The Moogle-listic Source Of Information For The Most Strategic Fighter Ever "It's like I'm assisting suicide! Hate not me, hate your weakness!" The King of Fighters 2001 -- Arcade/Neo*Geo FAQ/Movelist By Orochi K kartelkertra caramail com v 4.30 August 4, 2002 © 2001-2002, Orochi K. All rights reserved. This document is Copyright 2001-2002, Orochi K and is protected by US Copyright Law, and the Berne Copyright Convention of 1976. You may not use it for profitable purposes. Any reproduction, partial or integral, of this document without the author's permission is illegal and will be treated as such. Basically, this mumbo-jumbo means you'll be in big trouble if you decide to do anything with this FAQ without my consent. Read the Legal Disclaimer for more details. The King of Fighters 2001 © 2001, Eolith & SNK. Oh yeah, Igniz Brutal God Projected me to view this guide in WordPad. Listen to Igniz! Igniz is cool! Igniz will help us all become gods! =-=-=-=-=-=-=-= INTRODUCTION =-=-=-=-=-=-=-= Before anything else, I'd like to thank Kao Megura for giving me permission to use his 2000 guide as a reference and Vincent Chua (webmaster of KOF Online) for letting me use his own lists where I was still unsure. Kao's guide was really helpful since this is my first full movelist and I had trouble translating certain move names. And thanks, Vincent, for letting me check with your own movelists when I had doubts about the vailidity of my info. Other people who deserve a lot of credits: CJayC for being such an understanding guy (if it wasn't for him, I would have scrapped this FAQ), Professor Henry Moriary for allowing me to take whatever info I could find on his website and the KOF 2001 Official Homepage where I got most of the things found here. A lot of thanks also go out to Jeffrey who runs an online Japanese to English dictionary . This guide would never have been possible without his dictionary for the simple reason that I do not speak Japanese. I know a lot of words but I am not really fluent with the language. -_- Furthermore, most of the information here such as profiles, bios and other stuff has been compiled by myself from the internet as well as other sources such as guides, etc. All of these sources have been fully credited in the "Credits" section as well as other players who stepped up and contributed to this guide in any way. Thanks to all those guys who sent in notes and pointed out my mistakes! =-=-=-=-=-=-=-=-=-= TABLE OF CONTENTS =-=-=-=-=-=-=-=-=-= 1. HOW TO PLAY ·- 1.A FAQ Notations ·- 1.B Basic Commands ·- 1.C Terminology [New Features, Older Features] 2. MOVELISTS ·- 2.A Hero Team [K', Maxima, Whip, Lin] ·- 2.B Kyo Team [Kyo, Benimaru, Goro, Shingo] ·- 2.C Iori Team [Iori, Vanessa, Seth, Ramon] ·- 2.D Ikari Warriors Team [Leona, Ralf, Clark, Heidern] ·- 2.E Fatal Fury Team [Terry, Andy, Joe, Blue Mary] ·- 2.F Art of Fighting Team [Ryo, Robert, Yuri, Takuma] ·- 2.G Gals Fighters Team [King, Mai, Hinako, Xiang Fei] ·- 2.H N.E.S.T.S. Team [Kula, Foxy, K9999, Angel] ·- 2.I Psycho Soldiers Team [Athena, Kensou, Chin, Bao] ·- 2.J Korean Team [Kim, Chang, Choi, May Lee] ·- 2.K Bosses [Original Zero, Igniz] 3. MISC ·- 3.A Striker actions ·- 3.B Bugs ·- 3.C Secrets 4. OUTRO ·- 4.A Legal Disclaimer ·- 4.B Contact Info ·- 4.C Revision History ·- 4.D Credits If you are looking for some specific info, simply use the Find tool of the program you are viewing this file in (CTRL+F in WordPad) and type in whatever suits you. ============================================================================= 1. HOW TO PLAY ============================================================================= 1.A FAQ NOTATIONS ============================================================================= <---Joystick Layout---------------------------------------------------------> ub u uf Jump Backward Jump Up Jump Forward \ | / (up-back) (up) (up-forward) b -- n -- f Walk Back / Block Neutral Walk Forward / | \ (back) (forward) db d df Crouch Block Crouch Crouch (down-back) (down) (down forward) <---Button Layout-----------------------------------------------------------> B C D Weak Kick Strong Punch Strong Kick A Weak Punch <---Commands----------------------------------------------------------------> dir. : press the listed direction qcf : roll the joystick from d to f (d, df, f) qcb : roll the joystick from d to b (d, db, d) hcf : roll the joystick from b to f (b, db, d, df, f) hcb : roll the joystick from f to b (f, df, d, db, b) charge : hold listed direction for 2 seconds P : press A or C K : press B or D (air) : ground move can be performed in air too delay : hold button to delay the move empower : hold down button to make move become more powerful / : either command or button can be used ?-? : indicates that the range between the first move and the second move may be used (eg. b-f means any direction among b,db,d,df and d can be used) * : indicates that move is a follow-up (the move cannot be pulled alone) ============================================================================= 1.B BASIC COMMANDS ============================================================================= Standing Block : Hold b when attacked Crouching Block : Hold db when attacked Mid-Air Block : Hold b / db when attacked while in air Dash / Run : Tap f,f (hold f to run) Backstep : Tap b,b Small Jump : Tap ub-uf Normal Jump : Press ub-uf Running Jump : Press u or uf while dashing or running Throw Escape : Press b or f + C or D when thrown (mash button dir and button is throw is a special move) Evade : Press d or f + AB Guard Cancel Slide : Block, then press b or f + AB (costs 1 stock) Recovery Roll : Press AB when knocked to the ground Heavy Attack : Press CD (air) Guard Cancel Attack : Block, then press CD (costs 1 stock) Striker Call : Press BC (costs 1 stock) ============================================================================= 1.C TERMINOLOGY ============================================================================= 1.C.1 NEW FEATURES ============================================================================= <---Team Set-up-------------------------------------------------------------> 2001 is a huge change from 2000 which was already a _giant_ leap over '99. The biggest change concerns without doubt the team set-ups where you can now choose how many characters you'll control. In 2000, you could only set a team of 3 characters and 1 striker. In 2001, you can have anywhere between 0 and 3 strikers which also means that you can have between 1 and 4 characters. Well, as a matter of fact, The King of Fighters 2001 is a change over any other KOF title as it abolishes the basic 3 player-teams. Once you've picked your characters, you'll come to a screen where you have to choose who will be the fighters and strikers. There are 4 possible team set-ups: *4 characters and no striker *3 characters and 1 striker *2 characters and 2 strikers *1 character and 3 strikers The same screen comes up before each subsequent battle and asks you if you want to keep the same set-up or if you'd prefer to change it. The type of team you chose will affect other game aspects like the power bars and how to call the strikers. For information on how the power bars change, consult the "Power Stock" section. For information on how to pick whether a character will be a fighter or a striker, consult the "Fighter or Striker" section. For information on how to call the strikers, consult the "Striker System" section. Besides these gameplay changes, the team set-up also influences other aspects of the game. The more characters you use, the more vulnerable they are. By this, I mean that your characters will take more damage for the same attacks if you are using say a 4-0 team. Let's say you have a team of 2 characters and 2 strikers. Your opponent is K' and he performs his Crow Bites. Your character will lose some life. Now, if K' uses the same attack against a character in a 3 characters - 1 striker team, that character will lose more life although it is just the same attack. Similarly, a character from a 1 character - 3 strikers team will lose less life from the Crow Bites simply because as he's fighting alone, his defense is better. Thus, the more characters you use, the more damage they take from attacks. This is a nice idea because otherwise, the game would really be too cheap and all challengers would go for a 4-character team...Without forgetting that we would see a lot of black eyes around! ^_^ Another change concerns the length of the power gauge itself. The more fighters you choose, the longer will be the power gauge and it will take more time for you to get one stock. Anyway, it is your choice as to what type of team you want to use. Of course, 3-1 seems the best one but I can assure that's not false and it entirely depends on how good you are with a certain character. Believe me, a 1-3 Iori or Blue Mary in the hands of an expert is the worst thing you could ever face. To make things short, stop e-mailing me to ask what type of team you should play with. <---Power Stocks------------------------------------------------------------> The number of power stocks you can store now depend on how many characters you chose. Here's a chart of how this will vary: |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | TEAM SET-UP | No. OF POWER STOCKS | |------------------------------|-------------------------| | 1 character + 3 strikers | 4 power stocks | |------------------------------|-------------------------| | 2 characters + 2 strikers | 3 power stocks | |------------------------------|-------------------------| | 3 characters + 1 striker | 2 power stocks | |------------------------------|-------------------------| | 4 characters | 1 power stock | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As you can see, playing with 4 characters does have its drawbacks. Since you get only 1 power stock for the 4 characters, you do not have the possibility to pull SDM's. The power bar for a 4 characters-team is about 6 striker icons (from 2000) long for those who might be interested to know. [Thanks to Greg for this nice info.] And yes, it take one hell of a time to get full. <---Fighter or Striker------------------------------------------------------> Here's how to determine how a character will be a fighter or a striker as per your needs. Once you have made your selection from the cast, you'll come up to the team set-up screen. Next, highlight any character you want to. By pressing UP while a character is highlighted, the latter becomes a fighter. By pressing DOWN, he/she is a striker. Keep pressing the UP and DOWN directions as you need to when setting your team. There are a few points you need to keep in mind while choosing between fighters and strikers. Firstly, there are only 3 slots reserved for strikers as I've already mentioned previously. Thus, if you have put the first 3 characters as strikers, the fourth one automatically becomes a fighter. You don't have to press UP in this case since it'll already point towards the given slot. Secondly, the order with which you highlighted the characters and hence placed them as strikers determines in which order they appear during gameplay (as seen on the pics on your character's side). The first character selected at the screen becomes Striker 1 and so on. For information on how each striker is called, consult the "Striker System" section. <---Super Cancel Moves------------------------------------------------------> The Counter and Armor modes have disappeared to give way to the Super Cancel Moves (also known as the Super Attack Cancel feature). Basically, your players can cancel some moves into (S)DM's. To be able to so, they need to have a power stock. That stock will be used as they cancel the move. In some cases, certain desperation moves or super desperation moves can only be performed through the Super Attack Cancel. They cannot be pulled alone. (Basically, this is just like the Counter Mode of '99 and 2000! In most cases, those same moves that could be cancelled in Counter Mode are now Super Cancel Moves.) <---Striker System----------------------------------------------------------> There are no striker bombs in 2001. Instead, calling a striker now costs one power stock. However, since you can have up to 3 strikers, calling them is no longer so easy. For teams with more than 1 striker, you need to press a direction along with BC to call them. By pressing that direction, you are actually choosing one striker out of those available. The commands for each set-up is as follows: |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | No. of strikers | Buttons pressed to call one striker | |-----------------------|--------------------------------------------| | 1 striker | BC | |-----------------------|--------------------------------------------| | 2 strikers | For 1st striker: BC or f + BC or d + BC | | | For 2nd striker: b + BC | |-----------------------|--------------------------------------------| | 3 strikers | For 1st striker: BC | | | For 2nd striker: f + BC or d + BC | | | For 3rd striker: b + BC | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To call more than one striker at nearly the same time, you just need to quickly press the appropriate combinations but note that they don't really jump in at the same time, it just looks as if the second one comes in as the first is finishing his action. It is however possible to call strikers during certain special moves such that you can then have more than 1 on-screen. You'll have to try out and see which combinations actually work. Moreover, in combos that use more than one striker, the second and third ones will deal more damage. However, getting to use all three strikers in the same combo can be quite tedious (not to mention that you first have to see if that combo does work) but it's relatively easy with two strikers. The third striker can however deal mega-damage if pulled right but note that this effect isn't observed with everybody. As a note to those who use emulators and can access Long, Krizalid and Gorgon, these can be called consecutively with no lag whatsoever, as Zero will surely be very happy to show you when you meet him. <---Cancel Striker----------------------------------------------------------> The Cancel Striker feature is possible with any striker in any team set-up. This features implies using the same striker over and over again and to make him attack the opponent continuously, giving you time to place in more hits. In order to use this Cancel Striker feature, you need to meet certain requirements. Firstly, the opponent needs to be on the ground as you cancel your striker. Secondly, you need to have at least one power stock. Each time you cancel one striker, you lose a power stock. Obviously, this system is very balanced since the number of power stocks vary with the number of strikers you use. <---Wire Damage Attack------------------------------------------------------> The Wire Damage Attacks are certain attacks that have the effect of causing your opponent to rebound on the egde of the screen upon being hit. You can then add more hits as the latter rebounds (kinda like in GGX). This is a new feature to KOF. Each character has at least one move that can be a Wire Damage Attack. Moreover, there are 2 distinct types of Wire Attacks which can be observed under different conditions: (i) The Critical Wire Attack; (ii) The Counter Wire Attack. Scroll down for a description of both! <---Critical Wire Attack----------------------------------------------------> This is the basic Wire Damage Attack. Upon being hit by the move, your opponent will be sent flying towards the end of the screen and he'll rebound after hitting it. When the opponent blocks a Critical Wire Attack, he'll always be guard crushed. You can add additional moves, even (super) desperation moves, once the opponent rebounds. <---Counter Wire Attack-----------------------------------------------------> I guess this one is rather easy to guess! A Counter Wire Attack occurs when you use that attack as a counter. The only difference is that the given move must hit as a counter for the effect to be observed. What happens afterwards is same as in Critical Wire Attack. ============================================================================= 1.C.2 OLDER FEATURES ============================================================================= <---Desperation Moves-------------------------------------------------------> Desperation moves (DM) are powerful moves and in order to pull those, you need to have one power stock. Once you have a power stock, this is stored and you may pull your desperation move whenever you want. Each character has between 1 and 3 desperation moves. Most desperation moves can be used in combos. <---Super Desperation Moves-------------------------------------------------> These are moves which are even more poweful than DMs. You need to have 2 power stocks to be able to pull one super desperation move (SDM) unless stated. In most cases, a character's SDM is just a stronger version of one of his DM's but some characters have all-new SDM's. Most of them can be used in combos. In most cases where a SDM is the stronger version of a DM, the SDM is pulled by doing the same command but by pressing both punch or kick buttons as required. Eg. Terry's DM is the Power Geyser (qcb,db,f + P). His SDM Power Geyser is performed thus: qcb,db,f + AC. There are some exceptions though, such as Ryo's Ryuuko Ranbu. While in the past, even SDMs had simple commands (as in Garou and the usual qcf,qcf thingies), KOF 2001 is a drastic change (Eolith era?). There are now SDMs which are performed à la Street Fighter and some unique ones which you'll notice as you scroll down the movelists. <---Guard Crush-------------------------------------------------------------> A guard crush occurs when you block too many attacks in quick succession. When this happens, the next hit will break your guard and you won't be able to block the following hit whether it is a normal attack or a desperation move. You are thus vulnerable to anything and can't do anything about it. Some special moves or (super) desperation moves have guard crush capabilities when they are blocked. This means that if your opponent is quick enough, he can throw in some hits that will connect after that move. From what I have understood through '98 mostly, guard crush isn't a random process but is actually predetermined. All the characters are given a fixed amount of guard points. As you block successive attacks, these points will steadily decrease. Once the points reach 0, the next attack will cause guard crush. After one guard crush is observed, the points are restored. <---Counters----------------------------------------------------------------> A