------------------------------------------------------------------------ THE KING OF FIGHTERS DISABLED MOVES FAQ v0.7 by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 1999-2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining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. All characters are (c) SNK. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. INSTRUCTIONS - Debug Menu - Dip Switch Menu 3. ACT CODES - For KoF '96 - For KoF '99 - For KoF '00 - For KoF '01 - For KoF '02 4. PAR CODES - For KoF'96 5. IN CLOSING ======================================================================== 1. INTRODUCTION ======================================================================== This FAQ was written to provide some detailed information about moves from several KOF games that were, for reasons unknown, disabled and made unusable, but whose animations were left in the game. Some of these moves were enabled later on (a good deal of the disabled moves in '96 were enabled in '97) while others never saw the light of day. However, it is still possible to view these moves, and this FAQ will explain how to do that. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ VERSION 0.7 (May 10, 2003) - More contributor info. added for numerous characters. Goes to show just how much I missed in the first place, ahehe! VERSION 0.6 (January 12, 2003) - Some contributor info. was added about the "censored" animations for Mai, Whip, and K9999. VERSION 0.5 (December 27, 2002) - Information for KoF '02 was included. VERSION 0.4 (November 8, 2002) - A PAR code to view disabled moves in the Saturn version of KoF '96 was added. VERSION 0.3 (July 9, 2002) - The FAQ was rewritten and expanded to include other KOF games. VERSION 0.2 (January 11, 2000) - The second release. VERSION 0.1 (December 10,1999) - The first release. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ Alfredo Alejandro Catalan Segovia - For lots of additions, including more disabled moves and unused poses in KoF '02, Whip's unused (S)DM in '99, and the alternate listing for May Lee's name in '02. Thanks a bunch! Mario M.N. - For information about Whip and K9999's censored moves, and Mai's censored "jiggle." IorI - For making the FAQ possible. The MadMan - For info about the disabled moves. The KoF Mailing List - For all kinds of good KoF info. Deuce - He was the first person to discover the disabled moves in the first place. Charles MacDonald - For letting me hog his computer while I wrote up this FAQ ;) ======================================================================== 2. INSTRUCTIONS ======================================================================== ------------------------------------------------------------------------ DEBUG MENU ------------------------------------------------------------------------ First off, this trick is not possible unless you have the Debug BIOS, so that you can access the dip switch menu. Please don't ask me about how or where to get it, I don't know myself. To access the Debug menu, hold down the 2nd player pause button and press the 2nd player C button. At least for the KOF games, you can't enter the Debug menu once you're already playing. You could, however, do it at the menu screen (where you choose from Team Battle, Single Battle, etc.) Navigating the menu is a little odd. Here are the controls, using the 2nd player buttons: Up Confirms a decision Left Exit the Debug menu A Moves the cursor up B Moves the cursor down C In the Dip Switch menu, moves the cursor to the left Once you're in the Debug menu, you should see an entry at the bottom of the screen that reads 'GAME DEBUG DIP'. Use the A or B button to scroll down to that option and press Up to select it. ------------------------------------------------------------------------ DIP SWITCH MENU ------------------------------------------------------------------------ You will now see the Dip Switch menu, which looks like this: 1 2 3 4 5 6 7 8 DIP 1 0 0 0 0 0 0 0 0 ^ DIP 2 0 0 0 0 0 0 0 0 You can use the A, B, and C buttons to move the triangular cursor left or right, or up and down between rows, and the Up button to turn a switch on or off. I recommend you turn on switches 1-1 and 1-3. In other words, the dip switches should now