Well, reviews to address before anything else.

Bushinguy - What's gonna happen to Rolento? I don't know yet, but war is bad! I'm conflicted by thoughts. Meh, I don't want anyone to feel offended by the Israel and Jewish stuff. It's mostly just me trying to bring a new fighting style to the table. As for Zeku, I'm not very sure. He's been gone for a while, after all. Maki was actually a great idea! It was just the trash mouthing, sass talking, yet still a good guy character that I needed to move things along!

Anyways, do you people believe in move sets? I do! It helps to keep characters from being a Mary Sue. As such, I'll put up some more moves hat we've seen in action. Why do I do this? It's fun, plus it might just be helpful, trust me! This includes characters that aren't my ideas, but we have no damn clue what their moves even are, so they're here anyway.

Sutma - She mostly uses her spear for punch attacks, so she doesn't have the same fast, double handed standing fierce punch. Some of her kicks are different too, mostly with larger range by way of spear. Spear based punches are rather slow to strike, but have nice priority and range, with fairly useable power.

Cannon Spear - Its done the same way you do a cannon spike… Juni's that is. Yay! A charge character! There's only the difference that when the kick hits, press the punch button to do a spear poke for a two-hit combo. Only if the kick hits will she spear poke. I think the way this move works in reality is simple enough, no? It's a cannon spike attack, with a bit extra. So that's charge down, the up, with kick, then punch button for extra attack. The punch strength used makes no difference at all!

Spin Rager - Well now, lookie here! It's a 360 degree directional spin move that ends in a punch… but guess what, it doesn't GRAB! That's not a problem, because it doesn't need to. What happens is that Sutma spins her spear in front of her like a baton so fast that it forms a blur. This will strike a foe right in front of her for a decent amount of damage. The punch button used determines the duration and amount of hits. Jab is four strikes, strong punch is five, and fierce is seven. The individual strikes aren't all that powerful. however. How this works is that Sutma twirls the spear in front of her, relying on the bludgeoning power, rather than the pierce in this case.

Forwards Reaping Grapple - And Mortal Kombat's Scorpion called me about this one. He told me to not steal his move. Uh, I guess it's not as great as his, cuz it's a charge back move to begin with. Then press forward and a punch, and the spear will go thrown a short distance ahead. It will return, but you're stuck until it does. The enemy can be caught on the spear's return. When they're caught, they get pulled to you and get struck by a fierce kick. If it misses or is blocked… well, if it does, you WILL get hit with a Super Combo! Note that this is not a projectile. It cannot be reflected, absorbed, or nullified by fireballs. It will go through energy projectiles, as a matter of fact. Not that that will do you any good when you get hit by the fireball first.

Upwards Reaping Grapple - A bit faster than the lower one, instead of forward, you press up-forward when you're done charging backwards. It's at about a 40 degree upwards angle that is meant to stop an incoming jump-in attacks. It is best you use this and the Forward Grapple to trick your enemies so they don't know what your next move is if they see you charging back. If the enemy isn't in the air though… well, you'll get supered. No, Sagat and T. Hawk also must be in the air to be struck, even if they are twice this doll's size.

Super Combos

Piercing Psycho - It's not a charge back. Instead its two forward quarter circles and a punch button It's a projectile version of the psycho crusher. In fact, Sutma doesn't even dive in on this one, only the spear javelins towards the foe, covered in Psycho energy. The spear then returns to Sutma. Like most fireball supers, it cannot be reflected unless Rose uses a Aural Soul Spark, and also like most fireball supers, its power isn't as great as no fireballs. The version used determines how many hits. Level 1 is four hits, level 2 is seven, and level 3 is nine hits. The spear travels fast, but it lacks area coverage. So if you're in the air, you're likely safe as is.

Wartorn Revenge - This super uses 3 levels of bar, and it is extremely strong. However, good luck pulling it off. Ok, let me explain how to perform this move. First, hold down for two seconds, then press up, and start holding back for two seconds in the air. Then as you land, press down, down-back, back, down-back, down, down-forward, and hold down-forward for 2 seconds, then press back and any punch button. Did you get all that? Good, because if you do ANY attacking during this setup, you've just borked it up! If your enemy lets you screw around like this, then let him hold the white flag. This move is on par with Alpha 3 Final Bison Psycho Crusher. If you get hit when trying to set up, you'll need to start again. If you block, you have to start over. See the point. In the story, this move isn't that strong, but that's because I forgot my joystick. Anyways, what happens? Well, Sutma jumps up and unleashed a shout of rage. Then dives at the foe with blinding speed, striking with the spear 25 times and is not blockable and almost impossible to dodge, because even if you teleport or do the Vega flip, the move homes in! However! Good luck getting this move pulled off EVER, because a good foe will attack you, and you won't have enough time to pull it of! You need nearly ten seconds of no molestation to get this to work.

