------------------------------------------------------------------------
THE KING OF FIGHTERS 2000 FAQ v0.5
for the Arcade version
by Chris MacDonald
------------------------------------------------------------------------

Unpublished work Copyright (c) 2000-2002 Chris MacDonald

The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host).  You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.

Game mag/guide/site authors that want to use this faq can go shove it,
especially the following: Ziff-Davis Video Game Group (publishers of
Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK Play Station Magazine),
Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
and IGN.

The King of Fighters and all characters are (c) SNK and (c) Eolith.


=================
TABLE OF CONTENTS
=================

1.  INTRODUCTION
      - Revision History
      - Special Thanks
2.  HOW TO PLAY
      - FAQ Notation
      - Basic Commands
3.  TEAM MOVELISTS
      - Hero Team                 K'       / Maxima / Ramon  / Vanessa
      - Benimaru Team             Benimaru / Shingo / Lin    / Seth
      - Fatal Fury Team           Terry    / Andy   / Joe    / Blue Mary
      - Art of Fighting Team      Ryo      / Robert / King   / Takuma
      - Ikari Team                Leona    / Ralf   / Clark  / Whip
      - Psycho Soldier Team       Athena   / Kensou / Chin   / Bao
      - Women's Team              Mai      / Yuri   / Kasumi / Hinako
      - Korea Team                Kim      / Choi   / Chang  / Jhun
      - Edit Characters           Kyo      / Iori   / Kula   / Zero
4.  GAMEPLAY NOTES
      - Autoguard
      - Blocking Attacks
      - Counter Hits
      - Dropped Guard
      - Power Gauge
      - Reversal Moves
      - Strikers
      - Throw Types
5.  SECRETS AND TRICKS
      - Play as Kula
      - Play as Zero
      - Maniac Strikers
      - Alternate Colors
      - Select Your Win Pose
6.  MISCELLANEOUS
      - Striker Action List
      - Another Striker List
      - Maniac Striker List
      - Glitches
      - Translations


========================================================================
1. INTRODUCTION
========================================================================

Welcome to my KoF '00 FAQ.  It started off as mainly a collection of
contributions (since I hadn't played the game yet), but I've had the
chance to play the arcade version quite a bit and have rewritten the
FAQ.  Everything has been 100% tested and confirmed.

If you have any comments or criticisms, or if you'd like to contribute
some info., feel free to mail me at (k.megura at eudoramail dot com).
Just don't ask about emulators or roms or anything, I don't know the
first thing about that.


------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------

VERSION 0.5  (November 7, 2002)
 - The FAQ has been completely rewritten.

VERSION 0.4  (September 8, 2000)
 - Added in the bio and proper movenames for Kula, as well as more
   fantastic contributions.  Thanks guys n' gals!

VERSION 0.3  (August 30, 2000)
 - This is a cool update, since I got a boatload of info. sent in by
   contributors.  Thanks to Vincent Chua, I was able to get the official
   codes for the Maniac Strikers and Kula, as well as Kula's official
   moveslist and other neat info taken from his Famitsu magazine scans.
   For those who are interested, KoF 2000 can be found at Sunnyvale
   Golfland, according to Kenneth Cheung.

VERSION 0.2  (August 11, 2000)
 - Fixed up the MAX / SDM mistake (SNK has always referred to SDMs as
   "MAX" moves).  I also added in some information from my KoF '99 FAQ,
   and other stuff that I tested out on KoF '99 Evolution, which should
   still apply.  Changed some of the number translations after getting
   some spellings from SNK's KoF '00 dictionary, too.  There have also
   been some great contributions sent in as well.

VERSION 0.1  (August 6, 2000)
 - A bare-bones release; I will be adding info. from my KoF '99 FAQ in
   the next update.  What's here is simply what I could get from SNK
   of Japan's page.


------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------

This FAQ would not have been possible without help from the following:

NanYu Kang
 - For providing the "Koko made da" translation.

Kailu Lantis
 - For doing a superb job of providing all the endings you see in the
   FAQ!

Visual Kreations
 - For correcting me on Kula's movenames and translating her bio for
   me.

DEVIL PANDA
 - For notes on K', Maxima, Vanessa, Lin, Seth, Ryo, Clark, and Choi.

Vincent Chua                                   <http://hello.to/vincKOF>
 - Vincent let me take some info. from his Famitsu magazine scans, so
   the official moveslist for Kula, official commands for jumping and
   throw escapes, and the names and attacks of the Maniac Strikers (not
   to mention the official code to play as Kula and enable the Maniac
   Strikers), have been taken from those scans, as well as some basic
   comments on which attacks are overheads / low attacks.

Alexander Triste
 - For _tons_ of stuff: info. on Vanessa's Puncher moves, Mary's Double
   Rolling, Ryo's Gedan Uke, and Takuma's Shin Kishin Geki.  He also
   sent in combos for several characters, and offered notes on Vanessa,
   Seth, Ryo, Robert, Takuma, Clark, Kensou, Chin Yuri, Kasumi, Kim,
   Choi, Kyo, Iori, and Kula!  Whew!

Kenneth Cheung
 - For all kinds of stuff: comboing using strikers after a command
   throw, notes on attacks for Jhun, Mary, Clark, Takuma, Choi, Kyo,
   and Another Robert, and some more info. on Kula.

Jeremy (magic 8ball)
 - For the alternate Maniac Striker code.

Akuma Hokoru
 - For Clark's infinite and information on Joe's Ora Ora Bakuretsu Ken;
   also for describing Shingo's new win pose and explaining how Lin's
   SDM-only super move works.

Gunsmith                                       <http://kof.fighters.net>
 - Also for some info. on Gai Tendou's Striker attack.

Ruhztee
 - For the description of Gai Tendou's Striker attack.

GalFord
 - For his translation of 'El Diablo Amarillo' and for telling me how
   the Russian names work.

Patrick Hwang
 - For tons of information; he told me about the Counter Mode knockdown
   attack, how taunting works, how you can re-edit your teams in versus
   play, and provided descriptions / info. on certain Striker attacks.
   (v0.3)  For notes on Throw Escapes, K', Lin, Seth, Terry, Another
   Kensou, and Another Chang.

Jim Breen's WWWJDIC           <www.csse.monash.edu.au/~jwb/wwwjdic.html>
 - I used this handy online dictionary to translate some of the move
   names.

Jeffrey's J<->E Dictionary       <http://www.linear.mv.com/cgi-bin/j-e/>
 - As usual, I relied on this site for translating some of the Japanese
   move names--this is a pretty cool dictionary.

NJStar                                                 <www.njstar.com/>
 - Not only does NJStar offer great Japanese word processors, you can
   also look up the translation for single or multiple kanji.

Henry Moriarty                    MadMan's Cafe, <http://www.mmcafe.com>
 - I got the codes to unlock the strikers and mid-boss in v0.1-v0.2 from
   this page, which has recently re-opened.  Definitely check it out;
   it's one of the best videogame information sites on the Net, and a
   personal favorite of mine.

SNK of Japan                                   <http://www.neogeo.co.jp>
 - Tons of info. was taken from their KoF 2000 Japanese and English
   sites; most of what you see in v0.1 of this FAQ was taken straight
   from the source, so to speak.
   (v0.4)  Got the official moveslist, code, and bio for Kula from their
   page.


========================================================================
2. HOW TO PLAY
========================================================================

------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------

7 8 9          Up-Back         Up      Up-Forward
4 5 6          Backward      Neutral   Forward
1 2 3          Down-Back      Down     Down-Forward

P              Use A or C.
K              Use B or D.
<H             can hold.
H>             must hold.
<A             can be used in air.
A>             must be used in air.
<T             can tap buttons.
T>             must tap buttons.
N>             must perform when near to the opponent.
F>             must perform from furthest throw range possible.
_              additional input.
( )            optional input.
(x#)           perform the listed number of times.
()x2           perform bracketed commands twice before continuing.
~              Indicates middle ranges (so 4~2~6 is 4/1/2/3/6).
.              charge for 2 sec. in first direction before continuing.
/              either command is acceptable.
CAPS           can or must be used as an SDM (use AC or BD to perform).
DM             Desperation Move (requires 1 level to use).
SDM            Super Desperation Move (requires 3 levels to use).

For the cancelable attacks chart:

-      not cancelable
/      divides hits
C      cancelable into anything
c      only cancels into command attacks
S      only cancels into (S)DMs
s      only cancels into special moves [and (S)DMs]
r      can repeat attack / cancels into other repeatable attacks.


------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------

hold 4 when attacked   Standing Block
hold 1 when attacked   Crouching Block
44                     Backstep
66 (_<H)               Dash (_Run)
dash or run_tap 9      Running Short Jump
dash or run_press 9    Running Long Jump
tap 7/8/9              Short Jump
press 7/8/9            Middle Jump
1~3_7 or 1~3_9         Long Jump
(6+)AB                 Emergency Evade: Forward
4+AB                   Emergency Evade: Backward
CD<A                   Blow Away Attack
blocking_(4/6+)AB      Guard Cancel Emergency Evade
blocking_CD            Guard Cancel Blow Away Attack
N>4/6+C/D              Basic Throw
when thrown_4/6+P/K    Basic Throw Escape
as fall ends_AB        Knockdown Recovery
BC                     Striker Call
Start                  Taunt
ABC                    Armor Mode Invoke
BCD                    Armor Mode Invoke

- During a Short Jump, your character will usually do the attack
  animations for a Vertical Jump, even though you you can Short
  Jump diagonally.  The same thing applies to the Running Short Jump.
- Also note that during either type of Short Jump, there are some
  mid-air command attacks that cannot be used.  However, you can
  still perform mid-air throws and aerial special moves or (S)DMs
  while in air.
- During the Emergency Evade moves, you are immune to attack while
  rolling, but not as the roll ends.  Also, you are vulnerable to
  being thrown at any point during the roll.
- The Blow Away Attack will knock down a hit opponent.  You cannot
  use this move while crouching.
- The "Guard Cancel" moves require 1 stock of your Power Gauge to use.
- Furthermore, you are totally invincible during a Guard Cancel roll.
- The Guard Cancel Blow Away Attack does no damage.  Furthermore,
  it isn't cancelable like some CD attacks are.
- Taunting can be canceled shortly after the taunt has begun, simply
  by moving around.
- If you have at least one stock in your Power Gauge and are missing
  a Strike Bomb, taunting will use up the stock but give you another
  Strike Bomb in return.


========================================================================
3. TEAM MOVELISTS
========================================================================

Moves are listed in this order: normal throws, command attacks, special
moves, DMs, then SDMs.  Afterwards is a list of super cancels, and
Striker attacks (if no hit is listed for the super cancel, assume that
the move is super cancelable on any hit).  Following that are some notes
on that character's moves and abilities.  Translations for the move
names can be found at the end of Section 6.  More detailed information
on how to play can be found in Section 4.

------------------------------------------------------------------------
K'  (pronounced "kay dash")                                [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C                Spot Pile
N>4/6+D                Knee Strike

6+A                    One Inch
6+B                    Knee Assault

236+P                  Eins Trigger
_6+B                   Second Shell
_6+D                   Second Shoot
_4+K                   Blackout

623+P                  Crow Bites
623+C_6+K              Tsuika Kougeki
214+K                  Minutes Spike
236+K                  Blackout

236236+P<H             Heat Drive
2363214+P              CHAIN DRIVE

Super Cancels          One Inch
                       (A) Crow Bites (1st)
Striker Action         Narrow Spike / Crow Bites
Another Striker        Another K' (Narrow Spike)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   C/C    C     s
   Standing Far        -r    -     C     -     s
   Crouching           Cr    Cr    C     C
   Upward Jump         -     -     s     s     -
   Diagonal Jump       -     -     s     s     -

- The One Inch is a knockdown attack, unless you cancel into it (in
  which case, it becomes cancelable).
- The Knee Assault is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable into the Minutes Spike).
- The button used for the Eins Trigger determines how fast the Second
  Shoot travels across the screen.
- The Minutes Spike has autoguard.
- The Blackout is a teleport move that can be used to move through your
  opponent.
- If you delay the Heat Drive until K' attacks, it does more damage and
  becomes unblockable.
- At the start of the Chain Drive, if K's sunglasses miss, he won't
  continue with the rest of the move.
- Devil Panda reports that K' is much faster than in KoF '99.


------------------------------------------------------------------------
MAXIMA                                                     [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C                Choking Vice
N>4/6+D                Dynamite Drop

6+A                    Mongolian
3+C                    M9 Kata: Maxima Missile: Shisaku

236+A                  System 1: Maxima Scramble
_236+A                 Bulldog Press
 _236+A                Skull Crush

236+C                  System 2: Maxima Scramble
_236+C                 Bulldog Press
 _236+C                Skull Crush

63214+K                System 3: Maxima Lift
_6+K                   Centoun Press

214+P                  M4 Kata: Vapour Cannon
623+K                  M19 Kata: Blitz Cannon
41236+K                M11 Kata: Dangerous Arch

2363214+P              Bunker Buster
(63214)x2+K            MAXIMA REVENGER

Super Cancels          Mongolian
                       M4 Kata: Vapour Cannon
Striker Action         Maxima Gallows
Another Striker        Rocky (Atomic Burn)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C    C/-    C     s
   Standing Far        -r    -     -     -     s
   Crouching           -     -     C     -

- The Mongolian is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable).
- The Maxima Missile is cancelable.
- If you mistime the Centoun Press, Maxima will land on his back and
  will be open to attack until he recovers.
- The Blitz Cannon is an anti-air throw.  However, it will grab some
  standing opponents (like Chang).
- The (A) Bunker Buster is an overhead attack.  Either strength can
  hit an opponent who is lying on the ground.  Furthermore, this move
  has autoguard as it begins and ends.
- The (C) Bunker Buster will always make Maxima fall just behind his
  opponent.  With proper timing, both versions can combo for 2 hits,
  though.
- Maxima's standing close and standing far C have autoguard, as does
  his crouching C and his standing CD attack.
- The Maxima Lift, Dangerous Arch, Blitz Cannon, and Maxima Revenger
  are all unblockable.