look like this: 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 Switch 1-1 turns on the character viewer, while switch 1-3 disables the timer, which is useful for games like KoF '96, where there is no option for infinite time and no Practice Mode. For other games, switch 1-1 is the only one you need to turn on. Now, press Left twice to exit out and back into the game. If you're using an emulator with save states (like NeoRageX), you may want to make a save so that you don't have to mess with the dip switches every time you want to use the character viewer. The next thing to do is actually begin the game. If the game you're playing doesn't have a Practice Mode, I recommend picking "Single Vs." and joining in on the 2nd player side, so that you won't have to worry about the CPU beating up on you. You should notice that a character is now standing in the center of the screen, near the bottom. For now, don't worry about that--just pick the character whose moves you want to see. Once the game begins, you'll notice that the character in the middle may have the wrong colors. This is because that character uses the same palette as whoever you picked. However, this is easily fixed. To use the character viewer, press the 1st player pause button. Now press it again to unpause, but keep holding the button down. This alters your controls so that you are now controlling the character in the middle of the screen like so: Joystick Moves the character around Button A Cycles forward through the animations Button B Cycles back through the animations Button C Cycles forward through the characters Button D Cycles back through the characters Note that you can hold each button for rapid cycling. At the bottom of the screen, you'll see two lines of text. One of them is the CH CODE, and the other is the ACT CODE. You can use these to help find the exact character and animations that you want. Let's say you're playing KoF '96, and you want to see Ryo's "multi- fireball" move. You can just press C to cycle through the characters until Ryo comes up. Since his CH CODE is 0006, just press C six times until he appears. You'll notice that since you picked Ryo, the Ryo in the middle of the screen has the proper colors. Of course, you can always view the other characters, but their colors will be off unless you're playing with that particular character. Looking at the next section, we can see that the ACT CODE for Ryo's disabled super goes from 00B4 to 00C5. Press A (or hold A), until the ACT CODE reaches 00B4. Now, you can press A to watch each sequence of this move. Voila! That's about all there is to it. The next section lists the characters and act codes necessary to see the hidden moves, so just consult the list below and have some fun. ======================================================================== 3. ACT CODES ======================================================================== Some moves may appear more than once in the list. When I list a command for a move (like qcf,qcf+P), this doesn't mean that you can actually perform the move, but rather, that is it's command in another KOF game. ------------------------------------------------------------------------ ACT CODE NUMBERS FOR KOF '96 ------------------------------------------------------------------------ [ KYO KUSANAGI ] ------------------------------------------------------ 1. 002C-002F Nie Togi 1. 0076-007F Nie Togi 2. 00F0-00FE Saishuu Kessen Ougi "Mu Shiki" (S)DM Notes: 1. Looks like a stand alone version of his Batsu Yomi. I guess you could compare it to Kyo-1's Aoki or Shingo's Nie Togi, but I'm not sure what this move is supposed to be. 2. His (qcf,qcf+P) fire column combo. It doesn't seem to have the optional taunt that is in '97 (tap P after the DM version of this move). [ BENIMARU NIKAIDO ] -------------------------------------------------- 1. 002B-002F Taikuu Raijin Ken 1. 0076-007F Taikuu Raijin Ken 2. 00AD Jackknife Kick 3. 00AE-00B7 Electrigger SDM 4. 00BD-00BF Flying Drill 5. 00C0 Jackknife Kick Notes: 1. His upwards-angled Raijin Ken. There's no lightning animation for this move--so it could be for the Taikuu Raikou Ken as well. 2. His (f+B) command attack. The Jackknife Kick looks slightly different from the '97 ver. Note that Benimaru does this move following the Benimaru Corridor. 