counter occurs when you manage to hit the opponent just as he attacks you and vice-versa, of course. The one whose attack beats the other will get a counterhit. This enables that character to recover faster than he would normally do and the move does more damage. Some moves will also only work as counters and do their maximum damage in these situations. Otherwise, these counter moves are pretty much useless if you use them as normal attacks. Note that, unlike in previous KOF's, the word "COUNTER" no longer flashes on the screen to let you know it connected. The screen will just flash quickly and that's all there is to it. You'll thus have to pay proper attention, specially if that move is a Counter Wire Attack. <---Reversals---------------------------------------------------------------> A reversal is a move that will hit only when the opponent attacks you. Otherwise, the character may do the animation but it doesn't hit. Let's say you performed your reversal. Your character will either go into that move's stance or perform any other animation. If the opponent tries to attack you during this time, you'll take no damage and instead, you'll then attack your opponent. Note that depending on the reversal, not all moves can be reversed. Some will work only against low attacks while others may function only against high attacks. Of course, a few will block any type of attack. <---Auto-guard--------------------------------------------------------------> Some characters have moves which have auto-guard. This can be observed during a certain part of the move or during the whole move itself. This means that if you try to attack that character while he's performing a move blessed with auto-guard, the attack will be blocked and moreover, the opponent will still perform his own action. <---Knock-down attacks------------------------------------------------------> A knock-down attack is one that will knock an opponent down if it connects. Most knock-down attacks have terrible lag time and recovery. All heavy attacks, whether standing or jumping, are knock-down attacks. <---Overheads---------------------------------------------------------------> Overheads are moves that hit high. Thus, you'll need to stand block to avoid those. If you crouch-block, it'll still connect. Most overheads are also knock-down attacks and cancellable moves. When cancelled, the moves no longer act as overheads and their recovery times are dramatically reduced although there are certain exceptions. <---Roll/Evade--------------------------------------------------------------> Note that the range of the rolls in KOF 2001 has been reduced by about 1/5 compared to 2000. The rolls also have more recovery time which means you are quite vulnerable as your fighter gets up. Otherwise, the command for the rolls haven't changed: b / f + AB. <---Taunting----------------------------------------------------------------> Pressing Start allows you to taunt the opponent. Taunts don't affect anything, they're just present to add insult to injury. You can get out of taunts very easily. Just walk out of it or pull a move. <---Shortcut motions--------------------------------------------------------> As usual, it is possible to use shortcut motions instead of the full ones if you are having problems performing certain moves. As an example, you can just do qcb,f + P for Terry's Power Geyser and so on. This also makes combos easier if you're relatively new to KOF. <---Roulette----------------------------------------------------------------> You can randomly select your team by using the Roulette square as in the previous editions. If you want all your characters to be randomly chosen, move your cursor to the box without selecting anybody and all of them will be randomly determined. If, however, you want to have a certain number of fixed characters and the rest to change between each match, all you have to do is to choose those you want fixed and once you're done, move over to the Roulette and confirm your choice. Once you're done here, you can then determine whether a character will be a fighter or a striker as the Team Set-up screen. Note that the Roulette doesn't affect this in any case, the team set-up is your choice. When you make selections through the Roulette, these will change before each match as they are randomly sorted out. Of course, it is possible to have the same characters you got previously come up again though. <---Continue Service--------------------------------------------------------> Upon losing, you will get the Continue Service. A timer goes down from 9.99 seconds and by inserting another token in the cabinet to get an additional credit, you can continue your game. Continuing your game makes you start as from where you lost without having to fight all the teams again but it also provides you with a determining factor which makes the ensuing battle easier. After pressing Start at the Continue screen, you will reach a menu with 4 options as follows: *CPU'S ENERGY AT 1/3 - Opponent's lifebar is only 1/3 full, this affects all the fighters of the CPU team. *POWER GAUGE MAX - All your fighters start with a full power gauge, regardless of the team set-up. *STAMINA RECOVERY-UP - All your fighters gain in stamina and take less damage. *NO SERVICE - Self-explanatory, good for masochists. :) The choice is obviously yours. In the home version, since you get 4 credits, you can continue up to 3 times (as 1 credit is used up when you start the game). Unless you cheat by messing with the dip switches, you have no other alternative than to start from scratch again once you have wasted all your credits. Or if you have the N*G memory card, just save your game and try again later. ============================================================================= 2. MOVELISTS ============================================================================= Here are the movelists for the characters. The top part consists of that character's bio. The movelist is then actually divided into 5 parts: Throws, Command Attacks, Special Moves, Desperation Moves and Super Desperation Moves. Underneath, I have also put some notes such as overhead moves, Super Cancel Moves, Critical/Counter Wire Attacks and any other info that I judged necessary. If you think that I have omitted some important info, just let me know and I'll add it in an update. In cases where no Critical/Counter Wire Attacks are listed, it simply means that character doesn't have such moves. ============================================================================= 2.A HERO TEAM ============================================================================= 2.A.1 K' (pronounced K Dash) ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Violence Birthdate: Unknown Age: Unknown, between 16-18 years old Country: Unknown Blood type: Unknown Height: 183 cm Weight: 65 kg Hobby: None Favorite food: Beef jerky Best sport: None (he's weak at sports) Most important: Nothing Dislikes: KOF --------------------------------- [Throws] ---------------------------------- Spot Pile close to opponent, b or f + C Knee Strike close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- One Inch f + A Knee Assault f + B ------------------------------ [Special Moves] ------------------------------ Iron Trigger qcf + P Second Shoot* f + B from Iron Trigger Second Shell* f + D from Iron Trigger Blackout* b + K from Iron Trigger Crow Bites f,d,df + P Additional Attack* f + K from (C) Crow Bites Minute Spike* qcb + B from Additional Attack Minute Spike qcb + K (air) Narrow Spike* qcb + K from Minute Spike Blackout qcf + K ---------------------------- [Desperation Moves] ---------------------------- Chain Drive qcf,hcb + P Heat Drive qcf,qcf + P (hold to delay) ------------------------- [Super Desperation Moves] ------------------------- Chain Drive qcf, hcb + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attacks: One Inch, Second Shell. - Super Cancel Moves: (C) Crow Bites (second hit only), Narrow Spike. - The One Inch is an overhead attack. It also knocks down the opponent. - The Knee Asault is also an overhead attack. You can cancel it into the Minute Spike (normal move). - The Blackout is a teleport move. - The Minute Spike can act as cross-over if you perform it high enough. - The Narrow Spike can only be pulled via the ground Minute Spike. - When fully delayed, the Heat Drive becomes unblockable. It takes about 5 seconds to become fully charged. - When you perform the Chain Drive, K' takes his glasses and throws them at the opponent. The glasses need to hit the opponent for the rest of the DM to connect. However, if the opponent blocks, K' will still rush forward but and attempt to attack. If the opponent remains blocking, he'll stop after the first hit. - According to AnotherGamer, the (A) Iron Trigger _always_ knocks down such that the follow-ups will knock the opponent higher up. In other words, more moves may connect. - According to |rOmz|, the (A) Heat Drive will fail to connect when both K' and his opponent are at the extreme corner. However, holding the DM fully makes it connect. Weird... ============================================================================= 2.A.2 MAXIMA ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: "M-Style" Combat Birthdate: February 2 Age: 29 Country: Canada Blood type: A Height: 204 cm Weight: 204 kg Hobby: Motorcycle touring Favorite food: Sweet food Best sport: Rugby Most important: His sideburns Dislikes: Fermented soybeans (natto), asking other people's opinions --------------------------------- [Throws] ---------------------------------- Dynamite Drop close to opponent, b or f + C Choking Vise close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Mongolian f + A M-9 Type: Maxima Missile df + C ------------------------------ [Special Moves] ------------------------------ M-4 Type: Vapour Cannon qcb + P M-19 Type: Blitz Cannon f,d,df + K M-11 Type: Dangerous Arch close to opponent, hcf + K System 1: Maxima Scramble qcf + A Double Bomber* qcf + A from System 1 Bulldog Press* qcf + A from Double Bomber System 2: Maxima Scramble qcf + C Double Bomber* qcf + C from System 1 Bulldog Press* qcf + C from Double Bomber System 3: Maxima Lift hcb + K Centon Press* qcb + K from Maxima Lift ---------------------------- [Desperation Moves] ---------------------------- Bunker Buster qcf,hcb + P Maxima Revenger close to opponent, hcb,hcb + K ------------------------- [Super Desperation Moves] ------------------------- Maxima Revenger close to opponent, hcb,hcb + BD ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: M-9 Type: Maxima Missile. - Counter Wire Attack: M-4 Type: Vapour Cannon. - Super Cancel Moves: Double Bomber (both versions). - The Mongolian is an overhead. You need to have cancelled into in first if you want to follow with a special move or a (S)DM. - The Vapour Cannon has auto-guard. - The Dangerous Arch is unblockable. - If you execute the Centon Press too fast, it will miss and will leave Maxima open for anything because of the ulrta-lame recovery. - The Bunker Buster has auto-guard during the opening animation before Maxima goes up and after Maxima has come down, while he appears to be in the background. The button pressed determines where he'll land with (A) version making him land in front of the enemy while the (C) version will have Maxima land behind the opponent and can thus be used as a cross-up. - The Maxima Revenger is unblockable. Watch out for the recovery time if you miss though. - According to Toxic, many of Maxima's moves have auto-guard (as usual) and these are: the Mongolian, his far standing C, close standing C, crouching C, close standing D, his heavy attack (CD). ============================================================================= 2.A.3 WHIP ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Whip Handling & Heidern's Assassination Techniques Birthdate: October 12 Age: 16 Country: Unknown Blood type: O Height: 173 cm Weight: 59 kg Hobby: None Favorite food: Honey Best sport: None Most important: Her whip Dislikes: Corruption, poor techniques (fighting, I think) --------------------------------- [Throws] ---------------------------------- Alpha close to opponent, b or f + C Z close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Whip Shot f + A (x5) ------------------------------ [Special Moves] ------------------------------ Boomerang Shot "Code: SC" hcf + P Desert Eagle b,d,db + P (x8) Assassin Strike "Code: BB" f,d,df + P or K Hook Shot "Code: Kaze" in air, qcb + P Strings Shot Type A "Code: Yuuetsu" hcb + A, hold A to delay Strings Shot Type B "Code: Chikara" hcb + B, hold B to delay Strings Shot Type C "Code: Shouri" hcb + C, hold C to delay Strings Shot Type D "Code: Ame" Press D during delayed S. Shots ---------------------------- [Desperation Moves] ---------------------------- Sonic Slaughter "Code: KW" qcb,hcf + P ------------------------- [Super Desperation Moves] ------------------------- Sonic Slaughter "Code: KW" qcb,hcf + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Boomerang Shot "Code: SC". - Counter Wire Attack: jump CD. - Super Cancel Moves: Boomerang Shot, String Shots (except Type D, first hit only). - You can stop the Whip Shot after any hit. - Whip can hit the opponent as she goes up and when she comes down during the Assassin Strike. The button you pressed determines the range of the move, i.e. where she'll land. - Her crouching A will hit downed opponents too. Use it after a throw. It can also hit after the Strings Shot Type A "Code: Yuuetsu". - Note that the Assassin Strike "Code: BB" ends with a taunt which can be cancelled into a special move or her (S)DM. - According to Penguin, Whip's Desert Eagle now deals some damage. Moreover, you can reload the gun after the 8 shots by inputting b,f,df + P again. As usual, the Desert Eagle will also hit any downed opponent. Best used after a throw. - Still concerning the Desert Eagle, |rOmz| pointed out that, although the gun can be fired 8 times, around 3 shots will connect and the following ones will miss. - The Strings Shot Type C "Code: Shouri" will connect against grounded opponents too as the whip slashes out. ============================================================================= 2.A.4 LIN ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Qing Shen Gong & Zhang Martial Arts Birthdate: February 16 Age: Unknown Country: China Blood type: Poison Height: 195 cm Weight: 75 kg Hobby: None Favorite food: None Best sport: Anything Most important: The Dictates of Hizoku Dislikes: None --------------------------------- [Throws] ---------------------------------- Akuzan close to opponent, b or f + C Akuzan Ki close to opponent, b of f + D ----------------------------- [Command Attacks] ----------------------------- Benkatsu Ken f + A Higi Hakkyoku Ken: Dakai df + C ------------------------------ [Special Moves] ------------------------------ Tetsuzan-bu: Rasatsu qcf + P (C version x 3) Muei Kusashu f,d,df + P Kasumi qcb + P Hike Kyaku hcf + K Hiten Kyaku hcb + K Jato Tsuga b,d,db + P or K ---------------------------- [Desperation Moves] ---------------------------- Hizoku Ougi Ranbu Dokugi qcb,hcf + P ------------------------- [Super Desperation Moves] ------------------------- Hizoku Ougi Ranbu Dokugi qcb,hcf + AC Hizoku Ougi Senshuu: Rakansatsu d,d,d + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: (A) Tetsuzan-bu Rasatsu, (C) Kasumi (third hit). [In order to get the (C) Kasumi as a Counter Wire Attack, only the third hit must connect as a counter. The first 2 hits must either be blocked or blatantly miss.] - Super Cancel Move: (C) Tetsuzan-bu: Rasatsu (first and second hits). - Lin's Dakai is an overhead. - The Benkatsu Ken is always an overhead, even when you cancel into it. - The Higi Hakkyoku Ken: Dakai can hit a grounded opponent. - The (D) version of the Hiten Kyaku will juggle the opponent (combo-starter) while the (B) versions knocks the opponent down. - The Hike Kyaku is a teleportation move. The button pressed determines the range. - The button pressed during the Jato Tsuga determines where Lin will appear again and thus, where he'll slash out. Toxic reminds me that the (D) version is a feint; only the (A), (B) and (C) versions hit. The range increases from A to C. Moreover, according to AnotherGamer, if Lin's hand emerges from behind the opponent during the move, he'll stab your foe in the back. This causes the opponent to be thrown towards Lin as in a mere juggle. ============================================================================= 2.B KYO TEAM ============================================================================= 2.B.1 KYO KUSANAGI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Kusanagi-style weapon fighting and Chinese art of self-defense (with his own variations) Birthdate: December 12 Age: 20 Blood type: B (RH-) Height: 181 cm Weight: 75 kg Hobby: Writing poetry Favorite food: Grilled fish Best sport: Ice hockey Most important: His motorcycle and his girlfriend, Yuki Dislikes: Hard work --------------------------------- [Throws] ---------------------------------- Hashi Tetsu close to opponent, b or f + C Issetsu Seoi Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Ge Shiki: Goufu You f + B 88 Shiki df + D Ge Shiki: Naraki Otoshi in air, d + C ------------------------------ [Special Moves] ------------------------------ 114 Shiri: Aragami qcf + A 128 Shiki: Kono Kizu* qcf + P from Aragami 127 Shiki: Yano Sabi {1}* P from Kono Kizu 125 Shiki: Nana Se* K from Kono Kizu 127 Shiki: Yano Sabi {2}* hcb + P from Aragami 212 Shiki: Kototsuki You* hcb + K from Yano Sabi {2} Ge Shiki: Migiri Ugachi* P during Yano Sabi {2} 125 Shiki: Nanase* K from Yano Sabi {2} 115 Shiki: Dokugami qcf + C 401 Shiki: Tsumi Yomi* hcb + P from Dokugami 402 Shiki: Tsumi Yomi* f + P from 401 Shiki 100 Shiki: Oniyaki* {1} f,d,df + P from 402 Shiki R.E.D. KicK b,d,db + K 100 Shiki: Oniyaki {2} f,d,df + P 75 Shiki Dai qcf + K,K 427 Shiki: Hikigane hcb + K ---------------------------- [Desperation Moves] ---------------------------- Ura 108 Shiki: Orochi Nagi qcb,hcf + P, hold P to delay ------------------------- [Super Desperation Moves] ------------------------- Ura 108 Shiki: Orochi Nagi qcb,hcf + AC, hold AC to delay 524 Shiki: Kamukura close to opponent, hcb,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Moves: 100: Shiki Oniyaki (not as follow-up), (B) 427: Shiki Hikigane. - The Goufu You is an overhead attack when it is used alone. If you cancel into it from a normal move, it changes to a 2-hit attack but is no longer an overhead. It can be cancelled into a move after only 1 hit though. - The 88 Shiki hits low twice and must be crouch-blocked in each case. - The Aragami and the Dokugami have auto-guard. - It is possible