***************************************
                  * The King of Fighters R2 (KoFR2) FAQ *
                  *      v1.05 December 7th, 1999        *
                  *        SNK - NeoGeo Pocket          *
                  *       (C) The Lemming, 1999         *
                  *                                     *
                  *      [email protected]        *
                  ***************************************

Revisions-----------------------------------------------------------------------
v1.05 January 1st, 2000 (Happy millenium!)
  * Changes made to SKILLS tables, thanks to Razorclaw X!
  * Corrected some mistakes in the SKILLS table myself.
    Feedback about which skills are hidden/rare or whatever is
    always very appreciated!!

v1.01 December 13th,1999
  (only few days away from "SNK vs. Capcom: MoM" release!)
  + Added Ryo's Ryuuko Ranbu SDM variation (which I forgot last time)
    Thanks to Sean Liebhard for pointing that out!
  + Added some lines about KoFR1 in the Secrets & Nifty things section

v1.00 December 7th, 1999
    First release

This game is the NGPC conversion of SNK's popular "The King of Fighters'98:
Dream match never ends" NeoGeo title, it is also the second conversion
of a King of Fighters game to the hand held (the first one being KoFR1).
It features 15 characters from the KoF saga, all of their moves, a
RPG-like mode, 2 players link play, crystal clear graphics and, best of all,
a gameplay left very similar to the original!

In this FAQ I will not describe every possible combo, but it summarizes
all the things I found playing this (great) game, mainly: undocumented
special moves, secret options, skills, character strategies, endings...
Some quotes have spelling mistakes, it's normal, the game also has them.

If you've got any extra info, modifications, or just want to say hello,
don't hesitate to mail me!

Have fun!
The Lemming([email protected])

Joystick movements
******************
QC  - Quarter circle joystick movement
QCF - Quarter circle forward (move the joystick down, diagonal down/forward
     then forward in a smooth motion)
QCB - Quarter circle back, reversed QCF motion (from down to back)
HCF - Half circle forward, move the joystick back, back/down, down,
     forward/down, forward in a smooth motion.
HCB - Inverse HCF motion (from forward to back)
DP  - Dragon punch move, F, D, F/D (F, QCF works for some characters)
(rv)DP - Reverse dragon punch (B, D, D/B)
A+B - Simultaneous A and B press
(tap) - Means tapping the button: just a simple, short button press.
(long)- Means pressing the button, holding it for half a second or more,
       then releasing.


U/B   U  U/F     U=up
   \  |  /
    \ | /
Bk <---o---> F    F=forward                      A is button A
    / | \        Bk=Back                        B is button B
   /  |  \
 D/B  D  D/F     D=down



TABLE OF CONTENTS
*****************
How to Play
Characters and teams
 .Normal and special moves
 .Strategies
 .Ending
Making Mode
 .Skills list
 .Skills combinations/notes
Secrets & Nifty things
Terminology
Credits
Wish list
Legal Stuff

How to play
***********
KoFR2 plays alot like KoF97 or KoF98. If you haven't played them (shame
on you :-) read on...
When I'll refer to 'TV KoF' or 'TV version' it means the original
NeoGeo version or PSX (eeessh), Saturn, Dreamcast...

Always:
-------
   U     Jump
   D     Crouch
   F     Walk forward
   Bk    Walk back. If opponent is attacking, blocks (you CAN'T block
         and walk back simultaneously :-)
   A     (tap ) Weak Punch    \
   A     (long) Strong Punch  /  Using either (tap) or (long) changes the
   B     (tap ) Weak Kick     \         effect of special moves.
   B     (long) Strong Kick   /
 F+A/B   (close) Throw. Some characters can perform aerial throws.
                 With A Throws without exchanging sides, with B exchanges sides.
  A+B    Knockdown move (knocks your opponent away)
 U+A+B   Taunt (can be turned off in the options menu)
 Bk+A+B  (while blocking) Knockdown counter
 F+A+B   (while blocking) Fast evade

Note: Some persons seem to have trouble executing special moves,
here's a solution that I have found to work well. When executing a
special move do the regular motion, and HOLD the last direction while
pressing the requested button(s). For example QCF+A would actually
translate to QCF (hold F)+A.

Just before selecting your character(s), you will be asked to choose a
mode, EXTRA(beginner) or ADVANCED(professional).
I disagree with the 'beginner' or 'professional' annotations because both
modes have their advantages and disadvantages, and none is easier than
the other. Choose the one that fits your best!

Extra Mode
----------
This mode is like the KoF96 system:
- Manual POW bar charge by pressing (and keeping down) D+A+B
- DMs can be executed at will when almost dead (life bar flashing yellow/white)
  or when POW bar is full.
- A+B evades without moving forward or backward, and the evade movement
  can be followed with a punch or kick.
- Tapping quickly F F hops forward, while tapping Bk Bk hops backward

Advanced Mode
-------------
This mode has been introduced in KoF97, and used again in KoF98:
- Automatic POW bar charge. Your POW bar increases when doing a special
  move, hitting with a normal move or blocking
- Unlike EXTRA mode, you can have more than 1 POW bar full at time. When
  one is full, it is represented by a glowing POW ball next to your POW
  bar and the next bar charges up
- D+A+B activates MAX (more damaging hits), and uses 1 POW ball
- DMs can only be performed when at least 1 POW ball is available
- SDMs when MAX and 1 POW ball available
- F+A+B Evades forward
- Bk+A+B Evades backward
- F F runs forward, Bk Bk hops back

================================================================================
================================================================================
                           CHARACTERS AND TEAMS
================================================================================
================================================================================

I'm sure it was a tough job for SNK to choose which fighters were going to
join the KoFR2 tournament, and who would be who's teammate!
KoFR2 characters have the same special moves as their TV
counterparts, but sometimes with slight variations.

There are many more character bios informations available around the net (for
example you can check out Joe Palanca's KoF General Information FAQ)

Note: For any character in the game, tapping A or B while standing
     can be cancelled into a special move.

========================================
Kusanagi Team
========================================
This is the first time that Shingo joins a team! He has teamed up
with his mentor, Kyo and his mentor's mentor (and father)...Saisyu!
It's a very offensive team and the moves are very similar from one
member to another.
None of the characters in this team have air throws.

+--------------+
| Kyo Kusanagi |
+--------------+
Style   : Kusanagi
Height  : 181 cm
Weight  : 75 kg
Birthday: December 12th
Colors  : Blue/Orange
He's an impressive combo character, but he lacks long range attacks.
When mastered, he becomes, imho, the most spectacular character of the game!

--Moves--
   Down+A (in air)    Naraku Otoshi (knocks opponent on the ground)
        F+B           Goufu You     (2 hits, raises leg in the air, then down)

--Special Moves--
   DP+A            100 Shiki Oniyaki (2 hits, first blow counters)

   HCB+B           212 Shiki Kototuki You (dash forward, 2 hits grab)
  (rv)DP+B         R.E.D. kick (Rainbow Energy Dynamite)
                    (long range, knocks opponent on the ground
                     works well against airborne opponents)

  HCF+B(+B again)  75 Shiki Kai (a double kick that sets up for a juggle)
   *follow with* (a nice combo)
     QCB, HCF+A    108 Shiki Orochinagi (if you've got a free POW
                   ball of course :-)

  QCF+A (tap)      114 Shiki Ara Kami  (long range, flame punch, counter)
   *follow with*
     HCB+A(hold A) 127 Shiki Yano Sabi (knocks down opponent)
       -A          Extra hit punches opponent on the ground
     QCF+A (tap)   128 Shiki Kono Kizu (2 hits)
       -A          128 Shiki Yano Sabi (knocks down)
       -B          128 Shiki Nana Se   (sliding standing kick)

  QCF+A (long)     115 Shiki Doku Kami (long range, flame punch)
   *follow with*
     HCB+A (hold)  401 Shiki Tumi Yomi (chains 115 with a shoulder DP)

--Desperation Moves--
  QCB, HCF + A (hold)    108 Shiki Orochinagi
     As long as you hold A, Kyo will evade backwards avoiding any high
     projectiles. Upon release of A, Kyo will dash forward with an
     impressive fury of flames! You can hold A 5 sec maximum.
     SDM variation: If opponent is too close he gets burnt and taken
     upwards. Release A when he falls back down for maximum damage! (50+%
     of the life bar)

  QCF, QCF + A           Mu Shiki
     Throws a column of fire, then dashes forward for multiple
     punches. Use it as a counter move. Immediately follow with A to taunt.
     SDM variation: Same as normal but after dashes, performs Shiki Oniyaki.
     (the last hit, hurts badly!) Cannot taunt afterwards.

Notes: His 100 Shiki Oniyaki (DP) can counter almost ANYTHING! If you
have the right timing, you can even counter _any_ non projectile DMs.
(for example, if performed at the right time, Kyo's 100 Shiki Oniyaki
 can counter Ryo's Ryu Ko Ranbu. Kyo will stay in his first blow
 position while Ryo combos (no damage), then he'll finish his flaming
 uppercut!)


+-----------------+
| Saisyu Kusanagi |
+-----------------+
Style   : Kusanagi
Height  : 177 cm
Weight  : 69 kg
Colors  : Green/Orange
Birthday: November 27th (hehe that's my birthday too ;-)
While not as combo-able (but almost) and slower than Kyo, Saisyu has a large
variety of special moves that certainly makes up for the rest!

--Moves--
    Bk+A(tap)  Ge Shiki Atama Tsui  (not too close or throws, or do
 or F +A(tap)   "   "     "    "    it in a combo). Amazing combo starter!

--Special Moves--
   QCF+A       180 Shiki Yami Barai (ground fireball)

   QCB+A       702 Shiki En Juu (repeat 2x)
    *follow with*
      QCB+A    for an extra hit.

   DP+A        100 Shiki Oniyaki (but doesn't counter like Kyo's)

   DP+B        110 Shiki Nata Guruma (dash + dragon punch/kick)

   HCB+B       427 Shiki Shin Ken (dash + punch/burn) good combo finisher.