Spin Zerker - It's a 720 degree super, it's the super version of the Rager. Aside from doing more damage, Sutma dashes a short distance along the ground. The higher the level, the further the dash. Each strike has a bit more power than usual as well.

Mike Haggar - Mikey here is like a Zangief clone, but with a few twists. He's a bit more agile than Zangief, but he doesn't quite have some of the powerful skills the Red Cyclone has. He doesn't get a good fireball repellent like the Banishing flats, and has less grabs special moves, and completely different super combos

Jumping Lariat - Haggar is, and always has been Superior to Zangief in the spinning clothesline/lariat. With this move, it's like Zangief's with 3 punches, or 3 kicks for a quicker version. What's different… well, it's a hold down, press up, and use al 3 punch or kicks, and Haggar will spring into the air with a Clothesline. It's an excellent anti-air move, but beware if your foe is not in the air, they can get you.

Lunging Lariat - Hold down-back, then press up-forward with 3 punches or 3 kicks. It jumps across the screen doing a lariat. Unfortunately for Haggar, the spinning ends before he touches the ground. It's still an amazingly fast way to cover more than half the screen.

Punk Clobber - Haggar's 360 punch grab. What it does when the foe is grabbed, is basically beat the living hell out of them with a bunch of punches. The strength of the punch determines how quickly it grapples, the weaker the punch, the faster it grabs, but the stronger the punch, the more hits it does. Jab grabs quickly and does 3 strikes, medium punch does 4 and grabs a bit slower, and fierce does 5 strikes but grabs even slower. The face punches that Haggar does aren't too strong, but shouldn't be underestimated.

Mayor's Mayhem - The kick 360 grab. This move has a high priority, but doesn't do quite as much damage as Punk Clobberer. Still, it's not useless, and will be very important to poke or punish blockers. What happens when they're grabbed is that Haggar tries a Spinning Piledriver, but botches it up at the end with a back flipping the enemy over his shoulder. Since the enemy doesn't land on their head between Haggar's wrestler's grasp, they take less damage. Still, this move switches sides with the foe, so it's great if you're in a corner! The kick used determines grabbing speed and the distance you back flip the enemy. I think its obvious that speed means weaker kicks.

Super Combos

Punk Destroyer - This move works similar to Rose's Aural Soul Throw in that while part of the move needs the foe airborne. However, even at level 1, there's still a ground startup where Haggar strikes with both fists in an upwards striking motion and then grabs the foe, doing a grappled Punk Clobber in the air. It is of course, stronger than the Punk Clobber at any point, but it will NEVER compare to the Aural Soul Throw. Yes, Rose still has one of the most pwn super combos even when she's nothing. It's called game balance! Anyway, level 1 does a 1 hit air sender followed by an aerial grab with a 3 head punches and a suplex to bring the foe to the ground. Level 2 does a 1 hit punch to lift the foe, and when it grabs the foe, 3 head punches and a 2hit ground slammer as the foe reaches the ground. Level 3 does a 2 hit punch to lift the foe, followed by 6 hits in the air, and a pile driver to bring them back to the ground. All in all, quite strong, but risky if blocked. It fortunately is NOT a 720 spin. It's actually 2 quarter-circles forward, except that during the second quarter circle, the move's button age is reached before the second forward, so that's quarter circle forward, followed by down, then down-forward and punch button.

Democratic Twister - Whee, another charge version super! This one is down-back (hold), then forward, back, forward, its important that you use down-back and not back. Anyway, when done, Haggar lunges into the air with his hands ready to grab. If he catches the foe, then they are subjected to a multi-hit, souped up version of the Lariat. The power of the punch at the end determines how many times it strikes, and has no effect on travel distance. Level 1 is a 3 hit powered up lariat, 2 is 5 hit, and 3 is 6 hit which ends in by grabbing the enemy and tossing them towards the edge of the screen, (you choose by pressing left or right. If no button is pressed, then it will switch directions with the foe.) This move is basically Haggar's pride in the Lariat. To show that he is better than the Russian rival, he capitalizes on this, whereas Zangief communizes on his moves… heh, just kidding! Only a little political humor there.

