------------------------------------------------------------------------ THE KING OF FIGHTERS 2000 FAQ v0.5 for the Arcade version by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2000-2002 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game mag/guide/site authors that want to use this faq can go shove it, especially the following: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, and IGN. The King of Fighters and all characters are (c) SNK and (c) Eolith. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. TEAM MOVELISTS - Hero Team K' / Maxima / Ramon / Vanessa - Benimaru Team Benimaru / Shingo / Lin / Seth - Fatal Fury Team Terry / Andy / Joe / Blue Mary - Art of Fighting Team Ryo / Robert / King / Takuma - Ikari Team Leona / Ralf / Clark / Whip - Psycho Soldier Team Athena / Kensou / Chin / Bao - Women's Team Mai / Yuri / Kasumi / Hinako - Korea Team Kim / Choi / Chang / Jhun - Edit Characters Kyo / Iori / Kula / Zero 4. GAMEPLAY NOTES - Autoguard - Blocking Attacks - Counter Hits - Dropped Guard - Power Gauge - Reversal Moves - Strikers - Throw Types 5. SECRETS AND TRICKS - Play as Kula - Play as Zero - Maniac Strikers - Alternate Colors - Select Your Win Pose 6. MISCELLANEOUS - Striker Action List - Another Striker List - Maniac Striker List - Glitches - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Welcome to my KoF '00 FAQ. It started off as mainly a collection of contributions (since I hadn't played the game yet), but I've had the chance to play the arcade version quite a bit and have rewritten the FAQ. Everything has been 100% tested and confirmed. If you have any comments or criticisms, or if you'd like to contribute some info., feel free to mail me at (k.megura at eudoramail dot com). Just don't ask about emulators or roms or anything, I don't know the first thing about that. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ VERSION 0.5 (November 7, 2002) - The FAQ has been completely rewritten. VERSION 0.4 (September 8, 2000) - Added in the bio and proper movenames for Kula, as well as more fantastic contributions. Thanks guys n' gals! VERSION 0.3 (August 30, 2000) - This is a cool update, since I got a boatload of info. sent in by contributors. Thanks to Vincent Chua, I was able to get the official codes for the Maniac Strikers and Kula, as well as Kula's official moveslist and other neat info taken from his Famitsu magazine scans. For those who are interested, KoF 2000 can be found at Sunnyvale Golfland, according to Kenneth Cheung. VERSION 0.2 (August 11, 2000) - Fixed up the MAX / SDM mistake (SNK has always referred to SDMs as "MAX" moves). I also added in some information from my KoF '99 FAQ, and other stuff that I tested out on KoF '99 Evolution, which should still apply. Changed some of the number translations after getting some spellings from SNK's KoF '00 dictionary, too. There have also been some great contributions sent in as well. VERSION 0.1 (August 6, 2000) - A bare-bones release; I will be adding info. from my KoF '99 FAQ in the next update. What's here is simply what I could get from SNK of Japan's page. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without help from the following: NanYu Kang - For providing the "Koko made da" translation. Kailu Lantis - For doing a superb job of providing all the endings you see in the FAQ! Visual Kreations - For correcting me on Kula's movenames and translating her bio for me. DEVIL PANDA - For notes on K', Maxima, Vanessa, Lin, Seth, Ryo, Clark, and Choi. Vincent Chua - Vincent let me take some info. from his Famitsu magazine scans, so the official moveslist for Kula, official commands for jumping and throw escapes, and the names and attacks of the Maniac Strikers (not to mention the official code to play as Kula and enable the Maniac Strikers), have been taken from those scans, as well as some basic comments on which attacks are overheads / low attacks. Alexander Triste - For _tons_ of stuff: info. on Vanessa's Puncher moves, Mary's Double Rolling, Ryo's Gedan Uke, and Takuma's Shin Kishin Geki. He also sent in combos for several characters, and offered notes on Vanessa, Seth, Ryo, Robert, Takuma, Clark, Kensou, Chin Yuri, Kasumi, Kim, Choi, Kyo, Iori, and Kula! Whew! Kenneth Cheung - For all kinds of stuff: comboing using strikers after a command throw, notes on attacks for Jhun, Mary, Clark, Takuma, Choi, Kyo, and Another Robert, and some more info. on Kula. Jeremy (magic 8ball) - For the alternate Maniac Striker code. Akuma Hokoru - For Clark's infinite and information on Joe's Ora Ora Bakuretsu Ken; also for describing Shingo's new win pose and explaining how Lin's SDM-only super move works. Gunsmith - Also for some info. on Gai Tendou's Striker attack. Ruhztee - For the description of Gai Tendou's Striker attack. GalFord - For his translation of 'El Diablo Amarillo' and for telling me how the Russian names work. Patrick Hwang - For tons of information; he told me about the Counter Mode knockdown attack, how taunting works, how you can re-edit your teams in versus play, and provided descriptions / info. on certain Striker attacks. (v0.3) For notes on Throw Escapes, K', Lin, Seth, Terry, Another Kensou, and Another Chang. Jim Breen's WWWJDIC - I used this handy online dictionary to translate some of the move names. Jeffrey's J<->E Dictionary - As usual, I relied on this site for translating some of the Japanese move names--this is a pretty cool dictionary. NJStar - Not only does NJStar offer great Japanese word processors, you can also look up the translation for single or multiple kanji. Henry Moriarty MadMan's Cafe, - I got the codes to unlock the strikers and mid-boss in v0.1-v0.2 from this page, which has recently re-opened. Definitely check it out; it's one of the best videogame information sites on the Net, and a personal favorite of mine. SNK of Japan - Tons of info. was taken from their KoF 2000 Japanese and English sites; most of what you see in v0.1 of this FAQ was taken straight from the source, so to speak. (v0.4) Got the official moveslist, code, and bio for Kula from their page. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ 7 8 9 Up-Back Up Up-Forward 4 5 6 Backward Neutral Forward 1 2 3 Down-Back Down Down-Forward P Use A or C. K Use B or D. must hold. must be used in air. must tap buttons. N> must perform when near to the opponent. F> must perform from furthest throw range possible. _ additional input. ( ) optional input. (x#) perform the listed number of times. ()x2 perform bracketed commands twice before continuing. ~ Indicates middle ranges (so 4~2~6 is 4/1/2/3/6). . charge for 2 sec. in first direction before continuing. / either command is acceptable. CAPS can or must be used as an SDM (use AC or BD to perform). DM Desperation Move (requires 1 level to use). SDM Super Desperation Move (requires 3 levels to use). For the cancelable attacks chart: - not cancelable / divides hits C cancelable into anything c only cancels into command attacks S only cancels into (S)DMs s only cancels into special moves [and (S)DMs] r can repeat attack / cancels into other repeatable attacks. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ hold 4 when attacked Standing Block hold 1 when attacked Crouching Block 44 Backstep 66 (_4/6+C/D Basic Throw when thrown_4/6+P/K Basic Throw Escape as fall ends_AB Knockdown Recovery BC Striker Call Start Taunt ABC Armor Mode Invoke BCD Armor Mode Invoke - During a Short Jump, your character will usually do the attack animations for a Vertical Jump, even though you you can Short Jump diagonally. The same thing applies to the Running Short Jump. - Also note that during either type of Short Jump, there are some mid-air command attacks that cannot be used. However, you can still perform mid-air throws and aerial special moves or (S)DMs while in air. - During the Emergency Evade moves, you are immune to attack while rolling, but not as the roll ends. Also, you are vulnerable to being thrown at any point during the roll. - The Blow Away Attack will knock down a hit opponent. You cannot use this move while crouching. - The "Guard Cancel" moves require 1 stock of your Power Gauge to use. - Furthermore, you are totally invincible during a Guard Cancel roll. - The Guard Cancel Blow Away Attack does no damage. Furthermore, it isn't cancelable like some CD attacks are. - Taunting can be canceled shortly after the taunt has begun, simply by moving around. - If you have at least one stock in your Power Gauge and are missing a Strike Bomb, taunting will use up the stock but give you another Strike Bomb in return. ======================================================================== 3. TEAM MOVELISTS ======================================================================== Moves are listed in this order: normal throws, command attacks, special moves, DMs, then SDMs. Afterwards is a list of super cancels, and Striker attacks (if no hit is listed for the super cancel, assume that the move is super cancelable on any hit). Following that are some notes on that character's moves and abilities. Translations for the move names can be found at the end of Section 6. More detailed information on how to play can be found in Section 4. ------------------------------------------------------------------------ K' (pronounced "kay dash") [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C Spot Pile N>4/6+D Knee Strike 6+A One Inch 6+B Knee Assault 236+P Eins Trigger _6+B Second Shell _6+D Second Shoot _4+K Blackout 623+P Crow Bites 623+C_6+K Tsuika Kougeki 214+K Minutes Spike 236+K Blackout 236236+P4/6+C Choking Vice N>4/6+D Dynamite Drop 6+A Mongolian 3+C M9 Kata: Maxima Missile: Shisaku 236+A System 1: Maxima Scramble _236+A Bulldog Press _236+A Skull Crush 236+C System 2: Maxima Scramble _236+C Bulldog Press _236+C Skull Crush 63214+K System 3: Maxima Lift _6+K Centoun Press 214+P M4 Kata: Vapour Cannon 623+K M19 Kata: Blitz Cannon 41236+K M11 Kata: Dangerous Arch 2363214+P Bunker Buster (63214)x2+K MAXIMA REVENGER Super Cancels Mongolian M4 Kata: Vapour Cannon Striker Action Maxima Gallows Another Striker Rocky (Atomic Burn) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/- C s Standing Far -r - - - s Crouching - - C - - The Mongolian is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Maxima Missile is cancelable. - If you mistime the Centoun Press, Maxima will land on his back and will be open to attack until he recovers. - The Blitz Cannon is an anti-air throw. However, it will grab some standing opponents (like Chang). - The (A) Bunker Buster is an overhead attack. Either strength can hit an opponent who is lying on the ground. Furthermore, this move has autoguard as it begins and ends. - The (C) Bunker Buster will always make Maxima fall just behind his opponent. With proper timing, both versions can combo for 2 hits, though. - Maxima's standing close and standing far C have autoguard, as does his crouching C and his standing CD attack. - The Maxima Lift, Dangerous Arch, Blitz Cannon, and Maxima Revenger are all unblockable. ------------------------------------------------------------------------ RAMON [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C Arm Whip N>4/6+D Flying Mayor 3+B Teikuu Drop Kick 41236+P Tiger Neck Chancery 41236+K Somersault 214+A4/6+C Dynamite Puncher N>4/6+D Clench Puncher 6+A One-Two Puncher 3+B Sliding Puncher 623+P Parrying Puncher 4.6+P Dash Puncher 41236+P236236+P Champion Puncher 2141236+P CRAZY PUNCHER Super Cancels Dash Puncher Puncher Upper Striker Action Hard Puncher Another Striker Fio (Parachute Kouka Kunren) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr -/C C/- C Standing Far Cr C C/C C/- C Crouching Cr Cr C C - The One-Two Puncher is an overhead attack on the 1st hit, unless you cancel into it. Either way, it is cancelable on the 2nd hit. - The Sliding Puncher must be crouch-blocked. - Either version of the Parrying Puncher has autoguard. - You can juggle an opponent after the Dash Puncher. - During the Puncher Weaving, Vanessa is immune to all attacks except low hits and throws. - According to Triste: "Vanessa's Crazy Puncher is almost the same as Iori's Ya Otome--it can go through Iori's Yami Barai, and it ignores almost everyone's hits." Personally, this doesn't seem to be the case, but it could just be my bad timing ;) ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Catch and Shoot N>4/6+D Front Suplex N>A>2+C Spinning Knee Drop N>A>4/6+D Spinning Knee Drop A>2+D Flying Drill 6+B Jackknife Kick 236+A Raijin Ken 236+C Taikuu Rajin Ken 214+P Shinkuu Katategoma 623+K Super Inazuma Kick 236236+A RAIKOU KEN 236236+C Taikuu Raikou Ken 214214+K Gen'ei Hurricane Super Cancels Raijin Ken Taikuu Raijin Ken Shinkuu Katategoma Striker Action Electrigger Another Striker Another Benimaru (Raijin Ken) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far -r - - - s Crouching Cr Cr C C Upward Jump - - C - s Diagonal Jump - - C - s - The Jackknife Kick is cancelable. - The Flying Drill can be blocked crouching. - Either version of the Raijin Ken can negate normal projectiles. - Either version of the Raikou Ken can negate (S)DM