------------------------------------------------------------------------ THE KING OF FIGHTERS 2002 "Challenge to Ultimate Battle" FAQ v0.6 for the Neo*Geo and Japanese Sega Dreamcast by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2002-2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game magazine/guide/site authors are not allowed to use this FAQ, the following in particular: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, Kibagami, and IGN. The King of Fighters and all characters are (c) SNK, (c) Playmore, and (c) Eolith. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. TEAM MOVELISTS - Japan Team Kyo / Benimaru / Goro - Fatal Fury Team Terry / Andy / Joe - Art of Fighting Team Ryo / Robert / Takuma - Psycho Soldiers Team Athena / Kensou / Chin - Ikari Team Leona / Ralf / Clark - Women Fighters Team Mai / Yuri / May Lee - Korea Team Kim / Chang / Choi - '96 Team Iori / Mature / Vice - '97 Team Ryuji / Mary / Billy - '98 Team Yashiro / Shermie / Chris - '99 Team K' / Maxima / Whip - '00 Team Vanessa / Seth / Ramon - '01 Team Kula / K9999 / Angel - Orochi Team Yashiro / Shermie / Chris - Edit Characters Kusanagi / Rugal - Dreamcast Characters Shingo / King 4. GAMEPLAY NOTES - Autoguard - Blocking Attacks - Blow Away Attacks - Counter Hits - Counter Wires - Dropped Guard - MAX Mode - Power Gauge - Reversal Moves - Rolling - Super Cancels - Surefire Juggles - Throw Types - Other Info. 5. MISCELLANEOUS - Secrets - Dreamcast Secrets - Special Intros - Special Win Poses - Character Bios - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Hi, and welcome to my KoF '02 FAQ. If you have any comments or criticisms, or if you'd like to contribute some info., feel free to mail me at (k.megura at eudoramail dot com). Just don't ask about emulators or roms or anything, I don't know the first thing about that. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ VERSION 0.6 (December 20, 2003) - More minor corrections/additions and contributed info. Also, I added information on the Dreamcast version of the game. Keep in mind that Shingo and King are only available on the Dreamcast and not in the arcades. See their section for more information. Also, see the "Dreamcast Secrets" section for information on how to unlock them, Kusanagi, and Rugal on the DC. VERSION 0.5 (January 12, 2003) - A lot of contributed info. was added, so thanks to everyone who wrote in--I really appreciate it. Also, some more additions and corrections were made. VERSION 0.4 (December 31, 2002) - Added in the character bios (based on old FAQ information and other information found online), and made some more corrections. VERSION 0.3b (December 28, 2002) - Some minor corrections and additions. VERSION 0.2 (December 27, 2002) - At this point, everything major has been covered. Whew, it's time to take a break.... ;) VERSION 0.1 (December 21, 2002) - A beta version of the FAQ, privately released. Still have to finish all the free cancel information (argh). ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without help from the following: SNK Playmore - For the methods to unlock the hidden Dreamcast modes and characters. J. Chia - For correcting me on the translation of Chin's "Hanhou" moves. kenmastersx - For telling me about the (C) Ko'ou Ken having autoguard, and correcting me on the availability Leona's Rebel Spark. JQTNguyen - For telling me how to break out of Clark's Mount Tackle. Orochi Tom - For telling me a bunch of vs. intro and special win poses for Benimaru, Whip, Angel, and the '98 Team. Leigh Hanrihan - For several translation corrections and a note on Chris' HSDM. Fusuke - For information about Yashiro's third Jet Counter ending. LiteSabre - For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable. Ten no Chikara - For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing that Vanessa's Gaia Gear can hit opponents on the floor. Anthony Majarian - For the 2001 "surefire juggles" and info. on Whip's Whip Shot being cancelable. SNK Neo Geo Official Homepage - For the code to play as Kusanagi and basic commands info. technical master 2002 - For some new move names and commands, and character bio information. A Place In The Sun - For some new move names and commands, as well as some of the free cancels and supercancels (including Andy's Gourin Kai). IorI - For making this FAQ possible. Charles MacDonald - For letting me hog his computer while I worked on this, and for helping me test numerous reversals and projectile counter moves. James Kuroki - For some of the movenames he provided for my previous KoF FAQs. SNK of Japan - For information taken from their KoF 2001 section and '99 dictionary section (back when their old page was still up). NJStar - For their excellent Japanese word processor. Jim Breen's WWWJDIC - I used this handy online dictionary to translate some of the move names. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ ub u uf Up-Back Up Up-Forward \ | / b -- n -- f Back Neutral Forward / | \ db d df Down-Back Down Down-Forward P Press A / C. K Press B / D. AB / CD / BC / AD Press the listed buttons together. ABC / BCD / ABCD Press the listed buttons together. any Press A / B / C / D. ~ _Immediately_ press the next button listed. / Optional command. + Press at the same time. , Press in the listed order. _ An optional, additional input. qcf Input (d,df,f). qcb Input (d,db,b). hcf Input (b,db,d,df,f). hcb Input (f,df,d,db,b). dir. Any direction can be used. a-d-u Any direction but ub / u / uf. ub~uf Can use ub / u / uf. db~df Can use db / d / df. can hold You can hold the button, then release it. when near Perform when next to your opponent. overhead An attack that must be blocked while standing. (air) Can be used while airborne. (x#) Perform x number of times. GC Guard Crush. DM Desperation Move. SDM Super Desperation Move. HSDM Hidden Super Desperation Move. (S)DM DMs and SDMs. (HS)DMs DMs, SDMs, and HSDMs. D^ The move can only be used as a DM. S^ The move can only be used as an SDM. B^ The move can be used as both a DM or SDM. H^ The move can only be used as an HSDM. c Only cancelable into command attacks. s Only cancelable into special moves or (HS)DMs. S Only cancelable into (HS)DMs. C Cancelable into anything. - Not cancelable. / Divides hits. Although I try to use the original, Japanese terms whenever possible, I've used some other, more familiar terms to make the FAQ easier to read. For example, DMs are called 'chou hissatsu waza' (super deadly arts), and there are also MAX and MAX2 versions. However, the DM / SDM / HSDM terminology is widely used already, so trying to label the moves by their original name would only be confusing. Also, the dokodemo cancels (anywhere cancels) are referred to as "free cancels" in the FAQ. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Press A / C Punch Press B / D Kick Hold b when attacked Standing Block Hold db when attacked Crouching Block Tap b,b Backstep Tap f,f (hold f to run) Dash Tap ub~uf Small Jump Press ub~uf Middle Jump Tap db~df,ub~uf High Jump Tap db~uf, tap ub~uf Long Small Jump b / f + C / D when near Basic Throw b / f + C / D when grabbed Basic Throw Escape AB before you hit the ground Down Evade b + AB Emergency Evade (Backward) Press AB Emergency Evade (Forward) Press CD (air) Blow Away Attack AB during your own attack Quick Emergency Evade AB while blocking Guard Cancel Emergency Evade (Backward) f + AB while blocking Guard Cancel Emergency Evade (Forward) CD while blocking Guard Cancel Blow Away Attack Press Start Taunt Press BC MAX Activation Press BC during your attack Quick MAX Activation - In order to escape a C or D throw, you have to use the same button your opponent uses. An easy way to get around this is to simply escape a throw with b / f + CD, since it will make you break out of either a C or D throw. - It costs one level of power to use the "Quick Emergency Evade", "Guard Cancel Emergency Evade", "Guard Cancel Blow Away Attack", "MAX Activation", or a DM. - It costs two levels of power to use the "Quick MAX Activation." - In order to use a DM, you must have one stock, or else you must be in MAX mode. - In order to use an SDM, you must have one stock and you must be in MAX mode. - In order to use an HSDM, your Life Gauge must be lower than 1/3rd, _and_ you must be in MAX mode and have at least one stock remaining. The only character without an HSDM is May Lee (but she has one when in Hero mode). - Please see Section 4 for more information on basic gameplay. ======================================================================== 3. TEAM MOVELISTS ======================================================================== Moves are listed in this order: basic throws, command attacks, special moves, then DMs, SDMs, and HSDMs. Afterwards is a list of cancelable attacks, then counter wires, supercancels, free cancels, and some notes on that character's moves in general. ------------------------------------------------------------------------ KYO KUSANAGI [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Hatsugane b / f + D when near Issetsu Seoi Nage d + C in air Geshiki: Naraku Otoshi f + B Geshiki: Goufu You df + D 88 Shiki f,d,df + P 100 Shiki: Oniyaki qcf + K,K 75 Shiki Kai hcb + K 412 Shiki: Hikigane b,d,db + K R.E.D. KicK qcf + A 114 Shiki: Aragami _qcf + P 128 Shiki: Konokizu _P 127 Shiki: Yanosabi _K 125 Shiki: Nanase qcf + A 114 Shiki: Aragami _hcb + P 127 Shiki: Yanosabi _P Geshiki: Migiri Ugachi _K 125 Shiki: Nanase _hcb + K 212 Shiki: Kototsuki You qcf + C 115 Shiki: Dokugami _hcb + P 401 Shiki: Tsumi Yomi _f + P 402 Shiki: Batsu Yomi _f,d,df + P 100 Shiki: Oniyaki qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagi hcb,hcb + AC when near H^ 524 Shiki: Kamukura Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (C) Oniyaki (1st) (B) Hikigane Free Cancel Into Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D. KicK, Aragami, Dokugami Free Cancel Out Of Goufu You, 88 Shiki, Hikigane, Aragami (and all follow-ups except Kototsuki You), Dokugami, Tsumi Yomi Cannot Free Cancel Kototsuki You - The Naraku Otoshi acts as a knockdown attack if it hits an airborne opponent. - The Goufu You is an overhead attack, unless canceled into (in which case it hits twice and is cancelable on the last hit). - The 88 Shiki is a low attack. - The Aragami has autoguard. This move and the Dokugami can negate normal projectiles. - The Yanosabi is an overhead attack. - The Migiri Ugachi is a low attack and can hit someone who is lying on the ground. - The (A) Oniyaki hits twice on a counter hit. - You can use the (B) Hikigane to avoid low attacks. - You can juggle an opponent after the (B) Hikigane or both hits of the 75 Shiki Kai. - The Kamukura is unblockable. - During the (A) Orochi Nagi, Kyo is immune to low attacks. During the (C) version, he is immune to high attacks (including normal and (S)DM projectiles, even full size ones like the Haou Shoukou Ken). - During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touching it takes damage. In addition, the fire will negate normal and (S)DM projectiles. ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Catch and Shoot b / f + D when near Front Suplex a-d-u + C when near Spinning Knee Drop (air throw) b / f + D when near Spinning Knee Drop (air throw) f + B Jackknife Kick d + D in air Flying Drill qcf + A Raijin Ken qcf + C Taikuu Raijin Ken qcf + P in air Kuuchuu Raijin Ken qcb + P Shinkuu Katategoma hcb,f + P when near Benimaru Corridor qcf + K Iai Geri _d,u + K Handou Sandan Geri qcf,qcf + A B^ Raikou Ken qcf,qcf + C D^ Taikuu Raikou Ken qcb,qcb + K D^ Gen'ei Hurricane f,db,df,b,f + any H^ Raijin Ten Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far -r - - - s Crouching Cr Cr C C Upward Jump - - C - s Diagonal Jump - - C - s Counter Wire Iai Geri (only as leg retracts) Super Cancels (A) Shinkuu Katategoma (1st-3rd) (C) Shinkuu Katategoma (1st-5th) Handou Sandan Geri (1st) Free Cancel Into Kuuchuu Raijin Ken, Shinkuu Katategoma, Iai Geri Free Cancel Out Of Flying Drill, Shinkuu Katategoma, Handou Sandan Geri (1st) Cannot Free Cancel Iai Geri (but only from Handou Sandan Geri), Handou Sandan Geri (2nd), Benimaru Corridor - The Jackknife Kick is cancelable. - The Flying Drill can be crouch-blocked. - The (Taikuu) Raijin Ken can negate normal projectiles. - The (Taikuu) Raikou Ken can negate normal and (S)DM projectiles. - The Benimaru Corridor is unblockable. - When you use the Raijin Ten, a ball of electricity will appear on Benimaru's body. Where the ball appears is determined by what button you pressed when performing the move: A - In front of Benimaru's face B - In front of Benimaru's feet. C - Behind Benimaru's head. D - Behind Benimaru's feet. - The ball remains at the same height regardless of whether you stand or crouch. It is unblockable and will remain until it hits eight times total. If Benimaru is hit, the ball will instantly disappear. While the ball can negate an infinite number of projectiles, (S)DM projectiles will pass right through it. ------------------------------------------------------------------------ GORO DAIMON [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Juuji Shime b / f + D when near Okuri Ashi Barai df + C Zujou Barai f,d,df + P Jirai Shin f,d,df + K when near Chou Oosotogari qcb + K Chou Ukemi qcf + K Nekko Gaeshi hcf + A Kumo Tsukami Nage hcf + C Kirikabu Gaeshi hcb,f + P when near Tenchi Gaeshi hcb,f + K Ura Nage hcb,hcb + P when near B^ Jigoku Gokuraku Otoshi hcf,hcf + K when near B^ Arashi no Yama (Nekko Nuki) _hcf + K Arashi no Yama (Zoku: Kirikabu Gaeshi) _f,d,df + K (DM ver.) Arashi no Yama (Bukko Nuki Ura Nage) _f,d,df + K (SDM ver.) Arashi no Yama (Zoku: Tenchi Gaeshi) f,d,df,b,d,db + BC H^ Furinkazan Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far C C - - s Crouching C - - C Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Jirai Shin, Chou Oosotogari, Nekko Gaeshi, Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi Free Cancel Out Of Zujou Barai, blocked Kumo Tsukami Nage, blocked Kirikabu Gaeshi Cannot Free Cancel Tenchi Gaeshi, Ura Nage - Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushi command attack. - An airborne opponent who is hit by the Zujou Barai will be knocked high into the air. This move is no longer cancelable. - The (A) Jirai Shin will knock over your opponent no matter where they are, unless they are blocking low or are in mid-air. The (C) version is a fake-out. - You can evade attacks during the beginning of the Chou Ukemi. - The Nekko Gaeshi can reverse high attacks. - The Kumo Tsukami Nage is an anti-air throw, but it can still hit tall characters, such as Chang. - The Kirikabu Gaeshi can pick up opponents off the floor. It can even be used after the Nekko Nuki or Zoku: Kirikabu Gaeshi. - The Nekko Nuki has autoguard. - The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki are unblockable. - The Furinkazan functions in the same manner as the (A) Jirai Shin. ------------------------------------------------------------------------ TERRY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Grasping Upper b / f + D when near Buster Throw df + C Rising Upper qcf + A Power Wave qcf + C Round Wave qcb + P Burn Knuckle qcb + K Crack Shoot f,d,df + K Power Dunk Charge d,u + P Rising Tackle qcf,qcf + K D^ High Angle Geyser qcb,db,f + P B^ Power Geyser qcf,qcf + AC H^ Rising Force Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Round Wave, Rising Tackle (1st) Free Cancel Into Round Wave, Burn Knuckle, Crack Shoot, Power Dunk Free Cancel Out Of Power Dunk (1st), Rising Tackle (1st) Cannot Free Cancel Power Wave - The Rising Upper is cancelable. - The Round Wave can be canceled into any special move (except the Power Wave or Round Wave). - Supercanceling out of the Rising Tackle into the Power Geyser can be difficult if you try to input the entire motion. Instead, you can simply tap b,f + P immediately after inputting the Tackle command (as the d press from "Charge d,u + P" will carry over). ------------------------------------------------------------------------ ANDY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Gourin Kai b / f + D when near Kakaekomi Nage f + B Uwa Agito df + A Age Men qcb + A Hishou Ken qcb + C Geki Hishou Ken f,d,df + P Shouryuu Dan b,d,db + K Yami Abise Geri hcf + K Kuuha Dan hcf + P when near Gekiheki Haisui Shou qcf + K in air Gen'ei Shiranui _P upon landing Gen'ei Shiranui: Shimo Agito _K upon landing Gen'ei Shiranui: Uwa Agito db,f + P Zan'ei Ken _qcf + P Shippuu Ouken qcb,db,f + P D^ Zan'ei Ryuusei Ken qcb,db,f + K B^ Chou Reppa Dan qcf,qcf + AC H^ Zan'ei Shitou Reppa Dan _BCD Hiryuu Bakuha Dan Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C - C Standing Far - - - - C Crouching Cr Cr C - Upward Jump - - s s - Diagonal Jump - - s s - Super Cancels Shouryuu Dan (1st) Gen'ei Shiranui: Shimo Agito (A) Zan'ei Ken Shippuu Ouken Free Cancel Into Kuuha Dan, Gen'ei Shiranui, Zan'ei Ken Free Cancel Out Of Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu Dan (1st ground), Yami Abise Geri, Kuuha Dan (1st ground), Gekiheki Haisui Shou, Gen'ei Shiranui: Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken Cannot Free Cancel Hishou Ken, Geki Hishou Ken - The Uwa Agito is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Age Men is cancelable on the first hit. An airborne opponent who is hit by both hits of this move will be knocked high into the air, and can be juggled. - Supercanceling out of the Shouryuu Dan can be difficult if you try to input the entire motion. Instead, you can input df,b,f + P / K for either super (so the full command is f,d,df + P, b,f + P / K). - The Yami Abise Geri hits twice on a counter hit. - The Gekiheki Haisui Shou is unblockable. You can juggle a hit opponent afterwards. - The Gen'ei Shiranui: Shimo Agito is a low attack, while the Gen'ei Shiranui: Uwa Agito is an overhead attack. - It's not that useful, but you can free cancel the Gen'ei Shiranui into the Gen'ei Shiranui: Uwa Agito over and over (good for doing Guard Crush damage). - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will not continue with the rest of the move. - When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long- range Zan'ei Ken. He will continue the Zan'ei Ken dash for a few seconds, or until you press BCD, at which point he will perform a Chou Reppa Dan. You can press BCD at any time, even before the Zan'ei Ken has hit (or after it's hit and your opponent has gotten back up). - While you could press BCD the moment the dash connects, the way to score the most hits (eight), is to let Andy dash forward a ways after the intial hit, then press BCD so that he turns and does the Chou Reppa Dan backwards, catching your falling opponent in mid-air. ------------------------------------------------------------------------ JOE HIGASHI [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Hiza Jigoku b / f + D when near Leg Throw f + B Low Kick df + B Sliding hcf + P Hurricane Upper hcf + K Slash Kick f,d,df + K Tiger Kick qcb + K Ougon no Kakato Tap P rapidly Bakuretsu Ken _qcf + A Bakuretsu Finish _qcf + C Shijou Saikyou no Low Kick qcf,uf + K D^ Ougon no Tiger Kick qcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakato qcf,qcf + P B^ Screw Upper qcf,qcf + BD H^ Cross Gigantes Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C s Standing Far -r C - - s Crouching Cr -r C s Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Tiger Kick (1st) (A) Bakuretsu Finish Free Cancel Into Slash Kick, Tiger Kick, Ougon no Kakato, Bakuretsu Ken Free Cancel Out Of Sliding, Tiger Knee (1st), Bakuretsu Finish Cannot Free Cancel Hurricane Upper, Bakuretsu Ken (but only from Bakuretsu Finish) - The Low Kick is cancelable. - The Sliding Kick is a low attack, unless canceled into. - If you hit an airborne opponent with the Ougon no Kakato, you can juggle them upon landing. It's much easier with the (B) version, and you can even juggle your opponent out in the open by following with an Ougon no Tiger Kick. - The Bakuretsu Finish is an overhead attack, while the Shijou Saikyou no Low Kick is a low attack. ------------------------------------------------------------------------ RYO SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Tani Otoshi b / f + D when near Tomoe Nage f + A Hyouchuu Wari f + B Joudan Uke df + B Gedan Uke qcf + P Ko'ou Ken qcf + K Mouko Rajin Setsu f,b,f + P Zanretsu Ken f,d,df + P Kohou hcb + K Hien Shippuu Kyaku f,hcf + P D^ Haou Shoukou Ken qcf,hcb + P D^ Ryuuko Ranbu qcf + C~A S^ Ryuuko Ranbu qcf,qcf + AC H^ Tenchi Haou Ken Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Kohou (1st) Free Cancel Into Mouko Rajin Setsu, Kohou, Hien Shippuu Kyaku Free Cancel Out Of Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st) Cannot Free Cancel Ko'ou Ken - The Hyouchuu Wari is an overhead attack, unless canceled into. - The Joudan Uke will autoguard jumping, high, and mid-level attacks. If the autoguard is triggered, this move can be canceled into a special move or (HS)DM. - The Gedan Uke works the same way, but with low-level attacks. - The Mouko Raijin Setsu is a knockdown and an overhead attack. - The Zanretsu Ken has autoguard. - The (A) Kohou hits twice on a counter hit. - The SDM Ryuuko Ranbu is unblockable. Performing this move can be maddening, since you need to enter the command as Ryo is recovering from another action, and you must press A _extremely_ fast after pressing C (the same speed as used for K's Crimson Star Road). - The easiest way to pull off the SDM version is to supercancel into it from a (C) Kohou. However, the timing has changed from 2001. In that game, you could combine the uppercut and SDM commands together. For 2002, you have to input f,d,df + C, then immediately enter qcf + C,A as the first hit occurs. This is the only method I've found that works reliably. - Otherwise, try finishing the command as you come out of an attack or other move (like a roll or MAX activation). - An opponent hit by the Tenchi Haou Ken is automatically dizzied. ------------------------------------------------------------------------ ROBERT GARCIA [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Ryuuchou