Wrestler's Riposte - This is a move that punishes pokers and makes you not want to corner Haggar. It is not very strong at all, and is weaker than T. Hawk's Canyon splitter when it comes to power, but this move is important! When blocking, hold back (or down back), then press down-back, back, down-back (if you started with down back, then replace the next down back with a back instead.) then punch or kick. This super move is unique. Namely, there is only a level 1 version, and no higher. What happens is that Haggar will grab his foe with insanely high priority with many frames of invincibility, and then strike twice before slamming them to the ground, trading places with his foe. This is why you DON'T corner a wrestling governmental American, ya dig?

Januara - Januara is the game's Blanka (since I don't know if I can fit the green monkey in here at all, but I'll try), in that it is she that will cause the electrical surges that let us see skeletal structures. She has similar punches and kicks to any unarmed doll, but her special moves are far different. She doesn't even get the cannon spike or a variation!

Serpiente Eléctrica - Translated from Spanish to Electric Serpent. This move utilizes the microphone charged with psycho energy to manipulate charged particles in the air around to make friction and electricity. When done, a long bolt of lightning is released. Unfortunately, it doesn't go at the speed of light. The light itself is fast, and can brighten an area instantly, but the charged electricity is like a sloth. To use, its down, forward, down forward, forward and punch. The energy serpent released does ok damage, but is very slow. It feels like a small jolt of electricity when struck, but it burns slightly as well. Punch power can slightly seed up this move. Fortunately, the move has little recovery time, which is good for its slow speed.

Trueno del Gamberro - Translated from Spanish, it means Thundering Hooligan. Another Hooligan roller. It's performed the same as any other doll's, but is unleashed with a kick, and there is no combination aspect. Instead, the Spanish doll becomes charged with electricity as she rolls in the air. If the foe is struck, then it gets electrocuted, and can be struck up to twice more by that roll. It is hardly as powerful as Juni's dreaded Hooligan, but it has a far greater range. The difference in performance is that you don't need to use up-forward in the move, which, believe me, makes the move much easier to perform. Just remember to use kick button.

Octave Thunderclap - To a short distance in front of her, Januara makes a loud clapping noise that is amplified by the microphone. This noise is more of a stun than a damager. In fact, it does NO damage. It can't be blocked though. The enemy is stunned, leaving them open to an attack for about 1 second. However, to pull this move off, you must hold back for 2 seconds, then press down, down-forward, forward and punch. This move also causes projectiles to burst. If an enemy hits this burst (which looks like that burst you see when using Soul Reflect and absorb a projectile), they take a third of the projectile's original power, and as always, cant stop super fireballs.

Super Combos

Lightning Gigante - The doll surges with thunder that covers about two and a half character's length of screen. This move strikes multiple times with a bolts lightning in that small area, but it can be easily blocked or air blocked, and waited out from a distance. To perform, hold down, then press back, down forward, and up forward with punch button. The power and comboing is determined by the level. Level 1 strikes 5 times, level 2 strikes 9, and level 3 strikes 12 times. Its power isn't too great, but the enemy gets enough time to block if cornered and even at point blank range they have enough time to block. Does decent block damage though.

Thunderbolt de la Negra - It means The Black Thunderbolt, and of course, in Spanish, since this is a female, it gets the la and the a at the end of the word for Black. Januara grabs the enemy and charges with dark psycho charged energy mixed with lightning. This is a super grab, so that's 2 360 degree directional rotations to get it, and the punch button. This move does nice damage, but as a double 360, it's not very easy to pull off, and needs melee range to grab. The move does 4 strikes at all 3 levels, but the level of the super used determines reach, and the damage dealt.

Datta - Muay Thai and Yoga? Are you thinking cheap? Whoah, give the kid a decade or two before you pit him storyline wise against Akuma. He's so far the only character in this story who is under the American Drinking Age of 21, which I think I'm going to rectify shortly, I hope. His limbs aren't as stretchy as his pa's, and his Muay Thai is poor too, but by having a bit of columns A and B, he's not a joke character, but he is still tough to master.

Tiger Shot - Datta uses the Tiger Shot, ok, so it's not much a projectile. Instead, the projectile is akin to Dan's, in that it doesn't leave his hands very much. However, we're dealing with a stretchy here, so said hands travel quite a bit first. There is only one height of this, because Datta isn't as tall as Sagat to warrant two heights. The shot can be reflected while still being stretched with the hands, and if reflected, Datta gets hurt instantly because his stretched limbs have meh for priority. It is performed like Sagat does the Tiger Shot, using the punch button, and travels at middle level height. The punch button improves distances of both the boy's limb stretch, and the shot distance. That improves the monster delay this move has by a bit with stronger punches. You can combo with this however by striking with his fists and the projectile together.