to connect the Oniyaki after the (B) Hikigane since it is a juggle. The (D) version has invincibility at the start. - The 75 Shiki Dai is a juggle. Moves you can connect after it if you are quick enough are the Oniyaki, the (B) R.E.D. KicK and the Orochi Nagi. - During the SDM Orochi Nagi, Kyo's body is on fire. If the opponent touches him while he's burning, he'll be juggled and the full 3 hits of the move will combo in if you know when to release the button. Moreover, Kyo cannot be hit by projectiles during this time; they will be negated as they touch his burning body. - The Kamukura will not connect against some crouching opponents (Choi...). - According to Penguin, qcf + A -> hcb + P -> hcb + K makes Kyo grab grounded opponents. ============================================================================= 2.B.2 BENIMARU NIKAIDO ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Shooting Birthdate: June 6 Age: 21 Country: Japan (but he's half-American) Blood type: O Height: 180 cm Weight: 70 kg Hobby: Sky cruising, cooking Favorite food: Sashimi, pasta, coffee Best sport: Clay shooting, high jump Most important: Himself Dislikes: Geeks, regrets --------------------------------- [Throws] ---------------------------------- Catch and Shoot close to opponent, b or f + C Front Suplex close to opponent, b of f + D Spinning Knee Drop in air and close to opponent, b-f + C or D ----------------------------- [Command Attacks] ----------------------------- Jackknife Kick f + B Flying Drill in air, d + D ------------------------------ [Special Moves] ------------------------------ Raijin Ken qcf + P (air) Iai Geri qcf + K Handou Sandan Geri* d,u + K during Iai Geri Shinkuu Katategoma qcb + P ---------------------------- [Desperation Moves] ---------------------------- Heavenly Blast Flash qcf,qcf + P Phantom Hurricane qcb,qcb + K ------------------------- [Super Desperation Moves] ------------------------- Heavenly Blast Flash qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Handou Sandan Geri. - Counter Wire Attack: Iai Geri. - Super Cancel Moves: (C) Shinkuu Katategoma (after second hit), (B) Handou Sandan Geri. - The strong Raijin Ken comes out at an angle of 45° (which thus makes it an effective anti-air). - Subsequently, the strong version of the Heavenly Blast Flash (DM only) too holds the same properties. - The Handou Sandan Geri is a follow-up. Moreover, it should be noted that as Super Cancel Move, only the weak version allows normal comboing. - The Flying Drill is an overhead and also a cross-over move. - The Jackknife Kick can be cancelled into a special move or a DM/SDM. - According to The King of Chickens Forever, the Shinkuu Katategoma will push the opponent away after 5 hits. And this is a drawback because the opponent will actually recover before Benimaru and can hit him. Of course, this doesn't apply in situations where the opponent is cornered. Penguin also pointed out that the fifth hit will knock the opponent down. ============================================================================= 2.B.3 GORO DAIMON ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Judo plus Garyuu Kakutou Jutsu (Self-made fighting techniques) Birthdate: May 5 Age: 29 Country: Japan Blood type: A Height: 204 cm Weight: 138 kg Hobby: Understanding nature Favorite food: Zaru soba Best sport: Judo Most important: His wooden shoes Dislikes: Detailed machinery --------------------------------- [Throws] ---------------------------------- Juuji Shime close to opponent, b or f + C Okuri Ashi Barai close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Tama Tsubushi f + A Zujou Barai df + C ------------------------------ [Special Moves] ------------------------------ Jiraishin f,d,df + P Kumo Tsukami Nage hcf + A Kirikabu Gaechi hcf + C Tenchi Gaechi close to opponent, hcb,f + P Chou Oosotogari close to opponent, f,d,df + K Ura Nage hcb, f + K Chou Ukemi qcb + K Nekko Gaechi qcf + K ---------------------------- [Desperation Moves] ---------------------------- Jigoku Gokuraku Otoshi close to opponent, hcb,hcb + P Nekko Nuki close to opponent, hcf,hcf + K Zoku Kirikabu Gaeshi* hcf + K from Nekko Nuki Bukko Nuki Ura Nage* f,d,df + K from Zoku Kirikabu Gaeshi ------------------------- [Super Desperation Moves] ------------------------- Jigoku Gokuraku Otoshi close to opponent, hcb,hcb + AC Nekko Nuki close to opponent, hcf,hcf + BD Zoku Kirikabu Gaeshi* hcf + K from Nekko Nuki Zoku Tenchi Gaeshi* f,d,df + K from Zoku Kirikabu Gaeshi ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: jump CD. - The Tama Tsubushi knocks down the opponent. - The Zujou Barai is cancellable. - The (A) Jiraishin is a feint. - The Kumo Tsukami Nage hits high while the Kirikabu Gaechi hits low. Actually, "Hit" is not the real word here since it's a grappling move but you get the idea, right? - The Kirikabu Gaechi makes Goro grab grounded opponents, so you can pull it after the opponent is knocked down if you are close enough. Attacks after which the Kiribaku Gaechi works well are his stand CD, crouch C and the Tama Tsubushi. - The Jigoku Gokuraku Otoshi is an unblockable (S)DM. - The Nekko Nuki is an unblockable (S)DM. - The Zoku Kirikabu Gaeshi and the Bukko Nuki Ura Nage/Zoku Tenchi Gaeshi don't actually require power stocks although you see the usual light effects when you perform them. ============================================================================= 2.B.4 SHINGO YABUKI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: (Self-styled) Kusanagi Martial Arts, taught to him by Kyo Kusanagi Birthdate: April 8 Age: 17 Country: Japan Blood type: O Height: 179 cm Weight: 69 kg Hobby: Collecting chocolate candy toys Favorite food: Noodles, sardines, chocolate Best sport: Swimming, water polo Most important: Life, his girlfriend, his notebook and the gloves Kyo gave him Dislikes: Milk --------------------------------- [Throws] ---------------------------------- Hatsugane close to opponent, b or f + C Issetsu Seoi Nage Fukanzen close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Ge Shiki: Goufu Kakkodake f + B ------------------------------ [Special Moves] ------------------------------ 114 Shiki: Aragami Mikansei qcf + A 115 Shiki: Dokugami Mikansei qcf + C 100 Shiki: Oniyaki Mikansei f,d,df + P Shingo Kinsei Ore Shiki: Gecchuu qcb + P Shingo Kinsei Ore Shiki: Nie Togi close to opponent, f,d,df + K Shingo Kick hcf + K 212 Shiki: Kototsuki Mikansei hcb + K 101 Shiki: Oboro Guruma Mikansei b,d,db + K ---------------------------- [Desperation Moves] ---------------------------- Ge Shiki: Kake Hourin qcf,qcf + P Shingo Kinsei Ore Shiki: Mu Shiki qcf,hcb + P ------------------------- [Super Desperation Moves] ------------------------- Ge Shiki: Kake Hourin qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: Shingo Kinsei Ore Shiki: Gecchuu. - Super Cancel Move: 212 Shiki: Kototsuki Mikansei (first hit only). - The Goufu Kakkodake is an overhead. It may be cancelled into a special move or a (S)DM after the second hit. - His Gecchuu is an overhead and will counter all high attacks and desperation moves. - The Shingo Kick no longer knocks down a standing opponent. - The Nie Togi now juggles only if all the 3 hits connect or if it hits in the corner. It is also an unblockable move. - The Kake Hourin causes guard crush when blocked. Moreover, only the SDM enables juggles now. According to Penguin, you can even follow with another SDM (and if you have infinite stocks, rack up those hits). However, the DM now has greater priority and comboability. - During the (D) 101 Shiki: Oboro Guruma Mikansei, Shingo randomy falls on his face to make the move hit thrice. This third hit is an overhead. - Shingo will face on his face after the last hit of the Mu Shiki (this is Shingo for god's sake, you gotta expect things like that :)). This animation is in fact his recovery time and does not actually connect. ============================================================================= 2.C IORI TEAM ============================================================================= 2.C.1 IORI YAGAMI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Yagami-style weapon fighting and his instinct Birthdate: March 25 Age: 20 Country: Japan Blood type: O Height: 183 cm Weight: 76 kg Hobby: His band Favorite food: Meat Best sport: Any sport Most important: His new girlfriend Dislikes: Violence --------------------------------- [Throws] ---------------------------------- Sakahagi close to opponent, b or f + C Saka Sakahagi close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Ge Shiki: Yumebiki f + A,A Ge Shiki: Goufu In Shinigami f + B Ge Shiki: Yuri Ori in air, b + B ------------------------------ [Special Moves] ------------------------------ 108 Shiki: Yami Barai qcf + P 127 Shiki: Aoi Hana qcb + P (x3) 108 Shiki: Yami Barai* qcf + P from 1st/2nd Aoi Hana 100 Shiki: Oniyaki* f,d,df + P from 1st/2nd Aoi Hana 212 Shiki: Kototsuki In* hcb + K from 1st/2nd Aoi Hana Kukukaze* hcb, f + P from 1st/2nd Aoi Hana Hyaku Shiki: Oniyaki f,d,df + P Kuzukaze close to opponent, hcb,f + P 212 Shiki: Kototsuki In hcb + K ---------------------------- [Desperation Moves] ---------------------------- Kin 1211 Shiki: Ya Atome qcf,hcb + P ------------------------- [Super Desperation Moves] ------------------------- Kin S1407 Shiki: Yami Barai* qcf,qcf,qcf,qcf + AC at the end of the Ya Atome ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: Ura 108 Shiki: Ya Sakazuki (his striker action). - Super Cancel Moves: Hyaku Shiki: Oniyaki (first hit only), 127 Shiki: Aoi Hana (first and second hits only). - Needless to say, Iori's Super Cancel Moves make him quite powerful and plain awesome if he is the only fighter in your team. Think about it: jump D -> stand C -> Aoi Hana -> Aoi Hana ->Oniyaki -> Ya Atome -> Yami Barai. - The Yumebiki can be cancelled into a move or (S)DM on any hit. - The second hit of the Goufu In Shinigami acts as an overhead and can be cancelled. Doing so also cancels its overhead properties. - The Yuri Ori only hits opponents who are behind Iori as he jumps. Consider it a cross-over move. It can also be followed with another attack once Iori lands. - The Kuzukaze is unblockable and also does no damage. It is only a cross-over move and can be followed with any attack, special move or DM. - The Yami Barai is a follow-up to the Ya Atome. Moreover, it costs only one stock but since it's a follow-up to the DM, consider that it requires 2 power stocks. ============================================================================= 2.C.2 VANESSA ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Boxing Birthdate: January 9 Age: 30 Country: Unnknown Blood type: B Height: 182 cm Weight: 67 kg Hobby: Saving money, catalogue shopping Favorite food: Beer Best sport: All sports Most important: Her wedding ring Dislikes: Indecisive people, ghosts Occupation: She seems to be a housewife but in reality, she's an undercover agent --------------------------------- [Throws] ---------------------------------- Dynamite Puncher close to opponent, b or f + C Clench Puncher close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- One-Two Puncher f + A Sliding Puncher df + B ------------------------------ [Special Moves] ------------------------------ Machine Gun Puncher hcf + P, tap P rapidly Puncher Weaving qcb + P Dash Puncher* f + P from Puncher Waving Parrying Puncher* b + P from Puncher Waving Puncher Vision (Zenpou)* f + K from Puncher Waving Puncher Vision (Kouhou)* b + K from Puncher Waving Dash Puncher charge b,f + P Parrying Puncher f,d,df + P Puncher Vision (Zenpou) qcf + K Puncher Vision (Kouhou) qcb + K Puncher Upper* f + A from Puncher Vision (any) Puncher Straight* f + C from Puncher Vision (any) Puncher Weaving* b + P from Puncher Vision (any) ---------------------------- [Desperation Moves] ---------------------------- Champion Puncher close to opponent, qcf,qcf + P Crazy Puncher qcb,hcf + P ------------------------- [Super Desperation Moves] ------------------------- Crazy Puncher qcb,hcf + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Puncher Straight. - Counter Wire Attack: Dash Puncher. - Super Cancel Move: Parrying Puncher. - Her One-Two Puncher is always a knock-down attack, even if you cancelled into it. However, by cancelling into it from a normal move, you can then cancel the One-Two Puncher on the first hit. - The Sliding Puncher hits low and must be crouch-blocked. - The Parrying Puncher has auto-guard during the opening animation. It can be used to negate projectiles. - Her Puncher Straight causes guard crush when blocked. - Vanessa can avoid certain projectiles as she performs the opening animation of the Puncher Weaving. It also works against certain mid and high attacks whne timed right. Same goes to the Puncher Vision. - The Champion Puncher is an unblockable DM. ============================================================================= 2.C.3 SETH ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Art of self-defense Birthdate: August 1 Age: 41 Country: USA Blood type: B Height: 190 cm Weight: 108 kg Hobby: Wiretapping, driving Favorite food: Vegetarian menus Best sport: Any individual event Most important: Neckties, his family Dislikes: Airplanes Occupation: Undercover agent --------------------------------- [Throws] ---------------------------------- Hiji Ate kara no Hadou Uchi close to opponent, b or f + C Tomoe Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Tackle f + A Mae Age Geri f + B Back Blow b + A Sobat b + B Sliding Kick df + B ------------------------------ [Special Moves] ------------------------------ Sho-Yoh qcf + P Ashi-Tori d,d + P Doh-Kuzushi hcf + K Kyu-Getsu hcb + K Ya-Getsu* f + K from Kyu-Getsu Gen-Getsu* d + K from Kyu-Getsu Raka-Getsu in air, qcf + B An-Getsu in air, qcf + D ---------------------------- [Desperation Moves] ---------------------------- Irimi-Nadazuki qcf,hcb + K "Morote"-Sho-Yoh qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- SDM Doh-Tori-Shichimonsatsu qcf,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: Sho-Yoh. - Super Cancel Move: Sho-Yoh. - The Rolling Sobat is an overhead. - The Tackle knocks down the opponent, even if you cancel into it. - The Sliding Kick hits low and must be crouch-blocked. - The Rakka Getsu knocks down the opponent. - Seth's command attacks can be chained. - B version of the Do-Kuzushi counters standing attacks while the D version will counter air attacks. - The Ashi-Tori counters low attacks. - The Doh-Tori-Shichimonsatsu is a counter DM. - To have the Gen-Getsu connect effectively, pull it if the opponent blocks high as the follow-up hits low. ============================================================================= 2.C.4 RAMON ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Lucha Libre Birthdate: December 3 Age: 25 Country: Mexico Blood type: A Height: 170 cm Weight: 80 kg Hobby: Playing with children Favorite food: Tacos, tequila Best sport: Pro wrestling Most important: Mask his mentor gave to him Dislikes: Foul play, losses outside of the ring --------------------------------- [Throws] ---------------------------------- Arm Whip close to opponent, b or f + C Flying Mayor close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Teiku Drop Kick df + B ------------------------------ [Special Moves] ------------------------------ Feint Step qcb + P Tiger Neck Chancery close to opponent, hcf + P Sommersault hcf + K Rolling Sobat f,d,df + K Flying Body Attack* f,d,df + K from Rolling Sobat Recovery* d,d + C from Rolling Sobat Tiger Load b,d,db + K Cross Chop* D from Tiger Load Emergency Halt* ABC during Sommersault/Tiger Load ---------------------------- [Desperation Moves] ---------------------------- Tiger Head Spin close to opponent, hcb,hcb + P El Diablo Amarillo qcb,hcf + K ------------------------- [Super Desperation Moves] ------------------------- Tiger Head Spin close to opponent, hcb,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: (B) Rolling Sobat. - Super Cancel Moves: Recovery, Emergency Halt. (The Recovery must be cancelled _before_ it hits.) - You must be fairly close to the opponent when your perform the Rolling Sobat. - The Tiger Head Spin is an unblockable (S)DM. - According to Penguin, by holding down the C button during the Feint Step (which is a fake move), this will enable Ramon to run back and forth. - Still according to him, (A) Tiger Neck Chancery does significantly less damage than the strong version. Go figure. Of course, it also has less lag and recovery but that's still very strange. ============================================================================= 2.D IKARI WARRIORS TEAM ============================================================================= 2.D.1 LEONA ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Martial Arts and Heidern's Assassination Techniques Birthdate: January 10 Age: 18 Country: Unknown Blood type: B Height: 176 cm Weight: 66 kg Hobby: Inspecting factories Favorite food: Vegetables Best sport: None Most important: Nothing Dislikes: Blood --------------------------------- [Throws] ---------------------------------- Leona Crush close to opponent, b or f + C Ordeal Buckler close to opponent, b or f + D Heidern Inferno in air and close to opponent, b-f + C/D ----------------------------- [Command Attacks] ----------------------------- Strike Arch b or f + B ------------------------------ [Special Moves] ------------------------------ X-Calibur in air, qcb + P Baltic Launcher charge, b,f + P Moon Slasher charge, d,u + P Ground Saber charge, b,f + K Gliding Buster* f + D from (D) Ground Saber Earring Bakudan qcb + K Heart Attack b,d,db + K Explosion* b,d,db + K from after Heart Attack ---------------------------- [Desperation Moves] ---------------------------- Grateful Dead qcf,qcf + P Rebel Spark qcb,hcf + K V-Slasher in air, qcf,hcb + P ------------------------- [Super Desperation Moves] ------------------------- V-Slasher in air, qcf,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Gliding Buster. - The Strike Arch is an overhead. It is cancellable into a special move or a (super) desperation move once you cancel into it from a normal move. - The Ground Saber can go under certain projectiles (even Ignis!) - Leona good against the final boss, does that ring a bell? ^_^ - It is possible to combo the V-Slasher (both DM and SDM) after Leona's jump D. Of course, you have to be quick enough for it to connect. The X-Calibur will also connect after a jump D. - The Earring Bakudan is no longer a juggle. It is still possible to combo in another move if you manage to catch up with the earring before it explodes though. - The Heart Attack is now comboable. - During the Heart Attack, Leona will throw an earring towards the opponent. If you do not pull the Explosion, the