projectiles. - If done from far away, it's possible that not all of the Gen'ei Hurricane hits will combo. If this move is blocked or if it misses, Benimaru stops attacking after the first illusion hits and will appear where the illusion was. ------------------------------------------------------------------------ SHINGO YABUKI [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Hatsugane N>4/6+D Issetsu Seoi Nage: Fukanzen 6+B Geshiki: Goufu "Kakkodake" 236+A 114 Shiki: Aragami Mikansei 236+C 115 Shiki: Dokugami Mikansei 623+P 100 Shiki: Oniyaki Mikansei 421+K 101 Shiki: Oboroguruma Mikansei 63214+K 212 Shiki: Kototsuki Mikansei 41236+K Shingo Kick N>623+K Shingo Kinsei Ore Shiki: Nie Togi 236236+P Geshiki: Kake Hourin 2141236+P BURNING SHINGO Super Cancels 212 Shiki: Kototsuki Mikansei (1st) Striker Action "Yacchatte kudasai!" Another Striker Cosplayer Kyoko (75 Shiki Kai Squared) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far C - - - C Crouching Cr Cr C C - The Kakkodake is cancelable. - The (C) Oniyaki hits twice on a counter hit. - Shingo will randomly fall down on his face during the (D) Oboroguruma Mikansei. However, the falling animation is no longer an overhead attack. - The Kototsuki is an overhead attack. - The Kake Hourin will drop an opponent's guard. ------------------------------------------------------------------------ LIN [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Akuzan N>4/6+D Akuzan Ki 6+A Benpatsu Ken 3+C Higi Hakkyoku Ken: Dakai 236+A Tetsuzanbu: Rasatsu _63214+A Tetsuzanbu: Nagi _6+A Tetsuzanbu: Hakei 236+C Tetsuzanbu: Rasatsu _63214+C Tetsuzanbu: Nagi _6+C Tetsuzanbu: Hakei 214+P Kasumi 623+P Muei Kusashu 41236+K Hike Kyaku 63214+K Hiten Kyaku (41236)x2+K Hizoku Ougi Yougou 2141236+P HIZOKU OUGI RANBU: DOKUGA 222+AC HIZOKU OUGI DOKU SHUKOU Super Cancels Higi Hakkyoku Ken: Dakai Tetsuzanbu: Hakei Kasumi Striker Action Hirai Kyaku Another Striker Eiji Kisaragi (Kasumi Giri) Cancelables A B C D C D ---------------------------------------------- Standing Near C - C/C - s Standing Far C - - - s Crouching C - C/C - - The Benpatsu Ken is cancelable. - The Dakai is an overhead and a knockdown attack, even if you cancel into it. - The (B) Hike Kyaku makes Lin immune to low attacks, while the (D) version dodges high and mid-level attacks. - You can juggle your opponent after the (D) Hiten Kyaku. - The Yougou is unblockable. - An opponent who is hit by the Doku Shukou becomes poisoned. They will slowly lose life until they have about 10% left. ------------------------------------------------------------------------ SETH [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Hiji ate kara no hadou uchi N>4/6+D Tomoe Nage 6+A Tackle 6+B Mae Age Geri 4+A Sobat 3+B Sliding 236+P Sho-Yoh 41236+B Doh-Kuzushi 41236+D Ashi-Tori 63214+K Kyu-Getsu A>236+A Koh-Getsu _3+B Sliding A>236+B Raku-Getsu A>236+C An-Getsu A>236+D Ei-Getsu 236236+P "Morote"-Sho-Yoh 2363214+K Irimi-Nadazuki 2363214+P DOH-TORI-SHICHIMONSATSU Super Cancels Sho-Yoh Kyu-Getsu (1st) Striker Action Final Agent Another Striker Goro Daimon (Tenchi Gaeshi: Olympic Version) Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C C C Standing Far C - - - C Crouching Cr - C C Upward Jump C - C - s Diagonal Jump C - C - s - The Sobat is an overhead attack, unless you cancel into it. - The Tackle is a knockdown attack. - You can cancel the Mae Age Geri into the Tackle, in which case the Tackle does not knock down and becomes cancelable. - The Sliding Kick must be crouch-blocked. - The Doh-Kuzushi can reverse high attacks, as well as special moves and (S)DMs. Seth will switch sides with his opponent during this move, momentarily leaving them open to attack. - The Ashi-Tori can reverse low attacks. A hit opponent is knocked into the air and can be juggled. - The Irimi-Nadazuki is a low attack. - The DM version of the Shichimonsatsu reverses high and mid-level attacks, as well as special moves and (S)DMs. The SDM version works in the same way, but also reverses low attacks. ------------------------------------------------------------------------ TERRY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Grasping Upper N>4/6+D Buster Throw 6+A Hammer Punch 3+C Rising Upper 236+A Power Wave 236+C Round Wave 623+K Power Dunk 214+P Burn Knuckle 214+K Crack Shoot 2.8+P Rising Tackle 236236+K High Angle Geyser 21416+P POWER GEYSER Super Cancels Power Wave Round Wave Striker Action Dunk Geyser Another Striker Geese Howard (Shinkuu Nage) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C C C Standing Far Cr - - - C Crouching Cr Cr C C - The Hammer Punch is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Rising Upper is cancelable. ------------------------------------------------------------------------ ANDY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Gourin Kai N>4/6+D Kakaekomi Nage 3+A Age Men 6+B Uwa Agito 214+A Hishou Ken 214+C Geki Hishou Ken 623+P Shouryuu Dan 41236+K Kuuha Dan N>41236+P Gekiheki Haisui Shou 16+P Zan'ei Ken _236+P Shippuu Ouken A>236+K Gen'ei Shiranui _K upon landing Gen'ei Shiranui: Uwa Agito _P upon landing Gen'ei Shiranui: Shimo Agito 2141236+P Zan'ei Ryuusei Ken 2141236+K CHOU REPPA DAN Super Cancels Hishou Ken Geki Hishou Ken (A) Zan'ei Ken Shippuu Ouken Gen'ei Shiranui: Shimo Agito Striker Action Shippuu Zan'ei Ken Another Striker Billy Kane (Rengeki Ensatsu Kon) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C - C Standing Far - - - - C Crouching Cr -r C - Upward Jump C - C - - Diagonal Jump C - C - - - The Age Men is cancelable on the 1st hit. - The Uwa Agito is an overhead attack, unless you cancel into it (in which case, it becomes cancelable into the Gen'ei Shiranui). - The Gekiheki Haisui Shou is unblockable, and you can juggle your opponent afterwards. - The Gen'ei Shiranui: Shimo Agito is a low attack. - The Gen'ei Shiranui: Uwa Agito is an overhead attack. - Since Andy is in the air during the Gen'ei Shirauni: Uwa Agito, you can even air throw him if you're fast enough! - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will not continue with the rest of the move. ------------------------------------------------------------------------ JOE HIGASHI [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Hiza Jigoku N>4/6+D Leg Throw 6+B Low Kick 3+B Sliding 41236+P Hurricane Upper 41236+K Slash Kick 623+K Tiger Kick 214+K Ougon no Kakato T>P Bakuretsu Ken _236+P Bakuretsu Finish 2363214+P Bakuretsu Hurricane Tiger Kakato 236236+K4/6+C Victor Nage N>4/6+D Head Throw 4/6+A Hammer Arch 4/6+B Double Rolling 3+B Climbing Arrow 236+P Spin Fall _236+P M. Spider 623+K Vertical Arrow _623+K M. Snatcher 4.6+B Straight Slicer _236+K Crab Clutch 214+P M. Real Counter _41236+P Backdrop Real _41236+K Head Crush 214+B M. Reverse Facelock 214+D M. Head Buster (63214)x2+K M. Typhoon 2363214+P M. Splash Rose 236236+K M. DYNAMITE SWING Super Cancels Hammer Arch (B) Vertical Arrow (B) Straight Slicer Striker Action Rapid Spider Another Striker Ryuji Yamazaki (Sarashi Kubi) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/- C/- s Standing Far -r - -/- - s Crouching Cr -r C - - The Hammer Arch is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Double Rolling is cancelable on the 2nd hit. - The Climbing Arrow is cancelable. - During the Real Counter, you can only be injured by throws. - The M. Reverse Facelock reverses jumping attacks, special moves, and (S)DMs. - The M. Head Buster reverses high- and mid-level attacks. You can juggle a caught opponent afterwards. - The Backdrop Real, Head Crush, and M. Typhoon are unblockable. ------------------------------------------------------------------------ RYO SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Tani Otoshi N>4/6+D Tomoe Nage 6+A Hyouchuu Wari 6+B Joudan Uke 2+B Gedan Uke 236+P Ko'ou Ken 236+K Mouko Raijin Setsu 623+P Kohou 214+P Kohou Shippuu Ken 646+P Zanretsu Ken 63214+K Hien Shippuu Kyaku 236236+P Tenchi Haou Ken 2363214+P Ryuuko Ranbu 236+AC RYUUKO RANBU 641236+P HAOU SHOUKOU KEN Super Cancels Ko'ou Ken Kohou (1st) Kohou Shippuu Ken Striker Action Kuuchuu Ko'ou Ken Another Striker Kaede (Kasshin: Fukuryuu) Maniac Striker G-Mantle (G-Mantle Shot) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr - - - C Crouching Cr -r C C - The Hyouchuu Wari is an overhead attack, unless you cancel into it. - The Joudan Uke and Gedan Uke cannot normally hit anyone. Instead, if you are attacked during either move, you will automatically block the attacks and continue forward. The Joudan Uke will block high attacks and jumping attacks, while the Gedan Uke will stop low attacks, but not if they're too low (like most crouching D sweeps). Since the Gedan Uke's command is d + B, you have to hold db or df in order to do Ryo's crouching (B) kick. - The (A) Kohou hits twice on a counter hit. - The Mouko Raijin Setsu is an overhead attack. - Both the Kohou Shippuu Ken and Tenchi Haou Ken do much higher damage on a counter hit. ------------------------------------------------------------------------ ROBERT GARCIA [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Ryuuchou Kyaku N>4/6+D Kubikiri Nage 4/6+A Ryuu Hanshuu 4/6+B Kouryuu Koukyaku Geri 3+B Nidan Sokutou Geri A>3+K Hien Ryuujin Kyaku 4.6+P Ryuugeki Ken 4.6+K Hien Senpuu Kyaku 2.8+K Ryuu Zanshou N>2.8+P Sen'en Renbu Kyaku 641236+P Haou Shoukou Ken 236236+K Kuzuryuu Sen 2363214+P RYUUKO RANBU Super Cancels Sen'en Renbu Kyaku (1st-2nd) Striker Action Ryuuren Moushuu Another Striker Another Robert (Chouhatsu no Ken) Cancelables A B C D C D ---------------------------------------------- Standing Near - C C -/- s Standing Far - - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - - The Ryuu Hanshuu is an overhead attack, unless you cancel into it. - The Kouryuu Koukyaku Geri is cancelable. - The Nidan Sokutou Geri is a low attack, unless you cancel into it (in which case, it becomes cancelable on the 1st hit). - The (C) Ryuugeki Ken does not travel the full length of the screen. - You can juggle an opponent after the Sen'en Renbu Kyaku. - Triste notes that the Kuzuryuu Sen "looks suspiciously like Charlie's Somersault Justice". Is this another example of SNK poking fun at Capcom? No, they'd never do that! :P ------------------------------------------------------------------------ KING [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Hold Rush N>4/6+D Hook Buster 6+B Trap Kick 3+D Sliding 236+B Venom Strike 236+D Double Strike 623+P Surprise Rose 623+K Trap Shot 62314+K Tornado Kick '95 63214+P Mirage Kick N>41236+P Mirage Dance 214214+K Silent Flash 2363214+K ILLUSION DANCE Super Cancels Venom Strike Double Strike Mirage Kick (1st-3rd) Striker Action Trap Rush Another Striker Shishi-Ou (Beast Blow / King Straight) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C/C s Standing Far -r - - - s Crouching Cr Cr C - - The Trap Kick is an overhead attack, unless you cancel into it. - The Sliding Kick hits low and must be crouch-blocked. - The Mirage Dance is unblockable. ------------------------------------------------------------------------ TAKUMA SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Oosotogari N>4/6+D Ippon Seoi 6+A Oniguruma 6+B Kawara Wari 4+A Hisha Otoshi: Dan Tsubushi 3+B Keima Uchi: Oiuchi 236+P Ko'ou Ken 646+P Zanretsu Ken 214+P Mouko Burai Gan 1.6+K Hien Shippuu Kyaku 62314+K Shouran Kyaku 641236+P236236+P Shin Kishin Geki 2363214+P RYUUKO RANBU Super Cancels Ko'ou Ken Mouko Burai Gan Striker Action Mr. Karate (Chou Hissatsu: Tengu Shikou Ken) Another Striker Gai Tendou (Wheel Combo: Maxi Edge) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far -r - - - s Crouching Cr Cr C C - The Oniguruma is cancelable. - The Kawara Wari is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - If you cancel into the Hisha Otoshi, it becomes cancelable. This move can negate projectiles that hit once [even if they are (S)DMs]. - The Keima Uchi is a knockdown attack, unless you cancel into it (in which case, it becomes cancelable). This move can hit opponents who are lying on the floor. - The Mouko Burai Gan no longer drops an opponent's guard. However, this move still has autoguard. - You can juggle your opponent after the (D) Hien Shippuu Kyaku. You can even follow with a (C) Haou Shikou Ken! - The Shouran Kyaku is an unblockable attack. - You can delay the Haou Shikou Ken to increase the amount of damage it does. - Although the Shin Kishin Geki can only be done from up close, it's possible to have the hits miss. Now, though, only the first hit makes you drop your guard, so afterwards you can block the rest of the attacks. - From Triste comes this neat combo: standing C, f + A, Haou Shikou Ken. ------------------------------------------------------------------------ LEONA HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Leona Crush N>4/6+D Ordeal Buckler N>A>2+C/D Heidern Inferno 4/6+B Strike Arch 4.6+P Vortex Launcher 4.6+K Ground Saber 4.6+D_6+D Gliding Buster 2.8+P Moon Slasher A>214+P X Calibur 214+K Earring Bakudan 1 421+K Earring Bakudan 2: Heart Attack _421+K Kibaku _occurs automatically Kibaku 236236+P Grateful Dead 2141236+K Rebel Spark A>2363214+P V SLASHER Super Cancels