--Desperation Moves--
   QCB, HCF + A (hold) 108 Shiki Orochinagi
     It's basically the same DM as Kyo. Hold A to hold the flames.
     SDM variation: You don't burn your opponent when he's close but
     instead his flames will go much farther.

   QCF, QCF + A        1027 Shiki Miyako Bougai
     Hits 3 times.
     SDM variation: 5 hits, auto air juggle if hit during the first 4 hits.

Notes: Wether it spells Saisyu or Saishu no one is sure.. not even SNK!
       When you play 'Saisyu' is written (on top of the life bar, or in
       the WIN message). But during the end sequence it's spelled 'Saishu'.


+---------------+
| Shingo Yabuki |
+---------------+
Style   : Kusanagi (tries to imitate)
Height  : 179 cm
Weight  : 69 kg
Birthday: April 8th
Colors  :  Blue/Green
Mixed feelings about this character. Lots of people think he's just
a slow, no range, no fire character that has nothing to do with the
Kusanagis. I'd rather say that he's a character for experienced
players since any missed move can result in serious counter damage
from your opponent. He also has some of the most damaging specials.

--Moves--
  F+B     Ge Shiki Goufu Kakkodake
          Perform it not too close to your opponent (or it will throw)
          and cancel immediately with a special move.

  F+A     Hachi Tetsu
          (use the same way as Ge Shiki Gougu Kakkodake) Can be cancelled too,
          but faster!

--Special Moves--
  QCF+A   Hyaku Juu Yon Shiki Aragami Mikansei
          Dashes forward for a single punch. I guess it's just a combo
          finisher.

  QCB+A   Hiji Otoshi
          The most powerful counter of the game. Shingo blocks the incoming
          hit, then kicks back for amazing damage! If no counter, Shingo
          knocks down the opponent with his elbow.

  DP+A    100 Shiki Oniyaki Mikansei
          A one hit dragon punch that doesn't counter, but has quite a bit
          of damage. Shingo's best combo finisher.

  DP+B    Shingo Kinsei Ore Shiki Katogi
          A 3 hit dragon punch that works ONLY if you're very close to
          your opponent. Does not work as a combo finisher after F+A or
          F+B.

  QCB+B   101 Shiki Oboro Guruma Mikansei
          Advancing multi kick.

  HCF+B   Shingo kick
          Shingo's version of Kyo's R.E.D. Kick, but jumps a little bit
          lower. (See Kyo's R.E.D. Kick)

--Desperation Moves--
    QCF, QCF+A  Ge Shiki Kake Hourin
          Dashes forward, and knocks down the opponent with one
          strong shoulder hit.
          SDM variation: Same as DM, but twice as much damage.

    QCB, HCF+A
          4 hit auto combo.
          SDM variation: 7 hit auto combo.

Notes: If you're a good player (or love Kasumi style gameplay) you can knock
out your enemy with only Hiji Otoshi (QCB+A) which is, basically, an infinite
DM damage-wise.


+----------------------+
| Kusanagi Team Ending |
+----------------------+
 Saishu: Rugal can't win against my flame!
 Kyo   : No way, geezer! My flames'll win!
 Shingo: Hey, you two! Don't forget me!
 Kyo   : Get serious!


========================================
Super Babe Team
========================================
Can this be "Super Babe" without Mai? :-)
This team is pretty well balanced and interesting. It has a counter
character (Kasumi), an all around fighter (Athena), and an
offensive character (Yuri).

+----------------+
| Athena Asamiya |
+----------------+
Style   : Psychic powers
Height  : 163 cm
Weight  : 49 kg
Birthday: March 14th
Colors  : Red/Blue
Athena is the fastest character of the game. She also has very high
jumps, a teleport move and really tough DMs! She lost some moves from
TV versions.

 --Moves--
   F+B            Renkan tai (not too close or throws, kick combo starter)
   F+A/B          Air throw

 --Special Moves--
   QCB+A          Psycho ball  (a big, long range fireball)
   DP+A           Psycho sword (a 7 hit dragon punch. Can be done in air)
   QCB+B          Phoenix arrow (in air, diagonal/down dash, deadly)
   QCF+B          Psychic teleport
   QCB+B (tap)    Psycho reflector (shield, returns projectiles
                  (except DM/SDMs )

 --Desperation Moves--
   HCB, HCB+A  Shining Crystal Bit (can be done in air)
    *follow with*
     QCB+A (can hold)
       A blockable shield that protects Athena. But enemy can go through
       the shield with good timing. With following QCB+A you can hold
       a homing fireball.
     SDM variation: larger shield, more damaging.
     The fireball shocks and knocks down the enemy.

   QCF, QCF+B  Phoenix Fang Arrow  (in air only)
       Athena dashes diagonal/downwards many times. Has a high latency.
     SDM variation: More dashes.

Notes: I don't like this character much, but that's totally personal as a
lot of my friends seem to like her a lot!


+---------------+
| Yuri Sakazaki |
+---------------+
Style   : Kyokugen style
Height  : 163 cm
Weight  : 49 kg
Birthday: March 14th
Colors  : Purple/Green
Capcom fans rejoice for this character has everything Capcom freaks
long for. Hurricane-kicks, fireballs (well not THIS Yuri, but Yuri
EX does), Sho-ryu reppa..

--Moves--
  F+B     En Yoku (dashing butt hit :-)

--Special moves--
  QCF+A   Ko Ou Ken
          (the traditional Sakazaki fireball, no range, but
          large-sized)

  QCF+B   Rai Ou Ken (Yuri jumps then hits during the fall down)

  QCB+A   Yuri Chou Knuckle (1/2 sec. lag, then dash forward with a
          punch, goes through the whole screen if A (long))

  QCB+B   Yuri Chou Mawashi Geri
          Yuri spins forward kicking anything in the way, and
          describing a parabola, like Sakura's spinning kick from
          Street Fighter Zero.
  DP+A    Yuri Chou Upper (a pretty weak dragon punch)

  DP+B    Dashing Yuri Chou Upper (Yuri dashes forward and performs a
          dragon punch, long range)
   *follow with*
     DP+B quickly during the fall, for an extra hit.

--Desperation moves--
  QCF, QCF+A  Hien Rekkou
       Basically, this is Ken's Shoryou Reppa from Street Fighter. Yuri
       runs forward to perform 3 Yuri Chou Upper in a row for a 8 hit
       combo.
       SDM variation: 5 Yuri Chou Uppers, for a 14 hits combo.

  QCF, HCB+B  Hien Houou Kyaku
       Runs all the length of the screen. If enemy is hit, performs a
       14 hits auto combo with kicks. Good against jumping opponents.
       Nice after a missed combo from your opponent.
       SDM variation: 24 hits.

  F, HCF+A    Haou Shoukou Ken
       Another Sakazaki tradition, the Haou Shoukou Ken is the mother
       of all projectiles! Long starting lag. Try to use against an opponent
       who has just started a jump.
       SDM variation: the Haou Shoukou Ken hits 5 times instead of
       just 1.

Note: Check out EX Yuri, she's pretty cool too!


+-------------+
| Kasumi Todo |
+-------------+
Style   : Todo style
Height  : 154 cm
Weight  : 45 kg
Birthday: March 14th
Colors  : Blue/Red
The ultimate counter character is back from '96! While not very
offensive (short range, except for the energy wave), she can
counter any normal move resulting in tremendous damage! Best of
all, your opponent can only blame himself for a counter. A character
for KoF experts! (spelling: h or not h at 'Todoh', that is the question)

--Moves--
  none in particular

--Special moves--
  QCF+A     Kasane Ate (energy wave, works in air)

  QCB+A/B   Senkou Sagashi (2 hits knockdown punches, counter)

  HCB+A     Senkou Sagashi 2 (close) (4 hits knockdown punches, counter)

  HCF+A     High counter (against jumping attacks)

  HCF+B     Medium counter (against ground level attacks)

--Desperation moves--
  She's the only character to have only one DM/SDM. Where the heck is
  the super counter DM???

  QCF, QCF+A/B (A/B can be held)   Super Kasane Ate
       A blue wall of energy measuring half the screen when A is
       released. Good against jumping opponents.
       SDM variation: Red wall of energy, goes full screen.

Note: She doesn't seem to have lots of moves, but her two special
counters are worth training for!

+------------------------+
| Super Babe Team Ending |
+------------------------+
 Athena: I thought we'd hat it! Lucky!
 Yuri  : You're a hero! You'll be a star!
 Kasumi: I should sell my glossies, huh?
 Yuri  : Hah! Right!


========================================
New S.T Team
========================================
Nothing to say about this team, except the fact that it is
overwhelmingly powerful (ok I said something :-)

+--------------+
| Ryo Sakazaki |
+--------------+
Style   : Kyokugen style
Height  : 179 cm
Weight  : 68 kg
Birthday: August 2nd
Colors  : Orange/Blue
Ryu, Ryo... hmmm :-)

--Moves--
  A    Ryo's simplest punch is an excellent combo starter. (you can
       even perform Haou Shoukou Ken after it)
 F+A   Hyouchuu Wari (attack must be blocked high, good against
       crouching opponents)

--Special moves--
  QCF+A  Ko Ou Ken short range, large fireball

  DP+A   Ko Hou, the standard and famous Ryu/Ken dragon punch

  QCB+A  Mouko Raijin Gou
     A counter, Ryo dashes forward and uppercuts
   *cancellable with*
         DP+A For a Ko Hou, extra hit that knocks down.

  QCF+B  Mouko Raijin Setsu, Ryo jumps for an airborn Hyouchuu Wari.

  QCB+B  Hien Shippuu Kyaku, jumps and kicks 3x, through whole screen
         if B is held.

  HCF+A  (close) Kyokugen-ryuu Renbu Ken, a 4 hit auto combo.

--Desperation moves--
  QCF, QCF+A  Tenchi Haou Ken
        A powerful, though blockable, punch. No range whatsoever, use
        in combos!
        SDM variation: More damage

  QCF, HCB+A  Ryuuko Ranbu
        One of the best DM/SDM of the game. Ryo does a _long_ dashe
        then performs an _instantaneous_ 15 hits auto combo when he
        reaches the enemy. If you're fast enough, you can perform this DM after
        after any normal block.
        SDM variation: Same incredible instantaneous start, but 28
        hits and Ko Hou finish. When Ryo's on a roll, he's on a roll...