------------------------------------------------------------------------
RAMON                                                      [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C                Arm Whip
N>4/6+D                Flying Mayor

3+B                    Teikuu Drop Kick

41236+P                Tiger Neck Chancery
41236+K                Somersault
214+A<H                Feint Step (_Drop Kick)
214+C                  Feint Step
623+K                  Rolling Sobat
_623+K                 Flying Body Attack

(63214)x2+P            TIGER SPIN
2141236+K              El Diablo Amarillo

Super Cancels          None.
Striker Action         El Diablo Amarillo Ramon
Another Striker        Duke Edwards (Submarine Screw)
Maniac Striker         Neo & Geo (Countdown Three)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     -
   Standing Far        Cr    C     -     -     -
   Crouching           Cr    C     C     C

- The Teikuu Drop Kick is a low attack, unless you cancel into it (in
  which case, it becomes cancelable).
- During the Feint Step, you can hold P to change your movement.  If you
  hold and release (A), Ramon will perform a drop kick.
- The Tiger Neck Chancery, Somersault, and Tiger Spin are unblockable.
- Webster's New World Dictionary describes 'chancery' like so: "in
  wrestling: with the head held firmly between an opponent's arm and
  his chest."  Hey, even I was curious about this :)


------------------------------------------------------------------------
VANESSA                                                    [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C                Dynamite Puncher
N>4/6+D                Clench Puncher

6+A                    One-Two Puncher
3+B                    Sliding Puncher

623+P                  Parrying Puncher
4.6+P                  Dash Puncher
41236+P<T              Machine Gun Puncher

214+A<H                Puncher Weaving
_4+C                   Parrying Puncher
_6+C                   Puncher Upper
_4+K                   Puncher Vision (Kouhou)
_6+K                   Puncher Vision (Zenpou)

214+C<H                Puncher Weaving
_4+A                   Parrying Puncher
_6+A                   Puncher Upper
_4+K                   Puncher Vision (Kouhou)
_6+K                   Puncher Vision (Zenpou)

236+K                  Puncher Weaving (Zenpou)
_6+A                   Puncher Upper
_6+C                   Puncher Straight
_4+P<H                 Puncher Weaving
_236+K                 Puncher Weaving (Zenpou)
_214+K                 Puncher Weaving (Kouhou)

214+K                  Puncher Weaving (Kouhou)
_6+A                   Puncher Upper
_6+C                   Puncher Straight
_4+P<H                 Puncher Weaving
_236+K                 Puncher Weaving (Zenpou)
_214+K                 Puncher Weaving (Kouhou)

N>236236+P             Champion Puncher
2141236+P              CRAZY PUNCHER

Super Cancels          Dash Puncher
                       Puncher Upper
Striker Action         Hard Puncher
Another Striker        Fio (Parachute Kouka Kunren)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   -/C   C/-    C
   Standing Far        Cr    C    C/C   C/-    C
   Crouching           Cr    Cr    C     C

- The One-Two Puncher is an overhead attack on the 1st hit, unless you
  cancel into it.  Either way, it is cancelable on the 2nd hit.
- The Sliding Puncher must be crouch-blocked.
- Either version of the Parrying Puncher has autoguard.
- You can juggle an opponent after the Dash Puncher.
- During the Puncher Weaving, Vanessa is immune to all attacks except
  low hits and throws.
- According to Triste: "Vanessa's Crazy Puncher is almost the same as
  Iori's Ya Otome--it can go through Iori's Yami Barai, and it ignores
  almost everyone's hits."  Personally, this doesn't seem to be the
  case, but it could just be my bad timing ;)


------------------------------------------------------------------------
BENIMARU NIKAIDO                                       [ Benimaru Team ]
------------------------------------------------------------------------

N>4/6+C                Catch and Shoot
N>4/6+D                Front Suplex
N>A>2+C                Spinning Knee Drop
N>A>4/6+D              Spinning Knee Drop

A>2+D                  Flying Drill
6+B                    Jackknife Kick

236+A                  Raijin Ken
236+C                  Taikuu Rajin Ken
214+P                  Shinkuu Katategoma
623+K                  Super Inazuma Kick

236236+A               RAIKOU KEN
236236+C               Taikuu Raikou Ken
214214+K               Gen'ei Hurricane

Super Cancels          Raijin Ken
                       Taikuu Raijin Ken
                       Shinkuu Katategoma
Striker Action         Electrigger
Another Striker        Another Benimaru (Raijin Ken)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    Cr    C     C
   Upward Jump         -     -     C     -     s
   Diagonal Jump       -     -     C     -     s

- The Jackknife Kick is cancelable.
- The Flying Drill can be blocked crouching.
- Either version of the Raijin Ken can negate normal projectiles.
- Either version of the Raikou Ken can negate (S)DM projectiles.
- If done from far away, it's possible that not all of the Gen'ei
  Hurricane hits will combo.  If this move is blocked or if it misses,
  Benimaru stops attacking after the first illusion hits and will
  appear where the illusion was.


------------------------------------------------------------------------
SHINGO YABUKI                                          [ Benimaru Team ]
------------------------------------------------------------------------

N>4/6+C                Hatsugane
N>4/6+D                Issetsu Seoi Nage: Fukanzen

6+B                    Geshiki: Goufu "Kakkodake"

236+A                  114 Shiki: Aragami Mikansei
236+C                  115 Shiki: Dokugami Mikansei
623+P                  100 Shiki: Oniyaki Mikansei
421+K                  101 Shiki: Oboroguruma Mikansei
63214+K                212 Shiki: Kototsuki Mikansei
41236+K                Shingo Kick
N>623+K                Shingo Kinsei Ore Shiki: Nie Togi

236236+P               Geshiki: Kake Hourin
2141236+P              BURNING SHINGO

Super Cancels          212 Shiki: Kototsuki Mikansei (1st)
Striker Action         "Yacchatte kudasai!"
Another Striker        Cosplayer Kyoko (75 Shiki Kai Squared)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     C
   Standing Far        C     -     -     -     C
   Crouching           Cr    Cr    C     C

- The Kakkodake is cancelable.
- The (C) Oniyaki hits twice on a counter hit.
- Shingo will randomly fall down on his face during the (D) Oboroguruma
  Mikansei.  However, the falling animation is no longer an overhead
  attack.
- The Kototsuki is an overhead attack.
- The Kake Hourin will drop an opponent's guard.


------------------------------------------------------------------------
LIN                                                    [ Benimaru Team ]
------------------------------------------------------------------------

N>4/6+C                Akuzan
N>4/6+D                Akuzan Ki

6+A                    Benpatsu Ken
3+C                    Higi Hakkyoku Ken: Dakai

236+A                  Tetsuzanbu: Rasatsu
_63214+A               Tetsuzanbu: Nagi
 _6+A                  Tetsuzanbu: Hakei

236+C                  Tetsuzanbu: Rasatsu
_63214+C               Tetsuzanbu: Nagi
 _6+C                  Tetsuzanbu: Hakei

214+P                  Kasumi
623+P                  Muei Kusashu
41236+K                Hike Kyaku
63214+K                Hiten Kyaku

(41236)x2+K            Hizoku Ougi Yougou
2141236+P              HIZOKU OUGI RANBU: DOKUGA
222+AC                 HIZOKU OUGI DOKU SHUKOU

Super Cancels          Higi Hakkyoku Ken: Dakai
                       Tetsuzanbu: Hakei
                       Kasumi
Striker Action         Hirai Kyaku
Another Striker        Eiji Kisaragi (Kasumi Giri)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     -    C/C    -     s
   Standing Far        C     -     -     -     s
   Crouching           C     -    C/C    -

- The Benpatsu Ken is cancelable.
- The Dakai is an overhead and a knockdown attack, even if you cancel
  into it.
- The (B) Hike Kyaku makes Lin immune to low attacks, while the (D)
  version dodges high and mid-level attacks.
- You can juggle your opponent after the (D) Hiten Kyaku.
- The Yougou is unblockable.
- An opponent who is hit by the Doku Shukou becomes poisoned.  They
  will slowly lose life until they have about 10% left.


------------------------------------------------------------------------
SETH                                                   [ Benimaru Team ]
------------------------------------------------------------------------

N>4/6+C                Hiji ate kara no hadou uchi
N>4/6+D                Tomoe Nage

6+A                    Tackle
6+B                    Mae Age Geri
4+A                    Sobat
3+B                    Sliding

236+P                  Sho-Yoh
41236+B                Doh-Kuzushi
41236+D                Ashi-Tori
63214+K                Kyu-Getsu

A>236+A                Koh-Getsu
_3+B                   Sliding
A>236+B                Raku-Getsu
A>236+C                An-Getsu
A>236+D                Ei-Getsu

236236+P               "Morote"-Sho-Yoh
2363214+K              Irimi-Nadazuki
2363214+P              DOH-TORI-SHICHIMONSATSU

Super Cancels          Sho-Yoh
                       Kyu-Getsu (1st)
Striker Action         Final Agent
Another Striker        Goro Daimon (Tenchi Gaeshi: Olympic Version)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C    C/C    C     C
   Standing Far        C     -     -     -     C
   Crouching           Cr    -     C     C
   Upward Jump         C     -     C     -     s
   Diagonal Jump       C     -     C     -     s

- The Sobat is an overhead attack, unless you cancel into it.
- The Tackle is a knockdown attack.
- You can cancel the Mae Age Geri into the Tackle, in which case the
  Tackle does not knock down and becomes cancelable.
- The Sliding Kick must be crouch-blocked.
- The Doh-Kuzushi can reverse high attacks, as well as special moves
  and (S)DMs.  Seth will switch sides with his opponent during this
  move, momentarily leaving them open to attack.
- The Ashi-Tori can reverse low attacks.  A hit opponent is knocked
  into the air and can be juggled.
- The Irimi-Nadazuki is a low attack.
- The DM version of the Shichimonsatsu reverses high and mid-level
  attacks, as well as special moves and (S)DMs.  The SDM version works
  in the same way, but also reverses low attacks.


------------------------------------------------------------------------
TERRY BOGARD                                         [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Grasping Upper
N>4/6+D                Buster Throw

6+A                    Hammer Punch
3+C                    Rising Upper

236+A                  Power Wave
236+C                  Round Wave
623+K                  Power Dunk
214+P                  Burn Knuckle
214+K                  Crack Shoot
2.8+P                  Rising Tackle

236236+K               High Angle Geyser
21416+P                POWER GEYSER

Super Cancels          Power Wave
                       Round Wave
Striker Action         Dunk Geyser
Another Striker        Geese Howard (Shinkuu Nage)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   C/C    C     C
   Standing Far        Cr    -     -     -     C
   Crouching           Cr    Cr    C     C

- The Hammer Punch is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable).
- The Rising Upper is cancelable.


------------------------------------------------------------------------
ANDY BOGARD                                          [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Gourin Kai
N>4/6+D                Kakaekomi Nage

3+A                    Age Men
6+B                    Uwa Agito

214+A                  Hishou Ken
214+C                  Geki Hishou Ken
623+P                  Shouryuu Dan
41236+K                Kuuha Dan
N>41236+P              Gekiheki Haisui Shou

16+P                   Zan'ei Ken
_236+P                 Shippuu Ouken

A>236+K                Gen'ei Shiranui
_K upon landing        Gen'ei Shiranui: Uwa Agito
_P upon landing        Gen'ei Shiranui: Shimo Agito

2141236+P              Zan'ei Ryuusei Ken
2141236+K              CHOU REPPA DAN

Super Cancels          Hishou Ken
                       Geki Hishou Ken
                       (A) Zan'ei Ken
                       Shippuu Ouken
                       Gen'ei Shiranui: Shimo Agito
Striker Action         Shippuu Zan'ei Ken
Another Striker        Billy Kane (Rengeki Ensatsu Kon)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C    C/C    -     C
   Standing Far        -     -     -     -     C
   Crouching           Cr    -r    C     -
   Upward Jump         C     -     C     -     -
   Diagonal Jump       C     -     C     -     -

- The Age Men is cancelable on the 1st hit.
- The Uwa Agito is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable into the Gen'ei Shiranui).
- The Gekiheki Haisui Shou is unblockable, and you can juggle your
  opponent afterwards.
- The Gen'ei Shiranui: Shimo Agito is a low attack.
- The Gen'ei Shiranui: Uwa Agito is an overhead attack.
- Since Andy is in the air during the Gen'ei Shirauni: Uwa Agito, you
  can even air throw him if you're fast enough!
- If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will
  not continue with the rest of the move.


------------------------------------------------------------------------
JOE HIGASHI                                          [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Hiza Jigoku
N>4/6+D                Leg Throw

6+B                    Low Kick
3+B                    Sliding

41236+P                Hurricane Upper
41236+K                Slash Kick
623+K                  Tiger Kick
214+K                  Ougon no Kakato
T>P                    Bakuretsu Ken
_236+P                 Bakuretsu Finish

2363214+P              Bakuretsu Hurricane Tiger Kakato
236236+K<H             Shijou Saikyou no Low Kick
236236+P               SCREW UPPER

Super Cancels          Hurricane Upper
                       Tiger Kick (1st)
                       (A) Bakuretsu Finish
Striker Action         Ora Ora Bakuretsu Ken
Another Striker        Duck King (Windmill)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C     C     s
   Standing Far        -r    C     -     -     s
   Crouching           Cr    -r    -     C

- The Low Kick is cancelable.
- The Sliding is a low attack, unless you cancel into it.
- The (A) Bakuretsu Finish is an overhead attack.
- The Shijou Saikyou no Low Kick hits low.


------------------------------------------------------------------------
BLUE MARY                                            [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Victor Nage
N>4/6+D                Head Throw

4/6+A                  Hammer Arch
4/6+B                  Double Rolling
3+B                    Climbing Arrow

236+P                  Spin Fall
_236+P                 M. Spider
623+K                  Vertical Arrow
_623+K                 M. Snatcher
4.6+B                  Straight Slicer
_236+K                 Crab Clutch
214+P                  M. Real Counter
_41236+P               Backdrop Real
_41236+K               Head Crush
214+B                  M. Reverse Facelock
214+D                  M. Head Buster

(63214)x2+K            M. Typhoon
2363214+P              M. Splash Rose
236236+K               M. DYNAMITE SWING

Super Cancels          Hammer Arch
                       (B) Vertical Arrow
                       (B) Straight Slicer
Striker Action         Rapid Spider
Another Striker        Ryuji Yamazaki (Sarashi Kubi)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   C/-   C/-    s
   Standing Far        -r    -    -/-    -     s
   Crouching           Cr    -r    C     -

- The Hammer Arch is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable).
- The Double Rolling is cancelable on the 2nd hit.
- The Climbing Arrow is cancelable.
- During the Real Counter, you can only be injured by throws.
- The M. Reverse Facelock reverses jumping attacks, special moves,
  and (S)DMs.
- The M. Head Buster reverses high- and mid-level attacks.  You can
  juggle a caught opponent afterwards.
- The Backdrop Real, Head Crush, and M. Typhoon are unblockable.


------------------------------------------------------------------------
RYO SAKAZAKI                                    [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Tani Otoshi
N>4/6+D                Tomoe Nage

6+A                    Hyouchuu Wari
6+B                    Joudan Uke
2+B                    Gedan Uke

236+P                  Ko'ou Ken
236+K                  Mouko Raijin Setsu
623+P                  Kohou
214+P                  Kohou Shippuu Ken
646+P                  Zanretsu Ken
63214+K                Hien Shippuu Kyaku

236236+P               Tenchi Haou Ken
2363214+P              Ryuuko Ranbu
236+AC                 RYUUKO RANBU
641236+P               HAOU SHOUKOU KEN

Super Cancels          Ko'ou Ken
                       Kohou (1st)
                       Kohou Shippuu Ken
Striker Action         Kuuchuu Ko'ou Ken
Another Striker        Kaede (Kasshin: Fukuryuu)
Maniac Striker         G-Mantle (G-Mantle Shot)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     C
   Standing Far        Cr    -     -     -     C
   Crouching           Cr    -r    C     C

- The Hyouchuu Wari is an overhead attack, unless you cancel into it.
- The Joudan Uke and Gedan Uke cannot normally hit anyone.  Instead,
  if you are attacked during either move, you will automatically block
  the attacks and continue forward.  The Joudan Uke will block high
  attacks and jumping attacks, while the Gedan Uke will stop low
  attacks, but not if they're too low (like most crouching D sweeps).
  Since the Gedan Uke's command is d + B, you have to hold db or df
  in order to do Ryo's crouching (B) kick.
- The (A) Kohou hits twice on a counter hit.
- The Mouko Raijin Setsu is an overhead attack.
- Both the Kohou Shippuu Ken and Tenchi Haou Ken do much higher damage
  on a counter hit.


------------------------------------------------------------------------
ROBERT GARCIA                                   [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Ryuuchou Kyaku
N>4/6+D                Kubikiri Nage

4/6+A                  Ryuu Hanshuu
4/6+B                  Kouryuu Koukyaku Geri
3+B                    Nidan Sokutou Geri
A>3+K                  Hien Ryuujin Kyaku

4.6+P                  Ryuugeki Ken
4.6+K                  Hien Senpuu Kyaku
2.8+K                  Ryuu Zanshou
N>2.8+P                Sen'en Renbu Kyaku

641236+P               Haou Shoukou Ken
236236+K               Kuzuryuu Sen
2363214+P              RYUUKO RANBU

Super Cancels          Sen'en Renbu Kyaku (1st-2nd)
Striker Action         Ryuuren Moushuu
Another Striker        Another Robert (Chouhatsu no Ken)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -     C     C    -/-    s
   Standing Far        -     -     -     -     s
   Crouching           Cr    -r    C     C
   Upward Jump         -     -     -     -     -
   Diagonal Jump       -     -     -     -     -

- The Ryuu Hanshuu is an overhead attack, unless you cancel into it.
- The Kouryuu Koukyaku Geri is cancelable.
- The Nidan Sokutou Geri is a low attack, unless you cancel into it (in
  which case, it becomes cancelable on the 1st hit).
- The (C) Ryuugeki Ken does not travel the full length of the screen.
- You can juggle an opponent after the Sen'en Renbu Kyaku.
- Triste notes that the Kuzuryuu Sen "looks suspiciously like Charlie's
  Somersault Justice".  Is this another example of SNK poking fun at
  Capcom?  No, they'd never do that! :P


------------------------------------------------------------------------
KING                                            [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Hold Rush
N>4/6+D                Hook Buster

6+B                    Trap Kick
3+D                    Sliding

236+B                  Venom Strike
236+D                  Double Strike
623+P                  Surprise Rose
623+K                  Trap Shot
62314+K                Tornado Kick '95
63214+P                Mirage Kick
N>41236+P              Mirage Dance

214214+K               Silent Flash
2363214+K              ILLUSION DANCE

Super Cancels          Venom Strike
                       Double Strike
                       Mirage Kick (1st-3rd)
Striker Action         Trap Rush
Another Striker        Shishi-Ou (Beast Blow / King Straight)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C    C/C    s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    Cr    C     -

- The Trap Kick is an overhead attack, unless you cancel into it.
- The Sliding Kick hits low and must be crouch-blocked.
- The Mirage Dance is unblockable.


