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Names/instructions for special moves based on KoF FAQs in general, but esp.
GKomatsu's KoF '94 FAQs.
Copyright 2005 Andrew K.K. Ah New
*********************************************
Dipswitches:
1.1: "Debug Obje appears at the bottom center of the screen, with Heid above
Ch Code 00
Act Code 00"
1.2: Show spriteboxes. Yellow,green,red correspond to a sprite's actual shape,
while blue boxes are the areas that can hit an opponent.
1.3: Timer Stop
1.4: Both Players become invulnerable. Also unlocks Tux Rugal (press up at the
player select screen. If either player throws, a string of 8 hex digits
appears at the upper right hand corner of the screen. Beneath this will
be three rows of either two or four (depending, respectively, on whether
the first or second player threw first) hex digits. Once the rows become
four digits long, it stays that way.
1.5: 16x5 Binary Grid per player
1.6: ?
1.7: Area Select after choosing characters
1.8: ?
2.1: "Pal_No=000" will appear on the 1p side. Press left or right to scroll
through palettes (from 000 to 255 before warping back to 000). Press up or
down to scroll through rows 0 to F. Press A,B, or C to raise the 2-digit
value of columns R,G, or B respectively. The values run from 00 to 1F.
2.2: "Main Menu will appear on the upper-left part of the screen. Hold 1pStart
and press up/dwn to scroll among the menu, any attack button
Edit Data to enter one of the three menu items. In the edit data item,
Load Data A=Add1 B=Subtract1 C=Add10 D=Subtract 10
Save Data"
2.3: ?
2.4: Inf Life, but the numbers don't seem to appear.
2.5: A 4x16 grid will appear on the left side of the screen. This is a record
of 4-digit long hex values, with newer entries appearing on the bottom and
older entries moving toward the top. You can hold 1pStart and use the
arrow keys to move the record around the screen.
2.6: "Menu appears. Use 2p arrows to select and 2p A to confirm. The play menu
has a 4-digit grid; use the 2p left/right buttons to choose among
Play what digit(s) to change. The left two digits can be changed with
Code" the B button, while the either of the right two digits can be
decreased/increased by 2p up/dwn. The Code menu has a line
"Data No=0000" followed by a column of 4-digit hex values. Each row has
a different data number (the top being 0000, the bottom being 011F). Use
2p left/right to choose which digit(s) to hightlight, while 2p up/dwn can
change rows if the leftmost digits are highlighted. Any of the three
menues can be repositioned by holding 2pStart and using the arrow keys.
2.7: Both players controlled by CPU
2.8: "Seq Tool appears. Use 1p up/dwn to select, A to confirm. Hold 2pStart
AI and use the 1p arrow keys to move the menu.
Move
Distance
Status "
Hexcodes: address value
1p play as Mesh Rugal: 108170 19
2p play as Mesh Rugal: 108370 19
1p never dizzy: 10816a e0
108225 32
2p never dizzy: 108424 c8
108425 2a
KEY TO BASIC MOVES
j. jump (any direction)
ju. jump up
jf. jump forward
jb. jump back
s. stand (any distance)
sf. stand far
sc. stand close
c. crouch (at any distance and in any direction or lack thereof)
cf. crouch forward
cb. crouch back
cn. crouch neutral
j.CD attacks can be done, but since they have the same sprites and height
values as j.D, I have not listed them.
l: hits low (Ryo must crouch-block)
m: hits medium (Ryo can crouch-block or stand-block)
M: (will be blocked if Ryo does a crouch-block or stand-block, but will miss
entirely if Ryo is in cn/cf)
h: overhead (Ryo must stand-block)
H: (will be blocked if Ryo does a stand-block, but will miss entirely if Ryo
is crouching)
#: (will miss Ryo entirely unless he is in the air)
B: unblockable
x: not an attack
DefAtk: Defensive Attack (soon after entering the stand-block animation, press
f+A)
A "|" between rows or a "=" between columns means that the two attacks share
the same sprites, but are of different speeds.
An "I" between colums or a "-" between columns means that the two attacks
share the same sprites and speed.
A "." between attacks means that the attacks cannot connect
A "," between attacks means that the attacks can connect
Just below the chart will be some 'extra notes':
The following are lists of moves with certain properties
Up: can function as anti-air attacks
Sw: will sweep a standing/crouching opponent
As: will 'air sweep' an airborn opponent (they will fall on their backs)
Sl: will cause your base position to move forward and stay there after the
move has finished
-Numbers in square brackets indicate what hit qualifies for the list.
