Berabow Man, or Bravoman, is a side-scrolling action game by Namco:
http://www.videogameden.com/hucard.htm?bra

This is the fighting game version of Berabow Man from NAMCO SUPER HEROES made by hiro: 
http://homepage2.nifty.com/~hiroyuki/products/NSH/NSH.html

In hiro's source game the Street Fighter Alpha style has been used.
As a result, I try to make my Custom Berabow Man in the Street Fighter Alpha style too.
I have found N64Mario's Hyper Street Fighter Alph (HSFA) MUGEN template so I decide to use that for my Custom Berabow Man, hence here is my Custom HSFA Berabow Man.

From the included "N64Mario Readme.txt", N64Mario has made the HSFA -ism Select feature:
- X-ism, A-ism, V-ism, or EX-ism
- Shadaloo-ism (Red: MvsC, Green: Darkstalkers, Blue: SFIII)
* please read "N64Mario Readme.txt" to learn how to select different -ism's and modes

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* One note:  please use "Custom_HSFA_Berabow_Man_disable_p2_dizzy_and_guard_break.def" if you want to disable dizzy state and guard break feature for Player2/opponent. *
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The Custom HSFA Berabow Man move list for each -ism and mode is as follows.

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Button Layout (MUGEN type control):
x = light punch
y = heavy punch
z = not used
a = light kick (the far version hits low; meaning Player2/opponent has to guard/block low)
b = heavy kick
c = not used
s (start) = taunt

Berabow Man's specific ability:
- quick drop from air: hold D when in air
- crouching crawl: when crouching, hold B or hold F to crawl slowly

Movements (only in certain -ism and mode):
B, B = hop backward
F, F = dash forward or run forward
D, U = super jump
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A) X-ism
* Berabow Man can guard/block only on ground in this -ism.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Reversal
During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity.  With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears.  
Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y.
In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]).  For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120).
- Throws (also in air)
When close to Player2/opponent, hold F or hold B and press x and y buttons to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, y:  High Wave-Action Bullet 
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Super Moves (require and consume 1000/1000 MUGEN Power):
1) D, DF, F, D, DF, F, x:  Low Wave-Action Bullets
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, D, DF, F, y:  High Wave-Action Bullets
- Combo-able
  > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves
    >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves

B) A-ism
* Berabow Man can guard/block in air in this -ism, provided that the Player2/opponent is also in air.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
* Berabow Man can taunt one (1) time per round in this -ism.
- Alpha Counter (require and consume 333/1000 MUGEN Power)
On ground only, when guarding/blocking, hold forward and press either x and a buttons or y and b buttons. 
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Damage Reduction
When hit by Player2/opponent, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b).  If you are successful, Berabow Man will flash blue. 
The damage Berabow Man would have taken is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Forward Ground Recovery Roll
Press a and b buttons when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit forward then get up on his feet. 
Holding forward as he rolls makes him roll farther than usual.
- Backward Ground Recovery Roll
Press x and y buttons when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit backward then get up on his feet. 
Holding backward as he rolls makes him roll farther than usual.
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Reversal
During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity.  With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears.  
Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y.
In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]).  For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120).
- Throws (also in air)
When close to Player2/opponent, hold F or hold B and press x and y buttons to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
   * D, DF, F, s: Fake Low Wave-Action Bullet
2) D, DF, F, y:  High Wave-Action Bullet 
   * D, DB, B, s: Fake High Wave-Action Bullet
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Super Moves (require and consume 333/1000 MUGEN Power):
1) D, DF, F, D, DF, F, x:  Low Wave-Action Bullets
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, D, DF, F, y:  High Wave-Action Bullets
3) D, DB, B, D, DB, B, a or b:  Bravo Spinning Attack
- Combo-able
  > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves
    >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves

C) V-ism
* Berabow Man can guard/block in air in this -ism, provided that the Player2/opponent is also in air.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
* Berabow Man can taunt one (1) time per round in this -ism.
  When Variable Combo is activated, he can do as many taunts as he wants.
- Alpha Counter (require and consume 500/1000 MUGEN Power)
On ground only, when guarding/blocking, hold forward and press either x and a buttons or y and b buttons. 
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Damage Reduction
When hit by Player2/opponent, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b).  If you are successful, Berabow Man will flash blue. 
The damage Berabow Man would have taken is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Forward Ground Recovery Roll
Press a and b buttons when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit forward then get up on his feet. 
Holding forward as he rolls makes him roll farther than usual.
- Backward Ground Recovery Roll
Press x and y buttons when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit backward then get up on his feet. 
Holding backward as he rolls makes him roll farther than usual.
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Reversal
During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity.  With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears.  
Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y.
In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]).  For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120).
- Throws (also in air)
When close to Player2/opponent, hold F or hold B and press x and y buttons to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
   * D, DF, F, s: Fake Low Wave-Action Bullet
2) D, DF, F, y:  High Wave-Action Bullet 
   * D, DB, B, s: Fake High Wave-Action Bullet
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Variable Combo (require 500/1000 MUGEN Power and consume 1000/1000 MUGEN Power):
To activate Variable Combo, do either one of these:
1) press x and a buttons for quick shadows
2) press y and b buttons for moderate shadows
3) press z and c buttons for long shadows
During Variable Combo, all normal and special moves can be linked from and cancelled into combos with each other for a limited period of time. 
- Combo-able (when Variable Combo is not activated)
  > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves
    >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves

D) EX-ism
* Berabow Man can hop backward by tapping B, B
* Berabow Man can run forward by tapping F, F
* Berabow Man can guard/block in air in this -ism, regardless of the state of Player2/opponent.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
* Berabow Man can taunt any time in this -ism.
  When Variable Combo is activated, he can do as many taunts as he wants.
- Alpha Counter (require and consume 333/1000 MUGEN Power)
On ground only, when guarding/blocking, hold forward and press either x and y buttons or a and b buttons. 
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Damage Reduction
When hit by Player2/opponent, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b).  If you are successful, Berabow Man will flash blue. 
The damage Berabow Man would have taken is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Forward Ground Recovery Roll
Press a and b buttons when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit forward then get up on his feet. 
Holding forward as he rolls makes him roll farther than usual.
- Backward Ground Recovery Roll
Press x and y buttons when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit backward then get up on his feet. 
Holding backward as he rolls makes him roll farther than usual.
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Reversal
During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity.  With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears.  
Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y.
In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]).  For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120).
- Throws (also in air)
When close to Player2/opponent, hold F or hold B and press x and y buttons to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
   * D, DF, F, s: Fake Low Wave-Action Bullet
2) D, DF, F, y:  High Wave-Action Bullet 
   * D, DB, B, s: Fake High Wave-Action Bullet 
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Super Moves (require and consume 333/1000 MUGEN Power):
1) D, DF, F, D, DF, F, x:  Low Wave-Action Bullets
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, D, DF, F, y:  High Wave-Action Bullets
3) D, DB, B, D, DB, B, a or b:  Bravo Spinning Attack
4) D, DB, B, D, DB, B, x or y:  Bravo Submarine
   * Berabow Man turns into a submarine for a limited period of time, during which you can press x/y button to launch missiles,
     and press a/b button to drop bombs
- Variable Combo (require 500/1000 MUGEN Power and consume 1000/1000 MUGEN Power):
To activate Variable Combo, do either one of these:
1) press x and a buttons for quick shadows
2) press y and b buttons for moderate shadows
3) press z and c buttons for long shadows
During Variable Combo, all normal and special moves can be linked from and cancelled into combos with each other for a limited period of time. 
- Combo-able (when Variable Combo is not activated)
  > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves
    >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves

E) Shadaloo-ism (Red: MvsC)
* Berabow Man can hop backward by tapping B, B
* Berabow Man can dash forward by tapping F, F
* Berabow Man can super jump by tapping D, U
* Berabow Man's crouching heavy punch in this -ism is a MvsC ground launcher.
* Berabow Man can guard/block in air in this -ism, regardless of the state of Player2/opponent.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
* Berabow Man can taunt any time in this -ism.
- Guard/Block Push
When guarding/blocking, press x and y buttons to push Player2/opponent away.
- Alpha Counter (require and consume 1000/1000 MUGEN Power)
On ground only, when guarding/blocking, hold forward and press either x and a buttons or y and b buttons. 
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Forward Ground Recovery Roll
Use B, DB, D, x or y when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit forward then get up on his feet. 
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Throws (also in air)
When close to Player2/opponent, hold F or hold B and press y button to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, y:  High Wave-Action Bullet 
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Super Moves (require and consume 1000/1000 MUGEN Power):
1) D, DF, F, a and b:  Low Wave-Action Bullets
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, x and y:  High Wave-Action Bullets
3) D, DB, B, a and b:  Bravo Spinning Attack
4) D, DB, B, x and y:  Bravo Submarine
   * Berabow Man turns into a submarine for a limited period of time, during which you can press x/y button to launch missiles,
     and press a/b button to drop bombs
- Combo-able
  > all ground normal moves except crouching heavy kick can be cancelled into special/super moves
    >> MvsC ground chain combos can be used
    >> MvsC air chain combos can be used
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves

F) Shadaloo-ism (Green: Darkstalkers)
* Berabow Man can hop backward by tapping B, B
* Berabow Man can dash forward by tapping F, F
* Berabow Man can guard/block in air in this -ism, provided that the Player2/opponent is also in air.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
* Berabow Man can taunt any time in this -ism.
- Do a Pursuit Attack by tapping up and pressing a/b button when Player2/opponent is knocked down on ground.
  * in this -ism when Player2/opponent stays longer on the ground after being knocked down on ground.
- Guard/Block Push
When guarding/blocking, hold forward and press x and y buttons to push Player2/opponent away.
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Forward Ground Recovery Roll
Hold forward when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit forward then get up on his feet. 
- Backward Ground Recovery Roll
Hold backward when Berabow Man has been knocked down on ground. 
Once he hits the ground, he will roll a bit backward then get up on his feet. 
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Guard Reversal
During Berabow Man's guardstun/blockstun, there exists a very tiny window of opportunity.  With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears.  
Berabow Man's Guard Reversal command is F, D, DF, x or F, D, DF, y.
In the source game, I have yet figured out the correct timing for guardstun/blockstun Reversal, so I just set it to be right about at the start of a get-hit animation time (i.e. Time = 1 during StateNo = [150,152]).
- Throws (also in air)
When close to Player2/opponent, hold F or hold B and press y button to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, y:  High Wave-Action Bullet 
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Super Moves (require and consume 1000/1000 MUGEN Power):
1) D, DF, F, a and b:  Low Wave-Action Bullets
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, x and y:  High Wave-Action Bullets
3) D, DB, B, a and b:  Bravo Spinning Attack
- Combo-able
  > all ground normal moves except crouching heavy kick can be cancelled into special/super moves
    >> Darkstalkers ground chain combos can be used
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves

G) Shadaloo-ism (Blue: SFIII)
* Berabow Man can hop backward by tapping B, B
* Berabow Man can dash forward by tapping F, F
* Berabow Man cannot guard/block in air at all in this -ism.
* Guarding/blocking takes a chunk out of the Guard Meter (invisible). 
  Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken.
* Berabow Man can use specific command z and c buttons to taunt (Personal Action) many times per round in this -ism. 
- Do a Leap Attack by pressing y and b buttons; Player2/opponent must guard/block high.
- Parries
  >> tap forward when the attacks of Player2/opponent almost hit the standing Berabow Man
  >> tap down when the attacks of Player2/opponent almost hit the crouching Berabow Man
  >> tap forward when the attacks of Player2/opponent almost hit the aerial Berabow Man
- Guard Meter Protection
Do the guard/block just immediately before being hit. If you are
successful, Berabow Man will flash blue. The chunk that would have been
taken from Berabow Man's Guard Meter (invisible) is reduced.
- Air Recovery
Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright.
This is just the MUGEN normal Air Recovery behavior.  
I have made one for being put into a custom get-hit state but at the end I discard that.......
- Dizzy and Dizzy recovery
To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. 
After a while, he/she/it will be dizzy.  A dizzied character is seen with stars or birds around his/her/its head and is unable
to respond to controls for a couple of seconds.
If you find Berabow Man dizzied, wiggle your [strike]big toe[/strike] controller or keyboard in
any direction and press any attack button (x/y/a/b) to wake him up.
- Throws (also in air)
When close to Player2/opponent, press x and a buttons to throw
- Special Moves:
1) D, DF, F, x:  Low Wave-Action Bullet 
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, y:  High Wave-Action Bullet 
3) U, UF, F, a:  Aerial Wave-Action Bullet
4) F, D, DF, x or y:  Lightning Strike
5) D, DB, B, x:  Backward Bullet Train
6) D, DB, B, y:  Forward Bullet Train
- Super Moves (require and consume 1000/1000 MUGEN Power):
1) D, DF, F, D, DF, F, x:  Low Wave-Action Bullets
   * this version hits low; meaning Player2/opponent has to guard/block low
2) D, DF, F, D, DF, F, y:  High Wave-Action Bullets
3) D, DB, B, D, DB, B, a or b:  Bravo Spinning Attack
- Combo-able
  > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves
    >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent
    >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
    >> ground special moves Wave-Action Bullet and Lightning Strike can be cancelled into super moves (Super Canceling)

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* One note:  please use "Custom_HSFA_Berabow_Man_disable_p2_dizzy_and_guard_break.def" if you want to disable dizzy state and guard break feature for Player2/opponent. *
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