------------------------------------------------------------------------
THE KING OF FIGHTERS DISABLED MOVES FAQ v0.7
by Chris MacDonald
------------------------------------------------------------------------
Unpublished work Copyright (c) 1999-2003 Chris MacDonald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 magazine/guide/site authors are not allowed to use this FAQ, the
following in particular: 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,
Kibagami, and IGN.
All characters are (c) SNK.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Revision History
- Special Thanks
2. INSTRUCTIONS
- Debug Menu
- Dip Switch Menu
3. ACT CODES
- For KoF '96
- For KoF '99
- For KoF '00
- For KoF '01
- For KoF '02
4. PAR CODES
- For KoF'96
5. IN CLOSING
This FAQ was written to provide some detailed information about moves
from several KOF games that were, for reasons unknown, disabled and
made unusable, but whose animations were left in the game. Some of
these moves were enabled later on (a good deal of the disabled moves
in '96 were enabled in '97) while others never saw the light of day.
However, it is still possible to view these moves, and this FAQ will
explain how to do that.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
VERSION 0.7 (May 10, 2003)
- More contributor info. added for numerous characters. Goes to show
just how much I missed in the first place, ahehe!
VERSION 0.6 (January 12, 2003)
- Some contributor info. was added about the "censored" animations
for Mai, Whip, and K9999.
VERSION 0.5 (December 27, 2002)
- Information for KoF '02 was included.
VERSION 0.4 (November 8, 2002)
- A PAR code to view disabled moves in the Saturn version of KoF '96
was added.
VERSION 0.3 (July 9, 2002)
- The FAQ was rewritten and expanded to include other KOF games.
VERSION 0.2 (January 11, 2000)
- The second release.
VERSION 0.1 (December 10,1999)
- The first release.
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
Alfredo Alejandro Catalan Segovia
- For lots of additions, including more disabled moves and unused poses
in KoF '02, Whip's unused (S)DM in '99, and the alternate listing for
May Lee's name in '02. Thanks a bunch!
Mario M.N.
- For information about Whip and K9999's censored moves, and Mai's
censored "jiggle."
IorI
- For making the FAQ possible.
The MadMan
- For info about the disabled moves.
The KoF Mailing List
- For all kinds of good KoF info.
Deuce
- He was the first person to discover the disabled moves in the first
place.
Charles MacDonald
- For letting me hog his computer while I wrote up this FAQ ;)
------------------------------------------------------------------------
DEBUG MENU
------------------------------------------------------------------------
First off, this trick is not possible unless you have the Debug BIOS,
so that you can access the dip switch menu. Please don't ask me about
how or where to get it, I don't know myself.
To access the Debug menu, hold down the 2nd player pause button and
press the 2nd player C button. At least for the KOF games, you can't
enter the Debug menu once you're already playing. You could, however,
do it at the menu screen (where you choose from Team Battle, Single
Battle, etc.)
Navigating the menu is a little odd. Here are the controls, using the
2nd player buttons:
Up Confirms a decision
Left Exit the Debug menu
A Moves the cursor up
B Moves the cursor down
C In the Dip Switch menu, moves the cursor to the left
Once you're in the Debug menu, you should see an entry at the bottom
of the screen that reads 'GAME DEBUG DIP'. Use the A or B button
to scroll down to that option and press Up to select it.
------------------------------------------------------------------------
DIP SWITCH MENU
------------------------------------------------------------------------
You will now see the Dip Switch menu, which looks like this:
1 2 3 4 5 6 7 8
DIP 1 0 0 0 0 0 0 0 0
^
DIP 2 0 0 0 0 0 0 0 0
You can use the A, B, and C buttons to move the triangular cursor left
or right, or up and down between rows, and the Up button to turn a
switch on or off.
I recommend you turn on switches 1-1 and 1-3. In other words, the
dip switches should now look like this:
1 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0
Switch 1-1 turns on the character viewer, while switch 1-3 disables the
timer, which is useful for games like KoF '96, where there is no option
for infinite time and no Practice Mode. For other games, switch 1-1
is the only one you need to turn on.
Now, press Left twice to exit out and back into the game. If you're
using an emulator with save states (like NeoRageX), you may want to
make a save so that you don't have to mess with the dip switches every
time you want to use the character viewer.
The next thing to do is actually begin the game. If the game you're
playing doesn't have a Practice Mode, I recommend picking "Single Vs."
and joining in on the 2nd player side, so that you won't have to worry
about the CPU beating up on you. You should notice that a character is
now standing in the center of the screen, near the bottom. For now,
don't worry about that--just pick the character whose moves you want to
see.