Tiger Knee - Datta leaps and performs the Tiger Knee with a great stretch of his leg. The direction stretched is upwards, however, so its more of a Dragon Punch style Antiair move than a surprise air kick.

Yoga Snatch - Hold back then press forward with punch and Datta will lunge for the foe with his hand. When grabbed, the foe will be pulled to Datta and get struck with a head butt attack. Simple really, just be careful due to distance closing this may cause. Datta is better at long ranged assault, not point blank.

Super Combos

Yoga Squish - Hold back, then use forward, down-back, forward, and punch. Datta stretches his arm very far to grab his foe. If the foe is airborne, it will miss, and there's plenty of time to jump out of the way. If it hits, then the arm will pull its target in, only to meet the boy's other arm in a punch, at which point the grabbing arm stretches out again, and then it repeats. The level of the move determines how many times this happens. Level 1 is 2 times, level 2 is 4 times, and level 3 is 5 times plus a slam to the ground at the end.

Tiger Raid - Done far differently than Sagat's, but performed just the same on the buttons. Instead of lunging all at once, Datta leaps and only his foot lunges forward. From there, the rest of his body follows, then strikes with many kicks. For Datta, only a level 3 version of the move exists. It's strong, but its also a bit clumsy. If the leg is blocked or doesn't hit the target, Datta will land and end the move. At the very least, Datta's Tiger Raid is not easy to counterattack.

Olanjut - He's different than Sutma when it comes to spears. His spears, on the console and arcade versions, are expendable and easily replaced by reaching into the plot hole of subspace and using the simplest of tree branch and sharp rock materials and tying them together. They are made by pressing down and all three punches. It takes about a second to make, but there's a frame of invincibility that lets him make them. These spears have more power than Olanjut's untrained yet strong punches, and can be thrown as a special move. When not using these, Olanjut is not too fast, but has endurance in spite of his thinness and lots of strength. He does however have clumsy moves strike oddly. An example would be his crouching Roundhouse, it's actually a forward springing double legged kick to the chest (groin if you're extra tall or long legged by way of sprite size, but with no difference otherwise), and it does NOT knock the enemy over. In fact, none of Olanjut's crouching kicks or punches have instant knock back. Instead, it's his standing medium kick that strikes low. In fact, that said roundhouse can be blocked high and low. His crouching medium punch is actually a top down. In spite of all these games of confusion, Olanjut lacks air capabilities with a rather slow and distance lacking jump. Even his ability to wall jump like Vega, Rolento or Guy isn't an advantage in this regard. In fact, his wall jump gives him little very little in jumping advantage over the likes of taller guys who jump low. Olanjut jumps very low, and I wall jump gives him your average normal character's jumping height. Is that balanced? You decide! He may sound feral like Blanka, but he's not, he's WAY more a savage beast. A few moves cannot be done when you have the spear in hand. Supers that are like that though simply cause it to be sheathed. Olanjut does not get hisw sling back. Oh well, too many projectiles is bad anyway. Olanjut also has a hard time with making huge combos.

Spear Toss - A special attack that needs the spear. When used, from anywhere, crouched, grounded, in the air (as short as that may be), Olanjut throws his spear. It cannot be punched away like Roleno's stinger knife. It doesn't trade hits with fireballs and will go through them. It will obey the laws o gravity and aerodynamics however and will die out fast enough. Still, its his only ranged strike. Rose of course, cannot reflect this, much to the Enthralled African's dismay! To perform, a backwards quarter circle and the punch button are all it takes. The spear can be angled for its flight, and depending on where it hit's the enemy, it can even be a top down, or a must be blocked low only depending on where the enemy is at the time. The upwards version is probably his best anti-air move, sadly.

Fury Knuckle - Barehanded only. Olanjut runs at his foe with his fist pulsing with energy. It's like Balrog's dashing punch, but not as speedy along the ground, or distance traveling. Instead, its fast to strike and, unlike Balrog's, can trade hits with crouching roundhouses. Olanjut's roundhouse of course breaks rules, so… Anyways, this punch strikes at medium height and cannot be crouched under. It can even combo into other attacks. It is performed the same way Balrog's is, as a charge move with punch.

Green Hells of Africa - Can be done barehand or with spear, makes no difference! Olanjut strikes with powerful, spiraling kick about a few inches off the ground. Why the funky name? Because it HURTS, and feels worse than hell! It's a hold back that ends with up-forward and kick. Hits 3 times, and travels further with stronger kicks pressed.

