------------------------------------------------------------------------ THE KING OF FIGHTERS '03 FAQ v0.3 for the Neo*Geo / Arcade by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2004 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game magazine/guide/website authors are not allowed to use my FAQs without permission. People who have been caught doing this include: 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, Guardcrush.com, Kibagami, DarkGuyver, and IGN. So leave my FAQs alone unless you want some bad publicity. All characters are (c) SNK / Playmore / SNK-Playmore. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. BASIC INFORMATION - How to Play - FAQ Notation - Basic Commands - Changes From '02 3. TEAM MOVELISTS - Hero Team Ash | Duo Lon | Shen Woo - Garou Team Terry | Joe | Griffon - Kyokugen Team Ryo | Robert | Yuri - Korea Team Kim | Chang | Jhun - Ikari Team Leona | Ralf | Clark - Edit Characters Iori | | Kyo - Outlaw Team Gato | Billy | Yamazaki - Women's Team King | Mai | Blue Mary - Benimaru Team Benimaru | Shingo | Goro - Schoolgirls' Team Athena | Hinako | Malin - K' Team K' | Maxima | Whip - Mid-Boss Characters Kusanagi | Chizuru | Maki - Final Boss Characters Adel | | Mukai 4. GAMEPLAY NOTES - Autoguard - Change - Change Attack - Counter Hit - Critical and Counter Wires - Damage Scaling - Down - Guard Crush - Knockdowns - Overheads - Power Gauge - Reversals - Rolling - Super Cancels - Throws - Misc. Notes 5. SECRETS AND TRICKS - Play as Kusanagi or Chizuru - Play as a Boss Character - Game Progression - Demo List - Endings 6. MISCELLANEOUS - Special Intros - Special Win Poses - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Hi, welcome to my KoF '03 FAQ. If you have any comments or if you'd like to contribute anything, feel free to reach me at . Just please don't ask me about emulators, I don't know anything about using them. Please don't use any part of this FAQ without getting permission first. These things do take a lot of work to write, after all. I hate bringing this sort of thing up, but it only takes a second to ask. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 0.3 (April 9, 2004) - Added in the official move names for the bosses, as well as the usual minor additions and corrections. Some great contributions this time around, including a bunch from Tel (he seems to have rewritten about half the FAQ by now :) I also added a section on "damage scaling" after a contributor wrote in with a lot of info. on this topic. Version 0.2 (February 22, 2004) - Rewrote and "condensed" the notes, so as to not take up so much space. This resulted in a lot of additions and corrections. Also added a list of super cancels for each character, expanded the Gameplay Notes section, and fixed some translations for Malin. Finally, some great contributions were added, as well as a slew of notes from Tel that didn't make it into v0.1 in time. Version 0.1 (February 11, 2004) - The first release. Moveslists and other basic info. completed. Some notes cleanup is needed for the next release, though (I can't tell if I like the numbering format or not). ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would have not been possible without help from the following: kenmastersx - For the invincibility on Leona's (D) Gravity Spark, Gato moving forward on the (D) Tatsu Kiba, and the difference between Terry's Power Geyser strengths. Raul Torrez - Provided the official translation of the Mary vs. Terry quote. - For the complete official boss movenames. - I read about the unblockable Eins Trigger bug in their forums. An excellent site for fans of SNK games. Amy Kou'ai - Explained how damage scaling works in this game. - Used for some of the German translations for Adel's moves. - Used for some of the Shinto term explanations for Maki's moves. Wei Chen - For some gameplay notes, character notes, misc. corrections, ending notes, and corrections/translations of some of the Japanese win quote conversations. CJ Vossen - For info on the Kagerou no Mai and reflecting the Under Venom with Shen's Saikou Hougeki. Imran Ali - For the easier Kyouken command (A,A,f,B+C). Kukbo - For an exhaustive list of special intros and win poses posted on the gamefaqs KOF '03 board. Charles MacDonald - For making the MAME boss codes and providing the list of endings. Also for letting me hog his computer while I worked on this FAQ, and for being an all-around good guy ;) MGohan - For letting me use some of Tel's notes for this FAQ. (v0.2) Sent in some info. on Ash's movenames and translations. Tel - For a gigantic amount of contributed information. ;) (v0.2) For lots of info. on many characters, and some gameplay notes (like the anti-air Change Attack juggle). (v0.3) Sent in a bunch of corrections and additions. - For information taken from their KoF '03 section. - For game-related information; moves and movelists, spellings, system notes, other tips, etc. - (v0.2) For some wire damage notes from GIMS's page. http://www.mtholyoke.edu/courses/rschwart/hist255/la/sans-culottes.html - Used to figure out some of Ash's move names. - Used to figure out some of Malin's move names. - For the Jhun glitch; from the KoF '03 message board. - Used for some of the Japanese translations. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ ub u uf Up-Back Up Up-Forward \ | / b -- n -- f Back Neutral Forward / | \ db d df Down-Back Down Down-Forward P Press A / C. K Press B / D. Light attacks Press A / B. Heavy attacks Press C / D. AB / CD / BC Press the listed buttons together. ABC / ABCD Press the listed buttons together. any Press A / B / C / D. ~ _Immediately_ press the next button listed. / Optional command. + Press at the same time. , Press in the listed order. _ An optional, additional input. qcf Input (d,df,f). qcb Input (d,db,b). hcf Input (b,db,d,df,f). hcb Input (f,df,d,db,b). dir. Any direction can be used. a-u Any direction but ub / u / uf. ub~uf Can use ub / u / uf. db~df Can use db / d / df. (can hold) You can hold the button, then release it. when near Perform when next to your opponent. (air) Can be used while airborne. (x#) Perform x number of times. GC Guard Crush. D^ Desperation Move. L^ Leader Desperation Move. ** Additional note. For the cancel chart: c Not cancelable into command attacks. C Cancelable into anything. S Only cancelable into S^ or L^ moves. - Not cancelable. / Divides hits. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Please see the "Gameplay Notes" section for more detailed information. Hold b when attacked Standing Block Hold db when attacked Crouching Block Tap b,b Backstep Tap f,f (hold f) Dash (hold f to run) Tap ub~uf lightly Small Jump Press ub~uf Normal Jump Tap db~df,ub~uf Big Jump Tap db~df, lightly tap ub~uf Low Big Jump b / f + C / D when near Normal Throw _b / f + same C or D if grabbed Normal Throw Escape (f / df + ) AB Emergency Evade (Front) b / d / db + AB Emergency Evade (Back) ub / b / db + AB while blocking Guard Cancel Emergency Evade (Back) uf / f / df + AB while blocking Guard Cancel Emergency Evade (Front) Press CD while blocking Guard Cancel Blow Away Attack Press AB when knocked down Down Evade Press BC / CD Change qcf + BC / CD (costs 1 level) Change Attack Press Start Taunt Enemy blocks multiple attacks Guard Crush Hit enemy multiple times Dizzy Tap dir. + any when dizzied Dizzy Recovery - The Guard Cancel Blow Away Attack does no damage. It knocks an enemy down while sending them across the screen. - You have to use the same button to escape from a normal throw that your opponent used (i.e. b / f + C will break you out of a b / f + C throw). - You can now roll while crouching. - Another way to perform the Low Big Jump is to immediately hold in a downward direction after tapping "db~df, lightly tap ub~uf." - The Down Evade makes you land on your feet when knocked down. - After a taunt begins, you can cancel it with a movement or action. - The Guard Cancel moves and Change Attack cost one level to use. ------------------------------------------------------------------------ CHANGES FROM KOF '02 ------------------------------------------------------------------------ - There are no more SDMs or HSDMs. Instead, there are L^ moves, or the Leader DMs. The first character you choose is your lead character (the order you put them later on doesn't matter, even though the screen says "[A]...Leader" on it). That leader character is the only one who can use their L^ move, and it costs 2 levels to use. - You can tell who your leader is, since they will have a blue life gauge. - There is no more Quick Emergency Evade (AB when making an attack). - There are no more ground or mid-air Blow Away Attacks (although some characters now have them as command attacks). - Characters will get dizzied if they take too many hits. - You can now roll or Guard Cancel roll while crouching. - Super cancels now cost one level to use, as in KOF '01. Remember that this applies to SC'ing from a special move into a D^ or L^ move, and not a normal or command attack. - Characters now have "chip death" animations, for when they are killed via block damage. - There are no more moves that automatically drop an opponent's guard. - There are no more "surefire juggles" (moves that juggle in non-juggle situation). - I noticed it's possible to hit an opponent twice in air if the first hit connects (i.e. K's standing A x2 vs. Gato's Fuuga). This even works against a normal jump-in. Whether this is a change to the juggle system or is just easier to do in this KoF, I don't know. - And of course (if you couldn't tell), the game has a tag system. ======================================================================== 3. TEAM MOVELISTS ======================================================================== Teams are listed in the same order that they are on the Team Select Screen. Moves are listed in this order: basic throws, command attacks, special moves, then D^ and L^ moves. Afterwards is a cancelable attack chart, and then a SC chart. A super cancel with a "n/" listed before it requires no extra Power levels to use (see Section 4 for details). Some moves are SC'able only under certain circumstances, so please see their entry in the notes section for details. Speaking of, there are some notes for each character at the very end. Notes correspond to the number written to the far right of each move. ------------------------------------------------------------------------ ASH CRIMSON [ Hero Team ] ------------------------------------------------------------------------ b / f + C / D when near Brumaire 1 f + A Messidor 2 b + B Floreal 3 b + D Prarial 4 Charge b,f + P Ventose 5 Charge d,u + K Nivose 6 hcf + C when near Vendemiaire 7 qcf,qcf + P D^ Thermidor 8 qcf,qcf + K D^ Pluviose 9 Tap A,B,C,D quickly L^ Sans-Culottes 10 Cancels A B C D ----------------------------------------- stand near C C C C stand far - - - - crouching Cr Cr C - Super Cancels (see notes for details) -------------------------------------------------------------- n/Messidor Nivose (1st) Vendemiaire (3rd) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead, unless canceled into (which makes it SC'able and faster). 2 However, it will only combo from an A or B attack. 3 Can link into Pluviose, since that move comes out so quickly. 4 Has a short range, so you will (D) throw instead if not careful. 5 You can move about freely after the (A) Ventose, as it is very slow. 5 (C) is created in two "waves", like Geese's Double Reppuu Ken. It can hit twice from up close, but you can block or move out of the way of the 2nd wave (once fired, the projectile hits twice and will actually combo). 