  F, HCF+A    Haou Shoukou Ken (same as Yuri)
       Another Sakazaki tradition, the Haou Shoukou Ken is the mother
       of all projectiles! Long starting lag. Try to use against an opponent
       who has just started a jump.
       SDM variation: the Haou Shoukou Ken hits 5 times instead of
       just 1.

Notes: Just his Ryuuko Ranbu makes him worth playing! It is (too?) much
faster than in the TV versions. Note that this DM as well as Hien
Shippuu Kyaku (QCB+B) can be countered as one hit, by Kyo's uppercut.
Try it to see what I mean :-)


+--------------+
| Mai Shiranui |
+--------------+
Style   : Shiranui style
Height  : 164 cm
Weight  : 50 kg
Birthday: January 1st
Colors  : Red/Green
While less 'bouncy' than in TV KoF games, in R2 she keeps her speed,
high jumps and flame combos!

--Moves--
  F+B    Mai crouches, then kicks forward. Use for surprising opponent.
  F+A    Crouches, and punches low
 D/F+B   Benitsuru no Mai, Mai slides forward and performs a 2 kicks combo.

--Special moves--
  QCF+A  Kachou Sen, Mai throws a fan (not fast enough imho)

  QCB+A  Ryuu Enbu, a good combo finisher

  DP+A   Hakuro no Mai, pretty useless auto combo

  DP+B   Hishou Ryuu Enjin. A useful dragon punch, as it covers a lot
         of surface in front of Mai.

  HCF+B  Hissatsu Shinobi Bachi, dash/punch combo.

  QCB+A (in air) Kuuchuu Musasabi no Mai, dashes diagonal
         down/forward very quickly for a headbutt.

  hold D then U+A (hold) Musasabi no Mai
    *follow with*
        Release A while in air to perform Kuuchuu Musasabi no Mai.

--Desperation moves--
  QCF, QCF+A  Suichou no Mai
     Mai throws a large fan that can hit three times.
     SDM variation: The fan is flaming, and causes more damage.

  QCB, HCF+B  Chou Hissatsu Shinobi Bachi
     DM version of Hissatsu Shinobi Bachi (HCB+B), hits 6 times. Mai
     is 'on fire'. Short lag when started.
     SDM variation: Hits 12 times

  QCB, QCB+A  Houou no Mai
     Mai jumps and spins while falling down for a 6 hits combo. Use
     against jumping enemies.
     SDM variation: 12 hits.

Notes: Try to follow anything with a Ryu Enbuu (QCB+A) and make good
use of her deadliest DM, Chou Hissatsu Shinobi Bachi (QCB, HCF+B)


+--------------+
| Terry Bogard |
+--------------+
Style   : Martial Arts
Height  : 182 cm
Weight  : 77 kg
Birthday: March 15th
Colors  : Red/Blue
Terry is a very combo-oriented character. He's fast at chaining
attacks and his Power Geyser DM rocks when countering any air attacks.

--Moves--
  F+A     Back knuckle. 2 hits combo, cancellable into anything
          (powerful but tough to use).

--Special moves--
  QCF+A   Power Wave. A ground fireball that doesn't go full screen
          but gets larger as it goes.

  QCB+A   Burn Knuckle. Small lag, then Terry dashes forward,
          knuckles ahead. Good damage, use as a combo finisher as it
          is quite tough to use by itself.

  DP+A    Rising Tackle. 7 hits dragon punch (with kicks). Good combo
          finisher, but not a great air defense.

  QCB+B   Crack Shoot. Terry jumps for a 2 hits kick. Use as an air
          defense.

  DP+B    Power Dunk. Hits opponent with his elbow (opponent
          launches) and punches him back on the ground. Slow, use
          as combo finisher.

  HCF+B   Power Charge. Shoulder hit that launches the oppoent,
   *follow with* (not a real cancel)
      DP+A   Rising Tackle
      QCF+A  Power Wave.

--Desperation moves--
  QCB, D/B, F+A  Power Geyser
     My favorite air counter, Terry punches the ground and tall
     (screen height) flame protects him from any jumping opponent
     before him. Also works against non blocking opponents on the
     ground.
     SDM variation: Three Power Geysers in a row (but not 3x the damage :-)
     if opponent is hit by one, he will get hit by the following
     ones.

  QCF, QCF+B  High Angle Geyser
     Terry dashes forward performs a 3 hits comboPower Charge
     wannabe, launching the enemy, and follows with a Power Geyser
     It's not as good looking as the TV version, the power geyser
     comes out too late :-( This one is tougher to use.
     SDM variation: 5 hits combo to launch, and 5 Power Geysers to
     finish off!

Notes: Try to combo his Back Knuckle (F+A) with a DM.


+----------------------+
| New S.T. Team Ending |
+----------------------+
Terry: I'll sink his dreams and ship!
Mai  : What a waste! Get his trasure!
Ryo  : And what about all the food!
Terry: ...Food?... You're hopeless!


========================================
Orochi Team
========================================
This is the only team that was left unchanged from the KoF
series. This team is popular among experienced KoF players since all
members have really different controls.
Yashiro is a powerful QC character, Shermie the best (and only)
thrower of the game (where is Clark?), and Chris has the fastest
specials of the game.

+------------------+
| Yashiro Nanakase |
+------------------+
Style   : Original style
Height  : 190 cm
Weight  : 99 kg
Birthday: December 31st
Colors  : Red/Green
He has QC moves, but he sure doesn't play like a QC character! A very
powerful (as in hits hard) character, with a popular sweep kick!

--Moves--
  F+A       Regret Bash, high attack (similar to Ryo's Hyouchuu Wari),
            effective against crouching opponents.

  F+B (tap) Step Side Kick, just a simple, cancellable combo starter.

--Special moves--
  DP+A      Upper Duel, 3 hit dragon punch

  QCB+B     Sledgehammer an airborne Regret Bash that must be blocked
            high.

  HCB+A     Missile Might Bash, 4 hit auto combo with punches

  HCF+A     Jet counter, Yashiro 'teleports' forward for a punch. It
            is not really a counter, but it allows you to get past
            your opponent's attack.
   *follow with*
     QCF+A  Jet counter still, for an extra hit

--Desperation moves--
  QCF, QCF+A/B (can be held)   Final Impact
      Reminds me of Ralf's Galactica Phantom :_(
      Yashiro charges, and delivers an impressive punch when A or B
      is released, it is blockable though. But if A/B is held for 3+ seconds,
      Yashiro will auto-deliver the punch, but this time it will be
      UNBLOCKABLE (and a lot more damaging).
      SDM variation: Still blockable if not held 3 seconds but more damage.

  QCF, HCB+A/B  Million Bash Stream
      A 5 hit auto combo (much like Missile Might Bash).
      SDM variation: 7 hits

Notes: Yashiro IS a combo character. Use Final Impact after having
knocked down an enemy, or when opponent is on the other side of the
screen (and hold the button as long as you can!).

+---------+
| Shermie |
+---------+
Style   : Special suplex
Height  : 173 cm
Weight  : 68 kg
Birthday: February 13th
Colors  : Pink/Dark blue
Nothing but throws! Very powerful (an annoying for your opponent) when
mastered! Plays kinda like Clark. Keep on evading...

--Moves--
  F+B       Shermie Stand, a 2 hits kicks that hits high. Cannot be
            comboed :-(

--Special moves--
  QCF+B    Shermie Cute, follows Shermie Spiral/Whip/Shoot, do the QCF using the same
           direction you used for the preceding move (don't mind
           which way the enemy is after the throw).

  DP+B     Shermie Clutch, she jumps, if opponent is in air and gets
            caught, she throws him on the ground. Obviously against
            air attacks.
   *follow with*
     QCF+B  Shermie Cute (cf. Shermie Cute)

  HCF+A     (close) Shermie Spiral, her famous 'crotch' throw.
   *follow with*
     QCF+B  Shermie Cute (cf. Shermie Cute)

  HCB+A     (close) Shermie Whip, yet another throw.
   *follow with*
     QCF+B  Shermie Cute (cf. Shermie Cute)

  HCF+B     Shermie Shoot, she dashes forward (1/3 screen) if
            she connects, she throws.

  HCB+A     (close)

--Desperation moves--
  HCF, HCF+A  (close)      Shermie Carnival
       3 throws in a row.
       SDM variation: 4 throws followed by a Shermie Clutch.

  HCB, HCB+A  (close)      Shermie Flash
       One damaging throw.
       SDM variation: One throw, but keeps enemy on the ground for
       more damage.


Notes: I like this character! She has an impressive arsenal of throws
       and is surprisingly fun to play.
       Try to constantly evade (F+A+B) using ADVANCED mode to get
       close to your opponent, then perform a special move.



+-------+
| Chris |
+-------+
Style   : Original style
Height  : 160 cm
Weight  : 48 kg
Birthday: May 3rd
Colors  : Cyan/Orange
His teleport moves can prove very precious when surprising opponents,
but if they are missed, you're in for quite a bit of damage.

--Moves--
  F+B      Reverse Anchor Kick, 2 hits, high kicks. Much like Shermie.

  A        (close) (don't know the name) 2 hits punch that can be cancelled

  D/F+B    Carry Off Kick, a sliding kick.

--Special moves--
  QCF+A    Slide Touch, fast teleporting punch that knocks down.

  DP+B     Hunting Air, Chris' dragon punch is a kick, with high priority.

  QCF+B    Scramble Dash, teleports. Like an evade but farther.

  QCF+B    (in air) Glider Stamp, An air dash kick.

  DP+A     Direction change. No damage, but you end up on the other
           side of your opponent. Try to immediately follow by a fast
           attack/special move to surprise.

  HCB+A    Shooting Dancer Thrust. Chris dashes forward for 2 hits.
           It's basically a more damaging version of Slide Touch.