3. His (hcb,hcb+P) grab move. Seems to be SDM-only (with orange lightning, etc.) 4. His (d+D in air) command attack. 5. A stand-alone version of #2. [ GORO DAIMON ] ------------------------------------------------------- 1. 0092-0094 Nekko Gaeshi 2. 0095-009A Ura Nage 3. 00A9-00B6 Arashi no Yama (S)DM series 4. 00B7-00CF Zujou Barai 4. 00F0 Zujou Barai 5. 00F1 Tama Tsubushi Notes: 1. His (qcf+K) reversal. Shows both the counter pose and following throw animation. 2. His (hcb,f+K) running throw. Shows it if it successfully connects and if it misses. 3. His (hcf,hcf+K > hcf+K > f,d,df+K) series of grabs. 4. His (f+A) command attack. 5. His (df+C) command attack. [ TERRY BOGARD ] ------------------------------------------------------ 1. 002C-002F Back Knuckle 2. 005B-0060 A flying kick with Terry's ponytail flying behind him. 3. 0075 A downwards-angled jumping kick. 1. 0076-007F Back Knuckle 4. 00AA-00C5 Running Power Dunk (S)DM Notes: 1. His (f+A) command attack. 2. Seems to be a normal jump attack (or possibly jumping CD). 3. Seems to be a normal jump attack (or possibly jumping CD). 4. (DM version) Terry crouches down as the super flash occurs. After the super flash, Terry runs forward, then does a Power Dunk, ending in a Power Geyser pose (but no geyser)? (SDM version) As above, but Terry's arm has energy coming off of it. As he lands from the dunk, he hits the ground and does an actual Power Geyser. Note that this move is different from the "High Angle Geyser" (S)DM that Terry got in '97. [ ANDY BOGARD ] ------------------------------------------------------- 1. 006D-0072 A downwards-angled jumping kick. 2. 00AE-00B9 Hishou Ryuusei Ken (S)DM 3. 00BC A standing backspin kick. 4. 00BD-00DF Uwa Agito Notes: 1. Seems to be a normal jump attack (or possibly jumping CD). 2. His (qcf,qcf+P) energy blast. Unlike the '97 incarnation, the DM version is just the blue energy blast, while the SDM version has Andy doing one elbow attack and then an orange energy blast. 3. Seems to be an unused command attack. 4. His (f+B) command attack. [ JOE HIGASHI ] ------------------------------------------------------- 1. 00B7-00C3 Bakuretsu Hurricane Tiger Kakato (S)DM 2. 00CB-00CF (A) Bakuretsu Finish 3. 00EF-00F1 Straight Punch, (A) Bakuretsu Finish, standing kick 2. 00F2 (A) Bakuretsu Finish 4. 00F3-00F5 Sliding Notes: 1. This move isn't exactly like the '97 version...there's no hurricane toss. Joe just does the forward rush into a Tiger Kick, into an Ougon no Kakato. 2. This move (the elbow smash) seems to be a stand-alone move. Perhaps it was going to be made into a command attack? 3. I'm not sure why these three attacks come after each other. It could be for an unused win pose (like Ryo's win pose where he does some attacks first), or maybe not. 4. Joe's (df+B) command attack. [ RYO SAKAZAKI ] ------------------------------------------------------ 1. 00AA-00AD Ryo rears his arm back and does an elbow-first tackle. 2. 00B2-00B3 Ryo's Tani Otoshi, followed with a punch to his grounded foe. 3. 00B4-00C5 Multi-fireball (S)DM. Notes: 1. This move seems pretty quick for a special...it could be a CD attack, but it's grouped with the special moves. 2. Ryo's punch is exactly like Takuma's Oosotogari finish. 3. For the DM version, Ryo throws four gold Ko'ou Kens. For the SDM version, he throws one Ko'ou Ken, then a Haou Shoukou Ken, then repeats it again. The "super flash" pose is the same as the first frame of animation for his Mouko Raijin Gou. I almost wonder if "Tenchi Haou Ken" was the original title for this move, since the "ha" is the same as in "Haou Shoukou Ken", and the "ou" is the same as in "Ko'ou Ken." [ ROBERT GARCIA ] ----------------------------------------------------- 1. 00A9-00AE Ryuu Zanshou 2. 00B4-00C7 Muei Shippuu Juudan Kyaku (S)DM Notes: 1. Robert's (f,d,df+K) flip kick. 2. Robert's (qcf,qcf+K) multiple mid-air kicks move. [ YURI SAKAZAKI ] ----------------------------------------------------- 1. 009F-00AB Hien Rekkou (S)DM 2. 00BD-00C2 Hyakuretsu Binta 3. 00C3 Uppercut animation (similar to Yuri Chou Upper) Notes: 1. Her (qcf,qcf+P) multiple uppercuts move 2. Her "hundred slaps" move. 3. This animation comes right after the Hyakuretsu Binta, which is weird. I just can't see her following that move with an uppercut. [ LEONA HEIDERN ] ----------------------------------------------------- 1. 