5 The first wave can also destroy projectiles, without affecting the outcome of the projectile (you will still get the 2-hit version). This move can pass through projectiles. 5 The (C) Ventose can in fact be reflected, but this is difficult, because it moves so fast. What's more, even if reflected, the projectile may cancel itself out, like King's Double Venom Strike (since it is technically two fireballs layered together). Another possibility is that the first fireball hits you, but you manage to reflect the second one. The Bai Gaeshi can absorb/respond to this move normally, though. 6 1st hit is SC'able. 7 1st hit is unblockable. Has no miss animation. Can juggle afterwards. 3rd hit is SC'able. 7 Not all the hits will combo, in some situations (i.e, Chang is running into the corner, and you attempt stand C > hcf + C). It's usually the 3rd hit that misses, since it has a short range. 8 Has invincibility upon start-up, when Ash is creating the ball. The Thermidor travels slowly enough for you to walk around afterwards, and does plenty of chip damage. You can use a Thermidor while a Ventose is on-screen, but not the other way around. 8 The Thermidor cannot be reflected, and can negate and pass through projectiles and even some D^ projectiles. What's really cool is that the Bai Gaeshi can absorb this move, although if you use the (C) version, Yamazaki will not "respond" with a projectile. 9 -- 10 The "activation" glow of this move can knock down a foe. Attacks will also pass through you during the activation phase. 10 The surest way to perform this move is to complete it either as a cancelable attack hits or is blocked, or as the recovery of said attack ends, so that you have returned to a neutral state as you are pressing the final button (not once you are pressing the final button, as this will just result in a normal attack). This means you have to do the motion very quickly (if attempting it during a move that hits or recovers quickly), or somewhat slowly (if attempting it during a move that takes a while to come out or recover from). This can be used with any attack, from normal attacks to command moves or specials or supers. 10 When used, you glow for five counts. During this time, there is no charge time for your charge moves (i.e. you can just input b,f + P or d,u + K). This allows you to have multiple Ventoses on screen. ------------------------------------------------------------------------ DUO LON [ Hero Team ] ------------------------------------------------------------------------ b / f + C / D when near Suishu: Shoukou 1 uf when near a wall in air Sankaku Tobi 2 jump uf + B,D Hika Tenshi 3 df + D Fuuka Tenshi 4 _press D Raika Tenshi 5 qcf + P (x3) Jaki Juuryuu 6 _f + K from qcf + P (x1) Onpei Ryuujin Ha 7 _qcb + P Shiryou Hassei Kin 8 qcf + K Himou Kyaku 9 qcb + K Genma Hishou Keikou 10 f,d,df + K Genmu Kyaku: Naiga 11 b,d,db + K Genmu Kyaku: Gaiga 12 hcb,f + P when near Suishu: Makyakuho 13 _qcb + P Suishu: Ransaiki 14 qcb,hcf + P D^ Hiden: Genmu Juon Shikon 15 hcb,hcb + P D^ Hiden: Genmu Onryou Heki 16 Tap A,C,B,D quickly L^ Ougi: Tajuu Genmu Ankei 17 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far -r - - - crouching Cr Cr C S Super Cancels (see notes for details) -------------------------------------------------------------- Jaki Juuryuu (3rd) Shiryou Hassei Kin 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 -- 3 Cannot use during a low or high jump. 4 Hits low. 5 Counter Wire (if Fuuka Tenshi didn't hit, obviously). Will combo from Fuuka Tenshi. 6 You can perform all three inputs, even if one of them misses. In fact, you can hit with only the 1st and 3rd hits for a 2-hit combo. 6 1st input can cancel into Himou Kyaku. 3rd input can cancel into Himou Kyaku, Genmu Kyaku, or Genma Hishou Kyaku. It's a good thing, since the Himou Kyaku is really the only way to juggle off the third input without super canceling. 6 3rd input is SC'able, and will juggle with Genmu Onryou Heki or (A) Genmu Juon Shikon in the corner. In the open, only the (C) Genmu Juon Shikon will connect. 7 Can cancel into even if the 1st Jaki Juryuu is blocked. Can be canceled into Fuuka Tenshi, Himou Kyaku, or Genmu Kyaku. 8 You must perform this move after the knee strike hits, and not as it hits (as you usually would). SC'able. You can combo after this move if you're fast enough (e.g. into c A > Jaki Juuryuu). 9 You can be hit while teleporting (D) moves you further than (B). You will "re-warp" if you move near your opponent, even if this occurs at the end of the initial warp. 9 It seems like the "re-warp" can be canceled into itself rapidly. 10 Overhead. (D) moves you further than (B). Both versions hit twice, but (D) only does this vs. tall opponents. Only the 2nd hit will knock down an enemy. 10 Your enemy can't Down Evade if hit by this move. 10 You are invincible once you turn into a skeleton and are crumbling downward, although you can be thrown at any point while falling apart. 11 Can juggle afterwards. (D) strikes further ahead than (B). 12 Has slightly more range than the corresponding strength Naiga. 12 If your enemy is near, this move hits "inward" instead of outward, knocking your enemy towards you. 13 Unblockable. Does no damage. Leaves opponent open to attack. 14 As above, but switches sides with your enemy in mid-grab. 15 Hits twice from up close. (C) version goes much faster than (A). 15 Negates projectiles (but not D^ projectiles). 16 Only does block damage at the end, and for less than you'd think. 16 Negates normal and D^ projectiles. Like Terry's Power Stream, it seems like nothing will hit Duo Lon out of this move. 17 The "activation" glow of this move can knock down a foe. Attacks will also pass through you during the activation phase. 17 The surest way to perform this move is to complete it either as a cancelable attack hits or is blocked, or as the recovery of said attack ends, so that you have returned to a neutral state as you are pressing the final button (not once you are pressing the final button, as this will just result in a normal attack). This means you have to do the motion very quickly (if attempting it during a move that hits or recovers quickly), or somewhat slowly (if attempting it during a move that takes a while to come out or recover from). This can be used with any attack, from normal attacks to command moves or specials or supers. 17 When used, you glow for five counts. During this time, you are followed by a duplicate that imitates your moves and can hit your opponent. It can't imitate D^ moves, though, and it's imitation feature seems pretty dodgy (i.e. the Jaki Juuryuu won't get full hits, etc.) 17 Also during this move, your attacks will not knock an opponent away. This sets up for some unique combo situations (and an easy infinite--standing or crouching A repeatedly). 17 It also has the odd effect of causing moves that knock an opponent aside to simply drop them to the floor (such as the Fuuka Tenshi, Suishu: Shoukou, or Genmu Onryou Heki). It also makes the Genmu Kyaku knock an opponent straight up, instead of at an angle. ** Look at Duo Lon's feet. Notice anything odd? :) ** For the confused, here is a quick list of Duo Lon's Jaki Juuryuu chains: 1st input > 2nd input > 3rd input > 4th input ------------------------------------------------------------- qcf + P > qcf + K > --------- > --------- qcf + P > f + K > qcf + K > --------- qcf + P > f + K > f,d,df + K > --------- qcf + P > f + K > b,d,db + K > --------- qcf + P > f + K > df + D > press D qcf + P > f + K > qcb + P > supercancel qcf + P > qcf + P > qcf + P > qcf + K qcf + P > qcf + P > qcf + P > qcb + K qcf + P > qcf + P > qcf + P > f,d,df + K qcf + P > qcf + P > qcf + P > b,d,db + K qcf + P > qcf + P > qcf + P > supercancel ** As you can see, you have a lot of options to choose from ;) ------------------------------------------------------------------------ SHEN WOO [ Hero Team ] ------------------------------------------------------------------------ b / f + C / D when near Kyakuten Zuchi 1 f + B Fusen Kyaku 2 f + hold D Tenren no Kamae 3 f + D Tenren Shuu 3 qcf + P (can hold) Gekiken 4 _K while holding P Cancel 5 qcb + A Fukuko Geki 6 _qcf + A Kouryuu Geki 7 hcb,f + C when near Saikou Hougeki 8 qcf,qcf + P D^ Zetsu! Gekiken 9 qcf,qcf + K D^ Kohyou Rengeki 10 Tap C,A,B,C quickly L^ Bakushin 11 Cancels A B C D ----------------------------------------- stand near C - C C stand far cr - - - crouching Cr -r C - Super Cancels (see notes for details) ------------------------------------------------------------------------ (A) Gekiken (if not charged) (C) Gekiken (if not fully charged) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead, unless canceled into (which makes it cancelable). 3 Knockdown. Shen spins without attacking if the button is held. 4 (A) does not knock down, but is SC'able. If delayed for even a little bit, it will knock down, but is no longer SC'able. However, you can juggle an opponent afterwards in this case, even out in the open (Kohyou Rengeki works well). 4 (C) does not not knock down, but is SC'able until Shen completes the yell. After that, it becomes a knockdown attack, but is not SC'able. However, you can juggle an opponent afterwards, even out in the open (again, try following with Kohyou Rengeki). 4 If delayed until a while after the yell, the (C) Gekiken becomes an unblockable attack that knocks the enemy away, although you can't juggle them. 4 In either case, delaying the move increases the damage a little. 5 You can press K to cancel the Gekiken while it is being delayed. 6 -- 7 Can cancel into this move before the Fukuko Geki hits. 8 Unblockable. Leaves foe open to attack. Miss animation reflects projectiles, oddly enough. 9 Counter Wire. (A) gives immunity to mid- and low-level attacks. (C) gives immunity for high attacks. 9 Your enemy can't Down Evade if hit by this move. 10 Your enemy can't Down Evade if hit by this move. 11 The "activation" glow of this move can knock down a foe. 11 The surest way to perform this move is to complete it either as a cancelable attack hits or is blocked, or as the recovery of said attack ends, so that you have returned to a neutral state as you are pressing the final button (not once you are pressing the final button, as this will just result in a normal attack). This means you have to do the motion very quickly (if attempting it during a move that hits or recovers quickly), or somewhat slowly (if attempting it during a move that takes a while to come out or recover from). This can be used with any attack, from normal attacks to command moves or specials or supers. 11 When used, you glow for 8 counts. During this time, your attack power increases. Before this move begins, there is a delay as Shen messes with his gloves. However, if you combo into this move, he will instantly "activate" it. ** Shen can follow his close standing C with a far standing B. ------------------------------------------------------------------------ TERRY BOGARD [ Garou Team ] ------------------------------------------------------------------------ b / f + C / D when near Buster Throw 1 df + C Rising Upper 2 df + D Backspin Kick 3 f + C from close standing C Combination Blow 4 qcb + P Burn Knuckle 5 qcb + K Crack Shoot 6 qcf + P Power Wave 7 hcf + K Power Charge 8 _f,f + same button (x2) Tsuika Nyuuryoku 9 f,d,df + K Power Dunk 10 _press AB after 1st hit Breaking 11 _qcb + B Break Shoot 12 qcb,db,f + P D^ Power Geyser 13 qcf,qcf + K D^ Buster Wolf 14 qcb,hcf + AC L^ Power Stream 15 Cancels A B C D ----------------------------------------- stand near Cr - C C/C stand far cr - - - crouching Cr C C c Super Cancels (see notes for details) -------------------------------------------------------------- Tsuika Nyuuryoku (1st) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Cancelable. Has less range than before. 