

.THE
 
K   K  Y    Y   OOO    SSSS   H   H  IIIII  RRRRR    OOO
K  K    Y  Y   O   O  S       H   H    I    R    R  O   O
KKK      Y     O   O   SSSS   HHHHH    I    RRRRR   O   O
K  K     Y     O   O       S  H   H    I    R  R    O   O
K   K    Y      OOO    SSSS   H   H  IIIII  R   R    OOO
 
.PLAYER'S GUIDE/FAQ (v.5.0) PART 1/2
.a labor of love by Damone.
 
Dedicated to all the players of the bad-ass kabuki master himself: 
KYOSHIRO SENRYO. This is designed to be a complete introduction for 
beginners and advanced players alike for the appreciation and use of 
Kyoshiro.
 
Any replies, cool ascii pictures of Kyoshiro I can use, etc etc, to me, 
Damone (damone@ios.com).
 
This Strategy Guide/Faq is available via annon ftp:
ftp.netcom.com /pub/vi/vidgames/faqs 'ss2kyosh.txt'
brawl.mindlink.net in /pub/ss2/guides 'kyoshiro.damone' 
cencongopher.concordia.ca /pub/JustTheFaqs/VideoGames/FAQs 'ss2kyosh.txt'
 
And soon at:
kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs
 
It is at the WWW pages:
http://styx.ios.com/~damone/ss2page.html
http://student.uq.edu.au/~e3321942
 
It is also posted regularly, as updates warrant, on USENET 
rec.games.video.arcade. 
 
----------------------------------------------------------------------------
CONTENTS:
PART 1:.VERSION HISTORY
.ACKNOWLEDGEMENTS
.DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS
.WANTED!!!!
.WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO
.KYOSHIRO INFORMATION
.MISC. INFO
.THE WORDS AND WISDOM OF KYOSHIRO
.WINNING POSES
.BETWEEN MATCH MESSAGES
.NON-ATTACK MOVEMENTS.
.KYOSHIRO'S TAUNTS
.GENERAL STRATEGY
.NORMAL ATTACK MOVEMENTS
PART 2:.THE SPECIAL MOVES AND WHAT TO DO WITH THEM
.COMBOS
.INTERRUPTING ATTACKS
.FIGHTING THE SPECIAL CHARACTERS
.WHAT HAPPENS WHEN KYOSHIRO WINS
.CONCLUSION
 
----------------------------------------------------------------------------
VERSION HISTORY:
 
.1.0: First draft. That's it. No neat artwork, info on fighting 
the judge, or individual player strategies.
.1.5: Minor changes and format adjustments.
.2.0: New sections added (WANTED!!!!, COMBOS) and other minor
adjustments.
.2.5: Added nifty little title graphic, minor adjustments, and 
format re-arrangement.
.3.0: Additional input from other people added, more combos, 
expanded special moves section, new sections (NON-ATTACK MOVEMENTS, 
NORMAL ATTACK MOVEMENTS, ENDMATCH MESSAGES, MISC. INFO), added historical 
info, new Kuroko info, and minor format changes and corrections.
.3.3: Additional corrections made, reformatting of sections, ftp 
availability.
.3.5: Additional corrections and additions made, new information 
incorporated, and certain sections expanded and reformatted. Historical 
information updated.
.3.7 Additional corrections and additions made. Specific move 
information incorporated. Revamping and updating of certain sections. New 
weaknesses of POW Special. New info on how to get to Kuroko.
.4.5 Additional corrections and additions made. Significant 
re-writing and additions to most sections of the faq. Updated historical 
info. Revised GENERAL STRATEGY section. Additions and revisions to 
SPECIAL ATTACKS section. NORMAL ATTACKS section expanded and nearly 
completed. Revised COMBOS section. New information on strategies against 
Kuroko and Mizuki. Split into two parts.
.4.7 New archive info. Some juggling of sections for better flow. 
Added info from Japanese SS2 Manual. New section (WINNING POSES). Small 
additions to the GENERAL STRATEGY section. New info on cancelling TAUNTS. 
Additional minor corrections and the like.
.5.0 New archive info. New sections (THE WORDS AND WISDOM OF 
KYOSHIRO, INTERRUPTING ATTACKS). Revised historical info. ENDMATCH 
MESSAGES became BETWEEN MATCH MESSAGES. WINNING POSES section clarified. 
Minor corrections and whatnot. This is the last version barring major new 
info.
 
