------------------------------------------------------------------------
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Unpublished work Copyright (c) 2000-2002 Chris MacDonald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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