3 Knockdown, unless canceled into (which makes it cancelable and faster). 4 Cancelable on 2nd hit. 5 Knockdown. 6 Overhead. (D) can hit from up close before overhead hit, though. The (D) version will completely miss some crouching foes. 7 -- 8 -- 9 1st input (f,f + K) is SC'able, though seemingly not into the Power Stream. 2nd input knocks down. 3rd input is a Counter Wire if the previous hits missed. You can do the full three inputs even if the first one is hit or blocked. 9 You cannot Down Evade as you land from the 2nd input. 10 (B) button can cross-up, but your enemy can still block backward to defend against the last hit. 10 You cannot Down Evade as you land from this move, unless Terry used the Breaking. 11 Only works if 1st hit connects and doesn't miss or get blocked. Terry dashes forward a little, setting up an easy juggle situation. 12 For some reason the (B) Crack Shoot cancels directly from #11. 13 The (C) version has start-up invicibility, but is slower than the (A) version. If hit out of this move, Terry can juggle his foe if the geyser still hit his opponent. 13 Can negate projectiles (even D^ moves and the Thermidor). Terry now does the "Garou" version instead of the old KOF version. 14 Won't finish if it is blocked. 15 The official command works, but it seems that (qcb,db,f + AC) works as well. The "dome" created in the start can juggle an opponent for the remaining hits. This move can negate practically any projectile and can outhit most attacks; maybe Mukai's L^ move would beat it? ------------------------------------------------------------------------ JOE HIGASHI [ Garou Team ] ------------------------------------------------------------------------ b / f + C / D when near Hiza Jigoku 1 f + B Low Kick 2 df + B Sliding 3 hcf + P Hurricane Upper 4 hcf + K Slash Kick 5 f,d,df + K Tiger Kick 6 qcb + K Ougon no Kakato 7 Tap P rapidly Bakuretsu Ken 8 _qcf + A Bakuretsu Elbow 9 _qcf + C Bakuretsu Finish 10 qcf,qcf + P D^ Screw Upper 11 qcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakato 12 qcb,qcb + AC L^ Shijou Saikyou no Bakuretsu Straight 13 Cancels A B C D ----------------------------------------- stand near C C C C stand far -r C - - crouching Cr -r C c Super Cancels (see notes for details) -------------------------------------------------------------- Tiger Kick (1st) Bakuretsu Elbow 1 Unblockable. (D) switches sides with your enemy. 2 Cancelable. 3 Hits low. Travels further than before. 4 Will miss characters who are right next to Joe. 4 (C) has a further range and fires two hurricanes instead of one. The 2nd hurricane will knock down. However, this move will not combo, and it's possible to block after the 1st hurricane in some situations (but never if you're in the corner). 5 Knockdown. 6 1st hit is SC'able. 7 Last hit of (D) knocks down. 7 You can juggle your opponent after this move if they are hit in mid-air, and you land first. Works best in the corner. 8 -- 9 Overhead. SC'able. 10 Hits low. 11 The intial hurricane will miss if Joe's enemy is near him. If hit out of this first hurricane, the move won't continue. 11 If this move connects, but you don't get the full 7 hits, you can juggle a falling opponent. 12 Your enemy can't Down Evade if hit by this move. 13 Unblockable. Has autoguard on Joe's body; against jumping, high, and mid-level attacks. The autoguard lasts until Joe strikes and starts up even before the L^ "activation" flash occurs. ------------------------------------------------------------------------ GRIFFON MASK ("Tizoc" if language is set to English) [ Garou Team ] ------------------------------------------------------------------------ b / f + C / D * Griffon Tower 1 d + AB Joudan Yoke Kougeki 2 d + CD Gridro Super Kick 3 qcb + K * Olympus Over 4 f,d,df + P Active Tupon 5 b,d,db + P * Poseidon Wave 6 hcb + P when near Justice Hurricane 7 hcf + B when near Hercule(s) Throw 8 qcf + A when near in air Icarus Crash 9 df,df + C from any * move Griffall 10 qcf,qcf + K D^ Dadaleus Attack 11 hcb,hcb + P when near D^ Big Fall Griffon 12 hcb,hcb + AC when near L^ Big Fall Griffon 13 Cancels A B C D ----------------------------------------- stand near Cr - c - stand far Cr C c - crouching C - - - jumping c c c c Super Cancels (see notes for details) -------------------------------------------------------------- n/Joudan Yoke Kougeki (2nd/3rd) Poseidon Wave 1 Unblockable. (C) switches sides with your enemy. 2 Will dodge high attacks. 2nd-3rd hit is SC'able. Dadaleus Attack can combo, and in the corner, the first and last hits will even juggle if you SC'd from the 3rd hit of the Joudan Yoke Kougeki. 2 So obviously, you must use db / df + AB to roll while crouching. 3 Will dodge low attacks for the moment you leave the ground (though you can be hit before you jump). Does a lot of GC damage. 4 Overhead. (D) makes you backstep first. 4 Your enemy can't Down Evade if hit by this move. 5 Unblockable. (C) moves you further than (A) does. 5 Only grabs standing opponents, and not those who are crouching or are in mid-air. 6 SC'able. (C) makes you backstep first. 6 You cannot Down Evade as you land from the (C) version. 7 Unblockable. 8 Unblockable. Does little damage and can't be comboed into, but sets opponent up for a juggle as they bounce off the wall. 9 Unblockable. Only grabs mid-air foes. Can use during a backstep. 10 A follow-up to the Griffon Tower, Olympus Over, Poseidon Wave, or a crouching D that knocks down. Can hit an opponent on the floor. 10 Must be done early to hit, although you can do it right after the Griffon Tower connects, meaning you don't reverse the input. 11 1st hit is an overhead attack. Has startup invincibility. 12 Unblockable. Has limited startup invincibility. 13 Unblockable. Has limited startup invincibility. ** Griffon's forward walk is faster than his forward run. ** You can always hold d, then press AB or CD for the respective move. ** None of Griffon's throws can be recovered from using the Down Evade. ** During the beta test, Griffon was said to have an alternate taunt said to be (b + Start). However, this doesn't seem to work. ------------------------------------------------------------------------ RYO SAKAZAKI [ Kyokugen Team ] ------------------------------------------------------------------------ b / f + C / D when near Tomoe Nage 1 f + A Hyouchuu Wari 2 f + B Joudan Uke 3 df + B Gedan Uke 4 qcf + P Ko'ou Ken 5 qcf + K Mouko Raijin Setsu 6 qcb + P Kohou Shippuu Ken 7 hcb + K Hien Shippuu Kyaku 8 f,b,f + P Zanretsu Ken 9 f,d,df + P Kohou 10 f,hcf + P D^ Haou Shoukou Ken 11 qcf,hcb + P D^ Ryuuko Ranbu 12 qcf,qcf + AC L^ Tenchi Haou Ken 13 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far - - - - crouching Cr -r C C Super Cancels (see notes for details) -------------------------------------------------------------- Kohou Shippuu Ken (1st-2nd) (A) Kohou (C) Kohou (1st) 1 Unblockable. (C) switches sides with your enemy. 2 Overhead, unless canceled into. 3 Autoguard on arm vs. jumping and high attacks. Becomes cancelable if autoguard is triggered. 4 Same as Joudan Uke, but only autoguards mid- and low-level attacks. 5 Knockdown. Negates projectiles. 6 Overhead and knockdown attack. 6 Your enemy can't Down Evade if hit by this move. 7 SC'able on either hit. (A) has more invincibility when it comes to dodging attacks at the beginning. 7 (C) has autoguard on body when Ryo has fully turned away, vs. jumping, high, and mid-level attacks. A knockdown attack. 8 Knockdown. 9 Has autoguard on Ryo's reared fist (before he attacks) vs. high- and mid-level attacks. 9 Either version ends differently, but it seems to have no tactical difference. Your enemy can't Down Evade if hit by this move. 10 (A) is SC'able. (C) is SC'able on 1st hit only. 11 Negates and passes through normal projectiles. Faster than before, sort of like the old SDM version. 12 (C) makes you leap further forward than (A). Ryo is immune to attacks at the start of the lunge, but not for the whole distance. 13 Dizzies a hit opponent, but cannot re-dizzy twice in a row. 13 Your enemy can't Down Evade if hit by this move. ** Ryo can follow a crouching B with a standing or crouching C. ------------------------------------------------------------------------ ROBERT GARCIA [ Kyokugen Team ] ------------------------------------------------------------------------ b / f + C / D when near Kubikiri Nage 1 b / f + B Ryuu Hanshuu 2 b + A Uraken 3 f + A Kouryuu Koukyaku Geri 4 qcf + P Ryuugeki Ken 5 qcb + K (x4) Hien Senpuu Kyaku 6 qcb + K in air Hien Ryuujin Kyaku 7 hcf + K when near Kyokugen-ryuu Renbu Kyaku 8 f,d,df + K Ryuu Zanshou 9 f,b,f + K Gen'ei Kyaku 10 f,hcf + P (can hold) D^ Haou Shoukou Ken 11 qcf,hcb + P D^ Ryuuko Ranbu 12 qcb,qcb + B in air L^ Jiryuu Haisen Kyaku 13 qcb,qcb + D in air L^ Hiryuu Choushuu Kyaku 14 Cancels A B C D ----------------------------------------- stand near Cr C C C/- stand far -r - - - crouching Cr Cr C C jumping - - c c Super Cancels (see notes for details) -------------------------------------------------------------- (B) Hien Senpuu Kyaku (2nd-3rd) (B) Ryuu Zanshou (D) Ryuu Zanshou (1st) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Becomes cancelable if canceled into. 3 Can juggle afterwards, unless canceled into (which makes the move cancelable). 4 Overhead, unless canceled into (which makes it cancelable into any mid-air move). 4 It used to be that you could link this move into a Ryuuga, but none of Robert's moves are fast enough to link anymore. 5 Even though the (D) version is fired low to the ground, either version can be blocked high and will miss from up close. The (D) version also comes out slower than the (B) version. 6 (B) is SC'able into Hiryuu Choushuu Kyaku on the 2nd or 3rd input. 7 (B) has a steeper descent than (D) does. Can use during a backstep. 8 1st hit is unblockable. Can juggle afterwards. This move is now performed slowly, and Robert has a slower recovery. Also, your opponent is knocked further away. This makes the timing for juggles difficult, and limits your options when not in the corner. 8 The best follow-ups when in the open seem to be a standing (D), a dash into either strength Ryuu Zanshou, or else a Hiryuu Choushuu Kyaku performed just off the ground (qcb,qcb,ub + D). Not much else will connect, though a (D) Ryuu Zanshou can combo if your timing is good (you might as well just dash to ensure that it hits). 8 It might seem like (hcf + K > f,f > f,d,df + B > qcb,qcb + D) would work, but the Hiryuu Choushuu Kyaku will miss. Too bad ;( 9 (B) is pretty much vertical, while (D) carries you forward slightly. 9 (B) is SC'able into either L^ move. If blocked, the 2nd or 3rd hit are SC'able. On a counter hit, the 2nd hit is SC'able. 9 (D) is SC'able on the 1st hit, but only into Ryuuko Ranbu. 10 Comes out very quickly, and seems to recover faster, too. 11 Negates and passes through normal projectiles. Delaying it seems to have no effect. If you cancel into this move (say, from a standing C), it combos, but the damage is greatly reduced. 12 (C) makes you leap further than (A) does, although it is slower and only (A) will combo from an attack (such as a standing C). 12 Unlike Ryo, you can't pass through attacks while lunging forward. 