=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Omen Of Sorrow FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 1.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Meters 3. Characters 3.1 Gabriel 3.2 Radegonda 3.3 Caleb 3.4 Dr. Hyde 3.5 Vladislav III 3.6 Zafkiel 3.7 Imhotep 3.8 Quasimodo 3.9 Adam 3.10 Erzsebet Bathory ---------------------------- 3.11 Arctorious 3.12 Thalessa 4. Unlocking Bosses 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick Any - Any Button / | \ d - Down LK - Light Kick + - And db d df EX - EX Button / - Or T - Throw Button , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Block High b Block Low db does not block overheads Dash f, f Run f, f (hold f) Follow Ups P/K during Run Backdash b, b Long Jump db, uf Forward Throw T / f + T connects close; opponent ends up in front Backward Throw b + T connects close; opponent ends up behind Throw Break T just before you are about to be thrown Counter - This happens when you connect a maneuver on the opponent while they are trying to attack you. A counter will make the maneuver you used deal increased damage. Punish - This is a type of counter that will stun the opponent for a short amount of time. A few moves in the game will produce a punish state without being a counter (ie Adam's Bolzen special move). Reversal - After blocking an attack, perform the motion of a special move at the tail end of your block stun to perform a reversal. This allows you to block and immediately retaliate with an attack. You can also perform a reversal by performing your special move motion as you are getting off the floor. ************** * 2.2 Meters * ************** Lifebar ``````` The red portion of your lifebar is the total amount of health your character has left. If that is completely depleted you will lose the round. You will notice that when you take damage, you will sometimes have a gray portion of your lifebar. This gray portion is your recovery gauge. It is possible to convert this gray portion back into the red portion of your lifebar. You can also lose this gray portion completely. To gain back the recovery gauge you need to touch the opponent with an attack (blocked or not). Blocking or getting hit with the opponent's attack will make you lose the recovery gauge. Fate/Fortune Meter `````````````````` This is the Blue and Purple meter in the corner of the screen. The Blue portion of the meter represents Fortune. The Purple portion of the meter represents Fate. This meter is split up into three sections. By standing still, your meter will naturally try to settle in the middle of the second section. Performing certain actions will increase either Fortune or Fate. The Fortune meter is increased by running (gliding), landing attacks (blocked or not) and throwing the opponent. The more Fortune meter you have the more damage your attacks inflict on your opponent and the faster you can recover the recovery gauge of your lifebar. You will also be able to use Bold Counters, Bold Loop Counters, Bold Cancels, Bold Run Cancels, Bold Escapes, and enter Blessed mode. Bold Counters, Bold Loop Counters, Bold Cancels, and Bold Run Cancels require at least 2 sections of Fortune meter to execute. They will drain your Fortune and thus increase your Fate meter. Bold Escapes use 1 section of Fortune or whatever Fortune you have left. Blessed mode can be activated when you have your Fortune meter maxed (3 sections). Below are details on these mechanics: Bold Counter f + EX while in requires 2 sections of block stun (from Fortune an attack or while in a proximity block animation) Bold Loop Counter when caught in a requires 2 sections of loop combo, press Fortune Any Bold Cancel perform a special requires 2 sections of move motion during Fortune another special move or during a normal/command move that doesn't normally cancel Bold Run Cancel hold EX and press requires 2 sections of f, f while landing Fortune a hit on the opponent Bold Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left Blessed EX, EX requires 3 sections of Fortune or a completed Sigil; meter will be replaced with a depleting blue bar which indicates how much longer Blessed mode will last; can press EX, EX anytime to activate Blessed and can be used during attacks to end recovery and allow more options for combos; during Blessed mode you will be able to Bold Cancel freely as well as be able to chain all your normal/command attacks into each other; Bold Counter, Bold Loop Counter, and Bold Run Cancel are also freely available The Fate meter is increased by using backdash, blocking attacks, getting hit with attacks, getting thrown, or using any of the mechanics that require the use of Fortune meter (ie Bold Cancels). The more Fate meter you have the less damage your attacks inflict on your opponent and the recovery gauge of your lifebar will recover slower. If your Fate meter fills completely (3 sections) you will enter Impending Doom state. This state lasts 6 seconds. During this time you will be unable to gain back any Fortune meter. If you are knocked down during this mode you will enter the next phase which is Doomed state. Below are details on these states: Impending Doom Fate meter reaches lasts 6 seconds; cannot max (3 sections) regain Fortune meter while in this state; getting knocked down while in this state will lead to Doomed state Doomed knocked down while meter will be replaced with a in Impending Doom increasing purple bar which indicates how much longer Doomed mode will last; land attacks on the opponent to increase the meters speed and exit Doomed state faster; while in this state you cannot use special moves, decimation supers, or throws; blocking certain maneuvers in Doomed state will also cause a Guard Break (your block is broken); you can exit a Doomed state early if you have a Sigil and use Doom Escape (see Sigil section for details) Decimation Super Meter `````````````````````` This meter is used to access your EX special moves and your Decimation super moves. It is split up into 2 sections (stocks). The meter will fill as you land attacks (blocked or not) or when you are hit by the opponent (blocked or not). Each character has their own unique motions and maneuvers that act as EX special moves and Decimation supers. Refer to their section for details. Note that Erzsebet Bathory is very unique in that her Decimation super meter is linked to her dragon avatar and that her EX special moves only require half a super stock to perform. EX Special Move refer to the requires 1 super stock character's move list for motion Decimation Super Level 1 refer to the requires 1 super stock or character's move a full Sigil (refer to list for motion Sigil section) Decimation Super Level 2 refer to the requires 2 super stocks or character's move a full Sigil (refer to list for motion Sigil section) Sigil ````` Your Sigil meter is the blue circle near the Fate and Fortune meter. Your character's Sigil will build slowly as you run/glide and attack your opponent. Once it is complete you will have access to the Doomed Escape maneuver. You will also be able to use your Sigil to perform either Decimation super (without draining the Decimation super meter itself). This is done by replacing the P/K/T attack button in your super command with EX. Take Gabriel's Longinus as an example. To use your Sigil to perform the super use the motion qcf, qcf + EX instead of qcf, qcf + P. Finally, you can use a full Sigil to activate Blessed mode. This is done by pressing EX, EX when you have a full Sigil (this will not use your Fortune meter). Doomed Escape hold EX, b, b then requires a full Sigil; you hold EX and press will perform a Bold Counter f (while in and exit Doomed state Doomed state) Decimation Super Level 1 refer to the requires a full Sigil character's move list for motion and use the EX button in place of the P/K/T button Decimation Super Level 2 refer to the requires a full Sigil character's move list for motion and use the EX button in place of the P/K/T button Blessed EX, EX requires a full Sigil; meter will be replaced with a depleting blue bar which indicates how much longer Blessed mode will last; can press EX, EX anytime to activate Blessed and can be used during attacks to end recovery and allow more options for combos; during Blessed mode you will be able to Bold Cancel freely as well as be able to chain all your normal/command attacks into each other; Bold Counter, Bold Loop Counter, and Bold Run Cancel are also freely available =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Gabriel * ******************************************************************************* Colors ------ Default - Gray armor Alternate - Bronze armor Throws ------ Strong Wallop T / f + T connects close; opponent ends up in front Knee To Toss b + T connects close; opponent ends up behind Basic Moves ----------- Jab LP rapid-fire Double Axe Handle HP in air knocks opponent out of the air; overhead Shin Kick LK must be blocked low Reaching Back Kick HK 2 hits; the second hit must be canceled with a Bold cancel Command Moves ------------- Dash f, f Run f, f (hold f) Long Jump uf Bashing Hop LP overhead; hops over some attacks Rhongomiant HP Short Slide LK must be blocked low Punt Kick HK 2 hits; first hit must be blocked low Backdash b, b Long Jump db, uf Bashing Hop f + LP overhead; hops over some attacks Crouch Jab d + LP rapid-fire Gut Crush f + HP Smash Knee f + LK Jump Back Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left Special Moves ------------- Ascalon qcf + LP NOT a full screen beam; will absorb projectiles Olyndicus qcf + HP full screen beam; will absorb projectiles EX Ascalon Olyndicus qcf + EX beams will absorb projectiles; requires 1 super stock Priwen qcb + P LP=short, HP=far Rhongomiant P EX Priwen qcb + EX very far compared to non EX version; requires 1 super stock Rhongomiant P/EX Atgeir d, d + P LP=small blast with 3 hits, HP=large blast with 4 hits; blast absorbs projectiles EX Atgeir d, d + EX like the HP version but with more damage; blast absorbs projectiles; requires 1 super stock Brionac qcf + K LK=short, HK=far with hop; overhead Decimation Supers ----------------- Longinus qcf, qcf + P LP=straight beam, HP=diagonal upward beam; beam absorbs projectiles; requires 1 super stock Imhulu qcb, qcb + P uppercut must connect (not blocked) to perform the entire maneuver; energy pillar from uppercut absorbs projectiles; requires 2 super stocks ******************************************************************************* * 3.2 Radegonda * ******************************************************************************* Colors ------ Default - Imperial Red wings Alternate - Blue wings Throws ------ Finishing Claw T / f + T connects close; opponent ends up in front Catch And Release b + T connects close; opponent ends up behind Basic Moves ----------- Slash Claw LP rapid-fire Retreat Wing Snap HP in air overhead Double Kick ub/u, LK 2 hits; both parts are an overhead Swift Movement uf, LK not an attack; can dash past the opponent Double Arc Kick ub/uf, HK knocks the opponent out of the air; can connect both parts to an aerial opponent; both parts are an overhead Aerial Backflip u, HK (hold HK to non empowered version knocks empower) the opponent out of the air; empowered version launches the opponent (aerial or ground); non empowered version is an overhead while the empowered version is NOT an overhead Command Moves ------------- Short Hop f, f Glide Upward f, f (hold f) Downward Stab LP overhead Wing Copter HP 3 hits; all parts are overheads Swift Movement LK not an attack; can dash past the opponent Double Arc Kick HK knocks the opponent out of the air; can connect both parts to an aerial opponent; both parts are an overhead Glide Downward f, f (hold f to continue to glide) in air Downward Stab LP overhead Wing Copter HP 3 hits; all parts are overheads Double Kick LK 2 hits; both parts are an overhead; will cross up the opponent if Radegonda glides past the opponent Double Arc Kick HK knocks the opponent out of the air; can connect both parts to an aerial opponent; both parts are an overhead; turns into the Aerial Backflip maneuver if Radegonda glides past the opponent Backdash b, b Long Jump db, uf Flight u, u in air can also press ub/u/uf, u quickly when on the ground to activate Flight; Flight will last until you perform a maneuver or after 4 seconds; you can perform your air maneuvers while in Flight (including Glide Downward) Movement use the direction pad to fly in any direction Landing hold d and have your ends Flight feet touch the ground Wing Stab d + LP rapid-fire Flight Uppercut b + LP in air Forearm Stab b + HP Fragment Slice d + HP 2 hits Wing Copter f + HP in air 3 hits; all parts are overheads Bleeding Dive d + HP in air overhead Bat Drill df + LK in air NOT an overhead; can only Bold cancel on contact Rising Cyclone b + HK 2 hits (on aerial opponent); can perform air maneuvers after the Rising Cyclone (this includes the Glide Downward but not Flight) Landing Strike df + HK in air overhead; dive must touch the opponent to perform the entire maneuver; can only Bold cancel on the third hit Escape Flight while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left; transitions into Flight Special Moves ------------- Geist Der Erde Charge b for 1.5 LP=close, HP=far; spikes seconds, f + P absorb projectiles EX Geist Der Erde Charge b for 1.5 very far compared to non EX seconds, f + EX version and has 3 spikes instead of 2; spikes absorb projectiles; requires 1 super stock Die Grausamkeit Charge d for 1.5 LP=vertical and very high seconds, u + P leap, HP=diagonally upward and far; can perform air maneuvers after the Die Grausamkeit (this includes the Glide Downward but not Flight) EX Die Grausamkeit Charge d for 1.5 flies upward in a 45 degree seconds, u + EX angle; requires 1 super stock Der Freigeist qcf + P in air LP=straight, HP=diagonal down Second Attempt any direction + P the direction you press with P determines the direction Radegonda flies; can perform air maneuvers after this follow up (this includes the Glide Downward but not Flight) EX Der Freigeist qcf + EX in air requires 1 super stock Second Attempt any direction + P the direction you press with P determines the direction Radegonda flies Third Attempt any direction + P the direction you press with P determines the direction Radegonda flies; can perform air maneuvers after this follow up (this includes the Glide Downward but not Flight) Das Vornehme Ideal d, d + K in air LK=1 hit, HK=up to 3 hits; all parts are an overhead Das Ewig-Weibliche Alpha qcf + T in air connects to airborne opponent; maneuver has huge recovery if it misses Das Ewig-Weibliche Beta qcb + T in air maneuver must be blocked low; maneuver has huge recovery if it misses Decimation Supers ----------------- Wille Zur Macht qcf, qcf + P the crystal geyser absorbs projectiles; requires 1 super stock Air Wille Zur Macht qcf, qcf + P in air dive portion hits multiple times with all parts being overheads; the crystal geyser absorbs projectiles; requires 1 super stock Amor Fati qcb, qcb + P in air the crystals will absorb projectiles; crystals must connect (not blocked) to perform the entire maneuver; requires 2 super stocks ******************************************************************************* * 3.3 Caleb * ******************************************************************************* Colors ------ Default - Dark Gray fur and Brown shorts Alternate - Brown fur and Dark Gray shorts Throws ------ Chewing Slam T / f + T connects close; opponent ends up in front Biting Leg Toss b + T connects close; opponent ends up behind Basic Moves ----------- Chomp LP rapid-fire Prowl hold df can crawl under high attacks Command Moves ------------- Dash f, f Run f, f (hold f) Long Jump uf Step Claw LP Midnight Drill HP 5 hits Backflip LK not an attack Warmth HK pounce must connect (not blocked) to perform the entire maneuver Backdash b, b Long Jump db, uf Tear Away f + LP Low Chomp d + LP must be blocked low Mega Chomp b + HP (hold HP to empowered version is 3 hits empower) Double Low Chomp d + HP 2 hits; both parts must be blocked low; the first hit must be Bold cancelled Charging Bite f + HK 2 hits; the first hit must be Bold cancelled Double Backflip Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left Special Moves ------------- Serenity qcf + P LP=short, HP=far; all follow ups must use the same P as the initial command; you can hold f and just press P rapidly to perform all the follow ups Tranquillity f + P Patience f + P EX Serenity qcf + EX can use either P or EX to perform the follow ups unlike the non EX version; you can hold f and just press P/EX rapidly to perform all the follow ups; requires 1 super stock Tranquillity f + P/EX Patience f + P/EX Final Peace f + P/EX this will absorb some projectiles like Dr Hyde's LP version of Have A Drink! and Adam's Bolzen Jubilation Charge d for 1.5 LP=low, HP=high seconds, u + P EX Jubilation Charge d for 1.5 high but with quicker seconds, u + EX recovery compared to non EX version; requires 1 super stock Warmth qcf + K LK=short and an overhead, HK=far; pounce must connect (not blocked) to perform the entire maneuver Hope qcb + K LK=short, HK=far with the second and third hit being overheads EX Hope qcb + EX tentacle must touch opponent to perform the entire maneuver; Caleb will leap to opponent's location (even if they are in air) to perform this maneuver; second and third hit are overheads; requires 1 super stock Decimation Supers ----------------- Dreams Of Leisure qcf, qcf + K slash must connect (not blocked) to perform the entire maneuver; requires 1 super stock Dreams Of Freedom qcb, qcb + K a high/low counter attack; does not work against projectiles; requires 2 super stocks ******************************************************************************* * 3.4 Dr. Hyde * ******************************************************************************* Colors ------ Default - Black undershirt w/ Light skin Alternate - Dark Blue undershirt w/ Dark skin Throws ------ Vial Toss T / f + T connects close; opponent ends up in front Ragdoll Slam b + T connects close; opponent ends up behind Basic Moves ----------- Light Push LP rapid-fire Power Push HP (hold HP to empowered version is stronger empower) Shin Stomp LK must be blocked low Downward Stomp ub/uf, HK knocks opponent down or out of the air; overhead Command Moves ------------- Dash f, f Run f, f (hold f) Long Jump uf Elbow Drop LP overhead Swatting Arm HP Rolling Heel LK Mega Slide HK must be blocked low; Dr. Hyde will slide past the opponent if it is blocked low Reject T swipe must connect (not blocked) to perform the entire maneuver Backdash b, b Long Jump db, uf Headpat f + HP overhead Face Crusher HP when initial part connects (not blocked) Curb Stomp HK when initial part connects (not blocked) Chemical Spill b + HP maneuver can hit when Dr. Hyde puts his arm out; can cancel animation of maneuver towards the end with normals or specials; the chemical puddle on the ground lasts for 3 seconds and you can spill multiple chemicals at a time; the chemical that is spilled is determined by the order of the vials on Dr. Hyde's belt (thus can be altered with his Brewing the Pain specials); the puddle can absorb low traveling projectiles (ie Dr Hyde's LP version of Have A Drink! and Adam's Bolzen); if the opponent walks over the puddle they will suffer an effect depending on the chemical; the following are the effects of each chemical: Green - loses a small amount of health Purple - poisons opponent as they will continue to lose health for 4 seconds or until they strike you Blue - no damage but will slow the opponent down for 4 seconds Orange - opponent will take damage and be repelled back Yellow - no damage but will drain the opponent's Fate Meter while they are standing in the chemical Black - no damage but the movement for the opponent will be randomized (jumping, ducking, etc.) and will last for 2 seconds Crouching Tap Foot d + LK must be blocked low; rapid-fire Swipe Kick f + HK must be blocked low Burst Escape while holding EX depletes 1 section of Fortune press b, b or whatever Fortune you have left; the burst cloud can hurt the opponent Special Moves ------------- Have A Drink! qcf + P LP=rolls vial on floor and must be blocked low, HP=throws vial in arc upward (vial becomes an overhead when falling downward); vial will collide with other projectiles as both will be "destroyed" in the process; the chemical that is thrown is determined by the order of the vials on Dr. Hyde's belt (thus can be altered with his Brewing the Pain specials); if the vial connects (not blocked) the opponent will suffer an effect depending on the chemical (even if the effect causes no damage the opponent will still take damage from the vial striking them); the following are the effects of each chemical: Green - loses a small amount of health Purple - poisons opponent as they will continue to lose health for 13 seconds or until they strike you Blue - will slow the opponent down for 8 seconds Orange - vial will explode dealing higher damage as well as knock the opponent down Yellow - will drain the opponent's Fate Meter Black - the movement for the opponent will be randomized (jumping, ducking, etc.) and will last for 4 seconds EX Have A Drink! qcf + EX throws the vial fast and straight; vial will collide with other projectiles as both will be "destroyed" in the process; requires 1 super stock; the chemical that is thrown is determined by the order of the vials on Dr. Hyde's belt (thus can be altered with his Brewing the Pain specials); if the vial connects (not blocked) the opponent will suffer an effect depending on the chemical (even if the effect causes no damage the opponent will still take damage from the vial striking them); the following are the effects of each chemical: Green - loses a small amount of health Purple - poisons opponent as they will
                                                               continue to lose 
                                                               health for 13 
                                                               seconds or until
                                                               they strike you
                                                      Blue   - will slow the 
                                                               opponent down
                                                               for 8 seconds
                                                      Orange - vial will 
                                                               explode dealing
                                                               higher damage as 
                                                               well as knock
                                                               the opponent 
                                                               down
                                                      Yellow - will drain the
                                                               opponent's Fate
                                                               Meter 
                                                      Black  - the movement for
                                                               the opponent 
                                                               will be 
                                                               randomized 
                                                               (jumping, 
                                                               ducking, etc.)
                                                               and will last
                                                               for 4 seconds
Chemical Rage-Form Alpha    d, d + P              damage boost for Dr. Hyde;
                                                    can cancel the animation
                                                    with normals or specials
                                                    after the inject; lasts 6
                                                    seconds
Chemical Rage-Form Beta     d, d + K              speed boost for Dr. Hyde; can
                                                    cancel the animation with
                                                    normals or specials after
                                                    the inject; lasts 6 seconds
EX Chemical Rage-Form Omega d, d + EX             strength and speed boost for
                                                    Dr. Hyde; can cancel the
                                                    animation with normals or
                                                    specials after the inject;
                                                    lasts 6 seconds; requires
                                                    1 super stock
Applied Mixology            Charge P/K for 3
                              seconds, release
Brewing The Pain-Gila       qcb + LP              changes all three vials on
                                                    Dr. Hyde's belt to Purple;
                                                    this is the "Poison" vial;
                                                    can cancel the animation
                                                    with normals and specials
                                                    after pouring the chemical
Brewing The Pain-Fossa      qcb + HP              changes the first vial on Dr.
                                                    Hyde's belt to Blue; this
                                                    is the "Freeze" vial; can
                                                    cancel the animation with
                                                    normals and specials after
                                                    pouring the chemical
Brewing The Pain-Fulda      qcb + LK              changes all three vials on
                                                    Dr. Hyde's belt to Orange;
                                                    this is the "Explosion"
                                                    vial; can cancel the 
                                                    animation with normals and
                                                    specials after pouring the
                                                    chemical
Brewing The Pain-Walpurg    qcb + HK              changes the first vial on Dr.
                                                    Hyde's belt to Yellow; this
                                                    is the "Fate" vial; can 
                                                    cancel the animation with
                                                    normals and specials after
                                                    pouring the chemical
Brewing The Pain-Huntington qcb + EX              changes the first vial on Dr.
                                                    Hyde's belt to Black; this
                                                    is the "Confusion" vial;
                                                    can cancel the animation
                                                    with normals and specials
                                                    after pouring the chemical;
                                                    requires 1 super stock
Hugging It Out              qcf + T               connects close; unblockable
  Razor Drag                HP when initial
                              part connects
  Crushing Combination      HK when initial
                              part connects
Free Headpats               qcb + T               overhead
  Face Crusher              HP when initial
                              part connects
                              (not blocked)
  Curb Stomp                HK when initial
                              part connects
                              (not blocked)


