
The 95 barrier with reduced damage

hcb+K: Godpress
The 98 speed godpress but jumps back when blocked like 95, but DOESN'T jump back when it thuds the opponent to the wall like in CvS. opponents are put in a jugglable state.

(air) qcf+P: Aerial Dark Smash (ADS)
From CvS' EX Rugal and CvS2 Rugal/God Rugal.. Same priority as in CvS1 (the 2 version sucked) can be charged though like Omega Rugal 98's Aerial Gravity smash.

DMs:
qcf,hcb+P: Gigatech pressure
Poor priority for combo purposes and open when guarded BUT big damage and like the CvS G-Pressure it doesn't make Rugal jump back after he thuds his opponent in the wall and gets the foe in a jugglable state.

qcfx2+K: Genocide Heaven
From CvS/CvS2.. good priority but not that great damage.. the combo follow-up to most of his moves.

hcbx2+K: Deadend Screamer
His worthless jumping grab from 98 is now faster like Orochi Yashiro's version.

SDM:
qcf,hcb+AC: Gigatech Pressure
Same as KOF 98 version.

hcbx2+BD: Rugal's Execution
Same as Heidern's Final Bringer but is a grab move up close. Absorbs life too.
--
Taunt: Does his CvS bow OR flexes his muscles (like in 98).
Comes out randomly.

Winposes: Not provided...

Winquotes: "Evil is what keeps life interesting.. I forgot to add sex.","I like girls wearing pants.. makes me wanna drop em' off of them even more."
--
Strikers:

Rugal 3:16: Genocide Cutter
Same as Rugal striker in 2K.

Cragnum/Mummy-B: ???
Alternates like Vice & Mature striker in 2K. Both has the same properties. Basically jumps in and knocks the opponent into the air for a free hit.

---
No StyLe
--
Bio: None provided, but he stops teh ghey.
--
Appearance: Looks like Rock but AzNer w/ auburn hair. Has Rocks jacket w/ "STG" instead of the star. Has Benimaru's shirt too. :B
A: Red jacket
B: Blue jacket
C: Black jacket

Normals: Same as Rock from Garou: MOTW.

Throws: All are the same as Rock.

CD: Knockdown
Ground: Same as Rock's A+B Attack in MOTW.
Air: Same as the final frames of Rock's T.O.P. Attack before he lands.

Command move:
f+B: Anti-Ghey Kick!
Like Benimaru's f+B kick. 2 hits.

Special Moves:
qcb+P: Burning reppuken
Style does a single repukken that has a fire aspect. The A version moves slower than the C version but allows StyLe freedom to combo. 1 hit.

qcf+A :Hard Bite
StyLe does Rock's Hard edge (C version) As he goes across the screen, an angel wing appears behind him. 2 hits.
Can be followed by: 1990 Shiki: Shinkuu Katategoma or s.t.g. tackle

qcf+C: 1990 Shiki: Shinkuu Katategoma
StyLe plants one hand on the ground and poses w/ the free hand while spinning. Knocks opponent away. 4 hits.

dp+K: s.t.g. tackle
StyLe will grab the opponent and do a rising tackle on them. 6 hits.

qcb+K: Hard edge counter
Style does Hard edge, but if the enemy attacks Style performs a counter like Kyo's qcb+P. If the enemy protects, Style will only do a knockout punch. 2 hits.

dp+P: Rising Flame uppercut
Style does Kyo's flaming uppercut. The move has autoguard in the first frames. 2 hits.

(close) hcb,f+K: Style Coleda!!! (striker)
Style grabs enemy's head and does a "Benimaru coleda" on him, but instead of having lightning the enemy falls engulfed in hearts. Can call striker. 1 hit.

rdp+P: Triple Hit Reflexion (SC)
Style does two regular kicks and ends up with a 3 hits rising tackle. Super cancelable after 2nd kick. 5 hits.

DMs:
qcb,qcf+P: Ghey Stopper!!
A mix between Rock's shine knuckle and Kyo's "No Style" move in kof 98. Style does a sort of repukken. If the reppuken is not blocked, Style will run up to the opponent and give him various blows. He ends up by doing a rising tackle while a pillar of flames arise from bellow.

qcfx2+P: Hell raiser
Pretty much like Rock's Raising storm. Style creates a pilar of hearts and stars around him.

(close) hcbx2+K: Electrigga!!!
Same as Benimaru's electrigger.

SDM:
qcb,qcf+AC: AzN SpEaK!
StyLe will High B -> Low A -> High D -> Low C's into Ghey Stopper.
--
Taunt: Takes out his wallet to check for money.

Winposes:
A: Massages his boobs.
B: Strokes his chin while looking up.

Winquote:
"Calm down kyooties theres enough lurve to go around."
"Sorry, i had to stop your ghey."
--
Strikers

StyLe: StyLe coleda!!!
StyLe jumps in, does his Style coleda and hold the opponent for about 2 seconds. If the opponent blocks, Style will dis him and shout "Stop the ghey!!" , lowering his power gauge.

hebretto & GS: ???
GS will grab hebretto onto the screen and bicker that Sung Yuri prettier than Hyolee. A useless but amusing striker.

---
Terry Bogard
--
Bio: None provided
--
Appearance: Same as MOTW Terry, but with long ponytalied hair, black leather jacket, and a black cap with metal plate.
A: See appearance
B: Standard Terry colors with red jacket and cap
C: Blue jacket and cap
D: MOTW Terry jacket with red cap

Normals: Normals are the same as KOF except for:
Jump D - same as RBFF Terry's jumping forward C
Down D(sweep) - same as RBFF Terry's dwn C, fast, long reach and cancellable.

Throws:
b/f+AC - in your face(punches the opponent's gut and kicks him away. Kick looks like his close D)
b/f+BD - Buster Throw(same as KOF)

CD: knockdown(same as KOF 99/2000/2001 CD)

Command moves:
f+A: Hammer Arch
Overhead unless cancelled into.

b+A: Backfist
2 hits, same as Terry's fwd A on KOF 95/97/98

df+C: Rising Upper
Same as Terry.

Special Moves:
qcf+A: Power Wave
Standard fireball.

qcf+C: Round Wave (SC)
Must be blocked low, can be cancelled into any of his moves and is comboable. Also an OTG attack. Can be SCed just like in KOF 2K1.

qcb+P: Burn Knuckle
Same as Terry 2K.

qcb+K: Crack Shoot
KOF 98 version.

hcf+K: Fire Kick
Must be blocked low, can juggle anything after.

dp+P: Rising Tackle (striker)
Same as Terry 98, with autoguard. A striker can be called at any time during this move.

dp+K: Power Dunk
KOF 95 version.

DMs:
qcb,hcf+P: Power Geyser
Looks like RBS/RB2 power geyser, but is comboable.

qcfx2+K: Buster Wolf
Same as CvS2 Buster Wolf. If you hit an opponent in the air with this, second part won't hit(just like in CvS).

SDMs:
qcf, hcb+AC: Triple Geyser
Looks like RBS/RB2 Triple Geyser, also comboable.

qcf,hcb+AC, A,B,C,B,C,A,B,C, dp+D: Wolf's Rage
Runs and does a Power Charge(doesn't knock opponent up), then a ranbu ending with a Power Dunk straight into a Power Geyser. Works like Geese's Deadly Rave.
--
Taunt: Motions opponent to come over, saying "Hey, come on!"

Winposes:
A/C: Turns around and throws his jacket while saying "Okay!", just like in MOTW.
B/D: Does Terry's win taunts in MOTW, the one where he says "Keep going!"

Winquote: "Don't you dare underestimate me you arrogant bastard!"
--
Strikers:

Terry Bogard: Power Charge
Run towards the opponent and does a power charge, then he dusts off his pants with this cap and jumps off. Free juggle afterwards. Deals half the damage of a heavy normal attack.

Ukee(Terry's pet Monkey): Monkey Geyser
Comes in with a flying kick then a Power Geyser. Free juggle afterwards. Deals 1/4 damage of a heavy attack for each hit(2 hits total). Ukee does a backflip and victory pose(ala Yuri/Ken) before running off.
---

----
The Harbingers of Chaos team
---
Shiva
--
Bio:
Birtday: Unknown
Age: 18 (apparent)
Bio:
Real ON Name : Shiva Kalimsshar
Incarnation [Edition] : Selenim model Omega XXII
Codename: Kalimsshar
Birtday : November 11th, 399X
Age: Unknown
Gender: Female
Origin: Dark Eden
Height: 155 cm
Weight: 46 kg
Hobby: Slumber
Favorite Food: Salad
Best Sport: Running
Most Important: Her freedom.
Dislikes: Jerks.
Style : Combination of military assassination techniques and
self-taught sword-fighting.
Power : Demonic Ki.
Weapon : Punisher.
--
Appearance : A short and frail young girl. She is slightly tanned, her dark hair is between chin-lenght and shoulder-lenght and her dark eyes radiates a confident, if not carefree, look. She wears a short-sleeved Burzum black T-shirt over a
long-sleeved white shirt, navy baggy pants like Yashiro, brown gloves, combat boots and a white headscarf tied over
her hair. She wields a Punisher sword that looks like a long sword-sized
commando knife.

Weapon: Punisher monomolecular-edged power-sword. [the blade is longer ^^;;] (http://greywolf.critter.net/images/weapons/punishercombo.jpg)

Colors:
A button: Default Color
B button: Pale Kalimsshar, her Burzum T-shirt is white ,while her long-sleeved shirt is black.
C button: Red-haired and sunburned like Evil Sakura, same clothes color pattern as the A color.
D button: Blue-haired and pale, some color pattern as the B color.

Normal moves:
Far Standing A: A sissy looking backhand bitch-slap . Should I mention its pitiful range ?

Close Standing A: A hilt jab at the stomach level , like any jab at close range ..

Crouching A: Crouching version of the standing A . No much use besides the combos .

Jumping A: Downward hilt thrust , it come out fast , recover fast but suffer from its poor range , however , it is a good hopping attack .

Far Standing B: God ! This one is far better , it is a FAST forward sword thrust at the chest level , it come out FAST , recover fast (not in caps) and have a above average range . A bit longer than BK's standing B , I talk about pixels there . You can go poke happy with this move .

Close Standing B: FAST sword poke at the toe level , it hit LOW , like Iori's close standing B and it is a part of Kalimsshar's mind game . But it has a bad recovery time when blocked .

Crouching B: Sword swing at the leg , come out fast , good range and recover fast as any crouching B . It hit low .

Jumping B: Jumping sword horizontal swing , comes out fast , have a good range and priority , but it can be beaten by most of jumping A if you are too close . Often used as air-to-air .

Far/close Standing C: Two swords swipes in a row . First , first she slashes from her armed hand's side to the other side , doing a quick swipe at her opponent's torso , then she follow-up with a powerful mid-ranged sword horizontal swipe, bringing it back to the armed hand's side . Think a merging between the Sol's standing S & HS and you'll have the picture .
Average start-up , average range for the first slash , above average range for the seconde swipe but bad recovery time if blocked or whiffed . You can't cancel it into other normal moves but you can cancel it into command moves on the first slash or into special moves on the first or second slash .

Crouching C: This is like the GGX Johnny's crouching HS , she first perform a downward slash followed by a upward slash . It describes a upward 90 degree arc. In spite of its two slashes , only one of the sword swipe will connect if it does . Moreover , only the second slash can act like a anti-air , without mentionning its little "start-up" delay and its bad recovery if whiffed or blocked . It have a pretty good range .

Jumping C: Just love this move , it is a upward circular sword swipe , as if Sol was doing his jumping S upward instead of downward . Work great as hopping anti-air or if your opponent is above you in a air-to-air duel , it has a very short start-up time and a above average range . Poor recovery time if blocked or whiffed .

Far Standing D: Kalimsshar swing her sword down from above her head , then follows with a long-ranged sword thrust . It is all about range . It can't be cancelled into anything , the start-up time is the slowest of her pokes but still
decent , however , whiffed or blocked , Kalimsshar is ready to eat a meaty combo , because of its recovery lag .
Its only use is the zoning .

close Standing D: Kalimsshar does a two-handed vertical sword stab , like Kazuki's close standing Strong Slash . Deal good damage , come out pretty fast , but have a poor recovery time if blocked . However , it is cancellable into specials .

Crouching D: She leans on her sword and pivot on it , sweeping and covering a large area in front of her and behind her . It come out pretty fast and recover fast . When I talk about large area , I mean a box about a character and quarter
in front of Kalimsshar , and one half-character behind her . It is a quite annoying move , however , it recover fast when IT connect . The recovery time , when blocked , is slightly below the average time for a blocked sweep . It is cancelable when it connects, but the only useful move after a successful sweep is her power-up .

Jumping D:
A downward vertical stab , poor horizontal range but HUGE downward vertical range , in addition of its huge priority . Does this attack ring a bell ? This is the infamous Baiken's jumping HS . You won't want to be under this move when it come out . The Kalimsshar's best jump-in attack .

Throws:
b/f+AC:
Trips her opponent , stab him/her while s/he is lying on the ground then kick them out . Doesn't switch sides .

b/f+BD:
Elbows him/her onto the jaws , sneaks behind him/her , put her hand over her opponent's mouth then pierces through the opponent's back and pushes them away with a violent swinging punch onto the back of the head .

CD: Guard Break
Standing CD: Two-handed horizontal sword swipe at the stomach level , with lightning effect . The standard guard-break attack , damage-wise , start-up-wise , recovery-wise BUT have a good range . Hmmmm , she look really pissed off while she is doing this attack.
Jumping CD: Same as the ground version but she slashes vertically on the way down. Same properties as the ground version.

**Most of codename are songs titles , it will be song [band].
Command moves:
hold forward , then tap A,B,C: Curse you all men [Emperor]
A tribute to Guy's Bushin Chains , she'll do a two sword swipes chain combo and will end the chain with a thrusting straight punch enhanced by a shadow drill. The last part look like K49's forward + A and will knock the opponent down.
The damage worth a Ralf'99 's close standing C under Counter Mode, the timing is T.R.I.C.K.Y but you'll have to learn this if you want to become a above-average Kalimsshar player. The two first attacks are one-hit while the last attack inflicts 6 hits and can only be cancelled on the three first hits ( the drill ), if it is comboed from a normal attack , in this case it will lose its knockdown properties . BTW , if you do so , keep in mind that you can't cancel the chain before the drill. Moreover , if the whole thing getsblocked prepare yourself to enter in a world of pain because of its awful recovery lag.
Should I mention that you have to be close if you want to pull off this lovely chain? Before labelling this chain as "crappy" , you should know that two Bushin chains from Guy takes away the half of the life bar.

hold forward then tap B,C,D: Morning Star [Therion]
Like above , Kalimsshar will perform a lashing sidekick at the waist level followed by a sword swipes and ends it with a vertical split kick. The kick will launch the opponent for a juggle , and act like Kyosuke's down-forward + HK. The damage ratio is still crappy and the lag when blocked is even worse.

In air, hold forward then tap A,C,D: An Elegy of Icaros [Emperor]
Kalimsshar's air chain . First , she does a palm uppercut, then she sticks her arms out to the sides and spins like an idiot, then she'll finally end the chain with a flip heel kick. It's the least damaging of her chains , but it is the safest too. But the timing is still a living hell. However , you can cancel the last kick into a special move .

*Note : When she activates the Power-up DM aka "The Wrath of the Tyrant" , she is able to link her two ground commands chains together.

Special Moves:
qcf + A/C: Alpha Blitzkrieg Type #7 - codename : Into the pentagramm [Samael]
Like Hayato's Shinden , she dashes forward while slashing horizontally, the A version hits twice , come out instanly, covers a short distance (1/4 of the screen) , while the C version covers about 1/3 of the screen length , have a short start-up time meaning that you can only cancel into it from a standing C and it hits thrice . Damage by itself leaves a lot to be desired . However , the true strenght of this move is its follow-ups . Indeed , after the final slash , she'll enter into the Alpha Blitzkrieg chain combo , one of her few ways to dish out damage along with her DM power-up , you'll have to input any of these command belows , and enter a next command , following the chart below . However , you can power-up this move with the "Spell of Destruction" , increasing the damage inflicted by the attack , I talk about pixels here ^_^ .
Powered-up A version : It will inflict 4 hits and will dash along 1/2 of the screen lenght . Without mention it provide the super armor , meaning that Kalimsshar can ignore one attack even the fireballs .
Powered-up C verion : Same benefits as the A version (super armor) , it will travel farther (2/3 of the screen length) and will deal more hits (5 hits) .

Alpha Blitzkrieg Chains chart

                                            *-*Codename : Rain - qcf + B or D  
            Codename : Poison Infiltration /     
                       *-- qcf + A or C --*   
                      /                    \
Into the Pentagramm -*      &                *-*Codename : Beyond the Nothingness - qcf + A or C
qcf + A or C          \                    /     
                       *-- qcf + B or D --*   
                         Codename : Rain   \
                                            *-*Codename : Radiant Star - d , d + A / B / C / D

qcf + A/C after Into the Pentagramm: Alpha Blitzkrieg Forsetzer # 36 - Codename : Poison Infiltration [Samael]
A vicious one-hit sword swipe at the opponent's toe . It hit low if you didn't figure it out yet .

qcf + B/D after Into the Pentagramm or after Poison Infiltration: Alpha Blitzkrieg Forsetzer # 21 or Ende # 16 - Codename : Rain [Samael]
From an handstand , Kalimsshar moves forward while spinning upside down and flailing her legs back and forth , kicking the hell out of her opponent . Think the Yashiro's sweep , where he would do it upside down . It is an overhead and Kalimsshar will add a knock-down kick if "Rain' is a finisher.

qcf + A/C: Alpha Blitzkrieg Ende # 25 - Codename : Beyond the nothingness [Samael] (striker)
Looks cool . First , she performs a painful-looking overhead swinging hook punch behind the head of her opponent ( A version ) or a sweeping hook punch like Kevin Ryan's qcb + B , A (creeper) which hit low . If it connect : She does a an elbow dash like Rock's Hard Edge , follows it with a 6-hits multi-slash and will end with a sword stab , impaling the opponent and knocking him/her away . The hook punch or the sweeping hook punch comes out pretty FAST , althought
it is somewhat telegraphed . However , if it doesn't connect , prepare yourself to be punished really b.a.d.l.y .
Because the recovery time is "h.o.r.r.i.b.l.e" . It is the most damaging ender of the Alpha Blitzkrieg chains .

d,d + A/B/C/D: Alpha Blitzkrieg Ende # 80 - Codename : Radiant Star [Samael]
She teleport about four steps (A/B) or 2/3 screen lenght away her opponent , like during the Vanessa's Puncher Vision .
A/C will makes her teleport forward , B/D will make her teleport backward . However , Kalimsshar can't attack immediately , due to the short recovery time . However , it is a good mind game move , especially , if your opponent blocked the Alpha Blitzkrieg combo and planned to retaliate.

qcb + A/C: Beta Störgeräusch type #15 - codename : Funeral Fog : [Mayhem]

Kalimsshar waves her hand at her opponent and releases a mist which slowly travel toward the opponent . If it makes contact , the opponent cannot block the Alpha Blitzkrieg . It will wear off if the opponent is hit by the Alpha Blitzkrieg or if Kalimsshar is hit by the opponent . Otherwise , it will last for 6 seconds . The mist is unblockable , but the move itself comes out slowly . The best thing to do is to perform the move when the opponent is lying on the ground or cornered . Doing it after a sweep a throw or a Gamma Werfer is a good idea . Something to keep in mind : If the opponent is surrounded by the mist , you can't do the Beta Störgeräusch or the Epsilon Trugbild until your opponent is hit by the Alpha Blitzkrieg or Kalimsshar gets hit or the Mist wears off itself , preventing the cheese . Added note : If your opponent does have counter moves like Geese's Atemi nage , your Alpha Blitzkrieg will still get countered even if s/he is surrounded by the mist .

qcb + B / D: Epsilon Trugbild type # 10 - Codename : Deceiver [Orphanage]

Like a merging between Testament's Warrant and Johnny's Bacchus Sigh . Kalimsshar yawns , taunting the opponent , if she is hit during the taunt , she'll disappear , replaced by a mist and will reappear three steps away in front of her opponent ( B version ) or in her opponent's back ( D version ). The mist will cover the opponent during 5 seconds , unless Kalimsshar is hit , in this case , the mist will disappear , otherwise , it will follow the opponent eveywhere . It looks worthless , but the next Alpha Blitzkrieg will be unblockable . Once it connect , the mist will wear off and the next Alpha Blitzkrieg will be blockable . It will counter the high , middle and low attacks but not the throws or the projectiles . Added note : She'll take damage from the attacks she'll counter . The damage dealt will be decreased by 97 % but I wouldn't advise you to perform the counter when you are have like a few pixel left in your lifebar .

dp + A/C: Delta Hackebrett # 17 - codename : Freezing Moon [Mayhem]
She leaps high into the air , doing a sword uppercut , holding her sword like the ninja used to do . In a nutshell , she is doing Chipp's Beta Blade . Whiffed or blocked , this move will leave you wide open . This move have the expected priority for a Dragon punch move .

qcb+K after Freezing Moon: Additional Hit
If you input qcb + K after the Freezing Moon , she will spin and will knock the opponent against the wall with a thrust kick.

f,b,d + A/B/C: Mu Wutanfall # 20 - codename : Spell of Destruction [Burzum]
Kalimsshar raises her sword as dark sparks of electricity come out of the ground and will surround her . The power-up come out SLOWLY , the only way to get a power-up safely is after a sweep , a throw or while your opponent is dizzied . However ,
it recover FAST . The A version will power-up the next Alpha Blitzkrieg while the B version will power-up the next Gamma Sturm . Finally , the C version will power-up the Sigma Einfall . Like Kazuki and Jam , you can store up to three power-up for each moves . An icon will appear below the lifebar .

(air) dp + B/D: Gamma Sturm # 14 - codename : An Elegy of Icaros [Emperor]
It is a flying kick a la Bruce Lee , more like Jam's Ryuujin . However , it doesn't goes over a crouching opponent and
acts like K'Evans' Minute Spike . But , it doesn't have autoguard , the B version will act like the regular Minute Spike .
The D will make Kalimsshar leap backward until she meets the opposite wall then she will bounce off the mentionned wall , giving the flying kick , like Sol's Riot Stomp .It is only available on the ground . The air version have no difference .
The move can be powered-up by the Mu Wutanfall . In this case , the damage increase and the move will have a Super Armor .

rdp + A / C: Sigma Einfall type # 13 - Codename : Darkness it shall be [Marduk] (SC)
Think Sol's Ground Viper or Hayato's Guren , she dashes forward and FAST . If you didn't figure out , the dash hit and inflicts damage . After a distance determined by the button used , she'll leap high into the air while doing a spinning sword uppercut . However , it is quite easy to figure out what version she is doing : If she is doing a shoulder ram , this is the A version . If she bends low and dashes , it will be the C version . The damage leave a bit to be desired unless it is powered-up .
A version : Come out instantly , short dash range (1/4 of the screen lenght), the anti-air spinning sword uppercut goes as high as K' dp + A . The dash doesn't hit low and inflict 3 hits while the uppercut 4 hit . It is safer than the C version .
Powered-up : The dash goes along 1/2 of the screen lenght and will inflict 5 hits while the uppercut will deal 6 hits .
C version : Same start-up time as Sol's Ground Viper , longer dash range (1/3 of the screen lenght) , hit low , the uppercut part move goes as high as K' s dp + C . The dash deals 5 hits while the uppercut inflicts 6 hits . The C version is as laggy as Sol's Ground Viper , start-up-wise , recovery-wise . Meaning that it will leave you open , if you whiff it or get it blocked .
Powered-up : The dash goes along 2/3 of the screen lenght and will inflict 8 hits while the uppercut will deal 9 hits .

DMs:
hcb,f + A / C: Omega Totentanz Type #47 - Codename : Panzer Division [Marduk]

The invincible start-up frame is nice , allowing Kalimmshar to go through projectile if you time it right . First , she does a Shine Knuckle-like dashing punch . When it connect , she'll go into a 10-hit combo . During the autocombo , Kalimsshar will channel her energy into her body and will angrily swipes her sword , unleashing a dark lightning vortex which will knock away the opponent (think Sol's Tyrant Wave ) . She'll do the whole DM no matter it is blocked or not . However , if it is blocked , Kalimsshar is ready to be beaten , because of its awful recovery time . A version is comboable outside the supercancel or the counter hits , due to the fact that it come out instantly . It have a little start-up invincible frame and have a 1/3 screen lenght range . C version is uncomboable unless your previous attack is a counter or a supercancel , however it have a great invincibility window and have a good range [2/3 of the screen length] . Moreover , if the both versions hit a airborne opponent , the whole combo will connect . Unless you are powered-up , the damage is only average .

qcb , hcf + A / C (hold): Upsilon Sturmflut Type #67 - Codename : The Last of Dragons [Kovenant]
It look like a merging between Kasumi's Chou Kasane Ate , MvsC2 Venom's Venom Bite and K49's qcf + P . First , she raises her both arms above her head . Then , she yells her soul out and she waves angrily her both arms downward , creating a HUGE shadow wave . The shadow wave is , in fact , a shadow dragon who grows a lot of tentacles and fanged mouth , and rush at the opponent , beating him/her and biting him/her . The button used will determine the range . A version : Zero lag , the dragon will travel across 1/2 of the screen lenght . C version : Some lag , but the dragon will travel all the way across the screen length .The shadow wave have a vertical range of 3/4 screen height , it inflict 8 hits and , unless Kalimsshar is powered-up , the damage leaves a lot to be desired.

qcb x 2 + A / C: Zeta Wutanfall Type #11 - Codename : Wrath of the Tyrant [Emperor]
Can you say "Dragon Install" ? I knew you could . She leans back , open her third eye and clenching her fist while dark lightning bolts are surrouding her . You should notice that her shadow is acting weirdly and grows a bunch of tentacles made of shadows . The aforementionned tentacles are spiralling around Kalimsshar , repelling any attack for 1 second
(kinda like a invincible frame , however , a vacuum effect will be a better description of what is going on ) . After the power-up animation , she'll be surrounded by dark spark like LB2 Setsuna . However , she doesn't have the super armor thingie . Her strength and her speed increases while her stamina change for the worse . She can do some combos she couldn't perform otherwise , like five standing C in a row , or a standing C chained to the "Curse you all men" linked to "Morning Star" . The power-up will wear off after 10 seconds , afterward , she'll fall on her knees , exhausted ( dizzied is a better word ). Needless to say that she is vulnerable . Moreover , if she does a DM while her power-up is still on , it
will prematurely end the power-up status , no matter how much seconds are left , and she'll go into dizzied status as soon as the DM ends . During the power-up status , her speed increase by 35 % ( the start-up and recovery lag of her moves decrease by 35 % as well ) , her normal moves will increase its damage ratio increased by 20 % , the damage inflicted by her specials and DM will increase by 15 % . But her stamina become the worst of the whole game and she can't block.

SDMs:
df,hcf,b,f + ABCD: Omega Totentanz Ende Type #99 - Codename : La Grande Danse Macabre [Marduk]
This is a SDM finisher for the "Panzer Division" DM , you'll have to input the motion when Kalimsshar is about to do the final sword swipe [the lightning vortex] . If you succeed , the lightning vortex will inflict little damage and the opponent will be dizzied . Kalimsshar will point her sword to her opponent as a pack of wolves and crows will come out of her shadow ( the wolves are one-eyed and six-legged , while the crows are four-winged and does have jaws O_O ) . The Wolves and Crow From Hell will rush up to the opponent and will devour him/her , as Kalimsshar is turning into a huge shadow demon
[twice taller than her] . After a little while , the Beats From Hell Pack will disappears , leaving the opponent who is standing as his/her blood is pouring the hell out of him/her . Kalimsshar , in her demonic form , will finally ram him/her.
It deals quite good damage , but requires a good timing.

f,b,f,hcf + ABCD: Theta Zerstörer Type #15 - Codename : Gebrechlichkeit [Burzum]
Command throw SDM. Kalimsshar's shadow grows and swallows up the opponent who desesperately tries to escape from the shadow pool while shadow creatures are tearing him/her to pieces . After 10 hits , the shadow pool will turn into into a giant fist who is holding up the opponent . Suddenly , Kalimsshar raises her arm and clenches her fist , imitated by the shadowfist who squishes the opponent . It inflict really good damage , regarding how difficult the command is . I would add that it IS the most damaging move in Kalimsshar's arsenal . It have as much range as Clark's MAX UAB , but have its awful recovery lag if whiffed.
--
Taunt: She does an about-turn , gives a thumb-up at her opponent , and changes the thumb-up to a "give the finger" sign.
Speech changes everytime you taunt.
" It's time for a tea break... "," Keep it up . Because , you suck big time . "," I'm enjoying this... I don't mean that way , you pervert ^_~ . "," You're only as strong as your oversized ego is thinking . "," I bet you can't even hit a elephant who is standing in a dumpster . "," This is a strategy ? Your braincells can't even make up one . "," To yawn would be a demonstration of respect , in addition of being a waste of breath ."," My finger is enough to beat you . "

Winposes:
A: She is imitating one of the Slayer's winposes . She whip out her cape from nowhere (don't ask how) , turn it into a ghost thingie , then disappears in it as if it was some sort of portal .
B: She whip out her cape , wraps herself up in it while her outfit turns into an army general blue outfit . She then light the Baiken's pipe while taking some puff at it . Anyone who watched Love Hina should remember the Kitsune's military outfit :D .
C: She drives her sword into the ground , takes an harmonica out of her pocket and begin to play a blue tune .
D: She raises her fist and clenches it . Electric sparks come out as her hair turns white and her eyes turns bright red , she then opens her third eye.
[Start]: She puts her hands on her waist , does a V-sign while giving a big grin . She then does one of her victory speech as a bunch of cyborgs and androids from Cybertronic comes on the screen and throw her up and down. It is like one of the MOTW B.Jennet's winposes.

Winquotes: "Think about what you learned after the fight! In a nutshell : nothing . "," Eh , you are not good enough . Losing is your fighting style for sure . "," Fighting you was as entertaining as watching a soap opera . "," At night or at day , no matter how many times you'll try , you still sucks and I still rule :D . "," Have ... a ... nice ... day ! "," You thought you were winning? Heh ? "," Why did you enter this tournament ? For the comic relief ? "
--
Stirkers:

Kalimsshar: Alpha Blitzkrieg
She will come on the screen and will does her powered-up C version of the Alpha Blitzkrieg , then she'll cheers up the player , raising a bit the both players' power gauge and will leave . It have as much use as Vanessa Striker .

SilentNinja: I AM THE GOD OF FLAMES!
SilentNinja will jump in the screen , as soon as he is on screen , he will brag about his so-called flaming skills , decreasing a bit of the enemy's power gauge . After a while , he will blow-up himself , inflicting laughable damage and opening a juggle opportunity .

Kenshiroh: ??
Kenshiroh from Fist of the North Star will come into the screen , walking with a confident look . When he'll make contact with the opponent , he'll punch the hell out of the opponent and will uppercut the opponent like Seth . It acts like 2k1 Seth Striker , the punch combo will do sucky damage , while the uppercut will do a bit more damage and will set a juggle .
But , overall , the striker suffer from its slowness.
Speech : "Atatatatatatatatattatatatatatatatata... AAATTTTAAAAAA !!!!!!!"

---
Sabi
--
Bio: None provided
--
Appearance:
A/B: Red or White Dobak (TKD uniform)
C/D: Black pants and a Black or Blue longsleeve shirt

Normals:
(doesn't matter if close or far)
A: Left Jab
B: Front kick
C: Backfist
D: High Roundhouse Kick
Other normals are the same as Kim Kaphwan from KOF.

Throws: All are the same as Kim.

CD: Knockdown
Ground CD: Spin Sidekick
Jump CD: Same as Kim

Command moves:
f+D: YeopChagi
Stepping Side kick

b+C: Neri Chagi
Axe kick, overhead.

b,f when near a edge of screen: Triangle Jump

Special Moves:
qcf+K: Butterfly Kick
Jumping inward style crescent kick (my best description. you'd have to see one to understand what i mean..hehe.)

qcb+K:Double Spin roundkick (striker)
2 consecutive high priority advancing Roundhouse kicks

d,u+K: Houou HeinZan (SC)
See Jae Hoon's Heinzan! ;) SC at first hit.

in air, d+K: Hishou Kyaku
Same as Kim's Hishou Kyaku.

qcb+P: Dodge/run
Defense dodge then invincible(High only) dash.

DM:
(air) qcb,hcf+K:Houou Kyaku
You've seen it. You know it. Can be done in air.

SDM:
hcbx2+BD:Biggest Damn Axe Kick EVER
Self explanitory. Grab move followed by.. biggest damn axe kick ever!
--
Taunt: Gives "the evil eye" (fist w/ raised index/pinky finger.. AKA "The Metal Sign") \m/

Intro:
Same as RBS Billy (Plays cool guitar bit and then throws it off screen).

Winposes:
A: Same as Taunt
B: pulls guitar out of no where, does random impressive fill
C: Walks off

Winquote: "The sands of time for you... are running low."
--
Strikers:

Sabi: Sidestep
Jumps in front of player, and sidesteps (yep, it's useless. ;p)

Neo Rasa: Lunging Arrogance
See Neo Rasa ;p

---
BK (Blazing Kyo)
--
Bio:
Name: BK
Age: 19
Sex: Male
Nationality: ?
D.O.B: 8/13/82
Blood: A
Favorite food: Sandwhich sub
Likes: His Honda Civic, KOF games, LH Mangas, Techno and Rock musics, Rimururu
Dislikes: Bugs, lamers, and Orgies

Backstory:
BK accidently crashes his car on to Shiva's house and promised Shiva to fix his house with prize money. =P
--
Appearance:
Note that BK doesn't have the white jacket that Shin Kyo wears.
A: Shin Kyo (A version)
B: Kyo B version in 2K
C: 99 Kyo B version
D: Black Jacket/Pants, White Shirts

Normal moves: All are the same as Shin Kyo.

Throws: All are the same as Kyo.

CD: Guard Break.
Same as Kyo.

***Note: Since most of BK's movelist is based off Kyo, if you need reference look for a KOF2000 Kyo FAQ in GameFAQs or ask in Orochinagi's KOF: Gaming section.

Commands moves:
In air, d+C: Ge Shiki: Naraku Otoshi
Overhead, knockdown (unless opponent is standing).

df+D: 88 Shiki
Hits low. 2 hits.

Special Moves:
qcf+A: 114 Shiki: Aragami
Full chain from 2K, with full autoguard on Aragami.

qcf+C: 115 Shiki: Dokugami
Full chain from 2K, with full autoguard on Dokugami.

dp+P: Crow Bite (SC)
Only SCable before BK leaves the ground.

rdp+K: R.E.D. KicK

qcf+K,K: 75 Shiki Kai
KOF 2000 version.

hcb+B: 427 Shiki: Hikigane (B version)
KOF 2000 version.

hcb+D: 427 Shiki: Hikigane (D version) (striker)
hcb+D is same as Kyo's 98 version. Striker can be called after the second hit. 2 hits.

qcb+P: Neo-Dark Thrust
Looks the same as Terry's Power Wave but with flames.

DMs:
qcfx2+P (hold): 182 Shiki
When fully charged, this DM is unblockable. Upper body invulnerbility at the start. Same as Kyo's qcfx2+P in KOF 2000.

qcb,hcf+P (hold): Ura 108 Shiki: Orochinagi
This DM does a bit more damage when fully charged. Causes Guard Break if fully charged.

(close) hcbx2+P: 524 Shiki: Kamukura
Same as Kyo's Kamukura SDM in KOF2K1, but only does 25% damage.

SDMs:
qcb,hcf+AC (hold): Ura 108 Shiki: Orochinagi
CvS2 version.

qcfx2+ABCD: Shin Mu Shiki:
Rip-off of Igniz's SDM =P, BK glows in to flame and runs on to the opponent. If opponents get caught, BK drags opponent to the wall and Performs DM No Style, then he does DM Orochinagi, and then uses DM 182 Shiki for Final blow. Power of this move is about 1/2 of Igniz's (about 50%). Of course this move is BLOCKABLE but counter moves won't work on it.
--
Taunt: Same as Shin Kyo 99.

Intro: Same as Shin Kyo 99.

Winposes:
A/C: Same as Shin Kyo 99's A winpose.
B/D: Same as Shin Kyo 2K's C winpose.

Winquotes: "It's all about experience. Fight on dude!", "Orgyfest? Too weird name for tournament like this."
--
Strikers:

BK: Dark Thrust
Same as Kyo SP's move (BK fires fast Dark thrust and then does tackle to the opponent)

Rimururu: ??
Rimu jumps out and she freezes the Opponent. (Opponent can't move for 1 and a half sec.)

---
Immature
--
Bio:
Incarnation [Edition] :
Birtday : Unknown
Age: Unknown
Gender: Male
Origin: Spain
Height:
Weight:
Style: Military Close combat .
Power:
Weapon: His fists and his legs .
--
Appearance: He looks like Haohmaru wearing the Kevin Ryan outfits. Fighting stance is like Kevin Rian.
A: Blue
B: Green
C: Black

Normal moves:
Far/Close Standing A: A left straight at the opponent's nose . It should have a good poking potential . But it tends to miss the crouching opponents , in addition of its poor range .

Crouching A: The crouching version of standing A . Same priority as standing A .

Jumping A: A punch aimed downward , like K's . A decent cross-up .

Far/Close Standing B: It is a quick kick at the shin . Like Guile's WK . Not so much use , beside pissing people , that is.

Crouching B: A short ranged crouching kick . No much use beside the combos or the high-low games.

Jumping B: A jumping knee attack , however , it won't last for the whole jump but for the half of time when you are airborne . It is better as a late jump-in or crossover.

Far Standing C: Guile's spinning backfist . Incredible range , come out fast , recover fast and average damage ratio . An excellent poke overall.

Close Standing C: Uppercut into the guts , highly damaging and comboable , but unsafe if blocked.

Crouching C: A crouching lunging elbow attack . Average start-up time , slow recovery time when blocked or whiffed , but it is highly damaging and it makes stagger the opponent for a enough long time to follow it up .

Jumping C: ImMature does a painful chop with a great priority and a nice damage potential . However , its poor range tends to ruin its potential since you have to be right next to the opponent if you want to hit with this.

Far Standing D: Urien's standing HK . Average start-up , nice damage ratio but horrible recovery time when whiffed .

Close Standing D: A Neri Chagi aka hammer kick . It is highly damaging and hit twice , only the first hit can be cancelled.

Crouching D: Guile's double sweep . Your standard sweep.

Jumping D: A wrestling drop kick , decent jump-in and air-to-air , can wreak havoc as a cross-up , but it kinda takes a while before it come out . You better hit the button as soon as you leave the ground.

Throws:
b/f+AC: ?
ImMature grabs his opponent and strangles him . This throw has a long range but a large escape window.

b/f+BD: ??
A suplex , it switches sides. Its range is shorter but its is more difficult to escape from him.

CD: Knockdown
Standing CD: ImMature steps forward a bit and perform a Footbal kick . A decent knockdown attack which suffers from its lack of speed.
Jumping CD: A bicycle kick , your standard knock down , it is better than the ground version.

Command moves:
df + C: Elbow upper
Urien's two-hit elbow uppercut . Excellent priority , can combo into the air grab if it scores a counter hit against a airborne attack . It inflicts nice damage but have a very poor horizontal range .

b + A , then push A repeatedly: Headbutt
ImMature will try to reach the opponent , if he connects , he'll do repeated headbutts . The grab is actually blockable , and have the interesting ability to be cancelled into a special or S/DM if it connects.

df+D: Franksteiner
ImMature will attempt a Frankensteiner with a flip scissor kick . If it connect, the throw will occur and will deal big damage . It is blockable but it counts as an overhead. It is a good chain ender.

Special Moves:
b,f+B[Low]/D[Overhead]: You are a wuzz !
Two differents moves will come out , depending on which button is used.
B : ImMature will give a fierce elbow into the eyebrows area , it is an overheard .
D : He'll perform a painful low kick at the shin , it hits low .
When it connects, he'll grab the opponent and delivers a violent knee into the groin , making stagger the opponent. The move is the starter of one of the ImMature command grabs chains. It suffers from its short range in addition of being telegraphed. But it is nicely comboable .

"You are a wuzz !" chart

                                          *-* Can you STFU ? : b - f + A or B  
                  You have no brain !    /     
                    *- b - f + B or D  -*   
                   /                     \
You are a wuzz ! -*      &                 *-* You suck ! : d , d + A or C
Chg b - f + B or D \                     /     
                    *- b - f  + A or C -*   
                        Can you STFU ?   \
                                          *-* You mispelled 'loser' !  : d , d + B or D

b,f+P after You are a wuzz ! or You have no brain !: Can you STFU ?
ImMature grab the opponent's head , smack the aforementionned head onto his knee then perform a snap suplex like Ramon's Tiger Neck Chancery.

b,f+K after You are a wuzz!: You have no brain ! (striker)
ImMature extends his arms and grabs the opponent's shoulders . Then he'll headbutt the hell out of his opponent , unless it is cancelled into 'Can you STFU ?' , ImMature will knock down with a dashing lariat. You have to do the motion before the lariat if you want to follow-up with 'Can you STFU ?'

d,d+P after Can you STFU ?: You suck !
He mounts on his opponent who is lying flat on his/her stomach . Then ImMature wraps his arms around the opponent's neck , snap it and drives his fist through the opponent's back ( who is lying flat on the stomach ).

d,d+K after Can you STFU ?: You mispelled 'loser !'
While the opponent is lying on the ground , ImMature grabs the opponent's heel , dislocates it then hurls the opponent into the edge of the screen .

d,u+P: The d00d is coming for j00 !
ImMature leaps , trying to reach the opponent for a grab . If it connects, he'll do a triple flip which will end up with a slam onto the ground . The A version will have less vertical range than the C version , but will have more horizontal range than the C version . It have a great priority but the damage are slightly below the average and it can be snuffed by well-timed fast pokes . This anti-air throw can be followed-up

f,hcf+P after The d00d is coming for j00: J00 gonna be smacked
After he slams his opponent onto the ground , ImMature will follow up with a power bomb , the same as Vice's hcf + P . This move can be ended with one last move .

b,dp+P after j00 gonna be smacked: J00 r a disgrace !
He'll follow his power bomb with a upside-down spinning pile driver like Hanzo's . You'll have to pull the whole thing if you want to deal big damage . Otherwise , you'll be toasted because of the recovery time of any non-followed throws .

b,f+P: Jeez , j00 r a sissy ! (SC)
Depending on the button used , ImMature will do a different move .A version : He'll does a short ranged horizontal chop which will make spin the opponent around , leaving the opponent's back wide open to any assault , but this state lasts as long as after Iori's Scum Gale . Enough time to do a chain to one of his special moves ^_~ . Timed right , the chop can dissolves the projectile.
C version : A dashing lariat , it have 1/3 screen lenght range , it come out fast , it hurts , it knocks the opponent far away. But , the recovery time is crappy . You better use this move as a combo ender.
Only the A version is able to be SCed.

d,u+K/BD: j00 r a moron !
ImMature leap up then lands stomps with his both boots on the opponent's head *SQUISH* , leaving the opponent flat on the ground . It come out fast and recover fast . You can slightly modify the arc of the leap by moving the stick left or
right ( the maximum being one character width) , but due to its speed , you have a limited time to do so .
B version : the arc is tiny , you should use it to punish abusive sweepers .
D version : the arc is wide , allowing you to punish abusive fireballers . You can try to whiff it , crossing-up the opponent when s/he is doing a laggy move , then surprise him/her with a S/DM .
BD version : A pretty interesting move , it have an homing ability , but it costs 1/3 of a power stock . It is still damaging ;p .

qcb+A/B/C: Self-fatality ! J00 suxx0rz !!!
ImMature will strike the typical counter throw pose , then , depending on which part of the body is used by his opponent when ImMature is attacked , the Spaniard will do a armlock/footlock/headlock , then will slam the opponent onto the ground .It deal the standard damage for a counter.
A version : The counter throw will be triggered by most of jumping attacks and most of specials , with the exception of throws , command throws and projectiles .
B version : This version will counter most of standing attacks and non-low hitting crouching attacks .
C version : The C version will counter all low hitting pokes or non-projectile attacks .

360°+P: for that , I squish j00 !
ImMature sneak behind the opponent , put a waist lock on him/her , then will leap up into the air while spinning and lands hardly on the ground while doing a upside down slam . It is basically , Hanzo's SPD . You can actually add damage by wiggling the stick and mashing the punch button during the part when ImMature leap up with his opponent.
A version : This one have a huge range , as much as 2K Clark's SAB . But the damage kinda sucks , even if you wiggled the stick and mashed the button.
C version : Look cooler because ImMature will first grab the opponent's arm , deliver a violent straight onto the opponent's jaws , flip over the opponent's shoulder , still grabbing the mentionned arm , pop the elbow , put a waist lock
on the opponent and do the upside down SPD . When you wiggled the stick and mashed the button , it sure HURTS a lot , but the range is actually as tiny as Maxima's Dangerous Arc while the whiffed animation lag is plain awful . It is a high risk ,high reward move.

DMs:
qcf,hcb+P: I 0\//N J00 !!! D341 \//I7|-| I7 !!
A super counter and unlike his regular counters , it stops the DMs and SDMs , except command throws and projectiles . ImMature will counter with a armlock if the countered attack was a punch or sword swipe or a shoulder ram , a footlock if it was a kick or a knee attack , a headlock if it was a head or butt attack . BTW , ImMature will follow with a Seoi Nage , a headlock , he'll snap the opponent's neck then he'll end the counter with the Ramon's Tigerneck suplex.

qcfx2+P: With Don't j00 pl4j 4 nic3 94m3 0f hid3 4nd 90 phuck ur531f ?!
ImMature will deliver a violent straight in teh crotch , if it connect , the opponent will reel in pain , then ImMature will capitalize on the opening by slamming his both fist into the opponent's head . The blow is so violent that the opponent is smacked into the ground and will bounce off the mentionned ground . Then ImMature will shoot the opponent into the screen edge with a violent football kick . This DM should be used as combo ender or as punishing move , the initial straight have still its avrege range and deal good damage . But the lag , if whiffed , won't be commented.

(close) hcbx2+P: 100 % 74rd !!!
A good grab DM , it have as much range as Clark's UAB . First , ImMature will repeatedly punch the hell out of his opponent's stomach , then he'll trip him/her while deliver a straight onto the jaws , grab the both opponent's legs then snap them . Then he'll do a giant swing , sending the opponent into the screen edge , with such a strenght that the opponent will bounce off the wall , like during a Wire Attack , then ImMature will finish the bouncing by doing a FAST
dashing lariat.

SDMs:
qcfx2+ABCD: MAX With Don't j00 pl4j 4 nic3 94m3 0f hid3 4nd 90 phuck ur531f ?!
This time , ImMature will uppercut the opponent , instead of football kick him/her , when s/he is bouncing off the ground . It will launch the opponent straight up into the air , then ImMature will backfist him/her when s/he is falling , sending him/her onto the opposite wall . As s/he bounce back of the wall , ImMature will catch him/her and end his opponent's misery by doing a leaping German Suplex . It is way faster than the DM version , but the lag time when whiffed could only be worse.

(close) db , hcb , df + ABCD , A , A , B , B , C , C , D , D , 360 ° + ABCD: Captain Spain Today's Special
A multi-throw SDM , and one of the most damaging moves of the game if you pull off the whole thing . It is one of the coolest command grabs because the background will go dark and several X-ray photographs will flash , showing which bone ImMature is actually breaking . The SDM is made up of the following moves:
- db , hcb , df + ABCD : ImMature will repeatedly headbutt the opponent .
- A : He makes drop the opponent's jawss with a palm thrust .
- A : He drives his fingers into the oppponent's ribcage , breaking several ribs in the process .
- B : A fierce kick into the kneecaps ,, breaking them .
- B : ImMature sneak behind the opponennt , kick him/her behind the kneecaps , forcing him/her to kneel .
- C : he grabs the opponent's both armss , pulls them at him and dislocating them in the process .
- C : Headlock followed by a necksnap ,, ImMature will knock down the opponent by smaking him/her behing the head .
- D : ImMature sits on opponent's back , grab his/her both legs , pull them at him , dislocating the both opponent's legs .
- D : ImMature will somersault and landd with his both boots in the opponent's back , breaking the back .
- 360 ° + ABCD : The finisher have to be done right before ImMature is jumping (first D) . As soon as he lands , he'll do a giant swing , launching the opponent up into the air . While the opponent is flying , ImMature will jump , grab the opponen't head with his both leg , and land on the ground with a spinning legs scissors grab , for a painful finish.
--
Taunt: Same as Heidren.

Winposes:
A/C: Same as taunt.
B/D: Does Rock's win taunt where he shrugs and puts his left hand against his head.

Winquote: "l00K5 l1|<3 J00 C4n'+ u|\|D3rStAn|) thE L33t|\|e55 0Ph |\/|Y 5tylE!"
--
Strikers:

Osaka Best: Mortal Kombat is the best 2D fighter ever .
Osaka Best will jump into the screen and will rant about the awesomeness of Mortal Kombat. The taunt takes a while and it decrease the opponent gauge as much as Xiangfei in KOF'99 , regarding how awesome Mortal Kombat is.

Captain Spain: Gimme a W , gimme a U , gimme S , gimme a S and you have ... WUSS !!!
ImMature will jump in the screen and will taunt the opponent , increasing the player's , not the opponent's , gauge . If he is hit during the taunt animation , he'll counterslam the opponent into the air , opening a juggle opportunity . This event happens if the opponent is too far. If s/he is closer , he'll slams him/her into the air , opening the aforementionned
juggle opportunity . It is one of the few strikers who can grab the opponent OTG , if he is close to him/her.
---

----
The ES and friends (sounds like hentai) team
---
Evil Shingo
--
Bio:
Name: Ebil Sano Shingo
Age: 15
Gender: Male
Origin: Something called the toilet
Height: Unknown (doesn't even know height =P)
Weight: Unkown (look at height =P)
Fighting Style: Random
Country: Somewhere that you wish you knew =P
Fav food: Anything that's edible
Hobbies: Eating, eating, and more eating =P
Mastered Sports: He actually mastered sports?
Prized Things: Toilets
Dislikes: Clean stuff and vegetables

Backstory:
A random retard that was born from the toilets, he was raised with no parents or family at all, but then again, nobody would really take in somebody as tarded as him anyways(=P)
He joins the tourney since he's secretly planning world domination and keeping it from his other teammates.
--
Appearence: Imagine Shingo, but with Red jacket and pants and Red shirt.
Costume:
A: Regular color
B: Green Jacket, white shirt, gray bandana
C: Red Jacket, black shirt, white bandana
D: white jacket, white shirt, white bandana
CD: Weird rainbow type color

Normal moves: All are same as Shingo.

Throws:
b/f+AC: Have a donut!
ES stuffs a donut into the opponents mouth and then throws them away.

b/f+BD: Some regular throw thingie
ES just throws the opponent behind him.

CD: Guard Break
Ground: ES will step forward and deliver an elbow jab.
Air: Same as Shingo.

Command moves:
f+A: Donut Swing
ES Swings a donut in front of him, if unchained, this move acts like an over-head, if chained, then this move can combo but loses it's over-head priority.

Special Moves:
qcf+P: Toilet Throw
ES jumps back and slowly takes out a toilet out of his pocket and throws it at the opponent, the move execution is slow but the recovery lag is non-existant and the toilet itself goes about half the screen and does good damage. The A version of faster then the C version but the C version does more damage.

qcb+P: Spin Spin Spin!
ES extends out both his arm and then starts spinning like some..thingie that's being spinned around(=P). This move has a sorta vaccum affect to it where it can suck youre opponent in from a distance, the more you press the buttons, the more he'll spin, BUT! When ES finishes the move, he'll just stand there dizzy with his eye's spinning and fall flat on the ground, leaving him vulnerable, and the more you press the buttons, the longer he'll stay dizzied.
And I'd like to add thanks to K^D's suggestion that he say's "Goro? @_@" when he's dizzied. =P

hcb,f+P: Slam and Bash
ES reaches out to grab the opponent, if he succesfully grabs them, he swings them back and forth onto the ground three times straight and then finally swings them away and yelling like an idiot. Beware though, while this move is a grab, it is blockable, and if blocked or missed, ES will stagger a bit and fall down on the ground, leaving himself vulnerable. The move can be comboed and has good reach to it.

hcf+K: Flaming Headbutt!! (Striker)
ES will crouch down and start charging up, the longer you hold the K button, the longer he takes to charge up, once unleashed ES will jump while yelling out "BANZAAAAAAAAAAAAAIIIIIIIIIIIIIII!!!!!!!!!!!!" and jump at the opponent with a headbutt, at low levels of charging, the move will only go 1/4 of the screen, but when charged at fully, ES will blast full screen with his head on fire, while this move does incredble damage when charged and fast and has high priority, the move has to be charged in order in order to do good damage, and the lag is LARGE!
Only use this move to show off or youre sure it'll hit.
Also, ES can call a striker if he actually succesfully manages to hit the opponent.

P,P,P: One hundred Donut Slap Thingie!! (SC)
ES will let out a flurry of punches at the opponent ala Joe's TNT punch, except one difference, ES will punch them using a piece of rotten donut instead. (=P)
Able to SC at any time during the move.

DMs:
qcf,hcb+P: Come and hit me if you can!
ES will close his eyes and sticks his tongue at the opponent while saying, "Nyah nyah nyah nyaaaaaaaaah!!" if the opponent hits ES at anytime while he's saying that, he'll grab the opponent, throw them on the ground, and then start stomping on them like some mad retard.

hcbx2+P: Ultra Slam and Bash!
ES will pull out and grab the opponent, if he manages to succesfully grab them, he'll start throwing them back and forth on the ground, and then grabs them once again and starts swinging and swinging and then let's go and throws the opponent far up into the air.
Did I forget to mention that this one of the few grab DM's that are blockable but it has really good range to make up for it? =P

SDMs:
qcf,hcb+AC: Nyah nyah nyah!
ES will stretch his mouth wide and sticks out his tounge and starts razing the opponent more, if his opponent hits him ANYTIME during the time when he's razing them, he'll grab them once again, and start stomping on them even more now, and he finishes it by stomping their face onto the ground.
It works the same as the DM version except does more damage.

A, A, f, B, C, D, D, b, A: THE FLOWERY DEMON!!!
(Almost impossible motion, I know :D) ES will charge while yelling like a complete idiot, and once he succesfully grabs the opponent, the whole screen will turn... pink, and ES will do a ballerina dance around the opponent while throwing flowers and acting like a complete ghey retard, the opponent will faint from shock and lose about 1/4 of their life.
--
Taunt: ES will eat a banana and then throw the banana peel on the ground, if either the opponent of ES walk on the Banana peel, they'll slip and cause 1 point damage to themselves.

Starting Pose: ES appears with a box of donuts with him and say "Just a moment!" and gobble down the box of donuts as quick as he can and then burps and then gets into fighting position.

Winposes:
A: ES faces the screen and laughs like a complete idiot he is, until he starts coughing and stops laughing.
C: ES will flex and yell out "I AM ZA WEINAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!" and a random toilet will get thrown at him knocking him out.

Winquote: "Hahaha! Even a tard like me can beat you! Feel da shame!"
--
Strikers:

Striker: Ebil Shingo
ES will jump in while yelling out "HERE I COOOOO..AYAYAYAYAAAAAAAAAAAAAAA!!!!!!!!!!!" and then slip on a banana peel which explains the random screaming (=P), he'll flip over and during his flip, he hits the opponent up for juggle puproses, minimal damage though.

Another Striker: THE MOGGINATOR!!
A little, constipated looking mog in a jacket will walk onto the screen, once he reaches where the opponent is, he'll yell out "DDDDDDDDDDDDIIIIIEEEEEEEEE!!!" and start glowing red and explode, the striker action does little damage though, and slow at that, but you can juggle anything after it.

---
Batsu Power
--
Bio: None provided
--
Appearance: Looks much like Batsu, with a blue Terry like cap, and a black jacket.
A: Blue hat and jacket
B: Black hat and jacket
C: Red hat, jacket and jeans
D: White hat and jacket
CD: Black hat and jacket, white jeans

Normal moves: All are the same as KOF98 Terry.

Throws:
b/f+AC: Slap Fest
I do a series of 5 slaps on the opponent's face and throw the opponent away.

b/f+BD: Flip Kick
I grab the opponent and then kick him hard in the face, pushing the opponent way back.

CD: Knockdown
Ground: I turn a bit back then rush forward with a punch in the opposition's face.
Air: Same as KOF2K Terry.

Command moves: None.

Special Moves:
qcf+P: Guts Bullet (SC)
A blue sphere like projectile. The C version comes out a bit slower than the A version, but does more damage.

hcb+K: Rush JumpKick
Run a bit forward towards the enemy, then jump up with a hard kick on the opposition's noggin'. The D version has longer running animation than the B version.

hcb+P: Flaming Headbutt
Grabs the opponents and gives 'em a flamin' headbutt. Must be done close to the opponent.

qcb+P: Flaming Body Uppercut (striker)
Do a spinning uppercut with flames emerging out of it. The A version does 3 hits, C version does 6 hits but hits the opponent higher in the air. A striker can be called at any time during the move.

qcb+K: Crack Shoot
Pretty much like Terry's move, the B version has a short arc and range, while the D version has a bigger arc and range.

b,f+P: Body Splash
Involves me doing a dash then jump over the opponent with a Body Splash

360+P: Emporer's Smackdown
Must be done close to the enemy, it's a high throw much like Rock's Shinkuu Nage

b,f+K: Crossed Edge
It's a rushing fist punch, much like Balrog's Dash Punch, but this one has one of 3 follow ups :

After Crossed Edge press qcf+A: Type A: Spin Kick
Does a fast jump kick in the air

After Crossed Edge press qcf+K: Type B: Fist Flurry
Does a series of mad punches. 3 hits.

After Crossed Edge press qcf+C: Type C: Shoulder Ram
Does a rushing Chariot Tackle (i.e like Urien)

DMs:
qcfx2+P: Mega Guts Bullet
Does a Bigger version of the Guts Bullet.

qcbx2+P: Shoulder Ram Frenzy
Rushes in with 5 rushing shoulder tackles. Much like Urien's Tyrant Slaughter.

SDMs:
qcbx2+AC: Shoulder Ram Armageddon
Much more powerful than the Shoulder Ram Frenzy. This time it's 10 rushing shoulder tackles and ends with a grab. When I do succeed in the grab, I exceute a flying power bomb on the opponent. Does very high damage.

qcfx2+AC: Open Seasame!
This weird SDM is where I scream out 'OPEN SEASAME!' and start doing a 15 hit autocombo which ends randomly with one of the Cross Edge follow ups.
--
Taunt: Turns around and adjusts his hat.

Intro Poses:
Pose 1: Adjusts cap and says 'Don't dissapoint me!'
Pose 2: Wears jacket and says 'This'll be easy.'
Pose 3: Does some random moves and says 'Ready to fight when you are.'

Winposes:
Pose 1: Sighs and says 'Damn, you dissapointed me!'
Pose 2: Throws cap and says 'Yea! One more victory for yours truly!'
Pose 3: Scratches head and says 'Ehh, hope I didn't hurt you that badly. I think.'
--
Strikers:

Striker: Batsu Power
Jumps onto screen and does the A version of the Flaming Body Uppercut

Another Striker: Bob Sagat
Jumps into the fight and does a 6 hit Tiger Uppercut. Then he taunts the opponent on how they were on America's Funniest Home Videos. =P

Maniac Striker: Doc Faust
Comes in flying into the stage with a 'Going My Way' (Where the doc spins uncontrlablly in the air) doing a 5 hit combo. After he hits/misses, he flies away with his umbrella.

---
Omega Cosmo
--
Bio: None provided

Backstory:
An addition to the tournament.
This fellow is shrouded in mystery, and joins the tournament due to reasons of his own.
Is he looking for someone?
Is he just a plain bad ass?
Does he have infinities?
All will be answered in due time.
Omega Cosmo attacks his foes with mind based attacks which drives the enemy insane.
He might prove a worthy addition to the 'ES and Friends' team.
--
Appearance
A man with a green coat brown hair. (Think Kakyoin from JoJo's Bizzarre Adventure but with another hair color)

Weapon - Schutzdeller
A dangerous two-handed sword that is used for abnormal warfare.
Omega Cosmo channels his power into this sword, and uses it to attack his enemy.
The weapon is inherited by his father, who gained in a legendary fight in the Nangiala dale. (Etc)

Normals: All are the same as Ky Kykse of Guilty Gear X.

Throws
Liveline - f/b+AC
A stab through the opponents stomach.
Should be an instant kill if this 'game' was Bushido Blade.

Crucification Deluxe - f/b+BD
'Cosmo stabs his opponent in the back this time.
(After sliding under him, Iori style)

CD: Guard Break

Command moves:
f+A: Yes, Damn You
'Cosmo extends his blade for far-reach damage.

Special Moves:
qcf+K: Forbidden Mind Trick #1 - Refiner
'Cosmo raises his sword and creates an aura around him.
If the enemy is hit by this, kicks are disabled for 5 seconds.
(This includes kick specials and DMs/SDMs)

qcf+P: Forbidden Mind Trick #2 - Refresher
Exactly like #1, but disables punches instead.

qcb+P/K: Forbidden Mind Trick #3 - Your Loyal Heaven
'Cosmo raises his sword and begins to heal.
Kick version will make him sit down while healing.
Laggy and stuff, but can be of great use when enemy is dizzied.

hcb+P: Your Loyal Slash
'Cosmo slashes with his sword down in the ground.
If enemy is standing, he will fall over.
Causes minimum damage.

hcf+K: Your Loyal Tree Of Wisdom (SC, Striker)
'Cosmo's only real attack move has him making a slash forward.
When the slash is done, you can hold U or D to make Cosmo continue the slash in either an Upward or Downward angle.
Good damage.

Hold up during Your Loyal Tree Of Wisdom: Additional Branch (Upwards)
'Cosmo slashes in an upward angle.

Hold down during Your Loyal Tree Of Wisdom: Additional Root (Downwards)
'Cosmo slashes in a downard angle.

DMs:
qcfx2+K: Forbidden Mind Trick #4 - Your Loyal Overdrive
This works like the #1 and #2, but lasts for 10 seconds instead.
Also disables BOTH punches and kicks.
Lasts for 10 seconds.

qcfx2+P: Your Conspiracy Test Is Negative
An autocombo.
'Cosmo extends his sword.
If he hits, he'll execute a flurry of slashes.
Great damage and eye-candy!

SDMs:
qcfx2+AC: Your Conspiracy Test Is Negative Again
Like the YCTIN, but with the double amount of hits and flashiness and damage. (ETC)
--
Taunt: Stares at the heaven while mumbling.

Winquote
"Awww... damn. Your Conspiracy Test Is... heh, I bet you know the rest."
--
Strikers:

Striker - Omega Cosmo
Forbidden Mind Trick #3 - Your Loyal Heaven: Jumps next to his ally and executes Your Loyal Heaven and heals him/her. If OC gets hit by the opponent, he flys away screaming "I REGRET NOTHINNNNNNNGGGGGGGG!!!"

Another Striker - Mousse
Mousse rushes in and does a phoenix talon from the air.
Good priority and damage.
Mousse cries a bit after making it, then runs away.