002C-002F Ending sequence of Rebel Spark (S)DM. 1. 0076-007F Ending sequence of Rebel Spark. 2. 00B4-00C6 Gravity Storm (S)DM. 3. 00C7-00CF Beginning and middle sequence of Rebel Spark. 4. 00F0-00F7 'sparking' part of Rebel Spark. Notes: 1. Her (qcb,hcf+K) rushing dynamite move. 2. Her (qcf,qcf+P) mid-air blast move. [ RALF JONES ] -------------------------------------------------------- 1. 00A6-00AB Galactica Phantom (S)DM 2. 00AC-00B1 Ralf Kick Notes: 1. His (qcf,qcf+P) dashing punch. This version has a different animation; Ralf's back is more towards the screen as he dashes forward and punches, and his arm is at a slightly upwards angle as opposed to a straight punch. 2. His (charge b,f+K) flying kick. [ CLARK STEEL ] ------------------------------------------------------- 1. 00A6-00B0 Running Three (S)DM Notes: 1. His (hcf,hcf+K) running throw move. [ CHIZURU KAGURA ] ---------------------------------------------------- 1. 00B0-00B1 Fast walking animation Notes: 1. I have no idea what this is supposed to be. B0 shows her walking slightly faster than normal, while B1 is much faster. [ ATHENA ASAMIYA ] ---------------------------------------------------- 1. 0079-007F Renkantai 2. 00C5-00CF Phoenix Fang Arrow (S)DM Notes: 1. Her (f+B) command attack. 2. Her (qcf,qcf+K in air) multiple Phoenix Arrow move. [ SIE KENSOU ] -------------------------------------------------------- 1. 00AE-00B9 Senki Hakkei (S)DM 2. 00BA-00BC Niku Man o Kuu (S)DM 3. 00BD-00C0 Ryuu Renda Notes: 1. His (qcf,qcf+P when close) energy blast move. 2. His (qcb,qcb+P) meat bun move. 3. His (f,d,df+P when close) rapid punch move. [ CHIN GENTSAI ] ------------------------------------------------------ 1. 00AD-00B7 Gou'en Shourai (S)DM Notes: 1. Chin's (qcf,hcb+P) rushing move. However, this version has no flame, and both versions end with a Ryuurin Hourai. [ GEESE HOWARD ] ------------------------------------------------------ 1. 0076-007F Three attacks done in succession. 1. 00F6-00FF Three attacks done in succession. 2. 009D-00AB Deadly Rave (S)DM Notes: 1. Geese does a standing A, close C, and a jumping CD attack (but all while standing). Most likely, this is a special move. 2. Geese's infamous Deadly Rave. There are both DM and SDM versions. Geese runs forward a la his Jaei Ken, then does a rapid series of attacks ending with a energy blast. [ WOLFGANG KRAUSER ] -------------------------------------------------- 1. 009F-00AD Krauser cartwheels forward and does a body press (S)DM Notes: 1. This (S)DM is sort of like Bob Wilson's Dangerous Wolf, but Wolfgang comes out of the cartwheel into his jumping C body press. I don't mind that this move was unused, as it just looks goofy :) [ MR. BIG ] ----------------------------------------------------------- 1. 00A4-00B4 Mr. Big does a series of attacks into an uppercut (S)DM Notes: 1. For the DM version, Mr. Big starts off with his Crazy Drum Jam, which is continued into the Spinning Lancer, and is finished off with the California Romance uppercut. The SDM version is the same, but ends in an impressive-looking spinning uppercut (like the end of Ryo's Ryuuko Ranbu). [ KIM KAPHWAN ] ------------------------------------------------------- 1. 00AB-00B7 Hou'ou Tenbu Kyaku (S)DM 2. 00CD-00C4 Early ver. of Sanren Geki? Notes: 1. Kim's (qcf,hcb+K) mid-air kicks move. 2. This move is a lot like Kim's Sanren Geki from '98. He does a series of kicks, then ends with a sort of Neri Chagi-like kick (for the weak version), or a mid-air kick that is basically the 2nd part of the Ryuusei Raku done in air (for the strong version). [ CHANG KOEHAN ] ------------------------------------------------------ 1. 008A-0090 Tekkyuu Dai Assatsu 2. 00C2-00C4 Hiki Nige Notes: 1. Strangely enough, this appears to be a special move and not a (S)DM. Chang runs forward and does a bellyflop low to the ground, then flops forward when he lands (sort of a cross between the (C) DM version of the Assatsu and his Tekkyuu Dai Kourin striker attack). 2. Chang's (df+A) sliding command attack. [ CHOI BOUNGE ] ------------------------------------------------------- 1. 