------------------------------------------------------------------------
TAKUMA SAKAZAKI                                 [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Oosotogari
N>4/6+D                Ippon Seoi

6+A                    Oniguruma
6+B                    Kawara Wari
4+A                    Hisha Otoshi: Dan Tsubushi
3+B                    Keima Uchi: Oiuchi

236+P                  Ko'ou Ken
646+P                  Zanretsu Ken
214+P                  Mouko Burai Gan
1.6+K                  Hien Shippuu Kyaku
62314+K                Shouran Kyaku

641236+P<H             Haou Shikou Ken
N>236236+P             Shin Kishin Geki
2363214+P              RYUUKO RANBU

Super Cancels          Ko'ou Ken
                       Mouko Burai Gan
Striker Action         Mr. Karate (Chou Hissatsu: Tengu Shikou Ken)
Another Striker        Gai Tendou (Wheel Combo: Maxi Edge)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     -     s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    Cr    C     C

- The Oniguruma is cancelable.
- The Kawara Wari is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable).
- If you cancel into the Hisha Otoshi, it becomes cancelable.  This
  move can negate projectiles that hit once [even if they are (S)DMs].
- The Keima Uchi is a knockdown attack, unless you cancel into it (in
  which case, it becomes cancelable).  This move can hit opponents who
  are lying on the floor.
- The Mouko Burai Gan no longer drops an opponent's guard.  However,
  this move still has autoguard.
- You can juggle your opponent after the (D) Hien Shippuu Kyaku.  You
  can even follow with a (C) Haou Shikou Ken!
- The Shouran Kyaku is an unblockable attack.
- You can delay the Haou Shikou Ken to increase the amount of damage
  it does.
- Although the Shin Kishin Geki can only be done from up close, it's
  possible to have the hits miss.  Now, though, only the first hit
  makes you drop your guard, so afterwards you can block the rest of
  the attacks.
- From Triste comes this neat combo: standing C, f + A, Haou Shikou Ken.


------------------------------------------------------------------------
LEONA HEIDERN                                             [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Leona Crush
N>4/6+D                Ordeal Buckler
N>A>2+C/D              Heidern Inferno

4/6+B                  Strike Arch

4.6+P                  Vortex Launcher
4.6+K                  Ground Saber
4.6+D_6+D              Gliding Buster
2.8+P                  Moon Slasher
A>214+P                X Calibur
214+K                  Earring Bakudan 1
421+K                  Earring Bakudan 2: Heart Attack
_421+K                 Kibaku
_occurs automatically  Kibaku

236236+P               Grateful Dead
2141236+K              Rebel Spark
A>2363214+P            V SLASHER

Super Cancels          Gliding Buster
                       X Calibur
Striker Action         Killer Touch
Another Striker        Goenitz (Yonokaze)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C    C/C   C/C    s
   Standing Far        Cr    -     C     -     s
   Crouching           Cr    -r    C     -
   Upward Jump         -     C     -     C     s
   Diagonal Jump       -     C     -     C     s

- The Strike Arch is both an overhead and a knockdown attack.  It
  loses both properties if canceled into, but becomes cancelable.
- The Heart Attack won't hit unless it's done from up close, but
  it can be blocked.  When this move is used, Leona plants an
  explosive on her opponent.  It will shine for a few seconds
  before exploding (or, you can use the Kibaku command to make it
  automatically explode).
- What's more, Leona recovers before her opponent does, so you can
  combo off of this move.
- Although the bomb can explode at any time (even when your opponent is
  lying on the floor), that doesn't necessarily mean it will hit for
  damage.  For example, if your opponent is in the middle of getting
  up off the floor, the explosion will do no damage.
- If you're hit by the Heart Attack, the only way to remove the bomb
  is to score a successful hit against Leona, or if Leona throws you.


------------------------------------------------------------------------
RALF JONES                                                [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Dynamite Headbutt
N>4/6+D                Northern Light Bomb

T>P                    Vulcan Punch
_4/6                   Move Back / Forward
4.6+P                  Gatling Attack
2.8+P                  Kyuukouka Bakudan Punch (Chijou)
A>236+P                Kyuukouka Bakudan Punch (Kuuchuu)
63214+K                Ralf Tackle
H>K and release        Ralf Kick

2141236+K              Umanori Vulcan Punch
2363214+P              BARIBARI VULCAN PUNCH
236236+AC              GALACTICA PHANTOM

Super Cancels          Gatling Attack
                       Ralf Tackle
Striker Action         Galactica Phantom
Another Striker        Yashiro Nanakase (Missile Might Bash)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -     C     C     -     s
   Standing Far        C     -     -     -     s
   Crouching           Cr    -     C     C
   Upward Jump         -     -     C     -     s
   Diagonal Jump       -     -     -     -     s

- If you perform the Kyuukouka Bakudan Punch (Chijou) from up close, it
  can hit on the way up, but not on the way down.
- The longer you charge the Ralf Kick, the more damage it does.  The
  damage maxes out at around eight seconds, though.  Keep in mind that
  while charging this move, you cannot use any special moves or DMs,
  and are limited to using normal attacks, normal throws, and the AB
  roll or CD knockdown attack (depending on what button you're holding).
- The Galactica Phantom is unblockable.  This move has autoguard once
  Ralf is fully crouching, and it lasts until the frame where he
  actually strikes.
- The Super Argentine Backbreaker and Galactica Phantom are unblockable.


------------------------------------------------------------------------
CLARK STEEL                                               [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Nageppanashi German
N>4/6+D                Fisherman Buster
N>A>2+C/D              Death Lake Drive

6+B                    Stomping

4.6+P                  Gatling Attack
4.6+C_623+P            Napalm Stretch
623+P                  Napalm Stretch
623+K                  Frankensteiner
41236+K                Super Argentine Backbreaker

41236+P                Mount Tackle
_22+A                  Sleeper Lift (D.D.T.)
_22+C                  Clark Lift
_22+K                  Rolling Cradle

(41236)x2+K            Running Three
(63214)x2+P            ULTRA ARGENTINE BACKBREAKER

Super Cancels          Stomping
                       (A) Gatling Attack
Striker Action         Flashing Launcher
Another Striker        Shermie (Shermie Spiral Hold)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -     C    C/-    -     s
   Standing Far        -     -     -     -     s
   Crouching           C     -     -     -

- You can cancel the ending animation of the (C) Gatling Attack with
  a Napalm Stretch (and can then follow with the Flashing Elbow).
- The Napalm Stretch only catches airborne opponents.
- Don't forget to follow the Mount Tackle with a followup throw, as
  it does no damage itself.  This move can catch people out of the
  air.
- You can use the Flashing Elbow after the Napalm Stretch,
  Frankensteiner, Super Argentine Backbreaker, or Sleeper Lift.
  If your opponent is too far away, you'll run up but won't elbow
  them; if they're close and you do it to soon, you'll attack the
  ground instead of your enemy :)
- Except for the Stomping, Gatling Attack, Mount Tackle, and Flashing
  Elbow, all of Clark's moves are unblockable.
- Clark's crouching C is a different frame, but still has
  approximately the same range.


------------------------------------------------------------------------
WHIP                                                      [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C/D              Zed

6+A (x5)               Whip Shot

41236+P                Boomerang Shot "Code: SC"
623+P/K                Assassin Strike "Code: BB"
A>214+P                Hook Shot "Code: Kaze"
63214+A<H              Strings Shot Type A "Code: Yuuetsu"
63214+B<H              Strings Shot Type B "Code: Chikara"
63214+C<H              Strings Shot Type C "Code: Shouri"
63214+H>A/B/C_D        Strings Shot Type D "Code: Ame"

2141236+P              Sonic Slaughter "Code: KW"

Super Cancels          Boomerang Shot (1st)
                       Strings Shot Type A (1st)
                       Strings Shot Type B (1st)
                       Strings Shot Type C (1st)
Striker Action         Valkyrie Killer
Another Striker        Chris (Shooting Dancer)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        -     C    -/-    S     s
   Crouching           -     C    C/C    -
   Upward Jump         -     -     s     s     -
   Diagonal Jump       -     -     s     s     -

- The (C) Strings Shot hits low on the 2nd hit, while the (A) Strings
  Shot is an overhead on the 2nd hit.
- The Strings Shot A through C can actually be supercanceled out of
  just before the first hit connects.
- It's possible for the 2nd hit of the Boomerang Shot to miss, but if
  it doesn't Whip will fling her opponent across the screen.
- The Assassin Strike can hit on the way up, and on the weay down.
  The button used for this move determines where you come down (A is
  closest, D is furthest away).  Keep in mind that this is relative to
  your location, so if you're in the far corner of the screen, using
  A-D all put you in the same place.
- The second hit of each Strings Shot has a special property.  Type A
  (Yuuetsu) is an overhead attack, while Strings Shot B (Chikara) drags
  your opponent closer to you.  Finally, Strings Shot C (Shouri) is a
  low-hitting attack.  You can delay any of these moves by holding down
  the proper button, and can cancel them by pressing D while delaying
  any Strings Shot.
- Whip's crouching A can hit someone on the floor, if you've got your
  spacing right.  It works well after a crouching D sweep, or a normal
  throw.


------------------------------------------------------------------------
ATHENA ASAMIYA                                   [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Psychic Throw
N>4/6+D                Bit Throw
N>A>2+C/D              Psychic Shoot

6+B                    Renkantai
A>2+B                  Phoenix Bomb
7 near a wall_9        Sankaku Tobi

214+P                  Psycho Ball Attack
623+P<A                Psycho Sword
236+K                  Psychic Teleport
214+B                  Psycho Reflector
214+D                  Nu Psycho Reflector
41236+P                Psycho Shoot
A>214+K                Phoenix Arrow

(63214)x2+P<A          SHINING CRYSTAL BIT
_214+P<H               Crystal Shoot
_ABCD                  Cancel
A>236236+K             Phoenix Fang Arrow

Super Cancels          Psycho Ball Attack
                       (A) Psycho Sword (3rd)
                       (C) Psycho Sword (5th-7th)
                       (A) Mid-Air Psycho Sword (2nd-3rd)
                       (C) Mid-Air Psycho Sword (5th-7th)
                       Nu Psycho Reflector
                       (B) Phoenix Arrow (3rd)
                       (D) Phoenix Arrow (2nd-5th)
Striker Action         Psycho Healing (Psycho Repair)
Another Striker        Athena (Flame Sword)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     s
   Standing Far        C     C     -     -     s
   Crouching           Cr    Cr    C     C
   Upward Jump         C     -     C     -     C
   Diagonal Jump       C     -     C     -     C

- The Renkantai is cancelable on the 2nd hit into any mid-air move.
- The Phoenix Bomb can be canceled into a special move or (S)DM.  Unlike
  some mid-air command attacks, it must be blocked standing.
- The Psychic Teleport can be used to move forward, or to move through
  your opponent.
- The Psycho Reflector moves can reflect normal and (S)DM projectiles.
- You can juggle an opponent after the (A) Psycho Shoot.
- When you perform the Crystal Shoot, using the (A) button will make
  Athena fire a projectile straight forward, while (C) makes her fire
  it upward.  When done in mid-air, both versions are angled downward.


------------------------------------------------------------------------
SIE KENSOU                                       [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Sunda
N>4/6+D                Tomoe Nage

6+A                    Kobokushu
6+B                    Kousentai

214+P                  Sen Shippo
236+K                  Senkyuutai
41236+A                Ryuu Renga: Chiryuu
41236+C                Ryuu Renga: Tenryuu
623+P<T                Ryuu Renda
A>214+P                Ryuu Sougeki
421+K                  Ryuu Gakusai

236236+P               Chouryuu Renken
2363214+B              Shinryuu Seiou Rekkyaku
2363214+D              SHINRYUU TENBU KYAKU

Super Cancels          Sen Shippo
                       Ryuu Gakusai (1st-2nd)
Striker Action         Niku Man 4 U
Another Striker        Kensou (Psycho Space)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C     C     s
   Standing Far        C     -    -/C    -     s
   Crouching           C     -     C     C
   Upward Jump         C     -     -     -     s
   Diagonal Jump       C     C     -     -     s

- The Kobokushu is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable).
- The Kousentai is cancelable into the Ryuu Sougeki.
- If the first hit of the Chouryuu Renken misses or is blocked, then
  Kensou will not complete the move (even if the remaining two hits
  connect).
- You can juggle an opponent after knocking them into the air with
  either the Ryuu Renda or Senkyuutai.  In addition, the Senkyuutai
  has autoguard.


------------------------------------------------------------------------
CHIN GENTSAI                                     [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Gou Inshu
N>4/6+D                Gyaku Ashi Nage

6+A                    Suiho Hyoutan Shuu

214+P                  Hyoutan Geki
623+P                  Ryuurin Hourai
41236+K                Kaiten-teki Kuutotsu Ken

236+P                  Suihai Kou
_236+P                 Fun'en Kou
_623+P                 Gou'en Shourai: Kai

22+P                   Suikan Kan'ou
_6+P                   Choushuu Rikugyo
_6+K                   Kaiten-teki Kuutotsu Ken
_ABCD                  Cancel

22+K                   Bougetsu Sui
_8+B                   Rouja Hanhou
_8+D                   Rigyo Hanhou
_6+K                   Kaiten-teki Kuutotsu Ken
_4/6                   Move Back / Forward
_ABCD                  Cancel

2363214+P              Gou'en Shourai
236236+P               GOURAN ENPOU

Super Cancels          Hyoutan Geki
                       (A) Ryuurin Hourai (1st)
                       (C) Ryuurin Hourai (2nd-5th)
                       Kaiten-teki Kuutotsu Ken
                       (A) Fun'en Kou
                       (A) Gou'en Shourai: Kai (2nd-6th)
                       (C) Gou'en Shourai: Kai (1st-5th)
                       Rigyo Hanhou
                       (A) Gou'en Shourai (9th)
                       (C) Gou'en Shourai (13th)
Striker Action         Hourai Raku'en
Another Striker        Baijang (Gororin Panda)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    -r    C    -/-    s
   Standing Far        -r    -r    C     -     s
   Crouching           Cr    -r    -     -

- The Suiho Hyoutan Shuu is an overhead attack, unless you cancel into
  it (in which case, it becomes cancelable).
- The Hyoutan Geki can negate normal projectiles.
- The Suihai Kou does no damage, even though it can hit an opponent.
  After using this move, you cannot use the Suihai Kou or Ryuuren
  Hourai; attempting either move results in either the Fun'en Kou or
  Gouen Shourai: Kai, respectively.
- During the (A) Suikan Kan'ou, Chin is immune to mid- and low-level
  attacks.  During the (C) version, he is immune to high and mid-level
  attacks.  However, he can still be thrown during either version.
- Using the Bougetsu Sui makes Chin lie on the ground, so he can only
  be hit by low attacks.  This also allows him to lie under (or move
  under) most projectiles.  He is not invincible though, and can still
  be thrown.
- The Gouran Enpou can negate (S)DM projectiles.  The (A) version
  travels upward, while the (C) version moves horizontally.  During
  the SDM version, the flames spew out in all directions.