---
Penguin
--
Bio:
Name: Penguin
Fighting Style: Self-created pseudo weird kung-fu thingy
B-Day: Secret~
Age: Between 18-21
Country: Antarctica
Blood Type: Penguin
Height: 180 cm
Weight: 69kg
Hobby: Saying "SAAAAAAAAAAMMMMMMSSSSSS" and "Myu~"
Favorite food: Instant ramen noodles, Sprite
Best Sport: Swimming
Most important: The L.A. Clippers
Dislikes: Cinnamon, cheapo K9999 players


Backstory:
After last year's ON Fighters, which resulted in a loss for Emmy's team, Penguin is out for revenge because Emmy didn't give him the Clippers' season ticket.
However, this year he has a really bad team: The ES and friends (sounds like hentai) team! He has been automatically assigned, so he really couldn't do much about it. Well only ES makes the team bad anyway.
So this year, Penguin wants to be ousted at the first round, and if the team gets past the first round (unfortunately), Penguin will seek revenge for his Clippers' season tickets!!!
--
Appearance: A penguin with shades.
A: Grey penguin
B: Black penguin
C: Blue penguin
D: Pink Penguin

Normal moves:
A: Similar to K's far A. Close and far A are the same.
Far B: Like Bao's far B, Penguin sticks his foot out. Hits low.
Far C: Looks the same as Ralf's far C, but less range.
Far D: Completely weird backflip. Penguin flips backward, but it doesn't bring him backward. An overhead.

Close B: Penguin pokes with his foot. Comes out fast, and hits low.
Close C: Similar to Kyo's close C.
Close D: Penguin does a double kick on the opponent. Only cancellable on the first hit.

Jump A: Penguin tries to poke with his wing.
Jump B: Absolutely weird, because it's the same animation as Penguin's far B on the ground.
Jump C: A headbutt.
Jump D: Similar to Robert's CD attack in KOF2K1.

Crouching A: Penguin pokes with his wing.
Crouching B: Penguin sticks one of his legs out.
Crouching C: Similar to Bao's CD attack, but slower.
Crouching D: Penguin lies on the ground for a moment. This is a sweep. (even though it looks weird)

Throws:
b/f+AC: Headbutt (tm)
Penguin headbutts the opponent.

b/f+BD: Mini-slide
Penguin slides under the opponent, causing the opponent to fall. Penguin will stand up behind the opponent.

CD: Guard Break
Ground: A bit like Chang, Penguin goes for a 'tummy' attack.
Jump: Similar Rugal's jump CD.

Command moves:
f+A: Beak poke
Penguin sticks his head forward for a beak poke. 1 hit.

df+B: Slide
Penguin slides on the ground, head first. Must be blocked low. 1 hit.

In air, d+B: Air Napalm
Penguin falls vertically from the air like Bao. Overhead. 1 hit.

Special moves:
qcb+K: Shin! Shin Shin Kick (Striker)
This kick is invented by a Korean guy with the last name Shin, and Penguin kicks the opponent at the shin. Hits low, and HURTS. Slow startup, no range. 1 hit.

hcb+P: Super Duper Hyper Optic Infra Ultra Power Beam
Penguin takes out a laser gun thingy and shoots it at the opponent. If the opponent blocks, it does the damage of 10 tick damage. If the opponent doesn't block, it does the damage of one tick damage and knocks down (thus the 9 hits won't connect). Very quick, full screen too. Blocked: 10 hits. Not blocked: 1 hit

d,d+K: I crawl, I crawl, I crawl
Penguin crawls on the ground. You can move Penguin forward or backward when he's crawling. No damage.

P after I crawl, I crawl, I crawl: Uppahcuttt!!!
Penguin suddenly stands up and uses his head to hit the opponent. 1 hit.

K after I crawl, I crawl, I crawl: Retreattt!!!
Penguin rolls backward. No damage.

dp+P: Penguin Uppah (SC)
One of Penguin's two moves left from the old ON Fighters. Jumps almost vertically. A ver: 1 hit. C ver: 3 hits (max) Can only be SCed on the first hit of both versions.

qcf+P: SAAAAAAAAAAAAAMMMMMSSS!
Penguin's cool counter. Turns around, and does Ramon's B winpose in KOF 2K. If any physical attack touches his upper body, Penguin will knock the opponent to the sky and does the winpose again. No damage otherwise. Cannot counter DMs and SDMs. 1 hit (if it's a counter) 0 hits (if it's not)

hcf+K: Supah PenPen!
Penguin jumps forward horizontally like Brian Battler. No autoguard. B ver: 3 hits. D ver: 6 hits.

DMs:
hcbx2+P (hold): Super Duper Ultra Punch
This is an unblockable DM.
If you hold longer, Penguin will have a greater range to hit the opponent.
When Penguin says:
"Super" (0-1 sec): One character space
"Duper" (2-4 sec): Three character spaces
"Ultra" (4+ sec): Half-screen
If Penguin says "Ultra" then he'll automatically try to complete the move.
This is a 2 hit DM. The second hit sends the opponent to the air for a juggle.
If the first hit misses, there is this *huge* lag which Penguin will be idle for a while. Okay damage (considering this is an unblockable juggle DM). 2 hits.

qcfx2+P: Penguin Drive
Another move from the old ONF. Penguin throws his shades at the opponent, and if it hits, he'll body slam the opponent. If the shades are blocked, or misses, Penguin will just stand there idle. 2 hits.

SDMs:
qcfx2+AC: Penguins Drive
Penguin throws his shades at the opponent. If the shades hit, 19 penguins will run over both fighters, and a cute little 20th penguin will walk over both fighters. If the shades are blocked, or misses, Penguin will just stand there idle. Does equal damage to both Penguin and his opponent. 21 hits.

A,A,f,B,C -> A,A,A,B,B,C,C,D,D,1080+CD -> [Start]: Mu Deadly Raging Penguin Rave Shiki
This SDM is composed of 3 parts: Raging Demon, Deadly Rave, and Mu Shiki (the taunt).
Penguin goes into something like a Raging Demon and runs to the opponent. Then the screen goes black and you'll have to input the A,A,A and so on (and yes, the last one is 1080). After the 1080+CD, the screen goes back to normal and you can do a [Start] to have Penguin say "SAAAAAAAAAAAAAAAAAAMMMMSSSSSS!"
This SDM is unblockable. If the 'Deadly Rave' part misses, the screen goes normal and Penguin goes dizzy. The Mu Shiki part is optional and won't make Penguin dizzy. About 55% damage if the SDM is done completely (excluding taunt). Lots of hits.
--
Taunt: Takes off his shades and cleans it.

Winposes:
A - Imitates Ralf saying "YEAAAAAAAAA!"
B - Does SAAAAAAAAAAAAAMMMMMSSS!
C - Takes out a fan and laughs like a rich woman
D - Stands straight and laughs "Muhuhuhuhuhuhuhu!!!"

Regular intro:
Takes his shades out from nowhere and wears it. Then he says, "Ikuze..."

Winquotes: "Let me lose! Goddammit!", "You said that you would fight to your fullest. I guess not!", "I'm the sexiest penguin in the world!", "I can loan you some hospital money, but the interest is 100% per hour. You better accept it, or else..."
--
Strikers:

Penguin: Supah PenPen!
Penguin comes in from off screen, and executes Supah PenPen! for a max of 6 hits, then knocks down.

PenPen: Idle...
PenPen of Eva fame comes out from the edge of the screen and falls asleep in front of you. Acts as a shield.

Gay Benimaru: Ai lub u!
Gay Beni jumps in, and if the opponent is a male, he'll say "Ai lub u!" and stuns the opponent if he's not blocking. If the opponent is a female, Gay Beni shakes his head and jumps away.
---

----
The Emmy world takeover team
---
Emmy & The Green Herring
--
Bio:
Name: Matthew Emmy
Age: Unknown
Birthplace: Unknown
Birthdate: Unknown
Height: 6'6''
Weight: 300 lbs.
Blood Type: Unknown
Favorite Food: Onion soup (many kinds), various cheeses
Favorite Sport: Bowling (many variations)
Most Valuable: The AABEC (Armored Aerodynamic Bathtub of Endless Customization)
Hates the Most: Failure, betrayal
Fighting Style: Self-Taught Small Weapons Art (forgotten)

Name: Eric "Green" Herring
Age: 29
Birthplace: America
Birthdate: February 16th
Height: 5'11'' 1/4
Weight: 165 lbs.
Blood Type: AB
Favorite Food: Macaroni & cheese, sandwiches, nattou
Favorite Sport: Long-Distance Running
Most Valuable: His glasses
Hates the Most: Idiots, the sound of paper being scratched
Fighting Style: Unknown; seems to be self-taught
--
Notes from Emmy and TGH:
As the first half, Emmy is stronger (by far) and has more comboability, but he's slow and lacks a really good
poke, and isn't quite as apt in the air (though he's far from helpless).
Of the two fighters, the Herring's the faster but is also the weaker. However, he's more apt at poking and air-to-air
and air-to-ground combat than his boss, and can also cross-up VERY easily with his diagonal jumping D.

Appearance:
A: Brown-haired, pea green suit Emmy / Brown-haired, greenish business suit w/red tie TGH
B: Blonde-haired, brown suit Emmy w/tan complexion / Black-haired, blue business suit w/red tie TGH
C: Black-haired, red suit Emmy w/paler complesion / Brown-haired, magenta suit w/red tie TGH
D: Brown-haired, dark gray suit Emmy / blonde-haired dark cyan business suit w/dark gray tie TGH (Beavis and Butthead theme... just in reverse)
Wackass Hidden CD: Dark blue hair, white suit Emmy / Red hair, brown suit w/ black tie and really dark skin TGH (these two colors both done by TGH)

Normals:
Emmy:
A:
Standing Close: Nose Guard
Emmy delivers a very quick backhand that aims high. It will pass over smaller characters' heads. It can be strung three times.
Standing Far: Spearhand
Simple jab. Aims fairly high, will pass over smaller characters' heads. Can combo three in a row though. Okay anti-air.
Crouching: Main Gauche
Similar to the standing, but you can only combo two in a row now. Can be blocked both standing and crouching.
Aerial: Harpoon
Just pokes a hand out with a spearhand, aimed low. Not very good, but might work for air-to-air. Lasts until he lands.

B:
Standing Close: Knee Thrust
Emmy brings up his knee to elbow the opponent in the gut. This can't be strong with another B.
Standing Far: Snake Foot
Kicks a foot out kind of lazily. Must be blocked low. Can't be strung with another B.
Crouching: Trip Wire
Edges his foot out a little to hit the opponent. Can be strung twice. Must be blocked low.
Aerial: Knee Drop
A basic knee attack. Surprisingly good range as a jump-in that sticks out, but poor priority.

C:
Standing Close: Y Coordinate
An uppercut attack. Very good power and it does two hits (the first is cancelable), but little range and noticable recovery.
Standing Far: X Coordinate
Lurches forward and delivers a backfist. Pretty strong and fast on startup, but small characters can crouch under it. Slowish recovery, might be an okay anti-air if done late.
Crouching: Thrust Hand
A straight punch that doesn't go as far as it could. Good power, again, but it can be blocked both high and low. Okay recovery.
Aerial: Bomb Drop
Emmy forcefully brings an elbow down. It does two hits: one at startup, two as he descends (but it doesn't look it). High damage, but poor range. Average priority.
Aerial Diagonal: Kamikaze Dive
Emmy's best jump-in (arguably), kind of a forceful two-handed downward palming attack with good damage, but not much range. Nice priority though.

D:
Standing Close: Fort Breaker
Knees the opponent, then kicks his foot outward for a second hit (which does a LOT more damage than the first hit). The first hit can be cancelled.
Standing Far: Dust Kick
Sweeps his leg like he's trying to kick a rock. Slow, but decent damage and it has to be blocked low. Recovery is kinda bad.
Crouching: Mule Spring
Emmy kicks out both feet. Would be a poke, but there's noticable startup and recovery delay. Very powerful and knocks down, and it has to be blocked low. Poor recovery.
Aerial: Dual Knee Attack
Emmy throws both knees into the air. Kind of funny looking. It doesn't stick and has poor range, but it has good damage and high priority.
Aerial Daigonal: Advance Kick
A typical jump-kick, but it doesn't stick out for long. Good air-to-air priority, but its hitbox doesn't allow for crossing up (aww).
Aerial Diagonal: ?

CD: Guard Break
Standing: Defensive Breach
Emmy does an elbow shove sort of maneuver, lurching forward as he does so. Fairly quick, and if blocked this is a Guard Break.
Aerial: Aerial Assault
Emmy puts both feet into his aerial D, which also functions as a guard break. Good damage and priority combo.

The Green Herring
A:
Standing Close: Elbow Strike
TGH throws a high elbow strike with the arm: closest to the foreground. Sadly, it can't be strung with another A.
Standing Far: Quick Jab
TGH leans forward with a jab from the arm in the background. It can't be strung with another A.
Crouching: Crouching Quick Jab
From the background comes a plain jab from TGH. This can be strung into another A, but only once.
Aerial: Jumping Jab
TGH throws a diagonally-downward jab with the hand closest to the background. Surprising priority, but very weak and a poor jump-in.

B:
Standing Close: Shin Kick
TGH throws a shin kick with the leg closest to the foreground. Fairly fast, but can't be
strung with another B. Must be blocked low.
Standing Far: Low Kick
TGH leans forward and throws a pretty long-reaching kick with his leg closest to the foreground.
It must be blocked low, and it's kind of slow.
Crouching: Crouching Kick
Using the leg from the foreground, TGH delivers a quick kick. This must be blocked low. This can't
be strung with another B.
Aerial: Horizontal Jump Kick
A typical jump kick, but this one is with the leg from the background. It has good air-to-air
priority and can cross-up, but not as well as his D. It sticks, at least.
Aerial Diagonal: Deep Angle Jump Kick
Very similar to the above, but angled more deeply towards the ground. A much better jump-in, almost
as good a cross-up as his Daigonal D. However, the timing must be precise or you'll miss.

C:
Standing Close: Body Blow
TGH tosses a two-hit body blow with the arm closest to the foreground. Fairly fast for a C attack, and the first hit can be cancelled.
Standing Far: Stepping Punch
TGH steps forward and delivers a powerful swing punch with the hand in the background. Noticable startup, but good range and power. Slow recovery though.
Crouching: Crouching Stepping Punch
TGH stands up from his crouch and advances forward with a straight punch. Pretty slow on startup, but very good range and can actually work as an anti-air if done early.
Aerial: Uppercut
TGH does a midair uppercut with the hand from the foreground. Decent damage, but it doesn't stay for long. It's really only good for air-to-air attacks if he's below the enemy.
Aerial Daigonal: Piston Blow
TGH throws a hook punch from the air, straight from the back arm. It does good damage, but it's slow. Excellent air-to-air and air-to-ground priority.

D:
Standing Close: Stomach Knee Strike
TGH utilizes a knee strike to the gut with (again) the leg nearest the foreground. Fast for a D, but not very powerful.
Standing Far: Reverse Spin Kick
TGH advances and does a reverse spin kick. This can go over sweeps, and has great range. However, its recovery is pretty slow. Good damge.
Crouching: Sweeping Blade
TGH delivers a typical sweep kick. Pretty plain stuff here. It must be blocked low, and will knock down.
Aerial: Soccer Ball Kick
TGH does a mid-air rising kick of sorts with the leg in the foreground. Same purpose as his C, really.
Aerial Daigonal: Daigonal Jump Kick
One of the best cross-ups in the game, TGH performs straight jump kick with the leg in the background. Pretty good damage and it actually sticks; a keeper.

CD: Knockdown
Standing: Stomach Break
TGH performs a middle thrust kick with his rear leg. If it connects, it acts like a knockdown.
*VERY* abusive range.
Aerial: Drop Kick
The Herring throws a mid-air drop kick and flips. Also acts like a knockdown and also has long range.

Throws:
Emmy:
b/f + AC when close: Formation TWO
Emmy grabs the opponent, holds them up... and forgets he has no HILs available (he's getting senile, see). So he just resorts to choking the opponent. This is a multi-hit hold attack, but you have a HUGE amount of time to escape from it. Kinda useless.

b/f + BD when close: Dishonorable Stomp
Emmy throws the opponent down to the ground in front of them, then gives them a *nasty* stomp kick to the head. Remarkably fast and good power for a throw, and harder to escape from than the above (heh).

The Green Herring:
b/f + AC when close: Wrecking Ball Knee
The Herring grabs the enemy's head with both hands, then slams their face onto his knee.

b/f + BD when close: Mangling Slam
The Herring grabs the enemy's head with both hands, then turns and slams their face into the ground behind him.

Command moves:
Emmy
f + C: Iron Fist
No. of Hits: 2
Just a typical lunge punch, except it does two hits. Pretty much the best option for a poke Emmy has, and he can cancel
out of the first hit (only if he hasn't comboed into it). Higher recovery delays than normal, but good damage. If it was done stand-alone, it's a knockdown.

The Green Herring
f + D: Face Demolisher
No. of Hits: 1
The Herring throws a thrust kick at a crouching opponent's head. Must be blocked high. This can be cancelled into,
but not from. If this was cancelled into, then it loses its overhead property.

Special Moves:
Both:
d, d + AC or BD (doesn't matter): Switch
No. of Hits: 0
Your current character does a dodge-like pose and the other comes in. While fairly quick, it's quite vulnerable; the startup animation may dodge the first few frames of attack, but the one stepping in will get hit. Thus, you have to use this with caution as you'll be an open target for two seconds total.

Emmy:
qcb + A/C (x3): Fifth Vendetta + 1 Remix (SC)
No. of Hits: 3 (Both)
Emmy does one strong punch with the arm at the back of the screen, another one with the one facing it, and ending with a headbutt (knocks down)... all while advancing. Decent strength, easily comboable, but the headbutt isn't a guaranteed hit if you're too far away, however it IS an overhead (yay!). If blocked, expect punishment. Decent priority, and the first hit can actually be used as anti-air if done late. The A versions recover faster than the C if blocked, but does less damage per hit and doesn't chip.

(Close) hcf + A/C: Submissive Impaler Restraint
No. of Hits: 3 (first does no damage)
Emmy tries to grab the opponent. If he does, he'll grab them by the hands, trip them, then come down on them with an elbow attack. Unblockable and good damage, but the range is kind of misleading; it's smaller than it looks. Fortunately, the "whiff" animation is short. No real difference between buttons.

b, f + A/C: Submissive Impaler Perfect
No. of Hits: 2 (first does no damage)
Emmy dashes forward in a tackle type move. If he connects, he brings the opponent down to the ground with him and sorta "stabs" through the chest (even though it was clearly a punch!) for pretty good damage. Very easily combo'd into, and due to its charge nature it comes out of nowhere. However, it has low priority and still has terrible recovery delays if blocked. The A version's recovery delays are smaller, but Emmy will "quit" at about 1/3 screen and it'll do less damage. The C version of this move can hit OTG. Note that even with that, it can't hit an opponent in the air.

d, u + A/C: Shrapnel Kick
No. of Hits: 1
Emmy leaps up and moves forward, then comes down with a stomp kick of sorts. The distance Emmy moves forward in the air depends on teh button used - C obviously takes him further than A. Again, as a charge move it's fairly quick to execute, but the descending stomp kick is telegraphed. As such, it's pretty much either anti-fireball or a punish move only, it's too slow to use by itself. It does good damage, is an overhead, and knocks down. The A version can sometimes cross-up (emphasis on sometimes). Recovery delays are small.

The Green Herring:
qcf + B or D: Vulcan Refine
No. of Hits: 1 (B), 2 (D)
The Herring leans back, then throws a straight punch with the arm facing the screen, throwing a small fire ball at the enemy. That's if it's done with WK; if done with SK, he throws two straight punches with alternating arms, throwing two fire balls. The fireballs are weak, but they're very fast and easily comboed.

d/b, f + B or D: Poseidon Trident (striker)
No. of Hits: 2
The Herring flies forward with a flying kick, water trailing off his leg. If he connects, he then does a flip kick, creating a geyser that knocks the opponent up and far.

dp + B or D: Thor Hammer
No. of Hits: 3
The Herring crouches, then leaps up into the air and flips. If he comes in contact with a mid-air enemy while leaping
up, he will grab onto them with his arms and legs, shock them a few times, then blast them away with an explosion and flip backward. An EXCELLENT anti-air throw that does below-average damage, but has high priority.

qcf + B or D in mid-air: Aeolus Wind
No. of Hits: 1
In mid-air, the Herring throws a spin kick into another spin kick in the opposite direction, which creates a tornado that flies diagonally-downward and knocks down the enemy on hit.

DMs:
Both:
d, d + ABCD: Antipode
No. of Hits: 6 (Emmy's), 4 (The Green Herring's)
The currently active character will crouch down (which is autoguarded), and then the other will QUICKLY attack with a downgraded version of their DM: Emmy's is a very short version of the Seven Atrocities PURITY, TGH's is a watered-down take on the Hydra Fang that only hits four times. If the opponent is hit by any one of them, they'll be stunned as the person who just came in pulls off their taunt, then they fall down. Either way, it switches the character you're using. Both variations aren't very strong, and it has limited range. It's very safe if the opponent is hitting you while you start it up, but if they aren't... well, you're in for some punishment.

Emmy:
qcf, qcf + A/C: Seven Atrocities PURITY
No. of Hits: 12~18 (min/max)
Emmy charges forward in an extension of his qcb + A/C, Performing several flashy punch maneuvers at once, ending with an explosive headbutt. It does pretty good damage on its own, plus you can mash the buttons for even more hits! High comboability makes this a keeper too, but sadly it doesn't chip all that well. It can hit OTG, but for some reason it does less damage if it does. Agreeable recovery delays.

The Green Herring:
qcf, qcf + B or D (also in air): Hydra Fang
No. of Hits: 8
The Herring puts his hands together and forms energy, then he throws a standing uppercut, causing a large group of eight energy rods to fly toward the enemy. Eight hits, of course. In the air, he forms the energy rod group, then throws it diagonally-downward.

SDMs:
Emmy:
qcb, hcf + AC: Thousand Tragedies GRAND
No. of Hits: 16~24 (min/max)
Same as Seven Atrocities PURITY, but Emmy actually teleports into the opponent to start it off, making it a very safe super to throw out of nowhere. With high priority, speed, and potential damage, what can go wrong? Well... how about worse recovery delays? On top of that, this actually doesn't do much more damage than his DM. In fact, it's probably among one of the weakest SDMs in the game despite its insane hit count. Too bad. On the other hand... it can OTG without losing strength, and it's still very fast.

The Green Herring:
qcfx2 + BD (also in air): Orochi Fang
No. of Hits: 16
Same as above, but after he throws the first group of energy rods, he executes a downward hook punch and another uppercut, both which each throw four energy rods, making for a grand total of 16 energy rods and (of course) a total hit count of 16.
--
Taunts:
Emmy: Emmy scartches his beard stubble with a REALLY creepy smile. One of the game's fastest taunts by far and wide.
The Green Herring: The Herring stands and crosses his arms, sighs, and says "You fool." Very long taunt.

Intros:
Emmy:
1st round:
Emmy holds a needle and pokes himself. He sucks his thumb while the needle drops to the floor, then it disappears. TGH slaps his forehead and walks away.
2-5 round:
Jumps in and does his taunt.

TGH:
1st round:
The Green Herring throws some attacks at the air, then crosses his arms and says "Come on... Show me your power." Emmy arrives afterward and screams "TAILS HAS NO FEET!!!" TGH sweatdrops and gets into his stance as Emmy leaves.
2-5 round:
Same as TGH's normal intro, but without the practice swings and Emmy's appearance.

Winposes:
Emmy:
A: Emmy sits down on the ground and draws little circles.
B: Emmy tries to walk out of the battlefield but TGH redirects him back in.
C: Emmy jumps up and shouts VERY childishly "I wiiiin!"
D: Several HILs appear and Emmy looks clueless while they say "orders?... orders?...ORDERS?!"

The Green Herring:
A: TGH throws a high spinning kick and then puts his hands in his pockets, saying, "I could read your patterns like a good novel."
B: TGH crosses his arms and says, "Hmph... Loser."
C: TGH executes the somersault kick in the Poseidon Trident, then says, "The gods spit upon you."
D: TGH points forward and says, "You are just too weak." Then Emmy flies up and across the screen shouting, "YAAAAAAAAAAAAY!" before landing near the edge of the side TGH is facing. TGH sweatdrops. Note that if the enemy is near the edge of the side TGH is facing too, Emmy will actually HIT the enemy when he falls to the ground. Of course, though, this is ineffective since the enemy's already KO'd, but it's still funny.

KO:
Emmy:
Yells a really strange and funny death cry. TGH appears and stands above him, looking a bit annoyed.
The Green Herring:
Typical "screaming" death voice. When he hits the ground, Emmy runs in, looks at him, and starts to cry like a baby.

Time out loss:
Emmy:
Emmy does his C winpose, but then TGH shows up and shakes his head. Emmy then looks really dejected.
The Green Herring:
TGH turns around, crosses his arms, and looks down. Then Emmy runs at the enemy with an angry look on his face, but falls over after running approx. three feet.

Winquotes:
Emmy:
"Hey? What? Say something? Me? Um... cockle?","Waaah! I got hurt! I need a hug!","Why are you little green things standing in front of me? ...Oh.","I think I'm supposed to do something here, but what?"

The Green Herring:
"'KoF?' I have no time for that silly game.","Idiot. To think you could have beaten me...","And so the truth's out: Even with a mentally-challenged partner, I'm still good.","Yes, I studied mythology instead of making up Japanese stuff for technique names. Why do you ask?"
--
Strikers:

Normal Striker: Emmy
Attack: Submissive Impaler Striker
No. of Hits: 2
Emmy glides forward from your side of the screen like in the Submissive Impaler Perfect. If he hits the opponent, he performs his Submissive Impaler Restraint, which bounces the opponent back up briefly (so you have to be fast on the
fingers to utilize it). If blocked, he just walks back (kinda funny). If he goes half-screen without reaching his opponent, he'll just taunt, which lowers your opponent's super bar somewhat.

Another Striker: The Green Herring
Attack: Flash Flood
No. of Hits: 3
The Herring jumps to the enemy with his diagonal jumping D, then does the "flip kick geyser" part of the Poseidon Trident. Then he jumps away. If the attack connects, you can execute a juggle on the enemy.

Maniac Striker: Alex & Victoria
Attack: Crossover
No. of Hits: 5 (tornado), 4 (electricity)
Alex Wilcox and Victoria Kaisen come out, then they both do an attack. Alex executes a Hurricane Slicer (swings hand and creates a Typhon Rage-like typhoon that advances a short distance); while Victoria fires an electric ball from her hand at the foe which stops and "explodes" at half-screen. The typhoon does lots of hits, but does small damage and can't OTG; while the electric ball is slow, but does decent damage (and it can chip) and can OTG. Great all-around Striker.

Maniac Striker colors:
A: Red-haired, purple suit Victoria / brown-haired, dark bluish clothing Alex
B: Blonde-haired, green suit Victoria / brown-haired, pink clothing Alex
C: Brown-haired, white suit Victoria / white-haired, brown clothing Alex
D: Victoria and Alex swap their A colors, this looks kinda funny
Wackass Hidden CD: Brown hair, red suit Victoria / black-haired, black clothing Alex w/pale yellow skin (these colors done by TGH)

---
Testament (Edgey)
--
Bio:
NAME: Edgey
FROM: Canada
AGE: 19
EYES: brown (wears glasses)
HAIR: Black (long and wavy)
WEAPONS: Whip and throws small knives

Backstory:
Since her blood is linked with the infamous Protogem, fighting doesn’t come easy. If he gets injured, she gets injured… if he gets killed, she’s as good as dead as well. Edgey wants to break this blood bond but only to benefit herself in living.
Gaining knowledge that Protogem has lost his mind and has gone insane, she decided to join the tournament in hopes that he won’t do something stupid and get himself killed.
--
Note from Edgey:
WHEN FIGHTING PROTOGEM:
Since Edgey and Protogem are blood linked, with each hit, the other receives a small amount of damage. Be careful if you use both on the same team in team edit. If one was to get KOed, the other will as well.

Appearance:
A/C: Has a dark purple T-shirt, over it is a leather trench coat, leather pants and combat boots.
B/D: Baggy army style dark green pants, combat boots, black T-shirt, spike collar, and hair is tied back into a pony tail.

Normals: All are same as Whip from KOF

Throws:
b/f+AC: Chokes them with whip
b/f+BD: Slaps opponent silly

CD: Knockdown
Ground: Same as Whip in KOF 99, able to absorb projectiles
Air: Same as Whip

Command moves:
Testament has no command moves.

Special Moves:
(air) qcf+P: Knife throw (SC)
Can be done in the air.

qcb+P: Spinning Whip (striker)
A striker can be called at any time during this move.

hcf+K: Demon Summon

hcb+D: Whip Lash
Uses whip to latch onto opponents neck and throws them across the screen.

DMs:
qcfx2+P: FLUFFKINS
Summons a demon cat who 'flies' across the screen.

hcfx2+K: KNIFE AND WHIP ATTACK
Throws knives while madly whipping her whip. Lots of hits.

SDM:
qcfx2+CD: DARK EDGEY
Turns into Dark Edgey and charges towards opponent. If not blocked, multiply hits opponent.
--
Winposes:
#1: “Sad… just sad”
#2: (falls on the ground and blood runs down her arm) Bastard got injured….
#3: Ooooh ho ho ho ho ho ho!!!
#4: (falls unconscious) shit… (only when winning against Protogem)

Lose poses:
Time out: throws her whip on the ground and stomps her foot in frustration
Knock out: Yells out "Curse you!"
--
Strikers:

EDGEY AS STRIKER:
Goes out half of the screen and keeps in whipping her opponent. Works well as a defense when caught in the corner.

KOUJI AND SQUEAK AS ALTERNATE STRIKER:
Kouji is a cat that has a stubby tail and wears a bandanna that says “OUCH!!!” on it. Squeak is a big boned (fat) Guinea Pig that sits on Kouji. He is wearing an army helmet and a back-pack and is holding a flag that says “VIVA LA REVOLUTION!.”
They charge at the opponent and go the full screen. They run over the opponent.

DARK EDGEY AS ANOTHER STRIKER:
When striker jumps out she is to grab onto the opponent (similar to how Shermie striker works) Dark Edgey looks like Testament from GGX only a woman. Grabs onto opponent and does an attack similar to Testaments GG destroy move.

---
Gojira
--
Bio: None provided

Backstory:
Shortly after the last ON Fighters tournament, Gojira lost his memory somehow. Fumbling around the world trying to remember what his goals were and why he was where he was, he was lost... until he discovered that his body remembered things his mind didn't. Like how to kick ass. And how to enjoy the taste of root beer. Upon realizing this, he enters tournaments all over the world in hopes that somebody will recognize him and be able to tell him about... well, him. No luck with those, but a mysterious invitation to the ON Fighters tournament awakens some dormant memory in him and he has to follow through. After being mistaken for a mindless henchman, he is recruited onto Emmy's team of dominating... stuff.
--
Appearance:
Tall, shirtless with a buff build, wearing jeans, work boots and either with or without bird mask.

Costume:
A: Griffin mask (red), dark blue jeans
B: Griffin mask (blue), black jeans
C: No mask, faded blue jeans
D: No mask, beige-colored slacks

Normals:
Standing:
A: (cancellable) quick knife-handed throat thrust
B: quick kick to the opponent's shin
C: (cancellable) upward double ax handle
D: big kick to the lower body area

Crouching:
A: (cancellable) one-two punch to the lower body area (2 hits)
B: quick kick to the opponent's foot
C: (cancellable) straight punch to the lower body area
D: low knee followed by leg extention (2 hits)

Jumping:
A: diving elbow
B: kneelift
C: big overhead chop that hits above and below (can crossup)
D: dropkick (centered)

Throws:
b/f+AC: One-armed Spinebuster
Gojira lifts opponents by the neck then slams them on their back with one arm.

b/f+BD: One-armed Shoulder Toss
Gojira lifts opponents by the neck and hurls them into the air behind him. (Switches position.)

CD: Knockdown
Ground: Body blow
Air: Drop kick (different animation from jumping D)

Command moves:
f+A: Griffinbomb
Gojira moves forward slightly with a slow double ax-handle. If it hits, he does a powerbomb on the opponent for 2 hits. Overhead. (1-hit if blocked... must hit for throw to occur).

df+A: Griffinlub
Leaps forward with a clap. If it hits, he does a bearhug on the opponent for grappling damage. (Again, must actually hit for throw to occur)

df+B: Knee Dropkick
Does a dropkick to the knee that moves slightly forward. 1-hit. Hits low, and knocks down.

(in air) d+B or u+B: Leg Lariat
Does an overhead leg attack that makes him fall either at a steep angle (d+B) or a high angle (u+B). This can also hit downed opponents (though it rarely does).

Special Moves:
(close) 360+P: Spinny Slam Thingy
Gojira grabs the opponent, jumps back and does a 720 in midair, ending in a powerslam. Unblockable throw move, decent range.

hcf+B (B repeatedly to swing faster): Viva La Revolution
While still on the ground, reaches up and grabs the opponent in midair. If it connects successfully, he does a 45-degree giant swing (opponent alternates between being swung high and his/her head hitting the ground on each revolution). Switches sides.

hcf+D (D repeatedly to swing faster): Another Revolution
Gojira grabs the opponent by the legs and jumps in the air. While in midair his spins the opponent around in a giant swing, then hurls him/her upward with the momentum from the swing. Major damage. Unblockable throw move with extremely short range.

dp+K: Boot To The Head (SC)
Gojira lifts his big boot up and thrusts it out. B version can hit most crouching opponents, while D version will whiff crouchers but makes useful anti-air. Both can be super cancelled (any DM or SDM will combo, even a throw).

qcb+B: Rooster Pride (striker)
Gojira puffs his chest out. If the opponent does any ground-based attack Gojira no-sells it and does a backhand chop, and a crowd somewhere goes "WHOOO!!". Knocks down. Vulnerable to air attacks and throws. Striker can be called at any time whether this move counters or not.

qcb+D: Don't Grab Me There (DGMT)
Gojira holds his arms out at the ready. If the opponent attempts any kind of throw move other than a DM, Gojira will hold the opponent by the shoulders in a lockup stance. (NOTE: if there is no followup, Gojira lets go after 1 second) Vulnerable to any normal attack except throws.

After DGMT, P: Beak Poke or Headbutt
Gojira brings his head back and smashes it into his opponent's head. Pushes opponent back, but doesn't knock down.

After DGMT, K: Griffinplex
Gojira picks the opponent up and lift him over his head in a delayed suplex. Knocks down, and switches sides.

DMs:
720+P: Mega Dooper Soupy Spinny Slam Thingy (MDS3T)
Looks a lot like the Spinny Slam Thingy except he jumps higher, does a 1440 in midair instead of 720, and it does a load of damage. Unblockable throw move, same range as said special move.

qcb,hcf+P: a clothesline.
Gojira runs forward and does a clothesline. Hold P to delay and keep running. The run itself has high autoguard for a split second at startup, but can be hit low during that time. Blockable, 1-hit. (If P is held for the maximum delay, the move will come out automatically but the opponent will experience more guard stun if blocked)

SDM:
hcfx2+K: Beeg Foll!
Gojira runs forward a while, and grabs the opponent if he collides on the ground. Then as he's grabbing the opponent he jumps straight up in the air, offscreen. After 5 seconds of dead air and wasted time he comes down, driving the opponent's head into the floor with a big feathery explosion. Unblockable throw move. Does not work on jumping opponents.
--
Taunt: Does the one-legged Joe dance ("naaaanchatte").

Winposes:
A - Pumps arm, turns away and says "Eh."
B - Yells "DAAAAAAAAAAA!" for seemingly no reason
C - Root beer is thrown at him from offscreen, he catches it, pops it open and sits down to chugalug
D - Cries.

Winquote: "So, do YOU know me?"
--
Strikers:

Gojira: New Wolrd Oldel
Gojira comes out in a Black t-shirt with "NWO" on it, does a Boot To The Head. If it hits, he follows with a running Leg Drop.

Crow: Windex Works On Glass!
A Crow flies in really fast at a 45-degree angle and explodes on collision with the opponent in a spray of feathers. 3 hits. Doesn't knock down.

---
Esaka
--
Bio:
Name- Esaka
Date of birth- 13th July 1980 (Age:21)
Birthplace- Beauvais/France
Nationality-French/of Portuguese heritage
Blood type -O+
Fighting style- a mix between street fighting, slashing techniques and traditional martial arts.
Height-172cm
Weight-62kg (rather a thin guy)
Hobbies-Drawing, listening to Nu-metal, playing videogames and killing people for no reason.
Favorite food- Hotdogs (mainly Junk food)
Mastered sport- Rappel
Prized things- KOF99 OST (only official SNK item he has); his car (A 1986 WV Jetta5); his earring collection
Dislike- Soccer, Daddy’s little rich boys (known as 1st world lamers).
Powers- Control over Fire, unnatural speed, copycat ability and cutting hands.
Weapon-Hum… Just his bare fists and foots.

Backstory:
Being constantly classified as a clown by his buddies when young, Esaka swore vengeance against them. He grew up to become a maniac killer (his parents blame it on videogames), and like if this wasn’t enough, he got a job at some mercenary agency. He enters the tournament, hired by some mysterious man to keep tabs on Emmy’s team. He also heard that some of his old buddies would be there, so he sees the perfect shot to get revenge.
--
Appearance: http://esaka.no.sapo.pt/esaka_sprite_edit.gif
A button: normal color.
B button: What is red turns blue and what is white/grey turns yellow.
C button: What is red turns white and what is white/grey turns black
D Button: What is red turns black and what is white/grey turns red.

Normals: ?

Throws:
b/f+AC: Skin Ticket
Similar to Lin’s f+C throw, except that this one doesn’t leave the enemy at my feets, he throws him at about 1 quarter of the screen.

b/f+BD: 515
Makes a suplex on the opponent, but leaves the opponent right behind me, doesn’t not send him away (somewhat like Guile’s Dragon suplex in SFII).

CD: Knockdown
Ground: Same as K's ground CD
Air: Same as K's air CD

Command moves:
f+A: Plague
Very much like Ralf’s standing C punch, but this one hits with the elbow. When I punch I won’t return to my stance by going back, but I’ll make a total 360º turn.
If used as a normal separate move, it is a knockdown attack, but if cancelled into it, it no longer knocks down.

Special Moves:
qcb+P: Type#9: New Abortion
This one is basically a variation of Yamazaki’s Projectile counter. When the opponent throws a fire ball, I can respond in two different ways, depending if I’m using the A button or the C button:
A button type: I stand up wide open, with my arms dandling on the sides and my chest exposed to the incoming fireball, in a Marilyn-Manson-making-fun-of-Jesus kinda cross figure. When the fireball hits me, I absorb it and regain a little bit of life. Note that I can’t absorb DMs or SDMs fireballs, but I can absorb ground projectiles.
Total number of hits: 1
C button type: I cross my arms in front of my face, like Orochi’s wide screen DM pose. When the fireball hits me, I unfold my arms and throw it back for about half screen. Note that by keep pressing C button, I can delay the fireball return (Just like if I had absorbed it and was waiting for the chance to let it go.). The same rules apply to this: Can’t send back DMs and SDMs fireballs, but can return ground projectiles.
Total Number of hits: 1

dp+P: Type#9: The Shape
Much like Andy’s 95 Shouryudan. I jump in a slight diagonal way forward and perform a slashing circle around me. The beginning of the move has auto guard included. It’s a great anti-air attack. If the enemy is hit while Jumping, he receives two hits that correspond to my hands passing by him once, both left and right. If the enemy is hit while standing on the ground, he receives three hits (The starter uppercut hit, then the hands hitting him-the slash circle is just an special FX).
To be clearer, think about Terry’s rising tackle. The number of hits depends on how and where you catch you opponent.
Total Number of hits: Min1/Max 3

hcf+K: Type#7: Surfacing (SC)
A variation of Leona’s Ground saber. I run very low (almost crouched), and once arriving near the rival I perform two flaming uppercuts that send the opponent up, so I can juggle him. The first one is a regular hit, but in a low level (like a sweep) the second one juggles. To protect the first hit, a crouching defence is needed. The second one acts like a normal hit, can be defended either with regular block or crouching defence. It can pass under normal fireballs, has a good priority, can surpass a sweep but not a ground projectile. Can be SCed after first hit.
Total number of hits: 2

After Surfacing, dp+D: Type#7: Gently
A follow up of Surfacing. If you don’t want to juggle with other moves, you can finish it with this one. I jump up and do a sequence of punches and kicks and finish up with Kyo’s (in air) d+C punch(but in a flaming way), slamming the opponent to the ground.
Total number of hits: 6

While being hit: d,d+ B; Then: rdp+K to use: Type#1: Copycat
Now this move is quite peculiar. When any kind of special move or DM hits me, if I input the d,d+ B motion before the move gets completed, I can copycat that same special move, meaning I am able to use it too. To use the stolen move, all I have to do is input the b,d,db +B or D motion. Attention: I can only copy one move per match. To use copied DMs, I must spend three power gauges, and I can’t copycat SDMs. Quite useful if you wish to have someone else’s cool move… the whole game turns into a mind game: “to hit or not to hit, that is the question”.
Total Number of hits: 0/depends on the copied move.

hcf+P: Type#5: Sic (striker)
I do a forward rushing spin attack similar to Vega’s Psycho Crusher. The enemy falls in flames. Striker can be called at any time.
Total Number of hits: 6

(close) hcb+D: Type#4: Metabolic
A grab throw. I will grab the opponent by the head, slam him to the floor and simply rip his chest (Somewhat like Orochi Iori’s Maiden Masher SDM finisher). It’s unblockable.
Total number of hits: Not registered in counter

DMs:
qcb,hcf+P: Type#0: 6(sic)6
Similar in aspect to Freeman’s SDM. Only that here the DM acts no matter what the conditions are. The whole screen turns black and you only see thru flashes my shadow beating the hell out of my opponent. As a finisher, I send a huge blast of flames that lightens once again the scenario. After the move, I taunt my opponent by licking his blood out of my fingers.

qcfx2_P (Hold) Unknown type: Prosthetics
In this DM, I stand still with my eyes closed. My right hand is simply burning with green flames. Suddenly (that is, after you release the button) I create a huge blast of green-ish flames around me, burning the opponent if he is too close (blockable).
It’s sort of an Orochinagi type move.
Number of hits: 1

qcf,hcb+K: *Forbidden type: Heretic Anthem
I rush to the opponent by giving a series of blows, slashing him apart. Then the last blow send him up, I jump, grab him in the air and laugh. The action freezes for an instant, and suddenly I scream and explode in green flames, taking my opponent with me. Then I reappear at ground level laughing.
Total number of hits:12

SDMs:
qcf,hcb+BD: Forbidden type: Heretic anthem
Same as the DM version, only that I deliver more blows before sending the opponent up. After I blow him in the air, I reappear while the opponent is on the ground, stomp him several time and lay on top of him. I scream and blow in flames twice, then I stand up and spit on him as a taunt.
total number of hits:26
--
Misc stuff: Not included?
--
Strikers:

Normal striker: Esaka: Type#0: Disaster piece
Depending on where the opponent is, the striker action varies:
-Opponent far away: I run in from behinnd my partner and perform a slightly different lighter version of my “Surfacing” move. Upon reaching the opponent, I jump with a low kick that can pick up from floor, then I do my two punches series, and the last punch throws my enemy up so that my partner can juggle him. Then I stand there and spit to the floor before jumping out of the scene.
Total number of hits:3
-Opponent close: I jump in normally witth a punch (Doesn’t pick up from the floor) and do a quick “surfacing” move and follow up with a fast “gently”. In both cases if the opponent defends the striker action, I just spit and taunt him, lowering his power gauge a bit.
Total number of hits: 6

Another Striker: Kyoblade: the dynamite trigger
A great friend of Esaka, though they are completely different from each other. While Esaka tends to be a dark assassin, Kyoblade is more the handsome white knight in armour. Some say that they are related to each other in some sort of way, but no one knows for sure.
Kyoblade Jumps in and throws a time bomb to the ground. Then he’ll standby a bit. If the opponent doesn’t touch the bomb in the next 2 seconds, the bomb will go off and Kyoblade will leave the scene. If the opponent walks upon the bomb, Kyoblade will seldom jump up him and implant another bomb. After the 2nd bomb gets implanted, when the enemy touches the ground, the bomb explodes. After that Kyoblade will just leave.
---

----
The Ladies Team
---
Kyo-wa
--
Bio:
Incarnation [Edition] : Vincent Valentine
Birtday : Unknown
Age: Unknown
Gender: classified
Origin: Neo Midgar
Height: 5'3
Weight: classified
Style : no comment
Power : gun/morphing into Chaos
Weapon : gun
--
Appearance : Long flowing black hair with red cape with black clothes. She just stands there with one hand on the hip.
Colors :
A button : default
B button : Blue cape wth black cloth
C button : dark green cape with black cloth
D button : Grey cape with black cloth

Note: Kyo-wa has two versions (more details in the movelist)
Normals:
*Far Standing A
Kyo-wa Valentine
Kyo-wa hates your eyes and makes you know it by poking your eyes . It has a good stopping power and a good range ( 1.25 farther than the average jab ) .

Chaos Kyo-wa
Better than Valentine's , it is a fast long-ranged claw thrust . Annoying poke which can't be cancelled , unless you do it close .

*Close Standing A
Kyo-wa Valentine
What do you expect ? Kyo-wa is doing a jab at the stomach level . It have the same use as any standing close A .

Chaos Kyo-wa
Same as the far version . However , it can be cancelled into a special move .

*Crouching A
Kyo-wa Valentine
Kyo-wa does a claw swipe at the opponent's shin . It have the expected properties for a crouching A .

Chaos Kyo-wa
A fanged mouth come out from Chaos' kneecap and bites the opponent . It is your standard crouching A .


*Jumping A
Kyo-wa Valentine
Kyo-wa swipes downward , hitting anything below with the grip of the handgun . A decent jump-in , but it does sucks as a cross-up .

Chaos Kyo-wa
A blade come out of Chaos' mouth and impales the opponent who is below . It deals 3 hits and acts like K'9999's jumping A .

*Far Standing B
Kyo-wa Valentine
A really long-ranged middle kick , as much as Guile's upside-down kick , it comes out fast , recovers fast and it is cancellable .

Chaos Kyo-wa
Chaos swipes the ground with the tail . Better range than the standing A . Come out slower than the human form's standing B.

*Close Standing B
Kyo-wa Valentine
Kyo-wa hates your legs and kick you in the shin . Properties expected for a close standing B .

Chaos Kyo-wa
A tail swipe , it have the properties expected from a close standing B .

*Crouching B
Kyo-wa Valentine
From the crouching position , Kyo-wa kick you in the shin , like in Terry's crouching D , it come out fast , recover fast and have a good range ( a few pixels longer than the standard crouching B ) , but can't be linked into another crouching B.

Chaos Kyo-wa
A tail swipe at the toe level . It recover slower than the standard d + B , but have a better range .

*Jumping B
Kyo-wa Valentine
A jumping knee like any all-around d00ds , read "KIK" . The uses are obvious : jump-in , cross-up , hopping attack .

Chaos Kyo-wa
Spikes grows from Chaos' body and thrusts forward , nailing anybody in front of her . Good range , good damage BUT slight start-up time and poor recovery when missed . You'll have to predict your opponent's move .

*Far Standing C
Kyo-wa Valentine
A karate chop , like Gill's standing HP . If it connect , it will knock down . It have a above average range , good damage ratio but have a slow recovery time if missed .

Chaos Kyo-wa
Chaos punches forward with her both fists . It is like Potemkin's f + HS . It come out slow , recover slow but have huge reach (1/2 screen lenght) , deals huge damage ( seven of those will kill a character with a average stamina ) and have a autoguard frame while Chaos is about to punch forward .


*Close Standing C
Kyo-wa Valentine
It looks like Kyo-wa is ripping the hell out of the opponent's guts . It is a painful and violent claw swipe at the stomach level . It hit hard and deals five hits .

Chaos Kyo-wa
Chaos turn her hand into a eyeless snake-head and bites the opponent . It deals much less damage than the far standing version but come out much faster and same goes for its recovery time , in addition of its comboability .

*Crouching C
Kyo-wa Valentine
Kyo-wa does a violent 2-hit claw swipe at the ground level , it hit low and kock down .

Chaos Kyo-wa
She turns her hand into a eyeless snake-head , thrusts her arm at a 45-degree upward angle and bites anything above her . Yes , it is an anti-air , and it come out fast in addition of its range , but it recovers fairly slow for a down + C , unless it is cancelled into a special move .

*Jumping C
Kyo-wa Valentine
Valentine thrusts downward at a 45 degree angle with her claws . A great jump-in that hits thrice .

Chaos Kyo-wa
Like Dizzy's jumping S , she turns her wings into axe edge and spins around hitting everything around here . Its flaws are its start-up and recovery lag , you'll have to hit the C button as soon as Chaos leave the ground if you have to pull it off without being stuffed . It is made up by its damage ratio and priority . It have good cross-up potential but it does
suck as a hopping attack .


*far Standing D
Kyo-wa Valentine
Valentine steps forward , covering a distance about one character width , and gives a FAST quick at the waist level . As mentionned before , it come out FAST , recover fast and pushes the opponent away . It is pretty safe if blocked because your opponent have to retaliate with a ranged attack , and , most likely , can't combo . I would describe it as Ky's forward + Kick or Urien forward + Medium Kick . Another poke in the Kyo-wa's keep-away game .

Chaos Kyo-wa
A jaw appears on Chaos' stomach and smacks the opponent in front of her like the chameleons used to do with their tongues . Range , d00d , range . It come out fairly too , but the lag when missed is so ugly .

*close Standing D
Kyo-wa Valentine
A knee at the guts level followed by a heel kick at the opponent's chin . Cancelable .

Chaos Kyo-wa
Chaos stomps on you and knock you onto the ground . It is an overhead and a OTG attack . However , you can't do a D / D combo like with K'9999 ;p .

*Crouching D
Kyo-wa Valentine
A slide . However , unlike most slides , it doesn't knock down . It have a fairly good range and can be comboed from any close standing attack and can be cancelled into a DM or SDM .

Chaos Kyo-wa
*Go to the command attacks section*

*Jumping D
Kyo-wa Valentine
A jumping kick aimed in front of her , pretty much like Takuma's . It means it is an excellent cross-up .

Chaos Kyo-wa
Chaos turns her wing into a bunch of snakes which bites anything below her . It is the standard Really Big Guy™ 's jumping D , but the cross-up ability sucks .

Throws:
f/b+AC:
Kyo-wa Valentine
Valentine stomps over her opponent , shoot him/her while s/he is on the ground and kick him/her away .

Chaos Kyo-wa
Chaos grabs the opponent , hugs him/her ( not in a nice way ) and spikes come out of her torso , piercing the opponent's body in the process . Then , Chaos throws him/her away .

f/b+BD
Kyo-wa Valentine
A handgun grip jab onto the jaw , then Kyo-wa sneak behind her opponent and knock him/her away with a soccer kick between the shoulder blades .

Chaos Kyo-wa
Wyler's fans , rejoice ! Chaos grabs the opponent's head and hurls him/her into the opposite corner .

CD:
Kyo-wa Valentine: Knock Down
Chaos Kyo-wa: Guard Break
*Standing CD attack
Kyo-wa Valentine
Knock-down attack , Kyo-wa steps forward a bit (two steps) and swing upward as if her gun was a golf club . It have the expected start-up , recovery time and damage ratio expected for a knockdown attack . It have a better range due to its forward step and can be used as anti-air if you can predict your opponent pattern .

Chaos Kyo-wa
Guard Crush , Chaos will rear back then will charge forward a bit (1/4 screen length ) , goring anything on her way . The rear back animation have autoguard frames , like Kyo'99 's Dokugami .

*Jumping CD attack
Kyo-wa Valentine
Like Kyo's jumping d + C . It knocks down as well .

Chaos Kyo-wa
Chaos merges her wings and turns it into a Zweihander's blade ( two-handed sword) , then will smack the blade onto the opponent's head . It come out slow ( and recover slow if missed ) , but have an excellent downard range .

Command moves:
Chaos Kyo-wa
*Parry
tap forward (high/mid attacks) or down (low attacks) when you are about to be hit
The infamous Parry from Street Fighter III : 3rd Strike . The parry is performed by tapping forward ( against any high or middle attack ) or down ( against any low attack) when you are about to be hit by an upcoming attack . You can parry in mid-air by pressing forward . If your parry is successful , Chaos will instantly recover and can do anything , the only way to stop her is to throw her . Needless to say it is a pretty potent tool and one of the reasons explaining why the expert Chaos players are feared , and why the Kyo-wa average players sticks to her human form . The timing is stricter than SFIII 3rd Strike but loosier than CvsS2 .

*Hellpit
db / d / df + D
She sticks her arms into the ground and spikes come out of the ground at a location determined by the following commands :
db + D : right in front of her .
d + D : halfway across the screen .
df + D : Almost the entire screen length .
It can be blocked low or high . The spikes are as high as the half of a medium-sized character . You should know the uses of such moves : anoyance and keep-away . Even if it have almost no start-up time , its recovery , when whiffed , is horrible .

Kyo-wa Valentine has no Command moves.

Special Moves:
Kyo-wa Valentine:
qcf + A / B / C / D (hold, cancel with [Start]) : Spear of Izanagi (SC)
Using her gun , Kyo-wa Valentine shoots a plasma projectile . The P version is your standard projectile while the K is a ground projectile which hit low and should be blocked according to its property . The strenght of the punch or the kick will determine the speed of the projectile . Moreover , you can retain the projectile by holding the button (Kyo-wa will whirl her handgun) and cancel it by pushing the start button (Kyo-wa will spit on the floor) . The damage are pretty low for a standard projectile , however , it is made up by a great start-up and recovery , the same as Guile's Sonic Boom . As a consequence , the main use of this projectile is annoyance .

dp + A / B / C / D: Wrath of Gaia
Kyo-wa snaps her finger and a colunm made of splinter of diamonds will erupt from the ground, tearing and knocking away the unaware opponent . The column have an infinite vertical range and will appear at a location determined by the button . A being right in front of Valentine , D being the farthest . Don't go happy with this move because of its LITTLE recovery time . But this move is still good at pissing people and keeping them away . The move deals 12 hits but the chipping ability are really poor .

qcb + A / B / C / D [can be moved by holding down the button used and moving the joystick]: Eye of Zeus (striker)
Like Sogetsu , Valentine Kyo-wa flings a slow-moving ball of eletricity , which hang out until it disappears or Valentine creates another one . If the opponent touch the ball , it explodes and shocks the opponent , making him/her stagger for 1 1/2 sec. , opened to any attacks .The ball will hang out at a location determined by the button , A being right in front of Kyo-wa and D being the farthest . Moreover , you can move the ball during two seconds by holding down the button used for the special move and moving the joystick . However , it doesn't have so much usefullness , due to the fact that it would leave Kyo-wa open to an attack if she does so . Just do the motion and don't bother to try to move the ball , unless your
opponent is an idiot .

dp or rdp + AC / BD: Trial of Yama
A merging between a teleport and an attack . Kyo-wa pauses a bit then explodes hitting for fire damage if the opponent was close of her , then she'll appear at a location determined by the motion :
- dp + AC : reappears two characters wiidth in front of the previous location .
- dp + BD : same as dp + AC but three aand half characters width .
- rdp + AC : same as dp + AC , but backkward .
- rdp + BD : same as dp + BD , but backkward .
Due to its explosion , it is a great move against the grapplers and the rushdowners , in addition of the utility expected for a teleport .

f , hcf + A / C (hold): Breath of Tiamat
Kyo-wa shoots a huge fireball out of her gun . Due to its start-up , this move can only be used a mile away from your opponent . Indeed , it will leave you open to any attack if it is evaded . However , it covers a wide area ( anyone with a low jump will be in trouble ) and it is chargeable up to three level . Think Rugal's Kaiser Wave . The buttons will determine the speed .

Chaos Kyo-wa:
b,f + A / C: Asmodeus' Venomous Tongue
Chaos swings her arm in the same fashion as Geese's Reppuken . However , the Chaos' arms lenght makes her scratch the ground with her claws and the heat , created by the scratch , melts down the ground , creating a magma shockwave . The magma shockwave is large about one character box for the A version or two characters boxes for the C verson , it will
travel along the ground , have to be blocked low , hits multiple times even if it hit once and can hits OTG for ... laughable damage . A version come out fast and recover fast . The C version ... is another deal , just keep away or sticks to the qcf + A / B / C . Damage are slightly below the average for a projectile shot by a Really Big Guy™ .

qcf + A / B / C , then f + A / B / C: Thorns of Charon
From her palm , Chaos will shoot a bone blade who will extend until a 1/2 screen away . The A version will make her shoot the blade at a 45-degree upward angle , the B version will make her shoot the blade in front of her , while the C version will make her shoot the blade at a downward angle and hit low . Think Yamazaki's Snake arms . It hurts and it have some not-so-quite-funny after-effects for the opponent . Indeed , if it connect , the opponent will be impaled and immobilized for two seconds , if you didn't input one of the f + A / B / C commands , Chaos will throw the opponent away for some sucky damage ( for a Really Big Guy ™) , otherwise , one of the not-so-quite-cool after-effect will occur for the opponent :
- f + A : Chaos will drain about 1/15 oof her opponent's lifebar and will add to her own .
- f + B : Chaos wil drain about 1/8 of her opponent's power gauge and will add to her own (I know , I keep on repeating myself :/ ).
- f + C : Chaos will drive her power onnto her opponent body and will blow him/her up , knock the opponent away .

hcb + B / D : Hades Gates
Chaos rushes toward the opponent , upon contact , she'll switch sides with her opponent like Krizalid's Desesperate Moment . It does act like Iori's Scum Gale , but , you'll HAVE to do one of the three follow-ups . B will make the dash cover 1/2 screen lenght while the D version goes acrossthe full screen . B come out instantly and can be comboed easily ( for a Really Big Guy™ , that is ) , while the D version have a slight start-up and a Super Armor . If the both version are blocked , Chaos will experience a world of pain .

dp + B / D , then wiggle the stick and mash K after Hades Gates: One-way ticket for the Pandemonium
Hades Gates' first follow-up , Chaos will grab the opponent then will do a Giant Swing . The more you'll mash the button and wiggle the stick , the more damage she'll deal by spinning faster . The most damaging follow-up .

qcf + B / D after Hades Gates: Mark of Cain
Chaos grabs her opponent by the shoulders , then bites his/her neck , draining about 1/12 of her opponent's lifebar and adding it to her own . It does below average damage for a big guy's grab , but it is made up by the benefits .

qcf+ A / C after Hades Gates:Wine of Aluqah
Chaos grabs her opponent by the neck , chokes him/her a bit then thrust her hand through the opponent's stomach , draining about 1/6 of her opponent's power gauge , adding it to her own . Read my comments about the Mark of Cain .

DMs:
Kyo-wa Valentine:
qcb , hcf + A / C: Death Penalty
Kyo-wa angrily shoots the hell out of her opponent with 10 gunshots . Kinda like K'9999 Gun DM , but it come out instantly. However , its recovery time is slow .

qcf x 2 + C: The Herald of Hell
Kyo-wa Valentine will leaps upward , in a power-up position as a black hole is surrounding her . The black hole is only here for aesthetic purpose ...
Nah , I was just joking , the black hole will act like a Super Armor and will absorb three hits ( Absorbing 98 % of the damage dealt by each hits ) . Then , Kyo-wa will land on the ground as Chaos , a demon . As Chaos , Kyo-wa will gain 1/8 of the lifebar and a Chaos gauge will appear above the Striker Bomb gauge .
It will decrease as :
- Chaos does a DM : consuming 1/2 of thhe Chaos gauge .
- Chaos does a SDM : consuming the wholle gauge .
- Chaos get hit , the Chaos gauge will decrease according to the damage ratio. When the Chaos gauge is emptied , Kyo-wa Valentine will be back to her human form and will lose the energy gained during the transformation , it can be really dangerous and leave Kyo-wa with one pixel of life if she was hit really badly .
Chaos have a better range , due to her size , but it makes her a easier target . However , her strenght and stamina increase dramatically , while her walking and running speed decrease dramatically as well , the same goes for her jumping
abilities which is toned down . The worst thing would be the inability to block , I mean regular blocking . However , Chaos gain the ability to parry in the same fashion as Street Fighter III , making the Chaos form reserved to the experts .

Chaos Kyo-wa
hcb x 2 + A / C: Gehenna
Command grab DM , Chaos will grab the opponent and will tackle him/her onto the ground . Then she'll feast upon her opponent's body , draining the lifebar at the same ratio as Heidern's DM but applied by a Really Big Guy™ . If the grab range is somewhat short , it is made up by a fair invincibility frame , making it a nice anti-air for any nutty player .
Yeah , like her Raging Demon , any smart and brave player , can do it out of a parry .

SDMs:
Kyo-wa Valentine:
qcb , f , hcf + ABC: MAX Death Penalty
Duh , a Beam SDM o_O . Kyo-wa Valentine shoots a electric beam out of her gun . It deals 18 hits , can be *comboed* , can snuff anything excepted the Wolfie's Mighty Penis Beam , but it have a s.l.o.w , recovery time , and unlike the Wolfie's MPB , it doesn't hit OTG . Still a great move against the rush-downers and pixies , just be careful and don't let them jump over you . You'll be screwed if it ever happens to you .

Chaos Kyo-wa
A , A , f , B , C: Tandava
Raging Demon super . Chaos will glide toward the opponent , then she'll grab them . Chaos will disappears and the screen will turn dark . You'll see the opponent who will be pierced and knocked upward by barbed chains until the Hits counter scores 30 hits . When it occurs , the chains will wrap the opponent as if it is creating a steel cocoon and it will torn the opponent apart for great damage (it is sorta expected for a Raging Demon done by a Really Big Guy™ ). It is as powerful as CvsS2 Shin Gouki's Shun Goku Satsu BUT it doesn't have the full screen range ( 2/3 screen length ) . It will kill a Kalimsshar who activated her Power-up DM , even if she have full health .
--
*In-game speeches

*Intros

*general speeches
-Want to know the source of my power....? It's... mochi.
-wa no na wa... nandemon nan.
-omaewa ittai...?

*Blocking [what she says when she is blocking]
Whoa..!

*Taunt
-Kyo-wa hides her face behind of her haands. Her shoulders shake as if she's crying quietly. Then she drops on hand from her face, glaring at the opponent with her eye.

*Dizzied
-@.@ Oro.. ororororororororo~ *tiny mocchis floating around her*

*Win
-... I won...
-yattazeh.

*Animations

*General introduction animations
-Vincent's eating mochi. An enemy jumpss in. She makes the opponent wait until she's done with mochi.
-Vincent's polishing her gun. She firess a shot, which barely misses the entering opponent.

*Striker Call
She chews a Mochi while saying :
-Omae ni fuwasashii shoukansha wo kimattta! Ike!

*Winposes
-She opens a box of mochi and eats it.<
--
Strikers:

*Striker : Valentine
Kyo-wa Valentine run into the fighting arena then does her Death Penalty DM . The damage is really toned down and it only deal 5 hits . It is as annoying as Mai 2k1 Striker action .

*Another Striker : Hotaru Futaba
Hotaru jump in the screen and do one of the two actions :
- If the opponent is on the ground , shhe'll do her qcb + P move .
- If the opponent is in the air , she'lll do her anti-air .
When she is done , she'll leave the battleground by running .