earring takes 8 seconds to explode. Even if the opponent blocks, the earring will still stick to them and will explose after the 8 seconds or when you pull the Explosion. The only way to prevent it from exploding is to hit Leona. Moreover, it is better to let the earring explode once the 8 seconds have elapsed rather than to pull the follow-up because the Explosion makes Leona takes a pose which has a lame lag. ============================================================================= 2.D.2 RALF JONES ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Martial Arts and Heidern's Assassination Techniques Birthdate: August 25 Age: 39 Country: USA Blood type: A Height: 188 cm Weight: 110 kg Hobby: Collecting knives Favorite food: Chewing gum Best sport: Baseball Most important: Medal awarded to him by the President Dislikes: Snakes --------------------------------- [Throws] ---------------------------------- Dynamite Headbutt close to opponent, b or f + C Northern Light Bomb close to opponent, b or f + D ------------------------------ [Special Moves] ------------------------------ Vulcan Punch f,d,df + P Galactica Phantom qcf,qcf + P Super Argentine Backbreaker close to opponent, hcf + K Ralf Kick hcb + B Ralf Tackle hcb + D Gatling Attack charge b,f + P Kyuukouka Bakudan Punch (Chijou) charge d,u + P Kyuukouka Bakudan Punch (Ranjuu) in air, qcf + P ---------------------------- [Desperation Moves] ---------------------------- Baribari Vulcan Punch qcf,hcb + P Umanori Vulcan Punch qcb,hcf + K ------------------------- [Super Desperation Moves] ------------------------- Baribari Vulcan Punch qcf,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Galactica Phantom. - Super Cancel Move: Gatling Attack (second hit only). [I have received a lot of questions about Ralf's Super Cancel Move, so I'll explain. BOTH versions of the Gatling Attack are Super Cancel Moves. However since the (C) version normally hits the opponent further away, it is difficult to successfully cancel it.] - Ralf has no command attacks. He never had and I don't think he'll ever get even one. - The (C) Galactica Phantom has auto-guard during storing (not the first frames though). It is also an unblockable move. One way of avoiding it is to sweep Ralf (but that's still risky) or to throw him. - The Ralf Kick will absorb certain projectiles. ============================================================================= 2.D.3 CLARK STEEL ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Martial Arts and Heidern's Assassination Techniques Birthdate: May 7 Age: 34 Country: USA Blood type: A Height: 187 cm Weight: 105 kg Hobby: Collecting guns Favorite food: Oatmeal Best sport: Wrestling Most important: Sunglasses Dislikes: Slugs --------------------------------- [Throws] ---------------------------------- Nageppanashi German close to opponent, b or f + C Fisherman Buster close to opponent, b or f + D Death Lake Drive in air and close to opponent, b-f + C/D ----------------------------- [Command Attacks] ----------------------------- Stomping f + B ------------------------------ [Special Moves] ------------------------------ Gatling Attack charge, b,f + P Napalm Stretch f,d,df + P Super Argentine Backbreaker close to opponent, hcf + K Frankensteiner close to opponent, f,d,df + K Mount Tackle hcf + P Clark Lift* d,d + A from Mount Tackle D.D.T.* d,d + C from Mount Tackle Rolling Cradle* d,d + K from Mount Tackle Flashing Elbow* qcf + P from any special move throw except Rolling Cradle and Clark Lift ---------------------------- [Desperation Moves] ---------------------------- Running Three hcf,hcf + K Ultra Argentine Backbreaker close to opponent, hcb,hcb + P ------------------------- [Super Desperation Moves] ------------------------- Ultra Argentine Backbreaker close to opponent, hcb,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Gatling Attack. - The Napalm Stretch is effective only against air opponents. It will make Clark throw the opponent. - Note that the Mount Tackle does no damage by itself. This is why it is essential to use the follow-ups if it connects. - The Ultra Argentine Backbreaker is an unblockable (S)DM. ============================================================================= 2.D.4 HEIDERN ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Martial Arts and Self-Made Assassination Techniques Birthdate: September 1 Age: 43 Country: Unknown Blood type: B Height: 192 cm Weight: 90 kg Hobby: Collecting metal figurines Favorite food: Dark beer, homemade wieners Best sport: Hunting Most important: Photograph of his family Dislikes: Rugal --------------------------------- [Throws] ---------------------------------- Lead Belcher close to opponent, b or f + C Backstabbing close to opponent, b or f + D Critical Drive in air and close to opponent, b-d-f + C/D ----------------------------- [Command Attacks] ----------------------------- Shooter Narnagel f + B ------------------------------ [Special Moves] ------------------------------ Storm Bringer close to opponent, hcb + P Cross Cutter qcf + P Moon Slasher f,d,df + P Neck Rolling f,d,df + K Killing Bringer hcb + K ---------------------------- [Desperation Moves] ---------------------------- Final Bringer qcf,qcf + P Heidern End qcb,hcf + K ------------------------- [Super Desperation Moves] ------------------------- Final Bringer qcf,qcf + AC Heidern End qcb,hcf + BD ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: stand CD. - Super Cancel Moves: (A) Moon Slasher. - The Shooter Narnagel is an overhead on the second kick. If you cancel into the command move, the second hit no longers acts as an overhead and you may cancel into a special move on any hit. - The Cross Cutter can enable juggles. - Tap the button during the Killing Bringer to have Heidern deal more damage. - If you are intent of cancelling the Moon Slasher into the Final Bringer, you need to corner the opponent to do so. Otherwise, the Final Bringer will miss. - The weak Killing Bringer will counter high/air moves while the strong version will counter low moves. (The King of Chickens Forever has pointed out that he has never succeeded to counter DMs though -_-). - The Storm Bringer, the weak Killing Bringer and the Final Bringer will heal Heidern by 1/2 the damage the move caused. ============================================================================= 2.E FATAL FURY TEAM ============================================================================= 2.E.1 TERRY BOGARD ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Martial Arts & Jeff's Deadly Brawling Arts Birthdate: March 15 Age: 24 Country: USA Blood type: O Height: 182 cm Weight: 82 kg Hobby: Video games, trolling Favorite food: Fast food Best sport: Basketball Most important: Gloves, heritage from his father Dislikes: Slugs --------------------------------- [Throws] ---------------------------------- Grasping Upper close to opponent, b or f + C Buster Throw close to opponent, b or f + C ----------------------------- [Command Attacks] ----------------------------- Hammer Punch f + A Rising Upper df + C ------------------------------ [Special Moves] ------------------------------ Power Wave qcf + A Round Wave qcf + C Burn Knuckle qcb + P Rising Tackle charge d,u + P Crack Shoot qcb + K Power Dunk f,d,df + K ---------------------------- [Desperation Moves] ---------------------------- Power Geyser qcb,db,f + P High Angle Geyser qcf,qcf + K ------------------------- [Super Desperation Moves] ------------------------- Power Geyser qcb,db,f + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Moves: Round Wave, Rising Tackle (first hit only). - The Hammer Punch is an overhead. If you wish to cancel it into a special move or a DM/SDM, you need to have cancelled into it beforehand. - The Rising Upper can be cancelled into a special move or a (S)DM. - Terry is a monster, check my FAQ (shameless plug ^_^). ============================================================================= 2.E.2 ANDY BOGARD ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Koppou Martial Arts Birthdate: August 16 Age: 23 Country: USA Blood type: A Height: 172 cm Weight: 67 kg Hobby: Training Favorite food: Natto spaghetti Best sport: Short track Most important: Photographs from his time in training Dislikes: Dogs --------------------------------- [Throws] ---------------------------------- Gourinkai close to opponent, b or f + C Kakaekomi Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Age Omote df + A Uwa Agito f + B ------------------------------ [Special Moves] ------------------------------ Hishou Ken qcb + A Geki Hishou Ken qcb + C Shouryuu Dan f,d,df + P Zan'ei Ken db,f + P Shippuu Ou Ken* qcf + C from Zan'ei Ken Gekiheki Haisui Shou close to opponent, hcf + P Kuuha Dan hcf + K Gen'ei Shiranui In air, qcf + K Gen'ei Shiranui: Shimo Agito* Press P upon landing from Gen'ei Shiranui Gen'ei Shiranui: Uwa Agito* Press K upon landing from Gen'ei Shiranui ---------------------------- [Desperation Moves] ---------------------------- Zan'ei Ryuusei Ken qcb,hcf + P Choureppa Dan qcb,db,f + K ------------------------- [Super Desperation Moves] ------------------------- Choureppa Dan qcb,db,f + BD ---------------------------------- [Notes] ---------------------------------- - Super Cancel Moves: Shouryuu Dan (first hit only), Shippu Ou Ken, Kuuha Dan (first hit only). - The Uwa Agito is an overhead. Once cancelled into, it no longer acts as an overhead. - The Gekiheki Haisui Shou is an unblockable move and also enables juggles. You may even follow it with the Shouryuu Dan or the Kuuha Dan for very damaging chain combos. ============================================================================= 2.E.3 JOE HIGASHI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Muay Thai Kickboxing Birthdate: March 29 Age: 23 Country: Japan Blood type: AB Height: 180 cm Weight: 71 kg Hobby: Fighting Favorite food: Fried crocodile meat Best sport: Any type of combat Most important: His headband Dislikes: Getting dressed up --------------------------------- [Throws] ---------------------------------- Hiza Jigoku close to opponent, b or f + C Leg Throw close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Low Kick f + B Sliding df + B ------------------------------ [Special Moves] ------------------------------ Hurricane Upper hcf + P Bakuretsu Ken Tap P rapidly Bakuretsu Finish* qcf + P from Bakuretsu Ken Ougon no Kakato qcb + K Slash Kick hcf + K Tiger Kick f,d,df + K ---------------------------- [Desperation Moves] ---------------------------- Shijou Saikyou Low Kick qcf,qcf + K, hold K to delay Bakuretsu Hurricane Tiger Kakato qcf,hcb + P Shijou Saikyou High Kick qcf,uf + K Screw Upper qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- Screw Upper qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: Ougon no Kakato. - Super Cancel Move: Tiger Kick (first hit only), Shijou Saikyou High Kick, Bakuretsu finish. - The Low Kick is cancellable into a special move or a (S)DM if you cancelled into it beforehand. - The Sliding hits low and needs to be crouch-blocked. - The Bakuretsu Finish differs depending on the version. (A) version is an elbow attack while (C) version in a flying kick. - The Shijou Saikyou Low Kick hits low and needs to be crouch-blocked. - Thanks to The King of Chickens Forever for pointing out that the Shijou Saikyou High Kick ISN'T a follow-up as I had mistakenly put before. Moreover, it deals more damage as the opponent is closer to Joe when he pulls the move. Being so quick to come out, the DM will also hit airborne opponents for full damage. - Nice stuff from The King of Chickens Forever - Interesting Trivia: if you watch the SSHK (Shijou Saikyou High Kick) DM as it connects, you'll notice that it's actually paying homage to how the Tiger Kick looked and moved back in Fatal Fury 1. All it needs is a tiger's face and this 'easter egg' is complete. ============================================================================= 2.E.4 BLUE MARY ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Comando Sambo Birthdate: February 4 Age: 23 Country: USA Blood type: AB Height: 169 cm Weight: 49 kg Hobby: Bike touring Favorite food: Beef Best sport: Baseball Most important: Leather jacket Dislikes: Cats --------------------------------- [Throws] ---------------------------------- Victory Throw close to opponent, b or f + C Head Throw close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Hammer Arch b or f + A Double Rolling b of f + B Climbing Arrow db + B ------------------------------ [Special Moves] ------------------------------ Vertical Arrow f,d,df + K M. Snatcher* f,d,df + K during Vertical Arrow Spin Fall qcf + P M. Spider* qcf + P during Spin Fall Straight Slicer charge b,f + K Crab Clutch* qcf + K during Straight Slicer Real Counter hcb + P Backdrop Real* hcf + P during Real Counter Head Crush* hcf + K during Real Counter M. Reverse Facelock qcb + B M. Head Buster qcb + D ---------------------------- [Desperation Moves] ---------------------------- M. Splash Rose qcf,hcb + P Dynamite Swing A,A,f,B,C ------------------------- [Super Desperation Moves] ------------------------- Dynamite Swing A,A,b,B,C ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: M. Head Buster. - Super Cancel Moves: M. Snatcher (only in Dynamite Swing), Straight Slicer, M. Splash Rose (into Dynamite Swing while she is still on the ground). [Note: Mary must be close to the opponent when you cancel the M. Splash Rose.] - The Hammer Arch is an overhead. You can cancel into it but by doing so, it is no longer an overhead but you can finish with her DMs then. - The second hit of the Double Rolling needs to be crouch-blocked. - The M. Head Buster counters standing attacks. - The M. Reverse Facelock counters air attacks. ============================================================================= 2.F ART OF FIGHTING TEAM ============================================================================= 2.F.1 RYO SAKAZAKI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Kyokugen Karate Birthdate: August 2 Age: 24 Country: Japan Blood type: O Height: 179 cm Weight: 75 kg Hobby: Carpentry Favorite food: Rice cake, fermented soybeans Best sport: Sumo wrestling Most important: His bicycle and his horse, Tatsumaki Dislikes: Insects with multiple legs --------------------------------- [Throws] ---------------------------------- Tani Otoshi close to opponent, b or f + C Tomo Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Hyouchuu Wari f + A Joudan Uke f + B Gedan Uke df + B ------------------------------ [Special Moves] ------------------------------ Kohou Ken qcf + A Kohou Shippuu Ken qcb + P Kohou f,d,df + P Zanretsu Ken f,b,f + P Hien Shippuu Kyaku hcb + K Mouko Raijin Setsu qcf + K ---------------------------- [Desperation Moves] ---------------------------- Tenchi Haou Ken qcf,qcf + P Haou Shoukou Ken f,hcf + P Ryuuko Ranbu qcf,hcb + A ------------------------- [Super Desperation Moves] ------------------------- Ryuuko Ranbu qcf + C,A ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: (A) Zanretsu Ken. - Super Cancel Moves: Kohou Shippuu Ken, Kohou. - The Hyouchuu Wari is an overhead. You can cancel into it and it no longer acts as an overhead. Note, however, that it isn't possible to follow-up with another move although you have cancelled into the Hyouchuu Wari. - The Joudan Uke counters middle and high attacks while the Gedan Uke counters low attacks. - The Kohou Shippuu Ken and the Tenchi Haou Ken do 2X damage off a counter. - To pull the Ryuuko Ranbu effectively, press C quickly and then A after the command. - AnotherGamer pointed out that the Ryuuko Ranbu must not necessarily be pulled close to the opponent (as I said earlier). However, performing it from a distance almost always results in a mere far standing (since it will override the input). To avoid this, try pulling it after a whiffed A or B attack or after a jump. ============================================================================= 2.F.2 ROBERT GARCIA ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Kyokugen Karate Birthdate: December 25 Age: 24 Country: Italy Blood type: AB Height: 180 cm Weight: 85 kg Hobby: Collecting cars Favorite food: Noodles, sushi Best sport: Motor sports Most important: His car collection Dislikes: Pickled Scallions --------------------------------- [Throws] ---------------------------------- Ryuuchou Kyaku close to opponent, b or f + C Kubikiri Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Kouryuu Koukyaku Geri f + A Ura Kobushi b + A Ryuu Hanshuu f or b + B Nidan Sokutou Geri df + B Hien Ryuujin Kyaku in air, df + K ------------------------------ [Special Moves] ------------------------------ Ryuugeki Ken qcf + P Ryuuga f,d,df + P Gen'ei Kyakuu f,b,f + K Hien Senpuu Kyaku hcf + K Kyokugen-ryuu Renbu Kyaku close to opponent, hcb + K ---------------------------- [Desperation Moves] ---------------------------- Haou Shoukou Ken f,hcf + P Ryuuko Ranbu qcf,hcb + P Haiga Ryuu qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- Ryuuko Ranbu qcf,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Kyokugen-ryuu Renbu Kyaku. - Super Cancel Moves: (C) Ryuuga, Kyokugen-ryuu Renbu Kyaku. - The Kouryuu Koukyaku Geri is an overhead attack. It no longer acts as an overhead when cancelled into though. - The Ura Kobushi juggles the opponent. - The Ryuu Hanshuu is a cancellable attack. - The Nidan Sokutou Geri hits low and must be crouch-blocked. When used alone, it is a knock-down attack. - The Kyokugen-ryuu Renbu Kyaku causes guard crush on the last hit. Since this move is also a Super Cancel, the ideal thing would be to cancel into the Ryuuko Ranbu if the Kyokugen-ryuu Renbu Kyaku is blocked as the (S)DM will be a sure hit! - The Haiga Ryuu is practically the same as Yuri's Shin Shoryuken. In the same way, you need to be fairly close to the opponent for the DM to connect effectively. Once the backfist connect, the opponent will be drawn in for the entire move. ============================================================================= 2.F.3 YURI SAKAZAKI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Kyokugen Karate Birthdate: December 7 Age: 20 Country: Japan Blood type: A Height: 168 cm Weight: 54 kg Hobby: Karaoke Favorite food: Mild curry rice, homemade pickled plums Best sport: Softball Most important: Her friends and her pearl earrings she inherited from her late mother, Ronnet Dislikes: Octopus, people who look like an octopus, indecisive men --------------------------------- [Throws] ---------------------------------- Oni Harite close to opponent, b or f + C Silent Nage close to opponent, b or f + D Tsubame Otoshi in air and close to opponent, b-f + C/D in air ----------------------------- [Command Attacks] ----------------------------- En Yoku f + A Senkai