Decimation Supers
-----------------
Acid Rainbow                qcf, qcf + P          throws an array of vials 
                                                    (which are determined by
                                                    what Dr. Hyde has on his
                                                    belt); vials absorb 
                                                    projectiles; requires 1
                                                    super stock; if the vial or
                                                    vials connect (not blocked)
                                                    the opponent will suffer an
                                                    effect (or effects) 
                                                    depending on the chemicals
                                                    (even if the effect causes
                                                    no damage the opponent will
                                                    still take damage from the
                                                    vial striking them); the
                                                    following are the effects of
                                                    each chemical:
                                                      Green  - loses a small 
                                                               amount of health
                                                      Purple - poisons opponent
                                                               as they will 
                                                               continue to lose 
                                                               health for 13 
                                                               seconds or until
                                                               they strike you
                                                      Blue   - will slow the 
                                                               opponent down
                                                               for 8 seconds
                                                      Orange - vial will 
                                                               explode dealing
                                                               higher damage as 
                                                               well as knock
                                                               the opponent 
                                                               down
                                                      Yellow - will drain the
                                                               opponent's Fate
                                                               Meter 
                                                      Black  - the movement for
                                                               the opponent 
                                                               will be 
                                                               randomized 
                                                               (jumping, 
                                                               ducking, etc.)
                                                               and will last
                                                               for 4 seconds
Chemical Glee               qcb, qcb + T          connects close; unblockable;
                                                    requires 2 super stocks