*Maniac Striker : Kenshin Himura
Kenshin Himura will dash on screen , if he makes contact with the opponent , he'll do one of his Battou techniques , running through the opponent and launching him/her into the air . The opponent is launched as high as by the Leona Striker.

---
LeonaMargoyle
--
Bio: None provided

Backstory:
After years of humiliation representing what is basically a humouring team for women deemed to not be "bad enough dudes" to compete alongside the male gender, Leona Margoyle had practically lost all hope of ever being viewed as an equal. With last year's incumbent champion, Setsuna X appearing on "Team Slice and Kill," however, Margoyle seizes the oppurtunity to join the women's team one last time. Her goal is to defeat Setsuna X to finally gain the respect she deserves and has been deprived of so many years. With the leverage gained by her victory being used to take over Setsuna X's job at Rasa Tower afterwards as a fringe benefit.
--
Appearance: Margoyle is dressed in a somewhat baggy pair of jeans, boots, and a sleeveless shirt. She wears a chain around her waist and has another wrapped spiralling around the length of her left arm to the one on her waist. There is another, longer but thinner unconnected chain wrapped around her right leg. In addition to these she has a weighted wallet chain hanging out of her pocket. These four chains have small hooks on the ends that are used for both hurting her enemy and to hook the chains together during combat to aid in various methods of mayhem.
A: Dark blue hair, normal complexion, blue jeans, white shirt, silver chains.
B: Brown hair, pale complexion, dark green jeans, dark blue shirt, white chains.
C: Red hair, dark complexion, white jeans, red shirt, black chains.
D: Black hair, grey complexion, black jeans, black shirt, red chains.

Normals:
A:
Leona sways sideways quickly, swinging out the wallet chain in her pocket. Has little range but combos easily. When crouching she does a short jab with her right hand instead and in mid-air hitting this button makes Margoyle do a backhand with her left arm. The crouching version is very fast but the mid-air version lacks this priority (though it CAN consistently beat other air attacks if you do it early enough and your opponent doesn't react in time).

B:
She extends her right leg fully to do a forward kick. Comes out fast and has decent range. When done up close Margoyle quickly knees her opponent. The knee version hits harder than most light attacks and builds up a little more meter than most basic moves even when blocked. The crouching version causes her to quickly turn her back on the opponent, making the chain on her right leg swing out a short distance. In mid-air she does a basic jump kick with her right leg that has average priority and range. If the normal standing version is done at long rage it may miss small characters. Is easily stringable and great for adding a few extra hits onto a combo.

C:
Margoyle whips her left arm up and then back into its regular position very quickly. During this time the chain unwraps and then shoots forward as her arm comes back down, making really cool cutting sounds and visual effects if it connects. If it doesn't connect the recovery isn't bad so you can just do it again. Damage isn't too good but is probably her best poking move. The crouching version is an uppercut performed with her right arm that is an okay anti-air while the jumping version makes her shoot her arm chain straight out and then pull it back around her.

D:
Margoyle stays in place and does a jumping spin kick with the chain on her right leg swinging outward as her leg spins around. Has VERY good range and causes blood to spill when it is unblocked. This can hit four times very quickly as the small hook on the end of the chain rakes across her opponent's body. Comes out fast but has horrendous recovery time if blocked or avoided. When done in mid-air she does a downwards kick as the chain partially unwraps and swings forward at an angle. Hits two times and has rediculously good downward and forward range. It also, again, has very bad recovery time and is easily punishable if missed. This recovery goes for the crouching version as well, in which Margoyle does a standard leg sweep with left leg. Some faster characters may be able to punish the standing and air versions EVEN IF THEY HIT so make sure you always follow it up with a combo.

Throws:
f/b+AC: ?
She flicks her right leg forward, causing her leg chain to wrap around the opponents ankles and trip them up. She then proceeds to whip her arm chain at the grounded opponent repeatedly. This move causes lots of blood spurting animations as the hooks from the arm chain slash at the grounded foe. Is mashable for more/less damage.

f/b+BD: ??
Margoyle does a lunging clothesline with her left arm, causing her to end up behind the opponent with the chain around their neck. She then punches said opponent in the base of the spine, sending them flying to the other side of the screen. Looks and sounds extremely painful.

CD: Guard Break
Margoyle spins forward counterclockwise and backhands her opponent with her left arm. Has good range and the startup isn't quite as long as it looks. Recovery for this move is long though as she slowly takes a full step forward to complete the spin and get back in her stance. In mid-air her arm chain quickly wraps around both her arms and she does an exaggerated double fisted punch that reaches farther downward than normal but has less forward range. Either version is not good to do by itself and is most effective when followed up with a string of her light normal moves or one of her specials.

Command moves:
f+B: Kick Slasher
Margoyle does a hopping crescent kick with her right leg. She doesn't move forward but her leg chain extends outwards and gives this command move its range. Hits two times if it connects up close and can be comboed/etc. in the typical King of Fighters way.

Special Moves:
(close) hcf+K: Binding Flip Slash
For this command throw Leona flips backwards onto her hands and then onto her feet again as if attempting a scissor grab throw. What actually happens though is she does a backflip away from her opponent as her leg chain unravels and wraps around the opponent's mid section. As Leona finishes the flip and lands on her feet the leg chain spins back around her leg quickly, spinning the opponent around in disorientation and knocking them back a bit. Does next to no damage by itself but has two possible finishers.

d+AC after Binding Flip Slash: Splice Shift
While the opponent is spinning Margoyle wraps her arm chain around him/her and flings the happless foe over her head and into the ground behind her. Opponent lands on the far side of the screen and receives decent damage.

d+BD after Binding Flip Slash: Splice Crush
While the opponent is spinning Margoyle unravels both her arm and leg chain, holding one in each hand, and slashes at the happless foe in horizontally, then again in a downwards X. Opponent is knocked down in the exact spot where they're standing.

After completing either finisher Leona quickly faces the screen, points at it and shouts "YEAH!"
Overall this special and its finishers are very useful for controlling your opponent's position and is probably Margoyle's best zoning tactic (besides some of her normals) when the enemy gets too close.

b,f+P: Rage Flight
Leona Margoyle, screaming runs forward elbow first. If blocked Margoyle is stuck standing around like a bum for a bit and is punishable. If not blocked she continues rushing forward and smoothly sucker punches the opponent with her chain arm, does a does a forward flying spin kick with her chain leg, whips her arm chain across the opponent's chest, and finishes the move with a running knee for a total of five hits. Comes out fast but recovery time is very bad, though it always does the full five hits if the first elbow connects. This is Leona Margoyle's super cancel as well.

qcf+P: Serpentine (striker)
Margoyle punches the ground, and her arm chain shoots into it and comes out at an angle quite a distance from her. The weak version comes out fast and the chain shoots up about half a screen away from Margoyle. If hit the opponent is stunned long enough that she can run in and follow it up with other moves easily. The hard version makes the chain shoot straight up from the ground at the other side of the screen and has the same affect.

in air, qcf+P: Skull Cracker
A mid-air command throw! If it connects Margoyle flips the character over and, spinning, falls straight down with the opponent landing head first. Looks painful and gets lots of Oohs and Aahs from the crowd for a special move due to the flashy animation of her chains spinning around her and slashing through the opponent repeatedly as they fall.

d,u+K: Devil Reverse
Margoyle quickly leaps up and away from the opponent, then quickly back towards them at a forty-five degree angle, her chain leg extended out to hit them. Bad recovery but can fool a lot of people if you're already playing with an evasive strategy.

d,u+P, then f or b: Shadow Fang
Margoyle shoots her chain arm straight up with an image of a serpent around it. Should an enemy be in the way the chain will latch on to them and then slam them back onto the ground about half a screen from Margoyle. The direction is determined by hitting forward or back after the chain connects. Does meager damage but can juggle into other moves and allows for rediculous corner combo madness.

AC after Shadow Fang: Shadow Fang Flash
If AC is pressed instead of f/b after the Shadow Fang, the serpent image remains on screen and swings downwards with the chain, hammering fang first into the enemy for extra damage. Always makes the character land full screen behind Leona Margoyle.

hcb+K: Snap Dragon Counter
A great counter move, similar to Geese Howard's. The D version counters any crouching normals. The B version counters mid, high, special moves, and DMs (projectiles/SDMs cannot be countered by her). When performed Margoyle gets into a stance where her chain arm is reaching up and her right leg is halfway up as if ready to perform a kick. If a counterable attack connects with her during this time Margoyle grins while a speech balloon pops up by her that says "Gotchia!" She then extends both her arm and leg chain and they quickly interlock around the limb the enemy was hitting her with. Margoyle then tosses the opponent behind her by her chains.

qcf+D after Snap Dragon Counter: Snap Dragon Fang
If you perform this move just before Leona's chains let go of the soon to be thrown opponent she will continue turning and do a a whiffed drop kick. This will cause the arm chain and leg chain to VERY quickly rip away from the opponent, throwing them to the ground half a screen away. Translucent serpent fangs appear at the ends of the chains as they rend through the opponent.

rdp+P: Spinning Thrash
Margoyle does a reverse rounhouse, causing her leg chain to swing outwards at an angle. One hit anti-air. A/C determines how steep the angle is.

rdp+K: Chain Shot
Margoyle points upwards at a forty-five degree angle and her arm chain shoots out into the air. B/D determines the length and recovery of the move. If it connects the opponent dies. Instantly.
JUST KIDDING! :D
If it connects the opponent is thrown upwards from the hit. Only hits one time and the priority isn't so great because of that so your timing must be good. Has nice juggling potential though if you're not fast enough to combo into some of Margo's other moves on reaction.

DMs:
f, hcf+P (u/d to aim): Splice Slice
Leona winds up her arm and shoots her arm chain forward quickly. Hits many times and does cool damage. Images of small spiked dragon wings wind up and around the chain very quickly as it spins into the enemy for the duration of the move. The height of the chain can be altered slightly as the screen "freezes" to let us all know a super move is coming out to help stop those pesky short hoppers. Priority is pretty average as far as DMs go.

qcfx2+K: Chain Slide
Margoyle's chains all quickly wrap around her left arm. An image of a dragon head appears around them and she rushes forward fist first. Is like Rock Howard's Shine Knuckle from an execution and gameplay standpoint.

hcbx2+K: Serpent Servant
During the super flash Margoyle's chains slide off her body into the ground as she raises her arms up and screams. Immediately after she slams her fists onto the ground and a large green serpent shoots out of the ground in front of her at a forty-five degree angle. Recovery time is bad but comes out very fast and and looks badassed. Only hits one time and unless near (but not directly at due the angle of the super) the corner nothing can be comboed after it.

SDMs:
hcbx2+BD: Serpent Summon
The start up animation for this SDM is identical to that of the Serpent Servent except Margoyle's eyes glow red during it. The resulting serpent that comes out of the ground is larger, does more damage, and is enveloped in flames. Hits four times if the entire move connects though only two~three hits need connect for damage to exceed the one hit of the Serpent Servant.

hcb, f+C, A, A, B, B, C, C, D, D, A, B, C, D, ABCD: Telma's Fury
During the "freeze" Leona's chains glow, wrap around her, changing her shape and color to make her look like a human sized dragon with dark purple skin. She then swoops forward and performs one of the most badassed Deadly Rave type moves in any 2D fighter, the hits consisting of bloody, slashing kicks, punches, and chains melding back out of her wings for short times to deliver more hits. The final A+B+C+D finish turns Margoyle back into a human. She then shrieks and projects the image of the purple dragon along with her chains forward into the enemy from her hands.

Chains. Blood. Everywhere.
--
Taunt: Leona does an in-place backflip, lands facing the screen and shouts "C'MON!" to the players.

Win poses:
A: Margoyle walks up to the fallen enemy. She kicks the enemy while they're down and inquires "Is that all you can do?"
B: Leona Margoyle "Hmphs!" and faces the screen in her stance.
C: Margoyle stretches out her arms and her arm chain spins in a cricle between her hands.
D: Margoyle faces the screen and does a quick kata with shadows trailing behind her chains as they move.

Winquotes:
"Quit yer belly-achin' and gimme food.","If you sucked anymore...YOU'D REALLY SUCK!","With moves like those, no wonder you lost!","I'm more of a MAN than most of you "MEN"."
--
Strikers:

Leona Margoyle:
swings onto the screen kicking a la Rad Spencer. After landing she swings the length of her arm chain downards from the ceiling, cutting anything in its path. If she is more than half a screen from the opponent then she does her taunt animation, raising her teammates' super bar. If she lands directly in front of the opponent then she does her close standing B knee attack and follows it up with her CD Guard Break. After performing her action she runs off the opposite screen edge. When running to leave the screen she cannot be hit by the opponent or used as a shield by the player.

Bernard:
Bernard from the seminal Amiga/PC/NES classic Maniac Mansion clumsily rushes up to Leona Margoyle and throws her a can of Pepsi, increasing her life meter slightly. If he is unhit for the duration of this assist he throws Tentacle Chow at Leona Margoyle, increasing her life a little more and then he stumbles off of the screen.

---
Kula^Diamond
--
Bio:
Name: Kula^Diamond
Real Name: Faye Celestyna-Dante Bennington
Age: 18
Date Of Birth: 6th September
Place Of Birth: Toronto, Canada
Race: Quarter demon, quarter human, quarter vampire
Heritage: Eurasian
Powers: Elemental (Mainly dark, fire and lightning), supernatural (Demonic/ Vampiric powers)
Fighting Style: Martial arts, instinct, violence
Weapons: Elemental double-edged hundred-fold katana (Which changes elements as the yielder wishes), two customized .45 handguns, gauntlet on right wrist, daggers
Occupation: Devil hunter, underground investigator
--
Appearance: Looks like Trish from Devil May Cry
Outfit: All black- tube top, jeans, leather trench coat, leather high-heeled platform boots
Accessories: Dark sunglasses, black velvet choker, 3 earrings on the left ear and 2 earrings on the right ear
Hair Colour And Style: Bold crimson red. Long, loose and flowing (Trish)
Eye Colour: A silvery dark blue
A: Default
B: Red tube top, blue jeans and green leather trench coat
C: Blue tube top, white jeans and black leather trench coat

Normals: All are the same as Zantetsu's normals from Last Blade 2.

Throws:
f/b+AC: Moon Slash
K^D slashes at the opponent and kicks em away. 2 hit throw.

f/b+BD: Moon Drop
K^D grabs the opponent, jumps over them and does Moon Slash (the AC throw).

CD: Knock Down
Ground: A backward somersault on the ground.
Air: The same as Blue Mary's air CD in KOF.

Command moves: None.

Special Moves:
hcf+P: Katana Drive Level I
Rushes at opponent with katana and drives it through before impaling the opponent

hcf+P, hold P: Katana Drive Level II
Takes out katana which multiplies itself before driving it through the opponent and sending surges of fire and lightining

hcf+K: Blade Bullet Version I
Drives the katana surging with ice which freezes the opponent before shooting furiously

hcf+K, hold K: Blade Bullet Version II
Slashes furiously at opponent and uppercuts with the katana before blasting the opponent into oblivion with the handguns

In air, qcf+P: Lightning Vortex
Becomes airborne and is capable of shooting electric bolts or surges

hcb+P: Ifrit Gauntlet
Flames appear from the gauntlet and punches the opponent rapidly

In air, dp+P: Moon Flare
A bunch of rays come flying into the sky from her hand and hits her opponent

d,d+P: Crystal Summon (striker)
Punches the ground as gauntlet flashes and ice towers impale the opponent within range. A striker can be called at any time.

hcb+K: Dark Fire Slasher (SC)
Katana becomes heavily surged in black fire and slashes opponent with it. 2 hits, SC at the first hit.

qcf,hcb+P Dagger Arrow
Takes out dagger, which multiplies into several and throws it at the opponent like darts/ arrows. Comes out slow.

DMs:
qcbx2+P: Inferno Level I
Creates a wall of flame which burns everything in range

hcfx2+P: Elemental Dagger
Throws a multiple of daggers infused with lightining, fire and ice before driving a dark infused katana and creating an explosion

SDMs:
qcbx2+AC (hold): Inferno Level II
Creates a larger wall of flame which has further burning range. Hold AC to charge for more range (same damage). This move automatically executes after holding AC for 4 seconds

(close) hcbx2,f+AC: Eden’s Dragon
Grabs opponent and then sky turns REALLY dark, lightning flashes loudly and brightly along with furious thunder, rain and snow starts to pour, but flames that erupt fiercely from the ground isn't affected, cold wind blows strongly, hailstorm and tornados come,the earth starts to split and the dark clouds swirl menancingly. User floats in the air unseen, surrounded by a purple light and only an evil glint of the eyes can be seen. Creating an energy ball of all the elements, the user channels it towards the enemy (Diablos from FFVIII) and a rain of element-infused daggers attack the opponent
--
Intros:
- First round
*Teleports into battleground and points the katana at opponent* Are you asking me to kill you?
- 2-5th round
*Pulls down sunglasses a little and looks at opponent* It looks like this won’t be boring after all!

- Taunt
*Beckons to the opponent* Come on, what’s wrong?

- Win 1 (A)
*Puts back on sunglasses* This is boring…
- Win 2 (B)
*Kicks dirt onto fallen opponent* A weakling like you never stood a chance…
- Win 3 (C)
*Looks at fallen opponent innocently* Oops, did I just overdo it?

- Time over lose
*Holds onto her katana which is impaled on the ground* No… I can’t… possibly... lose…
--
Strikers:

Kula^Diamond: Crystal Summon
K^D jumps in and performs Crystal Summon, which is able to OTG. Not a lot of damage, and isn't able to juggle opponent. 1 hit.

Kula: Crow Bite
Same as Kula striker in KOF 2K1. Can OTG when she slides in.

Hidden striker:
Another Kula^Diamond: Dagger Arrow
Another K^D jumps in, and performs Dagger Arrow. Then she jumps away. 5 hits.

---
WhipBogard
--
Bio:
Real Name: Unknown to most people
NickName: WhipBogard
Age: 15 (;_; I'm a kid!)
Gender: Female Of Course!
Origin: Unknown
Height: 163cm
Weight: Not less than 50kg and not more than 90kg
Interest: All those cute guys
Hobby: Drawing ^_^
Speciality: Nagging@whinning, cursing, drawing and uhm.. spamming
Weaknest: Easily get obsessed with those cute guys ;_;
Fighting Style: Random Style XP
Weapon: No Whip this time :) But I have THE EXETER! (Irvine's gun for all u who dun know what it is -_-;)

Backstory:
Being adopted since a little kid by some rich dude and got seperated with his brother, Terry. WhipB had been wearing this silver necklace where she got it.. she dun know. So now she's fifteen and got some brain to think straight, so off she goes to set a journey to find her only bloodline, Terry Bogard and hopefully, her real father. She heard that Terry usually seen around the King Of Fighters Tourney. On one sunny day, she found an advert that sounds something like "The King Of Orginagi" and WhipB, being herself that usually get confused by English words; thought that she will find Terry there but little did she know what awaits her.
--
Appearance: http://www26.brinkster.com/lareine/me1.jpg,http://www26.brinkster.com/lareine/me2.jpg
A: Blond hair, Black Dress and Dark Red jacket
B: Black Hair, Black dress and Brown Jacket
C: Brown Hair, Grey dress and Blue Jacket

Normals:
Far A: Whippy does a quick punch forward, fast but not much range.
Close A: Whippy does an elbow jab, okay range, but not cancellable.
Crouching A: A crouching elbow jab. Very little range, but comes out fast.
Jump A: A downforwardish elbow jab, kinda like Kyo's jumping A.

Far B: Whippy sticks her leg out in about 90 degrees. Looks exactly like Kyo's far B.
Close B: A quick knee strike up close, very fast, good range.
Crouching B: The same as Whip's crouching B, cancellable and has good range. Hits low.
Jump B: A knee strike, about the same as Kyo's jumping B. Great crossover move.

Far C: Whippy swings the Exeter forward. Great range, but it's slow. Cancellable.
Close C: An uppercut. Comes out fast, but with almost no range. Good for starting combos though.
Crouching C: Whippy swings the Exeter forward while crouching. Great range, not as slow as far C but still slow. Not cancellable. Doesn't hit low.
Jump C: Whippy sticks out the Exeter in a downforwardish way. Great range, good for jump-ins. Comes out kinda slow though.

Far D: A ranged 'spread shot' with the Exeter. This is of course, not cancellable. Good range, covers the area in front of her, but it comes out slow and takes time for recovery.
Close D: A bit like Foxy's close D, 2 hits, and an overhead. However it doesn't knock down the opponent, and only the first hit is cancellable. A bit slow to come out.
Crouching D: A sweep. Good range, comes out fast, but like most sweeps, it has some recovery time.
Jump D: The same as Kyo's vertical jump D (or Shingo's jump D). Great for air to air.

Throws:
f/b+AC: Shotgun Bonk
Whippy bonks the opponent's head repeatedly (mash to get more hits) with the Exeter.

f/b+BD: Blow Out
Whippy catches the opponent, switches sides and swings the Exeter against him/her.

CD: Knock Down
Ground: Very much alike Billy Kane's CD, but done with the Exeter.
Air: A downforward swipe using her Exeter.

Command moves:
f+A: Initial Blast
Whippy extends her Exeter in a downforward motion, this move is an overhead unless cancelled into. Kinda slow when done alone, but fast enough to link weak attacks into this move when it's cancelled into. Good for combos.

qcf+P: Power Wave
u know how to perform this stuff and how it looks like

In air, qcb+B: Backward Flip
an air attack where a flipping kick will be performed

In air, qcb+D: Dreadful Backward Flip
a more powerful version of Backward Flip; does 15% more damage

qcf+K: Dead Bang
Blast the foolish enemy with her Exeter. C version is faster.

hcb+P: Green Day (SC)
does some projectile attack and stalls the enemy, SC while performing this move.

hcb+K:Foul Punch (Striker)
An attempt to do a multiple punching attack but end up being a multiple slapping. Striker can be called at any time.

dp+P (hold): Raising Taco
Tacos fall from the sky, hitting the opponent. Hold P to get more tacos to fall from the sky. Both Whippy and her opponent can be hit.

DMs:
qcfx2+K: Angel Wing
Same as High Angle Geyser but renamed

qcfx2+P: I want a (insert any of my obsession's name here) plushie!
hugs the opponent and make em breathless... does about 40% damage and does some explosion thingy before the DM ends

SDM:
hcfx2+AC: DON'T CALL MY KINNYPOO A FAGGOT!
WhipB will scream and the background will turn black. Does about 65-70% damage, blockable.
--
Taunt: *took out an Irvine plushie and hug it*

Intro (1st round)
- crouching and gets up; saying "Here WWe Go!"
Intro (2nd round)
- jump into screen and does some warminng up and sez "Thanks for knocking my team-mate, now its my turn! ;)"

Win Pose A: *kneeling and wipe sweat* Phew~ Close Call -_-;
Win Pose B: VICTOLY IS MINE! *cough*
Win Pose C: *turn back and fold her arm* Easy Win

Lose Quote: This can't be the end of me!
--
Strikers:

WhipBogard: Spamtastic!/Ultimate Whining
Comes out dashing and perform Spamtastic! if hit where she will hold the enemy and does stonecold stunner. If not, will perform Ultimate Whining where she will whine whine and whine and takes a half-stock from the opponent and you will gain a half-stock.

Irvine: Limit Break
Irvine will dash out and perform any of his limit break move (shot the enemy) or else, he will wink at the enemy and you'll gain a power stock.
---

----
The Lone Star (Texas) team
---
E.Branger
--
Bio:
Name: Eduardo A. "Ed" Branger Fighting
Style: Self-Defense Boxing with some other minor assimilated arts (Jeet Kune Do, Command Sambo, etc)
Age: 22
Birthdate: August 23
Birthplace: San Antonio, Texas, USA
Height: 71 in
Weight: 215 lbs
Hobby: Writing
Favorite Food: Gyros
Best Sport: Soccer and Street Auto Racing
Most Important: Zhanshi, Delilah's Photo, Opel Calibra V6
Dislikes: Schoolwork, Extremely Bossy People

Backstory:
Ed Branger is the first son of Armand and Jolie Branger. As a military brat, he spent his youth traveling the world with his father who was in the US Air Force. He experienced much of the world cultures, having lived in Spain, Germany, and the Republic of Panama.

After his high school graduation in 1998, Ed returned to the US for a vacation. On a rock climbing expedition on a friend's private ranch in Texas, the repelling equipment on a friend's harness began to fail. In a rush, Ed managed to replace the bad harness with his own, and his friend managed to climb to safety. However, Ed's luck turns for the worse as he plummets hundreds of feet to the canyon floor. He saved the life of a friend while he himself was in a life-threatening situation. His spine was shattered, bones broken. There was no way he would live for long. Luckily, Ed's friend, Rachel Klein, had a father who was a wealthy businessman. After Rachel called her father, Ed was airlifted to a secret lab on the outskirts of Dallas, where Ed was operated on. His spine was replaced with an artificial one, and his limbs were amputated and replaced with realistic counterparts that were stronger and more powerful than his originals. He became a cyborg, a man rebuilt with artificial parts.

Soon after he was released, Ed went to Austin, where he was going to college, and shortly after his first semester started, he met a woman named Delilah. After a few simple outings, they found that they were in love with each other and began to exclusively date. Five months later, Ed loved her so much that he decided to propose to her, and took her out to downtown Austin to propose to her. However, tragedy struck when a car hit Delilah while she crossed the street. Ed held her body close to him. "I love you," she gasped right before she died in Ed's arms. After the accident, Ed felt very guilty about Delilah's death, thinking that he could have done something to stop it from happening. Eventually, Ed grew disgusted with the city that harbored so many bad memories, and moved to a random city: Boston Massachusetts.

Responding to an obscure ad in the Boston Globe, he found the bar by accident, meeting Troclon and the other 'unique' patrons. After a while, he began to fit in, and the painful memories of Delilah seemed to fade away into obscurity.

After a few months, he met Elizabeth, a woman from the desert. After time, they became good friends and Ed began to truly adore her. He even confessed his love for her and proposed to her. Suddenly she disappeared, and after weeks of painful waiting, he moved on, thinking she abandoned him.

Meanwhile, Ed found out that a notorious terrorist named Gauss was after him for some unknown reason, after many attempts, one of Gauss's cyborgs attacked Ed and infected him with an alien virus that merged Ed's cybernetics and organics together into a new kind of being that is a synthesis of the two. Ed later learned that his transformation was not only brought on by Gauss's cruelty and ambition, but also by the jealousy of Michelle. Michelle was a cyborg created by the same lab that repaired Ed, but was jealous of him because he looked human while she looked mechanical and not normal.

He met Saiana McQueen next, an Assimite vampire. They grew very close together. It was this time that Ed learned that the corporation that rebuilt his body had been destroyed itself. Nevertheless, Ed ignored this information and continued his relationship with Saiana.

Then, Ed himself was kidnapped by Gauss, a ruthless terrorist, and subjected to experiments that transformed his body into a more advanced cyborg, made up of living liquid metal and blood mixed with human hemoglobin and mercury. Ed escaped his captors and made his way back to the bar, looking for Saiana but not finding her. Gauss was waiting for him, and he ruthlessly gunned Ed down in cold blood.

Upon hearing news that his brother was murdered, special agent Ralf Branger went to Boston to investigate. He learned that Ed wasn't really dead, but in a mysterious deep coma. Using his prodigal intelligence, he resurrected Ed by reinstalling his cybernetic limbs and components. But it wasn't enough. Ed was going to die again if his body didn't accept the cybernetic alterations that were done to him. Saiana remedied his problem by embracing Ed, making him an Assimite vampire as well.

Now Ed was a cybernetic vampire, but he did not like his predicament. He felt like an inhuman freak more than ever. He couldn't even bear to look at himself in the mirror. To make matters worse, Saiana mysteriously left, and never returned. Once again, Ed figured that she had left him, thinking that he was too much a freak, even for a vampire. He slumped into a deep depression, and at times, even considered shutting himself "off" of the last vestiges of humanity he still retained.

His spirits were rekindled when he met Citarra, a young werewolf who was learning about humanity, and began to train her in the art of boxing.

Then he met Zhanshi, a young female werewolf who frequented the bar and had a troubled past. They eventually became friends, and Ed's depression seemed to disappear. After a while, Ed found that he loved her, and began to break the ice-cold walls around her heart in order to make her love again. Finally, Ed couldn't contain his love any longer and proposed to Zhanshi, who said yes.

Suddenly, Ed began to manifest unusual powers, and Gauss began to make a greater effort to kidnap Ed. One night, he sent a female clone of Ed to capture him, and with Zhanshi's help, Ed defeated her. During the battle, Ed found that he could interface with the cyborg's consciousness and freed the cyborg of Gauss's control. This cyborg, now calling herself Roe, repaid the favor by removing Ed's vampiric blood from his system, becoming a vampiric cyborg and freeing Ed from the blood lust.

In one last attempt, Gauss attacks Ed and Zhanshi. During the battle, Ed and Zhanshi took serious damage and in desperation, they merged bodies, becoming a single cybernetic-werewolf being, and together, they destroyed Gauss. While merged they found out Zhanshi was pregnant with Ed's child.

After Gauss's destruction, Ed and Zhanshi were terrorized by Tengu: an oriental female cyborg constructed by Gauss to destroy Ed. They fought on many occasions, and Tengu showed strength that rivaled Gauss's. On one fight, Tengu got a hold of Zhanshi and infected her with the same virus that turned Ed into an organic cyborg. During this time of her transition to organic cyborg, Ed was with Zhanshi throughout her entire transformation process allowing her to retain her human looks and to spare her the pain of the transformation he took that pain into him self.

Later, Zhanshi and Ed encounter Tenth, a mysterious man who claimed to be one of the 10 universal forces that wielded immense cosmic power. He tells them the story of the three forces that fell to earth, and informs Ed that he contains the third force of uncontrollable chaotic power, while the other two forces are still on earth. Ed and Zhanshi make the connection that Gauss had the fifth power, while the sixth is in Tengu.

On December 23, 2001, Ed and Zhanshi were married, and even before then, they knew that a child was on the way.

Meanwhile, Ed continues to undergo strange changes. Gold metal begins to 'grow' on his arms, and he begins to sprout golden metallic wings. He begins to show incredible strength. Ed and Zhanshi are both terrified and baffled by what is going on.

Finally, Ed and Zhanshi go against Tengu, and using their newfound abilities, they transport Tengu, who was now melded with both the sixth and the lingering fifth forces, and banished them from this reality. After the battle, Tenth offers to take Ed away since he has now become the Third force. Ed refuses, desiring only to stay with the one he loves: Zhanshi.

Ed is at times a care-free individual, but always cares about the people who are most important to him, especially his wife Zhanshi. He is also very emotional and peace-loving, only fighting when necessary. He goes to the local university as well.

During a vacation, he comes back to Texas to participate in the tournament, getting placed on Daigo's, Kamui's, and M. Kensou's team.
--
Apperance: http://esaka.no.sapo.pt/onfighters/ed_mf.jpg, http://esaka.no.sapo.pt/onfighters/ed_branger_cyborg.jpg

Normals: All are the same as Maxima, in addition to the autoguards of respective moves.

Throws:
f/b+AC: Dive Kick
The same as Maxima's C throw.

f/b+BD: Dangerous Arch
Same as Maxima's hcf+K (Dangerous Arch) but of course with less damage. Switches sides.

CD: Knockdown
Ground: The same as Maxima, with autoguard.
Air: An air shoulder ram.

Command moves: None

Special Moves:
qcf+P: Vapor Cannon (striker)
Throws a massive punch forward with a powerful jet streak that delivers a damaging blow. A striker can be called at any time. (Based off Maxima's (KOF99) move)

b,f+P: Knife Slash (SC)
Slides forward, slashing at the opponent. The type of punch determines the distance: L.Punch goes 1/4 of the screen; H. Punch goes 2/3 of the screen. SC after Branger hits. (Based loosely off of Nakoruru's (Samurai Shodown) move).

(close) hcf+K: Ranger Drop
Sprouts Burning Ranger jetpack wings and grabs opponent, flying into the air then pummeling them into the ground. (Based on Morrigan's move)

hcb+P: STARS counter
Pretends to guard. If hit, Ed autocounters depending on which button was pushed. (If L. Punch, autocounters like Dudley, punching through the opponent; if H. Punch, stuns the opponent and fires the gun like Jill Valentine). (Based off Dudley (SF3) and Jill Valentine (MvC2)).

DM:
qcfx2+P: Hyper Implosion Cannon
Ed calls out "Teleport Weapon!" and a large red implosion cannon (Big Landman's weapon from Burning Rangers) appears. Ed holds it like Jill (from MvC2) and fires laser beams at the opponent. Each hit causes an explosion.

SDM:
A,A,f,B,C: Branger Melee
Moves to opponent (like the Raging Demon), grabs and shouts "Coordinates set!" (ala Burning Rangers), but instead of teleporting them out, begins a 24 hit rush combo which ends with an aerial launcher that can link into HIC DM. If no follow up, he taunts with a thumbs down saying "Too easy."
--
TAUNT:
Gestures with his finger to "Come on!"

INTROS:
#1. Standing with his wife Zhanshi, and kisses her on the cheek, telling her "I'll be all right."
#2. Down on one knee, tying his shoes, then stands and says. "Time for a beat down, Texas style."

WINPOSES:
#1. Ed folds his arms and looks at his opponent. "What, are you just gonna lie there?"
#2. Ed gives a thumbs-up and says "Nice Try"
#3. Zhanshi runs on screen and hugs Ed as he hugs back.
--
Strikers:

Normal Striker- Ed comes out and grabs the opponent, like the start of the Branger Melee, but holds him for three seconds for his teammate to attack. If there is no attack, he merely punches the opponent, knocking him down.

Another Striker- Ed Branger, agent of STARS (dressed in a STARS outfit from Resident Evil; p1 Barry's color, p2 Wesker's color) and does one of two things: (90% of the time) Knife slashes at opponent; (10% of the time) shoots the opponent with a rifle.

Maniac Striker- Zhanshi & Roe Branger (like Vice and Mature for Iori). Zhanshi is Ed's wife, a cybernetic werewolf. She runs out and does a slashing movement (like Ed's knife slash) with a werewolf claw. Roe, a female cyborg clone of Ed, runs out and does Vanessa's striker actions.

---
Daigo
--
Bio:
Name: Sagara Daigo Rodriguez
Fighting Style: Japanese Martial arts variant w/ mexican wrestling/shoot style
Birthdate: August 12
Age: 22 years old
Country: USA
Residence: San Antonio, TX
Blood Type: A
Height: 6'2
Weight: 194
Hobbies: Sparring, MILF spotting, wrestling, beating up Mick Kensou.
Favorite Food: Hot chicken wings, subway clubs
Mastered Sport: wrestling
Prized Things: His Shaolin fighting stick, himself.
Dislikes: Cheaters, unsexy fighters.
--
Looks: Wearing blue jeans, white shirt with sleeves torn off, black vest, black shoes, and black fingerless gloves.
A - default color
B - tan jeans, light gray shirt, dark gray vest, brown shoes, brown gloves.
C - is shirtless, wearing black tights with lighting bolts streaking down the sides, black wrestling boots, same fingerless gloves.
D - tights are white, with white boots and white fingerless gloves, lighting bolts on tights are black.

Normals:
A - does a simple light punch. up close, its an elbow.
B - light kick to the face.
C - swinging righthand, up close, its a double punch for two hits.
D - does a swinging kick, inclose, its a hard knee.
Air and crouching normals are the same as Kyo.

Throws:
f/b+AC: DDT
Daigo grabs opponent, spins around them, then smashes them facefirst into the ground.

f/b+BD: Spinning Roundhouse Kick
Like Maki's from CvS2, Daigo does a spinning kick, knocking opponent backwards.

CD: Guard Break
Ground: Flame Blade - flaming sword slash, breaks opponents guard.
Air: Shoulder ram like Kyo.

Command moves:
f+A: Deep Knuckle
Deep stomach punch, combos from standing C or D.

f+B: Rising Knee
Must be blocked high, dashing rising knee.

Special Moves:
hcf+K: Guillermo Kick
Similar to the Shingo Kick, except the D version sets the opponent on fire. His father's signature move.

hcb+P: Burning Hammer
Daigo grabs the opponent, flips them around, lifts them up and brings them down in a reverse death valley driver. C version sets opponent on fire.

qcf+A->qcf+C->f+C: Fire Smash (striker)
Daigo does a lunging flame punch, flaming right hand, then a flaming clothesline that knocks opponent down. Sub F+C with F + D for a thrusting kick to the chest. There are varations to this attack. After QCF + A hits, QCF+D does a sliding kick, then back + D to make Daigo do a rising kick, launching opponent. Strikers can also be called out in the middle of this move.

Tree:
qcf+A (flame punch)
|-qcf+C (flaming right hand)
| |-f+C (clothesline)
| |-f+D (thrusting kick)
|
|-qcf+D (sliding kick)
|-b+D (rising kick) (striker)

(air) dp+K: Hurricanrana
Daigo leaps up like Clark, puts his feet around their neck and twists, throwing them aside. Unblockable. Air Version can connect after the rising kick finisher of the Fire Smash.

dp+P: Napalm Slash (SC)
Daigo swings his sword upwards, rising into the air. C Version goes higher, and emits flames. Looks like Haohmaru's Rogetsuzan. Cancelable into DM/SDMs.

rdp+P: Dragon Screw
Daigo leans foward on his knee, middle finger upraised, saying "eat me!" If opponent hits him, he catches their arm and does a Dragon Arm Screw, taking them down. If they use a kick, he does a Dragon Screw Leg Whip. This version only works for standing attacks that hit high. Wont work on DM/SDM or throws. use A button for low attacks.

DMs:
qcb,hcf+K: Super Kick
Daigo turns slightly, stomping the ground before rushing foward with a standing kick to the face! Very fast move, comparable to speed of Kyo's Orochinagi. Will connect after opponent launched from rishing kick finisher of Fire Smash.

hcfx2+K: Jorge Special
Daigo grabs opponent (he has to be up close) he takes them down using a back body drop. *this move has autoguard*

After Jorge Special 1, hcf+P: JS Part 2
Daigo does an extra powerful snapmare take down.

After Jorge Special 2, qcf+P: JS Part 3
Daigo gets opponent back up, lifts them upside down over his shoulder and piledrives them to the ground. Called Emerald Fusion in Japanese wrestling.

or

After Jorge Special 2, dp+K: JS Part 3 (Type 2)
Daigo flips opponent over, gets them by the legs and puts them through a Sharpshooter!!! He snaps opponents legs several times before releasing.

qcf,hcb+P: Firestorm
Daigo dashes at opponent, running them through with his blade. If this hits, he goes into an autocombo, with slashes, punches, kicks, finishes with a Napalm Slash. 13 hits. Combos easily from standing C, standing D, or F+A.

SDMs:
qcf,hcb+AC: Firestorm EX
Begins same as DM version, except Daigo is ablaze from the beginning, goes up to 35 hits, then Daigo slams upside opponent's head, sending a geyser of fire upwards into the opponent for 5 more hits.

720+ABCD halfway through Firestorm DM, cancels Firestorm, if two stocks are available: Baptismal by Fire
Daigo cancels his sword strikes, then puts opponent through a series of two exploding backdrops, a burning hammer, then slams opponent upwards using a single powerful flame uppercut, then leaps up, grabs them, then brings them back down using an inverted spinning piledriver, face first into the ground.(think Tizoc's SDM). If Daigo's energy is in the red, it will be extended! After the spinning inverted piledriver, Daigo's aura burns bright red, his energy explodes, and he unleashes his ki in the form of a hundred fire dragons! The opponent is hit well over 100 times!
--
Taunt: Daigo gyrates his hips.

Intro Poses:
Opening round - Daigo is crouched down, he notices opponent, stands up, saying "ikuze!" if its a female, its "ikuze, baby!"
Following rounds - Daigo jumps in, cracks knuckles, then gets into fight stance.

Winposes:
A - Daigo throws his sword into the air, it comes back down as a ball of fire and lands in his hand as he has his back turned to his opponent.His burning aura blazes up in the form of a fire demon if its a paticuraly strong opponent he beat.
B - drops to his knees and flexes ala Shawn Micheals.
C - gives downed opponent a middle finger.
D - gyrates hips a bit and says "I'm deeead sexy!!"

Winquote: "I'm just too dead sexy for you to handle."
--
Strikers:

Striker Move: Daigo comes out and slams his sword into the ground, sending flames across the ground. Keeps opponent still, allowing for a free combo opportunity!

Another Striker: Toru Kazama - an enigmatic man of mystery, Daigo knows him from an encounter with NESTS Cartel. He is tall, built. For his move, he appears in a burst of purple/orange flames, and dashes foward, elbow first. If it connects, he holds opponent up by the throat, then launches them with a beam of firey orange/purple energy and disappears. If he misses, or is blocked, he shakes his head, and jumps back out.

---
Mick Kensou
--
Bio:
Name Mick Kensou
Age: 20 (when the tournament comes around)
Birthplace: Texas
Birthdate: 4/30/82
Height: 5'6 (7')
Weight: 200 lbs. (400 lbs.)
Blood Type: AB+
Favorite Food: Beef Jerky and Red Bull (Duck)
Favorite Sport: Soccer, Sumo Wrestling
Mast Valuable: 2 Cd Set Final Fantasy Tactics OST, Whooping Stick
Hates the Most: Uncle Chuy's Piggie Back Rides, Bloodshed
Fighting Style: Kung Fu with a mixture of Psychic Abilities (Violence)

Backstory:
Everyone knows Mick Kensou one way or another, whether be his writing, his fake shots, or his off beat personality everyone knows that if he is on board a good comedy show could occur. This led to the eventual invitation of Kensou joining the Joke Character team some months later. However he didn't take it seriously since he thought everyone saw him as a joke and he stayed in his padded cell. However the leader of the Joke team Emmy would hear nothing of the sort as he kidnapped Kensou and brought him with him.

Kensou proved to others that although funny he was a force to be reckoned with. However with other teams his team only made it to Quarter finals. Kensou was then apprehended and brought back to the psycho ward. Which he didn't mind much.

Over the time Mick tried variations to his style, removing a few aerial moves since he realized he was gaining a little weight, he also changed his stance with it. However something happened... coming across his twentieth birthday Kensou felt something come to him, he would go nuts on full moons. He would wake up with his clothes torn and all of sudden there was a shortage of duck in the asylum. Then the voices would be heard, but these weren't the same kind... these were the sounds of his other side, Bloodshed, Mick had become a lycanthrope.

Mick kept this to himself, a week later Mick was asked to attend the new tournament now with his friends Daigo, Ed, and Kamui. Mick comes to the tournament with a more positive outlook since he is in the company of friends, he feels that it is time to see if his work has helped, however he is very unusre of what could occur when his werewolf side can easily control him.
--
Costume: (I'm keeping the Costumes the way they are since they represent Mick's "Four Faces")
A: Standard Kensou Costume with Mankind Mask
B: Same as A Costume without Jacket
C: White Untucked Dress Shirt, Leather Mask, Black Dress Pants
D: Blue Untucked Dress Shirt and Black Pants.

Stance:
Mick's stance has changed since last year, instead of the crouching Kung Fu Stance he is in a Kung Fu Stance that requires him to not crouch.

Normals:
A: Stand: A straight punch, decent poker.
Close: A qucik elbow jab. Excellent poke can be done twice
Crouch: Ducking Crouching Straight Punch, good poker.
Jumping Up: Air Slap, Crappy Poker.
Jumping Diagnolly: Jumping Underhand Punch, good strength slow for it's category.

B: Stand:A quick middle kick, horrible poker can only get two in.
Close: A shin kick.
Crouch: A quick low kick, good poker.
Jumping Up: Jumping Landing Stomp, Poor
Jumping Diagnolly: Jumping Landing Stomp, Poor.

C: Stand: An elbow strike, good stopping power.
Close: Kensou's Classic Swinging Punch
Crouch: Haymaker Punch, great stopping power.
Jumpng Up: Spinning Elbow Strike, to slow.
Jumping Diagnolly: Elbow drop can be cancelled into his Ryu Renda.

D: Sanding: Hard High Kick ma cause opponent to stumble.
Close: A Knee Strike may cause opponent to stumble.
Crouching: Sweep will cause knockdown.
Jumping Up: A jump kick, can be used as a anti air hit if the person is in the air too.
Jumping Diagnolly: A jumping side kick, to prioritized to be useful.

Throws:
f/b+AC: Jeet Kun Do Nose and Head Attak
Mick delivers a swift elbow to the nose, a knee to the gut, and then an elbow to the back of the head.

f/b+BD: Monkey Flip
Mick grabs the opponent by his collar and falls back and lauches them away with both of his feet.

CD: Knockdown
Standing: Headbutt: Knockdown Move
Jumping: Falling Headbut: Overhead Attack

Command moves: None.

Special Moves:
qcb+P: Big Ball Bullet
Kensou's original Psychic Projectile. Speed varies by button strength.

hcf+P: Sen Shippo (Striker)
Kensou's thrust punch, Power and range is determines by button. A striker can be called with this move by pressing BC while the moving is occuring.

rdp+K: Asylum Driver
Changed out for his Geki Sai Kensou now jumps into the air like Clarke's Napalm Stretch and does his rendition of the Death Valley Driver.

dp+P: Ryu Renda
Still kept in, the Strong Version can be crossed up with a weak Asylum Driver.

(air) qcb+K: Uncle Chuy
A grapple where Mick's Unlce Chuy comes from nowehere and climbs upon the opponents shoulders and calws at him.

qcf+K: Senkyuutai (SC)
Cheapest move ever with Autoguard up the ass, this move is cancelable into either the Big Blue Balls or the Psychic Overload Hangover Attack and can be crossed up with a strong Asylum Driver.

b,f+P: Sake Jug Attack
The same move as Chin's.

f,hcf+P: Beast Rush
Kensou shows his werewolf side with a crazed Talbain move. Can be done three times.

DMs:
hcfx2+P: Mandible Bun
Mick pulls a pork bun out of his pants and runs. If he catches the opponent he shoves it down their throat.

qcfx2+P: Big Blue Balls
Mick does that '98 psychic ball SDM.

qcfx2+K: Call Bloodshed
Mick turns into Bloodshed. As Blooshed he is stronger, but his energy saps away like Kaede's awakened side. This is the only way to do one of his SDM's. Bloodshed can do all of Kensou's moves.

SDMs:
qcfx2+AC: Psychic Overload Hangover Attack
Kensou's 2nd rendition of the Big Blue Balls except he knees them in the gut and then starts drinking during that Kensou and the opponent are struck by continuous bolts of lighting.

qcf,hcb+P: Blood Festival
Bloodshed runs toward the opponent and stabs them with his claw, while they're stunned he howls and laughs uncontrollably as he knocks them down and starts clawing them like Iori's Maiden Masher SDM but then starts stomping on them. Can only be done when Mick is Bloodshed and if he does this Kensou comes back.
--
Taunt: Kensou puts his hands on his knees and looks at the opponent and says "HAVE A NICE DAY!"

Intros:
First Up: Mick does the same animation as Kensou vs. Bao in '99 (where he pops his neck and hurts himself) but says "Ready when you are" and then when the pop occurs he says "Ouch... wait a moment."
Jump In: Mick comes in and eats a porkbun.

Winposes:
A. Kensou stands he pulls out a can of Red Bull Drinks it down and crushes the can.
B. Pulls out Jug of Sake and swings it around he releases it in the air and catches it. Then says "Yoooosh".
C. Turns his back and says "I didn't ask for this..." his eyes then turn yellow as a hint of the wolf is shown.
D. Pulls out turkey carver, gyrates hips and says "LOOKIT ME I'MMMMM LEATHAFACE!"

Winquote: "I came here a psycho, I leave as a monster."
--
Strikers:

Mick Kensou:
Far Away: Giving Away The Wings: Kensou will drink a Red Bull giving a stock to his teammate.
Close: Airleap Crossover: Like Clark he runs out grabs the opponent and throws him up into the air.

Another Striker:
Bloodshed: The Legendary 9th Garou of the Thirteen Lucky Garou has returned and is now with Mick. Being the Garou of War and Destruction fighting is something that he enjoys to do however his sick and twisted sense of humor has lead him to do many other things not becoming of a demi-god. Besides the image of Bloodshed he is well known for parading as a host of a late night skinemax show and also as the keeper of an irish themed bar.
Urreco Resurgence: Bloodshed comes out dressed as an alias known as "The Ever Talented Beaver Watcher" and looks at some pr0n him looking at it gives the teammate a huge amount of health back.

---
Kamui
--
Bio:
"The Capcom's faithful defender"
Incarnation [Edition] :
Birtday : Unknown
Age: Unknown
Gender: Male
Origin: USA , Austin , Texas .
Style : Self-taught
Power : Unknown
--
Appearance : He looks like Rock Howard wearing a japanese schoolboy outfit O.O .
A: Black jacket, pants, and shoes
B: Green jacket, pants, and white shoes
C/D: Silver jacket, pants, and white shoes
Fighting Stance : Like Rock

Normals:
* Far/Close Standing A
Your standard jab . You know what to do with it .

* Crouching A
Like the standing version , but while ducking .

* Jumping A
Like the ground version :D . What did you expect ? You can chain it from a crouching B .

* Far/Close Standing B
A mid-ranged low kick at the opponent's shin . Quite frankly , I rely more on the standing D for the reasons I'll mention later .

* Crouching B
A fast crouching kick , its range and speed make Kamui cause havoc for most of the players around here . However , you have to chain it into another poke , if you want to pull off a combo out of this . You can't cancel it into another crouching B.

* Jumping B
A straight jumping kick , its range and priority is sweet enough to make you win most of air battles . All I can say it 'W00T !!!' .

* Far Standing C
A swinging hook punch . It have a good reach , it is damaging , it have a autoguard frame at the beginning but it is slow
to come out and you often get punished when you use it ;_; .

* Close Standing C
A hard hitting hook punch at the stomach level . It is somewhat slow to come out , hence I rely more on the standing roudhouse for this job .

* Crouching C
A hard hitting crouching straight . It have a good range , a good damage infliction potential , but you have to cancel into a command attack you want to pull combos out of this .

* Jumping C
A two-fisted hammer punch , like Kyo's jumping down + C . It is a decent cross-up .

* far/close Standing D
A fast football kick . Like mentionned , it come out fast , recover fast , it is damaging and bufferable into a command moves if it connect or if it is blocked . This move also have a huge hit box like CvS2 Rock's standing roundhouse , making it one of the best pokes of the game .

* Crouching D
He sweeps the ground with his left leg ( assuming he his at the left of the screen ) . It have a good reach and priority , allowing you to gain a bit of space . But it is unbufferable .

* Jumping D
A downward angled kick . Good priority , good damage . If there are not this slight delay before it come out , it would be a excellent jumping attack , but it stands in the 'allright' category .

Throws:
* AC throw
Kamui grab the opponent's arm then does shoulder ram , knocking him/her away .

* BD throw
Same as AC throw , but he trips the opponent , making them switch places .

CD: Knockdown
Ground: He rises from a crouch and gives a lunching elbow . A decent knock down .
Air: A jumping knock where Kamui give a knee attack with his both knees . It lacks range tho .

Command moves:
b/f + A: Through The Air
A backhand fist . Like Robert's , but unlike the original move , it doesn't launch the opponent , but it make the opponent spin around , leaving the opponent's back opened to any assault .

b/f + D: Blackjack
An overhead hammer kick . Should I comment more ?

b/f + C: Double Whammy
A one-two punch , it knock down the opponent if it connect .

df + C: To The Heavens
A short ranged uppercut , the starting frames provides an upperbody invincibility in the same fashion as Johnny's f + P . But unlike Johnny , it won't launch the opponent , but will make stagger the opponent if it is used alone .

In air , df + b/D: Falling From Heaven
A diving kick like Robert's , but if it connect , Kamui will knock down the opponent . If it is blocked , he'll bounce off the opponent , left open . If it whiff , he is screwed .

Special Moves:
b,f+P: Eye of Odin Alpha (striker)
Kamui shoots a negative energy out of his finger . Being a charge motion projectile , it come out and recover fast . The A version travel across the screen so slowly that Kamui can run after it and uses it as a shield . The C version travel across the screen fast enough to hit an opponent who dropped his guard . But the projectile have an interesting property :
It can be charged up to three level during three seconds and can be released any time during the mentionned three seconds . After the delay is over , Kamui will let it go . The projectile doesn't knock down the opponent , meaning that the level 2
and 3 will make stagger the opponent . Therefore , Kamui can rush at his opponent and combo him/her as he please while the projectile is hitting him/her , if he is fast and close enough .
0 - 1 seconds : Standard projectile , it hit once .
>1.001 - 2 seconds : The projectile is twice bigger and deal 3 hits .
>2.001 - 3 seconds : The projectile is thrice bigger , deal 6 hits and can dissolve DM projectiles .

d,u+P: Eye of Odin Beta
It is like the Eye of Odin Alpha , but Kamui will shoot the projectile on the floor , making it ricochet on the border of the screen . The A version will ricochet once , while the C version will ricochet several times , acting like a shield .
Like the Alpha , it can be charged up to three levels . If the level 2/3 projectile hits an airborne opponent , s/he'll be stuck in mid-air , opening a juggling opportunity .

**Note about the Eye of Odin
If a charged projectile connects , you can't create another charged Eye of Odin , unless it is the Beta if the projectile previously shoot was the Alpha and vice versa .

b,f+K, then A/B/C: The Loki's malicious tricks (SC: when you push B or C after you input the move)
Kamui first goes into a crouch then slides across the half screen [B version] or the full screen [D version] lenght .
During this move , three options listed below are available , if you don't do anything during the slide , Kamui will stop
with some bad lag .
A : Kamui interrupt his slide and does a sliding dodge , leaving blue trails behing him . It will dodge the opponent and recover fairly fast . A nice mind game move overall .
B : Kamui rushes the opponent with a thrusting straight , surrounded with negative energy . It acts like K'9999 Drill , deals 6 hits and knock the opponent away . It have to be supercancelled at the four first hits .
C : It is like the B version , But Kamui quickly slides behind his opponent, then slides back into him with the thrusting straight . It can be supercancelled as well .

d,u+K: Valkyrie's ride
A somersault kick with negative energy effect . B version have less vertical range but more horizontal range and hit once ,
without mention it is safer . D version have less horizontal range but more vertical range and hit thrice . Your standard anti-air but it have an interesting follow-up .

After Valkyrie's ride, qcb+P: Valkyrie's thunder
After the somersault kick , Kamui will shoot a fireball downward . A version have a sharper angle than C version . This move is better used as a keep-away move .

d,d+A/B/C/D/[Start]: The Guardian of Bifröst
Kamui will teleport at a location determined by the button used . A is the left upper corner, B is left on the ground, C is the right upper corner, and D is right side on the ground. Start will make him reappears in the same place . A good way to
mess up with the opponent mind when used with his other teleports .

DMs:
b,f,hcf+P: Tyr's Sword
It is like a supered-up version of Eye of Odin . Kamui will shoot a slow-moving fireball . It is as tall as Haou shoukou ken and it travels at about 2/3 screen lenght , afterward , it disappears . It hits multiples times and is good for juggle. But the best use is on a opponent who is standing on the ground . Kamui can run after the fireball and do his combos on the opponent who is hit . The DM suffers from its somewhat weak damage infliction potential when used alone .

In air, qcfx2+P: Swinging Mjölnirr
A nasty DM , Kamui will wave his hands in a slash motion , then huge dark energy pillars sprout from the ground and follow a shockwave pattern . It will disappear when it will reach the middle of the screen . I said it is vicious because , by pushing A or C , you can choose the pattern of the shockwave . If you hit A , it will hit the opponent in the usual and expected way . If you hit C , it will attack the opponent from behind , meaning that the opponent have to block by pushing
the joystick forward . Quite a treacherous DM , it still suffers from his only average damage , leaves Kamui open afterward and it is quite telegraphed . Indeed , if you hit A , Kamui will swing his hand upward . If you hit C , Kamui will swing his hand downward . It is quite a full gesture , hence you see predict where the wave will hit after you played against Kamui for a while . Moreover , there's a delay between the DM flash and the actual move .

qcfx2+K: Howl of Fenrir
The body covered with flames , Kamui will ram the opponent , dealing five hits . The button used will determine the distance covered and the recovery lag if blocked or whiffed . It have a good invincibility window at the start-up , but it have a nasty flaw , you can jump or roll over it and toast Kamui afterward. Boooooo !!! Think Ky's Ride the Lightning.

SDMs:
qcb,f,b,f+ABCD: MAX Howl of Fenrir
Way more evil and mean than the DM Howl of Fenrir . It travel all along the full screen lenght and won't knock down the opponent until it deals the last hit . And it leaves trails of fire as Kamui dashes along the ground . The trails of fire are as long as two characters boxes , as tall as Terry's Power Geyser and follows a shockwave pattern . The only ways
to avoid these geysers is to roll over it when Kamui is about to hit you or hyper jump over it , unless you have a poor jump.

db,hcb,dfx2+ABCD: Unleashing Gungnirr
Kamui will swing his both arms in a upward slash motion , creating a beam that sweeps across the screen . It strikes only in front of Kamui and the closer he is , the more hits and damage he'll deal . It is an excellent air counter . But you can hit Kamui out of this move at the start-up frames . It is indeed one of the few SDMs that doesn't have any invincibility frame . Air counter and combo ender are the best uses for this move .
--
Taunt: Kamui points at the opponent with his left hand, saying "What's the matter?" then combs his hair with that hand.

Intros:
1st round: Kamui's standing facing the other way around with his eyes closed. Then he turns his head, notices the opponent and says "Let's start the match." while turning around.
Afterwards: Kamui jumps in holding Ky's sword, then tosses it away to the sky saying "I don't think I need that against you."

Winposes:
A: Kamui's sword falls to the ground, and he holds it by the handle saying "You're not worth my time."
B: Kamui just turns around and shakes his head.
C: Kamui turns around with his back facing the screen. Then he says "You impress me, but that alone doesn't make a winner."
D: Kamui just scratches his head while saying "You are joking right?"

Winquotes: "What great combos you have there! But I had to win. Sorry.", "Yes, I can use my sword, but that'd be an unfair advantage.", "You are a joke. Leave now.", "Immature's still around. You know where he is?"
--
Strikers:

Striker : Kamui
Striker Action : Eye of Odin .
A striker based on you luck . Kamui will come out and will shoot a projectile . It can be the Alpha or Beta version , it can be a Level 1 or 2 or 3 , it is up to your luck . I'd rather use this one if I do feel lucky .

Another Striker : Another Kamui [X by Clamp]
Striker Action : Shinken Slash .
Kamui Shirou from the manga untitled X will jump on the screen . When he'll reach the moddle of the screen , he'll fiercely swing his Divine Sword (Shinken) downward . It it connect , the opponent will stagger , opened to any attack . A good striker , but toned down by its sheer slowness ,because there are a delay between Kamui Shirou's appearance and the actual sword swing.
---

----
The Latino Pride Team
---
Magitek X
--
Bio: None provided

Backstory:
With only a few months prior to graduation, Magitek dumps his studies and other job responsibilities. He's either overstressed and needs to distract himself, or he thinks that after graduation he'll immediately start his super secret quest. Either way, he wants to win the tourney to prove he's the best.

Now what is his super secret quest?
--
Costumes:
A-Squall's in FF8(brown jacket, black pants)
B-like Squall's in Kingdom Hearts, but still his FF8 costume.(blue jacket, black pants)
C-Red jacket, brown pants.
D-Black jacket, teal pants.

Normals:
Punches/Slashes: like Hibiki's sword slashes.
Kicks: like Iori

Throws:
f/b+AC: Gunblade Sleeper
Chockes opponent with the back of the Gunblade. Ends with an elbow like Sakura.

f/b+BD: Over the Shoulder throw
Like Hibiki's.

CD: Guard Break
Ground: Like Hibiki's DP+P
Air: Slashes Gunblade diagonally downwards

Command moves:
f+B: Axe Kick
Like Iori's F+B in KOF2K1.

f+A, A: Hilt Hit
A quick hit with the hilt of the Gunblade. Can follow with A.

Special Moves:
(air) qcb+P: Fated Circle
Magitek X arches his weapon across his shoulder, hurling hot scortching sparks of fire at his opponent. Can be done in the air.

hcf+P: Renzokuken (striker, SC)
Like Squall's Renzokuken limit. A version is 4 hits. C version is 3 hits, then Magitek jumps behind opponent and hits two more times. The jump only occurs if any of the first three hits connect. A version can call a Striker at any time during this move. C version can be supercanceled only during any of the last two hits.

dp+P: Rough Divide
Magitek X dashes up to his opponent, his Gunblade sparking as it drags across the ground. When he approaches his opponent, he violently slices upward.

rdp+K: Reverse R.E.D Kick
Just like Kyo's, only with Magitek's back to the player.

DM:
qcbx2+P: Blasting Zone
Magitek X points his Gunblade to the sky and calls forth a massive energy. A dark wind surrounds his body as a mysterious light radiates from his weapon. The energy seethes through his body causing him to unleash a powerful attack against all enemies. Like Captain Commando's Captain Sword.

SDMs:
qcbx2+AC: Blasting Zone
Magitek X points his Gunblade to the sky and calls forth a massive energy. A dark wind surrounds his body as a mysterious light radiates from his weapon. The energy seethes through his body causing him to unleash a powerful attack against all enemies. Like Squall Leonhart's Blasting Zone.

qcf,hcb+AC: Maybe I'm a Lionheart
A massive ball of energy surrounds Magitek X's weapon, charging it with a deadly power. Magitek X strikes his opponent while hurling it into the skies. Magitek X leaps into the air to follow, strikes the opponent 21 times. A large explosion engulfs the remnants of the enemy as it decends from the sky.
--
Taunt: Polishes Gunblade with jacket.

Winposes:
A- poses with Gunblade.
B- stabs Gunblade into Ground. Outstretches arms and maintains them like that.(Raven pose)
C- Sheathes Gunblade. Says, "So much for challenge."
D- Takes out GBA, and says, "When's the next fight?"

Win quotes: "You thought you could beat me?......whatever....", "I told you to shut up, but did you listen......no!"
--
Strikers:

Striker: Magitek X
Enters screen and does the Rough Divide.
Taunts and leaves.

Another Striker: Living Legend
Enters screen and does Terry's Power Geyser and follows the opponent into the air with Clark's Napalm Stretch.

---
Tempestad (Shadow Devil)
--
Bio: None provided
--
Appearance: A bulky, slightly tall man with a black vest, along with a white long-sleeved formal shirt with its top button unfastened. He also wears black trousers along with black shoes. Has black hair and a tanned skin color.
A: Default
B: Light brownish vest and white shoes
C: White vest, black shirt and white shoes

Normals: All are the same as Seth.

Throws:
f/b+AC: Grand Slam
Tempestad grabs the opponent, and slams em in the face with a punch. Ouch.

f/b+BD: Shoulder Toss
Tempestad tosses the opponent over the shoulder. Switches sides.

CD: Knockdown
Ground: Tempestad does a shoulder ram just like Seth's f+A.
Air: Tempestad does an air shoulder ram.