00A7-00AE Hou'ou Kyaku (S)DM Notes: 1. Choi's (qcf,hcb+K) rush (S)DM. It ends with a Shissou Hishou Zan. [ KASUMI TODO ] ------------------------------------------------------- 1. 0075-007F Senkou Nagashi 2. 00A0-00A1 Series of rapid attacks. Notes: 1. This move is somewhat different from the '99 version. It seems to only have one input (instead of three separate ones), and the order of attacks are different; she does a standing C, a close C, and then a downward chop. 2. This move has no startup animation--Kasumi just does a bunch of rapid attacks (like Ryo's Ryuuko Ranbu), and in the next sequence, ends it with a side kick. Possibly intended to be another DM? [ MAI SHIRANUI ] ------------------------------------------------------ 1. 00A9-00B0 Hou'ou no Mai (S)DM 2. 00B1-00B7 Mizudori no Mai (S)DM 3. 00B9-00BE Hakuro no Mai Notes: 1. Her (qcb,qcb+P) (S)DM. It seems as if the DM version has no flames, while the SDM version does. 2. Her (qcf,qcf+P) fan toss (S)DM. 3. Her (f,d,df+P) spinning fans move. [ IORI YAGAMI ] ------------------------------------------------------- 1. 00A2-00B0 Ura 108 Shiki: Ya Sakazuki (S)DM Notes: 1. A (S)DM that is almost completely different from the '97 version. Iori does his 'power charge' pose, then tosses a Yami Barai that leaves a spiralling swirl of purple energy on the ground (or else the swirl is for the SDM version only, it's hard to tell), that then bursts into a cloud of purple flame. Oddly enough, even though the Saturn version of KoF '96 has a picture of Iori doing his Ya Sakazuki intro pose (the one where he holds a flame in his hand), he does not actually do that during this move. [ MATURE ] ------------------------------------------------------------ 1. 00BC-00C2 Multiple Despair DM Notes: 1. Mature crouches down, then leaps into the air and does three Despair-like attacks that make her spin in a full circle each time. Apparently, there's no SDM version (unless they look the same). [ VICE ] -------------------------------------------------------------- 1. 0082-0094 Heaven's Gate (S)DM 2. 00B0 Single Negative Gain Notes: 1. This is simply Vice doing Mature's Heaven's Gate (S)DM. 2. Vice does a single revolution of the Negative Gain, spinning around and landing with a standing stomp. Perhaps it was intended to be another special move throw? ------------------------------------------------------------------------ ACT CODE NUMBERS FOR KOF '99 ------------------------------------------------------------------------ [ WHIP ] -------------------------------------------------------------- 1. 00D0-00D9 Whip Shot (S)DM Notes: 1. An unused (S)DM for Whip, in which she does a rapid series of whip attacks a la the Whip Shot. This move has a ridiculously huge range, which kind of explains why they didn't use it. [ SIE KENSOU ] -------------------------------------------------------- 1. 00F9-00FF Senki Hakkei DM Notes: 1. His (qcf,qcf+P when close) DM. It's just the "blast animation" though, not him actually doing it. ------------------------------------------------------------------------ ACT CODE NUMBERS FOR KOF '00 ------------------------------------------------------------------------ [ MAI SHIRANUI ] ------------------------------------------------------ 1. 0000 Standing animation (with jiggle) 2. 00F8 Standing animation (without jiggle) Notes: 1. From 2000 onward, Mai's standing animation has no "jiggle" when the region is set outside of Japan. ------------------------------------------------------------------------ ACT CODE NUMBERS FOR KOF '01 ------------------------------------------------------------------------ [ LIN ] --------------------------------------------------------------- 1. 00D0-00D5 Hizoku Ougi Yougou DM Notes: 1. His (hcf,hcf+K) walking forward move from '00. [ WHIP ] -------------------------------------------------------------- 1. 00CD-00DB Alternate Desert Eagle Notes: 1. Whip's "gunfire" animation for the Desert Eagle is replaced with this animation, in which she takes off what I presume is an earring and flicks her hand downward, causing gunfire to rise from the ground. She then puts the earring back on when she is done. This occurs if the region is set outside of Japan. [ GORO DAIMON ] ------------------------------------------------------- 1. 