*******************************************************************************
* 3.5 Vladislav III                                                           *
*******************************************************************************
Colors        
------ 
Default   - Brown shirt
Alternate - Blue shirt



Throws
------
Impaler                     T / f + T             connects close; opponent ends
                                                    up in front
Shoulder Flip               b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Slap                        LP                    rapid-fire (notice the two
                                                    different animations)
Axe Kick                    HK                    2 hits
Clawed Wings                u, HP                 2 hits; both parts are 
                                                    overheads


Command Moves
-------------
Dash                        f, f
Glide                       f, f (hold f)
  Long Jump                 uf
  Spinning Dei-Stramazzone  LP                    goes into Arcana Chain; refer
                                                    to Arcana Chain section for
                                                    details            
  Battere                   HP                    this maneuver goes through
                                                    the opponent and acts like
                                                    a crossup (thus you must
                                                    block it holding f 
                                                    immediately after he 
                                                    performs it); you can also 
                                                    avoid this maneuver by 
                                                    ducking
  Sprezzatura               LK                    must be blocked low; goes
                                                    into Arcana Chain; refer to
                                                    Arcana Chain section for
                                                    details 
  In Ictu Oculi             HK                    teleports above and behind
                                                    opponent
Backdash                    b, b
Long Jump                   db, uf
Palm Stab                   f + HP
Crouching Wings             d + HP                2 hits; both hits must be 
                                                    blocked low
Mandiritto                  f + LK                2 hits; goes into Arcana 
                                                    Chain but only if you
                                                    cancel into the follow ups
                                                    after the first hit 
                                                    (allowing the second hit
                                                    will not allow you to 
                                                    transition into the Arcana
                                                    chain); refer to Arcana 
                                                    Chain section for details;
                                                    one other noteworthy thing
                                                    is that you cannot use the
                                                    Contra-Tempo (df + HK) as
                                                    a direct follow up to this
                                                    particular starter (though
                                                    you can use it later in
                                                    the chain if you wish)
Imbroccata                  f + HK                overhead; hops over some 
                                                    attacks; goes into Arcana
                                                    Chain; refer to Arcana 
                                                    Chain section for details
Botta Lunga                 d + HK (hold HK to    must be blocked low; 
                              empower)              empowered version will 
                                                    launch opponent and by
                                                    using a cancel you can
                                                    combo off the launch
Contra-Tempo                df + HK               2 hits; goes into Arcana 
                                                    Chain; can cancel into the
                                                    follow ups from either the
                                                    first or second hit if they
                                                    connect (not blocked) or 
                                                    the first hit if it touches
                                                    (blocked); refer to Arcana
                                                    Chain section for details
Air Teleport Escape         while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left