Command moves:
f+A: Backhand Slash
Tempestad does a backhand, kinda looks like Ralf's far C. Has no special properties, but it's connectable from light and heavy attacks. Pretty fast too.

df+B: Sliding Dust
Tempestad slides on the ground, feet first. Hits low, even if cancelled into. Cannot be cancelled into other moves.

f+B: T-Kick
Tempestad turns around and delivers a back kick with one leg standing (makes him look like the letter T, thus the name). Good reach, great for connecting combos. Overhead unless cancelled into.

Special Moves:
hcf+B: Invitation To The Party
This is a counter move for high to middle attacks. Tempestad does a pose where his arms cross (kinda like a blocking animation). If the opponent manages to hit him with ANY high or middle attacks, Tempestad will counter by slamming him/her in the face two times, causing the opponent to slide backwards on the ground. Very good damage. Cannot counter grabs, throws, DMs and SDMs. Does no damage by itself.

hcf+D: Underground Invitation
This is a counter move against low attacks. Tempestad crouches down with his arms crossed, trying to grab something. If the opponent manages to hit him with ANY low attacks, Tempestad will counter by punching em straight in the stomach, sending them to the edge of the screen. Okay damage. Cannot counter grabs, throws, DMs and SDMs. Does no damage by itself.

qcb+P: Throwback
This is a projectile reflection counter. Tempestad will do an evade during this move. If a projectile manages to hit him during this move, he'll grab it, do a spin and toss it the other way around. For the A version, the reflected projectile has half the speed, and for C twice the speed and cannot be reflected for both versions. The move does no damage by itself but the damage depends on what projectile he reflected, but the damage is twice for regular projetiles and half for DM projectiles. Can reflect regular and DM projectiles and multi-hit projectiles. Close projectiles (like ranged ones which travel little distance) cannot be reflected along with SDM projectiles.

hcb,f+K: Initiation To Dance
This is a counter move for middle attacks that are (usually) based on the ground. Tempestad basically does Seth's pose of having one of his hand up and another hand down. The function is exactly the same, it switches sides with the opponent and leaves them open for about half a second. There are two followups to this move, and one of them is a DM. Does no damage by itself, and no damage when it successfully counters.

f+K after Initiation To Dance: The Waltz? (striker)
Tempestad grabs the opponent and flings him/her to the other side of the stage. Okay damage. A striker can be called at any time when the opponent is flying.

qcf+P: Dust Blast Upper (SC)
The same as Seth's qcf+P. A version comes out fast, but has less range and damage. But only the A version can be SCed. C version has a longer startup, and covers more area by hitting higher and farther. More damage as well.

In air, qcf+K: Air Launcher
An air counter. Can counter any air attacks that aren't DMs or SDMs. Tempestad extends his hands forward during this move, and if the opponent manages to hit him in the air, he'll go down with them by doing Seth's qcf+B, but with the opponent under his legs. Hurts like hell, but this move has short counter frames, which means after doing this move he's open to attacks for about half a second after this move (if it's not countering).

While grabbed, hcb+K: You Are Not Invited To The Party
An anti-throw move. This applies to EVERY throw and grabs moves, but not DM and SDMs. Since grab and throw has little time frame to counter them, this must be done fast. Does okay damage.

DMs:
qcf,hcb+K: The Party Begins
A counter DM, counters EVERYTHING that's not a projectile, even DMs and SDMs. Tempestad does a pose exactly the same as Invitation To The Party, and if the opponent manages to hit him with physical attacks, he'll slam the opponent repeatedly in the face. The counter time frame isn't long, so he may be left open for a while. Does good damage for a DM. 12 hits if it counters.

rdp+P after Initiation To Dance, or qcfx2+P (stand-alone version): Perhaps You Prefer Some Champagne?
The followup version hits the opponent straight in the gut, then punches em to the edge of the screen. Very good damage. If it misses Tempestad will punch in the air, and takes some time to recover. Unblockable.
The stand-alone version is exactly the same, except it's blockable.

SDMs:
qcf,hcb+BD: The Party Hits Its Climax
The SDM version of The Party Begins, with more damage, and more hits. 20 hits if it counters.

hcfx2+AC: AHOME
Tempestad runs straight to the opponent. This move is unblockable. If it hits the opponent, the stage will fade and the screen will go black and appears again after a half second. He builds AHOME (a wooden hut) and listens to the opponent's random psychological problems. After listening the their blabble, Tempestad walks away from AHOME, then pushes it towards the opponent, causing it to fall against the opponent. Very interesting SDM, good damage, but if Tempestad misses he'll have some lag. 10 hit if it connects.
--
Taunt: Tempestad adjusts his vest while motioning the opponent to come.

Intro:
1st round: Tempestad does his taunt.
2nd round and on: Tempestad jumps in, and stretches. Then he does his taunt.

Winposes:
A: Walks to the opponent lying on the ground, stops, then says "I didn't expect that from you." (only works on KO)
B: Tempestad just shakes his head in disguist.
C: Tempestad just gives out a sigh and turns around.

Winquotes: "Predictable. Just too predictable.", "Truely I can defend myself. And it shows.", AHOME finish: "You better go see a psychologist."
--
Strikers:

Tempestad: Dust Blast Upper
Tempestad jumps in, walks to the opponent and does a weak Dust Blast Upper. Like Seth without jumping in with a kick.

Another Tempestad: Invitation To The Party
Another Tempestad jumps in, taunts, which lowers the power bar. If the opponent touches him, he'll do Invitation To The Party, sending em flying backwards, which juggles the opponent.

---
Ragnarok
--
Bio: None provided
--
Appearance: Looks like RVD in blue outfit (second color: white)

Normal moves: The same as Tizoc from MOTW.

Throws:
f/b+AC: Suplex
Ragnarok does a suplex at the opponent.

f/b+BD: Grenade Launch
Ragnarok grabs the opponent, turns around and tosses em.

CD: Knockdown.
Ground: Same as Tizoc's T.O.P. Attack.
Air: Same as KOF 98 Rugal's jumping CD.

Note: Raggie can jump off edge of screens too.

Command moves:
f+A: Hand Slicer
Ragnarok steps half a step forward and 'slices' the opponent. Overhead unless it's cancelled into.

df+B: Stomper
Ragnarok stomps on the ground. Knockdown, overhead and can OTG. Okay recovery. Loses the overhead property if cancelled into.

Special Movess:
hcf+P: Wall Slammer!
Ragnarok grabs the opponent and throws em at the wall. The opponent bounces back and Ragnarok gets a free hit (but it must be fast).

dp+P: Get Down Here!
Anti-air grab. Consider it Goro Daimon's hcf+A grab. A version is a fake grab.

After jumping off edge of screen, qcf+P: Frog Splash (SC)
Similar to Ramon's jump C, Ragnarok body slams the opponent. Overhead, knockdown and OTG. Can only be done when Ragnarok jumps off the edge of screen. Can be super cancelled when Ragnarok hits the ground, he'll grab the opponent nonetheless.

hcf+K: Moonsault
Ragnarok runs up to the opponent and does a Moonsault.

dp+K: Rollin' Thunder!
Ragnarok does his D sweep. If hits, Ragnarok does a foward roll and a small jump, landing on his back over the oponent.

When close to edge of screen qcb+K: Grab Chair
Ragnarok grabs a chair out of nowhere. This move does no damage. He can hold the chair and walk around after grabbing it, but he cannot jump or do any other special moves unless he dumps the chair.
If Ragnarok blocks when he has the chair with him, the chair is wasted and he throws it to the background.

qcb+K: Throw Chair (striker)
Ragnarok throw the chair at the opponent. A striker can be called at any time during this move.

rdp+K: Van Daminator (while holding a chair)
Ragnarok gives to his foe a chairshot on the head, and inmediatly performing his stunning jumping-spinning-side-kicku™ trough the chair and the head of the foe. Loses the chair with the move, even if it fails.

DMs:
When having chair qcbx2+K: Van Terminator
Does a chairshot on the head of the foe, followed by the "Wall Slamer!" move. Instead of bouncing of the edge, the foe fall sit down with the back on the edge. Ragnarok does a jump off the edge of the opossite screen, jumping towards the foe with a dropkick, with the chair located on his feet (the chair hits the face of the opponent). Background goes black, photo flashs everywhere, slow motion in the moment of the impact ^_^. Loses the chair even if he misses the move.

(close) hcbx2+P: Ankoku Jigoku Gokuraku Otoshi
Taken from O. Yashiro in 98. Completely the same.

SDM:
(close) hcbx2+AC: Ankoku Jigoku Gokuraku Otoshi
Extended version of the DM. The last hit will have Ragnarok grab a chair and slam it against the falling opponent instead.
--
Taunt: Kim Kaphwam's shoulder shrug taunt from '96.

Winposes:
A: Same as '99-2k-2k1 Kim Kaphwam winpose (3 side-kicks, spinning kick, salute)
B: Does his taunt saying "I'm too damn Seeexxxy."
C: Does Clark's KOF '98 B winpose (swings his arm and then catchs his fist with his other hand)
D: Slowly points his thumbs to his shoulders 3 times, smiling (RVD's taunt)

Winquotes:
"I can please only one person per day. Today is not your day. Tomorrow isn't lookin' good either.", "You're too serious man, that's not healthy! You need to relax a bit."
--
Strikers:

Ragnarok: Frog Splash
Ragnarok jumps in from out of screen with a Frog Splash. Instead of knocking down the opponent he knocks them away. An overhead.

Another striker:
Another Yashiro Nanakase: Missile Might Bash
Yashiro jumps in in his casual outfit of the credits of KOF '98, with a guitar on his back. He does his Missile Might Bash (hcb + P, his striker move from KOF2K). The last hit instead of hitting a bare-hand uppercut, he hits the foe with his guitar. Launchs his opponent to the air.

---
Crazy Bee
--
Bio: None provided
--
Appearance: Same as Samural Spirits' Kazuki, but with sunglasses.
A: Default red
B: Yellow

Normals: Depending on which mode Crazy Bee is, Mr. Big (KOF) or Kazuki (SS4 style).

Throws:
close, f/b + AC: Million Dollar Buster – Mr. Big
close, f/b + BD: High Lift Throw - Mr. Big
close, f/b + AC: Shove(use for follow ups) - Kazuki
close, f/b + BD: Knee Bash - Kazuki

CD: Knockdown
Ground and air versions are the same as Mr. Big in KOF 96.

Command moves: None.

Special Moves:
(air) ABCD: Transform
Crazy transforms(1 frame action, for speedy recovery) into either his Mr. Big or Kazuki styleZ. More recovery time in the air version.

-Mr. Big movelist-
qcf + P: Ground Blaster (striker)
The same as Mr. Big in KOF 96. Knocks opponent backwards. A striker can be called at anytime.

hcb + P: Cross Diving
The same as Mr. Big in KOF 96.

dp + P: California Romance
The same as Mr. Big in KOF 96, A version has no autoguard.

-Kazuki movelist-
hcf+[Start]: Change Form
Crazy Bee switches between Slash and Bust versions. Not really fast.

=Slash=
qcf + any: Red Hot Soul
Same as Slash Kazuki of SS4.

DP any button: Big Explosion
Same as Slash Kazuki of SS4.

QCB any button: Devastating Flame
Same as Slash Kazuki of SS4.

=Bust=
DP+button->b+button->f+button: Fools' multikick
Same as Bust Kazuki's GurenKyaku.

Blazing Fire of 6 element planes:
qcf + A: Way of Hell
Same as RokudoRekka of Bust Kazuki in SS4.

=then qcf + B Way of Hunger Ghost
Same as RokudoRekka of Bust Kazuki in SS4.

=then qcf + C Way of Heaven
Same as RokudoRekka of Bust Kazuki in SS4.

DMs:
qcfx2 + P: Blaster Wave
Mr. Big’s 96 DM

b,f,d + AC: Bizzare Explosion Fire Attack
Crazy bursts into flames and makes a mad dash at his opponent crashing into him. SS4 Slash Kazuki

b,f,d + AC: Evil flame awakening
A wall of flames emerges underneath Crazy and consumes him. SS4 Bust Kazuki

SDMs:
qcfx2 + AC: Crazy’s PimpaDeliX
Crazy runs up and grabs his opponent lifting them high up by the throat and repeatedly does pimp slapZ. Tap A/C repeatedly for more hits - Big

(close) f,b,f,b,d + AC: Pimpin' with flameZ
Crazy shoves his opponent then sidesteps around them and performs multiple D + Cs sidestepping around every so often and finishes by exploding into a wall of flameZ. – Kazuki
--
Taunt:
Comes out at random.
Crazy rolls eyes and cracks knuckles saying “WankerZ.” OR Crazy takes out pimp cigar and takes a puff.

Intro
=Mr. Big version=
1st Round Opening : Stands with two hoeZ. One hoe walks up to the opponent and says "Kare wa sugoi wa yo!" (He's simply amazing!) then both hoeZ walk off the screen and Crazy slaps one of their asses. CHIKA-BOW-WOW.
=Intro=
Pulls out escrima sticks and says “Pimpin ain’t easy.”

Kazuki version
1st Round Opening: Dashes in from his side of the screen grumbling “WTF was I put in this team?”
=Intro=
A huge flame appears and standing behind the flameZ is Crazy. The flame then disappearZ.

Winposes
HoeZ walk up and has one under each arm and walks away saying “SUCKAZ!!” and laughs. – Big
Walks over to fallen opponent and keeps pimp slapping their face. - Big
Puts his hands on his hips, says, "Zama ne na!" (Too bad!) and laughs. - Kazuki
Explodes into flameZ. – Kazuki

Win Quote
“I need a reason to fight? How 'bout your ugly mugZ?” – Big only
“Pimpin ain’t easy.” Big only
“Want more pain, weenie?” – Kazuki only
“Get lost or get barbecued!” – Kazuki only
“No one can snuff my flame!” – Kazuki only
--
Strikers:

Kazuki Crazy Runs in and does a weakend version of his Bust DM then leaves.
Miss: Crazy puts hands on hips and laughs decreasing the DM bar by half.

Another Wanker: Big Crazy comes in with his California Romance and whipes his himself off then leaves.
Miss: Crazy snaps finger and leaves decreasing the DM bar by 1/4.
---

----
The Shin Team
---
ShinYagami (ShinTachibana)
--
Bio:
Name: ...
Age: Eternal (Body of a 22-year old)
Height & Weight: No one gets close enough to find out...
Likes: Sake, Beautiful Women, Carnage
Dislikes: Purity

Backstory:
STORY
Enter Ukyo. A young man born to a poor family, but remained determined to become a superhumanly skilled samurai, like his father. However, his father was killed in a sneak attack; his mother was taken away, killed by the sadistic victor while young Ukyo watched in horror...he never caught a glimpse of the killer, but he did note the six-pronged star on his blade...
Tachibana was all alone. No family left, Ukyo wandered Japan, filled w/ hatred, in search of his family's murderer. Eventually, Ukyo ran into a seemingly innocent middle-aged man, who offered to take Tachibana and train him.

Through rigorous training and sensory deprivation, Ukyo developed techniques that were inhuman and supernatural in structure. His master must have been a great swordsman in his day. Tachibana always asked his master his name and his past, but he always changed the subject.

10 years later on his 21st birthday, Tachibana was done training under his master, and left to find his family's killer, and was given the name "Shin".

ShinTachibana got a lot of information on a man with a six-pronged star on the edge of his blade. Eventually, ShinTachibana found a way to get in contact with the killer, and challenged him into the obvious final showdown.

The fight was set for Gairyu Isle, at dusk. The man finally came to greet ShinTachibana. Ukyo watched in disbelief as the visage of his master appeared to face him. He carried a sword with a six-pronged star...

" Your father...owed me something. " his master said, as he grinned.

" And was that?" Shin asked. " Was it worth killing my family?? Speak fast, old man...."
The man laughed. " His soul. Why do you think your father was so skilled? In the end, he refused me, after all that I gave him. But..he got away from me.. And you...will pay for the sins of your father. "

His former master's eyes grew red, and then, the now unmasked demon grabbed ShinTachibana....after that..all went black...

Now ShinTachibana walks the Earth to this day...walks the earth aimlessly with a sadistic grin upon his face...there's no clue to WHY he was joined the tournament...but the reason may uncloak itself....
--
Appearance: The same as Ukyo from Samurai Shodown 4.
A: Standard color
B: Bust color

Normals: All are the same as Ukyo. A is weak slash, B is kick, C is mid-slash and D is strong slash. Low D is sweep.

Throws: All are the same as Ukyo.

CD: Knockdown
Ground: Two very fast slashes forward. One hit unless it's a counter, where it's two.
Air: A 'spin slash' in the air. Good for air-to-air combat.

ShinYagami's notes: Before I go on, ShinTachibana has two stances. BLIND & VISION. In BLIND, he has his usual Ukyo Tachibana attacks. In VISION, he has some of his Bust attacks, also 'adopts' Moriya's Glancing Blade Attack. The VISION stance is much like BLIND, his head is slightly turned...

Legend:
K - Kick (B)
S - Slash (A,C,D)

Command moves: None.

Special Moves:
d,d+S: Switch Stances
Fast startup and recovery like May Lee. Can be done at almost anytime. Switches between BLIND and VISION stances.

rdp+K: Secret Tachibana Bloodlust
ShinTachibana rushes the opponent, like Iori's rush attack, knocks the opponent down, and slams his sword in their chest. Moderate damage.

-BLIND ATTACKS-
qcb+K: Vanity Sabre Snowfall Slash
Tosses apple. That's it.

qcb+S:Sabre Snowfall Slash
You know what this is....

(air) qcf+S: Concealed Sabre Swallow Swipe (striker)
Leaps toward opponent, and rotates in air, to strike with flaming sword. Decent damage. A striker can be called at any time.

-VISION ATTACKS-
hcf+K: Concealed Sabre Dream Mist
Holds weapon, catches opponent's attack, and returning with massive strike of damage.

qcf+S:Concealed Sabre Heat Flash
Hurls a moon shaped projectile to hit for damage.

dp+S (hold): Glancing Blade Haze (SC)
Moriya's move from Last Blade...holding down the attack button increases your range. Also, the button you choose changes height, low, mid, or high. Can be SCed while holding.

DMs:
d,b,f+S: Jigoku's Son
After intiation, ShinTachibana stands very still. He holds his sword in front of him, meditating...soon he says "Welcome home". A symbol flashes upon the opponent.
The screen turns red, as the backgound gives way to flames...ShinTachibana's eyes flash red as he begins to mutilate his opponent, laughing manically. Close range, and deity-like damage. Only used in VISION stance.

d,b,f+S: Apple Massacre
ShinTachibana places an apple on top of his dazed opponent's head. He then slices the apple ala Glancing Blade Haze. Shin smiles as the opponent stands still in relief. Until their chest explodes. Nice damage. Only used in BLIND stance.

SDM:
d,b,f+A,C,D: Apple Massacre
ShinTachibana places an apple on top of his dazed opponent's head. He then slices the apple ala Glancing Blade Haze. Shin smiles as the opponent stands still in relief. Until their chest explodes with flames, then ShinTachibana follows up with a downward slash which knocks the opponent to the ground. Nice damage. Only used in BLIND stance.
--
Taunt: Takes out an apple, and bites it.

Intro:
ShinTachibana stands, and clears his throat, and says afterwards, "Let's begin."

Winposes:
A: ShinTachi faces the screen. He then lifts his hand to wipe his face and smears blood on it. Grins sadistically.
B: ShinTachi turns his back from his opponent, closes his eyes and folds his arms and says, " I need more..."
C: Says: " You were a noble opponent." , puts his sword in its case and smiles. Girls then rush him from both sides and embrace him. ^^
D: Throws a lily at his opponent's feet. Turns and walks off.

Winquotes: " Everyone plays the fool. Unfortunately for you, it is a recurring role..", " This is all you flesh-bearing parasites have to offer?! ", " Out of the jaws of mediocrity I have grabbed you, you have been graced by a beautiful god."
--
Strikers:

ShinTachibana
Does Glancing Moon Haze. If opponent it in the air, does the high-angled one. If hits, he laughs. If not, he says, " I will strtike you down next time..."

SY9999/ShinVorhees
Both do the same thing. Stomps out after being summoned, and rushes opponent. If it connects, they hold the opponent from the back screaming, " Do your worst!!" If missed, they growl and leave. Chances of seeing ShinVorhees: 25%

Ghost Of Gila (possessed by Shin Yasuna X)
A seemingly innocent Akari walks out. Says, " I'll help, Oldblood!" Then, transforms into Orochi Gila and Shin Yasuna X rises from her shell flings her at the opponent. If it hits, special attack damage, but ShinTachi loses a little life. If missed, Gila stomps her foot and walks off.

---
EndLeSS
--
Bio:
Name: Cecil DeValjean
Occupation: Jeet Kun Do master
--
Appearance: Male, 7/8 Chinese, 1/8 French, 5'11", moderate build, spiky brown hair

Colours:
A: Tight blue sweater, Gunmetal pants
B: Red hawaiian style shirt, Khaki cargo pants
C: Loose grey form fitting v-neck, black pants
D: Black v-neck, tight grey pants
AB: Shiny red dress shirt, untucked, black suit, long Italian overcoat
CD: Silver tight fitting T-shirt, Gunmetal pants, black blazer

Note from EndLeSS: Cecil is right handed, and right footed, and ONLY hits with them. Because of this, on the 1P side, he does 100% of his normal damage, while on the 2P side, his attacks only do 80% of the normal damage.

Normals:
Light punch: Quick jab with the right hand, doesn't hit crouchers. Crouch LP is an extented hand stab.
Light kick: Quick kick to shins, must be blocked low, can chain into crouching LP or Standing HK. Crouching is a slide kick to shins.
Hard punch: Bruce Lee's one inch punch. Unblockable, uncomboable, overhead. High damage. Crouching is an elbow, into an uppercut.
Hard Kick: Triple roundhouse. First spin hits high, 2nd hits low, 3rd hits mid level. 3 hit chain. Crouching is a double roundhouse that can be stopped after the 1st hit.

Jump attacks: Cecil does not have jump punches.
Jump LK: Knee drop. 2 hits. High priority
Jump HK: Arcing up to down jump kick. Extremely high priority. 3 hits.

Throws:
f/b+AC: ?
Shoulder toss.

f/b+BD: ??
Another shoulder toss. Switches sides.

CD: Knock Down
Ground: Swings right arm forward.
Air: Same as Goro Daimon's air CD in KOF 98.

Command moves:
f+B: Dragon Fang
2 hit kick. 1st hit hammers down, overhead, 2nd hit flip kick. Knocks opponent away.

Special Moves:
hcb,f+P: Dragon Bite
Grapple. Grabs opponent, delivers a gut punch, and elbows them down to the ground

d,d+P: Dragon Stabbing Fist
1 frame attack. Cecil does a snake fist punch to the opponents eyes. Can be chained with itself 3 times, and then into Dragon Fang

hcf,b+P: Dragon Claw (SC)
Counter grapple against normal moves. Cecil grabs the opponent's limb, and breaks it. Damage varies...high damage when opponent has full bar, low damage when opponent has low bar. SC only when it counters.

qcb+K: Blue Dragon Kick
Bruce Lee's imfamous flying kick. High priority, high speed and good damage. Bad recovery

dp+K: Red Dragon Kick
Rising spinning kick, okay priority and damage

rdp+K: Green Dragon Kick (striker)
Cecil falls on his back, and kicks in a 45 degree arc. Anti-air, and can be chained into Dragon Fang. Can call striker at any time.

hcb,f+K: Black Dragon Kick
Grapple. Cecil grabs the opponents head in a DDT fashion, and uses the opposing leg to smash the opponent in the face.

dp+P: Gold Dragon Kick (1st part)
Triple consecutive kicks in one direction. Anti-air, juggle

hcb+P: Gold Dragon Kick (2nd part)
Cecil does a downward arcing flash kick to the opponents body, slamming them down to the ground

K,K,K: God of Dragons Kick
8 hit consecutive bicycle kick. Insane tick damage, cannot be ducked, anti-air

DMs:
qcfx2+K: No Shadow Kick
Wong Fei Hung's No Shadow Kick. Unblockable, takes off 20% life. Always dizzies opponent. Starts out quite slow.

hcbx2+P: Dragon Renderer
3 part DM, and each part requires a stock. So if you don't have 3 stocks, you can't complete it.
hcbx2+P: Part 1: Dragon's Gaze: Grapple. Grabs head with legs, and flips them to the ground. Low damage.
qcfx2+P: Part 2: Dragon's Knuckles: Breaks opponents legs, at the knee joint. Dizzies opponent. Low to moderate damage.
720+P: Part 3: Dragon's Tail: Opponent is now down on knees, dizzied: 1080 degree spin by Cecil, ending with a spinning kick to the face. Opponent spin's à la Alpha Counter. High damage.
So it'll be hcbx2+P -> qcfx2+P -> 720+P for the full DM.

SDM:
hcfx2+BD: Dragon Stomp
Downed opponent only. Cecil does Bruce Lee's stomp to the opponent's neck, and then twists twice.... 60% damage. Can be after any sweeping attack. Unblockable.
--
Misc. stuff: None provided
--
Strikers:

Riot of the Blood Cecil: Cecil comes in with Blue Dragon Kick, and grabs opponent with a repeated knee bash. Dizzies opponent, and about 3% damage.

Kain DeValjean: Cecil's brother, an Tae-Kwan-Do master. Comes in with Gold Dragon Kick (2nd part), and does 3 flash kicks. First 2 are with one leg, last one is with both legs. Kain brushes dust off his legs, says "Perfection is the key" and leaves. Always guard breaks. 2% damage.

Maniac Striker:
Drift Dancer: Silver NSX drifts in and sideswipes the opponent. Causes guard break. Takes off 5% life. When called on downed opponent, runs over opponent, takes off 7% life.

---
Bakasama
--
Bio:
Incarnation [Edition]:
Birtday: Unknown
Age: Unknown
Gender: Male
Origin: USA (Cali)
Height:
Weight:
Fighting Style: Karate?
Power:
--
Appearance : A middle-aged man wearing a karate gi and an Hamtaro mask and wielding a kendo stick.
Fighting Stance : He is standing while constantly tapping his shoulder with his kendo stick.
A: White karate gi, red stick
B: Black karate gi, black stick
C: Grey karate gi, blue stick

Normals:
-Standing
Far/close A
-----------
Bakasama pokes at the stomach level with his kendo stick. At close range, it is a fast straight at the stomach level.

Pros: At far range, it is a safe long-ranged poke. Otherwise, nothing extraordinary.
Cons: It is a light punch, so low damage.

Far/close B
-----------
Bakasama kicks at the shin level.

Pros: No comment.
Cons: Nothing to add.

Far/Close C
-----------
Bakasama lunges and stabs forward.

Pros: Great hitstun, range and damage.
Cons: Recovery lag!!!

Far/Close D
-----------
Either close or far, he'll do a soccer kick at the crotch.

Pros: It HURTS, the opponent might stagger after being kicked.
Cons: Recovery.

-Crouching
Far/Close A
-----------
The crouching version of the standing A

Pros: Abusable poke due to its range.
Cons: Not great damage and poor priority ar close range.

Far/close B
-----------
A crouching knee.

Pros: None.
Cons: Useless.

Far/Close C
-----------
Bakasama does the standard crouching sword uppercut.

Pros: Damage and hitstun.
Cons: Recovery and poor horizontal range.

Far/Close D
-----------
Bakasama does sliding kick.

Pros: Distance covered
Cons: Recovery lag

-Jumping
Jumping A
---------
A forward stick poke.

Pros: Range
Cons: Not meant for jump-ins, poor damage.

Jumping B
---------
A jumping knee

Pros: Good crossup
Cons: sucky range, priority and damage.

Jumping C
---------
A downward stick smash.

Pros: Damage, hitstun and priority.
Cons: Poor horizontal range.

Jumping D
---------
A somersault kick.

Pros: Most useful in a air-to-air combat.
Cons: Not that great air-to-ground potential.

Throws:
f/b+AC: Kendo Stick Slap
Bakasama painfully picks the opponent's nose then knock him away by smacking him on the face with his kendo stick. Average throw.

f/b+BD: Spank!
He trips the opponent who falls flat on the ground, spanks him repeatedly with his kendo stick and kick him away. Another average throw.

CD: Knockdown
Ground: Bakasama swing his bamboo stick like a baseball bat. Same animation as his BD throw.
Air: Same as ground version.

Command moves:
f+C: Dash Upper
He lunges forward while doing a large shinai horizontal swing.
Pros: It have a lot of range, inflict a lot of damage and inflicts a large hitstun.
Cons: LAG!!!!!!

f+[Start] when crouching, standing or jumping: Spammity!!!
Bakasama tosses a can of spam. It hits the opponent, will knock him out of any attack he is planning but you'll have to use it from a long range since it have no priority at close range. It only does one pixel of damage and it won't kill an opponent.

Special Moves:
qcb/qcf+[Start]: Spamtastic!!!
Bakasama roll forward or back then taunt the opponent by throwing a can of spam at him.
Number of hits: 1
Pros: annoying priority.
Cons: You raise the opponent gauge a damn lot and it does 1 pixel of damage. Don't expect to kill your opponent with that. Use it from far away because it have poor priority at close range.

qcf+P: Ph34r teh Mad Skills
Bakasama tosses a random object out of the top of his gi.
Number of hits: depends on the item
Pros: random
Cons: random
The effect of the move will depend on what will come out of Bakasama's gi.
Hamtaro: A little Hamtaro will slowly land in a Mary Poppins fashion (yes, with teh umbrella!!!). When it lands on the
ground, it will walk forward until it meets something. That thing can hit people out of DMs (not SDMs).
Yaoi Doujin: A yaoi dojin will fal on the ground. Anyone who pick it will a bit of power gauge.
Donuts: That one will raise the power gauge who will pick it.
Paper Plane: A whole paper planes squadron will do a kamikaze strike and will explode when it will make contact with the
target (the opponent).
Cow: A cow falls from the sky onto a random spot. Big damage, unblockable.

P,P,P: Crazy Spanking (striker)
Bakasama will strike repeatedly with his kendo stick. A striker can be called at any time.
Number of hits: Up to 8
Pros: Tick damage and damage.
Cons: Recovery.
Difference Between the buttons used: Number of hits, recovery and start-up.

b,f+P: "Eat this!" (SC)
Bakasama will rushes forward and will do three stick stabs. The third will knock down the opponent. Can SC at any hit.
Numbers of Hits: 3
Pros: Damage.
Cons: Start-up and recovery
Difference Between the buttons used: Start-up, recovery and distance covered by the dash.

d,u+K: "Yahoooooo!!!"
Bakasama does an upward flying kick at a 60-degree angle that will make Bruce Lee proud.
Numbers of Hits: 1
Pros: Damage, speed and start-up.
Cons: Recovery, needs a great anticipation to be used as anti-air.
Difference Between the buttons used: Height and damage.

DMs:
qcbx2+A/B/C/D: "You'll never win"
Bakasama will point his finger at his opponent then the DM flash will occur and a BIG Hamtaro statue will fall on a location determined by the button used. Very good damage. A is closest to Bakasama and D is farthest.
Numbers of Hits: 1
Pros: Damage
Cons: Telegraphed
Difference between the buttons used: Location

qcfx2+P: Ham-Ham fest
Bakasama will do a faster yet less damaging standing C. Then the opponent will be dizzied while all Ham-Hams will run into the screen and beats down the opponent. After a little while, Bakasama will knock the opponent away with a baseball-like swing.
Numbers of Hits: Can't count, a lot.
Pros: Can be comboed.
Cons: Poor damage for a hard hitter.
Difference between the buttons used: None

qcf,hcb,f+[Start]: "Kushi! Kushi!!"
Bakasama does his taunt fest, the more he taunts, the more Ham-Ham will join the taunt fest and will imitate the Bakasama's taunts. If the whole thing is done, some funny things will occur.
Numbers of Hits: 0
Pros: Will fill up the Power Gauge at Max
Cons: Your opponent will have the same benefits as Bakasama (see Pros).
Difference between the button used: none

SDMs:
qcfx2+AC: Ham-Ham rave
Like the Ham-Ham fest but, instead of hitting the opponent with a kendo stick swing, a giant Hamtaro Statue will fall from the sky and Bakasama will throw it at the opponent by doing a baseball swing at the mentionned statue.
Number of Hits: Can't count
Pros: DAMAGE
Cons: Horrible recovery when blocked or missed.

C,A,d,A,C: Ham-Ham Revolution!!
Bakasama will poke with his stick. If it connect, the screen will turn dark and the dreaded Hamtaro opening song will play
while artworks of the different Ham-Hams will flash ad infinitum ad nauseum. After three seconds in hell, the words "Kushi! Kushi!!" will flash on the background while Bakasama pauses with his back facing the camera. The Hamataro's head can be see on the back of the gi.
Number of Hits: N/A
Pros: Damage.
Cons: Short range, telegraphed and can harm epileptic people.
--
Taunt: One of the Ham-Hams will fall from the sky and bounces off from Bakasama's head.

Winposes:
A: A horde of Ham-hams will run over the opponent. This only happens when the opponent is KOed.
B: Bakasama does the Akuma stance where his back faces from the screen.

Winquote: "Did you feel the wrath...of overly cute hamsters!"
--
Strikers:

* Striker - Bakasama "Ph34r teh Mad Skills"
Bakasama will come out and throw either a donut or a Yaoi Doujin.
Then he'll leave the place.

* Another Striker - CoRinthian "Fwuahahahahahahahahahahah!!!"
CoRinthian come out and will throw Miaka into the opponent.
SLOW!!! But it hurts.

---
Beast of Fire
--
Bio:
Style : Self-developed sword fighting based on his power
Power : Control over fire, telekinesis, ability to enhance his powers.
Weapon : The Phoenix Blade (looks like Fireseal, becomes the Dragonslayer when he transforms (no, not Kliff's sword))

Backstory:
A freelance bounty hunter with a side hobby of attempting world domination every once in a while. When he hears of the tournament, he sees it as the perfect opportunity to get some of the biggest threats to his plans out of the way. He goes to confront ShinYagami and demands to be on his team.
--
Appearance : Tall with brown hair that's tied back, and well muscled. Think of Sol when he doesn't wear his headband. Black shirt with an image of a phoenix on the back, blue jeans and Timberland boots (also black). Select him with B or D and he'll be wearing camo pants along with kneepads and boots. Wears biker gloves. Has long brown hair that falls across his face in bangs and is tied at the back to form a ponytail. One yellow eye and one red eye. Also has a silver chain with a pendant on the end depicting an angel, enscribed "OUR GUARDIAN ANGEL, PROTECT US".
A: See appearance
B: Main color is replaced with dark blue.

Normals:
Standing A: Jabs with the hilt of his sword. In close, he elbows to the face instead.
Crouching A: Same as standing, he does a hilt jab.
Jumping A: Falls on his opponent with a light punch.

Standing B: A forward kick with good range. In close, becomes a kick to the shin.
Crouching B: Kicks low with his near foot.
Jumping B: Dives on his opponent with his knee.

Standing C: Leans forward and does a powerful horizontal slash with his sword. In close, this is a two-handed overhead slash.
Crouching C: An uppercut with the sword.
Jumping C: Slashes hard downward with great range.

Standing D: A roundhouse. He spins and kicks his opponent in the head (think Ryu's standing HK in SF3). In close, becomes an axe-kick.
Crouching D: Spins and sweeps his opponent off their feet with his far leg.
Jumping D: Lashes out with a kick aimed forward and down somewhat.

Throws:
f/b+AC: Shinkuu Nage (Vacuum Throw)
BoF grabs his foe and throws them in the other direction while sweeping his hands in a circle. Does good damage.
Quote: "Amai!" ("Not enough (weak!)!")

f/b+BD: Disembowel
BoF grabs his foe and thrusts his sword into their gut, then twists it, and finally rips it out.
Quote: "Shine!” ("Die!")

CD: Guard Break
Ground: A hard thrust punch to the gut.
Air: Slashes his blade upwards. Covers wide range but not much distance.

Command moves:
f+A: Hunter Hook
BoF thrusts his elbow at his opponent’s face, then lashes out with a backhand. Hits twice. The second hit sends the foe into the wall, and they bounce off, so this can set up a juggle.
Quote: "Ora!"

In air, d+C: Hades Drop
BoF does a double handed smash downward on his foe. Will knock down anyone that it hits in the air.
Quote: ""

f+C: Demon Slash
BoF lunges forward and slashes down hard with his sword. Hits twice and can OTG.
Quote: "Oriya!"

Special Moves:
qcf+P: Gun Flame
BoF slashes the ground with his sword and a series of flame geysers is fired along the ground (power determines distance). The geysers cannot be nullified by most normal projectiles. If the attack connects, the opponent is launched a short distance, and a quick dash jump Kick will allow BoF to start an aerial combo (a short one). The distance the opponent is launced is dependant on size and weight. Since the geysers originate from the ground, low projectiles like Tsugumi’s Low Silver Neck Hurter won’t avoid them. BoF recovers fairly quickly from this move. This attack only has to be parried once for the geysers to stop, and it has some startup, but the geysers keep going even if BoF is hit out of it at the beginning.
Quote: “Gan Fureimu!” (“Gun Flame!”)

(air) dp+P: Volcanic Viper
BoF leaps up into the air and slashes up with his sword, a blast of fire appearing. This attack hits twice. A is a short jump, while C traverses the entire vertical distance. It works as an excellent anti-air, and it can be performed while airborne. Recovery on this attack is not very good as BoF falls to the ground. This attack can be followed by a Viper Kick and combo.
Quote: "Borukanikku Baipaa!" ("Volcanic Viper!")

After Volcanic Viper, qcb+K: Viper Kick
BoF spins with a kick that smacks his opponent straight back down to the ground. The opponent cannot recover while falling, and will immediately hit the ground.
Quote: ""

(air) qcf+K (hold K to use Bandit Bringer): Bandit Revolver (SC)
BoF does a very short jump forward, attacking with his knee, then does a revolving kick with his other foot (power determines distance). This attack launches the opponent into the air with the first hit, and if the second hit connects, the opponent will have no chance to escape or roll away. This move can cancel from most any normal attack with terrible ease, and it has good forward range. If the K button is held, BoF leaps up slightly higher as his hand takes on a red glow, then throws a huge downward flaming punch, and the opponent is floored if they don't block high. It can be cancelled into a super at the first hit.
Quote: "Ochiro!" ("Go to hell!")
Quote (alternate form): "Banditto Buringaa!" ("Bandit Bringer!")

qcb+K: Riot Spike
BoF leaps forward and slams into his opponent with a powerful fire kick (power determines distance). This attack sends the opponent into the wall, allowing a followup if you’re quick. It can also juggle.
Quote: "Uruse!" ("Shut up!")

hcb+P: Fafnir
BoF dashes at his opponent and does a huge flaming punch that slams his opponent into the wall (like a Wire Attack). The button used determines the distance he dashes and his speed: A version is quick, but short, while C version has a slight delay before rushing over half-screen distance. This move does not combo from most moves, so it's better used as a quick juggle starter.
Quote: "Hyaaah! Moero!" ("Burn!")

360+C: Inferno Breaker
BoF grabs and throws his opponent like the Shinkuu Nage, but when they touch the ground, BoF slams his fist into the ground, causing an explosion where they land. This has priority, but lacks good reach, and it has a missed animation.
Quote: "Haaaaa...Morata!" ("There!")

DMs:
hcb,f+P: Tyrant Rave
BoF gathers flames in his fist and does a two-hit uppercut with his empty hand, which leaves a charge of flame in the air. He then winds up and slashes hard in an upward direction, transforming the flame charge into a huge vortex of fire. This move has huge priority and does tremendous damage. It also combos very well.
Quote: "Saishuu Ougi! Hissatsu Honoo Retsu Zan!!" ("Final Secret Move! Sure-kill Violent Flame Slash!!")

qcfx2+P: Dragon Install
BoF rears back and begins to glow red. His sword changes to the Dragonslayer (grows longer, and the blade tapers to a point). His speed is approximately doubled and his strength increases by 20%. He remains in this state for a short amount of time, and his techniques are powered up (more priority and damage). After some time, he loses his powers and becomes faint, at which point he is susceptible to anything.
Quote: "Doragon Insutooooru! URAAAAARGH!!!!!" ("Dragon Instaaaaall! RAAAAAAH!!!!!")

qcb,hcf+P: Fire Dragon Violent Slash
BoF dashes at his opponent. If he hits them, he starts a long combo of slashes, kicks, and elbow strikes, then kicks his opponent into the air and as they fall, he thrusts up with his sword, impaling them. He then channels flames into the sword and fires a gigantic blast of flame energy that shoots through the opponent like a beam. The dash is quick and blockable, and it can be comboed, but the attack must hit on the ground to start the combo (like Rock’s Deadly Rave Neo).
Quote: "Owari ni suruze! *sword stab* Mada mada! ORIYAAAA!!!! *explosion* Abayo..." ("I’ll finish it! Not yet! YAAAH!!!! Goodbye...")

SDMs:
hcb,f+AC: Tyrant Rave
Starts like the DM, but if the initial hit connects, BoF grabs his opponent and channels flames into them, then throws them into the wall. When they hit the wall, an explosion occurs, blasting them. As they rebound back, BoF fires a huge flame vortex with his sword, immolating them. If the initial hit misses, then the attack is the same as the DM, except the vortex reaches full screen now.
Quote: "Kasshin Saishuu Ougi! *vortex* Messatsu Honoo Retsu Zan!!" ("Lively Dragon Final Secret Move! Murderous Violent Flame Slash!!")

qcb,hcf+AC: Fire Dragon Violent Slash
Starts off like the DM, but the combo is longer now, and when BoF kicks his opponent into the air, he leaps up and grabs them. The screen darkens, and you see the shadows of BoF and his opponent as BoF repeatedly beats down on them, then the screen comes back and BoF is floating in the air, holding the opponent by their shirt at his side. He then tosses them up into the air and dashes down to the ground, then as they fall, BoF leaps up and slashes right through them. The screen freezes the frame for a moment, then an explosion occurs on the opponent.
Quote: "Owari ni suruze! *air hold* Hmph. Nasakenai. *finisher* Abayo..." ("I’ll finish it! Hmph. You’re pathetic. Goodbye... ")
Quote (vs. ES): "*air hold* Baka yarou! Akiramero! *finisher* Aho..." ("You damn idiot! Give it up! Dumbass...")
--
Taunts: Cracks his neck and says "Yare yare..." ("Spare me...") OR Gives his opponent a thumbs down, saying "Kiero usero!" (Get the hell out of here!)

Striker call: Turns his back and sighs while striker attacks.

Normal Intro: He is standing with his back to his opponent. His jacket explodes in a blaze of flames and falls off of him. He then turns his head and notices his opponent, draws his sword and turns around saying "Koi." ("Come.")

Jump-in: Cracks his knuckles, draws his sword and says "Koi."

Winposes:
A: Tosses his sword into the ground and looks at his opponent with a smirk.
B: Sheathes his sword and walks away.
C: Takes out a rag and begins to shine his sword while whistling.
D: Tosses his blade into the air and does a few punches and kicks taekwondo style before reaching out and catching his sword as it falls. He then sheathes his blade.
SDM finish: Turns his back to the screen and raises his hand up with a flame in it. He brings it back down into a fist, snuffing the flame and causing the ground to shake.

Winquotes: "Get out of my way!! I don't have time to mess with weaklings like you!!", "Give me a break. Why did you even bother?", "I've had bad fights before, but yours took the cake.", "I suppose this is one way to commit suicide. You really sucked, BTW."
(vs. ES)"Stupid retard! Get back to work and stop bothering me!"
(vs. K^D)"Sorry about that, but I don't go easy on anybody, even friends."
--
Strikers:

Beast of Fire: Grand Viper
Dashes on screen in a blaze of flames and rams into his opponent, then leaves.

Another Striker : Sol Badguy
Sol appears on the screen and taunts the opponent (flips the bird), reducing their super meter. If they are right next to him when he appears on screen and taunts, he grabs them and does his Wild Throw, bouncing them off the floor and setting them up for a juggle.
---

----
The Zaro VS VX Team
---
Zaro Yagami
--
Bio:
Name: Zaro Yagami
Style: TaeKwon Do
Age: 23
Birthdate: July 1
Birthplace: New York, USA
Height: 71 in
Weight: 145 lbs
Hobby: Video Games
Favorite Food: Pizza
Best Sport: Basketball
Most Important: Leather Jacket, Custom Made Katana
Dislikes: hard work
--
Appearance: Zaro is average height and build. he sports Short black hair that is spiked on the top and the front.
He is dressed in a (COLOR1)tight t-shirt with a crescent moon on the back and kanji lettering on the sleeves both are (COLOR2). He wears his TKD Black Belt and the Pants half of his TKD Gi which is (COLOR2). He sports (COLOR2) fingerless biker gloves on his hands and (COLOR1) colored sneakers on his feet.
Replace *Color 1* with:
"black" for A.
"red" for B.
"blue" for C.
"black" for D.

Replace *Color 2* with:
"white" for A.
"white" for B.
"white" for C.
"red" for D.

Normals: All are the same as Kim in KOF2K1.

Throws: All are the same as Kim.

CD: Knockdown
Both are same as Kim, ground CD comes out a bit slower.

Command moves: None.

Special Moves:
qcf+P: Dark Wave
Standard ground projectile in the form of 98 terry's power wave

dp+K: Kuusajin (SC)
Same as Kim. SC at second hit.

d,u+K: Hienzan
Similar to Kim's RB Hienzan.

d+D after D Hienzan: Tenshouu Zan
Knockdown, overhead.

qcb+A, A/B/C/D: TKD Teleport
Zaro will dissapear and reappear close to (A), away from (B), above (C) or behind (D) his opponent. Not pressing any buttons will result in Zaro reappearing at where he disappeared.

In air, qcf+K: Hishou Kyaku
Same as Kim from KOF95-2K1.

qcb+C: Shadow Blast (striker)
Zaro will extend his fist and release a blast of purple flame energy, little range, low damage but juggles opponent. Can call striker at any time.

qcb+K: Airblade
Jumping spinning axe kick. Fast startup, long lag. Below average damage.

hcb+BCD: Shikono No Tama
Zaro will rush his opponent and if he makes contact will deliver a travelling kurt angle olympic slam with his opponent exploding in purple flame upon hitting the ground. Good damage, slow recovery if missed.

DMs:
qcb,hcf+P: HELLS CROSS
Zaro will attack with a lunging punch. if it damages his opponent Zaro will pick him up with other hand drain his energy and slam him to the ground where he will explode in purple flames. Good damage, fast startup but very long recovery if missed.

hcf,db,d+AD: TKD TIME FREEZE
Zaro extends his hands and if opponent doesnt block he will be frozen for 6 seconds. Opponent will be very vunerable to any attcks or combos. So-so range, no damage.

(air) qcb,db,f+K: PHOENIX FURY
In other words Hou-ou Kyaku. Can pass thru regular projectiles. Can be done in air.

SDMs:
qcb,hcf+AC: HELLS SOUTHERN CROSS
Zaro will attack with a lunging punch. if it damages his opponent Zaro will pick him up with other hand and purple flame will swirl around opponent as Zaro drains his energy and slam him to the ground where he will explode in a pillar of purple flame. Good damage, fast startup and a bit better recovery time than the DM version, but still very risky if missed.

qcb,hcf+BD: GROOVE MACHINE
Zaro races to opponent and grabs him. background will change to groove machine. Zaro will throw opponent into the groove machine and activate it. Opponent takes good amount of damage and will be covered with purple (like Chizuru). In this new form opponent can't attack or block (but can run, jump and roll). THIS MOVE CANNOT BE BLOCKED!! Starts up slow though, and only grabs opponents that aren't in air. Can easily be evaded even by hopping back.
--
Misc stuff: None provided.
--
Strikers:

Another Zaro
Zaro will come out and perform a Shadow blast.

Evil Kim
Evil kim will fly out and do the Phoenix crusher

---
The Infamous VX (VX)
--
Name: Infamous VX
Fighting Style: Kyokugen-ryuu Karate with baseball Skills
Birth date: October 8th, 1983
Age: 18
Location: New York City, USA
Height: 6'2
Weight: I have NO idea...seriously.
Hobbies: Making fake shots, reading, cycling, among other things.
Favorite foods: Cereal with milk, fried chicken and apples.
Mastered sport: Baseball, basketball (haven’t played in awhile though)
Prized Things: Laptop, AOF Genesis cart, small Iori bust.
Likes: Ryo Sakazaki, AOF, fighting, beat-em-up, and hentai games
Dislikes: False accusations, false assumptions, and YOU!

Backstory: Wants to fight K' Evans just to irritate him.
--
Colors:
A - Dark Blue gi, silver hair, black undershirt, light brown skin
B - Dark Blue pants, no top gi, silver hair, black shirt, light brown skin, black beard and mustache, foot and wrist guards (like Ryo in FF:WA)
C - Orange Gi, blonde hair, black undershirt, Caucasian skin
D - Dark Blue gi, silver mullet, no undershirt, light brown skin, foot and wrist guards
C+D - Dark Blue gi with silver borders, silver head-band, silver belt, long black hair, no undershirt, dark blue slippers (Shiva from SOR/BK cosplay)

Normals: All are the same as Ryo in KOF2K1.

Throws:
b/f+AC: Tani Otoshi
b/f+BD: Tomoe Nage

CD: Knockdown
Ground: Super Swing: I swing a metal bat which sends the opponent flying across the screen.
Air: Bat whack jump: In the air, I swing down metal bat, sending opponent to the floor.

Command moves:
f+A: Hyouchuu Wari
Same as Ryo. Overhead even if cancelled into. Cannot cancel into special moves, DMs or SDMs.

f+B: Joudan Uke
Parry, parries all moves including counters, DMs, and SDMs, including ones that are unblockable.

d+B: Gedan Uke
Parry, does the same thing as Joudan Uke, but for low attacks.

Special Moves:
qcf+A: Ko'ou Ken (short)
Short ranged fireball.

(air) qcf+C: Ko'ou Ken (long) (striker)
Full screen fireball. Can be done in the air, works the same as Ryo 94/95. A striker can be called at any time for the ground version.

(air) f,hcf+P: Haou Shoukou Ken
Special move version. Comes out fast, good damage. Big fireball (DM size). Negates regular fireballs. Rather long recovery time though. Air version comes out diagonally forwards.

qcf+K: Mouko: Raijin Setsu
The same as Ryo's in KOF2K. An overhead attack.

hcb+P: Zanretsu Ken
Startup has autoguard. Otherwise same as KOF2K.

dp+P: Kohou (SC)
Uppercut, same old same old. Same as KOF2K. SC before VX leaves the ground for the C version (1st hit).

hcb+K: Hien Shippuu Kyaku
Same as Ryo. D version goes over some crouching opponents.

Note: Changed VX's movelist according to his request.

DMs:
qcbx2+A: Galactic VX: SG Blaster
Similar to Supreme_G's "Battle of the Boards" striker move, VX summons and dons the Galactic Armor and performs the SG Blaster. Can not be hit out of move. Move takes 1/5 of energy bar but little chip damage. Slow startup, but comboable from heavy attacks or SC.

qcf,hcb+P: Ryuuko Ranbu
Same as Ryo. If blocked VX stops in front of opponent. Can catch opponents in air. Starts out pretty fast.

f,hcf+P: Haou Shoukou Ken
'Upgraded' from a Special Move to a DM. Starts out fast, a large fireball comes out, and opponents cannot roll past the A version of this DM.

SDMs:
qcfx2+AC: SDM Techi Haou Ken
Dizzies opponent while taking some energy. Does take a considerable amount (about 55%) of energy if it counters. Causes guard break if blocked.

qcf+AC: SDM POWER UP!
Counter, go into batting stance with POWER UP! Bat for 5 seconds (game time) once SDM is activated. If hit in batting stance, the "POWER UP!" sign appears and the environment changes to a baseball field where opponent is pitched to me, which I hit into the stands. After I swing, announcer either says "Nice batting!", "Great hit!" "We got a deep one! or "It’s going!". After all that is done, environment is changed back to normal. Move takes as much energy as Setsuna's "Anonymity - Ultimate Continuation (Part Two)" Good damage, can only counter 'physical' moves.
--
Taunt: points finger foward then gives a thumbs down while saying "Thank you!" (EXACTLY like Eagle does it in KE)

Air Taunt: while in the air, I do Dan's "YAHOOI!" taunt with arm in front of face.

Win poses:
A - I tug my top gi, then do Kyokugen-ryuu Karate salute while saying "OSU!"
B - Turn to screen and give big thumbs up a la Bob Wilson
C - I do Ryo's "Perfect" AOF 2 win pose
D - Supreme arrives with car, which I jump in and we drive away (last round win only).

Time lose/Draw Game pose: A sweat drop appears; I smack my forehead and fall down anime-style.

Quote when defeated: "This is why I'm a loser!"

Winning Quotes: "Be quiet! Stop talking in the street!", "Why do you keep hanging around here? Are you...HOMELESS?", "Seems like YOU'RE the loser this time!", "Kyokugen-ryuu is just too great to be defeated.", "Repeat after me...'VX IS STILL THE AOF BOSS.'"
--
Strikers:

Regular striker - Dustman: comes out and electrocutes opponent, stunning them for 3 seconds (real time). Takes little energy.

Another striker – Supreme_G: comes out and launches opponent. Takes no energy.

Manic striker - AJ187: comes out doing a Minutes Spike (D) then says "Tekken 4 is SHIT!" If move is blocked or missed, then shows a picture of CENSORED which stuns opponent for 2 seconds (real time). Attack takes some energy, stun takes no energy.

---
Shin Iori Yagami (SIY)
--
Bio: None provided
--
Appearance: Iori 95-2K.
A: Standard color
B: Replace red with brown
C: Another Iori
D: Another Iori, replace red with brown

Normals: All are the same as Iori in KOF2K.

Throws: All are the same as Iori.

CD: Guard Break
All are the same as Iori.

Command moves:
f+A,A: Ge Shiki: Yumebiki
Same as Iori. Both hits are cancellable.

f+B: Ge Shiki: Goufu In Shinigami
Same as Iori, overhead unless cancelled.

In air, b+B: Ge Shiki: Yuri Ori
Same as Iori.

Special Moves:
qcf+P: 108 Shiki: Yami Barai (striker)
Standard ground fireball, same as Iori. Can call a striker at any time.

qcb+P (x3): 127 Shiki: Aoi Hana (SC)
Same as Iori in 2K. SC at second Aoi Hana. Third hit is an overhead. Cannot be cancelled into other special moves.

dp+P: 100 Shiki: Oniyaki
Same as Iori in KOF2K.

hcb+K: 212 Shiki: Kototsuki In
Same as Iori in KOF2K. Damage is same as KOF2K. Invincibility from low attacks while dashing.

(close) hcb,f+P: Kuzukaze
Same as Iori. Switches sides, no damage.

dp+K: 311 Shiki: Tsumagushi
Same as Iori in KOF98 and 99. Can cancel into 127 Shiki: Aoi Hana. Low damage.

DMs:
qcf,hcb+P: Kin 1211 Shiki: Ya Otome
Maiden Masher. Goes under air fireballs. Okay damage.

qcfx2+P: Ura 327 Shiki: Yami Sugi
Same as KOF2K, except this one can OTG. Lower than average damage. 3 hits.

SDMs:
qcf,hcb+AC: Kin 1211 Shiki: Maiden Masher
Same as KOF99 and 2K version. Multi blasts in the end.

After Kin 1211 Shiki: Ya Otome, qcfx4+BD: Ura 311 Shiki: Saku Tsumagushi
The SDM version of KOF99's Ura 311 Shiki: Saku Tsumagushi. This is ONLY a followup to the DM version of Ya Otome and cannot be done alone. SIY only grabs opponent when they're in the air after Ya Otome. Does about 45% damage (60% damage if Ya Otome is included). Opponent cannot recovery roll after SDM. Takes *only* ONE stock.
--
Taunt: Same as Iori

Winposes:
A: Iori's laugh winpose
B: "Sono mana shine!"

Intro:
1st round: Same as Iori 99.
2nd and on: Same as Iori.

Winquote: "I am SIY. I am the ultimate badass. I think so."
--
Strikers:

SIY: Ura 311 Shiki: Saku Tsumagushi
SIY jumps in with Ura 311 Shiki: Saku Tsumagushi. After the uppercut the opponent is juggled. Little damage, about 2%.

Iori: 108 Shiki: Yami Barai
Same as Iori striker in KOF 99. Cannot OTG.

---
KoreDo
--
Bio: None provided
--
Appearance: Ryo with dark brown skin.
A: Standard
B: White gi

Normals: All are the same as Ryo.

Throws: All are the same as Ryo.

CD: Knockdown:
Ground: Same as Ryo.
Air: Same as Ryo in KOF2K1.

Command moves:
f+A: Hyouchuu Wari
Same as Ryo. Overhead even if cancelled into. Cannot cancel into special moves, DMs or SDMs.

Special Moves:
qcf+A: Ko'ou Ken (striker)
Full screen fireball. A striker can be called at any time.

In air, qcf+P: Ko'ou Ken
Air fireball, which is the same as Ryo 94/95.

dp+P: Kohou
KOF 98 version (but with 95 Ryo's animation). Better priority than VX's Kohou.

qcb+C: Mouko Raijin Gou
KOF 98 version. Upper-body autoguard at startup. Can be followed by Kohou.

qcb+A: Kohou Shippuu Ken (SC)
KOF 2K1 version. Double damage when it counters. SC after first hit.

After Kohou Shippuu Ken, qcf+P: Tenchi Haou Ken
Special move version. Sends opponent flying away. Same damage as DM version (but not on counters).

hcb+K: Hien Shippuu Kyaku
Same as Ryo. D version goes over certain crouching opponents.

qcf+K: Mouko Raijin Setsu
Same as Ryo. Overhead.

f,hcf+P: Haou Shoukou Ken
Special move version. Comes out fast, okay damage. Big fireball. Negates regular fireballs. Long recovery time though.

f,b,f+P: Zan Retsu Ken
Same as Ryo in KOF 2K. Has no autoguard.

DMs:
qcf,hcb+P: Ryuuko Ranbu
Same as Ryo. Can catch opponents in the air. Unlike VX's version, KoreDo keeps on attacking the opponent even if blocked (old skoo version).

f,hcf+P (hold): Haou Shikou Ken
Same as Takuma. If fully held (5 seconds), a huge fireball that's as high as the screen is thrown out, and is 3 hits. Instant startup.

qcfx2+P: Tenchi Haou Ken
Same as Ryo. If it counters, this move does 50% damage. Nearly instant startup.

SDMs:
qcf+C,A: Ryuuko Ranbu
KOF 2K1 version. Can go through regular fireballs and can be done anywhere. Not a lot of range, goes halfscreen.

f,hcf+AC: Haou Shoukou Ken
Super fireball. Starts really fast, travels fast and damage is good. Some recovery time. 3 hits.
--
Taunt: Same as Ryo

Winposes: All are the same as Ryo in KOF 98.

Winquote: "It's not about winning when you're facing me. It's about trying not to lose!"
--
Strikers:

KoreDo: Haou Shoukou Ken
Same as Takuma striker.

Ryo: Tenchi Haou Ken
Same as KOF2K1 Ryo striker.

Another Ryo: Ko'ou Ken
Same as KOF 2K Ryo striker. Can OTG.
---

----
The Rasa team
----
Neo Rasa
--
Bio: None provided

Backstory:
Neo Rasa glady accepts the invitation to the tournament as a way to kill time between running an international crime syndicate, being a badass, and playing videogames. He is also hoping to find some fighters with the potential to work for him in the future. Whoever does exceptionally well this year may possibly replace Setsuna X's position in Rasa's operations. Setsuna has pulled many straws over the years and his current defection to a different team may finally break the camel's back if Rasa finds someone more worthy during the tournament. Either way the worst case scenario is Setsuna X realizes the foolishness of siding with people other than Neo Rasa. Though if the rumors that Setsuna X is defecting because he's completely lost it and feels he deserves to be ratio six are true, then perhaps he is already beyond redemption to Connection Rasa.
When Rasa's ultimate fighting force is finally assembled he will attempt to unite all Moderators and use his connections to become both the cheif sponsor of next year's tournament AND take control of all of the tournament's bookies/coffers. Thus earning him billions of dollars via bets placed on people he could care less about beating each other up. Upon successful completion of the plan the tentacles of Neo Rasa's empire will spread to previously undefiled industries and parts of the world, earning him total control.
--
Appearance: Neo Rasa dresses like a badass for all ages by wearing dark blue hakama and a blood red gi top while fighting. Mysteriously he is wearing dress pants/shirt with a dark blue dragon vest and a black overcoat during all cutscenes, even ones which take place directly between two fights.
A: Dark brown hair, normal complexion, dark blue hakama, blood red gi.
B: Blond hair, pale complexion, red hakama, white gi.
C: Black hair, grey complexion, black hakama, black gi.
D: Dark red hair, dark complexion, purple hakama, dark blue gi.

Normal moves:
Light Punch ~ A
A jab. Holy crap.

Light Kick ~ B
A light kick. Holy crap. In mid-air this is a knee attack.

Hard Punch ~ C
Rasa does a forward punch. At close range it's a right hook that can hit two times. In mid-air it's a sideways chop. Crouching produces an uppercut.

Hard Kick ~ D
Rasa does a double sidekick. At close range he does a fast, easily comboable sobat kick. Crouching gives us the token leg sweep. In the air this is an arcing roundhouse kick that doesn't come out too fast but does big damage and has high priority while his leg IS out.

Throws:
f/b+AC: Forward Throw
Rasa lifts the enemy into the air by their neck and alternately punches them in the face and stomach multiple times. Mashable.

f/b+BD: Backward Throw
Rasa performs the infamous Shinkuu Nage motion. Sends opponent to the other side of the screen as Rasa strikes a pose.

CD: Guard Break
Rasa steps back charging a small amount of ki into his hands, then lunges at the enemy with both fists forward. In mid-air he does a body splash.

Command moves:
f+A: Cheap Shot
Rasa looks as if he's about to crawl forward but then quickly does a two hit left hook.

f+D: Gliding Arrogance
Neo Rasa slides forward with a lunging roundhouse. A great combo starter/filler and has little recovery so it's also a good tool for closing the distance (sometimes even safer than just running in). Cancels like a mofo.

