Garou -Mark of the Wolves- -- FAQ v5.0
For the MVS arcade system and Neo Geo home systems
by James Kuroki (
[email protected])
Last update: 4/2/00
Unpublished work copyright 1999-2000 James Kuroki
This is a document intended for free use. It may be reproduced, so long
that this disclaimer or the above copyright is not removed, or modified
in any way. This must also be free, and cannot be used to make a profit.
This FAQ may not be used for promotional purposes, which include (but
not limited to) prizes at tournaments, or magazine articles. Do not
plagarize, as that is a sign of disrespect, and just plain stupid.
If you are going to post this FAQ on your web page, email me,
James Kuroki (
[email protected]) first, OK?
Garou and all the charcters are copyrights of SNK of
Japan and America.
-------------------------------------------------------------------------
Latest versions of this FAQ can be found at:
-------------------------------------------------------------------------
Gamefaqs www.gamefaqs.com
About.com Guide to Video Game Strategies vgstrategies.about.com
Under the Neo Geo Moon welcome.to/undertheneogeomoon
King Of Fighters Millennium welcome.to/kofmillennium
Cheat Heaven Cheat-Heaven.com
Kazuya www.emuhp.com/kazuya/
Garou - Mark of the Wolves Studio chrisgado.free.fr/home.htm
=================
TABLE OF CONTENTS
=================
1) HOW TO PLAY
-FAQ Notations
-Life and Power
-New Game Features
2) PROFILES AND STORIES
-Rock Howard
-Terry Bogard
-Kim Dong Hwan
-Kim Jae Hoon
-Hotaru Futaba
-Gato
-Bonne Jenet
-Marco Rodriguez
-Hokutomaru
-Freeman
-The Griffon Mask
-Kevin Rian
-Grant
-Kain R. Heinlein
3) MOVE LIST
-Rock Howard
-Terry Bogard
-Kim Dong Hwan
-Kim Jae Hoon
-Hotaru Futaba
-Gato
-Bonne Jenet
-Marco Rodriguez
-Hokutomaru
-Freeman
-The Griffon Mask
-Kevin Rian
-Grant
-Kain R. Heinlein
4) MOVE ANALYSIS
-Rock Howard
-Terry Bogard
-Kim Dong Hwan
-Kim Jae Hoon
-Hotaru Futaba
-Gato
-Bonne Jenet
-Marco Rodriguez
-Hokutomaru
-Freeman
-The Griffon Mask
-Kevin Rian
-Grant
-Kain R. Heinlein
5) TAUNTS, POSES, AND PHRASES
-Rock Howard
-Terry Bogard
-Kim Dong Hwan
-Kim Jae Hoon
-Hotaru Futaba
-Gato
-Bonne Jenet
-Marco Rodriguez
-Hokutomaru
-Freeman
-The Griffon Mask
-Kevin Rian
-Grant
-Kain R. Heinlein
6) COMBINATION ATTACKS AND COMBOS
-Rock Howard
-Terry Bogard
-Kim Dong Hwan
-Kim Jae Hoon
-Hotaru Futaba
-Gato
-Bonne Jenet
-Marco Rodriguez
-Hokutomaru
-Freeman
-The Griffon Mask
-Kevin Rian
-Grant
-Kain R. Heinlein
7) SECRETS
8) MISCELLANEOUS
9) AUTHOR'S COMMENTS
10) SPECIAL THANKS
11) REVISION HISTORY
NOTE: The official name of the game is "Garou: -Mark of the Wolves-" in
both Japan and the US. It is not longer Fatal Fury.
=========================================================================
1. HOW TO PLAY
=========================================================================
---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
-------------------------------------------------------------------------
---Other Commands--------------------------------------------------------
AB - low dodge attack
d + AB - high dodge attack
during T. O. P. mode, CD - T. O. P. Attack
f, f - dash (front step for some characters)
b, b - back dash
tap u quickly - small jump
when close, f or b + C - throw
right when grabbed, f or b + C - Throw Escape
A, right before down - Down Evade - forward (small)
B, right before down - Down Evade - back (small)
C, right before down - Down Evade - forward (big)
D, right before down - Down Evade - back (big)
f + AC or d + AC - Feint Move
Start Button - Taunt
---Move Notations--------------------------------------------------------
qcf : Roll the joystick from d to f (d,df,f)
qcb : Roll the joystick from d to b (d,db,b)
hcf : Roll the joystick from b to d to f (b,db,d,df,f)
hcb : Roll the joystick from f to d to b (f,df,d,db,b)
charge : hold listed direction for 2 or more seconds
360 : Roll the joystick in a circle, either way
720 : Roll the joystick in a circle twice, either way
(air) : move is possible in air
(BR) : move is a Brake Move, and is cancellable with AB
-------------------------------------------------------------------------
Life Guage and Power Meter
-------------------------------------------------------------------------
Your life guage is located at the top of your screen, and displays the
amount of damage you can take. Each hit you take will decrease the
guage, and when it is empty, you lose the round. You play best of 3
rounds with your opponent, and the winner moves on to the next match.
Unlike the Real Bout series, you no longer have two bars, one
overlapping the other. Once one bar is depleted, you lose.
The power meter is located at the bottom of the screen. The bar can
charge up twice, once for the S. Power (Supers) and twice for the P.
Power (Potentials). There are no Break Shots (B. Power) in this game.
Supers and Hidden Powers have been simplified. Every character has 2
Supers and 2 Potentials. It is qcf, qcf + A for Super number 1 and
qcf, qcf + B or Super number 2, and qcf, qcf + C for Potential number
1, and qcf, qcf + D for Potential number 2. This goes with all
characters, except for The Griffon, where the buttons are the same but
his motion is a 720. Also the Potentials now seem to be just
powered-up versions of the Supers (like the MAX Supers of KOF). There
are some Hidden supers with certain characters.
-------------------------------------------------------------------------
Guard Crush
-------------------------------------------------------------------------
If you guard too often, your body will turn red, indicating that your
Guard Crush meter is almost to its critical point. Another heavy hit,
and you will be wide open for a big combo. To prevent this, use the
Just Defense system explained below.
-------------------------------------------------------------------------
Feint Moves
-------------------------------------------------------------------------
As with previous installments of the Garou Densetsu series, each
character has two feint moves. Do them by pressing either d + AC or
f + AC. You can not only use this to fake the opponent out, but you
can use the moves to combo.
For example, Dong Hwan has nothing to connect after a Close C. But if
you press Close C --> feint move --> A, it actually combos.
Feint moves seem useless enough, but in fact are a very important factor
to mastering the game.
-------------------------------------------------------------------------
T. O. P. System
-------------------------------------------------------------------------
The T. O. P. System is a completely new system incorporated into the
latest installation of the Fatal Fury series.
It stands for Tactical Offensive Position.
Before each match, you adjust the T. O. P. meter about 3 places on the
life meter (beginning, middle, end). When your life meter reaches the
T. O. P. guage, your character flashes, and you get several advantages:
1) Offensive Power Up
2) Life recovery (slowly)
3) Ability to use T. O. P. attack
When your life meter falls out a T. O. P. range, you return to normal.
T. O. P. Attacks have several uses. One, it does heavy damage, same as
a good special. Plus the guard crush power of the attacks are big.
-------------------------------------------------------------------------
Just Defense
-------------------------------------------------------------------------
If you defend a move at the last second, your character will flash
blue, and you will gain health (the amount you gain back varies with
the move). It is similar to parrying in Street Fighter 3.
You can also do this in the air.
Just Defense have these special advantages:
1) Life Recovery
2) Guard Stamina does not decrease
3) Ability to use Guard Cancel
You can Just Defend anything, including Supers and anti-airs. Plus
you can Just Defend multiple times, where otherwise you would get hit.
For instance, you cannot air block Rock's Rising Tackle, but you can
Just Defend it several times.
Remember, this is not like Samurai Spirits or Gekka no Kenshi (Last
Blade) where you make an opening, or like Street Fighter 3, where you
can move first. Just think of it as a block where you gain energy.
Just Defense is an essential to learn, as you gain energy back, allows
you to block otherwise unblockable moves in the air, and it gives you a
chance to counter-attack (Guard Canel).
-------------------------------------------------------------------------
Braking
-------------------------------------------------------------------------
You can stop certain special moves in the middle of it.
Each character has at least one Brake-able move.
For instance, during Terry's Power Dunk, pressing AB (same time) at a
certain time will stop the move, and you can follow up with other moves.
Also, Braking will allow you to recover quicker than if you didn't
Brake.
For example, Jae Hoon's Hien Zan leaves him wide open if he misses, but
Braking it will set you right back onto the ground.
-------------------------------------------------------------------------
Taunting
-------------------------------------------------------------------------
It's not really new, but there are new parts added to this.
I am not sure if taunts actually have any special meaning, but it's
cool anyways.
Hitting start during battle will taunt. You can cancel out by moving.
Simple, huh?
Here's the cool part: everyone has 3 taunts AT THE END OF THE ROUND!
There's the normal in-fight taunt, and 2 special finishing taunts.
You do them right after it says "KO" and one is done f + Start and the
other b + Start. Some of these are really kick-ass!
I will add a taunt list later.
=========================================================================
2. PROFILES AND STORIES
=========================================================================
-------------------------------------------------------------------------
ROCK HOWARD
-------------------------------------------------------------------------
Age: 17 years old
Height: 178 cm
Weight: 70 kg
Birthday: June 24
Blood Type: B
Nationality: America
Fighting Style: Kobu-justu (Kobu) + Martial Arts
Hobbies: Touring, playing the base (he can perfectly copy any
song he hears once)
Specialty: Cooking (in the midsts of making food for fast-food
loving Terry he be a pro at it)
Most Important: The hat the Terry gave him, his bike (Honda)
Most Unpleasant: Women (growing up with a bunch of men, he's become a
little shy)
Likes: Driver Gloves
Dislikes: People who boast all the time
Favorite Food: Jumbalaya (but he doesn't like the sausages)
Favorite Music: Hard Rock
Best Sport: Street Basket (3 on 3)
-------------------------------------------------------------------------
TERRY BOGARD
-------------------------------------------------------------------------
Age: 35 years old
Height: 182 cm
Weight: 81 kg
Birthday: March 15
Blood Type: O
Nationality: America
Fighting Style: Martial Arts
Hobbies: Wall Paint
Specialty: Making 50 3-point shots in a row
Most Important: Ukkee, his monkey (ran away from home right now)
Most Unpleasant: Cigar/cigarrettes
Likes: Vintage Jeans
Dislikes: Slugs
Favorite Food: Rock's specialty Club House Sandwiches (he overate
recently and is a littly chubby)
Favorite Music: Country
Best Sport: Basketball
-------------------------------------------------------------------------
KIM DONG HWAN
-------------------------------------------------------------------------
Age: 20 years old
Height: 181 cm
Weight: 78 kg
Birthday: June 13
Blood Type: O
Nationality: South Korea
Fighting Style: Tae Kwon Do
Hobbies: Hitting on girls
Specialty: Gluttony (his record is 60 plates of clams)
Most Important: His girlfriends
Most Unpleasant: His father (although he does respect him)
Likes: High-cut Sneakers
Dislikes: Rats
Favorite Food: Korean Barbeque
Favorite Music: J-Pop
Best Sport: Winter Sports (especially Snow Boarding)
-------------------------------------------------------------------------
KIM JAE HOON
-------------------------------------------------------------------------
Age: 19 years old
Height: 177 cm
Weight: 72 kg
Birthday: December 29
Bloodtype: A
Nationality: South Korea
Fighting Style: Tae Kwon Do
Hobbies: Study Tae Kwon Do's history
Specialty: Reciting Pi to the 27th decimal place
Most Important: His family
Most Unpleasant: Really sweet candy
Likes: Small animals (rabbits, hamsters, pharrots, etc.)
Dislikes: Evil people
Favorite Food: Really hot Chi ge
Favorite Music: Techno
Best Sport: Mat exercises
-------------------------------------------------------------------------
HOTARU FUTABA
-------------------------------------------------------------------------
Age: 16 years old
Height: 156 cm
Weight: 42 kg
Three Sizes: B 78/ W 54/ H 80
Birthday: May 11
Blood Type: A
Nationality: Japan
Fighting Style: Chinese Kenpo "Juu-kei" (gentle lineage)
(like Tai Kyoku Ken, Hakkake Shou)
Hobbies: Cute ribbon collection
Specialty: She can make any animal out of snow
Most Important: Itokatsu, her ferrot
Most Unpleasant: Strong alchohic beverages
Likes: Dangling-style Linear Coasters
Dislikes: Earthquakes
Favorite Food: Chocolate Ice Cream Banana Parfet
Favorite Music: Pops
Best Sport: High jump
-------------------------------------------------------------------------
GATO
-------------------------------------------------------------------------
Age: 26 years old
Height: 180 cm
Weight: 82 kg
Birthday: May 27
Blood Type: A
Nationality: Unknown
Fighting Style: Chinese Kenpo "Gou-kei" (firm lineage)
(like Hakkyoku Ken, Shin-i Rokuai Ken)
Hobbies: Calligraphy
Specialty: He can hold his breath underwater for 10
minutes
Most Important: Mother's necklage momento
Most Unpleasant: Paying attention
Likes: Anything grand, dynamite, beautiful
Dislikes: Anyone who humbles himself
Favorite Food: Tomyankun
Favorite Music: Homey
Best Sport: Swimming
-------------------------------------------------------------------------
BONNE JENET
-------------------------------------------------------------------------
Age: 19 years old
Height: 167 cm
Weight: 49 kg
Three Sizes: B 86/ W 57 / H 89
Birthday: January 23
Blood Type: AB
Nationality: England
Fighting Style: LK Arts
Hobbies: Nail Art, invading territorial waters
Specialty: Her "internal clock" is never off by more than
one minute
Most Important: Her "Lilien Knights" companions, and the newest
weapons of the "Lilien Knights".
Most Unpleasant: Mornings
Likes: The silence and stillness of 1000 meters deep in
the sea.
Dislikes: Diesel ships (because they stink)
Favorite Food: Sirlion Steak (she saves them valuably in the
galley)
Favorite Music: Euro Beat
Best Sport: Tennis, Equestrian
-------------------------------------------------------------------------
MARCO RODRIGUEZ
-------------------------------------------------------------------------
Age: 40 years old
Height: 183 cm
Weight: 91 kg
Birthday: September 4
Blood Type: A
Nationality: Brazil
Fighting Style: Kyokugen-ryuu Karate (Kyokugen-style Karate)
Hobbies: Reading picture books (he aways cries reading
Disney stories)
Specialty: Sewing, tailoring.
Most Important: His black belt, his Kyokugen signboard
Most Unpleasant: Sake
Likes: His hut for training
Dislikes: Cockroaches
Favorite Food: Chicken curry, rakkyou, grilled (roasted) chicken
Favorite Music: Samba (it boils his blood)
Best Sport: Shotput
-------------------------------------------------------------------------
HOKUTOMARU
-------------------------------------------------------------------------
Age: 14 years old
Height: 154 cm
Weight: 40 kg
Birthday: October 7
Blood Type: O
Nationality: Japan
Fighting Style: Koppou and Shiranui-ryuu Ninjustu (Shiranui-style
Ninjustu)
Hobbies: Going to the hot springs in the mountains with
monkeys
Specialty: He can climb the tallest tree in the mountains
in 16.3 seconds (now attempting to break the record)
Most Important: His master and all the Shiranui-ryuu people
Most Unpleasant: Shiranui "Oneechan" (big sister)
Likes: Hot springs
Dislikes: Hairy caterpillars
Favorite Food: Shabon Nabe (?)