----------------------------------------------------------------------------
ACKNOWLEDGEMENTS:
 
CONTRIBUTING WRITERS:
Shawn Holmes (shawnh@qb.island.net) See below
Scott Fujimoto (sfujimoto@delphi.com) See below
 
Greg Kasavin (shrike4@aol.com), info on getting to Kuroko
 
Kenichiro Tanaka (tanaka@maya.com), Japanese manual & Kyoshiro translations
 
Stephen Young (youngs3@rpi.edu), contributing writer, Team RPI
.Gave great input on combos, strategy, and special moves use.
 
Kenneth Hsu (e3321942@student.uq.edu.au), author, Nakoruru Strategy Guide 
.v.4.0
.His strategy guide can be retrieved via anonymous FTP from 
FTP.NETCOM.COM /pub/vi/vidgames/faqs 'ss2nak.txt'.
 
TECHNICAL RESEARCH:
Scott Fujimoto (sfujimoto@delphi.com), See also below
.My own personal Bell Labs for testing information. His home 
version of SS2 and unique research methods have been the main source for 
specific move information. He deserved his own section.
 
REFERENCE SOURCES:
Shawn Holmes (shawnh@qb.island.net), author, SS2 Tapfaq (v. 4.0 & previous)
Scott Fujimoto (ewann@sfu.ca), curator of the SS Faq (v. 12.0), editor, 
.SS2 Tapfaq (v.5.0 and after)
.I borrowed move lists and and other items from the faqs. I have 
not properly acknowledged all the contributors to these faqs. Please 
check them out to give respect to all who helped in their efforts. They 
both can be retrieved via annon ftp at FTP.NETCOM.COM 
/pub/vi/vidgames/faqs. Support these worthy efforts.
.Shawn also gave me some feedback on this project and cleared up 
some small errors.
 
Timothy Heydelaar (hydelaar@crash.cts.com), co-author, Strategy/Combo Faq 
.(v.01)
Rich Joseph (rfj105@psu.edu), co-author, Strategy/Combo Faq (v.01)
.Got some combo information from it. They started a big 
undertaking. Help them out.
 
Scott Fujimoto (sfujimoto@delphi.com), author, Character History Faq (v.5.0)
.Got some historical information on Kyoshiro from the Faq. It has 
an EXTENSIVE list of sources on the characters. Check it out as 
'ssorigin.txt' at brawl.mindlink.net in /pub/ss2/misc. He is also the 
author of the Kuroko Faq, found as 'kuroko.txt' at brawl.mindlink.net in 
/pub/ss2/guides.
 
ARCHIVAL ASSISTANCE:
Andy Eddy (vidgames@netcom.com), curator, Netcom site, Gamepro magazine
.He allowed me to put my faq at his site..
 
Dave Kirsch (a00563@giant.mindlink.net), curator, Mindlink site
.He archives my faq at his site.
 
Kenneth Hsu (e3321942@student.uq.edu.au), curator, his home page
.He archives my faq at: http://student.uq.edu.au/~e3321942
 
GeeSe Howard (dvillnva@kaiwan.com), curator, Kaiwan site
.He will be archiving my faq at his site.
 
And to every Kyoshiro enthusiast in the world, here ya go.
 
Did I mention Scott Fujimoto (sfujimoto@delphi.com)?
 
----------------------------------------------------------------------------
DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS:
 
This guide is free and public domain. It may be distributed freely and 
archived in its current form. I only ask that if it is archived anywhere 
that I be notified where, so I might update it at a later time if I so 
choose. THE ENTIRETY OF THIS FAQ IS PROTECTED BY PUBLIC COPYRIGHT. IT MAY 
NOT BE SOLD OR PUBLISHED FOR PROFIT, IN WHOLE OR PART, IN ANY FORM.
 
If you have anything to contribute or correct, complain about, etc, 
please e-mail me at damone@ios.com. I appreciate all input.
 
Please refrain for e-mail requests for this faq. Information on 
retrieving this faq is listed at the beginning of this document.
 
----------------------------------------------------------------------------
WANTED!!!!
 
-> Any more translations of Kyoshiro's speech
-> Any ascii or ascii-ed gifs of Kyoshiro
-> Any Kyoshiro combos you know
-> Any other Kyoshiro info, etc
 
Send any or all of this to me, Damone, at damone@ios.com.
 