0082-0084 Sake Notes: 1. His (BCD) dodge from '96! [ CHANG KOEHAN ] ------------------------------------------------------ 1. 00E0-00EC Tekkyuu Dai Bokusatsu (S)DM Notes: 1. His (qcf,qcf+K) iron ball attack. [ CHOI BOUNGE ] ------------------------------------------------------- 1. 004F Mukuro Zuki 2. 00DE-00DF Mukuro Zuki Notes: 1. His (f+A) claw pierce. This one shows only the startup, but with sound. 2. This is the remainder of the Mukuro Zuki, with no sound. [ BLUE MARY ] --------------------------------------------------------- 1. 00B0-00B5 M. Typhoon (S)DM Notes: 1. Her (hcb,hcb+K when close) leg grab. [ YURI SAKAZAKI ] ----------------------------------------------------- 1. 00B0-00CB Hien Rekkou (S)DM Notes: 1. Her "multiple-uppercuts" (S)DM. [ MAI SHIRANUI ] ------------------------------------------------------ 1. 0000 Standing animation (with jiggle) 2. 00F8 Standing animation (without jiggle) Notes: 1. From 2000 onward, Mai's standing animation has no "jiggle" when the region is set outside of Japan. [ TAKUMA SAKAZAKI ] --------------------------------------------------- 1. 00AE-00AF Shin Kishin Geki SDM Notes: 1. This is the SDM version that ends with a taunt (which was removed in '00). [ K9999 ] ------------------------------------------------------------- 1. 0095,9B-9C Alternate "Temee mo oucchimae!!" Notes: 1. K9999's (db,hcb,df + K) DM. Instead of his arm turning into a gun, he simply points his fist at the opponent and gunfire emerges from it. This occurs when the region is set outside of Japan. [ SIE KENSOU ] -------------------------------------------------------- 1. 00CA Niku Man o Kuu DM Notes: 1. His (qcb,qcb+P) DM. I had read somewhere in a Japanese beta report that he had gotten this move back, but obviously it's not in the final version. Then again, there's no (S)DM version, so this could just be his old "Niku Man 4 U" Striker animation from '00. ------------------------------------------------------------------------ ACT CODE NUMBERS FOR KOF '02 ------------------------------------------------------------------------ It's worth mentioning that Shingo (who was rumored to be in the beta version of this game) is not in the actual release of the game. [ KYO KUSANAGI ] ------------------------------------------------------ 1. 0200-0204 R.E.D. KicK Striker Animation Notes 1. Part of his "R.E.D. KicK -> Hikigane" Striker attack, including the finishing taunt and leap away. [ BENIMARU NIKAIDO ] -------------------------------------------------- 1. 00C8-00CE Super Inazuma Kick Notes: 1. His (f,d,df + K) move from '00. [ GORO DAIMON ] ------------------------------------------------------- 1. 0077 Uppercut punch 2. 0082-84 Sake 3. 0026-2A Mid-air blocking animation 4. 00C9-CD New earthquake DM. Notes: 1. It looks like a standing C attack, but Goro's arm is aimed more upward. 2. Goro's (BCD) dodge from KOF '96. 3. Obviously Goro cannot block in mid-air normally :) 4. A DM in which Goro does multiple Jirai Shins followed by a stomp and a bow. Think of his HSDM (the f,d,df,b,d,db + BC move), but without the throw part in the middle. [ TERRY BOGARD ] ------------------------------------------------------ 1. 00C5 Back Knuckle 2. 01D1-01E1 Power Charge 3. 0227 End of Dunk Geyser Notes: 1. His (f+A) command attack from '98. 2. His (hcf + K) shoulder ram from '98. 3. His Striker attack from '01. [ JOE HIGASHI ] ------------------------------------------------------- 1. 00EC-00ED (A) Bakuretsu Finish Notes: 1. Appears to be a stand-alone command attack. [ KIM KAPHWAN ] ------------------------------------------------------- 1. 00AC-00AF Series of kicks 2. 00DF Kuuren Geki 3. 00FC-00FD Alternate version of third Sanren Geki ending. Notes: 1. A series of normal-looking kicks, but they are grouped together with the other DMs, which seems odd. 2. His (f + A) spin kick from '99. 3. You can input (uf + K, d + K) during the first input of the Sanren Geki for an alternate ending. These kicks are repeated twice in the animation list, and the second time, there is a white cross shape that appears briefly during the last downward kick. [ SIE KENSOU ] -------------------------------------------------------- 1. 00AF-00B8 Shinryuu Seiou Rekkyaku SDM 2. 