Special Moves:
qcb+P: Rasaken/Double Rasaken
Neo Rasa makes an uppercut motion and a wave of dark blue ki shoots across the ground. The hard (Double Rasaken) version creates a small "shield" in front of Rasa as it forms and counts as a level two projectile if the entire move gets out. Looks good in combos and works as a zoning tactic.

qcf+A/B/C: I've got you!
Neo Rasa does Geese-style counters. A counters air/mid-air moves and any non-projectile special/super moves (even SDMs and Wolferaizer's Penis, YUCK!). B counters mid level attacks and certain crouching moves that produce and uppercut type technique. C counters low attacks. Rasa has a different voice over for each level.
C: "Predictable!"
B: "I'm untouchable!"
A: "You can't fool me!"

hcb+K: Dynamite Blast
Neo Rasa shouts "Dynamite!" and runs forward quickly. If blocked nothing occurs and Rasa is punishable. If not blocked then Rasa performs a six hit combo ending with an upwards kick which produces a small explosion. This is Rasa's super cancel.

rdp+P: Shade Slam (SC)
Rasa runs forward and performs a lunging ki-enhanced low punch which usually knocks the opponent down but not always if not followed through. Can be followed up with either the Thunder Crash or the Shot Buster. Can SC when it hits the opponent.

d/f+C after Shade Slam: Thunder Crash
Rasa lifts the opponent over his head with both hands. Ki arcs into his arms from the sky and Rasa then slams them into the ground producing an electrical explosion. Opponent lands in front of Rasa. Is just a special move finisher yet ironically looks more impressive than most other characters' SDMs.

d/f+A after Shade Slam: Shot Buster
Begins the same way as the Thunder Crash but Rasa throws the person across the screen and hits them with a gold projectile as they land.

b,hcb+A,u/f+C or d+D: Death Grip (striker)
Neo Rasa grabs the opponent, pushes him and then switches sides with him. Can be followed through with the follow-ups listed above or by a normal combo. u/f+C makes Rasa lift the person into the air by their face and channel ki into them through his hand. down+D makes Rasa flip them to the ground and punch them in the face a few times.

dp+A/B: Type 132 Rasakkyoseiken
Rasa leaps upward spinning, the ki emenating from his hands forming a spiral of energy around him that can hit the foe several times. A wonderfully easy to connect anti-air though jugglability afterwards is not so hot nor is the damage. A/B determines the angle.

dp+C: Type 133 Rasakkyoseiken
Evasive maneuvers! Rasa quickly leaps up and away from where he's standing and then quickly lands on the ground again. Can be used "offensively" to punish run/roll/deep jump-ins but is mainly good for placing Rasa outside of sweep range of the opponent ASAP.

f,hcf+D: Type 134 Rasakkyoseiken
Neo Rasa does a KoF'94/'95 style sidestep.

DMs:
db,hcb,df+P: Rasa Storm
Identical to the DM Raging Storm witnessed in The King of Fighters '96. Hits twelve times if fully connected/comboed into. Can be comboed off of if near the corner. Good damage, good start-up, okay recovery.

qcfx2+K: Rasa Rave
Rasa runs forward and does a badass looking combo with dark blue ki charged around his fists and feet during each hit, causing cool burns effects as each hit connects...that's it.

In air, 360+K: Dread Lock
A mid-air command throw DM! If it connects Rasa catches the opponent and pulls them to the ground. He then performs a fast eleven hit combo on them ending with an uppercut. As the opponent reels upwards Rasa charges purple ki into his fists and then slames them into the opponent as he falls back to the ground, making him lose lots of energy and spiral across the screen like a piece of trash.

SDMs:
db,hcb,df+CD: RASAAA STOOORM!
Like the DM version except the energy slashes that form the "cage" around Rasa are as high and wide as Iori Yagami's Eight Wine Goblets pillars and are dark red. Hits twenty-four times at most. Can be comboed off of from almost anywhere.

hcb, f+C, then A, A, A, B, B, B, C, C, C, D, D, D, A, A, B, B, C, C, D, D, AC, BD, A, B, C, D, ABCD: Super Deadly Rave Neo Rasa
Rasa dashes across the screen with a lunging punch similar to the Galactica Phantom but with less lag. If blocked than Neo Rasa is punishable. If it connects then the screen zooms out some as every non-boss enemy from Final Fight I ~ III and Streets of Rage I ~ III runs onscreen simultaneously and annihilates the foe. Sequence must be performed correctly in order for the beatdown to finish properly. Takes a long time to complete but because the designers like the move so much you can continue to try to finish it even if time runs out (though it won't do any more damage). During the pummelling Rasa stands in the background and charges rediculously high amounts of ki around himself. When the final A+B+C+D is hit Rasa mutters "You're finished." and charges at the foe from the background, causing ultra flashy explosions, pyrotechnics, and random Japanese kanji characters to appear every which way. Then all the Final Fight/Streets of Rage I ~ III explode on the enemy. The the enemy flashes and explodes. Then the combo counter shoots up a billion digits and explodes. Then the enemy's lifebar flashes and explodes.
--
Taunt: Neo Rasa beckons for the opponent to come closer and says "C'mon."

Roll ~ AB
Rasa quickly sidesteps and edges around the opponent similar to the direction change dodging in the Samurai Shodown series. "Rolls" farther than most evasions but has ridiculous recovery time if nothing is done afterwards.

Backward Roll ~ b+AB
Rasa does a backwards roll. Wee.

Intros:
Vs. Enemies:
Rasa walks onto the screen, slowly gets into his stance and says "You're dust."

Vs. Friends:
Rasa says "Let's boogie," grins, and gets into his stance.

Win poses
A: Neo Rasa puts his hands on his hips and laughs hysterically.
B:Rasa does a crazy kick kata and gets into a badass stance (this is like a normal stance except it's facing the screen and looks badassed).
C: Rasa very quickly performs the Rasa Storm and part of the Super Deadly Rave Neo Rasa motions (without any ki energy appearing) in sequence and then faces the screen grinning. Shadows trail him during this pose.
D: Rasa says "Too easy." and turns his back to the screen.
Vs. Friends: Neo Rasa shakes his head and says "Better luck next time."
Vs. Enemies: Neo Rasa performs a Thunder Crash on the fallen enemy. Kicking the body after it hits the ground.
Vs. Setsuna X: Neo Rasa struts off screen as Ripper and Hopper walk on screen and drop a pink slip onto Setsuna X's body, they then follow Rasa off.
Vs. Leona Margoyle: Rasa holds his hand to his chin in contemplation and says "Try again kid." If this win pose occurs more than six times before beating the final boss then Sagat attempts a law suit against Connection Rasa after the normal ending and credits are complete. He ends up being added onto Rasa's payroll instead though.

Winquotes:
General:
"How's that? I'm the Rasa of martial arts!", "...", "You're one million years too early.", "If everyone loves a Rasa, then I must be freakin' irresistable!"
Vs. Sabi: ";p"
Vs. Taiso: "Lone Wolf? More like Lone Chump!"
Vs. Setsuna X: "So this is the power of the Demon Fighter? Sad. So very, very sad.."
Vs. Leona Margoyle: "You'll never work for me with punches like that!."
--
Strikers:

Neo Rasa:
Neo Rasa runs onscreen and does a combo starting with the Lunging Arrogance command move. If blocked/out of range Rasa stops after the first move and taunts instead to decrease the opponent's meter, running back off screen afterwards.

Adam Hunter:
Adam Hunter of Streets of Rage fame runs onto the screen with a lead pipe. If he does not stop running close enough to the opponent he does a lunging forward side kick. If he stops close enough he'll do a wicked combo ending with a lead pipe bludgeoning. A SWAT van speeds on screen and picks him up after all is said and done. Comes out very fast but has almost no invulnerability.

Another Neo Rasa (hidden):
A limousine counter steers onto the screen near on the player's edge. If the opponent is in the way they get knocked down and it speeds off. If not then Neo Rasa (in a business suit) smoothly steps out of the back seat with some lackies as its engine revs and it starts to speed away. If opponent is within sweep distance Rasa runs forward and attempts a five hit combo on the opponent. If out of range Neo Rasa taunts like a mofo, decreasing the opponents gauge/deducting a stock depending on the status of their bar. Rasa automatically counters physical attacks during the taunt. Rasa then slowly struts offscreen with Ripper and Hopper flanking him after all is said and done (he cannot be used as a shield or hit by the opponent at this point).

---
Cherrn
--
Bio:
"The Danish Vampire"
Incarnation [Edition]: Alucard [Hellsing]
Codename: Kalimsshar
Birtday: Unknown
Age: Unknown
Gender: Male
Origin: Denmark
--
Appearance : Tall vampire who could be the perfect sosie of Alucard from the anime untitled "Hellsing".
A: Dark red combined with black.
B: Red and black are switched from A.

Normals:
Standing attacks:
Far/close A
-----------
Quick swipe at the face level.
Pros: Brief start-up and recovery if not instant. Its priority provide a good stopping power to that poke. It even can be used as an anti-air.
Cons: Very short range, meaning that it is not as abusable as BK's standing B. Moreover, in close distance, it will miss shorts characters and crouching characters. Cannot be linked twice.

Far/close B
-----------
Far, it is thrusting kick at the stomach level.
Close, it is a knee at the crotch.
Pros: Fast start-up for the both versions. The far version have a nice range.
Cons: The far version have a slow recovery when whiffed and doesn't be cancelled into a special move if it connects.

Far/Close C
-----------
Cherrn swipes with his cape around him, in the same fashion as Hibiki's Hard Slash.
Pros: Big hit box all around Cherrn, it come out fast and will knock down a jumping opponent. It is one of his best anti-airs.
Cons: Slow recovery whether it connects, whiffs or get blocked. You WILL want to cancel it into a special.

Far/Close D
-----------
Looks exactly like Kryzalid's overhead hammer kick.
Pros: It is an overhead. If it connect at close range, the opponent will be knocked down. Deals a lot of damage.
Cons: Only average start-up, slow recovery, cannot be cancelled into a command move or special.

Crouching attacks:
Far/Close A
-----------
The crouching version of Standing A.
Pros: Better than the standing version because it won't miss the short or crouching opponents.
Cons: Very short range.

Far/close B
-----------
Cherrn swipes the floor with his cape.
Pros: Long range, hits low, have really fast start-up and recovery time.
Cons: Weak hit stun, you have to cancel into a special very fast, since it can't be cancelled into another poke.

Far/Close C
-----------
From his crouch position, Cherrn goes into a standing position while swiping in front of him and above with his cape.
Pros: It does launch the opponent if he was jumping-in, allowing Cherrn to juggle. Good Vertical range, good priority and meaty damage. If it hits an opponent on the ground, the opponent will be staggered for 1 second 1/2.
Cons: Poor horizontal range and horrible recovery time.

Far/Close D
-----------
Cherrn swipes the ground with his leg and trip the opponent.
Pros: Long range due to Cherrn's size.
Cons: Recovery time and can miss if the opponent is too close, because of its weird hit box that covers the area from the last tier of Cherrn's thigh to his toes.

Jumping attacks:
Jumping A
---------
Cherrn does an uppercut.
Pros: Fast, useful when the opponent is slightly above Cherrn. Good range even for a jumping jab.
Cons: Too brief, you can only pull it off when you are sure that your opponent is above you. Sissy damage even for a Big Guy. Not meant at all as a Jump in.

Jumping B
---------
Cherrn attack downward with his both knees.
Pros: Like the jumping A but aimed downward. Definately his best hop attack, when Chern will need an overhead or an alternative pressure tool.
Cons: Like the jumping A, that move doesn't last for too long. Moreover its range is shorter.

Jumping C
---------
Cherrn flips while swiping all around him with his cape. It looks kinda like the Zero's anti-air. But it swipes downward.
Pros: Huge range, great hit stun, nice priority. The fact that it hits 6 times will allow Cherrn to go through the Kalimsshar's super armored moves. Truly his best jump-in and crossover since it can snuff the dragon punches moves
if the cape, and not Cherrn's body, actually hits the opponent.
Cons: Its start-up time is slightly below the average.

Jumping D
---------
Cherrn emulates the Raiden's Drop Kick.
Pros: Faster than the Jumping C, it allows Cherrn to deals with the air-to-air duels.
Cons: The Jumping C is actually better.

Throws:
f/b+AC: Cherrn will grab the opponent and repeatedly hit him/her with a flurry of elbows strikes. It deals a lot of damage but have a really short throw range.

f/b+BD: Cherrn will grab the opponent and toss him/her to the other side with a bored look. That throw have a longer range, will switch side and send the opponent far away, making it ideal when you need a bit of space for breathing. But the escape window is longer than the punch throw without mentionning that it deals less damage.

CD: Knockdown
Standing:
Cherrn bends low then lunges forward with a double palm strike. It looks like Ron 2k1 Striker.
Pros: Good range and fast to come out. It deals meaty damage and have a short invincibility frame when Cherrn bends low, allowing him to go throught many attacks when timed right.
Cons: Slow to recover, it is a telegraphed move. Moreover, like stated before, it have a SHORT invincibility, making it less abusable than expected. Only uses it when the opponent is predicable because you'll ends up to be punished if it is blocked or whiffed.

Jumping:
Cherrn is spiralling forward with his both feet together. It definately looks like Dong Hwan's TOP Attack.
Pros: It slightly propels Cherrn forward, at about 1/5 screen lenght. It is damaging, come out fast and have the average priority of a standard knockdown attack. Its use is to make up the Cherrn's short horizontal jump range, allowing him to gain more space if he lacks it.
Cons: You won't want to whiff that one, because of its recovery.

Command moves:
f+A: Lunging Death
Cherrn lunges forward with a large karate chop.
Pros: Long ranged overhead, meaty damage and knock down on a counter.
Cons: Again the recovery...

f+D: Shadowswipe
Cherrn swipes the ground with his cape, creating a pool of shadow from which spikes will come out and knock the opponent away.
Pros: Long ranged low attack, it inflict good damage in addition of knocking down the opponent.
Cons: Recovery plain sucks and it can't be comboed into something. Only use it in a standard link (and god knows that Cherrn is not blessed by the chains).

Special Moves:
qcf+P (hold): Crimson Winds (SC)
Cherrn charges up his vampiric powers and dashes forward while doing a clawing motion, slashing anything on his way.
Number of hits: 3
Pros: Comes out instantly, meaning that it can be comboed. Dealt big damage, without mentionning that it can be charged up to 3 levels like the Rugal's Kaiser Wave. In that case, the move will be delayed until it goes. It knockdown on the third hit.
Cons: Slow recovery when whiffed or blocked.
Difference Between Punch buttons used: Distance, 1/2 screen max for the weak version, 2/3 max for the strong version.

f,hcf+K: Emptier Still (striker)
Cherrn will grab his opponent, bites his/her throat and looks like he is tearing the artery, making the opponent reels for a brief time.
Number of hits: 1
Pros: Instant grab, will leave the opponent wide open like Iori's Scum Gale does but, unlike Iori, Cherrn does damage.
Cons: Very little damage, bad recovery when missed and short range. Difference Between Kick buttons used: Damage (I talk about pixels), range and recovery time.

360°+P: Nether Novas
Cherrn grabs the opponent by the face, pierce through his/her stomach with his hand, then swings him/her repeatedly above his head. Finally, he'll hurl them onto the screen's edge.
Number of hits: 1
Pros: Most damaging command throw in Cherrn's arsenal, if not the most damaging of the whole game. Instant grab and great range.
Cons: Cannot be comboed out of a jab, worse recovery when whiffed.
Difference Between Punch buttons used: Range, recovery time and damage.
- Note: Well, you can connect that throow after Emptier Still when the opponent of reeling from the bite.

dp+P: Nightfall By The Shore Of Time
Cherrn will leaps up in the air, attempting a grab. If it connect, he'll wrap the opponent in his cape and disappears from the screen that will turn dark. You'll see a few of blood sprays for a brief instant as the screen will turn back to normal and Cherrn will land hardly on the ground with his bleeding opponent as he wraps his arm around the opponent's neck. It would look the anti-air version of Guilty Gear Zato's regular throw
Number of hits: 4
Pros: Another damaging throw in Cherrn's arsenal. It come out fast and have a better priority than Rose's Soul throw but worse than Anji's Anti-Air throw.
Cons: Have a slow fall down when whiffed, meaning that the opponents can punish Cherrn as they please if he misses.
Difference Between Punch buttons used: Horizontal and vertical range. Weak have a poor vertical range but great horizontal range. It is the other way around for the Strong version.

hcb+A/B/C: To A Bitter Halt
Cherrn poses, if he is hit during the pose, he'll counter slam the opponent onto the ground or he'll hurls them into the air or he'll kick them in the stomach, making them reel, the action depends on the version and the attack that triggered
the counter slam. In any case, he'll automatically shoot the opponent after the throws with his revolver for more damage.
Number of hits: 1
Pros: If the right version is used, it can counter all pokes, special and DMs excepted the throws, projectiles, energy-based attacks (semi-projectile attacks that indirectly hits with energy) and assist/helper based attacks (Lim's dolphin
attacks), but you'll need to guess your opponent's moves right. Highly damaging because of the gunshot.
Cons: The counter windows is fairly short since it doesn't last as long as Rasa's Counters. Not every version can counter everything.
Difference Between the buttons used:
A: Can counter every airborne attacks, every specials and every DMs. But can't counter the attacks mentionned in the Pros section and the SDMs.
B: Can only counter every standing attack and crouching punchs.
C: Can only counter low attacks.

b,f+P: Freecard
Cherrn bites his own wrist and tears it, sucks away a bit of his blood then spits a blood dart at his opponent. If it connect, the opponent will fall and goes into dizzy status for a short while.
Numbers of Hits: 1
Pros: Have the ability to dizzy the opponent, nearly no recovery lag (kinda like Guile's Sonic Boom).
Cons: Start-up time and deals no damage.
Difference Between the punch buttons used: Start-up time, speed of the projectile and how long the opponent will be dizzied. Weak take 1.5 seconds to come out for one slow projectile that will dizzy for three seconds. Strong take 3 seconds to come out for one fast projectile that will dizzy for five seconds.

d,u+P/K - The Treason Wall
Cherrn leaps up in the air then dives at an angle while slicing downward. It looks like Freeman's Crow.
Numbers of Hits: 1
Pros: Come out fast and inflict good damage. It is an overheard attack.
Cons: Slow recovery when blocked, Cherrn is not invincible when he leap up. It is definately not an anti-air, but a good fireballer's punisher.
Diffrence between the buttons used: The location where Cherrn will dive and slice, A being the closest (good after a close-up pokefest), D being the farthest.

DMs:
qcfx2+P: With The Flaming Shades Of Fall
Cherrn will leap forward while attempting a grab. If it connect, Cherrn will tackle the opponent on the ground and will start to feast upon his/her body like a wild beast, his eyes glowing with insanity. That DM is painful to watch and might be worse than Iori's old SDM.
Numbers of Hits: 18
Pros: Highly damaging DM (like usual when it is Cherrn). It have a decent invincibility frame.
Cons: Slow recovery when missed. Not a comboable DM unless you manage to get a counter message by countering your opponent's jump-ins.
Difference between the punch buttons used: The vertical and horizontal range. Weak have less vertical range but more horizontal range. It is still the other way around for the strong version.

720+P: Ex Nihilo
Cherrn will grab the opponent. He'll choke him/her while slamming him/her on the into the ground. Then, he'll headbutt him/her and bites the hell out of the opponent's throat. Finally, he'll hurl him/her into the edge of the screen and shot him/her with his revolver.
Numbers of Hits: 7
Pros: Most damaging DM (only DM) of the Cherrn's arsenal. It have a good range and priority.
Cons: Don't miss it, the punishment will be more than painful. It doesn't combo out of anything, unless it is a supercancel.
Difference between the punch buttons used: Nothing.

(air) qcbx2+P: The Emptiness From Which I Fed
Cherrn will spread his cape, then a bunch of crows and bats will come out while attacking anything on its way. It is kinda like the Iceman's Arctic Attack.
Numbers of Hits: 12
Pros: Instant DM, it have a large hit box in front of Cherrn, does a lot of tick damage, can juggle the opponent and people can hardly guard cancel roll out of this. And can be comboed out of everything.
Cons: The least damaging DM of Cherrn's arsenal, it might have the worst recovery out of the three DMs.
Difference between the punch button used:
Weak will have 1/3 of screen horizontal range and a height of 1,5 characters boxes.
Strong will have 1/2 of screen horizontal range and a height of 2 characters boxes.

SDMs:
720+AC: *MAX* Ex Nihilo
Cherrn grabs the opponent, will bite the opponent's neck and start to suck the blood away the opponent. Then he will tear the carotid, making reel the opponent who is spraying the place with his/her blood. Cherrn will take off his cape and will throw it behind his opponent. The cape will turn into a sort of organic torture table that will grow fanged tentacles. The tentacles will seize the opponent and will torture him/her by biting him/her while Cherrn is cleaning his gun and get it ready for the coup de grace. Finally, Cherrn will have enough and will shoot the opponent at the throat without even
looking at him/her. The opponent will reel again and fall on the ground. Another SDM that most sensible people will watch in disgust.
Number of Hits: 28 (I am counting the bites)
Pros: It might be one of the most damaging SDMs of the game, if not the most. It is indeed another SDMs that will kill a power-up Kalimsshar who is at her full health. It have a really good range and is an instant SDM.
Cons: You won't wanna miss it because of its large whiffed animation. Its unpratical input command.

d, A, d, C: Of Chaos And Eternal Night
Cherrn will claw the opponent at the stomach. If it connect, he'll follow-up with a claw swipe at the throat, then will swipes on the back. And he'll launch the opponent by claw uppercut him/her into the air. Finally he'll finish him/her by slamming his/her head onto the ground with an explosion (like Thunder Hawk's Mexican Typhoon).
Number of Hits: 5
Pros: Another damaging SDM even tho it does 90% of the damage of MAX Ex Nihilo. Have an insanely fast start-up, a good horizontal range (2,5 character boxes)and can goes through projectiles.
Cons: Again the recovery, won't fully connect if it hit an airborne opponent, making it a worthless anti-air.
--
Taunt: Cherrn wipes off the blood on his mouth with his hand.

Intros:
1st round: Teleports in facing behind the opponent, then turns around adjusting his wrist.
2nd and on: Jumps in and adjusts his wrist.

Winposes:
A: Walks to the fallen opponent and says "Do you want me to give you a fast death? Or writhe in pain forever?" (Only works after KOing opponent)
B: Same as taunt, then turns around saying "That's it for you."
C: Lets out a sigh, then says "What the heck are you thinking?"

Winquotes: "My, my, what a bloody mess you are in. Literally.", "Thank you for your blood donation. Here's a hamburger."
--
Striker - Cherrn : Free Card
Cherrn will come on the screen and spit his blood dart, paralyzing his opponent if it connects.
Pros: Will paralyze his opponent if his projectile connect.
Cons: The striker come out slowly, without mention that the projectile have a slow start-up, only useful if you call him at the beginning of a long combo.

Another Striker - Victoria Ceres : Cannon Shot
Victoria Ceres from the anime Hellsing will jump into the screen and whip out her 30mm cannon. She'll aim at the opponent and shoot him/her. If the shot connect, the opponent will be pierced and will reel, spraying the area with his/her blood.
Pros: Highly damaging striker, Victoria might be the striker who inflict the most damage (like Dark Syo in KOF'99 Evolution) in the whole game.
Cons: Will take a while before she actually shoot. Even if the opponent is reeling from the shot, s/he cannot be comboed. It is better to use that as a combo finisher.

---
Synapse
--
Bio: None provided
--
Appearance: Wears slightly baggy pair of light blue jeans with a white V-neck t-shirt together with a collared dark green vest and black leather shoes/boots. Of course a pair cool shades to go with them. The shades are shatterproof and highly heat resistant. No gloves worn, but has a cool wristwatch to match the shades. Red or reddish hair and styled like Moriya's, but back hair is not as long. Has a sword with him.
A: See above
B: Black t-shirt and hair.

Normal moves: All are the same as Moriya's from LB. B is kick, while A,C,D are light, middle and heavy slashes. d+D is a sweep.
K: B
S: A/C/D

Throws:
f/b+AC: Knock Slash
Synapse holds the opponent up, then knocks the opponent backward with the back of his sword.

f/b+BD: Cool Shades
Synapse grabs his opponent, then his shades wih shine and the opponent gets knocked to the other side for no reason.

CD: Knockdown
Ground: Synapse does a shoulder ram. Kinda like Iori's ground CD.
Air: Downforwardish slash.

Command moves:
f+C: Glide Stab (Phase I)
Synapse 'glides' forward to stab the opponent. Comes out fast, but has no property. Can be linked from weak attacks.

f+C after Glide Stab (Phase I): Glide Stab (Phase II, Low)
Synapse 'glides' further after Glide Stab (Phase I) and does a low stab. Must be blocked low. Comes out fast.

f+D after Glide Stab (Phase I): Glide Stab (Phase II, High)
Synapse 'glides' further after Glide Stab (Phase I) and does a hop stab. Overhead. Comes out slow and can't be comboed from Phase I.

Special Moves:
qcb+S: Axon Slasher
Like Moriya’s Glancing Blade Haze, but with total control of the blade’s movement. Excellent recovery time and air-counter. Pressing B during the move cancels it.

dp+S: Moonrise Streak (striker)
Creates an image of a diagonal half-moon with blade slicing from back to front. 'Image' stays and flickers for 3 second and acts as a barrier, damaging opponent who touches it. Could, however be destroyed quickly with a single projectile. A striker can be called at any time during this move.

qcf+S: Filtered Rays
Standard teleport move. Goes through projectiles and even counters. Reappears Away, Back or Front.

qcf+K: Motor Pulse
Projectile move. Literally 'slingshots' the glint and shines from his sword towards opponent. The energy comes from his super charged motor neurons.

hcb+K: Cell Scraper (SC)
Runs with sword and scrapes the ground, which then exploded into flames. As he gets past the opponent, the trail of flames is then pulled towards his sword, with the opponent getting burnt in the process. Good hit stun during the move. Can SC at any time.

DMs:
qcfx2+S: Rapid Sensory
Uses his sunglasses to emit some sort of glare. Opponent is stunned and he begins slashing away at opponent rapidly, finishing it off with a heavy kick sending the opponent to the edge of the screen. Works best in broad daylight.

(close) hcbx2+K: System Down
Grabs his opponent with one hand and gives them a heavy jab from the hilt of his sword to the solar plexus and temporarily paralyses them. He's given 5 seconds to do whatever he wants and each move causes twice the damage. If this move misses there's a huge recovery.

qcb,hcf+S: Lunarscape Vision
Slashes with his sword, creating a full moon image, which pulls the opponent in. Dozens of craters start to explode on the 'moon', shaking it and greatly damages the immobilized opponent.

SDMs:
qcf,hcb,hcb+ACD: Nerve Wrecker
Dangerous if blocked. Makes a quick 'normal' like sword movement, only to have his shades removed by the motion and is being slashed to the opponent. The catch: If blocked, the shades will grip tightly on the opponent’s legs or arms, crackles with energy and send them into his/her veins/arteries. Afterwards in which the shades drags the opponent towards him via magnetized sword and he pries of his shades, damaging the opponent in the process.
If not blocked, the shades fall harmlessly. Just as it is about to fall to the ground, it flies off and grips back onto sword. He then wears them back.

qcb,hcf+ACD: Lunarscape Vision
Slashes with his sword, creating a full moon image, which pulls the opponent in. Dozens of craters start to explode on the 'moon', shaking it and greatly damages the immobilized opponent. For the final hit, it has an 'asteroid' hitting the opponent and the 'moon' shakes violently.
--
Taunt: Takes off his shades, throws it up and 'bounces' it on his sword, making a metal clashing sound.

Intro: Throws his shades to the opponent then quickly catches it with the tip of his sword. The shade balances, slides and then stops at the hilt of the sword which he later then picks up and wears them.
Quote: "Scared you, didn't I?

Intro 2: Takes out his sword, flips it a few times as his shades gives a brief glare.
Quote: "Good or bad, I’ll take a slice outta it."

Winposes:
A: Places sword back in sheath, takes off his shades and starts to shine/wipe them with his wrist.
Quotes: "You didn’t shine bright enough." or "My shades have 'shone' better."

B: He carefully fixes back his shades, holds the sword by his side flipping it and cracks a smile.
Quotes: "You’ll miss all the fun." or "You’ve seriously lost your edge." or "Geez, you’re so lame!"

Winquote: "That's the best you can do?"
--
Strikers:

Synapse: Axon Slasher
Synapse dashes in and executes Axon Slasher next to the opponent. It 'holds' them if he's not blocked, and it does good damage.

Moriya: Ittou TsukiKage
Moriya slides forward and slashes once. Two followup variations follow randomly after the first slash.

---
Raging Kuno
--
Bio: None provided

Backstory: There are some who are rich and then there are those who are Ultra Rich. Kuno is no exception he makes Bill Gates and Donald Trump look like those weird guys you see dancing on street corners for pennies. Kuno is COMPLETELY spoiled and gets extremely violent when things don't go his way that is probably why he has never been able to get a girlfriend. It could also add that he's a complete egomaniac and idiot. One day Kuno got an offer from Rasa to participate in the Orgyfest and with such beautiful women in it how could he refuse.
Note from Penguin: He took up the job of a mercenary when Rasa offers him to participate in ONF2. Rasa probably didn't know that Kuno's a very rich guy (because he intends to recruit Kuno (if he needs him) in his team's ending).
--
Costumes:
A Regular colours like in Ranma
B White Hair and A completely white outfit
C Blue Hair and Ukyo Colours
D Completely Black with a Red Bokken (Darth Kuno)

Normal moves:
A-a quick jab forward with his bokken
B-a small Slice with his sword
C-An Overly large Sword Swipe
D-A big kick

Throws:
f/b+AC: puts the bokken behind there leg and kicks them to trip the opponent
f/b+BD: grabs them by their back and neck and tosses them, switches sides

CD: Knockdown
Ground: The same as Robert's ground CD.
Air: The same as Kyo's air CD.

Command moves: None.

Special Moves:
P,P,P: The Charging Bull (striker)
A flurry of Jabs with the Bokken with the C move he moves forward (kinda like a combination of Ralf's charge and Billy's rapid C move)

qcf+C: The Strike with no thought
Kuno Charges forward and does a sideways slice

qcf+C after The Strike with no thought: The Strike of Flowing Water
Follows up with a downward slice

qcf+C after The Strike of Flowing Water: The Perfect Cut
Follows up by flinging the the dazed opponent into the air

dp+C: The Crane Takes flight
Just does a standard uppercut connecting with the sword into the person

d,d+A: Read Poetry
Gradually adds super bar and annoys opponent

360+C: Watermelon Slicer (SC)
Spins in a circle slicing are strangly appearing watermelon

DMs:
hcb,qcf+D: The Raging Kuno
Smiles Kim style with the sparkling teeth then performs sort of Ranbu type move with just a bunch of Slashs and Kicks

(close) hcfx2+C: Hyper Tantrum
Grabbing Super if it Connects Kuno Goes Nuts and screams "IT'S JUST NOT FAIR WAH!" Grabs the opponent does a series of suplexes followed by jumping up and down on them and falls on them pounding them kind of like pounding the ground

qcfx2+C: The Wind's Justice
Just does Jhun's super but with slashes instead of kicks

SDM:
hcb,qcf+BD: The Omega Raging Kuno With Homerun Hero
Same as Raging Kuno but after he knocks them into the air at the end he puts away the Bokken pulls out a baseball bat and does Ness's Taunt from Smash bros Then Hits them to the other side of the screen.
--
Taunt: Kuno takes out a piece of cloth and cleans his bokken.

Intros
regular-just comes out and Yells some junk about him being blue Thunder
Vs.Opponents with swords-bows then extends his sword to his opponent saying you can't possibly defeat Blue Thunder

Winposes
A: Kuno stands laughing (kinda like Joe's D winpose in 98)
B: Kuno slashes his bokken around in the air, then ends by saying "HA!"

Winquote: "Get out of my way! It's your fault that you took me so long to finish you!"
--
Strikers:

Striker
Kuno: Kuno runs out and does his charging bull if he miss's he falls on his face and pounds the ground

Another Striker
The White Ninja: A Ninja in complete white Jumps out and Yells "Ninja's attack without warning!" and does Eiji's Striker move
---

----
The Blades of Blood Team
---
Protogem
--
Bio: None provided
--
Appearance: Basically Proto looks like Genjuro, except he got two swords, one taken out, and another hanging by his waist but not taken out from the 'socket' (what do you call those anyway =P)
A: Slash Genjuro
B: Bust Genjuro

Normals: All are the same as Genjuro. Note that B is the weak kick, while A,C and D are the slashes.

Throws: All throws are the same as Genjuro. BD throw switches sides.

CD attack: Guard Break
Ground: Proto steps forward for a wide slash.
Air: Proto executes a double slash. If it's a counter two hits will be registered (but does no damage, since it's a Guard Break).

Proto is ehh...special. Some of his special attacks will have extended versions when he enters "High Tide" mode (20% of life left). Note that Proto can lose his sword, and he must press AD to retreive it. If Proto loses both swords, he'll not be able to do *any* special moves and (S)DMs.

S = A,C,D
K = B

Command moves:
df+A: Get up!
Proto pokes his sword diagonally downward. Must be blocked low. It also hits downed opponents. If it's cancelled into this command move doesn't lose its properties.

Special Moves:
dp+S: Touha Kouyoku Jin
Proto uppercuts into the air. If he's 'pissed' (see above) he jumps higher, and delivers a final slash in the air. The 'pissed' version has more damage and a longer lag than the normal version.

qcf+S x3: San Ren Satsu (SC)
Proto will do a slash at the opponent, then follows up with another, and a 'finisher' after the second one. Works like Iori's Deadly Flower. The third hit has a bit of recovery time. D version must be blocked behind like Genjuro. You can super cancel the first hit.

qcb+K: Ouka Zan (striker)
Proto flings out a fakeshot. A regular fireball. If Proto is 'pissed' he throws two fakeshots in a row instead of one (like King's Double Strike). The 'pissed' version knocks the opponent away while the regular version 'drags' the opponent backwards. You can call a striker in both versions.

dp+K: Shizuku Jin
Proto grabs the opponent, flings him up into the air, then jumps up after him/her and cuts em down. Unblockable. If Proto is without a weapon he can execute this move, and he knocks the opponent down like Kyo d+C while in air.

rdp+S: Kurenai
Proto slashes the air, and a fakeshot forms a second later. The buttons determine where the fakeshot appears. A is the closest, C is mid-range and D is near the edge of the screen.

qcb+S: Hage Washi
Proto takes his second blade out and combines them both together. Then he flings it out at an angle (around 30 degrees) and it returns back to him along the ground. A version is a fake, and the D version travels the farthest. If Proto gets hit by the opponent, the blades will fall and he must manually retrieve it (by standing next to it and press AD together). Takes some startup time, and recovery time as well. Must need two swords to execute this move. Same applies for the followups.

u+A after Hage Washi: Tsuibami
In midflight the blades will spin upwards and return back to Proto's hand immediately.

qcb+S after Hage Washi or Tsuibami: Hage Washi
Proto repeats Hage Washi again. However in this one you can't follow up with another Tsuibami or Hage Washi. A version is a fake.

qcf+K (K): Kaiten Kimo Eguri
Proto combines his two blades and sticks it out. K version goes forward and K,K version goes diagonal. Has many hits. Takes some startup time but good recovery time. Must need two swords to execute this move.

DMs:
b,f,d+S: Gokou Zan
Proto sends a fakeshot at the opponent, if it's not blocked the opponent will be carried to the air, and Proto follows with five slashes, and a final slash which knocks the opponent back to the ground.

qcfx2+S: MeiKyoShisui Kyoki
Needs two swords to perform this move. Proto lunges forward and stuns the opponent if it's not blocked. Then he combines his two blades together and spins it at the opponent like crazy. Okay damage, but if the move is blocked Proto will be left defenseless for a second. If the move is successful, the blades will drop to the ground and Proto must manually retrieve it. Unless...

[Start] after MeiKyoShisui Kyoki: LOL!
Proto points and laughs at the opponent.

hcb+S after LOL!: Shine!!!
Proto lifts his arm, the blade rises on mid-air, and takes a final stabbing at the opponent. 1 hit. Not much damage, but the blade comes back to Proto after it's executed. Takes a stock.

qcb,hcf+S: Sword Retreive
Proto summons his servant to grab one or two swords for him (depending on how many swords he holds). Instant startup, no recovery time. Does no damage, but this move cannot be interrupted. Can only be done if Proto has one or no swords left. 'Refills' his sword to two.

SDM:
b,f,d+CD: ROTB PROTO
Proto throws a fakeshot at the opponent, which stuns the opponent if it's not blocked (think of K's Chain Drive). Then the background goes red as Proto slowly combines his blades together. He dashes at the opponent and spins it like crazy. Then he kicks the opponent to the air and slashes him/her for five slashes, and follows up with a final slash which brings the opponent down. 44 hits altogether.
--
Taunt: Proto takes out a cloth and wipes one of his swords with it. He says "It's having too much of your blood." while taunting.
No sword taunt: Proto calls his servant to grab a sword for him. Works as a taunt.

Intro: Proto jumps in, slowly takes out one of his swords and points it at the opponent while saying "Hmph."

Winposes:
A: Proto stabs his sword on the ground, mumbling "What a waste of time."
B: Proto's servant comes in with two new swords. (No sword winpose)
C: Proto walks next to his opponent, grabs em by his/her neck, then slams em to the ground saying "SHINE!" (KO winpose)

Winquote: "My sword wanted your blood so badly, I can't resist chopping you into pieces!"
--
Strikers:
Proto:
Proto jumps in and tries to grab the opponent. If the opponent blocks Proto will jump away. If it hits the opponent is thrown to the air for a free hit. Does no damage.

Genjuro:
Genjuro runs from the edge of the screen to the opponent and executes the heavy slash version of San Ren Satsu. It must be blocked backwards. If it's hit the opponent gets stunned for a second. Does little damage.

Protoman:
Protoman from MegaMan dashes in from offscreen, holding the shield in front of him, until he hits the opponent where he taunts and jumps away. All regular projectiles (so super fireballs can't be reflected) will be reflected.

---
Setsuna X
--
Bio: None provided

Former status: Final boss of ONF1.

Backstory: Setsuna X, former champion. A once honorable, if slightly disturbed individual. But something is wrong, something has been wrong for a while. It all began with his Riot of the Beast, with his transformation into his demonic form the seeds of destruction were planted. The sudden emergence of such power did not bode well for his mind, at times he felt as if he might lose control, but he managed to keep himself in check. Later on his mysterious merger with Shin Yagami, transforming them into Shin Yasuna X, tore more of his fragile Psyche to pieces.

By the time of the first ONF, Setsuna X was a changed individual, although it wasn't entirely his fault. A struggle was going on within him, and he could not contain himself very well any longer. Eventually he had to leave his job at Rasa Tower, although the situations of his departure were rather strange to say the least. The power building up inside of him was reaching a peak, but he was unsure of it's source. Was this power his true nature??? He came to simple resolution, he would either harness this power, or expel it. If neither were possible, drastic measures would be taken.

"Damn it!" yelled Setsuna X. His voice filling the dimly lit cave he had found himself training in. His hand losing it's grip on his sword as he falls to his knees. He feels it coming, THAT feeling. The all too familiar feeling of his body on fire as his veins seemingly fill with liquid fire. "no...... no..... NNNNNNOOOOOOOOOO!!!!!!!" His voice bellows out as he rises to his feet, his hands clutching his face.

He breathes heavily, his hands draping his face as his clothes burns. He stands almost motionless, his shallow breathing the only indication that he is still alive. After about ten minutes his silent agony ends, he peers down at his sword, his vision clouded as he reaches for it.

"I will not give in" he exclaims, his vision clearing as he clenches his sword. After a few seconds blood begins trickle from his eyes, he grabs the smoking garb adorning his upper body and with a yank it falls apart, revealing his scarred body.

Suddenly he turns, his sword ready to strike. "WHOS THERE!!!!" the anger apparent in his now strained voice. He wasn't quite sure if this was just his mind going again, or if someone was there, but either way he wasn't in the mood for anything right now.

"Yeldell.......it's Yeldell......." exclaims Yeldell as he peers his head around a large rock. Setsuna simply grunts, he relaxes as his eyes scan over his visitor. "Are you ok?" asks Yeldell, as he steps out from behind the rock. "People don't normally bleed from their eyes you know......." He says as his hands motion down his face to simulate the effect of tears.

Silence fills the area, after a few minutes Setsuna simply shrugs. His eyes cutting off from Yeldell as he motions to the entrance with his hands.

Protogem and Apathy Wind walk in. Protogem brandishes his sword as he looks around the cave. "What the fuck??? You gave up Rasa Tower for this??" Muses Proto, his sword tapping the floor. Apathy simply stands, in silence, his eyes fixed on his sword handle.

"What do you want???" quickly shoots from Setsuna's mouth. Apathy looks up, he takes a quick glance around. "We need one more........" he exclaims, taking another quick glance before his eyes once again rest on his sword.

Yeldell quickly jumps in, not giving Setsuna even a moment to reply, "Yeah, we're entering the Orochinagi Fighters Tourney. Proto here said you might be game". With his purpose stated, he waits for an answer. But he doesn't get one, Setsuna simply turns his back as he stabs his blade into the ground.

"I know you left Rasa, and nobody really knows why. But we figured, you know, an ex-champ on the team wouldn't hurt"
Yeldell pauses, leaving Setsuna enough time to respond.

Once again, he gets the silent treatment so he continues his proposition. "I understand, you know maybe you didn't like working under someone or something. Rest assured, we won't boss you around or anything. We just need............." Setsuna quickly turns, the sudden movement cutting Yeldell off in mid sentence.

"Get out" the words come quickly, and with no aggression. Yeldell, simply nods and smiles. "Ahh well, can't blame me for trying......." he turns and begins to walk, Apathy glances at him as he passes and follows his lead. "Oh fuck this" chuckles Proto, he walks towards Setsuna.

He stops in front of him, his mouth in a crooked smile and half his face covered in blood. "Heh, guess the rumors were right. You really changed eh??? Maybe you have gotten all fucked in the head eh???" he states, his loud voice filling the cave.

"Proto.........forget it, let's go" says Yeldell, as he makes his way out of the cave. Proto can only shrug as he turns and makes his way out of the cave. Setsuna sighs, he runs his hands through his hair as he turns.

He grabs his sword and plucks it from the ground, as he stares at it he thinks. "Shit.........I can't enter that......not like this" he makes his way to a cave wall and sits, his back pressing against the cool wall. "I might end up hurting someone..........or just end up losing my mind..........."

Suddenly, he clutches his face. His head begins to throb, suddenly from within his mind an insane laughter rings out. Repeatedly it in his head, louder and louder. Pain intensifying with each second. And then as quickly as it came, it leaves.

He falls to his knees, his breathing heavy and sporadic. "Wha....what the fuck............was that??" he lets out in between gasps. "That........that voice....that.........laugh.....it.....was.......it........was..........me?!?!" He rises to his feet, his breathing returning to a normal pace. "I'm losing it........definitely........" He rises from the floor, his back sliding against the wall as he uses it for support. "There's only one thing.......left..........." again, the pain returns.

His mind fills with an insane laughter, mixed with an undecipherable chant. His body begins to go limp as his eyes roll back. He tries, but he can't do anything to keep himself from falling. As he blacks out all he hears is his own insane laughter ringing out in his head.

Several days later at a small shack. "Fuck!!" You couldn't find anyone???? ANYONE???" Mutters Protogem as he looks over at Yeldell. "Sorry, I tried. Everyone was already either on a team, or I couldn't find them" Proto cuts his eyes from Yeldell. He sucks his teeth and bangs his hand on the table where they are sitting.

"The logical thing now would be to try and find a group in need of members" exclaims Apathy Wind, as he makes his way from the back. "Fuck, I had a team all lined up too" screams Protogem. "Left em' so I could come and join this damned team" he adds on as he stands up, grabbing his sword that was leaning against the wall.

"Screw this, I'm gonna go see if I can round........." suddenly the door flies open. Apathy instinctively clutches his blade as Yeldell leaps in front of the door, his sword draw.

"Is this how you welcome your fellow team member??" asks Setsuna X, ignoring Yeldell as he simply walks past him and his drawn sword. He makes his way to the small table and sits. He simply smiles as he looks at his three teammates.

Protogem smiles, he calmly sits back down as he rests his blade on his shoulder "Hehehehe, glad you changed your mind Setsuna" Setsuna simply glances at him, as if just to acknowledge him.

He looks at Yeldell and grins, Apathy relaxes his posture and simply stares at Setsuna. Yeldell, cautiously makes his way back to the table. "Well then.........." he says as he sits. "I guess we have a team"

Setsuna simply smiles, Protogem begins to chuckle as he taps his sword on his shoulder. Yeldell, still not sure of what's going on glances at Apathy who can only shrug in disbelief.

He slowly walks to the table, and sets his eyes on Setsuna. "Are you feeling ok X???" he asks in a curious manner. Setsuna looks up, his mouth still in a maniacal smile. "Me???" he asks mockingly, as his hand raises to his chest. "I've never been better" he states, as he begins to laugh. But not just any laugh a laugh on the brink of lunacy, a laugh that sends chills down his teammates spines......
--
Appearance: Same as Setsuna from Last Blade 2.
A: Power Setsuna.
B: Speed Setsuna.

Normals: All are the same as Setsuna. A, C are sword swipes, and B, D are kicks.

Setsuna X can wall jump.

S = A,C
K = B,D

Throws:
b/f+AC: Ryusei Sashi
Grab the opponent and quickly throws them, he immediately slashes at them before they get out of range.

b/f+BD: Kubikiri
Setsuna grabs the opponent and quickly sneaks behind them. He grabs them from the back and slits their throat.

CD: Guard Break
Ground: Setsuna X double slashes. Only the second hit is a guard break. If first slash hits then Setsuna will still proceed with the second slash. Cancelable after first hit, and first hit is blockable.
Air: A vertical slash.

Command moves:
uf after jumping against edge of screen: Sankaku Tobi
It's a wall jump

df+C: Zantetsu
A crouching slow upwards circular swipe, early anti air.

Special Moves:
rdp+A/B/C/D: Kyokuu no Gen-ei
A teleport. The button pressed determines the location of where to reappear. A, is far left B is in front of the opponent, C is behind the opponent and D is far right. Simple, dissappear and reappear teleport (like Strider Hiryu)

hcb+A: Unmei no Sentaku: Kyuushuu
A projectile absorbtion move. Done Yamazaki style, but with the left hand.

hcb+A after Unmei no Sentaku: Kyuushuu/hcb+B: Unmei no Sentaku: Hassha
A reflect move. Grabs projectiles then throws them back. If you do hcb+a you "store" it and if you repeat the motion you will return the projectile. Returned Yamazaki style, but again with the left hand.

qcf+S: Geki Renda: Sen Shippo (striker)
The opener to a set of chaining attacks. A forward moving vertical sword swipe. Can be follwed by Geki Renda: Sunda or Geki Renda: Kawasaki.

qcf+S during Geki Renda: Sen Shippo: Geki Renda: Sunda (SC)
Can be followed by Geki Renda: Kawasaki. A crouching diagonal sword swipe. This is a low striking attack, it must be blocked low.

hcb+S during Geki Renda: Sen Shippo/ f+S during Geki Renda: Sunda: Geki Renda: Kawasaki
Can be followed by Geki Renda: Mukurouwari if you chose this as the initial follow up not the last. A hard downward moving two handed sword swipe. This move will floor opponents (non techable) but the only follow up possible is Geki Renda: Mukurouwari. This is an overhead.

b+S during Geki Renda: Kawasaki (second level only): Geki Renda: Mukurouwari
The only possible follow up to Geki Renda: Kawasaki. A crouching vertical slash. This is a low striking attack if the opponent was not grounded by Geki Renda: Kawasaki.

hcb+K: Oni Gurama
A special grab. Light kick version is a leap into the air with opponent and crash them down headfirst move. The hard kick version begins with a three hit kick combo, then a leap into the air with the opponent followed by spinning downwards and crashing into the floor.

DMs:
(close) hcbx2+P: Ougi Jigokumon
A Grab Super. Unblockable. Just think of Zantetsu super from Last Blade

qcf,hcb+P: Ougi Kishin Geki
An autocombo super. A rush at the opponent and if it's not blocked you will go into an autocombo finished by teleporting back (far left/right), putting hands together and causing an explosion by pointing at the opponent in the Ninja style two finger pose.

SDMs:
qcf,hcb+AC: Hiougi Shin Kishin Geki
SDM Autocombo super. After alot of hits the the character vanishes then comes down with a huge slash from the top of teh screen. Vanish again and two images appear in the upper right and left hand corners. They fly at the opponent and converge with a violent slash. Teleport back in and taunt when finished......

qcfx2+AC: Hiougi Chou Geki Zan
SDM Unblockable slash. Character reels back for a few seconds, then flies across the screen with a violent slash. Has autoblock while reeling back. Think Galactica Phantom only with a sword.
--
Misc stuff: ??
--
Strikers:

Striker: Setsuna X
Kubikiri - Setsuna leaps in and does his K throw. But instead of simply slitting the opponents throat, he holds them for a while repeatedly slitting their throat

Another Striker: Chi
Geese!!! - Chi walks in and spews the wonders of Geese. Drains your super bar, and randomly puts the opponent in dizzy state with her mathematical equations of power.

Maniac/Hidden Striker: Riot of The Beast Setsuna
Metsu - The demonic form of Setsuna. When called he comes into the screen on fire, then he walks towards the opponent slowly as the fire on him dissipates. When he get's to the opponent he delivers a vicous body blow impaling the opponent, follwing it up by making them explode.

---
YelDellGW
--
Bio: None provided

Backstory: It was just another average evening at Yeldell's appartment.

That is if you don't count the fact Yeldell was heavy into a game of Soul Calibur at the moment.

"Geez!" Thought Yeldell. "I haven't touched this game for months and I've picked up on it as if I never stopped playing it."

"That is because you crave the intensity of competition." A shadowy figure emerged from the dark corner of the appartment.

It was Helldell; Yeldell's darker, more savage side.

"Haven't heard from you in awhile." Yeldell calmly said.

"Well I've been busy with conquering the Demon World and all." replied Helldell. "Anyway on to the matter at hand, it seems you crave real competition. You haven't been working nearly as hard on your other duties."

"Hey!" exclaimed Yeldell. "I haven't forgot about those Samurai/Last Blade character analysis. I've just been busy..."

"Sharpening your fighting skills!" interupted Helldell. "Don't try to deny it. I am quite aware that you received an invitation to the 2nd Orochinagi Fighters Tournament."

"Well it will be my first time participating in a huge tournament like this." replied Yeldell "I feel I must ready myself somehow."

"Indeed." chuckled Helldell "You're good, but not good enough for the warriors that await you at this tournament solely on your own."

"Your point!" Yeldell muttered.

"You have the skills, but you lack the ferocity." stated Helldell. "If I were to merge with you then you would stand a chance."

"Now why would I go along with that?!" exclaimed Yeldell.

"It's no secret that I can only exist in you're world by sharing a host body, and seeing as I am your darker, more malicious side, I could give you the edge you need to survive beyond the pre-quals." stated Helldell.

"Hmph!" grinned Yeldell. "A bit full of ourselves our we?!"

"Be that as it may..." countered Helldell, "We are two different sides of the same coin. It's impossible for one vessel to 100% good or 100% evil. There is good and evil in all creatures."

"Yeah. Yeah." replied a slightly annoyed Yeldell. "Save the bold speeches for someone who cares. I'm aware that you're a part of me; even if you can't exist in this plane without a body to possess. After doing the math, I figure it's best we do this thing. After all, with the amount of ferocity you display when it comes to this conquering the Demon World business, we might just make a name for ourselves. One problem though, we need three additional teammates."

"Hmmm..." muttered Helldell. "Perhaps we should begin with the one called Proto. I sense he has a bloodlust which rivals my own."

"Let's do this!" exclaimed Yeldell.
--
Appearance:
YelDellGW: Same as Shizumaru.
HellDell: D color EX mode Kagami
A: Slash Shizumaru, D color EX mode Kagami
B: Bust Shizumaru, Power mode Kagami

Normals:
YelDellGW: All are same as Shizumaru.
HellDell: All are same as Kagami.
Note for both characters: A,C are slash; B,D are kick.

S = A,C
K = B,D

Throws:
YelDellGW: All are same as Shizumaru
HellDell: All are same as Kagami

CD:
YelDellGW: Guard Break
Ground: Shizumaru's unblockable slash from SS III
Air: A 'baseball bat' swing in the air.

HellDell: Knock Down
Ground: Kagami's unblockable attack in Power mode.
Air: Vertical slash that starts from the bottom.

Command moves: None.

Special Moves:
YelDellGW:
qcf+S: Mist Blast
Throws umbrella at opponent. Hits both going out and returning.

hcb+K: Downpour Thurst
Opens umbrella and twrils it around rapidly. Anyone too close get sucked in for multiple hits.

rdp+S: Windshear Slice (SC)
Charges opponent with sword outstreacted. If not blocked, the kid jumps backwards and delivers an overhead slash with sword. You can super cancel off the 1st hit if fast enough; must be done before Shizu jumps backwards.

dp+S: Crosscurrent Slicer
Standard uppercut. Autoguard at starting frames.

hcf+K: Sword Hailfire
Holds umbrella out in front of him. This will reflect projectiles.

HellDell:
qcf+A: Swallow Wings of Flight
HellDell swings his arm upward, launching a small burst of flames across the screen.

qcf+C: Flamming Talon of Retribution (striker)
Helldell swings his arm upward, leaving a trail of orange flames in its wake. A striker can be called at any time during this move. If connected, it can be followed up with...

qcf+C after Flamming Talon of Retribution: Shiranui
Kagami lunges forward with his sword, setting the opponent aflame and knocking him/her down.

dp+S: Char-Broiled Blast (SC)
HellDell spins upwards into the air, with flames coming out from his sword.

(close) hcb+S: Blazing Bawler
HellDell lifts the opponent and stabs him/her. Opponent falls to the ground in flames. Bad recovery if this misses.

In air, d+C: Like a Furnace
Overhead attack. Has a good hitstun like Kyo's d+C. Can be followed with uppercut.

DMs:
BCD: Metamorphisis
YeldellGW morphs into Helldell. This state lasts until Helldell swithces back (by doing BCD again); meaning Helldell can be carried over into the next round; or even the next team.

YelDellGW:
hcbx2+S: Hurricane Shredder Slash
Does an advancing Downpour Thrust. If not blocked, the opponent is lifted into the air for additional damage.

HellDell:
In air, qcfx2+P: Sparrow of the Red Lotus Thrust
Kagami's standard aerial DM.

SDMs:
YellDellGW:
qcfx2+AC: Grand Typhoon Slicer
A Shizumaru version of Haohmaru's infamous uppercut DM, with some modifications. After the last uppercut lifts the opponent into the air, Shizu comes down with the HitoRyu Raiu; a Samurai IV follow-up to the Deadly Drizzle in which Shizu comes down with diagonal Downpour Thrust that hits multiple times.

HellDell:
qcf,hcb+BD: Phoenix Rising Hack
Kagami's SDM from Last Blade 2.

Notes from Penguin: Unfortunately I had to take out 2 out of 3 DMs from YelDellGW and HellDell. Now Metamorphisis can be used by both characters (since YelDellGW didn't mention about how HellDell can switch back). I also had to take out a move from YelDellGW and remove the striker function of Crosscurrent Slicer. In return, HellDell gets an SC (limit is one SC/char, but I'll take it as an exception since I didn't clearly explain about two seperate characters entering as one) and Crosscurrent Slicer now has autoguard. I also had to take off 1 striker from each character.
--
Misc stuff: None provided.
--
Strikers:

Normal: Shizumaru - Shizu charges opponent with the Windshear Slice. On a successful hit, Shizu will continue to hold his outstrecthed sword through opponent, allowing teammate to get an additional hit in.

Another: Kagami - Swoops in and does his HCB+punch command throw (Just the holding part.)

---
Apathy Wind
--
Bio: None provided

Backstory: Apathy appears out of the shadows to join in the ON fighter’s tournament. Somewhat calm in relation to his fellow Blades of Blood teammates, Apathy seems to be hiding a darker side. He has been heard muttering something about 'innocent sin' and 'eternal punishment.'
--
Appearance: Very similar to Ukyo from SS (except minus the backward fighting stance)
A: Blue/Grey hair – White and Blue Clothing
B: Green hair – White and Green Clothing
C: Red hair – White and Red Clothing
D: Dark Grey hair – Black and Grey Clothing

Normals:
Distance
A) Horizontal sword poke.
B) Forward kick – hits at opponents midsection
C) Fierce slash – Long range sword slash
D) Roundhouse kick – Acts as anti-air for distance jump-ins

Close
A) Elbow shot to the head
B) Shin Kick
C) In close slash – a quick 2 hit slash; comboable off the second hit
D) Knee Strike

Crouching
A) Low forward sword poke
B) Short kick
C) Rising sword slash
D) Sweep

Jumping (horizontal)
A) Angled sword poke
B) Flying knee press
C) Flying sword slash
D) Angled jump kick

Jumping (vertical)
A) Horizontal sword poke (similar to distance A)
B) High split kick
C) Downward sword slash
D) Spinning kick – similar to Guile’s jumping spin kick

Throws:
f/b+AC: Grass Cutter
Apathy grabs his opponent, delivers a roundhouse kick with his right leg and follows through the spin with a left handed sword slash. Knocks the opponent down about a sweeps length away.

f/b+BD: Shoulderslam
Apathy grabs the opponent’s arm and hauls him over his shoulder, slamming the opponent headfirst into the ground. Leaves the opponent slightly behind Apathy.

CD: Knock Down
Ground: Apathy slams the hilt of his katana into his opponents face (right between the eyes). Medium range.
Air: A sharply angled jump kick similar to K’s.

Command moves:
f+A: Hop slash
Apathy does a short forward hop with a downward sword slash. Acts as an overhead.

f+B: Sheath shot
Apathy drives his sword sheath into the opponent’s stomach, knocking him away.

db+A: Low slash
Apathy does a ducking sword sweep, knocking the opponents legs out from under him. Decent range.

Special Moves:
qcf+P: Rush Slash
Apathy rushes the opponent and deals a quick sword slash. The A version of this move results in a horizontal slash similar to Hibiki’s. If the slash connects, Apathy will past through the opponent and they will slump to the ground. The C version results in an upward slash (from ground level to roughly 45 degrees). The C version knocks the opponent back. 1 hit (A), 2 hits (C)

qcb+P: Cross Stitcher (striker)
Apathy makes a back dash step (ala the CvS C groove back dash) while making two quick sword swipes. The swipes form an ‘X’ shaped energy pattern in air at head level; any opponents who touch the X take damage (1 hit for A; 3 for C). The opponent is then thrown backwards. This move can be followed up with a Rush Slash for an additional hit.

hcb+K: Shade Counter
Apathy splits into two shadowy images of himself – one slightly in front of his original position and one slightly behind his original position. Performing this move with B makes the back image the real Apathy; D makes the front image the real Apathy. If the opponent makes a physical attack against the false image then the real Apathy turns and makes a dashing horizontal strike with his katana. The opponent is knocked away in the opposite direction. This move has a quick start up time but leaves Apathy open if no attack is made. This move will not counter physical DM’s or SDM’s. However, the DM/SDM must actually hit the real Apathy to connect. 1 hit

qcf+K: Edge Crash (SC)
Apathy grabs his katana with two hands (one on the hilt, the other at the back of the top of the blade) and thrust it forward vertically. Anyone hit by the attack is knocked away. The attack also acts to negate projectiles (effectively cutting them in half). The B version of this move has no start up, but little range. The D version has greater range but requires Apathy to take a step forward before executing the attack. Combo’s off most A or C attacks. 1 hit

(close) hcb,f+P: Viscera:
Command throw. Apathy pulls his opponent in with one hand while burying his katana in their stomach. The attack leaves the opponent doubled over the edge of the blade. While the opponent is on the sword, Viscera can be followed up with the following:

qcf+K after Viscrea: Rage
Gripping the buried sword with both hands,Apathy rushes the opponent into the far wall. The opponent is held against the wall for a moment before Apathy jumps back. The opponent then falls the ground in the corner. (Viscera: 1 hit, Rage: 1 hit)

qcb+K after Viscrea: Disgust
Apathy lifts up with the sword and tosses the opponent behind him. The opponent lands about a jump’s distance away. (Viscera: 1 hit; Disgust: 1 hit)

dp+K: De-cide Slayer - Impact
Apathy flings his arm outward at a 45 degree angle just like Vice in CvS2. If the slayer connects, Apathy snaps his opponent toward him. Just before the opponent hits the ground, Apathy performs a backhand sword slice with his free hand; knocking the opponent behind him. 2 hits (slayer connect and sword slice).

dp+P: Variance
Performing this move results in Apathy leaping into the air in a tight somersault. The A version of this attack results in a high roll with short range, and the C version a lower roll with longer range. Performed at the right time this move with travel over projectiles. While Apathy is in the air, hitting different buttons gives the following results:
A) Ground Spark – While airborne Apathy makes a quick slash that causes a flame eruption on the ground near the opponent (eruption size is similar to Terry’s 98 power wave; attack acts like Gato’s Kou-Ga attack). Apathy bounces back after performing this attack. 1 hit
B) Negation – Apathy drops to the ground.
C) Scalpel – Apathy goes into a vertical spin ending with a sword slash. Knocks the opponent down. 1 hit.
D) Dive kick – Apathy performs a sharply angled diving kick from the point the button is hit. This move can be comboed from if hit deep enough.

DMs:
qcfx2+P: Overkill
Apathy does a low rush at his opponent and cranks them with an angled punch. The rush portion of this DM will past beneath high to mid-range projectiles. If the punch connects the opponent is launched into the air and careens off the wall behind them. As the opponent flies back towards him, Apathy holds him in the air with a series of four alternating sword slashes. Apathy then finishes the attack off with a spinning backhanded slash. If the opponent blocks the punch then Apathy is vulnerable for a moment. 7 hits

qcb,hcf+K: Spark Shower
From a standing position, Apathy makes a quick slash along the ground - sending a torrent of sparks at his opponent. The attack range for this DM is similar to the energy wave off Terry’s MoTW Buster Wolf. If blocked this attack with do tick damage. 12 hits.

In Joker State, hcbx2+P: Old Maid
When this DM is activated a ring of transparent tarot cards forms around Apathy’s body. If the opponent is caught in the ring as it forms, he/she is stunned for a second (similar to a guard crush). The ring lasts as long as Apathy remains in Joker state and will stay with him as he moves. The ring itself does no damage unless activated. The ring is activated by one of the opponent’s special attacks (randomly determined each time). If the opponent uses this special during the
rings duration, the ring will burst into black flame for a second. If the ring overlaps the opponent during this instant then they will take damage and be knocked away (unblockable). 1 hit

SDMs:
qcfx2+P: Hyper Overkill
This version will past through all projectiles during the rush portion. In the SDM, Apathy catches the rebounding opponent with a high kick to the jaw and then six alternating slashes. The SDM is finished off with Apathy slamming his sword into the ground beneath his opponent; creating a pillar of negative energy that sends the opposition flying. 10 hits

qcf,hcb+K: Kegare Blast
Apathy drives his katana through his chest, releasing an intense explosion of negative energy. The explosion range is a bit larger than Bao’s qcb x2 + K DM. If the opponent is caught in the blast they take substantial damage. This move can be blocked.
If the opponent is not in the range of the explosion (the blast neither hits nor is blocked), then the negative energy quickly drains back into Apathy. Apathy takes a bit of damage from the sword strike (comparable to a single C hit) but the returning energy turns him into “Joker Apathy”. His skin takes on a silver/gray appearance, his eyes become a soulless gray, and he gains a psychotic grin. Joker Apathy’s katana burns with a black flame, causing any sword related attacks (regulars, specials, DM’s) to cause extra damage (similar to Victor’s electrical attacks in Vampire). However, the influx of Kegare in Apathy’s body causes him to take extra damage from attacks as well.
Apathy remains in Joker state for a length of time similar to KoF98’s MAX state (Advanced). Joker Apathy retains use of all of Apathy’s normal specials but gains use of an extra DM.
--
Taunt: Holds his katana up near his face; fixes his hair in the reflection of the blade.