Special Moves
-------------
Vae Victis                  qcf + P               LP=stationary spear toss, 
                                                    HP=hop back spear toss;
                                                    spear will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
  In Ictu Oculi             P/K when initial      LP=teleports in front,
                              part connects         HP=teleports above and in
                              (not blocked)         front, LK=teleports behind,
                                                    HK=teleports above and 
                                                    behind
EX Vae Victis               qcf + EX              a stationary spear toss but 
                                                    note the fact that the 
                                                    maneuver merely needs to 
                                                    touch the opponent to allow
                                                    for the follow up; spear 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process;
                                                    requires 1 super stock
  In Ictu Oculi             P/K when initial      LP=teleports in front,
                              part touches          HP=teleports above and in
                              (blocked or not)      front, LK=teleports behind,
                                                    HK=teleports above and 
                                                    behind
Air Vae Victis              qcf + P in air        LP=short and steepest toss,
                                                    HP=less steep and farthest
                                                    toss; spear will collide 
                                                    with other projectiles as 
                                                    both will be "destroyed" in
                                                    the process
  In Ictu Oculi             P/K when initial      LP=teleports in front,
                              part connects         HP=teleports above and in
                              (not blocked)         front, LK=teleports behind,
                                                    HK=teleports above and 
                                                    behind
EX Air Vae Victis           qcf + EX in air       spear is thrown at the same
                                                    angle as the LP non EX 
                                                    version but note the fact
                                                    that the maneuver merely 
                                                    needs to touch the opponent
                                                    to allow for the follow up;
                                                    spear will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process; requires 1 super
                                                    stock
  In Ictu Oculi             P/K when initial      LP=teleports in front,
                              part touches          HP=teleports above and in
                              (blocked or not)      front, LK=teleports behind,
                                                    HK=teleports above and 
                                                    behind
Tego Arcana Dei-Stramazzone qcb + LP              goes into Arcana Chain; refer
                                                    to Arcana Chain section for
                                                    details 
Tego Arcana Dei-Golpo       qcb + HP              goes into Arcana Chain; refer
                                                    to Arcana Chain section for
                                                    details; note that this 
                                                    version of the Tego Arcana 
                                                    knocks the opponent down so
                                                    the follow ups will juggle;
                                                    cannot immediately follow 
                                                    this with the Golpo Chain 
                                                    Ender (since this is the 
                                                    equivalent to it); use a 
                                                    Cycle Chain Attack as a 
                                                    follow up first and then 
                                                    you can perform Golpo as a
                                                    Chain Ender              
Vanita Vanitatis            d, d + P              LP=spear attack that is an 
                                                    overhead, HP=stomp attack 
                                                    that must be blocked low
EX Vanita Vanitatis         d, d + EX             acts as a reverse Battere
                                                    that can be blocked 
                                                    normally; requires 1 super
                                                    stock
Air EX Vanita Vanitatis     d, d + EX in air      acts as a reverse Battere
                                                    that can be blocked 
                                                    normally; requires 1 super
                                                    stock
Gloria Mundi                d, d + K              HK version will have a spear
                                                    that brings the opponent
                                                    immediately back to the 
                                                    ground but only happens
                                                    when initial kicks connect
                                                    (not blocked)
                                                    

Arcana Chain
------------
NOTES: The initial attack that leads into the Arcana Chain must touch the 
       opponent (blocked or not) to allow for these follow ups.  You may
       follow up using any of the Cycle Chain Attacks below.  You can only
       use a particular Cycle Chain Attack once during your follow up chain.
       Note that there are some Cycle Chain Attacks that are regular command
       moves for Vladislav III that act as starters for the Arcana Chain.
       You cannot immediately follow up one of these starters with its Cycle
       Chain equivalent but you may use it later in your chain (ie using the
       command attack Mandiritto f + LK to start the chain, d + LP, then using
       f + LK to use Mandiritto again).  Due to the nature of this chain series
       it is thus possible to use all the Cycle Chain Attacks in one chain as 
       long as you do not duplicate any.  The Chain Enders can be used any time
       during your chain but once used the Arcana Chain will officially end.

Cycle Chain Attacks
```````````````````
Stoccata                    f + LP                2 hits
Fendente                    b + LP                
Manriverso                  d + LP                must be blocked low
Mandiritto                  f + LK                2 hits; if you allow the 
                                                    second hit your chain will
                                                    effectively end; you need
                                                    to perform the next follow
                                                    up chain attack immediately
                                                    after the first hit
Sprezzatura                 d + LK                must be blocked low
Imbroccata                  f + HK                overhead
Contra-Tempo                df + HK               

Chain Enders
````````````
Battere                     f, f + HP             this maneuver can sometimes 
                                                    dash past the opponent but 
                                                    not hit; this move acts
                                                    acts like (sometimes) a
                                                    crossup (thus you must
                                                    block it holding f 
                                                    immediately after he 
                                                    performs it); you can also
                                                    avoid this maneuver by 
                                                    ducking; there are 
                                                    instances that this 
                                                    maneuver will hit from the
                                                    front if your opponent is 
                                                    in the corner
Golpo                       b + HP                
Cavazione                   d + HP                overhead
Botta Lunga                 d + HK                must be blocked low


Decimation Supers
-----------------
Collige Virgo Rosas         qcf, qcf + T          connects close; throw can be
                                                    ducked but it is 
                                                    unblockable to a standing 
                                                    opponent; after an 
                                                    successful throw you will
                                                    gain a damage boost; 
                                                    requires 1 super stock
Memento Mori                qcb, qcb + P          bat pillar is an overhead;
                                                    bat pillar must connect 
                                                    (not blocked) to perform 
                                                    the entire maneuver; 
                                                    requires 2 super stocks




*******************************************************************************
* 3.6 Zafkiel                                                                 *
*******************************************************************************
Colors        
------ 
Default   - Blonde hair
Alternate - Black hair



Throws
------
Knee Barrage                T / f + T             connects close; opponent ends
                                                    up in front
Ride Up Kick                b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Quick Blade                 LP                    rapid-fire
Double Blade                HP                    2 hits; the second hit must
                                                    be canceled with a Bold 
                                                    cancel
Aerial Backflip             u, HK (hold HK to     non empowered version knocks
                              empower)              the opponent out of the 
                                                    air; empowered version 
                                                    launches the opponent 
                                                    (aerial or ground); both
                                                    versions are overheads


Command Moves
-------------
Dash                        f, f
Run                         f, f (hold f)
  Long Jump                 uf
  Heavenly Blade            LP                    3 hits
  Divine Punishment         HP                    7 hits
  Cartwheel                 LK                    2 hits (hits 3 times on 
                                                    block); last part is an 
                                                    overhead
  Sniper Slide              HK                    must be blocked low
Backdash                    b, b
Long Jump                   db, uf
Flatning Elbow              f + LP                overhead
Crouch Blade                d + LP                rapid-fire
Step Slash                  f + HP                it's possible to juggle after
                                                    this when the opponent is
                                                    in the corner
Retreat Aura                b + HP
Hopping Blade               d + HP in air         overhead
Slide                       d + HK                must be blocked low
Dropping Heel               df + HK               overhead               
Fly Back Flip Escape        while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left


Special Moves
-------------
Principal                   qcf + P               HP version reaches slightly
                                                    further and knocks down; 
                                                    absorbs projectiles
EX Principal                qcf + EX              is a vertical slash unlike
                                                    the non EX version; absorbs
                                                    projectiles; requires 1 
                                                    super stock
Arioso Alpha                qcf + P in air        HP version is an overhead
EX Arioso Alpha             qcf + EX in air       is an aerial slash unlike the
                                                    non EX version; overhead;
                                                    requires 1 super stock
EX Arioso Beta              qcb + EX in air       this is an aerial slash with
                                                    a hop forward in air; 
                                                    overhead; requires 1 super
                                                    stock
Aria-Cantabile              qcb + LP              a high/low attack counter 
                                                    (does not work on 
                                                    projectiles) that has 
                                                    Zafkiel dash past the
                                                    opponent as she recovers
                                                    while the opponent is 
                                                    frozen
EX Aria-Cantabile           qcb + EX              a high/low attack reversal 
                                                    (does not work on 
                                                    projectiles) that
                                                    causes Zafkiel to hit the
                                                    opponent twice with a dash
                                                    attack; requires 1 super 
                                                    stock
Aria-Cabaletta              qcb + HP              a high/low attack counter 
                                                    (does not work on 
                                                    projectiles) that has 
                                                    Zafkiel hop backwards as
                                                    she recovers while the
                                                    opponent is frozen
  Ritornello                P after initial        
                              part activates
  Cavatina                  K after initial       overhead
                              part activates
Comprimario                 d, d + K              LK=dash backward, HK=dash 
                                                    forward that can dash past
                                                    opponent; has some 
                                                    invulnerability (can even 
                                                    time it to go through 
                                                    projectiles)
EX Comprimario              d, d + EX             a dash forward that can dash
                                                    past opponent; has more
                                                    invulnerability than the
                                                    non EX version (can time it
                                                    to go through projectiles);
                                                    requires 1 super stock
Masque                      qcf + K               LK=short, HK=a longer 
                                                    reaching version that 
                                                    starts with a charging 
                                                    kick; launches opponent
Fioritura                   qcf + T               connects close; throw can be
                                                    ducked but it is 
                                                    unblockable to a standing 
                                                    opponent; puts opponent in
                                                    a quick stun that allows 
                                                    you to get a free hit