Strangle Rollout - A 360 grab with the punch. Grabs the enemy and takes them to the ground with a rolling, similar to how Ken's roundhouse throw works. The difference is that the roll lasts a bit, and bounces to the air a few times, causing extra hits to make a combo. No spear allowed here.

Elephant Headhunt - Fury Knuckle's spear holding counterpart. Can only be done with spear on hand. This is basically the way in which the one eared man hunts elephants. He jolts with a long range spear thrust. Its slower than the fury knuckle, but it is still easily jumpable.

Super Combos

Lion Breaker - The name is actually less of a fancy kung fu with insert animal name here it's actually more that he used this to break the necks of lions. It's a 720 grab with the kick that causes Olanjut to roar and leap at his foe. If he strikes, he puts them in a headlock and a neck cracking is heard. It's not as deadly, in spite of how fatal it sounds. Balance is important, ya know. Higher levels of super deal more damage. It does no hits of combo.

Afrikhan - Olanjut's greatest burst of Adrenal Fury. A level 3 super only. When done, he shouts, audibly understandable, believe it or not, the word Afrikhan, and he dashes along he ground. The move is similar to Gen's ground striking dash super, but instead, when you strike the target, you get to decide the hits that happen with punches and kicks. It is quick, decently strong, and is probably he best way you'll EVER score a 7+ hit combo as this guy.

Noembelu - Noembelu enjoys reach with axes on a string, and strong slash attacks as well. Her kicks are not much like other dolls though, but that doesn't exactly make her worse or better. She can make decent combos, but she's slower than the other dolls a little bit in mobility.

Rising Tomahawk - This move is dragon punch type of move all the way, meaning a high priority attack that goes upwards and somewhat forward and rules in anti-air purposes. This one has quite the priority as well. When Noembelu is done leaping with the slash from this down, forward, down forward, punch button pressing, she can follow up with downwards slash. The problem is that when she's in the air, she's rather suspended there for a split second or so, far longer than other DP style moves. If you miss the enemy, they can strike back easily. To do the landing strike, press all three punch buttons, but be warned that it'll take a bit before it gets pulled off.

Axe Flurry - Rapidly press the punch button for a Honda/Gen/Chun-Li/Blanka style rapid attack that doesn't move. Using the strings at the axe-handles, she launches them a short distance, constantly, and they retract… obviously this took practice, and lots of it. It's strong, but it doesn't quite combo as nicely as the others, and it can be hit from rather above it unlike Blanka's. Still, can be powerful nonetheless.

Lumber Jolt - A semicircle backwards plus the kick button lets spring forward with axes ahead and twirling for a combo similar to the patriot circle. Only difference is that the damage is useful, and it goes only up to 3 on the combo meter at best. Still, its fast and gets in your enemy's face.

Wood Crest - Energy ball move, Warning! Warning! Eh, not too great other than just being some distance power. What happens is that both axe blades swish against each other ad a small crescent empowered by the spirits of the earth and nature travels like a wild cutter, glowing a light green. Not much else to it. It's natural, man.

Super Combos

Lumber Jumble - Super version of Lumber Jolt. Strikes multiple times with a high priority version of the Lumber Jolt that does the move more times, and with four hits in each time. Level 1 does 2 times, level 2 does 3, level for does 4 times. A 16 hit combo at level three! Each individual hit is not too mighty, however.

Elemental Harness - Noembelu turns into a spiritual bird that charges at the enemy. This is a charge backwards attack, that is level 3 only. The bird can randomly be made of any element… all 109 of… whoops, I mean all 4 of them. Regardless of the element, the bird does the same damage. This attack can be blocked to receive zero damage, due to its great size and, unavoidability. If you can catch the enemy whuile they're busy, they'll be hurt bigtime, but if blocked wall jumped over (except for Olanjut's) Vega flipped, or teleported out of the way of, you lose 3 levels. I think T. Hawk would enjoy a move like this.

April - She's the doll of life, and she tries to live well. Can you find an enemy stupid enough to let you use your bandaging recovery move? She has a more defensive aspect to her play style than the other dolls.

Living Photon - We all know what it is if you read the last chapter… you didn't skip lines, did you? If you did, then shame, shame on YOU! To perform the move, hold down, then press down forward, forward punch. When it strikes something, this slow projectile bursts as a defense mechanism, and can therefore combo up to 3 hits on a target if they hit it at an unfavorable angle. It's susceptible to reflect and absorption, just like all fireball and energy projectile moves.