Gliding Buster X Calibur Striker Action Killer Touch Another Striker Goenitz (Yonokaze) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C C/C s Standing Far Cr - C - s Crouching Cr -r C - Upward Jump - C - C s Diagonal Jump - C - C s - The Strike Arch is both an overhead and a knockdown attack. It loses both properties if canceled into, but becomes cancelable. - The Heart Attack won't hit unless it's done from up close, but it can be blocked. When this move is used, Leona plants an explosive on her opponent. It will shine for a few seconds before exploding (or, you can use the Kibaku command to make it automatically explode). - What's more, Leona recovers before her opponent does, so you can combo off of this move. - Although the bomb can explode at any time (even when your opponent is lying on the floor), that doesn't necessarily mean it will hit for damage. For example, if your opponent is in the middle of getting up off the floor, the explosion will do no damage. - If you're hit by the Heart Attack, the only way to remove the bomb is to score a successful hit against Leona, or if Leona throws you. ------------------------------------------------------------------------ RALF JONES [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Dynamite Headbutt N>4/6+D Northern Light Bomb T>P Vulcan Punch _4/6 Move Back / Forward 4.6+P Gatling Attack 2.8+P Kyuukouka Bakudan Punch (Chijou) A>236+P Kyuukouka Bakudan Punch (Kuuchuu) 63214+K Ralf Tackle H>K and release Ralf Kick 2141236+K Umanori Vulcan Punch 2363214+P BARIBARI VULCAN PUNCH 236236+AC GALACTICA PHANTOM Super Cancels Gatling Attack Ralf Tackle Striker Action Galactica Phantom Another Striker Yashiro Nanakase (Missile Might Bash) Cancelables A B C D C D ---------------------------------------------- Standing Near - C C - s Standing Far C - - - s Crouching Cr - C C Upward Jump - - C - s Diagonal Jump - - - - s - If you perform the Kyuukouka Bakudan Punch (Chijou) from up close, it can hit on the way up, but not on the way down. - The longer you charge the Ralf Kick, the more damage it does. The damage maxes out at around eight seconds, though. Keep in mind that while charging this move, you cannot use any special moves or DMs, and are limited to using normal attacks, normal throws, and the AB roll or CD knockdown attack (depending on what button you're holding). - The Galactica Phantom is unblockable. This move has autoguard once Ralf is fully crouching, and it lasts until the frame where he actually strikes. - The Super Argentine Backbreaker and Galactica Phantom are unblockable. ------------------------------------------------------------------------ CLARK STEEL [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Nageppanashi German N>4/6+D Fisherman Buster N>A>2+C/D Death Lake Drive 6+B Stomping 4.6+P Gatling Attack 4.6+C_623+P Napalm Stretch 623+P Napalm Stretch 623+K Frankensteiner 41236+K Super Argentine Backbreaker 41236+P Mount Tackle _22+A Sleeper Lift (D.D.T.) _22+C Clark Lift _22+K Rolling Cradle (41236)x2+K Running Three (63214)x2+P ULTRA ARGENTINE BACKBREAKER Super Cancels Stomping (A) Gatling Attack Striker Action Flashing Launcher Another Striker Shermie (Shermie Spiral Hold) Cancelables A B C D C D ---------------------------------------------- Standing Near - C C/- - s Standing Far - - - - s Crouching C - - - - You can cancel the ending animation of the (C) Gatling Attack with a Napalm Stretch (and can then follow with the Flashing Elbow). - The Napalm Stretch only catches airborne opponents. - Don't forget to follow the Mount Tackle with a followup throw, as it does no damage itself. This move can catch people out of the air. - You can use the Flashing Elbow after the Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, or Sleeper Lift. If your opponent is too far away, you'll run up but won't elbow them; if they're close and you do it to soon, you'll attack the ground instead of your enemy :) - Except for the Stomping, Gatling Attack, Mount Tackle, and Flashing Elbow, all of Clark's moves are unblockable. - Clark's crouching C is a different frame, but still has approximately the same range. ------------------------------------------------------------------------ WHIP [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C/D Zed 6+A (x5) Whip Shot 41236+P Boomerang Shot "Code: SC" 623+P/K Assassin Strike "Code: BB" A>214+P Hook Shot "Code: Kaze" 63214+AA/B/C_D Strings Shot Type D "Code: Ame" 2141236+P Sonic Slaughter "Code: KW" Super Cancels Boomerang Shot (1st) Strings Shot Type A (1st) Strings Shot Type B (1st) Strings Shot Type C (1st) Striker Action Valkyrie Killer Another Striker Chris (Shooting Dancer) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far - C -/- S s Crouching - C C/C - Upward Jump - - s s - Diagonal Jump - - s s - - The (C) Strings Shot hits low on the 2nd hit, while the (A) Strings Shot is an overhead on the 2nd hit. - The Strings Shot A through C can actually be supercanceled out of just before the first hit connects. - It's possible for the 2nd hit of the Boomerang Shot to miss, but if it doesn't Whip will fling her opponent across the screen. - The Assassin Strike can hit on the way up, and on the weay down. The button used for this move determines where you come down (A is closest, D is furthest away). Keep in mind that this is relative to your location, so if you're in the far corner of the screen, using A-D all put you in the same place. - The second hit of each Strings Shot has a special property. Type A (Yuuetsu) is an overhead attack, while Strings Shot B (Chikara) drags your opponent closer to you. Finally, Strings Shot C (Shouri) is a low-hitting attack. You can delay any of these moves by holding down the proper button, and can cancel them by pressing D while delaying any Strings Shot. - Whip's crouching A can hit someone on the floor, if you've got your spacing right. It works well after a crouching D sweep, or a normal throw. ------------------------------------------------------------------------ ATHENA ASAMIYA [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Psychic Throw N>4/6+D Bit Throw N>A>2+C/D Psychic Shoot 6+B Renkantai A>2+B Phoenix Bomb 7 near a wall_9 Sankaku Tobi 214+P Psycho Ball Attack 623+P214+K Phoenix Arrow (63214)x2+P236236+K Phoenix Fang Arrow Super Cancels Psycho Ball Attack (A) Psycho Sword (3rd) (C) Psycho Sword (5th-7th) (A) Mid-Air Psycho Sword (2nd-3rd) (C) Mid-Air Psycho Sword (5th-7th) Nu Psycho Reflector (B) Phoenix Arrow (3rd) (D) Phoenix Arrow (2nd-5th) Striker Action Psycho Healing (Psycho Repair) Another Striker Athena (Flame Sword) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far C C - - s Crouching Cr Cr C C Upward Jump C - C - C Diagonal Jump C - C - C - The Renkantai is cancelable on the 2nd hit into any mid-air move. - The Phoenix Bomb can be canceled into a special move or (S)DM. Unlike some mid-air command attacks, it must be blocked standing. - The Psychic Teleport can be used to move forward, or to move through your opponent. - The Psycho Reflector moves can reflect normal and (S)DM projectiles. - You can juggle an opponent after the (A) Psycho Shoot. - When you perform the Crystal Shoot, using the (A) button will make Athena fire a projectile straight forward, while (C) makes her fire it upward. When done in mid-air, both versions are angled downward. ------------------------------------------------------------------------ SIE KENSOU [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Sunda N>4/6+D Tomoe Nage 6+A Kobokushu 6+B Kousentai 214+P Sen Shippo 236+K Senkyuutai 41236+A Ryuu Renga: Chiryuu 41236+C Ryuu Renga: Tenryuu 623+P214+P Ryuu Sougeki 421+K Ryuu Gakusai 236236+P Chouryuu Renken 2363214+B Shinryuu Seiou Rekkyaku 2363214+D SHINRYUU TENBU KYAKU Super Cancels Sen Shippo Ryuu Gakusai (1st-2nd) Striker Action Niku Man 4 U Another Striker Kensou (Psycho Space) Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C s Standing Far C - -/C - s Crouching C - C C Upward Jump C - - - s Diagonal Jump C C - - s - The Kobokushu is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Kousentai is cancelable into the Ryuu Sougeki. - If the first hit of the Chouryuu Renken misses or is blocked, then Kensou will not complete the move (even if the remaining two hits connect). - You can juggle an opponent after knocking them into the air with either the Ryuu Renda or Senkyuutai. In addition, the Senkyuutai has autoguard. ------------------------------------------------------------------------ CHIN GENTSAI [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Gou Inshu N>4/6+D Gyaku Ashi Nage 6+A Suiho Hyoutan Shuu 214+P Hyoutan Geki 623+P Ryuurin Hourai 41236+K Kaiten-teki Kuutotsu Ken 236+P Suihai Kou _236+P Fun'en Kou _623+P Gou'en Shourai: Kai 22+P Suikan Kan'ou _6+P Choushuu Rikugyo _6+K Kaiten-teki Kuutotsu Ken _ABCD Cancel 22+K Bougetsu Sui _8+B Rouja Hanhou _8+D Rigyo Hanhou _6+K Kaiten-teki Kuutotsu Ken _4/6 Move Back / Forward _ABCD Cancel 2363214+P Gou'en Shourai 236236+P GOURAN ENPOU Super Cancels Hyoutan Geki (A) Ryuurin Hourai (1st) (C) Ryuurin Hourai (2nd-5th) Kaiten-teki Kuutotsu Ken (A) Fun'en Kou (A) Gou'en Shourai: Kai (2nd-6th) (C) Gou'en Shourai: Kai (1st-5th) Rigyo Hanhou (A) Gou'en Shourai (9th) (C) Gou'en Shourai (13th) Striker Action Hourai Raku'en Another Striker Baijang (Gororin Panda) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr -r C -/- s Standing Far -r -r C - s Crouching Cr -r - - - The Suiho Hyoutan Shuu is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Hyoutan Geki can negate normal projectiles. - The Suihai Kou does no damage, even though it can hit an opponent. After using this move, you cannot use the Suihai Kou or Ryuuren Hourai; attempting either move results in either the Fun'en Kou or Gouen Shourai: Kai, respectively. - During the (A) Suikan Kan'ou, Chin is immune to mid- and low-level attacks. During the (C) version, he is immune to high and mid-level attacks. However, he can still be thrown during either version. - Using the Bougetsu Sui makes Chin lie on the ground, so he can only be hit by low attacks. This also allows him to lie under (or move under) most projectiles. He is not invincible though, and can still be thrown. - The Gouran Enpou can negate (S)DM projectiles. The (A) version travels upward, while the (C) version moves horizontally. During the SDM version, the flames spew out in all directions. ------------------------------------------------------------------------ BAO (pronounced "pow") [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Gen'ei Tougi N>4/6+D Critical Throw A>2+A Soushou A>2+B Hikida 6+A Kawasaki 6+B Senheki Shuu 3+B Senshou Shuu 3+D Rikatsu Shuu 7 near a wall_9 Sankaku Tobi 236+A Psycho Ball Attack: Rise 236+B Psycho Ball Attack: Bound 214+A Psycho Ball Attack: Front 214+B Psycho Ball Attack: Reflect A>214+A Psycho Ball Attack: Air Front A>236+B Psycho Ball Attack: Air Bound 236+C Psycho Ball Crash: Rise 236+D Psycho Ball Crash: Bound 214+C Psycho Ball Crash: Front 214+D Psycho Ball Crash: Reflect A>214+C Psycho Ball Crash: Air Front A>236+D Psycho Ball Crash: Air Bound 214214+K Psycho Ball Crash: SP 214214+P PSYCHO BALL ATTACK: MAX 641236+BD PSYCHO BALL ATTACK: ORE DX Super Cancels Psycho Ball Attack: Rise Psycho Ball Attack: Bound Psycho Ball Attack: Front Psycho Ball Crash: Front Psycho Ball Crash: Rise (1st) Striker Action Psycho Ball Attack ~Striker MiX~ Another Striker Kaoru Watanabe (Powerful Miracle Tackle) Cancelables A B C D C D ---------------------------------------------- Standing Near C C C -/- - Standing Far - - - - - Crouching C -r C - Upward Jump - - - - - Diagonal Jump - - - - - - The Kawasaki is cancelable. - The Senheki Shuu is an overhead attack, even if you cancel into it. - The Rikatsu Shuu is a low attack that must be crouch-blocked. - All of Bao's "Psycho Ball" attacks may seem a little confusing, but the basic formula is this: if you perform a move with a light attack (A or B), then Bao fires a projectile. If you perform it with a heavy attack (C or D), Bao uses himself as a human projectile instead. - The "Reflect" moves can reflect normal and (S)DM projectiles. ------------------------------------------------------------------------ MAI SHIRANUI [ Women's Team ] ------------------------------------------------------------------------ N>4/6+C Shiranui Gourin N>4/6+D Fuusha Kuzushi N>A>2+C/D Yume Zakura 6+B Koku'en no Mai 3+B Benitsuru no Mai A>2+A Dairin Fuusha Otoshi A>2+B Yusura Ume A>2+D Ukihane 7 near a wall_9 Sankaku Tobi 236+P Kachou Sen 214+P Ryuu Enbu 214+K Sayo Chidori _214+P Ryuu Enbu 41236+K Hissatsu Shinobi Bachi 2.7~9+P214+P Musasabi no Mai (Kuuchuu) 2.7~9+P Musasabi no Mai (Chijou) _214+P Musasabi no Mai (Kuuchuu) _2+P Ukihane _2+K Yusura Ume _N>A>2+D Toki Tsubute 236236+P Mizudori no Mai 214214+P Hou'ou no Mai 2141236+K CHOU HISSATSU SHINOBI BACHI Super Cancels Kachou Sen Ryuu Enbu Striker Action Sakura Fubuki Another Striker Chizuru Kagura (Boukatsu: Hatei no Reifu) Cancelables A B C D C D ---------------------------------------------- Standing Near C Cr C C s Standing Far - - - - s Crouching -r -r C C Upward Jump - - - C C Diagonal