The King of Fighters 2002 – Hidden Super Desperation Move FAQ Version 1.0 Author: jinsakazaki Disclaimer: I don’t own nothin’ or nobody in this game. SNKPlaymore does Disclaimer 2: But I own this FAQ, dammit! Don’t publish or sell without permission or at least givin’ me a shout out. This FAQ is written to get some acquaintances of mine of my back as they hound me about the Hidden Super Desperation Moves (HSDM) in this game ALL THE TIME. Upon the threat of my hurting them, I submit to you this FAQ. Enjoy…… ================================================================================ VERSION CRAP.... I MEAN INFO V.1 - Wrote a FAQ. Put it on GameFAQs. Yay me. V.2 - Added Geese, Goenitz, ROTB Iori. Added combo for Goro, and info for Kim. Fixed typo's I saw. Changed # to =. ================================================================================ Before we get started, let’s get an understanding that in order to perform a HSDM, you must have the following: less than 20% of your energy left at least 2 supers …. And keep in mind that you cannot super cancel into a HSDM. Also, as with any other move, just because you can do a HSDM, doesn’t mean you should. Many people tend to rely heavily on these moves. Don’t rely on your HSDM too heavily. You’ll only end up killing yourself. The FAQ shall be written thusly…. TEAM NAME (the name of the team, obviously) Character Name (the character’s name) Move Name: (the name of the move) Motion: (how to perform the move) Damage: (approximation of how much damage the move does) Description: (what it looks like…… more or less) Comments: (different ways to use the move, ways to avoid, the properties of said move, etc…) =============================================================================== Here’s the notation in case you don’t know: A - weak punch B - weak kick C - strong punch D - strong kick u - up d - down f - forward b - back uf - up-forward df - down-forward db - down-back qcf - quarter-circle forward qcb - quarter-circle back hcf - half-circle forward hcb - half-circle back Now let’s begin… ================================================================================ JAPAN TEAM KYO KUSANAGI Move Name: 524 Shiki: Kamakura Motion: hcb, hcb + AC when near opponent Damage: 40%-45% Description: Kyo grabs his foe. An explosion occurs and he performs an 8 hit combo on his foe. Comments: This is a 'grapple' super, so it's unblockable. Your opponent will be wary of this, and will try to keep a distance between Kyo and their character, so be ready for a chase. Kyo is able to combo this super from a standing close C or A, so you have that option. Also, he can pick his foe up off the ground by performing his ‘212 Shiki: Kototsuki You’ (hcb+K at the end of his ‘Aragami’ chain) if his foe is in the corner for additional damage at the end of this super. But be aware that he does not have the range that Clark, Goro, or other 'grapple' characters have on their command throws. BENIMARU NIKAIDO Move Name: Raijin Ten Motion: f, db, df, b, f + any button Damage: 1% Description: Benimaru summons a ball of electricity whose position is determined by the button you press. If A, in front of his face. B, by his front leg. C, behind his head. D, by his back leg. Comments: 1 lousy percent?! Yup, ‘tis true. But the ball that appears is unblockable, which can help make for some strong combos. For example: ordinarily, you wouldn’t be able to combo his fwd+B command attack from his standing close C, but with the ball out, you can. Add another super to your combo and you’ve removed a nice chunk of life from your foe. The ball lasts for 8 hits or until Benimaru is hit, whichever comes first, and can also negate normal projectiles and infinite amount of times. The ball disappears if you are hit, even if you block. GORO DAIMON Move Name: Furinkazan Motion: f, d, df, b, d, db + BC Damage: 85%-90% Description: Goro taunts, then performs his Jirai Shin (f, d, df +A). He then performs his Ura Nage (f, hcf +K) slamming foe to the ground. Performs 5 additional Jirai Shins, then stomps the ground, causing an explosion. Comments: Ye gods, this super is powerful. But, like the ‘Jirai Shin’, it can be avoided simply by ducking or jumping. And because of it’s strength, your opponent will take extra special care to watch out for this move. Your best bet is using it when your opponent whiffs and attack, or performs a drawn out move like K’s blackout. It IS posible, however, to combo this super. Hit your