Bind Wounds - Well, here's a move to make you drool! Healing! Haha! Good luck finding an enemy to let you rejuvenate. To do this move, you start out holding down for 3 seconds, then do a 1440 degree rotation of the controller (that's 4 full circles!), and stop when you reach down back, which you hold for 3 more seconds. Then press down forward and press punch repeatedly, if you attack, get attacked, or block in this time, you lose your flow of the move. When you pull it off, you heal about 35 lifebar, the more rapid you press punch, the more you get, and it happens instantly upon completing the move. You can use this and it will count as a perfect! Good luck, you'll need lots of it like with Sutma's destruction move.

Bronze Surge - A quarter circle backwards, and then back to downwards (in other wards, down down back, back, down back, down) and then kick. Aprile takes on a bright bronze, glow, and jolts at her foe rapidly kicking with each foot as though it were a bicycle kick. Its up to 5 times with roundhouse kick.

Super Combos

Golden Surge - Its done similarly to the Bronze Surge, but this one requires a second back and forth backwards semicircle. When done, it glows a very illuminating golden color, and strikes with power instead of hits. In fact, it does the same number of hits as its Bronze counterpart, with stupidly high power and priority.

Reverse Shaft Breaker - Eh, so April was a victim of Bison the Unoriginal Bastard Productions™. It's that in place spiral attack that punishes jump ins. Whatever!

Shield Revenger - Another blocking countermove super. This one has 3 levels of charge though for more punishment. It's also insanely difficult to do. You hold forward for 2 seconds, then press back, forward, back. Yes, HOLD FORWARD on the directional! Then if you're blocking (difficult if moving forward, aint it?) if you pull this off, you have yourself a jolting reverse attack super, and it's better than any alpha counter. Don't rely too much on it, as its damage isn't as great as the Surge of Breaker. It's a one hit jolt that trades sides with the enemy, at all levels.

Benny - Benny is kind of a joke character as we saw him get owned by Dhalsim and Balrog, or is he? He has his supers, and special moves. We know most of his special moves already, lets see if there's any more, hmm? Benny's normal punches and kicks have a very untamed and uncoordinated motion to them, but for balance, they are functional in game. In the story, he gets jobbed nonstop!

Ice Pad - A backwards semicircle and the punch button makes this. It is a frosty shield that forms in front of Benny. When struck, the enemy will receive 40 of the damage they would have dealt. Note that projectiles just break both the shield and themselves, a.k.a. 'cancel out', in story, energy kinda just explodes or something, so says physics! This move only affects regular punches and kicks, not special moves or supers of any kind.

Super Combos

Cold Man Winter - A super body strike that turns Benny into a torpedoing Ice man with his frost manipulating hands ahead of him. Hold back, then press forward, back, forward with punch to activate. All levels do up to 4 hits before making the enemy trip off his feet, but the distance traveled and power of the attack varies a bit.

Frozen Shards - Using 3 towards quarter circles, this super is made This super creates a beam of ice that enwraps its foe and strikes with frozen shards. Jab has 5 shards, strong punch has 7, and fierce has 10. Is large, but can be blocked to good effect and nullification of any further problems.

Absolute Zero - Hold back for two seconds, then do a 360 degree controller rotation. If you grab your foe, you do a 13 hit, powerful combo, and leave them frozen. You can attack to break em out, but if they mash the buttons, they may escape the icicle state sooner. This is a level 3 super with no lower level variations.

Anyways, I'm still working on Zivah, Decapre and then some. Well, short chapter due to this roster. Eh, sorry!

Chapter 9 - Step, Steep, Steppe, Stop

Mongolia

As a lone boy sat alone atop a camel's back, he stared to the cloudy, wondering what his future would bring. The rain did not bother him the slightest, nor did the smell of wet camel fur. The loss of his psychic uncle did bother him however. Uncle was a stretch, it was more like a great-uncle, as in grandpa's brother. The old man Chad however, was important to the seventeen year old Kushik. He had trained the boy to understand his psychic abilities, and was as wise as any old man could be. It was a shame when he was found to be dead a week ago.

With a small fuzz of a growing mustache of black hair, it seemed as though puberty might have reached him a tad late, physically that is. Under Chad's teachings, the Mongolian boy had to mature very quickly in order to control his psychic powers. It was a story about a woman named Rose that was used in this favor. A girl from Italy with a psychic powers of sorts that started out troubled by her powers. In fact, it was to the point that she was captured by some guy named Bison, and was made obedient to his control. It was funny. Uncle Chad always seemed to think so fondly of that Rose woman, and rarely said her name in a disgust or harshness. He wondered just what this Rose was to Chad. It was strange to see him sound as though he was daydreaming and lost in fantasy. Chad was an octogenarian, it wasn't healthy for him to be into girls so young, was it?