Intro: Apathy sort of fades in from the shadows

Winposes:
A) Apathy sheathes his blade, and turns with a spin - disappearing.
B) Turns his back to the fallen opponent; wipes his katana clean.
C) Drops his sword and grabs his right hand; seems to struggle with some inner demon
D) Holding his blade across his chest (point facing away from opponent) Apathy leans forward and says "Mada mada ne"

Joker Apathy Winposes:
A) Somewhat hunched over, Apathy gives a big smile and laughs psychotically.
B) Apathy rushes the fallen opponent dragging his blade through the ground. As the blade hits the opponent, J. Apathy snaps it forward in a flaming arc; sending the burning opponent flying across the screen. Apathy's blade burns out of control and he just smiles.
C) Standing up straight, Apathy raises his right hand over his head. A weird transculent energy pillar engulfs Apathy and a shadowy figure appears over his head. Maintaining his position, Apathy smiles and says "Jooookkker!!"\

Winquote: "Now I’ll never know who that was. These damn name changes confuse me..."
--
Strikers:

Apathy: Blade Pin
Apathy appears and throws his katana at the opponent. If it connects the blade impales the opponent, doing light damage but pinning him/her for 2 seconds. If the blade misses or is blocked, it will bounce off and land on the floor. Apathy will then run toward the fallen sword, pick it up, and passing through the opposite end of the screen [Apathy can absorb one hit for his teammate if hit while as he advances for the fallen sword – if hit he bounces off screen without retrieving the blade].

Special: Sacrificial Lamb
As Apathy jumps out to assist, he is rushed from behind by one of ON’s legacy of super-lamers (ie, Christina Mina, Gans – changes randomly). As the lamer approaches, Apathy quickly turns and bisects them with his katana. The lamer’s blood flies forward from the point of their death; damaging any opponent in the way. Has a range similar to Shin Kyo’s 99 striker Orochinagi.
---

----
Newbies Psychotic Team
---
Vastago
--
Bio:
Name: Vastago
Fighting style: Yamazakis style + Impact tecniques
Birthdate: November 19
Age: 17
Country: Mexico
Height: 1.80 m
Weight: 75 kg
Hobby: Bike touring
Best sport: Basketball
Most important: a Knife(the one that Yamazaki gave to him)
Dislikes: Own blood
--
Appearance:
A:Like Yamazaki(from real bout fatal fury) but he is wearing a black cap and have a younger look(he have blond hair too)
B:Like Aoshi Shinomoris purple costume(the one from Samurai X)
C:Like Zanosukes costume(Ruroni Kenshin)
D:He will wear a black biker leader costume but with out the glasses .
C+D: he will be wearing a white shirt that says: i KNOW THE GUY WHO DESTROY ZAKAZAKIS DOJO...blue Jeans and black snickers , plus a blue cap..(note: he wears his cap like Lucky glauber , backwards).

Normals: All are the same as Yamazaki except for jump D, which is the same as Lin's.

Throws: All are the same as Yamazaki

CD: Knockdown
Ground: Same as Yamazaki
Air: Same as Lin's in KOF2001

Command moves:
f+A: ?
Vastago will do the first hit of the judment dagger special move (from yamazaki)and then he(quickly)will hide his knife again , can be followed up with another special move.

Special Moves:
qcb+A/B/C (hold): Serpent Slash (SC)
Just like Yamazakis snake tamer , Vastago will dangle his arm but when he hits the opponent he will produce a Knife cutting flesh sound(because he cut the opponent when doing this move) like Yamazakis move Vastago can do it in 3 possible ways:
A version : will strike at a 45 degree angel directed at the air in front of Vastagos face
B version : Will go straight foward covering 3/4 of the screen(can be an overhead if opponents blocks low)
C version : Goes a long the ground and the opponent must block low , its a knock down.
Press D while holding: while storing a serpent slash press D button to retract the move.
Vastago can SC whenever he hits the opponent during this move.

hcb,f+P: Exploding headbutt
Vastago will grab his opponent holds him at arms length then headbutts them. As he connects the headbutt there is a large explosion.

hcf+K: Sado/Maso
Vastago will show his chest to the opponent if the opponent hits him while this move , Vastago will , do a Exploding Headbutt to the opponent but the opponent will be just stunned by the headbutt leaving him , open to be punished. This move protects Vastago from aerial and ground attaks...low attacks can punish him.

dp+P: Guillotine
Vastago will , do a short range uppercut if the opponent is hit by the uppercut it can be followed with:

dp+P after Guillotine: 1°-Explosion!
Vastago will grap his opponent by the neck with his right hand , and they will start to fall very quickly , when they raise the floor there will be a big explosion but Vastago will jump moments before the explosion.(great damage!)

dp+K after Guillotine: 2°-Gore!
Vastago will grap his opponent by the neck with his rigth hand , then he will clean all the floor with his opponents body(for about 2 seconds Vastago will drag the opponent across the screen) ending with a Kick that will throw the opponent high into air.

hcf+P (hold): Futtai No Kiwa(Stun punch)
Vastagos original move , he will show his rigth fist(if you hold the button a green aura will sourround Vastagos fist)and then he will do a super heavy straigth puch to the stomach if hits a green aura will be emited from the back part of the opponent , leaving the opponent open to a combo or a DM.(if its stored too much time and the opponents trys to block it it will cause a guard crush) it can be followed up with:

hcf+K after Futtai No Kiwa: 1°- Shin Zen No Kiwa(Speed move)
Vastago will quickly teleport himself crossing over the opponent and then , he will hit the opponent with his elbow followed by a very small hop with a deep impact kick leaving the opponent stunned for a moment(open to a DM or to the other
follow up).

hcb,f+P after Futtai No Kiwa: 2°- Hitten No Kiwa(deep slash)
Vastago will grap his opponent by the neck and then he will pull out a Knife out from his poket and then he will slash his opponent 3 times then he will slowly insert the Knife inside the opponents stomach while laughing then vastago will throw the opponent by the face first in to the floor behind him.

qcf+P: Double Return
Same as Yamazakis one , but this time Vastagos fireball will be green (in the A version you will gain some life back instead of returning the projectile)It can return fireballs such as Haohshokoken(proyectiles not bigger than him).

hcb,f+B: Blood Palm
Another grap like heirdens Storm bringer(Vastago will drain some of the opponents life bar and he will gain some in the thread! about 1/2 life that he drains) Vastago will lift the opponent by the head and he will start to laugh in a very weird way draining the opponents life.(If you tap the buttons really fast you can drain a quarter of the opponents life bar)

b,f+P: Gatotsu (striker):
Vastagos projectile, He will throw a big and green projectile(like in his double return) but this time a knife will be in the middle of the projectile(does great damage for a proyectile) if the opponents block or doesnt block in order for Vastago to throw his projectile again he must recover his knife.

DMs:
(close) hcbx2+P: Drill
Vastago holds his opponent by the head in front of him for a second then does a large uppercut knocking the opponent in to the air for a few seconds. When he comes down Vastago will Scream NOW!! and then he will do one of 5 variations of his Normal DM (note the DM variations can be done by just pressing A for the first one, B for the second , C for the third , D the for the fourth and Smash all the buttons for the fifth , just when Vastago says now).
Variations:
A: Futtai madness (34 hits)
Vastago will start to laugh maddly and then he will rush to the opponent and with both hands out of his pocket and then he will punish the opponent with 20 Futtai No Kiwa punches all over the opponents body and the last one cause an explosing then he finish the DM with a huge punch with energy that looks like a drill.

B: Gatotsu madness (26 hits)
Vastago will , grap his opponent by the neck and then he will throw him to the otherside of the screen inmediately followed by four Gatotsus in a Row , the gatotsus will literally stuck the opponent on the screen(like in a wall) and then Vastago will start to throw more Gatotsu to the opponent(8 more) then when he finish with the gatotsus he will teleport his self infront the opponent and will grap him by the neck and finally finishing him with a Drill.

C: Explosion madness (36hits)
Vastago will rise the opponent by the neck and then he will do Hella headbutts(22 headbutts) and then he will finish with a Drill.

D: Serpent Slash madness! (46 hits)
Vastago does 32 serpent slashes(with both hands!) and then he finishes with a Drill(note drill does 14 hits)

ABCD: Blood palm madness! (14 hits)
Vastago , graps the opponent by the head , and starts to drain the opponents life then he finishes with a Drill.(he will drain 1/4 of the opponents life and he will gain the same amont of life)
All of them do pretty much the same damage except for the last variation.

d,d,d+A/B/C/D: Exploding Ki!
A green aura will appear sorrounding Vastago then he will hit the floor with both hands and from it a green gueyser(sorry i had to do it) like will appear but depending of the button the Gueyser will appear in:
A: infront of him
B: almost at mid-screen
C: 3 steps from the middle of the screen
D: at the other side of the screen
Okay damage, fast startup but has some lag.

SDM:
qcf,hcb+AC: Gangstering!
Vastago will do the same pose as yamazakis Sado/Maso taunting the opponent if the opponents hits him he will uppercut the opponent high into air then he will pull out a Gun from his pocket and he will shot the opponent 3 times then Yamazaki , Igawa Iori and Dark Chai will arrive to the figth in a limousine and they will start to stomp the opponent, then Vastago will finish with a Exploding heatbutt and a Drill for a total of 75 hits. A counter SDM. 65% damage.

d,d,d+ABCD: Exploding Ki!
Vastago now will rise both hands and alot of gueysers will appear at all the places at the screen the opponent MUST block this attack otherwise 60% damage! Longer startup than the DM version, faster recovery though.
--
Misc info: None provided
--
Strikers:

Striker action: Same as Yamazakis from kof 99 evolution(justice striker)
(Vastago enters to the screen , and the does a huge blue Drill.

Another striker: Unknown Vastago
striker action shield
This striker is vastago but with a weird mask(mr karate??) he arrives and then stands in front of you giving you protection for 5 seconds or for 3 hits , if the opponents throw a proyectile Vastago will do his double return(cannot double return DMs)

---
Igawa Iori
--
Bio:
Birthdate: October 20th, 20 years old.
Nacionality: Unknow
Blood Type: O+
Height: 182cm
Weight: 76kg
Likes: Everything
Favorite Food: Meat, Lettuce and Tomatos.
Important Thing: His Life
Dislikes: Violence, Dumb people.

Backstory: Entered in to see if the other around here are really worth of my time, and to try to discover his real past by spanking the tournament boss (OK, I’ll not be so stupid).
Some months ago, Igawa Iori started to have nightmares all nights. Im his nightmares, he is chased by strange men, then he sees himself at a lab, while the men are doing some kind of experience with he. He's feeling terrible pain, then he manages to escape from his prision, and, taken by the rage, he killed all the men.
Igawa Iori starts to worry about this nightmares, and he starts to show strange powers, his personality is also changing. He lost a lot of his past memories.
He goes out for a walk at night, when suddenly he started to feel very bad, he goes to a backstreet and started to scream in pain. A man appeared from the shadows, saying:
- You want to know about your past, andd about what is happening to you, right? Enter at the Orochinagi Fighters tournament, maybe then I can help you... Hehe...
- Wait! Who are you! Come back here! - says Igawa Iori.
Recovered from the terrible and misterious pain, Igawa Iori thought that maybe this tournament will reveal what is happening to him, he must enter in it.
(Well, it's just a stupid story, I was thinking about NESTS and clones when I wrote this, NESTS is actual, I think I couldn't write something based in Orochi, right?)
--
Appearance: Look like Iori, but with white hair, black pants, black shirt, red over-coat, fine black shoes, black belt with silver details and an earring.
A-Default, clothes above.
B-Black hair, wine coulored pants, red shirt, black over-coat, same fine shoes, belt and earring.
C-Red hair, all clothes black.
D-Little bit blonde, white pants, white shirt, gray over-coat, same fine shoes, black belt with golden details and earring.

Normal moves: Same as KOF2K Iori.

Throws: Same as Iori.

CD: Guard Break
All are same as Iori.

Command moves:
f+A,A: Perfect shiki yumebiki
Same as Iori’s, two light punches, easy to combo with other move.

f+B: “Shinigami” jyanai
Lift his leg and hit, combos with standing C and links any other attack, except "GET BACK!" DM.

Special Moves:
qcf+P: Real dark thrust
Do a ground black fireball.

dp+P: Stop jumping you bastard! (striker)
Do a slashing uppercut with black flames, 3 hits, striker can be called at any moment of the attack.

qcb+C: Perfect rose: 1
Punches the opponent on the stomache with right hand (has auto guard on the very beggining).

hcf+P after Perfect rose 1: Perfect rose: 2 (SC)
After perfect rose 1, punches with left hand. Can be cancelled into "Mite! Kore wa Shinigami!!!"

b+P after Perfect rose 2: Perfect rose: End
After perfect rose 2. Turn left, to hit the opponent on the left side with the right elbow.

qcb+A: Perfect Rose: 0 style
Punches with the left hand (auto guard on the beggining).

hcf+P after Perfect Rose: 0 style: Perfect Rose: Down
Knokcs the enemy down with his elbow.

A after Perfect Rose: Down: Perfect Rose: Finish
Punches the opponent that is lying on the ground.

hcf+K: Don’t you dare hurt me!
B for jumping and standing attacks, D for low attacks. It’s a counter attack, work like Seth’s counters.

rdp+K: Now, it’s my turn
Jump and grabs opponent’s head, leaving deffence open for another attack. (like O.Yashiro)

hcb+K: Die!
Grab opponent and smash his head on the ground, then do a black flames explosion.

rdp+P: Get back
Grab the opponent that is lying on the ground, lift him up, explode him, and throw him to the other side.

DMs:
qcf,hcb+P: Mite! Kore wa “Shinigami”!!!
Runs very fast and hit the opponent 15 times, finishing with throwing opponent to the ground and doing a big black flames explosion.

qcfx2+P: GET BACK!
Turns 360° degrees doing a black flames barrier, if hits the opponent go to the air, and Igawa Iori gives another blast, it's a slow move and cannot be conected, but it evades attacks on the beggining, just like 2K Iori's qcf x 2+P, it can be used as an anti air, but damage decreases a little.

qcbx2+P: Yes Style
Look like Kyo's No Style DM, but with the perfect roses motions. (At the end, you can hit the opponent with a "Get Back", for an extra hit)

SDMs:
qcf,hcb+AC: (Not only)Maiden (s)Masher, "Shinigami" no kokoro!
SDM version of the first DM, runs faster now, goes throught fireballs if hits, Igawa Iori will spank the opponent madly with a lot of quick punches, then throws opponent to the ground and starts to hit opponent in the ground, finishes with four black flames explosions. He screams a lot on this SDM!

qcb,hcf+AC after GET BACK!: The end of all!!! Tsuki no satsujin!
The ultimate SDM, hard to get because it won't hits if "GET BACK!" was used as an anti air. After the last hit of "GET BACK!" DM, Igawa Iori will jump and hit the opponent down with a violent flames' punch, then he'll get the opponent and start to spank him with black flame's punches VERY fast, too quick too see all the hits, he'll finish with the biggest explosion of all. The SDM with god's speed, 50(minimun) to 70 hits (max), press A and C repetidly to do more hits (will take some more damage than the normal SDM). He gots really crazy in this SDM. Max damage is about 63-65%.
--
Taunt: Put hands on the pocket and says: Are you kidding? Do you know this isn’t kids play? Don’t waste my time!

Intro:
Igawa Iori will enter and say: Now, lets start. Be quick to die, I don't have time to waste. Then he will lit up his black flames. (what you were specting? Purple?)

Winposes:
A) Turn backwards and say: Finished!
B) Laugths a lot, then stop and says: What happened? You looked sooo strong! *laugths again*
C) Sits down, look at the opponent and says: Do you still alive? We’ll meet again, be prepared!
D) You’re not so bad... Who are you?

Winquotes:
"Humph... This is all your power? You’re so boring!","Over already? Forget it, you’ll never get me.","Where is that man..."
--
Strikers:

Normal: Igawa Iori: If the opponent is near, Igawa Iori will knock him and the lift opponent up with a special version of the “ Real dark thrust”, if the opponent is far Igawa Iori will come and grab the opponent, throwing him to the other side (hit even if opponent is lying on the ground)

Another: Cosplayer Igawa Iori: Comes and hit the opponent with a punch combo, this will lift up the opponent for a short time, if opponent block, he'll open the opponent's defence for a short time (like Kaoru in KOF 2k), then try to imitate Igawa Iori’s taunt.

---
Ryuji Yamazaki
--
Bio:
Fighting style: Self taught/Boxing/Berzerker
Birthdate: May 26th
Age:20
Country of Origin: Canada
Height: 168 cm's
Weight: 64kb
Hobbies: History
Favourite Food: Steak, rare
Prized Things: Dagger, Sunglasses
Dislikes: Stupidity
--
Attire:
A)Black dress shoes, black dress pants, black vest, crimson longsleeve shirt, slicked back black hair, Sunglasses.
B)Black dress shoes, black dress pants, dark blue vest, dark blue longsleeve shirt, slicked back black hair, Sunglasses.
C)Black dress shoes, black dress pants, black vest, burgundy longsleeve shirt, slicked back black hair, Sunglasses.
D)Black dress shoes, black dress pants, black vest, dark grey longsleeve shirt, slicked back blonde hair.

Normals:
Standing A: Left jab
Standing B: Knee to stomach
Standing C: Right hook
Standing D: Stomach Kick

Crouching A: Left jab
Crouching B: Shin-kick
Crouching C: *throws sand in opponents face*
Crouching D: Sweep

Back A: Left Hook
Back B: Normal kick
Back C: Right Hook
Back D: Side Kick

Forward A: Left Cross
Forward B: Knee to nuts
Forward C: Right Cross
Forward D: Shove kick

Jumping A: Light Punch
Jumping B: Knee to face
Jumping C: Right Haymaker
Jumping D: Long kick to head

Throws: All are the same as Yamazaki

CD: Guard Break
Ground: Sucker punches opponent
Air: Same as Yamazaki

Command moves: None.

Special Moves:
dp+C: Float like a butterfly, Sting like a Bee (The Dance)
Dodges one attack, and then Slashes once with knife (combo-able)

qcb+A: Fatal Mistake (Arrogance) (SC)
Tosses sunglasses at opponent, half-screen, kicks opponent in nuts if they get hit by the sunglasses

qcb+D: Riot-Break (Sarcasm)
Axe-kick, stomp on ground

(close) hcf+C: Face, meet Pavement (Cheesegrater) (Striker)
grabs opponent, slams their face into the ground and laughs (can finish combos)

rdp+C: The Razors Edge (AC-DC)
Slashes dagger infront of him (press C for 2 'stabs')

hcf+K: Self-Tourture (Sacrifice)
D version: Taunts opponent, counters attacks, takes half of the damage, deals double (high+mid)
B version: Taunts opponent, counters attacks, takes half of the damage, deals double (low)

DMs:
qcb,hcf+P: Rebel Yell (Lions Den)
Screams aloud, charges opponent; does rapid punches/stabs and then side-kicks them away. (Unblockable, 1.5 second start delay)

(close) qcfx2+P: 12 Pains for the Marquis De Sade (De Sade)
Grabs opponents neck, eyes glow red, punches them in the face 4 times, stomach 4 times, drops them and stomps their nuts[male]/stomach[female] another 4 times.

SDM:
(close) qcfx2+AC: 24 Pains for the Marquis De Sade (De Sade)
Doubles the number of hits from the DM. About 48% damage.
--
Taunt: Points at opponent, grins and say "Come get some"

Intro:
Against women: Hate to mar that pretty face...
Against men: Let's rock. Come get some.

Winposes:
A)*points at opponent and laughs*
B)stay *pant* the fuck *pant* down
C)[Perfects opponent] *Looks around himself* it's over already? what the hell was that? *grins*
D)Groovy. *grins*
--
Strikers:

Striker: Ryuji Yamazaki
Same as in 2000, except if first hit connects, the grab does too, EVERYtime

Another striker: Billy Kane
Does his Dai Senpuu after he jumps in.

---
Dark Chae
--
Bio:
Real Name: Chae Yasime`.
Age:13
Height:4'10 inches tall.
Weight:Doesnt Know[looks average for his age.]
Eye Color:Blue
Hair:Dark Dark Dark Dark Dark Blonde. Like kyo's but a little shorter.
Fighting Style:Yagami/Kusanagi style and self taught moves.
--
Appearance:
A:Black dress shirt and red cargo jeans.
B:white dress shirt and black cargo jeans.

Normals:
light punch - a basic, weak jab.
hard punch - an uppercut.

light kick - basic side kick.
hard kick - a spin kick to the jaw. pain.

jumping light kick - brings the heel across his enemys forehead.
jumping hard kick - a spinning kick.

jumping punches - all the same. a fist right down on the opponents ol melon.

Throws: All are the same as Kyo.

CD: Knock Down
All are the same as Kyo.

Command moves: None.

Special Moves:
qcb+K: 30 Minute Wire Stand
a quick kick that has me turning my back to the enemy and using my arms to flip forward and kick twice.

dp+P: Morning Flicker
a running Dark Thrust-type uppercut.

hcf+P: "Rollover!"
Exactly like the move Yashiro had where he flipped over you.

qcf+K: P.E.D Kick (striker)
a kick that resembles Kyo Kusanagi's R.E.D Kick.

hcb+P: 106 Forbidden Type "Wave of the Heavens"
Exactly like Iori's 212 Shiki: Kototsuki In (hcb+K)

b,f+P,P,P Lethal Rose (SC)
Chainable, like the Deadly Flower that Iori uses. it looks a lot like Terry's Burn Knuckle. SC at second hit.

DMs:
qcf,hcb+P: Demon Wave
left arm raises and its held sideways ala K's heat drive. It burns and I then rush towards the enemy and swing it foward.

qcfx2+P: Great Ripping Fist
I run towards the enemy character and if the run "connects" I start.. well, for lack of a better word, stabbing them with my hands, "Fist Of The North Star"-Esque and then.. the P.E.D kick to finish it off.

SDMs:
qcf,hcb+AC: 106 Forbidden Demon Wave
Stronger with two swings.

qcfx2+P: Chou!! Great Ripping Fist
Same as DM version except more stabs
--
Taunt: I hold up my hand and it burns, and then my eyes open really wide and I blow it out.

Normal intro:
Against a Yagami - hand sparks with purple flames "Maybe you could teach me a bit after the match?"
Against any Kusanagi - raises arm and it smokes "You ready to burn?"

Winposes:
Against any female: runs over and helps (Insert Name) up and says "Sorry about that."
Normal Winpose 1: Takes out his glasses and puts them on.
Normal Winpose 2:I was looking for pazazz, and you didnt even give me pep.
Against any Kusanagi: turns back to enemy and says "looks like your all burnt out, Kusanagi bastard!"
--
Strikers:

Chae: P.E.D Kick
Chae jumps in with P.E.D kick. Overhead.

Ko: ?
My best friend, named Ko. he's dressed in Kyo's black school boy outfit. he comes out and does some move that looks like Chris's sliding touch, then jumps off screen.
---

----
Edit Characters
---
Note: Edit characters do not belong to any team listed above. They don't have an ending either (except for K'Evans).
---
K'Evans
--
Bio: None provided, he hates faggots who try to hug him though.

Backstory: A mysterious man, with an unknown past. That's the basic idea of K'Evans. He was hired by Gunsmith, the owner of Orochinagi, and after some time he retired from his post. After his resignment, he was nowhere to be found. Nobody has any idea on where he is now, or maybe he's dead? After a while, the memories and gossip of K'Evans eventually died away.
But by this year, the name itself slowly crept up into the minds of Orochinagi residents. Some said that K'Evans returned...but why?
--
Appearance: The exact same as K'.
A: Standard color
B: Black suit, red glove and yellow hair.
C: Red suit, yellow glove and white hair.

Normals: All are the same as K' in KOF2K.

Throws: All are the same as K'.

CD: Knock Down
All are the same as K'.

Command moves:
f+A: One Inch
Same as K', acts as an overhead and knockdown. If it's cancelled into then it loses the overhead property, but the knockdown is random.

f+B: Knee Assault
Same as K', acts as an overhead unless it's cancelled into. Can be followed up by a Minute Spike (only if it's cancelled into).

Special Moves:
qcf+P: Iron Trigger.
Same as K' in 2K. Connectable from a low B.

f+B after Iron Trigger: Second Shoot
Same as K', K'Evans shoots out a fireball. C version Iron Trigger has a faster Second Shoot than A version.

f+D after Iron Trigger: Second Shell
Same as K', K'Evans kicks the flames to the air. This allows a free hit.

b+K after Iron Trigger: Black Out
Same as K', K'Evans teleports after executing Iron Trigger. D version travels further than B version. Can be stopped by a fireball, or any throw.

dp+P: Crow Bite (SC)
Same as K', the C version travels full screen. Only the A version can be cancelled into a (S)DM on the first hit.

f+K after C version Crow Bite: Additional Hit
Same as K'. Knocks the opponent down if not followed by Minute Spike.

qcb+K after Additional Hit: Minute Spike
Same as K' in 2K1.

(air) qcb+K: Minute Spike (striker)
Same as K'. Has autoguard on the starting frames. Can be done on the air. You can call a striker when doing this move.

qcb+K after Minute Spike: Narrow Spike
K'Evans suddenly 'drops' to the ground and performs Narrow Spike. Juggles opponent. Works the same way as KOF 2K1.

qcf+K: Black Out
Same as K'. K'Evans fades out and fades in when the teleport is finished. D version travels farther than the B version.

qcf+K after B version Black Out: Narrow Spike
K'Evans suddenly appears in front of the opponent and attacks with Narrow Spike. Must be blocked low. Juggles opponent. Black Out, as a followup to Iron Trigger, doesn't have Narrow Spike as a followup.

DMs:
qcfx2+P (hold): Heat Drive
Same as K'. If fully charged Heat Drive is unblockable. Takes about 4 seconds to be fully charged.

qcf,hcb+P: Chain Drive
Same as K' in 2k1. If the sunglasses hit the opponent on the air, and K'Evans is in reach, he'll 'grab' the opponent and do the full Chain Drive.

C,B,A while being grabbed: I dun need a hug u faggots!
This DM counters command and normal throws, but not (S)DM throws. K'Evans will break the throw with his CD attack, then follow up with Heat Drive.

SDMs:
A,B,C while being grabbed: I dun need a hug u faggots!
This SDM counters *ALL* throws. K'Evans will break the throw with his CD attack, then follow up with two Heat Drives in a row.

qcf,hcb+AC: Chain Drive
The same as K' in 2k1. If the sunglasses hit the opponent on the air, and K'Evans is in reach, he'll 'grab' the opponent and do the full Chain Drive SDM.
--
Taunt: The same as K' in 2K.

Intro:
Jumps in with sunglasses, then puts it into his jacket while saying "Ore hitori de jubun da..."

Winposes:
A: Thumbs down and says "Ore ni sawan ja ne!"
B: Turns around and says "Stupid pathetic sentimental fool..."
C: Turns around and says "Doitsumo koitsumo!"
D: Takes his sunglasses out, wears them and says "...Anta ja yakubu soku da ze!"

Winquote:
"Nope, you don't have the crystal either.","You? Beat me? Save your breath.","You don't have a chance against me. Not one bit.", "I dun need a hug u faggot!"
Extra rare winquote (take a screenshot if you see this): "What's the darn stupid logic behind your thread? You want to find a new meaning in life? Go stare at the ocean for 6hrs, and pray you don't get ass-raped. You probably will feel grateful for having a job."
--
Strikers:
K'Evans: Heat Execution
K'Evans jumps in with an air CD, which juggles the opponent, and executes a Heat Drive, which also juggles the opponent.

K': Narrow Spike
The same as K' in 2K.

??: ???
?? jumps in and 'firefarts' at the opponent. This only sends the opponent backwards.
--
Extra stuff: Boss Info

Mid-boss: K'Evans
As mid-boss, K'Evans is a *little bit* stronger and faster than regular K'Evans, with a better AI which focuses on maximizing damage.
Striker: ?? (see above)

Final boss: K'Evans
As final boss, K'Evans' damage is 1.5 times of the original damage, with faster speed as well. All the moves are the same, except I dun need a hug u faggots SDM, which executes 2 Heat Drives, and then a Chain Drive (75% damage). This version of K'Evans has quick build-up on stocks, and a cheaper AI.
Final boss K'Evans has no strikers.

---
Taiso
--
Bio: None provided
--
Appearance: MOTW Terry with green jacket instead of brown.
A: Standard
B: Black jacket along with black jeans

Normal moves: All are the same as MOTW Terry, except for close C, which is the same as KOF Terry.

Throws: All are the same as MOTW Terry

CD: Knock Down
Ground: Same as Mary's ground CD.
Air: Same as Terry's air CD since KOF99.

Command moves:
b/f+A: Hammer Arch
Same as Mary's b/f+A. Overhead, knockdown unless cancelled into.

df+C: Rising Upper
Same as Terry's in KOF. Overhead.

b/f+B: Double Rolling
Same as Mary's b/f+B. Second hit must be blocked low regardless if it's cancelled into.

Special Moves:
dp+K: Vertical Arrow
Exactly the same as Blue Mary's Vertical Arrow. Good priority with average damage.

dp+K during Vertical Arrow: Neck Twister (SC)
Taiso slams the opponent straight to the ground with his knees on the opponent's neck. Can only be done when the opponent's hit by Vertical Arrow. Okay damage. SC when Taiso slams the opponent to the ground.

b,f+K: Straight Slicer
Exactly the same as Blue Mary's Straight Slicer. Hits low if it's not cancelled into. Below average damage, long recovery time. Goes under any air fireballs.

qcf+K after Straight Slicer: Leg Crusher
Taiso grabs the opponent by his/her leg and attempts to break it. Good damage, can only be done after Straight Slicer

hcb+P: Real Counter
The same as Mary's Real Counter. Does nothing by itself.

hcf+P during Real Counter: Backdrop Real
Taiso grabs the opponent and throws em backward for a juggle. Takes some time to recover though, and Vertical Arrow will not connect unless it's in the corner. Does little damage.

hcf+K during Real Counter: Head Crusher
Taiso puts the opponent on the ground and slams his/her head against his ankle. Good damage.

qcb+B: Face Lock
A high to mid attack counter. The counter 'window' is right when he executes the move. Long recovery time, but if it connects Taiso will slam the opponent to the ground. Okay damage if it counters, else it does no damage by itself.

qcb+D: Head Buster
Counters low attacks. The counter 'window' is right when he executes the move. Long recovery time, but if it connects Taiso will fling the opponent backwards for a juggle. Not all moves will connect (e.g. Vertical Arrow) Poor damage.

hcf+K: Power Charge (striker)
Terry's Power Charge. Juggles opponent. A striker can be called at any time.

dp+P after Power Charge: Rising Tackle
Same old, same old. Hits the opponent that's in air. Note that Power Charge must connect in order to execute Rising Tackle.

DMs:
qcf,hcb+P: Typhoon Rage
The same as M. Typhoon from Blue Mary. Quick startup but has some recovery time if it missed. Okay damage, recovers fast if it hits.

(close) hcbx2+P: Bloody Splash Rose
A grab move. The same as M. Splash Rose. Doesn't do much damage. Can be connected after Hammer Arch.

SDM:
(close) hcbx2+AC: Bloody Splash Rose
A grab move. Does two Bloody Splash Roses in a row. 55% damage. Can be connected after Hammer Arch only if Taiso's close enough, which means it has less range than the DM version.
--
Taunt: Stands straight, wipes his fist against his forehead and says "Keep going!"

Winposes:
A: Stands straight and says, "Im got a big P."
B: Has his left arm raise forward, and waves his fingers while saying "Tsk tsk tsk"

Intro:
Adjusts his gloves.

Winquote: "Geez, I guess your medical bills are more than what you can afford."
--
Strikers:

Taiso: Power Charge
Taiso jumps in and performs a Power Charge. Juggles opponent.

Another Taiso: Straight Slicer
Taiso 'slides' in with Straight Slicer. OTGs.

Hidden Warrior: ??
HW jumps in, addresses the opponent's name in caps, then starts talking about a lot of stuff, which will lower the opponent's power bar INFINITELY unless they attack HW.

---
DenieRu
--
Bio:
Fighting Style: ???
Birth date: December 18
Age: ??
Country: MEXICO
Blood Type: ???
Height: 175cm
Weight: 85kg
Hobbies: None
Favorite Food: None
Mastered Sport: None
Prized Things: None
Dislikes: Indecisive people, ghosts...
Personality: He is most of the time an arrogant asshole...
--
Appearance: Think of him as Gendo Ikari in Kouryu’s Costume
A: See above
B: Clothes has switched palettes

Normal moves: All are the same as Kouryu.

Throws: All are the same as Kouryu.

CD: Guard Break
Ground: DenieRu swings his arm in front of him, only 'hits' l body distance away, because it’s not supposed to touch the opponent.
Air: Basic horizontal slash.

Command moves: None.

Special Moves:
qcf+P: PIERCING VERMILLION ARROW
DenieRu's sword turns into a bow, and he fires a bolt of energy from it. A version can combo,C version deals more Damage. Both can be held for a few seconds by keeping the button pressed.

qcb+P: PURIFICATION OF CELESTIAL SINS / QUAD RUSHER (striker)
DenieRu slides forward quickly and slashes, can be followed up three times. This gives an uppercut, a second uppercut, then a huge downward slash which sends the opponent flying back to the ground. The striker can be called during ANY of the 3 first slashes.

dp+A: SINGLE SLICE OF SALVATION / BIG SLASH
DenieRu quickly brings his sword down in a wide arc. Will take down jumpers and is an overhead.

dp+C: SEIRYUU'S SCREAMING THUNDERBLAST / LIGHTNING DRAGON (SC)
DenieRu does an uppercut slash, which, if connected, the opponent is juggled into the air by lightning. The super cancel can occur during the slash or the Juggle.

(close) hcf+K: BYAKKO'S TEARING TALONS
DenieRu grabs the opponent and then levitates him, then he is hit by multiple slashes in midair. The Kanji for Byakko appears in the background.

qcb+K: DECEPTION
DenieRu vanishes and appears on the other side of the screen with his face looking down [3 seconds].

DMs:
In air, f,hcf+A: SUZAKU'S NOBLE GLOW / FIRE PHOENIX
DenieRu lunged downward from the air, a burst of fire coming from his sleeve.
If this connects, the Kanji for Suzaku appear on the background, and the opponent is sent flying, body in flames.

f,hcf+C: GENBU'S SACRED WATER SPOUT / WATER TORNADO
DenieRu slashes forward, and if he connects, the Kanji for Genbu appears in the background and the opponent is juggled by a tornado.

SDM:
f,hcf+BD: ULTIMATE END / EARTH’S PIKE
DenieRu sends the opponent flying into heavens, and a huge spear comes out of Hades' Gate, which impales the opponent and drives him into the ground. SDM is full-screen but it can be blocked high or low.
--
Taunt: DenieRu vanishes and appears on the same spot with his face looking down (1 second).
--
Strikers:

GOENITZ: Goenitz jumps to where the opponent is and he vanishes while a tornado lifts the opponent into the air.

KAGAMI: Kagami jumps to where the opponent is, if opp. is in the air, Kagami does his flaming DP; if opponent is on the ground Kagami does a 2hit flaming/slashing combo.

---
Zyzyfer
--
Bio: None provided

Backstory: Zyzyfer wants nothing to do with the tournament, his own issues in life resolved, but he does want to beat the crap out of everybody, with no real solid reason. He joins as a solo entry, but doesn't step up to fight openly. Instead, he waits to find the strongest fighters and challenge them personally.
--
Appearance: None described
A/B/C/D: They're all just color changes to the same palette.

Normal moves:
Ground*:
A-quick jab, somewhat easy to combo from
far A-double punch(backfist into straight punch), long range, can link into certain other moves(kinda like Guy's combo in SFA/Z)

B-quick knee, not very combo-friendly
far B-low ankle kick, good range, can link to certain other normals

C-left hook punch, very easy to combo from
far C-slide-in backfist, moves forward slightly, can link to command attacks

D-straight ankle kick, very fast, very easy to combo from due to long stun
far D-Kick #5. Does a heel kick. It's umm....hapkido kick #5. Can't combo from it or into it, and the recovery is average, but it does excellent damage for a normal.

Jumping (not vertically):
A-open palm, little damage, but can link to jumping C and ground attacks easily. Unlike most jump As, doesn't stay out the entire time in the air.

B-jumping side kick, fair range, high priority, cannot link with ground attacks though

C-downward punch, high priority, can link to ground attacks easily

D-essentially Ralf's CD, but not so stiff, longer range.

Vertical jump:
A-upwards elbow strike

B-jumping forward kick

C-drops an elbow in ralf fashion

D-midair spinning heel kick, which has slow startup but will stun the opponent for an extended period if it hits, allowing him to execute a combo, slower specials, or even dash in

Crouch:
A-duh, a normal crouching punch. Typical dwn A traits.

B-like Mary's down B, for the most part. Not very combo-friendly.

C-comes to a standing position, elbowing forward and up. similar to kasumi's down c, except more range.

D-hapkido style sweep kick. Can follow up with B version Desert. Great speed and range, decent recovery.

* = To give an example of the combo style with normals, something like this would be possible. (There are a few more combinations, though.)
:(jumpin) then D, C, far A, far C, fwd A, special
:far A, C, fwd A, special
:fwd B, far C, fwd A, special
:D, A, A, far A, far C, fwd A, special
This enables more zoning and a change of pace from typical styles of fighting in (2D) games, but requires precise timing equivalent to that of trying to do a dwn B into stn C.

Throws:
b/f+AC-grabs opponent's arm, slaps them across the chest, spins and elbows them, then backfists them, sending them across the screen.

b/f+BD-slips under opponent's guard, throws their arms up and elbows them in the gut, then steps back, poses quickly, and Enziguri kicks them, posing with back to screen and chuckling to self afterwards. Cannot fallsoften, cannot be escaped. *No* possible OTGs for Zyzyfer from this throw(poor recovery due to pose afterwards, no striker calls)

CD: Knock Down
Ground: Really big shoulder tackle, moves forward slightly, slow but has autoguard for the first several frames. Normal CD properties otherwise.
Air: Similar to Daigo's air fireball from the Rival Schools series, Zyzyfer sends almost a barrier of Orochi power out in front of him. High priority but slow startup.

Command moves:
f+A: ?
Elbow to the gut

f+B: ??
Reserve thrust kick

df+C: ???
Leaps forward from crouching position, hitting with the roll. Doesn't do a lot of damage, but it's extremely fast and long range. If done at the proper range(about 2/3 character length), it can be used as a combo starter.

Special Moves:
qcf+P: Remonstrations
Punch combinations, similar to Rick Strowd's stuff. A version is less damage, less hits. C version has dash frames which make it a little more difficult to combo with certain attacks. Can call strikers during this special.

QCB+P: Heavenly Shot (SC)
A version has shorter range. The attack is similar to Rick Strowd's whistle punch.

DP+Px3: Crescent Desecration
Command throw-style move, where Zyzyfer grabs the opponent, punching them in the gut for a stun, then grabs them again quickly with the other hand, throwing another punch to the gut, and grabs one last time, uppercutting them with a blast of flames. Can followup with dwnbck+P, having him grab hold before they are knocked away and tossing them down, creating a crescent trail of flames.

HCB+K: Desert
B version has Zyzyfer raise his leg high, then axe kick to the ground for a standing or OTG hit which does equal damage whether OTG or not. However, if he doesn't hit, he takes a bit of damage from hitting the ground so hard with his heel...D version is a jumping reverse crescent kick plus jumping crescent kick, all in one leap. Long knockdown(like Ralf's DM), and can follow up with B version.

RDP+P: Unforgiven Sins
Counter. If opponent throws any standing punch, Zyzyfer grabs their arm and yanks them forward, taking them off-balance, then catches them square in the gut, knocking the wind out of them. Then he hops back and does a short version of his Heavenly Shot.

QCF+K: Party Crasher
Counters any standing kick. Zyzyfer hooks their leg, taking the hit(this deals damage to him), and punches them hard in the face, sending them flying back against the wall. D version instead counters any low attack by him grabbing the opponent by the collar, taking the hit, rolling back with them into a mount position, and then punching them several times in the face(lot like Ralf's DM).

***Hoshinsoo***
Probably spelled it wrong, but Zyzyfer has three moves which can only be executed during throws, including command throws(minus Zyzyfer). These moves are quite similar to Evans' stuff, except they're not DMs, and don't do quite so much damage of course. These moves must be executed as quickly as your typical hold break, but require more complex motions and therefore have better results. It is possible to striker bonus after these, as they are considered command throws.

DP+K: Hoshinsoo #2
Zyzyfer reverses the hold, cracking their arm over his shoulder before elbowing them in the gut, which knocks them away, then does a short-ranged Heavenly Shot, knocking them back.

RDP+A/B/C/D:
A-Hoshinsoo #9-Zyzyfer reverses the hold, then spins opponent off-balance and drops them on the ground, cracking their arm in the process, and strikes them in the face with his fist twice. Can OTG with Dastardly Exploit.
B-Hoshinsoo #10-Zyzyfer reverses the hold, kneeing his opponent in the gut, and drops them to the ground, striking them once in the face. Can OTG with Dastardly Exploit.
C-Hoshinsoo #7-Zyzyfer reverses the hold and twists the opponent's arm up. Fast attack, long stun, allowing Zyzyfer to execute attacks and combos as a followup.
D-Hoshinsoo #8-Zyzyfer reverses the hold, suddenly flinging the opponent face-first on the ground. Can OTG with Dastardly Exploit.

DMs:
QCF, HCB+P: Godly Shot
Similar to Heavenly Shot, except no dash and he charges up a fair amount of the purple stuff into them when he connects, then sets it off, sending them flying. C version is full-screen. Very much like Heavy D!!'s DM.

(close) HCBx2+P: Steeled Reprieve
Command throw super, where Zyzyfer grabs them, throws a few stunning punches, then does something vaguely similar to Xiangfei's super and places his hand on their chest for a few moments before unleashing flames into them.

QCFx2+P: Tempered Dark
Quite similar to Iori's new super in 2000, except it concludes with a blast more along the lines of Kyo's old Mushiki startup/Saisyu's old finish, with a column of purple fire.

SDMs:
QCF, HCB+AC: Ungodly Shot
A bit like the Godly Shot, except the blast hits three times extra after the initial knockback.

QCFx2+AC: Tempered Dark
Rush attack, finishes with the DM version of this move.
--
Taunt: Pulls out a flask and takes a chug of whatever's inside.

Idle Animation: Puts one hand on his belt buckle and holds still, waiting for the opponent to do something.

Time Out: Crosses his arms and shrugs.

Intros:
1st fighter: Zyzyfer is facing away from the screen. He looks over his shoulder at his opponent, then shakes his head, muttering "You best get outta my way, son..." as he takes his fighting stance.
2nd fighter: Cracks his knuckles, then tightens the straps on his glove.

Winposes:
A: Holds up his gloved arm, igniting purple flames in his palm. However, these flames seem to almost ooze off of his hand, as opposed to the pure fire that Iori would have.
B: Turns his back to the screen and then spits on the ground. A lot like K's old C winpose from '99.
C: Crosses his arms, smirking, then says "Bloody useless..."

Winquotes: "Buncha tree-huggin' hippies is what you all are...", "I'm surrounded by weenies. Really big ones. Bleh.", "I am the end of the world. ?!?"

Voices
Mostly just boxing breathing techniques, the harder stuff becoming things along the lines of "huu", "ha!", and "tore" or whatever it is Maxima says during the Maxima Revenger shoulderpush parts. Couple of "ora"s in there too.
His voice is deep but hissy, like K' with a much lower voice.
C throw-Che...
D throw-Useless...
Crescent Desecration(and striker action)-Aku~soku~zan!
Unforgiven Sins-C'mere, bitch...
Party Crasher-Is that it?
Un/Godly Shot-Abaiyo...
Steeled Reprieve-Cackling before the final part.
Tempered Dark DM-Ichi, ni, san, shi~neeeeeee!
Tempered Dark SDM-Oyasuminasai...ichi, ni, san, shi~neeeeeee!
Defeated-Rat bastarrrrrrd!
--
Strikers:

Zyzyfer: Zyzyfer comes out and does his Crescent Desecration. Last hit leaves opponent knocked up for a juggle.

Kasumi Todoh: Kasumi Todoh jumps out and does her usual striker action.

---
Mr. Flibble
--
Bio:
Name: Mr. Flibble and Johnny

Backstory: Johnny is a self-taught psychic fighter who thinks his penguin puppet(Mr.Flibble)talks to him and taught him every thing he knows.
Johnny is in the tournament because Mr.Flibble wants to see the really big penguin he's heard so much about.(Penguin's character)
--
Appearance: His build is about the same as Kensou's. His hair is a mop of red hair. He wears a red and white check shirt ,red slacks and army boots. Mr.Flibble is on his left hand.
A: See above
B: Replace red with black.

Normal moves: All are the same as Kensou.

Throws:
f/b+AC: holds his opponent with his right hand and while Mr.Flibble blasts him/her with a burst energy
f/b+BD: A monkey flip

CD: Knockdown
Ground: A slaping uppercut
Air: The same as Kensou.

Command moves: None.

Special Moves:
dp+B (hold): Hex-Vision
Johnny's(lp) or Mr.Flibble's (hp) eyes glow red and fire a hex-bolt. This move can be charged for more damage.

dp+P: Hex-vision2
Johnny holds Mr.Flibble up at ether a 35 or 45 degree angle who then fires a hex-bolt

qcf+K: Psychic Reflector
Johnny uses his free hand to make a Rugal like reflector

hcf+P: Telekinesis1 (striker)
this move is exactly the same as Athena's Psycho Shoot. Johnny can call a striker during this move

hcb+P/K: Telekinesis2
Johnny eyes glow as he sends a burst of energy to a chosen spot (same as O.Shermie's Mugetsu no Raiun) If it hits Johnny will raise his hand up in the air at the same time his opponet will rise up as well Johnny will then quickly bring his hand down and at the same time his opponet will be slamed against the ground.

rdp+P/K: Teleport
Will do a M.Bison type teleport using this formula: P = in front; K=behind; light=far; heavy=close

DMs
qcfx2+P :Hex-blaster
Johnny(lp) or Mr.Flibble(hp) will fire a barrage of laser Hex-bolts at his opponent.

hcbx2+P/K: Super Telekinesis2
Just like Telekinesis2 except this time Johnny will slam'em 4 times instead 1.

qcbx2+P: Rage
Both Johnny and Mr.Flibble will glow red and shake with rage Johnny will say
"Mr.Flibble's very cross!" For the next ten seconds their speed and damage he give and takes will go up by 50%

SDMs:
qcfx2+AC: Hyper Hex-blaster
Both Jonny and Mr.Flibble fire a barrage of hex-bolts

hcbx2+AC/BD: Hyper Telekinesis2
Just like Telekinesis2 except this time Johnny will slam'em 8 times instead 1.
--
Misc. stuff: None provided.
--
Strikers:

Striker:Johnny
Johnny will jump in with a kick and try to do his Telekinesis1.

Another striker: Mr. Flibble
Mr. Flibble fires a hex flare from out of screen.

---
Iori Branford
--
Bio: None provided
--
Appearance: None provided.

Normal moves: All are the same as Ukyo's.

Throws: All are the same as Ukyo's.

CD: Knock Down
Ground: Swipes sword forward.
Air: Basic vertical slash.

Legend:
S = A,C
K = B,D

Command moves:
df+S: Blade Twirl

S+K: Hopping Flip Slash

f+S: Dodge -> Knife Stroke

Special Moves:
qcb+S: Ukyo's Snowstorm Flurry

rdp+S: Genjuro's Scarlet Slash

qcb+K: Akira's (Rival Schools) Grab and Toss Up

dp+K: Baiken's Tatami Smash

(close) hcf+K: Vice's Whatever-you-call-it Slam n' Toss up

DMs:
qcb,hcf+S: Washizuka's Super Wolf Fang

qcbx2+S: Zero's Black Hole

SDM:
qcb,hcf+BD: Shuma-Gorath's Chaos Dimension
--
Misc. stuff: None provided
--
Strikers:

STRIKER: Blue Celes (exactly like Mary)
ANOTHER STRIKER: Kefka Yamazaki (same as Yamazaki)
-----

------
8. Stages

Like KOF 94-96, some stages have their own 'intros' before the first round. Can be skipped by pressing any buttons.

Hero team: 1st round Osaka 96, 2nd round Osaka 98, 3rd round and on Osaka 95. Stage starts out 'sliding' from left to right, then stops sliding when the two fighters are at center.
The Brits team: In Gun's house. Two folks are playing KOF98 in the background! Stage starts out with a random l33t combo in KOF98, then zooms out from TV to stage.
Da Great Aussie team: Sydney, Australia in different times: Morning, Noon, Night. Stage starts out with the Sydney Opera House, then 'slides' down to the shore where the fighters are.
The Pinoy team: In an agogo-house somewhere in Manila
The Harbringers of Chaos team: Yamazaki RB2
The ES and friends team: Kain's MOTW stage with a golden toilet statue in the background. =P Starts out like Kain's stage where shooting stars fall from the sky.
The Emmy team: Perfect Prodigy (Emmy's airship): Emmy's gigantic mobile fortress is his home, but recently it has been sabotaged by Tsugumi Yamada. The depression caused from its sabotage as well as Emmy's constant losing streak is why Emmy has been acting so strangely. Back to the stage itself, the entire place sure looks like it could afford a little bit of upgrading. The machines on the bridge are broken, the entire bridge is rusty, etc. The list goes on and on. For some reason, Emmy's teammates don't seem to mind the poor quality of their current home one bit.
The Ladies team: Hotaru's stage at different times
The Texas team: The Alamo, San Antonio, Texas
The Latino Pride team: Terry's stage in MOTW with moving backgrounds. If a 4th round happens, there'll be a night version of the stage.
The Shin team: Iori stage 96. Starts out the same too.
Zaro VS VX team: 1st and 2nd round Zaro's office. 3rd round and on Duck King RB2.
The Rasa team: Top floor, Rasa tower. With Wyler and Geese statues of course. 'Camera' first looks at the whole tower, then zooms to the top floor or Rasa tower where the fighters are.
The Blades of Blood team: 1st and 2nd round the 'broken down' house stage at SS3. 3rd round and on flaming house stage at LB2.
Newbies team: 98 Masters team.
K'Evans (regular): 98 Iori team (trainyard).
K'Evans (mid-boss): Inside a bus
K'Evans (final boss): In the woods, with a crashed bus in the background. Starts out with nothing but fire, then slowly the background fades in.
Edit teams (without K'Evans): A random stage except for the mid-boss and final boss stages.

Extra stages: These stages are time-released and comes out at random (only on edit team VS)
KOF 97 Orochi Team stage: First round fire, second round lightning, third round earth, and fourth round and on Orochi
GGX Ky/Sol stage
GGX Axl stage
GGX Faust stage (Zepp)
KOF 2K desert stage
KOF 98 Osaka stage
------
9. Team Stories and Endings

Note: Not all teams have a backstory. In addition, not all backstories share the same format.
----
Hero (Orgy) team:
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
Zepy: Wee, next match up is the finals! I knew we aren't that bad at all!
Iori E: Those matches were sure tiring! But I guess it's worth all the effort.
Persona: After all this, I'm gonna have sex with all of you to celebrate our victory! Hey, a limo is coming this way!
Limo driver: Hello there. The finals will be next. Please enter the limo.
Oro: You guys heard the man. Now let's on to this limo and get some preparation ready!
...
*in the limo*
Iori E: So...I heard the final match is between us, and the Rasa team.
Oro: I guess we're evenly matched. No screwing up this time around guys. Or else no orgies for a week!
Zepy: Ah dammit, can't I just bend over now? :P
Limo driver: We're here. Please enter the stadium.
...
*in the stadium*
Persona: Whoa! Look at this stadium! It's packed with people!
Zepy: So where's that other team we're supposed to fight!
Announcer: Welcome to the Orochinagi Fighters 2 tournament! Today's the final day...the championship match! You won't be disappointed, because it features the Orgy team...and the Rasa team! Let's give these guys a big cheer!!
*crowd applauses and cheers*
Iori E: So we ARE fighting against them.
Oro: Bah, screw this crowd, can't we fight on deserted ground or something?
Persona: I'm getting horny! Can we do it in public?
Announcer: The Rasa team hasn't arrived yet! But hopefully they will, because if they don't appear after 30 minutes, they are considered to be forfeiting the championship match!
Zepy: Sounds like something unexpected happened!
Iori E: They better show up. I don't want to get the champ without a finals!
Oro: I don't think they will. I'm sure everything is doing well.
Persona: Huh Oro?
Oro: Nevermind me, I was just babbling.
*nothing happens, screen slowly fades out*

Intermission #2 (after 1 is done)
Iori E: Blast it! It's well past 30 minuts, and the Rasa team didn't even show up.
Oro: Just as he expected.
Persona: What is it about?
Announcer: It has been reported that the Rasa team has disappaered! This is the newest news I got from my sources. In addition, it's well past 30 minutes! So the Orgy team wins the tournament!
*crowd cheers*
Oro: K'Evans sent me and Zepy as spies to the tournament, the main reason being that he wants the Rasa team to go to the finals. But what will happene to the Rasa team, he didn't tell me.
Iori E: I also heard that the Crystal grants one wish, and it's what K'Evans is after for. Thus, the tournament.
Zepy: Exactly! And just because I trust you guys, his wish is to get all the lamers away from Orochinagi!
Persona: Mmm...quite a sexy wish. But Gun could've done all that though!
Oro: Yes, but you should know that K'Evans himself usually wanted to handle things alone. He believed that Orochinagi's fall is a result of himself resigning from the admin position. So he felt as if he's responsible for it.
Iori E: The announcer is gonna give us the gold cup. He's coming this way.
Announcer: Congrats to all of you! Here's the gold cup for the winners of the tournament. *hands the cup to Oro*
?: Wait a moment!
*crowd silences*
Zepy: Huh? Who's that?
Persona: Why...it's...
Iori E: K'Evans!!!
K'Evans: A job well done, Oro and Zepy. Also to you both as well.
Oro: So what's next?
K'Evans: My plan didn't really succeed as well as I thought. Too many possible circumstances. Not a well-thought out plan anyway.
Zepy: The Crystal?
K'Evans: I'm getting the impression that Neo Rasa holds it. He doesn't seem intent to return justice to Orochinagi with it though. That's my biggest worry.
Persona: So...we're all done? Can I hump Zepy now?
K'Evans: Not exactly. I believe that you want the prize with a fight. Now, fight against me. I should offer enough challenge somehow.
Iori E: Now we're talking!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Congrats, you are the new champs of Orochinagi.
Iori E: Hey where are you going?
K'Evans: I don't really have a clear answer. But my goal is still intact - Get rid of all lamers from Orochinagi. Have fun with the ahem...'celebrations.'
Zepy: You bet we will :D
*K'Evans walks out of the stadium and disappears*

Ending
*dark screen*
Narrator: And as Orochinagi Fighters 2 came to an end, the winner is clear: The Orgy team. Nothing could come between them and the trophy, even the strong and powerful K'Evans. A year later, they were dubbed the 'Hero' team of Orochinagi Fighters 2. However, the members themselves do not seem to like the sudden popularity, and some of them decided to retire from the fighting scene, and some decided to be as low-key as possible. Despite this fact, the Hero (Orgy) team is still the best team in Orochinagi Fighters history, not only for their fighting, but for their very special...er....'celebrations.'

-THE END-

*credits roll, theme: Crystal (KOF2K)*

----
The Brits team
--
Backstory
--
*In Gun's house, Gun is hanging out with his guest, Dog at night doing...uh random stuff*
Dog: So what's for dinner? Something that you left in the fridge for over a week, or that mold-filled sandwich?
Gun: Guess what? I'm calling Domino's. We're getting 3 large pizzas.
Dog: 3 large pizzas? What..are you insane or something? I'm not paying for that!!
Gun: Nobody's paying for that...I've cooked up some plan to score free pizzas!
Dog: Knowing you, I guess you just cooked up the plan at the last minute!
Gun: Yeah right! I've done this a few times already. Anyway, sit tight, enjoy some KOF, and the pizza will be here free.
Dog: Awright then, I'll check out my new Ripping Friends game instead. Booyah!
Gun: Yeah, yeah.
*phone rings*
Gun: Yo. Gunsmith speaking.
Loh: Hey Gun this is Loh speakin'! The deliveryman is just out of the store. I'm gonna walk up to em and do a chat.
Gun: Hold him as long as you can! And if it's shorter than 5 minutes then feign a cramp. Got it?
Loh: Yes sir!
*phone shuts*
Dog: So what's this meeting all about? With me and you and...who else?
Gun: Martial Loh and Gaseous Snake will be here later when the pizza's delivered.
Dog: You didn't answer my question!
Gun: You heard about Orochinagi Fighters 2?
Dog: That's not my question! And you're changing the focal point of the stupid conversation!
Gun: I am answering your question!
Dog: Then what's your answer?
Gun: We'll just form a stupid team, get into ONF2 and do some investigation on who's behind all this!
Dog: What about this meeting?
Gun: You'll see.
Dog: I hate suspense movies! Makes me wanna pee!
...
*10 minutes later, the phone rings*
Gun: Yo, Gun speaking.
Loh: Yo Gun, the deliveryman made a breakaway! I've lost sight of him! He's making a dash your way!
Gun: Holy shit! I better have Gassy ready...and fast!
*phone shuts, Gun calls Gaseous Snake*
Gassy: Hello, Gaseous Snake speaking.
Gun: Yo Gas, bad situation! The deliveryman made a breakaway! You prepped?
Gassy: Anytime, sir.
*phone shuts*
...
*after 15 minutes, phone rings*
Gun: Yo.
Gassy: Hey Gun, I did my part. He won't make it in time!
Gun: Great job! Pick up Loh on the way to my house, will ya?
Gassy: No problem, mate!
*phone shuts*
...
*after 10 minutes, doorbell rings and Gun opens the door*
Deliveryman: *pant pant* So here's your order of 3 Supreme pizzas *pant pant* and because it's past 30 minutes *pant* you don't need to pay for it.
Gun: Oh thanks for all the troubles! *grabs the pizza and shuts the door*
Deliveryman: HEY! I was expecting a tip or something!
Gun *behind the door*: Jerk off!
Deliveryman: *Grumble* You'll pay for this, Captain Planet! Uh...whatever. That doesn't sound right. *walks away*
...
*Gaseous Snake and Martial Loh are in Gun's house with Dog*
Dog: Mmm this pizza tastes great! Especially because it's free.
Gassy: You said it!
Loh: Hard work definately pays off!
Gun: And rules are made to be broken. I wonder when Domino's will take that rule off when we're around!
*group laughs*
Gun: Alright, pranks aside, this meeting...
Dog: NOW you talk about this damn meeting! Took you long enough!
Gun: ...is about ONF2. I'm forming a team to investigate into the problem, and I have no idea who's the host either.
Loh: I heard that he's mysterious.
Dog: D'oh! News flash! The obvious is taking over!
Loh: You wanna fight?
Dog: You're on!
Gun: *changes accent* Men, men, men. Let us do it the gentlemen's way. After all, we ARE British. Which leads us to naming the team.
Dog: I call for Team Drunkards!
Loh: Duh! Earth to Dog! Somebody isn't listening to what Gun's saying!
Dog: You wanna fight?
Loh: You're on!
Gassy: I think Gun's implying that we name our team to something related to Britain...like hooligans! The hooligans team!
*Gunsmith bitchslaps all three of his members*
Gun: *continuing with his changed accent* This is soooo embarrasing. The names are so stereotypical! The hooligans! The drunkards! What's next? The 4:30PM is tea time team?
Dog: Damn! You took my suggestion! No fair!
Gun: *again with changed accent* We'll keep it simple. We're the Brits team. Any objections, gentlemen?
Others: Nope.
Dog: And what's with that freakin' royalish accent of yours? That's stereotypical too you know!
Gun: *back to old voice* I've been taking a course on the British Royalese language.
Dog: Bah, screw it! Let's just get this meeting over with! I'm leaving! Ciao! *leaves*
Gun: *changes to Royalese* Don't forget! Tea time tomorrow at 4:30PM! Cakes and tea will be served along with coffee!
Gassy: I *HATE* tea time. -_-

--
Ending
--
Intermission #1 (after last team match)
Loh: Guh! Finally we made it all the way!
Dog: What! You thought that's it? The final match is next!
Gassy: ARGH! You both just keep on arguing and arguing...when the heck will you stop that?
Dog: NEVER! Until he surrenders to my logic!
Loh: ME NEITHER! Until he admits that I'm technically superior!
Dog: Do not!
Loh: Do too!
Gun: Will you both shut it? A bus is coming our way.
Bus driver: Yo, this bus takes you guys to the finals. Hop on.
Gassy: You heard him! Now stop your jibba-jabba and get on!
Gun: Hmm...he sounds kinda familiar...
...
Loh: You don't think I'm better because you created a GBA game!
Dog: Oh yeah? You even PLAYED that game at all? I guess you just don't know how superior my Ripping Friends game is!
?: We're here. Let the finals begin.
Dog: Huh? WTF?
Gassy: I sense evil in the vicinity!
Loh: So the bus driving is hosting the finals? Huh?
Gun: ...now I know, you're K'Evans.
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Dog: WTF? Is that a wild guess?
Gassy: K'Evans!
Loh: Holy piece of junk!
Gun: Before we fight, I'd like to know why you wanna fight us?
K'Evans: Just for old timers' sake, Gunsmith.
Loh: But I'm not even familiar with K'Evans!
K'Evans: Don't worry, we'll be VERY familiar with each other in a few seconds.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Nice one, Gunsmith. Guess you aren't too shabby after all.
Gun: So what's all this ONF2 fiasco all about?
K'Evans: ...
Gassy: Uh...guys, nobody's driving the bus.
Dog: DUH! That's obvious! And there's a cliff in front of us! We're going in for a ride!
Loh: What ride? We're gonna die!!
*bus falls off cliff*
Dog: YAHOOOOOOOOOOOOOOOOOOOOOOOOO!!!!
Others: AHHHHHHHHHHHHHHH!!!!!!
...
*screen fades in*
Gassy: Hey I'm alive and well! How are you guys doing over there?
Dog: You need to worry about ME? Hah!
Loh: Yeah right, that is a freakin' ledge you were talking about! You need glasses!
Dog: Says who!
Loh: Says me!
Dog: You wanna fight?
Loh: You're in for it!
?: I don't think our little meeting's over yet...
All: K'EVANS!
K'Evans: Your kamikaze attempt against me had failed.
Dog: WTF that wasn't even a kamikaze attempt! You're engulfed in some kinda psuedo SNK drama thingy I tell ya!
Gun: So what's this all about huh, K'Evans?
K'Evans: I hosted ONF2 just to get something from the last tournament.
Gassy: What is that?
K'Evans: It's the Crystal that the last host of ONF possessed, but I believe that somebody else took it, or knew the location of it. So in order to lure that person out, I hosted this tournament.
Loh: What's the crystal about?
K'Evans: It's a crystal that grants one wish to its owner!
Dog: I hope you don't want loads of porno for your wish!
K'Evans: Foolish dog! My wish is to get rid of all lamers in Orochinagi. But seeing that none of you seem to have it, I guess I'm out of luck.
Gun: I could've done that. Why bother?
K'Evans: Just a way of saying that I'm quite responsible for having all the lamers overrun Orochinagi.
Gassy: That sounds a bit too heoric for my own taste!
K'Evans: Whatever. You guys ready to fight me again?
Loh: HEY! This fight doesn't mean anything!
K'Evans: Who cares.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Alright, that was a nice one. I bid my leave.
Gun: Where are you going?
K'Evans: I do have my place. If you need my help I'll come by.
*K'Evans disappears into the woods*
Dog: Hey! What about the money! Hey! Hey!!!