----------------------------------------------------------------------------
WHY SHOULD OR SHOULDN'T I PLAY KYOSHIRO:
(Adapted From Tapfaq v.3.0)
 
3 Good Reasons to play as KYOSHIRO SENRYO
--> Lots of moves make for fun play
--> Good range for long weapon
--> His ego is bigger than most can count
PLUS:
--> Near complete air superiority
--> Can do many special moves WITHOUT weapons
--> *** HE'S THE ONLY ONE TO DATE THE LAST BOSS ***
 
3 Bad Things about KYOSHIRO SENRYO (and why they are wrong)
--> Weak attacks in air, usually loses to a well-timed counter
.- Um, no. This is a lie.
--> Only character that got ONE new move
.- He was perfect when created ;p
--> Won't give autographs
.- He will if he likes you.
 
----------------------------------------------------------------------------
KYOSHIRO INFORMATION:
 
   HISTORICAL INFO ON KYOSHIRO:
   (From Character History Faq v.5.0)
 
                      Senryo Kyoshiro
 
Getting info on this guy was a real pain, mainly because almost all
English books on Japan focus on economics, politics, and so forth and
very little on popular culture. No wonder academics are considered out
of touch... But silly gripes aside, it turns out the basis for our Kabuki
man is VERY different from the character in the game.
 
Kyoshiro is based on a fictional character named Nemuri Kyoshiro.
"Sleepy-Eyed Kyoshiro, Notes on Villany," by Shibata Tosaburo was a novel
serialized in a post-war magazine and later made into a film series from
1963-1969. Kyoshiro was a 17th-century skilled swordsman who was haunted
by his violent origin. He was conceived when his mother was raped by a
Portuguese missionary. Kyoshiro himself was estranged with society, and
had a hatred of both Christians and women. Despite this, or because of it,
he was also a complete womanizer--he often disrobed women by slashing
their garments with his sword before...err...getting to know them better.
Kyoshiro means "deranged fellow", while Nemuri means "sleepy", reflecting
his blase attitude towards life, and his cynical and cold posture toward
others. Nevertheless, he also pursued the Way of the Sword, and sought a
Zen-like detachment from emotions and thoughts, just like Musashi.
Note that Nemuri Kyoshiro had NOTHING to do with Kabuki, and was dressed
in black, to reflect his personality. He also was traditionally armed with
a sword, not a naginata. He DID have red hair, though.
Kabuki notes: Senryo Kyoshiro is in the Kabuki costume of a lion. Also
note that fans are an essential part of Kabuki theater, and used in dances
and such.
 
   INFO ON KYOSHIRO FROM THE ORIGINAL SS:
   (From SSfaq v.12.0: Probably Taken From The Home Version Manual)
 
  Name:        Kyoshiro Senryo
  Title:       The Kabuki Master
  Origin:      Tokyo, Japan
  Alma Mater:  Kabuki Kollege of Dramatics and Stage Chewing, Edo Campus
  Weapon:      Shishi Ha [Lion's Blade] (naginata)
  Misc. Info:  In Japanese literature, Kyoshiro was an actor and a
               swordsman, though in the game, Kyoshiro uses a naginata,
               not a sword. Also, his father is Nao Itsu Oba.
 
   INFO ON KYOSHIRO FOR SS2:
   (Taken From The Tapfaq v.3.0: Taken From The Home Version Manual)
 
The Kabuki Master     
        KYOSHIRO SENRYO
 
"I will have your spirit," said the crazed Kabuki student before 
Kyoshiro  
resorted to the unspeakable and poked out his eye.  A promising student,
Kyoshiro searches for the demon who possessed the lad.  This master of
Kabuki movements is a formidable adversary and lies in wait for demons who
seek to destroy the clan of Kabuki.  "If you can take my soul, try it.  But
remember, I'm not getting small.  It is the theatre that is!"
 
  INFO ON KYOSHIRO FROM SS2 - JAPANESE MANUAL:
  (Taken From Japanese Manual: Translated By Kenichiro Tanaka)
 
Senryo Kyoshiro
===============
 
"The soul of your "techniques" are mine!" With that, one of his own
servants attacked Kyoshiro. He was possessed by a demon. Kyoshiro nimbly
evaded the attack and destroyed the demon. "You want my soul? Come and get
it if you can!"
 