00C6-00CA Niku Man o Kuu DM Notes: 1. The SDM version of Kensou's (qcf,hcb + B) super, which doesn't seem to be available in 2002. 2. The old DM version of Sie's meat bun super. It's possible that this is the old Striker "Niku Man 4 U" animation as well. [ CLARK STEEL ] ------------------------------------------------------- 1. 007D-007F Striker Call animation. 2. 00E8-00E9 End of piledriver animation. 2. I can't tell what move this is from. It's Clark performing the end of what appears to be a piledriver. [ RYO SAKAZAKI ] ------------------------------------------------------ 1. 007D-007F Kohou Shippuu Ken 2. 00CC-00CE Tenchi Haou Ken DM 3. 00E3-00E8 Slow Ryuuko Ranbu 4. 0161-0162 Vs. King Intro Notes: 1. Ryo's (qcb + P) animation from 2001. Dust now rises up from Ryo's feet as he moves forward. 2. The DM version of Ryo's HSDM. 3. This is a slower version of the Ryuuko Ranbu that brings to mind the original AoF version. Perhaps it was intended to be like Yuri's HSDM, which is an original AoF version of her Hien Hou'ou Kyaku? 4. Ryo's old intro against King, where he looks away uncomfortably. [ ROBERT GARCIA ] ----------------------------------------------------- 1. 00A2-00A7 Ryuuko Ranbu (w/ Taunt) 2. 00C8-00C9 Kuzuryuu Sen DM beginning 3. 00DD Old mid-air CD attack Notes: 1. An alternate version of the Ryuuko Ranbu. It ends with a taunt after Robert lands from the uppercut. Like Ryo's slow Ryuuko Ranbu, it has no startup flash either. 2. A pose similar to Robert's crouching block, but with a DM flash accompanying it. The start of his qcf,qcf + K DM in 2000. 3. Robert's old mid-air CD attack from '99. [ TAKUMA SAKAZAKI ] --------------------------------------------------- 1. 00AE-00AF Shin Kishin Geki SDM Notes: 1. The SDM version of the Shin Kishin Geki (removed in '00.) [ YURI SAKAZAKI ] ----------------------------------------------------- 1. 00A9-00AD Old Raiou Ken 2. 00E2-00E3 Hien Hou'ou Kyaku SDM ending 3. 00E4 Win Pose Notes: 1. Her old Raiou Ken from '01. 2. The Hien Hou'ou Kyaku is only a DM in 2002, but the SDM version used to end with a '96 style Raiou Ken, as shown here. 3. Yuri posing and pointing towards the ground. It seems strange to find it here among the DMs. [ MAI SHIRANUI ] ------------------------------------------------------ 1. 0000 Standing animation (with jiggle) 2. 00F8 Standing animation (without jiggle) 3. 00B4-00BB End of Hou'ou no Mai DM. Notes: 1. From 2000 onward, Mai's standing animation has no "jiggle" when the region is set outside of Japan. 3. Her old (qcb,qcb + P) DM from '98. [ MAY LEE ] ----------------------------------------------------------- 1. 00A9-00AB Ushiro Mawashi Geri 2. 007F (D) Mawashi Geri 3. 00AF-00B1 (D) Mawashi Geri Notes: 1. May Lee's old (hcb + K) attack, with both the normal ending and the Hero Stance change ending. 2. May Lee's old (qcf + D) knee attack. [ MATURE ] ------------------------------------------------------------ 1. 00D2-00E0 New DM 2. 00D8 Close standing C from '96 Notes: 1. A DM that begins with the Ebony Tears startup pose. Mature then does part of her Sacrilege spin, followed by the Heaven's Gate slam, but it is accompanied by electric sparks. [ BLUE MARY ] --------------------------------------------------------- 1. 00B3-00B5 M. Typhoon DM Notes: 1. Mary's (hcb,hcb + K when close) DM, which is an HSDM in 2002. [ BILLY KANE ] -------------------------------------------------------- 1. 0154-0155 Old C button win pose. 2. 0156 Old D button win pose. Notes: 1. The win pose where he takes off his bandanna. 2. The win pose where he points his staff at his opponent. [ SHERMIE ] ------------------------------------------------------------ 1. 0086-008D Shermie Shoot Notes: 1. Her old (hcf + K) move from '98, with miss and hit animations. [ K' ] ---------------------------------------------------------------- 1. 00E0-00E5 Eins Trigger to Blackout Notes: 1. His old Eins Trigger follow-up from '01. [ WHIP ] -------------------------------------------------------------- 1. 00CD-00DB Alternate Desert Eagle 2. 00DE Alternate Super Black Hawk 3. 00E0-00E9 Whip Shot (S)DM Notes: 1. Whip's "gunfire" animation for the Desert Eagle is replaced with this animation, in which she takes off what I presume is an earring and flicks her hand downward, causing gunfire to rise from the ground. She then puts the earring back on when she is done. This occurs if the region is set outside of Japan. 