------------------------------------------------------------------------
BAO  (pronounced "pow")                          [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Gen'ei Tougi
N>4/6+D                Critical Throw

A>2+A                  Soushou
A>2+B                  Hikida
6+A                    Kawasaki
6+B                    Senheki Shuu
3+B                    Senshou Shuu
3+D                    Rikatsu Shuu
7 near a wall_9        Sankaku Tobi

236+A                  Psycho Ball Attack: Rise
236+B                  Psycho Ball Attack: Bound
214+A                  Psycho Ball Attack: Front
214+B                  Psycho Ball Attack: Reflect
A>214+A                Psycho Ball Attack: Air Front
A>236+B                Psycho Ball Attack: Air Bound

236+C                  Psycho Ball Crash: Rise
236+D                  Psycho Ball Crash: Bound
214+C                  Psycho Ball Crash: Front
214+D                  Psycho Ball Crash: Reflect
A>214+C                Psycho Ball Crash: Air Front
A>236+D                Psycho Ball Crash: Air Bound

214214+K               Psycho Ball Crash: SP
214214+P               PSYCHO BALL ATTACK: MAX
641236+BD              PSYCHO BALL ATTACK: ORE DX

Super Cancels          Psycho Ball Attack: Rise
                       Psycho Ball Attack: Bound
                       Psycho Ball Attack: Front
                       Psycho Ball Crash: Front
                       Psycho Ball Crash: Rise (1st)
Striker Action         Psycho Ball Attack ~Striker MiX~
Another Striker        Kaoru Watanabe (Powerful Miracle Tackle)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C    -/-    -
   Standing Far        -     -     -     -     -
   Crouching           C     -r    C     -
   Upward Jump         -     -     -     -     -
   Diagonal Jump       -     -     -     -     -

- The Kawasaki is cancelable.
- The Senheki Shuu is an overhead attack, even if you cancel into it.
- The Rikatsu Shuu is a low attack that must be crouch-blocked.
- All of Bao's "Psycho Ball" attacks may seem a little confusing, but
  the basic formula is this: if you perform a move with a light attack
  (A or B), then Bao fires a projectile.  If you perform it with a
  heavy attack (C or D), Bao uses himself as a human projectile instead.
- The "Reflect" moves can reflect normal and (S)DM projectiles.


------------------------------------------------------------------------
MAI SHIRANUI                                            [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Shiranui Gourin
N>4/6+D                Fuusha Kuzushi
N>A>2+C/D              Yume Zakura

6+B                    Koku'en no Mai
3+B                    Benitsuru no Mai
A>2+A                  Dairin Fuusha Otoshi
A>2+B                  Yusura Ume
A>2+D                  Ukihane
7 near a wall_9        Sankaku Tobi

236+P                  Kachou Sen
214+P                  Ryuu Enbu
214+K                  Sayo Chidori
_214+P                 Ryuu Enbu
41236+K                Hissatsu Shinobi Bachi
2.7~9+P<H              Musasabi no Mai (Chijou)
A>214+P                Musasabi no Mai (Kuuchuu)

2.7~9+P                Musasabi no Mai (Chijou)
_214+P                 Musasabi no Mai (Kuuchuu)
_2+P                   Ukihane
_2+K                   Yusura Ume
_N>A>2+D               Toki Tsubute

236236+P               Mizudori no Mai
214214+P               Hou'ou no Mai
2141236+K              CHOU HISSATSU SHINOBI BACHI

Super Cancels          Kachou Sen
                       Ryuu Enbu
Striker Action         Sakura Fubuki
Another Striker        Chizuru Kagura (Boukatsu: Hatei no Reifu)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     Cr    C     C     s
   Standing Far        -     -     -     -     s
   Crouching           -r    -r    C     C
   Upward Jump         -     -     -     C     C
   Diagonal Jump       C     -     C     C     C

- The Benitsuru no Mai is a low attack.  If you cancel into it, it
  becomes cancelable on the 1st hit.
- The Koku'en no Mai is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable into the air Musasabi no Mai).
- The Dairin Fuusha Otoshi is cancelable into the air Musasabi no Mai.
- When your opponent is in mid-air, the Dairin Fuusha Otoshi functions
  as a knockdown attack.  While this move can be crouch blocked, the
  Ukihane and Yusura Ume cannot.  However, only the Dairin Fuusha
  Otoshi can be canceled into a special move.
- The Hou'ou no Mai hits more times if your opponent's in the air.


------------------------------------------------------------------------
YURI SAKAZAKI                                           [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Oni Harite
N>4/6+D                Silent Nage
N>A>2+C/D              Tsubame Otoshi

6+A                    En Yoku
6+B_6+B                Senkai Kyaku

236+P                  Ko'ou Ken
236+H>P                Haou Shoukou Ken
623+P                  Yuri Chou Upper
623+C_623+P            Double Yuri Chou Upper
214+P<H                Yuri Chou Knuckle
214+K                  Yuri Chou Mawashi Geri
632146+K               Hyakuretsu Binta

236236+P               Hien Rekkou
2363214+K              HIEN HOU'OU KYAKU
236236+BD              SHIN! CHOU UPPER

Super Cancels          Senkai Kyaku (3rd)
                       (A) Kuuga
Striker Action         Hien Rekkou
Another Striker        Nakoruru (Daichi no Megumi)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     s
   Standing Far        C     -     -     C     s
   Crouching           Cr    -r    C     C

- The En Yoku is an overhead attack.  If you cancel into it, it
  no longer functions as an overhead.
- When you power-up the Yuri Chou Knuckle by holding P, Yuri will swing
  her arm around.  Not only do you do more damage the longer you hold
  P, but the 'swinging' animation can hit as well.
- The (A) Kuuga is a knockdown attack.
- The Hyakuretsu Binta is unblockable.


------------------------------------------------------------------------
KASUMI TODO                                             [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Maki Age
N>4/6+D                Aiki Nage

6+A                    Hiji Ate

236+P                  Kasane Ate
A>236+P                Kuuchuu Kasane Ate
214+P_214+P_214+P      Senkou Nagashi
214+K                  Hakusan Tou: Dageki Bougyo
41236+B                Messhin Mutou: Joudan Atemi
41236+D                Sasshou Inshuu: Chuudan Atemi
22+P                   Hanshin: Morote Gaeshi
N>63214+P              Tatsumaki Souda: Nage Dageki

236236+P               Chou Kasane Ate
2363214+P              SHINGAN KAZURA OTOSHI

Super Cancels          Kasane Ate
                       Hakusan Tou
                       Tatsumaki Souda
Striker Action         Katsu
Another Striker        Xiangfei Li (Dai Kokuchou)
Maniac Striker         Unknown (Unknown)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     s
   Standing Far        -     -     C     C     s
   Crouching           Cr    -r    C     C
   Upward Jump         -     -     -     s     s
   Diagonal Jump       -     -     -     s     s

- The Hiji Ate is an overhead attack on the 2nd hit, unless you
  cancel into it (in which case, it becomes cancelable on either hit).
- The Hakusan Tou has autoguard.
- The Messhin Mutou can reverse jumping attacks, as well as special
  moves and (S)DMs.
- The Sasshou Inshuu can reverse high- and mid-level attacks.
- The Hanshin can reverse low attacks.
- The Tatsumaki Souda is unblockable, and you can juggle your opponent
  afterwards.
- The Shingan Kazura Otoshi reverses all attacks (high-, mid-, and low-
  level attacks, as well as special moves and (S)DMs).  The SDM version
  works in the same way, but does more damage.


------------------------------------------------------------------------
HINAKO SHIJOU                                           [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Tasuki Nage
N>4/6+D                Jouzu Nage

6+A_A                  Harite <Sendai>
6+A_C                  Harite <Nishiki>
6+B_B                  Tsuppari
3+C_D                  Nodowa
3+A                    Maemitsu Tataki
3+D                    Ketaguri

236+P                  Tsukidashi
214+P                  Tsuki Otoshi
623+K                  Yorigiri
41236+K                Kote Nage
632146+K               Kake Nage

(41236)x2+K            GASSHOU HINERI

Super Cancels          (A) Tsukidashi (1st-2nd)
                       (C) Tsukidashi (1st-3rd)
Striker Action         Teppou Hinako
Another Striker        Lily Kane (Lily no Ouen)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     C
   Standing Far        Cr    C     C     C     C
   Crouching           C     -r    C     C

- The Tsuki Otoshi has autoguard.
- All of Hinako's command attacks are cancelable on any hit.
- The 2nd hit of the Tsuppari is an overhead attack.
- The Ketaguri is a low attack.
- The (D) hit of the Nodowa can be canceled into other command
  attacks (like the Tsuppari or Maemitsu Tataki, etc.)


------------------------------------------------------------------------
KIM KAPHWAN                                               [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Kubikime Otoshi
N>4/6+D                Sakkyaku Nage

6+A                    Kuuren Geki
6+B                    Neri Chagi

214+K                  Hangetsu Zan
4.6+K                  Ryuusei Raku
2.8+K                  Hien Zan
2.8+D_2+D              Tenshou Zan
A>236+K                Hishou Kyaku
22+K                   Haki Kyaku

236236+K               Hou'ou Hiten Kyaku
21416+K<A              HOU'OU KYAKU

Super Cancels          (B) Hangetsu Zan (1st)
                       (D) Hangetsu Zan (1st-2nd)
                       Ryuusei Raku (1st)
                       Hishou Kyaku (2nd-4th)
Striker Action         Hishou Kyaku
Another Striker        Kim Sue-il (Hisen Zan)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C    C/C   C/-   C/C    s
   Standing Far        -     -     -     -     s
   Crouching           C     -r    C     C
   Upward Jump         -     -     -     -     s
   Diagonal Jump       -     -     -     -     s

- The 1st hit of the Kuuren Geki can be canceled into the Hishou Kyaku
  or mid-air Hou'ou Kyaku.
- The Neri Chagi is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable on the 2nd hit).
- The 1st hit of the Ryuusei Raku is a low attack.
- The Haki Kyaku can be canceled into the Hou'ou Kyaku.
- Triste points out that the Hou'ou Hiten Kyaku now only hits once, but
  you can juggle your opponent, allowing for combos such as this one:
  crouching B, crouching A, Hou'ou Hiten Kyaku, Hou'ou Kyaku.


------------------------------------------------------------------------
CHANG KOEHAN                                              [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Hagan Geki
N>4/6+D                Kusari Jime

3+A                    Hiki Nige

T>P                    Tekkyuu Dai Kaiten
_4/6                   Move Back / Forward
_ABCD                  Cancel
4.6+P                  Tekkyuu Funsai Geki
41236+K                Tekkyuu Taiko Uchi

2363214+P              Tekkyuu Dai Bousou
236236+K               Tekkyuu Dai Bokusatsu
236236+P               TEKKYUU DAI ASSATSU

Super Cancels          Tekkyuu Funsai Geki
Striker Action         Tekkkyuu Dai Kourin
Another Striker        Kim Dong Hwan (Shiden Kyaku / Ponpe Odori)
Maniac Striker         Smart Chang (Tekkyuu Dai Kaiten)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C    -/-    C     s
   Standing Far        -     C     -     -     s
   Crouching           C     C     C     C

- The Hiki Nige is a low attack that must be blocked crouching.
- The Tekkyuu Dai Kaiten can negate normal projectiles, and it
  has autoguard.
- Chang has autoguard during the "pre-swing" pose of his (A) Tekkyuu
  Funsai Geki.  The (C) version has autoguard for the period when
  Chang is spinning the ball behind him.
- The Tekkyuu Taiko Uchi reverses all attacks (high-, mid-, and low-
  level attacks, as well as special moves and (S)DMs).
- Every third time you reverse an attack with the Taiko Uchi, Chang
  will fall down and inflict much more damage than usual.  However,
  this attack has less range than the normal "sneeze" attack.
- The Dai Hakai Nage is unblockable.
- If the first hit of the Tekkyuu Dai Bokusatsu misses or is blocked,
  then Chang will not complete the move (even if the remaining hit
  connects).
- The DM Tekkyuu Dai Assatsu is an overhead attack.  The SDM version
  is not, but it affects the whole screen, so you must be blocking
  low or be in air to avoid getting hit.


------------------------------------------------------------------------
CHOI BOUNGE                                               [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Zujou Sashi
N>4/6+D                Geketsu Zuki

4/6+A                  Mukuro Zuki
4/6+B                  Toorima Geri
7 near a wall_9        Sankaku Tobi

2.8+P                  Tatsumaki Shippuu Zan
214+P                  Kaiten Hien Zan
_P                     Kishuu Hien Zuki
_236+K at apex         Hishou Kyaku
236+K                  Hishou Kyaku
623+K                  Hien Zan

4.6+P                  Senpuu Hien Zashi
_dir.+P/K (x2)         Houkou Tenkan

2.7~9+K<H              Hishou Kuuretsu Zan
_dir.+P/K (x2)         Houkou Tenkan

A>236236+P             Shin! Chouzetsu Rin-Kaiten Toppa
(63214)x2+P            Shin! Chouzetsu Tatsumaki Shinkuu Zan
_4/6                   Move Back / Forward
2363214+K              HOU'OU KYAKU

Super Cancels          (A) Tatsumaki Shippuu Zan (2nd-7th)
                       (C) Tatsumaki Shippuu Zan (2nd-8th)
                       Hishou Kyaku (2nd-3rd)
Striker Action         Chouhatsu Zanmai
Another Striker        Kim Jae Hoon (Ryuusei Raku)
Maniac Striker         Smart Choi (Shissou Hishou Zan)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     -     s
   Standing Far        Cr    C     -     -     s
   Crouching           Cr    -r    C     -
   Upward Jump         -     -     -     -     s
   Diagonal Jump       -     -     s     -     s

- The Mukuro Zuki is cancelable.  This move no longer drops your
  opponent's guard.
- During the Senpuu Hien Sashi, you can interrupt your flight with the
  Houkou Tenkan, which is performed by pressing in any direction and
  pressing any Punch or Kick button.  You can use the Houkou Tenkan
  twice in a row, if you want.
- The Tatsumaki Shippuu Zan hits more times if done from a slight
  distance away from your opponent instead of right next to them.
- When you perform the Hishou Kuuretsu Zan, Choi jumps to whichever
  wall you've specified.  If you keep holding the Kick button you used,
  he'll rebound off the wall with an attack--using (B) makes him fly
  diagonally downward, while (D) makes him fly horizontally.  Once
  you're flying claws-first, you can use the Houkou Tenkan, if you want
  to (see above for more information).
- You can do the Hishou Kyaku after the (A) Kaiten Hien Zan.
- The (A) version of the Rin-kaiten Toppa goes straight down, while the
  (C) version goes at a diagonal angle.


------------------------------------------------------------------------
JHUN HOON                                                 [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Handou Geki
N>4/6+D                Kai Senpuu

6+A<H                  Soshuu Geki (_Soshuu Jin)
6+B<H                  Ryouko Geki (_Ryouko Jin)
A>2+B                  Ryuurou Shuu

214+A<H                Haiki Geki (_Soshuu Jin)
214+C                  Haiki Geki
214+B<H                Mangetsu Zan (_Ryouko Jin)
214+D                  Mangetsu Zan
2.8+A<H                Kuu Sajin (_Soshuu Jin)
2.8+C                  Kuu Sajin

22+A                   Soshuu Jin
_4/6                   Move Back / Forward
_8+C                   Shuusou Kyaku: Joudan
_C                     Shuusou Kyaku: Chuudan
_D                     Taikyoku Ha
_B<H                   Kirikae Dousa (_Ryouko Jin)
_4/6+B<H               Kirikae Kougeki (_Ryouko Jin)

22+B                   Ryouko Jin
_4/6                   Move Back / Forward
_8+C                   Hiko Geki: Ue
_C                     Mouko Geki: Naka
_2+C                   Shuuko Geki: Shimo
_D                     Taikyoku Hi
_A<H                   Kirikae Dousa (_Soshuu Jin)
_4/6+A<H               Kirikae Kougeki (_Soshuu Jin)

A>236236+K             Hou'ou Tenbu Kyaku
236236+K               HOU'OU RESSOU KYAKU

Super Cancels          Ryuurou Shuu
                       (C) Haiki Geki
                       (D) Mangetsu Zan (5th-7th)
                       Shuusou Kyaku: Joudan
                       Shuusou Kyaku: Chuudan
                       Taikyoku Ha
                       Mouko Geki: Naka
                       Shuuko Geki: Shimo
                       Taikyoku Hi
Striker Action         Fukuko Shuugeki
Another Striker        Kang Baedal (Ko Neppuu)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C     -     s
   Standing Far        -     -     -     -     s
   Crouching           C     -     C     C
   Upward Jump         -     -     -     -     -
   Diagonal Jump       -     -     -     -     -

- An opponent hit by the Haiki Geki is stunned, allowing you to hit
  them before they recover.
- The Hiko Geki is an overhead attack.
- The Taikyoku Ha is a knockdown attack.  If blocked, it will drop an
  opponent's guard.
- During the Taikyoku Hi, Jhun is immune to all attacks except throws.
- You can juggle an opponent after the Mouko Geki.
- Both the Mouko Geki and Shuuko Geki hit low.
- Jhun's standing CD is slow now, and not as good as it was in KoF '99.