Favorite Music: Japanese Kotone (Shiranui Oneechan plays it for him)
Best Sport: Athletics
-------------------------------------------------------------------------
FREEMAN
-------------------------------------------------------------------------
Age: 24 years old
Height: 185 cm
Weight: 80 kg
Birthday: November 21
Blood Type: Unknown
Nationality: England
Fighting Style: Ga-ryuu Kakutoujustu (self-style fighting) "Zanki"
Hobbies: Popping bubble wrap
Specialty: As long as his head can fit, he can slip through
anything
Most Important: His drill necklace (he likes it)
Most Unpleasant: Flowers with a lot of pollen
Likes: The edges of needles and blades
Dislikes: The middle of a big crowd
Favorite Food: Fish & Chips
Favorite Music: Heavy Metal
Best Sport: none
-------------------------------------------------------------------------
THE GRIFFON MASK
-------------------------------------------------------------------------
Age: 27 years old
Height: 215 cm
Weight: 118 kg
Birthday: April 25
Blood Type: O
Nationality: Mexico
Fighting Style: Pro Wrestling
Hobbies: none
Specialty: He can hold 5 average men on his bridge
Most Important: His Griffon mask
Most Unpleasant: Magazine interviews
Likes: The smile of children
Dislikes: Illegal moves, and the wrestlers who use them
nonchalantly
Favorite Food: "I eat anything a lot!" (quote from Griffon)
Favorite Music: "The Theme of Griffon" (His entrance song in
wrestling)
Best Sport: Triathelon
-------------------------------------------------------------------------
KEVIN RIAN
-------------------------------------------------------------------------
Age: 37 years old
Height: 187 cm
Weight: 89 kg
Birthday: December 17
Blood Type: B
Nationality: America
Fighting Style: SWAT Mercenary Techniques
Hobbies: Collects goods of a certain Sci-Fi movie
(he says he saw all 6 movies on the premier
day)
Specialty: Paint Ball
Most Important: His best friend
Most Unpleasant: Medicine (he refuses to take them even when
he's sick)
Likes: Loose, leisurely clothing
Dislikes: Tight, formal clothing
Favorite Food: Spare Ribs
Favorite Music: Jazz
Best Sport: Darts
-------------------------------------------------------------------------
GRANT
-------------------------------------------------------------------------
Age: Unknown
Height: 201 cm
Weight: 105 kg
Birthday: January 8
Blood Type: A
Nationality: America
Fighting Style: Ankoku Karate
Hobbies: Making China (plates)
Specialty: He can hold any emotions to himself
Most Important: A picture of him, Kain, and Merry from long ago
Most Unpleasant: Hot places
Likes: Nationalistic Masks
Dislikes: Begging for life
Favorite Food: Beef Stew
Favorite Music: Doesn't listen to music
Best Sport: Weightlifting
-------------------------------------------------------------------------
KAIN R. HEINLEIN
-------------------------------------------------------------------------
Age: 26 years old
Height: 183 cm
Weight: 76 kg
Birthday: February 16
Blood Type: B
Nationality: America
Fighting Style: Ankoku Shinkuu-Ken
Hobbies: Reading
Specialty: He can tell others' emotions by looking at their eyes
Most Important: All the people that surround him (his people)
Most Unpleasant: Emotions
Likes: A starry night sky
Dislikes: Emotions
Favorite Food: Apple Pie
Favorite Music: Classic
Best Sport: None (he can do anything, though)
=========================================================================
3. MOVE LIST
=========================================================================
??? - Tentative name
BR - Brake move
Supers - wastes 1 bar on power guage
Hidden - wastes 2 bars on power guage
T. O. P. Attack - CD in the middle of T. O. P. mode
Note: when the name is tentative I did 1 of 3 things:
1) Put the description of the move as the name
2) Put what they say (or what I think they say) as the name
3) The name of a move that look similar to the move
-------------------------------------------------------------------------
ROCK HOWARD
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Kokuu Sen when close, f or b + C
----------------------------[ Special Moves ]----------------------------
Reppu Ken qcf + A
Double Reppu Ken qcf + C
Crack Counter Jou-dan (high) qcf + B
Crack Counter Ge-dan (low) qcf + D
Rising Tackle (weak) charge d, u + A
Rising Tackle (strong) charge d, u + C
Hard Edge (weak) qcb + A
Hard Edge (strong) qcb + C
Rage Run - Type "Dunk" qcb + B
Rage Run - Type "Shift" qcb + D
Shinkuu Nage (BR) when close, 360 + C
Rasetsu after Braking Shinkuu Nage, hold AB
and let go
-----------------------------[ Super Moves ]-----------------------------
Raging Storm qcf, qcf + A
Shine Knuckle qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Raging Storm qcf, qcf + C (holdable)
Shine Knuckle qcf, qcf + D
Deadly Rave - Neo hcb, f + A, A, A, B, B, C, C, D, D,
qcb + C
---------------------------[ T. O. P. Attack ]---------------------------
OVERHEAD KICK
-----------------------------[ Feint Moves ]-----------------------------
f + AC Shine Knuckle
d + AC Reppu Ken
-------------------------------------------------------------------------
TERRY BOGARD
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Buster Throw when close, f or b + C
----------------------------[ Special Moves ]----------------------------
Power Wave (weak) qcf + A
Power Wave (strong) qcf + C
Burn Knuckle (weak) qcb + A
Burn Knuckle (strong) qcb + C
Power Dunk (weak) (BR) f, d, df + B
Power Dunk (strong) (BR) f, d, df + D
Crack Shoot (weak) qcb + B
Crack Shoot (strong) qcb + D
Power Charge (weak) f, f + A (up to 3 times)
Power Charge (strong) f, f + C (up to 3 times)
-----------------------------[ Super Moves ]-----------------------------
Power Geyser qcf, qcf + A
Buster Wolf qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Power Geyser qcf, qcf + C
Buster Wolf qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
MAX DUNK
-----------------------------[ Feint Moves ]-----------------------------
f + AC Burn Knuckle (weak)
d + AC Burn Knuckle (strong)
-------------------------------------------------------------------------
KIM DONG HWAN
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Tai-otoshi when close, f or b + C
Tai-hineri in air close, anything but u + C
----------------------------[ Command Moves ]----------------------------
Super Jump d, then quickly jump (ub, u, or uf)
Sankaku-tobi in air by wall, opposite direction
Ushiro-geri in air, b + C
----------------------------[ Special Moves ]----------------------------
Raimei Zan (weak) qcb + B
Raimei Zan (strong) qcb + D
Kuu Sa Jin (weak) (BR) f, d, df + A
Kuu Sa Jin (strong) (BR) f, d, df + C
Hishou Kyaku (weak) in air, d + B
Hishou Kyaku (strong) in air, d + D
Shiden Kyaku (weak) qcf + B
Shiden Kyaku (strong) qcf + D
Ashi Binta hcf + C
-----------------------------[ Super Moves ]-----------------------------
Super Dong Hwan Kyaku in air, qcf, qcf + A
Raimei Dan qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Super Dong Hwan Kyaku in air, qcf, qcf + C
Raimei Dan qcf, qcf + D (hold)
Ore-sama Hou-Ou Kyaku qcf, qcf, qcf + C
---------------------------[ T. O. P. Attack ]---------------------------
KAITEN DONG HWAN
-----------------------------[ Feint Moves ]-----------------------------
f + AC Shiden Kyaku (weak)
d + AC Shiden Kyaku (strong)
-------------------------------------------------------------------------
KIM JAE HOON
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Tai-otoshi when close, f or b + C
----------------------------[ Command Moves ]----------------------------
Shou-Kyaku Hou during backstep, B
----------------------------[ Special Moves ]----------------------------
Hien Zan (weak) (BR) charge d, u + B
Hien Zan (strong) (BR) charge d, u + D
Hangetsu Zan (weak) qcb + B
Hangetsu Zan (strong) qcb + D, follow up w/ d + D
Hishou Kyaku (weak) in air, d + B
Hishou Kyaku (weak) Hassei Waza >from Hishou Kyaku (weak), df + B
>from Hishou Kuaku (weak), qcb + B
Hishou Kyaku (strong) in air, d + D
Hishou Kyaku (strong) Hassei Waza >from Hishou Kyaku (strong), df + D
>from Hishou Kuaku (strong), qcb + D
Ryuusei Raku (weak) qcf + B
Ryuusei Raku (strong) qcf + D
Shakka Shuu (weak) qcf + A (hold)
Shakka Shuu (strong) qcf + C (hold)
-----------------------------[ Super Moves ]-----------------------------
Hou-yoku Ten-Shou Kyaku qcf, qcf + A
Hou-ou Kyaku qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Hou-yoku Ten-Shou Kyaku qcf, qcf + C (hold - let go)
Hou-ou Kyaku qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
HIGH-ANGLE NERI-CHAGI
-----------------------------[ Feint Moves ]-----------------------------
f + AC Shakka Shuu
d + AC Hou-ou Kyaku
-------------------------------------------------------------------------
HOTARU FUTABA
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Ten Raku-tou when close, f or b + C
Hanten-tou in air close, anything but u + C
----------------------------[ Command Moves ]----------------------------
Kuuchuu Furi-Muki in air, CD (same time)
Kou-shuu Da in air, d + B
----------------------------[ Special Moves ]----------------------------
Hakki Shou (weak) qcf + A
Hakki Shou (strong) qcf + C
Ren-geki Shuu (weak) in air, qcb + B
Ren-geki Shuu (strong) in air, qcb + D
Ten-shin Shou (weak) f, d, df + B
Ten-shin Shou (strong) f, d, df + D
Sou-Shou Shin (weak) qcb + A
Sou-Shou Shin (strong) qcb + C
Sha-jou Tai when close, hcf + D
Ko-bi Kyaku (weak) (BR) qcb + B
Ko-bi Kyaku (strong) (BR) qcb + D
-----------------------------[ Super Moves ]-----------------------------
Sou-Shou Ten-Ren-Ge qcf, qcf + A
Ten-Shou Ran-Ki qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Sou-Shou Ten-Ren-Ge qcf, qcf + C (hold)
Ten-Shou Ran-Ki qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
SEN-KAI EN
-----------------------------[ Feint Moves ]-----------------------------
f + AC Hakki Shou
d + AC Sou-Shou Shin
-------------------------------------------------------------------------
GATO
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Dai-en Shin when close, f or b + C
Dan-Zetsu Tai when close, f or b + D
----------------------------[ Command Moves ]----------------------------
Mu-ran-Geri f + B
Kuuchuu Furi-Muki in air, CD (same time)
Sai-Gaku f + A
----------------------------[ Special Moves ]----------------------------
Shin-Ga (weak) qcf + A
Shin-Ga (weak) Tsuika Kougeki >from Shin-Ga (weak), f, f + A
Shin-Ga (strong) qcf + C
Shin-Ga (strong) Tsuika Kougeki >from Shin-Ga (strong), f, f + C
Rai-Ga (weak) (BR) f, d, df + B
Rai-Ga (strong) (BR) f, d, df + D
Fuu-Ga (weak) qcb + B
Fuu-Ga (strong) qcb + D
Kou-Ga >during Fuu-Ga, A
Sen-Ga >during Fuu-Ga, B
Kyuu-Ga >during Fuu-Ga, C
Katsu-Ga >during Fuu-Ga, D
Hou-zan Sai Heki-Ga charge d, u + C
-----------------------------[ Super Moves ]-----------------------------
Zero Kiba qcf, qcf + A
Tatsu Kiba qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Zero Kiba qcf, qcf + C
Tatsu Kiba qcf, qcf + D
Ten-Ryuu Retsu-Kiba f, d, df + AB (up to 3 times)
---------------------------[ T. O. P. Attack ]---------------------------
MOU-KO KOU HAZAN
-----------------------------[ Feint Moves ]-----------------------------
f + AC Shin-Ga
d + AC Rai-Ga
-------------------------------------------------------------------------
BONNE JENET
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Bye-Bye Boo when close, f or b + C
Falling Crush in air close, anything but u + C
----------------------------[ Command Moves ]----------------------------
Super Jump d, then quickly jump (ub, u, or uf)
----------------------------[ Special Moves ]----------------------------
Crazy Ivan (weak) qcb + A
Crazy Ivan (strong) qcb + C
Gulf Tomahawk (weak) qcb + B
Gulf Tomahawk (strong) qcb + D
The Hind (weak) (BR) qcf + B
The Hind (strong) (BR) qcf + D
Buffrass (weak) qcf + A
Buffrass (strong) qcf + C
Harrier Bee (weak) in air, d + B, then B, B, B, B
Harrier Bee (strong) in air, d + D, then D, D, D, D
-----------------------------[ Super Moves ]-----------------------------
Many Many Torpedo qcf, qcf + A
Aurora qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Many Many Torpedo qcf, qcf + C
Aurora qcf, qcf + D
An Oi Mademoiselle during Just Defense,
A then B, then C (quickly)
---------------------------[ T. O. P. Attack ]---------------------------
ROLLING THUNDER
-----------------------------[ Feint Moves ]-----------------------------
f + AC Many Many Torpedo
d + AC Aurora
-------------------------------------------------------------------------
MARCO RODRIGUEZ
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Kyokugen Zu-Tsuki when close, f or b + C
----------------------------[ Command Moves ]----------------------------
Kyokugen Hiji f + A
----------------------------[ Special Moves ]----------------------------
Ko-ou Ken (weak) qcf + A
Ko-ou Ken (strong) qcf + C
Hien Shippu Kyaku (weak) qcf + B
Hien Shippu Kyaku (strong) qcf + D
Ryuu-Sen Ken hold C and let go (4-level power up)
Ko-Sen Kyaku hold D and let go (4-level power up)
Jou-dan Harai qcb + A
Ge-dan Harai qcb + B
Ko Hou (weak) (BR) f, d, df + A
Ko Hou (strong) (BR) f, d, df + C
-----------------------------[ Super Moves ]-----------------------------
Haou Shoukou Ken qcf, qcf + A
Kyokugen Ko Hou qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Haou Shoukou Ken qcf, qcf + A
Kyokugen Ko Hou qcf, qcf + B
Ryuuko Ranbu qcf, qcf, qcf + C (C repeatedly)
Level 1: 0 -- 2 times
Level 2: 3 -- 6 times
Level 3: 7 -- 9 times
Level 4: 10 or more times
---------------------------[ T. O. P. Attack ]---------------------------
ZAN-RETSU KEN
-----------------------------[ Feint Moves ]-----------------------------
f + AC Haou Shoukou Ken
d + AC Kyokugen Ko Hou
-------------------------------------------------------------------------
HOKUTOMARU
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Hikkaki when close, f or b + C
Non-men Tsukuri in air close, anything but u + C
----------------------------[ Command Moves ]----------------------------
Sliding df + B
Kuuten Keri df + D
Ni-dan Jump in air, jump again
----------------------------[ Special Moves ]----------------------------
Karakusa-Giri (weak) qcb + A (hold just for dash)
Karakusa-Giri (strong) qcb + C (hold just for dash)
Rakka-Zan - Kyou qcb + B (air)
Rakka-Zan - Jitsu qcb + D (air)
Kuu Ha Dan (weak) (BR) qcf + B
Kuu Ha Dan (strong) (BR) qcf + D
Shuriken (weak) qcf + A
Shuriken (strong) qcf + C
Kuuchuu Shuriken (weak) in air, qcf + A
Kuuchuu Shuriken (strong) in air, qcf + C
-----------------------------[ Super Moves ]-----------------------------
Chou Hissatsu Shuriken qcf, qcf + A (AB to finish)
Ougi - Chou Hissatsu Tatsumaki qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Chou Baku-en Kunai qcf, qcf + C (AB to finish)
Kyuukyoku Ougi - Chou Bakuen Tatsumaki qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
NIN-POU BAKUEN JUMP
-----------------------------[ Feint Moves ]-----------------------------
f + AC Karakusa-Giri
d + AC Shuriken
-------------------------------------------------------------------------
FREEMAN
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Gore Fest when close, f or b + C
----------------------------[ Special Moves ]----------------------------
Nightmare (weak) qcf + A
Nightmare (strong) qcf + C
Crow (weak) qcb + B
Crow (strong) qcb + D
Phobia (weak) f, d, df + A
Phobia (strong) f, d, df + C
V. O. D. (weak) qcb + A (up to 3 times)
V. O. D. (strong) qcb + C (up to 3 times)
Morbid Angel (weak) (BR) hcf + B
Morbid Angel (strong) (BR) hcf + D
-----------------------------[ Super Moves ]-----------------------------
Full Blast qcf, qcf + A (hold)
Creeping Death qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Full Blast qcf, qcf + C (hold)
Creeping Death qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
OVERKILL
-----------------------------[ Feint Moves ]-----------------------------
f + AC Full Blast
d + AC Phobia
-------------------------------------------------------------------------
THE GRIFFON MASK
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Griffon Tower when close, f or b + C
Grif-Fall >after Griffon Tower, df, df + C
Gri-Hug when close, f or b + D
----------------------------[ Special Moves ]----------------------------
Justice Hurricane (weak) when close, 360 + A
Justice Hurricane (strong) when close, 360 + C
Olympus Over (weak) qcb + B
Olympus Over (strong) (BR) qcb + D
Poseidon Wave (weak) b, d, db + A
Poseidon Wave (strong) (BR) d, d, db + C
Active Tupon (weak) f, d, df + A
Active Tupon (strong) f, d, df + C
Hercules Throw when close hcf + B
Icarus Crash in air, qcf + A
-----------------------------[ Super Moves ]-----------------------------
Big Fall Griffon when close, 720 + A
Daedalus Attack qcf,qcf + B
--------------------------[ Potential Powers ]--------------------------
Big Fall Griffon when close, 720 + C
Daedalus Attack qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
GRI-DRO SUPER KICK
-----------------------------[ Feint Moves ]-----------------------------
f + AC Hercules Throw
d + AC Daedalus Attack
-------------------------------------------------------------------------
KEVIN RIAN
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Poli-Throw when close, f or b + C
----------------------------[ Command Moves ]----------------------------
Poli-Kick f + B
----------------------------[ Special Moves ]----------------------------
Hell Rotor (weak) qcb + A (hold for 3-level power up,
D to cancel)
Hell Rotor (strong) qcb + C (hold for 3-level power up,
D to cancel)
Hell Arrest (weak) when close, hcf + A
Hell Arrest (strong) when close, hcf + C
Hell Trap (weak) (BR) qcf + B
Hell Trap (strong) (BR) qcf + D
Hell Snipe (weak) f, d, df + A
Hell Snipe (strong) f, d, df + C
Abide Mine qcb + D
Creeper qcb + B
>cancel >during Creeper, C
>low attack >during Creeper, A
>mid attack (overhead) >during Creeper, B
-----------------------------[ Super Moves ]-----------------------------
Lucky Strike qcf, qcf + A
Gattling Freezer qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Lucky Strike qcf, qcf + C (hold)
Gatling Freezer qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
BLAST CHARGE
-----------------------------[ Feint Moves ]-----------------------------
f + AC Hell Rotor
d + AC Hell Arrest (?)