opponent with a standing CD, then immediately perform Goro's 'Nekko Gaeshi' (qcf+Kick) and follow that up with the HSDM. 2 hit combo. Another useful tidbit is the fact that Goro has high and mid autogaurd while he is taunting, making it a good counter to lunging attacks like Terry’s ‘Burn Knuckle’, or Ralf’s ‘Galactica Phantom’. But he doesn’t taunt for long, so be careful. FATAL FURY TEAM TERRY BOGARD Move Name: Rising Force Motion: qcf, qcf + AC Damage: 55%-60% Description: Terry draws back his fist, he then launches himself forward with a flying fist, followed by a shoulder charge. He then finishes the move with a Rising Tackle. Comments: Terry doesn’t perform this move immediately after inputting the motion, but he streaks across the majority of the screen pretty quick, making it ideal for whiffed attacks. It can also be comboed from a ducking C, standing close D, or his df+C command attack. He suffers heavy lag if this move is blocked, however. ANDY BOGARD Move Name: (first part)Zan’ei Shitou Reppa Dan, (second part)Hiryuu Bakuha Dan Motion: (first part)qcf, qcf + AC, (second part) BCD Damage: 35% Description: Andy performs a Zan’ei Ken (db, f+P) while his arm is surrounded by energy, which hurls his foe into the air. When performing the second part, he lunges at his airborne foe with a Chou Reppa Dan. Comments: Andy is not a powerhouse character, but if performed performed correctly, this is his most powerful super. The first part moves at a speed similar to his ‘Zan’ei Ken’, so you can use it to punish whiffed attacks, or combo it. The second part should not be performed until you pass just under your foe, otherwise you won’t get all the hits. If your opponent blocks the initial hit or you miss, Andy will continue to zip forward for several seconds until the second part is performed or until he is hit, and the first part is only one hit, so after blocking he can be hit right out of this. JOE HIGASHI Move Name: Cross Gigantes Motion: qcf, qcf + BD Damage: 35% Description: Joe throws both arms into the air, summoning 2 ‘Screw Uppers’ from either side of him. They criss-cross and fly off the screen. Comments: Like Terry’s super, he doesn’t call out the tornadoes right away, but he’s invincible at start up. Until the tornadoes cross each other, however, they don’t hit, making this super easy to avoid. It’s not even good to cheese with. If you insist on using it, it’s best used as an anti-air. But I’d advise you to avoid it all together. ART OF FIGHTING TEAM RYO SAKAZAKI Move Name: Tenchi Haou Ken Motion: qcf, qcf + AC Damage: 20% Description: Ryo draws back his fist, then plunges it forward, knocking away his foe. Comments: Just an ordinary punch? Hardly. It dizzies your opponent, leaving them open to your favorite combo. It combos easily and it has decent priority. It’s also ideal to use after his f+B or df+B command attacks. Time to mount your comeback. ROBERT GARCIA Move Name: Zetsu!! Ryoko Ranbu Motion: qcf, hcb + BD Damage: 40% Description: Robert stands in place for a moment, then zips forward and unleashes a powerful combo. Comments: The screen flashes immediately upon the input of this move, but Robert doesn’t take off right away. Probably because this move is unblockable. While not as strong as his standard ‘Ryoko Ranbu’ SDM, it still takes a nice amount of power. Good against hitting a rising foe, and can also ‘suck in’ a jumping opponent, and Robert is invincible at start up while he is ‘powering up’, with the usual exception of throws, of course. TAKUMA SAKAZAKI Move Name: Kosatsu Jin Motion: b, f, d, df + AC Damage: 45% Description: Takuma draws his hands apart. He then chops his opponent to the ground by the back of their neck… ouch. Comments: This move is a counter. When you perform it, almost any physical hit performed on Takuma while he draws his hands apart, including supers, will result in pain for his foe. He cannot be thrown while performing this move, with the exception of command grabs, so keep in mind that this move isn’t a smart choice against grappler characters, or an opponent who relies heavily on projectile use. The following moves cannot be countered: Benimaru’s ‘Gen’ei Hurricane’ Leona’s ‘Rebel Spark’ Ralf’s ‘Umanori Vulcan Punch’ and ‘Umanori Galactica Phantom’ Mai’s ‘Shiraniu-ryuu: Kubi no Kitsune’ Yuri’s ‘Hien Hou’ou Kyaku’ Chang’s ‘Tekkyuu Dai Bousou” Choi’s ‘Hou’ou Kyaku’ Iori’s ‘Kin 1211 Shiki: Ya Otome’ Mature’s ‘Heaven’s Gate’ Yamazaki’s ‘Akumu…. soshite kyouki’ Mary’s ‘M. Splash Rose’ K’s ‘Crimson Star Road’ Vanessa’s ‘Champion Puncher’, ‘Crazy Puncher’, and ‘Gaia Gear’ Ramon’s ‘El Diablo Amarillo Ramon’ Kula’s ‘Freeze Completion’ Rugal’s ‘Gigantic Pressure’ and ‘Destruction Omega’ Takuma will be pushed back by these supers, or they will just plain miss. He will not counter them. PSYCHO SOLDIER TEAM ATHEAN ASAMIYA Move Name: Psycho Medley Motion: qcf + ABCD, D, C, B, D, C, B, A then either qcf+AB (Healing Athena), or qcf+BC (Momoiro Gatame) Damage: Healing Athena 35%, Momoiro Gatame 45% Description: Athena zips at her foe performing a combo, changing outfits with each hit. Comments: This move combos rather easily, but the timing to the attacks takes a little getting used to. Keep in mind that the initial input, qcf + ABCD, is two hits, so wait before you start pressing buttons. The ‘Momoiro Gatame’ may be stronger, but ‘Healing Athena’ gives you a very nice amount of life back (about 25%), making Athena quite difficult to beat outright. SIE KENSOU Move Name: Seigan Rairyuu Motion: qcf, qcf + BD Damage: 25% Description: Kensou throws a fast moving ‘Choukyuu Dan’ at his foe. It then returns to the screen from the direction he threw it. He absorbs it and glows orange. Comments: Kensou glows orange because he’s noticeably stronger. He retains his power boost until the end of the round. The trick behind this super is absorbing the ball when it returns to the screen. It comes back almost immediately, but if you aren’t careful you could miss it by getting hit by your opponent, which will cause it to disappear (but not if you block their attack), canceling it out with your own fireball, or accidentally blocking it when it returns. Upon absorption, you cannot repeat this move again until the next round. The fireball itself serves as a knockdown attack and is easily comboed due to it’s speed. CHIN GENTSAI Move Name: Suisou Enbu Motion: qcf, qcf + BD Damage: 30% Description: Chin blows a ‘fire dot’ at his foe. Upon contact, it spreads into big flames. Comments: You can guide this super anywhere you want, even off screen. You can use it as a low attack as well, but isn’t too useful beyond that. If your opponent manages to avoid the ‘dot’ for 5-6 seconds, it will disappear. IKARI TEAM LEONA HEIDERN Move Name: Rebel Spark Motion: qcb, hcf + BD Damage: 40%-45% Description: Leona leaps forward like a cat and puts an unknown energy into her foe using both hands. She lets out a blood-curdling yell and the energy detonates. Comments: Aside from the standard prerequisites to using this super, you must also be in ‘Orochi Mode’. To enter ‘Orochi Mode’, enter u, d, u, d, u, d + BD. Leona becomes faster and stronger (only slightly, though), but she can only short hop and loses half her life. This super combos easily, and can go under some fireballs. It can also be used as a juggle after her ‘Earring Bakudan 1’ (qcb+K), or her ‘Vortex Launcher’ (charge b, f+P). RALF JONES Move Name: Umanori Galactica Phantom Motion: qcb, hcf, qcf + AD Damage: 60%-65% Description: Ralf runs forward and tackles his foe. He draws back and punches his foe, sending them flying up and off the screen. Comments: This move can be done in any combo you have with Ralf’s ‘Umanori Vulcan Punch’ (qcb, hcf+K) with the exception of a combo where you perform a super cancel. Due to this moves odd motion, you need a quick hand to pull off a combo with this move, so you may be better off using it as a juggle after the ‘Ralf Kick’. Aside from the damage, it’s identical to Ralf’s standard tackle super in every way, including the lag it has if blocked. CLARK STEEL Move Name: Running Pirates Motion: hcf, hcf + BD Damage: 40% Description: Clark taunts, then run forward and grabs his foe. He picks them up slams them into the wall, turns around and slams them into the opposite wall, then turns and power bombs his foe on the ground. Comments: Not a good super. It’s slow and his taunting first makes it extremely telegraphed, as the screen doesn't even flash until he taunts. AND it's very easy to hit him out of this move. You’re better off not using this one. WOMEN FIGHTERS TEAM MAI SHIRANUI Move Name: Shiranui-ryuu: Kubi no Kitsune Motion: D, B, C, C, u Damage: 55% Description: Mai jumps to the top of the screen, then zips down at her foe, flying through them four times. She lands, does random poses, and a fire column erupts around her foe, damaging them further. Comments: This super is unblockable (most people fail to realize that), and it’s range