Jump C - C C C - The Benitsuru no Mai is a low attack. If you cancel into it, it becomes cancelable on the 1st hit. - The Koku'en no Mai is an overhead attack, unless you cancel into it (in which case, it becomes cancelable into the air Musasabi no Mai). - The Dairin Fuusha Otoshi is cancelable into the air Musasabi no Mai. - When your opponent is in mid-air, the Dairin Fuusha Otoshi functions as a knockdown attack. While this move can be crouch blocked, the Ukihane and Yusura Ume cannot. However, only the Dairin Fuusha Otoshi can be canceled into a special move. - The Hou'ou no Mai hits more times if your opponent's in the air. ------------------------------------------------------------------------ YURI SAKAZAKI [ Women's Team ] ------------------------------------------------------------------------ N>4/6+C Oni Harite N>4/6+D Silent Nage N>A>2+C/D Tsubame Otoshi 6+A En Yoku 6+B_6+B Senkai Kyaku 236+P Ko'ou Ken 236+H>P Haou Shoukou Ken 623+P Yuri Chou Upper 623+C_623+P Double Yuri Chou Upper 214+P4/6+C Maki Age N>4/6+D Aiki Nage 6+A Hiji Ate 236+P Kasane Ate A>236+P Kuuchuu Kasane Ate 214+P_214+P_214+P Senkou Nagashi 214+K Hakusan Tou: Dageki Bougyo 41236+B Messhin Mutou: Joudan Atemi 41236+D Sasshou Inshuu: Chuudan Atemi 22+P Hanshin: Morote Gaeshi N>63214+P Tatsumaki Souda: Nage Dageki 236236+P Chou Kasane Ate 2363214+P SHINGAN KAZURA OTOSHI Super Cancels Kasane Ate Hakusan Tou Tatsumaki Souda Striker Action Katsu Another Striker Xiangfei Li (Dai Kokuchou) Maniac Striker Unknown (Unknown) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far - - C C s Crouching Cr -r C C Upward Jump - - - s s Diagonal Jump - - - s s - The Hiji Ate is an overhead attack on the 2nd hit, unless you cancel into it (in which case, it becomes cancelable on either hit). - The Hakusan Tou has autoguard. - The Messhin Mutou can reverse jumping attacks, as well as special moves and (S)DMs. - The Sasshou Inshuu can reverse high- and mid-level attacks. - The Hanshin can reverse low attacks. - The Tatsumaki Souda is unblockable, and you can juggle your opponent afterwards. - The Shingan Kazura Otoshi reverses all attacks (high-, mid-, and low- level attacks, as well as special moves and (S)DMs). The SDM version works in the same way, but does more damage. ------------------------------------------------------------------------ HINAKO SHIJOU [ Women's Team ] ------------------------------------------------------------------------ N>4/6+C Tasuki Nage N>4/6+D Jouzu Nage 6+A_A Harite 6+A_C Harite 6+B_B Tsuppari 3+C_D Nodowa 3+A Maemitsu Tataki 3+D Ketaguri 236+P Tsukidashi 214+P Tsuki Otoshi 623+K Yorigiri 41236+K Kote Nage 632146+K Kake Nage (41236)x2+K GASSHOU HINERI Super Cancels (A) Tsukidashi (1st-2nd) (C) Tsukidashi (1st-3rd) Striker Action Teppou Hinako Another Striker Lily Kane (Lily no Ouen) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr C C C C Crouching C -r C C - The Tsuki Otoshi has autoguard. - All of Hinako's command attacks are cancelable on any hit. - The 2nd hit of the Tsuppari is an overhead attack. - The Ketaguri is a low attack. - The (D) hit of the Nodowa can be canceled into other command attacks (like the Tsuppari or Maemitsu Tataki, etc.) ------------------------------------------------------------------------ KIM KAPHWAN [ Korea Team ] ------------------------------------------------------------------------ N>4/6+C Kubikime Otoshi N>4/6+D Sakkyaku Nage 6+A Kuuren Geki 6+B Neri Chagi 214+K Hangetsu Zan 4.6+K Ryuusei Raku 2.8+K Hien Zan 2.8+D_2+D Tenshou Zan A>236+K Hishou Kyaku 22+K Haki Kyaku 236236+K Hou'ou Hiten Kyaku 21416+K4/6+C Hagan Geki N>4/6+D Kusari Jime 3+A Hiki Nige T>P Tekkyuu Dai Kaiten _4/6 Move Back / Forward _ABCD Cancel 4.6+P Tekkyuu Funsai Geki 41236+K Tekkyuu Taiko Uchi 2363214+P Tekkyuu Dai Bousou 236236+K Tekkyuu Dai Bokusatsu 236236+P TEKKYUU DAI ASSATSU Super Cancels Tekkyuu Funsai Geki Striker Action Tekkkyuu Dai Kourin Another Striker Kim Dong Hwan (Shiden Kyaku / Ponpe Odori) Maniac Striker Smart Chang (Tekkyuu Dai Kaiten) Cancelables A B C D C D ---------------------------------------------- Standing Near C C -/- C s Standing Far - C - - s Crouching C C C C - The Hiki Nige is a low attack that must be blocked crouching. - The Tekkyuu Dai Kaiten can negate normal projectiles, and it has autoguard. - Chang has autoguard during the "pre-swing" pose of his (A) Tekkyuu Funsai Geki. The (C) version has autoguard for the period when Chang is spinning the ball behind him. - The Tekkyuu Taiko Uchi reverses all attacks (high-, mid-, and low- level attacks, as well as special moves and (S)DMs). - Every third time you reverse an attack with the Taiko Uchi, Chang will fall down and inflict much more damage than usual. However, this attack has less range than the normal "sneeze" attack. - The Dai Hakai Nage is unblockable. - If the first hit of the Tekkyuu Dai Bokusatsu misses or is blocked, then Chang will not complete the move (even if the remaining hit connects). - The DM Tekkyuu Dai Assatsu is an overhead attack. The SDM version is not, but it affects the whole screen, so you must be blocking low or be in air to avoid getting hit. ------------------------------------------------------------------------ CHOI BOUNGE [ Korea Team ] ------------------------------------------------------------------------ N>4/6+C Zujou Sashi N>4/6+D Geketsu Zuki 4/6+A Mukuro Zuki 4/6+B Toorima Geri 7 near a wall_9 Sankaku Tobi 2.8+P Tatsumaki Shippuu Zan 214+P Kaiten Hien Zan _P Kishuu Hien Zuki _236+K at apex Hishou Kyaku 236+K Hishou Kyaku 623+K Hien Zan 4.6+P Senpuu Hien Zashi _dir.+P/K (x2) Houkou Tenkan 2.7~9+K236236+P Shin! Chouzetsu Rin-Kaiten Toppa (63214)x2+P Shin! Chouzetsu Tatsumaki Shinkuu Zan _4/6 Move Back / Forward 2363214+K HOU'OU KYAKU Super Cancels (A) Tatsumaki Shippuu Zan (2nd-7th) (C) Tatsumaki Shippuu Zan (2nd-8th) Hishou Kyaku (2nd-3rd) Striker Action Chouhatsu Zanmai Another Striker Kim Jae Hoon (Ryuusei Raku) Maniac Striker Smart Choi (Shissou Hishou Zan) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far Cr C - - s Crouching Cr -r C - Upward Jump - - - - s Diagonal Jump - - s - s - The Mukuro Zuki is cancelable. This move no longer drops your opponent's guard. - During the Senpuu Hien Sashi, you can interrupt your flight with the Houkou Tenkan, which is performed by pressing in any direction and pressing any Punch or Kick button. You can use the Houkou Tenkan twice in a row, if you want. - The Tatsumaki Shippuu Zan hits more times if done from a slight distance away from your opponent instead of right next to them. - When you perform the Hishou Kuuretsu Zan, Choi jumps to whichever wall you've specified. If you keep holding the Kick button you used, he'll rebound off the wall with an attack--using (B) makes him fly diagonally downward, while (D) makes him fly horizontally. Once you're flying claws-first, you can use the Houkou Tenkan, if you want to (see above for more information). - You can do the Hishou Kyaku after the (A) Kaiten Hien Zan. - The (A) version of the Rin-kaiten Toppa goes straight down, while the (C) version goes at a diagonal angle. ------------------------------------------------------------------------ JHUN HOON [ Korea Team ] ------------------------------------------------------------------------ N>4/6+C Handou Geki N>4/6+D Kai Senpuu 6+A2+B Ryuurou Shuu 214+A236236+K Hou'ou Tenbu Kyaku 236236+K HOU'OU RESSOU KYAKU Super Cancels Ryuurou Shuu (C) Haiki Geki (D) Mangetsu Zan (5th-7th) Shuusou Kyaku: Joudan Shuusou Kyaku: Chuudan Taikyoku Ha Mouko Geki: Naka Shuuko Geki: Shimo Taikyoku Hi Striker Action Fukuko Shuugeki Another Striker Kang Baedal (Ko Neppuu) Cancelables A B C D C D ---------------------------------------------- Standing Near C C C - s Standing Far - - - - s Crouching C - C C Upward Jump - - - - - Diagonal Jump - - - - - - An opponent hit by the Haiki Geki is stunned, allowing you to hit them before they recover. - The Hiko Geki is an overhead attack. - The Taikyoku Ha is a knockdown attack. If blocked, it will drop an opponent's guard. - During the Taikyoku Hi, Jhun is immune to all attacks except throws. - You can juggle an opponent after the Mouko Geki. - Both the Mouko Geki and Shuuko Geki hit low. - Jhun's standing CD is slow now, and not as good as it was in KoF '99. ------------------------------------------------------------------------ KYO KUSANAGI [ Edit Character ] ------------------------------------------------------------------------ N>4/6+C Hatsugane N>4/6+D Issetsu Seoi Nage A>2+C Geshiki: Naraku Otoshi 6+B Geshiki: Goufu You 3+D 88 Shiki 236+A 114 Shiki: Aragami _236+P 128 Shiki: Konokizu _P 127 Shiki: Yanosabi _K 125 Shiki: Nanase 236+A 114 Shiki: Aragami 63214+P 127 Shiki: Yanosabi _P Geshiki: Migiri Ugachi _K 125 Shiki: Nanase 236+C 115 Shiki: Dokugami _63214+P 401 Shiki: Tsumi Yomi _6+C 402 Shiki: Batsu Yomi 623+P 100 Shiki: Oniyaki 421+K 717 Shiki: Koma Hofuri (aka R.E.D KicK) 63214+K 427 Shiki: Hikigane 236+K_K 75 Shiki Kai 214+P 910 Shiki: Nue Tsumi _(reverses high) Geshiki: Ryuu Iri _(reverses mid/low) Geshiki: Tora Fuse 236236+P4/6+C Sakahagi N>4/6+D Saka Sakahagi A>4+B Geshiki: Yuri Ori 6+A_6+A Geshiki: Yumebiki 6+B Geshiki: Goufu In "Shinigame" 236+P 108 Shiki: Yami Barai 623+P 100 Shiki: Oniyaki 214+P_214+P_214+P 127 Shiki: Aoi Hana 63214+K 212 Shiki: Kototsuki You N>632146+P Kuzukaze 2363214+P Kin 1211 Shiki: Ya Otome 236236+P Ura 327 Shiki: Yami Sugi Super Cancels 108 Shiki: Yami Barai 100 Shiki: Oniyaki (1st) Striker Action Ura 108 Shiki: Ya Sakazuki Another Striker Mature & Vice (Decide) Maniac Striker Another Iori (311 Shiki: Tsumagushi) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far - - - - C Crouching - -r C - - Both hits of the Yumebiki are cancelable. - The Goufu In is an overhead attack, unless you cancel into it (in which case, it becomes cancelable on any hit). - The Yuri Ori only hits an opponent behind you; however, this makes it an excellent move for jumping over your opponent and crossing them up. - The (A) Oniyaki hits twice on a counter hit. - The Kuzukaze is an unblockable attack that does no damage, but switches places with yourself and your opponent. - The Yami Sugi can negate single-hit projectiles, if you time it right. This move hits three times in all, but Iori won't perform the 3rd hit if the first hit didn't connect. ------------------------------------------------------------------------ KULA DIAMOND [ Boss Character ] ------------------------------------------------------------------------ N>4/6+C Ice Coffin N>4/6+D Behind Rush 6+A One Inch 3+B Slider Shoot 236+P Diamond Breath 623+P Crow Bites 214+P Counter Shell 236236+P DIAMOND EDGE (63214)x2+AC FREEZE EXECUTION Super Cancels One Inch Diamond Breath Striker Action Candy (Candy Spin) Another Striker Foxy (Hornet Needle / Getsu no Shirogane) Maniac Striker Rugal Bernstein (Genocide Cutter) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr -/- C/C -/- s Standing Far Cr -/- C -/- s Crouching C Cr - C - The One Inch is a knockdown attack, unless you cancel into it (in which case, it becomes cancelable). ------------------------------------------------------------------------ ZERO [ Boss Character ] ------------------------------------------------------------------------ N>4/6+C/D Nage 6+A Jagai Kusetsu 236+A Zanpuu Enpa: Hankyou 236+C Zanpuu Enpa: Satsuma 623+A Zanpuu Enpa: Kouga 623+C Zanpuu Enpa: Shouha 236+K Shikka Koujin 214+K Mabukousou 236236+P Gokusa Zanjin 236236+K Hakura Messei Super Cancels Zanpuu Enpa: Hankyou (2nd-6th) Zanpuu Enpa: Satsuma (1st-7th) Striker Action Zero (None) Another Striker Shadow Zero (None) Cancelables A B C D C D ---------------------------------------------- Standing Near -r - C C C Standing Far -r - C C C Crouching Cr Cr C C - The Jagai Kusetsu is both an overhead and a knockdown attack. It loses both properties if canceled into, but becomes cancelable. - The Hankyou can reflect normal and (S)DM projectiles. - Zero is invincible during the beginning of the Shouha, Shikka Koujin, Mabukousou, and Hakura Messei. - The last hit of the Zanpuu Enpa moves and the Gokusa Zanjin will drop an opponent's guard. - Furthermore, the center of the "black hole" that appears during the Hakura Messei will negate projectiles. - Zero does not have any SDMs. ======================================================================== 4. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ PLAY AS KULA ------------------------------------------------------------------------ Taken straight from SNK of Japan's page: - Put the cursor on Whip, press Start. - Put the cursor on Vanessa, press Start. - Put the cursor on Seth, press Start. - Put the cursor on Maxima, press Start. - Put the cursor on K', press Start. - Put the cursor on the roulette box (the one with a question mark in it), then press Start. - Now press up, down. If you enter the code correctly, then once you press down, you'll hear Kula say, "Wakatteru...." The roulette picture will then change to a picture of Kula. You have to re-enter the code every time you want to use her, though. ------------------------------------------------------------------------ PLAY AS ZERO ------------------------------------------------------------------------ Playing Zero requires that you have the Debug BIOS installed in your Neo*Geo. Hold down the second player pause button and press C on the 2nd player side to enter the BIOS, then pick the bottom option (Game Debug Bios). To use Zero, turn dip switch 1-3 on (so it reads 1 instead of 0). Then start the game. Not only is Kula enabled, but if you hold down Start on the first player side and press Down while highlighting Kula, then Zero will appear. ------------------------------------------------------------------------ MANIAC STRIKERS ------------------------------------------------------------------------ This code is courtesy of Famitsu Magazine: - At the Striker Select Screen, highlight 'Another Striker', - Press up, left x3, right x3, down These characters have Maniac Strikers: Ramon, Ryo, Kasumi, Choi, Chang, Kyo, Iori, and Kula. ------------------------------------------------------------------------ SELECT YOUR WIN POSE ------------------------------------------------------------------------ You can select your win pose by holding down A, B, C, or D after winning a round. ------------------------------------------------------------------------ CLARK'S INFINITE ------------------------------------------------------------------------ This one comes straight from Akuma Hokoru: "Joe's striker can pick the opponent up off the floor...case in point...do the HCF+B/D grab after Clark slams them to the ground; call out Joe, he does the Ora Ora Bakuretsu Ken. Before Joe does the uppercut, Clark can dash up and do standing C to the HCF+B/D grab again into another Ora Ora Bakuretsu Ken. Lather, rinse, repeat." ======================================================================== 5. GAMEPLAY NOTES ======================================================================== This section explains some of the KoF basics (listed in alphabetical order). ------------------------------------------------------------------------ ARMOR AND COUNTER MODE ------------------------------------------------------------------------ To activate "Armor Mode," you have to have three stocks already built up (see the entry on the Power Gauge for more information). Then press BCD. The same thing applies to "Counter Mode," but you have to press ABC instead. When you activate either mode, your character will pose for a brief moment, and an opponent who is standing too close to you will be knocked down (although they take no damage, this attack is unblockable). Once you have activated either mode, your Power Gauge is replaced by a gauge reading either "Armor" or "Counter" that slowly drains. Once it has completely emptied, the effects of either mode disappear. After either mode ends, your Power Gauge will not reappear for a few moments. This means that you cannot earn Power Gauge energy during this time. While in Armor Mode, your character flashes yellow. Not only does their attack power increase, but they gain "super armor," a feature that prevents them from being counter hit. For example, if you were making an attack and your opponent hit you, you would either be knocked out of your attack, or both characters would be hit. However, while in Armor Mode, your character will merely flash when hit and continue with their attack. Keep in mind that you still take damage when hit, though. However, the "super armor" feature doesn't work while you're in air, and if you're not making an attack when you get hit, you'll go into a "hit animation" as you normally would. Furthermore, you cannot use any move requiring stocks while in Armor Mode (like Guard Cancel rolls or DMs). While in Counter Mode, your character flashes red. Not only does their attack power increase, but they gain the ability to "super cancel" certain moves into DMs. For example, you could enter the command for Takuma's Ryuuko Ranbu during his Mouko Burai Gan, and he would cancel into the DM while still in the midst of his special move. You can only super cancel an attack if it hits or is blocked; if you do a move that misses and enter a command for a DM, nothing will happen. See section 3 for a list of what moves can be super canceled out of. One easy way to perform supercancels is by abbreviating the required commands. As an example of this, let's look at Ryo. One of his supercancels involves the Ko'ou Ken and the Tenchi Haou Ken. To perform this, you could enter the commands like so: 236+P -> 236236+P However, an easier way to do this is to combine both commands into one smooth motion. In regards to the example above, this command would also work: 236+P -> 236+P This is possible because the computer interprets your Ko'ou Ken input as the first part of the Tenchi Haou Ken, so all you need to do is put in the remaining commands and press P. For another example, let's look at Joe's Tiger Knee super cancel. This move can be canceled on the first hit into a DM. Let's say you want to cancel into his Bakuretsu Hurricane Tiger Kakato. This would mean inputting the following: 623+K (1st hit) -> 2363214+P Which is practically impossible to pull off, given that you have to enter the whole thing before the 2nd hit of the Tiger Knee takes place. A faster way to accomplish this would be to do the following: 6236+K (1st hit) -> 3214+P By combining the required "236" motion into the Tiger Knee command, you're still able to pull off the first move, but only have to enter the remaining "3214+P" command to get the Knee to super cancel. Although you can use DMs as often as you like while in Counter Mode, you cannot use other moves that require stocks, like SDMS or Guard Cancel rolls. ------------------------------------------------------------------------ AUTOGUARD ------------------------------------------------------------------------ Autoguard is a nifty little feature that lets you defend against an attack while you're in the middle of performing a move. This may seem kind of cheap, but in most cases, the autoguard can only be "triggered" during a particular animation frame (or series of frames). For example, Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker Buster offers autoguard during the entire time that the move is beginning, and as he recovers from it upon landing. Even if you hit him with multiple attacks, they will all be blocked. As an example of autoguard, let's look at Maxima's standing CD. If an opponent attacks him, the autoguard will only come into effect if he is hit at a particular moment. In this case, it's either when he is holding his arms directly behind him horizontally, or in the next frame, when his arms are held at a downward angle. If the autoguard is triggered, then there is a brief pause as the incoming attack is blocked, followed by the rest of the CD animation. Another feature of autoguard is that your guard won't drop during an automatically blocked attack, nor does it contribute to your chance of getting your guard dropped. However, you still take block damage from autoguarding against a special move or (S)DM. However, autoguard is not perfect. It is entirely possible for your opponent to trigger your autoguard, but still hit you even after it's been triggered (usually this occurs when they're using an attack that hits more than once). Keep in mind that some moves have no effect except to provide you with autoguard, like Ryo's Gedan Uke [however, in this case, if autoguard is triggered, you can cancel into a special move or (S)DM]. ------------------------------------------------------------------------ BLOCKING ATTACKS ------------------------------------------------------------------------ There are two ways to defend against attacks; by blocking them, or by using autoguard. Autoguard is explained in a previous entry (see above). Blocking attacks is as simple as holding back to block while standing (also known as blocking high), or holding down-back to block while crouching (also known as blocking low). When you block an attack, you take no damage from it. If you block a special move or (S)DM, then you take greatly reduced damage with each hit. Normally, you can't block a throw attempt, but some throws will not connect (or will miss entirely), if you block them. Note that if you block too many attacks in a short period of time, you will experience "dropped guard" (see the entry below for more information on this). Blocking high will protect you from any kind of jumping attack, and most standing attacks (although some character's standing kicks can hit below the belt and must be blocked low). However, you are left vulnerable to low attacks. Blocking low protects you from low attacks (like crouching kicks, etc.) and most standing attacks. However, you are left open to jumping attacks and overheads. An overhead is any move that cannot be blocked low, but it's most commonly used to describe moves that look like they should be able to be blocked low. For example, Terry's Hammer Arch is a standing punch attack. It looks like you could crouch and block it, but in fact, it will hit you unless you block while standing. ------------------------------------------------------------------------ COUNTER HITS ------------------------------------------------------------------------ A counter hit occurs when you are damaged while making an attack of some sort. This can occur if you're hit while your attack begins, as it is being performed, or while you recover from it. Any time a move connects on a counter hit, it does slightly more damage than usual. Some moves do significantly more damage, like Ryo's Kohou Shippuu Ken or Tenchi Haou Ken. If a Blow Away Attack (more commonly known as the CD attack) counter hits, then you can juggle your opponent afterwards. For example, if you jumped in with a CD that hit, doing an Oniyaki upon landing would not do anything. However, if the CD counterhit, then the Oniyaki would actually connect. ------------------------------------------------------------------------ DROPPED GUARD ------------------------------------------------------------------------ "Dropped Guard" refers to those instances when, while in the midst of blocking an attack, your character suddenly stops blocking and goes into a sort of "stunned" animation for a split second. There are two ways that this can happen: The first is by Guard Crush. This happens when you block too many attacks in a brief period of time. For example, if Terry were to quickly attack Lin with 12 close standing (D) attacks, then on the twelfth one, Lin would stop blocking. However, after you are Guard Crushed, the chance of getting GC'd "resets", so he could block nine more of the same attack before getting Guard Crushed again. Every character can resist a different number of hits before being GC'd (for example, in the above example, Bao would be GC'd in only eleven blocked hits). The second method involves special moves that have the special ability to block an opponent's guard. There's nothing special here--some moves can just do that, like Shingo's Kake Hourin or Zero's Zanpuu Enpa. These moves will drop your guard every time, no matter what. So, what's the significance of all this? Well, if your guard drops, that means that you're left open to attack for a moment. If, for example, Kyo GC'd you with a close standing C, he could cancel it into the Aragami, and that would hit you before you recovered and resumed blocking. The same applies to moves that drop your guard; if you try to block Jhun's Taikyoku Ha, your guard would drop, and he could supercancel it into the Hou'ou Ressou Kyaku, which would combo. ------------------------------------------------------------------------ POWER GAUGE ------------------------------------------------------------------------ The Power Gauge will gradually fill up as the following requirements are met: - You perform a special move that misses (including special throws). - You perform an attack that is blocked. - You perform an attack that hits [excluding normal throws and (S)DMs]. - You are hit by an opponent's attack (excluding normal throws). Each time the Power Gauge is filled, it will empty, and a "stock" (a little yellow dot) will appear beneath the gauge. You can hold up to three stocks at at time. Once you earn a stock, the only way to lose it is to either end the battle (meaning all of your opponents are defeated), or expend your stock(s) on one of the following moves: - A Guard Cancel roll (press 4/6+AB while blocking) - A Guard Cancel attack (press CD while blocking) - A Desperation Move (DM) (command varies) - A Super Desperation Move (SDM) (command varies) - Counter Mode Invoke (press ABC) - Armor Mode Invoke (press BCD) - Strike Bomb replenish (press Start) Guard Cancel moves, DMs, and the Strike Bomb replenish all cost one stock to use. SDMs and the "mode invoke" moves all cost three stocks to use. ------------------------------------------------------------------------ REVERSAL MOVES ------------------------------------------------------------------------ Reversal moves have the ability to "catch" your opponent's attack and respond with an attack on your own. Some of these reversal moves