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Shouryuu Dan
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Andy's rather unorthodox dragon punch type move.
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Hishou Ken
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A small burst of energy flicked out at his foe.
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Deathbound
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Lucky calls a basketball from offscreen, bouncing it off the ground at an angle.
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Atomic Drop
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Lift the opponent and drop them rear-first onto the knee.
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Brian Hammer
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Two-handed overhand blow, begins a series of chain attacks.
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Big Bang Tackle
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Three hyper tackles in a row, back and forth. Reminiscent of Buffaloman's Hurrican Mixer finisher, from Kinnikuman.
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American Super Nova
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Brian leaps to catch an airborne opponent, subjecting them to a series of holds and bombs.
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Nage-panashi German
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A partial german suplex in which the opponent is released and thrown backwards. Clark lies on the ground leisurely for a moment, afterwards.
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Death Lake Drive
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Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.
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Frankensteiner
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Command throw with an extremely long whiff animation, owing to the elaborate nature of the frankensteiner. If not followed up with Flash Elbow, Clark will spread his arms and exclaim "HEY."
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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Super Argentine Backbreaker
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Clark tosses the opponent into the air to land on his waiting shoulders. Starting in 1996, could be followed up with an elbow drop.
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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Napalm Stretch
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Clark leaps up at a high angle in a cool pose. He locks up with the opponent and spins to the ground, slamming them. This move is in reference to Kinnikuman Soldier's technique of the same name.
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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Rolling Cradler
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Clark dashes forward with a grab attempt, then rolls backwards across the ground with his opponent in tow. Relegated to a Mount Tackle followup after the invention of that move.
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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Ultra Argentine Backbreaker
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Three successive Super Argentine Backbreakers are performed with different finishers over the years.
94-95: After the third drop, Clark ends with a shoulder buster.
96-98: Normally ends with a Death Valley Bomb. SDM version ends with "Clark Spark," Clark's take on Kinnikuman's Muscle Spark finisher.
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Running Three
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Clark poses with his arms in a V-shape, shouts "RUNNING THREEAGHH" and dashes forward. He lifts his opponent on his shoulders and performs a running powerbomb. In the SDM version, they are subjected to a series of three bombs.
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Dancing Beat
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D!'s @term=dbtn@ throw from 1994, now a command throw with no whiff animation.
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Shadow
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D! throws a few punches and poses. This enhances his next special move, often adding extra hits.
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Ducking Combination
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A quick dash forward into attack. Followup @term=qcb@+@term=abtn@ is an overhead, @term=qcb@+@term=cbtn@ is a low.
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R. S. D.
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Advancing punch with whirlwind effect.
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D. Magnum
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A single big punch, hold button to delay.
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Lead Belcher
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Heidern slams his enemy to the ground then stabs them with his hand.
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Backstabbing
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A quick low slide behind the opponent and a sharp jab at their back.
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Shooter Narnagel
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A forward rolling knee-kick that hits twice (second hit is an overhead).
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Storm Bringer
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A command grab where Heidern drains the very life from the opponent, adding it to his own.
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Neck Rolling
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A high acrobatic leap at the opponent, Heidern grabs their neck and quickly spins causing massive blood loss.
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Killing Bringer
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Heidern strikes a pose and if struck launches the opponent into the air and impales them on his arm, sucking their life.
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Heidern End
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Focusing a blade of energy on his hand, Heidern dashes across the screen to stab his opponent in the gut. They hang suspended for a moment before Heidern exclaims "Go to hell!" and explodes them.
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Final Bringer
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Heidern leaps at the opponent similar to Neck Rolling, but then executes an improved Storm Bringer.
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Tiger Kick
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Joe's signature rising energy knee. More horizontal in original Fatal Fury.
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Lucky Driver
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Lucky dives forward before executing a vaulting spin-kick.
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Dunk Buster
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Lucky jumps and tosses the opponent across the screen.
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Death Shoot
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Lucky makes a jump shot that comes down at distance determined by button.
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Death Dunk
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Lucky jumps to grab a ball, then rebounds it off the ground.
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Deathbound
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Lucky calls a basketball from offscreen, bouncing it off the ground at an angle.
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Lucky Driver
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Lucky dives forward before executing a vaulting spin-kick.
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Power Dunk
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Terry jumps up and dunks his fist down.
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Brian Hammer
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Two-handed overhand blow, begins a series of chain attacks.
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Power Wave
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Terry punches the ground, sending a wave of energy at his foe.
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Power Geyser
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Terry punches the ground generating a massive explosion of energy.
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Big Bang Tackle
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Three hyper tackles in a row, back and forth. Reminiscent of Buffaloman's Hurrican Mixer finisher, from Kinnikuman.
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American Super Nova
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Brian leaps to catch an airborne opponent, subjecting them to a series of holds and bombs.
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Bun Nage
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Lift and unceremoniously toss backwards.
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Bomb Bopper
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Yamazaki grabs his foe and gives them an exploding headbutt.
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Sand Scattering
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A big kick spraying sand forward. Can be cancelled into Serpent Slash.
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Sadomaso
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Ryuji taunts his opponent, if struck mid or high he counters with an energy fist.
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Serpent Slash
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Dangles arm while button is held, then slashes out in a given direction. In some games, holding for an extended period of time causes Yama to slash three times rapidly. @term=dbtn@ cancels.
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Double Return
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Ryuji swipes his arm upward. Hits opponents at close range. Generally the weaker version absorbs projectiles while the stronger version returns a bloody projectile.
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Drill
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A command throw followed by a period where the player can mash. The amount of mashing determine's Yamazaki's action and amount of damage. In many games, continuing to mash after the fact makes Yamazaki laugh hysterically.
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Guillotine
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A leaping uppercut followed by a downward strike. A successful Yamazaki drags his opponent across the floor before kicking them away.
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