Kyaku b / f + D when near Kubikiri Nage b + A Uraken f + A Kouryuu Koukyaku Geri b / f + B Ryuu Hanshuu qcf + P Ryuugeki Ken f,d,df + P Ryuuga f,b,f + K Gen'ei Kyaku hcf + K when near Kyokugen-ryuu Renbu Kyaku qcb + K in air Hien Ryuujin Kyaku f,hcf + P D^ Haou Shoukou Ken qcf,qcf + K D^ Haiga Ryuu qcf,hcb + P B^ Ryuuko Ranbu qcf,hcb + BD H^ Zetsu!! Ryuuko Ranbu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C/- C Standing Far -r - - - C Crouching Cr Cr C C Upward Jump - - s s - Diagonal Jump - - s s - Super Cancels Ryuuga (1st) Free Cancel Into Ryuuga, Hien Ryuujin Kyaku Free Cancel Out Of Canceled Uraken, Kouryuu Koukyaku Geri, Ryuuga (1st ground), Gen'ei Kyaku (last), Kyokugen-ryuu Renbu Kyaku (1st-3rd) Cannot Free Cancel Ryuugeki Ken - The Uraken is cancelable (unless canceled into). In either case, you can juggle an opponent after this move connects. - The Kouryuu Koukyaku Geri is an overhead attack, unless canceled into (in which case, it becomes cancelable). Robert recovers from this move fast enough to follow up with another attack, such as a standing A or the (A) Ryuuga. - The Ryuu Hanshuu is cancelable. - The (A) Ryuuga hits twice on a counter hit. - You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku. - The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu are unblockable. ------------------------------------------------------------------------ TAKUMA SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Oosotogari b / f + D when near Ippon Seoi f + B Kawara Wari qcf + P Ko'ou Ken hcb + K Hien Shippuu Kyaku qcb + P Mouko Burai Gan f,hcf + P Haou Shikou Ken qcf,qcf + P when near D^ Shin Kishin Geki qcf,hcb + P B^ Ryuuko Ranbu b,f,d,df + AC H^ Kosatsu Jin Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far - - - - s Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire Haou Shikou Ken (B) Hien Shippuu Kyaku (if 2nd hit is only hit) Super Cancels Mouko Burai Gan, (C) Haou Shikou Ken Free Cancel Into Ko'ou Ken, Mouko Burai Gan Free Cancel Out Of Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku (2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan, Haou Shikou Ken - The Kawara Wari is an overhead attack, unless canceled into (in which case, it becomes cancelable). - The Ko'ou Ken is no longer a fireball attack. However, not only does the range of this move extend beyond Takuma's hand (moreso for the C version), but it can still negate projectiles. - What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles, and it has autoguard in the beginning, when Takuma's hand is held in front of him (prior to him striking). - Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectile firing move, either. Although it has no additional range (unlike the Ko'ou Ken), either strength can negate normal and (S)DM projectiles. - Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop an opponent's guard if blocked. - The Mouko Burai Gan has autoguard. - The Shin Kishin Geki is unblockable. If the first hit is somehow avoided, the remaining hits will drop your guard. - The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks, as well as special moves and (S)DMs. ------------------------------------------------------------------------ ATHENA ASAMIYA [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Psychic Throw b / f + D when near Bit Throw a-d-u + C / D when near Psychic Shoot (air throw) f + B Renkantai d + B in air Phoenix Bomb ub against a wall, then uf Sankaku Tobi qcb + P Psycho Ball Attack f,d,df + P (air) Psycho Sword qcf + K Psycho Teleport qcb + B Psycho Reflector qcb + K in air Phoenix Arrow qcf,qcf + K in air D^ Phoenix Fang Arrow hcb,hcb + P (air) B^ Shining Crystal Bit _qcb + P (can hold) Crystal Shoot hcb,f + AC S^ Psychic 9 _A,B,C,A,B,C,D, qcf + P Sailor Finish _A,B,C,A,B,C,D, hcb + K Fire Sword Finish _A,B,C,A,B,C,D, f,d,df + P Psycho Sword Finish qcf + ABCD H^ Psycho Medley _D,C,B,D,C,B,A, qcf + AB Healing Athena _D,C,B,D,C,B,A, qcf + BC Momoiro Gatame Cancelables A B C D C D ---------------------------------------------- Standing Near -r C C C s Standing Far Cr C - - s Crouching Cr Cr C - Upward Jump - - C - C Diagonal Jump C - C - C Super Cancels (A) Psycho Sword (3rd) (C) Psycho Sword (6th-7th) (C) Mid-Air Psycho Sword (2nd-6th) (B) Phoenix Arrow (2nd) (D) Phoenix Arrow (3rd-5th) Free Cancel Into Psycho Sword, Psycho Teleport, Psycho Reflector, Phoenix Arrow Free Cancel Out Of Renkantai (1st), Psycho Sword (C=1st-3rd ground), Phoenix Arrow Cannot Free Cancel Psycho Ball Attack - The 2nd hit of the Renkantai is cancelable. - The Phoenix Bomb is cancelable, and is an overhead attack. - You can move through your opponent using the Psycho Teleport. However, you are not invincible during this move. Since Athena doesn't actually teleport until the end of this move, if you are hit as you start to come out of the teleport, you will remain where you began (as opposed to ending up next to your opponent). - The Psycho Reflector can reflect normal and (S)DM projectiles. You can juggle an opponent after this move hits. - The last hit of the (D) Phoenix Arrow will always be aimed towards your opponent. - The Shining Crystal bit can absorb normal and (S)DM projectiles. - The (A) Crystal Shoot will fly forward, while the (C) version goes up at an angle. In the air, both versions go downward, then fly horizontally once they reach the floor. - If you're having trouble performing the Psychic 9 or Psycho Medley, remember to wait for Athena to do the first two hits before you start pressing the buttons. Also, the last button press before the joystick input must be entered very quickly. - You can still cancel the Psycho Sword ending of the Psychic 9 into a special move, but none of them seem to juggle anymore. - Athena will gain back a small amount of life during the Healing Athena. ------------------------------------------------------------------------ SIE KENSOU [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Sunda b / f + D when near Tomoe Nage f + A Kobokushu f + B Kousentai qcb + P Choukyuu Dan qcf + K Senkyuutai hcf + A Ryuu Renga: Chiryuu hcf + C Ryuu Renga: Tenryuu qcb + P in air Ryuu Sougeki b,d,db + K Ryuu Gakusai qcb,qcb + P D^ Niku Man Respect qcf,hcb + B D^ Shinryuu Seiou Rekkyaku qcb,hcb + D D^ Shinryuu Tenbu Kyaku qcf,qcf + AC when near S^ Senki Hakkei qcf,qcf + BD H^ Seigan Rairyuu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - -/C - s Crouching Cr -r C C Upward Jump C - - - s Diagonal Jump C C - - s Super Cancels (B) Ryuu Gakusai (1st) (D) Ryuu Gakusai (1st-2nd) Free Cancel Into Senkyuutai, Ryuu Renga: Chiryuu, Ryuu Sougeki Free Cancel Out Of Kobokushu, Senkyuutai (but only into Ryuu Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground) Cannot Free Cancel Choukyuu Dan, Ryuu Renga: Tenryuu - The Kobokushu is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Kousentai is cancelable. - The Senkyuutai has autoguard. You can juggle an opponent after this move. - There are three possible results from using the Meat Bun Respect. Kensou will either dance (earning back some energy), cry (which gives you no energy), or strain himself (which gives you back full energy, but occurs very rarely). - Curiously enough, if you super cancel into the Niku Man Respect, Kensou will move backward before eating the meat bun. - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead attacks. - The Senki Hakkei is unblockable. - During the Seigan Rairyuu, Kensou will throw a projectile across the screen. It doesn't do much damage, but functions as a knockdown attack. After it leaves the screen, it will come back after a brief moment. Kensou can block the projectile if you want (it does no damage anyway), or you can negate it with a Choukyuu Dan or a second Seigan Rairyuu, but if it hits him, he will glow orange and his attack power will increase for the remainder of the round. You cannot use this move again once you've powered up. - The Seigan Rairyuu projectile will pass through normal projectiles and cannot be reflected or absorbed (in such cases, it will simply fly through your opponent). The returning projectile cannot hit Kensou's opponent, and it will be negated if Kensou is damaged. ------------------------------------------------------------------------ CHIN GENTSAI [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Gou Inshu b / f + D when near Gyaku Ashi Nage f + A Suiho Hyoutan Shuu qcb + P Hyoutan Geki b,d,db + P Suihai Kou _qcf + P * Fun'en Kou _hcf + K * Kaiten-teki Kuutotsu Ken _f,d,df + P * Ryuurin Hourai _f,d,df + K *** Gou'en Shourai: Kai d,d + K, move b / f Bougetsu Sui _press ABCD Kousentai _u + B Rouja Hanhou _u + D Rigyo Hanhou _f + K * Kaiten-teki Kuutotsu Ken qcf,hcb + P D^ Gou'en Shourai qcf,qcf + P B^ Gouran Enpou qcf,qcf + BD H^ Suisou Enbu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C -/s s Standing Far sr Cr s s s Crouching Cr -r C - Upward Jump - - - - - Diagonal Jump - - -/- - - Super Cancels Kaiten-teki Kuutotsu Ken (C) Ryuurin Hourai (1st) (B) Gou'en Shourai: Kai (last hit) Rigyou Hanhou Free Cancel Into Kaiten-teki Kuutotsu Ken, Ryuurin Hourai, Gou'en Shourai: Kai, Bougetsu Sui Free Cancel Out Of (C) Ryuurin Hourai (1st), Kousentai, Rigyou Hanhou Cannot Free Cancel Hyoutan Geki, Suihai Kou, Fun'en Kou - Chin cannot use any of the moves marked with a star (*) unless he's taken a drink by using the Suihai Kou. The exception is the Gou'en Shourai: Kai, which requires at least three drinks to use. - Each time you use a * move, the "drink count" goes down by one. For example, if you used the Suihai Kou five times, you could use the Fun'en Kou twice and the Gou'en Shourai: Kai once, at which point you would have zero drinks (and could not use any of the * moves). - The "drink count" will carry over from round to round, however. - The Suiho Hyoutan Shuu is cancelable. It is an overhead attack, unless you cancel into it. - The Hyoutan Geki can negate normal projectiles. - You can dodge mid-level attacks using the Suihai Kou. The window of time is very short, however (only when Chin is drinking). - The Kaiten-teki Kuutotsu Ken is cancelable into any special move, including itself. This allows for easy juggles like the Fun'en Kou or (A) Ryuurin Hourai. In the corner, you can even go into the Bougetsu Sui and juggle your foe with the Rigyo Hanhou. - The (C) Ryuurin Hourai has autoguard, during the first spin animation. - The last hit of the (B) Gou'en Shourai: Kai will drop an opponent's guard. - You can dodge high attacks using the Bougetsu Sui. Even while lying on the floor, you can still be hit or thrown, though. - The Kousentai can hit a close opponent. - The (A) Gouran Enpou goes upward, while the (C) version goes straight forward. The SDM version spreads out in all directions. This move can negate normal and (S)DM projectiles (even in situations when this wouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an (A) Gouran Enpou). - After firing the Suisou Enbu, you can move it around the screen using your controller for a limited period of time. It can be used as a high or low attack depending on where you move it to (unfortunately, you can't use it as an overhead). After it is blocked, the spreading flames can still damage an opponent if they stop blocking. ------------------------------------------------------------------------ LEONA HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ b / f + C when near Leona Crush b / f + D when near Ordeal Buckler a-d-u + C / D when near Heidern Inferno (air throw) b / f + B Strike Arch Charge b,f + P Vortex Launcher Charge b,f + K Ground Saber f + D from (D) Ground Saber Gliding Buster Charge d,u + P Moon Slasher qcb + P in air X Calibur qcb + K Earring Bakudan 1 b,d,db + K when near Earring Bakudan 2: Heart Attack _b,d,db + K Kibaku u,d,u,d,u,d + BD Kakusei qcf,hcb + P in air B^ V Slasher qcb,hcf + K D^ Rebel Spark (as normal Leona only) qcb,hcf + BD H^ Rebel Spark (as Orochi Leona only) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C C/C s Standing Far -r - C - s Crouching Cr -r C - Upward Jump s s - s s Diagonal Jump - s - s s Super Cancels Gliding Buster Free Cancel Into Gliding Buster, X Calibur Free Cancel Out Of Strike Arch, Gliding Buster Cannot Free Cancel All others. - The Strike Arch is an overhead and knockdown attack, unless you cancel into it (in which case, it becomes cancelable). - You can hit your opponent while they are recoiling from the Vortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack. - If the Ground Saber misses or hits as an anti-air, the Gliding Buster will hit twice instead of once. - In the corner, you can tack on the Heart Attack after an (A) Vortex Launcher. - The Earring Bakudan 1 can hit as a low attack, depending on it's trajectory. - The Heart Attack plants a bomb on your opponent. This action in itself does no damage, although the bomb will explode after a set amount of time (or when you use the Kibaku). The explosive will vanish if Leona is hit, or if you throw your opponent. - Although the bomb can explode at any time (even when your opponent is lying on the floor), that doesn't necessarily mean it will hit for damage. For example, if your opponent is in the middle of getting up, the explosion will do no damage. - Using the Kakusei will turn Leona into Orochi Leona. Your life will drain to 50% when you use this move (which means that you cannot transform if you have less than half a Life Gauge). - Aside from moving faster and having lower jumps, Orochi Leona also has some different animations (such as for running). - Speaking of Leona's run, it's low enough to make her pass under most projectiles. Which is a good thing, since clearing them with her low jump is difficult, to say the least :) - Note that while Leona can use the Rebel Spark no matter which mode she is in, it is only available to her as a DM when in normal mode, and as an HSDM when in Orochi mode. ------------------------------------------------------------------------ RALF JONES [ Ikari Team ] ------------------------------------------------------------------------ b / f + C Dynamite Headbutt b / f + D Northern Light Bomb Tap P rapidly Vulcan Punch Charge b,f + P Gatling Attack Charge d,u + P Kyuukouka Bakudan Punch (Chijou) qcf + P in air Kyuukouka Bakudan Punch (Kuuchuu) qcf,qcf + P Galactica Phantom hcb + B Ralf Kick hcb + D Ralf Tackle hcf + K when near Super Argentine Backbreaker qcb,hcf + K D^ Umanori Vulcan Punch qcf,hcb + P B^ Baribari Vulcan Punch qcb,hcf,qcf + AD H^ Umanori Galactica Phantom Cancelables A B C D C D ---------------------------------------------- Standing Near - C C - s Standing Far - - - - s Crouching Cr - C C Upward Jump - - C - s Diagonal Jump - - - - s Counter Wire Galactica Phantom Super Cancels Gatling Attack (2nd) Free Cancel Into Vulcan Punch, Ralf Kick, Ralf Tackle Free Cancel Out Of Gatling Attack, Ralf Tackle Cannot Free Cancel All others. - The Vulcan Punch hits twice on a counter hit. - The Kyuukouka Bakudan Punch (Chijou) can hit on the way up, although if this is the case, it won't hit on the way down. - The Galactica Phantom is unblockable. It has autoguard at the point right when Ralf is about to strike, and as he is dashing forward. - The Super Argentine Backbreaker is unblockable. ------------------------------------------------------------------------ CLARK STEEL [ Ikari Team ] ------------------------------------------------------------------------ b / f + C when near Nageppanashi German b / f + D when near Fisherman Buster a-d-u + C / D when near Death Lake Drive (air throw) f + B Stomping f,d,df + P Napalm Stretch f,d,df + K when near Frankensteiner hcf + K when near Super Argentine Backbreaker hcb + P Shining Wizard hcf + P Mount Tackle _d,d + A Clark Lift _d,d + C Sleeper Lift (D.D.T.) _d,d + K Rolling Cradle qcf + P (see notes) Flashing Elbow hcf,hcf + K D^ Running Three hcb,hcb + P when near B^ Ultra Argentine Backbreaker hcf,hcf + BD H^ Running Pirates Cancelables A B C D C D ---------------------------------------------- Standing Near - Cr C/- - s Standing Far - -r - - s Crouching C - - - Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Napalm Stretch, Frankensteiner, Mount Tackle - The Stomping is cancelable. - The Napalm Stretch is an anti-air throw. - The Shining Wizard is an overhead attack. If your opponent isn't crouching when Clark approaches them, he will simply stop. If they are crouching, then he will attack them. You can combo into this move, but it won't work if your opponent is in a blocking animation (just like any other throw). - The Mount Tackle does no damage. If Clark attempts a follow-up, you can escape from it by pressing the button used (this even applies to the Rolling Cradle--you have to use the same Kick button Clark used). The timing on the button press is pretty lax, though (it's not as demanding as, say, escaping from a basic throw). - You can use the Flashing Elbow after the Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift. - The Flashing Elbow doesn't do much damage, but hey, it's free :) If you mistime this move, Clark will either attack the floor (if you're too early), or just run after your opponent and stop (if you're too late). - You can use the Flashing Elbow after the Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift. - The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, Shining Wizard, Running Three, Ultra Argentine Backbreaker, and Running Pirates are unblockable. ------------------------------------------------------------------------ MAI SHIRANUI [ Women Fighters Team ] ------------------------------------------------------------------------ b / f + C when near Shiranui Gourin b / f + D when near Fuusha Kuzushi a-d-u + C / D when near Yume Zakura (air throw) d + A in air Dairin Fuusha Otoshi d + B in air Ukihane d + D in air Yusura Ume f + B Benitsuru no Mai df + B Koku'en no Mai ub against a wall, then uf Sankaku Tobi qcf + P Kachou Sen hcf + K Hissatsu Shinobi Bachi qcb + P Ryuu Enbu qcb + K Sayo Chidori qcb + P in air Musasabi no Mai (Kuuchuu) Charge d,u + P Musasabi no Mai (Chijou) _continue holding P Musasabi no Mai (Kuuchuu) _qcb + P Musasabi no Mai (Kuuchuu) _d + P Yusura Ume _d + K Ukihane _d + D when close Toki Tsubute qcf,qcf + P D^ Hana Arashi qcb,hcf + K B^ Chou Hissatsu Shinobi Bachi D,B,C,C,u H^ Shiranui-ryuu: Kubi no Kitsune Cancelables A B C D C D ---------------------------------------------- Standing Near C Cr C C s Standing Far - - - - s Crouching -r -r C - Upward Jump - - - - C Diagonal Jump C - - C C Super Cancels (C) Ryuu Enbu (1st) Free Cancel Into Hissatsu Shinobi Bachi, Ryuu Enbu, Musasabi no Mai (Kuuchuu) Free Cancel Out Of Benitsuru no Mai, Koku'en no Mai, Hissatsu Shinobi Bachi, (C) Ryuu Enbu (1st), Sayo Chidori, Musasabi no Mai ("hold P from Chijou" version only), Ukihane, Yusura Ume Cannot Free Cancel Kachou Sen - The Dairin Fuusha Otoshi and Musasabi no Mai can be blocked low. - The Dairin Fuusha Otoshi is cancelable. It acts as a knockdown attack if it hits an airborne opponent. - The Benitsuru no Mai is an overhead attack, unless canceled into (in which case, it becomes cancelable). Mai recovers from this move fast enough to follow up with another attack, such as a standing A or B or the Hana Arashi. - The Koku'en no Mai is a low attack on the 1st hit. If canceled into, it becomes cancelable on the 1st hit. - You can no longer cancel the Sayo Chidori into the Ryuu Enbu. - The Ryuu Enbu and Sayo Chidori can negate normal projectiles. - The direction used for the Musasabi no Mai (Chijou) determines which wall Mai leaps to. If you press straight up, she flies to the wall behind her. - The Kubi no Kitsune is unblockable. There are several possible endings for this move: Ryuu Enbu - Fan Ryuu Enbu - Umbrella Ryuu Enbu - Dress - Fan Dress - Ryuu Enbu - Umbrella Kimono - Ryuu Enbu - Umbrella - Going by the name, there should be nine possible endings, but these are the only ones I've seen. ------------------------------------------------------------------------ YURI SAKAZAKI [ Women Fighters Team ] ------------------------------------------------------------------------ b / f + C when near Oni Harite b / f + D when near Silent Nage a-d-u + C / D when near Tsubame Otoshi (air throw) f + B En Yoku df + B Shiyoku df + D Shouyoku qcf + P Ko'ou Ken _hold P Haou Shoukou Ken qcf + K in air Raiou Ken qcb + P Saifa hcb + K Hyakuretsu Binta f,d,df + P Yuri Chou Upper (Kuuga) f,d,df + C _f,d,df + P Double Yuri Chou Upper (Ura Kuuga) qcf,hcb + K D^ Hien Hou'ou Kyaku qcf,qcf + BD S^ Shin! Chou Upper f,b,hcb + BD H^ "Ee!" Hien Hou'ou Kyaku Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far Cr - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (C) Yuri Chou Upper (1st) Free Cancel Into Raiou Ken, Hyakuretsu Binta, Yuri Chou Upper Free Cancel Out Of En Yoku, Yuri Chou Upper, Double Yuri Chou Upper Cannot Free Cancel Ko'ou Ken, Haou Shoukou Ken, Saifa - The En Yoku is an overhead attack, unless canceled into. - The Shiyoku is a low attack and is cancelable. - The Shouyoku is cancelable. You can juggle a hit opponent after the move connects. - You can juggle an opponent after the Haou Shoukou Ken. - The Hyakuretsu Binta is unblockable. ------------------------------------------------------------------------ MAY LEE JINJU (IN STANDARD MODE) [ Women Fighters Team ] ------------------------------------------------------------------------ b / f + C when near Crow's Wing b / f + D when near Swan Circle Press ABC Henshin (Hero) qcf + K Lightning Needle _u + K Into Sky _d + K Dinosaur's Footprint _b + K Blazing Intercept _df + K Leaping Swordfish _uf + K Surprise Air _d + K Surprise Air Finish qcf + K Lightning Needle _K Spinning Edge _K Approaching Beetle _u + K Into Sky _d + K Dinosaur's Footprint _b + K Blazing Intercept _df + K Leaping Swordfish _uf + K Surprise Air _d + K Surprise Air Finish hcb + K Blazing Intercept qcb,qcb + K D^ Gauze Tail Tinkerbell AC,BD,ABC S^ Disposition Frog Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C -/C C Standing Far Cr -r - - C Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Spinning Edge - You can press ABC to change into Hero Mode (see below for details). This can be used to cancel out of any attack, even uncancelable moves or special moves. - You can juggle an opponent after the Into Sky. - The Dinosaur's Footprint is a low attack. - The Blazing Intercept can reverse jumping, high, and mid-level attacks, as well as special moves and (S)DMs. You can juggle your opponent after this move. - The Leaping Swordfish is an overhead attack. - The Gauze Tail Tinkerbell is an overhead attack. - Using the Disposition Frog will leave you in Hero Mode. For all it's flash, this move doesn't do a lot of damage, although you can easily connect it in the corner from Into Sky or a stance-canceled crouching C in Hero Mode. ------------------------------------------------------------------------ MAY LEE JINJU (IN HERO MODE) [ Women Fighters Team ] ------------------------------------------------------------------------ f + A Hero Uke df + B Sliding Press ABC Henshin (Standard) qcf + P Full Swing Chop qcf + K Shining Thunder Blow qcb + P "May Lee Cho~p!" hcb,f + P when near "May Lee Break!" qcf,qcf + P in air D^ "May Lee Dynamic!" qcf,qcf + AC S^ "May The End" f,B,C,f,C H^ Key of Victory Cancelables A B C D C D ---------------------------------------------- Standing Near C/Cr Cr C C - Standing Far C/Cr Cr C C - Crouching Cr Cr C C Upward Jump - - - - Diagonal Jump - - - - Counter Wire Standing CD, (B) Shining Thunder Blow Super Cancels (C) Full Swing Chop, Shining Thunder Blow, May Lee Chop - You can press ABC to change into Standard Mode (see above for details). This can be used to cancel out of any attack, even uncancelable moves or special moves. - If May is hit while in Hero Mode, she will revert to Standard Mode. This poses a problem, since she can't block in this mode (aside from using the autoguard feature of the Hero Uke). - May Lee is now able to roll while in Hero Mode, but she loses the use of her basic C and D throws. - May Lee's standing CD attack is unblockable. However, it is not cancelable. She also has no mid-air CD attack. - Her crouching C will launch an opponent into the air. You can cancel it into the May Lee Chop for an easy combo. - The Hero Uke will autoguard mid-level attacks. If the autoguard is triggered, this move can be canceled into a special move. Even if you get Guard Crushed during this move, May Lee will remain in her Hero stance. - The Sliding is a low attack and is cancelable. - The (A) Full Swing Chop hits twice on a counter hit. - The (A) May Lee Chop is an overhead attack. - The (D) Shining Thunder Blow will not knock down a hit opponent. - The May Lee Break is unblockable. - One wonders if the "May Lee Dynamic!" is supposed to be a reference to May's "May Dynamic" move from the original Guilty Gear. ------------------------------------------------------------------------ KIM KAPHWAN [ Korea Team ] ------------------------------------------------------------------------ b / f + C when near Kubikime Otoshi b / f + D when near Sakkyaku Nage f + B Neri Chagi qcb + P (x3) Sanren Geki _uf + K, then d + K Sankuu Kyaku qcb + K Hangetsu Zan d,d + K Haki Kyaku qcf + K in air Hishou Kyaku _D while rebounding Tsuika Kougeki Charge d,u + K Hien Zan d + D from (D) Hien Zan Tenshou Zan qcf,qcf + K D^ Hou'ou Hiten Kyaku qcb,db,f + K D^ Hou'ou Kyaku qcb,db,f + BD in air S^ Kuuchuu Hou'ou Kyaku qcb,db,f + ABCD H^ Zero Kyori Hou'ou Kyaku Cancelables A B C D C D ---------------------------------------------- Standing Near C C/C C C/C s Standing Far - - - - s Crouching C -r C C Upward Jump s - - - s Diagonal Jump s - - - s Super Cancels (B) Hangetsu Zan, (B) Haki Kyaku, (D) Hien Zan (1st), (C) Sanren Geki (3rd input, 2nd hit) Free Cancel Into Hangetsu Zan, Hien Zan, Sanren Geki Free Cancel Out Of Haki Kyaku, Sanren Geki (all ground hits) Cannot Free Cancel Hishou Kyaku, Hien Zan - The Neri Chagi is an overhead attack, unless you cancel into it (in which case it hits twice and is cancelable on either hit). - The Haki Kyaku is a low attack, and the (D) version knocks down. It can no longer hit someone who is lying on the floor. - The first button used for the Sanren Geki determines the outcome of the final input. Starting with (A) ends in a Neri Chagi, while (C) ends with a series of spin kicks. - The final input of the (A) Sanren Geki is an overhead attack on the 2nd hit. - Alternately, you can follow the first input of the Sanren Geki with a mid-air kick sequence by pressing uf + K, then d + K. The d + K input is an overhead attack. - You can juggle an opponent after the Hou'ou Hiten Kyaku. - The Zero Kyori Hou'ou Kyaku is unblockable. ------------------------------------------------------------------------ CHANG KOEHAN [ Korea Team ] ------------------------------------------------------------------------ b / f + C when near Hagan Geki b / f + D when near Kusari Jime df + A Hiki Nige Tap P rapidly, move b / f Tekkyuu Dai Kaiten _press ABCD Cancel Charge b,f + P Tekkyuu Funsai Geki hcf + K Tekkyuu Taiko Uchi d,d + K Haki Kyaku hcb,f + P when near Dai Hakai Nage qcf,hcb + P D^ Tekkyuu Dai Bousou qcf,qcf + K D^ Tekkyuu Dai Bokusatsu qcf,qcf + P B^ Tekkyuu Dai Assatsu B,A,df,C,A H^ Tekkyuu Dai Sekai Cancelables A B C D C D ---------------------------------------------- Standing Near C C -/- C s Standing Far - C - - s Crouching C C C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Haki Kyaku Free Cancel Into Tekkyuu Taiko Uchi, Tekkyuu Dai Kaiten Free Cancel Out Of Hiki Nige, Tekkyuu Funsai Geki, Haki Kyaku Cannot Free Cancel Dai Hakai Nage - The Hiki Nige is a low attack. - The Tekkyuu Dai Kaiten can negate normal and (S)DM projectiles. It will hit twice on a counter hit. - The Tekkyuu Funsai Geki has autoguard. - The Tekkyuu Taiko Uchi can reverse jumping, high, and mid-level attacks, as well as special moves and (S)DMs. However, it does very poor damage and has almost no range. What's more, the "third sneeze" feature from previous KOFs has been removed (so you always get the standard sneeze animation). - The Haki Kyaku will knock over your opponent no matter where they are, unless they are blocking low or are in mid-air. - The Tekkyuu Dai Bousou has several endings: a belly bop, a slide attack, a standing kick, a forward roll, and a body press. - The first few swings of the Tekkyuu Dai Bokusatsu can hit an opponent who is lying on the ground. Hitting an opponent immediately after they hit the ground (such as from a jumping CD attack or a super canceled Haki Kyaku) guarantees more hits than other methods (such as after a standing CD or the Tekkyuu Dai Bousou). - The Tekkyuu Dai Assatsu hits twice on the way up on a counter hit. - Chang will run forward during the (C) Tekkyuu Dai Assatsu, before leaping into the air. - The Tekkyuu Dai Assatsu is an overhead attack on the way down. The SDM version will hit low once Chang flops onto the floor, requiring you to block high, then low. - Additionally, the ground flop part of the SDM Assatsu will knock over your opponent no matter where they are, unless they are blocking low or are in mid-air. - The (C) Tekkyuu Dai Assatsu has autoguard while Chang is running forward (but it won't defend against low attacks). The SDM version of the Assatsu has autoguard for the entire time Chang is flopping forward after landing on the ground. All versions of the Assatsu have autoguard while Chang is falling down (with his belly towards the floor). - The Dai Hakai Nage and Tekkyuu Dai Sekai are unblockable. - Before the Tekkyuu Dai Sekai takes place, Chang will dance for a few moments. During this time, he is invincible and can only be damaged by throws. ------------------------------------------------------------------------ CHOI BOUNGE [ Korea Team ] ------------------------------------------------------------------------ b / f + C when near Zujou Sashi b / f + D when near Geketsu Zuki b / f + B Toorima Geri ub against a wall, then uf Sankaku Tobi Charge d,u + P Tatsumaki Shippuu Zan qcb + P Kaiten Hien Zan _P Kishuu Hien Zuki _qcf + K at apex Hishou Kyaku qcf + K in air Hishou Kyaku f,d,df + K Hien Zan Charge b,f + P Senpuu Hien Zashi _dir. + any (x3) Houkou Tenkan Charge d,u + K (can hold) Hishou Kuuretsu Zan _dir. + any (x3) Houkou Tenkan hcb,hcb + P, move b / f D^ Shin! Chouzetsu Tatsumaki Shinkuu Zan qcf,hcb + K B^ Hou'ou Kyaku hcf,hcf + AC in air H^ Shakushi Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far Cr - - - s Crouching Cr -r C - Upward Jump - - - - s Diagonal Jump - - s/s/? - s Super Cancels Tatsumaki Shippuu Zan (1st) Free Cancel Into Hishou Kyaku, Hien Zan Free Cancel Out Of Toorima Geri, Tatsumaki Shippuu Zan (1st ground), Kaiten Hien Zan, Kishuu Hien Zuki Hien Zan (air only), Senpuu Hien Zashi, Hishou Kuuretsu Zan - Choi's far standing C will knock an opponent into the air briefly. - Choi recovers from the Toorima Geri fast enough to follow it up with another attack, such as a standing A or B, or the Hou'ou Kyaku (S)DM. - The Tatsumaki Shippuu Zan hits more times if done from a slight distance away from your opponent instead of right next to them. - The (B) Hien Zan hits twice on a counter hit. - You can juggle your opponent three times during the Shin! Chouzetsu Tatsumaki Shinkuu Zan. - The direction used for the Hishou Kuuretsu Zan determines which wall Choi leaps to. If you press straight up, he flies to the wall behind him. Once he touches the wall, he will fall to the ground, unless you hold B (which makes him fly diagonally down), or D (which makes him fly horizontally). - I've yet to find a way to guarantee all seven hits of the Shakushi. However, if Choi lands from this move while his opponent is still in the air, you can juggle them before they land, at least. ------------------------------------------------------------------------ IORI YAGAMI [ '96 Team ] ------------------------------------------------------------------------ b / f + C when near Sakahagi b / f + D when near Saka Sakahagi f + A,A Geshiki: Yumebiki f + B Geshiki: Goufu In "Shinigame" b + B in air Geshiki: Yuri Ori qcf + P 108 Shiki: Yami Barai qcb + P (x3) 127 Shiki: Aoihana hcb + K 212 Shiki: Kototsuki In f,d,df + P 100 Shiki: Oniyaki hcb,f + P when near Kuzukaze qcf,hcb + P B^ Kin 1211 Shiki: Ya Otome _qcf,qcf,qcf,qcf + AC D^ Ura 316 Shiki: Saika qcb,hcf,b,f + AC H^ Ura 1219 Shiki: En'ou Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C - C Standing Far -r - C - C Crouching Cr -r C - Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (A) Oniyaki (1st on a counter hit) (C) Oniyaki (1st-2nd) Free Cancel Into Aoihana, Kototsuki In, Oniyaki Free Cancel Out Of Yumebiki (1st), Goufu In, Aoihana (1st-2nd), Oniyaki (A=1st, C=1st-2nd), Kototsuki In (1st) Cannot Free Cancel Yami Barai, Kuzukaze - The 2nd input of the Yumebiki is cancelable. - The Goufu In is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). It's possible for this move to hit twice, if the first hit is late enough. - The Yuri Ori is used to hit someone as you jump over them, since it hits behind Iori. - The 3rd input of the Aoihana is an overhead attack. - The Kuzukaze is unblockable. This move switches places with your opponent and leaves them open to attack momentarily. - The Saika can only be used after a DM Ya Otome. You must begin the command early so that you finish it by the time Iori has delivered the final blow (the hit where his opponent explodes in purple flame). Beyond that, the timing is rather lax (in the corner, you can even hit an opponent who is lying on the ground with this move). - The En'ou is unblockable. ------------------------------------------------------------------------ MATURE [ '96 Team ] ------------------------------------------------------------------------ b / f + C when near Death Blow b / f + D when near Back Rush qcf + P Despair hcf + K Decide qcb + P (x3) Death Row qcb + K Metal Massacre f,d,df + P Sacrilege qcf,hcb + P Ebony Tears qcf,qcf + P B^ Nocturnal Rites qcb,hcf + K B^ Heaven's Gate f,D,C,B,f H^ Ecstasy 816 Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C/C C -/C s Standing Far C -/- - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Despair, Death Row, Metal Massacre, Ebony Tears (only from a normal attack or CD) Free Cancel Out Of Death Row, Metal Massacre, Sacrilege (A=1st-2nd ground, C=1st=3rd ground) Cannot Free Cancel Decide - It seems as if the (C) Despair can actually cross up a crouch-blocking opponent, but it only works against Chang if he is in the corner. - The Sacrilege is now a knockdown attack. ------------------------------------------------------------------------ VICE [ '96 Team ] ------------------------------------------------------------------------ b / f + C when near Death Blow b / f + D when near Back Rush f + A Monstrosity qcb + K Outrage qcb + K in air Ravenous hcf + K Decide qcb + P Mayhem hcf + P when near Blackend hcb,f + P when near Gore Fest qcf + P (see notes) Mithan's Robe qcf,qcf + P B^ Withering Surface hcb,hcb + K when near B^ Negative Gain db,qcf,uf,u,d + AC when near H^ Overkill (air throw) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C -/C s Standing Far Cr - - - s Crouching C Cr C C Upward Jump s - s - - Diagonal Jump s - s - - Free Cancel Into Ravenous, Decide, Mayhem Free Cancel Out Of Monstrosity, Mayhem Cannot Free Cancel All others. - The Monstrosity is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - If you hit an opponent in air with the Ravenous, you can juggle them upon landing (Mayhem -> Mithan's Robe makes a nice follow-up). - You can use the Mithan's Robe after the Mayhem or Blackened. - The Blackened, Gore Fest, Withering Surface, Negative Gain, and Overkill are unblockable. - If you have trouble pulling off the Overkill, another way to perform it is to start at b and rotate the joystick counter clockwise to db, then press AC. ------------------------------------------------------------------------ RYUJI YAMAZAKI [ '97 Team ] ------------------------------------------------------------------------ b / f + C when near Shime Age b / f + D when near Bun Nage f + A Bussashi qcb + A (can hold) Hebi Tsukai (Joudan) qcb + B (can hold) Hebi Tsukai (Chuudan) qcb + C (can hold) Hebi Tsukai (Gedan) delayed hebi tsukai _D Hebi Damashi f,d,df + P Sabaki no Aikuchi f,d,df + B Yakiire f,d,df + D Sunakake qcf + A Bai Gaeshi (Kyuushuu) qcf + C Bai Gaeshi (Dan Hassha) hcf + K Sadomazo hcb,f + P when near Bakudan Pachiki qcf + ABCD D^ Akumu...soshite kyouki qcf,qcf + P B^ Guillotine hcb,hcb + P when near D^ Drill _tap P 0-4 times Punch Ranbu _tap P 5-8 times Kick Ranbu _tap P 9-12 times Rapid Pachiki _tap P 13+ times Repeated Hebi Tsukai _tap P after Drill ends Chouhatsu hcb,hcb + AC when near S^ Drill _tap P 0-4 times Rapid Stomps _tap P 5-8 times Rapid Aikuchi _tap P 9-12 times Rapid Shime Age _tap P 13+ times Chou Repeated Hebi Tsukai _tap P after Drill ends Chouhatsu hcb,hcb + BD when near H^ ...!! Cancelables A B C D C D ---------------------------------------------- Standing Near C Cr C C/- s Standing Far - -r - - s Crouching Cr -r C - Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Sabaki no Aikuchi (1st) Sadomazo (if it reverses an attack) Free Cancel Into Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi, Sadomazo Free Cancel Out Of Bussashi, Hebi Tsukai, Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi, Sadomazo (if triggered) Cannot Free Cancel Bakudan Pachiki - The Bussashi is an overhead attack on either hit, unless you cancel into it (in which case, it becomes cancelable on either hit). - The 2nd hit of the Yakiire is an overhead attack. - You can cancel the Sunakake into the Hebi Tsukai. - The Kyuushuu will absorb projectiles and give Yamazaki a bit of Power Gauge energy. The Dan Hassha causes him to counter with a projectile of his own. Yamazaki can use either move against both normal and DM projectiles (but not SDM projectiles). For some reason, he is unable to absorb or reflect Rugal's Kaiser Wave or Kaiser Phoenix. - The Sadomazo can reverse high attacks, special moves, and (S)DMs. - When you perform the "Akumu...soshite kyouki," Yamazaki will run forward, then stop and clutch his head for a moment. If he reaches his opponent before he finishes running, he will perform an unblockable attack instead (even if they are airborne). While this attack cannot be reversed, it can be avoided (by jumping over the blade, or otherwise evading it, say through Chin's Bougetsu Sui or Mary's Real Counter). One sneaky way of connecting this move is to supercancel into it out of a blocked Sabaki no Aikuchi. - The Bakudan Pachiki, Drill, and ...!! are unblockable. ------------------------------------------------------------------------ BLUE MARY [ '97 Team ] ------------------------------------------------------------------------ b / f + C when near Victor Nage b / f + D when near Head Throw b / f + A Hammer Arch b / f + B Double Rolling qcf + P Spin Fall _qcf + P M. Spider f,d,df + K Vertical Arrow _f,d,df + K M. Snatcher Charge b,f + K Straight Slicer _qcf + K Crab Clutch qcb + B M. Reverse Facelock qcb + D M. Head Buster qcb + P Real Counter _qcf + P Backdrop Real qcf,hcb + P D^ M. Splash Rose A,A,f,B,C D^ M. Dynamite Swing A,A,b,B,C S^ M. Dynamite Swing db,qcf,uf,u,d + BD when near H^ M. Typhoon Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/s -/C s Standing Far Cr C C/C - s Crouching C Cr C - Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (B) Vertical Arrow (1st), (B) Straight Slicer, M. Snatcher (only into either Dynamite Swing) Free Cancel Into Spin Fall, Vertical Arrow, Straight Slicer, M. Reverse Facelock, M. Head Buster, Real Counter Free Cancel Out Of Hammer Arch, Double Rolling (1st), Vertical Arrow (1st), (B) Straight Slicer - The Hammer Arch is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). It can be canceled directly into a (HS)DM, however. - This makes for a 50% damage overhead attack, as you can cancel it into the M. Typhoon. :) If you have trouble with the M. Typhoon command, another way to perform it is to start at b and rotate the joystick counter clockwise to db, then press BD. - The Double Rolling is cancelable on the 2nd hit (which hits low). - The (A) Spin Fall is an overhead attack. - The Straight Slicer is a low attack. The (D) version will only hit low if Mary's feet hit first. - Mary is invincible during the Real Counter. Only throws can harm her. Instead of following with the Backdrop Real, you can always time her recovery and follow with the M. Typhoon instead. - The M. Reverse Facelock can reverse jumping attacks, special moves, and (S)DMs. - The M. Head Buster can reverse high and mid-level attacks. You can juggle your opponent after this move. - The Backdrop Real and M. Typhoon are unblockable. - It seems as if you can no longer connect the DM Dynamite Swing after the M. Snatcher, even though you can still supercancel into it. Anyone know of a way to get the move to connect? ------------------------------------------------------------------------ BILLY KANE [ '97 Team ] ------------------------------------------------------------------------ b / f + C when near Jigoku Otoshi b / f + D when near Ippon Zuri Nage f + A Dai Kaiten Geri f + B Boutaka Tobigeri Tap A rapidly Senpuu Kon hcf + P Sansetsu Kon: Chuudan Uchi _qcf + P Kaen Sansetsu Kon: Chuudan Zuki qcb + P Suzume Otoshi qcb + B Karyuu Tsuigeki Kon qcb + D Suiryuu Tsuigeki Kon f,d,df + K, move b / f Kyoushuu Hishou Kon qcf,hcb + P D^ Chou Kaen Senpuu Kon qcf,qcf + P B^ Dai Senpuu qcb,hcf + BD H^ Liar Elemental Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C s Standing Far C - - -/- s Crouching - Cr C - Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Suiryuu Tsuigeki Kon (1st) Free Cancel Into Suzume Otoshi, Karyuu/Suiryuu Tsuigeki Kon Kyoushu Hishou Kon, SSK: Chuudan Uchi Free Cancel Out Of Senpuu Kon, Karyuu/Suiryuu Tsuigeki Kon, SSK: Chuudan Uchi, KSSK: Chuudan Zuki Cannot Free Cancel Karyuu Tsuigeki Kon (from Suiryuu Tsuigeki Kon), or the reverse. - Karyuu Tsuigeki Kon can reverse jumping attacks, special moves, and (S)DMs. - The Suiryuu Tsuigeki Kon can reverse high, mid-level, and low attacks. - If the (D) Kyoushuu Hishou Kon hits on the way up and again on the way down, you can juggle your opponent. Out in the open, you can use the Dai Kaiten Geri, while in the corner, you can use the Chou Kaen Senpuu Kon. - The Liar Elemental can reverse jumping, high, mid-level, and low attacks, as well as special moves and (S)DMs. During this move, you cannot throw Billy with basic throws while he is unarmed. ------------------------------------------------------------------------ YASHIRO NANAKASE [ '98 Team ] ------------------------------------------------------------------------ b / f + C when near Lever Blow b / f + D when near Hatchet Throw f + A Regret Bash f + B Step Side Kick f,d,df + P Upper Duel qcb + K Sledgehammer hcf + P Jet Counter _qcf + P Jet Counter: Still qcf,qcf + P (can hold) B^ Final Impact qcb,hcf + BD H^ [ERROR] CODE 2002 Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far Cr - - - s Crouching Cr - C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (C) Jet Counter: Still Free Cancel Into Upper Duel, Sledgehammer, Jet Counter Free Cancel Out Of Regret Bash, Upper Duel (A=1st, C=1st-2nd), Jet Counter (any version), Jet Counter: Still - The Regret Bash is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Step Side Kick is cancelable. - The Upper Duel has autoguard. - The Sledgehammer is an overhead attack. - The (C) Jet Counter is now an overhead attack. - You have to use the same strength button used for the Jet Counter to perform the Jet Counter: Still. - Because of this, I was a little curious as to what happened to Yashiro's old "hcf + A -> qcf + C" combo from 1998, which would result in an Upper Duel ending instead of the usual Jet Counter: Still ending. Well, he still has it--just perform the Jet Counter with AC, then input qcf + C. Using (A) will just get you the weak Still ending. It's much more useful than in '98, since you can combo a close attack into the AC Jet Counter (which is not possible with the C version), and juggle your opponent afterwards. - You can juggle an opponent after the normal (C) Jet Counter: Still, as well. - You