is mid screen. She’s invincible while flying upward, but unless her opponent is on the ground, she will not perform the entire super. The screen doesn’t flash until she reaches the top of the screen, and while she doesn’t float up, it’s slower than your standard jump. Still a good answer to fireballs or careless whiffed attacks. YURI SAKAZAKI Move Name: “Ei!” Hien Hou’ou Kyaku Motion: f, b, hcb +BD Damage: 50% Description: Yuri performs the classic version of her ‘Hien Hou’ou Kyaku’ DM. Comments: Another super with a slight delay at start up, but she’s also invincible at start up. This super is full screen and can also be used a juggle after a long distance Hou Sho Ko Ken connects. Heavy lag if blocked or if it misses. MAY LEE Move Name: Key of Victory Motion: f, B, C, f, C (in ‘Hero Mode’) Damage: 40% Description: May Lee performs her ‘Full Swing Chop’. A copy of May Lee knock her foe into the air, then the original May Lee perform a drop kick. May lee lands and raises her arm into the air. She raises her other arm and an explosion engulfs her foe. Comments: This super takes decent power, if you can land it. Remember, May Lee can’t block in ‘Hero Mode’ (which is activated by pressing ABC. Press them again to return to normal). She can combo it from her standing A, but due to it's awkward motion and short range, I find this super to be pretty useless. KOREA TEAM KIM KAPHWAN Move Name: Zero Kyori Hou’ou Kyaku Motion: qcb, db, f + ABCD Damage: 45% Description: Kim performs a combo that ends with his classic ‘Hien Zan’. Comments: Another unblockable super. Unbeknownst to most people, this is a grapple super, making it a good wake up move, and it combos easily. And unlike other non-grapple characters with grapple supers, like Seth or Kyo, this super DOES have standard grapple range. It can also be used in head games. Power up and jump at your opponent. They may be wary of you attempting to pull this move off upon landing, and will jump away. That’s when you perform your ‘Kuuchuu Hou’ou Kyaku’ SDM. If not, then do the HSDM. CHANG KOEHAN Move Name: Tekkyuu Dai Sekai Motion: B, A, df, C, A Damage: 50% Description: Chang raises his iron ball over his head and shakes his moneymaker. The background turns black and he squeezes his gut. Chang then performs his 'Tekkyuu Dai Assatsu' (qcf, qcf+P) at pat his belly. His foe goes flying away. Comments: A strange super where Chang dances, this super is unblockable as well. While Chang dances, he is invincible to everything but throws, or ground smashing moves. This super takes quite some time to activate, so unless your opponent is performing a pretty long move themselves, such as K9999’s SDM (d, f, df+ABCD), you’re better off not using this move. Also, as Chang grabs his belly, a slow moving projectile or projectile DM/SDM/HSDM can hit him. AND whatever unknown force that hits the screen can be auto-guarded by moves like Takuma’s ‘Mouko Burai Gan’ (qcb+P), Ralf’s ‘Galactica Phantom’ (qcf, qcf+P), or O. Yashiro’s HSDM. CHOI BOUNGE Move Name: Shakushi Motion: hcf, hcf + AC in the air Damage: 15%-40% Description: Choi disappears. Giant slash marks appear on screen, damaging his foe. Comments: This super looks cool, but very seldom will all the hits connect. The hits are also easy to avoid with a few well placed rolls, and contrary to popular belief, Choi ISN’T invincible during this super, though few people will risk getting hit by this super while trying to hit him. Still, I normally can land at least 3 hits when I cross-up my opponent, so it's not completely worthless, especially if you can catch 'em in the air… KOF ’96 TEAM IORI YAGAMI Move Name: Ura 1219 Shiki: En’ou Motion: qcb, hcf, b, f + AC Damage: 40% Description: Iori gets this crazy look in his eyes, then leaps at his foe. Pressing their face to the ground, the background turns blood red and a purple fire column erupts, engulfing his foe. Comments: This super has an awkward range. While he goes completely to the other side of the screen, if his opponent is ducking, Iori will sail right over their head. This can be avoided by comboing the super (it can be comboed from a close standing C or his f+A, A command attack). It’s also good for getting around projectiles, and it’s unblockable as well. Iori is also invincible while performing this move and flying through the air. MATURE Move Name: Ecstasy 816 Motion: f, D, C, B, f Damage: 50% Description: Mature performs her ‘Despair’ (qcf+P) at her foe. Another Mature appears