Once the game begins, you'll notice that the character in the middle
may have the wrong colors. This is because that character uses the
same palette as whoever you picked. However, this is easily fixed.
To use the character viewer, press the 1st player pause button. Now
press it again to unpause, but keep holding the button down. This
alters your controls so that you are now controlling the character in
the middle of the screen like so:
Joystick Moves the character around
Button A Cycles forward through the animations
Button B Cycles back through the animations
Button C Cycles forward through the characters
Button D Cycles back through the characters
Note that you can hold each button for rapid cycling.
At the bottom of the screen, you'll see two lines of text. One of
them is the CH CODE, and the other is the ACT CODE. You can use
these to help find the exact character and animations that you want.
Let's say you're playing KoF '96, and you want to see Ryo's "multi-
fireball" move. You can just press C to cycle through the characters
until Ryo comes up. Since his CH CODE is 0006, just press C six times
until he appears.
You'll notice that since you picked Ryo, the Ryo in the middle of
the screen has the proper colors. Of course, you can always view the
other characters, but their colors will be off unless you're playing
with that particular character.
Looking at the next section, we can see that the ACT CODE for Ryo's
disabled super goes from 00B4 to 00C5. Press A (or hold A), until the
ACT CODE reaches 00B4. Now, you can press A to watch each sequence of
this move.
Voila! That's about all there is to it. The next section lists the
characters and act codes necessary to see the hidden moves, so just
consult the list below and have some fun.
Some moves may appear more than once in the list. When I list a command
for a move (like qcf,qcf+P), this doesn't mean that you can actually
perform the move, but rather, that is it's command in another KOF game.
------------------------------------------------------------------------
ACT CODE NUMBERS FOR KOF '96
------------------------------------------------------------------------
1. 002C-002F Nie Togi
1. 0076-007F Nie Togi
2. 00F0-00FE Saishuu Kessen Ougi "Mu Shiki" (S)DM
Notes:
1. Looks like a stand alone version of his Batsu Yomi. I guess you
could compare it to Kyo-1's Aoki or Shingo's Nie Togi, but I'm
not sure what this move is supposed to be.
2. His (qcf,qcf+P) fire column combo. It doesn't seem to have the
optional taunt that is in '97 (tap P after the DM version of this
move).
Notes:
1. His upwards-angled Raijin Ken. There's no lightning animation for
this move--so it could be for the Taikuu Raikou Ken as well.
2. His (f+B) command attack. The Jackknife Kick looks slightly
different from the '97 ver. Note that Benimaru does this move
following the Benimaru Corridor.
3. His (hcb,hcb+P) grab move. Seems to be SDM-only (with orange
lightning, etc.)
4. His (d+D in air) command attack.
5. A stand-alone version of #2.
1. 0092-0094 Nekko Gaeshi
2. 0095-009A Ura Nage
3. 00A9-00B6 Arashi no Yama (S)DM series
4. 00B7-00CF Zujou Barai
4. 00F0 Zujou Barai
5. 00F1 Tama Tsubushi
Notes:
1. His (qcf+K) reversal. Shows both the counter pose and following
throw animation.
2. His (hcb,f+K) running throw. Shows it if it successfully connects
and if it misses.
3. His (hcf,hcf+K > hcf+K > f,d,df+K) series of grabs.
4. His (f+A) command attack.
5. His (df+C) command attack.
[ TERRY BOGARD ] ------------------------------------------------------
1. 002C-002F Back Knuckle
2. 005B-0060 A flying kick with Terry's ponytail flying behind him.
3. 0075 A downwards-angled jumping kick.
1. 0076-007F Back Knuckle
4. 00AA-00C5 Running Power Dunk (S)DM
Notes:
1. His (f+A) command attack.
2. Seems to be a normal jump attack (or possibly jumping CD).
3. Seems to be a normal jump attack (or possibly jumping CD).
4. (DM version) Terry crouches down as the super flash occurs.
After the super flash, Terry runs forward, then does a Power
Dunk, ending in a Power Geyser pose (but no geyser)?
(SDM version) As above, but Terry's arm has energy coming off
of it. As he lands from the dunk, he hits the ground and does
an actual Power Geyser. Note that this move is different from
the "High Angle Geyser" (S)DM that Terry got in '97.
[ ANDY BOGARD ] -------------------------------------------------------
1. 006D-0072 A downwards-angled jumping kick.