Kyaku f + B,B ------------------------------ [Special Moves] ------------------------------ Kohou Ken qcf + P Haou Shoukou Ken qcf + P, hold P Hien Shippuu Ken qcb + P, hold P to power-up Kuuga f,d,df + P Ura Kuuga* f,d,df + P from (C) Kuuga Raikou Ken qcf + K Hien Senpuu Kyaku qcb + K Hyakuretsu Binta hcb,f + K ---------------------------- [Desperation Moves] ---------------------------- Hien Hou'ou Kyaku qcf,hcb + K Shin Chou Upper qcf,qcf + K ------------------------- [Super Desperation Moves] ------------------------- Hien Hou'ou Kyaku qcf,hcb + BD Shin Yuri Satsu A,A,f,B,C ---------------------------------- [Notes] ---------------------------------- - Super Cancel Moves: Kuuga, Shin Chou Upper (cancel into Shin Yuri Satsu on first or second hit). - The En Yoku is an overhead. It doesn't act as an overhead if you cancel into it. - The Senkai Kyaku can be cancelled after the second hit. - The winding part of the Hien Shippuu Ken can now juggle the opponent and even combo in the real move (similar to Kyo's Orochi Nagi). - The Hyakuretsu Binta is unblockable. - Apparently (and then confirmed by The King of Chickens Forever), it is no longer possible to put the Hien Senpuu Kyaku in combos because of the recovery time. Moreover, the move now goes higher up, meaning it won't connect against crouching opponents if you're not close enough. - The Shin Yuri Satsu is unblockable. And it also has quite high priority. Yuri's new SDM may also cause critical hits and if it does so, it does 2X damage. - According to AnotherGamer, Yuri has an alternate Shin Yuri Satsu endpose where she turns round and looks down at the opponent. This happens if the move yields critical hits and just in case you were spare by the SF craze, that winpose belongs to Gouki (but of course, Yuri dones't quite have that evil look which suits Gouki so well). As a reminder, the normal endpose is the one where Yuri does a double V-sign similar to Zangief's original SFII winpose. Gah, too many references! :) ============================================================================= 2.F.4 TAKUMA SAKAZAKI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Kyokugen Karate Birthdate: February 4 Age: 50 Country: Japan Blood type: O Height: 180 cm Weight: 88 kg Hobby: Preparing soba noodles Favorite food: White rice, miso soup, kale pellets, vinegar-cured soybeans Best sport: Any fighting genre Most important: His two children (Ryo & Yuri), his disciples (most of all Robert), his self-made fighting style (Kyokugen Karate) Dislikes: Snakes --------------------------------- [Throws] ---------------------------------- Osotogari close to opponent, b or f + C Ippon Seoi close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Oni Guruma f + A Hisha Otoshi b + A Kawara Wari f + B Keima Uchi df + B ------------------------------ [Special Moves] ------------------------------ Ko'ou Ken qcf + P Mouko: Burai Gan qcb + P Zanretsu Ken f,b,f + P Shouran Kyaku hcb + K Hien Shippuu Kyaku charge db,f + K ---------------------------- [Desperation Moves] ---------------------------- Haou Shikou Ken f,hcf + P, hold Ryuuko Ranbu qcf,hcb + P Shin Kishin Geki close to opponent, qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- Ryuuko Ranbu qcf,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Mouko: Burai Gan. - The Oni Guruma is a knock-down attack. It can be cancelled into and if you do so, it is no longer a knock-down attack. - The Keima Uchi can hit a downed opponent. - The Mouko: Burai Gan is a counter but it can still hit on its own. It will do 2X damage as a counter though. - The Shouran Kyaku is unblockable. - The Hien Shippuu Kyaku will juggle the opponent. - The Shin Kishin Geki is an unblockable DM. ============================================================================= 2.G GALS FIGHTERS TEAM ============================================================================= 2.G.1 KING ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Muay Thai Kickboxing Birthdate: April 8 Age: 24 Country France Blood type: A Height: 175 cm Weight: 58 kg Hobby: Collecting wine glasses, playing the piano Favorite food: Vegetables, wine Best sport: Billiards Most important: Her kid brother and her pet cat, Maron Dislikes: Dirty guys --------------------------------- [Throws] ---------------------------------- Hold Rush close to opponent, b / f + C Hook Buster close to opponent, b / f + D ----------------------------- [Command Attacks] ----------------------------- Trap Kick f + B Sliding Kick df + D ------------------------------ [Special Moves] ------------------------------ Mirage Kick hcb + P Mirage Dance close to opponent, hcf + P Venom Strike qcf + B Double Strike qcf + D Tornado Kick hcb + K Trap Shot f,d,df + K ---------------------------- [Desperation Moves] ---------------------------- Illusion Dance qcf,hcb + K Surprise Rose b,f,df,d + K ------------------------- [Super Desperation Moves] ------------------------- Illusion Dance qcf,hcb + BD ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Mirage Kick (second and third hits only). - The Trap Kick is an overhead. Once cancelled into, it becomes a normal attack. - The Sliding Kick hits low and can only be crouch-blocked. - The Mirage Dance is unblockable. ============================================================================= 2.G.2 MAI SHIRANUI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Shiranui Ninja Arts Birthdate: January 1 Age: 21 Country: Japan Blood type: B Height: 165 cm Weight: 45 kg Meazsurements: B85/ W54/ H90 Hobby: Cooking (she makes lunch boxes) Favorite food: Ozuni (New Year dish) Best sport: Badminton Most important: Ornamental hairpins inherited from her grandmother Dislikes: Spiders --------------------------------- [Throws] ---------------------------------- Shiranui Gourin close to opponent, b or f + C Fuusha Kuzushi close to opponent, b or f + D Yume Zakura in air and close to opponent, b-f + C/D ----------------------------- [Command Attacks] ----------------------------- Koku'en no Mai f + B Benitsuru no Mai df + B Dairin Fuusha Otoshi in air, d + A Ukihane in air, d + B Yusura Ume in air, d + D ------------------------------ [Special Moves] ------------------------------ Kachou Sen qcf + P Ryuu Enbu qcb + P Sachiyo Dori qcb + K Musasabi no Mai (Chijou) charge d,ub-u-uf + P Musasabi no Mai (Kuuchuu) in air, qcb + P Ukihane in air, d + B (or d + K from Chijou) Yusura Ume in air, d + D (or d + P from Chijou) Toki Tsubute* close to opponent, d + D from Chijou Hissatsu Shinobi Bachi hcf + K ---------------------------- [Desperation Moves] ---------------------------- Hana Arashi qcf,qcf + P Hou'ou no Mai qcb,qcb + P Chou Hissatsu Shinobi Bachi qcb,hcf + K ------------------------- [Super Desperation Moves] ------------------------- Chou Hissatsu Shinobi Bachi qcb,hcf + BD ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Kachou Sen, Ryuu Enbu. - The Koku'en no Mai is an overhead. Once cancelled into, it no longer acts one. - The Sachiyo Dori can be cancelled into the Ryuu Enbu but by doing so, the Ryuu Enbu is no longer a Super Cancel Move. - The Benitsuru no Mai hits low and needs to be crouch-blocked. - It is possible to cancel the Yusura Ume into the Musasabi no Mai (Kuuchuu) if the first move is pulled alone (i.e. don't use it as a follow-up to the Musasabi no Mai (Chijou). - The Hou'ou no Mai does more hits against an airborne opponent. - The Chou Hissatsu Shinobi Bachi (both DM & SDM) does more hits as the opponent is closer to Mai when she pulls the move. ============================================================================= 2.G.3 HINAKO SHIJOU ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Sumo wrestling Birthdate: March 3 Age: 16 Country: Japan (she also has Russian origin through her grandmother) Blood type: B Height: 154 cm Weight: 41 to 42 kg (+5 kg with her briefcase) Hobby: Collecting sumo ranking lists, making herbal products Favorite food: Sumo stew prepared by her private cook, tea and petit-fours Best sport: Horse riding, halberd jousting Most important: A teddy bear she received when she was younger Dislikes: Bugs, sour stuff, piano practice --------------------------------- [Throws] ---------------------------------- Tasuki Nage close to opponent, b or f + C Uwate Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Maemitsu Tataki df + A Kagekuri df + D ------------------------------ [Special Moves] ------------------------------ Tsukidashi tap P repeatedly Tsuki Otoshi qcb + P Kaburi Yori hcb,f + P Hatakikomi* f,df,d + P from Kaburi Yori Kateguri b,d,db + K Kote Nigi close to opponent, hcf + K Yorikiri f,d,df + K Kate Nage close to opponent, hcb,f + K ---------------------------- [Desperation Moves] ---------------------------- Oo-ichiban qcf,qcf + P Gasshou Hineri close to opponent, hcf,hcf + K ------------------------- [Super Desperation Moves] ------------------------- Gasshou Hineri close to opponent, hcf,hcf + BD ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Hatakikomi. - Super Cancel Moves: Kaburi Yori, Kateguri. - The Kagekuri hits low and needs to be crouch-blocked. - The start-up frames of the Yorikiri have invincibility. Hinako is safe from throws too during this time. - The Tsuika Otoshi has auto-guard. - The Kaburi Yori allows Hinako to grab the opponent so she can pull another move. So, you need to pull another special move or DM once it connects. Otherwise, the opponent will seem to counter it and get out of it. It is thus a Super Cancel Move (thanks to debourge eric for indirectly pointing this out). - Thanks to The King of Chickens Forever for pointing out that the Gasshou Hineri (both DM & SDM) is not an unblockable attack. Also, note that Hinako does a small jump before starting the move. According the Penguin, Hinako will grab airborne opponents as she does so. - The first hit of the Oo-ichiban must connect for Hinako to pull the whole move. ============================================================================= 2.G.4 LI XIANG FEI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Chinese Martial Arts Birthdate: May 25 Age: 17 Country: USA Blood type: B Height: 160 cm Weight: 45 kg Hobby: Midday naps Favorite food: Fried dumplings Best sport: Short-distance running Most important: Her friends Dislikes: Etiquette --------------------------------- [Throws] ---------------------------------- Kadoma close to opponent, b / f + C Ryokuchi Kou'en close to opponent, b / f + D ----------------------------- [Command Attacks] ----------------------------- Shou Shouda f + A Kyuuho: Kousentai f + B Fukuho: Kousentai df + D ------------------------------ [Special Moves] ------------------------------ Nanpa qcf + P Banhaku Kou'en close to opponent, hcb,f + P Ekisupo* qcb + P from Banhaku Kouken Senri Chukou qcf + B Kankuu* qcf + B from Senri Chukou Senri Chukou: Shinsaisa qcf + D Tenpou Zan f,d,df + K ---------------------------- [Desperation Moves] ---------------------------- Majinga hcb,hcb + K Dai Tetsujin qcf,hcb + K Chou Pai-Long AC,b,df + C,b+C ------------------------- [Super Desperation Moves] ------------------------- Majinga hcb,hcb + BD Dai Tetsujin qcf,hcb + BD ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Chou-Pai Long. - Super Cancel Moves: Ekisupo, Tenpou Zan. - The Shou Shouda is an overhead but no longer is one if you cancel into it. You will, however, have the possibility to cancel into a special move or a (S)DM from it. - The Kyuuho: Kusentai can be cancelled into to make it cancellable and hits low, meaning it must be crouch-blocked. - The Fukuho: Kusentai also needs to be crouch-blocked. - The (C) Nanpa juggles the opponent but it is relatively hard to follow with another move unless the opponent is cornered. - The Senri Chukou is an unblockable move. - The Senri Chukou: Shisaisa is also an unblockable move. - The Banhaku Kou'en is unblockable and makes Xiang Fei switch place with her opponent. - The (B) Tenpou Zan now has quicker recovery time. The King of Chickens points out that Hinako wanna-be masters should thus use it in combos instead of the Nanpa for obvious reasons. - The Majinga changes when done close to opponent and in this case, it is a powerful unblockable attack with does 100 hits for the DM and 102 hits for the SDM. - Concerning the Chou-Pai Long, the move does 3 hits. AC is for the first, b,df + C for the second, and b+C for the third and last hit. This last hit causes the Critical Wire Attack and if you fail to pull it correctly, you won't get the CRW effect. ============================================================================= 2.H N.E.S.T.S. TEAM ============================================================================= 2.H.1 KULA DIAMOND ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Anti K' Arts Birthdate: May 29 Age: 15 Country: Unknown Blood type: Unknown Height: 169 cm Weight: 48 kg Hobby: Eating candy Favorite food: Candy Best sport: Ice Skating Most important: Candy Dislikes: Fire --------------------------------- [Throws] ---------------------------------- Ice Coffin close to opponent, b or f + C Behind Slash close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- One Inch f + A Slider Shoot df + B Critical Ice df + C ------------------------------ [Special Moves] ------------------------------ Diamond Breath qcf + P Crow Bites f,d,df + P Counter Shell qcb + P Layspin qcb + K Stand* f + B from Layspin Sit* f + D from Layspin ---------------------------- [Desperation Moves] ---------------------------- Diamond Edge qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- Diamond Edge qcf,qcf + AC Freeze Execution hcb,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attacks: One Inch, Critical Ice (third hit only), Counter Shell. - Super Cancel Moves: (C) Crow Bites, Stand (first hit only), Sit. - The One Inch is an overhead and a knock-down attack. If cancelled into, it loses all these properties and can be cancelled into another move. - The Slider Shoot hits low and must be crouch-blocked. - If timed right, the Counter Shell will reflect regular projectiles. ============================================================================= 2.H.2 FOXY ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Swordsmanship based on Fencing Birthdate: December 9 Age: 28 Country: Venezuela Blood type: A+ Height: 181 cm Weight: 61 kg Hobby: Gardening Favorite food: Foie Gras Best sport: Fencing Most important: N.E.S.T.S. and her assistant Dislikes: Elite troop leaders --------------------------------- [Throws] ---------------------------------- The Third Key close to opponent, b or f + C The Twelfth Key close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- The Seven Metals f + A The Seven Minerals df + A The Seven Cycles f + B The Seven Evaporation df + B ------------------------------ [Special Moves] ------------------------------ Horn of the Unicorn qcf + P Planunium f,d,df + P Tree of Beginning hcb + P Memory of Noa* P from Tree of Beginning The Seven Stars* K from Tree of Beginning Tree of Wisdom qcf + K The Silver Moon* f + P from Tree of Wisdom ---------------------------- [Desperation Moves] ---------------------------- Poetry of Cygnus qcf,qcf + P Silver of the Moon* f + P from Poetry of Cygnus Wood of Knowledge* d + K from Poetry of Cygnus ------------------------- [Super Desperation Moves] ------------------------- Prayer of the Planet in air, qcf,qcf + AC Honey Bee qcf,qcf,qcf,qcf + BD ---------------------------------- [Notes] ---------------------------------- - Counter Wire Attack: jump CD. - Super Cancel Moves: Planunium, The Silver Moon, Wood of Knowledge (any hit). - The Seven Metals is an overhead. Once cancelled into, it becomes cancellable. - The Honey Bee SDM is a new kind of move. If the move is blocked or just misses, Foxy commits suicide afterwards and you'll thus lose. Don't pull it unless you are sure it will connect. Moreover, Foxy is invulnerable during the whole move and thus, it cannot be countered. (To be used against a certain Ignis!) - The Tree of Beginning hits low and needs to be crouch-blocked. - According to Penguin, The Seven Cycles and The Seven Evaporation (notice a pattern? :) are parrying moves and can block even desperation moves. - According to The King of Chickens Forever, the Horn of the Unicorn has a horrible start-up time. However, if it connects, the opponent will be stunned for about 3 seconds which gives you enough time to combo with something damaging. - The follow-ups to the Poetry of Cygnus need to be pulled as Foxy dashes towards the opponent. They will replace the move. - Your opponent must actually block in the opposite direction when the Prayer of the Planet is pulled or they will get hit by the wave which comes from behind (remember Aps from FFVII?). If he is close enough to Foxy, he can roll behind of course. In other words, don't pull the Prayer of the Planet when she is close to the opponent. - The last frames of Foxy's crouching B are unblockable. Check the "Bugs" section for more in-sight on this. ============================================================================= 2.H.3 K9999 (pronounced K-four-nine) ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Sheer Power Birthdate: Unknown Age: 16 Country: Presumed to be Japan Blood type: B+ Height: 168 cm Weight: 58 kg Hobby: Bikes Favorite food: Peanuts Best sport: None (he's not good at sports) Most important: His bike Dislikes: Being given orders --------------------------------- [Throws] ---------------------------------- Get Lost! close to opponent, b or f + C Quit Playing! close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Shut Up! f + A Here! in air, df + P Stomping df + K ------------------------------ [Special Moves] ------------------------------ Get In There! qcf + P Split! f,d,df + P ---------------------------- [Desperation Moves] ---------------------------- Moon... db,hcb,df + P You Get Lost Too! db,hcb,df + K ------------------------- [Super Desperation Moves] ------------------------- Power is...losing control...UWAAAAH!! d,f,df + ABCD ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: his striker action. - Super Cancel Moves: Shut Up! (first 3 hits only), Get In There!, Split!. - You can have K9999's jump C do more hits by tapping the button as soon as he jumps. - K9999's close (D) is an overhead and can hit grounded opponents. Try this for a combo: close D, D (thanks to Penguin!). - The (A) Get In There! has very little recovery time. In fact, you can even link the Shut Up! onto it. - The (C) versions of Split! and Moon... have invincibility during their start-up frames. - K9999's crouch C knocks down the opponent (thanks to AnotherGamer for the correction). - According to The King of Chickens Forever, Get Lost Too! is an instant hit long range move which hits multiple times. Use it against jumpers