-------------------------------------------------------------------------
GRANT
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Ankoku Otoshi when close, f or b + C
----------------------------[ Command Moves ]----------------------------
Ma-Heki df + C
----------------------------[ Special Moves ]----------------------------
Kokuen-Ryuu (weak) qcb + A
Kokuen-Ryuu (strong) qcb + C
Kyou Chou-Jin (weak) (BR) f, d, df + A
Kyou Chou-Jin (strong) (BR) f, d, df + C
Messhou Hisetsu (weak) in air, d + B
>during Rising Palm, d + B
Messhou Hisetsu (strong) in air, d + D
>during Rising Palm, d + D
Gou Dangai (weak) qcf + B
Gou Dangai (strong) qcf + D
Gou Retsu-Shou (weak) f, b, f + A
Gou Retsu-Shou (strong) f, b, f + C
-----------------------------[ Super Moves ]-----------------------------
Majin Haten Dan qcf, qcf + A
Majin Engetsu Rin qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Majin Haten Dan qcf, qcf + C
Majin Engetsu Rin qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
MAJIN GAN
-----------------------------[ Feint Moves ]-----------------------------
f + AC Kokuen-Ryuu
d + AC Majin Haten Dan
-------------------------------------------------------------------------
KAIN R. HEINLEIN
-------------------------------------------------------------------------
--------------------------[ Throws and Holds ]---------------------------
Schwarze Mond when close, f or b + C
----------------------------[ Special Moves ]----------------------------
Schwarze Flamme (weak) charge b, f + A
Schwarze Flamme (strong) charge b, f + C
Schwarzer Panzer (weak) charge b, f + B
Schwarzer Panzer (strong) (BR) charge b, f + D
Schwarze Lanze (weak) (BR) charge d, u + B
Schwarze Lanze (strong) (BR) charge d, u + D
-----------------------------[ Super Moves ]-----------------------------
Himmlischer Atem qcf, qcf + A
Himmlische Seele qcf, qcf + B
--------------------------[ Potential Powers ]--------------------------
Himmlischer Atem qcf, qcf + C
Himmlische Seele qcf, qcf + D
---------------------------[ T. O. P. Attack ]---------------------------
SCHWARZER STOß
-----------------------------[ Feint Moves ]-----------------------------
f + AC Schwarzer Panzer
d + AC Himmlisher Atem
=========================================================================
4. MOVE ANALYSIS
=========================================================================
-------------------------------------------------------------------------
ROCK HOWARD
-------------------------------------------------------------------------
Move Name: Kokuu Sen
Command: when close, f or b + C
Description: a typical throw
Move Name: Reppuu Ken
Command: qcf + A
Description: Like Geese's, a projectile that hugs the ground. Quick
recovery time, too. You'll be using this a lot.
Move Name: Double Reppu Ken
Command: qcf + C
Description: Also like Geese, shoots one out, then powers it up with
another, making a big Reppu Ken. Use to throw off
timing. Also, works good in close combos.
Move Name: Crack Counter Jou-dan
Command: qcf + B
Description: Rock goes into a guarding position, and if hit with a
high or mid attack, he will counter with a quick Crack
Shoot that goes nowhere. Not as good as Geese's because
unlike Geese's, the counter will not always connect
when initiated. Normally, the hit will slam the
opponent down, but counters do not, so aim for
follow-ups after.
Move Name: Crack Counter Ge-dan
Command: qcf + D
Description: Exact same as the Jou-dan except it is a low counter.
Rock does crouch pretty low, and can dodge attack
otherwise would hit him.
Move Name: Rising Tackle
Command: charge d, u + A or C
Description: Terry's key anti-air. Works the same way as always.
Good move, but not to be overused. If you're going
to use it, use the strong. If you miss, strong or weak,
you're screwed, so go for broke.
Move Name: Hard Edge
Command: qcb + A or C
Description: A mix between Burn Knuckle and Ja-ei Ken. Weak is
quick and should be used often (elbow). Strong,
Rock does an elbow followed by a palm. Powerful. Can
be used in combos, but needs to be started at point
blank range.
Move Name: Rage Run - Type "Dunk"
Command: qcb + B
Description: Rock runs up at a high speed, and if he reaches the
opponent, he will hop and perform a Power Dunk-like
move. It is an overhead. A good surprise attack.
Move Name: Rage Run - Type "Shift"
Command: qcb + D
Description: Rock runs up at a high speed, and if he reaches the
opponent, he will teleport right behind him. You can
do the Shinkuu Nage and it will connect most of the
time (it's not a combo, but it works well).
Move Name: Shinkuu Nage
Command: when close, 360 + C
Description: Command throw. Rock grab the opponent and spins his arm
in a circle launching the opponent into the air. Slow to
come out, and range is limited. Plus if you mess up, it
becomes a Double Reppu Ken or a Strong Hard Edge, leaving
you open. It also has a miss animation. Do not use this
too often. Best when used after the Rage Run - Type
"Shift". A Brake move, good to set up for a big move.
Move Name: Rasetsu
Command: after braking Shinkuu Nage, hold AB and let go
Description: A Brake-only move. It is an energy shot. Hard to do,
plus timing is very tight. It is best not to use this,
but to brake the Shinkuu Nage and follow up with a
different move. Doesn't do very good amount of damage,
so brake into another move.
Move Name: Raging Storm (S)
Command: qcf, qcf + A (with S power)
Description: Rock hits the ground, launching a gust of energy upwards.
Although similar to Geese's, but not as wide. A little
slow to come out, and not a good anti-air. He has ni
invincibility time right when he does it, and it is
easily crushed.
Move Name: Shine Knuckle (S)
Command: qcf, qcf + B (with S power)
Description: Does a Burn Knuckle-like fist, with flashy effects. This
move has no invicibility time, but is quick, and can be
used in a combo as well as a counter. If you are aiming
for a hit in the air, the timing is right when the
opponent is in front of you, or else you will fly right
underneath your opponent. Also useful to attack
opponent when he messes up (due to the Shine Knuckle's
speed) but most times both of you will get hit, and there
is very little damage.
Move Name: Raging Storm (P)
Command: qcf, qcf + C (hold) (with P power)
Description: Like the S. version, but this one has more range.
It is also slower to come out compared to the S.
version. You can hold it to throw off Just Defense
timings. In general use the S. one.
Move Name: Shine Knuckle (P)
Command: qcf, qcf + D (with P power)
Description: Hard Edge elbow --> d + AB (elbow) --> Rising Tackle.
This is best if used in combos. The first elbow needs to
hit for the rest to come out. As an air hit, the second
elbow and R. Tackle misses (R. Tackle hits in corner).
Better off with the S. version as an air counter or combo.
Move Name: Deadly Rave - Neo
Command: hcb, f + A, ,A, A, B, B, C, C, D, D, qcb + C
Description: Geese's rememberable command ranbu. The key to
timing is to keep hitting the same button until you see
the hit register, then go to next button. Most times the
finish will never be seen (you'll see later). The frame
rate is zero at the beginning, which makes it good.
Move Name: Overhead Kick
Command: During T. O. P. mode, CD
Description: Slow to come out, and if has a slow recovery. But it works
well as a cross-up. A mind-game move.
-------------------------------------------------------------------------
TERRY BOGARD
-------------------------------------------------------------------------
Move Name: Buster Throw
Command: when close, f or b + C
Description: A typical shoulder throw.
Move Name: Power Wave
Command: qcf + A or C
Description: The use of this projectile is same as always. Don't
overuse it, due to Just Defense. You can use this to hit
opponents on the ground if the first hits as a counter.
Weak travels slower, and has quick recovery time, while
strong is just the opposite.
Move Name: Burn Knuckle
Command: qcb + A or C
Description: Terry's trademark banzai --> flying fist. The weak can be
used in combos (no banzai) and strong for long-range
attacking, as it is fast. Use the weak one as your main.
Either way, if blocked, prepare for a counter-attack.
Try it just get the tip to hit.
Move Name: Power Dunk
Command: f, d, df + B or D
Description: Shoulder charge up, jumping fist down. Difference
between weak and strong is the height of his jump, the
recovery time (is they block the duck part of the weak
one he has almost no opening), and the power (strong is
more powerful). The range on the beginning is tiny,
though. Time it right and this move makes a decent
anti-air. Use this as a Brake move and you can get in
some damage, plus you have little openings. For strong
or weak, the Brake recovery is tha same, so use strong,
which has longer invincibility time.
Move Name: Crack Shoot
Command: qcb + B or D
Description: Spinning heel kick. Difference between the buttons is
mainly height, and some distance. It's an overhead. Use
the weak one more, and try to get the tip to hit, that
way it'll be harder to be countered.
Move Name: Power Charge
Command: f, f + A or C (up to 3 times)
Description: Elbow --> Swipe --> Charge. Distance is the main
difference. Combo-able. Guard crushes damage
like hell. Weak is quick to come out, while strong has
quick recovery time.
Move Name: Power Geyser (S)
Command: qcf, qcf + A (with S power)
Description: Terry hits the ground, the launches a "geyser" of
energy. Good anti-air.
Move Name: Buster Wolf (S)
Command: qcf, qcf + B (with S power)
Description: Knuckle --> Energy wave. Quick, and can be used
as a counter. VERY combo-able too. If the first
hit is well-placed, the entire move will hit in the air.
Move Name: Power Geyser (P)
Command: qcf, qcf + C (with P power)
Description: The Triple Geyser. Decent anti-air, but
second tends to miss. For anti-air and air juggles,
use the S. Power Geyser. It does come out quicker than
the S. version, though.
Move Name: Buster Wolf (P)
Command: qcf, qcf + D (with P power)
Description: Exactly the same as S. version, but deals more
damage and hits a little earlier. Use just like the S.
version.
Move Name: MAX Dunk
Command: During T. O. P. mode, CD
Description: Charge forward --> Power Dunk. Deals good damage, and
can be combo-ed. But it is slow to come out, and if
blocked, you're screwed.
-------------------------------------------------------------------------
KIM DONG HWAN
-------------------------------------------------------------------------
Move Name: Tai-Otoshi
Command: when close, f or b + C
Description: Another shoulder throw.
Move Name: Tai-Hineri
Command: in air close, anything but u + C
Description: Grabs opponent is the air with his legs, Dong Hwan
twists, falling along with lightning.
Move Name: Super Jump
Command: d, then quickly jump (ub, u, or uf)
Description: He jumps higher than usual. You can tell be a
shadow following him.
Move Name: Sankaku-tobi
Command: in air by wall, opposite direction
Description: Triangle jump. Need I say more?
Move Name: Ushiro-geri
Command: in air, b + C
Description: Move made for cross-ups, but it's ability is
limited.
Move Name: Raimei Zan
Command: qcb + B or D
Description: Dong Hwan hops forward with a lightning Neri-chagi.
Overhead attack. Weak is a little quicker than strong,
but does not go as far.
Move Name: Kuu Sa Jin
Command: f, d, df + A or C
Description: Dong Hwans spin up diagnolly, kicking each time.
Completely different from Kim's version. This move has
absolutely no range, and is a decent anti-air only if you
wait until the last second.. Difference between weak and
strong is whether or not Dong Hwan finishes it. If you
use this move, use the strong one. It also is a Brake
move, but you do not have much time, and you still would
be hit if blocked, but I guess it's better than flying in
the air waiting to be hit.
Move Name: Hishou Kyaku
Command: in air, d + B or D
Description: Pierces downwards with his leg (like Robert's Hien
Ryuujin Kyaku), and when it hits (hit or block) he will
keep stabbing with his other foot (left, right, left...).
Works good if you can read what the opponent is doing
next. Quick, too.
Move Name: Shiden Kyaku
Command: qcf + B or D
Description: In weak, Dong steps with his front foot, lighting
appearing when his foot hits the ground. It stuns the
opponent briefly, so aim for combos. It has no range,
but constantly doing it can build up the power meter
fast. In strong, he steps with his back foot, and
lightning comes out. Slower than the weak one, but has
more range and knocks opponent up. Both are low hitting,
and are slow to come out, so don't overuse them.
Move Name: Ashi Binta
Command: hcf + C
Description: In simple terms, Gen-ei Kyaku. No range, and not good in
combos. Only good use is Guard Cancelling.
Move Name: Super Dong Hwan Kyaku (S)
Command: in air, qcf, qcf + A (hold) (with S power)
Description: Dong hits opponent with a dive kick, and hit or block, he
will do a bunch of spin kicks upward. Great when you are
in the air and you see that the opponent messes up. You
can follow-up after this move connects.
Move Name: Raimei Dan (S)
Command: qcf, qcf + B (with S power)
Description: Dong does a quick Riamei Zan. A move with good
invincibility, but otherwise useless, due to the fact
that it's not an overhead.
Move Name: Super Dong Hwan Kyaku (P)
Command: in air, qcf, qcf + C (hold) (with P power)
Description: Same as the S, version, but with lightning with each
kick. Can't follow-up because he knocks them down at
the end.
Move Name: Raimei Dan (hold) (P)
Command: qcf, qcf + D (with P power)
Description: Two Raimei Dans. The first hit is shorter than the S.
version, but is an overhead. You can hold it, charging
the move up. Second level does 3, and Third (MAX) does
4 Raimei Zans. If you charge it up all the way and the
opponent blocks all of them, it is an automatic guard
crush! Use the super if the opponent is weak and starts
turtling.
Move Name: Ore-sama Hou-ou Kyaku
Command: qcf, qcf, qcf + C (with P power)
Description: Dong runs up quickly and performs his own version of the
Houou Kyaku. Major damage. Good to use if the opponent
screws up because it is fast.
Move Name: Kaiten Dong Hwan
Command: During T. O. P. mode, CD
Description: Dong kicks --> spins, hitting five times. Comes out
with decent time, and recovers somewhat average. Deals
major damage to opponent, but has crappy guard crush
ability.
-------------------------------------------------------------------------
KIM JAE HOON
-------------------------------------------------------------------------
Move Name: Tai-otoshi
Command: when close, f or b + C
Description: Ashoulder throw, same as Dong's.
Move Name: Shou-Kyaku Hou
Command: during backstep, B
Description: After performing the command, Jae Hoon will hop forward
and kick up. Great surprise attack, plus it knocks the
opponent up. Cancel into a special after.
Move Name: Hien Zan
Command: charge d, u + B or D
Description: Kim's original trademark anti-air somersault kick, with
an added fire effect. If you use the strong one, you can
follow up with d + D, and Jae Hoon does a Neri-chagi in
the air. The range on this move is very short, and
combos into this move are rare. It is Brake-able, and
you can start great combos with it. Also Braking this
move will help, because if the opponent blocks it, you
still are on the ground and can move about the same time
the opponent does.
Move Name: Hangetsu Zan
Command: qcb + B or D
Description: Spin kick with fire. Difference between weak and strong
is the distance and how fast it comes out. The weak
version can combo from a standing C or D. Strong works
as a decent anti-air, so long as you aim more ahead of
you than above you.
Move Name: Hishou Kyaku
Command: in air, d + B or D
Description: Exactly like Kim's Hishou Kyaku. After it hits, df + B
or D will go into a low sliding attack, and qcb + B or D
will do a downwards flame kick. Use the df + B or D if
the original move hits, as the qcb + B or D does not
combo. If blocked, mix it up, since one is high and the
other low. The only problem is that the high attack is
slow and can be read easily, plus half the time it will
right over ducking opponents. Do the low slide only if
the Hishou Kyaku hits.
Move Name: Ryuusei Raku
Command: qcf + B or D
Description: Sweep --> jumping Neri-chagi. Low hit --> overhead.
Similar to Kim's KOF Ryuusei Raku, but not as much range
due to the fact that Jae Hoon does not slide. If the
first hit is blocked, the overhead misses half the time.
Can combo from a standing C or D. Use the strong in
combos, because he jumps forward farther.
Move Name: Shakka Shuu
Command: qcf + A or C (hold)
Description: Jae Hoon raises his leg, then slides forward a bit,
throwing four rapid kicks. Can combo, again, from a
strong attack. If you hold the button down, Jae Hoon
will stay with his knee raised. The knee has a guard
point, but there is an opening from the start to that
point, so it is not that good against opponents jumping
in. Can also guard special moves.
Move Name: Hou-yoku Ten-Shou Kyaku (S)
Command: qcf, qcf + A (with S power)
Description: Hangetsu Zan --> two or three Hien Zan (in the air).
This move has no range, and should be used at point blank
range. It is quick, plus it is an overhead and can be
used as an anti-air.
Move Name: Hou-ou Kyaku (S)
Command: qcf, qcf + B (with S power)
Description: Jae Hoon runs forward, and if it hits, will start beating
down his opponent. If the opponent misses, or you see an
opening, use this move, as it is very quick.
Move Name: Hou-yoku Ten-Shou Kyaku (P)
Command: qcf, qcf + C (hold -- let go) (with P power)
Description: Use exactly like the S. version. If it hits, keep
holding the C button down, and let go after he lands.
If you time it right, Jae Hoon will add an extra kick.
Move Name: Hou-ou Kyaku (P)
Command: qcf, qcf + D (hold) (with P power)
Description: Even more flashier version of the Hou-ou Kyaku. Use same
as the S. version.
Move Name: High-Angle Neri-chagi
Command: During T. O. P. mode, CD
Description: Jae Hoon turns around, brings up is legs, turns toward
the opponent, and does a Neri-chagi (axe kick). Very
slow to come out, but absolutely no lag afterward and
guard crushes in just three!
-------------------------------------------------------------------------
HOTARU FUTABA
-------------------------------------------------------------------------
Move Name: Ten Raku-tou
Command: when close, f or b + C
Description: Shoulder throw --> flips over. You have to watch it
for this throw. You throw left, and Hotaru will flip
over and end up on the left side. The throw is not good
for getting opponent into the corner, but is good for
getting yourself out.
Move Name: Hanten-tou
Command: in air close, anything but u + C
Description: Hotaru throws opponent toward the ground. Pretty good
throw.
Move Name: Kuuchuu Furi-muki
Command: in air, CD
Description: She will turn around in mid-air. Great for crossing-up.
Move Name: Kou-shuu Da
Command: in air, d + B
Description: Heel stomp, like Chun-Li's of Street Fighter fame.
Cannot pull it off again, so no Jhun infinite. Can do
other moves afterwards...
Move Name: Hakki Shou
Command: qcf + A or C
Description: Projectile. Weak and strong adjust the speed. Quick
recovery time for a projectile.
Move Name: Ren-geki Shuu
Command: in air, qcb + B or D
Description: Hotaru flies down-forward, and if she hits (or blocks)
she does a double kick (think Ibuki's Hien). If it is
blocked, expect a counter-attack... Weak goes down more,
but comes out quick. Strong goes more forward, and has
speed.
Move Name: Ten-Shin Shou
Command: f, d, df + B or D
Description: Hotaru spins up-forward, hitting multiple times.
Anti-air attack. Weak does not fly far, and hits 3 or
so times. Strong hits a lot, and flies very high. It
comes out quick, but like all anti-air, you're wide open
if you miss. Not too useful as an anti-air, because it
is crushed often.