  HCB+B    Shooting Dancer Step. Chris dashes forward for an elbow
           hit, then jumps and kicks. Leaves you in the air.
           Try to immediately follow with Glider Stamp (QCF+B)

--Desperation moves--
  QCF, QCF+A   Chain Slide Touch
    Chris does 5 slides with punches. Use as a combo finisher,
    otherwise it's not really useful (too slow)
    SDM variation: 8 hit with energy aura around the punches.

  QCB, QCB+B   Twister Drive
    3 Hunting Airs, good against any jumping opponent.
    SDM variation: 2 Hunting Airs, but a 15 hit combo!

Notes: Chris has fast moves, but is a slow moving character...
       Keep on changing sides with Direction Change (DP+A) and
       Scramble Dash (QCF+B)


+--------------------+
| Orochi Team Ending |
+--------------------+
Yashiro: Rugal screwed up when he met me.
Shermie: You're so cool!
Yashiro: I am, aren't I? Tough and a stud.
Chris  : Yashiro stinks!


========================================
Edit Members
========================================
The most popular characters are unteamed! But heck are they
strong!

+---------------+
| Leona Heidern |
+---------------+
Style   : Martial arts
Height  : 176 cm
Weight  : 65 kg
Birthday: January 10th
Colors  : Green/Red
Where's Ralf? Where's Clark? Where's Whip :-)?
Leona has a very broad arsenal of special moves, from fireballs to air
counter... A toughie!

--Moves--
  F+B    Strike Arch, a high attack (that knocks down)
  F+A    (in air) for an air throw

--Special moves--
  Hold back, then F+A    Baltic Launcher
               A slow moving energy ball. If hits the opponent, you
               can follow with any normal attack. Special moves or
               DMs don't follow though.

  Hold back, then F+B    Ground Saber, low dashing attack
    *follow with*
      F+B (keep holding F+B from Ground Saber) Gliding Buster

  Hold D, then F+A     Moon Slasher, a very damaging instant
                       attack. Good against air opponents.

  Hold D, then F+B     X Caliber, Leona jumps, and tries to catch opponent's
                       head. If so, strikes. Use Moon Slasher instead
                       (Hold D, then F+A) if possible. Good against
                       low projectile attacks.

  QCB+A                Eye Slasher, Leona rolls back and throws her
                       knife at enemy, then back (boomerang move).
                       Kinda slow.

  QCB+B                Earring Bomb. Leona throws her dynamite
                       earring at the enemy. Long lag time at start.

--Desperation moves--
  QCF, QCF+A    Gravity Storm
      3 hit auto combo (2 kicks and an air explosion). Use as combo
      finisher.
      SDM variation: 6 hits, more damaging (of course!)

  QCF, HCB+A (in air) V-Slasher
      While airborn, Leona dashes D/F. If connects, then V-slashes
      enemy. Good against air opponents.

  QCB, HCF+B  Rebel Spark
      Leona dashes forward, plants a bomb on the enemy, and makes it
      explode.
      SDM variation: Leona turns berserk and RED, that's
      OROCHI LEONA!,  plants a bomb on enemy,  yells, then bomb
      explodes. That's one of my favorite DM. Leona is so cute when
      she moves her head yelling :-)

 Notes: I love her Rebel Spark SDM!! (Oh, am I repeating myself?)


+-------------+
| Iori Yagami |
+-------------+
Style   : Yagami style
Height  : 182 cm
Weight  : 76 kg
Birthday: March 25th
Colors  : Red/Purple
While not as combo-able as Kyo or Terry, he has powerful specials.
He's a bit too slow though (compared to his TV version).

--Moves--
  F+A (tap)    Ge Shiki Yumebiki (can be cancelled or followed)
   *follow with*
     A         Can be cancelled (must be done VERY quickly)

  F+B          Ge Shiki Goufu In Shinigami, crescent high kicks, can be
               cancelled if not used as combo starter. Not that great.

  Back+B       Ge Shiki Yuri Ori. Kicks in the opposite
               direction. You'll usually want to avoid that move by
               holding B everytime you want to kick. If you want to
               do that move, it's for surprising your opponent.

--Special moves--
  QCF+A        180 Shiki Yami Barai, sweeping fireball.

  DP+A         100 Shiki Oniyaki, 3 hit dragon punch, with low counter priority.

  (QCB+A)x3    207 Shiki Aoi Hana, Iori punches 3 times in a row.

  DP+B         303 Shiki Sou Kushi, jumps and slashes. Good against
               air attacks.
   *follow with* (that's more of a combo than a follow)
     (QCB+A)x3    207 Shiki Aoi Hana

  HCB+B        202 Shiki Kototsuki In, Iori dashes forward, pushes opponent
               on the ground and busts him. Good combo finisher.

  HCB, F+A     Kuzu Kaze, an excellent, but very tough to use, combo starter.

--Desperation moves--
  QCF, HCB+A  Forbidden 1201 Shiki Ya Otome
    Iori dashes low towards the opponent (screen-wide). On contact,
    performs an 8+1 hit combo (the last one isn't counted in the rush
    meter). Use as combo finisher. It has lost some of its usefulness
    (from the TV version) because it can no longer be used to dodge
    high projectiles.
    SDM variation: Iori turns to Orochi Iori (yes!), dashes towards
    the enemy, pushes him onto the ground and perform a 10 hit auto
    combo. Damages half a life bar (not as much as I would like :-()

  QCB, HCF+A/B (can be held)   180 Shiki Ya Sakazuki
    As long as you hold A/B, Iori holds a purple Orochi flame in his hand.
    Upon release of the button the flame will be released on the ground
    and a large column of Orochi fire will burst a 1/3 screen length from
    Iori. If the opponent is caught in the column, he will be or
    dizzied for 4 seconds, time during which he will lose life. You can
    start a combo when opponent is dizzy, but try to leave your enemy
    dizzy as long as possible since he loses life when he is dizzy
    (repeating myself).
    SDM variation: It's not 1 purple flame anymore, but 8 that go from
    from right in front of Iori to the other end of the screen.

Notes: During his Forbidden 1201 Shiki Ya Otome (QCF, HCB+A) you can
actually see blood spurting out of the victim (especially SDM).
If you can place 180 Shiki Ya Sakazuki (QCB, HCF+A/B) and have free
POW ball(s), activate MAX and follow with 1201 Shiki Ya Otome (QCF, HCB+A).
(or don't activate MAX if you can't and just do the DM)


+----------------+
| Rugal Berstein |
+----------------+
Style   : (don't know)
Height  : 197 cm
Weight  : 103 kg
Birthday: Feb 10th
He is the boss of the game, he's tough as heck, he can be invincible.
In a word, Rugal. And not any Rugal, it's Omega Rugal, because
'normal' Rugal is not available in KoFR2...

--Moves--
  F+B  (not too close or throws) Double Tomahawk, two hits kick (block high)

--Special moves--
  QCF+A (can hold A)  Gravity Smash
        A large ball (full character height) of energy surrounds Rugal
        protecting him against anything, inluding Haou Shou Ko Ken. Upon
        release of the button (or auto-release after 3 sec) the ball will be
        sent forward.

  DP+B  Dark Genocide
        A 3 hits dragon punch move (with kicks) that _hurts_

  QCF+B Dark Barrier
        A projectile reflector (not DM/SDMs projectiles of course).

  HCB+A Vanishing Rush
        Rugal teleports forward (full screen length) and performs a
        6 hits combo on non blocking/jumping enemy .

--Desperation moves--
  QCF, QCF+A  Rugal Execution
       Dashes forward (3/4 screen) grabs foe and damages enemy (maybe
       punches, but doesn't record as a combo)
       SDM variation: Same but more damage

  QCF, QCF+B  (close) Destruction Omega
       Grabs enemy and performs an 8 hit combo (punches, kicks and
       finishes off with a Dark Genocide.
       SDM variation: 15 hits

  QCF, HCB+A  Gigatech Pressure
       Rugal dashes forward (ducking) full screen length. If opponent
       is not blocking, Rugal grabs him and smashes him against the
       edge of the screen with a huge red Orochi column (really good looking)
       SDM variation: Smashes foe twice (back and forth)

Notes: You want to win for sure? Gravity Smash (QCF+A (can hold)), repeat.
When performing the Dark Genocide move, KEEP the D/F direction when
pressing B, otherwise you will perform Dark Barrier.

========================================
Awakened Orochi Team
========================================
Well it's not an 'official' team, but it sure deserves your full
attention! This team plays very differently from the 'original' Orochi
team, and is as (if not more) powerful than the original! Their
techniques are (loosely) inspired from TV KoF's famous Hero Team.

+----------------+
| Orochi Yashiro |
+----------------+
Style   : Throws, inspired by Goro Daimon
Height  : 190 cm
Weight  : 99 kg
Birthday: December 31st
An interesting character that has the most impressive throw of
the game, as well as hard punches!

--Moves--
  F+A     Baku, overhead attack
  F+B     Bu, usual combo starter

--Special moves--
  QCB+A   Kujiku Daichi, like Chris' Direction Change, but way harder
          to use

  HCF+A   (close) Nigaru Daichi, hits, then throws. Hurts less than it
          looks tough.

  HCF+B   (close) Odoru Daichi, dash forward and throws if dash touched.


  HCB, F+A (close) Musebu Daichi Yashiro grabs the enemy and throws him 4 times on
          the ground.

--Desperation moves--
  QCF, QCF+A (can hold)     Hoeru Daichi
       Like original Yashiro, but with a blue energy beam. You're not
       left close to your opponent if you miss though.
       SDM variation: red energy beam.

His following DMs are throws and cannot be blocked (but can be
avoided, phew).
  HCB, HCB+A/B      Ankoku Jigoku Gokuraku Otoshi
       Yashiro grabs the enemy for a 6 hit auto combo using Musebu Daichi
       SDM variation: 9 hit auto combo, with Orochi column finisher (neat).

  QCB, QCB+B  Araburu Daichi
       Use when enemy is half screen away or in air. Yashiro jumps
       and grabs the enemy for a 3 hit combo (with the Orochi column as
       last hit.
       SDM variation: Yashiro goes wild (just check it out)

Note: If you don't like long and painful throws, you'll hate Orochi Yashiro.