cannot hit unless the "reversal" feature is triggered (such as Kasumi's Messhin Mutou, while others can actually hit your opponent and only reverse attacks as a secondary function (like Kyo's Nue Tsumi). All reversal moves have a certain animation frame (or frames) in which the reversal can be triggered. Otherwise, if your opponent attacks you and you're not in that particular frame, you'll just get hit. For example, Blue Mary's M. Head Buster can only be used as a reversal if she is attacked while holding her arms in front of her. Not all reversal moves can "catch" the same attacks. Here are the types of attacks you can reverse, depending on who you're using: Jumping - an attack your opponent makes while in air. High - an attack that hits above the waist. Mid-Level - an attack that hits below the waist, but doesn't hit the lower legs or feet (such as most crouching punches). Low - attacks that hit the feet (such as most crouching kicks). special moves - Includes non-projectile and non-throw special moves. (S)DMs - Includes non-projectile and non-throw (S)DMs. Note that an opponent's "attack" refers to any move that has a hit animation that is not a special move or (S)DM. So a jumping CD attack, standing B, or a command attack (like Leona's Strike Arch) could all be reversed. Ryo's Joudan Uke could not, because although it is a command attack, it has no hit animation. If a character can reverse special moves or (S)DMs, then they can "catch" those moves even if they are unblockable (such as Ralf's Galactica Phantom). A character who can reverse special moves still cannot reverse blockable throws, even though they have a "hit" animation. Also, just because you can reverse a particular type of attack doesn't mean that you can reverse _all_ of them. ------------------------------------------------------------------------ THROW TYPES ------------------------------------------------------------------------ Not all throws function in the same way. Throws can be put into one of three categories; those that are unblockable (anybody's normal C or D throw, for example), those that are blockable (Maxima's Blitz Cannon) and those that miss entirely if you block them (Hinako's Yorigiri). ======================================================================== 6. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ STRIKER ACTION LIST ------------------------------------------------------------------------ This section lists each character, the name of their Striker Action, and what they actually do when summoned. Characters are listed in order by their teams. K' Narrow Spike - K' slides forward. If his opponent is in the air, he does an (A) Crow Bites instead. MAXIMA Maxima Gallows - Maxima leaps to your enemy's location, grabs them, and strangles them for a few moments. The grab is blockable, and your opponent takes no damage from any of the attacks. RAMON El Diablo Amarillo Ramon - Ramon leaps to where you are and dashes forward. If he gets near an opponent while dashing, he does a 6-hit series of attacks. VANESSA Hard Puncher - Vanessa dashes all the way across the screen and does a series of rapid punches when close to her opponent. BENIMARU NIKAIDO Electrigger - Benimaru leaps to your enemy's location, grabs them, and electrocutes them for a few moments. The grab is blockable, and your opponent takes no damage from any of the attacks. SHINGO YABUKI "Yacchatte kudasai!" - Shingo dashes forward and then lunges at his opponent's feet, holding them in place for a brief moment. Both the dash and the lunge can combo together for 2 hits. LIN Hirai Kyaku - Lin leaps out with a flying kick and does the end of his (D) Hiten Kyaku if the first kick hits. The two will combo for 2 hits total. SETH Final Agent - Seth leaps in with a flying kick. If it hits, he does a 2-hit Sho- Yoh upon landing (this can combo for 2-3 hits). If the kick misses, he walks forward and does a 2-hit Sho-Yoh when close. TERRY BOGARD Dunk Geyser - Terry dashes out and does a Power Geyser. If he hits someone while dashing, he does a Power Dunk into a Power Geyser, that will combo for anywhere between 3 to 5 hits. ANDY BOGARD Shippuu Zan'ei Ken - Andy leaps to where you are and does a long-range Zan'ei Ken. JOE HIGASHI Ora Ora Bakuretsu Ken - Joe leaps to where you are with a kick and does his '95-style Bakuretsu Ken. If it misses, he doesn't do anything, but if it does hit, he follows with an uppercut for 6 hits. This move can combo with the leaping kick for 7 hits total. The leaping kick can hit an opponent who is lying on the ground. BLUE MARY Rapid Spider - Mary slides on-screen using her Straight Slicer, then does an M. Spider. If the Spider misses (and it can be blocked) she doesn't do anything else, but if it hits, she launches her opponent into the air. Note that the Slicer and M. Spider will not combo, and that none of these attacks do any damage. RYO SAKAZAKI Kuuchuu Ko'ou Ken - Ryo leaps into the air and throws a mid-air Ko'ou Ken. This move can hit an opponent who is lying on the ground. ROBERT GARCIA Ryuuren Moushuu - Robert leaps wo where you are and dashes forward. If he hits someone before his dash ends, he does a 7-hit series of attacks ending with a flip kick. It's possible to have some of the attacks miss, depending on Robert's location. KING Trap Rush - King dashes out and does a sliding kick (which must be blocked low) that goes to the other end of the screen. If it hits, she follows with a 5-hit Silent Flash. The two attacks can combo for 6 hits. TAKUMA SAKAZAKI Chou Hissatsu: Tengu Shikou Ken - Takuma (in his Mr. Karate mask) dashes on-screen, charges for a moment, then throws a SDM Haou Shikou Ken across the screen (although the projectile only hits once). ATHENA ASAMIYA Psycho Healing (Psycho Repair) - Athena leaps to where you are and does her SDM Shining Crystal Bit pose. Once she lands, she can hit a nearby opponent, and will knock them down. If you are missing any life, then you will regain some of it when Athena poses, no matter where you are on the screen. SIE KENSOU Meat Bun 4 U - Kensou leaps to where you are with a Ryuu Sougeki attack that can hit once. Upon landing, he eats a meat bun. If you are missing some life and are standing in front of Kensou, he will not eat the bun, and you get some life back, instead. However, you have to be careful to not be too far away or too close to Kensou, or else nothing happens. CHIN GENTSAI Hourai Raku'en - Chin rolls on screen and looks around for a bit, then does a 5-hit Ryuurin Hourai. If your opponent is standing in front of Chin when he finishes rolling, he will instantly go into the Ryuurin Hourai. BAO Psycho Ball Attack MAX ~Striker MiX~ - Bao dashes onscreen and fires a Psycho Ball Attack MAX across the screen. The dash can hit an opponent, and if so, the two attacks will combo for 2 hits. LEONA HEIDERN Killer Touch - Leona dashes forward a certain distane. If she touches her opponent while dashing, she plants a bomb on them that explodes for 2 hits. RALF JONES Galactica Phantom - Ralf dives into the middle of the screen using a Kyuukouka Bakudan Punch, then does a Galactica Phantom. Both hits can combo. Note that the Galactica Phantom is blockable. CLARK STEEL Flashing Launcher - Clark leaps to where you are with a kick attack, then attempts to grab his opponent and throw them. The kick and the throw attempt can combo, but the throw may miss if the kick hits. Both moves do no damage. WHIP Valkyrie Killer - Whip leaps out. Upon landing, she does a fast version of her Whip Shot that can hit twice. She can hit an opponent as she lands, and if she does so, she does a 1-hit Boomerang Shot instead (although the two attacks can combo). MAI SHIRANUI Sakura Fubuki - Mai dashes out, then taunts. If she hits someone while dashing, she does a 6-hit Hana Arashi. YURI Hien Rekkou - Yuri dashes out, then taunts. If she hits someone while dashing, she does a 6-hit Hien Rekkou. KASUMI TODO Katsu - Kasumi leaps out with a kick, then taunts. If she touches someone during the beginning of her taunt animation, she throws them aside. Both the kick and the taunt can combo together, although neither move does any damage. Kasumi's taunt drains an opponent's meter by six parts (an entire level's worth). HINAKO SHIJOU Teppou Hinako - Hinako leaps to where you are, then does a crouching C into a 4-hit Tsukidashi attack. KIM KAPHWAN Hishou Kyaku - Kim leaps out and does a Hishou Kyaku. If it hits, he does a one-hit Kuu Sajin, then taunts upon landing. CHANG KOEHAN Tekkyuu Dai Kourin - Chang leaps into the middle of the screen, or into your opponent, whichever one is closer. Upon landing, he flops forward. This does a fair amount of damage if blocked. CHOI BOUNGE Chouhatsu Zanmai - Choi leaps in and does one of three taunts. The "one leg" taunt drains your opponent's Power Gauge by three parts, while the "facing away" taunt drains by four parts. The rarer "facing the screen" taunt drains five parts. If Choi's opponent gets close to him, he does a 2-hit Tatsumaki Shippuu Zan. JHUN HOON Fukuko Shuugeki - Jhun dashes in and does a Hiko Geki (this is an overhead attack). If he hits an enemy while dashing, he does a 3-hit Kuu Sajin instead (but the Kuu Sajin does no damage). KYO KUSANAGI Ura 108 Shiki: Orochi Nagi - Kyo leaps out and does an SDM Orochi Nagi that hits three times. If an opponent touches his body before he attacks, he instantly fires the Orochi Nagi, which either results in a 4-hit combo, or results in the Orochi Nagi missing. IORI YAGAMI Ura 108 Shiki: Ya Sakazuki - Yagami dashes onscreen and throws a Yami Barai. If he hits someone while dashing, they are knocked down, and the Yami Barai won't hit them. KULA (CANDY) Candy Spin - You cannot use Kula as a Striker. Instead, you can summon Candy, a robot who will spin around like an ice skater when summoned. ZERO None - Zero jumps on-screen, then jumps away. ------------------------------------------------------------------------ ANOTHER STRIKER LIST ------------------------------------------------------------------------ This section lists each character, the name of their Striker Action, and what they actually do when summoned. Characters are listed in alphabetical order. ANOTHER BENIMARU Raijin Ken - Benimaru leaps to your location and does a blade-like Raijin Ken. If his opponent is too close, the Raijin Ken will miss entirely. ANOTHER K' Narrow Spike - K' leaps in and does a long-range jump kick that leaves him lying on the floor. ANOTHER ROBERT Chouhatsu no Ken - Robert leaps to your location and taunts, which removes 3 parts (or about half a level) from your opponent's Power Gauge. If he's close to his opponent, he does a 2-hit Ryuuga instead. ATHENA Fire Sword - Athena leaps to your location and swings her sword, sending out a swath of fire that hits one time. BAIJANG Gororin Panda - Baijang runs in, poses, then rolls forward. A hit opponent will be knocked to the floor. BILLY KANE Rengeki Ensatsu Kon - Billy runs on-screen and does his "Dai Kaiten Geri." Upon landing, he then does a short "Sen'en Sakkon." If either hit of the Dai Kaiten Geri connects, he will immediately go into the Sen'en Sakkon, which will hit three times instead of two (for four hits total). CHIZURU KAGURA Boukatsu: Hatei no Reifu - Chizuru leaps to your location and dances for a while. The finishing pose of the dance can hit your opponent for a 2-hit combo, and when she finishes dancing, you will get a little of your life back, if you've lost any (this works no matter where you in relation to Chizuru). CHRIS Shooting Dancer - Chris runs on-screen. If his opponent isn't close enough, he does an overhead stomp. If they are, he does a crouching attack, then a sliding kick (both attacks combo, but only the slide must be blocked low). COSPLAYER KYOKO 75 Shiki: Kai 2 - Kyoko comes in with a R.E.D. Kick. If it hits, she taunts. If it misses, she follows with a 2-hit 75 Shiki: Kai. DUCK KING Windmill - Duck dives in with a "Flying Head Spin" attack that hits once, then starts dancing as soon as he lands. The last hit of the dance will knock an opponent away. However, _none_ of the hits of any of these attacks will connect (although the dance animations randomly combos for two hits). DUKE EDWARDS Submarine Screw - Duke walks on-screen, then does a rising uppercut. If his opponent is close by, he will do the uppercut when he's close enough. EIJI KISARAGI Kasumi Giri - Eiji appears next to you, vanishes in a cloud of smoke, then dashes forward and slashes. He will slash as soon as he is close to your opponent. FIO Parachute Kunka Konren - Fio flies in and falls to the ground, atop your opponent. The falling animation can hit twice. She then stands up and salutes, or if her opponent is close enough, she pushes them aside. GAI TENDOU Wheel Combo: Maxi Edge - Gai leaps in with a kick which will knock down a hit opponent. Upon landing, he takes off his hooded robe, then does a 2-hit heel kick followed by a lunging kick. The jump kick won't combo with the other hits, but the heel kick and lunge kick will combo together for three hits. GEESE HOWARD Shinkuu Nage - Geese dashes on-screen via a