Also included in the 'extra notes' section are any throws that the character
has. Angle brackets on either side indicate what side the opponent ends up
on. So:
<th> throw left if you press left, throw right if you press right
>th< throw right if you press left, throw left if you press right
>th> throw right regardless of whether you press left or right
<th< throw left regardless of whether you press left or right
-"gb" can be substituted for "th" if the character does a hold
instead of a toss or slam.
KEY TO SPECIAL MOVE PROPERTIES
( ) the height of the attacks. A value followed by a number means that that
number of hits will be of that height. A "/" seperates the weak and strong
versions. Dashes between two values indicates that the same hit could
strike at either of the values, depending on the position of the attack.
Numbers preceding parentheses indicate that the parenthesized sequence
happens that many number of times.
{ } any special properties. Capital letters followed by a colon means that the
following values are only valid for that button. Numbers in square brackets
are the hit numbers for which the property holds.
Special Move instruction key:
+ press both buttons at the same time
/ press either button
, then
-Moves preceded and followed by asterisks are Super Moves that can only be done
when the character is flashing (which itself happens when either the character
has only a certain amount of life left or a fully charged meter).
**************************************************
***TERRY***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| H h h h
| | I
js| h h h h
|
sf| m H m m
| m m.?
sc| m m m,m m
|
c| m l m l
*-------------------*
up: DefAtk.A[2]
sw: c.D
<th> sc.C/D
SPECIAL MOVES
Burn Knuckle (m) {a/s}
qcb+P
Crack Shoot (?.H,m) {B:a/s D:as}
qcb,ub+K
Rising Tackle (m,m/m,m,H,H) {a/s}
hold d,u+P
Power Wave (m) {as}
qcf+P
*Power Geyser* (m3) {a/s}
qcb,db,f+BC db can be replaced by qcb or lqcd or lqcd,df
***ANDY***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I
js| h h h h
|
sf| m m H m
| m m
sc| m m m H
|
c| m l m l
*-------------------*
up: ju.B/D
sf.D
sc.D
sw: c.D
<th> sc.C/D
SPECIAL MOVES
Hisho Ken (m) {as}
qcb+P
Sho Ryuu Dan (m,m.#) {as,sw[2]}
Zan Ei Ken (m) {as}
hold db,f+P
Kuu Ha Dan (m,H,m,m/m,#,m,m) {B:a/s D:as}
hold db,uf+K
*Chou Reppa Dan* (m)(m,H,#4)(#3)(H2,m)(m) {a/s}
hold d,qcf+BD
***JOE***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h H H
| I I
js| h h h h
|
sf| m m m H
| m m
sc| m m,m m m
|
c| m l m m
*-------------------*
***ATHENA***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I
js| h h h h
|
sf| m m m m
| I m m
sc| m m m m,m
|
c| m l m l
*-------------------*
up: sc.D[2]
sw: c.D
sl: sc.D
sf.D
<th> sc.C/D
SPECIAL MOVES
(wall jump) (x)
js,b/f at walls
(butt land) (h) {as} can be cancelled into from j.A or js.C
j.d+D
Phoenix Arrow (#5,H1,m4/#5,m5,m) {as, C:sw[11]} can be cancelled into from j.P
j.qcb+P doing after a wall jump can
increase the number of
potential hits.
*Shining Crystal Bit* (m-l) {a/s} Blocks projectiles at certain moments
b,hcb,ub+BC
***KENSOU***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I
js| h h h h
|
sf| m m m m
| I m m
sc| m m m m
|
c| m l m l
*-------------------*
*Shin Ryuu Ten Bu Kyaku* (m,H,#)(m2,m2,H,#) {a/s} hits 6-8 use the same sprite
qcf,b,f+D
***CHIN***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
|
js| h h h h
|
sf| m m m m
| m m
sc| m l m m,m
|
c| m l m l
*-------------------*
SPECIAL MOVES
Hyou Tan Geki (m) {as} blocks normal projectiles
qcb+P
Kai Ten Teki Kuu Totsu Ken (m) {a/s} passes under some projectiles
hcf+K
Ki Sui Shuu (H) {as}
rdp+P
*Gou Ran En Hou* (m4) {a/s} blocks projectiles
qcf,qcf+C
***KYO***
BASIC MOVES
A B C D CD DefAttk
*----------------------*
ju| h h h h
| I I
jb| h h h h
| I I
jf| h h h h
|
sf| H m m m
| m m
sc| H l m. m,
|
c| m l m l,l
*----------------------*
up: c.C[2],
sc.C[2]
sw:c.D
sl:sc.D
s.CD
<th> sc.C
SPECIAL MOVES
??? (h) {as}
j.d+C
??? (H,h) {as}
s.f+D
Yami Barai (m) {as}
qcf+P
Oni Yaki (m3/m2,H) {B:a/s D:as,sw[2])
dp+P
Oboro Guruma (H/H,#2) {a/s}
rdp+K
*Orochi Nagi* (m) {a/s}
db,db,f+C
-you can substitute qcb or lqcd for either or both db's. You can even just
use qcb,hcf+C.