Move Name: Sou-Shou Shin
Command: qcb + A or C
Description: Hotaru hops forward, spinning her arms, and when she
lands, she finishes with a palm. Great combo move. Weak
hops a little forward, and strong hops farther (and hits
more). Weak also comes out quicker than the strong
version. Surprisingly, the strong can be combo-ed from a
standing C. Although it is hard to tell, she actually it
able to move an instant before the opponent when blocked.
Move Name: Sha-jou Tai
Command: when close, hcf + D
Description: Command throw. She runs up the opponent, stepping on
their face. Range is tiny, but the move has its uses.
Move Name: Ko-bi Kyaku
Command: qcb + B or D
Description: Hotaru turns around and kicks up (a la Tekken's Xiao Yu)
and an energy field appears. This move can reflect
projectiles. Its range is short, and is hard to combo.
It is a Brake move, but unless in the corner, there is
nothing to follow up with. Use the weak one, as it has
better priority. Always brake this move.
Move Name: Sou-Shou Ten-Ren-Ge (S)
Command: qcf, qcf + A (with S power)
Description: Sou-Shou Shin x2 --> Ten-Shin Shou --> mid air AB (heel
kick). Good in combos and counter-attack move when there
is an opening.
Move Name: Ten-Shou Ran-Ki (S)
Command: qcf, qcf + B (with S power)
Description: Sen-Kai En (with a lot of "ki") --> she flies on top of
opponent and releases all her "ki" (energy) at once (thus
the appearance of her having an orgasm). Works good as
anti-air, just don't do it too early. Major
invincibility at the start too.
Move Name: Sou-Shou Ten-Ren-Ge (P)
Command: qcf, qcf + C (hold) (with P power)
Description: Sou-Shou Shin x2 --> Ten-Shin Shou --> Rengeki Shuu (just
the knee). Use the same as the S. version. But you
should use this one as guard damage move. Plus, the last
knee can hit people on the ground, unlike the S. version.
Use that as a surprise attack.
Move Name: Ten-Shou Ran-Ki (P)
Command: qcf, qcf + D (with P power)
Description: She just releases an even greater amount of "ki" with
this version. Use exactly like S. version. Some major
damage.
Move Name: Sen-Kai En
Command: During T. O. P. mode, CD
Description: Hotaru does a flip kcik. This looks like a better
anti-air than the Ten-Shin Shou, but it actually is worse.
-------------------------------------------------------------------------
GATO
-------------------------------------------------------------------------
Move Name: Dai-en Shin
Command: when close, f or b + C
Description: Picks them up and slams them.
Move Name: Dan-Zetsu Tai
Command: when close, f or b + D
Description: Gato lift the opponent up with his foot and stomps on
them. I don't why he has two throws, but maybe you
can't get out of this one.
Move Name: Mu-ran-Geri
Command: f + B
Description: Gato does a hop kick, a la Bruce Lee jump kick. It
misses crouching opponents, but has no opening if
blocked.
Move Name: Kuuchuu Furi-muki
Command: in air, CD (same time)
Description: Like Hotaru, he turns around in mid-air. For cross-up.
Move Name: Sai-Gaku
Command: f + A
Description: Gato swipes downward. Overhead.
Move Name: Shin-Ga
Command: qcf + A or C (follow with f, f + A or C)
Description: Gato stomps (steps on opponent's feet?) and does a palm.
Follows up with a hop punch (like Tung's or Kensou's).
Works best in combos. Strong has more range, but has
more recovery time, too.
Move Name: Rai-Ga
Command: f, d, df + B or D
Description: Anti-air kick, like Tung's Ressen Kyaku. Aim more
forward than up, otherwise you'll go straight under.
Strong does a finishing downward kick. Either way, if
you miss, you still jump the same height, so just use the
strong one. Useful as a Brake move, because you are wide
open if you miss, plus he has good combos.
Move Name: Fuu-Ga
Command: qcb + B or D
Description: Gato stomps, then jumps up. Strong jumps higher than
weak. Also, Strong knocks the opponent into the air if
the stomps connects, while weak does not. In the air,
Gato can perform several different moves, as listed below.
Move Name: Kou-ga
Command: during Fuu-Ga, A
Description: A Rai-ou Ken-like move. Gato pushes his hands out and at
about a 45 degree angle on the ground a blast of energy
appears. Only that will hit. If the opponent is in the
air right next to you, it will not hit. If you do this
immediately after the Fuu-Ga, Gato will not jump in the
air (like it canceled).
Move Name: Sen-Ga
Command: during Fuu-Ga, B
Description: Gato does a kick up, working as an anti-air. Use when
the opponent tries to jump over you, or to avoid getting
when landing (ex: floating over a projectile), since he
hops up a bit when kicking. Use mostly as a combo (when
Fuu-Ga hits). Weak you must do immediately, while strong
is easy enough.
Move Name: Kyuu-Ga
Command: during Fuu-Ga, C
Description: Gato pierces down-forward with a kick. Opponent must
block high. Try to hit deep, or else you still be
countered.
Move Name: Katsu-Ga
Command: during Fuu-Ga, D
Description: Gato lands and instantly does a low hit. Switch off
Between this, Kyuu-Ga, and just landing and throwing.
You're dead if blocked, though.
Move Name: Hou-zan Sai Heki-Ga
Command: charge d, u + C
Description: He puts his hands out to take the opponent's move, and if
it hits, he shifts his weight up and his fists at his
sides. An atemi (counter) move. Great against
cross-ups, since he hits on both sides. But otherwise
not too useful.
Move Name: Zero Kiba (S)
Command: qcf, qcf + A (with S power)
Description: Shin-Ga --> jumps on opponent and twists their neck
with his legs. Somewhat powerful, best if used in
combos.
Move Name: Tatsu Kiba (S)
Command: qcf, qcf + B (with S power)
Description: Gato kicks straight up, and continues to do so
Until he reaches the top of the screen. Great
anti-air and reversal, due to the invincibility
time he has.
Move Name: Zero Kiba (P)
Command: qcf, qcf + C (with P power)
Description: Shin-Ga --> jumps on opponent and twists their neck
with his legs --> slams them down with his legs and
punches them at the same time. Looks great, does
good damage, but the P. version has almost no use.
Just use it as a Guard Cancel, or air juggles.
Move Name: Tatsu Kiba (P)
Command: qcf, qcf + D (with P power)
Description: Same as he S. version, only the "ki" is yellow (S.
is blue) and he spins. Otherwise same uses as the
S. version, like anti-air and reversals.
Move Name: Ten-Ryuu Retsu-Kiba
Command: f, d, df + AB (up to 3 times) (with P power)
Description: Shoulder --> double palm --> pose into an energy
fist. Major damage. Use in combos for best
outcome.
Move Name: Mou-Ko Kou Hazan
Command: During T. O. P. mode, CD
Description: A hard palm as Gato steps forward. Slow, don't even
bother using this move.
-------------------------------------------------------------------------
BONNE JENET
-------------------------------------------------------------------------
Move Name: Bye-Bye Boo
Command: when close, f or b + C
Description: Slap --> kicks opponent back. A good taunt as well
as a throw.
Move Name: Falling Crush
Command: in air close, anything but u + C
Description: Air throw. Looks like Rugal's Dead End Screamer, as she
spins on them with her high heels, then jumps back
blowing a kiss. Remember you switch sides after the
throw.
Move Name: Super Jump
Command: d, then quickly jump (ub, u, or uf)
Description: A higher jump. You can tell by a shadow following
her.
Move Name: Crazy Ivan
Command: qcb + A or C
Description: Simply Ryuu-En Bu. Jenet spins around, hitting the
opponent with her dress's blades. Weak is quick to
come out, while strong moves forward and is powerful.
Use the weak one in combos.
Move Name: Gulf Tomahawk
Command: qcb + B or D
Description: Spin Fall-type move. Jenet jumps up, and comes down
with her heel and dress. An overhead. The difference
between weak and strong is the height of the jump, and
some distance. She does not go very far forward on
on this move. If you read the opponents moves, you
can use as an anticipated anti-air. If blocked, she
still has a advantage, but expect a counter-attack if
you miss.
Move Name: The Hind
Command: qcf + B or D
Description: Jenet hops forward with her knee, then spins upward,
Hitting with her dress. An OK charging move, but
The best part is the fact that it is Brake-able.
You can move about the same time as the opponent,
plus if it hits, you can follow it up with some
good moves. Weak hops shorter while strong hits
more. Weak can be used in combos, while strong
has shorter recovery time in Braking.
Move Name: Buffrass
Command: qcf + A or C
Description: A mini version of KOF 99's Krizalid's Tornado(?).
Weak goes nowhere (stays in place), and strong
Goes across the screen. Gets in 3 hits.
Move Name: Harrier Bee
Command: in air, d + B, B, B, B, B or D, D, D, D, D
Description: A move very similar to Alfred's Mayday! Mayday!
Jenet flies down, and you can hits up to 4 times.
On the fourth hit, she kicks up while popping
back up, so you can use this to avoid stuff on
the ground. Weak has a sharper angle.
Move Name: Many Many Torpedo (S)
Command: qcf, qcf + A (with S power)
Description: Jenet jumps forward, spinning and kicking, giving the
illusion of many (many) torpedoes. Good use in ground
combos. Does nice block damage, too. Plus invicibility
time is long (until she starts attacking) and the frame
rate is zero (is the try to block after the flash, they
still get hit).
Move Name: Aurora (S)
Command: qcf, qcf + B (with S power)
Description: Jenet turns around and spins up (like the end of The
Hind) 3 times then finishes it off with a blown kiss.
Great anti-air super.
Move Name: Many Many Torpedo (P)
Command: qcf, qcf + C (with P power)
Description: A longer, more powerful version of the S. power. Use
the same as the S. version.
Move Name: Aurora (P)
Command: qcf, qcf + A (with P power)
Description: Five spins --> blown kiss. In general, works the same
as the S. version. Just be careful of the timing and
positioning, because the wrong timing or position can
cause the last spin (and the kiss).
Move Name: An Oi Mademoiselle
Command: during Just Defense, A then B, then C (quickly)
Description: Just Defense-only Hidden. Jenet loses it, takes off
one of her high heels and starts beating the opponent
with it, swinging up at the end. She then realizes
what she did, turns bright red, saying "Gomen asobase!"
(I beg my pardon!). Great as a counter (of course,
that's the only thing you can aim for). The timing for
the button pressing is like sliding your hand across
quickly. Does at least 60% damage ground hits, and
about 40% juggling the opponent in the air.
Move Name: Rolling Thunder
Command: During T. O. P. mode, CD
Description: Jenet flips up, and if the flip kick hits the opponent
(only hit, nothing happens if she misses or is blocked),
she dives forward (the pose is taken from the jump D),
knocking the opponent down. Range is incredibly short,
and she can be knocked out the air easily from the air,
so it looks like it has no use, but in fact it works
great as an anti-air Guard Cancel or in combos.
-------------------------------------------------------------------------
MARCO RODRIGUEZ
-------------------------------------------------------------------------
Move Name: Kyokugen Zu-Tsuki
Command: when close, f or b + C
Description: Headbutt. Nothing too special.
Move Name: Kyokugen Hiji
Command: f + A
Description: Marco thrust his elbow downwards. An overhead with
limited range.
Move Name: Ko-ou Ken
Command: qcf + A or C
Description: Typical projectile, like Takuma's. Strong travels
quicker than weak. Do not overuse, due to the Just
Defense. Knocks opponent down from close range, and
deals more damage.
Move Name: Hien Shippu Kyaku
Command: qcf + B or D
Description: Marco flies half the screen with a kick with weak. If
he hits, he will do another kick. Use this in combos.
The strong goes up, like Joe's Tiger Kick, and swings
his heel downwards. Not exactly sure on its uses, but
maybe useful in air juggles. Do not use for anti-air;
the Ko Hou works 200% better than this (it has no
priority or invincibility).
Move Name: Ryuu-Sen Ken
Command: hold C and let go (4-level power up)
Description: Marco charges forward with a straight fist. Very
powerful if charged up. Useful in combos.
Move Name: Ko-Sen Kyaku
Command: hold D and let go (4-level power up)
Description: Performs a move similar to the beginning of the weak
Hien Shippu Kyaku. Also powerful if charged up and
combo-ed. Can also dodge low attacks. Use this more
often, as the specials with punch (Ko-ou Ken, Ko Hou)
are more useful than the kick special (Hien Shippu
Kyaku).
Move Name: Jou-dan Harai
Command: qcb + A
Description: Marco dashes forward with his shoulder lowered. If
the opponent hits high or mid, Marco will counter with
an uppercut. Works well as an anti-air counter, or to
get in close. You can follow-up with a Ryuu-Sen Ken or
Ko-Sen Kyaku (level 3 or higher) or a P. Haou Shoukou
Ken.
Move Name: Ge-Dan Harai
Command: qcb + B
Description: Jou-dan Harai low version. Mix with the Jou-dan Harai.
Move Name: Ko Hou
Command: f, d, df + A or C
Description: Jumping uppercut. Good anti-air, but range is limited.
Switch between this and the Jou-dan Harai. Weak is a
smaller jump. If the second hit misses on a ground hit,
opponent will not get knocked down, and you will be wide
open. Timing for the Brake is tough, as you have no time
to do so. Best if used mainly as an anti-air, but always
try to brake.
Move Name: Haou Shoukou Ken (S)
Command: qcf, qcf + A (with S power)
Description: Kyogen style's trademark super projectile. Wind up is
a bit slow, and there is no invinciblity time, so be sure
to use it anticipating the opponent's moves. Fast, though.
Move Name: Kyokugen Ko Hou (S)
Command: qcf, qcf + B (with S power)
Description: Super uppercut, with flashy effect. Decent anti-air,
but it loses some damage that way. Best if in a combo,
or a reversal, since it is quick and invincible at the
beginning.
Move Name: Haou Shoukou Ken (P)
Command: qcf, qcf + C (with P power)
Description: Same as S. Power, but even faster to fly across the
screen, has invincibility time, and can even vaporize
Super projectiles.
Move Name: Kyokugen Ko Hou (P)
Command: qcf, qcf + D (with P power)
Description: Slightly flashier than the S. version. Same strategies
with it.
Move Name: Ryuuko Ranbu
Command: qcf, qcf, qcf + C (hit buttons repeatedly) (with P power)
Description: This Hidden is very different from Ryo's or Robert's.
Marco does not jump forward, and start his Ranbu when
he hits, but instead starts then and there, and start to
progress forward (like Joe's Bakuretsu Hurrican Tiger
Kakato). By hitting the buttons, you can charge up to
four levels (like Yamazaki's Guillotine). Major damage,
and if blocked, it will automatically bring the
opponent's Guard Crush meter to the red. Once I figure
out the difference between the levels (what he does on
each level), I'll post it.
Move Name: Zan-Retsu Ken
Command: During T. O. P. mode, CD
Description: Marco does a flurry of punches, then an uppercut with the
other fist. Unlike Ryo's it does this from the start,
whereas Ryo's starts up only after the arm hits. Not too
useful as the range is short, and is slow to come out, so
Guard Cancels do connect all the time.
-------------------------------------------------------------------------
HOKUTOMARU
-------------------------------------------------------------------------
Move Name: Hikkaki
Command: when close, f or b + C
Description: Monkey stratch. Enough said.
Move Name: Non-men Tsukuri
Command: in air close, anything but u + C
Description: Hokutomaru grabs the opponent's head with both hands and
pushes it into the ground.
Move Name: Sliding
Command: df + B
Description: Fairly long range low attack. It is low enough to go
under flying projectiles, and is good from mid-range.
Move Name: Kuuten Keri
Command: df + D
Description: Hopping double-kick, similar to Athena's Renkan Tai.
Very useful becuase you can cancel into a Kuuchuu
Shuriken or a Rakka Zan.
Move Name: Ni-dan Jump
Command: in air, jump again
Description: Double jump.
Move Name: Karakusa-Giri
Command: qcb + A or C (hold for just movement)
Description: Hokutomaru hops forward, slicing with his wooden sword
at the end. Difference between weak and strong is the
distance (slightly) and number of slices (one for weak,
two for strong). The weak is quick enough to combo.
Holding down the button will make Hokutomaru just flip
forward. A throw after that works good.
Move Name: Rakka Zan - Kyou
Command: qcb + B (air)
Description: Hokutomaru teleports, appearing in a puff of smoke in
the air just above where he was. Basically a fake move.
Possible in the air. Useless.
Move Name: Rakka Zan - Jitsu
Command: qcb + D (air)
Description: Teleports above opponent, slashing with his wooden sword.
Good surprise attack, but you are wide openn if the
opponent blocks it. You can do in the air, too.
Move Name: Kuu Ha Dan
Command: qcf + B or D
Description: Andy's trademark move. Hokutomaru pushes off a handstand
and hits with both feet put together. Weak is shorter
while strong Hokutomaru does a forward flip first, is
longer and hits more times. This is a great Brake move.
If it hits, you can set up for a combo and if it is
blocked, you recover and aren't left wide open.
Move Name: Shuriken
Command: qcf + A or C
Description: Hokutomaru throws a four-pointed ninja star (shuriken).
Weak throws 1 and strong throws 3 in a row (3-rapid Just
Defense).
Move Name: Kuuchuu Shuriken
Command: in air, qcf + A or C
Description: Same as the normal one, but in the air, and strong just
throws a fast star.
Move Name: Chou Hissatsu Shuriken
Command: qcf, qcf + A (AB to finish) (with S power)
Description: Throws a bunch of shurikens, finishing with a big one.
Use in ground combos, or if the opponent messes up,
because this move is quick to come out. Pressing AB
will cause Hokutomaru to finish his move early (throw the
giant Shuriken).
Move Name: Ougi - Chou Hissatsu Tatsumaki
Command: qcf, qcf + B (with S power)
Description: Hokutomaru puts a scroll in his mouth, and spins straight
up, with wind swirling around him. Good anti-air, but
you must wait until the last second for maximum damage.