Decimation Supers
-----------------
Canto De Chrysaor           qcb, qcb + P          absorbs projectiles; requires
                                                    1 super stock
Cadenza De Zafkiel          qcf, qcf + P          dash in must connect (not 
                                                    blocked) to perform the 
                                                    entire maneuver; requires 2
                                                    super stocks




*******************************************************************************
* 3.7 Imhotep                                                                 *
*******************************************************************************
Colors        
------ 
Default   - Turquoise top and Silver bottom
Alternate - Brown top and Brown bottom



Throws
------
Sand Slam                   T / f + T             connects close; opponent ends
                                                    up in front
Reverse Sand Slam           b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Out Of Limbs                ub/u, HP              overhead; this can also be 
                                                    performed from the Forward 
                                                    Jump accessed after the 
                                                    Form Of Osiris Diagonal;
                                                    overhead
Form Of Osiris Up           u, LK                 refer to Form Of Osiris Up in
                                                    the Command Moves section 
                                                    for all follow ups
Prop Punt                   HK                    2 hits
Mystic Boot                 ub/u, HK              must be blocked low; this can
                                                    also be performed from the
                                                    Forward Jump accessed after
                                                    the Form Of Osiris 
                                                    Diagonal; foot can absorb
                                                    projectiles


Command Moves
-------------
Dash                        f, f
Glide                       f, f (hold f)         will start to seperate as you
                                                    move further and further 
                                                    (about 1.5 seconds before 
                                                    it becomes Form Of Osiris 
                                                    Diagonal); if you begin to
                                                    separate hold b to piece 
                                                    back together before the 
                                                    maneuver fully transitions
                                                    into the Form Of Osiris;
                                                    Glide for a short distance
                                                    and let go (or use an 
                                                    attack) to transition into
                                                    Form Of Osiris Up; Glide a
                                                    longer distance and let go
                                                    (or use an attack) to 
                                                    transition into Form Of 
                                                    Osiris Diagonal; if you 
                                                    hold b immediately after
                                                    letting go of f or 
                                                    immediately after your dash
                                                    attack you will remain 
                                                    together 
  Mystic Far Punch          LP                    
  Mystic Swing              HP                    2 hits
  Mystic Bury               LK                    allows you to dash through 
                                                    attacks
  Mystic Up Kick            HK   
Backdash                    b, b
Long Jump                   db, uf
Jump Up                     press u 
Form Of Osiris Up           tap u
  Jump Up                   tap u
  Reassemble                b/d
  Form Of Osiris Diagonal   uf/f
  Mystic Stretch Punch      LP
  Mystic Smash Punch        HP                    overhead
  Quick Knee                LK
  Mystic Low Dropkick       HK                    must be blocked low; feet can
                                                    absorb projectiles
  Sand Of Set               Hold K for 1.5        LK=sends sand from himself to
                              seconds, release      mid screen, HK=sends sand
                                                    from mid screen to the end
                                                    of the screen; this pushes
                                                    the opponent away
  EX Sand Of Set            Hold EX for 2.5       sends sand from himself to
                              seconds, release      the end of the screen; this
                                                    "pushes" the opponent away;
                                                    requires 1 super stock
Form Of Osiris Diagonal     uf
  Float                     use direction pad 
                              to move around
  Reassemble                b, b / d, d           using the b, b motion can 
                                                    sometimes be tricky as it
                                                    will occasionally switch to
                                                    Form Of Osiris Up instead
                                                    of going to Reassemble
  Forward Jump              u, u                  can also activate this if you
                                                    push u immediately after 
                                                    using uf to perform the 
                                                    Form Of Osiris Diagonal
  Form Of Osiris Up         any direction, b      refer to Form Of Osiris Up to
                                                    see possible follow ups
  Mystic Smash Punch        LP                    overhead
  Mystic Uppercut           HP
  Quick Knee                LK
  Advancing Kick            HK                    this transitions into Form Of
                                                    Osiris Up
  Sand Of Set               Hold K for 1.5        LK=sends sand from himself to
                              seconds, release      mid screen, HK=sends sand
                                                    from mid screen to the end
                                                    of the screen; this pushes
                                                    the opponent away
  EX Sand Of Set            Hold EX for 2.5       sends sand from himself to
                              seconds, release      the end of the screen; this
                                                    "pushes" the opponent away; 
                                                    requires 1 super stock
Low Staff                   d + LP                must be blocked low
Mystic Punch                b + HP                attack appears in front of
                                                    the opponent
Slide                       d + LK                must be blocked low
Staff Sweep                 b + HK (hold HK to    must be blocked low;
                              (empower)             empowered version reaches
                                                    further; empowered version
                                                    will miss opponent if you
                                                    are very close; empowered
                                                    version can absorb 
                                                    projectiles
Mystic Stomp                d + HK                overhead
Jump Back Osiris Escape     while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left; goes into Form 
                                                    Of Osiris Up


Special Moves
-------------
Flame Of Khepri             qcf + P               LP=straight (not full screen)
                                                    then flies upward, 
                                                    HP=hovers upward and then 
                                                    flies upward; absorbs 
                                                    projectiles; can have LP
                                                    and HP version on screen at
                                                    the same time
EX Flame Of Khepri          qcf + EX              moves straight (full screen)
                                                    in a bobbing motion; 
                                                    absorbs projectiles; can 
                                                    have on screen with LP and
                                                    HP versions at the same
                                                    time; requires 1 super 
                                                    stock
Sword Of Shu                qcb + P               LP=small tornado that's out
                                                    for 1.5 seconds, HP=large
                                                    tornado that's out for 1
                                                    second; tornado will spin
                                                    in place if it doesn't
                                                    touch the opponent and 
                                                    allows it to hit the 
                                                    opponent later; absorbs 
                                                    projectiles
EX Sword Of Shu             qcb + EX              will have a "ghost" tornado
                                                    go across the screen that
                                                    will not hit but instead
                                                    activate when behind the 
                                                    opponent; this tornado will
                                                    stay active indefinitely or
                                                    until another EX is thrown,
                                                    the opponent is hit by the
                                                    tornado, or the tornado 
                                                    touches the opponent five 
                                                    times; requires 1 super 
                                                    stock
Armies Of Anubis            d, d + P              LP=sends crawler that hits 
                                                    twice and must be blocked 
                                                    low, HP=sends a walker that
                                                    will bash with a staff and
                                                    hit once; if the opponent
                                                    hits either the crawler or
                                                    the walker with a 
                                                    projectile they will be 
                                                    "destroyed"; can have the
                                                    LP and HP version of the 
                                                    Armies Of Anubis on the 
                                                    screen at the same time
EX Armies Of Anubis         d, d + EX             sends walker that activates a
                                                    flame tower when close; 
                                                    flame tower launches 
                                                    opponent; if the opponent
                                                    hits the walker with two
                                                    projectiles it will be 
                                                    "destroyed"; can have the
                                                    EX version of this move on
                                                    screen with the LP and HP
                                                    versions of the Armies Of
                                                    Anubis at the same time; 
                                                    requires 1 super stock
Sand Of Set                 Hold K for 1.5        LK=sends sand from himself to
                              seconds, release      mid screen, HK=sends sand
                                                    from mid screen to the end
                                                    of the screen; this pushes
                                                    the opponent away; after
                                                    this maneuver you will 
                                                    transition into the Form
                                                    Of Osiris Up stance; can 
                                                    also perform this special
                                                    move while in Form Of 
                                                    Osiris Up or Form Of Osiris
                                                    Diagonal
EX Sand Of Set              Hold EX for 2.5       sends sand from himself to
                              seconds, release      the end of the screen; this
                                                    "pushes" the opponent away; 
                                                    after this maneuver you 
                                                    will transition into the 
                                                    Form Of Osiris Up stance;
                                                    can also perform this 
                                                    special move while in Form 
                                                    Of Osiris Up or Form Of
                                                    Osiris Diagonal; requires 1
                                                    super stock


Decimation Supers
-----------------
Eye Of Ra                   qcf, qcf + P          fireball absorbs projectiles;
                                                    you can put multiple Eye Of
                                                    Ra on screen at once; 
                                                    requires 1 super stock
Judgement Of Osiris         qcb, qcb + T          hand must connect (not 
                                                    blocked) to perform the 
                                                    entire maneuver; requires
                                                    2 super stocks