can free cancel any strength Jet Counter into any different strength Jet Counter (except the AC Jet Counter into the A version or the reverse). The same applies to free canceling the Jet Counter: Still into a different strength Jet Counter (in which case going from the "AC -> A" Still to the A Jet Counter is not possible). - The Final Impact is unblockable if fully delayed. ------------------------------------------------------------------------ SHERMIE [ '98 Team ] ------------------------------------------------------------------------ b / f + C when near Shermie Flash Original b / f + D when near Front Flash f + A Baku New Suplex f + B Shermie Stand Press ABC Yoke Dousa hcf + P when near Shermie Spiral hcf + K Diamond Bust qcb + P Shermie Whip qcb + K Axle Spin Kick hcb,f + P F-Captured f,d,df + K Shermie Clutch qcf + K (see notes) Shermie Cute hcb,hcb + P when near B^ Shermie Flash hcf,hcf + P when near B^ Shermie Carnival qcf,qcf + BD when near H^ Inazuma Leg Lariat Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C/C C -/- s Standing Far Cr C/C - - s Crouching Cr C C - Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Shermie Spiral, Diamond Bust, Shermie Whip, Axle Spin Kick, Shermie Clutch Free Cancel Out Of Blocked Baku New Suplex, Shermie Stand, Axle Spin Kick Cannot Free Cancel All other moves. - The Shermie Stand is an overhead attack, unless you cancel into it (in which case, it is cancelable on the 2nd hit). - The Yoke will make Shermie dodge low attacks. - The Axle Spin Kick is an overhead attack. - The Shermie Clutch is an anti-air throw. - The F-Captured can reverse high and mid-level attacks. - You can use the Shermie Cute after the Shermie Spiral, Shermie Whip, or Shermie Clutch. - The Shermie Spiral, Diamond Bust, Shermie Clutch, Shermie Flash, Shermie Lariat, and Inazuma Leg Lariat are unblockable. - During the SDM Shermie Flash, Shermie will count while holding your opponent. If she reaches 3, the move will do 100% damage. However, you can end the count by tapping any button rapidly, which will cause her to end the hold prematurely. ------------------------------------------------------------------------ CHRIS [ '98 Team ] ------------------------------------------------------------------------ b / f + C when near Step Turn b / f + D when near Aerial Drop f + A Spinning Array f + B Reverse Anchor Kick df + B Carry Off Kick f + D,B Leading High d + D,B Leading Low qcf + P Slide Touch qcf + K Scramble Dash f,d,df + P Direction Change f,d,df + K Hunting Air qcf + K in air Glider Stamp hcb + P Shooting Dancer: Thrust hcb + K Shooting Dancer: Step qcf,qcf + P B^ Chain Slide Touch qcb,qcb + K B^ Twister Drive hcb,hcb + AC H^ Honoo no Sadame no Chris Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C s s Standing Far Cr - C/- - s Crouching C -r C - Upward Jump - - C - s Diagonal Jump - - C - s Super Cancels Leading: High and Low Shooting Dancer: Thrust and Step (1st) Free Cancel Into Scramble Dash, Hunting Air, Glider Stamp, Shooting Dancer Thrust and Step Free Cancel Out Of Reverse Anchor Kick, Carry Off Kick, Leading: High and Low, Slide Touch, Hunting Air, Shooting Dancer Thrust and Step - The Spinning Array is cancelable. - The Reverse Anchor Kick is an overhead on the 2nd hit (unless canceled into, in which case it is cancelable on the 2nd hit). - The Carry Off Kick is a low attack. - In order to perform the "Leading" moves, you must press B _immediately_ after pressing D. I find that it's easier to perform if you hold in the direction listed instead of just pressing in that direction. If you do the move correctly, Chris will do his old '98 dodge animation, then attack with a standing kick or a low (B) kick. - The Direction Change is unblockable. This move switches places with your opponent and leaves them open to attack momentarily. - The 2nd hit of the (A) Shooting Dancer: Thrust is a low attack. - The 2nd hit of the Shooting Dancer: Step is an overhead attack. - You can follow the Shooting Dancer: Step with the Glider Stamp. - Chris' HSDM will turn him into Orochi Chris for the remainder of the round (see "Chris of the Flame of Destiny" under the Orochi Team entry for more information). You will turn back to normal Chris in the following round (if there is one). ------------------------------------------------------------------------ K' (pronounced "kay dash") [ '99 Team ] ------------------------------------------------------------------------ b / f + C when near Spot Pile b / f + D when near Knee Strike f + A One Inch f + B Knee Assault qcf + P Eins Trigger _f + B Second Shoot _f + D Second Shell f,d,df + P Crow Bites f,d,df + C _f + K Tsuika Kougeki qcf + K Blackout qcb + K (air) Minutes Spike qcb + K _qcb + K Narrow Spike qcf,qcf + P (can hold) D^ Heat Drive qcf,hcb + P B^ Chain Drive qcb + C~A H^ Crimson Star Road Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C C s Standing Far -r - - - s Crouching Cr -r C C Upward Jump - - s s - Diagonal Jump - - s s - Counter Wire One Inch Super Cancels (A) Crow Bites (1st-2nd) (C) Crow Bites (1st) Narrow Spike Free Cancel Into Crow Bites, Minutes Spike (ground or air) Free Cancel Out Of One Inch, Knee Strike, Crow Bites (A=1st ground, C=1st-2nd ground), Minutes Spike, Narrow Spike Cannot Free Cancel Eins Trigger, Blackout, Minutes Spike (only from Narrow Spike) - The One Inch is a knockdown attack, unless canceled into (in which case, it becomes cancelable). It can be canceled directly into a (HS)DM, however. - The Knee Assault is an overhead attack, unless you cancel into it. - The Knee Assault and Tsuika Kougeki are no longer cancelable. - The (A) Eins Trigger is a knockdown attack and can negate projectiles. The button used determines the speed of the Second Shoot. - You can no longer cancel the Eins Trigger into the Blackout. - You can juggle an opponent after the Second Shell. - The Blackout is a teleport move that can be used to move through your opponent. You are still vulnerable to attack while warping, even when invisible. - You can delay the Heat Drive to make it unblockable. - When you perform the Chain Drive, K' will throw his sunglasses across the screen. If they hit, he will perform the rest of this move. If they miss, he will remain immobile for a moment and will be vulnerable to attack. If th glasses are blocked, he will warp forward with an elbow attack. If the attack hits (which really only occurs if you attempt to a CD guard cancel), then he will perform the rest of the Chain Drive. - To perform the Crimson Star Road, you must press A _immediately_ after pressing C. This move is unblockable. ------------------------------------------------------------------------ MAXIMA [ '99 Team ] ------------------------------------------------------------------------ b / f + C when near Dynamite Drop b / f + D when near Choking Vise f + A Mongolian df + C M9 Kata: Maxima Missile (Shisaku) qcb + P M4 Kata: Vapour Cannon hcf + K when near M11 Kata: Dangerous Arch f,d,df + K M19 Kata: Blitz Cannon qcf + A System 1: Maxima Scramble _qcf + A Double Bomber _qcf + A Bulldog Press qcf + C System 2: Maxima Scramble _qcf + C Double Bomber _qcf + C Bulldog Press hcb + K System 3: Maxima Lift _f + K Centoun Press f,hcf + P D^ M2 Kata: Maxima Beam qcf,hcb + P D^ Bunker Buster hcb,hcb + K when near B^ Maxima Revenger f,B,C,f,C H^ Arc Enemy Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/- C s Standing Far - - - - s Crouching Cr - C - Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire Vapour Cannon Super Cancels Double Bomber (2nd) Free Cancel Into Vapour Cannon, Dangerous Arch, Blitz Cannon, Maxima Scramble, Maxima Lift Free Cancel Out Of Mongolian, Maxima Scramble, Double Bomber Cannot Free Cancel Bulldog Press, Centoun Press - Maxima's crouching C, far and close standing C, and standing CD attack all have autoguard. - The Mongolian is an overhead attack, unless canceled into (in which case, it becomes cancelable). It can be canceled directly into a (HS)DM, however. - The Maxima Missile is cancelable. An airborne opponent who is hit by this move will be knocked high into the air and can be hit with the Blitz Cannon. - The Vapour Cannon can negate normal and DM projectiles. - The Blitz Cannon is an anti-air move. However, the (B) version can hit tall characters (such as Chang). - If you mistime the Centoun Press, Maxima will land on his back and will be open to attack until he recovers. - The Maxima Beam does a ridiculous amount of damage, even moreso on a counter hit. - The Bunker Buster has autoguard as it begins and ends. It can hit as it begins, as well as when it ends. It's possible to combo both hits together. The "falling" animation can hit as an overhead attack, but this doesn't apply to the "impact" hit that occurs as Maxima lands. - The Dangerous Arch, Maxima Lift, Maxima Revenger, and Arc Enemy are unblockable. ------------------------------------------------------------------------ WHIP [ '99 Team ] ------------------------------------------------------------------------ b / f + C when near Alpha b / f + D when near Zed f + A (x5) Whip Shot hcb + A (can hold) Strings Shot Type A "Code: Yuuetsu" hcb + B (can hold) Strings Shot Type B "Code: Chikara" hcb + C (can hold) Strings Shot Type C "Code: Shouri" delayed strings shot_b / f Move Back / Forward D before Type A/B/C strikes Strings Shot Type D "Code: Ame" delayed strings shot_D Strings Shot Type D "Code: Ame" hcf + P Boomerang Shot "Code: SC" qcb + P in air Hook Shot "Code: Kaze" f,d,df + any Assassin Strike "Code: BB" b,d,db + P, tap P rapidly Desert Eagle qcb,hcf + P B^ Sonic Slaughter "Code: KW" b,B,C,b,C H^ Super Black Hawk Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far - C - s C Crouching - C C/C - Upward Jump - C - - - Diagonal Jump - C - C - Super Cancels Strings Shot (1st) Boomerang Shot (1st) (the DC movelist says this move is SCable; it probably is, but I couldn't pull it off) Free Cancel Into Strings Shot, Boomerang Shot, Hook Shot, Assassin Strike Free Cancel Out Of Whip Shot, Strings Shot (1st), Boomerang Shot (1st), Assassin Strike (downward hit only) Cannot Free Cancel Desert Eagle - The last input of the Whip Shot is a knockdown attack. The ending animation can be canceled. In the corner, you can cancel into the (B) Assassin Strike or (C) Desert Eagle for a combo. Out in the open, you can cancel into the (A) Boomerang Shot. - It's possible for either hit of the Boomerang Shot to miss, depending on your opponent's location. - The 2nd hit of the (A) Strings Shot is an overhead attack, while the 2nd hit of the (C) Strings Shot is a low attack. - The (B) Strings Shot will drag an opponent closer to you and leaves them open to attack momentarily. - The Assassin Strike can hit on the way up, or on the way down. The button used for this move determines where you come down (A is closest, D is furthest away). Keep in mind that this is relative to your location, so if you're in the far corner of the screen, using A-D all put you in the same place. This move can also hit an opponent who is lying on the floor. - You can no longer cancel out of the end of the Assassin Strike. - You can fire the Desert Eagle seven times before Whip will reload it. This move is a low attack, and can hit opponents who are lying on the floor. - The Desert Eagle can hit an opponent who is lying on the ground. - The Super Black Hawk is unblockable. ------------------------------------------------------------------------ VANESSA [ '00 Team ] ------------------------------------------------------------------------ b / f + C when near Dynamite Puncher b / f + D when near Clench Puncher f + A One-Two Puncher df + B Sliding Puncher Charge b,f + P Dash Puncher hcf + P, tap P rapidly Machine Gun Puncher f,d,df + A Forbidden Eagle f,d,df + C Parrying Puncher qcf + K Puncher Vision (Zenpou) _f + A Puncher Upper _f + C Puncher Straight _b + P (can hold) Puncher Weaving qcb + K Puncher Vision (Kouhou) _f + A Puncher Upper _f + C Puncher Straight _b + P (can hold) Puncher Weaving qcb + P (can hold) Puncher Weaving _f + P Dash Puncher _b + P Parrying Puncher _f + K Puncher Vision (Zenpou) _b + K Puncher Vision (Kouhou) qcf,qcf + P when near D^ Champion Puncher qcb,hcf + P B^ Crazy Puncher f,hcf + AC H^ Gaia Gear Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr -/C -/C C Standing Far Cr C -/C -/C C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire Machine Gun Puncher (if last hit is only hit) Puncher Straight (if last hit is only hit) Super Cancels Parrying Puncher, Puncher Upper (2nd) Dash Puncher (from Puncher Weaving) (the DC movelist says this move is SCable; it probably is, but I couldn't pull it off) Free Cancel Into Forbidden Eagle, Parrying Puncher, Puncher Vision Free Cancel Out Of One-Two Puncher, Sliding Puncher, Dash Puncher, Machine Gun Puncher, Forbidden Eagle, Parrying Puncher, Puncher Upper/Straight (both 2nd) Cannot Free Cancel Puncher Weaving - The One-Two Puncher is an overhead attack on the 1st hit, unless you cancel into it (in which case it becomes cancelable on the 1st hit). - The Sliding Puncher is a low attack. It can no longer hit opponents who are lying on the ground. - The Parrying Puncher can reflect normal and (S)DM projectiles. - You can pass through attacks during the Puncher Vision (but you are still vulnerable to throws). Unlike most teleports, it can't be used to move through an opponent, though. - You can cancel the Puncher Vision into itself (or the b / f + K version into the opposite qcf + K or qcb + K version). - The Puncher Upper is cancelable into other special moves on the 2nd hit. - The second hit of the Puncher Straight will drop an opponent's guard, which isn't really useful unless you free cancel into the Forbidden Eagle. - The only advantage the Puncher Weaving offers is that it makes Vanessa duck down, allowing her to avoid some high attacks. - The "Puncher Weaving" version of the Dash Puncher is cancelable into other special moves. - You can juggle your opponent after the Forbidden Eagle, Dash Puncher, and Puncher Upper. - The Champion Puncher is unblockable. ------------------------------------------------------------------------ SETH [ '00 Team ] ------------------------------------------------------------------------ b / f + C when near Hiji ate kara no hadou uchi b / f + D when near Tomoe Nage f + A Tackle f + B Mae Age Geri b + A Back Blow b + B Sobat df + B Sliding qcf + P Sho-Yoh hcf + K Doh-Kuzushi d,d + P Ashi-Tori qcf + B in air An-Getsu qcf + D in air Raku-Getsu hcb + K Kyu-Getsu _f + K Ya-Getsu _d + K Gen-Getsu qcf,qcf + P D^ "Morote"-Sho-Yoh qcf,hcb + K D^ Irimi-Nadazuki qcf,hcb + AC S^ Doh-Tori-Shichimonsatsu f,hcf + AC when near H^ Sigure-Rangiku Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/- C C Standing Far - - - - C Crouching Cr - C/- - Upward Jump C - C - s Diagonal Jump C - C - s Counter Wire (C) Sho-Yoh Super Cancels Sho-Yoh (1st) Free Cancel Into Sho-Yoh, An-Getsu, Raku-Getsu, Kyu-Getsu Free Cancel Out Of Tackle, Mae Age Geri, Sobat, Sliding, Sho-Yoh, (B) Doh-Kuzushi (if triggered), Ashi-Tori (if triggered), Kyu-Getsu, Ya-Getsu, Gen-Getsu Cannot Free Cancel An-Getsu (from Raku-Getsu), or the reverse. - Seth's crouching C will knock an opponent into the air briefly on the 2nd hit. - The Tackle is a knockdown attack, unless you cancel into it from the Mae Age Geri. - If canceled into, the Sliding becomes cancelable. - The Back Blow is cancelable. - The Sobat is an overhead attack, unless you cancel into it. - The Sliding, Gen-Getsu and Irimi-Nadazuki are low attacks. - The (B) Doh-Kuzushi can reverse jumping attacks as well as special moves and (S)DMs. - The (D) Doh-Kuzushi can reverse high and mid-level attacks. It switches places with your opponent and leaves them open to attack briefly. - The Ashi-Tori can reverse low attacks. You can juggle a hit enemy afterwards. You can juggle your opponent afterwards. - You can juggle your opponent after the Irimi-Nadazuki. - The Doh-Tori-Shichimonsatsu can reverse jumping, high, mid-level, and low attacks, as well as special moves and (S)DMs. - An opponent hit by the Sigure-Rangiku will have their controls reversed for a short period of time. This move is unblockable. It must be performed from up close in order to hit, even though it looks like it could be used from a short distance. ------------------------------------------------------------------------ RAMON [ '00 Team ] ------------------------------------------------------------------------ b / f + C when near Arm Whip b / f + D when near Flying Mayor df + B Teikuu Drop Kick ub against a wall, then uf Sankaku Tobi hcf + P when near Tiger Neck Chancery qcb + A (can hold) Feint Step (Drop Kick) qcb + C (can hold) Feint Step d,d,A,C Bard of Paradise hcf + K Somersault _press ABC Cancel qcb + K Force of Will _qcf + A Tsuika Kougeki _press ABC Feint Dash b,d,db + K Tiger Road _D as you touch the wall Cross Chop _press ABC Feint Dash f,d,df + K Rolling Sobat _f,d,df + K Flying Body Attack _d,d + P Hiki Okoshi qcf,hcb + K D^ Savage Fire Cat _press ABC Feint Dash qcb,hcf + K D^ El Diablo Amarillo Ramon hcb,hcb + P when close B^ Tiger Spin qcb,hcf + AC H^ Hypnotic Tiger Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C - Standing Far Cr - - - - Crouching Cr C C C Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire (A) Feint Step, Rolling Sobat Super Cancels Hiki Okoshi, Feint Dash Free Cancel Into Somersault, Tiger Road Free Cancel Out Of Teikuu Drop Kick, Standing CD Cannot Free Cancel All others. - The Teikuu Drop Kick is a low attack, unless you cancel into it (in which case, it becomes cancelable). It can be canceled directly into a (HS)DM, however. - The Bard of Paradise can hit an opponent who is lying on the floor. - The Force of Will looks like the Tiger Road, but it can only be canceled into the Tsuika Kougeki and not the Cross Chop. - Ramon will randomly hop away instead of running during the Tiger Road and Force of Will. It also seems to occur often if your opponent is in the corner and you cancel a crouching D into the Force of Will, then hold the button used. What this is used for and how you can perform it reliably, I have yet to figure out. - The cancel animation of the Force of Will or Tiger Road (in which Ramon pauses and leans over) can hit an opponent who is behind him. Even though the same animation is used for the Somersault cancel, it cannot hit your opponent. - The Cross Chop and Rolling Sobat are overhead attacks. - The Tiger Neck Chancery, Somersault, Tsuika Kougeki, Savage Fire Cat, and Tiger Spin are unblockable. ------------------------------------------------------------------------ KULA DIAMOND [ '01 Team ] ------------------------------------------------------------------------ b / f + C when near Ice Coffin b / f + D when near Behind Slash f + A One Inch df + B Slider Shoot df + C Critical Ice f,d,df + P Crow Bites qcf + P Diamond Breath qcb + P Counter Shell qcb + B Ray Spin _f + B Stand 1 _f + D Sit 1 qcb + D Ray Spin _f + B Stand 2 _f + D Sit 2 qcf,qcf + P D^ Diamond Edge hcb,hcb + AC S^ Freeze Execution qcf,qcf + BD in air S^ La * Cachora AC,BD,ABC H^ Freeze Completion Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C -/C s Standing Far Cr Cr C -/- s Crouching C Cr - C Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire One Inch, Counter Shell Critical Ice (if 1st hit is only hit) Super Cancels (C) Crow Bites (1st) Stand 1 (1st), Sit 1 Stand 2 (1st), Sit 2 Free Cancel Into Crow Bites, Diamond Breath, Counter Shell, Ray Spin Free Cancel Out Of One Inch, Slider Shoot, Critical Ice, Crow Bites (C=1st), Ray Spin: Stand (if leg hits), Ray Spin: Sit - The One Inch is a knockdown attack, unless you cancel into it (in which case, it becomes cancelable). It can be canceled directly into a (HS)DM, however. - The Slider Shoot and Sit are low attacks. - The (A) Diamond Breath knocks down. You can hit an opponent as they are recoiling from either version of this move. This move can also negate normal projectiles. - The Counter Shell will absorb normal and DM projectiles, prompting Kula to reply with a projectile of her own. Against Rugal's Kaiser Wave, it can absorb the Level 1 version and absorb the Level 3 version. - You can juggle your opponent after both hits of the (D) Ray Spin. - The Stand 2 and Sit 2 can only be used if the (D) Ray Spin hits or is blocked. - The La * Cachora will drain 1 Power Gauge stock from your opponent if it hits. If they have less than 1 stock, the move will not drain any power at all. ------------------------------------------------------------------------ K9999 (pronounced "kay four nine") [ '01 Team ] ------------------------------------------------------------------------ b / f + C when near Kieroo! b / f + D when near Itsumade yondendayoo! f + A Urusee-! qcf + P Acchihe itteroo! qcb + K Kudakeroo! f,d,df + P Wareroo! db,hcb,df + P D^ Tsuki... db,hcb,df + K D^ Temee mo oucchimae!! d,f,df + ABCD S^ Chikara ga...katte ni...uwaaaa!! f,b,f,b,f,b,f,b in air H^ Kore wa, maru de....!! Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C/C - C Standing Far Cr Cr -x6 - C Crouching Cr Cr -/- - Upward Jump - - - - - Diagonal Jump -x5 - -x5 - - Super Cancels Urusee-! (2nd-3rd) Acchihe itteroo! (2nd-4th) (A) Wareroo! (C) Wareroo! (2nd) Free Cancel Into Crouching D, Acchihe itteroo!, Kudakeroo!, Wareroo! Free Cancel Out Of Crouching D, Urusee-!, Acchihe itteroo! (1st-4th), Wareroo! - You can cancel a normal move into K9999's crouching D. - The "Acchihe itteroo!" and "Tsuki..." can negate normal projectiles. - The "Wareroo!" can negate normal and DM projectiles. You can juggle your opponent after the (C) version. - The "Temee mo oucchimae!!" can negate normal and (S)DM projectiles. - The (B) "Kudakeroo!" is a knockdown attack, while the (D) version is an overhead attack. The (D) version also leaves a hit opponent open to attack. - From the proper distance (almost but not quite full screen), you can get nine hits from the "Temee mo oucchimae!!" - You don't have to input all of K9999's HSDM in the air; you can do most of the command on the ground, then jump while finishing the remaining inputs. An alternative is to input a backstep before finishing the command, since K9999 will be in the air for a brief period of time. ------------------------------------------------------------------------ ANGEL [ '01 Team ] ------------------------------------------------------------------------ b / f + C when near Go Go Futen Girl b / f + D when near Starlit Field f + B Senseless Chatter d + D in air At Wasteland hcb + K Red Sky of Japonesia b,d,db + K when near Mad Murder Roulette b,f,d,df + BD S^ Wind's Fairground _as an anti-air reversal S^ Blue Monday Parade _press BCD on impact H^ Survivor's Banquet [ Unchain Start Moves ] ----------------------------------------------- qcb + P Repun Kamuy hcf + K Beyond Frames b,f + K Senseless Fists df + B Formalists' Blue df + D Citizen of World df + B from Senseless Chatter Formalists' Blue df + D from Senseless Chatter Citizen of the World [ Unchain Continue Moves ] -------------------------------------------- u + P Bye Bye Ryuugu u + K Shelter From Storm f + P Buggy And Coffin f + K With A Lamp For Pathway d + P Train To See Cherry Blossoms d + K Impotent Symptom [ Unchain Finish Moves ] ---------------------------------------------- f,f + A Crown Under Sky f,f + C Fullmoon Evening f,f + K State Of Heat Haze qcf + A Cosmic Futen Swing qcf + C Lost Homeland hcf + K Beyond Frames (b / f +) BCD Oumagatoki b,f,d,df + P B^ Loyalty Test For Liberalists Cancelables A B C D C D ---------------------------------------------- Standing Near Cr -r C C C Standing Far Cr Cr - - C Crouching Cr Cr C C Upward Jump c - - c - Diagonal Jump c - c c - Free Cancel Into Mad Murder Roulette, Repun Kamuy, any Continue move (except 'With A Lamp For Pathway'), Crown Under Sky, Fullmoon Evening, State of Heat Haze Free Cancel Out Of Senseless Chatter (1st), Repun Kamuy, Formalists' Blue, Citizen of World. Cannot Free Cancel All others. - An opponent hit by Angel's crouching C will be launched into the air. - Angel's jumping C will hit an opponent who is behind her (much like Iori's Yuri Ori). - You can cancel a mid-air attack into 'At Wasteland' and it will actually combo. - You can juggle an opponent after the 'Mad Murder Roulette.' Out in the open, 'Red Sky of Japonesia' makes for an easy follow-up. - The 'Repun Kamuy' is a knockdown attack. - You can cancel the 'Beyond Frames' into itself. - Canceling the 'Beyond Frames' into a "Continue" move can be tricky. For the (B) version, input the "Continue" command as Angel comes within range, and she will perform the attack (or else warp, then attack). - For the (D) version, input the command while Angel is still moving, before she warps. - Note that even the "Finish" version of the Beyond Frames can be canceled into a "Continue" move. - Either hit of the 'Senseless Fists' can be canceled into a "Continue" move. - The 'Formalists' Blue' is a low attack. - The 'Citizen of World' is an overhead attack. - You can juggle your opponent after 'Bye Bye Ryuugu' and 'Shelter From Storm', if it hits them while they are airborne. - 'With A Lamp For Pathway' and both hits of 'Buggy And Coffin' are overhead attacks. - 'Train To See Cherry Blossoms' and 'Impotent Symptom' both hit low. Impotent Symptom no longer hits an opponent who is lying on the floor. - You can juggle an opponent after 'Crown Under The Sky.' - 'Fullmoon Evening' is unblockable. This move does much more damage on a counter hit. - The 2nd hit of 'State of Heat Haze' is an overhead attack. The 3rd hit is a knockdown attack. - 'Cosmic Futen Swing' is unblockable, while 'Lost Homeland' will miss if Angel's opponent is blocking. - Angel has the ability to chain together certain attacks. It may seem complicated, but the rules are rather simple. Simply perform an "Unchain Start" move, then follow with an "Unchain Continue" move. You can then finish with an "Unchain Finish" move. - Alternatively, you can chain the "Unchain Continue" moves into each other. There are three basic rules to doing this: 1. You must alternate between Punch and Kick for each attack. 2. You cannot use the same direction twice in a row. 3. You may not repeat a command. - Despite these rules, most any combination is possible. You can even chain all of them together, like so: Start move, f + K, u + P, d + K, f + P, u + K, d + P, Finish move - You could even do the whole sequence in reverse, if you'd like. - Strangely enough, you can also cancel any "Start" move (except the Senseless Fists) into any of the "End" moves (except the Oumagatoki and Loyalty Test) by performing the "End" move during the "Start" move and holding down the button used. Angel will automatically perform a "Continue" attack followed by the "End" move that you inputted. - The Wind's Fairground can reverse jumping, high, mid-level, and low attacks, as well as special moves and (S)DMs. - If the Wind's Fairground catches an opponent's mid-air attack (and by mid-air, I mean even Kim's ground Hou'ou Kyaku will count), she will perform the "Blue Monday Parade" instead. - In order to perform Angel's HSDM, you have to press and hold BCD immediately after inputting the command for the Wind's Fairground, but _before_ your opponent's attack hits. Furthermore, it will only work if your opponent's attack is an aerial one, so that you get the Blue Monday Parade to trigger. - The alternate (and far easier method), is to simply perform the Wind's Fairground as "b,f,d,df + hold BCD." This way, if you happen to get the Blue Monday Parade instead, Angel will automatically go into the Survivor's Banquet. - When free canceling during the Unchain moves, keep in mind that you cannot free cancel into the Repun Kamuy if you used it earlier (to begin the Unchain sequence). ------------------------------------------------------------------------ YASHIRO OF THE PARCHED EARTH [ Orochi Team ] ------------------------------------------------------------------------ b / f + C when near Baku b / f + D when near Beki f + A Saku f + B Bu qcb + P Kujiku Daichi hcf + K Odoru Daichi hcf + P when near Niragu Daichi hcb,f + P when near Musebu Daichi qcf,qcf + K B^ Araburu Daichi hcb,hcb + P when near B^ Ankoku Jigoku Gokuraku Otoshi B,D,A,ABC H^ Armageddon Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far Cr - - - s Crouching Cr - C C Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Kujiku Daichi Free Cancel Out Of Saku Cannot Free Cancel All others. - The Saku is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Bu is cancelable. - All of Yashiro's moves are unblockable, except for the Saku and Bu. ------------------------------------------------------------------------ SHERMIE OF THE RAGING LIGHTNING [ Orochi Team ] ------------------------------------------------------------------------ b / f + C when near Bakurai b / f + D when near Enrai f + B Kourai hcf + any Mugetsu no Raiun qcb + P Yatanagi no Muchi qcb + K Shajitsu no Odori qcf + K in air Raijin no Tsue qcf,qcf + P B^ Ankoku Raikou Ken qcf,qcf + K B^ Shukumei, Gen'ei, Shinshi B,A,b,A, any H^ Unmei no Ya Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C/C C -/- s Standing Far Cr C/C - - s Crouching Cr C C - Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Yatanagi no Muchi (only from a non-special move), Mugetsu no Raiun (only from a non-special move), Shajitsu no Odori, Raijin no Tsue Free Cancel Out Of Kourai, Shajitsu no Odori - The Kourai is an overhead attack, unless you cancel into it (in which case, it is cancelable on the 2nd hit). - The Mugetsu no Raiun will stun a hit opponent. The button used determines the attack's location (A is close, D is furthest away). - The Raijin no Tsue is an overhead attack. - The button used for the Unmei no Ya works the same as the Mugetsu no Raiun. After an opponent is hit, a bolt of lightning will strike them. The bolt's location seems to be random, since it may miss your opponent, or hit you (!) or both characters. - It's possible to take action in the second just before the bolt hits during the Unmei no Ya. In this case, you can always roll out of the bolt's path. The bolt is unblockable, so don't bother guarding or making an attack :) ------------------------------------------------------------------------ CHRIS OF THE FLAME OF DESTINY [ Orochi Team ] ------------------------------------------------------------------------ b / f + C when near Chi no Batsu b / f + D when near Ten no Tsumi f + A Muyou no Ono f + B Jukei no Oni df + B Setsudan no Koto qcf + P Taiyou wo Iru Honoo qcb + P Kagami wo Hofuru Honoo f,d,df + P Tsuki wo Tsumu Honoo hcf + K when close Shishi wo Kamu Honoo qcb,hcf + P (can hold) B^ Ankoku Orochi Nagi D,C,d,C,D H^ Sanagi wo yaburi, chou wa mau Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C s s Standing Far Cr - C/- - s Crouching C -r C - Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (C) Tsuki wo Tsumu Honoo (3rd) Shishi wo Kamu Honoo (last) Free Cancel Into Kagami wo Hofuru Honoo, Tsuki wo Tsumu Honoo Free Cancel Out Of Jukei no Oni, Setsudan no Koto, Tsuki wo Tsumu Honoo (C=1st-3rd), Shishi wo Kamu Honoo Cannot Free Cancel Taiyou wo Iru Honoo - The Muyou no Ono is cancelable. - The Jukei no Oni is an overhead on the 2nd hit (unless canceled into, in which case it is cancelable on the 2nd hit). - The Setsudan no Koto is a low attack. - The (A) Tsuki wo Tsumu Honoo hits twice on a counter hit. - The 1st hit of the Shishi wo Kamu Honoo will drop an opponent's guard (leaving them open to the remaining hits). - You can juggle an opponent after the Shishi wo Kamu Honoo. ------------------------------------------------------------------------ KUSANAGI [ Edit Character ] ------------------------------------------------------------------------ b / f + C when near Hatsugane b / f + D when near Issetsu Seoi Nage d + C in air Geshiki: Naraku Otoshi f + B Geshiki: Goufu You df + D 88 Shiki qcf + P 108 Shiki: Yami Barai f,d,df + P 100 Shiki: Oniyaki b,d,db + K 101 Shiki: Oboroguruma qcf + K,K 75 Shiki Kai hcb + K 212 Shiki: Kototsuki You qcb + P 910 Shiki: Nue Tsumi _as a high reversal Geshiki: Ryuu Iri _as a low reversal Geshiki: Tora Fuse qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagi qcf,qcf + AC H^ Saishuu Kessen Ougi Reishiki Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - C - s Crouching Cr -r C - Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Oniyaki, Oboroguruma, 75 Shiki Kai Free Cancel Out Of Goufu You, 88 Shiki, Oniyaki (1st), Kototsuki You (1st), Nue Tsumi, Ryuu Iri, Tora Fuse Cannot Free Cancel Yami Barai - The Naraku Otoshi acts as a knockdown attack if it hits an airborne opponent. - The Goufu You is an overhead attack on the 2nd hit, unless canceled into (in which case it is cancelable on the last hit). - The 88 Shiki is a low attack. - The (A) Oniyaki hits twice on a counter hit. - If you hit an airborne opponent with the (B) Oboroguruma, you can juggle them upon landing. - You can juggle an opponent after both hits of the 75 Shiki Kai. - The Nue Tsumi is a reversal move. - During the (A) Orochi Nagi, Kusanagi is immune to low attacks. During the (C) version, he is immune to high attacks (including normal and (S)DM projectiles, even full size ones like the Haou Shoukou Ken). - During the SDM Orochi Nagi, Kusangi's body is on fire, and anyone touching it takes damage. In addition, the fire will negate normal and (S)DM projectiles. ------------------------------------------------------------------------ OMEGA RUGAL [ Edit Character ] ------------------------------------------------------------------------ b / f + C when near Scorpion Deathlock b / f + D when near Scorpion Deathblow f + B Double Tomahawk qcf + P Reppuu Ken qcf + K Dark Barrier hcb + P God Press hcb + K B's Destruction f,d,df + K Genocide Cutter f,hcf + P (can hold) Kaiser Wave qcf,hcb + P B^ Gigantic Pressure qcf,qcf + K B^ Destruction Omega hcf,hcf + AC H^ Kaiser Phoenix Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C C/- s Standing Far - - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Dark Barrier, B's Destruction (only from a non-special move or Genocide Cutter) Free Cancel Out Of Double Tomahawk (2nd), B's Destruction (3rd), Genocide Cutter (1st) Cannot Free Cancel Reppuu Ken, God Press, Kaiser Wave - The Double Tomahawk is an overhead attack on the 2nd hit (unless canceled into). Either way, it is cancelable on the 1st hit. - You can hit an opponent as they recover from the Reppuu Ken, even from up close. - The Psycho Reflector can reflect normal and (S)DM projectiles. - The Kaiser Wave has three levels. At level 2, it becomes a 2 hit orb that cannot be reflected. At level 3, it becomes an unblockable (but reflectable) Gravity Smash-type projectile. - You can juggle an opponent after the (B) B's Destruction. - During the Kaiser Phoenix, Rugal will fire various levels of Kaiser Wave projectiles. What type of projectile and how many of them he throws seem to be determined at random (I've seen between 5 to 11 projectile tosses myself). The projectiles have the same function as their normal versions (so the Gravity Smash-types are unblockable and the Kaiser Wave and 2-hit orbs are still reflectable). ------------------------------------------------------------------------ SHINGO YABUKI [ Dreamcast Character ] ------------------------------------------------------------------------ b / f + C when near Hatsugane b / f + D when near Issetsu Seoi Nage Fukanzen f + B Geshiki: Goufu "Kakkodake" qcf + A 114 Shiki: Aragami Mikansei qcf + C 115 Shiki: Dokugami Mikansei hcb + K 212 Shiki: Kototsuki Mikansei b,d,db + K 101 Shiki: Oboroguruma Mikansei f,d,df + P 100 Shiki: Oniyaki Mikansei f,d,df + K when near Shingo Kinsei Oreshiki: Nie Togi qcb + P Shingo Kinsei Oreshiki: Getchuu hcf + K Shingo Kick qcf,qcf + P B^ Geshiki: Kake Hourin qcb,hcf + AC H^ Shingo Kinsei Ore "Mushiki" Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Kototsuki Mikansei (1st) Free Cancel Into Aragami, Dokugami, Kototsuki, Oniyaki. Free Cancel Out Of Aragami, Dokugami, Kototsuki. Oniyaki, Nie Togi (1st-2nd), Getchuu (even if it reverses). - The Kakkodake is not an overhead attack, but it is cancelable. - The Aragami Mikansei is not a knockdown attack, but the Dokugami Mikansei is. - The 2nd hit of the Kototsuki Mikansei is an overhead attack. - Randomly, Shingo will fall after the (D) Oboroguruma Mikansei. This will act as an overhead attack. - The (C) Oniyaki Mikansei hits twice on a counter hit. - You can juggle an opponent after the Nie Togi. Some hits may miss if you aren't close enough when performing this move (such as if you combo into it under certain conditions). - The Getchuu is an overhead attack. It can reverse high and mid- level attacks. If it reverses, Shingo does a reverse kick instead of an elbow drop. What's more, Shingo moves away while attacking, so you may be pushed out of harm's way even if the kick misses. - The reversal no longer functions as a Counter Wire, though. - The (D) Shingo Kick will knock down if Shingo travels forward far enough before hitting. - An opponent hit by the Kake Hourin has their guard dropped. Note that Shingo is not invincible while dashing during this move. - You can juggle your opponent after the (C) Kake Hourin or the SDM version, as well. - Shingo's jumping CD hits twice on a counterhit. However, you cannot juggle an opponent if they take both hits. - This character is only available in the Dreamcast version of KoF 2002. See the "Dreamcast Secrets" section for information on how to unlock them. ------------------------------------------------------------------------ KING [ Dreamcast Character ] ------------------------------------------------------------------------ b / f + C when near Hold Rush b / f + D when near Hook Buster f + B Trap Kick df + D Sliding qcf + B Venom Strike qcf + D Double Strike f,d,df + K Trap Shot hcb + P Mirage Kick hcb + K Tornado Kick '95 hcf + P when near Mirage Dance qcf,hcb + K B^ Illusion Dance b,f,df,d + BD H^ Surprise Rose Cancelables A B C D C D ---------------------------------------------- Standing Near Cr - C C/C s Standing Far -r - - - s Crouching Cr Cr C - Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Mirage Kick (3rd) Free Cancel Into Trap Shot, Mirage Kick, Tornado Kick '95 Free Cancel Out Of Trap Shot (8th), Mirage Kick - The Trap Kick is an overhead attack, unless you cancel into it. - The Sliding is a low attack. - The Mirage Dance is unblockable. - The Surprise Rose is an overhead attack on the way up and the way down. - This character is only available in the Dreamcast version of KoF 2002. See the "Dreamcast Secrets" section for information on how to unlock them. ======================================================================== 4. GAMEPLAY NOTES ======================================================================== This section explains some of the KoF basics (listed in alphabetical order). ------------------------------------------------------------------------ AUTOGUARD ------------------------------------------------------------------------ Autoguard is a nifty little feature that lets you defend against an attack while you're in the middle of performing a move. This may seem kind of cheap, but in most cases, the autoguard can only be "triggered" during a particular animation frame (or series of frames). For example, Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker Buster offers autoguard during the entire time that the move is beginning, and as he recovers from it upon landing. Even if you hit him with multiple attacks, they will all be blocked. As an example of autoguard, let's look at Maxima's standing CD. If an opponent attacks him, the autoguard will only come into effect if he is hit at a particular moment. In this case, it's either when he is holding his arms directly behind him horizontally, or diagonally in front of him. If the autoguard is triggered, then there is a brief pause as the incoming attack is blocked, followed by the rest of the CD animation. Note that you still take block damage from autoguarding against a special move or (S)DM. Also, autoguarding a move can still result in getting Guard Crushed (or eventually getting Guard Crushed, depending on how much Guard power you have left--see "Dropped Guard" for details). Also, autoguard is not perfect. It is entirely possible for your opponent to trigger your autoguard, but still hit you even after it's been triggered (usually this occurs when they're using an attack that hits more than once). Keep in mind that some moves have no effect except to provide you with autoguard, like Ryo's Gedan Uke or May Lee's Hero Uke [however, in both these cases, if autoguard is triggered, you can cancel into a special move or (S)DM]. ------------------------------------------------------------------------ BLOCKING ATTACKS ------------------------------------------------------------------------ There are two ways to defend against attacks; by blocking them, or by using autoguard. Autoguard is explained in a previous entry (see above). Blocking attacks is as simple as holding back to block while standing (also known as blocking high), or holding down-back to block while crouching (also known as blocking low). When you block an attack, you take no damage from it. If you block a special move or (S)DM, then you take greatly reduced damage with each hit. Normally, you can't block a throw attempt, but some throws will not connect (or will miss entirely), if you block them. Note that if you block too many attacks in a short period of time, you will experience "dropped guard" (see the entry below for more information on this). Blocking high will protect you from any kind of jumping attack, and most standing attacks (although some character's standing kicks can hit below the belt and must be blocked low). However, you are left vulnerable to low attacks. Blocking low protects you from low attacks (like crouching kicks, etc.) and most standing attacks. However, you are left open to jumping attacks and overheads. An overhead is any move that cannot be blocked low, but it's most commonly used to describe moves that look like they should be able to be blocked low. For example, Maxima's Mongolian is a standing chop attack. It looks like you could crouch and block it, but in fact, it will hit you unless you block while standing. ------------------------------------------------------------------------ BLOW AWAY ATTACKS ------------------------------------------------------------------------ Blow Away attacks are performed by pressing CD while standing or jumping. They cannot be used while crouching. All characters can use CD attacks, except for May Lee when she is in Hero Mode (she only has a standing CD in this mode, and it functions differently from most CD attacks). Most ground Blow Away attacks are cancelable, but some are not (like Ramon's). Furthermore, some are only cancelable into special moves and (S)DMs, while others are cancelable into command attacks. You can juggle someone after a CD attack, but only if the CD attack counterhits (see below), or if your character has a "surefire juggle" (see that section for more information). Guard Cancel Blow Away Attacks can only be used while you're blocking while standing up. They do less damage than normal Blow Away Attacks, look different, and are not cancelable. ------------------------------------------------------------------------ COUNTER HITS ------------------------------------------------------------------------ A counter hit occurs when you are damaged while making an attack of some sort. This can occur if you're hit while your attack begins, as it is being performed, or while you recover from it. Any time a move connects on a counter hit, it does slightly more damage than usual. Some attacks do much more damage than usual (like the Maxima Beam). If a Blow Away Attack (more commonly known as the CD attack) counter hits, then you can juggle your opponent afterwards. For example, if you jumped in with a CD that hit, doing an Oniyaki upon landing would not do anything. However, if the CD counterhit, then the Oniyaki would actually connect. ------------------------------------------------------------------------ COUNTER WIRES ------------------------------------------------------------------------ Certain moves have the ability to bounce your opponent off the wall if they connect on a counter hit. These moves are called Counter Wires. If they hit normally, nothing special happens, but if they counter hit, then the Wire effect occurs. Examples of such moves are Ralf's Galactica Phantom or Takuma's Haou Shikou Ken. ------------------------------------------------------------------------ DROPPED GUARD ------------------------------------------------------------------------ "Dropped Guard" refers to those instances when, while in the midst of blocking an attack, your character suddenly stops blocking and goes into a sort of "stunned" animation for a split second. There are two ways that this can happen: The first method is by Guard Crush. Every character has an invisible "Guard Gauge" that goes down as you block attacks. Once it drops to around 1/4th, the frame around your Life Gauge will flash red. Once it is completely drained, your character will be Guard Crushed and will stop blocking. The Guard Crush gauge gradually fills back up as long as you're not blocking. Therefore, if your Life Gauge starts flashing red, you can get it to turn white again by not blocking for a while. Reverting to white doesn't mean that the Guard Gauge is totally full, it just means that it has filled up to around half full. If you do get Guard Crushed, then your Guard Gauge immediately refills. For example, it takes 12 of Kyo's jumping D attacks to Guard Crush Maxima. At around 9 hits, his gauge will start to flash red. After getting GC'd, he could block 12 more hits before getting GC'd again. Just how many hits you can block before getting GC'd depends on who you are using. If we put Mai in the same situation as Maxima, she would be Guard Crushed in only eleven hits. The second method of dropping someone's guard involves special moves that can do this automatically. Certain moves have this property, like Takuma's (C) Ko'ou Ken. Such moves will drop your guard every time, no matter what. So, what's the significance of all this? Well, if your guard drops, that means that you're left open to attack for a moment. If, for example, Kyo GC'd you with a close standing C, he could cancel it into the Aragami, and that would hit you before you recovered and resumed blocking. The same applies to moves that drop your guard; if you try to block Orochi Chris' Shishi wo Kamu Honoo, the first hit would drop your guard, and you would end up taking the rest of the hits. Another instance of using blocked guard to your advantage would be super canceling Takuma's blocked (C) Haou Shikou Ken into the Ryuuko Ranbu. ------------------------------------------------------------------------ MAX MODE ------------------------------------------------------------------------ [ NORMAL MAX ACTIVATE ] ----------------------------------------------- MAX mode costs one level of power to activate (by pressing BC). When you do this, your character will pose briefly, then start to flash. During this time, a blue gauge appears above the Power Gauge and begins to slowly drain. Once it is empty, MAX mode ends. [ QUICK MAX ACTIVATE ] ------------------------------------------------ You cannot activate MAX mode while in the air, although it is possible to cancel a normal attack, command attack, or CD attack into MAX mode, even if said attacks are uncancelable. Just press BC as your attack hits or is blocked. Quick MAX activation costs 2 levels to use, though. One huge advantage that the Quick MAX Activate offers it that there is no startup animation, and because your current attack is canceled, you can immediately attack your opponent after pressing BC. For example, here is a combo with Kyo: df + D (1st) -> Press BC -> Far Stand D -> qcf + C -> etc. And here is another one with Rugal: Close stand D -> Press BC -> Close stand D -> hcb + D This combo can also be done with Vice; just perform a Mayhem or (B) Decide after the second standing (D). [ ABILITIES IN MAX MODE ] --------------------------------------------- While in MAX mode, your attack power decreases. Only DMs do a normal amount of damage. Furthermore, you cannot earn Power Gauge energy while in MAX mode. However, there are benefits to using this mode as well. For one thing, you can perform a DM without losing any levels from your Power Gauge. You can also perform an SDM, which will only cost one level to use. If your Life Gauge is very low (to be exact, below 1/3rd of the total gauge length), you can use HSDMs as well, which have the same requirements as SDMs. In all of these cases, performing the (HS)DM will immediately end MAX mode. [ FREE CANCELS ] ------------------------------------------------------ One advantage of MAX mode is the ability to use free cancels. These work like so: - Any normal attack can be canceled into certain special moves. (i.e. Kyo's far standing D into Dokugami). - Any jumping normal attack or CD attack that hits or is blocked can be canceled into certain special moves. (i.e. Kensou's jumping C into Ryuu Sougeki). - Any standing CD attack can be canceled into certain special moves. (i.e. Ramon's standing CD into Tiger Road). - Any command attack can be canceled into certain special moves. (i.e. Benimaru's Flying Drill into Kuuchuu Raijin Ken). - Certain special moves can be canceled into other special moves. (i.e. Maxima's Double Bomber into Vapour Cannon). Each time you use a free cancel, your character flashes white and a small amount of energy from the MAX timer is lost. Free canceling an attack into a command attack or (HS)DM is not possible (unless that attack is cancelable normally). You cannot free cancel a special move into itself, although moves that can be done on the ground _and_ in mid-air are an exception. For example, you could free cancel a (C) Psycho Sword into a mid-air Psycho Sword, or the ground Minutes Spike into the mid-air Minutes Spike. The list of which special moves can be used as free cancels and which cannot is found in Section 3. One advantage of using free cancels is that you can cancel moves that might lose their properties otherwise. For example, here is a combo for Vice: f + A -> qcb + P -> qcf + P This is especially useful against a crouching opponent, since the f + A attack is an overhead. Normally, it is not cancelable, but you can simply free cancel into the Mayhem and continue from there. Here is an another example of using free cancels with Kyo: Stand close C -> ( qcf+C -> qcf+A ) x2 -> qcf+C -> qcf+K,K -> f,d,df+P You couldn't keep doing qcf + C -> qcf + A over and over because the gauge runs out too quickly for that. The only character who cannot use Free Cancels is May Lee (no matter which mode she is in). Even characters who do not have special moves available as Free Cancels can still free cancel normal attacks or CD attacks into certain special moves (such as in the case of Clark or Ramon). Also, Andy has the ability to free cancel out of the ground kick part of his Gourin Kai throw. Since he's the only person in the game who adds a physical attack to the end of their throw, he's the only person who can free cancel out of a basic throw--not that you can combo the throw into anything in the first place. ;) ------------------------------------------------------------------------ POWER GAUGE ------------------------------------------------------------------------ The Power Gauge is located at the bottom of the screen. It fills up as you are damaged, as you block attacks, and as you make attacks of your own. You will earn additional power if your attacks hit your opponent. Basic throws and (HS)DMs do not add any energy to the Power Gauge. Once the Power Gauge is full, it will empty, and you will gain a level of power. In Team Play, the amount you can hold depends on which character you are currently using: First player Can hold 3 levels Second player Can hold 4 levels Third player Can hold 5 levels In Single Play, you start off with being able to hold 3 levels, and gain a level for each round that is lost or ends in a draw (so if you lost the first round and the second was a draw, you could hold five levels on the final round of play). Power Gauge energy can be carried over from round to round, but not battle to battle. You will lose one level of power for doing any of the following: - Using a Quick roll - Using a Guard Cancel roll - Using a Guard Cancel Blow Away Attack - Activating MAX mode - Using a DM when not in MAX mode - Using an SDM when in MAX mode - Using an HSDM - Using a super cancel. - Getting hit by Kula's La * Cachora So, for example, if you supercanceled into an SDM, it would cost three levels total (one to activate MAX mode, one for the act of canceling, and one for the SDM). ------------------------------------------------------------------------ REVERSAL MOVES ------------------------------------------------------------------------ Reversal moves have the ability to "catch" your opponent's attack and respond with an attack on your own. Some of these reversal moves cannot hit unless the "reversal" feature is triggered (such as Goro's Nekko Gaeshi), while others can actually hit an opponent and only reverse attacks as a secondary function (like Kusanagi's Nue Tsumi). All reversal moves have a certain animation frame (or frames) in which the reversal can be triggered. Otherwise, if your opponent attacks you and you're not in that particular frame, you'll just get hit. For example, Kusanagi's Nue Tsumi can only be used as a reversal if Kusanagi is hit while he is raising his arm up. Not all reversal moves can "catch" the same attacks. Here are the types of attacks you can reverse, depending on who you're using: Jumping - an attack your opponent makes while in air. High - an attack that hits above the waist. Mid-Level - an attack that hits below the waist, but doesn't hit the lower legs or feet (such as most crouching punches). Low - attacks that hit the feet (such as most crouching kicks). special moves - Includes non-projectile and non-throw special moves. (S)DMs - Includes non-projectile and non-throw (S)DMs. Note that an opponent's "attack" refers to any move that has a hit animation that is not a special move or (S)DM. So a jumping CD attack, standing B, or a command attack (like Leona's Strike Arch) could all be reversed. Ryo's Joudan Uke could not, because although it is a command attack, it has no hit animation. If a character can reverse special moves or (S)DMs, then they can "catch" those moves even if they are unblockable (such as Ralf's Galactica Phantom). The only exception to this are projectiles, throws, and certain other moves that don't fall into any category (like Iori's Ya Otome or Yamazaki's "Akumu...soshite kyouki.") A character who can reverse special moves still cannot reverse blockable throws, even though they have a "hit" animation. Also, just because you can reverse a particular type of attack doesn't mean that you can reverse _all_ of them. ------------------------------------------------------------------------ ROLLING ------------------------------------------------------------------------ The rolling moves (otherwise refered to as the "Emergency Evade") can be used by themselves, or while blocking an attack. You are immune to attack as the roll begins, but you can be attacked while recovering from the roll (before you have a chance to block). Throws of any kind can grab you out of a roll at anytime. A third type of roll has been added to this year's KOF, the "Quick Emergency Evade." Basically, what it allows you to do is cancel any normal attack, command attack, or Blow Away Attack into a forward roll. It can be used even if the attack is not cancelable, or before the attack even hits. However, canceling a roll in this manner will cost 1 level of your Power Gauge, even if you're in MAX mode. ------------------------------------------------------------------------ SUPER CANCELS ------------------------------------------------------------------------ Super cancelling is the act of canceling a special move into a (S)DM. You cannot super cancel into an HSDM, however. You can tell if you supercanceled successfully because your character will flash white as the cancel occurs. In order to perform a super cancel, you need a spare level of Power Gauge energy to expend. This means that super canceling into a DM or SDM actually costs two levels of power. Also, you can only supercancel into moves that hit or are blocked--you can't supercancel from a missed attack. As an example of a supercancel, let's look at Benimaru. One of his supercancelable moves is the Shinkuu Katategoma. Since any of the hits are cancelable, all you have to do is perform the move, then input a (S)DM command before the Shinkuu Katategoma finishes hitting. One trick you can do to make supercanceling easier is to abbreviate input commands. For example, let's say you wanted to supercancel from the Shinkuu Katategoma into the Gen'ei Hurricane. That would look like this: qcb + K -> qcb,qcb + K However, since you're already entering part of the Gen'ei Hurricane command to begin with, you have the option of canceling the first hit like so: qcb + K (1st hit) -> qcb + K Another example of a abbreviated command is this one with Kyo: hcb + B -> hcf + P This will make him cancel the (B) Hikigane into the Orochi Nagi. [ OTHER CANCELS ] ----------------------------------------------------- Some characters can cancel uncancelable moves directly into (HS)DMs. This is not considered supercanceling, as you only lose Power Gauge levels for the (HS)DM used, and not the act of canceling. Examples include Kula and K's One Inch, Maxima's Mongolian, Mary's Hammer Arch, and Ramon's Teikuu Drop Kick. Also, characters with "button-press" (S)DMs (like Mary's Dynamite Swing, or May's Disposition Frog) or even HSDMs, (like Mai's Kubi no Kitsune), can cancel out of any uncancelable normal attack or command attack. For example, you could cancel the 2nd hit of the Benitsuru no Mai (which is uncancelable even if canceled into) into the Kubi no Kitsune. The same would apply to Mary's far standing D canceled into the Dynamite Swing. ------------------------------------------------------------------------ SUREFIRE JUGGLES ------------------------------------------------------------------------ One contributor brought up an interesting point--certain moves can juggle an opponent no matter what. For example, we all know that you can't juggle someone off a CD attack unless it counterhits. However, Chang can hit someone with a normal CD, then bounce them off the floor with his Tekkyuu Dai Bokusatsu for the full number of hits. Here's a list of the "surefire" juggles known so far: Whip (A) Boomerang Shot (2nd) Chang Tekkyuu Dai Bokusatsu Vanessa Gaia Gear (after 1st hit) K9999 Chikara ga...katte ni...uwaaa!! If anyone knows of any other "surefire" juggles, feel free to drop me a line. ------------------------------------------------------------------------ THROW TYPES ------------------------------------------------------------------------ Not all throws function in the same way. Throws can be put into one of three categories; those that are unblockable (anybody's normal C or D throw, for example), those that are blockable (Maxima's Blitz Cannon) and those that miss entirely if you block them (Angel's Lost Homeland). ------------------------------------------------------------------------ OTHER INFO. ------------------------------------------------------------------------ If you end up going four rounds with an opponent, then both characters will start off with a little more than 1/3rd of their Life Gauge filled. Also, when fighting the CPU, the Stage 6 battle is always against a member of the '01 Team. ======================================================================== 5. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ SECRETS ------------------------------------------------------------------------ [ ROULETTE AND OROCHI TEAM ] ------------------------------------------ To use the Roulette feature, hold Start while highlighting anyone other than the '98 Team. If you let go of Start and land on one of them, you won't be able to restart the Roulette. This is because pressing Start while highlighting Yashiro, Shermie, or Chris will give you access to their alternate, Orochi versions. [ PLAY AS AN EDIT CHARACTER ] ----------------------------------------- To play as Kusanagi, highlight Kyo, then input the following command: up, down, right, left, down, up, left, right You will now be on Kusanagi. Press any button to select him. To play as Rugal, highlight Yashiro, Vice, Goro, or Chris, and press towards the black box (so if you were on Yashiro, you would press left). You'll now be on Omega Rugal. Keep in mind that this trick does not work on the arcade version of the game. Despite rumors during beta testing, Shingo is not in the final version of this game. A quick look through the character roster using the debug bios confirmed that :) You can always read my "Disabled Moves" FAQ for more information, available at . [ SELECT YOUR COLOR AND WIN POSE ] ------------------------------------ Each character has four costume colors available, by using the A through D buttons. You can also hold down a button at the end of the round to pick your character's win pose. [ BACKSTEP JUMP ] ----------------------------------------------------- Here's a trick that's been around for a couple of years already. :) When using Iori, tap b,b to backstep and hold b while pressing the B button. Not only will Iori do the Yuri Ori, but he'll jump back much further than he would during a normal backstep. This trick can also be done using Kyo and Kusanagi's Naraku Otoshi or Mai's Dairin Fuusha Otoshi, although they won't move back as far as Iori will. You need to input the command as soon as possible for it to work well, so try entering the command as b,b,db,d + A (for Mai) or b,b,db,d + C (for Kyo and Kusanagi), so that the backstep command smoothly interrupts into the attack animation. [ GAIN POWER GAUGE ENERGY FROM THROWS ] ------------------------------- Ramon's Tiger Spin earns Power Gauge energy if it misses. This works with both the DM and SDM Tiger Spin. [ SHORT INPUT COMMAND ] ----------------------------------------------- In previous KoFs, some commands could be shortened to make them easier to perform. The only one that still seems to exist in 2002 is the shortened "Hou'ou Kyaku" moves input. Instead of using "qcb,db,f + K", you can simply use "d,b,f + K." This can also be applied to Terry's Power Geyser and Andy's Chou Reppa Dan or Zan'ei Ryuusei Ken. [ SHERMIE'S INZUMA LEG LARIAT BUG ] ----------------------------------- Pick Shermie and choose Chris as your opponent. Put Shermie in the corner, about three character widths away from the edge of the screen. Make sure Chris is next to her, then use the Inazuma Leg Lariat. If the distance is correct, Chris will dash underneath Shermie after bouncing off the wall, and her jumping knee attack will miss. Chris will continue to run forward for a few seconds, or until hit. ------------------------------------------------------------------------ DREAMCAST SECRETS ------------------------------------------------------------------------ [ UNLOCK THE HIDDEN STUFF ] ------------------------------------------- Unlock Challenger Mode and "Team Attack" - Beat the game in "Team Play" mode. Unlock Challenger Mode and "Single Attack" - Beat the game in "Single Play" mode. Unlock "Time Attack" - Unlock both Team Attack and Single Attack modes. Unlock Rugal - Beat "Team Attack" mode, or play it 20 times. Unlock Shingo - Beat "Single Attack" mode, or play it 20 times. Unlock Kusanagi - Beat Mission 20 in "Time Attack" mode, or play Time Attack 50 times. To select him, highlight Kyo and hold Start, then press any button. Unlock King - Beat Mission 40 in "Time Attack" mode, or play Time Attack 150 times. Unlock Gallery Portraits - Beat that character in "Single Attack" mode (doing this will also unlock Kusanagi's portrait, even though you can't fight him). [ ADVICE ON CHALLENGER MODE ] ----------------------------------------- For those of you who are curious as to this new mode, it's really nothing to write home about. It contains "Single Attack", which is similar to the "Survival Mode" in previous KOF games, and "Team Attack," which is sort of like Survival Mode with teams. "Time Attack" contains 40 missions, all of which involve beating a certain number of characters in a limited amount of time (such as nine characters in 300 seconds). That's it. Considering how well the "mission" idea was implemented in games like Street Fighter EX2 and Guilty Gear XX, the Challenger Mode missions are staggeringly boring. Here's some scrubby advice on beating the modes, for those of you trying to unlock all the characters: SINGLE ATTACK - Ralf is probably your best bet here. You can destroy characters with ease using the Galactica Phantom, and aggressive opponents can be beat into submission with some overuse of the Ralf Tackle (which does good chip damage, has plenty of autoguard, etc.). You can basically take out any of your opponent's attacks with the Ralf Tackle. If they block it, throw them (but you can combo into it easily from a crouching C in the first place). TEAM ATTACK - The problem with Team Attack Mode is that if you lose a character, you don't get them back until you beat a team, and even then, they have very low life. So, you want to stick with your first three characters for as long as possible before you start "recycling" through the old ones. I suggest a team of Ralf, Kensou, and another favorite character of choice. I used K9999, just because the CPU is pretty dumb when it comes to repeated f + A attacks. You can do that all day and then do his d,f,df + ABCD move once you get enough power for easy wins. Anyway, Ralf is useful for the same reasons listed in Single Attack Mode, but Kensou's really the key to victory. The basic way to play him is turtle like mad using ducking Ds and Choukyuu Dans. When you earn enough power, use the Niku Man Respect to earn