***BENIMARU***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h H h
| I I I
js| h h h h
|
sf| m m m m
| m m
sc| m m H m
|
c| m l m l
*-------------------*
***GORO***
BASIC MOVES
A B C D CD DefAttk
*-----------------------*
j| h h h h
|
sf| m m m H
| m H
sc| m m m m
|
c| m l m,m l
*-----------------------*
up: c.C[2]
sw: c.D
<th> sc.D
sc.C (farther away, but still within sc range)
>g> sc.C
SPECIAL MOVES
Jirai Shin (l) {sw} will not work on crouching or jumping targets.
dp+P
Cho-Ukemi (x) {is immune to all but low attacks}
qcb+K
Tenchi Gaeshi (B) {sw>}
sc.hcb,f+C
Cho-Ousotogari (B) {sw>}
sc.f,db,d,df+D
*Jigoku Gokuraku Otoshi* (B) {sw>}
sc.hcf,hcf+C
***HEAVY***
BASIC MOVES
A B C D CD DefAttk
*-----------------------*
ju| h-h h h
| | | I I
js| h-h h h
|
sf| H=H m m.
| m m
sc| H m m m
|
c| m-m m. l
*-----------------------*
up: DefAtk.A
c.C[2]
s.CD
sf.C[2]
sw: c.D
>g> sc.C
>~th> sc.D (H,H,m,m) {sw} weird pseudo-throw: it only works when close and your
target is on the ground, and you can press either
direction, like a normal throw/grab. But it's
blockable (the target can even avoid the first two
hits entirely by ducking). In the end, I decided to
include it with the throws.
SPECIAL MOVES
??? (h) {as,sl}
s.f+C
Soul Flower (m) {a/s}
hcf+P
Blast Upper (m) {as}
qcf,uf+P
RSD (m4) {as}
dp+P
*D. Crazy* (m6) {a\s}
qcf,hcb+C
***LUCKY***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h H
| | |
js| h h h h
|
sf| H H H m
| H m
sc| H m m m
|
c| m l m l
*-------------------*
up: ju.D
sf.B
s.CD
sw: s.D
<th> sc.C
>g> sc.D
SPECIAL MOVES
??? (h) {as}
a.d+C
Cyclone Break (hard to describe, but for now: #,H,m/#,#,H,m) {as}
qcb,ub+K
Lucky Vision (x) {Lucky can only be hurt by low attacks, throws, and supers)
hcf+K
Deathbound(ball) (l-m-H-#) {as}
qcf+P not cancelled into
Deathbound(fist) (m) {a/s}
qcf+P cancelled into. This starts up too slow to use in comboes.
*Hellbound* (m,m) {a/s}
qcb,db,f+BC (can substitute qcb or lqcd for db. Can also use qcb,hcf+BC to
execute the move)
***BRIAN***
BASIC MOVES
A B C D CD DefAttk
*---------------------*
ju| h h h h
| | | |
js| h h h h
|
sf| H m m H
| m m
sc| m m H,m m
|
c| m l m.? l
*---------------------*
up: DefAtk.A
c.C[2]
sf.D
sw: c.D
<th> sc.C,D
SPECIAL MOVES
??? (h) {as}
a.d+C
Screw Body Press (m x ?) {as}
qcf+B while in the air (either by jumping or dashing). The earlier in the jump
or dash this is done, the longer the move will last. Can also be
cancelled into from j.P/K (but not from j.CD)
Brian Tornado (m) {as}
dp+P
Hyper Tackle (m) {a/s} This move takes longer to start up than the Tornado; it
cannot combo though it can be cancelled into.
