------------------------------------------------------------------------ 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v0.5 for the Arcade version by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2000-2002 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining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.

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 THE KING OF FIGHTERS 2000 FAQ v0.5   copyright 2000-2002 Chris MacDonald
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