It doesn't matter, because this move has no
invincibility time but has major priority.
Move Name: Chou Baku-en Kunai
Command: qcf, qcf + C (AB ot finish) (with P power)
Description: Throws a bunch of kunais (like Zantestu or Ibuki) that
are on fire, finishing with an exploding one. Use the
same as the Chou Hissatsu Shuriken. Like it, the Kunais
can be finished by pressing AB.
Move Name: Kyuukyoku Ougi - Chou Hissatsu Tatsumaki
Command: qcf, qcf + D (with P power)
Description: Hokutomaru puts a scroll in his mouth, and spins straight
up, with fire swirling around him. Again wait until the
last second for damage.
Move Name: Nin-pou Baku-en Jump
Command: During T. O. P. mode, CD
Description: He puts a scroll in his mouth and poses, then the ground
explodes, pushing him up-forward. Good anticipating
anti-air.
-------------------------------------------------------------------------
FREEMAN
-------------------------------------------------------------------------
Move Name: Gore Fest
Command: when close, f or b + C
Description: Grabs their face, and slashes outward with his hand.
Move Name: Nightmare
Command: qcf + A or C
Description: Freeman slides back a little, then slides forward a lot,
doing an upward slash. He is invincible during the back
part. Strong goes farther forward than weak.
Move Name: Crow
Command: qcb + B or D
Description: Freeman does a small jump, spinning, and does two swipes
with his claw. An overhead. Strong jumps farther forward
than weak.
Move Name: Phobia
Command: f, d, df + A or C
Description: Freeman leans back then slashes downward. Weak uses one,
while strong uses two hands. Not too useful.
Move Name: V. O. D.
Command: qcb + A or C (up to 3 times)
Description: Three swipes, like Mature's. The weak goes normal hit
--> low --> push back hit and the strong goes normal hit
--> normal hit --> swipe up. You can switch buttons in
the middle. For minimal openings, use A --> A --> C.
Move Name: Morbid Angel
Command: hcf + B or D
Description: Freeman flips toward the opponent. If they are standing
and in range (which is actually tiny), Freeman will grab
the opponent, and stab him with his hand. It will not
hit in the corner, no matter what. Use in mixture with
Crow, since the have crouch to avoid this and stand to
block Crow. Brake this move right when he grabs the
opponent, and it's a free combo. Strong just flies
farther forward than weak.
Move Name: Full Blast (S)
Command: qcf, qcf + A (hold) (with S power)
Description: Giant slash horizontally. Works as a good anti-air (aim
in front). Hold to delay the timing.
Move Name: Creeping Death (S)
Command: qcf, qcf + B (with S power)
Description: Freeman walks forward with a shadow, and if the opponent
tries to hit him, he will then flash (like all other
supers) and grab the opponent. In the dark, you only see
shadows as Freemman beats on his opponent. Basically a
counter move. Use after doing a rush or blocked combo
and it works well.
Move Name: Full Blast (P)
Command: qcf, qcf + C (hold) (with P power)
Description: Horizontal --> Vertical slash. Otherwise use the same
way, and you still can hold to delay it.
Move Name: Creeping Death (P)
Command: qcf, qcf + D (with P power)
Description: Exactly the same as the S. version, but has different
beating sequence, and does more damage.
Move Name: Overkill
Command: During T. O. P. mode, CD
Description: Freeman swings his hands by his waist, and a half-circle
appears right above him. Fairly good anti-air, but best
if used as a Guard Cancel. Otherwise useless.
-------------------------------------------------------------------------
THE GRIFFON MASK
-------------------------------------------------------------------------
Move Name: Griffon Tower
Command: when close, f or b + C
Description: Brain Buster.
Move Name: Grif-fall
Command: after Griffon Tower, df, df + C
Description: Pin move. Always remember to do this when you do
the Griffon Tower. The df is the direction you used to
pull off hte Griffon Tower.
Move Name: Gri-Hug
Command: when close, f or b + D
Description: Grabs the opponent, and bear hugs. I think it's one of
those rapid button grabs.
Move Name: Justice Hurricane
Command: when close, 360 + A or C
Description: Grabs the opponent and does a spinning suplex. Damaging.
Use often, but don't overuse it. Learn to pull it off
without jumping. A has range, while C has power. Use
the strong one often, and the weak version as Guard
Cancel and Reversals.
Move Name: Olympus Over
Command: qcb + B or D
Description: Jumping elbow drop. Overhead. Works great to jump over
projectiles while attacking. In the strong version, he
hops back and then elbows. Only useful if you start out
next to the opponent. You can Brake only the strong
version during the jump back, but a backstep would work
better due to the invincibility time.
Move Name: Poseidon Wave
Command: b, d, db + A or C
Description: Griffon slides forward and does a lariat. Weak comes out
quick while strong jumps back and goes farther forward.
The strong works really well, because the opponent may
think that it is a backstep and get hit by it. Again, you
can Brake at the hop back (on strong only) but the use
is minimal.
Move Name: Active Tupon
Command: f, d, df + A or C
Description: Griffon flips forward, and if the opponent is standing, he
will grab the opponent with his legs and flip back,
slamming the opponent into the ground. A jumping throw.
Strong flies farther than weak (weak only goes to right
next to him). Use in combination with the Olympus Over,
to vary it (they have block high for the Olympus Over, but
the have to duck for Active Tupon).
Move Name: Hercules Throw
Command: when close, hcf + B
Description: Griffon grabs the opponent, and throws him against the wall
behind him. You can then follow up. The only good moves I
know are the weak Poseidon Wave and the Gri-Dro Super Kick.
This move comes out slower than the Justice Hurricane, so
it is best not to use it.
Move Name: Icarus Crash
Command: in air, qcf + A
Description: Air throw. Griffon grabs the opponent and does an air
suplex. Incredibly hard to pull off due to the fact that
the move just will not come out on command (I got it off
1 out of every 5 times). Damage isn't that good, either.
Move Name: Big Fall Griffon (S)
Command: when close, 720 + A (with S power)
Description: Griffon grabs the opponent, jumps, and pushes their head
into the ceiling, then puts them under his feet and lands
on them. Does major damage, and the opponent cannot
escape after the flash appears. If you can, I would
suggest waiting until the P. power bar if full.
Move Name: Daedalus Attack (S)
Command: qcf, qcf + B (with S power)
Description: Griffon points up, then does 3 lariats, and each hit has
a giant impact to it (reminds me fo Yashiro's Million Bash
Stream). This move has decent invincibility time, so use
it as a reversal, but doesn't go great damage.
Move Name: Big Fall Griffon (P)
Command: when close, 720 + C (with P power)
Description: Slams opponent's head into the ceiling, then does a
Justice Hurricane. Major damage (60% normal, 75% or so
on T. O. P.). Aim for it as a surprise attack, or just
as you get up. Feint move (d + AC) --> Big Fall works
good, too.
Move Name: Daedalus Attack (P)
Command: qcf, qcf + C (with P power)
Description: Five lariats now. Otherwise the same as the S. version.
Still has invincibility time, so aim for the reversal.
This one actually deals good damage, too.
Move Name: Gri-Dro Super Kick
Command: During T. O. P. mode, CD
Description: A drop kick in the forward direction. Slow to start, but
if blocked it will push the opponent back and has almost
no recovery time. Use from long range for the guard
crush (only 2!), then a Justice Hurricane.
-------------------------------------------------------------------------
KEVIN RIAN
-------------------------------------------------------------------------
Move Name: Poli-Throw
Command: when close, f or b + C
Description: Shoulder throw.
Move Name: Poli-Kick
Command: f + B
Description: Does a low kick and then with the same leg, a side kick.
Both can be blocked high or low, I think, and the two
hits don't even combo.
Move Name: Hell Rotor (hold for 3-level power up, D to cancel)
Command: qcb + A or C
Description: Kevin turns his back, and spins toward the opponent.
Weak is a straight backhand, and strong is an overhead
backhand, but it has less range than the weak version,
and cannot be combo-ed. Charging it up will make it
stronger, but not unblockable. Pressing D while holding
it will cancel it, but you will automatically kick (or do
an Abide Mine is you cancel early).
Move Name: Hell Arrest
Command: when close, hcf + A or C
Description: A command throw. Kevin does an uppercut followed by a
straight, knocking the opponent back. Good against those
who keep blocking. Use often as a Guard Cancel, it's
easy to do(since it starts from back) and effective. Use
the strong due to it's damage (weak has longer range).
Move Name: Hell Trap
Command: qcf + B or D
Description: Low kick --> grab and knee. You must block the low kick
low. The grab can grab in the air, but it's not worth it
(timing's too hard and damage not enough). Good to use in
combos, but watch out; the range is a little short, so
no long combos. Braking into a Hell Snipe works good.
Also, Braking works good if the opponent blocks the low
kick, since you cancel the miss animation. The
difference between weak and strong is the change in
range. Strong can only connect from strong attacks, but
weak can combo from weak attacks.
Move Name: Hell Snipe
Command: f, d, df + A or C
Description: Kevin jumps up, and punches downward. Weak does a small
hops while strong does a normal jump. At first it looks
useless, but in fact is a great anti-air. Unlike the
normal anti-air where you do it when you see the opponent
jump, you must anticipate the opponent's movement. It
seems hard, but it is very useful, as well as this move.
Move Name: Abide Mine
Command: qcb + D
Description: Kevin rolls forward. He is invincible only at the very
beginning of this teleport move (I think). You can roll
around the opponent, cofusing them by switching block
directions.
Move Name: Creeper
Command: qcb + B
Description: Kevin starts to crawl a la army style. It can go
under a lot of move. Pressing A during Cleaver does
a low attack (sweeps with his hand). Use this often,
especially when dodging moves, since it comes out the
quickest. Also you can follow up if it is a counter
hit. Pressing B makes Kevin do a spinning heel kick
(overhead). It comes out quick, but not as quick as the
low attack. Pressing C cancels Cleaver. Cancelling into
the Hell Arrest is a good strategy.
Move Name: Lucky Strike (S)
Command: qcf, qcf + A (with S power)
Description: Kevin rolls forward (the roll hits) and pulls off a
punch and an uppercut (with explosions) knocking the
opponent into the air. You can follow up after this
move. Great in combos, since he goes forward in this
attack. Invincible in the beginning.
Move Name: Gatling Freezer (S)
Command: qcf, qcf + B (with S power)
Description: Kevin kicks up, with a bunch of explosions. If it hits
on the ground the opponent is frozen for a short time,
giving you a chance to combo. If it hits in the air, the
opponent SLOWLY (I mean slowly) fall to the ground,
giving you a chance to follow up. Decent in ground
combos, but range is very limited (and I think it can be
ducked under). As an anti-air, you cannot do it too
early (it's quick, so you'll miss) or too late (for a
split-second Kevin poses, and can be hit out of the
super), so watch it.
Move Name: Lucky Strike (P)
Command: qcf, qcf + C (hold) (with P power)
Description: Same as the S. version, but with an added explosive
straight after the uppercut, which means no follow up.
You will probably not use this Potential (or the other,
you'll see...).
Move Name: Gatling Freezer (P)
Command: qcf, qcf + D (with P power)
Description: Exactly the same as the Super version, but more
explosions. Plus a frame rate of zero.
Move Name: Blast Charge
Command: During T. O. P. mode, CD
Description: Shoulder charge --> spinning heel kick. Quick to
come out, but a little slow to recover. Pretty good
in combos, but lower guard crush damage.
-------------------------------------------------------------------------
GRANT
-------------------------------------------------------------------------
Move Name: Ankoku Otoshi
Command: when close, f or b + C
Description: Body slam.
Move Name: Ma-Heki
Command: df + C
Description: Grant dashes forward a little, and does a pose that looks
like Leona's Botlic launcher.
Move Name: Kokuen-Ryuu
Command: qcb + A or C
Description: Grant does an uppercut motion, and a blast of energy
shoot from the ground. Useful as a shield. Weak is
quick, and strong lasts longer.
Move Name: Kyou Chou-Jin
Command: f, d, df + A or C
Description: Anti-air uppercut move. Weak goes halfway up while
strong goes out of the screen, then he punches the ground
(which is unblockable, but jumping will avoid it). You
can cancel into Messhou Hisetsu for a combo. Also
it is a break move, easy to do and has many uses.
Move Name: Messhou Hisetsu
Command: in air, d + B or D, or during Rising Palm, d + B or D
Description: Pierces downward with a kick. Weak has a sharper angle.
Good suprise move, or escape move.
Move Name: Gou Dangai
Command: qcf + B or D
Description: Grant charges with his face forward very quick.
Move Name: Gou Retsu-Shou
Command: f, b, f + A or C
Description: Grant does a punch into the ground, then an uppercut,
launching the opponent into the air. I believe that weak
is quicker to come out, while strong launches higher.
Move Name: Majin Haten-Dan (S)
Command: qcf, qcf + A (with S power)
Description: Grant kicks up-forward and launches a projectile at an
angle. Nice invincibility time, and a great anti-air.
Best if used as an air juggle.
Move Name: Majin Engetsu-Rin (S)
Command: qcf, qcf + B (with S power)
Description: With his leg, he spins it in a circle several times,
very similar to Haomaru's Tenma Fuujin Zan, and ends
with a Charge (if the kicks hit, otherwise he just
stops). Good for ground combos.
Move Name: Majin Haten-Dan (P)
Command: qcf, qcf + C (with P power)
Description: Looks and acts exactly the same as S. version, but with
yellow "ki" (S. has purple).
Move Name: Majin Engestu-Rin (P)
Command: qcf, qcf + D (with P power)
Description: More spins. Use the same way as the Super version.
Move Name: Majin Gan
Command: During T. O. P. mode, CD
Description: Grant quickly dos a kick while sliding forward, and if it
connect (or is blocked), he does a shoulder into a palm.
A bit slow to come out, but has good recovery time. Can
be used in combos, though.
-------------------------------------------------------------------------
KAIN R. HEINLEIN
-------------------------------------------------------------------------
Move Name: Schwarzer Mond
Command: when close, f or b + C
Description: Grabs, then a flaming somersault kick. In or near the
corner, you can actually combo after the throw.
Move Name: Schwarze Flamme
Command: charge b, f + A or C
Description: Flame projectile. Kain hops back when doing it. Weak
goes forward and strong goes at about a 45 degree angle.
Move Name: Schwarz Cutter
Command: charge b, f + B or D
Description: A charge move. Kain dashes forward with flames around
his elbow. Weak comes out quick, while in strong Kain
sets a flame in front of him, then charges forward. I
think that the weak version in combo-able. Only the
strong version is breakable.
Move Name: Schwarze Lanze
Command: charge d, u + B or D
Description: Kain kicks flames from the ground, knocking the opponent
up, jumps up, and shoot fire down, hitting the floating
enemy. Works as an anti-air, and has very little
opening due to the fact that on the way down, Kain throws
a projectile. The difference between weak and strong is
the angle he throws the projectile; weak has a sharper
angle than strong. Brake this to minimize openings when
blocked, and to set up combos.
Move Name: Himmlischer Atem (S)
Command: qcf, qcf + A (with S power)
Description: Kain does a motion like a slash, and a fire (energy?)
rains from the sky in front of him. Pretty useful as as
anti-air, but not much of range.
Move Name: Himmlische Seele (S)
Command: qcf, qcf + B (with S power)
Description: Kain shoot out a ball of energy that floats slowly
forward. Hits multiple times. Good for air juggles.
Move Name: Himmlischer Atem (P)
Command: qcf, qcf + C (with P power)
Description: Same as before, but with three projectiles.
Move Name: Himmlische Seele (P)
Command: qcf, qcf + D (with P power)
Description: Kain shoots a yellow ball (the S. was blue I think) of
energy. Same as the S. version, but hit more times.
Move Name: Schwarzer Stoß
Command: During T. O. P. mode, CD
Description: Performs a move similar to Joe's Slash Kick, but with a
fire effect. A little slow to come out, and not too quick
on the recovery side, but the movement is quick as hell.
Nice damage, so use in combos.
=========================================================================
5. TAUNTS, POSES, AND PHRASES
=========================================================================
I was in a rush to do this, so it's still incomplete. I forgot some
characters poses, or forgot what they said. Sometimes I put what I
think I hear them saying. If you remember, or have a correction, email
me.
-------------------------------------------------------------------------
ROCK HOWARD
-------------------------------------------------------------------------
Entrance: "Genkai made tobasu ze...!" (I gonna speed till the
limit...!) as he zips down his sleeves.
Entrance 2: (vs Terry) "Tekagen nashi daze, Terry!" (I'm not
gonna lay off, Terry!"
Entrance 3: (vs Kain) "Chi ga...uzuku noka? Ku!" (My blood...is
boiling? Ku!)
Win: "Kono teido jane--daro?" Rock takes off a glove with
his mouth and shakes his hads.
Final Win 1: "Dokomademo...agaite yaru..!" (No matter how far...I
will fight it..!" Turns around, and wings of energy
briefly appears.
Final Win 2: (T.O.P. or Shine Knucklu finish) Throws his jacket
on the fallen opponent. "...Abayo." (...So long.)
Final Win 3: (Geese move finish) Holds his wrist, trying to
control the evil power flowing from his other hand,
"Kuuuu...! Ha, ha, ha..." and falls to his knees,
breathing hard.
Taunt: "Shanto shina!" (Do it right!) He points his hand
to the opponent.
Post-Win Taunt 1: "Chi...dase--na..." (Hmph...pathetic...) Rock shrugs
his shoulders and puts his hand on his forehead.
Post-Win Taunt 2: "Nige-chimai yo..." (Run away...) as Rock pushes his
hair back.
Small KO: "Ko...Kokomade ka..."
Flying KO: "Uwaaaaaaaa!"
Draw: "Chi..."
Time Loss: "Souka yo..."
Reppuu Ken: "Reppuu Ken!"
Double Reppu Ken: "Double Reppu Ken!"
Rising Tackle: "Rising Tackle!"