hcb+P
*Big Bang Tackle* 3(m) {a/s}
qcb,hcb+C
***KIM***
BASIC MOVES
A B C D CD DefAttk
*----------------------*
j| h h- h h
|
sf| m H H--H,h
| m m
sc| m m m,m H,m
|
c| m l m l
*----------------------*
up: j.B
C
sf.B
C
sc.D[1]
sw: c.D
sl: sf.D[2]
<th> sc.C/D
SPECIAL MOVES
Hisho Kyaku (m) {a/s}
a.d+K do while near the apex of your jump
Hi En Zan (m,m,H) {a/s}
hold d,u+K
Han Getsu Zan (?.m,m) {a/s}
qcb+K
*Hou Ou Kyaku* (m) {a/s}
qcb,hcf+BD
***CHANG***
BASIC MOVES
A B C D CD DefAttk
*---------------------*
j| H h h h
|
sf| H m m m
| I m m
sc| m m m m
|
c| m l m,m l
*---------------------*
up: c.C[2]
sc.D
sw: c.D
>th> sc.C
>g> sc.D
SPECIAL MOVES
Tekkyu Dai Kai Ten (m5/m10) {a/s}
mash P
Tekkyu Funsai Geki (m,m) {a/s}
hold b,f+P
*Tekkyu Daibousou* (m) {a/s}
qcf,hcb+C
***CHOI***
BASIC MOVES
A B C D CD DefAttk
*-------------------------*
ju| h h h h
| I I
js| h h h,h,h h
|
sf| m m m m,m
| m m
sc| m m m m
|
c| m l m l
*-------------------------*
SPECIAL MOVES
(wall jump)
b/f after jumping towards a wall (won't work if you jump up).
Kai Ten Hi En Zan(roll) (m6) {as}
hold b.f+P
(hop) (m) {a/s}
P during (roll)
Hishoukuu Zetsu Zan (m) {a/s}
hold d.u/uf/ub+K Choi will leap to the forward wall if you use uf; otherwise,
he will leap to the back wall.
Tatsumaki Shippuu Zan (m x ?) {a/s}
hold d.u+P
*Chou Zetsu Tatsumaki Shinkuu Zan* (m5) {a/s}
hold b,lqcd,u+BC
***HEIDERN***
BASIC MOVES
A B C D CD DefAttk
*------------------------*
ju| h h h h,h
|
js| h h h h
|
sf| H m m,H? m
| m m
sc| m m m,H m,m
|
c| m l m l
*------------------------*
Storm Bringer (B) {sw} restores some of your own life
sc.hcb+C
Neck Rolling (m) {sw} Does not affect air targets. Will miss entirely if it is
hold d,u+K cancelled into.
*Final Bringer* (m-H) {sw} Seems to switch to H when the target is ~1/3-1/2 of
hold b,lqcd,u+BC a screen away.
***RALF***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
|
js| h h h h
|
sf| H m m m
| m m
sc| m m H,m m
|
c| m l m l
*-------------------*
up: DefAttk.A
sw: c.D
sl: sc.D
<th> sc.C/D
SPECIAL MOVES
Super Argentine Backbreaker (B) {sw<}
sc.hcf+D
Vulcan Punch {a/s}
mash P
Gattling Attack (3m) {a/s}
hold b,f+P
*Bari Bari Vulcan Punch* (2m)(?x?)(m) {a/s}
hold db,b,f+C
***CLARK***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
|
js| h h h h
|
sf| H m m m
| m m
sc| m m m,m m
|
c| m l m l
*-------------------*
up: DefAttk.A
sw: c.D
sl: sc.D
s.CD
<th> sc.C/D
SPECIAL MOVES
Vulcan Punch {a/s}
mash P
Gatling Attack (3m) {a/s}
hold b,f+P
Super Argentine Backbreaker (B) {sw<}
sc.hcf+D
*Ultra Argentine Backbreaker* (B) {sw>}
hcb,hcb+C
***YURI***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
j| h h h h
|
sf| m m m m
| m m
sc| m l m m
|
c| m l m.? l
*-------------------*
up: c.C[2]
s.CD
sw: c.D
<th> sc.C/D
a.C/D ub/b/db/d for < df/f/uf for >
SPECIAL MOVES
(butt hop) (h) {sl,as,sw[except against a crouch-blocking target]}
f/b+D
Kou Ou Ken (m) {as}
qcf+P
Ha Ou Shou Kou Ken (m) {a/s}
f,hcf+P
Rai Ou Ken (m.l) {as}
qcf+K
Sai Ha (m) {a/s}
qcb+P
Hyaku Retsu Binta (B) {sw}
dp+P
*Hi En Hou Ou Kyaku* (m) {a/s}
f,b,hcb+BC
***MAI***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I I I
js| h h h.h h