2. Another "censored" move that is seen if the region is set outside of Japan. For this one, Whip's black pistol is replaced by a white gun with a flanged head, with the coiled whip making up the back of the gun. 3. Whip's unused (S)DM from '99, although now it is rather glitchy after the intial startup animation. [ VANESSA ] ----------------------------------------------------------- 1. 00A8-00AA (A) Parrying Puncher Notes: 1. Vanessa's (f,d,df + A) move from '01. [ SETH ] -------------------------------------------------------------- 1. 00CD-00D6 Doh-Tori-Shichimonsatsu DM 2. 015F-0160 Old vs. Zero intro pose. Notes: 1. Seth's (qcf,hcb + P) move, which is SDM-only in 2002. 2. Beginning part of Seth's pose vs. Zero from 2001. [ RAMON ] ------------------------------------------------------------- 1. 009B-009C Wall spring pose 2. 01E4 Two-part kick Notes: 1. Ramon flies off the wall, then apparently does some sort of falling grab on his opponent. There are white lines drawn throughout the animation, similar to Kim's Sanren Geki entry. 2. Ramon does a close standing D into a far standing D. [ K9999 ] ------------------------------------------------------------- 1. 0094,95,9B-9C Alternate "Temee mo oucchimae!!" Notes: 1. K9999's (db,hcb,df + K) DM. Instead of his arm turning into a gun, he simply points his fist at the opponent and gunfire emerges from it. This occurs when the region is set outside of Japan. [ KUSANAGI ] ---------------------------------------------------------- 1 00F2 Aoki 2. 0156 Kyo-1's win pose Notes: 1. Looks like Kyo-1's Aoki from '99. 2. Kyo-1's "facing away" win pose. [ MISC. ] ------------------------------------------------------------- 1. 00F5-00F6 A name display for "Lee Jinju" instead of "May Lee." Notes: 1. To see this, set the ACT CODE to 00F5 first, then go backwards from 00 to 2D (you can do this by pressing D when the CH CODE is at 00). ======================================================================== 4. PAR CODES ======================================================================== It had always been my hope that the disabled moves would be in a more usable format in the Sega Saturn version of KoF '96. I finally managed to make a Pro Action Replay code to enable the moves, but not too surprisingly, it works exactly like the Neo*Geo version. The code is as follows: Animation Select 060F42F8 xxxx Replace 'xx' with the appropriate numbers to see that character's animations. You can even use the ACT Code numbers above--the animation data is stored in the a similar manner. For example, this means that if you enter the code and replace xxxx with 00B4 through 00C5, you can see the animation frames for Ryo's disabled (S)DM. Obviously, if you don't have a Comms Link, trying to view the animation frames in this manner is rather cumbersome. I tried looking at various character's animations and didn't notice much of a difference from the Neo*Geo version. The only real benefit from using the Sega Saturn version was that you could make the CPU perform an animation and then test it's functions (unlike the Neo*Geo version, where making the CPU perform a disabled move wasn't possible). This was kind of neat because some of the disabled moves still had their correct properties (i.e. Goro's f+A animation is a knockdown attack and will negate normal and super projectiles). It might be possible to create several codes to make the disabled moves more usable, but I personally don't know how to do this. Just making one-line codes is difficult enough for me ;) ======================================================================== 5. IN CLOSING ======================================================================== There are some other things I have to look in to, like unused poses, (for example, Xiangfei still has her vs. Kensou "hungry" pose in '01), which I hope to add in a future revision. Thanks for reading. ------------------------------------------------------------------------ KOF DISABLED MOVES FAQ v0.7 Copyright 1999-2003 Chris MacDonald ------------------------------------------------------------------------