------------------------------------------------------------------------
KYO KUSANAGI                                          [ Edit Character ]
------------------------------------------------------------------------

N>4/6+C                Hatsugane
N>4/6+D                Issetsu Seoi Nage

A>2+C                  Geshiki: Naraku Otoshi
6+B                    Geshiki: Goufu You
3+D                    88 Shiki

236+A                  114 Shiki: Aragami
_236+P                 128 Shiki: Konokizu
 _P                    127 Shiki: Yanosabi
 _K                    125 Shiki: Nanase

236+A                  114 Shiki: Aragami
 63214+P               127 Shiki: Yanosabi
 _P                    Geshiki: Migiri Ugachi
 _K                    125 Shiki: Nanase

236+C                  115 Shiki: Dokugami
_63214+P               401 Shiki: Tsumi Yomi
 _6+C                  402 Shiki: Batsu Yomi

623+P                  100 Shiki: Oniyaki
421+K                  717 Shiki: Koma Hofuri (aka R.E.D KicK)
63214+K                427 Shiki: Hikigane
236+K_K                75 Shiki Kai
214+P                  910 Shiki: Nue Tsumi
_(reverses high)       Geshiki: Ryuu Iri
_(reverses mid/low)    Geshiki: Tora Fuse

236236+P<H             182 Shiki
2141236+P<H            URA 108 SHIKI: OROCHI NAGI

Super Cancels          125 Shiki: Nanase
                       100 Shiki: Oniyaki (1st)
                       427 Shiki: Hikigane
                       910 Shiki: Nue Tsumi
Striker Action         Ura 108 Shiki: Orochi Nagi
Another Striker        Sho Kirishima
                       (Sexual Charisma Dynamite: Remember KOF)
Maniac Striker         Saishu Kusanagi (Kusanagi no Jin)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        Cr    -     -     -     s
   Crouching           C     -r    C     C

- The Goufu You is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable on the 2nd hit).
- The Migiri Ugachi can hit someone who is lying on the ground.
- Either version of the Yano Sabi is an overhead attack.
- The Dokugami has autoguard.
- The (A) Oniyaki hits twice on a counter hit.
- The Nue Tsumi can reverse high-, mid-, and low-level attacks.
- The (B) Hikigane can dodge low attacks, while the (D) version
  dodges high- and mid-level attacks.
- You can juggle an opponent after both hits of the 75 Shiki Kai.
- If you hold P until Kyo automatically strikes, the 182 Shiki
  becomes unblockable.
- If you delay the 182 Shiki until Kyo attacks, it does more damage
  and becomes unblockable.
- During the (A) Orochi Nagi, Kyo is immune to low attacks, while the
  (C) version makes him immune to high and mid-level attacks (the C
  version can even be used to pass through projectiles like the Haou
  Shikou Ken)!  Note that the immunity applies even if you delay the
  move, and that this only works with the DM Orochi Nagi.
- However, during the SDM Orochi Nagi, Kyo's flaming body can hit
  for damage, and will negate both normal and (S)DM projectiles.


------------------------------------------------------------------------
IORI YAGAMI                                           [ Edit Character ]
------------------------------------------------------------------------

N>4/6+C                Sakahagi
N>4/6+D                Saka Sakahagi

A>4+B                  Geshiki: Yuri Ori
6+A_6+A                Geshiki: Yumebiki
6+B                    Geshiki: Goufu In "Shinigame"

236+P                  108 Shiki: Yami Barai
623+P                  100 Shiki: Oniyaki
214+P_214+P_214+P      127 Shiki: Aoi Hana
63214+K                212 Shiki: Kototsuki You
N>632146+P             Kuzukaze

2363214+P              Kin 1211 Shiki: Ya Otome
236236+P               Ura 327 Shiki: Yami Sugi

Super Cancels          108 Shiki: Yami Barai
                       100 Shiki: Oniyaki (1st)
Striker Action         Ura 108 Shiki: Ya Sakazuki
Another Striker        Mature & Vice (Decide)
Maniac Striker         Another Iori (311 Shiki: Tsumagushi)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     C
   Standing Far        -     -     -     -     C
   Crouching           -     -r    C     -

- Both hits of the Yumebiki are cancelable.
- The Goufu In is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable on any hit).
- The Yuri Ori only hits an opponent behind you; however, this makes it
  an excellent move for jumping over your opponent and crossing them up.
- The (A) Oniyaki hits twice on a counter hit.
- The Kuzukaze is an unblockable attack that does no damage, but
  switches places with yourself and your opponent.
- The Yami Sugi can negate single-hit projectiles, if you time it right.
  This move hits three times in all, but Iori won't perform the 3rd hit
  if the first hit didn't connect.


------------------------------------------------------------------------
KULA DIAMOND                                          [ Boss Character ]
------------------------------------------------------------------------

N>4/6+C                Ice Coffin
N>4/6+D                Behind Rush

6+A                    One Inch
3+B                    Slider Shoot

236+P                  Diamond Breath
623+P                  Crow Bites
214+P                  Counter Shell

236236+P               DIAMOND EDGE
(63214)x2+AC           FREEZE EXECUTION

Super Cancels          One Inch
                       Diamond Breath
Striker Action         Candy (Candy Spin)
Another Striker        Foxy (Hornet Needle / Getsu no Shirogane)
Maniac Striker         Rugal Bernstein (Genocide Cutter)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr   -/-   C/C   -/-    s
   Standing Far        Cr   -/-    C    -/-    s
   Crouching           C     Cr    -     C

- The One Inch is a knockdown attack, unless you cancel into it (in
  which case, it becomes cancelable).


------------------------------------------------------------------------
ZERO                                                  [ Boss Character ]
------------------------------------------------------------------------

N>4/6+C/D              Nage

6+A                    Jagai Kusetsu

236+A                  Zanpuu Enpa: Hankyou
236+C                  Zanpuu Enpa: Satsuma
623+A                  Zanpuu Enpa: Kouga
623+C                  Zanpuu Enpa: Shouha
236+K                  Shikka Koujin
214+K                  Mabukousou

236236+P               Gokusa Zanjin
236236+K               Hakura Messei

Super Cancels          Zanpuu Enpa: Hankyou (2nd-6th)
                       Zanpuu Enpa: Satsuma (1st-7th)
Striker Action         Zero (None)
Another Striker        Shadow Zero (None)

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -r    -     C     C     C
   Standing Far        -r    -     C     C     C
   Crouching           Cr    Cr    C     C

- The Jagai Kusetsu is both an overhead and a knockdown attack.  It
  loses both properties if canceled into, but becomes cancelable.
- The Hankyou can reflect normal and (S)DM projectiles.
- Zero is invincible during the beginning of the Shouha, Shikka
  Koujin, Mabukousou, and Hakura Messei.
- The last hit of the Zanpuu Enpa moves and the Gokusa Zanjin will
  drop an opponent's guard.
- Furthermore, the center of the "black hole" that appears during
  the Hakura Messei will negate projectiles.
- Zero does not have any SDMs.


========================================================================
4. SECRETS AND TRICKS
========================================================================

------------------------------------------------------------------------
PLAY AS KULA
------------------------------------------------------------------------

Taken straight from SNK of Japan's page:

       - Put the cursor on Whip, press Start.
       - Put the cursor on Vanessa, press Start.
       - Put the cursor on Seth, press Start.
       - Put the cursor on Maxima, press Start.
       - Put the cursor on K', press Start.
       - Put the cursor on the roulette box (the one with a question
         mark in it), then press Start.
       - Now press up, down.

If you enter the code correctly, then once you press down, you'll hear
Kula say, "Wakatteru...."  The roulette picture will then change to a
picture of Kula.  You have to re-enter the code every time you want to
use her, though.


------------------------------------------------------------------------
PLAY AS ZERO
------------------------------------------------------------------------

Playing Zero requires that you have the Debug BIOS installed in your
Neo*Geo.  Hold down the second player pause button and press C on the
2nd player side to enter the BIOS, then pick the bottom option (Game
Debug Bios).

To use Zero, turn dip switch 1-3 on (so it reads 1 instead of 0).  Then
start the game.  Not only is Kula enabled, but if you hold down Start on
the first player side and press Down while highlighting Kula, then Zero
will appear.


------------------------------------------------------------------------
MANIAC STRIKERS
------------------------------------------------------------------------

This code is courtesy of Famitsu Magazine:

       - At the Striker Select Screen, highlight 'Another Striker',
       - Press up, left x3, right x3, down

These characters have Maniac Strikers: Ramon, Ryo, Kasumi, Choi, Chang,
Kyo, Iori, and Kula.


------------------------------------------------------------------------
SELECT YOUR WIN POSE
------------------------------------------------------------------------

You can select your win pose by holding down A, B, C, or D after winning
a round.


------------------------------------------------------------------------
CLARK'S INFINITE
------------------------------------------------------------------------

This one comes straight from Akuma Hokoru: "Joe's striker can pick the
opponent up off the floor...case in point...do the HCF+B/D grab after
Clark slams them to the ground; call out Joe, he does the Ora Ora
Bakuretsu Ken.  Before Joe does the uppercut, Clark can dash up and do
standing C to the HCF+B/D grab again into another Ora Ora Bakuretsu
Ken.  Lather, rinse, repeat."


========================================================================
5. GAMEPLAY NOTES
========================================================================

This section explains some of the KoF basics (listed in alphabetical
order).

------------------------------------------------------------------------
ARMOR AND COUNTER MODE
------------------------------------------------------------------------

To activate "Armor Mode," you have to have three stocks already built
up (see the entry on the Power Gauge for more information).  Then press
BCD.  The same thing applies to "Counter Mode," but you have to press
ABC instead.  When you activate either mode, your character will pose
for a brief moment, and an opponent who is standing too close to you
will be knocked down (although they take no damage, this attack is
unblockable).

Once you have activated either mode, your Power Gauge is replaced by a
gauge reading either "Armor" or "Counter" that slowly drains.  Once it
has completely emptied, the effects of either mode disappear.  After
either mode ends, your Power Gauge will not reappear for a few moments.
This means that you cannot earn Power Gauge energy during this time.

While in Armor Mode, your character flashes yellow.  Not only does
their attack power increase, but they gain "super armor," a feature
that prevents them from being counter hit.  For example, if you were
making an attack and your opponent hit you, you would either be
knocked out of your attack, or both characters would be hit.  However,
while in Armor Mode, your character will merely flash when hit and
continue with their attack.  Keep in mind that you still take damage
when hit, though.

However, the "super armor" feature doesn't work while you're in air,
and if you're not making an attack when you get hit, you'll go into
a "hit animation" as you normally would.  Furthermore, you cannot use
any move requiring stocks while in Armor Mode (like Guard Cancel rolls
or DMs).

While in Counter Mode, your character flashes red.  Not only does their
attack power increase, but they gain the ability to "super cancel"
certain moves into DMs.  For example, you could enter the command for
Takuma's Ryuuko Ranbu during his Mouko Burai Gan, and he would cancel
into the DM while still in the midst of his special move.  You can
only super cancel an attack if it hits or is blocked; if you do a move
that misses and enter a command for a DM, nothing will happen.  See
section 3 for a list of what moves can be super canceled out of.

One easy way to perform supercancels is by abbreviating the required
commands.  As an example of this, let's look at Ryo.  One of his
supercancels involves the Ko'ou Ken and the Tenchi Haou Ken.  To
perform this, you could enter the commands like so:

                       236+P -> 236236+P

However, an easier way to do this is to combine both commands into
one smooth motion.  In regards to the example above, this command
would also work:
                       236+P -> 236+P

This is possible because the computer interprets your Ko'ou Ken input
as the first part of the Tenchi Haou Ken, so all you need to do is
put in the remaining commands and press P.

For another example, let's look at Joe's Tiger Knee super cancel.
This move can be canceled on the first hit into a DM.  Let's say you
want to cancel into his Bakuretsu Hurricane Tiger Kakato.  This would
mean inputting the following:

               623+K (1st hit) -> 2363214+P

Which is practically impossible to pull off, given that you have
to enter the whole thing before the 2nd hit of the Tiger Knee takes
place.  A faster way to accomplish this would be to do the following:

               6236+K (1st hit) -> 3214+P

By combining the required "236" motion into the Tiger Knee command,
you're still able to pull off the first move, but only have to enter
the remaining "3214+P" command to get the Knee to super cancel.

Although you can use DMs as often as you like while in Counter Mode, you
cannot use other moves that require stocks, like SDMS or Guard Cancel
rolls.


------------------------------------------------------------------------
AUTOGUARD
------------------------------------------------------------------------

Autoguard is a nifty little feature that lets you defend against an
attack while you're in the middle of performing a move.  This may seem
kind of cheap, but in most cases, the autoguard can only be "triggered"
during a particular animation frame (or series of frames).  For example,
Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker
Buster offers autoguard during the entire time that the move is
beginning, and as he recovers from it upon landing.  Even if you hit
him with multiple attacks, they will all be blocked.

As an example of autoguard, let's look at Maxima's standing CD.  If
an opponent attacks him, the autoguard will only come into effect if
he is hit at a particular moment.  In this case, it's either when he
is holding his arms directly behind him horizontally, or in the next
frame, when his arms are held at a downward angle.  If the autoguard
is triggered, then there is a brief pause as the incoming attack is
blocked, followed by the rest of the CD animation.

Another feature of autoguard is that your guard won't drop during an
automatically blocked attack, nor does it contribute to your chance
of getting your guard dropped.  However, you still take block damage
from autoguarding against a special move or (S)DM.

However, autoguard is not perfect.  It is entirely possible for your
opponent to trigger your autoguard, but still hit you even after it's
been triggered (usually this occurs when they're using an attack that
hits more than once).

Keep in mind that some moves have no effect except to provide you with
autoguard, like Ryo's Gedan Uke [however, in this case, if autoguard
is triggered, you can cancel into a special move or (S)DM].


------------------------------------------------------------------------
BLOCKING ATTACKS
------------------------------------------------------------------------

There are two ways to defend against attacks; by blocking them, or
by using autoguard.  Autoguard is explained in a previous entry (see
above).

Blocking attacks is as simple as holding back to block while standing
(also known as blocking high), or holding down-back to block while
crouching (also known as blocking low).  When you block an attack,
you take no damage from it.  If you block a special move or (S)DM,
then you take greatly reduced damage with each hit.  Normally, you
can't block a throw attempt, but some throws will not connect (or
will miss entirely), if you block them.  Note that if you block too
many attacks in a short period of time, you will experience "dropped
guard" (see the entry below for more information on this).

Blocking high will protect you from any kind of jumping attack, and
most standing attacks (although some character's standing kicks can
hit below the belt and must be blocked low).  However, you are left
vulnerable to low attacks.  Blocking low protects you from low attacks
(like crouching kicks, etc.) and most standing attacks.  However, you
are left open to jumping attacks and overheads.

An overhead is any move that cannot be blocked low, but it's most
commonly used to describe moves that look like they should be able to
be blocked low.  For example, Terry's Hammer Arch is a standing punch
attack.  It looks like you could crouch and block it, but in fact, it
will hit you unless you block while standing.


------------------------------------------------------------------------
COUNTER HITS
------------------------------------------------------------------------

A counter hit occurs when you are damaged while making an attack of some
sort.  This can occur if you're hit while your attack begins, as it is
being performed, or while you recover from it.  Any time a move connects
on a counter hit, it does slightly more damage than usual.  Some moves
do significantly more damage, like Ryo's Kohou Shippuu Ken or Tenchi
Haou Ken.

If a Blow Away Attack (more commonly known as the CD attack) counter
hits, then you can juggle your opponent afterwards.  For example, if
you jumped in with a CD that hit, doing an Oniyaki upon landing would
not do anything.  However, if the CD counterhit, then the Oniyaki would
actually connect.


------------------------------------------------------------------------
DROPPED GUARD
------------------------------------------------------------------------

"Dropped Guard" refers to those instances when, while in the midst of
blocking an attack, your character suddenly stops blocking and goes
into a sort of "stunned" animation for a split second.  There are two
ways that this can happen:

The first is by Guard Crush.  This happens when you block too many
attacks in a brief period of time.  For example, if Terry were to
quickly attack Lin with 12 close standing (D) attacks, then on
the twelfth one, Lin would stop blocking.  However, after you are
Guard Crushed, the chance of getting GC'd "resets", so he could block
nine more of the same attack before getting Guard Crushed again.
Every character can resist a different number of hits before being
GC'd (for example, in the above example, Bao would be GC'd in only
eleven blocked hits).