on the other side of her foe. Both Matures slash foe for several hits. They stop attacking and the second Mature disappears. Mature taunts and tantalizes her foe and blows them a kiss. Foe is struck by lightning. Comments: Mature gets pretty high when performing this super, so it’s a fairly decent anti-air, and can be used to get around projectiles. It does, however, suffer from more lag than her ‘Despair’ normally would, so be careful. If you toss a long-range ‘Ebony Tears’ (qcf, hcb+P) that hits as a counter, you can juggle with ‘Ecstasy 816’, but don’t rely on this little combo by any means. VICE Move Name: Overkill Motion: db, qcf, uf, u, d + AC when near in the air Damage: 45% Description: Vice laughs and grabs her foe’s head and slams them to the ground. She then disappears. A serpent appears in the over her foe and then Vice reappears where the serpent is. She comes down, knee first, into them. Comments: Looks nice, but far from practical. Unless you opponent whiffs a big anti-air, you ain’t getting’ this on nobody. But if you do, never let them live it down. KOF ’97 TEAM RYUJI YAMAZAKI Move Name: ….!! Motion: qcb, qcb + BD Damage: 50% Description: Yamazaki grabs his foe by the head and slams them to the ground. He draws both arms behind his back and two blades protrude out from his sleeves. He then performs multiple, modified ‘Hebi Tsukai’s’ (qcb+A, B, or C) to his grounded foe. Yamazaki then picks his foe up by the neck with his mouth and slams them to the other side of him. Comments: Like a few others, this super has a slight delay so it can’t be comboed. But it does have a little more range than his standard grapple super. If you can scout an incoming ‘sliding’ attack, like Iori’s ‘Maiden Masher’ DM, Yamazaki will snatch ‘em right up. Also, just like the C version of Kyo’s ‘Ura 108 Shiki: Orochi Nagi’ (qcb, hcf+C), Yamazaki is immune to high attacks. ‘BLUE’ MARY RYAN Move Name: M. Typhoon Motion: db, qcf, uf, u, d + BD Damage: 50% Description: Blue Mary climbs on her foe’s head and sails up and off the screen with them. She comes back down and slams her foe on their head. Comments: Mary’s classic grapple super. Still combos well, and has good range. Has the same awkward motion Vice’s super does, but she isn’t required to be airborne, making it useful. BILLY KANE Move Name: Liar Elemental Motion: qcb, hcf + BD Damage: 50% Description: Billy throws his rod and shivers. He then pulls out another rod and performs a combo on his foe that ends with him performing several ‘Dai Senpuu’s’ on his foe and as a fire column engulfs them. Comments: This move is another super counter. If you touch Billy while he is unarmed, he’ll put a hurtin’ on ya. Like Takuma, he cannot be thrown with standard throws, only command grabs, but unlike Takuma, the following supers WILL hit Billy out of this super: Benimaru’s ‘Gen’ei Hurricane’ Leona’s ‘Rebel Spark’ Ralf’s ‘Umanori Vulcan Punch’ and ‘Umanori Galactica Phantom’ Mai’s ‘Shiraniu-ryuu: Kubi no Kitsune’ Yuri’s ‘Hien Hou’ou Kyaku’ Chang’s ‘Tekkyuu Dai Bousou” Choi’s ‘Hou’ou Kyaku’ Iori’s ‘Kin 1211 Shiki: Ya Otome’ Mature’s ‘Heaven’s Gate’ Yamazaki’s ‘Akumu…. soshite kyouki’ Mary’s ‘M. Splash Rose’ K’s ‘Crimson Star Road’ Whip’s ‘Sonic Slaughter: Code KW’ Vanessa’s ‘Champion Puncher’, ‘Crazy Puncher’, and ‘Gaia Gear’ Ramon’s ‘El Diablo Amarillo Ramon’ Kula’s ‘Freeze Completion’ Rugal’s ‘Gigantic Pressure’ and ‘Destruction Omega’ Beware. KOF ’98 TEAM YASHIRO NANAKASE Move Name: [ERROR] CODE 2002 Motion: qcb, hcf + BD Damage: 45% Description: Yashiro performs a ‘Ryoko Ranbu’-like super on his foe Comments: This super comes out pretty quick, and has some good range, too (slightly more than mid-screen). Not as strong as a fully charged ‘Final Impact’ (qcf, qcf +P), but works better in combos. Has a bit of lag if blocked. SHERMIE Move Name: Inazuma Leg Lariat Motion: qcf, qcf + BD when near Damage: 35% Description: Shermie grabs her foe and throws them to the other side of her, like an ‘irish whip’ in wrestling. When they run back to her, she performs a flying knee, electrocuting her foe. Comments: This move combos easily enough, but you’d be better of comboing her ‘Shermie Carnival’ (qcf, qcf + AC), seeing as how it’s stronger, anyway, unless you're just finishing off your opponent and looking to show off. CHRIS Move Name: Honoo no Sadame no Chris Motion: hcb, hcb + AC Damage: N/A Description: Chris kneels down. He stands up, wielding a purple flame. He is now Orochi Chris. Comments: Give yourself some space for this one. You’re gonna need about 1.5 seconds for the transformation to complete. Chris isn’t invincible during any part of the transformation, so use it wisely. Your opponent will be ready to attack for two reasons: a) you’re defenseless b) YOU’RE TRANSFORMING INTO OROCHI CHRIS. Because of the impending threat of an O. Chris transformation, your opponent won't let you get much distance, so be ready. Also, if you are hit before the transformation is complete, you just wasted two supers, so watch yourself. KOF ’99 TEAM K’ Move Name: Crimson Star Road Motion: qcb + C~A (slide from C to A quickly) Damage: 30%-35% Description: K’ slides forward. He disappears briefly and reappears on the other side of his foe. He gives the thumbs down and his foe is set ablaze. Comments: Although not very strong, this super is unblockable. Despite it’s speed, it can’t be comboed (except on Maxima for some reason) unless you use it as a juggle. However, if you buffer this attack from a standing close attack, whether the attack hits or misses, the super will be tough for your opponent to avoid. He doesn’t slide forward very far, but this super is good against turtlers once you get close. MAXIMA Move Name: Arc Enemy Motion: f, B, C, f, C Damage: 70% Description: Maxima performs his ‘System 3: Maxima Lift’ (hcb+K) on his foe. He then performs his ‘Bunker Buster’ (qcf, hcb+P). He returns to the screen and comes down spinning on his foe. An explosion blows Maxima and his foe apart. Comments: Another unblockable, this super comes out right away, but the screen doesn’t flash until he’s about to perform his ‘Bunker Buster’, which he won’t do unless he grabs his opponent. If you’re good at catching people with the ‘Maxima Lift’, then you’d probably be pretty good with this super. It’s also possible to use this as a wakeup move. A surprising amount of people don’t notice that Maxima has a somewhat delayed get up. He’ll stand up, but you won’t be able to hit him as early as you would other characters. Your opponent will try to attack you and miss, creating the perfect opportunity to catch them with this super. WHIP Move Name: Super Black Hawk Motion: b, B, C, b, C Damage: 50% Description: Whip pulls out a gun and shots her foe Comments: This super is unblockable. Like Chang, Whip is invincible and can only be thrown, but her super is much faster than Chang’s (and will hit him out of his HSDM with the proper timing) making it a little more useful against the longer attacks on the game. Her shot can be negated by projectile DMs, however. KOF ‘00 TEAM VANESSA Move Name: Gaia Gear Motion: f, hcf + AC Damage: 50% Description: Vanessa punches her foe. She then sends out a cutting wind at her foe with her opposite hand. Comments: Her strongest super, it combos easily. If the first punch misses, she will perform the second part regardless. It can hit a grounded opponent, as well….. if they don’t recovery roll. It also has pretty nice priority. SETH Move Name: Sigure-Rangiku Motion: f, hcf + AC when near Damage: 15% Description: Seth jumps on his foe’s head, then gets behind them. They swing at Seth but miss, as Seth is back on the other side, and his foe is on the ground. Comments: Another grapple super. This super, although weak, reverses your opponent’s controls for the rest of the round. This super combos well from his b+A command attack. Just like Kyo, he doesn't have the range other grappler characters have, despite appearances to the contrary. Don't be fooled. RAMON Move Name: Hypnotic Tiger Motion: qcb, hcf + AC Damage: 30% if ends with drop kick, 45% if ending with falling head butt Description: Ramon runs forward and performs a combo on his foe. He then whips his opponent to the other side in an ‘irish whip’-like maneuver. Upon retuning to Ramon, he'll either performing a dropkick on his foe, or launch himself off of his foe and come down with a head butt. Comments: Not his strongest super, but it has pretty high priority, and it combos well. The way he ends this super is random, and I’ve heard he has one other finisher, but I have never seen it. KOF ’01 TEAM KULA DIAMOND Move Name: Freeze Completion Motion: AC, BD, ABC Damage: 60% Description: Kula performs her ‘One Inch’ (f+A) command attack. Diana appears and slashes Kula’s foe as Foxy slides through them, knocking them airborne as Kula performs her ‘Freeze Execution’ SDM, encasing her foe in ice. Candy then appears and blasts Kula’s foes with her