----------------------------------------------------------------------------
MISC. INFO:
 
-> If anyone successfully performs their POW super move, the audience in 
his background claps.
-> When choosing to play Kyoshiro, A selects the Red Kyoshiro, and D 
selects the Blue (and inferior-looking) Kyoshiro.
-> When killed by a slash or blood fatality, Kyoshiro spews kabuki fans.
 
----------------------------------------------------------------------------
THE WORDS AND WISDOM OF KYOSHIRO
(All translations by Kenichiro Tanaka (tanaka@maya.com))
 
  SPECIAL ATTACKS:
   - "Kaiten kyokubu" - 'Dance of the Demon'
   - "Choubijishi" - 'Lion's Tail'
   - It appears that all Special Attack names are accurately translated 
in the Special Attacks section. These are just Tanaka's confirmed 
translations.
  POW SPECIAL:
   - "Chiniku no honou." - 'Flame of blood and flesh.'
  AFTER WINNING:
   (See WINNING POSES)
  AFTER LOSING:
   - "Munen nari." - Approximately, he's saying that he's dying with dreams
.left unfulfilled.
 
----------------------------------------------------------------------------
WINNING POSES:
(Adapted from Tapfaq v.5.0)
(All translations from Kenichiro Tanaka (tanaka@maya.com))
 
.In SS2, the way that you hold the joystick at the end of the 
match determines which winning pose that your character will take.
 
THE POSES:
- Fan Flourish: Kyoshiro goes into his jacket and pulls out a fan. The 
color, ranging from white to red, depends on Kyoshiro's rage gauge. This 
is similar, if not identical, to his AC taunt.
- Pole Spin: Kyoshiro spins his pole around his head, plants his foot, 
and pivots around. He says, "Tenbatsunari," which translates as, 'This is 
heaven's punishment (for your crimes).'
- Exit Stage Right: Kyoshiro does the Pole Spin and bounces off the stage.
He says, "Uchitottari," which translates as, 'I have killed him/her.'
 
HOW TO GET THEM:
At the end of the match, hold your joystick in these positions:
 
ARMED:....UNARMED:
UP: Pole Spin...UP: Pole Spin
DOWN: Exit Stage Right..DOWN: Fan Flourish
LEFT: Pole Spin...LEFT: Pole Spin
RIGHT: Fan Flourish..RIGHT: Pole Spin
 
----------------------------------------------------------------------------
BETWEEN MATCH MESSAGES:
(From Tapfaq v.5.0)
 
Quotes: B -- Quote at beginning of game.
        BM -- Quote before match.
        AM -- Quote after match.
        BV -- Quote before mirror match.
        AV -- Quote after mirror match.
        I -- Interlude quotes. (J = w/Judge, M = w/Mizuki,
                                A = w/Mizuki and Amakusa)
        F -- Quotes before final match.
 
B: "My Kabuki spirits'll beat the evil king!"
BM: "Go through the real beauty of 'Kabuki' by your death!"
AM: "Fight like (you) dance, and win. That's the soul of Kabuki!"
BV: "You can't behave like me, even if you imitate my costume!"
AV: "What a deplorable 'Kabuki'!  Commit 'Harakiri'!"
IA: "Hey you, do you have something to say?"
    "He's awakened!"
F: "It's time for the final act!"
   "I'm dying to dance a Kabuki with (a) demon!" (poor choice of words)
 
----------------------------------------------------------------------------
NON-ATTACK MOVEMENTS:
 
Dash forward -> Joystick forward twice
Dash back -> Joystick back twice
Fake back -> Joystick back once, forward once
Roll forward -> Joystick down diagonal front twice
Roll back -> Joystick down diagonal back twice
Duck -> Down twice (dodges specials)
Hop forward -> Forward BC
Hop back -> Backward BC
Catch opponent's weapon (unarmed) -> Forward half-circle
 
----------------------------------------------------------------------------
KYOSHIRO'S TAUNTS:
 
AC - Kyoshiro makes move like going for flaming fan and pulls out a 
regular fan, which he unfurls.
BD - Kyoshiro stands up and takes out a long pipe, lights up, and smokes it.
 
No change with or without weapon.
 
CANCELLING TAUNTS:
There are four known ways of having a taunt cancelled:
-> Getting hit
-> Dashing
-> BC hop
-> Performing a special move
 
NOTE: For some reason, Kyoshiro's BC taunt CANNOT be cancelled.
 