*******************************************************************************
* 3.8 Quasimodo                                                               *
*******************************************************************************
Colors        
------ 
Default   - Olive top and Brown pants
Alternate - Dark Gray top and Dark Brown pants



Throws
------
Swing Stomp                 T / f + T             connects close; opponent ends
                                                    up in front
Don't Look Down             b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Palm                        LP                    rapid-fire
Charging Uppercut           HP                    2 hits
Quasi Top                   u, HP                 2 hits with both being an 
                                                    overhead
Axe Handle                  ub/uf, HP             knocks opponent out of the 
                                                    air; overhead
Double Knee                 HK                    knocks opponent down


Command Moves
-------------
Dash                        f, f
Run                         f, f (hold f)
  Long Jump                 uf
  Shoulder Charge           LP                    when move touches (blocked or
                                                    not) Quasimodo will jump 
                                                    backward and you can 
                                                    perform an attack after the
                                                    backflip
  Triple Lariat             HP                    3 hits
  Cartwheel                 LK                    not an attack; invulnerable
                                                    for a second; can go past
                                                    the opponent
  Flip To Slide             HK   
Backdash                    b, b
Long Jump                   db, uf
Triangle Jump               jump toward edge of
                              screen, uf/f
Quick Descent               jump up and touch     you will descend quickly but
                              the ceiling of        you will not be able to
                              the bell in the       attack while falling
                              Canon De La 
                              Sentinelle super      
Back Elbow                  f + LP
Spinning Forearm            f + HP
Handstand Kick              f + LK                overhead
Back Slide                  df + LK               must be blocked low
Downward Arc Kick           d + LK in air         overhead
Drill Stomp                 d + HK in air         overhead
Grapple Escape              while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left


Special Moves
-------------
Credo De La Sentinelle      Charge b for 1.5      LP=flips backward after
                              seconds, f + P        maneuver, HP=flips forward
                                                    and behind opponent after
                                                    maneuver; grapple must 
                                                    touch opponent (blocked or
                                                    not) to perform the entire
                                                    maneuver; grapple absorbs
                                                    projectiles; can perform
                                                    an attack after you flip
                                                    backwards or forward
EX Credo De La Sentinelle   Charge b for 1.5      will jump backward but not as
                              seconds, f + EX       far as non EX version; will
                                                    knock the opponent down; 
                                                    can only attack after flip
                                                    backwards using a Bold 
                                                    cancel (unlike non EX 
                                                    version); requires 1 super
                                                    stock
Credo De L'ingenieur        qcf + P in air        LP=straight grapple, 
                                                    HP=diagonal down grapple;
                                                    grapple must touch opponent
                                                    (blocked or not) to perform
                                                    the entire maneuver; you 
                                                    can perform an attack after
                                                    you flip backwards on the 
                                                    HP version
EX Credo De L'ingenieur     qcf + EX in air       diagonal down grapple; 
                                                    grapple must touch opponent
                                                    (blocked or not) to perform
                                                    the entire maneuver; you 
                                                    can perform an attack after
                                                    you flip backwards; 
                                                    requires 1 super stock
Gloria                      Charge d for 1.5      LK=upward, HK=hops back and
                              seconds, u + K        then jumps forward with an
                                                    arc drop (which is an 
                                                    overhead); if Quasimodo 
                                                    touches the opponent 
                                                    (blocked or not) he will 
                                                    jump backward
EX Gloria                   Charge d for 1.5      upward and knocks opponent
                              seconds, u + EX       down; if Quasimodo touches
                                                    the opponent (blocked or
                                                    not) he will jump backward;
                                                    requires 1 super stock
Pax                         qcf + T (tap P/K      connects close; unblockable;
                              after maneuver        tap P/K rapidly after 
                              connects)             maneuver connects for more
                                                    hits
Grapple Movement            any direction + T     included in the special moves
                              in air                section because this can be
                                                    Bold cancelled into; if 
                                                    grapple connects (not 
                                                    blocked) to opponent it 
                                                    will deal a small amount of
                                                    damage; can perform 
                                                    multiple Grapple Movements
                                                    in a row as long as they
                                                    are successful (some need
                                                    to touch the opponent or 
                                                    the edge of screen) and do
                                                    not pull Quasimodo to the
                                                    ground (db/d/df + T in air
                                                    versions); u + T in air is
                                                    upward movement that is
                                                    always successful, ub + T 
                                                    in air is a backward upward
                                                    movement that is always
                                                    successful, uf + T in air
                                                    is a forward upward 
                                                    movement that is always 
                                                    successful, b + T in air is
                                                    a backward movement that 
                                                    must touch the edge of the
                                                    screen or the opponent to 
                                                    be successful, f + T in air
                                                    is a forward movement that
                                                    must touch the edge of the
                                                    screen or the opponent to
                                                    be successful, d + T in air
                                                    is downward movement that
                                                    must touch the ground or
                                                    the opponent to be 
                                                    successful, db + T in air
                                                    is a backward downward 
                                                    movement that must touch
                                                    the ground or the opponent
                                                    to be successful, df + T in
                                                    air is a forward downward
                                                    movement that must touch 
                                                    the ground or the opponent
                                                    to be successful


Decimation Supers
-----------------
Canon De LA Sentinelle      qcf, qcf + P          not an attack; this restricts
                                                    the size of the stage as 
                                                    you will fight inside the
                                                    bell; the bell must land
                                                    near the opponent for this
                                                    maneuver to work; the bell
                                                    fight area will last 7 
                                                    seconds; requires 1 super
                                                    stock
Canon De L'ingenieur        qcb, qcb + T          connects close; unblockable;
                                                    requires 2 super stocks




*******************************************************************************
* 3.9 Adam                                                                    *
*******************************************************************************
Colors        
------ 
Default   - Blue top and Dark Green pants
Alternate - Black top and Dark Blue pants



Throws
------
Lightning Rod               T / f + T             connects close; opponent ends
                                                    up in front
Ground Stuff                b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Bladed Hand                 LP                    rapid-fire
Spiral Slap                 HP (hold HP to        empowered version becomes the
                              empower)              Ground Stuff throw
Ground Smash                ub/uf, HP             a delayed air attack that is
                                                    an overhead
Dropkick                    HK (hold HK to        empowered version knocks the
                              empower)              opponent down


Command Moves
-------------
Dash                        f, f
Run                         f, f (hold f)
  Long Jump                 uf
  Shoulder Charge           LP                    3 hits
  Clothesline               HP                    knocks opponent down
  Coast Slide               LK                    must be blocked low
  Flying Dropkick           HK                    knocks opponent down
Backdash                    b, b
Long Jump                   db, uf
Ground Pound                d + LP                must be blocked low
Quick Shock                 f + HP
Push Kick                   b + HK
Senton                      d + HK in air         overhead              
Lightning Back Escape       while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left


Special Moves
-------------
Bolzen                      qcf + P               LP=NOT full screen, HP=full
                                                    screen; detonates when you
                                                    jump over the bouncing 
                                                    spark and you can still be
                                                    hit; if Bolzen connects
                                                    (not blocked) it will put
                                                    opponent in "Punish" state
                                                    which allows you a free
                                                    hit; spark will collide 
                                                    with other projectiles as
                                                    both will be "destroyed" 
                                                    in the process
Riesig Volta                qcb + P               LP=4 hits, HP=6 hits; absorbs
                                                    projectiles
EX Riesig Volta             qcb + EX              if this connects (not 
                                                    blocked) Adam will perform
                                                    a powerbomb; requires 1 
                                                    super stock
Donner                      qcf + K               this does not inflict damage;
                                                    use this to break the 
                                                    opponent's block and get in
                                                    close             
Blitz Bombe                 qcf + T               connects close; unblockable
EX Blitz Bombe              qcf + EX              lightning is thrown straight;
                                                    if lightning touches 
                                                    opponent you will perform
                                                    the throw maneuver; 
                                                    lightning is unblockable;
                                                    requires 1 super stock
Blitz Klaue                 qcb + T               lightning is thrown diagonally
                                                    upward; if lightning 
                                                    touches opponent you will 
                                                    perform the throw maneuver
Monster Klaue               d, d + T              works when close to opponent
                                                    that is laying on the 
                                                    floor; this will pick the
                                                    opponent off the floor and
                                                    you will perform a throw
                                                    maneuver


Decimation Supers
-----------------
Blitz Spie Beta             qcf, qcf + P          invulnerable during the 
                                                    lightning dash; can duck 
                                                    this maneuver (Adam will go
                                                    past the opponent); cannot
                                                    block this maneuver while
                                                    standing; requires 1 super
                                                    stock
Monster Bombe               qcb, qcb + T          connects close; unblockable;
                                                    requires 2 super stocks




*******************************************************************************
* 3.10 Erzsebet Bathory                                                       *
*******************************************************************************
Colors        
------ 
Default   - Black hair and Gold dress
Alternate - Dirty Blonde hair and Gray dress