2. 00AE-00B9 Hishou Ryuusei Ken (S)DM
3. 00BC A standing backspin kick.
4. 00BD-00DF Uwa Agito
Notes:
1. Seems to be a normal jump attack (or possibly jumping CD).
2. His (qcf,qcf+P) energy blast. Unlike the '97 incarnation, the DM
version is just the blue energy blast, while the SDM version has
Andy doing one elbow attack and then an orange energy blast.
3. Seems to be an unused command attack.
4. His (f+B) command attack.
[ JOE HIGASHI ] -------------------------------------------------------
Notes:
1. This move isn't exactly like the '97 version...there's no hurricane
toss. Joe just does the forward rush into a Tiger Kick, into an
Ougon no Kakato.
2. This move (the elbow smash) seems to be a stand-alone move.
Perhaps it was going to be made into a command attack?
3. I'm not sure why these three attacks come after each other.
It could be for an unused win pose (like Ryo's win pose where he
does some attacks first), or maybe not.
4. Joe's (df+B) command attack.
1. 00AA-00AD Ryo rears his arm back and does an elbow-first tackle.
2. 00B2-00B3 Ryo's Tani Otoshi, followed with a punch to his grounded
foe.
3. 00B4-00C5 Multi-fireball (S)DM.
Notes:
1. This move seems pretty quick for a special...it could be a CD
attack, but it's grouped with the special moves.
2. Ryo's punch is exactly like Takuma's Oosotogari finish.
3. For the DM version, Ryo throws four gold Ko'ou Kens. For the
SDM version, he throws one Ko'ou Ken, then a Haou Shoukou Ken,
then repeats it again. The "super flash" pose is the same as
the first frame of animation for his Mouko Raijin Gou. I almost
wonder if "Tenchi Haou Ken" was the original title for this move,
since the "ha" is the same as in "Haou Shoukou Ken", and the "ou"
is the same as in "Ko'ou Ken."
[ ROBERT GARCIA ] -----------------------------------------------------
1. 009F-00AB Hien Rekkou (S)DM
2. 00BD-00C2 Hyakuretsu Binta
3. 00C3 Uppercut animation (similar to Yuri Chou Upper)
Notes:
1. Her (qcf,qcf+P) multiple uppercuts move
2. Her "hundred slaps" move.
3. This animation comes right after the Hyakuretsu Binta, which is
weird. I just can't see her following that move with an uppercut.
Notes:
1. His (qcf,qcf+P) dashing punch. This version has a different
animation; Ralf's back is more towards the screen as he dashes
forward and punches, and his arm is at a slightly upwards angle
as opposed to a straight punch.
2. His (charge b,f+K) flying kick.
[ CLARK STEEL ] -------------------------------------------------------
Notes:
1. Chin's (qcf,hcb+P) rushing move. However, this version has no
flame, and both versions end with a Ryuurin Hourai.
[ GEESE HOWARD ] ------------------------------------------------------
1. 0076-007F Three attacks done in succession.
1. 00F6-00FF Three attacks done in succession.
2. 009D-00AB Deadly Rave (S)DM
Notes:
1. Geese does a standing A, close C, and a jumping CD attack (but all
while standing). Most likely, this is a special move.
2. Geese's infamous Deadly Rave. There are both DM and SDM versions.
Geese runs forward a la his Jaei Ken, then does a rapid series of
attacks ending with a energy blast.
[ WOLFGANG KRAUSER ] --------------------------------------------------
1. 009F-00AD Krauser cartwheels forward and does a body press (S)DM
Notes:
1. This (S)DM is sort of like Bob Wilson's Dangerous Wolf, but Wolfgang
comes out of the cartwheel into his jumping C body press. I don't
mind that this move was unused, as it just looks goofy :)
[ MR. BIG ] -----------------------------------------------------------
1. 00A4-00B4 Mr. Big does a series of attacks into an uppercut (S)DM
Notes:
1. For the DM version, Mr. Big starts off with his Crazy Drum Jam, which
is continued into the Spinning Lancer, and is finished off with the
California Romance uppercut. The SDM version is the same, but ends
in an impressive-looking spinning uppercut (like the end of Ryo's
Ryuuko Ranbu).
[ KIM KAPHWAN ] -------------------------------------------------------
1. 00AB-00B7 Hou'ou Tenbu Kyaku (S)DM
2. 00CD-00C4 Early ver. of Sanren Geki?