Jaei Ken. After he stops, he points at his opponent, and then taunts. The Jaei Ken can hit (in which case he does nothing), but if the "pointing animation" hits, then Geese will do his "Shinkuu Nage" instead. None of these attacks do any damage, and the taunt will drain four parts (about 2/3rds) of a full Power Gauge level. GOENITZ Yonokaze - Goenitz leaps to your enemy's location, and does his "Yonokaze" pose before disappearing. As soon as he's gone, a giant whirlwind shows up. GORO DAIMON Tenchi Gaeshi: Olympic Version - Goro runs on-screen a ways, then taunts. If he touches his opponent while running, he does a "Tenchi Gaeshi" instead. KAEDE Fukuryuu - Kaede rolls in from off-screen, then does his Fukuryuu attack. A hit opponent is launched into the air. KANG BAEDAL Ko Neppuu - Kang leaps to your location and throws two hurricanes by swinging his legs around. Since Kang moves forward while attacking, it's easy for this move to miss if your opponent is too close to you. KAORU WATANABE Powerful Miracle Tackle - Kaoru runs in, poses, then races forward and tackles her opponent. If the tackle is blocked, her opponent drops their guard. She then claps her hands together, which gives you 3 parts (about one-half) of a Power Gauge level back. KENSOU Psycho Space - Kensou leaps in and comes down with a glowing palm attack. Upon landing, his opponent is bounced upward a moment later by an unseen force. KIM DONGHWAN Shiden Kyaku - Kim leaps on-screen. Upon landing, he can hit an opponent, and this can combo into his 2nd attack, which is a electricity-producing kick. However, it's possible for the two hits to not combo. If the "landing attack" misses, Kim does his "Ponpe Odori" dance instead, which drains your opponent's Power Gauge by three parts (about 1.15 levels)! KIM JAE HOON Ryuusei Raku - Kim dashes in with a slide attack, then does a hopping kick. The two attacks will combo for 2 hits, and the slide attack can hit an opponent who is lying on the floor. KIM SUE-IL Hisen Zan - Kim slides in and taunts. If the slide hit, he does a two-hit rising attack with his pole. The hits can combo for 3 hits total. LILY KANE Lily no Ouen - Lily runs on-screen, pants, then begins waving. This will give you about 80% of a Power Gauge level back. LI XIANGFEI Dai Kokuchou - Xiangfei leaps to your location and taunts. Unbelivably, this drains your opponent's meter by all 3 levels! MATURE & VICE Decide - Whoever comes out is random, but they both do the same thing--a leaping attack that can hit. Upon landing, they do their Decide attack, which can combo with the previous hit. While the leaping attack does damage, the Decide does not. NAKORURU Daichi no Megumi - Nakoruru leaps in to your location. If you're nearby, Nakoruru glows briefly--this can hit an opponent and will restore some of your life, if you've lost any of it. However, if you're not near Nakoruru when she leaps in, she simply gives a confused look and leaves. ROCKY Atomic Burn - Rocky slides in, then stands around while his chest unlatches and a gun stored inside of it comes out and fires a projectile. It takes some time for Rocky to actually attack once he's onscreen. RYUJI YAMAZAKI Kubi Sarashi - Ryuuji leaps in with a jumping punch. Upon landing, he does a Bai Gaeshi-type arm swing. If it connects, he picks up his opponent by the neck and holds them there. It's easy for the jumping punch and Bai Gaeshi to not combo, and none of Ryuji's attacks do any damage. SHERMIE Shermie Spiral Hold - Shermie leaps to your opponent's location, and attempts to grab them (this is blockable). If she's successful, she holds them on the ground for a moment. Her attacks inflict no damage. SHISHI-OU King Rush - He runs in and does his "King Straight" (a straight punch). If he hits someone while dashing, he does a 4-hit combo (for 5 hits total). SHO KIRISHIMA Sexual Charisma Dynamite: Remember KOF - Sho dives into the midst of the screen. If the dive misses, he does a taunt that drains your opponent's Power Gauge by three parts. If the dodge hits, he follows with a straight punch that can combo for 2 hits (it can also miss, though). YASHIRO NANAKASE Missile Might Bash - Yashiro leaps to where you are with a Sledgehammer attack (although this is not an overhead). He then does a short version of his "Million Bash Stream." ------------------------------------------------------------------------ MANIAC STRIKER LIST ------------------------------------------------------------------------ This section lists each character, the name of their Striker Action, and what they actually do when summoned. Characters are listed in alphabetical order. ANOTHER IORI 311 Shiki: Tsumagushi - Leaps in with a forward-facing Yuri Ori and follows with a Tsumagushi attack. Both hits can combo together. COOL CHOI Shissou Hishou Zan - Dashes in with a three-hit slash attack. If the dash animation hits, only one of the slashes will hit for 2 hits total. G-MANTLE G-Mantle Shot - Leaps to your location and throws three roses at the floor, which can combo for 3 hits. NEO & GEO Countdown Three - Leaps to your location and counts down to zero before they both explode. Can be blocked. RUGAL BERNSTEIN Genocide Cutter - Leaps to your opponent's location and does a 2-hit Genocide Cutter. SAISHU KUSANAGI Kusanagi no Jin - Saishu leaps in and throws a Yami Barai. If your opponent is in the air, he does a 2-hit Oniyaki instead. SMART CHANG Tekkyuu Dai Kaiten - Chang leaps in with his iron ball (this can hit). Upon landing, he spins the iron ball around while advancing forward (this can hit multiple times, or combo for a 2-hit combo). He then slams his ball into the ground, which can hit an opponent who is on the floor (and can combo from the ball spin). UNKNOWN Unknown - Ryuhaku Todo leaps to your location with a jump kick, then performs a "Kasane Ate." Both hits can combo. It's Todo, afterall, what did you expect him to do? He only ever had one move! ------------------------------------------------------------------------ GLITCHES ------------------------------------------------------------------------ Backstep Jump ------------------------------------------------------------------------ When using Iori, tap 44 to backstep and hold 4 while pressing B. Not only will Iori do the Yuri Ori, but he'll jump back much further than he would during a normal backstep. This trick can also be done using Kyo's Naraku Otoshi or Mai's Dairin Fuusha Otoshi, although they won't move back as far as Iori will. You need to input the command as soon as possible for it to work well, so try entering the command as 4412+A (for Mai) or 4412+C (for Kyo), so that the backstep command smoothly interrupts into the attack animation. Gain Power Gauge Energy From Throws ------------------------------------------------------------------------ Andy retains his old throw glitch from '98. Normally, using normal throws does not earn any Power Gauge energy, but once you've gained any amount of power in your Power Gauge, Andy's (C) throw starts earning energy on the "ground kick" part of his throw. This effect ends if your Power Gauge is emptied (but you can earn more power to start up the glitch again). Other simple glitches involve Ralf's (C) throw earning Power Gauge energy when it connects, and Ramon's Tiger Spin DM earning Power Gauge energy if it misses. Short Input Command ------------------------------------------------------------------------ In previous KoFs, some commands could be shortened to make them easier to perform. The only one that is still in 2000 is the shortened "Hou'ou Kyaku" input. Instead of using "21416+K", you can simply use "246+K." This can also be applied to Terry's Power Geyser. Unblockable Psycho Ball ------------------------------------------------------------------------ Quite a few characters had "unblockable fireball" tricks in the previous KOF games, but now only Athena can still do this. Throw an (A) Psycho Ball Attack at your opponent, then do either version of the Psychic Teleport as soon as you recover. Your opponent will stop guarding just as the projectile reaches them. ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ The translations in this section were made with a lot of help from WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken from their site. A few were sent in by contributors to my previous FAQs. Translations in other languages were done using various online translators or other resources found via www.google.com. Finally, I'm not that good at Japanese, so there may be some mistakes. [ K' ] ---------------------------------------------------------------- Eins Trigger First Trigger Tsuika Kougeki Additional Attack - "Eins" is German for "one." [ MAXIMA ] ------------------------------------------------------------ M9 Kata Maxima Missile (Shisaku) M9 Style Maxima Missile (Experimental) [ RAMON ] ------------------------------------------------------------- Teikuu Drop Kick Low Altitude Drop Kick El Diablo Amarillo Ramon The Yellow Devil Ramon El Diablo Amarillo The Yellow Devil [ VANESSA ] ----------------------------------------------------------- Puncher Vision (Zenpou) Puncher Vision (Forward) Puncher Vision (Kouhou) Puncher Vision (Backward) [ BENIMARU NIKAIDO ] -------------------------------------------------- Raijin Ken Quivering Lightning Fist Taikuu Raijin Ken Anti-Air Quivering Lightning Fist Kuuchuu Raijin Ken Mid-Air Quivering Lightning Fist Shinkuu Katategoma Vacuum One-Handed Top Super Inazuma Kick Super Lightning Flash Kick Iai Geri Sword-Drawing Kick Handou Sandan Geri Reactionary Triple Kick Taikuu Raikou Ken Anti-Air Lightning Gleam Fist Raikou Ken Lightning Gleam Fist Gen'ei Hurricane Phantom Hurricane [ SHINGO YABUKI ] ----------------------------------------------------- Hatsugane Forged Iron Issetsu Seoi Nage Fukanzen Imperfect Single Shoulder Throw 114 Shiki: Aragami Mikansei Incomplete Style No. 114: Wild Bite 115 Shiki: Dokugami Mikansei Incomplete Style No. 115: Poison Bite 100 Shiki: Oniyaki Mikansei Incomplete Style No. 100: Demon Scorcher 212 Shiki: Kototsuki Incomplete Style No. 212: Koto Moon "Yacchatte kudasai!" ??? Geshiki: Goufu "Kakkodake" Foreign Style: Roaring Axe "Only In Appearance" 101 Shiki: Oboroguruma Mikansei Incomplete Style No. 101: Twilight Wheel Shingo Kinsei Ore Shiki: Nie Togi Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade Geshiki: Kake Hourin Foreign Style: Racing Phosphorous Phoenix [ LIN ] --------------------------------------------------------------- Akuzan Holding Slash Akuzan Ki Demonic Holding Slash Benpatsu Ken Pigtail Fist Zantetsu Bu: Rasatsu Iron-Slashing Dance: Deadly Net Zantetsu Bu: Nagi Iron-Slashing Dance: Loyalty? Zantetsu Bu: Hakei Iron-Slashing Dance: Cresting Wave Kasumi Mist (lit. "hold aloft") Muei Kusashu Invisible Red Sand Hand Hike Kyaku Flying Feather Kick Hiten Kyaku Flying Heaven Kick Hirai Kyaku Flying Lightning Kick Higi Hakkyoku Ken: Dakai Flying Justice Eight Extremities Fist: "Break in the Deadlock" Hizoku Ougi Yougou Profound Art of Hizoku - Shadow Approach Hizoku Ougi Ranbu: Dokuga Profound Art of Hizoku - Boisterous Dance: Poisonous Moth Hizoku Ougi Doku Shukou Profound Art of Hizoku - Successful Poisonous Hand [ SETH ] -------------------------------------------------------------- Hiji ate kara no hadou uchi Elbow Hit with a Surging Blow Tomoe Nage Overhead Judo Throw Mae Age Geri Forward Rising Kick Shouyou Rising Sunshine Ashitori Leg Catcher Dou Kuzushi Body Destroyer Kyuugetsu Curved Moon Kougetsu Crescent Moon Rakugetsu Falling Moon Angetsu Dark Moon Eigetsu Swimming Moon Irimi Nadazuki Body-Entering Moon Over the Open Sea Doutori Shichimonsatsu Body-Catching Seven Agonizing Deaths Morote Shouyou Paired Palms Rising Sunshine [ ANDY BOGARD ] ------------------------------------------------------- Gourin Kai Strong Confrontation - Modified Kakaekomi Nage Carrying Throw Uwa Agito Upper Jaw Age Men "blow to the face" Hishou Ken Soaring Fist Geki Hishou Ken Violent Soaring Fist Shouryuu Dan Rising Dragon Shot Kuuha Dan Sky-Ripping Shot Gekiheki Haisui Shou Dam Breaking Palm Attack Zan'ei Ken Slashing Phantom Fist Shippuu Ouken Horizontal Gale Fist Gen'ei Shiranui Phantom Shiranui Uwa Agito Upper Jaw Shimo Agito Lower Jaw Zan'ei Ryuusei Ken Slashing Phantom Meteor Fist Chou Reppa Dan Super Rending Shot Shippuu Zan'ei Ken Slashing Phantom Gale Fist - "Shiranui" means "phosphorescent light," but "Gen'ei Shiranui" is referring to the Shiranui ninja clan and not the literal meaning. [ JOE HIGASHI ] ------------------------------------------------------- Hiza Jigoku Knee Hell Ougon no Kakato Golden Heel Bakuretsu Ken Exploding Fists Bakuretsu Finish Exploding Finish Shijou Saikyou no Low Kick Strongest Low Kick in History Ora Ora Bakuretsu Ken (greeting for fighters) Exploding Fists Bakuretsu Hurricane Tiger Kakato Exploding Hurricane Tiger Heel [ BLUE MARY ] --------------------------------------------------------- Victor Nage Victor Throw [ RYO SAKAZAKI ] ------------------------------------------------------ Tani Otoshi Valley Drop Tomoe Nage Overhead Judo Throw Hyouchuu Wari Ice Pillar Splitter Joudan Uke Upper Defense