13 A sort of super Hien Ryuujin Kyaku. There is a recovery period after it hits, like Ryo's Tenchi Haou Ken. 13 Your enemy can't Down Evade if hit by this move. 14 An upward flying kick. Has no recovery period, unlike (B) version. ------------------------------------------------------------------------ YURI SAKAZAKI [ Kyokugen Team ] ------------------------------------------------------------------------ b / f + C / D when near Silent Nage 1 a-u + C / D when near in air Izuna Otoshi 2 b + B in air Yuri Ori 3 f + A En Yoku 4 f + B Shiyoku 5 df + D Shouyoku 6 qcf + P Ko'ou Ken 7 _hold same button Haou Shoukou Ken 8 qcf + K in air Raiou Ken 9 qcb + P Saifa 10 hcb + K Hyakuretsu Binta 11 f,d,df + P Kuuga (Yuri Chou Upper) 12 f,d,df + C (x2) Ura Kuuga (Double Yuri Chou Upper) 13 qcf,hcb + K D^ Hien Hou'ou Kyaku 14 qcf,qcf + K D^ Mekki Zan Kuuga (Shin! Chou Upper) 15 qcf,qcf + P (can hold) L^ Denjin Haou Shoukou Ken 16 _tap any dir. rapidly 17 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far Cr - - - crouching Cr Cr C - jumping - - - - Super Cancels (see notes for details) -------------------------------------------------------------- (C) Kuuga (1st) Ura Kuuga (1st-2nd) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Unblockable. Will only hit opponents in mid-air. 2 Your enemy can't Down Evade if hit by this move. 3 A parody of Iori's Yuri Ori. Can be used to start a cross-up combo when you jump over your opponent. You can use this move during a backstep to sail back even further, but you have to do the motion once you're actually in air. 4 Overhead, unless canceled into. 5 Cancelable. Hits low. 6 Cancelable. Can juggle afterwards (try Shin! Chou Upper when in the corner). 7 Knockdown. 8 Knockdown. 9 Faster than before. (D) has more range than (B) does. Can hit someone lying on the ground. 9 You cannot perform this move as (qcf,uf + K), or use it during a backstep. 10 Knockdown. There is a delay before the (C) version. Either version reflects projectiles. 11 Unblockable. 12 (C) is SC'able on the 1st hit. 13 SC'able on either hit, but only into Shin! Chou Upper. It seems as if the 2nd hit is only SC'able if the first Kuuga hits. 14 -- 15 A parody of Ryu's Shin Shouryuu Ken. If the first hit doesn't connect deeply enough, Yuri does a multi-hit uppercut instead of the normal 3-hit version. 16 A parody of Ryu's Denjin Hadou Ken. Unblockable. Charging the move increases the hits and damage, and makes it automatically dizzy a hit foe. You don't need to fully charge it in order to get this effect. Negates and passes through normal projectiles, but will be negated by other D^ projectiles. Does low damage. 16 If you hit a mid-air opponent with this move, they will fall straight up. I haven't been able to juggle off of this, but it is an easy set up for a Raiou Ken ground hit (i.e. (C) Yuri Chou Upper > super cancel Denjin HSK > ground hit Raiou Ken). 17 While delaying this move, you can shake the joystick rapidy reduce the amount of time it takes to charge it to full. ------------------------------------------------------------------------ KIM KAPHWAN [ Korea Team ] ------------------------------------------------------------------------ b / f + C / D when near Kassatsu Nage 1 f + B Neri Chagi 2 d + K in air Hishou Kyaku 3 d,d + K Haki Kyaku 4 qcb + K Hangetsu Zan 5 qcb + P (x2) Sanren Geki 6 _qcb + A Neri Chagi 7 _qcb + C Double Dechagi 8 qcb + P _uf + B _d + B Sankuu Geki 9 Charge b,f + K Ryuusei Raku 10 Charge d,u + K Hien Zan 11 Charge d,u + D _d + D Tenshou Zan 12 qcf,qcf + K D^ Hou'ou Hiten Kyaku 13 qcb,db,f + K (air) D^ Hou'ou Kyaku 14 qcb,db,f + BD (air) L^ Hiden Hou'ou Kyaku 15 Cancels A B C D ----------------------------------------- stand near C C/C -/C C/C stand far - - - -/- crouching Cr cr C C jumping S - - - Super Cancels (see notes for details) ------------------------------------------------------------------ n/Neri Chagi (f+B ver.) (B) Haki Kyaku (B) Hangetsu Zan Neri Chagi (qcb+A ver.) Double Dechagi (2nd) Ryuusei Raku (1st) (D) Hien Zan (3rd) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead, unless canceled into (which makes it SC'able on either hit). 3 Is now the "descending" style Hishou Kyaku, but is a little slower than the old "single hit" version. 4 (B) is SC'able, but only into the Hou'ou Kyaku. (D) knocks down. Both versions hit low. 4 Kim retains an old bug from previous games; if you try to super cancel the (B) Haki Kyaku into the Hou'ou Kyaku without enough levels to do so, Kim simply cancels out of the Haki Kyaku without doing anything. This allows you to combo your opponent before they recover from the Haki Kyaku hit. 5 (B) is SC'able and combos into any D^ or L^ move. 6 -- 7 Overhead on either hit. 2nd hit is SC'able. 8 2nd hit is SC'able. If done in the corner, you can SC into the Hou'ou Kyaku or Hiden Hou'ou Kyaku for an easy juggle. 9 The 2nd input can be canceled into the 3rd input either immediately or after a moment, giving you slightly more range. However, if you wait too long, you can't cancel into the last hit. The 3rd input is an overhead attack. 9 This series is slower than before, and Kim is closer to the ground when performing it. 10 1st hit hits low and is SC'able. 2nd hit of (D) version is an overhead. This move is slower now, and has more recovery time. 10 The 2nd hit of the (D) version won't always combo with the previous hit, meaning you can roll or otherwise avoid it. 10 Your enemy can't Down Evade if hit by this move. 11 3rd hit of (D) is SC'able. In the corner, you can SC into the Hou'ou Kyaku for a juggle (though the Hiden Hou'ou Kyaku will miss). 12 Your enemy can't Down Evade if hit by this move. 13 Can juggle afterwards. 14 Can juggle afterwards, but only in the corner. 14 Your enemy can't Down Evade if hit by this move. ** Both hits of Kim's far standing D will combo now, unlike last year. ------------------------------------------------------------------------ CHANG KOEHAN [ Korea Team ] ------------------------------------------------------------------------ b / f + C / D when near Hagan Geki 1 uf~df + C in air Tekkyuu Geki 2 df + A Hiki Nige 3 qcf + K Tekkyuu Dai Bokusatsu 4 Charge b,f + P Tekkyuu Funsai Geki 5 Tap P rapidly, move b / f Tekkyuu Dai Kaiten 6 _press AC Cancel 7 hcb,f + P when near Dai Hakai Nage 8 qcf,hcb + P D^ Tekkyuu Dai Bousou 9 qcb,qcb + P D^ Tekkyuu Dai Funsai Geki 10 qcf,qcf + AC L^ Tekkyuu Dai Assatsu 11 Cancels A B C D ----------------------------------------- stand near C C -/- C stand far - C - - crouching Cr Cr C C jumping - - - - Super Cancels (see notes for details) --------------------------------------------------------------------- n/Hiki Nige (A) Tekkyuu Funsai Geki (C) Tekkyuu Funsai Geki (forward hit only) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Knockdown. If this move counter hits, you can juggle your opponent (works best in the corner). Can use during a backstep. 3 Hits low, unless canceled into (which makes it SC'able). 4 Overhead. Can hit someone lying on the ground. Has autoguard on Chang's belly, when he is slapping it. The autoguard will block jumping, high, and mid-level attacks. 4 Your enemy can't Down Evade if hit by this move. 5 Knockdown. Has autoguard on Chang's front against jumping, high, and mid-level attacks. The autoguard only lasts before Chang strikes, meaning you can hit him out of the move before he hits you. 5 The (C) version is delayed while Chang swings his ball over his head. You still have autoguard during this time, and a jumping opponent can get hit by the spinning ball. 5 Either version is SC'able, but only on the forward ball swing (and not when Chang holds it over his head). 6 Knockdown. Can negate normal and D^ projectiles while the ball is spinning. Chang moves much faster and can travel further during this move. 7 Only requires two buttons to cancel this move. 8 Unblockable. Chang only does four slams now. 8 Your enemy can't Down Evade if hit by this move. 9 Only has one finish now, which is a Funsai Geki attack. 10 A multi-hit (A) Funsai Geki. Does lots of block damage, and can be easily comboed into. Has no autoguard, though. 10 If this move counter hits from up close, it's possible for it to knock the enemy away after only 2-3 hits (results in less damage). 11 Chang doesn't run forward during this move. He doesn't have autoguard while falling, and the move cannot hit an opponent lying on the ground (unless the first hit on the way up connected). This move no longer hits low once Chang lands, either. 11 This move can still hit twice on the way up and the way down, although your opponent can roll to avoid the last hit if they were hit on the way up. Chang performs this move much faster than before. ** Chang cannot jump over most standing opponents unless he uses the Big Jump (tap db~df,ub~uf). ** Chang's crouching (C) can hit at three points. The two lowest points are cancelable, while the 3rd point is SC'able. ------------------------------------------------------------------------ JHUN HOON [ Korea Team ] ------------------------------------------------------------------------ b / f + C / D when near Kai Senpuu 1 f + A Soshuu Geki > Soshuu Jin 2 f + B Ryouko Geki > Ryouko Jin 3 d + B in air Ryuurou Shuu 4 qcb + A Haiki Geki > Soshuu Jin 5 qcb + C Haiki Geki 6 qcb + B Mangetsu Zan > Ryouko Jin 7 qcb + D Mangetsu Zan 8 Charge d,u + A Kuu Sajin > Soshuu Jin 9 Charge d,u + C Kuu Sajin 10 d,d + A Soshuu Jin 11 _move b / f Zengo Idou 12 _b,b / f,f Hikikomi / Fumikomi 13 _press D Cancel 14 _press A Kirikae Kougeki > Ryouko Jin 15 _press B Mangetsu Zan > Ryouko Jin 16 _press C Shuusou Kyaku: Gedan 17 _u + C Shuusou Kyaku: Joudan 18 _b + B Koshuu Ha 19 _qcf,qcf + B D^ Hou'ou Ressou Kyaku 20 d,d + B Ryouko Jin 21 _move b / f Zengo Idou 22 _b,b / f,f Hikikomi / Fumikomi 23 _press D Cancel 24 _press A Kirikae Kougeki > Soshuu Jin 25 _press B Ko Ressou 26 _press C Mouko Geki: Naka 27 _u + C Hiko Geki: Ue 28 _d + C Shuuko Geki: Shimo 29 _u + A Kuu Sajin > Soshuu Jin 30 _qcf,qcf + C L^ Jhun Shiki: Hou'ou Ressou Kyaku 31 qcf,qcf + K D^ Hou'ou Ressou Kyaku 32 qcf,qcf + K in air D^ Hou'ou Tenbu Kyaku 33 qcf,qcf + AC L^ Jhun Shiki: Ressou Hiten Kyaku 34 Cancels A B C D ----------------------------------------- stand near C C C C stand far - - C C crouching Cr - C C jumping - - - - Super Cancels (see notes for details) -------------------------------------------------------------- n/Ryouko Geki n/Ryuurou Shuu (D) Mangetsu Zan (6th) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Knockdown and a Counter Wire. Leaves you in Soshuu stance. 3 SC'able into Jhun Shiki: Hiten Ressou Kyaku. Leaves you in Ryouko stance. 4 SC'able into Hou'ou Tenbu Kyaku. You can make an attack while rebounding from this move. 4 There is a glitch with this move; try to AB roll in mid-air immediately after this move hits or is blocked, and Jhun will roll. You can now move around and attack while "walking" in mid-air, although you can only use the Ryuurou Shou or Hou'ou Tenbu Kyaku in addition to a normal P or K attack. 4 In this state, if the Ryuurou Shuu misses, Jhun will freeze until he is hit. However, you can use a crouching (A) or Ryuurou Shuu repeatedly for an infinite combo. 5 Can combo your opponent afterwards. Leaves you in Soshuu stance. 6 Can combo your opponent afterwards. 7 Leaves you in Ryouko stance. 8 SC'able on the last hit. I find it odd that this is his only special move SC. He had a bunch of them in previous games. 9 Leaves you in Soshuu stance. 10 -- 11 Puts you in Soshuu stance. In this stance, you cannot block or roll, and are limited to using only certain moves. If hit, the stance will end. 12 -- 13 -- 14 Returns you to your normal stance. 15 Knockdown. Leaves you in Ryouko stance. Has autoguard on Jhun's lifted knee (before he kicks) vs. high and mid-level attacks. 16 Leaves you in Ryouko stance. 17 Can link into Hou'ou Ressou Kyaku. 18 Knockdown. Your enemy can't Down Evade if hit by this move. 18 Knockdown. Your enemy can't Down Evade if hit by this move. 19 A Counter Wire. Has autoguard while Jhun is kicking. Does a high amount of GC damage if blocked. 