Ending
*Gun and his team in his house*
Gassy: So...case closed?
Gun: Yeah. I'll get rid of the lamers myself, I guess K'Evans shouldn't be so involved in this matter.
Dog: Gah who cares? It's a done deal!
Gun: Yeah yeah.
Loh: Hey Gun you're gonna order 3 large Supremes right?
Gun: Right.
*Gun picks up phone, orders 3 large Supremes*
Domino's: Just a note, Mr. Gunsmith. We just cancelled that 30 minute rule after your last order. So...do you still want to go on with your order?
...
Gun: Drats.
*Dog is in the background playing Ripping Friends*
Loh: You and your game. It's as if there's porno in the game or something.
Dog: No it doesn't!
Loh: Yeah it does! Then how can you explain staring at the GBA for almost an hour?
Dog: Because the game's fun! Simple as that!
Loh: Yeah right, your game stinks.
Dog: Do not!
Loh: Do too!
Dog: You wanna fight?
Loh: You're on!
*Dog and Martial Loh gets into a brawl*
Gassy: God...what have I sinned against you?

*credits roll, theme: Zero (KOF 98)*

----
Da Great Aussie Team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
FCL: The dolphin and I kicked butt!
Wolfie: im da man!
hebretto: oh come on, acknowledge me for once...
Krizalid: Hey hey! The pimpmobile's coming our way!
Bus driver: Keep that kind of talk in your ghetto, and get on the bus. It'll take you to the finals.
Wolfie: how much leg room u got? y'know... i need a lot for this.
...
Krizalid: It's really hard to enjoy this hentai when I realize there's a giant penis resting against my leg and it's not my own!
hebretto: quit complaining. you drew the short straw.
Wolfie: *snore*
FCL: Fine, we'll switch next stop then.
?: That won't be necessary. Let the finals begin.
Krizalid: ACK!
*Wolfie wakes up and blinks a couple of times*
hebretto: oh, hey evans.
FCL: ...I knew that voice was familiar!
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Wolfie: did u wanna stroke my mighty penis? wait, ure not a girl.
Krizalid: K'Evans! Save me!
hebretto: heh, this is getting funny.
FCL: Okay guys, knock it off. Evans, what're you doing?
K'Evans: What do you think this is? You all are in line to receive a beatdown.
Wolfie: ...five more minutes, im sleepy.
K'Evans: Get out of your seat. Let's see if this was a fluke.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Not bad...
Krizalid: How about I drive, and you sit next to Wolfie?
K'Evans: I think not.
hebretto: wait. if evans was the driver... who's driving?
FCL: ...A cliff!
Wolfie: screw u all, im going back to sleep.
All but Wolfie: AAAAAAAAAAAAAAAAAACCCCCCCCCCCKKKKKKKK!!!!!!!!
...
*screen fades in*
Wolfie: i cant get any sleep, can i?
FCL: Hey, is everyone okay?
hebretto: yeah. that was one small cliff.
Krizalid: Where's K'Evans? Did he run off or something?
?: Think again.
All: K'EVANS!
K'Evans: Hmph. Don't take me as a wuss.
Krizalid: Why'd you go and do what you just did?
K'Evans: I'm after the Crystal.
Wolfie: huh?
K'Evans: I held the tournament so I could find the one who currently holds the Crystal. Given that you won, I know one of you has it.
hebretto: What's the crystal about?
K'Evans: The Crystal that grants wishes. From there, it's a real no-brainer.
FCL: Okay, so it grants wishes. What's yours?
K'Evans: I want to rid Orochinagi of all lamers. Every one of them. All of them.
Wolfie: leave it to gunsmith or something and leave us alone.
K'Evans: It won't be that easy. One of you has the crystal, and I'd like to take it without incident. If not... I think you know what happens.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Hmph. Well then, I'm spent.
FCL: All this over a rock... what of the prize money?
K'Evans: Just a carrot on a stick. I used it to bring the Crystal user out of hiding, and it looks like none of you have it.
Wolfie: why would i need the crystal? am got a big 'P'.
hebretto: i think there's some things i'd like...
K'Evans: I'm done with the lot of you. Go on and do your own thing.
Krizalid: Good riddance!
*K'Evans disappears into the woods*

Ending
*For some reason or another, the Aussie team find themselves in a small boat. They're all paddling along.*
hebretto: this is not my idea of spending quality time together.
Krizalid: Hey, at least you're not sitting in front of Wolferaizer!
Wolfie: shut up.
FCL: Hey now, we won ONF2. Can't we just have a little bit of fun time together? I mean, really. We won! The Aussies! We kicked ass!
hebretto: true, but we could just play kof.
FCL: ...Well, yeah, but hey. Just keep rowing.
Krizalid: Screw this! I'm out of here!
Wolfie: u just wanna wank to toon porn.
*Krizalid stands up to voice his discontent*
hebretto: whoa! um, guys, i don't wanna get wet. this is a new cap.
FCL: Krizalid! Sit down!
Krizalid: Be quiet! I'm tired of feeling like I'm about to get raped by the penis guy! Furthermore, I--
*The boat begins to tip*
Wolfie: u got a problem sonny?
*Now Wolferaizer stands up too. FCL and hebretto try their damned hardest to keep the boat balanced, but ultimately fail and everyone falls over into the water.*
hebretto: man... i said i didn't wanna get this wet.
FCL: Okay, okay... let's just swim back and go play KoF instead.
All: Amen.
 
*credits roll, theme: Cross Fire (KOF 99)*

----
The Pinoy team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
StyLe: Let's play them 80z POWER BALLADZ!!
Terry Bogard: I don't think it's time to celebrate yet.
Rugal 3:16: hm. i see a bus.
Bus driver: Get your tushies in here, chumps. This shuttle will take you to the finals.
FacJoe: duh.
...
FacJoe: im ready to ban some n00bs.
Terry Bogard: I think you ought to lighten up a bit. Just sit back and have a li'l fun with it.
StyLe: Where's my CDz?
Rugal 3:16: *whistling*
?: We're here. Let the finals begin.
Rugal 3:16: wait. the bus is still moving.
Terry Bogard: Hey, you're right!
FacJoe: i shoulda known.
StyLe: Evanz in the house!
Bus driver: Damn right.
*The bus driver turns around and takes off his hat*
FacJoe: i don't like this kind of bullshit.
Terry Bogard: K'Evans!
Rugal 3:16: i thought it was gonna be Chi...
StyLe: What're you doing?
K'Evans: You're the winners. That's why I'm about to fry you.
Terry Bogard: Hey! We can talk this out, can't we?
K'Evans: Put a sock in it. It's time for the finals to begin...
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected...
FacJoe: i bet u wish i could ban u.
K'Evans: Har har. Tempermental, aren't we?
Rugal 3:16: has anybody been driving the bus all this time?
StyLe: ...uh oh.
Terry Bogard: A CLIFF!!
All: AAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!!!!!!!!
...
*screen fades in*
Terry Bogard: Hey... I'm okay! What about you guys? Hey?
StyLe: My headz wasted...
Rugal 3:16: that wasn't a cliff! it was more like a big speedbump.
FacJoe: where'd evans go?
?: I'm right here.
All: K'EVANS!
K'Evans: I'm far from done with you four.
FacJoe: okay, tell me. what the HELL are u doing?
K'Evans: Fine. I'll tell you. I'm after the Crystal.
StyLe: Oooh~
K'Evans: As you're the winners, I think it's a safe assumption that one of you have it. Hand it over.
Rugal 3:16: what's the crystal about?
K'Evans: It's an ancient artifact that grants one wish to its owner.
Terry Bogard: What would you want it for? Meat and hentai? SHAME!
Rugal 3:16: that's me...
Terry Bogard: Oh yeah.
K'Evans: What I want is for all lamers to be banned from Orochinagi.
FacJoe: do it yourself.
StyLe: This is gonna get ugly.
K'Evans: Damn right it is. Prepare for a sound raping.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: You've got me. You guys don't seem to have the crystal either, so I'll let you go.
Terry Bogard: Wait, question. Was the prize money just a lure or something?
K'Evans: That it was.
Rugal 3:16: thought. if we had the crystal, we wouldn't enter for the prize money. we could just wish for it.
K'Evans: ...Hmph.
FacJoe: owned.
K'Evans: This is where we part ways. Have a nice day.
*K'Evans disappears into the woods*

Ending
*The entire team is sitting around in someone's home; it's not quite clear who it belongs to.*
FacJoe: people said i abused my powers.
Terry Bogard: I wouldn't worry about it. I guess the best part is that nobody was hurt... too badly.
StyLe: Wanna go play some KoF 2k1?
Rugal 3:16: i wanna play some cvs2.
FacJoe: that's because rugal is in it.
Rugal 3:16: duh.
StyLe: Whatever. Let's just gooooo~
*And they do so. Along the way, however, Rugal 3:16 stops and looks behind him. He sees the shadow of a mysterious woman walking towards Orochinagi. Somehow, he feels that he recognizes her.*
StyLe: What're you doing?
FacJoe: hurry up already.
Rugal 3:16: that was Chi!
FacJoe: stop it with the chi shit or ill ban u.
Rugal 3:16: i know chi when i see her. i saw chi.
Terry Bogard: Relax. Even if it was her, what would she do?
Rugal 3:16: ...let's make a bet. if that's chi and she causest
trouble, i become a BB Boss. deal?
FacJoe: fine. let's just go.
*And thusly, they hit the arcades...*
StyLe: BeNi StyLe!

*credits roll, theme: KOF 2K1 Credits Theme (KOF 2K1)*

----
The Harbringers of Chaos team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
BK: The finals!! I can't believe we went so far.
ImMature: Sheeeshhhh!! As if anybody else can defeat the all-mighty CAPTAIN SPAIN!!!
*Burst of laughter from ImMature*
*close shot of Sabi who is smoking*
*He spots a bus that is coming*
Sabi: That is the VIP's vehicle? I expected a limousine or something else.
Bus driver: Hop on. This bus is going to where the finals are held.
*Shiva Kalimsshar down a beer can and throw it away*
Shiva: No fucking way to drink in peace...
...
Sabi: Bring me the next!
Shiva: At least, it won't be Mark of the Beast Setsuna X.
?: We're here. Let the finals begin.
BK: Wait a second, we are not arrived at our destination yet.
ImMature: Sheesh, don't tell me that we'll have to fight a f'kin bus driver...
Shiva: I don't like the way the things are going...
Sabi: One thing is sure. The bus driver have a really familiar voice.
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
ImMature: Ohey...
Sabi: It was you all the while!
BK1: But?! Why?
Shiva: I hope you have a good explanation.
K'Evans: I'll have to fight you four...because you are the winners. It's that simple.
Sabi: We will win, no matter what...
K'Evans: I would like to see it. Let's begin...the finals.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected of you four...
BK: You were thougher than we could ever be.
K'Evans: Don't be so humble...
Shiva: Should I remind you that the bus was moving without a driver?
Sabi: Oh f'king hell!!! Unless it is the bus from Speed, we all gonna fall flat on our face.
ImMature: Don't worry, we are immortals! Nyahahahahahahahahahahah!!!!!
*bus falls off cliff*
Shiva: If we are still alive, I swear these bastards will pay for that!!!!!
...
*screen fades in*
BK: Alive... Looks like I was lucky.
Sabi: Satan didn't want us.
ImMature: Everyone who thought they gonna die are wuuuuuuuuuuussssssssssss!!!
Shiva: Evans! Don't run away
?: Think it is my style to run away?
ImMature: I wouldn't let you to do it anyway.
K'Evans: Surprised? I guess you can't judge a man by his looks.
Sabi: What is the point of this tournament?
K'Evans: Right, I'm the host as well. But this tournament...is my way to obtain the ultimate thing of Orochinagi!
ImMature: The ultimate hacker kit?
K'Evans: No! The Crystal from the last ONF. I suppose that one of you are holding it...
Shiva: I heard it was a potent crystal.
K'Evans: Right, It's a crystal that grants one wish to its owner.
BK: What will you do with that wish?
K'Evans: I'm sick and tired of lamers and idiots in Orochinagi...I want them all gone!
Sabi: Wow.
K'Evans: Are any one of you four holding the crystal?
Shiva: Don't look at me like that, I don't have it.
BK: Why I would hide it if I didn't know about its existence in the first place?
Sabi: I don't have it.
ImMature: It is right here.
K'Evans: Give me now.
*ImMature moons Evans*
*Close shot of an irritated Evans*
K'Evans: Enough! Maybe I'll do a search on you four...after I beat you all!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: I...lost. But I can't sense the crystal. I guess you four are clear.
BK: We want the prize money.
K'Evans: The prize money was a way to lure the winner of the last ONF to enter this ONF.
ImMature: Damn you!!!
K'Evans: ...why fight for money? Why not for your own ambitions?
*Shiva steps forward and stares at her team mates*
Shiva: Can you go, guys? I need to talk with Evans for a while.
BK: Ok.
*Shiva's team mates walks away*

Ending
*Shiva, arms crossed, looks at Evans who is standing*
*the both talk, lips are moving but no subtitles or voice acting can tell what it is said*
*Shiva is on her knees, holding her head between her arms sobbing and shaking while Evans walking away, his hands in his pocket.*
Shiva: *You cannot be alive!!! the fight against Samoth killed your mind!!!*
Kalimsshar: *I am your host and I have the right to get you out of my body.*
Shiva: *Can't we just get along?*
Kalimsshar: *Perhaps until I can go home but, now, let me take over my body*
Shiva: SHUT UP!! SHUT UP!!!
*BK, Sabi and ImMature dashes towards Shiva*
BK: What's wrong?
Sabi: Are you ok?
*Tentacles made of shadows comes out of the dark and attacks the trio*
*Close shot of Shiva, still holding her head*
Shiva: NO! Spare them!!!
*Shot of Shiva being dragged in her shadow by what it looks like snakes*
*Aerial view of the Shiva's former team mates who are walking away of the place of the last fight*
ImMature: I feel scammed!!! No f'kin prize money!!! It might be the last time I register in a f'kin tournament.
Sabi: BK, don't worry. Shiva will be okay.
BK: I hope so, at least, the tournament did teach me something.
Sabi: Care to explain?
*close shot of a smiling BK*
ImMature: Ladiiiiiieeeeeeeessssssss!!! Time to eat in a spanish restaurant, Mc Donalds are so crappy...
*As Sabi and ImMature walk away faster, BK, hands in the pockets, looks behind him.*

*credits roll, theme: Cross Fire (KOF 99)*

----
The ES and friends (sounds like hentai) team
--
Backstory
--
BP was sitting in his house, wondering what he should do because he's so darn bored.
Suddenly the phone rings.
"Hello?"
"Hey BP, it's me, Omega Cosmo!"
"Hello Cosmo! What's up?"
"Well I got this mysterious guy sending me a mysterious letter and using a mysterious font."
"What's it about?"
"Congradulations on being a part of Orochinagi Fighters. You are invited to the second Orochinagi Fighters. Evil Shingo is assigned to your team."
"That's it?"
"Yeah. And ES is going to be in our team, because the invitation said so."
"Sucks."
"Did you get the invitation?"
"No...I hope not. I don't wanna be in a team with that tard!"
Suddenly the doorbell rang.
"I'll be right back Cosmo, the mailman has come."
As BP walks to the door, he sensed something bad coming his way. Regardless, he opened the door.
"Hello there Mr. Power. I got a few letters here."
"Wait...aren't you Karl Malone?"
"Yeah. The mail guy is sick today. Here's your letters."
...
"So BP, you got the invitation?"
"Yeah. Same as yours."
Both let out a sigh and said "Oh crap..."
...
*at a random meeting place*
BP and OC are already getting impatient.
"It's 20 minutes past the meeting time, and ES and the other member isn't here yet."
Suddenly somebody from afar yelled, "WASSSSSSUUUUPPPP!!!!"
"Who's that BP?"
"No idea. Sounds familiar though."
Without much notice, a penguin fell down from the sky.
"What the hell?"
"BP, guess who this is."
"It's a penguin. So I guess it's Penguin."
Penguin got up and said, "True, true. So where's this ES guy?"
"WHAT? You're in our team?" Both BP and OC screamed in amazement.
"Yeah."
"I got a feeling that this is gonna be a messed up team." BP said.
Suddenly, another weird voice came from a different direction.
"Are you thinking what I'm thinking guys?" Penguin said.
"Uh huh." Both OC and BP replied.
And the legendary tard arrived.
...
"Great to see you ES...wait, what was I saying? Bah." OC started.
"Yeah...good to see you in our team ES. NOT." BP said.
"Whatever, guys. We'll have to come up with the team leader thingy." Penguin added.
"Me! Me! Me! Me!" ES yelled out.
"NO!" Both BP and OC yelled.
"Wait guys. Under our case, we're all too valuable to be leaders. So the most useless guy in our team will be the leader." Penguin said.
"Why?" BP asked.
"Because we can throw all the blame to him if we fail." Penguin replied.
"Good! So ES is the scapegoat." OC said.
So ES is the new leader.
"K'ay, so ES should come up with a team name." BP said.
"Hmm..." ES thought hard.
...
*an hour later*
"Ehh...still can't think of a name?" Penguin asked.
"The tard has lived up to his legend." OC said.
"SHUT UP! I GOT A NAME!" ES yelled.
"What is it?" All three asked.
"It'll be called...the ES and friends team!" ES proclaimed.
"It sounds like a certain hentai." All three said.
"I DO NOT CARE! It's called 'ES and friends team!'" ES argued.
"Fine, fine." All three said.
"Now, Penguin! Submit the team name!" ES said. "And you two, BP and OC! I want you both to wash my toilet!"
"NOOOOO!!!!" Both BP and OC yelled.
...
Penguin walked towards the team registration booth.
"Ehh...I would like to submit the team of Evil Shingo, Batsu Power, Omega Cosmo, and Penguin."
"What is your team name?"
"...ES and friends (sounds like hentai) team."
"...o_O"
Penguin finished the registration and walked out of the booth.
"I hope...I really hope...
...
that we'll lose in the first round!"

--
Ending
--
Intermission #1 (after last team match)
Evil Shingo: We made it! We won the tournament! We won the tournament!
Batsu Power: But the finals isn't up yet.
Evil Shingo: Oh that too.
*a bus arrives*
Bus driver: Hey you four there! Get on this bus! It's going to the place where to finals are held!
Penguin: Okay then, let's get on there.
Omega Cosmo: Ugh...I'm getting a bad omen...
...
*in the bus*
Evil Shingo: I wonder who the final guy is?
Omega Cosmo: Who knows?
Penguin: I hope the finals won't be that hard...
?: We are here. Let the finals begin.
Batsu Power: Huh? Who are you?
Omega Cosmo: But there's only us...and the bus driver!
Penguin: The bus driver...
Evil Shingo: ...is the boss?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Batsu Power: You're...
Omega Cosmo: K'Evans!!!
Penguin: A MAJOR DISCOVERY!
Evil Shingo: Why K'Evans?
K'Evans: Quiet down you four! You guys have been chosen as the ON Fighters' champs, and I'll have to fight you all.
Penguin: Why?
K'Evans: There's no valid reason. Enough talk, let's fight!
Evil Shingo: W...wait! I wanna go to the bathroom!!!
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected of you all...
Evil Shingo: You are just bound to lose against the great tard!
Penguin: Uhhh...wait, the bus is still moving right?
Batsu Power: Right.
Omega Cosmo: THERE'S A CLIFF IN FRONT OF US!!!
Evil Shingo: STOP YOU BUS!
Penguin: That wouldn't help a bit you fool!
*bus falls off cliff*
All: ARRRRRRGGGGHHHHH!!!
...
*screen fades in*
Batsu Power: Hey I'm alive! Everybody okay?
Penguin: Yeah, I guess so...
Omega Cosmo: Well the cliff isn't really a cliff at all. It's a pretty damn short cliff.
Evil Shingo: Again, Evil Shingo saves the day!
Batsu Power: Yeah right. Where's K'Evans?
Omega Cosmo: He's gone!
?: No fools, I'm not done with you all yet.
All: K'EVANS!
K'Evans: Surprised? There's more tricks up my sleeves.
Penguin: Why bother hosting this tournament, K'Evans?
K'Evans: It's...my way to get the ultimate thing of Orochinagi!
Evil Shingo: The admin position?
K'Evans: No you fools, more than that! It's the Crystal from the last Orochinagi Fighters!
Penguin: Oh, that.
K'Evans: I didn't really expect you guys to go all the way here.
Batsu Power: Yeah, us too.
K'Evans: I was expecting the winners of the last ONF to reach the finals.
Omega Cosmo: What about the Crystal?
K'Evans: It's a crystal which grants one wish.
Batsu Power: What you're hoping for K'Evans?
K'Evans: I'm sick and tired of lamers and idiots in Orochinagi...I want them all gone!
Evil Shingo: Ooo, I'd wish the world be full of toilets!
K'Evans: Since my plan failed, I guess I'll take you all.
Penguin: Oh crap...
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: You all fought well. I guess my quest for the crystal is in vain.
Evil Shingo: You had to lose against the great tard!
K'Evans: Quiet! I'll leave this place now. Don't any of you follow me, or I'll kick your ass.
Evil Shingo: Hey, what about the prize money?
*K'Evans disappears into the woods*

Ending
*screen fades in*
Penguin: Oh well...I guess that's it.
Batsu Power: It was a terrible experience.
Omega Cosmo: Ditto.
Evil Shingo: The prize money...I WAS ABOUT TO BUY A DIAMOND TOILET! ;_;
Omega Cosmo: And all that crap because of you!
Batsu Power: Now that you're not our leader...
Penguin: ...we'll repay you!
Evil Shingo: Wait guys...you aren't all gonna kick my ass right?
All 3: Damn right!

*credits roll, theme: Crystal (KOF2K)*

----
The Emmy world takeover team
--
Backstory
--
(Two shaded figures appear. One can easily make out the sihoulette of a gray-haired guy and a blonde one.)
????: There will be a reward for you if you do this... I have reason to believe that he may be in posession of it.
????: Right-o. I won't let you down.
????: Unlike the rest of these lamers, I can trust you.
(The sihoulette of the blonde guy is moved to the lower-left corner. A diagonal slash appears to show another scene with another shaded figure, this one distinctly female.)
????: If the rumor's correct, maybe he does have it... maybe he can help me find him. I'm running out of time, and he's the only one who can....
(This sihoulette is moved a bit towards the left. Another diagonal slash appears as two more shadows can be seen in the lower-right corner.)
????: This is what I want you to get from him.
????: Okay.
????: He also owes me cake and ice cream. I can use... ahem, his funds to help pay for that if you're unable to get... that. You'll be well-rewarded should you disable him either way.
(And finally, the screen clears up as we see the face of Gojira on the streets.)
Gojira: Um... why are you telling me goodbye? I just came back! Maybe I should delete this post...
Emmy: Good luck! And... yeah! Have fun in your new endeavor!
Gojira: I. Just. Came. Back. What's wrong with you anyway?! Did you hit your head or something?
Emmy: *hug*
Gojira: WHOOOOOOAWHATZITAAACK!!!
(The scene changes to several of Emmy's HILs)
HIL #1: Wow... he must've lost it!
HIL #2: The sabotage of the North Star v8.135, Perfect Prodigy really affected him, hasn't it?
HIL #3: Not even the glossy of the intruder helped him. He cried! Really hard! (You can briefly see the image of Tsugumi from ONF1)
HIL #2: Something's wrong. I kinda miss the bossy dictator guy.
HIL #3: Why don't we take this as a chance to goof off?
(A certain someone steps up behind the group)
????: Hey.
HILs: AACK!!
????: Where can I get a job for the Crystallio Luna army anyway?
HIL #1: H-h-hey... you're joining?!
HIL #3: Wow! That's news! Emmy's almost always built his employees! What's your name?!
????: You can call me... The Green Herring.
HIL #2: Sounds like a superhero. Cool! Let's go tell Emmy!
Emmy: *still hugging*
Gojira: BAAAGHBADBADBAOFFOFFOFFAMEEEE!!!
HIL #1: Um... sir, sir sirsirsirsirSIIIIIRR!!!
(Emmy finally lets go. Emmy turns towards the HILs.)
Emmy: Coffee?
HIL #2: ...No. (Horrified-looking face)
Emmy: Then what's that behind you?
HIL #3: Um... he's called The Green Herring and, he, uh... wants to join us! Outright!
Emmy: Rockin'. Where is he anyway?
HIL #2: He's... right behind us.
Gojira: Hey, if you guys don't mind I think I'm gonna leave before the dude with the pea green NESTs coat decides to get a little TOUCHY again, and...
The Green Herring: Oh no ya don't.
Gojira: What?
Emmy: So commanding!
HIL #3: What's going on here?
The Green Herring: As the new second-in-command of the Crystallio Luna army, and you being in my circle of influence, I invite you to join the Crystallio Luna army!
Gojira: You were just recruited! How can you just jump up to sec-- aw, forget it, knowing this weirdo he probably made you his religious idol or something!
The Green Herring: ...Free cake and ice cream?
Gojira: Cake... and ice cream? Aw, c'mon! You got a better pitch than that, don't ya?
The Green Herring: Cake, ice cream, and sweet deals from Rasa Co.!
Emmy: Wow! You have sponsors!
HIL #2: ...(I don't like the sound of that guy.)
HIL #1: (Yeah, but... he'd know if something's up, right?)
Emmy: Welcome aboard!
Gojira: Okay, now I'm REALLY gonna go run away here, and...
????: Hold it. I got a better deal.
(Here comes the blonde guy from much earlier.)
????: My name's Esaka. I'd like to formally request that I join underneath your prestigous faction!
The Green Herring: Get in line.
Esaka: I'm on a mission from K-- the Orochinagi Fighters tournament organizer.
Emmy: Cool. Sponsors AND an invitation!
Esaka: ...I was about to say. We need four people for a team, and...
Emmy: He doesn't count! (Motioning to TGH)
The Green Herring: Hm?
Esaka: ...Er... (the hell?)
Gojira: I'll go only if I get to play in the ONF tournament... I've been waiting for this for a long time!
Esaka: How about you join under Emmy then?
(Scene of Emmy hugging TGH here. Gojira sweatdrops.)
Gojira: ...Riiiiiiiight. Right right. Fine. But you keep that guy a fair distance away from me!
Esaka: Good...
(And now, the woman from one of the intro scenes.)
????: I take it you've been a bit more in touch with your assosciates, Emmy?
Emmy: I have a fun club! I AM LOVED!
HIL #2: (Something's up... why does everyone want to join with our boss?!)
HIL #3: (I dunno, but look at the girl! Drooooool.)
HIL #1: (I like the guy in the bird mask!)
HIL #3: (Where's your testosterones man?!)
HIL #1: (We don't have any!)
????: I'm Testament... I could REALLY use your help here, if you don't mind! I mean, I know you have a reputation and all, and...
Emmy: You're all recruited!
Testament: (Breathes a sigh of relief)
Esaka: I'm sorry, Mister Emmy, but only four people are allowed in a team, and...
Emmy: The Green Herring doesn't count!
The Green Herring: And why not?!
Emmy: Because today's Pick 4 numbers are... 1.... 3.... 3... 7!!
Esaka: ...Well... sign the papers already then!
(Esaka shoves papers in front of Emmy. Emmy signs 'em in this order: t3stamint, essaaakka, jogira, and... emmy the green herring, and Emmy hands it back.)
Esaka: ...Your spelling is veeeery interesting, Mister Emmy. (I had BETTER be rewarded BIG TIME for this! Sweet mother of pearl this is horrible!)
Testament: (He will be here... I know. But I hope this team's good enough to help carry me that far...)
Emmy: Right then. Let's go into this meeting room and discuss our plans!
Gojira: That's the ladies' bathhouse... Emmy. Emmy! EMMY! ...Aw, crap. Wait up!
The Green Herring: (He's mentally incapacitated... this should be easy.)
Testament: (I'm relying on you, guys.)
Esaka: (What'll I do if he doesn't have the crystal?! I'll go insane, that's what!!)

--
Ending
--
Intermission #1 (after last team match)
Testament: Finally...
Gojira: Hey, we won! Somehow. I didn't think we had it in us!
Emmy: Things are spinning...
The Green Herring: What are you doing, Esaka?
Esaka: I called the bus.
Bus driver: Hop on. This bus is going to where the finals are being held.
Emmy: The wheels on the bus used to go round and round...
...
The Green Herring: Hmm. I thought the last match was the final one.
Testament: I'm hoping so.
?: We're here. Let the finals begin.
Emmy: Wow. We're going faaaaast.
Esaka: Heh. This is where we part ways.
Testament: ...come again?
(Esaka moves towards the bus driver, whom is revealed to be K'Evans)
Gojira: Hey... you plan to betray us?!
Esaka: I've got my orders.
The Green Herring: So we fight the bus driver.
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Emmy: Jay Beverage?
Esaka: Get his name right, you pinhead! It's K'Evans!
Testament: I smell a rat.
K'Evans: Esaka here told me that you happen to know of the location of the crystal, Emmy.
Emmy: Sure! You can have what's in my closet.
Testament: But... why?
K'Evans: No buts. Let's begin... the finals.
*fight with mid-boss: Esaka and K'Evans in that order*

Intermission #2 (after beating mid-bosses)
Esaka: Kack! Too much.
K'Evans: Just as I expected of you four...
Gojira: What are you planning, bub?! I still don't know what the hell's going on!
Testament: I have a feeling you set is up for something.
Emmy: Wow. We're about to fly!
The Green Herring: What do you mean?
Esaka: Dead end. A cliff's ahead!
Gojira: ACK!! LET ME OFF! LET ME OFF!!
Testament: You plan to kill us all?!
*bus falls off cliff*
All: AHHHHHHHHHHHH!!!!!
....
*screen fades in*
Testament: We're... alive?
Emmy: It's soft under here.
Gojira: Get offa me!
The Green Herring: K'Evans! Esaka! Where'd you go?!
?: Think I'm that easily beaten?
All: K'EVANS!
K'Evans: Surprised? I guess you can't judge a man by his looks.
Testament: There's something wrong with this tournament! What're you up to!
The Green Herring: Use a question mark, doofus.
K'Evans: I run this tournament simply so I can get the crystal from whoever got it in ONF.
Emmy: I'm missing a blue marker.
Esaka: ....
K'Evans: With Esaka's help, I will rid ON of all lamers... permanently. Starting with you.
Gojira: Hey! That's abuse of power!
K'Evans: I do as I please.
Esaka: Remember who holds the information.
K'Evans: Come again?
The Green Herring: Esaka?
Esaka: I know where the crystal is. I will give you its location on my terms.
K'Evans: You're betraying me, I take it.
Gojira: Whose side are you on anyway?
Emmy: Green party!
Testament: You're not helping Emmy.
Esaka: You're going to have to beat it out of me, K'Evans.
K'Evans: So be it. You five will be the first to be banned once I have the crystal's location from your lips.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: I... lost. Are you happy now, Esaka?
Esaka: The crystal holds a lot of power. To let it fall in the hands of the demented... I don't want to take that chance.
Testament: You've had a sudden change of heart, Esaka.
The Green Herring: Now... what of all that prize money?
K'Evans: It was a hoax to lure you all into the tournament, and... what are you doing?!
Emmy: (playing with a remote control) Today's a good day to play with my toy foam rocket!
Esaka: ...hey. That's not a foam rocket!
(funny poorly-animated scene as the "foam rocket" crashes into KD-0084. Nothing happens.)
K'Evans: What are you doing?!
(Gojira grabs the remote thingy)
Gojira: Thermonuclear war is bad! Understand?
Emmy: Waaaah!!
Testament: (What's up with him anyway?! Acting so childish...)
(BOOMIES.)
K'Evans: ...There will be hell to pay. Remember that. Once I find the crystal... you all WILL be the first!!
Esaka: Yeah, yeah. See you next year.

Ending
Esaka: Stardate 45.31.26. I am not a trekkie but the terrible calendar program upon the Perfect Prodigy is that horrid, so I just keyed in numbers at random.
(scene of Gojira going nuts on a city)
Esaka: Gojira left the party first, stealing a bazooka from the remainders of Emmy's weapons stockpile after his warship's big crash before the tournament. He went to pretend he was Gojira wreaking havoc in the city, but he was really just Gojira with a bazooka. Wait. That made no sense.
(scene change to TGH sneaking off with someting in his arms)
Esaka: I saw The Green Herring escape the crew shortly after... looks like he took something important, but I'm not about to be assed to care.
(scene change to Emmy staring intently at some kind of radar with wide eyes)
Esaka: That moron's been staring at the radar all day. Like he's entranced or something... he wasn't as dangerous as K'Evans said he'd be... okay, besides that "foam rocket" thing.
(scene change to Testament looking out the window)
Esaka: Testament still seems to be with us, searching intently for something... yeah... I think we're all looking for something.
Emmy: LAND THE SHIP! LAND THE SHIP!!
Esaka: ...hey?
(Scene goes to outside. The recently restored Perfect Prodigy lands in an open clearing. Emmy is seen walking forward towards a stone arrangement with something... shiny on it.)
Emmy: SHINY!!
HIL #1: Ooooh...
HIL #2: Aaaah...
HIL #3: TANG!
(Emmy grabs it and looks intently into it... is this the crystal?)
Emmy: I wanna take it home...
(Emmy continues staring at it intently.)
Inner Voice: Your voice speaks of your plight. I will grant you your wish.
(Close-up of Emmy's face. It flashes lots of colors.)
Emmy: Hey... what the... YAAAAAAAGGGHHHH!!! EPILEPTIC!!!
(The flashing colors eventually stop... and...)
Emmy: What the hell?! Hey... what'm I doing here? YOU guys! You get to explain!
HIL #1: I dunno... you grabbed that thing and you looked into it all funny!
Emmy: Oh really?! This thing?
(Emmy shows the crystal)
HIL #2: Yeah! Also, um... we were robbed of LOTS of money.
Emmy: WHAT?! I thought you were supposed to guard the vaults!!
HIL #2: But it was your second-in-command.
Emmy: My what?! I don't have a second-in-command!!
(HIL #2 shows a security photo of TGH with something in his arms.)
Emmy: Oooh... little thief, huh.
(Emmy tosses the crystal over his shoulder, which shatters on the ground. Emmy doesn't even seem to notice what he did.)
HIL #1: Um, sir... we also found this.
(HIL #1 presents Emmy with a small piece of paper. Emmy reads it, and...)
Emmy: ....
(Emmy now has a REALLY scary face)
Emmy: NOBODY makes a monkey outta me and steals all my cash!! Ooh, we're going to pay a special VISIT to someone...
(Testament and Esaka appear on the scene)
Testament: Emmy, what's wrong?!
Emmy: What? Did you people come off my ship?
Esaka: You don't remember?
Emmy: Whatever. I seem to have hired people while I was asleep. Well, you're all fired.
HIL #1 and #2: Whaaaat?!
Emmy: Not you. Those two.
HIL #1 and #2: Oooh.
Emmy: Now if you'll excuse ME, I have a certain... business matter to go over!
(Emmy rudely shoves Testament and Esaka aside as they board back on the Perfect Prodigy and leave. This is when they notice the shattered crystal.)
Testament: Oh NO!! THE CRYSTAL!!
Esaka: DRAT!! He broke it!!
(Both of them kneel down before the pieces of the crystal.)
Testament: Now I'll never...
Esaka: ...Wait. It's glowing... that means it should still work...
(They both take large pieces of the crystal and look at them intently)
Testament: Maybe it will...
Esaka: I'm not one for wishing, but this one comes from the heart!
Testament: Mine too... my wish is...
...
(scene change to Rasa Tower)
Neo Rasa: Wah hah hah! You did it! You've effectively put a damper on one of my largest... foes.
The Green Herring: Yup... this cake and ice cream is really good!
Neo Rasa: The man was even worse than Yamazakisgal...
The Green Herring: I bet he won't even know he was conned. He shows absolutely no mental abilities.
Neo Rasa: Really? This is one for the scrapbooks!
????: ALL RIGHT YOU DWEEBS! LET'S TALK ABOUT MONEY!
Neo Rasa: What?!
(We go to a view of above Rasa Tower. There's a loudspeaker that's broadcasting Emmy's message to all of Second Southtown from the Perfect Prodigy looming overhead.)
Emmy: We have all the exits from Rasa Tower covered, buddy! The only way you're leaving is if you give me... say... all that money back... and 300,000 shares in your company!
(Back to Rasa Tower...)
Neo Rasa: That's insane!
The Green Herring: Um, I'm out of here. Bye!
Neo Rasa: You coward!! Get back here!
The Green Herring: It's all your fault anyway! I did it because you told me to, so it's not mine!
Neo Rasa: Grr... it's so hard to find good help nowadays!
(And back to the Perfect Prodigy)
Emmy: You can always opt to take a dive off your tower, if you feel lucky! Nyeh heh heh!!
(Back to Rasa Tower)
Neo Rasa: You won't get away with this!!
(And now, back to the Perfect Prodigy)
Emmy: Yah hah hah! At last... the Crystallio Luna are soon to be at the top of the world!!

*credits roll, theme: Sunset Sky (Part IV) Papaya Ver. (KOF 94)*

----
The Ladies team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
Whippy: Hooray! We won! We won!
Kyo-wa: women are strongest creatures. ^^:
K^D: Hey. I see a bus coming our way!
Margoyle: Eeeww. It's being driven by a stinky male.
Bus driver: Don't expect any formalities. Just get on the damn bus.
We'll be going to the finals.
K^D: Ladies first!
Margoyle: ...are you implying something?
...
Whippy: I bet Daddy can't wait to see us in the finals!
K^D: They're banning glue where we're going right?
Kyo-wa: mochi after, ne? ^^;
?: We're here. Let the finals begin.
Margoyle: No we're not. We're still moving... hey!! What're you doing?
K^D: Who's doing what? ...Oh.
Whippy: It can't be!
Kyo-wa: evansy O.o;;
Bus driver: That's right.
*bus driver turns around and takes off his hat*
Margoyle: Figs.
Whippy: K'Evans!
K^D: Don't touch us please!
Kyo-wa: little brother not like that! but why does little brother want fight?
K'Evans: This just happens to be the finals. Now, what does one do at the finals, hm?
Whippy: But... but... it was supposed to be a big event! And...
K'Evans: Hush. Show me what you've got.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: I guess it was a mistake to take you lightly...
Margoyle: Just 'cuz we're girls? Typical male ppl. -_-
K'Evans: ...
K^D: Question, Evans. You were the driver, right? And there's only us here?
Kyo-wa: umm... ride is smooth ^^;
Whippy: NOO!! I'm going to die without a cute bishie by my side!
*bus falls off cliff*
All: EEEEEEEEEEK!!!
...
*screen fades in*
Margoyle: ...-_-
Kyo-wa: o.O;;
K^D: ... XD !!
Whippy: ...?! Um, in English?
K^D: It's a girl thing.
Margoyle: What, are you gonna run that joke into the ground? I don't see K'Evans anywhere.
?: Oh, I'm right here.
All: K'EVANS!
K'Evans: I was wondering how long you all were going to use retarded smileys.
Whippy: Why are you doing this?! Are you trying to ruin one of the happiest days of our lives?
K'Evans: On the contrary. I'm after the Crystal.
Kyo-wa: o.O;;
Margoyle: We're not doing this shit again Evans. -_-
K'Evans: You won't have to if you hand it over. Since you won, I can safely assume that one of you carries the Crystal.
K^D: Um, give us a little background please.
K'Evans: The crystal has the power to bend space and time to give its holder whatever it wants in the form of a wish.
Margoyle: You want us all in bed, don't you?
K'Evans: Heh. No. Lamers have plagued Orochinagi long enough. With your cooperation, ladies, we can get rid of them all once and for all.
Kyo-wa: ...this not little brother!! father evans is mad! >.<;;
K'Evans: Madness?! I think you're the delirious one here. Cough up the Crystal NOW!
Whippy: Eeek! Um, ladies, I think he's a bit ticked here!
Margoyle: No shit.
K'Evans: Looks like I'll have to take it by force. You'll all be banned along with the scum of Orochinagi!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Fine. Have it your way, ladies.
Whippy: Um... what?
K'Evans: You've defeated me. Keep the damn crystal if you want, but I warn you... if you misuse the crystal, I'm going to see to it that you'll wish you...
Kyo-wa: SHUT THE FUCK UP!!
All: ...!!
Kyo-wa: BAD EVANS! YOU DON'T THREATEN MY FRIENDS LIKE THAT!! KYO-WA IS GOING TO SPANK YOU 'TILL YOU BLEED!
K'Evans: ...
Margoyle: Jesus!
Kyo-wa: YOU HOSTED THIS TOURNAMENT JUST SO YOU COULD HURT PEOPLE! YOU ARE A NAUGHTY SON OF A BITCH! I COULD JUST CASTRATE YOU!
Whippy: Eeeeeek! Irvine, save me!
K^D: Um...
Whippy: You're not Irvine! Leave me alone!
Kyo-wa: WHAT DO YOU HAVE TO SAY FOR YOURSELF YOU LITTLE WHORE?!
K'Evans: ...*sniff*...
*Silence falls over the scene. K'Evans starts to sob uncontrollably.*
K'Evans: I'm sorry! Don't hurt me! Please! I didn't mean to hurt anybody! I just... wanted to..
*Kyo-wa leaves scary mode and hugs K'Evans, whom cries into her shoulder.*
Kyo-wa: evansy forgiven ^^; time for mochi! ^^;
*K'Evans and Kyo-wa leave the scene. You can hear Kyo-wa chant "mochi" in between small intervals of silence as they leave*
K^D: Behind every big man is his little sister. Imagine that.
Margoyle: I am so not seeing this.
Whippy: So this is the end?
K^D: Yeah... let's go home.
*Of course, they do so.*

Ending
*screen fades in to Whippy walking home in the sunset*
Whippy: Wow... ONF2 was pretty cool. It was really scary too! There were a lot of different people! Some were sweet. Others were weird. But none of them were cute! Well, not as cute as Irvine! Damn it! The world needs more bishies! I wish I had the crystal so I could've made the entire world full of bishies! I wonder what everyone else would've wished for...
*And the scene changes to K^D*
K^D: I wish they'd come up with Tard-B-Gone
ES: Okay! Um, I have this bottle of glue I want you to hold at an... oh yeah, geometry homework, don't fail me now... right! 30 degrees north! My north! Yes! And then I spectacularly dive at you and...
K^D: Put a sock in it or I'll give you a beatdown even worse than your teammates gave you!
ES: Aww.
*And then the scene changes to Margoyle*
Margoyle: Hey! My story doesn't have an ending! Get that camera away from me or I'll shove Stupid up your... nah. That'd be a bit TOO out of character. Hm. I know! EVIL STINKY MALES MUST DIE! There, happy? =P
*And now, back to Whippy.*
Whippy: Okay, maybe I shouldn't think about it. o_O; But I know someone who's thinking about me right now!
*The scene changes to the outside of a humble home out in the country.*
BP: Whippy!
Whippy: Daddy!
BP: How was ONF2? I'm sorry that I missed the finals. We had some...things... to take care of. Did you win?!
Whippy: It's a long story, daddy! I hope you've got the time to hear it!
BP: Oh yeah. Share away!
*And, one last scene change... Margoyle just kind of stares blankly at the screen and blinks a couple of times. Then she has a look of frustration on her face.*
Margoyle: If I can't have a decent part in the ending, can I at least win a staring contest against the freakin' camera?!

*CORN COUNT +1!! And now, cut to credits. KoF2k1 Credits Theme is what you'll be hearing, natch!*

----
The Lone Star (Texas) team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
Daigo: We're the last...
Mick: We're the Champions... OF THE WOOOORLD!
Kamui: It's just the final you two, here comes a bus.
Bus driver: Hop on. This bus is going to where the finals are held.
Ed: ...
...
Kamui: I wonder who or what we'll have to face.
Mick: Please don't let it be hard.
?: We're here. Let the finals begin.
Daigo: Dude! The bus is still moving, it's robotic!
Ed: This bus only has us...and the bus driver!
Kamui: So the bus driver...
Mick: ...is the person we have to fight?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Daigo: You're...
Kamui: K'Evans!
Ed: Dear god!
Mick: ...Who's K' Evans again?
K'Evans: Shut up you dolt, You're the last four to not get beaten, so now I'm gona pummel the living crap out of you.
Ed: But...
K'Evans: No buts. Let's begin...the finals.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected of you four...
Daigo: Hey don't sweat it, we're pretty lucky to be here, Mick never pulls his weight properly.
K'Evans: Don't be so humble... and Mick isn't that bad.
Mick: *gyrates his hips*
Kamui: Uhhh...the bus is still moving?
Daigo: Oh crap!!! There's a cliff in front of us!
Mick: Who's driving the bus?!
Ed: Oh my god! A bear is driving the bus! How can that be?!
Daigo: WE'LL ALL DIE!!!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHH!!!!!
...
*screen fades in*
Daigo: Hey I'm alive! Micky, you dead?
Mick: Ouch, my pancrease. x_x
Kamui: You call that cliff!? BAH! Don't make me laugh!
Ed: I'm still standing luckily, where's Evans?
?: Think I'm that easily beaten?
All: GEEEEEEEEEEEEEEEEEEESSE!
K'Evans: Wrong name!
Ed: Sorry, it's a habit. e_e
K'Evans: Surprised? I guess you can't judge a man by his looks.
Kamui: Why this tournament? You host it right?
K'Evans: Right, I'm the host as well. But this tournament...is my way to obtain the ultimate thing of Orochinagi!
Kamui: The Ultimate Power?! *guitar squeal*
K'Evans: The Crystal from the last ONF. I suppose that one of you are holding it...
Ed: What's with the crystal?
K'Evans: It's a crystal that grants one wish to its owner.
Daigo: Well I know a guy like you isn't gonna wish for world peace so what do you have in mind?
K'Evans: I'm sick and tired of lamers and idiots in Orochinagi...I want them all gone!
Kamui: Wow. That's a good wish.
Mick: Does that include me?
K' Evans: ESPECIALLY you.
Mick: e_e
K'Evans: Are any one of you four holding the crystal?
Daigo: No.
Ed: Not me.
Kamui: Like Hell.
Mick: You wish.
K'Evans: Don't lie! Maybe I'll do a search on you four...after I beat you all!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: I...lost. But I can't sense the crystal. I guess you four are clear.
Mick: That's what we were TRYING to tell you.
Daigo: Uhh...what about the prize money?
K'Evans: The prize money was a way to lure the winner of the last ONF to enter this ONF.
Kamui: So there's no prize money?
K'Evans: ...why fight for money? Why not for your own ambitions? Bye now.
All: DUUUUUUUUUUUUUUUUUDE!
*K'Evans disappears into the woods*

Ending
*screen fades in*
Mick: Oh god! X_X
Daigo: Mick, What's wrong?!
Mick: I... can't... TAKE IT ANYMORE!
Ed: Holy crap! Mick's turning into a werewolf!
Bloodshed: HAHAHAHAHAHAHAHAAA! I AWAKE FROM A HUNDRED YEAR SLEEP TO KICK BUTT!
Everyone Else: O_o
Bloodshed: DIEEEEEEE! BEECH!
Ed: Oh my god! He attacked Kamui!
Daigo: You bastard!
Bloodshed: HAHAHAHAHAHAHAAA!!!!
Daigo: I don't think so. =|
Ed: Kick him in the balls! Kick him in the balls!
Daigo: Werwolves don't have balls! *does it anyways*
Bloodshed: OWWWWWWWWWWWWW! O_o
Daigo: Werewolves have balls. O_O
Mick: Hey, I'm back now, I don't hear the voices in my head!
Ed: LIFE IS GOOD!
Daigo: LIFE IS NICE!
Mick: EVERYBODY DANCE!!!!
Kamui: x_x
Everyone else: YAAAAAAAAAAAY!
*credits roll, theme: Sunset Sky Again (MOTW)*

----
The Latino Pride team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
Magitek X: Finally, we can take a rest after all that fighting!
Ragnarok: You said it! I'm so beat I can sleep here and now!
Tempestad: Eh? A bus is coming our way.
Bus driver: Hop on. This bus will take you to the finals.
Crazy Bee: Everybody get on this pimpmobile!
...
Ragnarok: *Yawn* I guess I'll take a nap. Wake me up when the finals are up. *zzz*
Tempestad: Sure thing. But who's the guy behind all this?
?: We're here. Let the finals begin.
Crazy Bee: The hell...? Which hoez said that?
Magitek X: I guess that, the bus driver is...
Tempestad: Somebody who's in our way?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Magitek X: My...it's...
Tempestad: K'Evans!
Ragnarok: Ugh...you guys just woke me up. What's going...er...K'Evans??!!
Tempestad: What's behind all this? Tell us!
K'Evans: Not really your business. Let's get ready to battle.
Crazy Bee: You're gunna get ownzd!
K'Evans: We'll see about hat.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Nice one...not bad at all.
Ragnarok: Damn! That was a hard fight!
Tempestad: Uh...K'Evans isn't driving the bus.
Crazy Bee: You were implying?
Ragnarok: ARGH! There's a cliff right in front of us!!!! We're gonna get killed!!!
Magitek X: I'm still too young to die! Nooooo!!! Riona!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHHHHHHHHH!!!!
...
*screen fades in*
Crazy Bee: Hey I'm alive an' well! You dudes doin' well over there?
Ragnarok: Yeah, I guess we're all safe.
Tempestad: I still wanna check on why K'Evans suddenly shows up.
Magitek X: I don't think he's around anymore...
?: Think I'm that easily beaten?
All: K'EVANS!
K'Evans: Heh, who do you think I am? A wimp?
Tempestad: I gotta ask you a few questions...you behind the tournament?
K'Evans: Yes. I am the host. It's a weird way to put it, but I'm using it to get something really useful.
Crazy Bee: What's that?
K'Evans: It's the Crystal from the last ONF!
Ragnarok: What's the Crystal about?
K'Evans: It's a crystal that grants one wish to its owner.
Tempestad: I guess your wish is to get rid of the lamers that's been plaguing the city.
K'Evans: Exactly. Thus the attempt to acquire the Crystal. But I don't see that you guys have it at all.
Magitek X: That's true, we don't have it with us. Ummm...are we clear?
K'Evans: I don't really think so.
Crazy Bee: WTF? We don't have it!
K'Evans: Yes, but you guys just can't walked away like that. After all, you guys destroyed my bus.
Ragnarok: But you left the driver's seat and...
K'Evans: Whatever. I do as I please.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Hmph. You guys just got a bit lucky. But still, not too shabby at all.
Magitek X: Umm...where's the prize money?
K'Evans: There's no prize money. It's to lure peeps to join the tournament, and hopefully the Crystal's owner will get to me somehow through the elimination process. Anyway, enough babble. I'm gone.
*K'Evans disappears into the woods*
Ragnarok: So...any plans?
Tempestad: Hmm, so K'Evans decided to be honest with us. An interesting plan he made up.
Magitek X: Umm, you're going a bit too deep over there Tempie.
Tempestad: Fine, fine. So what's next for us? Celebrations?
Crazy Bee: We're all going do some pimpin', that's what! Right bro?
Ragnarok: Sure thing!

Ending
*screen fades in, all members are in Crazy Bee's uh...hoez hut/stack*
Crazy Bee: Everybody get your body movin'! Come on baby!
Ragnarok: Ugh. Damn, I gotta go somewhere and get some treatment. Too much booze. *runs away*
Tempestad: Hmm... *ponders*
Magitek X: ... *uh...Squall's deep thinking stance*
Crazy Bee: Hey! You guys ain't likin' my hoez's hospitality?
Magitek X: ...
Tempestad: I need a clear mind. This is too distracting for my own good...
Ragnarok: Urgh...urgh... *he pukes*
Crazy Bee: Y'all don't seem to like this very much! How about...this!!!
Crazy Bee: BBBBBBBBBBBRRRRRRRRRRRRRRRRRRRAAAAAAAAAAAAAAAAAAAAAAA!!!! *sets himself on fire and burns down the hut/stack*
Magitek X: Oh no, not again...

*credits roll, theme: KOF 2K1 Credits Theme (KOF 2K1)

----
The Shin team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
BoF: Wow we made it!
EndLeSS: Now it's the finals...
Shin: A bus is coming our way.
Bus driver: Hop on. This bus is going to where the finals are held.
Bakasama: Interesting.
...
Shin: I wonder who're we facing in the finals...
Bakasama: I hope it's not hard.
?: We're here. Let the finals begin.
BoF: Huh? The bus is still moving!
EndLeSS: This bus only has us...and the bus driver!
Bakasama: So the bus driver...
BoF: ...is the guy we're facing in the finals?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
EndLeSS: You're...
Shin: K'Evans!!
BoF: Ohmygod!
Bakasama: Why K'Evans?
K'Evans: I'll have to fight you four...because you are the winners. It's that simple.
EndLeSS: But...
K'Evans: No buts. Let's begin...the finals.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected of you four...
BoF: Hey don't sweat it, we're pretty lucky to be here.
K'Evans: Don't be so humble...
Bakasama: Uhhh...the bus is still moving?
Shin: There's a cliff in front of us...
EndLeSS: WE'LL ALL DIE!!!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHH!!!!!
...
*screen fades in*
BoF: Hey I'm alive! You all okay?
Shin: I...think so.
EndLeSS: That ain't really a cliff...I'd call it a ledge.
Bakasama: I'm okay. Hey, where's K'Evans? He's gone!
?: Think I'm that easily beaten?
All: K'EVANS!
K'Evans: Surprised? I guess you can't judge a man by his looks.
Shin: Why this tournament? I believe that you host it right?
K'Evans: Right, I'm the host as well. But this tournament...is my way to obtain the ultimate thing of Orochinagi!
EndLeSS: What is that?
K'Evans: The Crystal from the last ONF. I suppose that one of you are holding it...
Bakasama: What's the Crystal about?
K'Evans: It's a crystal that grants one wish to its owner.
BoF: So whatcha want as the wish?
K'Evans: I'm sick and tired of lamers and idiots in Orochinagi...I want them all gone!
Shin: Most interesting...
K'Evans: Are any one of you four holding the crystal?
Shin: I don' think any of us is holding it, K'Evans...
K'Evans: Don't lie! Maybe I'll do a search on you four...after I beat you all!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: I...lost. But I can't sense the crystal. I guess you four are clear.
BoF: Uhh...what about the prize money?
K'Evans: The prize money was a way to lure the winner of the last ONF to enter this ONF.
Shin: So there's no prize money?
K'Evans: ...why fight for money? Why not for your own ambitions? Bye now.
Bakasama: Hey! Hey!
*K'Evans disappears into the woods*

Ending
*screen fades in*
Shin: There's...no prize money?
EndLess: Yeah, what a ripoff.
Bakasama: But we're safe anyway, so that's good too.
Shin: No...prize money...?
BoF: Uh ShinTachibana...you okay?
*Suddenly Shin goes nuts for no reason at all*
Shin: GOWAHHHHHHHHHHHHH!!!!!
Bakasama: This is worse than I thought! I say we take the exit.
BoF: You said it man!
EndLeSS: Uh ShinTachibana...you okay?
*scene of Shin slashing EndLeSS in b & w*
EndLeSS: Hey...what's the big idea?
Shin: Grrrrrrrrrrrr...
BoF: I think he lost his sense. Let's move out or else...
*scene of Shin slashing BoF*
Bakasama: The team is falling apart...literally! I gotta do something to lessen the damage caused by him...
Shin: Grrrrr...
*Bakasama throws a pebble to distract Shin*
*Shin turns his head to the direction of the rock*
*Bakasama runs away with EndLeSS and BoF under his arms*
*screen fades out*
...
*screen fades in*
*Shin wakes up from sleep, found out puddles of blood that are surrounding him*
Shin: What...have...I done? Have I accidentally killed all my teammates? What...happened?

*credits roll, theme: Cross Fire (KOF 99)*

----
The Zaro VS VX team
--
Backstory
--
(A scene of VX and Zaro playing around on an MVS cabinet. A close up shows that they're playing KoF2k1. It's Ryo vs. Iori. After watching them hit one another for a few seconds, it zooms back out to Zaro and VX.)
Zaro: How long are you gonna keep trying? You know that Iori rules in KoF2k1.
VX: You've said that for him in EVERY game except '96.
Zaro: He sucks in '96.
VX: That just proves that the only thing you know about him is his command throw thingy.
Zaro: You only know how to do that punch flurry thingy, so you shouldn't be talking.
VX: Dweebenheimer.
Zaro: Putz.
*DING-DONG*
VX: Mail. Hold on a sec.
(VX goes to check the mailbox. Zaro decides to be a bastard and beats up on the defenseless Ryo.)
VX: Bills. Bills. Restraining order. Hentai. Bills. More hentai. Bills. Fakeshot request. BOTB2 scouting info. Bills. Set of mail that is not bills. Another set of mail that isn't bills. Non-mundane thing number seventeen. Bills. Bills. Hank demanding money for his services. Bills.
Zaro: WTF? How do you get so much mail? Are you popular with the ladies, or what? Give me some pointers, man!
VX: Um, no, and no. Hey!
(A letter slips out from the stack VX is holding. Zaro snatches it up.)
Zaro: Oooh.
VX: Hey! That's my mail!
Zaro: Suck it, bitch.
(VX shoves Zaro aside and snatches his uber-important letter. After dramatically opening it in slow motion, VX gives it a look, and...)
VX: ONF2.
Zaro: ONF2?
VX: I've been invited to the ONF2 tournament. You haven't. This means Ryo owns Iori. IN YOUR FACE!!
Zaro: Bleh, no Tang for you.
VX: That stuff is toxic.
Zaro: So, where're you gonna get a team?
VX: ...Shit.
Zaro: I'm gonna go get someone then.
VX: Who said I'm inviting you?
Zaro: Who wants to team up with Loser VX?
VX: You.
Zaro: You're gonna pay for that later.
VX: Meh. Fine, go get someone. They want a team of four, so... one each, right?
Zaro: Yup. And it'd better focus on me and my teammate.
VX: Who holds the invitation?
Zaro: Blah!
VX: Just wait for KLantis to make stuff up later in the story FAQ or something.
Zaro: Alright, alright. Now go play outside.
VX: You're the one who's leaving.
Zaro: Oh. This is your house?
VX: ...that was never implied, was it?
Zaro: Fahgedaboutit.
VX: You do that.
(Zaro leaves. VX hits the computer and decides he'll just have some Kalliera fun.)
VX: What game do I want to play? While I bore you with my lovely self-narration, I'll just... play... Garou. Yeah, sounds great. Garou. Grumble. Worst self-narration ever.
(VX loads it up... several games later...)
VX: I bet Zaro's just gonna get another one of those mindless Iori wannabes so he can just call our team the Iori team or something. Blah. There's gotta be a Kyokugen fan around here... heeey.
(VX lets AIM go for a spin.)
VX: KoreDo. :D
(Meanwhile... Zaro's out on the streets of ON.)
Zaro: Who wants to be my teammate?! Free Tang! ...And a fakeshot. Tang and a fakeshot. And a cigar. Phat cigar. Three.
(Everyone just ignores him.)
Zaro: Damn, what do I have to do for you peoples' attention? Okay. Uncle Zaro needs a teammate because Uncle Zaro does not like the local Ryo fanboy. Do not make Uncle Zaro make a fakeshot about him taking out the katana to own everyone.
(SIY appears on the scene.)
SIY: Got a light?
Zaro: Now we're talkin'. Iori disciples.
SIY: Word.
(Back to VX's pad. KoreDo and VX are hangin' out, and doing... uh, VX and KoreDo things. Whatever that is.)
KoreDo: So, you and Zaro are going to this ONF2 tournament and you want me to come along, right?
VX: Yeah... 'cause hell, I can't stand Zaro. You're like the only voice of reason out there.
KoreDo: You mean the only voice of reason that hasn't already settled into their little ONF cliqué, right?
VX: Yeah! That, and, uh... (Now that I think about it, I could cut a few costs in BOTB2's production if I worded this corretly) I could use your help with a few fakeshots.
KoreDo: Works for me. When's Zaro going to show up?
VX: Whenever he finds a teammate. It'll be, like, never.
KoreDo: I can sense irony incoming in 3... 2...
(Zaro kicks open the door. SIY's holding onto a lighter for some reason.)
VX: DUDE! You busted down my door!
Zaro: Don't yell at me, it's not my fault that you don't have a suitable stunt window to jump through.
(Quick shot outside. Dustman is plastered all over a window.)
Dustman: Hello?!
(Back to the group.)
VX: Who'd you get?
SIY: Yo yo VX.
KoreDo: We still only have three people.
Zaro: WTF?! I brought SIY with me!
KoreDo: Aren't you and SIY the same person?
SIY: ...Noooooooo.
Zaro: Here we go again.
VX: I can see you picked another Iori fanboy.
SIY: But isn't that guy a Ryo fan?
KoreDo: Heil Kyokugen!
Zaro: He's scaring me. Not! Die Ryo fanboys!
KoreDo: Hey, is this a fakeshot series or something?
Zaro: A what?
VX: (Uh oh! C'mon, brain, think of something.) Yeah! Okay Zaro, you stand there.... meanwhile, KoreDo, if you don't mind, prepare to whack him with your jump CD...
Zaro: Oh no you don't.
SIY: What's our team name?
VX: ...Funny you should ask.
Zaro: Zaro VS VX. That's what it is, and that's the bottom line, 'cause...
KoreDo: Don't say it.
VX: Why Zaro VS VX?
Zaro: It looks cooler.
VX: Only because your name's in front.
SIY: I got an idea, why don't we call it Team Kojiro?
KoreDo: After me?
SIY: No, Ko. Ji. Ro. Can't you read the onscreen text?
VX: Okay, stop messing with the fourth wall. Let's just go. It's Zaro VS VX and we're leaving it at that.
(And so they registered.)
Zaro: TANG!
VX: DAMN IT! Stop that!

--
Ending
--
Intermission #1
SIY: Yus. We'll win.
KoreDo: But where's the whacked out boss fight?
Zaro: Quiet ladies, the short bus is coming to pick you losers up.
Bus driver: You know, you're all supposed to get on the boss. Hurry up.
Zaro: Quiet you.
VX: Shut up and get on.
...
KoreDo: So I'm like, "yeah punk, eat Stand B" and he's like "screw that" and he does jump CDs all day, so I just...
VX: Yeah, we saw all that. That was cool.
?: We're here. Let the finals begin.
Zaro: We'll own everyone.
VX: Wait a second... I don't think he means that.
SIY: Oh great.
KoreDo: So you want a piece of us, huh?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Zaro: Psh, it's just...
VX: K'Evans!
KoreDo: Heh! I wouldn't have guessed.
SIY: Is this like a dinner mystery or something?
K'Evans: You're the winners. That's just how it is.
KoreDo: Why couldn't it have been something cool, like Orochi
Gunsmith or something?
K'Evans: Shut up. Time for you to put up.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: So now you pretend to be serious...
Zaro: Get in line, punk.
K'Evans: Heh.
VX: Hey. Who's driving this thing, anyway?
SIY: A cliff! ARGH.
KoreDo: Aw, why now of all times?!
Zaro: TAAAAAAAAAAAAAAAANNNNNNNNNNNNNNG!!!
...
*screen fades in*
VX: ...Hey. I'm alive! We're alive!
Zaro: Dammit, I thought it'd kill you all.
KoreDo: Likewise.
SIY: I don't see K'Evans anywhere. Huh?
?: Think I'm that easily beaten?
All: K'EVANS!
K'Evans: It's too early for you lamers to goof off.
VX: Okay, really. What the hell's going on here?
K'Evans: I want the Crystal. Hand it over.
SIY: Guh?
K'Evans: I know one of you has it. Otherwise, you wouldn't be here.
Zaro: Why would you want a crystal when you've got Tang?
K'Evans: The crystal has the power to grant one wish for the owner.
KoreDo: So you used ONF to get it, huh?
K'Evans: Orochinagi is full of lamers. With the power of the crystal, I'll ban lamers from Orochinagi... forever.
Zaro: Including you, I bet.
K'Evans: I knew you'd be a pretty difficult bunch to convince through words. Prepare for a sound beating and a banning!
VX: Bah! That's what you think!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Hmph. Very well then. I suppose you four don't have it.
KoreDo: Do we even actually contribute to the !@%!@# story?! What a rip!
K'Evans: ....
SIY: Where's the money? I heard there was money involved.
K'Evans: You were duped. Now, get lost.
*K'Evans disappears into the woods*
VX: That sucked.