The second method involves special moves that have the special ability
to block an opponent's guard.  There's nothing special here--some moves
can just do that, like Shingo's Kake Hourin or Zero's Zanpuu Enpa.
These moves will drop your guard every time, no matter what.

So, what's the significance of all this?  Well, if your guard drops,
that means that you're left open to attack for a moment.  If, for
example, Kyo GC'd you with a close standing C, he could cancel it into
the Aragami, and that would hit you before you recovered and resumed
blocking.  The same applies to moves that drop your guard; if you
try to block Jhun's Taikyoku Ha, your guard would drop, and he could
supercancel it into the Hou'ou Ressou Kyaku, which would combo.


------------------------------------------------------------------------
POWER GAUGE
------------------------------------------------------------------------

The Power Gauge will gradually fill up as the following requirements are
met:

  - You perform a special move that misses (including special throws).
  - You perform an attack that is blocked.
  - You perform an attack that hits [excluding normal throws and
    (S)DMs].
  - You are hit by an opponent's attack (excluding normal throws).

Each time the Power Gauge is filled, it will empty, and a "stock" (a
little yellow dot) will appear beneath the gauge.  You can hold up
to three stocks at at time.

Once you earn a stock, the only way to lose it is to either end the
battle (meaning all of your opponents are defeated), or expend your
stock(s) on one of the following moves:

  - A Guard Cancel roll                (press 4/6+AB while blocking)
  - A Guard Cancel attack              (press CD while blocking)
  - A Desperation Move (DM)            (command varies)
  - A Super Desperation Move (SDM)     (command varies)
  - Counter Mode Invoke                (press ABC)
  - Armor Mode Invoke                  (press BCD)
  - Strike Bomb replenish              (press Start)

Guard Cancel moves, DMs, and the Strike Bomb replenish all cost one
stock to use.  SDMs and the "mode invoke" moves all cost three stocks
to use.


------------------------------------------------------------------------
REVERSAL MOVES
------------------------------------------------------------------------

Reversal moves have the ability to "catch" your opponent's attack and
respond with an attack on your own.  Some of these reversal moves cannot
hit unless the "reversal" feature is triggered (such as Kasumi's Messhin
Mutou, while others can actually hit your opponent and only reverse
attacks as a secondary function (like Kyo's Nue Tsumi).

All reversal moves have a certain animation frame (or frames) in which
the reversal can be triggered.  Otherwise, if your opponent attacks you
and you're not in that particular frame, you'll just get hit.  For
example, Blue Mary's M. Head Buster can only be used as a reversal if
she is attacked while holding her arms in front of her.

Not all reversal moves can "catch" the same attacks.  Here are the types
of attacks you can reverse, depending on who you're using:

 Jumping       - an attack your opponent makes while in air.
 High          - an attack that hits above the waist.
 Mid-Level     - an attack that hits below the waist, but doesn't
                 hit the lower legs or feet (such as most crouching
                 punches).
 Low           - attacks that hit the feet (such as most crouching
                 kicks).
 special moves - Includes non-projectile and non-throw special moves.
 (S)DMs        - Includes non-projectile and non-throw (S)DMs.

Note that an opponent's "attack" refers to any move that has a hit
animation that is not a special move or (S)DM.  So a jumping CD attack,
standing B, or a command attack (like Leona's Strike Arch) could all
be reversed.  Ryo's Joudan Uke could not, because although it is a
command attack, it has no hit animation.

If a character can reverse special moves or (S)DMs, then they can
"catch" those moves even if they are unblockable (such as Ralf's
Galactica Phantom).  A character who can reverse special moves still
cannot reverse blockable throws, even though they have a "hit"
animation.  Also, just because you can reverse a particular type of
attack doesn't mean that you can reverse _all_ of them.


------------------------------------------------------------------------
THROW TYPES
------------------------------------------------------------------------

Not all throws function in the same way.  Throws can be put into one of
three categories; those that are unblockable (anybody's normal C or D
throw, for example), those that are blockable (Maxima's Blitz Cannon)
and those that miss entirely if you block them (Hinako's Yorigiri).


========================================================================
6. MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
STRIKER ACTION LIST
------------------------------------------------------------------------

This section lists each character, the name of their Striker Action, and
what they actually do when summoned.  Characters are listed in order by
their teams.

K'                                                          Narrow Spike
 - K' slides forward.  If his opponent is in the air, he does an (A)
   Crow Bites instead.

MAXIMA                                                    Maxima Gallows
 - Maxima leaps to your enemy's location, grabs them, and strangles
   them for a few moments.  The grab is blockable, and your opponent
   takes no damage from any of the attacks.

RAMON                                           El Diablo Amarillo Ramon
 - Ramon leaps to where you are and dashes forward.  If he gets near
   an opponent while dashing, he does a 6-hit series of attacks.

VANESSA                                                     Hard Puncher
 - Vanessa dashes all the way across the screen and does a series of
   rapid punches when close to her opponent.

BENIMARU NIKAIDO                                             Electrigger
 - Benimaru leaps to your enemy's location, grabs them, and electrocutes
   them for a few moments.  The grab is blockable, and your opponent
   takes no damage from any of the attacks.

SHINGO YABUKI                                       "Yacchatte kudasai!"
 - Shingo dashes forward and then lunges at his opponent's feet, holding
   them in place for a brief moment.  Both the dash and the lunge can
   combo together for 2 hits.

LIN                                                          Hirai Kyaku
 - Lin leaps out with a flying kick and does the end of his (D) Hiten
   Kyaku if the first kick hits.  The two will combo for 2 hits total.

SETH                                                         Final Agent
 - Seth leaps in with a flying kick.  If it hits, he does a 2-hit Sho-
   Yoh upon landing (this can combo for 2-3 hits).  If the kick misses,
   he walks forward and does a 2-hit Sho-Yoh when close.

TERRY BOGARD                                                 Dunk Geyser
 - Terry dashes out and does a Power Geyser.  If he hits someone
   while dashing, he does a Power Dunk into a Power Geyser, that
   will combo for anywhere between 3 to 5 hits.

ANDY BOGARD                                           Shippuu Zan'ei Ken
 - Andy leaps to where you are and does a long-range Zan'ei Ken.

JOE HIGASHI                                        Ora Ora Bakuretsu Ken
 - Joe leaps to where you are with a kick and does his '95-style
   Bakuretsu Ken.  If it misses, he doesn't do anything, but if it
   does hit, he follows with an uppercut for 6 hits.  This move
   can combo with the leaping kick for 7 hits total.  The leaping
   kick can hit an opponent who is lying on the ground.

BLUE MARY                                                   Rapid Spider
 - Mary slides on-screen using her Straight Slicer, then does an M.
   Spider.  If the Spider misses (and it can be blocked) she doesn't
   do anything else, but if it hits, she launches her opponent into
   the air.  Note that the Slicer and M. Spider will not combo, and
   that none of these attacks do any damage.

RYO SAKAZAKI                                           Kuuchuu Ko'ou Ken
 - Ryo leaps into the air and throws a mid-air Ko'ou Ken.  This
   move can hit an opponent who is lying on the ground.

ROBERT GARCIA                                            Ryuuren Moushuu
 - Robert leaps wo where you are and dashes forward.  If he hits
   someone before his dash ends, he does a 7-hit series of attacks
   ending with a flip kick.  It's possible to have some of the
   attacks miss, depending on Robert's location.

KING                                                           Trap Rush
 - King dashes out and does a sliding kick (which must be blocked
   low) that goes to the other end of the screen.  If it hits, she
   follows with a 5-hit Silent Flash.  The two attacks can combo for
   6 hits.

TAKUMA SAKAZAKI                          Chou Hissatsu: Tengu Shikou Ken
 - Takuma (in his Mr. Karate mask) dashes on-screen, charges for a
   moment, then throws a SDM Haou Shikou Ken across the screen
   (although the projectile only hits once).

ATHENA ASAMIYA                            Psycho Healing (Psycho Repair)
 - Athena leaps to where you are and does her SDM Shining Crystal
   Bit pose.  Once she lands, she can hit a nearby opponent, and will
   knock them down.  If you are missing any life, then you will regain
   some of it when Athena poses, no matter where you are on the screen.

SIE KENSOU                                                  Meat Bun 4 U
 - Kensou leaps to where you are with a Ryuu Sougeki attack that can
   hit once.  Upon landing, he eats a meat bun.  If you are missing
   some life and are standing in front of Kensou, he will not eat
   the bun, and you get some life back, instead.  However, you have
   to be careful to not be too far away or too close to Kensou, or
   else nothing happens.

CHIN GENTSAI                                              Hourai Raku'en
 - Chin rolls on screen and looks around for a bit, then does a 5-hit
   Ryuurin Hourai.  If your opponent is standing in front of Chin when
   he finishes rolling, he will instantly go into the Ryuurin Hourai.

BAO                                 Psycho Ball Attack MAX ~Striker MiX~
 - Bao dashes onscreen and fires a Psycho Ball Attack MAX across the
   screen.  The dash can hit an opponent, and if so, the two attacks
   will combo for 2 hits.

LEONA HEIDERN                                               Killer Touch
 - Leona dashes forward a certain distane.  If she touches her opponent
   while dashing, she plants a bomb on them that explodes for 2 hits.

RALF JONES                                             Galactica Phantom
 - Ralf dives into the middle of the screen using a Kyuukouka Bakudan
   Punch, then does a Galactica Phantom.  Both hits can combo.  Note
   that the Galactica Phantom is blockable.

CLARK STEEL                                            Flashing Launcher
 - Clark leaps to where you are with a kick attack, then attempts to
   grab his opponent and throw them.  The kick and the throw attempt
   can combo, but the throw may miss if the kick hits.  Both moves
   do no damage.

WHIP                                                     Valkyrie Killer
 - Whip leaps out.  Upon landing, she does a fast version of her Whip
   Shot that can hit twice.  She can hit an opponent as she lands, and
   if she does so, she does a 1-hit Boomerang Shot instead (although
   the two attacks can combo).

MAI SHIRANUI                                               Sakura Fubuki
 - Mai dashes out, then taunts.  If she hits someone while dashing,
   she does a 6-hit Hana Arashi.

YURI                                                         Hien Rekkou
 - Yuri dashes out, then taunts.  If she hits someone while dashing,
   she does a 6-hit Hien Rekkou.

KASUMI TODO                                                        Katsu
 - Kasumi leaps out with a kick, then taunts.  If she touches someone
   during the beginning of her taunt animation, she throws them aside.
   Both the kick and the taunt can combo together, although neither
   move does any damage.  Kasumi's taunt drains an opponent's meter
   by six parts (an entire level's worth).

HINAKO SHIJOU                                              Teppou Hinako
 - Hinako leaps to where you are, then does a crouching C into a 4-hit
   Tsukidashi attack.

KIM KAPHWAN                                                 Hishou Kyaku
 - Kim leaps out and does a Hishou Kyaku.  If it hits, he does a
   one-hit Kuu Sajin, then taunts upon landing.

CHANG KOEHAN                                          Tekkyuu Dai Kourin
 - Chang leaps into the middle of the screen, or into your opponent,
   whichever one is closer.  Upon landing, he flops forward.  This
   does a fair amount of damage if blocked.

CHOI BOUNGE                                             Chouhatsu Zanmai
 - Choi leaps in and does one of three taunts.  The "one leg" taunt
   drains your opponent's Power Gauge by three parts, while the
   "facing away" taunt drains by four parts.  The rarer "facing
   the screen" taunt drains five parts.  If Choi's opponent gets
   close to him, he does a 2-hit Tatsumaki Shippuu Zan.

JHUN HOON                                                Fukuko Shuugeki
 - Jhun dashes in and does a Hiko Geki (this is an overhead attack).
   If he hits an enemy while dashing, he does a 3-hit Kuu Sajin instead
   (but the Kuu Sajin does no damage).

KYO KUSANAGI                                  Ura 108 Shiki: Orochi Nagi
 - Kyo leaps out and does an SDM Orochi Nagi that hits three times.
   If an opponent touches his body before he attacks, he instantly
   fires the Orochi Nagi, which either results in a 4-hit combo,
   or results in the Orochi Nagi missing.

IORI YAGAMI                                   Ura 108 Shiki: Ya Sakazuki
 - Yagami dashes onscreen and throws a Yami Barai.  If he hits someone
   while dashing, they are knocked down, and the Yami Barai won't hit
   them.

KULA (CANDY)                                                  Candy Spin
 - You cannot use Kula as a Striker.  Instead, you can summon Candy, a
   robot who will spin around like an ice skater when summoned.

ZERO                                                                None
 - Zero jumps on-screen, then jumps away.


------------------------------------------------------------------------
ANOTHER STRIKER LIST
------------------------------------------------------------------------

This section lists each character, the name of their Striker Action,
and what they actually do when summoned.  Characters are listed in
alphabetical order.

ANOTHER BENIMARU                                              Raijin Ken
 - Benimaru leaps to your location and does a blade-like Raijin Ken.  If
   his opponent is too close, the Raijin Ken will miss entirely.

ANOTHER K'                                                  Narrow Spike
 - K' leaps in and does a long-range jump kick that leaves him lying on
   the floor.

ANOTHER ROBERT                                          Chouhatsu no Ken
 - Robert leaps to your location and taunts, which removes 3 parts (or
   about half a level) from your opponent's Power Gauge.  If he's close
   to his opponent, he does a 2-hit Ryuuga instead.

ATHENA                                                        Fire Sword
 - Athena leaps to your location and swings her sword, sending out a
   swath of fire that hits one time.

BAIJANG                                                    Gororin Panda
 - Baijang runs in, poses, then rolls forward.  A hit opponent will be
   knocked to the floor.

BILLY KANE                                           Rengeki Ensatsu Kon
 - Billy runs on-screen and does his "Dai Kaiten Geri."  Upon landing,
   he then does a short "Sen'en Sakkon."  If either hit of the Dai
   Kaiten Geri connects, he will immediately go into the Sen'en Sakkon,
   which will hit three times instead of two (for four hits total).

CHIZURU KAGURA                                  Boukatsu: Hatei no Reifu
 - Chizuru leaps to your location and dances for a while.  The finishing
   pose of the dance can hit your opponent for a 2-hit combo, and when
   she finishes dancing, you will get a little of your life back, if
   you've lost any (this works no matter where you in relation to
   Chizuru).

CHRIS                                                    Shooting Dancer
 - Chris runs on-screen.  If his opponent isn't close enough, he does
   an overhead stomp.  If they are, he does a crouching attack, then
   a sliding kick (both attacks combo, but only the slide must be
   blocked low).

COSPLAYER KYOKO                                          75 Shiki: Kai 2
 - Kyoko comes in with a R.E.D. Kick.  If it hits, she taunts.  If it
   misses, she follows with a 2-hit 75 Shiki: Kai.

DUCK KING                                                       Windmill
 - Duck dives in with a "Flying Head Spin" attack that hits once, then
   starts dancing as soon as he lands.  The last hit of the dance will
   knock an opponent away.  However, _none_ of the hits of any of these
   attacks will connect (although the dance animations randomly combos
   for two hits).

DUKE EDWARDS                                             Submarine Screw
 - Duke walks on-screen, then does a rising uppercut.  If his opponent
   is close by, he will do the uppercut when he's close enough.

EIJI KISARAGI                                                Kasumi Giri
 - Eiji appears next to you, vanishes in a cloud of smoke, then dashes
   forward and slashes.  He will slash as soon as he is close to your
   opponent.

FIO                                               Parachute Kunka Konren
 - Fio flies in and falls to the ground, atop your opponent.  The
   falling animation can hit twice.  She then stands up and salutes, or
   if her opponent is close enough, she pushes them aside.

GAI TENDOU                                        Wheel Combo: Maxi Edge
 - Gai leaps in with a kick which will knock down a hit opponent.  Upon
   landing, he takes off his hooded robe, then does a 2-hit heel kick
   followed by a lunging kick.  The jump kick won't combo with the other
   hits, but the heel kick and lunge kick will combo together for three
   hits.

GEESE HOWARD                                                Shinkuu Nage
 - Geese dashes on-screen via a Jaei Ken.  After he stops, he points at
   his opponent, and then taunts.  The Jaei Ken can hit (in which case
   he does nothing), but if the "pointing animation" hits, then Geese
   will do his "Shinkuu Nage" instead.  None of these attacks do any
   damage, and the taunt will drain four parts (about 2/3rds) of a full
   Power Gauge level.