Throws
------
Hissy Slap                  T / f + T             connects close; opponent ends
                                                    up in front
Walk All Over               b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Dragon Wing                 HP
Stepping Dragon             HP in air             2 hits with both being 
                                                    overheads
Spin Out                    LK                    not an attack; invulnerable 
                                                    for a second
Dragon Head                 HK


Command Moves
-------------
Dash                        f, f
Run                         f, f (hold f)
  Long Jump                 uf
  Falling Claw              LP                    must be blocked low
  Hopping Blow              HP                    overhead; hops over some
                                                    attacks
  Spin Dodge                LK                    not an attack; can use to go
                                                    past the opponent
  Hip Bomber                HK                    4/5 hits; last hit of this 
                                                    must be blocked low (if 
                                                    dragon is out you will not
                                                    get this last low hit) 
Backdash                    b, b
Long Jump                   db, uf
Glide                       u in air (hold u to   can stop and start multiple
                              continue glide)        glides in a single jump
Claw Push                   f + LP
Dragon Pounce               f + HP                this must touch the opponent
                                                    (blocked or not) to be able
                                                    to perform the follow ups
  Scratch Claw              f + LP after          2 hits
                              initial maneuver
                              touches
  Crushing Claw             f + HP after          overhead
                              initial maneuver
                              touches              
Claw Uppercut               df + HP
Dragon Claw                 d + LP                must be blocked low
Reaching Foot               d + LK                must be blocked low; 
                                                    rapid-fire
Spinning Escape             while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left


Special Moves
-------------
Scirrhus Herpetia           qcf + P               LP=short, HP=far; HP version
                                                    must touch the opponent
                                                    (blocked or not) to be able
                                                    to perform the follow ups
  Scratch Claw              f + LP after          2 hits
                              initial HP 
                              version touches
  Crushing Claw             f + HP after          overhead
                              initial HP 
                              version touches 
EX Scirrhus Herpetia        qcf + EX              3 hits; absorbs projectiles;
                                                    requires half a super stock
Fistula Salamandra          qcb + P               LP=short, HP=far; you can use
                                                    this to dash past the 
                                                    opponent
EX Fistula Salamandra       qcb + EX              this involves a dragon strike
                                                    that can also absorb 
                                                    projectiles; Erzsebet can
                                                    dash past the opponent; 
                                                    requires half a super stock
Hemo-Lacerta                qcf + K               LK=straight charge, HK=upward
                                                    charge; absorbs projectiles
Cruor-Ophidia               d, d + K (hold K to   LK=close, HK=far; Erzsebet
                              delay)                can move around and attack
                                                    while holding K; can delay
                                                    maneuver up to 4 seconds
                                                    before it automatically 
                                                    activates
EX Cruor-Ophidia            d, d + EX             dragon will come out in this
                                                    version and you will be in
                                                    full control of it; dragon
                                                    will absorb projectiles; 
                                                    your attacks will be those
                                                    found in the Draculesti 
                                                    Meter Special Moves 
                                                    section; Erzsebet cannot 
                                                    block while this maneuver
                                                    is active; you will exit
                                                    the Cruor-Ophidia if you
                                                    perform the initial motion
                                                    again (d, d + EX), if 
                                                    Erzsebet is hit, or you 
                                                    attempt another EX Special
                                                    Move; requires half a super
                                                    stock
  Exit EX Cruor-Ophidia     d, d + EX
Passio Phtisis              qcf + T               connects close; unblockable;
                                                    if it connects you will be
                                                    given a considerable super
                                                    meter gain


Draculesti Meter Special Moves
------------------------------
NOTES: These attacks will drain Erzsebet's super meter each time they are used.
       These attacks can be performed on the ground or in the air.

Tail Snap                   EX / EX in air        absorbs projectiles
Charging Claw               f + EX / f + EX       absorbs projectiles
                              in air
Rapid Tail                  b + EX / b + EX       6 hits; absorbs projectiles
                              in air
Tail Sweep                  d + EX / d + EX       2 hits; both hits must be 
                              in air              blocked low; absorbs 
                                                    projectiles
Driving Head                u + EX / u + EX       2 hits; absorbs projectiles
                              in air


Decimation Supers
-----------------
Monitor Phratria            qcb, qcb + P          this will cause Erzsebet to
                                                    go into a screaming stance
                                                    and while this happens you
                                                    can enter multiple commands
                                                    which will activate with
                                                    the dragon attacking 
                                                    afterward; this super will
                                                    use either 1 or 2 super 
                                                    stocks depending on how 
                                                    many you have; the 2 super
                                                    stock version has more time
                                                    to enter more predetermined
                                                    attacks; below are the 
                                                    commands and resulting 
                                                    maneuver for these 
                                                    commands:
                                                      LP/f + EX = Charging Claw
                                                      HP/u + EX = Driving Head
                                                      LK/d + LK = Tail Sweep
                                                      HK/b + EX = Rapid Tail
                                                      EX        = Tail Snap
Amor Septos                 qcf, qcf + P          advancing attacks (hit 1, 2,
                                                    or 3) must connect (not
                                                    blocked) to perform the 
                                                    entire maneuver; if the 
                                                    initial hits are blocked 
                                                    Erzsebet will actually 
                                                    perform a fourth and fifth
                                                    hit but connecting them 
                                                    will not advance the 
                                                    maneuver into the full 
                                                    super; requires 2 super
                                                    stocks


-------------------------------------------------------------------------------


*******************************************************************************
* 3.11 Arctorious                                                             *
*******************************************************************************
Colors        
------ 
Default   - Gray armor
Alternate - Gold armor



Throws
------
Scorching Breath            T / f + T             connects close; opponent ends
                                                    up in front
Impale And Kick             b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Hilt Strike                 LP (hold LP to        holding LP will transition 
                              stance change)        maneuver into Roof Guard;
                                                    refer to Roof Guard section
                                                    for details
Slash Away                  HP (hold HP to        holding HP will transition
                              stance change)        maneuver into High Guard;
                                                    refer to High Guard section
                                                    for details
Bashing Sword               u, HP                 knocks opponent down and out
                                                    of the air
Double Sword Slice          ub/uf, LK             can hit twice on an airborne
                                                    opponent; first part will
                                                    knock the opponent out of
                                                    the air
Down Crescent               HK (hold HK to        holding HK will transition
                              stance change)        maneuver into Tall Guard;
                                                    refer to Tall Guard section
                                                    for details


Command Moves
-------------
Dash                        f, f
Run                         f, f (hold f)
  Long Jump                 uf
  Wind Parry                LP                    not an attack; a high/low 
                                                    counter that puts 
                                                    Arctorious behind the 
                                                    opponent
  Tornado Slice             HP                    overhead
  Sweeping Sword            LK                    transitions into Ox Guard; 
                                                    refer to Ox Guard section 
                                                    for details
  Knightly Upper            HK                    transitions into Tall Guard;
                                                    refer to Tall Guard section
                                                    for details
Backdash                    b, b
Long Jump                   db, uf
Jab                         b + LP
Toe Stab                    b + HP (hold HP to    tapping HP with this motion
                              perform maneuver)     only feints the attack;
                                                    holding HP with this motion
                                                    performs the maneuver; must
                                                    be blocked low; the sword 
                                                    itself will absorb attacks
                                                    (not projectiles) when it 
                                                    is moving into position
Skyward Pierce              d + HP                transitions into OX Guard;
                                                    refer to Ox Guard section
                                                    for details
Step Kick                   f + LK (hold LK to    holding LK will transition 
                              stance change)        maneuver into Ox Guard; 
                                                    refer to Ox Guard section
                                                    for details
Sharp Crescent              b + HK (hold HK to    by tapping the HK button in
                              perform maneuver      this motion you will
                              and stance            perform a stance where your
                              change)               sword acts as an attack
                                                    reversal (not projectiles);
                                                    by holding the HK button in
                                                    this motion you will 
                                                    perform the Sharp Crescent
                                                    attack automatically 
Spiral Sweep                d + HK                must be blocked low
Knight Blast                while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left; this is not a 
                                                    backdash like many of the
                                                    other characters' escape
                                                    maneuvers; the blast itself
                                                    can hit and inflict damage