Rasetsu: "Haaaa...Morata"
Rage Run Type D: "Du--nk!"
Shine Knuckle (S): "Kurai na! Urya--!"
Shine Knuckle (P): "Kurai na! Urya Sei! Iyaa--!"
Raging Storm (S): "Raging Storm!"
Raging Storm (P): "Raging...Stooorm!"
Deadly Rave - Neo "Deadly Rave!"
-------------------------------------------------------------------------
TERRY BOGARD
-------------------------------------------------------------------------
Entrance: Hops up and down, getting warmed up, pushes his hair
back, then beckons the opponent "C'mon get serious!"
Entrance 2: (vs Rock) Puts his hands on his hand, relaxed,
"Hey, rookie!"
Win: Points his finger to the downed opponent, "Stand
up!"
Final Win 1: "OK!" Terry tosses his jacket up and catches it,
putting it over his shoulders.
Final Win 2: (vs Rock) "Tsk, tsk, tsk" as he waves his finger
"All right!" takes a guts pose (raises an arm)
Taunt: "Hey, c'mon, c'mon!" motioning to get over here
Post-Win Taunt 1: Bows courteously, "Sorry"
Post-Win Taunt 2: Wipes his forehead with his arm, "Good going!"
Small KO: "Shit!"
Flying KO: "Uwaaaaaaaa!"
Draw: "....."
Time Loss: "You're dead!"
MAX Dunk: "Crash!"
Power Wave: "Rock you!"
Crack Shoot: "Kick bat!"
Burn Knuckle: "Burning!"
Power Charge: "Shoo! Ha! Charging!"
Power Geyser (S): "Go bang!"
Power Geyser (P): "Live wire! (Gin-gin daze!) Go bang!
Buster Wolf: "Are you OK?"
>hit "Buster Wolf!"
-------------------------------------------------------------------------
KIM DONG HWAN
-------------------------------------------------------------------------
Entrance: "Nja, karu--ku ikouka." (Now, let's go very lightly)
Dong stretches his legs over his head, and flips
into fighting position.
Entrance 2: (vs Jae Hoon) "Ganbaru ne!" (You're working hard!)
as he picks his ear. "Honja ma---, yaru ka!"
(Well, I guess we should fight!) Dong stretches
lazily.
Win: "Ko--nna kanji de...dou?" (How's it like this?)
Final Win 1: "Koko no deki ga chigaun dayo!" (This's made
differently!) as he slaps his leg.
Final Win 2: (Perfect) "Touzen no kekka te yatsu?" (Is this what
you call an expected outcome?" Dong says, smiling.
"Amai!" (Not enough!) Kim jumps out of nowhere
behind Dong. "Giku!" (the sound one makes when one
is scared or guilty, no real translation) Dong starts
sweating.
Taunt: "Oni-san, kochi da!" (Devil, over here!) (the devil
he means here is the equivalent of being "it") waves
his foot around.
Post-Win Taunt 1: "Pompe, pompe." as Dong shrugs his shoulder and does
a taunting dance
Post-Win Taunt 2: "Makeru no mo akitarou?!" (You're tired of losing,
huh?!) Dong says while squatting down.
Small KO: "Ma..maji kayo..."
Flying KO: "Sonnan ari kayo--!!"
Draw: "Gege!"
Time Loss: "Yabe..!!"
Kaiten Dong Hwan: "Douyo?:
Shiden Kyaku (weak): "Yo!"
Shiden KYaku (strong): "Sora YO!"
Raimei Zan: "So---Ra!"
Ashi Binta: "Uryaryaryaryarya, sei!"
Kuu Sa Jin (weak): "Sorya!"
Kuu Sa Jin (strong): "Sorya! Omake!"
Super Dong Hwan Kyaku (S): "Iku ze!? Ora, ora, ora, ora---!!"
Super Dong Hwan Kyaku (P): "Iku ze!? Ora, ora, ora, ora--!
Kurae-tteno!"
Raimei Dan (S): "So--...re!"
Raimei Dan (P): "Ora! Ittoke!"
Ore-sama Hou-ou Kyaku: "Hajimaru ze! Ore no hitori butai..hyahoooo!"
-------------------------------------------------------------------------
KIM JAE HOON
-------------------------------------------------------------------------
Entrance: "Ichi, ni, san, shi...shobu desu!" (One, two, three,
four...I challenge you!) Jae Hoon stretches, then
jumps up into fighting position.
Entrance 2: (vs Dong Hwan) "Honki dashte kure yo, Niisan!"
(Please be serious, Big Brother!" Jae Hoon points
toward Dong.
Entrance 3: (vs evil) Back to opponent "Aku wa, yurushimasen!"
(Evil cannot be forgiven!) Turns around, foot on
fire.
Win: Jae Hoon snaps his fingers, and a girl comes out
with a kettle. Jae Hoon drinks the water, and the
girl starts clapping
Final Win 1: "Ii shobu deshta...Yosh!" (It was a good battle) Jae
Hoon wipes his head with a towel.
Final Win 2: (Perfect) "Okega wa arimasen ka?" (Are you injured?)
Jae Hoon runs toward the fallen opponent, checking for
injuries.
Taunt: "Dame janai deska." (That's no good.) Jae Hoons
turns around, shrugging his sholders.
Post-Win Taunt 1: Jae Hoon turns around for a seconds, "Douda!" (How's
this!) Jae Hoon flashes a smile, teeth sparkling.
Post-Win Taunt 2: "Omigoto desu!" (Wonderful!) Jae Hoon claps.
Small KO: "Munen...desu..."
Flying KO: "Mairimashta---!"
Draw: "Yarimasu ne."
Time Loss: "Shimatta!"
High-Angle Neri-chagi: "Neri-chagi!"
Hien Zan: "Hien Zan!"
Ryuusei Raku: "Ryuusei Raku!"
Hangetsu Zan: "Hangsetsu Zan!"
Shakka Shuu: "Shakka Shuu!"
Hishou Kyaku: "Hishou Kyaku!"
>kick "Ue!"
>slide "Shita!"
Hou-Yoku Ten-Shou Kyaku: "Hou-Yoku...Ten-Shou---Kyaku!"
Hou-ou Kyaku: "Ikimasu!"
>hit "Watatatata....Hou-ou Kyaku!"
-------------------------------------------------------------------------
HOTARU FUTABA
-------------------------------------------------------------------------
Entrance: "Oniichan..." (Big Brother) Back to her opponent,
sad. Itokatsu hisses at the opponent, and Hotaru
turns around. "Ima, iku kara ne!" (I'm coming
right now (to find you)!) She wipes her tears.
Entrance 2: (vs Gato) "A! Itokatsu!" Her pet runs around Gato,
friendly. "Onii..chan..?" (Big..Brother..?) looking
very serious.
Entrance 3: (her stage) "Are? Arere?" (Huh? Huh?) As the doves
fly about her, taking off her coat. "Minna
arigatou!" (Thank you everyone)
Win: "(giggles)" while spinning around. She
bends down while a big smile on her face "Ehehe!"
Final Win 1: She looks sad, "Kitto..." (We will...), and
Itokatsu jumps into her "Kya! Aeruno ne!"
(...meet him!)
Final Win 2: (vs Gato) "Onichan...gomen ne..." (Big Brother...
I'm sorry...) She says dissapointed.
Final Win 3: (perfect) She turns around. "Oide!" (Come here!)
Itokatsu runs into her arms, and she falls over with
a smile. "Kyahaha..."
Taunt: "Gambaranakya!" (I must do my best) She smacks
her cheeks and shakes her face.
Post-Win Taunt 1: "I---da!" Hotaru sticks her tongue out, in a sense
that she dislikes the opponent.
Post-Win Taunt 2: Hotaru puts her fingers in her mouth, whistles, and
Itokatsu, her ferrot, drops from the sky, landing
on the opponent, and runs behind her.
Small KO: "Sonna..."
Flying KO: "Onicha-----nn!!"
Draw: "Nmou!"
Time Loss: "Uso!"
Hakki Shou: "Nrya!"
Ko-bi Kyaku: "Hai!"
Ten-Shin Shou (weak): "Ei!"
Ten-Shin Shou (strong): "E---i!"
Sou-Shou Shin: "Sou-Shou Shin!"
Rengeki Shuu: "Rengeki Shuu!"
Sha-jou Tai: "Yayaya!"
Sou-Shou Ten-Ren-Ge: "Sou-Shou Ten-Ren-Ge! Ei!"
Ten-Shou Ran-Ki (S): "Kakugo shite ne! Yaa-----h!"
Ten-Shou Ran-Ki: "Kakugo shite ne! So-...Re! Yayayayayayaya!
Yaaaaah! Fu-----..."
-------------------------------------------------------------------------
GATO
-------------------------------------------------------------------------
Entrance: "Kisama no ougi wo...misetemiro!" (Show me your...
secret technique!), flips and his clothes are
magically tied.
Entrance 2: (own stage) Same poses as above, but he says, "Komono
wo aite suru ki wa nai!" (I don't feel like dealing
with small fish!"
Entrance 3: (vs Hotaru) With Itokatsu walking around him, Gato
grips his fists. "Komusume ga...usero!" (Little
girl...be gone!"
Win: "Zuibun to tanoshimasete kureru..." (You're making
this enjoyable..." As he turns his back.
Final Win 1: "Sono teido nara, yameteshimae!" (If that's all, then
quit (fighting)!) Pops off his top, showing a giant
bear scratch on his back.
Final Win 2: (vs Hotaru) "Tatakai kara mi wo hike..." (Leave the
world of fighting...)
Taunt: Sits down and says "Tsumaran yatsu da!" (You're an
uninteresting person!)
Post-Win Taunt 1: "Kudaranu! Shouke Shiai da." Folds his arms.
Post-Win Taunt 2: "Koshi-nuke ga!" (Coward!) Looks back.
Small KO: "O...Onore..."
Flying KO: "Aitsu wo taosu madewa-!"
Draw: "....."
Time Loss: "Inochi-biroi shita na..."
Mou-ko Kou Ha-Zan "Kono katonpo ga!"
Shin-Ga: "Torya-!"
>follow up: "Tei!"
Rai-Ga: "Haihaihaihaihai!"
Fuu-Ga: "Fuun!"
Kou-Ga: "Haaa!"
Sen-Ga: "Cherya!"
Katsu-Ga: "Torya!"
Kyuu-Ga: "Tsuea!"
Hou-zan Sai Heki-Ga: "Baka ga!"
Zero Kiba: "Mezawari da! Kiero! Fuun! Zako ga!"
Tatsu Kiba: "Ho--! Nameruna!"
Ten-Ryuu Rettsu-Kiba: "Fuun! Sei! Kudakero!"
-------------------------------------------------------------------------
BONNE JENET
-------------------------------------------------------------------------
Entrance: "Viva! Lilien Nights!" All her comrades take a
gulp and they all throw the mugs on the ground,
breaking it.
Entrance 2: (vs Kain, Grant) "Hontou no anata wo oshiete ageru."
(I'll show you the real you.)
Win: "A--n Daru" (A--n I'm tired) as she stratches her
head.
Final Win 1: "Beautiful victory!" She says as she puts her hands
out toward the screen.
Final Win 2: (Perfect) "Very good! Ahaha!" Jenet takes a guts
pose, and the rest of the Lilien Nights throw her up
and down. "Kanchou!" (Captain!)
Taunt: "Non, non!" Jenet taunts in French.
Post-Win Taunt 1: "Be---!" Jenet sticks out her toungue and makes a
face with her fingers.
Post-Win Taunt 2: "Da--me da!" (You're no good!) She says as she
points to the opponent with both her fingers at her
waist.
Small KO: "Funi--"
Flying KO: "Zen-in tetai---!" (All troops fall back!)
Draw: "....."
Time Loss: "Boo!"
Rolling Thunder: "Rolling...Thunder!"
Crazy Ivan: "Hi-Ho!"
Gulf Tomahawk: "Hello!"
The Hind: "Yahoo!"
>Brake "Hi---!"
Buffrass: "Sore---!"
Harrier Bee: "Hyu Hyu!"
Many Many Torapedo: "Danmaku! Final Goodnight!"
Aurora: "Lock on! Gekitsu--i!"
An Oi Mademoiselle: "Koitsu...Mukatsuku! Mukatsuku! Makatsuku!
Muki---! Gomen asobase."
-------------------------------------------------------------------------
MARCO RODRIGUEZ
-------------------------------------------------------------------------
Entrance: "N----!" Marco charges his "ki". "Iku zo!" (Let's
go!)
Entrance 2: (own stage) "Chesto--!"
Win: "Kyokugen fight!" (Go Kyokugen!) Marco
becomes too buff for his shirt.
Final Win 1: "Mitaka, Kyokugen-ryuu!" (Did you see it, (this is)
Kyokugen-style!) Marco brings out his Kyokugen
signboard.
Taunt: "Ocharakeruna!" (Don't screw around!) Points.
Post-Win Taunt 1: Marco shakes his head and has his arms folded.
"Nattoran na..." (You're not "into" it...)
Post-Win Taunt 2: "Osu!" He bows.
Small KO: "Chi.ka..ra..yo..."
Flying KO: "Shishou--!!"
Draw: "...."
Time Loss: "Naze da?!"
Ko-ou Ken: "Ko-ou Ken!"
Zan-Retsu Ken: "Zan-Retsu Ken!"
Hien Shippu Kyaku: "Hien Shippu Kyaku!"
Ko Hou: "Urya!"
Jou(Ge)-Dan Harai: "Amai!"
>fail: "Nanto!"
Ryuu-Sen Ken: "Dosei!"
Ko-Sen Kyaku: "Chesto--!"
Haou Shoukou Ken: "Haou Shoukou Ken!"
Kyokugen Ko Hou: "Kowappa ga---!"
Ryuuko Ranbu: "Kitta-! Tsue! Tsuetsue! Todome!"
Ryuuko Ranbu Lv 4: "Oryaryaryaryaryaryarya!"
-------------------------------------------------------------------------
HOKUTOMARU
-------------------------------------------------------------------------
Entrance: Appears in a cloud of smoke. "Mi--kke! Uhya! Arya?"
(I found you! Heh! Huh?) He's all black, and puffs
out smoke, then shakes off the black.
Entrance 2: (his level only) "Ko-natta no mo ome-- no sei da zo!"
(It's your fault that this happened!) A tire hits
him on the head. "Aitta---!" (Ow--!)
Win: "Kore zo! Shiranui Ninpo..." (This is Shiranui
Ar...) He says flipping over and taking a pose, but
his cape gets in his face. "te ne..." He laughs
it off.
Final Win 1: Juggles apples, and eats two, and then accidentally
eats a bomb, smoking his mouth. "Kore ga...oira
no...jitsuryoku da! Ge?!" (This is...my...skills!
Huh?!) He says while eating.
Final Win 2: (perfect) "DA! I! SHOU! RI!" Hokutomaru acts like a
cheerleader while spelling out "Big Victory"
Taunt: Flips up, and dances like a monkey.
Post-Win Taunt 1: Hokutomaru sneeze, then rubs his nose, a little
embarrassed.
Post-Win Taunt 2: He teleports in front of the opponent, steps on him,
raising his wooden sword, "Uchi tottari!" (I won!)
Small KO: "Oira..maketa no?"
Flying KO: "Makechatta yo--!"
Draw: "..."
Time Loss: "Accha--!"
Ninpo Bakuen Jump: "Shwachu!"
Kuu Ha Dan: "Kuu Ha Dan!"
Karakusa-giri: "Darya!"
Rakka Zan: "Kocchi da yo-!"
Shuriken (weak): "Sha!"
Shuriken (strong): "Shashasha!"
Chou Hissatsu Shuriken: "Ikkuzo! Ryaryaryarya...
Oddoroke-!"
Chou Bakuen Kunai: "Attsui zo-!"
Ougi - Chou Hissatsu Tatsumaki: "Koitsu ga...oku no te da-!"
Kyuukyoku Ougi Chou Bakuen Tatsumaki: "Shiranui...Kyuukyoku Ougi-!"
-------------------------------------------------------------------------
FREEMAN
-------------------------------------------------------------------------
Entrance: (his level) "Jitsu ni...Subarashi yoru da." (What
a wonderful night) Dressed up in a pierot costume
bowing, he cuts it up.
Entrance 2: "Kono kawaki wo...iyashitekure" (Heal this thirst),
doing his taunt pose.
Win: "Kono akumu he youkouso..." (Welcome to this
nightmare...) Freeman bows, snickering.
Final Win 1: (perfect) Takes this weird pose. "Kore ga...ai aru
satsuriku da..." (This is murder with love...)
Final Win 2: Stretches back (like the Overkill pose) and says
"Gokujou no shi ni kansha shiro..." (Thank me for
the best death...)
Taunt: "Tomadou na." (Don't hold back.) Siging with both
hands to come here.
Post-Win Taunt 1: "Subarashi zo..." (It's wonderful) I forgot what
he does.
Post-Win Taunt 2: "Ima sugu messarero...!" (Die right now...!) Thumb
across the throat.
Small KO: "Subarashi..i.."
Flying KO: "Ushaaaaoooo!"
Draw: "Kore dewa...dame da..."
Time Loss: "....ku!"
Overkill: "I-sakero-!"
Nightmare: "Shaaa!"
Crow: "Shine--!"
Morbid Angel: "Iidarou? Kukuku..."
V. O. D.: "Shu! Sha! Chire--!"
Full Blast: "Uuu-----aaaaa a a a a...Shaaaoo!"
Creeping Death (S): "Ikuzo..kukuku"
Creeping Death (P): "Ikuzo..u.a.a.a.A.A.AA! NModaero!!"
-------------------------------------------------------------------------
THE GRIFFON MASK
-------------------------------------------------------------------------
Entrance: Takes off his cape, "Muteki ni iku zo!" (I'm going
in invincible!)
Entrance 2: (vs Grant) "Yukuzo ko-akutou!" (Here I come,
evil-doer!)