GOENITZ                                                         Yonokaze
 - Goenitz leaps to your enemy's location, and does his "Yonokaze" pose
   before disappearing.  As soon as he's gone, a giant whirlwind shows
   up.

GORO DAIMON                               Tenchi Gaeshi: Olympic Version
 - Goro runs on-screen a ways, then taunts.  If he touches his opponent
   while running, he does a "Tenchi Gaeshi" instead.

KAEDE                                                           Fukuryuu
 - Kaede rolls in from off-screen, then does his Fukuryuu attack.  A
   hit opponent is launched into the air.

KANG BAEDAL                                                    Ko Neppuu
 - Kang leaps to your location and throws two hurricanes by swinging his
   legs around.  Since Kang moves forward while attacking, it's easy for
   this move to miss if your opponent is too close to you.

KAORU WATANABE                                   Powerful Miracle Tackle
 - Kaoru runs in, poses, then races forward and tackles her opponent.
   If the tackle is blocked, her opponent drops their guard.  She then
   claps her hands together, which gives you 3 parts (about one-half)
   of a Power Gauge level back.

KENSOU                                                      Psycho Space
 - Kensou leaps in and comes down with a glowing palm attack.  Upon
   landing, his opponent is bounced upward a moment later by an unseen
   force.

KIM DONGHWAN                                                Shiden Kyaku
 - Kim leaps on-screen.  Upon landing, he can hit an opponent, and this
   can combo into his 2nd attack, which is a electricity-producing kick.
   However, it's possible for the two hits to not combo.  If the
   "landing attack" misses, Kim does his "Ponpe Odori" dance instead,
   which drains your opponent's Power Gauge by three parts (about 1.15
   levels)!

KIM JAE HOON                                                Ryuusei Raku
 - Kim dashes in with a slide attack, then does a hopping kick.  The
   two attacks will combo for 2 hits, and the slide attack can hit
   an opponent who is lying on the floor.

KIM SUE-IL                                                     Hisen Zan
 - Kim slides in and taunts.  If the slide hit, he does a two-hit
   rising attack with his pole.  The hits can combo for 3 hits total.

LILY KANE                                                   Lily no Ouen
  - Lily runs on-screen, pants, then begins waving.  This will give you
    about 80% of a Power Gauge level back.

LI XIANGFEI                                                 Dai Kokuchou
 - Xiangfei leaps to your location and taunts.  Unbelivably, this
   drains your opponent's meter by all 3 levels!

MATURE & VICE                                                     Decide
 - Whoever comes out is random, but they both do the same thing--a
   leaping attack that can hit.  Upon landing, they do their Decide
   attack, which can combo with the previous hit.  While the leaping
   attack does damage, the Decide does not.

NAKORURU                                                Daichi no Megumi
 - Nakoruru leaps in to your location.  If you're nearby, Nakoruru
   glows briefly--this can hit an opponent and will restore some of your
   life, if you've lost any of it.  However, if you're not near Nakoruru
   when she leaps in, she simply gives a confused look and leaves.

ROCKY                                                        Atomic Burn
 - Rocky slides in, then stands around while his chest unlatches and
   a gun stored inside of it comes out and fires a projectile.  It
   takes some time for Rocky to actually attack once he's onscreen.

RYUJI YAMAZAKI                                              Kubi Sarashi
 - Ryuuji leaps in with a jumping punch.  Upon landing, he does a Bai
   Gaeshi-type arm swing.  If it connects, he picks up his opponent by
   the neck and holds them there.  It's easy for the jumping punch and
   Bai Gaeshi to not combo, and none of Ryuji's attacks do any damage.

SHERMIE                                              Shermie Spiral Hold
 - Shermie leaps to your opponent's location, and attempts to grab them
   (this is blockable).  If she's successful, she holds them on the
   ground for a moment.  Her attacks inflict no damage.

SHISHI-OU                                                      King Rush
 - He runs in and does his "King Straight" (a straight punch).  If he
   hits someone while dashing, he does a 4-hit combo (for 5 hits total).

SHO KIRISHIMA                     Sexual Charisma Dynamite: Remember KOF
 - Sho dives into the midst of the screen.  If the dive misses, he does
   a taunt that drains your opponent's Power Gauge by three parts.  If
   the dodge hits, he follows with a straight punch that can combo for
   2 hits (it can also miss, though).

YASHIRO NANAKASE                                      Missile Might Bash
 - Yashiro leaps to where you are with a Sledgehammer attack (although
   this is not an overhead).  He then does a short version of his
   "Million Bash Stream."


------------------------------------------------------------------------
MANIAC STRIKER LIST
------------------------------------------------------------------------

This section lists each character, the name of their Striker Action,
and what they actually do when summoned.  Characters are listed in
alphabetical order.

ANOTHER IORI                                       311 Shiki: Tsumagushi
 - Leaps in with a forward-facing Yuri Ori and follows with a Tsumagushi
   attack.  Both hits can combo together.

COOL CHOI                                             Shissou Hishou Zan
 - Dashes in with a three-hit slash attack.  If the dash animation hits,
   only one of the slashes will hit for 2 hits total.

G-MANTLE                                                   G-Mantle Shot
 - Leaps to your location and throws three roses at the floor, which
   can combo for 3 hits.

NEO & GEO                                                Countdown Three
 - Leaps to your location and counts down to zero before they both
   explode.  Can be blocked.

RUGAL BERNSTEIN                                          Genocide Cutter
 - Leaps to your opponent's location and does a 2-hit Genocide Cutter.

SAISHU KUSANAGI                                          Kusanagi no Jin
 - Saishu leaps in and throws a Yami Barai.  If your opponent is in the
   air, he does a 2-hit Oniyaki instead.

SMART CHANG                                           Tekkyuu Dai Kaiten
 - Chang leaps in with his iron ball (this can hit).  Upon landing, he
   spins the iron ball around while advancing forward (this can hit
   multiple times, or combo for a 2-hit combo).  He then slams his ball
   into the ground, which can hit an opponent who is on the floor (and
   can combo from the ball spin).

UNKNOWN                                                          Unknown
 - Ryuhaku Todo leaps to your location with a jump kick, then performs
   a "Kasane Ate."  Both hits can combo.  It's Todo, afterall, what did
   you expect him to do?  He only ever had one move!


------------------------------------------------------------------------
GLITCHES
------------------------------------------------------------------------

Backstep Jump
------------------------------------------------------------------------
When using Iori, tap 44 to backstep and hold 4 while pressing B.  Not
only will Iori do the Yuri Ori, but he'll jump back much further than
he would during a normal backstep.

This trick can also be done using Kyo's Naraku Otoshi or Mai's Dairin
Fuusha Otoshi, although they won't move back as far as Iori will.  You
need to input the command as soon as possible for it to work well, so
try entering the command as 4412+A (for Mai) or 4412+C (for Kyo), so
that the backstep command smoothly interrupts into the attack animation.

Gain Power Gauge Energy From Throws
------------------------------------------------------------------------
Andy retains his old throw glitch from '98.  Normally, using normal
throws does not earn any Power Gauge energy, but once you've gained any
amount of power in your Power Gauge, Andy's (C) throw starts earning
energy on the "ground kick" part of his throw.  This effect ends if
your Power Gauge is emptied (but you can earn more power to start up
the glitch again).

Other simple glitches involve Ralf's (C) throw earning Power Gauge
energy when it connects, and Ramon's Tiger Spin DM earning Power Gauge
energy if it misses.

Short Input Command
------------------------------------------------------------------------
In previous KoFs, some commands could be shortened to make them easier
to perform.  The only one that is still in 2000 is the shortened "Hou'ou
Kyaku" input.  Instead of using "21416+K", you can simply use "246+K."
This can also be applied to Terry's Power Geyser.

Unblockable Psycho Ball
------------------------------------------------------------------------
Quite a few characters had "unblockable fireball" tricks in the previous
KOF games, but now only Athena can still do this.  Throw an (A) Psycho
Ball Attack at your opponent, then do either version of the Psychic
Teleport as soon as you recover.  Your opponent will stop guarding just
as the projectile reaches them.


------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------

The translations in this section were made with a lot of help from
WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken
from their site.  A few were sent in by contributors to my previous
FAQs.  Translations in other languages were done using various
online translators or other resources found via www.google.com.
Finally, I'm not that good at Japanese, so there may be some mistakes.

[ K' ]  ----------------------------------------------------------------

Eins Trigger                   First Trigger
Tsuika Kougeki                 Additional Attack

- "Eins" is German for "one."

[ MAXIMA ]  ------------------------------------------------------------

M9 Kata Maxima Missile (Shisaku)
M9 Style Maxima Missile (Experimental)

[ RAMON ]  -------------------------------------------------------------

Teikuu Drop Kick               Low Altitude Drop Kick
El Diablo Amarillo Ramon       The Yellow Devil Ramon
El Diablo Amarillo             The Yellow Devil

[ VANESSA ]  -----------------------------------------------------------

Puncher Vision (Zenpou)        Puncher Vision (Forward)
Puncher Vision (Kouhou)        Puncher Vision (Backward)

[ BENIMARU NIKAIDO ]  --------------------------------------------------

Raijin Ken                     Quivering Lightning Fist
Taikuu Raijin Ken              Anti-Air Quivering Lightning Fist
Kuuchuu Raijin Ken             Mid-Air Quivering Lightning Fist
Shinkuu Katategoma             Vacuum One-Handed Top
Super Inazuma Kick             Super Lightning Flash Kick
Iai Geri                       Sword-Drawing Kick
Handou Sandan Geri             Reactionary Triple Kick
Taikuu Raikou Ken              Anti-Air Lightning Gleam Fist
Raikou Ken                     Lightning Gleam Fist
Gen'ei Hurricane               Phantom Hurricane

[ SHINGO YABUKI ]  -----------------------------------------------------

Hatsugane                      Forged Iron
Issetsu Seoi Nage Fukanzen     Imperfect Single Shoulder Throw
114 Shiki: Aragami Mikansei    Incomplete Style No. 114: Wild Bite
115 Shiki: Dokugami Mikansei   Incomplete Style No. 115: Poison Bite
100 Shiki: Oniyaki Mikansei    Incomplete Style No. 100: Demon Scorcher
212 Shiki: Kototsuki           Incomplete Style No. 212: Koto Moon
"Yacchatte kudasai!"           ???

Geshiki: Goufu "Kakkodake"
Foreign Style: Roaring Axe "Only In Appearance"

101 Shiki: Oboroguruma Mikansei
Incomplete Style No. 101: Twilight Wheel

Shingo Kinsei Ore Shiki: Nie Togi
Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade

Geshiki: Kake Hourin
Foreign Style: Racing Phosphorous Phoenix

[ LIN ]  ---------------------------------------------------------------

Akuzan                         Holding Slash
Akuzan Ki                      Demonic Holding Slash
Benpatsu Ken                   Pigtail Fist
Zantetsu Bu: Rasatsu           Iron-Slashing Dance: Deadly Net
Zantetsu Bu: Nagi              Iron-Slashing Dance: Loyalty?
Zantetsu Bu: Hakei             Iron-Slashing Dance: Cresting Wave
Kasumi                         Mist (lit. "hold aloft")
Muei Kusashu                   Invisible Red Sand Hand
Hike Kyaku                     Flying Feather Kick
Hiten Kyaku                    Flying Heaven Kick
Hirai Kyaku                    Flying Lightning Kick

Higi Hakkyoku Ken: Dakai
Flying Justice Eight Extremities Fist: "Break in the Deadlock"

Hizoku Ougi Yougou
Profound Art of Hizoku - Shadow Approach

Hizoku Ougi Ranbu: Dokuga
Profound Art of Hizoku - Boisterous Dance: Poisonous Moth

Hizoku Ougi Doku Shukou
Profound Art of Hizoku - Successful Poisonous Hand

[ SETH ]  --------------------------------------------------------------

Hiji ate kara no hadou uchi    Elbow Hit with a Surging Blow
Tomoe Nage                     Overhead Judo Throw
Mae Age Geri                   Forward Rising Kick
Shouyou                        Rising Sunshine
Ashitori                       Leg Catcher
Dou Kuzushi                    Body Destroyer
Kyuugetsu                      Curved Moon
Kougetsu                       Crescent Moon
Rakugetsu                      Falling Moon
Angetsu                        Dark Moon
Eigetsu                        Swimming Moon
Irimi Nadazuki                 Body-Entering Moon Over the Open Sea
Doutori Shichimonsatsu         Body-Catching Seven Agonizing Deaths
Morote Shouyou                 Paired Palms Rising Sunshine

[ ANDY BOGARD ]  -------------------------------------------------------

Gourin Kai                     Strong Confrontation - Modified
Kakaekomi Nage                 Carrying Throw
Uwa Agito                      Upper Jaw
Age Men                        "blow to the face"
Hishou Ken                     Soaring Fist
Geki Hishou Ken                Violent Soaring Fist
Shouryuu Dan                   Rising Dragon Shot
Kuuha Dan                      Sky-Ripping Shot
Gekiheki Haisui Shou           Dam Breaking Palm Attack
Zan'ei Ken                     Slashing Phantom Fist
Shippuu Ouken                  Horizontal Gale Fist
Gen'ei Shiranui                Phantom Shiranui
Uwa Agito                      Upper Jaw
Shimo Agito                    Lower Jaw
Zan'ei Ryuusei Ken             Slashing Phantom Meteor Fist
Chou Reppa Dan                 Super Rending Shot
Shippuu Zan'ei Ken             Slashing Phantom Gale Fist

- "Shiranui" means "phosphorescent light," but "Gen'ei Shiranui" is
  referring to the Shiranui ninja clan and not the literal meaning.

[ JOE HIGASHI ]  -------------------------------------------------------

Hiza Jigoku                    Knee Hell
Ougon no Kakato                Golden Heel
Bakuretsu Ken                  Exploding Fists
Bakuretsu Finish               Exploding Finish
Shijou Saikyou no Low Kick     Strongest Low Kick in History
Ora Ora Bakuretsu Ken          (greeting for fighters) Exploding Fists

Bakuretsu Hurricane Tiger Kakato
Exploding Hurricane Tiger Heel

[ BLUE MARY ]  ---------------------------------------------------------

Victor Nage                    Victor Throw

[ RYO SAKAZAKI ]  ------------------------------------------------------

Tani Otoshi                    Valley Drop
Tomoe Nage                     Overhead Judo Throw
Hyouchuu Wari                  Ice Pillar Splitter
Joudan Uke                     Upper Defense
Gedan Uke                      Lower Defense
Ko'ou Ken                      Tiger Gleam Fist
Kohou                          Roaring Tiger
Zanretsu Ken                   Momentary Violent Fist
Kohou Shippuu Ken              Roaring Tiger Gale Fist
Mouko Raijin Setsu             Fierce Tiger: Lightning God's Arm
Hien Shippuu Kyaku             Flying Gale Kick
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Tenchi Haou Ken                Heaven and Earth Supreme Gleam Fist
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
Kuuchuu Ko'ou Ken              Mid-Air Tiger Gleam Fist

[ ROBERT GARCIA ]  -----------------------------------------------------

Ryuuchou Kyaku                 Dragon Flip Kick
Kubikiri Nage                  Neck-Cutting Throw
Kouryuu Koukyaku Geri          Slanted Dragon Falling Leg Kick
Ryuu Hanshuu                   Dragon Hop Kick
Nidan Sokutou Geri             Two-Part Leg Blade Kick
Hien Ryuujin Kyaku             Flying Dragon God Kick
Ryuugeki Ken                   Dragon Attack Fist
Hien Senpuu Kyaku              Flying Whirlwind Kick
Ryuu Zanshou                   Soaring Dragon Slash
Sen'en Renbu Kyaku             Spinning Circle Rapid Dance Kick
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Kuzuryuu Sen                   Nine-Headed Dragon Flash
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
Ryuuren Moushuu                Dragon Rapid Rave Attack