and it should connect just as their feet leave the ground. You can also use it against players who abuse projectiles (Takuma :)) since it will negate these (but not DM projectiles.) AnotherGamer also pointed out that the move can hit 9 times instead of the usual 5 hits. The damage is slightly bigger when the move does 9 hits (thanks to |rOmz| for clarifying this). Which version will come out depends on the distance between K9999 and his opponent. - The damage done by the Sheer Power! is bigger if the opponent is closer to K9999 when he pulls out the move. - It is possible to combo the Power is...losing control...UWAAAAH!! after any of K9999's throws. UWAAAAH!! - As everybody must know by now, K9999 purposedly looks like Tetsuo. However, it's not just about the physical appearance. Just playing with him shows that someone at SNK must really like Tetsuo. Anyway, make sure to look at the Power is...losing control...UWAAAAH!!, it will clear all your doubts about whether this was done on purpose or not. ============================================================================= 2.H.4 ANGEL (pronounced An-hell) ============================================================================= Angel is very different from the other characters in that she has a huge movelist due to the Chain Circle Moves. ----------------------------------- [Bio] ----------------------------------- Fighting style: Variable Birthdate: March 6 Age: 19 Country: Mexico Blood type: O Height: 168 cm Weight: Unknown Hobby: Live concerts Favorite food: Sliced cactus, tequila Best sport: Soccer Most important: Vintage B-3 and Deck Coat P.D series clothing Dislikes: Gambling --------------------------------- [Throws] ---------------------------------- Go Go Futen Girl close to opponent, b or f + C Starlit Field close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Senseless Chatter f + B Art the Wasteland in air, d + D ------------------------------ [Special Moves] ------------------------------ Formalist Blue df + K Red Sky of Yaponesia hcb + K Mad Roulette close to opponent, b,d,db + K ------------------------- [Chain Circle Start Moves] ------------------------ Welcome to Rogue* A from Formalist Blue Citizen of the World* B from Formalist Blue Repun Kamui qcb + P Beyond the Flames hcf + K ---------------------------- [Chain Circle Moves] --------------------------- Bye-bye Rogue u + P Shelter from the Storm u + K A Train to see Cherry Blossoms d + P Important Symptom d + K Buggy and Coffin f + P With a Lamp for the Pathway f + K ----------------------- [Chain Circle Finishing Moves] ----------------------- Crown under the Sky f,f + P State of Heathess f,f + K A Full-Moon Evening qcb + P Ride Your Cycle hcf + K Red Sky of Yaponesia hcb + K A Garden to Play with Ghost b,d,db + K ---------------------------- [Desperation Moves] ---------------------------- The Unidentified Victim Consciousness b,f,d,df + K Loyalty Test for the Liberalists* b,f,d,df + P during any Chain Circle Moves ------------------------- [Super Desperation Moves] ------------------------- Royalty Test for the Rebel* b,f,d,df + AC during any Chain Circle Moves ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: crouch C. - Counter Wire Attack: Crown Under The Sky. - The Senseless Chatter can be cancelled into a special move after the second hit. - The Important Symptom can hit grounded opponents. - The Unidentified Victim Consciousness is a Counter DM. The move is different depending on whether the attack being countered is a ground or an air one. On ground, it is is a juggle. In the case of an air attack, the move deals more damage. - The Repun Kamui causes guard crush when blocked. - The Mad Roulette is a juggle. - The Full-Moon Evening is an unblockable move. - Here's a brief explanation on how to use the Chain Circle Moves. If you want to use more than one Chain Circle Moves in a combo, the next move you pull must be opposite in type to the previous one (eg. a punch move after a kick, etc...). The direction pressed too must oppose the previous one. As long as you follow these rules, it is possible to pull long chains involving all the moves. Of course, it is also possible to finish with a DM as shown in the movelist. ============================================================================= 2.I PSYCHO SOLDIERS TEAM ============================================================================= 2.I.1 ATHENA ASAMIYA ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Psychic Power and Chinese Kung Fu Birthdate: March 14 Age: 18 Country: Japan Blood type: B Height: 163 cm Weight: 49 kg Hobby: Astrology, creating websites Favorite food: Maple leaf-shaped bean paste buns Best sport: Lacrosse Most important: A Peter Rabbit tea set, letters from her fans Dislikes: Grasshoppers --------------------------------- [Throws] ---------------------------------- Bit Throw close to opponent, b or f + C Psychic Throw close to opponent, b or f + D Psychic Shoot in air and close to opponent, b-f + C/D ----------------------------- [Command Attacks] ----------------------------- Phoenix Bomb in air, d + B Renkantai f + B ------------------------------ [Special Moves] ------------------------------ Psycho Ball Attack qcb + P Psycho Sword f,d,df + P (air) Phoenix Arrow in air, qcb + K Psychic Teleport qcf + K Psycho Reflector hcb + B Neo Psycho Reflector hcb + D ---------------------------- [Desperation Moves] ---------------------------- Shining Crystal Bit hcb,hcb + P (air) - ABCD to cancel Crystal Shoot* qcb + P from Shining Crystal Bit Phoenix Fang Arrow in air, qcf,qcf + K ------------------------- [Super Desperation Moves] ------------------------- Shining Crystal Bit hcb,hcb + AC (air) - ABCD to cancel Crystal Shoot* qcb + P from Shining Crystal Bit Psychic 9 hcb,f + AC; upon connecting A, B, C, A, B, C, D Psychic 9: Sailor* qcf + P from Psychic 9 Psychic 9: Psycho Sword* f,d,df + P from Psychic 9 Psychic 9: Flame Sword* hcb + K from Psychic 9 ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Psychic 9: Sailor. - Super Cancel Moves: Psycho Sword (both ground and air) , Phoenix Arrow. - The Rankatai can be cancelled into an air move or DM. - You can press ABCD during the Shining Crystal Bit to cancel it. - If you screw up during the Psychic 9, Athena will sit down just like in her taunt. - According to Penguin, Athena's Psychic 9: Psycho Sword juggles the opponent and can even be followed-up with a normal Psycho Sword. |rOmz| also pointed out that, with 4 power stocks, it is possible to follow with the Shining Crystal Bit. It however remains to be seen who will be courageous enough to play with Athena alone. ;) ============================================================================= 2.I.2 SIE KENSOU ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Kung Fu Birthdate: September 23 Age: 19 Country: China Blood type: B Height: 172 cm Weight: 61 kg Hobby: Comic books Favorite food: Meat buns Best sport: Soccer Most important: Stuffed dolls from fans Dislikes: Training --------------------------------- [Throws] ---------------------------------- Sunda close to opponent, b or f + C Tomoe Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Kobokushu f + A Kousentai f + B ------------------------------ [Special Moves] ------------------------------ Choukyuu Dan qcb + P Ryuu Renga Chiryuu hcf + A Ryuu Renga Tenryuu hcf + C Ryuu Sougeki in air, qcb + P Senkyutai qcf + K Ryuu Gakusai b,d,db + K ---------------------------- [Desperation Moves] ---------------------------- Shinryuu Seiou Rekkyaku qcf,hcb + B Shinryuu Tenbu Kyaku qcf,hcb + D ------------------------- [Super Desperation Moves] ------------------------- Senki Hakkei close to opponent, qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Ryuu Gakusai. [Note however that only the (D) Ryuu Gakusai can be cancelled into the Senki Hakkei.] - The Kobokushu is an overhead. - The Senkyutai is a juggle besides having auto-guard against standing and air attacks. - The Senki Hakkei is an unblockable SDM. - According to Penguin, the second hit and third hits of the Shinryuu Seiou Rekkyaku are overheads. So, stop holding down if you don't want to endure a very painful death! :) ============================================================================= 2.I.3 CHIN GENTSAI ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Any Kung Fu style (mostly drunken fist style) Birthdate: April 27 Age: 89 Country: China Blood type: A Height: 164 cm Weight: 63 kg Hobby: Mah-jong Favorite food: Lemon-marinated salmon, Chinese fried rice, banana rolls, chicken-creamed stew, beef stew, kettled-fried noddles, Turkish rice, fried chicken, nagasaki chinyanpon, octopus rice, octopus noodles, Tan Tan noodles, curry, sake, strawberry and cheese crepes, fried bean sushi Best sport: Stoll, yoyos Most important: Sake Dislikes: Bears --------------------------------- [Throws] ---------------------------------- Gou Inshu close to opponent, b / f + C Gyaku Ashi Nage close to opponent, b / f + D ----------------------------- [Command Attacks] ----------------------------- Suiho Hyoutan Shu f + A ------------------------------ [Special Moves] ------------------------------ Hyoutan Geki qcb + P Shihai Kou qcf + P Fun'en Kou* qcf + P from Shihai Gouen Shourai: Kai* f,d,df + P from Shihai Kaiten-teki Kuutotsu Ken* hcf + K from Shihai Bougetsu Sui d,d + K Rouja Hanshou* u + B from Bougetsu Sui Rigyo Hanshou* u + D from Bougetsu Sui ---------------------------- [Desperation Moves] ---------------------------- Gouran Enpou qcf,qcf + P Gouren Shourai qcf,hcb + P ------------------------- [Super Desperation Moves] ------------------------- Gouran Enpou qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Gouen Shourai: Kai. - The Suiho Hyoutan Shu is an overhead. Once cancelled into, it becomes cancellable into another move but no longer acts as an overhead. - The Hyoutan Geki may allow Chin to avoid certain projectiles. Same goes for the Kaiten-teki Kuutotsu Ken. - The Bougetsu Sui will make Chin lie on the ground. While in this position, Chin cannot be hit by certain projectiles but he can still be thrown or swept and is vulnerable to any low attacks. The Rouja Hanshou will make Chin jump forward for an attack while the Rigyo Hanshou allows him to roll back and avoid attacks. The opening can hit the opponent though. Moreover, you can have Chin move about while he's lying on the ground by pressing forward/back. It should also be noted that Chin cannot lie down indefinitely, he'll stand up after some time. - The Gouran Enpou makes Chin blow fire with his mouth. The weak version goes diagonally (up) while the strong version is horizontal. Weak version will never hit against some characters (Choi, Bao...). As SDM, it just spreads everywhere. ============================================================================= 2.I.4 BAO ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Psychic Abilities Birthdate: July 18 Age: 12 Country: Unknown (comes from China) Blood type: Unknown (still to be determined) Height: 153 cm Weight: 40 kg Hobby: Video games (home consoles only) Favorite food: Hot milk Best sport: River fishing Most important: B rated video games, hardware Dislikes: Epic role playing video games --------------------------------- [Throws] ---------------------------------- Gen'ei Tougi close to opponent, b or f + C Critical Throw close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Kawasaki f + A Senheki Shuu f + B Senshou Shuu df + B Rikatsu Shuu df + D Soushou In air, d + A Hikida In air, d + B ------------------------------ [Special Moves] ------------------------------ Psycho Ball Attack: Front qcf + A Psycho Ball Crash: Raise qcf + P Psycho Ball Crash: Front qcb + P Psycho Ball Crash: Bound qcf + K Psycho Ball Crash: Reflect qcb + K Psycho Ball Crash: Air Front in air, qcb + P Psycho Ball Crash: Air Bound in air, qcf + K ---------------------------- [Desperation Moves] ---------------------------- Psycho Ball Crash: SP qcb,qcb + K ------------------------- [Super Desperation Moves] ------------------------- Psycho Ball Attack: MAX f,hcf + AC ---------------------------------- [Notes] ---------------------------------- - Super Cancel Moves: Psycho Ball Crash: Raise, Front, Air Bound. - The Rikatsu Shuu can hit a downed opponent. - Attack: Front now travels only half-screen. - Bao can cancel his Psycho Ball Crash moves into each other. Here are the combinations which I know off (there may be more): * Raise -> Air Front * Air Bound -> Reflect * Air Bound -> Raise * Air Bound -> Front (both Attack and Crash) In the cases where the first move is Air Bound, you just need to perform the next move as Bao touches the ground. - You can perform additional hits while the Psycho Ball Attack: MAX connects. You need to be quick though. You may even follow with the Psycho Ball Crash: SP. - After you perform the Psycho Ball Attack: MAX, you need to keep AC pressed until the small projectile reaches the opponent. If you release the buttons earlier, the projectile instantly explodes and may thus miss. ============================================================================= 2.J KOREAN TEAM ============================================================================= 2.J.1 KIM KAPHWAN ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Tae Kwon Do Birthdate: December 21 Age: 30 Country: South Korea Blood type: A Height: 176 cm Weight: 78 kg Hobby: Karaoke Favorite food: Koreak barbeque Best sport: Gymnastics Most important: His wife and his 2 sons Dislikes: Evil --------------------------------- [Throws] ---------------------------------- Kubikime Otoshi close to opponent, b or f + C Sakkyaku Nage close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Kuurengeki f + A Nerichagi f + B ------------------------------ [Special Moves] ------------------------------ Hangetsu Zan qcb + K Hishou Kyaku in air, qcf + K Haki Kyaku d,d + K KuuSaJin* f,d,df + K from (B) Haki Kyaku Hien Zan charge d,u + K Tenchuu Zan* d + D from (D) Hien Zan ---------------------------- [Desperation Moves] ---------------------------- Hou'ou Kyaku qcb,db,f + K (air) Hou'ou Hiten Kyaku qcf,qcf + K Hou'ou Tenbuu Kyaku air, qcf,qcf + K ------------------------- [Super Desperation Moves] ------------------------- Hou'ou Kyaku qcb,db,f + BD (air) ---------------------------------- [Notes] ---------------------------------- - Super Cancel Moves: (B) Haki Kyaku, KuuSaJin (second hit only). - The Hien Zan now takes a hella time to come out (about 4 weak kicks). - The Kuurengeki can now be cancelled into a special move on the second hit. - The strong Haki Kyaku knocks down the opponent but the weak version doesn't (hence the follow-up). ============================================================================= 2.J.2 CHANG KOEHAN ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Tae Kwon Do & Power Attacks Birthdate: October 21 Age: 39 Country: South Korea Blood type: B Height: 227 cm Weight: 303 kg Hobby: Destroying things Favorite food: Roasted cow Best sport: Ping-pong Most important: His iron ball Dislikes: Centipedes --------------------------------- [Throws] ---------------------------------- Hagan Geki close to opponent, b or f + C Kusari Jime close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Hiki Nige df + A ------------------------------ [Special Moves] ------------------------------ Tekkyuu Funsai Geki qcb + P Tekkyuu Dai Kaiten f,d,df + P, press b or f (ABCD to cancel) Dai Hakai Nage close to opponent, hcb,f + P Tekkyuu Taiko Uchi hcf + K ---------------------------- [Desperation Moves] ---------------------------- Tekkyuu Dai Bousou qcf,hcb + P Tekkyuu Dai Assatsu qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- Tekkyuu Dai Assatsu qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Tekkyuu Dai Bousou. [The Tekkyuu Dai Bousou is a CRW when Chang finishes it with a weak stand kick. Don't worry, you can't miss it! According to |rOmz|, you can even follow with DM's, and SDM's to kill the opponent right away.] - Super Cancel Move: Tekkyuu Funsai Geki. - The Hiki Nige hits low. - The Tekkyuu Dai Kaiten can be cancelled by pressing ABCD. - The wind-up of the strong Tekkyuu Funsai Geki will hit tall opponents who try to roll behind Chang when he performs the move and he swings his iron ball. Note that the move doesn't have auto-guard now. - The Dai Hakai Nage is unblockable (and very damaging!). - The Tekkyuu Taiko Uchi has 2 outcomes. The first one will make Chang sneeze for some negligible damage but Chang is invulnerable as he sneezes. The second one will make Chang perform a powerful Hien Zan - the Hien Zan will be performed after 3 successful counter-attacks. (Note: Hien Zan = see Choi) - The Tekkyuu Dai Bousou has seven random finishing attacks: a standing weak kick (which is his Critical Wire Attack), a forward roll, an upward roll, a sliding attack, a Hien Zan, a slower attack where he jumps and a standing attack where he uses his stomach to inflict damage. - The SDM Tekkyuu Dai Assatsu will still affect an out-of-range opponent who isn't crouch-blocking. The latter will be hit by the earthquake which Chang causes when he lands on his belly. The whole move also has auto-guard which makes it is extremely useful. - Changs owns all your favorite characters for $0.00. ============================================================================= 2.J.3 CHOI BOUNGE ============================================================================= ----------------------------------- [Bio] ----------------------------------- Fighting style: Tae Kwon Do & Speed Attacks Birthdate: October 25 Age: 35 Country: South Korea Blood type: B Height: 153 cm Weight: 44 kg Hobby: Slicing stuff Favorite food: Crab Best sport: Rhythmic gymnatics Most important: His claws Dislikes: Cognac --------------------------------- [Throws] ---------------------------------- Zujou Sashi close to opponent, b or f + C Geketsu Tsuki close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Mukuro Zuki b or f + A Toorima Geri b or f + B ------------------------------ [Special Moves] ------------------------------ Senpuu Hien Sashi charge b,f + P Tatsumaki Shippuu Zan charge d,u + P Hishou Kuuretsu Zan charge d,ub-uf + K (hold K) Houkou Tenkan* any dir. + P or K from SHS & HKZ Kaiten Hien Zan qcb + P Kishuu Hien Zuki* press P from Kaiten Hien Zan Hishou Kyaku in air, qcf + K Hien Zan f,d,df + K ---------------------------- [Desperation Moves] ---------------------------- Shin! Chouzetsu Tatsumaki Shinkuu Zan hcb,hcb + P, press b or f Zan! Saru Tsukiwa hcf,hcf + P, (hold to delay) Hou'ou Kyaku qcf,hcb + K ------------------------- [Super Desperation Moves] ------------------------- Hou'ou Kyaku qcf,hcb + BD ---------------------------------- [Notes] ---------------------------------- - Super Cancel