|
sf| m m m m
| m m
sc| m m m m
|
c| m l m l
*-------------------*
up: sf.B
C
sc.B
D
sw: c.D
>th< sc.C/D
<th> a.C/D
SPECIAL MOVES
(wall jump)
js.f/b at walls
(overhead slam) (h) {as}
j.d+C
Kacho Sen (m) {as}
qcf+P
Musasabi no Mai (m) {as}
hold d,u+P
Ryuu En Bu (m,m) {a/s}
qcb+P
Hissatsu Shinobi Bachi (m) {a/s}
hcf+K
*Chou Hissatsu Shinobi Bachi* (m,m,m,H4,m4) {a/s}
f,db,f+BC db can be replaced by qcb/lqcd, meaning you can do the motion as
f,hcf or hcb,f
***KING***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I
js| h h h h
|
sf| m m m m
| m m
sc| m l H m,m
|
c| m l m l
*-------------------*
Mo Shuu Kyaku 2(m,m)(m)/3(m,H)(m) {as,a/s[end]}
qcb+K
Tornado Kick (m,m) {a/s}
rdp+K
*Illusion Dance* (m) {a/s}
b,hcb+BD
***RYO***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I
js| h h h h
|
sf| m H m m
| m H
sc| m l m m
|
c| m l m.? l
*-------------------*
up: DefAttk.A (also makes some projectiles pass through Ryo)
sc.D
c.C[2]
sw: c.D
sl: s.CD
<th> sc.C/D
SPECIAL MOVES
Kou Ou Ken(ground) (m) {as}
s.qcf+P
(air) (m-l) {as} travels 45 degrees downward. Can also be done during
j.qcf+P dash
Ko Hou (m,m) {as,sw[A,C2]}
dp+P
Zan Retsu Ken (2m,2H,2m,2m,m/2m,2H,2m,2m,2m,2H,2m,2m) {a/s}
hcb+P
Hi En Shippuu Kyaku (m)/(m)->(m) {a/s}
hold db,f+K
Ha Ou Shou Kou Ken (m) {a/s} counts as a 'super projectile' (i.e. will block
f,hcf+P some 'normal projectiles')
*Ryuu Ko Ran Bu* (m) {a/s} too slow to be comboed into
qcf,hcb+C
***ROBERT***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
j| h h h h
|
sf| m H m H
| I m m
sc| m l m m,m
|
c| m l m.m l
*-------------------*
up: DefAttk.A (also makes some projectiles pass through Robert)
sc.D[1]
c.C[2]
sw: c.D
<th> sc.C/D
SPECIAL MOVES
Ryuu Geki Ken (m) {as}
qcf+P
Ryuu Ga (m.m/m,m) {A:as, C:as,sw[2]}
dp+P
Hi En Ryuu Jin Kyaku (m) {a/s} can also be done during dash
j.qcb+K
Gen Ei Kyaku (2m,2m,2m,2H,m/2m,2m,2m,2H,2m,2m,2m,2H) {a/s}
hcb+K
Hi En Shipuu Kyaku (m)/(m)->(m) {a/s}
hold db,f+K
Ha Ou Shou Kou Ken (m) {a/s} plows through normal projectiles
f,hcf+P
*Ryuu Ko Ran Bu* (m) {a/s} too slow to be comboed into
qcf,hcb+C
***TAKUMA***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
ju| h h h h
| I I
js| h h h h
|
sf| H H m H
| m m
sc| m l m m
|
c| m l m.? l
*-------------------*
Some fireballs will pass through Takuma's DefAtk.A
up: DefAtk.A
sc.C
c.C[2]
sw: c.D
<th> sc.C/D
SPECIAL MOVES
Ko Ou Ken (m) {as}
qcf+P
Zan Retsu Ken (2m,2H,2m,2m,m/2m,2H,2m,2m,2m,2H,2m,2m) {a/s}
hcb+P
Hi En Shippuu Kyaku (m)/(m)->(m) {a/s}
hold db,f+K
Ha Ou Shi Kou Ken (m) {a/s}
f,hcf+P
Sho Ran Kyaku (B) {sw}
sc.hcb+K
*Ryuu Ko Ran Bu* (m) {a/s}
qcf,b,f+AC
***TUX RUGAL***
BASIC MOVES
A B C D CD DefAttk
*-------------------*
j| h=h--h===h
|
sf| m=m m,m m,m
| I I I x x
sc| m=m--m m,m
|
c| l=l--l===l
*-------------------*
up: s.D[2]
sw: c.D
as: sf.C
th: x
SPECIAL MOVES
none, but sf.C does block-damage (moreso w/a charged meter)
***MESH RUGAL***
BASIC MOVES
A B C D CD DefAtk
#--------------------#
ju/jb| h h h h |
| I I I |
jf| h h h h.h |
| |
sf| m m m m,? |
| I I I H m |
sc| m m m m,? |
| |
c| l=l-l=l |
#--------------------#