back lost life (which can be annoying because earning back life is random). Nonetheless, since you have to be able to keep your life full in order to beat this mode, Kensou's really the only way to go. I suggest putting Kensou first and trying to last as long as you can with him. That way if you end up recycling back to Kensou, you can fill his life back up and still have a weakened (yet usable) Ralf and K9999 on backup. TIME ATTACK - Not that difficult. If you really want to make it easy on you, just unlock Rugal by beating Team Attack Mode. You can Kaiser Wave your opponents to death in no time flat. ------------------------------------------------------------------------ SPECIAL INTROS ------------------------------------------------------------------------ Certain characters have unique introductions when fighting each other. Some intros only work if you are on the first round of the battle. The characters are listed in their team order. BENIMARU vs. KYO - Benimaru is looking away from Kyo, his hand near his face. He then turns and assumes his normal pose. TERRY vs. ANDY - Terry adjusts his cap, while Andy teleports into a crouching pose. TERRY vs. MARY - Terry hunches over and says, "Get ready!" Mary responds with "Let's fight, Terry!" JOE vs. TERRY or ANDY - Joe has his fist to his chin. He then smacks it into his other hand. RYO vs. ROBERT, TAKUMA, or YURI - Ryo poses while saying "Osu!" ROBERT vs. RYO, TAKUMA, or YURI - Robert poses with his arms at his side. TAKUMA vs. RYO, ROBERT, or YURI - Takuma's disciples pose, and he nods approvingly before striking the same pose. KENSOU vs. ATHENA - Kensou freaks out as Athena starts talking, but it turns out she's talking about meat buns and a surprised Kensou falls to the floor. CHIN vs. ATHENA or KENSOU - Chin nods at his opponent. LEONA vs. RALF, CLARK, WHIP or CHANG - Leona salutes her challenger. RALF vs. WHIP, LEONA, or CLARK - Ralf does a sort of sumo stomp and gestures for his opponent to approach him. CLARK vs. WHIP, LEONA, or RALF - Clark doffs his cap at his opponent. YURI vs. RYO, ROBERT, or TAKUMA - Yuri poses with her arms at her side. MAY LEE vs. KIM - May sort of imitates Kim's opening stance. MAY LEE vs. KULA, K9999, or ANGEL - May gets into her Hero stance and points at her opponent. KIM vs. IORI, MATURE, VICE, RYUJI, BILLY, YASHIRO, SHERMIE, CHRIS, K9999, ANGEL, RUGAL - Kim's eye glows menacingly as he points at his opponent and says, "Ikuzo!" MATURE vs. VICE - Mature does her normal intro, but Vice stands with her back to the screen and gives a reply. MATURE vs. RUGAL - Mature smiles at Rugal and blows a kiss. YAMAZAKI vs. YASHIRO, SHERMIE, or CHRIS - Yamazaki laughs maniacally while clutching his face, then assumes his Hebi Tsukai pose for a moment. BILLY vs. IORI - Billy taps his pole against his shoulder while saying, "Whose turn is it?" Eiji appears behind him briefly, arms folded. YASHIRO vs. SHERMIE - Yashiro assumes a thoughtful pose. YASHIRO vs. CHRIS - Yashiro gestures while saying, "Yo!" YASHIRO vs. IORI - Yashiro starts with his back towards his opponent. He then turns around while talking, and grips his wrist in his hand. SHERMIE vs. K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM - Shermie leans over and gestures at her opponent. SHERMIE vs. YASHIRO or CHRIS - Shermie waves and says, "Hi!" CHRIS vs. YASHIRO or SHERMIE - Chris raises a hand while saying his bandmate's name. K' vs. MAXIMA - Maxima is shown grunting, pushing his fist into his palm. K' talks while looking down, then looks up. K' vs. WHIP - K' and Whip talk to each other. K' vs. KULA - Diana appears next to K', then flits past Kula, taking her lollipop from her. K' says something as Diana leaves. K' vs. K9999 - The two rivals talk to each other. WHIP vs. LEONA, RALF, or CLARK - Whip rocks back and forth on her heels, then turns and salutes. VANESSA vs. ANY FEMALE (except VANESSA, MATURE, and VICE) - Vanessa talks for a bit while resting her elbow on her arm. RAMON vs. VANESSA - Ramon gets love-struck and suffers from a nosebleed, collapsing to the ground. KULA vs. MAXIMA or WHIP - Kula appears with Foxy and Diana by her side, who both pose with their rapiers before disappearing. KULA vs. K9999 - Diana appears and talks, prompting K9999 to snap back at her. ANGEL vs. KULA - Angel poses with her knee out, then makes devil horns at Kula. Kula meanwhile, is standing around in a different outfit holding a lollipop, which Diana takes from her while revealing her normal outfit. ANGEL vs. K9999 - Angel unzips her sleeves, then talks a bit. ANGEL vs. ANYONE but KULA or K9999 - Angel fans herself with one hand while looking uncomfortable, then zips up the front of her jacket. She only does this if you are fighting in the Mexico stage. KUSANAGI vs. K9999 - K9999 holds an arm out while saying, "Kusanagi!!" and Kusanagi replies. KUSANAGI vs. K', KYO, or IORI - Kusanagi does his standard intro, but says something different. KUSANAGI vs. CHANG, CHOI, BILLY, WHIP - Kusanagi shakes with rage and sounds upset. RUGAL vs. CPU RUGAL - Both Rugals appear with their armor suit on. SHINGO vs. IORI - Shingo stands tall and blabbers on before pointing at Iori. KING vs. RYO - King bows respectfully to Ryo, who looks away with a disgruntled expression. KING vs. MAI - King is looking away. She brushes her hair with her hand, faces her opponent while gesturing, and says, "C'mon baby!" ------------------------------------------------------------------------ SPECIAL WIN POSES ------------------------------------------------------------------------ The following scenes only take place if the first player defeats the second player on any round other than the last one. The characters are listed in their team order. KYO beats IORI - Kyo takes off his coat and leans over slightly. BENIMARU beats ANY WOMAN except ATHENA, MAY LEE, SHERMIE, MATURE, VICE, and ANGEL. - Benimaru stands with his arms at his side, looking startled. JOE beats RAMON - Joe turns and raises a fist in victory. RYO beats ROBERT, YURI, or TAKUMA - Ryo does a series of poses (his Joudan Uke, Gedan Uke, and then stands with his arms at his side). ROBERT beats RYO, YURI, or TAKUMA - Robert does his Gen'ei Kick, then poses. TAKUMA beats RYO, ROBERT, or YURI - Takuma turns his back on his opponent, and smiles and raises a fist as his teeth glint. ATHENA beats KENSOU - Athena looks surprised for a moment, then brings her hand up to her face and smiles while winking. KENSOU beats ATHENA - Kensou stands up straight, then covers his face with his arm and starts bawling. LEONA beats RALF or CLARK - Leona salutes her fallen opponent. YURI beats RYO, ROBERT, or TAKUMA - Yuri does a spin kick and some punches, then raises an arm in victory and says, "Osu!" IORI beats KYO - Iori stands up and talks while drawing his hand across his face. MARY beats TERRY, ANDY, or JOE - Mary turns slightly with her hand on her hip, and gestures with her hand. BILLY beats IORI - Billy does a series of pole tricks (the same ending as his Liar Elemental HSDM), then poses as Eiji teleports in front of him. SHERMIE beats K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM - Shermie leans over with her hands on her knees and says something. SHERMIE beats YASHIRO - Shermie hugs herself while talking to Yashiro. SHERMIE beats CHRIS - Shermie hugs herself while talking to Chris. CHRIS beats SHERMIE - Chris stands with one leg behind the other and his hands behind his back, and talks to Shermie. WHIP beats LEONA, RALF, or CLARK - Whip salutes her fallen opponent. WHIP beats KULA, K9999 or ANGEL - Whip spreads her whip out on the floor, then shakes it once while talking. VANESSA beats SETH - Vanessa stands with her arms behind her head and says something. RAMON beats JOE - Ramon turns and raises a fist in victory. RAMON beats VANESSA - Ramon rushes over to Vanessa's side, looking worried. He gets down on one knee and offers her a rose. KULA beats K9999 - Kula points her hands at her fallen opponent, while Candy warps in and fires her gun at the enemy for a moment, then warps out. ANGEL beats K', KYO, or IORI - Angel makes devil horns while saying something. ANGEL beats MAXIMA or WHIP - Angel makes devil horns while saying something (different than the above win pose). ANGEL beats K9999 - Kula leans over and makes devil horns while talking. SHINGO beats KYO - Shingo poses and begins talking. He realizes that Kyo is just lying there and asks, "Kusanagi-san?" several times before freaking out at the thought of having done in his master. KING beats RYO, ROBERT, YURI, or TAKUMA - King adjusts her tie, then takes off her jacket and leans forward. ------------------------------------------------------------------------ CHARACTER BIOS. ------------------------------------------------------------------------ Here are the bios for each character, listed in their team order. [ KYO KUSANAGI ] ------------------------------------------------------ Fighting Style Kusanagi-style Kobojutsu and Self-made Kempo Birthday December 12 Birthplace Japan 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, Yuki (his girlfriend) Dislikes Exertion [ BENIMARU NIKAIDO ] -------------------------------------------------- Fighting Style Shooting Birthday June 6 Birthplace Japan (but is half American) Blood Type O Height 181 cm Weight 70 kg Hobby Cooking, sky cruising (in a jet) Favorite Food Sashimi, pasta, coffee Best Sport Clay shooting, high jump Most Important Himself Dislikes Fanboys, regret [ GORO DAIMON ] ------------------------------------------------------- Fighting Style Judo + Self-made Fighting Arts Birthday May 5 Birthplace Japan Blood Type A Height 204 cm Weight 138 kg Hobby Becoming one with nature Favorite Food Zaru soba Best Sport Judo Most Important Geta (his wooden shoes) Dislikes Complex machinery [ TERRY BOGARD ] ------------------------------------------------------ Fighting Style Martial Arts + Jeff's Brawling Deadly Arts Birthday March 15 Birthplace America Blood Type O Height 182 cm Weight 82 kg Hobby Videogames, trawling Favorite Food Fast food Best Sport Basketball Most Important Jeff's glove Dislikes Slugs [ ANDY BOGARD ] ------------------------------------------------------- Fighting Style Koppou (Basic knowledge of Shiranui Ninjitsu) Birthday August 16 Birthplace America Blood Type A Height 172 cm Weight 67 kg Hobby Training Favorite Food Natto spaghetti Best Sport Short track Most Important Photo of him and his master in his training days Dislikes Dogs [ JOE HIGASHI ] ------------------------------------------------------- Fighting Style Muay Thai Birthday March 29 Birthplace Japan Blood Type AB Height 180 cm Weight 71 kg Hobby Brawling Favorite Food Fried alligator Best Sport Any kind of fighting Most Important His headband Dislikes Getting dressed up [ RYO SAKAZAKI ] ------------------------------------------------------ Fighting Style Kyokugen-ryuu Karate Birthday August 2 Birthplace Japan Blood Type O Height 179 cm Weight 75 kg Hobby Sunday carpentry Favorite Food Rice cakes, natto Best Sport Sumo wrestling Most Important His bike, Tatsumaki (his horse) Dislikes Insects with many legs [ ROBERT GARCIA ] ----------------------------------------------------- Fighting Style Kyokugen-ryuu Karate Birthday December 25 Birthplace Italy Blood Type AB Height 180 cm Weight 85 kg Hobby Collecting cars Favorite Food Grilled soba, sushi Best Sport Motor sports Most Important His car collection Dislikes Rakkyou (pickled scallions) [ TAKUMA SAKAZAKI ] --------------------------------------------------- Fighting Style Kyokugen-ryuu Karate Birthday February 4 Birthplace Japan Blood Type O Height 180 cm Weight 88 kg Hobby Making soba noodles Favorite Food Milled rice, miso soup, kale pellets, vinegar-cured soybeans Best Sport All fighting arts Most Important His two children, Dislikes Insects with many legs, his disciples, Kyokugen-ryuu Karate [ ATHENA ASAMIYA ] ---------------------------------------------------- Fighting Style Superpowers and Chinese Kung Fu Birthday March 14 Birthplace Japan Blood Type B Height 163 cm Weight 49 kg Three Sizes B 83, W 57, H 82 Hobby Working on her home page, shopping Favorite Food Maple buns, milk with sesame powder Best Sport Lacrosse Most Important Peter Rabbit tea set Dislikes Grasshoppers [ SIE KENSOU ] -------------------------------------------------------- Fighting Style Superpowers and Chinese Kung Fu Birthday September 23 Birthplace China Blood Type B Height 172 cm Weight 61 kg Hobby Appreciating japanese comics Favorite Food Meat buns Best Sport Soccer Most Important Stuffed toy given to him by a fan Dislikes Training [ CHIN ] -------------------------------------------------------------- Fighting Style Chinese Kung Fu (mainly Drunken Fist) Birthday April 27 Birthplace China Blood Type A Height 164 cm Weight 53 kg Hobby Mah-jongg, taking naps Favorite Food Lemon salmon and lettuce with fried rice, among others Best Sport Taking a walk, yo-yo tricks Most Important Alcohol Dislikes Pandas [ LEONA HEIDERN ] ----------------------------------------------------- Fighting Style Martial Arts + Heidern's Assassination Arts Birthday January 10 Birthplace Unknown Blood Type B Height 176 cm Weight 66 kg Three Sizes B 84, W 60, H 87 Hobby Inspecting factories Favorite Food Vegetables Best Sport Nothing in particular Most Important Nothing in particular Dislikes Blood [ RALF JONES ] -------------------------------------------------------- Fighting Style Martial Arts + Heidern's Assassination Arts Birthday August 25 Birthplace America Blood Type A Height 188 cm Weight 110 kg Hobby Collecting knives Favorite Food Gum Best Sport Baseball Most Important Peter Rabbit tea set Dislikes Medal of Valor given to him by the President [ CLARK STEEL ] ------------------------------------------------------- Fighting Style Martial Arts + Heidern's Assassination Arts Birthday May 7 Birthplace America Blood Type A Height 187 cm Weight 105 kg Hobby Collecting guns Favorite Food Oatmeal Best Sport Wrestling Most Important His sunglasses Dislikes Slugs [ MAI SHIRANUI ] ------------------------------------------------------ Fighting Style Shiranui-style Ninjutsu Birthday January 1 Birthplace Japan Blood Type B Height 165 cm Weight 46 kg Three Sizes B 87, W 54, H 90 Hobby Cooking (especially making box lunches) Favorite Food Ozouni (New Year's dishes) Best Sport Badminton Most Important Her grandmother's hairpin Dislikes Spiders [ YURI SAKAZAKI ] ----------------------------------------------------- Fighting Style Kyokugen-ryuu Karate Birthday December 7 Birthplace Japan Blood Type A Height 168 cm Weight 54 kg Three Sizes B 82, W 58, H 86 Hobby Karaoke Favorite Food Sweet curry, pickled plums she made herself, sake-less soup Best Sport Softball Most Important Friends, her mother's earrings Dislikes Ocotopi, people who look like octopi, indecisive men [ MAY LEE JINJU ] ----------------------------------------------------- Fighting Style Her own original arrangement of Taekwondo Birthday May 24 Birthplace Korea Blood Type B Height 164 cm Weight 47 kg Hobby Video appreciation (especially hero-flick types w/ special effects) Favorite Food Fried poultry Best Sport Taekwondo Most Important Red muffler and glove given to her by a special someone Dislikes Evil [ KIM KAPHWAN ] ------------------------------------------------------- Fighting Style Taekwondo Birthday December 21 Birthplace Korea Blood Type A Height 176 cm Weight 78 kg Hobby Karaoke Favorite Food Korean barbeque Best Sport Gymnastics Most Important His wife and two sons Dislikes Evil [ CHANG KOEHAN ] ------------------------------------------------------ Fighting Style Taekwondo + Power attacks Birthday October 21 Birthplace Korea Blood Type B Height 227 cm Weight 303 kg Hobby Destroying things Favorite Food Whole roasted cow Best Sport Table tennis Most Important His iron ball Dislikes Centipedes [ CHOI BOUNGE ] ------------------------------------------------------- Fighting Style Taekwondo + Speed attacks Birthday October 25 Birthplace Korea Blood Type B Height 153 cm Weight 44 kg Hobby Cutting and slicing things Favorite Food Crab Best Sport New gymnastics Most Important The claws he made himself Dislikes Konnyaku (a gelatinous candy) [ IORI YAGAMI ] ------------------------------------------------------- Fighting Style Yagami-style Kobojutsu and his own skill Birthday March 25 Birthplace Japan Blood Type O Height 182 cm Weight 76 kg Hobby His band Favorite Food Meat Best Sport Any Most Important Nothing Dislikes Violence [ MATURE ] ------------------------------------------------------------ Fighting Style Based mainly on speed attacks Birthday April 8 Birthplace Unknown Blood Type O Height 177 cm Weight 58 kg Three Sizes B 88, W 57, H 87 Hobby Meddling with machinery, making things out of sculpy Favorite Food Poultry (especially chicken) Best Sport Snowboarding Most Important Her legs Dislikes Pidgeons, the Kagura clan [ VICE ] -------------------------------------------------------------- Fighting Style Based mainly on power techniques Birthday November 28 Birthplace Unknown Blood Type A Height 178 cm Weight 59 kg Three Sizes B 90, W 58, H 88 Hobby Collecting American comics Favorite Food Plums Best Sport Bench press Most Important Comic signed by Dan Brereton Dislikes Saishu Kusanagi (Kyo's father) [ RYUJI YAMAZAKI ] ----------------------------------------------------- Fighting Style Self-made Brawling Deadly Arts Birthday August 8 Birthplace Japan Blood Type A Height 192 cm Weight 96 kg Hobby Collecting knives Favorite Food Sliced horsemeat Best Sport None Most Important Anything profitable to himself Dislikes Labor [ BLUE MARY ] --------------------------------------------------------- Fighting Style Command Sambo Birthday February 4 Birthplace America Blood Type AB Height 168 cm Weight 49 kg Three Sizes B 88, W 54, H 85 Hobby Bike touring Favorite Food Beef cup Best Sport Baseball Most Important Her leather jacket Dislikes Cats [ BILLY KANE ] -------------------------------------------------------- Fighting Style Boujutsu (Pole Techniques) Birthday December 25 Birthplace England Blood Type B Height 179 cm Weight 77 kg Hobby Doing laundry Favorite Food Cooked eggs Best Sport Pole vault Most Important His sister Dislikes Orders (from anyone other than Geese) [ YASHIRO NANAKASE ] -------------------------------------------------- Fighting Style Mainly based on striking techniques Birthday December 31 Birthplace Japan Blood Type O Height 190 cm Weight 99 kg Hobby His band, travelling Favorite Food Menma eartips, ramen (esp. the instant kind) Best Sport Swimming Most Important Amber Dislikes Eggplants, narrow places [ SHERMIE ] ----------------------------------------------------------- Fighting Style Centered mainly around throws (her speciality is the bridge) Birthday February 13 Birthplace France Blood Type B Height 173 cm Weight 68 kg Three Sizes B 92, W 63, H 87 Hobby Her band, appreciating French films, raising her hamster Favorite Food Fish (esp. shiny ones), natto rolls, food prepared at a gyuudon (beef bowl) eatery Best Sport Figure skating Most Important Personal computer, her hamster Dislikes Celery, high school baseball [ CHRIS ] ------------------------------------------------------------- Fighting Style Centered mainly on speed-based attacks Birthday May 3 Birthplace Sweden Blood Type AB Height 160 cm Weight 48 kg Hobby Cooking Favorite Food Bhutan Best Sport Orienteering Most Important Nature Dislikes Gummy candy, people who playfully ruffle his hair, people who tell lies [ K' ] ---------------------------------------------------------------- Fighting Style Violence Birthday Unknown Birthplace Unknown Blood Type Unknown Height 183 cm Weight 65 kg Hobby None Favorite Food Beef Jerky Best Sport Nothing (doesn't like exercise) Most Important Nothing Dislikes KOF [ MAXIMA ] ------------------------------------------------------------ Fighting Style "M Style" Fighting Arts Birthday March 2 Birthplace Canada Blood Type A Height 204 cm Weight 204 kg Hobby Bike touring Favorite Food Anything sweet Best Sport Rugby Most Important Sideburns Dislikes Fermented soybeans, people who want his opinion [ WHIP ] -------------------------------------------------------------- Fighting Style Whip Handling and Heidern's Assassination Arts Birthday October 12 Birthplace Unknown Blood Type O Height 173 cm Weight 59 kg Three Sizes B ??, W ??, H ?? Hobby None Favorite Food Honey Best Sport None Most Important Her whip, Wood Doe Dislikes Traitors [ SETH ] -------------------------------------------------------------- Fighting Style Goshinjutsu (Self-Defense Arts) Birthday August 1 Birthplace America Blood Type B Height 190 cm Weight 108 kg Hobby Wiretapping, driving Favorite Food Vegetables, fruit (he's a vegetarian) Best Sport Individual games Most Important His necktie, his family Dislikes Airplanes [ RAMON ] ------------------------------------------------------------- Fighting Style Lucha Libre Birthday December 3 Birthplace Mexico Blood Type A Height 170 cm Weight 80 kg Hobby Playing with children Favorite Food Tacos and tequila Best Sport Pro Wrestling Most Important Mask his mentor gave him, 'lovely' Vanessa Dislikes Foul play, losses outside the ring [ VANESSA ] ----------------------------------------------------------- Fighting Style Boxing Birthday January 9 Birthplace Unknown Blood Type B Height 182 cm Weight 67 kg Hobby Savings, mail order shopping Favorite Food Beer Best Sport All of them Most Important Her wedding ring Dislikes Indecisive people, ghosts [ KULA DIAMOND ] ------------------------------------------------------ Fighting Style Anti K' Arts Birthday May 29 Birthplace Unknown Blood Type Unknown Height 169 cm Weight 48 kg Three Sizes B 81, W 57, H 83 Hobby Collecting parts to rebuild Candy Favorite Food Strawberry sorbet, Peropero candy Best Sport Skating Most Important Candy Dislikes Trashy people, fire [ K9999 ] ------------------------------------------------------------- Fighting Style His own strength Birthday Unknown Birthplace Unknown (possibly Japan) Blood Type B Height 168 cm Weight 58 kg Hobby Bike Favorite Food Peanuts Best