----------------------------------------------------------------------------
GENERAL STRATEGY:
 
Here are some of the most basic points about how to use Kyoshiro as an 
effective player:
 
1) AIR ATTACKS: The air is where Kyoshiro is at his best. He has superior 
range in the air, and the AB jump and the Dance of the Demon (see SPECIAL 
MOVES) are devastating attacks. Remember, damage is still doubled in the 
air, and Kyoshiro can beat nearly everyone in the air. Nine fights out of 
10 can be won by waiting for the opponent to jump in on you and then 
tagging them, especially against the computer. Its that simple. Whether 
you are jumping back with them or jumping into them from the other side, 
Kyoshiro runs the show in the air. At full POW, with an AB slash in the 
air, you can kill someone who is barely hurt. You may even want to eat a 
couple of projectile attacks in order to get your POW gauge up.
.The thing I will talk about is the 'K' point. This is the place, 
a little more than a body length away from your opponent, that you can 
stand and be at the exact extent of Kyoshiro's range, and thus be out of 
the range of almost everyone else. If you stay there, you will run the 
game no matter what. It takes a little practice to get it right, but it 
is worth it to find this range. For example, if you are at the 'point' 
and your opponent jumps towards you, jump back and AB him. Most of the 
time, you will hit, he will not. Its a beautiful thing.
.In air vs. air combat, the tactics you use should be determined 
by the situation. Under most circumstances, when you are jumping back 
with your opponent, you should be using the back-AB. However, when your 
opponent is jumping TOWARDS you from a great distance, you should use the 
Dance of the Demon (see SPECIAL MOVES section) to counter him. When an 
opponent is jumping right on top of you, you should use a jumping D kick. 
Due to its angle, the D kick can hit even those opponents who are 
directly over you. Some characters present certain problems with certain 
air moves. Nicotine's hat A, Hanzo's jump kick, Gen-an's Uppercut, and 
Charlotte's triangle slash are some of the moves that can give real 
problems with a standard jump-AB air offence. There are two ways to deal 
with them. You can either perform a jumping A as soon as possible, which 
will counter most of these moves, or again turn to the jumping D, which 
also is a surprisingly effective counter to most all of these moves.
.When jumping in on an opponent on the ground, however, the 
jumping-AB is still the way to go. The downward angle of the attack and 
its range make it a superior attack on ground-based defenders. In certain 
cases, it should be substituted with a jumping A, B, or kick in order to 
counteract a long-range anti-air attack with speed, but most of the time, 
the AB is the way to go. Great damage, great range.
 
2) GROUND ATTACKS: Kyoshiro isn't shabby at all on the ground either. 
While its not his natural habitat, he can put on quite a ground campaign.
.You generally want to keep your distance from opponents because 
you have reach, so use it. In close, his As and Cs have very high 
priority, and can quickly back off anyone too close. The crouching far A 
is one of the best-kept secrets of the game. It has speed and distance, 
and you can kill the unwary with just that move. If they do come in too 
close, you can use your pole throw to get them away (see SPECIAL MOVES 
section). If you stay at the 'K' point, you can nail most people on the 
ground who are preparing special moves, including Hanzo and Galford.
.Kyoshiro's duck and dash tactics are similar to everyone else's, 
except that he has less distance to go because of his reach. Remember to 
use it to your advantage. Dash or roll in only to the point where you can 
hit them and they can't hit you. Dashing in and using a variety of 
Kyoshiro's special attacks is a great tactic. If you dash in and use the 
same special (Flying Lion's Tail, Dance of Fire) at the same intensity 
(CD or AB), your opponent will eventually catch on and nail you. Dash in 
a couple of times using a C Lion's Tail, to the point where the opponent 
is ready to counter your dashes by blocking and jumping you. Next time 
in, do an AB Dance of Fire and fry him as he jumps (See SPECIAL MOVES 
section for more). Or dash in and throw them away on the pole. Use your 
judgement. The point is to mix it up. Kyoshiro's got the depth to do 
this. You should stay airborne, but you can pull off a ground offensive 
if you need to change the pace against humans.
.Defensively on the ground, the crouching A is the way to go. It 
has speed, range, and priority. It will stop most dashes and rollers in 
their tracks. It a great keep-back move, plus it can be easily go from a 
defensive maneuver to the beginning of an offensive.
.Kyoshiro also has great flexibility with ground-based anti-air 
attacks. His back-AB is the common attack of choice to catch opponents in 
the air. You can also wait to attack AS they are hitting the ground with 
a crouching B or AB, or quicker slashes or kicks in sequence if your 
timing is not as good. All this can be augmented by many of his special 
attacks such as the Dance of Fire or the Kabuki Swirl that can hit your 
opponent before or as he hits the ground (see SPECIAL ATTACKS section).
 