20 -- 21 Puts you in Ryouko stance. In this stance, you cannot block or roll, and are limited to using only certain moves. If hit, the stance will end. 22 -- 23 -- 24 Returns you to your normal stance. 25 Knockdown. Leaves you in Soshuu stance. Has autoguard just before Jhun backflips, against jumping, high, and mid-level attacks. 25 Can hit someone lying on the ground. 26 Knockdown. Your enemy can't Down Evade if hit by this move. 26 Reflects projectiles. 27 Hits low. Can juggle afterwards. 28 Overhead. Your enemy can't Down Evade if hit by this move. 29 Hits low. 30 Leaves you in Soshuu stance. 31 Hits low. Can juggle afterwards. 32 -- 33 -- 34 Hits low. Can juggle afterwards. ** Must be in the Soshuu stance (e.g. d,d + A) to use #12-#20. ** Must be in the Ryouko stance (e.g. d,d + A) to use #22-#31. ** A simple combo in the Ryouko stance is: C > B > u + A. ------------------------------------------------------------------------ LEONA HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ b / f + C / D Ordeal Buckler 1 b / f + B Strike Arch 2 Press CD in air Leo Kick 3 Charge d,u + P Moon Slasher 4 Charge b,f + P Vortex Launcher 5 Charge b,f + K Ground Saber 6 Charge b,f + D _f + D Gliding Buster 7 qcb + P in air X Calibur 8 qcb + K Earring Bakudan 1 9 b,d,db + K Earring Bakudan 2: Heart Attack 10 _b,d,db + K Kibaku 11 qcb,hcf + K D^ Rebel Spark 12 qcf,hcb + P in air D^ V Slasher 13 qcf,qcf + AC L^ V Slasher: Aerial 14 Cancels A B C D ----------------------------------------- stand near Cr C C/C C/S stand far -r - C - crouching Cr -r C - jump up C C - C jump diag. - C - C Super Cancels (see notes for details) -------------------------------------------------------------- (B) Ground Saber Gliding Buster 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead and knockdown, unless canceled into (which makes it cancelable into any mid-air move). 2 Your enemy can't Down Evade if hit by this move. 3 A cancelable, knockdown attack. 3 Can juggle if the move counter hits (works best in corner). 4 Knockdown. 5 Can juggle afterwards. 6 Can juggle in corner, if opponent is hit in mid-air near the end of the move. 6 (B) is SC'able, but only into the V Slasher: Aerial. 7 SC'able only into V Slasher. 8 Knockdown. (A) makes you fall forward, (C) makes you fall backward. 9 (B) hits low once the earring hits the ground. You can combo your opponent after either version, since Leona recovers first. 10 Misses unless performed when near. Also blockable (resulting in a nice bit of animation if blocked). 10 You can combo after this move, since Leona recovers first. Using this move plants a bomb on her opponent that explodes in two counts (you can tell when this will occur, since the "glint" increases in frequency). 10 The bomb is unblockable when it explodes, and can hit an opponent even if they are on the floor. However, it won't hit them if they are in an invincible state (getting up or rolling, etc.) The bomb vanishes if Leona is hit, or if she connects with a throw, D^, or L^ move, or leaves the battle (i.e. via the Change). 12 (D) has a delay that prevents you from comboing into it, though it also has start-up invincibility before Leona starts running. 12 Your enemy can't Down Evade if hit by this move. 13 -- 14 If blocked, Leona retreats all the way across the screen. ------------------------------------------------------------------------ RALF JONES [ Ikari Team ] ------------------------------------------------------------------------ b / f + C / D when near Dynamite Headbutt 1 f,d,df + P Unblock 2 Charge b,f + P Gatling Attack 3 Charge d,u + P Kyuukouka Bakudan Punch (Chijou) 4 qcf + P in air Kyuukouka Bakudan Punch (Kuuchuu) 5 hcf + K when near Super Argentine Backbreaker 6 hcb + B Teikuu Ralf Kick 7 hcb + D Ralf Kick 8 Tap P rapidly, move f Vulcan Punch 9 qcf,hcb + P D^ Baribari Vulcan Punch 10 qcb,hcf + K D^ Umanori Vulcan Punch 11 qcf,qcf + AC L^ Galactica Phantom 12 Cancels A B C D ----------------------------------------- stand near - - C - stand far - - C - crouching Cr - C C jump up - - C - jump diag. - - - - Super Cancels (see notes for details) -------------------------------------------------------------- Gatling Attack (2nd) 1 Unblockable. (D) switches sides with your enemy. 2 Unblockable, unless canceled into (which makes it come out faster). 2 I've managed to cancel a canceled Unblock into a Ralf Kick (i.e. c A > f,d,df + C > hcb + D), but it seems very difficult to do. Perhaps there is a trick or timing element I haven't figured out. 2 Your enemy can't Down Evade if hit by this move. 3 2nd hit is SC'able. 4 Can hit on the way up, and the way down. 5 -- 6 Unblockable. Now has a start-up delay, but during this time, Ralf has autoguard on his mid-body against jumping and high attacks (right before he grabs you). 7 Hits low. 8 Overhead. Can juggle afterwards, if your foe is in the corner and you land soon enough after hitting them. 8 Your enemy can't Down Evade if hit by this move. 9 You don't move forward as far or as fast as you used to if you hold f during this move. This is really noticable if you perform the move by alternating between tapping A and C. 9 Hits twice on a counter hit. 10 Your enemy can't Down Evade if hit by this move. 11 Your enemy can't Down Evade if hit by this move. 12 Your enemy can't Down Evade if hit by this move. 12 Unblockable and a Counter Wire. Ralf has autoguard on his body once he crouches down, and keeps the autoguard while moving forward to attack. He can autoguard jumping, high, and mid-level attacks this way. Comes out somewhat faster than before. ------------------------------------------------------------------------ CLARK STEEL [ Ikari Team ] ------------------------------------------------------------------------ b / f + C / D when near Nageppanashi German 1 a-u + C / D when near in air Death Lake Drive 2 f + B Stomping 3 f,d,df + P * Napalm Stretch 4 f,d,df + K when near * Frankensteiner 5 hcb + P Shining Wizard 6 hcf + P Mount Tackle 7 _d,d + A Clark Lift 8 _d,d + C * Reverse DDT 9 _d,d + K Rolling Cradle 10 hcf + K when near * Super Argentine Backbreaker 11 qcf + C from any * move Flashing Elbow 12 hcf,hcf + K D^ Running Three 13 hcb,hcb + P when near D^ Ultra Argentine Backbreaker 14 hcb,hcb + AC when near L^ Ultra Argentine Backbreaker 15 Cancels A B C D ----------------------------------------- stand near - C C/- - stand far - - - - crouching C -r - - Super Cancels -------------------------------------------------------------- (none.) 1 Unblockable. (D) switches sides with your enemy. 2 Unblockable. Will only hit opponents in mid-air. 2 Your enemy can't Down Evade if hit by this move. 3 Cancelable. 4 Blockable. Will only hit opponents in mid-air, excluding some tall standing opponents, like Mukai. 5 Unblockable. Your enemy can't Down Evade if hit by this move. 6 Unblockable if your opponent is crouching. Otherwise, Clark will run forward but do nothing. Incidentally, this means that you can't hit Mukai with this move (since he can't crouch). 6 Your enemy can't Down Evade if hit by this move. 7 Blockable, and does no damage. If you attempt a follow-up, your foe can press the same button to escape (i.e., they can break out of your (D) Rolling Cradle by pressing D before the move begins). Noticeably slower than last year. 7 Your enemy can't Down Evade if hit by this move. 8 Your enemy can't Down Evade if hit by this move. 9 Your enemy can't Down Evade if hit by this move. 10 Your enemy can't Down Evade if hit by this move. 11 Unblockable. Your enemy can't Down Evade if hit by this move. 12 Can be used after Napalm Stretch, Frankensteiner, Reverse DDT, or Super Argentine Backbreaker. Seems to have much more range than before, making it harder to miss (though in obvious situations like Down Evading out of a Napalm Stretch, it will still miss). 13 Unblockable. A running throw. 14 Unblockable. Your enemy can't Down Evade if hit by this move. 15 Unblockable. Your enemy can't Down Evade if hit by this move. 15 Has a new ending animation in which Clark ends up standing on his hands and holding the opponent between his legs. What a show-off! ------------------------------------------------------------------------ IORI YAGAMI [ Edit Character ] ------------------------------------------------------------------------ b / f + C / D when near Sakahagi 1 f + A,A Geshiki: Yumebiki 2 f + B Geshiki: Goufu In "Shinigame" 3 b + B in air Geshiki: Yuri Ori 4 qcf + P 108 Shiki: Yamibarai 5 f,d,df + P 100 Shiki: Oniyaki 6 qcb + P (x3) 127 Shiki: Aoihana 7 hcb + K 212 Shiki: Kototsuki In 8 hcb,f + P when near Kuzukaze 9 qcf,hcb + P D^ Kin 1211 Shiki: Yaotome 10 _qcf,qcf,qcf,qcf + AC D^ Ura 316 Shiki: Saika 11 qcb,hcf + P D^ Ura 108 Shiki: Ya Sakazuki 12 qcf,hcb + AC L^ San Shingi no Ni 13 Cancels A B C D ----------------------------------------- stand near Cr C C - stand far -r - C - crouching Cr -r C - Super Cancels (see notes for details) -------------------------------------------------------------- (C) Oniyaki (1st-2nd) 1 Unblockable. (C) switches sides with your enemy. 2 2nd hit is cancelable. In previous games, the 1st hit was SC'able, but I can't get this to work myself. 3 Overhead, unless canceled into (which makes it cancelable). 4 Can cross-up an opponent, or be used to start a combo. If used during a backstep, you will sail back further than usual. 5 -- 6 (C) is SC'able on 1st or 2nd hit. 3rd hit knocks down. 7 3rd input is an overhead attack. Recovery from 1st-2nd input is slightly slower than before. However, since the hits can be canceled even if they miss, you can still combo off a missed hit. An example would be (f + A,A > qcb+ P (misses) > qcb + P > qcb + P) for a 4-hit combo. 7 You cannot Down Evade as you land from the 3rd input. 8 Iori won't continue this move if the 1st hit is blocked, and this move is faster. If the 1st hit connects against an airborne foe, the 2nd hit will probably miss, unless your opponent is low enough. 8 Your enemy can't Down Evade if hit by this move. 9 Unblockable and does no damage. However, it switches sides with your opponent and leaves them open to attack. 9 This move seems to come out faster than before, but Iori has less invincibility (if any) while trying to grab you. 10 -- 11 Only costs 1 level to use, but can only be performed when you are the Leader character (think of it as an L^ move). 11 The timing seems more strict than before. Try to end up finishing the command right after Iori "explodes" his opponent away. 11 Your enemy can't Down Evade if hit by this move. 12 You can no longer delay this move, and it does no damage. Also, (A) has a shorter range than (C), and Iori only throws one "pillar" instead of multiple ones. 12 However, this move leaves an opponent open to attack, even if they're in mid-air, and they cannot escape from it as if they were dizzy. You can't use another Ya Sakazuki while the first one is in effect, but you can use a throw move or Yamibarai. 