Move: Hishou Kyaku. - The Mukuro Zuki is an overhead. Once you cancel into it, it no longer functions as an overhead but you can put a move or a S(DM) after it. (eg. stand C -> Mukuro Zuki -> Hou'ou Kyaku) - The Toorima Geri is an overhead. It becomes a cancellable attack if you cancel into it. - You can press back or forward during the Shin! Chouzetsu Tasumaki Shinkuu Zan to make Choi move around and trap the enemy. - According to Penguin, holding the Zan! Saru Tsukiwa fully makes the last additional hit become unblockable. ============================================================================= 2.J.4 MAY LEE ============================================================================= May Lee is very different from the other characters in that she has 2 modes of play and depending on which mode you chose, her moves change. The 2 Modes are STANDARD and HERO modes. To change between the modes, press ABC. You always start with STANDARD mode and can switch mode whenever you want. If you lose track of what mode May Lee is in, just try to block or roll. May Lee cannot do either in Hero mode. ----------------------------------- [Bio] ----------------------------------- Fighting style: Tae Kwon Do (variation) Birthdate: March 24 Age: 17 Country: South Korea Blood type: B Height: 164 cm Weight: 47 kg Hobby: Television Favorite food: Fried chicken, noodles Best sport: Tae Kwon Do Most important: Her red scarf and her gloves Dislikes: Evil ______________________________ ________________________________ ______________________________[STANDARD MODE]________________________________ --------------------------------- [Throws] ---------------------------------- Jumping Kick Grab close to opponent, b or f + C Sommersault Grab close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Flying Forward Kick f + B ------------------------------ [Special Moves] ------------------------------ Three-Strike Kick: Reverse qcf + K Triple Kick* hcb + K from TSK: Reverse Three-Strike Kick: Heel Drop f,d,df + B Three-Strike Kick: Low f,d,df + D Counter Kick hcb + K ---------------------------- [Desperation Moves] ---------------------------- Godly Beast Kick qcb,qcb + K Raging Boisterous Dance qcf,qcf + K ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Godly Beast Kick. - Super Cancel Moves: Triple Kick, Counter Kick, Three-Strike Kick: Low. - The Flying Forward Kick is an overhead. - The Heel Drop is an overhead. - The TSK: Low hits low. Obviously. - The TSK: Reverse has auto-guard during the opening animation (it is very quick though). - The Counter Kick works against only standing attacks. Morever, it will juggle an opponent if it successfully counters your opponent. - The (D) Triple Kick automatically makes May Lee switch to Hero mode. - Only the weak version of the Reverse is comboable. Strong version takes too much time to come out. - By effectively using the Triple Kick, you should be able to link it with the TSK: Heel Drop or TSK: Low. This holds for only the (B) Triple Kick though. - The Godly Beast Kick is a Critical Wire Attack but because of the long recovery, it's quite difficult to follow-up after the rebound. However it is possible to switch to Hero Mode after the last hit connects and doing so allows you to effectively follow up since it cancels the recovery time (thanks to both airthrow and happy feet for this). You can even follow with her Hero Mode May Lee: Dynamic. - May Lee doesn't have any super desperation moves while in her Standard Mode. Refer to the Hero Mode notes for more info on how to use both modes effectively. ________________________________ __________________________________ ________________________________[HERO MODE]__________________________________ --------------------------------- [Throws] ---------------------------------- Jumping Kick Grab close to opponent, b or f + C Sommersault Grab close to opponent, b or f + D ----------------------------- [Command Attacks] ----------------------------- Hero Counter f + A Sliding df + B ------------------------------ [Special Moves] ------------------------------ Full Swing Chop qcf + P May Lee: Chop qcb + P May Lee: Break close to opponent, hcb,f + P May Lee: Kick in air, qcf + K ---------------------------- [Desperation Moves] ---------------------------- May Lee: Dynamic in air, qcf,qcf + P ------------------------- [Super Desperation Moves] ------------------------- May Lee: The End qcf,qcf + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attacks: stand CD, (C) Full Swing Chop. - Counter Wire Attack: (A) Full Swing Chop. - Super Cancel Moves: May Lee: Chop, May Lee: Kick. - Extremely important note about the HERO MODE contributed by The King of Chickens 2001: May Lee cannot block or roll in this mode (hence the name?). - The Full Swing Chop is an overhead and causes guard crush when blocked. - Her stand CD is her Critical Wire Attack and is unblockable. But the attack has a slow start-up and recovery time though so you can't abuse it. However, according to Airthrow, there's a way to use this to your advantage. Switch back to Standard Mode once the attack connects and you'll thus be able to follow-up. It should also be possible to perform the Hero mode CD attack once, nullify the recovery time by going into Standard mode, and then go back to Hero mode so you can follow-up with special moves. - Moreover, according to happyfeet, almost all of May Lee's moves can be chained into a mode change as long as you are quick enough to tap ABC as that move is still hitting. The only exception to this is the (D) Counter Kick [Standard Mode]. Here's a small example of how this works (thanks to happyfeet for this): [Normal Mode] qcf + B (1 hit) -> hcb + B -> ABC -> d + C ->... The first ABC will make May Lee go into Standard Mode. As d + C is a launcher, you can follow up when it connects. The mode change also works for normal moves. From the example above, you can press ABC again as the d + C connects which will bring you back to Normal Mode and follow up with other moves. ============================================================================= 2.K BOSSES ============================================================================= 2.K.1 ORIGINAL ZERO ============================================================================= (Original Zero and Igniz movelists were compiled by AnotherGamer and The True Warrior.) --------------------------------- [Throws] ---------------------------------- Nage close to opponent, b or f + C/D ----------------------------- [Command Attacks] ----------------------------- Jagai Kusetsu f + A, hold (both) ------------------------------ [Special Moves] ------------------------------ Zankaze Enpa: Hankyou qcf + A Zankaze Enpa: Satsuma qcf + C Zankaze Enpa: Ouga f,d,df + A Zankaze Enpa: Shouha f,d,df + C ---------------------------- [Desperation Moves] ---------------------------- Gokusa Zanjin qcf,qcf + P Hakura Messhou qcf,qcf + K ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Striker Long (f + C). - Counter Wire Attacks: stand CD, jump CD. - It should be noted that Original Zero calls his strikers in a different way. According to 'The King of Fighters 2001 Arcadia Mook', these should be considered as real special moves but I'll be listing them here for the purpose of this FAQ : Krizalid : f + A Gorgon : f + B Long : f + C (You can find these Mook scans at www.orochinagi.com along with some cool artwork). - Also note that Original Zero, being the cheap badass that he is, can call all 3 strikers consecutively quite easily. - Like most SNK bosses, Original Zero cannot crouch but he still has low attacks (Igniz does not). He can however still crouch-block, as recently pointed out by Penguin. - The Jagai Kusetsu is an overhead. Also, since the move uses the same command as calling Krizalid, it's hard to pull. Most of the time, Krizalid tends to come out first and this immediately cancels the input. - The Hakura Messhou does much more damage as the opponent is closer to Original Zero. - All of Zero's special moves cause guard crush when blocked. - I suppose everybody is familiar with his favorite technique now (as CPU): call Long and Black Hole DM. To avoid get caught in the DM, avoid or hit Long before he performs his attack. Don't just block though, Long's attack is unblockable. Penguin also pointed out that it is easier to emergency evade after taking the first hit if you have a power stock. ============================================================================= 2.K.2 IGNIZ ============================================================================= --------------------------------- [Throws] ---------------------------------- Blue Noah close to opponent, f or b + C Red Noah close to opponent, f or b + D ------------------------------ [Special Moves] ------------------------------ Chain-Blade Trans-Axial Slice qcf + P Chain-Blade Sagital Slice f,d,df + P Divine Arrow: High qcb + A Divine Arrow: Low qcb + C Nega Genesis qcf + K Void Genocide qcb + K ---------------------------- [Desperation Moves] ---------------------------- Idom Blade qcf,qcf + P Chaos Tide f,d,df + K ------------------------- [Super Desperation Moves] ------------------------- Brutal God Project qcf,hcb + AC ---------------------------------- [Notes] ---------------------------------- - Critical Wire Attack: Void Genocide. - Counter Wire Attack: Nega Genesis (first hit only). - Super Cancel Moves: Chain-Blade Tranx-Axial Slice, Chain-Blade Sagital Slice, Nega Genesis. [The Chain-Blade Trans-Axial Slice is a Super Cancel Move. Moreover, Igniz can go on cancelling the (A) version into (C) version and vice-versa. And obviously, that's an infinite which is even cheaper if you consider how Igniz doesn't rely on power stocks.] - But wait, that's not all. SNK really surpassed themselves with Igniz. The (C) Chain-Blade Trans-Axial Slice is also a juggle and Igniz can just go on pulling this move as much as he wants. And he does like pulling it when he's close to dying. Goenitz? Who's Goenitz? - The Nega Genesis is a reversal. - If the first frames of the Void Genocide miss (i.e. what causes the Critical Wire), the last frames of the move knock the opponent down if they magically connect (i.e. when Igniz's cape quickly sways vertically). If the whole move is blocked, it will cause guard crush. - The Chaos Tide will negate any projectiles. - Like most SNK bosses, Igniz cannot crouch. What should hence be crouching attacks are his mere normal standing counterparts. - The Idom Blade is a juggle. You can keep on hitting the opponent with anything except the Chaos Tide. "99-hit combo in yo face, sucka!" Actually, the Chaos Tide too can connect after a single Idom Blade but you cannot follow up afterwards. Obviously, the Brutal God Project too will end any combo you attempt to perform. - Igniz certainly has the cheapest infinites you'll ever see in a fighter. And he doesn't even have a power gauge, which means he can pull any of those whenever he wants (which he does if you are about to trap him). ============================================================================= 3. MISC ============================================================================= 3.B STRIKER ACTIONS ============================================================================= (Thanks to Penguin for sending in most of the Striker Actions.) The striker cast in 2001 is just as in '99, i.e. each character holds one striker. So, no more Another Strikers or Maniac Strikers; you only have your characters coming in now (except O. Zero who is helped by 3 strikers but since he isn't selectable...). Anyway, most of the actions are similar to those of 2000 but there are some changes. The list is in alphabetical order. Character: Andy Striker Action: Zan'ei Ken Description: Andy hops in and performs his Zan'ei Ken. This attack can be a real pain in the ass to avoid if you're not careful. Character: Angel Striker Action: Beyond The Flames Description: Angel slides in and performs a Beyond The Flames attack. Character: Athena Striker Action: Phoenix Arrow Description: Athena jumps in and performs her Phoenix Arrow ('94 style) and ends with a kick which juggles the opponent. She doesn't perform the last action (the kick) if the Phoenix Arrow misses though. Character: Bao Striker Action: Psychic Attack Description: Bao somersaults towards the opponent. He'll then perform a Psychic Attack which juggles the opponent before rolling away. Character: Benimaru Striker Action: Elec-Trigger Description: Benimaru jumps in near the opponent and quickly performs his Elec-Trigger. This striker action does no damage but gives you enough time to hopefully pull a DM or whatever. Character: Clark Striker Action: Gatling Attack Description: Clark jumps in with his CD attack and performs his Gatling Attack. Character: Chang Striker Action: Tekkyuu Dai Kourin Description: Changs comes in with his Tekkyuu Dai Assatsu. Not much to say about this one, his striker attack is the same as the 2000 one. Character: Chin Striker Action: Kaiten Hyoutan Shuu Description: Chin comes in and takes his winning pose where he fiddles with his sake jug. If the jug hits the opponent, the latter will be knocked up. Go figure. Character: Choi Striker Action: Geketsu Tsuki Description: Choi jumps in and attempts to throw the opponent (the one where he goes behind him and pokes his butt :). Character: Foxy Striker Action: Tree of Freedom Description: Foxy executes the Tree of Freedom and finishes with the Silver Moon. Character: Gorgon Striker Action: Roar Description: Gorgon jumps in with a claw attack and roars upon landing. Character: Goro Striker Action: Tenchi Gaeshi Description: Goro runs in and attempts to grab the opponent. If he successfully grabs the opponent, the latter will be juggled. Character: Heidern Striker Action: Moon Slasher Description: Heidern does his '98 intro (fades in the background and takes that eerie pose) before performing his Moon Slasher. Character: Hinako Striker Action: Teppou Hiyoko Description: Hinako runs in and quickly performs a Tsukidashi attack. Character: Iori Striker Action: Ura 108 Shiki: Ya Sakazuki Description: Iori runs in and performs his Ya Sakazuki (his other DM in '98). The opponent is juggled as the Ya Sakuzuki connects. The Yu Sakazuki is also a Counter Wire Attack. Character: Joe Striker Action: Shijou Saikyou Low Kick Description: Joe jumps in and performs his Shijou Saikyou Low Kick before running away.. Character: Kim Kaphwan Striker Action: Hishou Kyaku Description: Kim jumps in with his Hishou Kyaku and if the attack effectively connects, he'll follow up with his KuuSaJin. Character: Kensou Striker Action: Sen Shippo Description: Kensou jumps in and performs a Sen Shippo attack. Character: King Striker Action: Trap Rush Description: King appears on-screen with a sliding attack and if the latter connects, she does a move similar to the Silent Flash. Character: Krizalid-1 Striker Action: Negative Anguish Description: Krizalid-1 comes in and performs the Negative Anguish (qcf + C as Krizalid in '99) which can absorb projectiles. Character: Kula Striker Action: Crow Bites Description: Kula runs in and performs her Crow Bites. Character: Kyo Striker Action: R.E.D. KicK Description: Kyo jumps in with his R.E.D. KicK and quickly follows with his Hikigane. Character: K' Striker Action: Narrow Spike Description: K' has 2 Striker Actions in fact and he'll pull one depending on gameplay conditions. If the opponent is on the ground (standing or crouching) when he is called, he comes in with a sliding attack which knocks the opponent down. If the opponent is in the air, he will jump in and perform a weak Crow Bites. Character: K9999 Striker Action: ??? Description: K9999 jumps in with an attack before slowly walking away. The last hit of the attack is a Critical Wire. Character: Leona Striker Action: Killer Touch Description: Leona runs forward and if she hits the opponent, she will place a bomb on the latter which juggles him upon exploding. Character: Lin Striker Action: Hiten Kyaku Description: Lin jumps in with his Hirai Kyaku. He comes in with the attack in this case -- most characters jump in, stand and then perform their striker action but Lin just comes in with the move. Character: Long Striker Action: ??? Description: Long _appears_ next to the opponent and performs an unblockable attack. Once he's finished, he'll just desintegrate. His attack can be avoided by hitting him beforehand or by rolling back (although this second option still presents risk as Zero always unleashes his DM after calling Long and you'll be caught in it). Character: Mai Striker Action: Mizudori No Mai Description: Mai comes in and performs her Mizudori No Mai ('98 DM). Character: Mary Striker Action: Rapid Spider Description: Mary comes in with the Straight Slicer and continues with the M. Spider which will juggle the opponent. Character: Maxima Striker Action: Maxima Gallows Description: Maxima jumps in and grabs the opponent by the neck. The move itself does very little damage but gives you enough time to throw in a move or a (S)DM. Combos are hard to connect since the opponent is not on the ground. Character: May Lee Striker Action: ??? Description: May Lee runs in and performs 2-hit combo. Character: Ralf Striker Action: Galactica Phantom Description: Ralf comes in with his Kyuukouka Bakudan Punch and immediately performs the Galactica Phantom after landing. Character: Ramon Striker Action: El Diablo Amarillo Description: Ramon runs forward and if he hits the opponent, he performs a 4-hit ranbu attack. Character: Robert Striker Action: Ryuuren Moushuu Description: Robert dashes forward and performs a mini Ryuuko Ranbu. Character: Ryo Striker Action: Tenchi Haou Ken Description: Ryo runs forward and performs his Tenchi Haou Ken. Character: Seth Striker Action: Final Agent Description: Seth jumps in and just stands. After a couple of seconds, he walks towards the opponent and performs an uppercut attack. Character: Shingo Striker Action: 212 Shiki: Kototsuki Mikansei Description: Shingo runs in and performs a 212 Shiki: Kototsuki Mikansei attack. Character: Takuma Striker Action: Chou Hissatsu: Tengu Shikou Ken Description: Takuma runs in and throws a slower Hakou Shikou Ken. Character: Terry Striker Action: Dunk Geyser Description: If you are close to the opponent, Terry comes in with his Power Charge and finishes with the Power Geyser. If the opponent is far away, he only performs the Power Geyser. Character: Vanessa Striker Action: Hard Puncher Description: Vanessa runs in (actually, it's more as if she slides along) and if she hits the opponent, she continues with a move similar to the Machine Gun Puncher. Character: Whip Striker Action: Valkyrie Shot Description: Whip drops next to the opponent