guns, shattering the ice. Comments: You can combo this super as you would her command attack. Once she fully extends her fist, she’ll knock almost anyone out of almost any ground based attack they have. It's also an overhead, which most people don't know…. K9999 Move Name: Kore wa, maru de….!! Motion: f, b, f, b, f, b, f, b in the air Damage: 45% Description: K9999 floats in the air with his cape. His cape disappears, and so does he soon afterwards. The screen turns white, and his foe is damaged. Comments: Once K9999 starts floating, he can be hit out of this super until his cape disappears. So if your opponent sees you hopping up and down, they’ll be ready to take advantage. What one could do is hop up and down, to give the appearance that you’re trying to do the super to draw your opponent in for a different super. With the proper timing, it can hit Chang out of his HSDM. If the screen is white or turning white as Chang grabs his belly, Chang will be hit. Other than that, this super isn’t that great. ANGEL Move Name: Survivor’s Banquet Motion: Perform ‘Wind’s Fairground’ (b, f, d, df +BD) against jumping attack. Then press BCD Damage: 45% Description: Angel performs the most electrifying move in sports and entertainment. Comments: The people’s elbow. Angel does it. The ‘Wind’s Fairground’ is a counter. Upon Angel slamming her foe to the ground, press BCD. This will also work against attacks that launch your opponent off the ground, like Terry’s ‘Crack Shot’ (qcb+K), or Blue Mary’s ‘Spin Fall’ (qcf+P). An easier way to perform this move is b, f, d, df + BCD. Doing it this way doesn't require you to press BCD a second time. OROCHI TEAM YASHIRO OF THE PARCHED EARTH Move Name: Armageddon Motion: B, D, A, ABC Damage: 70% Description: Yashiro draws back his fist as the background turns to lava. He flies forward and punches the bejesus out of his foe. Comments: This move is unblockable and Yashiro has autoguard until it’s complete, but he can still be thrown or countered. If his guard is broken while performing this move, it is canceled. It’s not instant, but he flies forward pretty quick. Still, a well-placed roll will suffice when trying to avoid this move. Performing the ‘Armageddon’ after his ‘Niragu Daichi’ (when close, hcf+P) is a pretty good setup against average players. SHERMIE OF THE RAGING LIGHTNING Move Name: Unmei no Ya Motion: b, B, C, b, any button Damage: 50% Description: Shermie blows a kiss at her foe. She taunts, then raises her hand to sky. Storm clouds are seen. There’s a flash of lightning, and her foe is struck by lightning. Comments: Like her ‘Mugetsu no Raiun’ (qcf+any), the button you press d etermines where the kiss will appear. If you’re in the arcade, holding the joystick toward your opponent will make the lightning strike them, while on Dreamcast it’s pretty much random, but you can roll just before the lightning hits. Your opponent cannot. CHRIS OF THE FLAMES OF DESTINY Move Name: Sanagi wo yaburi, chou wa mau…. Motion: D, C, d, C, D Damage: 50% Description: Chris transforms into Orochi himself. As Orochi, he performs the ‘Light of Judgment’ on his foe. Comments: Once Chris has completely transformed, he’s invincible to everything but throws and ground smashing moves. Once he’s performed the ‘Light of Judgment’, he reverts back to Orochi Chris, but cannot move right away. This super's not all that quick, but can catch your opponent off guard if you have hands fast enough to use this as a counter attack. Like K9999's HSDM, this super can hit Chang out of his HSDM. EDIT CHARACTERS ‘KUSANAGI’ Move Name: Saishuu Kessen Ougi Reishiki Motion: qcf, qcf + AC Damage: 70% Description: Kusanagi seemingly throws a fireball, but a fire column appears instead, striking his foe. He then punches his foe repeatedly. Comments: This super is surprisingly strong. It combos well from a standing close C or D. The fire column serves as a good anti-air and the some of the remaining hits may combo, but for less energy. He is, however, hit out of this super at start-up rather easily. SHINGO YABUKI (Dreamcast/PS2 only) Move Name: Shingo Kinsei Ore ‘Mushiki’ Motion: qcb, hcf + AC Damage: 50% Description: Shingo performs two ‘115 Shiki: Dokugami Mikansei’s’ (qcf+C), two ‘Shingo Kinsei Oreshiki: Nie Togi’ (f, d, df +K when near), and a ‘100 Shiki: Oniyaki Mikansei’ (f, d, df+P) on his foe before falling on his face. Comments: This super combos easily enough, but if your opponent blocks it, or if you miss all together, Shingo