13 An overhead attack. ** Both the Yaotome and San Shingi no Ni have a pretty far reach, so a combo like (stand A > f + A,A > qcf,hcb + P / AC) is possible even out in the open (preceed it with a Yuri Ori, if you want). ------------------------------------------------------------------------ KYO KUSANAGI [ Edit Character ] ------------------------------------------------------------------------ b / f + C / D when near Issetsu Seoi Nage 1 d + C in air Geshiki: Naraku Otoshi 2 f + B Geshiki: Goufu You 3 df + D 88 Shiki 4 qcf + A 114 Shiki: Aragami 5 _qcf + A 128 Shiki: Konokizu 6 _press A 127 Shiki: Yanosabi 7 _press K 125 Shiki: Nanase 8 _hcb + A 127 Shiki: Yanosabi 9 _press A Geshiki: Migiri Ugachi 10 _press K 125 Shiki: Nanase 11 qcf + C 115 Shiki: Dokugami 12 _hcb + C 401 Shiki: Tsumi Yomi 13 _f + C 402 Shiki: Batsu Yomi 14 _f,d,df + C 100 Shiki: Oniyaki 15 f,d,df + P 100 Shiki: Oniyaki 16 b,d,db + K 717 Shiki: Koma Hofuri 17 qcf + K,K 75 Shiki Kai 18 hcb + K 412 Shiki: Hikigane 19 qcf,qcf + P (can hold) D^ 182 Shiki 20 qcb,hcf + P (can hold) D^ Ura 108 Shiki: Orochinagi 21 qcf,qcf + AC L^ San Shingi no Ichi 22 Cancels A B C D ----------------------------------------- stand near Cr Cr C C stand far Cr - - - crouching Cr -r C C jumping - - - - Super Cancels (see notes for details) -------------------------------------------------------------- (A) Oniyaki (B) Hikigane (C) Oniyaki (1st) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead. Can use during a backstep. Knocks down a foe who is in mid-air, in which case they cannot use the Down Evade while landing. 3 Overhead, unless canceled into (which makes it faster and causes it to hit twice, the 2nd hit being cancelable). 4 Both attacks hit low. If only the 1st hit connects, your opponent will recover before you do, so be careful. This happens more often in the corners, obviously. 5 Has autoguard on Kyo's upper body as he attacks, vs. high and mid- level attacks. The "flame" can negate projectiles. 6 -- 7 Overhead. Your enemy can't Down Evade if hit by this move. 8 -- 9 Overhead. Your enemy can't Down Evade if hit by this move. 10 Hits low. Can hit an opponent on the floor. 11 -- 12 The "flame" can negate projectiles, though it's difficult to time. 13 -- 14 -- 15 Doesn't have any autoguard. 16 (A) is SC'able. (C) is SC'able on the 1st hit. 16 (A) hits twice on a counter hit, but is only SC'able on the 1st hit. 17 Your enemy can't Down Evade if hit by this move. 18 Can juggle after 2nd hit of the (D) version. Orochinagi is now too slow to juggle with afterwards (unlike Kusanagi's Orochinagi). 18 (B) pushes an enemy away on the 1st hit, but doesn't knock them down. The second (B) hit will then knock them away instead of upward. If you combo into this move, you have to do the second press late for it to combo (e.g. stand C > qcf + B,B) will only get you two hits if you don't delay the last B press). 18 This move will combo from any cancelable light attack. 19 (B) is SC'able. Can juggle afterwards. 19 (B) avoids low attacks, while (D) dodges high attacks, but only for the brief moment when Kyo ducks down in the beginning. 20 Delaying the move increases the damage slightly, and makes the move unblockable if fully delayed. Also, delaying the move makes you immune to jumping and high attacks during that time. 21 (A) gives you immunity to low attacks if delayed. (C) gives you immunity to jumping, high, and mid-level attacks if delayed. This move comes out slower than before. 22 This move has no start-up invicibility, although it comes out very quickly. You can chain into it from most light attacks. 22 The "pillar" can negate normal and D^ projectiles, but after that, Kyo's flame attacks can only negate normal projectiles. ------------------------------------------------------------------------ GATO [ Outlaw Team ] ------------------------------------------------------------------------ b / f + C / D Danzetsu Tai 1 f + A Saigaku 2 f + B Muran Geri 3 qcf + P Shinga 4 _f,f + same button Totsuga 5 qcb + P Ura Fuuga 6 _press A Shunga 7 _press B Ouga 8 _press C when near Muga 9 _press D Rouga 10 qcb + K Fuuga 11 _press A Kouga 12 _press B Senga 13 _press C Kyuuga 14 _press D Katsuga 15 qcf,qcf + P D^ Zero Kiba 16 qcf,qcf + K D^ Tatsu Kiba 17 f,d,df + AB (x3) L^ Tenryuu Retsu Kiba 18 Cancels A B C D ----------------------------------------- stand near Cr C C C/- stand far Cr - - - crouching Cr -r C - Super Cancels (see notes for details) -------------------------------------------------------------- Shinga Katsuga 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead. 3 Can avoid low attacks. 4 SC'able. 5 Knockdown. Input after the Shinga hits (not during). 6 (A) carries your further and higher than (C). This move is faster than the Fuuga. 7 A mid-air dash. It can't hit your opponent or be canceled out of. 8 Reverses jumping, high, and mid-level attacks, as well as special moves, D^, and L^ moves. Gato will respond with a flying kick. 19 Unblockable. Can grab standing, crouching, or jumping enemies. 10 A fake version of the Katsuga. It cannot actually hit, and you are not immune to attack when warping away. 11 (B) carries you further and higher than (D) does. This move can hit from up close, and the (D) version knocks down, as well. 12 Can hit a falling opponent, and combos from a close (D) Fuuga. However, it won't hit an opponent lying on the floor. 13 Combos from a close Fuuga. Can juggle afterwards in the corner (the Tatsu Kiba works well). 14 Overhead. Combos from a close Fuuga. 15 Hits low. It's SC'able, too (Tatsu Kiba will combo in that case). 16 In Garou, the "neckbreaker" part could miss, but I haven't seen that happen yet in this game. 17 The (D) version moves slightly forward when used, and goes higher than the (B) version. 17 You won't get full hits against a mid-air opponent. 18 Costs 2 levels to use, even though the L^ flash only appears during the 3rd input. ** Gato didn't carry over all his moves from Garou, but check out his CD counter. Familiar? ------------------------------------------------------------------------ BILLY KANE [ Outlaw Team ] ------------------------------------------------------------------------ b / f + C / D when near Ippon Zuri Nage 1 f + A Dai Kaiten Geri 2 f + B Boutaka Tobigeri 3 df + A Hishou Kon 4 Tap A rapidly Senpuu Kon 5 qcb + P Suzume Otoshi 6 qcb + B Karyuu Tsuigeki Kon 7 qcb + D Suiryuu Tsuigeki Kon 8 hcf + P Sansetsu Kon: Chuudan Uchi 9 _qcf + P Kaen Sansetsu Kon: Chuudan Zuki 10 f,d,df + K Kyoushuu Hishou Kon 11 qcf,hcb + P D^ Chou Kaen Senpuu Kon 12 qcf,qcf + P D^ Dai Senpuu 13 qcf,qcf + BD L^ Senkuu Sakkon 14 Cancels A B C D ----------------------------------------- stand near C Cr C C stand far C - - - crouching - Cr C - Super Cancels (see notes for details) -------------------------------------------------------------- Suiryuu Tsuigeki Kon (1st-3rd if triggered) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 -- 3 -- 4 Overhead. 5 Oddly enough, this move hits fewer times than before, yet can hit up to 32 times if your opponent gets "caught" in it. This most often occurs if they try to roll through Billy, but the roll's invincibility ends before they've passed through him, resulting in them being in the center of the spinning cane's radius. 5 However, this move still does very low damage for each hit. 6 Knockdown. Can hit some tall characters who are standing. 7 Reverses jumping attacks, special moves, and D^ and L^ moves. 8 Reverses high, mid-, and low-level moves. If the reversal is triggered, it's SC'able on the 1st-3rd hits. 9 -- 10 Knockdown. Can only be used if the Chuudan Uchi hits. 11 If this move hits on the way up, the remaining hits will juggle. In this case, you can juggle after the (B) version. However, they have to be in the corner in order for you to juggle them (Billy's Chou Kaen Senpuu Kon works well). 11 It doesn't seem like this move is controllable anymore, although Billy can home in on his opponent's location a little (try rolling through the move on the way up to see what I mean). 12 Negates normal and D^ projectiles. 13 Your enemy can't Down Evade if hit by this move. 14 Your enemy can't Down Evade if hit by this move. 14 Can juggle afterwards. Considering how nice the Liar Elemental looked last year, this move has really crappy animation ;) ** Billy's crouching (A) is a little slower than last year. ------------------------------------------------------------------------ RYUJI YAMAZAKI [ Outlaw Team ] ------------------------------------------------------------------------ b / f + C / D when near Bun Nage 1 f + A Bussashi 2 qcb + A (can hold) Hebi Tsukai (Joudan) 3 qcb + B (can hold) Hebi Tsukai (Chuudan) 4 qcb + C (can hold) Hebi Tsukai (Gedan) 5 D during delayed Hebi Tsukai Hebi Damashi 6 qcf + A Bai Gaeshi (Kyuushuu) 7 qcf + C Bai Gaeshi (Dan Hassha) 8 hcf + K Sadomazo 9 f,d,df + P Sabaki no Aikuchi 10 f,d,df + B Yakiire 11 f,d,df + D Sunakake 12 hcb,f + P Bakudan Pachiki 13 qcf,qcf + P D^ Guillotine 14 hcb,hcb + P when near D^ Drill 15 _tap P 0-5 times Punch Ranbu 16 _tap P 6-9 times Kick Ranbu 17 _tap P 10-14 times Rapid Pachiki 18 _tap P 15+ times Repeated Hebi Tsukai 19 _tap P rapidly Chouhatsu 20 Tap A,A,f,B,C L^ Kyouken 21 Cancels A B C D ----------------------------------------- stand near C C C C/- stand far - - - - crouching C C C - Super Cancels (see notes for details) -------------------------------------------------------------- Sabaki no Aikuchi (1st) Sadomazo (if triggered) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead on either hit, unless canceled into (which makes it cancelable). 3 -- 4 -- 5 Hits low. 6 If the Hebi Tsukai is delayed, pressing D will cancel out of it. 7 Absorbs normal and D^ projectiles, resulting in a Power Gauge increase. 8 Absorbs normal and D^ projectiles. Yamazaki then responds with a projectile of his own. 9 Reverses jumping, high, and mid-level attacks, as well as special moves and D^ and L^ moves. SC'able if the reversal is triggered. 10 1st hit is SC'able. 11 2nd hit is an overhead attack. 11 Your enemy can't Down Evade if hit by this move. 12 Can be canceled into any Hebi Tsukai. 13 Unblockable. 14 (A) travels higher and further than (C). This move has a higher arc than before. 15 Unblockable. You can tap P after Yamazaki starts laughing to change the Drill's outcome. Damage-wise, there isn't much of a difference between the levels except for the Repeated Hebi Tsukai version. 16 -- 17 -- 18 -- 19 -- 20 Won't raise your foe's Power Gauge if used. 21 Your enemy can't Down Evade if hit by this move. 21 When used, Yamazaki dashes forward and performs an unblockable attack. However, if he hasn't reached his opponent after the dash (or if they move out of the way), then he will clutch his head and be left open to attack (just like his old qcf + ABCD move). Can even hit airborne foes, as long as they aren't too high. 21 You don't have to enter the command as fast as you do for the Hero Team's "button-press" moves. You can try using A,A,f,B+C if you want (it's easier to do than the official motion). ** Has a creepy new animation if you stand in place for a while. ** None of the Hebi Tsukai moves will combo from light attacks anymore. ------------------------------------------------------------------------ KING [ Women's Team ] ------------------------------------------------------------------------ b / f + C / D when near Hold Rush 1 df + D Sliding Kick 2 qcf + P Top Venom 3 qcf + K Under Venom 4 qcf,qcf + K Double Venom Strike 5 hcb + B Tornado Kick 6 hcb + D Tornado Kick '95 7 b,d,db + K Trap Shot 8 qcb,qcb + K D^ Silent Slash 9 qcf,hcb + K D^ Illusion Dance 10 qcf,qcf + P L^ Phantom Strike 11 Cancels A B C D ----------------------------------------- stand near Cr C C C/C stand far -r - - - crouching Cr -r C C Super Cancels -------------------------------------------------------------- (none.) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Hits low, unless canceled into (which makes it cancelable). 2 You can cancel this move as it starts, or once King has finished sliding, which puts you a little closer to the enemy and makes comboing off of it easier. 3 -- 4 Hits low. Only the Saikou Hougeki, Psycho Reflector, Ko Ressou, and Tamayura no Shitsune can reflect this move. Neither Bai Gaeshi will work, either. 5 2nd fireball is a knockdown attack. 