Regardless, that did not matter. What mattered now was that Chad was gone, and Kushik had a power he still did not understand. Yet, under the ideas of his uncle, he took up self defense as well to aid his psychic powers. The body and mind need harmony, as he was taught, and Kushik was not one to disgrace his elders. It would be the style of his country's pride, Mongolian Grappling. It was a style that proved historically to be powerful. It was at the root of military training at the times of Genghis Khan, and the Mongolian Empire. More than just skilled in cavalry hit and run raiding, the Mongols trained in this grappling style of fighting as well. Kung Fu, as well as other fighting styles can be traced back to have Mongolian Grappling in their techniques.

The premise of Mongolian Grappling is simple, strike and throw your enemy at the same time. It would go nicely with his psychic powers… or so he thought. It became clear that psychic powers were at an impasse when it came to fighting. There was no way to predict his foe's next move by way of mind unless they weren't very good. Chad told him that most warriors usually have some form of mental clearness that goes so deep that fighting goes beyond thought, and becomes a simple instinct. As such, he never tried to use his mind to read his foe's next move ever again.

As the light rain slowly soaked him and the camel he rode, which did not like being in the rain, he continued to think, until the camel made a loud grunt in the way camels are known to grunt. "Sorry Graja," he sighed to the camel as he stroked a hand along its tan and furry neck, "Let's go home." he stated as he revved the stable. The boy would need some time to think, and figure why uncle said his psychic powers would be so vital.

Location Unknown

The bodiless voice of Bison laughed. "Ah, Cody, I almost forgot to mention that we had some… complications with your friend."

Cody snarled as he stood in the lab. "What'd you do to him?"

"Cody!" Guy, standing an inch tall at most, shouted, "Get out of here while you can! You can let me die…" his voice trailed.

"No." Cody said sternly. "I don't want to lose the only friend I have left." his voice was solemn and low. "If working for Bison gets you safe, then I'll do what I have to."

"If Guy attacks me when he is brought back to his normal self," Bison warned, "Then I will defend myself in favor of your stupid deal, and I will kill him for sure this time!"

Cody gritted his teeth. "I… I accept." he sighed.

Senoh grinned as he eyed the man who towered him. "You might just like it here! There's plenty of fights to keep you from worrying about good and evil, so be a good brainwashed loser, and you've got yourself some fights, got it?"

Cody glared at the man, he could easily sit on the small scientist, and squash him into a bloody pulp of a pancake with his bones crushed so bad they'd break into dust. He wouldn't dare though. "Don't think about it Cody! Otherwise you'll find out that hamsters can die in a similar manner!" Bison threatened.

"Gerb…" Guy began but stopped his outburst. Was this what Zeku meant when he said he'd need to risk his life for anything? He had told Rose that sacrificial ends were not the way, yet here he was ready to die to keep his friend from bolstering the ranks of Shadaloo.

Flashback

"Calm yourself, Guy." said a man, "You seem troubled…"

"I'm sorry Master Zeku." replied Guy, looking like a human, and not a gerbil. "I am just thinking…" he stated with a stern look on his face. "I am confused. When is a battle suicide compared to being worth dying for? You say that a Bushin warrior must be ready to fight evil to the death. What if the battle cannot be won? It would be a sacrifice if I do not hurt my foe at all."

Zeku was silent for a few seconds as he considered the question himself. "That… is something that you must figure out for yourself." replied the Bushin teacher. Zeku was the current Bushin master, number 38 at that, and Guy was one of his most promising students. Guy would not be ready to be a master of his art for a few more years still at this point in the past. "Part of understanding right from wrong is to figure them out for yourself. It takes more than just good battle technique to master the Bushinryu. One must be willing to defend against evil that threatens the balance of life."

"I don't understand master." Guy admitted, "What difference is thee between evil and balanxce disruption?"

Zeku's gaze was serious as the wind of the outdoors blew against his long hair "That too, is not something that can be taught." as he eyed Guy's gloom, he spoke again, "Do not despair, Guy. I believe you have what it takes to understand the Bushin secrets. You must remember though, that new secrets are discovered all the time. The Bushin way… as you know, evolves ad adapts a bit."

Zeku sighed, as his eyes turned to the partly clouded sky above, "That is not to say that the Bushin will give up the fight to defend the balance. That will never change! It does not mean that a Bushin must be lax in his training. Only through understanding in the mind, and the strength and spirit in the body can a Bushin Ninja unleash justice in every strike he makes."

"I… I understand a bit better." Guy nodded. "Thank you, master."