Entrance 3: (vs Kain) "Kakugo dai-akutou!" (Prepare yourself,
villain!)
Win: Raises both hands and yells "Daah!"
Final Win 1: Points forward and says "Kono mune ni toukon ga
aru kagiri!" (As long as there is a fighting spirit
in this chest!"
Taunt: Spins around "Hey hey!" Guts pose with one hand.
Post-Win Taunt 1: "Miyo kono fukukin!" (Look at these abdominal muscles!)
Griffon does a bridge, and gets back up.
Post-Win Taunt 2: Puts his hand to his chest "Ouen arigatou!" (Thanks
for the support!)
Small KO: "Guho!"
Flying KO: "Kodomo-tachi yo, sumanu--!"
Draw: "..."
Time Loss: "Sonna baka na..!"
Gri-Dro Super Kick: "Ki-----ck!"
Poseidon Wave: "Poseidon Wave!"
Olympus Over: "Olympus Over!"
Active Tupon: "Active Tupon!"
Justice Hurricane: "Justice Hurricane!"
Icarus Crash: "Icarus Crash!"
Daedalus Attack: "Daedalus Attack!"
Big Fall Griffon: "Big! Fa---ll!"
-------------------------------------------------------------------------
KEVIN RIAN
-------------------------------------------------------------------------
Entrance: (with Marky) He reads the paper. "O! Yaru kai!"
(Oh! Let's do it!) Marky: "Cool ni Kate yo!" (Win
cool, ok?) Kevin: "Ryoukai!" (Roger!) They knock
fists. Marky jumps into the background.
Entrance 2: (without Marky) "Kyou wa hiban daze!" (Today's my
day off!)
Win: (with Marky) Puts his hands on his waist.
"Ochitsuke yo." (Calm down)
Win 2: (without Marky) "Fun! Kono akutou me!" (You punk!)
Final Win 1: (with Marky) Marky: "Mission!" Kevin: "Complete!"
They high five.
Final Win 2: (without Marky) "Mitaka! Koumuin ni iji wo!" (Did
you see that! The pride of a government worker!"
Taunt: Pulls his gloves up and says "Chanto nerai na!" (Aim
correctly)
Post-Win Taunt 1: Salutes and says "Hettare da ne!" (You suck)
Post-Win Taunt 2: "N! N! N--!" As he winds up his arm.
Blast Charge: "O--ra!"
Hell Trap: "Sorayotto!"
Abide Mine: "Ikuze!"
Hell Snipe: "Ochina!"
Hell Rotor: "Dodai?!"
Hell Arrest: "Au?"
>hit: "Tsukame..ta!"
Creeper: "Hmm, hm, hm, hmm" (Humming)
>A "Ora!"
>B "Ame!"
Lucky Strike: "Yokete mi na!"
>P finish: "Bakuha!"
Gatling Freezer: "Bingo!"
-------------------------------------------------------------------------
GRANT
-------------------------------------------------------------------------
Entrance: Powers up. "Kukugo---!" (Prepare yourself)
Entrance 2: Busts out from a pile a rock with a skull on top.
"Nanji no sadame...'Horobi' nari!" (Thoust fate is
destruction!)
Entrance 3: (vs Kain) Points to Kain "Warera wa chikawan,
yuukyuu no kizuna wo!" (We pledge an eternal
alliegence)
Win: "Ware wa tatakai no gakyousha nari..." (I am the
martyr of battle...)
Final Win 1: "Mada da...mada shinan zo!" (Not yet...I will not die
yet!) Taking a guts pose.
Final Win 2: (vs Kain) "Doushita...ude ga namatta ka..." (What's
wrong...Your skill has fallen...)
Taunt: "Kisama wa katenu!" (You cannot beat me!)
Post-Win Taunt 1: Hits the ground, shaking the earth.
Post-Win Taunt 2: Covers himself with his mantle, and says .
Small KO: "Mada mada..."
Flying KO: "Kain yo----!"
Draw: "..."
Time Loss: "Kuchi oshi ya..."
Kyou Chou-Jin: "Kurae!"
Messhou Hisetsu: "Ochiyou!"
Kokuen-Ryuu: "Funka kase!"
Gou Retsu-Shou: "Kudakero!"
Gou Dan-Gai: "Tsuranuke!"
Majin Haten Dan S: "Haten Dan!"
Majin Haten Dan P: "Unare...Majin Haten Dan!"
Majin Engetsu Rin S: "Engetsu Rin!"
Majin Engetsu Rin P: "Unare...Majin Engetsu Rin!"
-------------------------------------------------------------------------
KAIN R. HEINLEIN
-------------------------------------------------------------------------
Entrance: Holds his hand up, flames coming out, then brings it
back. "Omoi shiru ga ii, onore no mijuku-sa wo!"
(Realize your own weakness!)
Entrance 2: (vs Grant) Points to Grant. "Warera wa chikawan,
yuukyuu no kizuna wo!" (We pledge an eternal
alliegence)
Win: "Make-inu ni wa you wa nai...!" (I have no business
with losers!) Kain turns his back.
Final Win 1: "Osore ononoke, waga honou no mae ni!" (Shudder in
fear before my flames!) Kain spreads his arms out
and flames come out, in the shape of a cross.
Final Win 2: (vs Rock) "Kimi wa mou...watashi no mono da." (You
are now...mine) Same pose as the other win.
Final Win 3: (vs Terry) "Shosen sono teido da." (In the end, that
is all you have.)
Taunt: "Sate, tsugi no te wa?" (So, what's your next move?)
Kain points to the opponent.
Post-Win Taunt 1: "Yume wo misugita you da na..." (You seemed to have
dreamed too much...)
Post-Win Taunt 2: "Buzama na!" (How pathetic!) Kain brushes
back his hair.
Small KO: "Yaru na..."
Flying KO: "Uoooo---------!"
Draw: "Kyouzameda..."
Time Loss: "Miayamatta ka?"
Special CPU loss: "Fu, tsuyoi na...ku!"
schwarzer Stoß: "Moratta!"
Schwarz Flamme: "Schwarze Flamme"
Schwarzer Panzer: "Schwarzer Panzer"
Schwarze Lanze: "Schwarze Lanze"
Himmlischer Atem (S.): "Himmlischer Atem!"
Himmlischer Atem (P.): "Owari da! Fieln!" (?)
Himmlische Seele (S.): "Himmlische Seele!"
Himmlische Seele (P.): "Otonashiku shite moraouka...Himmlische Seele!"
=========================================================================
6. COMBINATION ATTACKS AND COMBOS
=========================================================================
Tell me any more combination attacks, since I can't remember all in
one sitting. I'll add strategies later.
Jump - do while jumping
Standing - do standing
Close - do while standing close to the opponent
Crouching - do while crouching
(Brake) - Brake the special move indicated
(x#) - do move as many times as indicated (#)
(counter hit) - combo can only initiate if the first hit is a counter
hit.
(mid-air hit) - hit the opponent while he is in the air
(BGH) - Both the opponent and you get hit at the same time
(corner) - Must do while opponent is in the corner
(near corner) - Do combo while close to corner, but not starting in it
-------------------------------------------------------------------------
ROCK HOWARD
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Jump A --> C
-Not too useful, because the other mid-air combination attack works
better.
Jump C --> B
-A mid-air combination attack. Useful because most people will
automatically crouch after the first hit. Note that there are
certain characters that the 2nd hit will miss in mid-air.
Close D --> f + D
-Normal kick into and overhead.
-------------------------------[ Combos ]--------------------------------
Jump D --> Crouching C --> weak Hard Edge
-Basic combo starting from a jumping attack. If blocked try a Reppuu
Ken, or a combo with the Rage Run - Type "Shift".
Crouching B (x2) --> Shine Knuckle
-Nice combo, especially since it starts from a low hit, and it does
good damage. Either Shine Knuckle will do, since they both start the
same. If the crouching B is blocked, cancel into a Rage Run - Type
"Dunk" to throw the opponent off.
Rage Run - Type "Shift" --> Shinkuu Nage (Brake) --> Raging Storm
-Not really a combo, but if the opponent does not react quick enough,
the Shinkuu Nage will grab them. If you have your back to the corner
when you start the combo, a P. Raging Storm, delayed a little can do
massive damage (still does with it), but this combo can be done
anywhere. If you don't have a bar, a Double Reppuu Ken works well,
because the opponent will land afterwards, allow you to continue
on your attack. This combo is great because it can be started off a
blocked combo (Jump D (blocked) --> Standing C (blocked) --> Rage Run
Type "Shift"..., etc.).
Jump D --> Close C --> Deadly Rave - Neo (up to ninth hit) -->
Crouching C --> strong Hard Edge
-Major damage combo, plus it take skill. Like Geese, Rock will never
finish the Deadly Rave, but instead continue into another combo. It
deals about 70% or so (on a human opponent). You must do the strong
Hard Edge immediately after the Crouching C, but if you do it too
quick, the C won't even connect (because it cancels into the Hard
Edge.
Reppu Ken or Double Reppu Ken (counter hit) --> Reppu Ken
-Somewhat of a useless combo, but good if the first hits from across
the screen, since you can't follow up from far away.
weak Hard Edge (counter hit) --> Raging Storm
-Not too bad of a combo, does good damage off a counter. Use another
weak Hard Edge if you don't have a bar.
Shine Knuckle (S.) (BGH) --> Crouching B (x2) --> Shine Knuckle (S.)
-Works only if you get hit while doing the first Shine Knuckle. You
can exclude the two crouching B's.
(corner) Jump strong attack (C or D) --> high dodge attack (d + AB) -->
cancel feint move (d + AC) --> close standing A --> close standing or
crouching C --> special moves
-Best to use Shine Knuckle or Deadly Rave Neo. If you have no bar,
Reppu Ken or Hard Edge will work good. After using the feint, you
have to walk up a little or the A won't be close.
Jump strong attack (C or D) --> high dodge attack (d + AB) --> cancel
Rising Tackle
-A variation of the combo above, remixed for the mid-screen battles.
(corner) Shinkuu Nage (Brake) --> Double Reppu Ken (2 hits) --> Deadly
Rave Neo (P.)
-When you do the Shikuu Nage, you must have your back to the wall.
Try doing this off of a Rage Run Type Shift. Do the Deadly Rave
just as the opponent lands, and they cannot block!
-------------------------------------------------------------------------
TERRY BOGARD
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Close C --> f + C
-Double upper. Does OK damage, but you can't cancel into a special,
so I'd refrain from using this combo.
-------------------------------[ Combos ]--------------------------------
Jump D (deep) --> Close C --> feint move --> Close C --> weak Burn
Knuckle
-A technical combo, but more useful (and damaging) than the typical
jump attack --> stand attack --> special combo.
Standing A (x2) --> weak Power Charge (x3)
-A good combo starting from a jab.
strong Power Charge (x1) --> Standing C --> Power Dunk (Brake) -->
Power Geyser or Buster Wolf
-Nice because the Power Charge allows you to get in close. I suggest
a Power Geyser for S. and Buster Wolf for P. (make sure you delay the
Buster Wolf to get all the hits).
Power Wave (counter hit) --> strong Power Wave
-Only useful if the first Power Wave hits from across the screen,
otherwise you'd want to follow up with another move.
Burn Knuckle or Crack Shoot (counter hit) --> Power Geyser
-Another useful counter combo.
Close C --> f + C --> (no cancel) Power Geyser (P.)
-The Potential Triple Geyser is quick enough to combo without
cancelling.
(corner) close standing C --> feint move (f + AC) close standing C -->
feint move (f + AC) --> close standing C --> feint move (f + AC) -->
crouching C --> cancel Power Wave (strong) or a S. or P.
-If you can master this combo, Terry will become a force to reckon
with. After each feint, you have to walk a bit forward, or the
standing C will become a far C and not a close C.
(near corner) Power Dunk (brake) (counter hit) --> Buster Wolf (S.) -->
Power Geyser (S.) or Buster Wolf (S.)
-Right after landing from the Brake, quickly do the B. Wolf, and the
instant you can move, do it again or the Geyser. I prefer the Geyser
because it's giving the opponent a full course.
Power Dunk (brake) (counter hit) --> Power Dunk (brake) --> weak Burn
Knuckle
-A no bar, no corner remix of the above combo.
-------------------------------------------------------------------------
KIM DONG HWAN
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Jump A --> C
-Pretty good mid-air combination attack, at least you can combo it.
Jump B --> C
-Same as above.
-------------------------------[ Combos ]--------------------------------
(corner) Super Dong Hwan Kyaku (S.) --> Super Dong Hwan Kyaku (S.) -->
strong Kuu Sa Jin
-A maniac combo, but does major damage, and is cool to watch.
strong Shiden Kyaku --> strong Raimei Zan
-A combo that starts from a low hit. Just time the Raimei Zan right.
Does a good amount of damage. But watch the opening, since the
Shiden Kyaku comes out slow.
strong Shiden Kyaku --> Ore-sama Hou-ou Kyaku
-Make sure you do the Hou-ou Kyaku late, because he runs fast. The
trick is to roll the joystick slowly, not too fast, so it will come
out.
Jump D --> Crouching C --> Kuu Sa Jin (Brake) --> Ore-sama Hou-ou Kyaku
-It does not matter what strength you use
for the Kuu Sa Jin, but you have very little time to do the Hou-ou
Kyaku.
Close C --> Kaiten Dong Hwan (T. O. P.)
-Simple, yet damaging combo.
Jump D --> Hishou Kyaku or Super Dong Hwan Kyaku
-Easy combo to do, and into a Super or Potential. Nice.
(corner) weak Shiden Kyaku or (Jump A --> Jump C) --> Jump A (rising) -->
cancel Super Dong Hwan Kyaku (S.) --> Super Dong Hwan Kyaku (S.) -->
Kuu Sa Jin (strong)
-A great combo, but it is hard to master. When you do the Jump A
(rising), do while doing (d, df, f, uf) so it makes the S. Dong Hwan
Kyaku easier to do.
(corner) (close standing D (1st hit) --> cancel feint) x n --> follow up
-Remember to walk forward after the feint move. The "n" should be
anywhere from 3 to 7 times, whatever you feel you're capable of. As
for the follow up, crouching B --> crouching C (if you're too far,
just the use the crouching B) --> a special move or rising jump A.
From the rising jump A, you can do the S. Dong Hwan combo.
-------------------------------------------------------------------------
KIM JAE HOON
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Jump A --> C
-You don't need this. If the opponent is on the ground and crouching,
the second hit will completely miss.
Jump B --> C
-You don't need this either. If the opponent is on the ground, you
can't come out with the second hit.
-------------------------------[ Combos ]--------------------------------
Jump D --> Close C --> Shakka Shuu or weak Hangetsu Zan or strong
Ryuusei Raku
-Either way, it does good damage. Just pick whatever you feel like
at the time.
Jump D --> Hisshou Kyaku --> Slide
-Simple combo, but not too damaging.
Hien Zan (Brake) --> strong Hien Zan --> finish
-A decent combo, but I have not found a really good way to incorporate
it into my strategy besides as a wake-up move.
Hien Zan (Brake) --> Hou-ou Kyaku
-Either S. or P. will do, but make sure you do it late, because Jae
Hoon runs up fast.
Hou-yoku Ten-Shou Kyaku (S.) (mid-air hit) --> Hou-ou Kyaku (S.)
-I haven't tried this combo yet, but it looks kind of useful.
-------------------------------------------------------------------------
HOTARU FUTABA
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Jump A --> B
-This is your main mid-air combination attack.
Jump A --> C
-The second hit misses crouching opponents, so use the other one.
-------------------------------[ Combos ]--------------------------------
Jump D --> Close C --> Ten-Shou Ran-Ki or Sou-Shou Ten-Ren-Ge
-I'd use the Sou-Shou Ten-Ren-Ge just to be safe, since the Ten-Shou
Ran-Ki might miss if you take too long.
(corner) Jump D --> close standing D --> cancel weak Ko-bi Kyaku (Brake)
--> strong Rengeki Shuu (rising) --> Ten-Shou Ran-Ki
-You can use the Jump A --> C to start up, but it's not worth
the effort.
Kou-shuu Da --> Kuuchuu Furi-muki --> Rengeki Shuu
-Not really a combo, but it works good as a cross-up.
(corner) close standing D --> cancel weak Ko-bi Kyaku (Brake) -->
strong Hakki-Shou --> Ten-Shou Ran-Ki
-Hotaru's main combo. Aim for the Ten-Shou Ran-ki right as they
land.
Ten-Shin Shou (mid-air hit) (BGH) --> strong Ten-Shin Shou
-------------------------------------------------------------------------
GATO
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Jump B --> A
-A useful air combination attack.
-------------------------------[ Combos ]--------------------------------
Jump D --> Close C --> Shin-Ga (--> f, f + A or C) or Ten-Ryuu
Retsu-Kiba
-Use the Ten-Tyuu Retsu-Kiba as often as possible, as it does, in the
combo, major damage.
(corner) Jump C --> crouching A --> cancel strong Fuu-Ga --> Sen-Ga
--> weak Fuu-Ga --> Sen-Ga --> Zero Kiba
-If you use the Potential Zero Kiba, it's an instant death 100%
combo. After the Fuu-Gas, do the Sen-Ga IMMEDIATELY. If you just
do the Fuu-Ga once, you can do the Zero Kiba from the middle of the
screen.
(corner) Jump D --> Close C --> Rai-Ga (Brake) --> Tatsu Kiba
-Good damage, and easy to do.
(corner) Jump C --> close standing C --> cancel weak Rai-Ga (Brake)
--> weak Rai-Ga --> Zero Kiba
-A great combo, plus it's easy to aim for.
Sai Gaku --> Zero Kiba
-Overhead start.
Jump D --> Close C --> Rai-Ga (Brake) --> walk forward --> Zero Kiba
-You need to walk up a little before doing the Zero Kiba, or you will
miss. You have little time to do so, so do it quick.
Jump D --> Close C --> strong Fuu-Ga --> Sen-Ga --> Zero Kiba
-Not sure if this all works, but at least if does from the
strong Fuu-Ga.