[ TAKUMA SAKAZAKI ]  ---------------------------------------------------

Oosotogari                     Great Outer Reaping
Ippon Seoi                     Shoulder Blow
Oniguruma                      Demon Wheel
Kawara Wari                    Tile Splitter
Hisha Otoshi: Dan Tsubushi     Rook Drop: Projectile Smasher
Keima Uchi: Oiuchi             Knight Strike: Pursuit Strike
Ko'ou Ken                      Tiger Gleam Fist
Mouko Burai Gan                Fierce Tiger: Bandit Boulder
Zanretsu Ken                   Momentary Violent Fist
Shouran Kyaku                  Riot Kick
Hien Shippuu Kyaku             Flying Gale Kick
Haou Shikou Ken                Champion King Supremacy Fist
Shin Kishin Geki               True Fierce God Attack
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance

Chou Hissatsu: Tengu Shikou Ken
Super Deadly: (long-nosed demon) Supremacy Fist

[ LEONA ]  -------------------------------------------------------------

Earring Bakudan 1              Earring Bomb 1
Kibaku                         Exploding

[ RALF JONES ]  --------------------------------------------------------

Kyuukouka Bakudan Punch        Diving Bomb Punch
Chijou                         Ground
Kuuchuu                        Mid-Air
Baribari Vulcan Punch          Exploding Vulcan Punch
Umanori Vulcan Punch           Horse-Mounted Vulcan Punch

[ CLARK STEEL ]  -------------------------------------------------------

Nageppanashi German            German Throwing

[ WHIP ]  --------------------------------------------------------------

Hook Shot "Code: Kaze"         Hook Shot "Code: Wind"
S.S. Type A "Code: Yuuetsu"    Strings Shot Type A "Code: Supremacy"
S.S. Type B "Code: Chikara"    Strings Shot Type B "Code: Power"
S.S. Type C "Code: Shouri"     Strings Shot Type C "Code: Victory"
S.S. Type D "Code: Ame"        Strings Shot Type D "Code: Candy"

[ MAI SHIRANUI ]  ------------------------------------------------------

Shiranui Gourin                Shiranui Strong Confrontation
Fuusha Kuzushi                 Windmill Destroyer
Yume Zakura                    Dream Cherry
Koku'en no Mai                 Dance of the Black Swallow
Benitsuru no Mai               Dance of the Flamingo
Dairin Fuusha Otoshi           Great Windmill Drop
Ukihane                        Floating Feather
Sankaku Tobi                   Triangle Hop
Kachou Sen                     Flower/Butterfly Fan
Ryuu Enbu                      Dragon Blaze Dance
Sayo Chidori                   Evening Plover
Hissatsu Shinobi Bachi         Deadly Ninja Bees
Musasabi no Mai                Dance of the Giant Flying Squirrel
Toki Tsubute                   Ibis Smasher
Hou'ou no Mai                  Dance of the Phoenix
Chou Hissatsu Shinobi Bachi    Super Deadly Ninja Bees
Mizudori no Mai                Dance of the Waterfowl
Sakura Fubuki                  Scattering Cherry Blossoms

Yusura Ume
Fruit from "a tree yielding cherry-like fruit"

[ KASUMI TODO ]  -------------------------------------------------------

Maki Age                       Twisting Lift
Aiki Nage                      Aikido Throw
Hiji Ate                       Elbow Hit
Kasane Ate                     Piled Hit
Kuuchuu Kasane Ate             Mid-Air Piled Hit
Senkou Nagashi                 Fan Sinking into the Gutter
Chou Kasane Ate                Super Piled Hit
Shingan Kazura Otoshi          "See with your Heart" Powerful Drop
Katsu                          Scold

Messhin Mutou: Joudan Atemi
Body Destroyer (Without Throwing): Upper Self-Hit

Sasshou Inshuu: Chuudan Atemi
Deadly Palm Shadow Kick: Mid-Level Self-Hit

Hanshin: Morote Gaeshi
Lower Body: Paired Hands Return

Hakusan Tou: Dageki Bougyo
Snowy Mountain Peach Tree: Strike Defense

Tatsumaki Souda: Nage Dageki
Tornado Spear Strike: Throw Strike

[ YURI SAKAZAKI ]  -----------------------------------------------------

Oni Harite                     Demon Hand Slap
Silent Nage                    Silent Throw
Tsubame Otoshi                 Falling Swallow
En Yoku                        Swallow Wing
Senkai Kyaku                   Rotating Kick
Ko'ou Ken                      Tiger Gleam Fist
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Raiou Ken                      Lightning Sparkle Fist
Kuuga                          Air Fang
Yuri Chou Upper                Yuri Super Upper
Ura Kuuga                      Reverse Air Fang
Double Yuri Chou Upper         Double Yuri Super Upper
Yuri Chou Knuckle              Yuri Super Knuckle
Hien Shippuu Ken               Flying Gale Fist
Yuri Chou Mawashi Geri         Yuri Super Spinning Kick
Hien Senpuu Kyaku              Flying Whirlwind Kick
Hyakuretsu Binta               Hundred Violent Slaps
Hien Rekkou                    Flying Violent Pierce
Hien Hou'ou Kyaku              Flying Phoenix Kick
Shin! Chou Upper               Heart! Super Upper
Mekki Zan Kuuga                Destructive Demon Air Fang Slash
Hien Rekkou                    Flying Aid Violent Pierce

[ HINAKO SHIJOU ]  -----------------------------------------------------

Tasuki Nage                    "strings used to hold up sleeves" throw
Uwate Nage                     "sumo throw using the outside of the arm"
Harite <Sendai>                Slap (Thousand Years)
Harite <Nishiki>               Slap (Brocade)
Tsuppari                       Thrust
Nodowa                         Throat Ringing
Maemitsu Tataki                Advancing Assault
Ketaguri                       Kicking Down
Tsukidashi                     "sumo technique of thrusting out of ring"
Tsuki Otoshi                   "sumo technique of thrusting down"
Kote Nage                      Forearm Throw
Kake Nage                      Hanging Throw
Hatakikomi                     Slapping down (your opponent)
Gasshou Hineri                 Playing With Hands Folded In Prayer
Teppou Hinako                  Doll Gun

Yorigiri
"sumo technique of pushing enemy out of the ring while holding them by
the waist"

- "Uwate" can also be translated as "jouzu," which means "skillful."

[ ATHENA ASAMIYA ]  ----------------------------------------------------

Nu Psycho Reflector            New Psycho Reflector
Renkantai                      Chained Thigh

[ SIE KENSOU ]  --------------------------------------------------------

Sunda                          Measured Strike
Tomoe Nage                     Overhead Judo Throw
Kobokushu                      Tiger Hand Strike
Kousentai                      Backspin Thigh
Sen Shippo                     Fast Arrow Walk
Senkyuutai                     Arcing Thigh Drill
Ryuu Renda                     Dragon Barrage
Ryuu Renga: Chiryuu            Rapid Dragon Fang: Earth Dragon
Ryuu Renga: Tenryuu            Rapid Dragon Fang: Heaven Dragon
Ryuu Sougeki                   Dragon Talon Attack
Ryuu Gakusai                   Dragon Jaw Smash
Shinryuu Tenbu Kyaku           Dragon God Heavenly Dance Kick
Chouryuu Renken                Super Dragon Rapid Fist
Niku Man 4 U                   Meat Bun For You

Shinryuu Seiou Rekkyaku
Dragon God Horrible Gleaming Rending Kick

[ CHIN GENTSAI ]  ------------------------------------------------------

Gou Inshu                      Drinking Strong Sake
Sakkyaku Nage                  Reverse Leg Throw
Suiho Hyoutan Shuu             Drunken Stagger Gourd Attack
Hyoutan Geki                   Gourd Attack
Suihai Kou                     Drunken Cup Lean
Fun'en Kou                     Blazing Angry Mouth
Gou'en Shourai: Kai            Roaring Flame Invitation: Modified
Kaiten-teki Kuutotsu Ken       Rotary Air Pierce Fist
Suikan Kan'ou                  Drunken Old Man's Coiled Pipe
Choushuu Rikugyo               Butterfly Attack Land Fish
Bougetsu Sui                   Full Moon Drunkard
Rouja Hanhou                   Dragonsnake Anti-Strike
Rigyo Hanhou                   Carp Anti-Strike
Gou'en Shourai                 Roaring Flame Invitation
Gouran Enpou                   Roaring Flame Inferno

Ryuurin Hourai
Willow Phosphorous "Mountain Paradise of the Sennin"

Hourai Raku'en
"Mountain Paradise of the Sennin" Banquet"

- I still can't figure out the exact translation for "ryuurin," but
  "hourai" is the name of a mountain that lies in the middle of the
  sea, according to Japanese mythology.  On the mountain live the
  "sennin," hermits with special powers (this is all according to
  some dictionary I read).

[ BAO ]  ---------------------------------------------------------------

Gen'ei Tougi                   Phantom Head Technique
Soushou                        Paired Palms
Hikida                         Snake Saw
Kawasaki                       Skin Ripper
Senheki Shuu                   Spinning Wall Kick
Senshou Shuu                   Flying Flash Kick
Rikatsu Shuu                   Reverse Slide Kick

[ KIM KAPHWAN ]  -------------------------------------------------------

Kubikime Otoshi                Extreme Neck Drop
Sakkyaku Nage                  Deadly Leg Throw
Kuuren Geki                    Rapid Air Attack
Neri Chagi                     Falling Leg
Hangetsu Zan                   Half-Moon Slash
Hien Zan                       Flying Slash
Tenshou Zan                    Ascension Slash
Haki Kyaku                     Ambition Kick
Hishou Kyaku                   Soaring Kick
Hou'ou Hiten Kyaku             Phoenix Flying Heaven Kick
Hou'ou Kyaku                   Phoenix Kick
Hishou Kyaku                   Flying Rising Kick

[ CHANG KOEHAN ]  ------------------------------------------------------

Hagan Geki                     Face-Smashing Attack
Kusari Jime                    Chain Strangle
Hiki Nige                      Sliding Evade
Tekkyuu Funsai Geki            Iron Ball Smashing Attack
Tekkyuu Taiko Uchi             Iron Ball Drum Thrust
Dai Hakai Nage                 Great Destruction Throw
Tekkyuu Dai Kaiten             Iron Ball Great Spin
Tekkyuu Dai Bousou             Iron Ball Great Reckless Run
Tekkyuu Dai Bokusatsu          Iron Ball Great "Beat to Death"
Tekkyuu Dai Assatsu            Iron Ball Great "Crush to Death"
Tekkyuu Dai Kourin             Iron Ball Great Falling Confrontation

[ CHOI BOUNGE ]  -------------------------------------------------------

Zujou Sashi                    Head-Riding Stab
Geketsu Zuki                   Bloody Bowel Pierce
Mukuro Zuki                    Bone Pierce
Toorima Geri                   Phantom Killer Kick
Senpuu Hien Zashi              Whirlwind Flying (Monkey) Pierce
Houkou Tenkan                  Direction Divert
Tatsumaki Shippuu Zan          Tornado Gale Slash
Hishou Kuuretsu Zan            Soaring Air-Ripping Slash
Hien Zan                       Confessions of a Sorrowful Monkey
Hishou Zan                     Soaring Kick
Kaiten Hien Zan                Spinning Flying Monkey Slash
Kishuu Hien Zuki               Surprise Attack Flying Monkey Stab
Hou'ou Kyaku                   Phoenix Kick
Chouhatsu Zanmai               Three Foolish Taunts

Shin! Chouzetsu Rin-kaiten Toppa
True! Superior Spinning Ring Blade Blast

Shin! Chouzetsu Tatsumaki Shinkuu Zan
True! Superior Tornado Vacuum Slash

[ KYO KUSANAGI ]  ------------------------------------------------------

Hatsugane                      Forged Iron
Issetsu Seoi Nage              Single Shoulder Throw
Geshiki: Naraku Otoshi         Foreign Style: Hades Drop
Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
88 Shiki                       Style No. 88
114 Shiki: Aragami             Style No. 114: Wild Bite
128 Shiki: Konokizu            Style No. 128: Nine Wounds
127 Shiki: Yanosabi            Style No. 127: Eight Tarnish
Geshiki: Migiri Ugachi         Foreign Style: Timely Drilling
125 Shiki: Nanase              Style No. 125: Seven Torrents
212 Shiki: Kototsuki You       Style No. 212: Koto Moon Positive
115 Shiki: Dokugami            Style No. 115: Poison Bite
401 Shiki: Tsumi Yomi          Style No. 401: Composing Sin
402 Shiki: Batsu Yomi          Style No. 401: Composing Punishment
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
707 Shiki: Koma Hofuri         Style No. 707: Spinning Slaughter
R.E.D. KicK                    Rainbow Energy Dynamite KicK
75 Shiki Kai                   Style No. 75 - Modified
427 Shiki: Hikigane            Style No. 427: Running Over Iron
910 Shiki: Nue Tsumi           Style No. 910: Clipping Chimera
Geshiki: Ryuu Iri              Foreign Style: Shooting Dragon
Geshiki: Tora Fuse             Goreign Style: Lying Tiger
182 Shiki                      182 Shiki

Ura 108 Shiki: Orochi Nagi
Style No. 108 Reversed: Eight-Headed Serpent Slayer

[ IORI YAGAMI ]  -------------------------------------------------------

Sakahagi                       Reverse Flayer
Saka Sakahagi                  Reversed Reverse Flayer
Geshiki: Yuri Ori              Foreign Style: Lily Break
Geshiki: Yumebiki              Foreign Style: Dream Shot
108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
127 Shiki: Aoi Hana            Style No. 127: Hollyhock Flower
212 Shiki: Kototsuki In        Style No. 212: Koto Moon Negative
Kuzukaze                       Scum Wind
Kin 1121 Shiki: Ya Otome       Forbidden Style 1121: Eight Maidens
Ura 108 Shiki: Ya Sakazuki     Style No. 108 Reversed: Eight Wine Cups

Geshiki: Goufu In "Shinigame"
Foreign Style: Negative Roaring Axe "Death God"

Ura 327 Shiki: Yami Sugi
Style No. 327 Reversed: Declining Darkness

[ ZERO ]  --------------------------------------------------------------

Nage                           Throw
Jagai Kusetsu                  Evil Bodyblow Arm
Zanpuu Enpa: Hankyou           Flying Airslash Rip: Rebel Mirror
Zanpuu Enpa: Satsuma           Flying Airslash Rip: Deadly Demon
Zanpuu Enpa: Kouga             Flying Airslash Rip: Phoenix Fang
Zanpuu Enpa: Shouha            Flying Airslash Rip: Supreme Flight
Shikka Koujin                  Rapid Fire Gleam Formation
Mabukousou                     Evil Dancing Red Noise
Gokusa Zanjin                  Imprisoning Chain Slash Formation
Hakura Messei                  White Net (of) Destructive Energy

- Some of Zero's move names are actually from "Hokuto no Ken"
  (Fist of the North Star).

[ ANOTHER STRIKER ACTIONS ]  -------------------------------------------

Raijin Ken                     Lightning God's Fist
Parachute Kouka Kunren         Parachute Diving Practice
75 Shiki Kai - Squared         Style No. 75 Modified - Squared
Kasumi Giri                    Mist Slash
Tenchi Gaeshi Olympic Ver.     Heaven and Earth Return Olympic Version
Shinkuu Nage                   Vacuum Throw
Rengeki Ensatsu Kon            Rapid Attack Deadly Circle Cane
Sarashi Kubi                   Exposed Neck
Kasshin: Fukuryuu              Lively Spirit: Lying Dragon
Chouhatsu no Ken               Taunting Fist
Shishi-Ou                      King Lion
Yonokaze                       Four Winds
Gororin Panda                  Forward Rolling Panda
Daichi no Megumi               Blessing of the Earth
Dai Kokuchou                   Great Cruel Peach Tree
Lily no Ouen                   Lily's Assistance
Hisen Zan                      Flying Flash Slash
Shiden Kyaku                   Swordflash Kick
Ponpe Odori                    Ponpe Dance
Tekkyuu Dai Kaiten             Iron Ball Great Spin
Ryuusei Raku                   Shooting Star Drop
Shissou Hishou Zan             Dashing Soaring Slash
Ko Neppuu                      Hot Storm Tiger
Kusanagi no Jin                Kusanagi's Formation
311 Shiki: Tsumagushi          Style No. 311: Claw Comb
Getsu no Shirogane             Silver Moon

Boukatsu: Hatei no Reifu
Revived Pole: Cermonial Dance of the Fan King

Thanks for reading.

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THE KING OF FIGHTERS 2000 FAQ v0.5   copyright 2000-2002 Chris MacDonald
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