+----------------+
| Orochi Shermie |
+----------------+
Style   : Shock, inspired by Benimaru Nikaido
Height  : 173 cm
Weight  : 68 kg
Birthday: February 13th
Well she doesn't play much like Benimaru but her electric attacks
can be quite powerful when mastered.

--Moves--
  F+B       Shermie Stand, a 2 hits kicks that hits high.

--Special moves--
  HCF+A/B  Mugetsu no Raiun, Shermie blows a ball of electricity
           A (tap)   Just in front
           B (tap)   In the middle of the screen
           A (long)  3/4 of the length of the screen
           B (long)  On the other side of the screen

  QCB+A    Yatanagi no Muchi, two electrified punches (small range
           1/4 screen)

  QCB+B    Shajitsu no Odori, jumps forward for an electrified kick.
           Up to 5 hits combo. Useful against air attacks.

  QCF+B    (in air) Raijin no Tsue, creates a wall of electric
           protection in air.

--Desperation moves--
  QCF, QCF+A (close)  Ankoku Raikou Ken
       Creates a big electricity ball in front of her. Up to 5 hits.
       SDM variation: 8 hits.

  QCF, QCF+B   Shukumei Gen'ei Shinshi
       Dashes forward, feet first and shocks opponent up to 3 times.
       SDM variation: 6 hits.

Notes: Her Ankoku Raikou Ken (QCF, QCF+A) DM is like Benimaru's!


+--------------+
| Orochi Chris |
+--------------+
Style   : Flames/Kusanagi, inspired by Kyo Kusanagi
Height  : 160 cm
Weight  : 48 kg
Birthday: May 3rd
It's like playing Kyo, but in a different way (so it's not like
playing Kyo...). He cannot teleport anymore but his new moves
certainly make up for that!

--Moves--
  F+B      Jukei no Oni, 2 hits, high kicks. Much like Shermie.

  A        (close) (don't know the name) 2 hits punch that can be cancelled

  D/F+B    Setsudan no Koto, a sliding kick

--Special moves--
  QCF+A    Taiyou o Iru Honoo, a fireball that doesn't it when
           opponent is close, neither when he is too far. If
           connect, 3 hits.

  DP+A     Tsuki o Tsumu Honoo, an impressive 4 hits dragon punch.
           (not much damage despite its numerous hits)

  QCB+A    Kagami o Hofuru Honoo, Chris jumps up and kick down with a
           ball of orochi energy. Use against air attacks.

  HCF+B    (close) Shishi o Kamu Honoo, 4 hits auto combo. Can be
           used as an impressive combo finisher!

--Desperation moves--
  HCB, QCF+A  (can be held) Ankoku Orochi Nagi
    See Kyo's 108 Shiki Orochinagi (same move).
    SDM variation: Unlike Kyo, it doesn't blow up a close opponent.

  QCF, QCF+A Daichi o Harau Gouka
    Orochi Chris dashes forward, surrounded by an energy aura. If
    connects, then you get a 3 hit combo! Amazing against air attacks
    because you're unvulnerable during this attack. If opponent
    blocks you're in trouble because you're left close to him.
    SDM variation: Instead of just going forth, he goes forth, back
    and forth again, releasing the aura half way through the last
    move. You're left a little farther away than in the DM.

Notes: An interesting variation of Kyo gameplay.

+-----------------------------+
| Awakened Orochi Team Ending |
+-----------------------------+
(same ending as the original team)
Yashiro: Rugal screwed up when he met me.
Shermie: You're so cool!
Yashiro: I am, aren't I? Tough and a stud.
Chris  : Yashiro stinks!


========================================
Special Members
========================================
I'm not gonna go indepth for all those modified characters, as they
are a lot like their 'normal' counterparts. I'll just describe the
differences (if special moves are not written, they're unchanged from
the original version of the character).

Note: Real Bout is the name of the 'new generation' 2D Fatal Fury
games (except for "Garou: Mark of the Wolves" which seems to be
starting yet another new saga all over again)

+------------------+
| Ryo Sakazaki '94 |
+------------------+
Colors: Cyan/Red

--Special moves--
 Loses his Mouko Raijin Gou (QCB+A) and Kyokugen-ryuu Renbu Ken (HCF+A)

 QCF+A     Ko Ou Ken is now a long range (classic) fireball.
 F,B,F+A   Zanretsu Ken if opponent is close when started he gets
           caught in a 13 hits combo (from the original Art of Fighting)

--DM/SDMs--
 Loses his Tenchi Haou Ken (QCB, QCB + A) DM.

+----------------------+
| Yuri Sakazaki EX '94 |
+----------------------+
Colors: Orange/Blue
--Special moves modifications--
  QCF+A   Ko Ou Ken is now a long range, standard fireball.

  QCF+B   Rai Ou Ken is now an airborne fireball. Holding B makes her
          jump higher.

  QCB+A   <name unknown> creates a big sphere of energy in front of
          Yuri (protects her)

  QCB+B   Lost! No more spinning kick..

  DP+A    Lost! Yuri Chou Upper

  DP+B    Lost! Dashing Yuri Chou Upper

--Modified Desperation moves--
  QCF, QCF+A  Hien Rekkou
       This is no longer a "shouryu reppa" but rather Ryu's "Shin
       sho-ryu-ken" from Street Fighter 3. Yuri performs a very
       damaging 3 hits dragon punch. (most excellent combo finisher)
       SDM variation: Same move but amazingly damaging.

+------------------+
| Kyo Kusanagi '94 |
+------------------+
Colors: Green/Red
--Special moves modifications--
  QCF+A       180 Shiki Yami Barai
              The sweeping fireball (same as Iori's or Saisyu's)

  (rv)DP+B    101 Shiki Oboro Guruma
              The R.E.D. kick is replaced by a tornado kick that goes
              upwards.

--Desperation moves--
  Loses his Mu Shiki DM (QCF, QCF + A)

+-----------------------+
|Real Bout Terry Bogard |
+-----------------------+
--Special moves modifications--
  QCF+A   Power Wave now travels full screen (it is still a sweep fireball).

  Hold D, then U+A
          Rising Tackle is not performed by doing a dragon punch
          motion, but rather a hold motion (easier to combo imho).

  DP+B    Lost! Power Dunk

  HCF+B   Power Charge is replaced by Fire kick, which sweeps forward
          (1/2 screen) and launches the opponent in the air to set
          them up for a juggle.
   *follow with* (cool combos)
      Any special move
      Power Geyser (SDM Power Geysers work too!!)

--Desperation moves--
  QCB, D/B, F+A  Power Geyser  (QCB, HCF+A works too)
       Terry's traditional DM is also his only DM in this RB version.

  Lost! High Angle Geyser


+------------------------+
| Real Bout Mai Shiranui |
+------------------------+
--Special moves modifications--
  DP+A   Lost! Hakuro no Mai

  DP+B   Lost! Hishou Ryuu Enjin (no more flaming dragon punch :-(

  HCB+B  Koyo Sentori, Mai creates a "shield" with her fan that
         blocks any incoming attack. Good against air attacks.

--Desperation moves--
  QCF, QCF+A  Suichou no Mai is replaced by Hana Arashi
     Mai dashes forward (1/2 screen) and performs some kind of
     strange dragon punch-like move for a 7 hit combo.
     SDM variation: 14 hits

  QCB, QCB+A  Lost! Houou no Mai


================================================================================
================================================================================
                                  MAKING MODE
================================================================================
================================================================================
Making is a brand new, NeoGeo Pocket exclusive, way of playing
KoF. The goal is to fight your way (and very long way it is) through
several stages to get all the skills.
The format for this chapter is a _real_ FAQ format :-)


What is a skill?
----------------
It is an item that, when equipped, modifies the way your character
fights. For example the 'JUMP' skill allows your character to jump
farther and faster. There are linked skills: they grow to another
skill which is (usually) an enhanced version of the original. Some
skills can grow up to 4 times!
A making mode character can be equipped with two skills at once
(reminds me of relics from Final Fantasy 6 :-) which allows for interesting
combinations. Everytime you get a new skill, it will be added to your
'Skill list'. The goal of making mode is to get complete this list, that is
to get all 210 skills!
Some skills are tougher to find than others. There are normal skills,
hidden, rare, ultra rare/Dreamcast skills.

Why is it 'a long way'?
-----------------------
It is very long/hard to complete making mode because there are 210
skills in total, and that you'll only get a new skill after finishing a
stage. Clearing up a stage requires you to win several matches in a row
with a single character. But there's another problem, having a skill
once doesn't mean not getting it again another time. For example, if
you already found 'OLD GUN' it doesn't mean the next time you play you
won't get it again! This can get very frustrating when there are only
a few skills left to find, you'll have the (justified) impression to
get the same already-acquired skills over and over!

I heard there was some kind of connection possible with..
---------------------------------------------------------
Yes! This is the mode where you can use your Dreamcast(DC) to transfer
data to your NGP or vice versa. To exchange data, you'll need the DC
game "The King of Fighters: Dream match '99" as well as the
NeoGeo Pocket <-> Dreamcast link cable (which is not officially
available in Europe as far as I know)

When uploading your data NGP->DC you can easily unlock secret "KoF'99:
Millenium Battle" preview pictures on your DC. Which is not that
interesting anymore since the game is out (and it rocks!). Points
to upload to the DC are obtained by clearing up making mode stages on
the NGP. Unlocking pictures can also be achieved using only the DC, by
having all characters at 100 points.

Most interesting, is the option to transfer skills from your DC to the
NGP. To transfer a skill you'll need to have 100 points for at least
one character. When all 100 pts are available, 'UPLOAD' will be written
next to your character's name. Choose UPLOAD in the menubar below,
and choose DOWNLOAD on your NGP (which you will have previously linked
of course :-). The skill corresponding to the selected DC character
will be uploaded to your NGP and ready to use by your making
character!
Some skills are attainable only via this connection, while some are
available both 'normally' and with the DC. Thus, if you don't have a
DC, you can NOT have all the skills. Each DC character has one
_and only one_ skill to upload.