3) UNARMED FIGHTING: Kyoshiro is one of the best unarmed fighters in the 
game because he can still use many of his powers without his weapon, 
unlike characters like Ukyo and Charlotte who are useless without their 
weapons, and some of his unarmed attacks have RANGE as well as speed. 
Plus, his unarmed AB has TWO HIT capability. Remember that you can only 
use C, D, and CD throws when you are unarmed. Also, catching the 
opponents weapon can do some devastating damage, but is a trick to get 
right. Well worth the practice though. Unarmed tactics can go to either 
stalling until the return of the weapon, or mounting an attack weaponless.
 .Stalling is perhaps the easiest of the choices. You can stall by 
throwing fans and kabuki flames (see SPECIAL ATTACKS section) to keep 
opponents away until the weapon returns. Your unarmed A hair toss 
actually has RANGE that can keep ground attacks away from you. You still 
have the jumping D kick which can counter almost all incoming air 
attacks. You can roll back and let loose with special attacks, and just 
roll away. Your normal speed is now augmented, so you can run faster than 
your opponent can.
.Going on the attack has its advantages as well. Unarmed, you get 
priorities on most attacks, so you can get away with some pretty nasty Bs 
and ABs, and your As and Cs should beat EVERYTHING. If you dash or roll 
in close, kicking is the best. The low CD kick is especially good if you 
are trying to drive someone back, and A or C them to death in a corner. 
Remember your access to many special attacks that can still be used. 
While the attacks you are left with leave you mostly ground-based, they 
are still quite effective for following up barrages of attacks.
 
----------------------------------------------------------------------------
NORMAL ATTACK MOVEMENTS:
 
 -SLASHES-....-KICKS-
  -STANDING FAR-... -STANDING FAR-
    A - Twirl Pole...   C - Weak Pole Kick
    B - Thrust....   D - High Pole Kick
    AB - Arc Slash...   CD - Twirling Pole Kick
  -STANDING CLOSE-... -STANDING CLOSE-
    A - Spin With Pole...   C - Front Kick (weak)
    B - Forward Slash...   D - Front Kick (med.)
    AB - Upward Slash (2 hits) ..   CD - Front Kick (strong)
  -CROUCHING FAR-... -CROUCHING FAR-
    A - Weak Low Thrust...   C - Low Kick (weak)
    B - Medium Low Thrust..   D - Low Kick (med.)
    AB - Strong Low Thrust..   CD - Leg Sweep
  -CROUCHING CLOSE-... -CROUCHING CLOSE-
    A - Fan Smack (weak)..   C - Weak Low Kick
    B - Fan Smack (med.)..   D - Medium Low Kick
    AB - Low Thrust...   CD - Leg Sweep
  -JUMPING UP-.... -JUMPING UP-
    A - Weak Downward Thrust..   C - Side Kick (weak)
    B - Medium Thrust...   D - Side Kick (med.)
    AB - Upward Slash (2 Hits)..   CD - Lunging Side Kick
  -JUMPING AT ANGLE-... -JUMPING AT ANGLE-
    A - Weak Downward Thrust..   C - Downward Kick (weak)
    B - Medium Downward Thrust..   D - Downward Kick (med.)
    AB - Strong Downward Thrust..   CD - Lunging Side Kick
 
 -UNARMED SLASHES-
  -STANDING FAR-
    A - Hair Throw
    B - Short Hand Thrust
    AB - Double Hand Thrust (2 Hits)
  -STANDING CLOSE-
    A - Short Hand Thrust (weak)
    B - Short Hand Thrust (med.)
    AB - Short Hand Thrust (strong)
  -CROUCHING FAR AND CLOSE-
    A - Short Hand Thrust (weak)
    B - Short Hand Thrust (med.)
    AB - Short Hand Thrust (strong) .
  -JUMPING UP OR AT ANGLE-
    A - Short Hand Thrust (weak)
    B - Short Hand Thrust (med.)
    AB - Short Hand Thrust (strong)
 
----------------------------------------------------------------------------
 
CONTINUED IN PART 2
 
Damone (damone@ios.com)