Sport None (he can do anything, so why bother?) Most Important His bike, which he rides often Dislikes Orders, people who follow orders [ ANGEL ] ------------------------------------------------------------- Fighting Style Fitness Birthday March 6 Birthplace Mexico Blood Type O Height 168 cm Weight She'd kill you if you wrote it down Three Sizes B 92, W 60, H 82 Hobby Life, meddling with her 50cc bike Favorite Food Tequila, cactus thorns Best Sport Soccer (primarily as a goalkeeper) Most Important Vintage B-3 Decicoat P.D. series clothing Dislikes Gambling [ KUSANAGI ] ---------------------------------------------------------- Fighting Style Kusanagi-style Kobojutsu and Self-made Kempo Birthday July 5 Birthplace Japan Blood Type B (RH-) Height 181 cm Weight 75 kg Hobby Arranging techniques Favorite Food Unknown Best Sport None Most Important His genes Dislikes Originals - According to Eolith's site, Kusanagi is a clone of Kyo (not that you couldn't tell). ;) [ OMEGA RUGAL ] ------------------------------------------------------- Fighting Style Uses a synthesis of the fighting techniques that he has mastered Birthday February 10 Birthplace Unknown Blood Type Unknown Height 197 cm Weight 103 kg Hobby World conquest Favorite Food Doesn't have any favorites Best Sport None in particular (good at everything) Most Important His evil spirit Dislikes Justice [ SHINGO YABUKI ] ----------------------------------------------------- Fighting Style Kusanagi-ryuu Kobujutsu (Kusanagi-style weapon fighting) taught to him personally by Kyo Birthday April 8 Birthplace Japan Blood Type O Height 179cm Weight 69kg Hobby Exploration Favorite Food Refrigerated udon (noodles), sardines Best Sport Swimming, water polo Most Important Life, his girlfriend, his student notebook, and the gloves given to him by Kyo Kusanagi Dislikes Milk [ KING ] -------------------------------------------------------------- Fighting Style Muay Thai Birthday April 8 Birthplace France Blood Type A Height 175cm Weight 58kg Hobby Wine glass collecting Favorite Food Vegetables, wine Best Sport Billiards Most Important Her younger brother, Jan Dislikes Unclean people, like Jack Turner ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ The translations in this section were made with a lot of help from WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken from their site. A few were sent in by contributors to my previous FAQs. Translations in other languages were done using various online translators or other resources found via www.google.com. Finally, I'm not that good at Japanese, so there may be some mistakes. [ KYO KUSANAGI ] ------------------------------------------------------ Hatsugane Forged Iron Issetsu Seoi Nage Single Over-the-Shoulder Throw Geshiki: Naraku Otoshi Foreign Style: Hell Drop Geshiki: Goufu You Foreign Style: Positive Roaring Axe 88 Shiki Style No. 88 100 Shiki: Oniyaki Style No. 100: Demon Scorcher 75 Shiki Kai Style No. 75 Modified 412 Shiki: Hikigane Style No. 412: Running Over Iron R.E.D. KicK Rainbow Energy Dynamite Kick 717 Shiki: Koma Hofuri Style No. 717: Spinning Slaughter 114 Shiki: Aragami Style No. 114: Wild Bite 128 Shiki: Konokizu Style No. 128: Nine Wounds 127 Shiki: Yanosabi Style No. 127: Eight Rust 125 Shiki: Nanase Style No. 125: Seven Chance Geshiki: Migiri Ugachi Foreign Style: Timely Drilling 212 Shiki: Kototsuki You Style No. 212: Positive Moon Harp 115 Shiki: Dokugami Style No. 105: Poison Bite 401 Shiki: Tsumi Yomi Style No. 401: Sin Composing 402 Shiki: Batsu Yomi Style No. 402: Penalty Composing 524 Shiki: Kamukura Style No. 524: God Waster Ura 108 Shiki: Orochi Nagi Style No. 108 Reversed: Great Serpent Mower [ BENIMARU NIKAIDO ] -------------------------------------------------- Raijin Ken Quivering Lightning Fist Taikuu Raijin Ken Anti-Air Quivering Lightning Fist Kuuchuu Raijin Ken Mid-Air Quivering Lightning Fist Shinkuu Katategoma Vacuum One-Handed Top Iai Geri Sword-Drawing Kick Handou Sandan Geri Reactionary Triple Kick Raikou Ken Lightning Gleam Fist Taikuu Raikou Ken Anti-Air Lightning Gleam Fist Gen'ei Hurricane Phantom Hurricane Raijin Ten Lightning Particle Collect [ GORO DAIMON ] ------------------------------------------------------- Juuji Shime Crossbar Choke Okuri Ashi Barai Leg Tripping Sendoff Zujou Barai Overhead Sweep Jirai Shin Mine Quake Chou Oosotogari Super Great Outer Reaping Chou Ukemi Super Tumble Nekko Gaeshi Root Return Kumo Tsukami Nage Cloud Grabbing Throw Kirikabu Gaeshi Cut Stump Return Tenchi Gaeshi Heaven and Earth Return Ura Nage Reverse Throw Jigoku Gokuraku Otoshi Hell to Paradise Drop Arashi no Yama Mountain of Storms Nekko Nuki Root Puller Zoku: Kirikabu Gaeshi Continued: Cut Stump Return Bukko Nuki Ura Nage Root Puller Reverse Throw Zoku: Tenchi Gaeshi Continued: Heaven and Earth Return Furinkazan The Four Elements [ ANDY BOGARD ] ------------------------------------------------------- Gourin Kai Strong Confrontation Modified Kakaekomi Nage Carrying Throw Uwa Agito Upper Jaw Age Men "blow to the face" Hishou Ken Soaring Fist Geki Hishou Ken Violent Soaring Fist Shouryuu Dan Rising Dragon Bullet Yami Abise Geri Dark Shower Kick Kuuha Dan Sky-Ripping Shot Gekiheki Haisui Shou Dam-Breaking Palm Attack Gen'ei Shiranui Phantom Shiranui Shimo Agito Lower Jaw Zan'ei Ken Phantom Slash Fist Shippuu Ouken Horizontal Gale Fist Zan'ei Ryuusei Ken Phantom Slash Meteor Fist Chou Reppa Dan Super Ripping Shot Zan'ei Shitou Reppa Dan Phantom Slash Deadly Head Ripping Shot Hiryuu Bakuha Dan Flying Dragon Exploding Shot [ JOE HIGASHI ] ------------------------------------------------------- Hiza Jigoku Knee Hell Ougon no Kakato Golden Heel Bakuretsu Ken Exploding Fists Bakuretsu Finish Exploding Finish Shijou Saikyou no Low Kick Strongest Low Kick in History Ougon no Tiger Kick Golden Tiger Kick Bakuretsu Hurricane Tiger Kakato Exploding Hurricane Tiger Heel [ RYO SAKAZAKI ] ------------------------------------------------------ Tani Otoshi Valley Drop Tomoe Nage Overhead Judo Throw Hyouchuu Wari Ice Pillar Splitter Joudan Uke Upper Catch Gedan Uke Lower Catch Ko'ou Ken Tiger Gleam Fist Mouko Raijin Setsu Fierce Tiger Lightning God's Arm Zanretsu Ken Momentary Violence Fist Kohou Tiger Roar Hien Shippuu Kyaku Flying Gale Kick Haou Shoukou Ken Supreme King Flying Roaring Fist Ryuuko Ranbu Dragon/Tiger Boisterous Dance Tenchi Haou Ken Heaven and Earth Supreme Gleam Fist [ ROBERT GARCIA ] ----------------------------------------------------- Ryuuchou Kyaku Dragon Flip Kick Kubikiri Nage Neck-Cutting Throw Uraken Reverse Fist Kouryuu Koukyaku Geri Slanted Dragon Falling Leg Kick Ryuu Hanshuu Dragon Hop Kick Ryuugeki Ken Dragon Attack Fist Ryuuga Dragon Fang Gen'ei Kick Phantom Kick Kyokugen-ryuu Renbu Kyaku Extreme-style Rapid Dance Kick Hien Ryuujin Kyaku Flying Dragon God Kick Haou Shoukou Ken Supreme King Flying Roaring Fist Haiga Ryuu Back Fang Dragon Ryuuko Ranbu Dragon/Tiger Boisterous Dance Zetsu!! Ryuuko Ranbu Die!! Ryuuko Ranbu [ TAKUMA SAKAZAKI ] --------------------------------------------------- Oosotogari Great Outer Reaping Ippon Seoi Single Over-the-Shoulder Kawara Wari Tile Splitter Ko'ou Ken Tiger Gleam Fist Hien Shippuu Kyaku Flying Gale Kick Mouko Burai Gan Fierce Tiger Villainy Boulder Haou Shikou Ken Champion King Supremacy Fist Shin Kishin Geki True Terrible God Attack Ryuuko Ranbu Dragon/Tiger Boisterous Dance Kosatsu Jin Tiger Killing Stance [ ATHENA ASAMIYA ] ---------------------------------------------------- Renkantai Chained Thigh Sankaku Tobi Triangle Hop Momoiro Gatame Hardening Pink [ SIE KENSOU ] -------------------------------------------------------- Sunda Measured Strike Tomoe Nage Overhead Judo Throw Kobokushu Tiger Hand Slap Kousentai Backspin Thigh Choukyuu Dan Superball Shot Senkyuutai Arcing Thigh Drill Ryuu Renga: Chiryuu Dragon Rapid Fang: Ground Dragon Ryuu Renga: Tenryuu Dragon Rapid Fang: Sky Dragon Ryuu Sougeki Dragon Talon Attack Ryuu Gakusai Dragon Jaw Smash Niku Man Respect Meat Bun Respect Shinryuu Seiou Rekkyaku Dragon God Terrible Gleaming Ripping Kick Shinryuu Tenbu Kyaku Dragon God Heaven Dance Kick Senki Hakkei Hermit's Mental Energy Release Seigan Rairyuu Awakened Eye Become Dragon [ CHIN GENTSAI ] ------------------------------------------------------ Gou Inshu Strong Drink Gyaku Ashi Nage Reverse Leg Throw Suiho Hyoutan Shuu Drunken Stagger Gourd Attack Hyoutan Geki Gourd Attack Suihai Kou Drunken Cup Lean Fun'en Kou Blazing Angry Mouth Kaiten-teki Kuutotsu Ken Rotary Air Pierce Fist Gou'en Shourai: Kai Roaring Flame Invitation: Modified Bougetsu Sui Full Moon Drunkard Kousentai Upward Spinning Thigh Rouja Hanhou Dragonsnake Somersault Rigyo Hanhou Carp Somersault Gou'en Shourai Roaring Flame Invitation Gouran Enpou Roaring Flame Inferno Suisou Enbu Drunken Blazing Dance Manipulation Ryuurin Hourai Willow Phosphorous "Mountain Paradise of the Sennin" - I still can't figure out the exact translation for "ryuurin," but "hourai" is the name of a mountain that lies in the middle of the sea, according to Japanese mythology. On the mountain live the "sennin," hermits with special powers (this is all according to some dictionary I read). [ LEONA HEIDERN ] ----------------------------------------------------- Earring Bakudan 1 Earring Bomb 1 Earring Bakudan 2 Earring Bomb 2 Kibaku Exploding Kakusei Awakening [ RALF JONES ] -------------------------------------------------------- Kyuukouka Bakudan Punch Diving Bomb Punch Chijou / Kuuchuu Ground / Mid-Air Umanori Vulcan Punch Horse-Mounted Vulcan Punch Baribari Vulcan Punch Exploding Vulcan Punch Umanori Galactica Phantom Horse-Mounted Galactica Phantom [ CLARK STEEL ] ------------------------------------------------------- Nageppanashi German German Throwing [ MAI SHIRANUI ] ------------------------------------------------------ Shiranui Gourin Shiranui Strong Confrontation Fuusha Kuzushi Windmill Destroyer Yume Zakura Dream Cherry Dairin Fuusha Otoshi Great Windmill Drop Ukihane Floating Feather Benitsuru no Mai Dance of the Flamingo Koku'en no Mai Dance of the Black Swallow Sankaku Tobi Triangle Hop Kachou Sen Flower / Butterfly Fan Hissatsu Shinobi Bachi Deadly Ninja Bees Ryuu Enbu Dragon Blaze Dance Sayo Chidori Evening Plover Musasabi no Mai Dance of the Giant Flying Squirrel Chijou / Kuuchuu Ground / Mid-Air Toki Tsubute Ibis Smasher Hana Arashi Flower Tempest Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees Yusura Ume Fruit from "a tree wielding cherry-like fruit" Shiranui-ryuu: Kubi no Kitsune Shiranui-style: Nine-Tailed Fox [ YURI SAKAZAKI ] ----------------------------------------------------- Oni Harite Demon Hand Slap Silent Nage Silent Throw Tsubame Otoshi Swallow Dropper En Yoku Swallow Wing Shiyoku Wing Pierce Shouyoku Rising Wing Ko'ou Ken Tiger Gleam Fist Haou Shoukou Ken Supreme King Flying Roaring Fist Raiou Ken Lightning Sparkle Fist Saifa Smash Break Hyakuretsu Binta Hundred Violent Slaps Yuri Chou Upper Yuri Super Upper Kuuga Air Fang Double Yuri Chou Upper Double Yuri Super Upper Ura Kuuga Reverse Air Fang Hien Hou'ou Kyaku Flying Phoenix Kick Shin! Chou Upper Heart! Super Upper Mekki Zan Kuuga Demon-Destroying Air Fang Slash Etsu Hien Hou'ou Kyaku Battleaxe Flying Phoenix Kick [ MAY LEE JINJU ] ----------------------------------------------------- Henshin Metamorphosis Hero Uke Hero Catch [ KIM KAPHWAN ] ------------------------------------------------------- Kubikime Otoshi Extreme Neck Drop Sakkyaku Nage Deadly Leg Throw Neri Chagi Descending Leg Hangetsu Zan Half-Moon Slash Haki Kyaku Aspiration Kick Hishou Kyaku Soaring Kick Tsuika Kougeki Additional Attack Hien Zan Flying Slash Tenshou Zan Ascension Slash Sanren Geki Triple Attack Sankuu Kyaku Triple Air Kick Hou'ou Hiten Kyaku Phoenix Flying Sky Kick Hou'ou Kyaku Phoenix Kick Kuuchuu Hou'ou Kyaku Mid-Air Phoenix Kick Zero Kyori Hou'ou Kyaku Zero Range Phoenix Kick [ CHANG KOEHAN ] ------------------------------------------------------ Hagan Geki Face-Smashing Attack Kusari Jime Chain Strangle Hiki Nige Sliding Evade Tekkyuu Funsai Geki Iron Ball Smashing Attack Tekkyuu Taiko Uchi Iron Ball Drum Thrust Haki Kyaku Aspiration Kick Dai Hakai Nage Great Destroyer Throw Tekkyuu Dai Kaiten Iron Ball Great Spin Tekkyuu Dai Bousou Iron Ball Great Reckless Run Tekkyuu Dai Bokusatsu Iron Ball Great "Beat to Death" Tekkyuu Dai Assatsu Iron Ball Great "Crush to Death" Tekkyuu Dai Sekai Iron Ball Great World - A contributor pointed out that the "Tekkyuu Dai Sekai" move may be a reference to Jojo's Bizzare Adventure (specifically Dio's Stand, "The World", which could freeze time). After all, once Chang finishes dancing, you are stuck in place for the remainder of the move. [ CHOI BOUNGE ] ------------------------------------------------------- Zujou Sashi Head-Riding Stab Geketsu Zuki Bloody Bowel Pierce Toorima Geri Phantom Killer Kick Sankaku Tobi Triangle Hop Tatsumaki Shippuu Zan Tornado Gale Slash Kaiten Hien Zan Spinning Flying Monkey Slash Kishuu Hien Zuki Surprise Attack Flying Monkey Stab Hishou Kyaku Soaring Kick Hien Zan Confessions of a Sorrowful Monkey Senpuu Hien Zashi Whirlwind Flying Monkey Pierce Houkou Tenkan Change Direction Hishou Kuuretsu Zan Soaring Air Rip Slash Hou'ou Kyaku Phoenix Kick Shakushi Deadly Scoop Shin! Chouzetsu Tatsumaki Shinkuu Zan True! Superior Tornado Vacuum Slash [ IORI YAGAMI ] ------------------------------------------------------- Sakahagi Reverse Flayer Saka Sakahagi Reversed Reverse Flayer Geshiki: Yumebiki Foreign Style: Dream Shot Geshiki: Yuri Ori Foreign Style: Lily Break 108 Shiki: Yami Barai Style No. 108: Darkness Sweep 127 Shiki: Aoihana Style No. 127: Hollyhock Flower 212 Shiki: Kototsuki In Style No. 212: Negative Moon Harp 100 Shiki: Oniyaki Style No. 100: Demon Scorcher Kuzukaze Scum Wind Kin 1211 Shiki: Ya Otome Forbidden Style No. 1211: Eight Maidens Ura 316 Shiki: Saika Style No. 316 Reversed: Shining Jackal Ura 1219 Shiki: En'ou Style No. 1229 Reversed: Flaming Jug Geshiki: Goufu In "Shinigame" Foreign Style: Negative Roaring Axe "Death God" [ RYUJI YAMAZAKI ] ---------------------------------------------------- Shime Age Strangle Lift Bun Nage Throwing Bussashi Stabbing Hebi Tsukai Snake Charmer Joudan / Chuudan / Gedan Upper / Middle / Lower Hebi Damashi Snake Trick Sabaki no Aikuchi Judgment Dagger Yakiire Hardening Sunakake Sand Sprayer Bai Gaeshi (Kyuushuu) Double Return (Absorb) Bai Gaeshi (Dan Hassha) Double Return (Fire a Shot) Sadomazo Sadism/Masochism Bakudan Pachiki Bomb Headbutt Akumu...soshite kyouki Nightmare...and madness Punch Ranbu Punch Boisterous Dance Kick Ranbu Kick Boisterous Dance Rapid Pachiki Rapid Headbutt Repeated Hebi Tsukai Repeated Snake Charmer Rapid Aikuchi Rapid Dagger Rapid Shime Age Rapid Strangle Lift Chou Repeated Hebi Tsukai Super Repeated Snake Charmer Chouhatsu Taunt [ BLUE MARY ] --------------------------------------------------------- Victor Nage Victor Throw [ BILLY KANE ] -------------------------------------------------------- Jigoku Otoshi Hell Drop Ippon Zuri Nage "Hook on a Fishing Rod" Throw Dai Kaiten Geri Great Spin Kick Boutaka Tobigeri Pole Vault Hop Kick Senpuu Kon Whirlwind Cane Suzume Otoshi Sparrow Dropper Karyuu Tsuigeki Kon Fire Dragon Pursuit Cane Suiryuu Tsuigeki Kon Water Dragon Pursuit Cane Kyoushuu Hishou Kon Soaring Assault Cane (Kaen) Sansetsu Kon (Flaming) Three-Part Cane Chuudan Uchi / Chuudan Zuki Mid-Level Thrust / Mid-Level Stab Chou Kaen Senpuu Kon Super Flaming Whirlwind Cane Dai Senpuu Great Whirlwind [ SHERMIE ] ----------------------------------------------------------- Baku New Suplex Explosive New Suplex Yoke Dousa Evade Action Inazuma Leg Lariat Lightning Flash Leg Lariat - "Baku New" is a play on the word "bakunyuu" (large chest size). - Shermie's F-Captured move is supposed to be a combination of the words "F-cup" and "captured" (f-cup-tured). Once you see the reversal for yourself, you'll understand. [ CHRIS ] ------------------------------------------------------------- Honoo no Sadame no chris Chris of the Flame of Destiny [ K' ] ---------------------------------------------------------------- Eins Trigger First Trigger Tsuika Kougeki Additional Attack - "Eins" is German for "one." [ MAXIMA ] ------------------------------------------------------------ Kata Type Shisaku Experimental [ WHIP ] -------------------------------------------------------------- Code: Yuuetsu Code: Supremacy Code: Chikara Code: Power Code: Shouri Code: Victory Code: Ame Code: Candy Code: Kaze Code: Wind [ VANESSA ] ----------------------------------------------------------- Zenpou / Kouhou Forward / Backward [ SETH ] -------------------------------------------------------------- Hiji ate kara no hadou uchi Elbow Strike followed by a Surging Blow Tomoe Nage Overhead Judo Throw Mae Age Geri Forward Rising Kick Shouyou Rising Sunshine Doukuzushi Body Destroyer Ashitori Leg Catcher Angetsu Dark Moon Rakugetsu Falling Moon Kyuugetsu Curved Moon Yagetsu Arrow Moon Gengetsu Crescent Moon Morote Shouyou Paired Palms Rising Sunshine Irimi Nadazuki Body-Entering Moon Over The Open Sea Doutori Shichimonsatsu Body-Catching Seven Agonizing Deaths Shigure Rangiku Disordered Chrysanthemum Pattern Drizzle [ RAMON ] ------------------------------------------------------------- Teikuu Drop Kick Low Altitude Drop Kick Sankaku Tobi Triangle Hop Tsuika Kougeki Additional Attack Hiki Okoshi Pulling Upright El Diablo Amarillo Ramon The Yellow Devil, Ramon - Webster's New World Dictionary describes 'chancery' like so: "in wrestling: with the head held firmly between an opponent's arm and his chest." [ KULA DIAMOND ] ------------------------------------------------------ La * Cachora The Lizard - The kana for Kula's move is 'ra*kacho-ra.' Anyone who can come up with another translation is more than welcome to ^_^; [ K9999 ] ------------------------------------------------------------- Kieroo! Vanish! Itsumade yondendayoo! How long must we play! Urusee-! Nuisance! Acchihe itteroo! Over there! Kukakeroo! Break! Wareroo! Split! Tsuki... Moon... Temee mo oucchimae!! Wait, take one more! Kore wa, maru de..!! Here, (so to speak)..!! Chikara ga...katte ni...uwaaaa!! My power...(grows) of it's own accord...uwaaaa!! [ ANGEL ] ------------------------------------------------------------- Oumagatoki ??? Futen ??? Bye Bye Ryuugu Bye Bye Dragon Palace Repun Kamuy Spirit of the Sea - Angel's name is spelled "Anhell" in Japanese, not that it's of much importance in the first place ;) - Amakusa had a move called "Oumagatoki" in the SS games, that roughly translated as "Demonic Meeting Time." Since Angel's Oumagatoki isn't written in kanji, I don't know what it means. [ YASHIRO OF THE PARCHED EARTH ] -------------------------------------- Inui ta daichi yashiro Yashiro of the Parched Earth Baku Bind Beki Curtain Saku Tear Bu Tin Plate Kujiku Daichi Crushing Earth Odoru Daichi Leaping Earth Niragu Daichi Tempering Earth Musebu Daichi Choking Earth Araburu Daichi Wildly Shaking Earth Ankoku Jigoku Gokuraku Otoshi Dark Hell to Paradise Drop [ SHERMIE OF THE RAGING LIGHTNING ] ----------------------------------- Arekuruu inabikari no shermie Shermie of the Raging Lightning Bakurai Lightning Bomb Enrai Distant Thunder Kourai Lightning Hook Mugetsu no Raiun New Moon's Thundercloud Yatanagi no Muchi Yata-Render Whip Shajitsu no Odori Slanted Sunshine Dance Raijin no Tsue Raijin's Staff Ankoku Raikou Ken Dark Lightning Gleam Fist Shukumei, Gen'ei, Shinshi Destiny, Illusion, Disaster Unmei no Ya Arrow of Fate - "Raijin" is the God of Lightning. - "Yata" refers to the Yata clan (Kagura's clan, that had opposed the power of Orochi along with Iori and Kyo's clans). [ CHRIS OF THE FLAME OF DESTINY ] ------------------------------------- Chi no Batsu Earth's Punishment Ten no Tsumi Heaven's Crime Muyou no Ono Futile Axe Jukei no Oni Punishing Demon Setsudan no Koto Severance Harp Taiyou wo Iru Honoo Sun-Shooting Flame Kagami wo Hofuru Honoo Mirror-Slaying Flame Tsuki wo Tsumu Honoo Moon-Clipping Flame Shishi wo Kamu Honoo Limbs-Biting Flame Ankoku Orochi Nagi Dark Great Serpent Mower Sanagi wo yaburi, chou wa mau "The chrysalis rips (open), the butterfly dances." [ KUSANAGI ] ---------------------------------------------------------- Hatsugane Forged Iron Issetsu Seoi Nage Single Over-the-Shoulder Throw Geshiki: Naraku Otoshi Foreign Style: Hell Drop Geshiki: Goufu You Foreign Style: Positive Roaring Axe 88 Shiki Style No. 88 108 Shiki: Yami Barai Style No. 108: Darkness Sweep 100 Shiki: Oniyaki Style No. 100: Demon Scorcher 101 Shiki: Oboro Guruma Style No. 101: Twilight Wheel 75 Shiki Kai Style No. 75 Modified 212 Shiki: Kototsuki You Style No. 212: Positive Moon Harp 910 Shiki: Nue Tsumi Style No. 910: Clipping Chimera Geshiki: Ryuu Iri Foreign Style: Shooting Dragon Geshiki: Tora Fuse Foreign Style: Laying Tiger Saishuu Kessen Ougi Reishiki Final Deciding Battle Profound Zero Style Ura 108 Shiki: Orochi Nagi Style No. 108 Reversed: Great Serpent Mower [ OMEGA RUGAL ] ------------------------------------------------------- Reppuu Ken Storm Fist [ SHINGO YABUKI ] ----------------------------------------------------- Hatsugane Forged Iron Issetsu Seoi Nage Fukanzen Imperfect Single Shoulder Throw 114 Shiki: Aragami Mikansei Incomplete Style No. 114: Wild Bite 115 Shiki: Dokugami Mikansei Incomplete Style No. 115: Poison Bite 100 Shiki: Oniyaki Mikansei Incomplete Style No. 100: Demon Scorcher 212 Shiki: Kototsuki You Incomplete Style No. 212: Koto Moon Shingo Kinsei Ore Mushiki Shingo's Humbly Made Own "No Style" Geshiki: Goufu "Kakkodake" Foreign Style: Roaring Axe "Only In Appearance" 101 Shiki: Oboroguruma Mikansei Incomplete Style No. 101: Twilight Wheel Shingo Kinsei Ore Shiki: Nie Togi Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade Shingo Kinsei Ore Shiki: Getchuu Shingo's Humbly Made Own Style: Moon Elbow Geshiki: Kake Hourin Foreign Style: Racing Phosphorous Phoenix Thanks for reading. ------------------------------------------------------------------------ KOF 2002 FAQ v0.6 copyright (c) 2002-2003 Chris MacDonald ------------------------------------------------------------------------