Special Moves
-------------
Sword Of The Fae            qcf + P               LP=straight slice, HP=upward
                                                    slice
EX Sword Of The Fae         qcf + EX              an unblockable full screen
                                                    slice; this maneuver has
                                                    huge recovery if it misses;
                                                    requires 1 super stock
Sword Of The Coward         qcb + P (hold P to    this can be delayed 
                              delay)                indefinitely; this is not
                                                    an attack however it
                                                    absorbs projectiles; each
                                                    projectile absorbed will 
                                                    power up Arctorious; there
                                                    are 3 power levels 
                                                    Arctorious has access to 
                                                    (you can tell which level 
                                                    visually as his suit of 
                                                    armor begins to glow); when
                                                    Arctorious is powered up
                                                    his Sword Of The Fae and 
                                                    Will Of the Fae special 
                                                    moves will become more 
                                                    powerful (longer range and
                                                    more damage as well as more
                                                    hits and damage 
                                                    respectively); using either
                                                    of these special moves 
                                                    while powered up will cause
                                                    the power level of 
                                                    Arctorious to drop one 
                                                    level each time; performing
                                                    the HP version of the Sword
                                                    Of The Coward maneuver 
                                                    during any of your special 
                                                    stances will produce a 
                                                    different sword special 
                                                    where Arctorious hold his
                                                    sword up (which can not be
                                                    delayed) and acts as a 
                                                    short high/low parry
EX Sword Of The Coward      qcb + EX              becomes a high/low counter
                                                    attack (not projectiles);
                                                    requires 1 super stock
Sword Of The Swift          qcf + K               LK=3 hits, HK=4 hits
Will Of The Fae             hold P/K for 3        LP=close, HP=far, LK=medium,
                              seconds, release      HK=very far; fireball can
                                                    be "destroyed" with another
                                                    projectiles; can put 
                                                    multiple fireballs on the
                                                    screen at once as long as
                                                    they are not the same 
                                                    version
EX Will Of The Fae          hold EX for 3         fireball will spiral around 
                              seconds, release      Arctorious; this will add
                                                    2 hits to an connected (not
                                                    blocked) normal or command
                                                    maneuver; requires 1 super
                                                    stock
Stance Change               d, d + P/K            LP=transitions to Roof Guard,
                                                    HP=transitions to High 
                                                    Guard, LK=transitions to Ox
                                                    Guard, HK=transitions to 
                                                    Tall Guard; in all special
                                                    stances you cannot dash,
                                                    run, or backdash; you will
                                                    exit your special stance if
                                                    you are knocked down, 
                                                    thrown, if you jump, or you
                                                    use your own throw; refer 
                                                    to proper stance section
                                                    for details


Ox Guard
--------
Note: Sword is held high and pointed forward.

Stab                        LP
  Pin Cushion               P/K/EX if initial
                              command connects
                              (not blocked)
Knockdown Joust             HP
Dash In                     LK                    not an attack
Reverse Crescent            HK


High Guard
----------
Note: Sword is held high pointed up to the sky.

Heaven Slice                LP
Twisting Sweep              HP                    must be blocked low; 
                                                    transitions into Tall 
                                                    Guard; refer to Tall Guard
                                                    section for details
Spin Advance                LK                    not an attack but can be used
                                                    to go through projectiles
Trap Slice                  HK                    overhead; transitions to Ox
                                                    Guard; refer to Ox Guard
                                                    section for details


Tall Guard
----------
Note: Sword is held back and pointed away.

Shoulder Charge             LP
Sword Uppercut              HP (hold HP to        holding HP will transition
                              stance change)        into High Guard; refer to
                                                    High Guard section for 
                                                    details
Tall Parry                  LK                    not an attack but a high/low
                                                    parry when sword is out;
                                                    does not work on 
                                                    projectiles
Launching Slice             HK                    transitions to Roof Guard;
                                                    refer to Roof Guard section
                                                    for details


Roof Guard
----------
Note: Sword is held slightly back with blade pointed up.

Sword Poke                  LP                    transitions to Ox Guard;
                                                    refer to Ox Guard section
                                                    for details
Crushing Sword              HP                    overhead; transitions into
                                                    your default stance
Roof Parry                  LK                    not an attack; can parry some
                                                    low attacks while sword is
                                                    out
Advancing Slice             HK


Decimation Supers
-----------------
Army Of Camlaan             qcf, qcf + P          stream of knights absorb
                                                    projectiles; requires 1 
                                                    super stock
Knights Of Avalon           qcb, qcb + P          must connect (not blocked) to
                                                    perform the entire 
                                                    maneuver; requires 2 super
                                                    stocks




*******************************************************************************
* 3.12 Thalessa                                                               *
*******************************************************************************
Colors        
------ 
Default   - Blonde hair and Black costume
Alternate - Red hair and Gray costume



Throws
------
Bug Trap                    T / f + T             connects close; opponent ends
                                                    up in front
Hangman Toss                b + T                 connects close; opponent ends
                                                    up behind


Basic Moves
-----------
Phantom Tarsus              LP                    absorbs projectiles; must 
                                                    connect (not blocked) to
                                                    perform the rapid-fire like
                                                    follow up
  Tarsus Stabs              LP, LP after          
                              initial attack
                              connects (not
                              blocked)
Phantom Dragon              ub/u, LP              absorbs projectiles
Phantom Stinger             uf, LP                overhead; absorbs projectiles
Phantom Snake               HP                    absorbs projectiles
Phantom Crab Capture        HP in air             overhead; absorbs projectiles
Phantom Pincher             LK                    2 hits; absorbs projectiles
Phantom Impale              LK in air             overhead; absorbs projectiles
Phantom Spear               HK                    absorbs projectiles
Phantom Squid               HK in air             knocks opponent out of the
                                                    air; absorbs projectiles


Command Moves
-------------
Dash                        f, f                  can dash past the opponent;
                                                    you are invulnerable for a
                                                    split second when you 
                                                    disappear during the dash
                                                    (can even go through 
                                                    projectiles)
Glide                       f, f (hold f)        
  Long Jump                 uf
  Phantom Crab Stab         LP                    absorbs projectiles
  Basmu                     HP                    3 hits; this is the HP 
                                                    version of the Basmu 
                                                    special move; absorbs 
                                                    projectiles
  Phantom Swim              LK                    absorbs projectiles
  Phantom Mandible Crush    HK                    overhead
Backdash                    b, b
Long Jump                   db, uf
Phantom Snout               d + LP                absorbs projectiles
Phantom Tentacle            d + HP                2 hits; launches opponent
                                                    (can combo with such things
                                                    such as d + HP/HP); absorbs
                                                    projectiles
Crossed Legs                d + LK                2 hits; second hit must be
                                                    blocked low
Phantom Shark               d + HK                must be blocked low; absorbs
                                                    projectiles
Statue Escape               while holding EX      depletes 1 section of Fortune
                              press b, b            or whatever Fortune you 
                                                    have left; statue will take
                                                    1 hit before being 
                                                    "destroyed"; statue will 
                                                    last for 2 seconds before 
                                                    it is "destroyed" on its
                                                    own


Special Moves
-------------
Basmu                       qcf + P               LP=small projectile and not
                                                    full screen, HP=large
                                                    projectile and full screen;
                                                    absorb projectiles
EX Basmu                    qcf + EX              laser absorbs projectiles;
                                                    can move after initiating;
                                                    laser launches opponent 
                                                    away; requires 1 super
                                                    stock
Mushussu                    qcf + P in air        LP=downward tentacle that is
                                                    an overhead, HP=has one
                                                    tentacle go straight while
                                                    the other tentacle goes 
                                                    down; absorbs projectiles;
                                                    launches opponent
Musmahhu                    d, d + P              LP=appears mid screen away
                                                    (if you are close to the
                                                    opponent it will appear
                                                    under them), HP=full
                                                    screen away (if you are 
                                                    close to the opponent it
                                                    will appear behind him);
                                                    absorbs projectiles
EX Musmahhu                 d, d + EX             appears right on top of 
                                                    opponent instantly and 
                                                    spins for more hit damage;
                                                    requires 1 super stock
Umu Dabruttu                d, d + K              LK=teleports behind opponent
                                                    leaving a statue, 
                                                    HK=teleports in front and
                                                    above opponent leaving a
                                                    statue; statue will take 1
                                                    hit before being 
                                                    "destroyed"; statue will
                                                    last for 2 seconds before
                                                    it is "destroyed" on its 
                                                    own


Decimation Supers
-----------------
Usumgallu                   qcf, qcf + P          rising neck part of maneuver
                                                    can strike opponent as well
                                                    as absorb projectiles; 
                                                    laser absorbs projectiles
                                                    and launches opponent away;
                                                    can move after initiating
                                                    Usumgallu; can put multiple
                                                    Usumgallu on screen at once;
                                                    requires 1 super stock
Litamu                      qcb, qcb + P          mist must connect (not 
                                                    blocked) to perform the
                                                    entire maneuver; mist will
                                                    collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process;
                                                    requires 2 super stocks




===============================================================================
4.Unlocking Bosses  
===============================================================================


* To unlock Arctorious play arcade mode on medium difficulty.  Defeat the 8th
  opponent with a level 2 Decimation Super (2 super stocks).  Arctorious should
  appear.  Defeat him and you unlock him.


* To unlock Thalessa beat arcade mode on the hardest difficulty.




===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

5.2  Credits
-AOne Games
-Soedesco
-Gamefaqs
-And me for writing this faq