Gedan Uke Lower Defense Ko'ou Ken Tiger Gleam Fist Kohou Roaring Tiger Zanretsu Ken Momentary Violent Fist Kohou Shippuu Ken Roaring Tiger Gale Fist Mouko Raijin Setsu Fierce Tiger: Lightning God's Arm Hien Shippuu Kyaku Flying Gale Kick Haou Shoukou Ken Supreme King Flying Roaring Fist Tenchi Haou Ken Heaven and Earth Supreme Gleam Fist Ryuuko Ranbu Dragon/Tiger Boisterous Dance Kuuchuu Ko'ou Ken Mid-Air Tiger Gleam Fist [ ROBERT GARCIA ] ----------------------------------------------------- Ryuuchou Kyaku Dragon Flip Kick Kubikiri Nage Neck-Cutting Throw Kouryuu Koukyaku Geri Slanted Dragon Falling Leg Kick Ryuu Hanshuu Dragon Hop Kick Nidan Sokutou Geri Two-Part Leg Blade Kick Hien Ryuujin Kyaku Flying Dragon God Kick Ryuugeki Ken Dragon Attack Fist Hien Senpuu Kyaku Flying Whirlwind Kick Ryuu Zanshou Soaring Dragon Slash Sen'en Renbu Kyaku Spinning Circle Rapid Dance Kick Haou Shoukou Ken Supreme King Flying Roaring Fist Kuzuryuu Sen Nine-Headed Dragon Flash Ryuuko Ranbu Dragon/Tiger Boisterous Dance Ryuuren Moushuu Dragon Rapid Rave Attack [ TAKUMA SAKAZAKI ] --------------------------------------------------- Oosotogari Great Outer Reaping Ippon Seoi Shoulder Blow Oniguruma Demon Wheel Kawara Wari Tile Splitter Hisha Otoshi: Dan Tsubushi Rook Drop: Projectile Smasher Keima Uchi: Oiuchi Knight Strike: Pursuit Strike Ko'ou Ken Tiger Gleam Fist Mouko Burai Gan Fierce Tiger: Bandit Boulder Zanretsu Ken Momentary Violent Fist Shouran Kyaku Riot Kick Hien Shippuu Kyaku Flying Gale Kick Haou Shikou Ken Champion King Supremacy Fist Shin Kishin Geki True Fierce God Attack Ryuuko Ranbu Dragon/Tiger Boisterous Dance Chou Hissatsu: Tengu Shikou Ken Super Deadly: (long-nosed demon) Supremacy Fist [ LEONA ] ------------------------------------------------------------- Earring Bakudan 1 Earring Bomb 1 Kibaku Exploding [ RALF JONES ] -------------------------------------------------------- Kyuukouka Bakudan Punch Diving Bomb Punch Chijou Ground Kuuchuu Mid-Air Baribari Vulcan Punch Exploding Vulcan Punch Umanori Vulcan Punch Horse-Mounted Vulcan Punch [ CLARK STEEL ] ------------------------------------------------------- Nageppanashi German German Throwing [ WHIP ] -------------------------------------------------------------- Hook Shot "Code: Kaze" Hook Shot "Code: Wind" S.S. Type A "Code: Yuuetsu" Strings Shot Type A "Code: Supremacy" S.S. Type B "Code: Chikara" Strings Shot Type B "Code: Power" S.S. Type C "Code: Shouri" Strings Shot Type C "Code: Victory" S.S. Type D "Code: Ame" Strings Shot Type D "Code: Candy" [ MAI SHIRANUI ] ------------------------------------------------------ Shiranui Gourin Shiranui Strong Confrontation Fuusha Kuzushi Windmill Destroyer Yume Zakura Dream Cherry Koku'en no Mai Dance of the Black Swallow Benitsuru no Mai Dance of the Flamingo Dairin Fuusha Otoshi Great Windmill Drop Ukihane Floating Feather Sankaku Tobi Triangle Hop Kachou Sen Flower/Butterfly Fan Ryuu Enbu Dragon Blaze Dance Sayo Chidori Evening Plover Hissatsu Shinobi Bachi Deadly Ninja Bees Musasabi no Mai Dance of the Giant Flying Squirrel Toki Tsubute Ibis Smasher Hou'ou no Mai Dance of the Phoenix Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees Mizudori no Mai Dance of the Waterfowl Sakura Fubuki Scattering Cherry Blossoms Yusura Ume Fruit from "a tree yielding cherry-like fruit" [ KASUMI TODO ] ------------------------------------------------------- Maki Age Twisting Lift Aiki Nage Aikido Throw Hiji Ate Elbow Hit Kasane Ate Piled Hit Kuuchuu Kasane Ate Mid-Air Piled Hit Senkou Nagashi Fan Sinking into the Gutter Chou Kasane Ate Super Piled Hit Shingan Kazura Otoshi "See with your Heart" Powerful Drop Katsu Scold Messhin Mutou: Joudan Atemi Body Destroyer (Without Throwing): Upper Self-Hit Sasshou Inshuu: Chuudan Atemi Deadly Palm Shadow Kick: Mid-Level Self-Hit Hanshin: Morote Gaeshi Lower Body: Paired Hands Return Hakusan Tou: Dageki Bougyo Snowy Mountain Peach Tree: Strike Defense Tatsumaki Souda: Nage Dageki Tornado Spear Strike: Throw Strike [ YURI SAKAZAKI ] ----------------------------------------------------- Oni Harite Demon Hand Slap Silent Nage Silent Throw Tsubame Otoshi Falling Swallow En Yoku Swallow Wing Senkai Kyaku Rotating Kick Ko'ou Ken Tiger Gleam Fist Haou Shoukou Ken Supreme King Flying Roaring Fist Raiou Ken Lightning Sparkle Fist Kuuga Air Fang Yuri Chou Upper Yuri Super Upper Ura Kuuga Reverse Air Fang Double Yuri Chou Upper Double Yuri Super Upper Yuri Chou Knuckle Yuri Super Knuckle Hien Shippuu Ken Flying Gale Fist Yuri Chou Mawashi Geri Yuri Super Spinning Kick Hien Senpuu Kyaku Flying Whirlwind Kick Hyakuretsu Binta Hundred Violent Slaps Hien Rekkou Flying Violent Pierce Hien Hou'ou Kyaku Flying Phoenix Kick Shin! Chou Upper Heart! Super Upper Mekki Zan Kuuga Destructive Demon Air Fang Slash Hien Rekkou Flying Aid Violent Pierce [ HINAKO SHIJOU ] ----------------------------------------------------- Tasuki Nage "strings used to hold up sleeves" throw Uwate Nage "sumo throw using the outside of the arm" Harite Slap (Thousand Years) Harite Slap (Brocade) Tsuppari Thrust Nodowa Throat Ringing Maemitsu Tataki Advancing Assault Ketaguri Kicking Down Tsukidashi "sumo technique of thrusting out of ring" Tsuki Otoshi "sumo technique of thrusting down" Kote Nage Forearm Throw Kake Nage Hanging Throw Hatakikomi Slapping down (your opponent) Gasshou Hineri Playing With Hands Folded In Prayer Teppou Hinako Doll Gun Yorigiri "sumo technique of pushing enemy out of the ring while holding them by the waist" - "Uwate" can also be translated as "jouzu," which means "skillful." [ ATHENA ASAMIYA ] ---------------------------------------------------- Nu Psycho Reflector New Psycho Reflector Renkantai Chained Thigh [ SIE KENSOU ] -------------------------------------------------------- Sunda Measured Strike Tomoe Nage Overhead Judo Throw Kobokushu Tiger Hand Strike Kousentai Backspin Thigh Sen Shippo Fast Arrow Walk Senkyuutai Arcing Thigh Drill Ryuu Renda Dragon Barrage Ryuu Renga: Chiryuu Rapid Dragon Fang: Earth Dragon Ryuu Renga: Tenryuu Rapid Dragon Fang: Heaven Dragon Ryuu Sougeki Dragon Talon Attack Ryuu Gakusai Dragon Jaw Smash Shinryuu Tenbu Kyaku Dragon God Heavenly Dance Kick Chouryuu Renken Super Dragon Rapid Fist Niku Man 4 U Meat Bun For You Shinryuu Seiou Rekkyaku Dragon God Horrible Gleaming Rending Kick [ CHIN GENTSAI ] ------------------------------------------------------ Gou Inshu Drinking Strong Sake Sakkyaku Nage Reverse Leg Throw Suiho Hyoutan Shuu Drunken Stagger Gourd Attack Hyoutan Geki Gourd Attack Suihai Kou Drunken Cup Lean Fun'en Kou Blazing Angry Mouth Gou'en Shourai: Kai Roaring Flame Invitation: Modified Kaiten-teki Kuutotsu Ken Rotary Air Pierce Fist Suikan Kan'ou Drunken Old Man's Coiled Pipe Choushuu Rikugyo Butterfly Attack Land Fish Bougetsu Sui Full Moon Drunkard Rouja Hanhou Dragonsnake Anti-Strike Rigyo Hanhou Carp Anti-Strike Gou'en Shourai Roaring Flame Invitation Gouran Enpou Roaring Flame Inferno Ryuurin Hourai Willow Phosphorous "Mountain Paradise of the Sennin" Hourai Raku'en "Mountain Paradise of the Sennin" Banquet" - I still can't figure out the exact translation for "ryuurin," but "hourai" is the name of a mountain that lies in the middle of the sea, according to Japanese mythology. On the mountain live the "sennin," hermits with special powers (this is all according to some dictionary I read). [ BAO ] --------------------------------------------------------------- Gen'ei Tougi Phantom Head Technique Soushou Paired Palms Hikida Snake Saw Kawasaki Skin Ripper Senheki Shuu Spinning Wall Kick Senshou Shuu Flying Flash Kick Rikatsu Shuu Reverse Slide Kick [ KIM KAPHWAN ] ------------------------------------------------------- Kubikime Otoshi Extreme Neck Drop Sakkyaku Nage Deadly Leg Throw Kuuren Geki Rapid Air Attack Neri Chagi Falling Leg Hangetsu Zan Half-Moon Slash Hien Zan Flying Slash Tenshou Zan Ascension Slash Haki Kyaku Ambition Kick Hishou Kyaku Soaring Kick Hou'ou Hiten Kyaku Phoenix Flying Heaven Kick Hou'ou Kyaku Phoenix Kick Hishou Kyaku Flying Rising Kick [ CHANG KOEHAN ] ------------------------------------------------------ Hagan Geki Face-Smashing Attack Kusari Jime Chain Strangle Hiki Nige Sliding Evade Tekkyuu Funsai Geki Iron Ball Smashing Attack Tekkyuu Taiko Uchi Iron Ball Drum Thrust Dai Hakai Nage Great Destruction Throw Tekkyuu Dai Kaiten Iron Ball Great Spin Tekkyuu Dai Bousou Iron Ball Great Reckless Run Tekkyuu Dai Bokusatsu Iron Ball Great "Beat to Death" Tekkyuu Dai Assatsu Iron Ball Great "Crush to Death" Tekkyuu Dai Kourin Iron Ball Great Falling Confrontation [ CHOI BOUNGE ] ------------------------------------------------------- Zujou Sashi Head-Riding Stab Geketsu Zuki Bloody Bowel Pierce Mukuro Zuki Bone Pierce Toorima Geri Phantom Killer Kick Senpuu Hien Zashi Whirlwind Flying (Monkey) Pierce Houkou Tenkan Direction Divert Tatsumaki Shippuu Zan Tornado Gale Slash Hishou Kuuretsu Zan Soaring Air-Ripping Slash Hien Zan Confessions of a Sorrowful Monkey Hishou Zan Soaring Kick Kaiten Hien Zan Spinning Flying Monkey Slash Kishuu Hien Zuki Surprise Attack Flying Monkey Stab Hou'ou Kyaku Phoenix Kick Chouhatsu Zanmai Three Foolish Taunts Shin! Chouzetsu Rin-kaiten Toppa True! Superior Spinning Ring Blade Blast Shin! Chouzetsu Tatsumaki Shinkuu Zan True! Superior Tornado Vacuum Slash [ KYO KUSANAGI ] ------------------------------------------------------ Hatsugane Forged Iron Issetsu Seoi Nage Single Shoulder Throw Geshiki: Naraku Otoshi Foreign Style: Hades Drop Geshiki: Goufu You Foreign Style: Positive Roaring Axe 88 Shiki Style No. 88 114 Shiki: Aragami Style No. 114: Wild Bite 128 Shiki: Konokizu Style No. 128: Nine Wounds 127 Shiki: Yanosabi Style No. 127: Eight Tarnish Geshiki: Migiri Ugachi Foreign Style: Timely Drilling 125 Shiki: Nanase Style No. 125: Seven Torrents 212 Shiki: Kototsuki You Style No. 212: Koto Moon Positive 115 Shiki: Dokugami Style No. 115: Poison Bite 401 Shiki: Tsumi Yomi Style No. 401: Composing Sin 402 Shiki: Batsu Yomi Style No. 401: Composing Punishment 100 Shiki: Oniyaki Style No. 100: Demon Scorcher 707 Shiki: Koma Hofuri Style No. 707: Spinning Slaughter R.E.D. KicK Rainbow Energy Dynamite KicK 75 Shiki Kai Style No. 75 - Modified 427 Shiki: Hikigane Style No. 427: Running Over Iron 910 Shiki: Nue Tsumi Style No. 910: Clipping Chimera Geshiki: Ryuu Iri Foreign Style: Shooting Dragon Geshiki: Tora Fuse Goreign Style: Lying Tiger 182 Shiki 182 Shiki Ura 108 Shiki: Orochi Nagi Style No. 108 Reversed: Eight-Headed Serpent Slayer [ IORI YAGAMI ] ------------------------------------------------------- Sakahagi Reverse Flayer Saka Sakahagi Reversed Reverse Flayer Geshiki: Yuri Ori Foreign Style: Lily Break Geshiki: Yumebiki Foreign Style: Dream Shot 108 Shiki: Yami Barai Style No. 108: Darkness Sweep 100 Shiki: Oniyaki Style No. 100: Demon Scorcher 127 Shiki: Aoi Hana Style No. 127: Hollyhock Flower 212 Shiki: Kototsuki In Style No. 212: Koto Moon Negative Kuzukaze Scum Wind Kin 1121 Shiki: Ya Otome Forbidden Style 1121: Eight Maidens Ura 108 Shiki: Ya Sakazuki Style No. 108 Reversed: Eight Wine Cups Geshiki: Goufu In "Shinigame" Foreign Style: Negative Roaring Axe "Death God" Ura 327 Shiki: Yami Sugi Style No. 327 Reversed: Declining Darkness [ ZERO ] -------------------------------------------------------------- Nage Throw Jagai Kusetsu Evil Bodyblow Arm Zanpuu Enpa: Hankyou Flying Airslash Rip: Rebel Mirror Zanpuu Enpa: Satsuma Flying Airslash Rip: Deadly Demon Zanpuu Enpa: Kouga Flying Airslash Rip: Phoenix Fang Zanpuu Enpa: Shouha Flying Airslash Rip: Supreme Flight Shikka Koujin Rapid Fire Gleam Formation Mabukousou Evil Dancing Red Noise Gokusa Zanjin Imprisoning Chain Slash Formation Hakura Messei White Net (of) Destructive Energy - Some of Zero's move names are actually from "Hokuto no Ken" (Fist of the North Star). [ ANOTHER STRIKER ACTIONS ] ------------------------------------------- Raijin Ken Lightning God's Fist Parachute Kouka Kunren Parachute Diving Practice 75 Shiki Kai - Squared Style No. 75 Modified - Squared Kasumi Giri Mist Slash Tenchi Gaeshi Olympic Ver. Heaven and Earth Return Olympic Version Shinkuu Nage Vacuum Throw Rengeki Ensatsu Kon Rapid Attack Deadly Circle Cane Sarashi Kubi Exposed Neck Kasshin: Fukuryuu Lively Spirit: Lying Dragon Chouhatsu no Ken Taunting Fist Shishi-Ou King Lion Yonokaze Four Winds Gororin Panda Forward Rolling Panda Daichi no Megumi Blessing of the Earth Dai Kokuchou Great Cruel Peach Tree Lily no Ouen Lily's Assistance Hisen Zan Flying Flash Slash Shiden Kyaku Swordflash Kick Ponpe Odori Ponpe Dance Tekkyuu Dai Kaiten Iron Ball Great Spin Ryuusei Raku Shooting Star Drop Shissou Hishou Zan Dashing Soaring Slash Ko Neppuu Hot Storm Tiger Kusanagi no Jin Kusanagi's Formation 311 Shiki: Tsumagushi Style No. 311: Claw Comb Getsu no Shirogane Silver Moon Boukatsu: Hatei no Reifu Revived Pole: Cermonial Dance of the Fan King Thanks for reading. ------------------------------------------------------------------------ THE KING OF FIGHTERS 2000 FAQ v0.5 copyright 2000-2002 Chris MacDonald ------------------------------------------------------------------------