Another way to get skills is to trade skills with another KoFR2
player. There is a TRADE option in the VS menu if you want to
do that. Tip: if you lack a skill that someone else has, and
doesn't want to give up, just trade it for anything then trade
it back. The skill will be added in your skills list as if you had
earned it yourself (but will obviously not be available to equip
since you gave it back!)

Why are my DC characters' points going up SO SLOW??
---------------------------------------------------
You might wonder why some character's points go up faster than
others. Well, actually, it's not character related. Here is the
scoring scheme on the Dreamcast:
     Victory                   - 1 pt
     Victory with special move - 1 pt
     Perfect                   - 3 pts
     Victory in less than 10s  - 20 pts
Points are added together after a match. That is, if you get a perfect
win with a special move as finisher you don't get 3 points, but 5
(3+1+1), because you WON with a SPECIAL ! Now you can get all your
points quickly... (but it won't be as fun :-)

How come I only have x<7 stages in making mode?
-----------------------------------------------
To get new stages, you have to complete at least once every stage
you currently have.

How do I find the xxxx skill?
-----------------------------
Great question. Here's the how the skill selection work after you've cleared
a stage (from neogeo.co.jp):

* Your chances of getting a HIDDEN skill are 4%. If you don't get a hidden
  skill, the percentage adds up to the next stage. So next time you
  clear a stage you'll get an 8% chance to have a HIDDEN skill, if
  you still don't get one, your chances will be 12% and so on.
  (therefore if you get 24 normal skills in a row, you're sure to get
  a HIDDEN skill on your 25th time)
  When you get a HIDDEN skill the probability is reset to 0%. The difficulty
  level does _not_ affect the 4% incrementation.

* Everytime you clear a stage on HARD level you have a 6% chance to get a RARE
  skill. Unlike HIDDEN, the 6% don't add up from stage to stage. It's
  6% everytime.
    On EASY level, it's not 6%, but 0%. (you can't get a RARE while
                                         playing on EASY difficulty)
    On NORMAL level, it's a 4% chance.

It's too #@*! long!
-------------------
Yes it is. It took me around 1200 cleared stages to collect all 210 skills!

                              +=============+
                              | Skills list |
                              +=============+
               (the first COMPLETE English language skills list!)
         (I don't know if there's any Japanese version of such a list)

Explanations
------------
 * in ? column : Notes are available about this skill, see text below tables.
 * DC Char/move: names in are the names linked to the skill in DC KoF'DM99.
 * left of the skill's name is a letter:
     S - Normal skill            \
     H - Hidden skill            / I'm not sure (far from that) if all
     R - Rare skill              \ are right. Don't hesitate to email me if
    UR - Ultra Rare skill        / I made a mistake/forgot something!
     D - Dreamcast only skill    \

