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