Notes:
1. Kim's (qcf,hcb+K) mid-air kicks move.
2. This move is a lot like Kim's Sanren Geki from '98. He does a
series of kicks, then ends with a sort of Neri Chagi-like kick
(for the weak version), or a mid-air kick that is basically the
2nd part of the Ryuusei Raku done in air (for the strong version).
1. 008A-0090 Tekkyuu Dai Assatsu
2. 00C2-00C4 Hiki Nige
Notes:
1. Strangely enough, this appears to be a special move and not a (S)DM.
Chang runs forward and does a bellyflop low to the ground, then
flops forward when he lands (sort of a cross between the (C) DM
version of the Assatsu and his Tekkyuu Dai Kourin striker attack).
2. Chang's (df+A) sliding command attack.
Notes:
1. Choi's (qcf,hcb+K) rush (S)DM. It ends with a Shissou Hishou Zan.
[ KASUMI TODO ] -------------------------------------------------------
1. 0075-007F Senkou Nagashi
2. 00A0-00A1 Series of rapid attacks.
Notes:
1. This move is somewhat different from the '99 version. It seems to
only have one input (instead of three separate ones), and the
order of attacks are different; she does a standing C, a close C,
and then a downward chop.
2. This move has no startup animation--Kasumi just does a bunch of
rapid attacks (like Ryo's Ryuuko Ranbu), and in the next sequence,
ends it with a side kick. Possibly intended to be another DM?
[ MAI SHIRANUI ] ------------------------------------------------------
1. 00A9-00B0 Hou'ou no Mai (S)DM
2. 00B1-00B7 Mizudori no Mai (S)DM
3. 00B9-00BE Hakuro no Mai
Notes:
1. Her (qcb,qcb+P) (S)DM. It seems as if the DM version has no flames,
while the SDM version does.
2. Her (qcf,qcf+P) fan toss (S)DM.
3. Her (f,d,df+P) spinning fans move.
Notes:
1. A (S)DM that is almost completely different from the '97 version.
Iori does his 'power charge' pose, then tosses a Yami Barai that
leaves a spiralling swirl of purple energy on the ground (or else
the swirl is for the SDM version only, it's hard to tell), that
then bursts into a cloud of purple flame. Oddly enough, even
though the Saturn version of KoF '96 has a picture of Iori doing
his Ya Sakazuki intro pose (the one where he holds a flame in his
hand), he does not actually do that during this move.
Notes:
1. Mature crouches down, then leaps into the air and does three
Despair-like attacks that make her spin in a full circle each time.
Apparently, there's no SDM version (unless they look the same).
1. 0082-0094 Heaven's Gate (S)DM
2. 00B0 Single Negative Gain
Notes:
1. This is simply Vice doing Mature's Heaven's Gate (S)DM.
2. Vice does a single revolution of the Negative Gain, spinning around
and landing with a standing stomp. Perhaps it was intended to be
another special move throw?
------------------------------------------------------------------------
ACT CODE NUMBERS FOR KOF '99
------------------------------------------------------------------------
Notes:
1. An unused (S)DM for Whip, in which she does a rapid series of whip
attacks a la the Whip Shot. This move has a ridiculously huge
range, which kind of explains why they didn't use it.
[ SIE KENSOU ] --------------------------------------------------------
1. 00F9-00FF Senki Hakkei DM
Notes:
1. His (qcf,qcf+P when close) DM. It's just the "blast animation"
though, not him actually doing it.
------------------------------------------------------------------------
ACT CODE NUMBERS FOR KOF '00
------------------------------------------------------------------------
[ MAI SHIRANUI ] ------------------------------------------------------
Notes:
1. Whip's "gunfire" animation for the Desert Eagle is replaced with
this animation, in which she takes off what I presume is an earring
and flicks her hand downward, causing gunfire to rise from the
ground. She then puts the earring back on when she is done. This
occurs if the region is set outside of Japan.
Notes:
1. K9999's (db,hcb,df + K) DM. Instead of his arm turning into a gun,
he simply points his fist at the opponent and gunfire emerges from
it. This occurs when the region is set outside of Japan.
[ SIE KENSOU ] --------------------------------------------------------
1. 00CA Niku Man o Kuu DM
Notes:
1. His (qcb,qcb+P) DM. I had read somewhere in a Japanese beta report
that he had gotten this move back, but obviously it's not in the
final version. Then again, there's no (S)DM version, so this could
just be his old "Niku Man 4 U" Striker animation from '00.