   +---------+-------------+--------------+------------+--------------+-+
01  | Skill   |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | HARD2   |  normal up  |  special up  |  HARD3     |              | |
   | HARD3   |  normal up  |  special up  |            |              | |
 H | ORE WAP |  normal up  |  hp max down |  CHROME    |              | |
   | CHROME  |  normal up  |  hp max down |  ORE BOP   |              | |
   | ORE BOP |  normal up  |  hp max down |            |              | |
 S | HEAVY1  |  special up |  normal up   |  HEAVY2    |              | |
   | HEAVY2  |  special up |  normal up   |  HEAVY3    |              | |
   | HEAVY3  |  special up |  normal up   |            |              | |
 ? | DOOM    |  special up |  hp max down |  KILLER    | SAISYU K.    | |
   | KILLER  |  special up |  hp max down |  HADES     |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
02  | Skill   |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | HADES   | special up  |  hp max down |            |              | |
 S | TECH1   |  skill up   |  special up  |  TECH2     |              | |
   | TECH2   |  skill up   |  special up  |  TECH3     |              | |
   | TECH3   |  skill up   |  special up  |            |              | |
 S | GORED   |  skill up   |  hp max down |  SLAY      | RYO Sakazaki | |
   | SLAY    |  skill up   |  hp max down |  DRAGON    |              | |
   | DRAGON  |  skill up   |  hp max down |            |              | |
 S | SLAM1   |  toss up    |   normal up  |  SLAM2     |              | |
   | SLAM2   |  toss up    |   normal up  |  SLAM3     |              | |
   | SLAM3   |  toss up    |   normal up  |            |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
03  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 H | PRO POW |  toss up    |  hp max down |  MASTER    |  Goro DAIMON | |
   | MASTER  |  toss up    |  hp max down |  SUMO      |              | |
   | SUMO    |  toss up    |  hp max down |            |              | |
 R | BISON   | critical up |  counter up  |  ASURA     |              | |
   | ASURA   | critical up |  counter up  |  GRUNT     |              | |
   | GRUNT   | critical up |  counter up  |            |              | |
 S | TITAN   | pow charge+ |              |  ATOMIC    |              | |
   | ATOMIC  | pow charge+ |              |            |              | |
 S | TOPSTUF |  gauge up   | defense down |  MELT      |              | |
   | MELT    |  gauge up   |  defense up  |  MAX       |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
04  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | MAX     | gauge: max  |  hp max up   |            |              |*|
 S | STOCK UP|gauge lvl up |  hp max up   |  STOCK2    |              | |
   | STOCK2  |gauge lvl up |  hp max up   |            |              | |
 S | GAUGE   |gauge lvl up |  hp max up   |  GAUGE2    |              | |
   | GAUGE2  |gauge lvl up |  hp max up   |            |              | |
 S | JUMP    |   jump up   |   speed up   |  BOOM      |              |*|
 ? | BOOM    |  hp max up  |   speed up   |  BUNNY     |              | |
   | BUNNY   |  hp max up  |   speed up   |            |              | |
 S | DASH    |  speed up   |   jump up    |  XDASH     |              | |
   | XDASH   |  speed up   |   jump up    |  MDASH     |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
05  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | MDASH   |  speed up   |   jump up    |            |              | |
 S | RUSH1   |   jump up   | counter up   |  RUSH2     |              | |
   | RUSH2   |   jump up   | counter up   |  RUSH3     |              | |
   | RUSH3   |   jump up   | counter up   |            |              | |
 S | MACH1   |  speed up   | normal up    |  MACH2     |              | |
   | MACH2   |  speed up   | normal up    |  MACH3     |              | |
   | MACH3   |  speed up   | normal up    |            |              | |
 S | SHADOW  |  speed up   |   jump up    |  GALE      |              | |
   | GALE    |  speed up   |   jump up    |  BOUND     |              | |
   | BOUND   |  speed up   |   jump up    |            |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
06  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 S | BREAK   | gd break up |  gd pts up   |  SLIP      |              | |
   | SLIP    | gd break up |  gd pts up   |  CRUSH     |              | |
   | CRUSH   | gd break up |  gd pts up   |            |              |*|
 ? | MADBOP  |  ko pts up  | energy drain |  CRUSHER   | YASHIRO N.   | |
   | CRUSHER |  ko pts up  | energy drain |  DIEPOW    |              | |
   | DIEPOW  |one punch ko | energy drain |            |              | |
 H | FEHART  |  faint down | defense up   |  IRONSOL   |              | |
   | IRONSOL |  faint down | defense up   |  NOBILI    |              | |
   | NOBILI  |  faint down | defense up   |            |              | |
 S | GREATG  |  gd pts up  | defense up   |  SUPERG    |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
07  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | SUPERG  |  gd pts up  |  defense up  |  PIPED     |              | |
   | PIPED   |  gd pts up  |  defense up  |            |              | |
 H | SOLID   | defense up  | hp max down  |            |              | |
 H | GARG    |  hp max up  |  defense up  |            |BRIAN Battler | |
   | HERO    |  hp max up  |  defense up  |  KING      |              | |
   | KING    |  hp max up  |  defense up  |  DUCE      |              | |
   | DUCE    |  hp max up  |  defense up  |            |              | |
 S | TUFF    |  hp max up  |   toss up    |  MACHO     |              | |
   | MACHO   |  hp max up  |   toss up    |  LEO       |              | |
   | LEO     |  hp max up  |   toss up    |            |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
08  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 R | RES     |  liveagain  | defense down |  RES R     |              | |
   | RES R   |  liveagain  | defense down |  RES S     |              | |
   | RES S   |  liveagain  | defense down |            |              |*|
 H | NIRV    | sp ctrl easy|              |            |              | |
 ? | BURN1   |  normal up  |   jump down  |  BURN2     | KIM K.       | |
   | BURN2   |all atk no gd|   jump down  |  BURN3     |              | |
   | BURN3   |all atk no gd|   jump down  |            |              | |
 R | GUIL1   | special up  |all atk launch|  GUIL2     | R. YAMAZAKI  | |
   | GUIL2   |all atk nogd2|all atk launch|  GUIL3     |              | |
   | GUIL3   |all atk nogd2|all atk launch|            |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
09  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 H | HAMMA   |allatk launch|all status ch.|  GIANT     | HEAVY D      | |
   | GIANT   |allatk launch|all status ch.|  DYNA      |              | |
   | DYNA    |allatk launch|all status ch.|            |              | |
 R | DICER   |allatk launch|all status ch.|  TWISTER   |              | |
   | TWISTER |allatk launch|all status ch.|  TAIFU     |              | |
   | TAIFU   |allatk launch|all status ch.|            |              | |
 H | HOTBLO  |all atk burn |  special up  |  SEAR      | KYO KUSANAGI | |
   | SEAR    |all atk burn |  special up  |  BLAZE     |              | |
   | BLAZE   |all atk burn |  special up  |            |              |*|
 R | 12000   |all atk shock|all status ch.|  24000     | SHERMIE      | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
10  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | 24000   |all atk shock|all status ch.|  36000     |              | |
   | 36000   |all atk shock|all status ch.|            |              |*|
 S | THROWER |tss area sprd| normal down  |  DIMEN     | CLARK Steel  | |
   | DIMEN   |tss area sprd| normal down  |  VACUUM    |              | |
   | VACUUM  |tss area sprd| normal down  |            |              | |
 R | MINCER  |  raz and... |  raz and...  |  ORC SEE   |              | |
   | ORC SEE |  raz and... |  raz and...  |  AURA      |              | |
   | AURA    |  raz and... |  raz and...  |            |              |*|
 R | ANGER1  |  raz and... |tss area narw |  ANGER2    | JOE Higashi  | |
   | ANGER2  |  raz and... |tss area narw |  ANGER3    |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
11  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | ANGER3  |  raz and... |tss area narw |            |              | |
 R | PEACE1  |  raz and... |tss area narw |  PEACE2    |YURI Sakazaki | |
   | PEACE2  |  raz and... |tss area narw |  PEACE3    |              | |
   | PEACE3  |  raz and... |tss area narw |            |              | |
 H | HYPE1   |  raz and... |  special up  |  HYPE2     | IORI YAGAMI  | |
   | HYPE2   |  raz and... |  special up  |  HYPE3     |              | |
   | HYPE3   |  raz and... |  special up  |            |              | |
 D | KYO1    |  transform  |              |  KYO2      | SHINGO Yabuki| |
 D | IORI1   |  transform  |              |  IORI2     |LEONA Heindern|
 D | TERRY1  |  transform  |              |  TERRY2    | BILLY Kane   | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
12  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 D | RYO1    |  transform  |              |  RYO2      | ROBERT Garcia| |
 R | SHING1  |  transform  |              |  SHING2    |              | |
 D | MAI1    |  transform  |              |  MAI2      | ANDY Bogard | |
 D | ATHEN1  |  transform  |              |  ATHEN2    | KENSOU (Sie) | |
 D | YURI1   |  transform  |              |  YURI2     | TAKUMA S.    | |
 D | KASU1   |  transform  |              |  KASU2     | Blue MARY    | |
 D | YASH1   |  transform  |              |  YASH2     | LUCKY Glauber| |
 D | SHER1   |  transform  |              |  SHER1     | BENIMARU N.  | |
 D | CHRIS1  |  transform  |              |  CHRIS2    | MATURE       | |
 D | SAI1    |  transform  |              |  SAI2      | VICE         | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
13  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 R | ESSE    |if it grew up|              |  BIO       |              | |
   | BIO     |if it grew up|              |  HOROR     |              | |
   | HOROR   |  transform  |  defense up  |            |              | |
 D | RUGAL1  |  transform  |              |  RUGAL2    | HEIDERN      | |
 D | LEONA1  |  transform  |              |  LEONA2    | CHOI Bounge  | |
   | KYO2    |  transform  |  special up  |  KYO3      |              | |
   | IORI2   |  transform  |  special up  |  IORI3     |              | |
   | TERRY2  |  transform  |  special up  |  TERRY3    |              | |
   | RYO2    |  transform  |  special up  |  RYO3      |              | |
   | SHING2  |  transform  |  special up  |  SHING3    |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
14  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | MAI2    |  transform  |  special up  |  MAI3      |              | |
   | ATHEN2  |  transform  |  special up  |  ATHEN3    |              | |
   | YURI2   |  transform  |  special up  |  YURI3     |              | |
   | KASU2   |  transform  |  special up  |  KASU3     |              | |
   | YASH2   |  transform  |  special up  |  YASH3     |              | |
   | SHER2   |  transform  |  special up  |  SHER3     |              | |
   | CHRIS2  |  transform  |  special up  |  CHRIS3    |              | |
   | SAI2    |  transform  |  special up  |  SAI3      |              | |
   | RUGAL2  |  transform  |  special up  |  RUGAL3    |              | |
   | LEONA2  |  transform  |  special up  |  LEONA3    |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
15  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | KYO3    |  transform  |  special up  |            |              | |
   | IORI3   |  transform  |  special up  |            |              | |
   | TERRY3  |  transform  |  special up  |            |              | |
   | RYO3    |  transform  |  special up  |            |              | |
   | SHING3  |  transform  |  special up  |            |              | |
   | MAI3    |  transform  |  special up  |            |              | |
   | ATHEN3  |  transform  |  special up  |            |              | |
   | YURI3   |  transform  |  special up  |            |              | |
   | KASU3   |  transform  |  special up  |            |              | |
   | YASH3   |  transform  |  special up  |            |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
16  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | SHER3   |  transform  |  special up  |            |              | |
   | CHRIS3  |  transform  |  special up  |            |              | |
   | SAI3    |  transform  |  special up  |            |              | |
   | RUGAL3  |  transform  |  special up  |            |              | |
   | LEONA3  |  transform  |  special up  |            |              | |
 R | HEALING | restore hp  | defense down | HOLY       |CHIZURU Kagura|*|
   | HOLY    | restore hp  | defense down | RESTORE    |              | |
   | RESTORE | restore hp  | defense down |            |              | |
 R | LULLABY |restore gauge|  hp max down | ANTHEM     |ATHENA Asamiya| |
   | ANTHEM  |restore gauge|  hp max down | BALM       |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
17  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | BALM    |restauregauge| hp max down  |            |              | |
 R | CHAIN   | hp restore  | hp max down  | CRAZY      |              | |
   | CRAZY   |   ultra up  |  special up  | MADNESS    |              | |
   | MADNESS |   ultra up  |  special up  | BERSERK    |              | |
   | BERSERK |   ultra up  |  special up  |            |              |*|
 R | TANTRUM |if it grew up|              | MACE       | CHIN Gentsai | |
   | MACE    | special up  |              | SACRE      |              | |
   | SACRE   | special atk |              |            | QCF,HCB+A/B  |*|
 R | LEGEND  |if it grew up|  hp max down | OROCHI     | TERRY Bogard | |
   | OROCHI  | special up  | energy drain | CHARGE     |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
18  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | CHARGE  | special up  |   faint up   | GODBEAM    |              | |
   | GODBEAM | move:mushiki|              |            | QCF,QCF+A/B  |*|
 R | PITY    |if it grew up| hp max down  | HIPITY     |              | |
   | HIPITY  |w:burn knuckl|              |            |Counter QCB+A |*|
 S | WASTE   |if it grew up| energy drain | GUN        |              | |
 R | GUN     |move:aragami |              |            | QCF+A        | |
 H | GLOW    |if it grew up|              | POWSHOT    |              | |
 H | POWSHOT |oniyaki move |              |            | F,QCF+A      | |
 H | JUNK    |if it grew up| normal down  | HATCHET    |              | |
   | HATCHET |  move: 75   |              |            | HCB+A        |*|
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
19  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 R | POWDER  |if it grew up|              | BOMBER     | RALF Jones   | |
   | BOMBER  | move:orochi |              |            | QCF,HCB+A    |*|
 S | DUCK    |if it grew up|toss area nrw | NINJA      | MAI Shiranui | |
   | NINJA   |critical move| normal down  |            |              | |
 H | COWARD  |  speed up   | hp max down  | SLAYER     |              | |
   | SLAYER  | one blow win| normal down  | SOVERN     |              | |
   | SOVERN  | one blow win| normal down  | KAISER     |              | |
   | KAISER  | one blow win| normal down  |            |              | |
 H | BITTER  |if it grew up| defense down | REALITY    | RUGAL B.     | |
   | REALITY |if it grew up| defense down | TOMORO     |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
20  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
   | TOMORO  | counter x2  |              |            |              | |
 R | KARMA   | normal down | special down | NEGA       |              | |
   | NEGA    |all mv contr | hp max down  |            |              |*|
 R | FETTERS |if it grew up|              | PATTERN    |              | |
   | PATTERN | critical up |              | STEROID    | CHANG Koehan | |
   | STEROID | critical up |   faint up   | GAIA       |              | |
   | GAIA    | critical up |   faint up   |            |              | |
 R | EVILFLU |  normal up  | defense down | ANGLMOA    | CHRIS        | |
   | ANGLMOA |move: aragami| move: orochi |            |              |*|
   | VOID    |if it grew up|              | WASTE      |              | |
   +---------+-------------+--------------+------------+--------------+-+

   +---------+-------------+--------------+------------+--------------+-+
21  |  Skill  |   Effect 1  |   Effect 2   |  Grows to  | DC Char/move |?|
   +---------+-------------+--------------+------------+--------------+-+
 H | WINGS   |if it grew up|              | JUMP UP    |              | |
 S | JUMP UP |triangle jump|   speed up   |            |              | |
 S | STR UP  |allatk launch|  normal up   |            |              | |
 S | RECOVER |  liveagain  | defense down |            |              | |
 S | OLD GUN |move: aragami|              |            | QCF+A        |*|
UR | OMEGA   | special up  |   skill up   |            |              |*|
 S | HARD1   |  normal up  |  special up  |            |              | |
 S | WINLINE |edit your msg|              |            |              | |
 S | INLINE  |edit your msg|              |            |              | |
 S | ENDLINE |edit your msg|              |            |              | |
   +---------+-------------+--------------+------------+--------------+-+

What do these effects mean?
---------------------------
   Most are self-explanatory. If you find that some are not, email me
   I'll add them to the 'unclear effects' list:

     special up            your special moves inflict more damage
     skill up              this one I have no idea (email me if you know!)
     toss up               your throws inflict more damage
     toss area xx          modifies the distance from which you can throw
     gd pts xx             affects how much damage you take
     faint xx              how quickly you get dizzy
     sp control easy       simplified special moves (only QCs..)
     liveagain             an extra life!
     raz and...            taunt (U+A+B) and...
     ultra up              your DMs/SDMs are more damaging
     move: xx              Gives you a new special move/DM. If your character
                           already has a special/DM using that joy/button
                           combination, it is replaced by the new move.

Notes for some skills (in alphabetical order)
---------------------
12000/24000/36000          Shocks your enemy (and launches him) hurts
                           alot, but you can't combo anymore.

ANGLMOA                    Two not so interesting DMs. Keep your old ones.

BERSERK                    With this skill you can kill your opponent with
                           only one DM/SDM! Coupled with MAX, you can knock
                           out your enemy in 2 seconds using the AI lag.

BOMBER                     A grenade... sucks.

CRUSH                      Your opponent cannot block! Use with MAX to
                           become virtually unbeatable (and beat your
                           opponent in a very short time)

GODBEAM                    This is Orochi's DM from King of Fighters '97.
                           Use with CRUSH to have an unblockable 10 hits
                           combo. Hits from anywhere on the screen.