and performs her Strings Shot Type B. Character: Xiang Fei Striker Action: Chou Pai-Long Description: Xiang Fei runs in and quickly performs a Chou Pai-Long attack. She then taunts and runs away. Penguin pointed out that the Chou Pai-Long will hit a downed opponent. Character: Yuri Striker Action: Ura Kuuga Description: Yuri jumps in and performs her Ura Kuuga (long animation) which gives you enough time for practically anything.. ============================================================================= 3.C BUGS ============================================================================= While all the other sections are complete now, this Bugs section has just been added and is thus currently under construction. If you want to contribute your own discoveries, just e-mail me and I'll add them later. Please tell me exactly what should be done and under one conditions so I may try them first. KYO VS. ANGEL (contributed by Dark Angel) According to Dark Angel, Kyo has a new infinite which is very easy to pull since it involves just hitting away with the 75 Shiki Dai continuously. Apparently, the move is now such that they will keep on hitting against Angel. It also appears that this works only against Angel -- it doesn't work against other opponents. At least, I couldn't get it to work against the likes of Clark or even Goro. BAO'S CHEAP INFINITE (contributed by Penguin) Once the opponent is knocked down, just keep performing Bao's Rikatsu Shuu (df + D) and there ya go. You now have an ultra easy infinite to abuse since the move can hit downed opponents. Note however that sometimes, the opponent can escape. This seems to work against Igniz too, I relied on it to beat the crap out of him once. IORI'S HOP (contributed by |rOmz|) - This bug has been in KOF since Iori got his Yuri Ori. To get Iori to hop back further, tap b,b + B. What happens is that, instead of merely jumping, Iori also do the Yuri Ori as you must already have guessed. The nice thing about this is that the bug allows Iori to jump back further. FOXY'S WEAK KICKS - As stated in the movelists, the last frames of Foxy's crouching B are unblockable. It is also possible to make it always unblockable such that it iwll connect against any opponent forever. To achieve this, simply press C quickly after inputting the crouching weak kick command. KIM VS. KULA (contributed by Penguin) - I'm not sure if this is supposed to be a bug but its cheapness has convinced me to include it here. It is possible to keep pulling Kim's Haki Kyaku (d,d + B) against Kula, thus hitting her repeatedly without her being able to do anything against it. ============================================================================= 3.C SECRETS ============================================================================= ----------------------------------------------------------------------------- CHOOSE YOUR WINNING POSE ----------------------------------------------------------------------------- To choose your winning pose, press a button immediately after beating the opponent and before the "You Win" mark appears. Each button gives a specific winning pose. Not much of a secret anymore since this has been in KOF from the beginning. I'm not sure if the special winposes can be obtained through this cheat. I do know that Shingo now sings a new song though. :) ----------------------------------------------------------------------------- SPECIAL INTROS ----------------------------------------------------------------------------- As in previous KOF titles, some match-ups will yield special intros. Here's the list of the special intros in this new edition (some may still be missing, just let me know if you know of any more): - Andy vs. Mai - Angel vs. any of her teammates - Angel vs. Igniz - Angel vs. Original Zero - Athena vs. Kensou - Bao vs. Athena - Bao vs. Kensou - Chang vs. Choi - Chin vs. Kensou - Clark vs. Ralf, Leona, Whip - Heidern vs. Ralf, Clark, Leona - Heidern vs. Whip - Heidern vs. Igniz - Heidern vs. Seth - Hinako vs. Goro, Mai - Igniz vs. N.E.S.T.S. team members - Igniz vs. K', Maxima, Whip - Iori vs. Shingo - Joe vs. Terry, Andy - K' vs. Kula - K' vs. K9999 - K' vs. Maxima - Kim vs. Iori, N.E.S.T.S. team members, Original Zero, Igniz - Kim vs. May Lee - King vs. Ryo - King vs. Mai, Yuri - Kula vs. all her teammates - Kula vs. Ignis - Kula vs. Maxima - Kula vs. Original Zero - Kula vs. Whip - Kyo vs. Iori - Leona vs. Chang (refers to KOF '98) - Lin vs. Original Zero - May Lee vs. N.E.S.T.S. team members, Original Zero, Igniz - Ralf vs. Clark, Leona, Whip - Ryo vs. Robert - Seth vs. Original Zero - Terry vs. Blue Mary - Vanessa vs. any other female except Angel, Foxy, Kula - Vanessa vs. Ramon - Yuri vs. Hinako There are also special dialogues after specific match-ups but the list is quite exhaustive. I'll let you find out by yourself (or you can check the Quotes FAQ at GameFAQs). ----------------------------------------------------------------------------- SPECIAL WINPOSES ----------------------------------------------------------------------------- These are special poses which you get after a certain character defeats a specific opponent. All of the special winposes have been sent in by Penguin. - Benimaru beating any female fighter (except Xiang Fei, Angel, Foxy, May Lee) - Shingo beating Kyo - Ramon beating Vanessa - Foxy beating Igniz - Heidern beating Igniz - Original Zero beating Lin (weird!) - Original Zero beating K' - Kensou beating Athena (and vice-versa) - Leona beating Iori - Leona beating other Ikari team members - K' beating Kula - Takumi beating Ryo, Robert, Yuri - Whip beating N.E.S.T.S. and Ikari team members - Whip beating K', Maxima, Ramon - Lin beating N.E.S.T.S. team members, Original Zero, Igniz - Mary beating other Fatal Fury team members - King beating Art of Fighting team members - Kula beating Foxy - May Lee (in Hero Mode) beating N.E.S.T.S. team members - An Art of Fighting team member beating another one (no mirror matches) - Seth beating Vanessa (and vice-versa) ----------------------------------------------------------------------------- SECRET ENDING ----------------------------------------------------------------------------- To get the secret ending, beat the game with an edit team but the following characters must be absent from it: K', Maxima, Whip, Kula, Angel, Foxy. This alternate ending shows up after Igniz's base blasts off. ----------------------------------------------------------------------------- ORIGINAL ZERO SELECTABLE ----------------------------------------------------------------------------- No code has yet been released to confirm that Original Zero is selectable (and his strikers) but there should be one since mid-bosses are always selectable in KOF games. Or it could be that Eolith wants to change the tradition. If a code _is_ released, I'll add it in the next update. Anyway, those who have the Neo-Geo carts can just mess with the dip switches and a trainer has been released for the dump (this allows Igniz too to be selectable, among other equally cheap features). ============================================================================= 4. OUTRO ============================================================================= 4.A LEGAL DISCLAIMER ============================================================================= Copyright 2001-2002, Orochi K. All rights reserved. This document is a free publication and as such, cannot be used for profitable purposes. Copying or reproducing this document or any part of it without the author's permission is illegal and will be treated accordingly. This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. In other words, you cannot use this FAQ to make money and you cannot host it on your site without my permission. You are not allowed to rip part of it and to include it in your own work, thus claiming that the information belongs to you. Even if you want to use some info contained in this guide while giving me credit, you must e-mail me and ask me first. "If somebody steals your FAQ and sells it, you can sue them. Even if they didn't sell it, you can still sue for statutory damages." - CJayC Keep these words in mind! The King of Fighters 2001 is © 2001, Eolith & SNK. ============================================================================= 4.B CONTACT INFO ============================================================================= If you want to mail me for contributions, comments, feedback or you want to send me some hot Angel and Mai pics, feel free to do so. The address is found at the top of this FAQ. Note however that I will only accept certain types of e-mails and I will ignore the rest. Here's the list of those: · Please put the name of the guide as the subject. If you don't even say what game it is all about, how the hell am I supposed to know? I have no psychic powers! · Do not ask me about roms and where you may find them. I don't give a fuck about how poor you are. A KOF 2001 game requires only 1 token for around 15 minutes of play if you are moderately good. I don't consider this as expensive. · I only accept e-mails in English since this is an English guide. Plain ol' English and no stupid messages of the type "hey dOOd, whassa teh!!111!!1". If I can't understand what you are trying to say, your e-mail will directly go to the trash. PoINtleSS CaPItalIzAtIOn WiLL bE IgNoReD To0. 1337 too is fucking annoying. · No flashy colors, don't send me executables, files. In short, type whatever you wish to say and I will read it. If you're sending me info through an attachment, rest assure that I will never read it, let alone reply. · I'm tired of people requesting help on how to play with certain characters and asking for tips. Please don't send me such e-mails, this is only a FAQ and not a strategy guide. There are a lot of guides at GameFAQs and if that isn't enough, just seek for help at the message board. ============================================================================= 4.C REVISION HISTORY ============================================================================= Version 4.30 on August 4, 2002 ------------------------------ · Added K9999's Critical Wire Attack and confirmed Iori's Counter Wire Attack. Also added some notes here and there. Version 4.20 on July 18, 2002 ----------------------------- · Contributions from Penguin were added. Cheers! Version 4.10 on July 6, 2002 ---------------------------- · Some corrections thrown in. A couple of bugs were also added. Version 4.00 on June 20, 2002 ----------------------------- · Brushed up some sections and tweaked the format a bit. ASCII representation of KOF 2001 was removed, another will possibly be added later if I feel like it. Oh yeah, Zidane sucks! Version 3.90 on June 6, 2002 ---------------------------- · Various corrections thrown in. Oh yeah, Reyna should go play water polo instead! Version 3.85 on June 4, 2002 ---------------------------- · Added Continue Service section (meant to do it before but forgot :)). Also brushed up some other sections. Striker notes and Secret Ending added. Version 3.75 on May 28, 2002 ---------------------------- · A few corrections thrown in and some notes edited. Version 3.70 on May 10, 2002 ---------------------------- · Tweaked the format a bit (regrouped Super Cancel Moves and the rest) and added various notes. I also intend on adding a "Bugs" section in the next update since there seems to be a lot of those in 2001. Feel free to send those you've encountered yourself meanwhile. Version 3.60 on April 29, 2002 ------------------------------ · Some useful info added as well as notes, corrections, etc...Foxy's Striker Action was at last added and all the credit for it goes to Penguin! I also added special winposes under the characters' notes since he sent them those. These are definitely worth checking out! Also changed e-mail addy! Version 3.50 on April 25, 2002 ------------------------------ · Notes added and some pointless ones removed! :) Version 3.40 on April 24, 2002 ------------------------------ · Minor corrections and some Super Cancel Moves added. Version 3.30 on April 21, 2002 ------------------------------ · Edited some stuff and corrected a lot of typos. ;) I also rewrote some sections to make them clearer than Casper and added some contributions. Version 3.20 on April 17, 2002 ------------------------------ · Original Zero and Igniz movelists added. Corrections and new notes in other sections. And for God's sake, stop asking me where to find the ROMS!! Version 3.00 on April 14, 2002 ------------------------------ · Loads of new stuff added! Version 2.75 on March 24, 2002 ------------------------------ · Added a lot of striker actions sent in by Penguin. As the most observant may have noticed (or the guys who contributed to this guide), I have removed the e-mail addresses in the Credits section. This is because some people find it funny to run spam programs in guides. Hope nobody minds! Version 2.65 on February 15, 2002 --------------------------------- · A few (but important) corrections. Changed Contact Info. Thx to everybody who helped with this update by sending in notes and contributions. Version 2.60 on February 6, 2002 -------------------------------- · Corections, other stuff and Critical/Counter Wire Attacks added for other characters thanks to Toxic.. More notes and new commands thanks to The King of Chickens Forever. Version 2.50 on January 20, 2002 -------------------------------- · Some move names and notes corrected. Version 2.40 on January 9, 2002 ------------------------------- · Corrections and new stuff added! Version 2.35 on January 8, 2002 ------------------------------- · More notes added as well as a few corrections. Version 2.20 on January 3, 2002 ------------------------------- · Various corrections and some stuff updated. Version 2.15 on December 29, 2001 --------------------------------- · Movelists finally complete. I'll be adding notes, secrets and other misc. stuff now. Version 2.0x on December 18, 2001 --------------------------------- · Minor corrections. The next update may take a while to come, so I corrected those right away. Version 2.00 on December 17, 2001 --------------------------------- · More corrections and a lot of new moves throw in. Lists nearing completion (but not the whole guide! ^_^). Secrets section added. Version 1.75 on December 6, 2001 -------------------------------- · Corrected a lot of mistakes and added new stuff. Thanks to everyone who contributed for this version! Version 1.50 on November 29, 2001 --------------------------------- · Oops, just realized I had just put the commands for Kula but not the names. Corrected that and fixed some other minor stuff as well as new notes. Version 1.37 on November 29, 2001 --------------------------------- · Working on it as from now. Not much - K' and Maxima woefully done with notes and all. I'll be updating often as from now. Feel free to send me your contributions and comments about the game, all will be welcome! And it would really help if someone could send me the bio sheets of the N.E.S.T.S. Team and Mei Li. Version 1.15 on October 28, 2001 -------------------------------- · Corrections and added more notes. The real work will begin when the game is out. Version 1.00 on October 7, 2001 ------------------------------- · First version! A bare-bones release with the info posted on Eolith's page as well as the teams. ============================================================================= 4.D CREDITS ============================================================================= As of version 3.00, the credits list really became too long and was beginning to take too much space. So, I changed its lay-out and scrapped the exhaustive notes which I used to include beforehand and which nobody ever read. Eolith & SNK Game Producers (www.eolith.co.kr) Jeff "CJayC" Veasey GameFAQs administrator (www.gamefaqs.com) Kao Megura Most moves' names The King of Fighters 2001 Homepage Moves, names, info (www.neogeo.co.jp) Dark Raptor Translations in v 1.00 Professor Henry Moriarty Info taken from his site (www.mmcafe.com) Vincent Chua N.E.S.T.S. movelists, info taken from his site (www.kofonline.com) Greg Game features hebretto Corrections The King of Chickens Forever Loads of notes and news eriC Ralf, Heidern and K9999 Dark Angel Kyo's team, misc info Nakkurusu Corrections Toxic (a.k.a. Toxic Avenger) Critical/Counter Wire Attacks + corrections JL Ooi Seth and Goro corrections Penguin Corrections, notes, striker actions (most of them), intros and winposes (all of them) Bass Tard Heidern info Various scans N.E.S.T.S. bio sheets Shadow Moses Corrections, striker actions Nake212 Moves, misc info Jeremy Mai moves and info The Bugsy Iori info and other notes Gilgameshi Critical Wire info Chris Super Cancel Moves/Kyo notes Duff Man May Lee notes Frazer Various notes WussKing Super Cancel info Kili Gonzales Maxima, Goro and K9999 notes OrochI IorI Special intros Koni-H Art of Fighting team notes Marco Oviedo Blue Mary DM/SDM clarification Gunsmith For posting the Mook Scans (www.orochinagi.com) KOF 2001 Arcadia Mook scans Info about the bosses/strikers The True Warrior Zero/Igniz move names and for confirming Gorgon's name AnotherGamer Zero/Igniz movelists along with various corrections True Kaede Various notes Mr. Big Ryo and Hinako notes Micheal Hero Team info JK Faud Angel corrections Andrew Super Cancel Moves Airthrow May Lee info & corrections luiz athayde Xiang Fei info debourge eric Various corrections happyfeet Info on how to use May Lee more effectively The Griffon Mask Corrections, also pointed out my omission of taunting |rOmz| Loads of notes, pointed out which DMs could be Super Cancel Moves Colonel Heidern Striker notes (more damage) Daniel Feit Maxima and Yuri notes, intros and winposes Judd K9999's Critical Wire Attack Ura no Ura Misc info, features (www2.airnet.ne.jp/~tac) Pao Pao's Cafe Misc info, features Jeffrey's J<->E Dictionary Translator (www.linear.mv.com/cgi-bin/j-e) In addition, I would like to thank The King of Chickens Forever, Penguin, Toxic and Nake212 for the sheer amount of info they sent in. Thanks guys! Kudos also to AnotherGamer for compiling the bosses' movelists on the KOF 2001 GameFAQs message board, complete with notes and to The True Warrior for posting the move names beforehand. If I somehow forgot to properly credit someone, please just let me know. I've been getting a shit-load of e-mails for this guide and sometimes forget to add names here even though I intended to. ;) The best KOF websites have already been listed above for your information (I think Orochinagi is now only a forum though). Don't forget to check them out. That's all, folks! Thanks for reading! © 2001-2002, Orochi K. All rights reserved. - KOF 2001 -