Ending
Zaro: And so, ON recognized that I owned the lot of them and they renamed the place "ZAROLAND" where the fakeshots forum reigns supreme. TANG!

THE END... ?

VX: Oh HELL no, you got it all wrong. The AoF forum came back when ON learned that they were wrong for merging FF and AoF, and then I became the admin. THAT'S what happened.

THE END... !?

Zaro: In your dreams, Ryotard.
VX: Dis Ryo, will you? Savor the pain it brings!
Zaro: Bring it on, noodnik!
(Dust cloud. KoreDo and SIY look at one another.)
KoreDo: Y'know... I just learned that we didn't do a lot of fakeshots during ONF2.
SIY: Yeah, I know.
KoreDo: Not only did K'Evans dupe us, I think VX did too!
SIY: I was gonna be the Vice-Pimpdaddy of Zaroland, man.
(KoreDo and SIY look at one another, then realize there's only one real course of action.)
KoreDo + SIY: SMACKDOWN!
(Back to VX and Zaro...)
VX: I'll prove once and for all that Ryo is superior to Iori!
Zaro: (insert retarded anal comment here)
(SIY and KoreDo jump in to beat the crap out of 'em)
KoreDo: Here's your trial and punishment for lying to me!
SIY: Screw Tang. NESQUIK!
(Moments later, Zaro and VX sit next to one another in a dark alley, all beaten and bruised.)
VX: Man. This sucks!
(Fade out...)
Zaro: TANG!
VX: ...DIE!!

*credits roll, theme: Crystal (KOF 2000)*

----
The Rasa team
--
Backstory
--
*Neo Rasa is sitting in his office on the top floor of Rasa tower*
Rasa: Such a boring day. What's in the news?
*Rasa turns on the TV, it's the news*
Reporter: As the Orochinagi Fighters 2 tournament is about to be held in two weeks' time, new entries are being registered on almost a daily basis. It seems like this tournament is the biggest one ever to appear in Orochinagi!
Rasa: Duh.
Reporter: Today's new entry is the Blades of Blood team, with Proto, Setsuna X, Apathy Wind and YelDellGW; along with the ES and friends (sounds like hentai team), with Evil Shingo, Batsu Power, Omega Cosmo and Penguin in the ranks of the team with the stupidest name ever.
Rasa: Setsuna X? What's he doing in the tourney?
*Rasa turns on the communicator and calls Cherrn*
Cherrn: Yes boss?
Rasa: Send in a spy to check on Setsuna X and his reason behind joining ONF. I need the info in...a day or two.
Cherrn: Certainly boss.
...
*two days later*
*Neo Rasa in his office again, and Cherrn standing by the other side of the desk facing Rasa*
Cherrn: A report has been filed, even though two days is a bit too short...
Rasa: I know. So... *reads report* ...it's about the Crystal after all.
Cherrn: Huh boss?
Rasa: Setsuna X possessed the Crystal in the last ONF, but it was lost after he lost to some guy.
Cherrn: I see boss. So what are we gonna do?
Rasa: Cherrn, I want that Crystal.
Cherrn: So are we going to join ONF2?
Rasa: Certainly. So far we only have two... *reads report* ...what's Emmy doing with this?
Cherrn: It's a pretty solid rumor I heard. Emmy has the Crystal...or maybe knows where it is.
Rasa: Really then? I'll ask The Green Herring to look into this. His smarts should help a bit from that arch-rival of mine...
Cherrn: Yes sir.
Rasa: By the way, we need two more guys. Hire two worthy mercernaries to join the team. I'll go to Emmy's hideout with The Green Herring...I should be back in two days or so. By then I hope you get two members worthy of my team!
Cherrn: Of course sir. I'll do my best.
Rasa: Good! I'll go out now with TGH...time is running short.
*Rasa exits his tower and heads for Emmy's base/hideout with TGH...see Emmy team's backstory*
...
*Cherrn is in his desk, reading the paper*
Cherrn: Given that this city isn't that secure after all, I bet... *searches for ads* BINGO!
Cherrn: Let's see... "Mercernary for hire..." yadda yadda... "Synapse." Cool! Heard he was in the last ONF.
*Cherrn gives Synapse a call...a quick deal was agreed*
...
*two days later*
*Synapse is seen in Cherrn's office*
Synapse: So...you want me to join ONF2 right?
Cherrn: Yes. And you have a sweet deal from Rasa Corp. too you know.
Synapse: Yes, yes, I know. But we still have three members.
Cherrn: Somebody ran an ad in the papers as well, he's supposed to be here today...
*somebody suddenly crashes through Cherrn's office door*
?: Hey! Cherrn here?
Cherrn: What do you want?
?: You called for me?
Cherrn: I didn't call for a brute! At least you should've knocked!
?: Hah! Well you did hire me after all! I expect some privileges!
Cherrn: ...and busting doors is not one of them, Mr. Kuno.
Kuno: Fine, fine. So when can we start?
Cherrn: We'll apply when the boss is back. By the way, this is Synapse.
Synapse: Pleased to meet you. *does mercernary 'handshake' but Kuno doesn't seem to react to it* Uh...yeah.
Kuno: Ya, here too.
Synapse: Hmm...I sense a powerful character coming in!
Cherrn: Is it the boss?
*suddenly somebody crashes in through Cherrn's office wall, smokes and stuff appear around a large figure*
Cherrn: WTF!!!!! This ain't a stunt training course dude!
?: Hahaha! Sorry Cherrn, but you don't have a door, so I busted in through the wall. Hope you won't mind!
Cherrn: *gulp* Sorry boss.
Rasa: Well well then, you seem to have recruited two fairly worthy guys! Great job.
Synapse: Pleased to meet you, Mr. Rasa.
Kuno: Ya, same from me.
Rasa: It's great having some worthy fighters in the team. Especially if we need to advance to the finals!
Kuno: We can?
Rasa: Don't doubt me! I need to find some of the answers in this tournament, and the only way is to get to the finals. Because in every SNK game, the drama unfolds before the final match!
Cherrn: Indeed boss.
Rasa: Now let's go register our team...the Rasa team!
*Cherrn walks out first with Kuno*
Synapse: Mr. Rasa, I believe that Kuno is a rookie...at least in the mercernary field.
Rasa: Thanks Synapse, I believe your experience told you that...but even though he may not be a merc, I believe he'll help somehow.
Synapse: Yes Mr. Rasa.
*Synapse walks out*
Rasa: Hmm, very interesting this time around...and once I get the Crystal...HAHAHAHAHAHAHA!!!!!

--
Ending
--
Intermission #1 (after last team match)
Cherrn: Mr. Rasa, the next match will be the finals.
Rasa: Good! Finally we'll see who this mystery guy behind the curtain is.
Kuno: Oh, a bus is coming our way!
Bus driver: Get on guys, this bus is going to the finals stage.
Rasa: Hmm...suspicious...
...
Rasa: Hmmm...
Synapse: I guess we'll have to get prepped up for the final match.
Cherrn: Mr. Rasa, I think the bus driver looks kinda weird.
Rasa: Yeah, I noticed.
?: We're here...let the finals begin.
Synapse: So it is the bus driver huh?
Kuno: Who is he?
Bus driver: Who am I?
*bus driver turns around and takes off his hat*
Cherrn: K'Evans!!!
Rasa: Hmm, you make an interesting intro. Now quit joking around and tell us who's responsible for this ONF!!
Synapse: Well I'm surprised...
K'Evans: Rasa, I heard that you got the Crystal. Give it to me. Now.
Rasa: I don't have it with me.
K'Evans: Guess I'll have to beat you up and have you spit out the truth!
Rasa: Yeah right! As if!
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Darn...
Rasa: So did you feel the Rasamatism?
K'Evans: But I'm not lost yet!
Rasa: Yeah right, as if I care.
Cherrn: Uh Mr. Rasa...
Rasa: What?
Synapse: I think the bus is still moving, and there seems to be a cliff in front of us...
Kuno: I don't wanna die yet!!!!! Mommie!!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHHHHHHH!!!!!
...
*screen fades in*
Synapse: Oh, I'm alive. You guys okay?
Kuno: Phew, I thought I was gonna die!
Cherrn: Mr. Rasa? Are you okay? Mr. Rasa?
Synapse: Where's Rasa? And where's K'Evans?
...
*screen fades in, with two dark figures in another part of the forest*
?: So, I guess I underestimated you.
??: Heh, you're not too bad yourself. What's this crystal about?
?: This crystal can grant one wish to the owner of it. If it falls into the wrong hands...
??: What? Me? I'm no baddie. What's your wish anyway?
?: Getting rid of all lamers in Orochinagi!
??: Yes, lamers are everywhere these days. I'll get rid of them eventually. They can't take over my city!
?: ...whichever it is, I know that you got the crystal, thanks to Esaka, one of my subordinates.
??: Huh?
?: Listen. Esaka and your lackey, The Green Herring, are in the same team because we both got the info that Emmy has info of the Crystal's whereabouts.
??: Hmm...yes, I remember that.
?: In fact, during the tournament, Esaka found strong evidence of the Crystal's location... but he couldn't read between all the technical notations.
??: And?
?: Knowing that Emmy wouldn't suspect his teammates, TGH also discovered and studied the data for his own use. Esaka caught TGH doing this, but watched him closely to see if he could better understand the data.
??: Let me guess. The Green Herring knows where the location of the crystal is.
?: Exactly.
??: Hah! Good kid. But I don't have it with me.
?: Stop lying to me!
??: You can do a body check. I don't have it with me.
?: I guess I'll do some REAL body checking then!
??: Hah! You trying to beat me again?
?: Can't blame me being stubborn.
*somebody runs in*
??: Cherrn!
Cherrn: Mr. Rasa! You're here! I thought you got hurt or something.
Rasa: I'm alright Cherrn. Where's the others?
Cherrn: They're coming this way.
?: Hah! Needing a personal bodyguard to help you beat me?
*other two runs in*
Synapse: Phew! Guess we aren't too late. Oh...
Kuno: K'Evans!!!! You're still alive!
K'Evans: Do I look dead? Hmph.
K'Evans: So it's a 4 on 1 eh? I'll take the challenge then. If your team loses, you give me the info of the Crystal's location. Or else I won't be nice. If you guys win, we'll part ways.
Rasa: Fine. Done deal.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: As promised, I leave.
*K'Evans disappears into the woods*
Rasa: Good riddance. Alright you two mercs, Synapse and Kuno, you are relieved of your services. I'll pay you two when I get back to Rasa Tower.
Synapse: It was a good tournament, Rasa. Hope to see you soon.
Kuno: Bye bye!
*Synapse and Kuno disappears into the woods*
Cherrn: So Mr. Rasa, are those two worth hiring again?
Rasa: If I need their help, I guess they won't reject my offer. Cherrn, write a check for them two.
Cherrn: Yes sir.

Ending
*screen fades in, showing Rasa with another person in his office*
Rasa: Well done job, TGH. You've met my expectations.
TGH: Oh that's nothing boss. Now about the pay...
Rasa: I'll give you a plot of land with avaliable funds for you to build a luxury house.
TGH: Thanks much boss. And I have another request...
Rasa: Just say it.
TGH: I wish to resign from my job.
Rasa: You sure? Hmm alright then, you can leave Rasa Tower whenever you feel like to.
TGH: Yes boss.
*TGH leaves the office*
Rasa: Heh, now I got this Crystal...my wish would become true!
Rasa: Alright Crystal, hear me! I wish...
*screen goes dark*
Rasa: Hmm...the Crystal broke into pieces. But that's alright. I got my wish fulfilled!
Rasa: HAHAHAHAHAHAHAHA!!!
?: WHERE AM I? ME CONFUSED!
Rasa: HAHAHAHAHAHAHAHA!!!

*credits roll, theme: Crystal (KOF 2000)*

----
The Blades of Blood team
--
Backstory
--
Nil...but Setsuna X's story should be enough.

--
Ending
--
Intermission #1 (after last team match)
YelDellGW: Cool, we finally made it through all this!
Apathy Wind: ...
Proto: This all seems a bit too easy for us...a bus is coming our way.
Bus driver: Hop on peeps! This bus is taking you guys to the finals.
Apathy Wind: Fine then.
...
Setsuna X: I don't think it'll be that easy...
YelDellGW: Same here, the bus driver looks awfully suspicious.
?: We're here. Let the finals begin.
Proto: As we expected.
Apathy Wind: Show yourself...
YelDellGW: This bus driver is who we are going to fight against?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Setsuna X: K'Evans. Should've known...
Proto: Just what we thought. What're you up to?
K'Evans: I'll fight all of you...because you're the winners. Simple as that.
Apathy Wind: I'm sure there's more behind this.
YelDellGW: I bet! Let's get ready to fight!
K'Evans: As I thought...I'm not pushover though!
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Not too shabby eh? You guys have the edge. Pun intended.
Setsuna X: Now tell us why you're behind this!! And I mean it!
K'Evans: Heh...
YelDellGW: Isn't anybody driving this thing?
Apathy Wind: ...our retribution is near...a cliff is in front of us.
Proto: This is one heckuva ride! Abandon ship if necessary boys!
*bus falls off cliff*
All: *silence*
...
*screen fades in*
YelDellGW: That was tight! You all okay?
Apathy Wind: Yeah.
Proto: Where has K'Evans gone to?
Setsuna X: I guess he left the scene. Heh.
?: Think that I'll chicken out?
All: K'EVANS!!!
K'Evans: I hope you guys didn't wet your pants seeing me.
Proto: No way. What's up with all this?
Setsuna X: Yeah. And tell us, or else you might have an ugly scar.
K'Evans: Fine. I'm the host of ONF2. This tournament - as some of you figured out, is my way to find the most powerful thing in Orochinagi.
YelDellGW: What would that be?
K'Evans: Setsuna X should know.
Setsuna X: The Crystal...
*flashback scenes of Samael beating Setsuna X, and throwing the Crystal into the river*
Apathy Wind: I guess you wanted it for some kinda wish.
K'Evans: Right. The Crystal grants one wish. Mine would be getting rid of all lamers in Orochinagi.
Proto: Sounds ambitious. But I don't think we have it at all, K'Evans, so give it a rest.
K'Evans: I acknowledge that. But I guess that Setsuna X can leave a clue or two.
Setsuna X: ...
YelDellGW: Well...I don't think that he really wants to tell you.
K'Evans: If you choose not to tell me anything about its whereabouts, I might have to beat it out of you!
Setsuna X: The...Crystal...? It's...gone...Gone...GONE! LOST!!! GO AWAY!!!!!!!
Apathy Wind: ...
Proto: Dude, calm down.
K'Evans: Fine, have it your way.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: Guess I lost. Fine then, I bid farewell to you all.
Proto: What about that prize money?
K'Evans: There's no prize money. It's used to lure people into joining the tournament.
*K'Evans disappears into the woods*
YelDellGW: We were duped!
...
*screen fades in*
Apathy Wind: So that's it...
YelDellGW: Man, K'Evans was giving me the creeps.
Proto: He's just that way, fat chance of having him be a really nice guy. Hey Setsuna X, you okay there?
Setsuna X: Argh...my head...the power!!!!!
Proto: You okay man? Your head started hurting once K'Evans mentioned about the Crystal. The power must be taking over you.
Setsuna X: ...I was...defeated by the...Angel of Death...shit...shit...SHIT!!!!
YelDellGW: Huh?
Apathy Wind: The result of an attempt to acquire more power...
Setsuna X: ...this power...must...get rid of it...as soon...as possible...ARGH!!!!!!
Proto: The Riot of the Beast is trying to take over you! Fight it Setsuna X!
YelDellGW: C'mon Setsuna X!
Setsuna X: Go...away! I'm feeling worse than I used to be...GO!!!
YelDellGW: But...
Setsuna X: GET THE FUCK AWAY!!!! GO NOW!!!!
Proto: Hmph, fine then. Get well, dude. I bid my farewell.
YelDellGW: Good luck Setsuna X...you'll need it.
*Proto and YelDellGW leaves*
Apathy Wind: The dark power...it'll consume you eventually. Your resistance is admirable, but it'll only prolong your suffering...
Setsuna X: What...?
Apathy Wind: I'll leave it at that. I'm sure you'll know by then.
*Apathy Wind leaves*
Setsuna X: He's...suggesting that I give in? But I'm not gonna do that...! I'll fight it until death!

-THE END-

*credits roll, theme: Crystal (KOF 2000)*

----
Newbies Psychotics team
--
Backstory
--
Nil

--
Ending
--
Intermission #1 (after last team match)
Chae: Wow we made it!
Vastago: Now it's the finals...
Igawa: Hey, a bus is coming our way!
Bus driver: Hop on. This bus is going to where the finals are held.
Ryuji: Get on the stupid bus you dorks!
Others: Yes sir...
...
Igawa: I wonder who're we facing in the finals?
Chae: I hope it's not hard.
?: We're here. Let the finals begin.
Ryuji: Huh? The bus is still moving!
Vastago: This bus only has us...and the bus driver!
Chae: So the bus driver...
Igawa: ...is the guy we're facing in the finals?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Vastago: You're...
Igawa: K'Evans!
Ryuji: Who the frickin' hell are you?
Chae: Why K'Evans?
K'Evans: I'll have to fight you four...because you are the winners. It's that simple.
Igawa: But...
K'Evans: No buts. Let's begin...the finals.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected of you four...
Ryuji: HAH! You suck big time, so I RULE you! THERE!
K'Evans: Yeah right.
Chae: Uhhh...the bus is still moving?
Igawa: Oh crap!!! There's a cliff in front of us!
Vastago: WE'LL ALL DIE!!!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHH!!!!!
...
*screen fades in*
Ryuji: Hey I'm alive! I'm alright! HAHAHA!!! But I still have to live with you three suckers! Bah!
Igawa: ...you guys okay?
Vastago: Ya.
Chae: I'm okay. Hey, where's K'Evans? He's gone!
?: Think I'm that easily beaten?
All: K'EVANS!
K'Evans: Surprised? I guess you shouldn't write me off yet.
Igawa: Why this tournament? You host it right?
K'Evans: Right, I'm the host as well. But this tournament...is my way to obtain the ultimate thing of Orochinagi!
Vastago: What is that?
K'Evans: The Crystal from the last ONF.
Chae: What's the crystal about?
K'Evans: It's a crystal that grants one wish to its owner.
Ryuji: Who cares! Your wish makes me sick! AND I know it before you told me!
K'Evans: Hmph. I'm sick and tired of lamers and idiots in Orochinagi...I want them all gone. Including you, Ryuji.
Ryuji: HAHAHAHAHAHAHA!!!!!!! That's a joke isn't it? THAT'S SOOOOOOOO FUNNY!!!! HAHAHAHAHA!!!
Igawa: Our savior!
K'Evans: I bet none of you have it at all. Nevermind then...
Chae: Uh...what you gonna do?
Vastago: Please save us from Ryuji...he's gone nuts on us!
Ryuji: We'll see about that! BETRAYERS! But for the time being, I could use all you dolts' help.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: I lost. There, satisfied?
Ryuji: Now gimme your prize money! OR ELSE!
K'Evans: There's no prize money. Your attitude is definately irritating me. A lot.
*K'Evans Heat Drives Ryuji into the sky*
Ryuji: You'll pay for this K'Evans! YOU'LL DIEEEEEEEEEEEEEEEE!!!!!!
*Ryuji disappears in the sky*
Igawa: Thank you K'Evans!!! Ryuji almost used us as his own slaves!
Vastago: Now we can finally go home!
K'Evans: Whatever. Don't be a lamer, or else you'll be like that guy who just got flung into space. Bye now.
Chae: Hey! Hey!
*K'Evans disappears into the woods*

Ending
*screen fades in*
Igawa: Wow...K'Evans...
Vastago: Well, I guess that's it. It was pretty fun though.
Chae: You said it.
Igawa: Alright, let's party!
All: Yeah baby!
...
*screen goes up to space with Ryuji floating*
Ryuji: Damn this place is dark! Who got flashlights! Somebody? Anybody?
*screen goes black*
...

*credits roll, theme: Sunset Sky Again (MOTW)*

----
Edit teams
----
K'Evans
--
Ending
--
Criteria: K'Evans (either mid-boss or normal) and 3 other characters

Intermission #1 (after last team match)
Char1: Wow we made it!
Char2: Now it's the finals...
Char3: Hey, a bus is coming our way!
Bus driver: Hop on. This bus is going to where the finals are held.
Char2: Cool!
...
Char3: I wonder who're we facing in the finals?
Char1: I hope it's not hard.
?: We're here. Let the finals begin.
Char1: Huh? The bus is still moving!
Char2: This bus only has us...and the bus driver!
Char3: So the bus driver...
Char1: ...is the guy we're facing in the finals?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Char2: You're...
Char3: K'Evans!
Char1: Two K'Evans?
Char2: Why are there two K'Evans?
Boss K'Evans: I don't have the time for this junk. Let's fight.
Char3: But...
K'Evans: No buts. Let's begin...the finals.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
Boss K'Evans: Just as I expected of you three...and K'Evans...
Char1: Hey don't sweat it, we're pretty lucky to be here.
Boss K'Evans: Don't be so humble...
Char2: Uhhh...the bus is still moving?
Char3: Oh crap!!! There's a cliff in front of us!
Char1: WE'LL ALL DIE!!!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHH!!!!!
...
*screen fades in*
Char1: Hey I'm alive! You all okay?
Char3: I...think so.
Char2: That ain't really a cliff...I'd call it a ledge.
Char1: Hey...where's K'Evans? And where's our team's K'Evans?
*screen fades out*
...
*darkness*
?: Did you find it?
??: No, I can't. It's either tough luck, or maybe the winner isn't in this ONF at all. Or...
?: Or that the winner didn't bring it this time.
??: Yes.
?: Well I guess that we failed in a way. Right clone?
??: I'm...your clone?
?: I created you. Even though it sounds silly, you're created for this sole purpose.
??: To find the Crystal?
?: Yes. Now your use for me is done.
??: What should I do?
?: I don't care.
???: Hey they're over there!
?: Oh, looks like our little meeting is over.
*screen fades in*
Char1: K'Evans! And the boss K'Evans!
K'Evans: ...
Boss K'Evans: So my friend...do you want to run away and live, or fight to your death?
K'Evans: I'll choose my own path from now on.
Boss K'Evans: Very well, let's see what you got.
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
Boss K'Evans: Ugh...I thought that I'm superior to my clone? After all...you're modified after me!
K'Evans: I learnt a few tricks by myself.
Boss K'Evans: I hear ya! *coughs blood out*
K'Evans: I'll need to find out the real truth behind this. I don't care if I'm your clone or if it's the other way around.
Boss K'Evans: ...
K'Evans: Bye now, whoever you are.
*K'Evans walks away and disappears*
Boss K'Evans: Heh, you decided to walk your own path. Well done, original. *Boss K'Evans faints*
Char1: Huh? So this boss is actually a clone of K'Evans?
Char3: Which way is it...?
Char2: We'll never know. But all this together doesn't make sense. We can't bug K'Evans because we're outsiders.
Char1: Right. He'll find out someday because...
*screen fades out*
?: ...he does as he pleases.

*credits roll, theme: Self (KOF 96)*

----
Edit team
--
Ending
--
Criteria: No K'Evans, no full team.

Intermission #1 (after last team match)
Char1: Wow we made it!
Char2: Now it's the finals...
Char3: Hey, a bus is coming our way!
Bus driver: Hop on. This bus is going to where the finals are held.
Char4: Cool!
...
Char3: I wonder who're we facing in the finals?
Char4: I hope it's not hard.
?: We're here. Let the finals begin.
Char1: Huh? The bus is still moving!
Char2: This bus only has us...and the bus driver!
Char4: So the bus driver...
Char3: ...is the guy we're facing in the finals?
Bus driver: Damn right.
*bus driver turns around and takes off his hat*
Char2: You're...
Char3: K'Evans!
Char1: Ohmygod!
Char4: Why K'Evans?
K'Evans: I'll have to fight you four...because you are the winners. It's that simple.
Char3: But...
K'Evans: No buts. Let's begin...the finals.
*fight with mid-boss: K'Evans*

Intermission #2 (after beating mid-boss)
K'Evans: Just as I expected of you four...
Char1: Hey don't sweat it, we're pretty lucky to be here.
K'Evans: Don't be so humble...
Char4: Uhhh...the bus is still moving?
Char3: Oh crap!!! There's a cliff in front of us!
Char2: WE'LL ALL DIE!!!!!
*bus falls off cliff*
All: AHHHHHHHHHHHHH!!!!!
...
*screen fades in*
Char1: Hey I'm alive! You all okay?
Char3: I...think so.
Char2: That ain't really a cliff...I'd call it a ledge.
Char4: I'm okay. Hey, where's K'Evans? He's gone!
?: Think I'm that easily beaten?
All: K'EVANS!
K'Evans: Surprised? I guess you can't judge a man by his looks.
Char3: Why this tournament? You host it right?
K'Evans: Right, I'm the host as well. But this tournament...is my way to obtain the ultimate thing of Orochinagi!
Char2: What is that?
K'Evans: The Crystal from the last ONF. I suppose that one of you are holding it...
Char4: What's the crystal about?
K'Evans: It's a crystal that grants one wish to its owner.
Char1: So whatcha want as the wish?
K'Evans: I'm sick and tired of lamers and idiots in Orochinagi...I want them all gone!
Char3: Wow.
K'Evans: Are any one of you four holding the crystal?
Char2: Not me.
Char1: Nope.
Char3: Ditto.
Char4: Me too.
K'Evans: Don't lie! Maybe I'll do a search on you four...after I beat you all!
*fight with final boss: K'Evans*

Intermission #3 (after beating final boss)
K'Evans: I...lost. But I can't sense the crystal. I guess you four are clear.
Char1: Uhh...what about the prize money?
K'Evans: The prize money was a way to lure the winner of the last ONF to enter this ONF.
Char3: So there's no prize money?
K'Evans: ...why fight for money? Why not for your own ambitions? Bye now.
Char4: Hey! Hey!
*K'Evans disappears into the woods*

Ending
*screen fades in*
Char1: Wow...K'Evans...
Char2: Maybe he's right. We shouldn't have the prize money as our goal.
Char3: Well, I guess that's it. It was pretty fun though.
Char4: You said it.
Char1: Alright, let's party!
All: Yeah baby!

*credits roll, theme: Sunset Sky Again (MOTW)*

------
10. Special Intros and Winposes

Note that none of them are ordered according to teams.

Special Intros:
Oro VS Zyzyfer (Zyzyfer as challenger):
Oro starts by drinking from his sake jug, then throws it to Zyzyfer so that he can get a zip. But Fer evades it, and says "Let's get business going!" Oro just shrugs and take out a new sake jug.

Persona VS Hero (Orgy) team (except herself):
Stands straight while putting finger at lip, saying "Mmm...sexy."

Mick Kensou VS Women:
Eats a porkbun and chokes.

Mick Kensou VS Daigo:
Kensou breaks out with a pose and yells "Are you ready?! Daigo?!" Daigo also strikes the pose and says "HO!" The both Sdm spark and yell "BIIIIIIIIIIIG OOOOOOOOO" as they strike diffrent poses.

Mick Kensou VS Ed:
Mick's eyes shine a bright yellow as he looks down to the ground and mutters "You're not the only monster here..."

Mick Kensou VS Kamui:
Mick looks at Kamui and shouts "Dumb Blonde Pretty Boy" Kamui then chuckles and says "And yet I still OWN you".

Mick Kensou VS Raging Kuno, Infamous VX, Taiso, Emmy, Evil Shingo, Shiva, or Zepy:
Mick looks to the ground and shakes his head "I'm sorry I have to do this."

Mick Kensou VS Gunsmith:
Mick drinks a Red Bull and goes mental yelling "It's all coming to me now! AHHHHHHHHHHHHHHH!" Gunsmith looks at him and shrugs as he to goes to his knees and yells saying "ME TOOOO! AHHHHHHHHHHHHHHH!"

Mick Kensou VS Protogem:
Kensou and Protogem are drinking out of jugs and then both throw them off screen. Protogem asks "Ready?" and Mick nods.

Mick Kensou VS Esaka:
Mick and Esaka stand and look at eachother they stare for a few moments Mick is about to say something when Esaka nods no and then Mick shrugs.

Mick Kensou VS Batsu Power:
Both are flinging Water Condom Bombs at eachother.

Mick Kensou VS ShinYagami, SIY, Zaro Yagami, and Iori Branford:
Mick stands with his arms crossed across his chest and says "Feh, you all look the same to me."

Mick Kensou VS Crazy Bee:
Kensou strikes a pose and yells "I'll Bash you good!" and then Bee laughs and says "Oi Mick! Muthasucka!"

BK VS friends:
Greets the opponent with smile.

BK VS members he hates:
Turns around and doesn't even look at the opponent.

Esaka VS Style:
*Style laughs*
Esaka: "You! Don't laugh at my typo errors!"
*Esaka shakes his fist and does a menacing look*

Esaka VS WhipBogard
Whip: *winks*
Esaka: "Shermie wannabe..."
Whip:" AM NOT!! ;_;"

Esaka VS Oro
Esaka's another Striker (Naru), stands behind Esaka. Oro has Kistune, Keitarou and Haruka behind him. Keitarou waves to Naru, but Naru gives him the finger and gropes Esaka. Keitarou runs away, while Kitsune and Haruka follow him, laughing. Naru kisses Esaka good luck and leaves.

Daigo VS Mick Kensou:
Kensou breaks out with a pose and yells "Are you ready?! Daigo?!" Daigo also strikes the pose and says "HO!" The both Sdm spark and yell "BIIIIIIIIIIIG OOOOOOOOO" as they strike diffrent poses.

Daigo VS Kyo-wa:
Daigo says nothing to his former teammate from the previous fight as he turns toward her.

Daigo VS Testament:
like the Kyo wa intro, Daigo says nothing.

Daigo VS any other female fighter:
Daigo has hearts in his eyes, hands on his face, and says the name of the girl.
Example, if its Whip Bogard, Daigo says "Ohhh Whippy!! soooo hotttttt!!!"

Daigo VS Batsu_Power:
Daigo has Batsu in a noogie, then lets him go, laughing.

Daigo VS Esaka:
Esaka says "Hey...sexy boy! ^_~" Daigo says "EH WTF?! STOP THE GHEY!"

Daigo VS Setsuna X or Evans:
Daigo has his back turned, his flaming aura reacting to his opponent's power. He turns back around, right hand ablaze, his eye gleaming, then gets into his pose saying IKUZE!, turning off the flame.

LeonaMargoyle VS Enemies:
Leona Margoyle stretches her arm chain out in front of her with both hands and shouts "It's on!"

LeonaMargoyle VS Friends:
Margoyle tenses into her stance, smiles and shouts "Good luck!"

LeonaMargoyle VS Neo Rasa:
Neo Rasa puts on sunglasses and inquires, "Are you a bad enough dude?" Margo raises her arms into the air and shouts back "I'm bad!"

LeonaMargoyle VS Setsuna X:
Margoyle imitates Shang Tsung's voice and says "Your job is mine." Then laughs hysterically as she gets into her stance. At the same time Setsuna X's eyes flicker and his demon form can be seen for a split second before the fight begins.

Penguin VS Emmy:
Penguin takes a lighter out and says, "Honoo ga, omae wo yonderu ze!" (the flames are calling for you!). Then Emmy takes out the Clippers season ticket along with a lighter next to it and says "Nara moetsukiro, isagiyoku na." (then burn out as it should!) The tickets spontaneously combust and both will look *very* stunned.

Penguin VS Oro, Iori E, Zepy, BP:
Speech bubbles will appear.
Penguin: ^_^
Opponent: ^_^

Penguin VS ES (ES as challenger):
ES: "Are you tard enough to fight against me?"
Penguin shakes his head and says: "I'd rather die. -_-"

Penguin VS Omega Cosmo:
Both stands straight, the atmosphere looks serious until they both suddenly yell "SAAAAAAAAAAAAAAAAAMMMMMMMMMMMMMSSSSSSS!"

Penguin VS self:
Both looks stunned at the start.
Penguin(1): Who're you?
Penguin(2): And who're you?
Penguin(1): I'm Penguin.
Penguin(2): And I'm Penguin too.
Both: Screw this! Let's fight!

WhipBogard VS Batsu Power (BP as challenger):
Batsu: You....look so familiar... are you?
WhipB: What are j00 talking?
Batsu: Nevermind.. Let's settle this

WhipBogard VS Terry Bogard:
WhipB: Terry? Bogard? Could u be my brother? :o
Terry: *goes O_o?* Excuse me, Miss?

WhipBogard VS StyLe:
WhipB: KyyaAAA! Trunks AV ^o^
Stylie: @_@ Stop Teh GheY!

WhipBogard VS Team Members:
WhipB: *bows down politely*

WhipBogard VS any cute guy:
WhipB: *wink wink*

WhipBogard VS Cosmo:
Cosmo: Cockboy Fan, Let Fight!
WhipB: Sharrap!

Kuno VS Opponents with swords:
Bows then extends his sword to his opponent saying you can't possibly defeat Blue Thunder

Kuno VS Style:
Style shakes head and says "sooo ghey"
Kuno: so ghey that it's cool???
Style: uhhhh no

VX VS Neo Rasa:
VS has his hands on my hips, looking down while cape is flowing in the wind, he says "Ready to battle?!" while throwing cape off, then Rasa says: "This'll be easy..."

VX VS team mates:
VX has my hands on my hips, looking down while cape is flowing in the wind, I say "Get Ready!" while throwing off cape.

VX VS K'Evans:
VX scratches my head while saying "Where's OL??" Orochi Leona suddenly jumps out and attacks him, which I barely dodge attack while Evans just stands there staring.

VX VS self:
I look surprised while saying "WHAT THE HELL!?"

Ed Branger VS Gunsmith:
Casually salutes Gunsmith.

Ed Branger VS Daigo:
Points to Daigo and gestures to him with his finger. "Lets see what you got!"

Zaro vs No style:
Similar to 98 intro between Robert and Kensou

Zaro vs Protogem:
Proto momentarily changes into Bao with Pink clothes then changes back and points sword at Zaro in anger.

Zaro vs BK:
Two fighters bow to each other

Zaro vs SIY:
YamazakisGal appears behind Zaro and sticks out her toungle at SIY then vanishes.

Zaro vs Testament:
CJ appears and blows a kiss as Zaro before running off. Testament shakes her head.

Zaro vs Gunsmith:
Zaro turns around and puts on a title belt Gun looks on with a curious expression on his face Zaro turns around and shows that the title belt has "FAKESHOTS MOD" written on it. Gun slapps his head. Zaro throws away the belt and gets into his stance.

Zaro vs anyone fron Shaolin Venoms board (Ed: which none of them are in the game btw):
exactly like Kim vs evil.

BoF VS ES:
ES looks at BoF, points and calls him "FOOL!". A flame forms in BoF's hand and he snuffs it, saying "I WILL CRUSH YOU!!"

BoF VS Kula^Diamond:
He winks at her and smiles, then she punches him in the face. He falls over for a second, then gets up, saying "Yaru na." ("Pretty good.")

BoF VS Shiva:
They rush each other like Sol's Grand Viper, which ends in a weapon clash. Neither gain the advantage and they leap back.

Mr. Flibble VS Penguin:
Johnny just stares at Penguin and said, "Wow, that's a really big penguin."

Shiva VS Penguin:
Think Ralf vs Clark in KOF'98.
Both characters goes into a ridiculous sentai dance. The 'Ralf' is Shiva and 'Clark' is Penguin.

Shiva VS Omega Cosmo:
The both characters stands , having their back turned to each of them. Just notice that the both character are wrapped in the European Union flag as if it was a cape . They then throw off the capes and shares some lines.
SK : " You cannot escape your own beef . "
OC : " Free meat and hentai for all . "

Shiva VS Zepy:
She raises her sword and points it to Zepy .
Zepy : " This is not the only sword you are pointing at me ^_~ "
Kalimsshar falls on her knees while giving a "Duh !" .

Shiva VS Bakasama:
Ibuki appears by Bakasama's side and waves her hands at Kalimsshar who waves back .

Shiva VS Cherrn:
Like Chris vs Shermie in KOF'98 , Kalimsshar stands and raises her hands , yelling "Chernnie !!!" .
Chernn waves back and says "Hi !" .

Shiva VS Tempestad:
Willem Dafoe as John Terence Clark is standing in front of Tempestad who is flipping through the pages of an intelligence record . Tempestad then looks at Kalimsshar who is sitting on the ground while drinking a beer bottle . Tempestad then gave the intelligence record to Clark who leave the battleground . Tempestad mumbles something as Kalimsshar stands up and throw off the bottle . Finally the both fighters gets ready .
John Terence Clark is the famous character from the Tom Clancy's books , played by Willem Dafoe in the movie "Clear and present danger"

ES VS K^D:
ES: *Leans over K^D who's looking back at the screen while frowning* Soo... you have any plans for tonight?
K^D: GRAH! *kicks ES in the nuts* How many times do I have to tell you I'm not interested in you dammit! *Kicks ES back into his position* Now come on and fight!!
ES: Alright alright! ;_;

ES VS Omega Cosmo:
Cosmo: Farking tard!
ES: Farking swedish...person!

ES VS BP (BP as challenger):
BP: Farking tard!
ES: I feel the respect towards me. =PP

ES VS Penguin (Penguin as challenger):
Penguin: Farking tard!
ES: Farking...random penguin thingy!

ES VS Testament:
Testy: IKUZO BRO!
Me: OH!
ES and Testy: CROSS TUNA CHANGAAAAAAAAAAAAAAAAAAAAAH!!! *Both do an incredbly funky fancy pose with flashing lights in the backround and explosion effects*

Proto VS teammates:
Both start out at the starting position, then dash at each other and their weapons make contact. Then both characters just hop back to their starting position while Proto says, "It'll be interesting..."

K'Evans VS Gunsmith:
Gunsmith blows a kiss at K'Evans, but he does the KOF 2K taunt action and says "I won't be easy on you, Gunsmith."

FacJoe VS Wolferaizer:
Both does disguisting stuff aimed at each other and FacJoe says, "Yeah bitch! Burn it up!" while Wolferaizer says, "Its showtime!"

Testament VS Protogem:
(both glare at each other)
EDGEY: I will break the bond
PROTO: Not before I break you

Neo Rasa VS Enemies:
Rasa walks onto the screen, slowly gets into his stance and says "You're dust."

Neo Rasa VS Friends:
Rasa says "Let's boogie," grins, and gets into his stance.

Neo Rasa VS Setsuna X:
Rasa states "Your time is up." Setsuna X then swoops onto the screen in his demon form. Slowly morphing into his human form as he says (with a layered voice) "Take your best shot Master."

StyLe VS Enemies:
StyLe just says, "I will end your Bakla ways!" and punches his palm.

StyLe VS Gaseous Snake:
StyLe will shyly say to GS "Hyolee is hotter".

StyLe VS Persona:
StyLe will ask how's Persona's life is. Persona replies, "not now."

StyLe VS hebretto:
StyLe will sexually come onto hebretto by blowing a kiss.

StyLe VS Oro:
StyLe just waves.

StyLe VS Esaka:
Esaka will say “hey im your clone but sexier!" . Style replies by saying :”BLARGH!"

StyLe VS Gay Benimaru (hidden striker of Penguin):
StyLe raises his right arm and points at Gay Beni standing at the other side. Then he'll say, "I'll stop your ghey!" while Gay Benimaru shakes his head and then jumps away.

Sabi VS Neo Rasa:
Sabi: ;p

Sabi VS Team mates:
Sabi: Let's Rock...

Magitek X VS Kyo-wa:
MX:Hello Big cousin!
Kyo-wa:Ready lil cousin. ^_^;;
MX: Mebbe....

Magitek X VS Oro:
MX: You're not my type!
Oro: You hugged me first you manslut!

Magitek X VS Margo:
MX: I won't beat you as bad as in PBO.
Margo: YOU C*NT!

Magitek X VS Rasa:
MX: I won't beat you as bad as in PBO.
Rasa: Rets barrel!!!

Zyzyfer VS Oro (Oro as challenger):
Zyzyfer chugs a flask and chucks it at Oro, then says "Why'd ya go and join these losers?!? Hero my ass..."

Zyzyfer VS Kyo-wa:
Zyzyfer shakes his head and rubs his chin as kyowa takes her stance, then takes his own stance, saying "If I must..."

Zyzyfer VS K'Evans:
Zyzyfer cackles with glee, then beckons K' Evans to fight him with one finger, saying "Bring it."

Zyzyfer VS Margoyle:
Margoyle does her "friends" pose, and Zyzyfer crosses his arms and just shakes his head, then calls her a dork.

Emmy VS Self:
Both Emmy characters point at one another with an empty, confused look. Both TGHes slap their heads and walk away.

TGH VS Self:
Both TGHs point at one another and say "Okay. We'll see who the real one is." in unison. Both Emmies arrive and scream "I SLAY MY IMITATION WITH MY SWORD TOGETHER WITH MT. FUJI ON A DAILY BASIS!" Both TGHs sweatdrop and get into their stances as the Emmies leave.

Emmy VS TGH:
Emmy looks behind him and sees TGH. Then he looks ahead of him and sees TGH. Then he looks behind him and so forth until his TGH slaps his head and walks away. The enemy TGH taunts Emmy.

Emmy VS Mick Kensou:
Scratches his head and asks if he knows him. Mick Kensou vehemently denies.

Emmy VS Neo Rasa:
TGH motions to Rasa behind Emmy. Rasa nods, then laughs. Emmy scratches his head the whole time, completely unaware of what's going on behind him.

Emmy VS Gojira:
Gojira gets hugged by Emmy. Gojira shoves him off. TGH slaps his forehead and walks off the screen.

Emmy VS Esaka:
Esaka is looking over a few pieces of paper. Emmy's not sure what he's doing. Esaka sees Emmy, panics, and shoves the papers inside his jacket. TGH has that look of interest on his face from behind Emmy, then he leaves.

Emmy VS K'Evans:
K'Evans demands the location of the crystal. Emmy pats himself, and shrugs after looking in his pants (ROFL).

TGH VS Gojira, Testament, or Esaka:
TGH motions for them to get over here, and says "Come on. Let's spar." He gets into his normal stance afterward.

TGH VS Rasa:
Rasa asks, "Mr. Herring, how is the operation going?" TGH answers, "It's going very, very well. Emmy shows absolutely no mental capabilities." Then both characters laugh evilly and they get into their stances.

TGH VS Shiva:
TGH does his normal intro and Shiva does her cape intro. After Shiva gets her sword, she snaps her fingers and a cloud of smoke covers TGH. When it fuzzes away, TGH is dressed in Akari Ichijo's uniform. An annoyed TGH says, "...This is not funny." Shiva snaps her fingers again and after the cloud of smoke appears and fuzzes away again, TGH is in his normal outfit again. Then they both enter their stances.

TGH VS any "Iori" or "Yagami:"
This only triggers if you've fought more than three rounds against these types of characters. TGH slaps his forehead, then raises his forearms to his sides as he screams, "WHY DO PEOPLE WANT TO BE THE SAME THING?! AAAAARRRGH!!!" He manages to control himself afterward and he gets into his stance.

BP VS WhipBogard (WhipBogard as challenger):
Looks at WB and says 'Is that you, daughter?', then she says 'Huh? I think I've seen you somewhere...', then i'd say 'Nevermind.'

BP VS ES, Cosmo or Synapse (For ES, him as challenger):
Adjusts cap and says 'You better fight like you say you could. Show no mercy!'

BP VS Shiva, Persona or Gunsmith:
Looks at one of them and says 'Show no mercy. I need a good challenge.'

Kamui VS Immature:
Kami does Ky's special intro pose with Sol, but throws his sword into the air instead while saying, "Immature...your time of retribution has come!"
Immature in response cracks his knuckles and says, "Show me what you got. If you have any, that is!"

ShinTachibana VS ES:
ES throws a toilet at Tachi and screams, "I farkin' h8 you! EAT TIOLET!!" Tachi slices it, and says " light up my two victory indicators and leave my field of vision, brat. "

ShinTachibana VS any female:
Shin throws them a rose, and says " you match my beauty. Share an eternity with me... "

ShinTachibana VS Zyzyfer:
The two stare at each other, and Shin points at Zyzyfer and says, " Tratior..you will pay for you insubordinance with your vitals. " Zyzyfer shakes his head, and says, " I move at my own will, en garde... "

ShinTachibana VS StyLe:
Both grin, and say " Hey, SeXie! " StyLe smiles, but is shocked that Shin is ready to battle! StyLe readies himself as well.

ShinTachibana VS Setsuna X:
Both warriors stand upright as their respective auras glow..as the two auras touch in the space inbetween them, a pair of glowing eyes fades in and out, and the aura fades. Tachi says, " Come, let us destroy what is pure.." Setsuna says, " You must destroy me first, as he goes into battle stance. " As you wish! " Tachi says.

ShinTachibana VS Sheba:
The two stay ready to battle, but then, the Xenogears battle music plays for 5 seconds. A questionmark appears over both of their heads.

ShinTachibana VS Orgy Team:
Tachi stands with arms folded as the orgy team member does their intro. Tachi smiles to himself and prepared for battle.

ShinTachibana VS Kyo-Wa:
Tachi gasps, and says, "sister, what are you doing? leave this place!" kyo-wa says, " to save you from yourself... "

ShinTachibana VS VX:
Tachi throws a Ryo plushie at him and shakes head in disgust.

ShinTachibana VS Daigo:
Tachi is chased to the screen by the Sakuranator, but Tachi dispatches the penetrator, and says, " you owe me one. " Daigo said, " I'll battle you baby! Woo! "

ShinTachibana VS Margoyle:
Margoyle says, " Ooooooooo, Tachi-Tachi poo-poo.^^ " Shin growls.

Special Winposes:
Oro beats Zyzyfer:
Oro throws his sake jug to Zyzyfer and says, "How about a swig, bro?"

Daigo beats Mick Kensou:
Daigo walks over to Mick, kicks his carcass, and searches his wallet, only finding a single dollar. Daigo then mutters "cheap ass bastard".

Daigo beats Kyo-wa:
Instead of helping her up like in the first ON fighter, he turns his head in shame.

Daigo beats Testament:
Says "sorry Testy" and turns away in shame.

Daigo beats Beast of Fire:
Daigo rises upwards in a fiery aura, and says "Hehe...moetaro?"

Daigo beats Ed Branger:
He smashes his fists together and points at his fallen teammate.

Daigo beats Gunsmith, Neo Rasa, Setsuna X, or K'Evans:
Daigo does pose A, and smirks.

LeonaMargoyle beats Friends:
Leona helps the opponent up and says "Are you okay?"

LeonaMargoyle beats Enemies:
Leona mutters "Useless child." and walks off of the screen.

LeonaMargoyle beats Neo Rasa:
Margoyle helps Neo Rasa up and says "Are you okay, "boss?""

LeonaMargoyle beats Setsuna X:
Leona flicks her wallet chain at him and mutters "Your finished."

Neo Rasa beats Friends:
Neo Rasa shakes his head and says "Better luck next time."

Neo Rasa beats Enemies:
Neo Rasa performs a Thunder Crash on the fallen enemy. Kicking the body after it hits the ground.

Neo Rasa beats Setsuna X:
Neo Rasa struts off screen as Ripper and Hopper walk on screen and drop a pink slip onto Setsuna X's body, they then follow Rasa off.

Neo Rasa beats Leona Margoyle:
Rasa holds his hand to his chin in contemplation and says "Try again kid." If this win pose occurs more than six times before beating the final boss then Sagat attempts a law suit against Connection Rasa after the normal ending and credits are complete. He ends up being added onto Rasa's payroll instead though.

Zyzyfer beats Oro:
Drops a flask on Oro and says "I think you need to drink more and hump your teammates less..."

Zyzyfer beats K' Evans:
Holds up his arm, which appears to be flaming out of control, and cackles at his victory.

BP beats WhipBogard:
Sighs and says 'You fought fine, but you still need to improve, daughter...'

BP beats Cosmo, Synapse or ES:
Adjusts cap and says 'Guess I had the last laugh, eh?'

------
11. Cheats and Misc Stuff
---
Cheats:

Hidden/Maniac striker:
In striker selection screen, switch to the Alternate Striker, hold [Start] and input up, up, down, down, left, left, right, right. Keep on holding [Start] until FacJoe yells "WTF?" The Hidden/Maniac striker will replace the Alternate Striker.

Below are the methods of getting Special Characters (they aren't hidden, mind you, some ONF2 games don't have mid-boss K'Evans and/or O. Zyzyfer)
Getting mid-boss K'Evans:
Beat the game with every full team, a K'Evans team, and an edit team. If all of these requirements are met then the title screen will have a <K'> at the bottom. To use mid-boss K'Evans, move the cursor to K'Evans and press [Start]. Then move the cursor to Gunsmith, press [Start], then Oro, and press [Start]. Finally, move to Zepy and press [Start]. Mid-boss K'Evans will be automatically chosen and you can only use him (regardless if you chose other characters before choosing him). The striker is always ???.
Mid-boss K'Evans' ending is the same as regular K'Evans.
Mid-boss K'Evans is a *little bit* stronger and faster than regular K'Evans. Other than that, he's the same as the regular one. Mid-boss K'Evans also has weaker defense and is easier to guard break (this is not the case when facing against computer controlled mid-boss K'Evans).
Mid-boss K'Evans has the same ending as normal K'Evans.

Getting Orochi Zyzyfer:
Beat the game twice with Zyzyfer, but not having him face K'Evans (final boss ver) BOTH TIMES. A <Z> should appear at the bottom of the title screen. Press and hold [Start] when your cursor is on Zyzyfer if the requirements are met.
These are the 'specs' of Orochi Zyzyfer (by Zyzyfer):
1. Like Orochi Leona/Iori, his taunts and poses and voices all become incoherent growlings, and he becomes much faster and stronger.
2. He gets normal guard crushed much easier, but also deals normal guard crushes easier, by about two C or D hits.
3. His normals now become slashes instead of punches, and he can no longer do the A/Z Guy combo stuff. He reverts to standard SNK combo style(like '98's popular stuff).
4. He loses the Hoshinsoo and counter attacks.
5. His other specials and supers become greatly exaggerated, almost like power overflow within him. Deal more hits, more area effect, things like that.
6. Cannot be selected as a striker.
Penguin adds:
Orochi Zyzyfer doesn't have an ending. The edit team's ending will show instead.

Mid-boss K'Evans and Orochi Zyzyfer are the ONLY two Special Characters in this game.
---
Misc stuff:
---
The 'How to Play' screen shows a random character from the Hero team.
Character selection screen alternates the music between Roulette and BE*TA Force every time you start a new game.
FacJoe yells "WTF?" when the game ends, and when the code for Hidden/Maniac striker is correct.
A mini-game is included in the game for bonus points. The game appears randomly between fights, and will only appear once when you play the game. It involves kicking Dog as far as you can (you using K'Evans). If you remember, this mini-game was a part of Orochinagi Olympics.
If Penguin is not a member of both teams in a fight, he'll sometimes glide in the background chasing something (Tama-Chan from Love Hina). This only works in outdoor stages and Emmy team's stage where Penguin shows up outside the window.
Not all ONF2 games have mid-boss K'Evans and/or Orochi Zyzyfer avaliable to choose from.
------
12. Legal Crap

Really, I don't want to have this legal stuff, but I don't want lawyers...blah.

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 (unless approved by the writer himself). This IAQ/FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my written permission. This IAQ/FAQ was created and is owned by me, P.Wong ([email protected]). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein.

This document is meant for private purposes ONLY. All characters and/or games mentioned in this document are properties of their respective companies.
All of the themes listed belong to their respective companies.

There is NO such game known as Orochinagi Fighters.
------
13. Contact Information

My e-mail address is [email protected]

Do not ask me for ROMs of this 'game.' THIS IS NOT A FAQ FOR AN ACTUAL GAME. THESE E-MAILS WILL BE DELETED IMMEDIATELY WITHOUT REPLY.
No advertising, no pr0n, no marriage requests, no bachelor degree offers, no racial slurs, no penguin-hating, no ROM requests, and no ROM requests.
Questions regarding the IAQ/FAQ are welcome.
------
14. Things I Missed

Some of the ONF2 entrants have very detailed movelists, and some even included interviews, combos and/or strategies. However, I'm not able to put them in the FAQ/IAQ. Apologies to those who took the time and heart in writing these out below:
Shiva (and the movelists he created)
Emmy & TGH
Gojira
Rugal 3:16
And if I miss you, it's either I overlooked some of your post or I haven't worked to your movelist yet. Apologies as well.
------
15. Credits Roll

This is the credits roll when the game is beaten.

*start credits roll*
*roll roll roll*

Orochinagi Fighters II: The Orgyfest

Original concept by: Shiva

ONFII design: Penguin

ONFII system design: Penguin, Shiva, Emmy, Batsu Power

ONFII storyboard design: Penguin, Shiva, Emmy

ONFII logo design: Zepy, Esaka
---
*fade fade fade*

Movelist design:
Oro: Oro, Penguin
Iori E: Iori E
Zepy: Zepy
Persona: Persona, Penguin
Gunsmith: Gunsmith
Dog: Dog
Gaseous Snake: Gaseous Snake, Penguin
Martial Loh: Martial Loh
Wolfie: Wolfie, Penguin
FCL: FCL, Penguin
hebretto: hebretto, Penguin
Chibi K': Chibi K', Penguin
FacJoe: FacJoe
Rugal 3:16: Rugal 3:16
no StyLe: no StyLe, Esaka
Terry Bogard: Terry Bogard
---
*fade fade fade*
Shiva: Shiva
Sabi: Sabi
BK: BK, Penguin
Immature: Immature, Shiva
Evil Shingo: Evil Shingo
Batsu Power: Batsu Power
Omega Cosmo: Omega Cosmo
Penguin: Penguin
Emmy & TGH: Emmy & TGH
Testament: Testament
Gojira: Gojira
Esaka: Esaka
Kyo-wa: Kyo-wa, Shiva
LeonaMargoyle: Neo Rasa
Kula^Diamond: Kula^Diamond, Evil Shingo
WhipBogard: WhipBogard
---
*fade fade fade*
E.Branger: E.Branger
Daigo: Daigo
Mick Kensou: Mick Kensou
Kamui: Shiva
Magitek X: Magitek X
Tempestad: Tempestad, Penguin
Ragnarok: Ragnarok, Penguin
Crazy Bee: Crazy Bee
ShinYagami: ShinYagami
EndLeSS: EndLeSS
Bakasama: Bakasama, Shiva
Beast of Fire: Beast of Fire
Zaro Yagami: Zaro Yagami
Infamous VX: Infamous VX
Shin Iori Yagami: ??
KoreDo: ??
---
*fade fade fade*
Neo Rasa: Neo Rasa
Cherrn: Cherrn, Shiva
Synapse: Synapse, Penguin
Raging Kuno: Raging Kuno
Protogem: Protogem, Penguin
Setsuna X: Setsuna X
YeldellGW: YeldellGW
Apathy Wind: Apathy Wind
Vastago: Vastago
Igawa Iori: Igawa Iori
Ryuji Yamazaki: Ryuji Yamazaki
Dark Chai: Dark Chai
Taiso: Taiso
DenieRu: DenieRu
Zyzyfer: Zyzyfer
Mr. Flibble: Mr. Flibble
Iori Branford: Iori Branford
---
*fade fade fade*
K'Evans: K'Evans, Penguin
K'Evans (mid-boss): K'Evans, Penguin
K'Evans (final boss): K'Evans, Penguin
Orochi Zyzyfer: Zyzyfer
---
*fade fade fade*

Front Design:
Oro: Penguin, SNK
Iori E: Iori E
Zepy: Zepy
Persona: Persona, Penguin, SNK
Gunsmith: Gunsmith, SNK
Dog: Dog
Gaseous Snake: Gaseous Snake
Martial Loh: Martial Loh
Wolfie: Wolfie, Penguin
FCL: FCL, Penguin, SNK
hebretto: hebretto, Penguin, SNK
Chibi K': Chibi K'
FacJoe: FacJoe
Rugal 3:16: Rugal 3:16
no StyLe: no StyLe, Esaka
Terry Bogard: Terry Bogard
---
*fade fade fade*
Shiva: Shiva
Sabi: Sabi
BK: BK
Immature: Immature, Shiva
Evil Shingo: Evil Shingo
Batsu Power: Batsu Power
Omega Cosmo: Omega Cosmo
Penguin: Penguin
Emmy & TGH: Emmy & TGH
Testament: Testament
Gojira: Gojira
Esaka: Esaka
Kyo-wa: Kyo-wa, Shiva
LeonaMargoyle: Neo Rasa
Kula^Diamond: Kula^Diamond
WhipBogard: WhipBogard
---
*fade fade fade*
E.Branger: E.Branger
Daigo: Daigo
Mick Kensou: Mick Kensou
Kamui: Shiva
Magitek X: Magitek X
Tempestad: Tempestad
Ragnarok: Ragnarok
Crazy Bee: Crazy Bee
ShinYagami: ShinYagami
EndLeSS: EndLeSS
Bakasama: Bakasama
Beast of Fire: Beast of Fire
Zaro Yagami: Zaro Yagami
Infamous VX: Infamous VX
Shin Iori Yagami: ??
KoreDo: ??
---
*fade fade fade*
Neo Rasa: Neo Rasa
Cherrn: Cherrn, Shiva
Synapse: Synapse
Raging Kuno: Raging Kuno
Protogem: Protogem
Setsuna X: Setsuna X
YeldellGW: YeldellGW
Apathy Wind: Apathy Wind
Vastago: Vastago
Igawa Iori: Igawa Iori
Ryuji Yamazaki: Ryuji Yamazaki
Dark Chai: Dark Chai
Taiso: Taiso
DenieRu: DenieRu
Zyzyfer: Zyzyfer
Mr. Flibble: Mr. Flibble
Iori Branford: Iori Branford
---
*fade fade fade*
K'Evans: SNK
K'Evans (mid-boss): SNK
K'Evans (final boss): SNK
Orochi Zyzyfer: Zyzyfer
---
*fade fade fade*

Background Design:
Hero (Orgy) team: SNK
The Brits team: Gunsmith?
Da Great Aussie team: Penguin
The Pinoy team: FacJoe
The Harbringers of Chaos team: Shiva
The ES and Friends team: Evil Shingo, Penguin
The Emmy world takeover team: Emmy
The Ladies team: SNK
The Lone Star (Texas) team: Daigo, Penguin
The Latino Pride team: SNK
The Shin teama: SNK
The Zaro VS VX Team: Zaro Yagami, SNK
The Rasa team: Neo Rasa
The Blades of Blood team: SNK
The Newbie Psychotics team: SNK
K'Evans (regular): SNK
K'Evans (mid-boss): Penguin
K'Evans (final boss): Penguin
---
*fade fade fade->roll roll roll*

Programming:
Playmore
Eolith

Soundtrack:
Penguin
Scitron Digital (Distributer)

Soundtrack cover:
Zepy

Bug Creation:
Microsoft

Bug Checking:
Playmore
Eolith

Distribution:
Sun Amusement
Playmore

Producer:
Playmore

Special Thanks to:
Emmy
Shiva
The Green Herring
Batsu Power
Omega Cosmo
BK
Esaka
Gunsmith
K'Evans
Fellow moderators of Orochinagi
Orgy threads
My computer
Zepy and Oro
Tama-chan
SNK
Eolith
Playmore

AND

YOU

Playmore 2002 (c)
*stop stop stop*

*FacJoe yells: WTF?*
*game restart*
------
16. Special Thanks

Emmy - For various inputs and observations, also for writing out a few endings
Shiva - For game system designing inputs and starting ONF, writing a few characters' movelists, and hosting the IAQ
TGH - For various movelist inputs and observations
Batsu Power - For game system designing inputs
Omega Cosmo - I dunno why he's in here o_O
BK - For various inputs
Esaka - For the ONF2 Artbook thread
Gunsmith - For creating and maintaining Orochinagi
K'Evans - For not killing me because I made him a boss
Fellow moderators of Orochinagi - For a lot of things
Orgy threads - For the inspiration of the title
My computer - For not dying on me
Zepy and Oro - For Zepy introducing Oro Love Hina, and then Oro introducing me Love Hina, special thanks to Zepy for taking his time making the cover for the ONF2 OST
Tama-chan - Myu~
SNK - Nuff said
Eolith - For continuing KOF (till 2002 though)
Playmore - For continuing SNK's legacy
------
17. Last Words and Bitchings

So here it is, the ONF2 IAQ. I have done all that I could, I'm sorry for the very long wait for the final version. Kudos to everybody who took the time to make their movelists, those who supported ONF2 all along (even though I believe that it's mediocre), those who helped out, and those who participated enough to make ONF2 the form it is.
I do have a few things to say though. I'd like to apologize for this very very long delay (started from May until December), since I don't have my own computer during my academic days. Thus I was restricted to weekly updates. If I were to have my own computer, updates would be much more frequent and ONF2 would've been done by October. In addition I am busy with schoolwork, and shouldn't have this interfere with the former in any sense. Next apology goes out to the endings. I didn't make it clear that endings are necessary for each teams, until I'm almost done with my IAQ. My bad. At the end I had to do much more work than what I've planned, and it wouldn't hurt if I post the Endings thread earlier. Also apologies for not creating a template. Err...made things kinda messy, and as a result I had to end up with a lot of work myself. I'm glad that ONF3 and 4 decided to use a template. And the ONF2 OST thing turned out much less successful than I expected. =P
Alright, let's move the focus away from me. Now I wanna bitch about those who don't bother themselves into describing their movelists. No gameplay info on their moves whatsoever. That makes me *really* hard to determine anything just from description. Since I don't edit much of everybody's movelists, it's easy to see who put their heart into their movelists. Some didn't even bother submitting movelists, and...that's bad. However I am partly to blame for this, since I forced fighters in. I guess that's really all for me to bitch (for now).
So I'm done, ONF2 is finished before the year's end. I'm sure that ONF3 and 4 will be much better sequels of ONF compared to mine. However (and I'm not gloating or anything =P) any step forward is progress. ONF2 has taken the first step, and I believe that ONF3 and 4 will take greater strides as well. While I do not believe that ONF2 is utter crap, it's not top-notch stuff either. This big IAQ is my first, and it shows. Thank you for reading this, and I hope that you'll enjoy any written creative works presented by the ON crew.

With love and K9999's tentacle arm...

Penguin, 2002
Hosted by www.Geocities.ws

1