------------------------------------------------------------------------
ACT CODE NUMBERS FOR KOF '02
------------------------------------------------------------------------
It's worth mentioning that Shingo (who was rumored to be in the beta
version of this game) is not in the actual release of the game.
Notes:
1. It looks like a standing C attack, but Goro's arm is aimed more
upward.
2. Goro's (BCD) dodge from KOF '96.
3. Obviously Goro cannot block in mid-air normally :)
4. A DM in which Goro does multiple Jirai Shins followed by a
stomp and a bow. Think of his HSDM (the f,d,df,b,d,db + BC
move), but without the throw part in the middle.
[ TERRY BOGARD ] ------------------------------------------------------
1. 00C5 Back Knuckle
2. 01D1-01E1 Power Charge
3. 0227 End of Dunk Geyser
Notes:
1. His (f+A) command attack from '98.
2. His (hcf + K) shoulder ram from '98.
3. His Striker attack from '01.
[ JOE HIGASHI ] -------------------------------------------------------
1. 00EC-00ED (A) Bakuretsu Finish
Notes:
1. Appears to be a stand-alone command attack.
[ KIM KAPHWAN ] -------------------------------------------------------
1. 00AC-00AF Series of kicks
2. 00DF Kuuren Geki
3. 00FC-00FD Alternate version of third Sanren Geki ending.
Notes:
1. A series of normal-looking kicks, but they are grouped together with
the other DMs, which seems odd.
2. His (f + A) spin kick from '99.
3. You can input (uf + K, d + K) during the first input of the Sanren
Geki for an alternate ending. These kicks are repeated twice in
the animation list, and the second time, there is a white cross
shape that appears briefly during the last downward kick.
[ SIE KENSOU ] --------------------------------------------------------
1. 00AF-00B8 Shinryuu Seiou Rekkyaku SDM
2. 00C6-00CA Niku Man o Kuu DM
Notes:
1. The SDM version of Kensou's (qcf,hcb + B) super, which doesn't seem
to be available in 2002.
2. The old DM version of Sie's meat bun super. It's possible that
this is the old Striker "Niku Man 4 U" animation as well.
[ CLARK STEEL ] -------------------------------------------------------
1. 007D-007F Striker Call animation.
2. 00E8-00E9 End of piledriver animation.
2. I can't tell what move this is from. It's Clark performing
the end of what appears to be a piledriver.
1. 007D-007F Kohou Shippuu Ken
2. 00CC-00CE Tenchi Haou Ken DM
3. 00E3-00E8 Slow Ryuuko Ranbu
4. 0161-0162 Vs. King Intro
Notes:
1. Ryo's (qcb + P) animation from 2001. Dust now rises up from Ryo's
feet as he moves forward.
2. The DM version of Ryo's HSDM.
3. This is a slower version of the Ryuuko Ranbu that brings to mind the
original AoF version. Perhaps it was intended to be like Yuri's
HSDM, which is an original AoF version of her Hien Hou'ou Kyaku?
4. Ryo's old intro against King, where he looks away uncomfortably.
[ ROBERT GARCIA ] -----------------------------------------------------
1. 00A2-00A7 Ryuuko Ranbu (w/ Taunt)
2. 00C8-00C9 Kuzuryuu Sen DM beginning
3. 00DD Old mid-air CD attack
Notes:
1. An alternate version of the Ryuuko Ranbu. It ends with a taunt
after Robert lands from the uppercut. Like Ryo's slow Ryuuko
Ranbu, it has no startup flash either.
2. A pose similar to Robert's crouching block, but with a DM flash
accompanying it. The start of his qcf,qcf + K DM in 2000.
3. Robert's old mid-air CD attack from '99.
1. 00A9-00AD Old Raiou Ken
2. 00E2-00E3 Hien Hou'ou Kyaku SDM ending
3. 00E4 Win Pose
Notes:
1. Her old Raiou Ken from '01.
2. The Hien Hou'ou Kyaku is only a DM in 2002, but the SDM version used
to end with a '96 style Raiou Ken, as shown here.
3. Yuri posing and pointing towards the ground. It seems strange to
find it here among the DMs.
[ MAI SHIRANUI ] ------------------------------------------------------
1. 0000 Standing animation (with jiggle)
2. 00F8 Standing animation (without jiggle)
3. 00B4-00BB End of Hou'ou no Mai DM.
Notes:
1. From 2000 onward, Mai's standing animation has no "jiggle" when the
region is set outside of Japan.