6 Can juggle afterwards (Silent Slash works well). If this move hits at the end of the "rising" animation, King lands a little earlier and has more juggle options (like a standing attack or even an (A) Top Venom, although that is very difficult to do). 7 Hits twice. 8 -- 9 Combos much better than the old Silent Flash would. 9 There is an interesting property of this move in that the last hit knocks down your opponent. So, if you manage to have the last hit miss, you can juggle your opponent upon landing, even with another Silent Slash (and if the last hit of that one misses, you can do a third one, etc.) An example set-up would be a character in the corner who small jumps straight upward. If you perform the Silent Slash during this time, you won't get in the full number of hits and can juggle your opponent. 10 -- 11 (A) makes King fire an Under Venom for the 2nd hit, while (C) makes her fire one for the 1st hit. Either version has to be blocked low, which means that if it isn't, the remaining hits (there are four total) will combo. ** I've seen King do a series of kicks up close, like her old Mirage Dance. It may have just been the end of the Illusion Dance, though. ------------------------------------------------------------------------ MAI SHIRANUI [ Women's Team ] ------------------------------------------------------------------------ b / f + C / D when near Fuusha Kuzushi 1 a-u + C / D when near in air Yume Zakura 2 uf when near a wall in air Sankaku Tobi 3 d + A in air Dairin Fuusha Otoshi 4 d + B in air Ukihane 5 d + D in air Yusura Ume 6 f + B Kokuen no Mai 7 df + B Koukaku no Mai 8 qcf + P Kachou Sen 9 hcf + K Hissatsu Shinobi Bachi 10 qcb + P Ryuu Enbu 11 qcb + K Sayo Chidori 12 qcb + P in air Musasabi no Mai (Kuuchuu) 13 Charge d,ub~uf + P Musasabi no Mai (Chijou) 14 _move b / f Kuuchuu Idou 14 _hold P Musasabi no Mai 15 _qcb + P Musasabi no Mai (Kuuchuu) 16 _d + P Yusura Ume 17 _d + K Ukihane 18 _d + D when near in air Toki Tsubute 19 qcf,qcf + P D^ Kagerou no Mai 20 qcb,hcf + K D^ Chou Hissatsu Shinobi Bachi 21 qcb,hcf + BD L^ Chou Hissatsu Shinobi Bachi 22 Cancels A B C D ----------------------------------------- stand near C Cr C C stand far C - - - crouching -r -r C C jump up - - - D jump diag. A - C D Super Cancels (see notes for details) -------------------------------------------------------------- (C) Ryuu Enbu (1st-2nd) (D) Sayo Chidori 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Unblockable. Will only hit opponents in mid-air. 2 Your enemy can't Down Evade if hit by this move. 3 -- 4 Overhead. Knocks down a foe who is in mid-air, in which case they cannot use the Down Evade while landing. Can be canceled into the mid-air Musasabi no Mai in either case. 5 An overhead and knockdown attack. Can use during a backstep. 5 Your enemy can't Down Evade if hit by this move. 6 An overhead and knockdown attack. 7 Overhead, unless canceled into (which makes it cancelable into the mid-air Musasabi no Mai). 8 Hits low, unless canceled into (in which case, the 2nd hit becomes cancelable). Either way, the 2nd hit knocks down. The 2nd hit is a Counter Wire if the first hit misses. 8 Your enemy can't Down Evade if hit by this move. 9 -- 10 -- 11 (C) is SC'able on either hit. Can negate projectiles. 12 Knockdown. (D) is SC'able. Can negate projectiles if done early. 13 -- 14 Mai leaps to the wall behind her unless uf is used. You can move backward or forward after bouncing off the wall. 15 -- 16 -- 17 An overhead and knockdown attack. 18 An overhead and knockdown attack. 18 Your enemy can't Down Evade if hit by this move. 19 Your enemy can't Down Evade if hit by this move. 19 Unblockable. Can grab standing, crouching, or jumping enemies. 20 (C) lets you juggle afterwards, since your foe is knocked straight up. You can't juggle them after (A), even in the corner. 20 Even if Mai is hit out of this move at the start, the flames will still come out and can hit your opponent. 21 -- 22 -- ------------------------------------------------------------------------ BLUE MARY [ Women's Team ] ------------------------------------------------------------------------ b / f + C / D when near Head Throw 1 b / f + A Hammer Arch 2 b / f + B Double Rolling 3 Press CD in air M.B.S.C. 4 qcf + P Spin Fall 5 _qcf + P M. Spider 6 f,d,df + K Vertical Arrow 7 _f,d,df + K M. Snatcher 8 Charge b,f + K Straight Slicer 9 _qcf + K Crab Clutch 10 hcb + B M. Reverse Facelock 11 hcb + D M. Head Buster 12 qcb + P M. Real Counter 13 _qcf + same button Backdrop Real 14 qcf,qcf + K D^ M. Dynamite Swing 15 hcb,hcb + K D^ M. Typhoon 16 qcf,hcb + AC L^ M. Twister Rose 17 Cancels A B C D ----------------------------------------- stand near Cr Cr C/C -/C stand far Cr - C/C - crouching Cr Cr C - Super Cancels (see notes for details) -------------------------------------------------------------- n/Hammer Arch (B) Straight Slicer 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead, unless canceled into (which makes it cancelable). 2 Either way, this move is SC'able. I noticed that if you cancel into the M. Typhoon, the opponent can't roll or jump out of the way, or attack you in time. So, even though it doesn't register as a 2-hit combo, that's what it essentially is. 3 2nd hit is a low attack and is cancelable. 4 Knockdown. If this move counter hits, you can juggle your opponent (works best in the corner). Can use during a backstep. 5 Overhead. 6 Can only be used if the Spin Fall hits. 6 Your enemy can't Down Evade if hit by this move. 7 -- 8 Your enemy can't Down Evade if hit by this move. 8 Can only be used if the Vertical Arrow hits. 9 Hits low. (B) is SC'able, but only into the M. Twister Rose. 10 Can only be used if the Straight Slicer hits. 10 Your enemy can't Down Evade if hit by this move. 11 Reverses jumping attacks, special moves, and D^ and L^ moves. 11 Your enemy can't Down Evade if hit by this move. 12 Your enemy can't Down Evade if hit by this move. 12 Reverses high and mid-level attacks. 13 You are invincible until Mary starts to stand up, although you can still be grabbed or thrown at any point. 14 Unblockable. Only grabs from up close. 14 Your enemy can't Down Evade if hit by this move. 15 (B) has a shorter range than (D), so it won't combo from some attacks (like a close standing C or D). However, both versions rise much higher than before. 15 Mary says "Mary's Dynamite Swinging!" during this move, oddly enough. Your enemy can't Down Evade if hit by this move. 16 Unblockable. Mary now dashes forward before the actual throw attempt, so you can't combo into it anymore, except from the Hammer Arch (or a combo ending in the Hammer Arch, like the 1st hit of a standing C). 16 Tel says this move can also be comboed into from a close standing D, although in my tests, the opponent was able to jump out of the way between moves. Perhaps it works under a particular setup. 16 Your enemy can't Down Evade if hit by this move. 17 Your enemy can't Down Evade if hit by this move. ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Benimaru Team ] ------------------------------------------------------------------------ b / f + C / D when near Front Suplex 1 d + D in air Flying Drill 2 f + B Jackknife Kick 3 qcf + A Raijin Ken 4 qcf + C Taikuu Raijin Ken 5 qcf + P in air Kuuchuu Raijin Ken 6 qcb + P (can hold) Raimei Tou 7 qcb + K Shinkuu Katategoma 8 qcf + K Iai Geri 9 _qcf + K Handou Sandan Geri 10 qcf,qcf + A D^ Raikou Ken 11 qcf,qcf + C D^ Taikuu Raikou Ken 12 qcb,qcb + K D^ Gen'ei Hurricane 13 qcf,qcf + AC L^ Raikou Ken 14 Cancels A B C D ----------------------------------------- stand near Cr Cr c c stand far - - - - crouching Cr Cr c C jumping - - C - Super Cancels (see notes for details) ----------------------------------------------------------------- (B) Shinkuu Katategoma (1st-3rd) Iai Geri (as leg retracts) (D) Shinkuu Katategoma (1st-5th) Handou Sandan Geri (1st) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Can be blocked low, even though it's a mid-air attack. 3 Cancelable. Can't cancel from a close C or D anymore. 4 Negates projectiles. 5 Negates projectiles. 6 Negates projectiles. Can use during a backstep. 7 Negates projectiles. Hits a 2nd time after the intial lightning strike. The (C) version hits many times in a very short period, which doesn't exactly defeat autoguard, but will outdo it in some situations. 7 If delayed, the "orb" that appears behind Benimaru can hit his opponent (not the lightning flowing into it). This makes a great defense for someone who tries to roll through you, although they can't be hit by the forward strike if you release the button. 8 (B) is SC'able on any hit. (D) is SC'able on 1st-5th hit. 8 Since (B) knocks away on the 3rd hit, only the Taikuu Raikou Ken makes a decent follow-up. The first two hits can't combo into the Gen'ei Hurricane, unfortunately. 8 You can combo the Gen'ei Hurricane from the (D) version, but this must be done quickly, or the supercancel won't combo. 9 If this move hits as Benimaru's leg retracts, it is SC'able and knocks down. 10 SC'able on the first hit. It's much easier to cancel into the Raikou Ken with the new motion (qcf + K _qcf + K _qcf + P). 10 Lightning bolt can hit an opponent lying on the floor. 12 Negates projectiles. 13 Benimaru now stays in place if this move is blocked. 14 Negates projectiles. ------------------------------------------------------------------------ SHINGO YABUKI [ Benimaru Team ] ------------------------------------------------------------------------ b / f + C / D when near Hatsugane 1 f + B Geshiki: Goufu "Kakkodake" 2 qcf + A 114 Shiki: Aragami Mikansei 3 qcf + C 115 Shiki: Dokugami Mikansei 4 hcb + K 212 Shiki: Kototsuki Mikansei 5 f,d,df + P 100 Shiki: Oniyaki Mikansei 6 f,d,df + K when near Shingo Kinsei Oreshiki: Nie Togi 7 hcf + K Shingo Kick 8 qcf + K in air Shingo Kick: Air 9 qcb + P Idou Yoke 10 qcf,qcf + P D^ Geshiki: Kake Hourin 11 _press P Idou Teishi 12 qcb,hcf + P D^ Burning Shingo 13 qcf,qcf + BD L^ Shingo Kinsei Oreshiki: Rouka Guruma 14 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far -r - - - crouching Cr Cr C C jumping - - - - Super Cancels (see notes for details) ----------------------------------------------------------------- Aragami Mikansei Dokugami Mikansei (non-spark ver.) Kototsuki Mikansei (1st) Nie Togi (1st-2nd) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Cancelable. Becomes faster if canceled into. 3 SC'able. 4 Knockdown. SC'able unless you get the "spark" effect (see below). 4 Randomly, this move produces a "spark" when used. In this case, it hits twice and has autoguard against high and mid-level attacks just before Shingo hits (when his back is to the screen). If this move hits, Shingo freaks out afterwards (his old Striker Call animation), but this won't happen if it misses or is blocked. 5 1st hit is SC'able. 2nd hit is an overhead. 5 Your enemy can't Down Evade if hit by this move. 6 (A) hits twice on a counter hit. 7 1st hit is unblockable and functions as a throw. This move now has a ridiculously huge range and can be done from so far away that some or all of the hits will miss (try stand B > f + B > f,d,df + K in the corner to see what I mean). The range is reduced if your opponent is already blocking, though. 7 SC able on 1st-2nd hits. Can juggle afterward. 8 Always knocks down, unlike previous games. 9 Has a shorter range. Can be used during a backstep (which is quite handy) or as you start to jump (i.e. qcf,uf + K). 10 Invincible at the beginning, but not at the end...and you can be thrown at any time. You can pass through your opponent with this move, and can cancel into it, of course. 11 Can juggle afterwards. Won't drop an opponent's guard anymore. 12 Makes Shingo attack early, before he finishes running. 