will complete the move regardless, putting him in a very bad position if your opponent performs a 'Guard Cancel Emergency Evade' (AB while blocking). If you’re not performing this move in a combo, don’t do it at all. KING (Dreamcast/PS2 only) Move Name: Surprise Rose Motion: b, f, df, d + BD Damage: 65% Description: King flips forward onto her foe, performing several of her old ‘Surprise Rose’ moves before kicking her for away. Comments: Another combo friendly move. The distance of this attack is very precise, King will not automatically track your opponent is, and it has noticeable lag, as well. Use with caution. RIOT OF THE BLOOD IORI (PS2 only) Move Name: ???! Motion: qcf, hcb+ BD when near Damage: 40% Description: Iori performs his '212 Shiki: Kototsuki In' (hcb+K) and then holds his foe in the air by the throat. A purple fire column engulfs both Iori and his foe before erupting. Comments: ROTB Iori's 'exceed' from SvC: Chaos. This is yet another grapple super, but due to it's relatively simple motion, it combos very easily from a standing close C or ducking C. If you hit your opponent with ROTB Iori's 'Ura 108 Shiki: Ya Sakazuki' (qcb, hcf+AC), his HSDM will NOT connect. Of course, if you were to hit them first...... GOENITZ (PS2 only) Move Name: Shin Yaotome: Jissoukoku Motion: qcb, hcf+AC Damage: 40% Description: Goenitz throws an arm up and performs his D 'Hyouga' (qcb+D) and flies at his foe. He slashes them wildly with his hands as 'Yonokazes' (hcf+ any button) appear with each slash. Goenitz then holds his foe above his head and chokes the life out of them before jumping and slamming them to the ground. Comments: Don'cha just love Goenitz? No? Ah, screw you. Anyway, a good way to use this super is when your opponent attacks or throws a projectile. Since Goenitz teleports first, the attack will whiff and Goenitz will rip your opponent to pieces. Not much use outside of that, though. This HSDM goes full screen, but has lag if blocked. GEESE HOWARD (PS2 only) Move Name: Deadly Rave Motion: hcb, f+BCD. Then A, A, B, B, C, C, D, D, qcb+CD Damage: 47% Descption: Geese charges his foe. He then performs an 8-hit combo, and then finishes his foe off with a dispersement of energy form his hands. Comments: Geese doesn't charge at his opponent super fast or anything, but it is fast enough to combo from most any attack. You can even fore go the final hit of this super and perform a special move, OR a ducking C, MAX mode, and 'Deadly Rave' again, if you have that many supers. A great super for a cheap character.... OMEGA RUGAL Move Name: Kaiser Phoenix Motion: hcf, hcf + AC Damage: varies greatly Description: Rugal throws a random amount of random forms of his ‘Kaiser Wave’ (f, hcf+P) at his foe. Comments: This super stinks. Although Rugal may throw the unblockable version of his ‘Kaiser Wave’, he throws them back to back to back, and the majority of the waves will miss. Also there’s no way of knowing how many he’ll throw, and they aren’t as strong as when he’d throw them normally. Ah well. What are you doing using Rugal anyway? Scrub…… ============================================================================== THANX SNKPlaymore: Without you, there’d be no KOF, and I’d cry. CJayC: Creator of GameFAQs. If there were no GameFAQs, no one would figure out how to get all the endings in Story Mode on Guilty Gear…. NO ONE. ketsudan hyougashimo: Gave me some good insight on Kula’s and Angel’s HSDM, as well as giving my FAQ the once over and being a good competitor and a good guy to know. Tanx again. Kiyani, Mike, and Roland: While I reign supreme over them in everyway (BWAHAHAA!!!!), just thought I’d mention ‘em. They’re good friends of mine. The FNG crowd: Kinn, Henry, Joe, Deandre, Deity, Julian….. all you bastards. Playing you guys has made my God-like skills even better, and it’s always a blast gaming with you guys. Snow Wanderer: Returning the favor. This guy has great insight and is always cool to talk to, despite his AWFUL taste in characters ^_~. Kao Megura: I didn’t know the real name of ANY of these moves or the general structure of a FAQ, so what better place to look than his? R.I.P. Chris MacDonald. Chemistry Ooi: E-mailed me the recently added Goro HSDM combo, as well as complementing my FAQ. Much obliged, friend. Those that shall remain nameless: Here. Everything I know about the HSDMs. Now print this out and leave me alone. Bother me about these moves again and I’M GOING TO STAB YOU. Thanx for reading.