-------------------------------------------------------------------------
BONNE JENET
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
close standing A --> A --> A
-Good for pushing away the opponent, or aiming for guard crush.
far standing C --> C
-Good for zoning and guard crush.
Straight Jump D --> A
-Not very useful, since you can only do it on a straight jump.
-------------------------------[ Combos ]--------------------------------
(cross-up) Jump C --> Close C --> weak Crazy Ivan or Many Many Torpedo
-Great due to the cross-up.
Crouching B (x2) --> weak Crazy Ivan or Many Many Torpedo
-Starts from a low hit. Nice.
strong The Hind (Brake) --> strong The Hind
-Good damage for just two moves.
(corner) strong The Hind (Brake) --> weak Gulf Tomahawk or Aurora
-At least in the corner you can get in a Super or Potential.
strong The Hind (Brake) --> weak Crazy Ivan --> Aurora
-You'll be using this combo a lot. Aim the Aurora for when they
land.
(corner) crouching B --> weak The Hind (Brake) --> Aurora
-Works well.
(corner) Harrier Bee (until the third hit)--> Aurora
-Looks like it will not connect, but it picks the opponent up right
before it hits the ground.
(corner) crouching B --> close standing D (1st hit) --> cancel feint
(d + AC) --> high dodge attack (d + AB) --> cancel Many Many Torpedo
-A great combo.
(corner) (high dodge attack (d + AB) --> cancel feint (d + AC)) x 3 -->
high dodge attack (d + aB) --> cancel Many Many Torpedo
-I'd stick with the above combo.
-------------------------------------------------------------------------
MARCO RODRIGUEZ
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
Jump B --> A
Jump B --> C
-------------------------------[ Combos ]--------------------------------
Jump D --> Close C --> weak Hien Shippu Kyaku or Ryuu-Sen Ken or Ko-Sen
Kyaku
-If you charged up a while, use the Ryuu-Sen Ken or Ko-Sen Kyaku. If
blocked try the Ko-ou Ken, or a Harai, aiming for a counter.
Close C --> Ko Hou (Brake) --> Zan-Retsu Ken (T. O. P.) or Haou Shoukou
Ken
-Incredibly difficult to do, because the Ko Hou is extremely difficult
to Brake.
Jou-dan Harai or Ge-dan Harai --> Haoh Shoukou Ken (P.)
-Great for aiming for the counter.
close standing A --> crouching C --> specials
-What can connect are Ko-ou Ken, weak Hien Shippu Kyaku, Ko-Sen Kyaku,
Haoh Shoukou Ken, and Ryuuko Ranbu. I'd stick with Ko-ou Ken. Try
aiming for it after a dash.
Kyokugen Hiji --> Ryuuko Ranbu
-Major damage from a quick overhead (as long as you do Level 4).
(corner) Jump D --> crouching C --> cancel weak Ko Hou (Brake) -->
weak Hien Shippu Kyaku --> Kyokugen Ko Hou
-A combo to aim for. You have to do the Kyokugen Ko Hou right after
the Hien Shippu Kyaku.
(corner) Jump D --> crouching C --> cancel weak Ko Hou (Brake) -->
Zan-Retsu Ken --> Kyokugen Ko Hou or Haoh Shoukou Ken or Ryuuko Ranbu
-A T.O.P. remix of the above. Right after the Ko Hou, you should do
the Zan-Retsu Ken. The supers have to be potentials. Damage!
-------------------------------------------------------------------------
HOKUTOMARU
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
GROUND
*note* Hokutomaru has mess up poses at the end of some combination
attacks. I mark them as (&)
stand A --> stand C --> C (&)
crouching A or B --> crouching C --> C (&)
standing B --> standing D --> C (&)
crouching B --> crouching D --> C (&)
standing A --> standing B
crouching A --> crouching B
high dodge attack --> BC
MID-AIR
Jump A --> B
Jump A --> C
Jump A --> D
Jump B --> A
Jump B --> C
Jump B --> D
Jump C --> A
Jump C --> B
Jump C --> D
Straight Jump D --> A
Straight Jump D --> B
Straight Jump D --> C
-------------------------------[ Combos ]--------------------------------
Kuuten Geri --> Kuuchuu Shuriken
-If blocked, try cancelling into a mid-air Rakka Zan - Jitsu, or just
landing and throwing the opponent.
Jump D --> B --> D --> cancel weak Karakusa-Giri or Chou Hissatsu
Shuriken or Chou Baku-en Kunai
-Good standard combo. Will be Hokutomaru's main combo.
Jump D --> Crouching C --> strong Kuu Ha Dan (Brake) --> strong Kuu Ha Dan
-Use to push the opponent into the corner. Plus, if the block the
combo, stop at the first Kuu Ha Dan.
(corner) Jump D --> Crouching C --> strong Kuu Ha Dan (Brake) --> Ougi -
Chou Hissatsu Tatsumaki or Kyuukyoku Ougi - Chou Hissatsu Tatsumaki
-Wait until the last second to do the Tatsumaki.
close standing D --> cancel strong Kuu Ha Dan (Brake) --> Kuuten Geri
(only the 2nd hit hits) --> Rakka Zan - Jitsu
-Good combo.
(corner) Jump D --> close standing D --> cancel strong Kuu Ha Dan (Brake)
--> Kuuten Geri (only 2nd hit hits) --> Tatsumaki (S.) or (P.)
-Do the Tatsumaki as soon as you land.
A --> A --> B --> cancel Ougi - Chou Hissatsu Shuriken or P. version
-Aim for it while dashing in.
-------------------------------------------------------------------------
FREEMAN
-------------------------------------------------------------------------
------------------------[ Combination Attacks ]-------------------------
close standing A --> A --> A
-Easy to do.
far A --> A
-------------------------------[ Combos ]--------------------------------
Jump C --> Close A --> V. O. D. (x3)
-I believe the a C will knock the opponent too far back. Use Creeping
Death if the beginning is blocked once in a while to catch the
counter-attacking opponents.
crouching B --> cancel V. O. D. (x3)
-Main Freeman combo.
crouching B x 2 --> Full Blast (S.) or (P.)
-Use if you have a meter or two.
high dodge attack --> cancel V. O. D. (x3) or Full Blast
-This is useful, too.
strong V. O. D.(3rd hit counters) --> Full Blast or C
-The third hit of the V. O. D. must be the first hit.
strong Phobia (mid-air counter hit) --> C or Full Blast
-Similar to the above, but you'll use this one more.
(corner) Creeping Death --> crouching C
-You hit them when they're kneeling.
Nightmare or Phobia (counter hit) --> Full Blast
-Easy damage off a counter hit.
Morbid Angel (Brake) --> Close C --> V. O. D. (x3) or Full Blast
-Once the Morbid Angel connects, it's a free combo!
-------------------------------------------------------------------------
THE GRIFFON MASK
-------------------------------------------------------------------------
-------------------------------[ Combos ]--------------------------------
Hercules Throw --> weak Poseidon Wave or Gri-Dro Super Kick (T. O. P.)
-The Daedalus Attack works, but not all the hits connect.
(back to corner) Hercules Throw --> Icarus Crash
-Just a cool looking combo. No use.
feint move (d + AC) --> Big Fall Griffon
-Not a combo, but allows you to spin 720 without jumping. An A -->
feint --> BF Griffon works well.
-------------------------------------------------------------------------
KEVIN RIAN
-------------------------------------------------------------------------
-------------------------------[ Combos ]--------------------------------
Crouching C --> Hell Trap (Brake) --> weak Hell Snipe
-If you start with the Jump C, the grab of the Hell Trap will not
connect, so Brake it.
Jump C (deep) --> Crouching C --> Gatling Freezer (S.) --> Jump C (deep)
--> Crouching C --> Gatling Freezer (S.) --> Jump C (deep)--> Crouching
C --> strong Hell Trap (Brake) --> weak Hell Snipe
-Big combo here! Instant death!
close standing C --> feint (d + AC) --> crouching C --> specials
-strong Hell Trap (Brake) --> weak Hell Snipe or one of the potentials
works.
Jump C --> Crouching C --> Lucky Strike (S.) --> Gatling Freezer (S.)
--> weak Hell Snipe
-A much easier combo, due to the fact that the Lucky Strike can combo
from a Jump C --> Crouching C, without hitting deep.
-------------------------------------------------------------------------
GRANT
-------------------------------------------------------------------------
-------------------------------[ Combos ]--------------------------------
Jump D --> Close C --> Kyou Chou-Jin (Brake) --> Kyou Chou-Jin
(--> Messhou Hisetsu) --> Majin Haten-Dan
-Good, damaging combo.
Gou Retsu-Shou --> Kyou Chou-Jin (--> Messhou Hisetsu) or Majin
Haten-Dan or Kokuen-Ryuu
-Not a combo to be aimed for, but when the Double Kong hits, go for
it.
Jump D --> Close C --> Majin Engetsu-Rin
-Does major damage as a Potential.
-------------------------------------------------------------------------
KAIN R. HEINLEIN
-------------------------------------------------------------------------
-------------------------------[ Combos ]--------------------------------
strong Schwarze Flamme (counter hit) --> weak Schwarze Flamme
-Good for tricking the opponent by using the weak a lot, then throwing
in a strong Flame, and combo-ing from across the screen.
(corner) Schwarzer Mond --> Shwartz Lanze
-One of the only combos from a throw.
Schwarze Lanze (Brake) --> Schwarze Lanze
-Typical Brake combo.
(near corner) Schwarze Lanze (Brake) --> Himmlische Seele (S.) -->
Himmlischer Atem (S.) --> Schwarze Lanze
-Crappy damage. But a great crowd-pleasure. You're sure to get
"Oohs" and "Ahhs".
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7. SECRETS
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Different Colors
-OK, so not much of a secret, but each character has 4 colors,
corresponding to each button.
Survival Mode
-After inserting coins, hold ABCD down while pressing start.
You will fight all characters with one life bar, gaining some
back after each match.
Roulette
-to get a random character every match, hold start and hit a button.
Play as Grant
-At Dong Hwan, hold start, and hit u, u, d, d, u, d and Grant
appears.
Play as Kain
-At Jae Hoon, hold start, and hit d, d, u, u, d, u and Kain
appears.
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8. MISCELLANEOUS
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There are several interesting things in Hokutomaru's stage.
1) In the background in the middle, a signboard with Mai and Andy
holding hands is there.
2) In the background, at the very left, there is a signboard of the
Real Bout 2 advertisement (Terry with his hat on the ground and
Rick's leg).
3) At the left, a little right of the RB2 advertisement, there is the
Real Bout advertisement (Geese sitting in his chair with Billy,
Ripper, and Hopper on both sides).
4) In the middle of the level, Kaede and Moriya from Gekka no Kenshi
(Last Blade). In round one, they are both in the car, with their
heads out of the car. In round two, Moriya looks in the hood while
Kaede is held back by an officer (he's awakened, with blonde hair).
In round three, they are both sitting on the hood of the car
(Kaede is back to normal).
5) Below the Mai and Andy board, there is a board of Alfred.
I'm not sure if this is true or not, but my friend pointed out some very
strange coincidences. That Bonne Jenet is a play on Jean Bonet, of that
baffling murder case. The pronunciation is very, very similar, just
with the front letter switched around. And Jenet is blonde. Plus, I
believe that Jean Benet, 10 years from now (which Garou takes place)
she would be more or less 19. Maybe it's just coincidence, but that's
kind of eerie.
In Kim Jae Hoon's stage. if his opponent is not Dong Hwan, then Dong is
in the background. All the Tae Kwon Do students and Dong clap and cheer
for Jae Hoon when he wins, and are disappointed when he loses.
If Dong Hwan is the opponent, then he is not in the background, and the
students in black cheer for Dong Hwan while those white are for Jae
Hoon. They clap and are sad when their side wins or loses,
respectively.
In the stage openings, if you are Dong Hwan and the computer Jae Hoon,
there is a special stage opening. At first it looks the same, but if
you keep watching...
Each character has his or her own win mark.
Rock - Wing
Terry - Star
Dong Hwan - Lightning
Jae Hoon - Flame
Hotaru - Ribbon
Gato - Fist
Jenet - Skull
Marco - The character "Kyoku" from Kyokugen
Hokutomaru - Four-pointed Shuriken
Freeman - Spider
Griffon - Feather
Kevin - Bullet
Grant - Silver Sun (his pin)
Kain - King of Fighters Maximum Mayhem logo
Taunting causes something in the stage to move. Try it! Very minor
but I like this detail!
When you win a certain amount of matches against other players, a
handicap is initialized (the store can turn it on/off).
10 wins - challenger can charge guage with taunts
20 wins - challenger starts match with full guage
30 wins - challenger's bar goes up quicker
40 wins - challenger's bar automatically refills
50 wins - challenger's life bar is one big T. O. P. area
To fight Kain, your Fighting Level average must be AAA.
Pick the first player side as much as possible. The first player
side has slight advantages. For instance, if Jae Hoon did a strong
Hien Zan (Brake) and backstepped immediately after while the opponent
goes for a normal grab, 1st player will get away but the 2nd player Jae
Hoon will be thrown. There are exceptions to this, keep in mind.
SNK has a secret Garou website up. The secret address is:
http://www.neogeo.co.jp/garou/gsp0125/garo_pwd.html
The password is: trikara
Try it, and check out some of the stratched character designs! Plus the
endings!
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9. AUTHOR'S COMMENTS
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Tell me if I'm wrong with the names of the moves, though I know that
most are right (I'm Japanese). Not sure of The Griffon's T. O. P.
Attack. I had fun searching the net for some of those Greek Gods....
Well, the "B" in Jenet means "good" not "beautiful," and it's her last
name, so that doesn't really count (I think she uses her last name first
just as a pun).
There's one more Kain saying that's in German... Anyone know German?
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10. SPECIAL THANKS
=========================================================================
Here is a list of all the people I must thank for this FAQ. If you feel
you deserve credit, email me, James Kuroki (
[email protected]),
making sure you put why you deserve credit (sometimes I forget, so you
need to remind me), and I'll stick you on the list. But remember, it's
first-come, first-serve, and I may be the first to find stuff out.
SNK of Japan (www.neogeo.co.jp)
-as of now, they are my only resource for the moves!
Of course, they also made the game....
Neo Geo Freak
-this magazine keeps me updated, as well as teaches me some combos
that are near impossible! This has given me some crazy combos.
Arcadia
-this magazine gave me the mook, with the sayings and some bugs, plus
it had some cool fan art (really erotic, hehe).
Kao Megura
-he was the reason why I'm writing FAQs, so I must thank him. I also
stole his FAQ layout, so I guess he deserves credit (just kidding,
man, you DO deserve it).
cHaNgFuI <
[email protected]>
-he played the game before I did....and gave me some extra info
on some moves.
Lord Pyron Ikari <
[email protected]>
-he's really my friend, but he wants to be credited this way. He got
Grant and Kain on Roulette enough times for me to get down an
accurate move list.
Ura no Ura <
http://www2.airnet.ne.jp/~tac/>
-a sight that I frequent. Got some of the Hiddens there, and will
take some combos later on. Great place!
Famitsu
-I got some other Hiddens from this magazine, plus Kain and Grant's
move names.
OKmen
-He's the first to tell me of the Kain/Grant codes. He pulled them
off a newsgroup, which in turn pulled them off a Japanese web site.
Tough Sutsune (spelling?)
-For telling me what Chi ge is.
Katica Puljic & Dragon4S
-Both gave my Kain's spellings. And it helped a load!
Gunsmith
-For giving me a bunch of combos. I'm only putting up the ones you
should know, or if it looks cool (so mostly from NG Freak). Sorry
bout that, Gunsmith, but I'll leave the combo stuff to you.
=========================================================================
11. REVISION HISTORY
=========================================================================
Version 0.5 (November 30, 1999)
-Whew! All this in one day! And before the game reaches most
arcades (official Japan release date was 11/26/99). Still gotta
help my friend work on his KOF 99 FAQ....and now this... I'm a
busy man!
Version 0.6 (December 2, 1999)
-Some minor changes and corrections. Still need to add profiles...
Version 1.0 (December 6, 1999)
-Still need the profiles, dammit. But I did get in a preliminary
move list for Grant and Kain. Now for the profiles and taunts...
Version 3.0 (December 16, 1999)
-What happend to 2.0, you say? I don't know! I typed so much, I
say that it deserves a 3! I even brought a laptop to the arcade!
Almost all the stuff, was done by pure research. Took out stress
by beating down the people who only picked Rock (one of those
one-character people who steal any combos you show them the instant
they see it) with Roullette!!
Version 3.5 (December 17, 1999)
-Got the names of Grant's and Kain's moves. Last minute update
right before I go on my snowboard trip to Utah! Next update after
X-Mas.
Version 3.8 (January 11, 2000)
-Corrected some minor mistakes, and that's about all. Changed the
code for Grant and Kain, to the SNK one. Sorry it took so long,
but after I got back, Garou was gone (should be getting the final
version soon), so I kind of lost the will. This FAQ will blow up
at the end of February, though, when I get the home version...
Version 5.0 (April 2, 2000)
-I'm eating my words right now. I got kinda lazy, plus finals and
all this other stuff to do, and once finals are over, the flow of
games increase, cutting my time again! I'm hooked on Gekka no
Kenshi and Metal Slug 2nd Mission for the NGP! I noticed a flood of
emails for me to update my FAQ once the ROM was released on the
net... Sheesh, greedy bastards, you want more after getting
something for free (^_^:). KOF 99 Evolution is great! They
actually fixed some bugs! Looks like 2000's gonna be a great one!
But it will take a lot to surpass Garou IMHO! You know, I always
write FAQs when I am into the game like hell, then get lazy later on.
I don't know why I keep writing FAQs... Oh, well. I started it, I
have to finish it. Gotta wipe your own ass in this world...
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Unpublished work Copyright 1999-2000 James Kuroki
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