Zeku nodded to his student, "You have come far, Guy. Your determination is impressive. Should you be predecessor to my title, I would not be surprised, and would not doubt you'd use your title far better than I ever could."

"I doubt…" Guy began, filled with, well, doubt, obviously.

"I would not doubt if I were you." Zeku interrupted, "There is no way to predict the future after all. Psychic powers is nothing but a hoax. Even Bushin prophecy should not be taken as fact above all, for if there is one thing you should be wary of, it is someone who thinks they know the future."

End Flashback

Guy tensed his rodent body as he remembered those words. Had Zeku known what he was saying about the future? Guy had not even performed goodness with his powers for more than two years before falling against Bison himself, who at the time was using Rose's body like a parasite. 'I wonder where Zeku is now…' his eyes clenched shut, as he trembled in gerbilized rage.

"He's dead, Guy!" Bison laughed, "You didn't think that your were the only one in your martial arts style who was meant to pursue me? That fool tried to as well… he paid for it with his life! It looks as though there is no master left for Bushinryu Nippo." Bison's voice faked sadness, "Poor little hamster."

"Gerbil!" Guy corrected on instinct, before slumping back into despair. 'It's hopeless!' he came to realize, 'I am and never was not worthy of being Bushin master…'

Siberia

Zangief shook his head as he eyed the black masked opponent who tried to attack him in the cold harsh climate he wandered nearly naked. "Little girl!" he stated, "I don't like little girls who want to get hurt." he stated.

The masked foe said nothing, as she leapt at the man again, first stepping foothold on a tree and leaping off without the laws of physics to tell her no. She lunged with her two claws ahead of her, but her attack was no match for the Red Cyclone.

"You must be a student of Vega, ya?" the Russian man asked, as he caught her in his powerful grip. "Let's be seeing what's under your mask!"

"Vega?" the girl stated in a rather harsh tone. "NO! I'm better than that loser! I'll be proving it by killing his enemy first!" she snarled as she struggled against Zangief's might.

"Hate him? Then why are you going after me?" the Russian man wondered, setting her to the ground. "You should not be hunting me. You are a Russian too!" he stated, "You would do bad for your mother country?"

Decapre paused at this thought. She hated needing to think things over and reprioritize her mission. "I… Oh, God damn you!" she hissed in a heavy Russian accent, as she swiftly leapt for a tree. This time, as the Red Cyclone stood ready to attack, she did not head towards him. She was jumping from tree to tree, retreating or so it seemed.

"What was being the point of that attack?" Zangief shrugged, as he turned back to the hunt for worthy foes in mother nature's finest beasts.

Author's notes: Woo boy! Look at the character roster… I think I really had better myself. I lost count of how many people there are. Ah, and a new character too now. Yes, I said I'd have more sub-drinking age characters, and I meant it! Anyway, review, people. I'm making quite an epic here… maybe I should have set it at an earlier time, like 1996, that way I wouldn't be interrupting any Street Fighter 3 storyline. Bah!

Anyways, its bio time!

Name: Kushik

Birthday: 1980

Height: 6'1"

Weight: 137 lbs.

Blood type: O

Birthplace: Mongolia

Special Skill: Camel and Horse Riding

Likes: His Country's History, Hiking

Dislikes: Uncertainty, Birds

Fighting Style: Mongolian Grappling

Kushik's family does herding for a living. They have lots of horses and camels especially.

Kushik's idolizes Genghis Khan, Tamerlane, and Attila the Hun, and other war leaders that came from the Asian steppes he lives upon.

Birds scare him when flying close to his head. WUSS!

He has psychic powers like his uncle Chad. Chad isn't his brother's brother. He's actually his brother's uncle, but he found the boy and decided to try and help him understand his strong mind manipulative powers. Chad died recently, but you probably knew that since the intro… that is, if you've all been reading, hmm?

As a fan of old Mongolian Military Tactics, he has taken up practice with archery, especially on horseback. His eye coordination is decent.

Kushik cannot predict the future! Are you shocked? He's a psychic, but he has no access to future sight. He can read minds quite easily though. It doesn't help him in fights, as fighters fight by instinct, not by thinking of their beating the crap out of their enemy, they just do it! He cannot use his mental powers to create energy blasts either. He can do very basic mind control however, but that'd take many more years to even get remotely down pat with efficiency.

What are Kushik's moves like? Uh, you'll have to find out. So will I. As I read up more on Krav Maga and Mongolian Grappling, I'll let you folks know. I just hope that Kushik doesn't sound like a Mary Sue. I better go run the SF Sue test. See ya next chapter, folks! Man, wasn't this fast?