HATCHET                    A 2 hits parabola trajectory
                           projectile. Don't like it.

HEALING/HOLY/RESTORE       Your life goes up automatically. But not fast
                           enough, even with the last evolution.

HIPITY                     Counter depending on which character
                           you use the move will be different.

HOTBLO/SEAR/BLAZE          Burn your opponent (he will launch though)
                           This option is neat, it allows Iori too
                           cast yellow flames!

JUMP                       This one sucks bad, makes you jump all over the
                           place!

MAX                        This is a MUST. Using EXTRA mode you get infinite
                           DMs. Using ADVANCED you get 3 pow balls and are
                           always activated max (in other words you get 3
                           SDMs right from the start). Cool combinations:
                           CRUSH or BERSERK

MINCER/ORC SEE/AURA        Taunt your opponent, and steal his life, cannot
                           kill though.

NEGA                       Does not grow. HP max down. Useless.

OLD GUN                    Your character gets a big (as in BIG) gun out
                           of nowhere and shoots the enemy. Doesn't work
                           when too close, or too far. Old gun breaks after
                           3 stages.

OMEGA                      This is an ultra rare skill that seems to be the
                           rarest of all skills. I found it the first
                           time around the 1000th cleared stage. I
                           found it a second time around the 1150th (I think)
                           cleared stage..

RES x                      If you get knocked out, you have one more chance.
                           (the computer is annoying when he uses that skill)

SACRE                      Gouki's Shun Goku Satsu, on your NGP!


Breaking skills?
As said just before, I have seen POWDER and OLD GUN break
(disappear), but it seems that any other hidden or rare skill can
break too (thanks Razorclaw X)! Looks like it happens _randomly_ and
_very rarely_.

================================================================================
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                            Secrets & Nifty things
================================================================================
================================================================================

* To enable MAKING, SPARRING and DC modes, finish the game once on any
 difficulty level. To enable VS mode, you need to link two NGPs.

* To get the hidden characters:
 While playing a SINGLE or TEAM KoF game, single characters might
 challenge you after the 1st or 2nd match (this character can be
 either a secret or a standard character). Then after the 4th
 match another character might challenge you. Finish the game, and
 the secret character you will have encountered will be added to
 you characters list.
 You can meet either 1 normal character, OR 1 normal + 1 secret.

 Hidden characters are:
 Awakened Orochi team members        (Chris, Shermie, Yashiro)
 Real Bout characters                (Terry, Mai)
 KoF'94/95 characters                (Kyo, Yuri, Ryo)
 Boss                                (Rugal)

 Challengers are 100% random, single/team modes or difficulty level do
 not have any influence on which, or how many characters you will meet.

* To easily knock out Rugal with Shingo
   corner Rugal, repeat 101 Shiki Oboro Guruma Mikansei (QCB+B)

* By pressing the OPTION button during the MODE SELECT screen, you'll
 get an easy moves mode, allowing you to perform special attacks with
 only QCB/QCF movements.

* The "all clear" record counter resets at about 370, then it restarts
 at 50.

* To win easily (against any character) corner him/her and repeat advancing
 special moves (dragon punches, dash attacks)

* The CPU's AI seems to take about 3 seconds to start up, time during
 which you can start attacking your CPU foe. But if you throw a projectile
 (fireball, fan...) the CPU will start fighting right away.

* Finish the game quicky by going to SETUP on the title screen,
 then selecting LAST in the STAGE option.

* After finishing the same stage several hundreds of times in making
 mode, it will become 'value-less'. That is, it will not increase the
 'all clear' record anymore.

* Special endings, (that is coherent ending dialogue) with the following teams:
   - Kyo/Iori/Terry       (Stars team)

* If you equip your character with two 'conflicting' skills, for
 example one gives you 'hp max' and the other 'hp max down', the bad
 effect will takeover. (in that example, it means you'll get the 'hp max
 down' effect)

* Some characters have slightly more life than the others (about 3 pixels)
 they are: Ryo, Iori, Kyo, Yashiro and Saisyu.

* You'll notice that the skill effect 'hp max' will give you so
 much life, it will go beyond the life bar, and even if you get
 hit, you can still get a perfect win.

* If VS games run too slow using a link cable connection, turn off
 both NGPs, make sure the cable ends are fully inserted in the NGP
 female link plugs, and power both NGPs at the same time.

* Turning 100% down the volume will let you play 3 times longer with
 your batteries than if sound is enabled! (ok ok, that's true for any
 NGP game)

* The original soundtrack of this game is available, the references are:
    Title: King of Fighters R-1 & R-2 / SNK ~ Shinsekai Gakkyoku Zatsugidan
    Ref  : PCCB-00381
    Publ.: Pony Canyon / Scitron Label
 (from dashtaisen.com)

* If you really like this game (which I know is true) and want to know
 more about the "Orochi" plot get "King of Fighters R1" (KoFR1,
 KoF'97's NGP conversion). It is monochrome (and older) but it plays 99%
 similar to KoFR2, and you get a lot of information concerning the
 "Orochi". Plus, you get Kim Kaphwan, Chizuru Kagura, Orochi Leona,
 Orochi Iori and Orochi itself as playable characters. Love it.


Terminology used in this FAQ:
*****************************
Critical- In KoFR2 I have only seen criticals with Shingo's special moves.
         It means that the move has achieved the maximum damage it can
         deliver. A critical also shortly freezes the match (1/2 sec).
Cancel  - Cancelling a move is performed by starting a new move even if your
         character has not finished his current action. Some moves were
         MADE to be cancelled in order perform combos. Such moves are also
         referred to as cancellers.
Combo   - (for combination) is a multi hit attack that cannot be
         blocked after the first successful hit. There are 3 types of combos:
          *An auto combo, where one special move hits multiple times
            (the best example is Ryo's Ryu Ko Ranbu DM)
          *A manual combo, which is performed by quickly chaining
           normal and special moves in a certain order (tougher).
           For example, jumping in and quickly tapping A then B
           performs a Rush 2 hit.
          *Juggles, see Juggle.
         You cannot start a combo with anything! But with this scheme:
                 canceller/combo starter-> combo finisher
Connect - A move connects when it hits an unblocking opponent.
Counter - (event) Occurs when a player is hit while performing a special move.
Counter - (move ) It is a special move that blocks an incoming attack
         and strikes back immediately without the opponent having any
         possibility to block. (see Kasumi)
Critical- A hit is said critical when it causes the maximum damage
         it can deliver.
Dreamcast- What?! You don't have one yet?!?!
Dizzy   - A character is dizzy after receiving numerous consecutive hits
         in a short time. You can't move, attack or block while dizzy.
         Happens rarely though.
DM      - Desperation move (very damaging)
Dragon Punch - (from Street Fighter terminology) It is a special move
         that causes your character to jump upward and strike any
         attack coming from front or above. If missed, it leaves you open
         to attacks during the fallback.
Juggle  - Juggling occurs when you attack your opponent several times the air
         without him touching the ground between hits (it's a combo).
KoF     - The King of Fighters
Latency - After performing a special move, your character is usually unable
         to move and is open to attacks for a short period of time.
         This delay is called latency.
NGP/NGPC- NeoGeo Pocket/NeoGeo Pocket Color
Priority- A move with high priority is a move that cancels an enemy's
         move. For example, a counter has very high priority, and
         a dragon punch has priority when attacking an air-kicking opponent.
Rush    - See Combo.
SDM     - Super Desperation move (more than very damaging :-)


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                                 Credits
================================================================================
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Well I'd like to thank the following persons for their help during the making
of this FAQ (In alphabetical order)
Who am I? I'm 20 and a student in maths and computers at the University of
Orsay (near Paris, France). I'm a huge KoF fan, or 2D fighting games
in general. This is my first FAQ ever, so any comments are welcome!
If you want me to write an "SNK vs. Capcom: Match of The Millenium"
FAQ let me know! (why not? =)


GameFAQs
 v1.00/ For allowing players around the world to know more about their
 favorite games!

Gunsmith
 v1.00/ For his KoF99 FAQ (from which I took some move names)

Joe Palanca
 v1.00/ For his "KoF: Tormented Battles" story FAQ. I recommend this FAQ to
 all true KoF fans

Kao Megura
 v1.00/ For his KoF98 FAQ (from which I took some moves names), and for all
 his great work in general!

Locke   <[email protected]>
 v1.00/ For motivating me to really discover KoF a a year ago (thanks!!),
 and improving the readability of this FAQ

Mehdi Malekzandi <[email protected]>
 v1.00/ For making the first SKILLS FAQ which inspired me to make my own
 KoFR2 FAQ

Razorclaw X <[email protected]>
 v1.05/ For finding out SKILLS types (hidden/rare...) and correcting
 mistakes in the skills table. If you've got trouble keeping an eye
on what skills you have, why don't you  print out the skills tables and
check the skills as you get them ;-)


RitalMan
 v1.00/ For finding DICER and MINCER, and allowing me to play vs games against him!
 Long live fighters man!

Sean Liebhard <[email protected]>
 v1.01/ For pointing out that I forgot Ryo's SDM variation of Ryuuko Ranbuu

SNK
 v1.00/ For making the NGP/NGPC and KoF of course!

PS: If anyone wants to send me an NGP, no problem! Mine is getting
tired (my A button is passing out :-(

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                                WISH LIST
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For King of Fighters R3:
 - Shorter MAKING mode (not as random as KoFR2)
 - More characters! (why not use a 32M cart like SNK vs. Capcom MoM?)
 - Have at least either Clark or Ralf
 - Kim Kaphwan or Juhn Hoon, King or Blue Mary
 - Make the music continue between rounds (same wish for KoF'99MB DC)
 - Improve VS gameplay speed
 - Keep the cinematics (like in KoFR1)

SNK:
 - Why do I feel like I'm the _ONLY_ guy who has a NGP in France?
   Come on SNK, promote your console on the old continent!

Nintendo:
 - How about adding colors to the Gameboy Color?

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                                LEGAL STUFF
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     This document can not be published, either partially or entirely,
without my written agreement. This document is copyright 1999/2000,Luc Vo Van