3. Her old (qcb,qcb + P) DM from '98.
[ MAY LEE ] -----------------------------------------------------------
1. 00A9-00AB Ushiro Mawashi Geri
2. 007F (D) Mawashi Geri
3. 00AF-00B1 (D) Mawashi Geri
Notes:
1. May Lee's old (hcb + K) attack, with both the normal ending and
the Hero Stance change ending.
2. May Lee's old (qcf + D) knee attack.
1. 00D2-00E0 New DM
2. 00D8 Close standing C from '96
Notes:
1. A DM that begins with the Ebony Tears startup pose. Mature then
does part of her Sacrilege spin, followed by the Heaven's Gate
slam, but it is accompanied by electric sparks.
[ BLUE MARY ] ---------------------------------------------------------
1. 00B3-00B5 M. Typhoon DM
Notes:
1. Mary's (hcb,hcb + K when close) DM, which is an HSDM in 2002.
[ BILLY KANE ] --------------------------------------------------------
1. 0154-0155 Old C button win pose.
2. 0156 Old D button win pose.
Notes:
1. The win pose where he takes off his bandanna.
2. The win pose where he points his staff at his opponent.
1. 00CD-00DB Alternate Desert Eagle
2. 00DE Alternate Super Black Hawk
3. 00E0-00E9 Whip Shot (S)DM
Notes:
1. Whip's "gunfire" animation for the Desert Eagle is replaced with
this animation, in which she takes off what I presume is an earring
and flicks her hand downward, causing gunfire to rise from the
ground. She then puts the earring back on when she is done. This
occurs if the region is set outside of Japan.
2. Another "censored" move that is seen if the region is set outside
of Japan. For this one, Whip's black pistol is replaced by a white
gun with a flanged head, with the coiled whip making up the back of
the gun.
3. Whip's unused (S)DM from '99, although now it is rather glitchy
after the intial startup animation.
1. 00CD-00D6 Doh-Tori-Shichimonsatsu DM
2. 015F-0160 Old vs. Zero intro pose.
Notes:
1. Seth's (qcf,hcb + P) move, which is SDM-only in 2002.
2. Beginning part of Seth's pose vs. Zero from 2001.
[ RAMON ] -------------------------------------------------------------
1. 009B-009C Wall spring pose
2. 01E4 Two-part kick
Notes:
1. Ramon flies off the wall, then apparently does some sort of falling
grab on his opponent. There are white lines drawn throughout the
animation, similar to Kim's Sanren Geki entry.
2. Ramon does a close standing D into a far standing D.
Notes:
1. K9999's (db,hcb,df + K) DM. Instead of his arm turning into a gun,
he simply points his fist at the opponent and gunfire emerges from
it. This occurs when the region is set outside of Japan.
1. 00F5-00F6 A name display for "Lee Jinju" instead of "May Lee."
Notes:
1. To see this, set the ACT CODE to 00F5 first, then go backwards
from 00 to 2D (you can do this by pressing D when the CH CODE is
at 00).
========================================================================
4. PAR CODES
========================================================================
It had always been my hope that the disabled moves would be in a more
usable format in the Sega Saturn version of KoF '96. I finally managed
to make a Pro Action Replay code to enable the moves, but not too
surprisingly, it works exactly like the Neo*Geo version. The code is
as follows:
Animation Select 060F42F8 xxxx
Replace 'xx' with the appropriate numbers to see that character's
animations. You can even use the ACT Code numbers above--the animation
data is stored in the a similar manner. For example, this means that if
you enter the code and replace xxxx with 00B4 through 00C5, you can see
the animation frames for Ryo's disabled (S)DM. Obviously, if you don't
have a Comms Link, trying to view the animation frames in this manner is
rather cumbersome.
I tried looking at various character's animations and didn't notice much
of a difference from the Neo*Geo version. The only real benefit from
using the Sega Saturn version was that you could make the CPU perform an
animation and then test it's functions (unlike the Neo*Geo version,
where making the CPU perform a disabled move wasn't possible).
This was kind of neat because some of the disabled moves still had their
correct properties (i.e. Goro's f+A animation is a knockdown attack and
will negate normal and super projectiles).
It might be possible to create several codes to make the disabled moves
more usable, but I personally don't know how to do this. Just making
one-line codes is difficult enough for me ;)
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5. IN CLOSING
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There are some other things I have to look in to, like unused poses,
(for example, Xiangfei still has her vs. Kensou "hungry" pose in '01),
which I hope to add in a future revision.