13 It seems like you can't SC into this move from the Aragami or the 1st hit of the Nie Togi. You just get the Kake Hourin instead. 14 Shingo's old (D) Oboroguruma. He will fall down at the end of this move, and the fall acts as an overhead attack. The last kick (prior to the fall) does the most damage. ------------------------------------------------------------------------ GORO DAIMON [ Benimaru Team ] ------------------------------------------------------------------------ b / f + C / D when near Okuri Ashibarai 1 df + C Zujou Barai 2 f,d,df + P Jiraishin 3 f,d,df + K when near Chou Oosotogari 4 hcb,f + P when near Tenchi Gaeshi 5 qcb + K Chou Ukemi 6 hcf + A Kumo Tsukami Nage 7 hcf + C Kirikabu Gaeshi 8 hcf + K D^ Meido Otoshi 9 hcb,hcb + P when near D^ Jigoku Gokuraku Otoshi 10 hcb,hcb + AC when near L^ Kyokudai Jigoku Gokuraku Otoshi 11 Cancels A B C D ----------------------------------------- stand near C C C C stand far C C - - crouching C - - S Super Cancels (see notes for details) -------------------------------------------------------------- n/Zujou Barai (initial animation only) 1 Unblockable. (C) switches sides with your enemy. 2 Knocks a mid-air opponent high into the air, though you can't juggle them afterwards (though you could pick them off the floor with a Kirikabu Gaeshi). 2 The intial animation is SC'able (before Goro raises his arm up). 3 (C) is a fake-out. (A) hits low and affects anyone who is standing or crouching (so they must block low to defend against it). 4 Unblockable. Combos from a light attack, but not a strong one, due to it's short range. 5 Unblockable. If you throw your opponent into the corner with the (C) version of this move, you can pick them up with the Kirikabu Gaeshi. 6 Invincible at the beginning, but not while recovering. You can't pass through your opponent with this move, though it's useful for avoiding attacks while moving in for a throw attempt. 7 Blockable. An anti-air move that can hit some tall standing foes. 8 Blockable. Can pick up an enemy lying on the floor. 9 Reverses jumping, high, and mid-level attacks. Low attacks will not trigger it, though Goro is invincible for a split second at the beginning, causing early low attacks to pass through him. 9 Can follow with a Kirikabu Gaeshi if foe is thrown into the corner. 10 Unblockable. 11 Unblockable. ** Your enemy can't Down Evade out of any of Goro's throws, except the triggered Meido Otoshi. ------------------------------------------------------------------------ ATHENA ASAMIYA [ High School Girls Team ] ------------------------------------------------------------------------ b / f + C / D when near Psychic Throw 1 a-u + C / D when near in air Psychic Shoot 2 uf when near a wall in air Sankaku Tobi 3 d + B in air Phoenix Bomb 4 f + B Renkantai 5 f + AC Star Debut 6 qcb + P Psycho Ball Attack 7 qcb + B Psycho Reflector 8 qcf + K Psycho Teleport 9 f,d,df + P (air) Psycho Sword 10 qcb + K in air Phoenix Arrow 11 qcb,qcb + K in air D^ Phoenix Fang Arrow 12 hcb,hcb + P (air) D^ Shining Crystal Bit 13 _press ABCD Cancel 14 _qcb + P (can hold) Crystal Shoot 15 hcb,f + AC L^ Psychic 10 16 _qcf + P Sailor Finish 17 _qcb + P Fire Sword Finish 18 _f,d,df + P Psycho Sword Finish 19 _qcf + AB D^ Healing Athena 20 _qcb + CD D^ Chu- Psycho Bomber 21 _press ABCD Random Finish 22 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far Cr C - - crouching Cr Cr C - jumping C - C - Super Cancels (see notes for details) -------------------------------------------------------------------- (A) Psycho Sword (3rd) (A) Mid-Air Psycho Sword (3rd) (C) Psycho Sword (4th-5th) (C) Mid-Air Psycho Sword (3rd-5th) Phoenix Arrow (except last hit) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Unblockable. Will only hit opponents in mid-air. 2 Your enemy can't Down Evade if hit by this move. 3 -- 4 Overhead. Cancelable as it hits or is blocked, but not while Athena is rebounding. 5 Can use during a backstep. 5 2nd hit is cancelable. 6 Knockdown. If this move counter hits, you can juggle your opponent (works best in the corner). Cancelable in either case. 7 -- 8 Knockdown. Reflects projectiles, but no longer reflects D^ or L^ projectiles. You can't juggle afterwards anymore. 9 A teleport. (D) carries you further than (B). Athena is invincible only when she begins to move forward--she can be hit before the actual teleport (while twirling) or once she has traveled forward a certain distance. 10 (A) is SC'able on 3rd hit. (C) is SC'able on 4th-5th hit. The mid- air version works the same, but (C) is SC'able on the 3rd-5th hit. 10 Can use during a backstep (same with the Phoenix Arrow). 10 No longer combos from a strong attack (A and B still work, though). 11 (D) knocks down (and is always aimed towards your opponent). Either version is SC'able until Athena reaches the ground. 12 (D) knocks down (and is always aimed towards your opponent). 13 Knockdown. You can cancel it or interrupt with the Crystal Shoot. The spinning crystals will negate normal, D^ and L^ projectiles. 14 -- 15 On the ground, (A) travels forward, while (C) rises into the air after a while. In the air, both travel downward, then horizontally above the ground. 16 Now, Athena does all the hits automatically. You can cancel the 3rd-10th hits into any of her finishers. 17 Knockdown. Your enemy can't Down Evade if hit by this move. 18 Can juggle afterwards. 19 -- 20 Costs 1 level to use. Restores a small amount of lost life. 21 Costs 1 level to use. 22 Results in a random finish, though Athena may just fall on her behind instead. If she does the Healing Athena or Psycho Bomber, they cost no extra levels and are performed for free. ** Athena's (C) and (D) attacks push an enemy away, preventing most special moves from comboing afterwards (although a weak Psycho Sword vs. a large opponent will still combo). ------------------------------------------------------------------------ HINAKO SHIJOU [ High School Girls Team ] ------------------------------------------------------------------------ b / f + C / D when near Tasuki Nage 1 df + A Maemitsu Tataki 2 df + D EH Kick 3 Tap P rapidly Tsukidashi 4 qcb + A Tsukiage 5 qcb + C Tsukiotoshi 6 hcf + P Chou Zutsuki 7 hcf + K when near Kote Nage 8 hcb,f + P when near Gaburi Yori 9 _qcf + A Tsuki Hanashi 10 _qcf + B Kake Nage 11 _qcf + C Uwate Nage 12 _qcf + D Yorigiri 13 qcf,qcf + P D^ Ooichiban 14 qcf,qcf + K D^ Gasshou Hineri 15 qcb,hcf + AC L^ Morote Zuki 16 Cancels A B C D ----------------------------------------- stand near C C C C stand far - - S C crouching C -r C C jumping - - - -/-/- Super Cancels (see notes for details) -------------------------------------------------------------- (A) Tsukidashi (3rd) Tsukiage (2nd) (C) Tsukidashi (5th) Tsukiotoshi (2nd) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Cancelable on either hit. 3 Knockdown. Hits low. 4 (A) is SC'able on the 3rd hit. (C) is SC'able on the 5th hit. 4 The last hit does the most damage. 5 Knockdown. 2nd hit is SC'able. Has autoguard on Hinako's upper body, just before the first hit (will defend against jumping and high level attacks only). 6 Same properties as the Tsukiage, but you can't Down Evade if hit by this move. 7 Knockdown. Hits multiple times if blocked. Hits twice on a counter hit. The (A) version has one measly frame of autoguard on Hinako's head at the very beginning. 8 Blockable. Switches sides with your opponent. 8 Your enemy can't Down Evade if hit by this move. 9 Unblockable. Hinako will rush forward during this move. Once she grabs her foe, they knock her away and take no damage. 9 However, you can use a follow-up move once the red "hit spark" appears to prevent them from escaping. If you mis-time the follow-up, they will escape anyway. You can no longer "cancel" the end of this move directly into another attack (use the Tsuki Hanashi if you want to use a follow-up). 10 Does no damage, but leaves foe open to attack (try following with the Ooichiban or Morote Zuki). 11 Your enemy can't Down Evade if hit by this move. 12 Switches sides with your opponent. 12 Your enemy can't Down Evade if hit by this move. 13 Hinako pushes you across the playing field during this move. 13 Your enemy can't Down Evade if hit by this move. 14 Has mid-level invulnerability at the beginning. 15 Blockable. Can grab opponents who are in mid-air. 16 A Critical Wire. Obviously, you can't juggle your opponent if they are too close to the wall when used. If you have your power set to MAX, you can juggle them repeatedly for an infinite. 16 Your enemy can't Down Evade if hit by this move. ** An interesting property of Hinako's standing A is that if you try to perform the (A) Tsukidashi during this move, it won't come out afterwards. In fact, even rapidly tapping A will just result in repeated standing As. ** For the curious, Hinako has two intros against her opponent; one where she throws salt, and the cool new one where she punches herself on the arms and poses, then smiles. ------------------------------------------------------------------------ MALIN [ High School Girls Team ] ------------------------------------------------------------------------ b / f + C / D when near Malin Rocket 1 uf when near a wall in air Sankaku Tobi 2 f + B Beni Sasori 3 qcf + K Doku Sasori 4 qcf + P * Suzume Bachi (Chijou) 5 f,d,df + P * Suzume Bachi (Taikuu) 6 dir. + AC in air * Suzume Bachi (Kuuchuu) 7 dir. + AC (x2) from * move Houkou Tenkan 8 qcb + P Onigumo 9 qcf,qcf + P in air Jo'ou Bachi 10 qcf,qcf + K Kagerou 11 qcf,qcf + P * Mizuchi 12 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far -r - C - crouching Cr Cr C - jumping - - C - Super Cancels (see notes for details) -------------------------------------------------------------- Doku Sasori (1st-3rd) 1 Unblockable. (D) switches sides with your enemy. 2 -- 3 Overhead, unless canceled into (which makes it cancelable). 4 SC'able on any hit (though nothing combos off the 3rd hit). Has invincibility in the beginning (when she's pulling out her tazers). 5 -- 6 (A) flies diagonally upward, while (C) goes straight up. 7 Can fly in any direction. Can use during a backstep. 8 Can be used from any "Suzume Bachi" move, or while bouncing after the Mizuchi. You don't have to hit your opponent in order to change directions, but you can't move in the same direction twice. 9 (C) flies further than (A) does. You can have two on-screen at the same time, but they must be different strengths (A then C, or C then A). This move can't actually hit until the yo-yo starts hovering, but it remains on screen for some time. It can negate projectiles once hovering, as well. 9 A character who lands atop a yo-yo will bounce off and can be juggled if they are in the corner. It won't work if they just walk into it. 9 Yamazaki's Bae Gaeshi works on this move, even though most "projectile reflecting" moves do not. 10 Malin only performs the rest of this move if the diving kick hits. 11 Has a short range, but can be used as an anti-air attack. If Malin is hit out of this move but the kick connects, there is a pause, then her opponent flies up into the air and can be juggled. 12 Overhead. Can hit an opponent lying on the floor. 12 (A) makes you bounce forward afterward. (C) makes you bounce backward. You can cancel into the Houkou Tenkan or Jo'ou Bachi while moving, though I've only gotten the Houkou Tenkan to juggle. 12 Your enemy can't Down Evade if hit by this move. ------------------------------------------------------------------------ K' (pronounced "Kay Dash") [ K' Team ] ------------------------------------------------------------------------ b / f + C / D Spot Pile 1 f + A One Inch 2 f + B Knee Assault 3 qcf + P Eins Trigger 4 _f + B Second Shoot 5 _f + D Second Shell 6 _b + K Blackout 7 qcf + K Blackout 8 qcf + K in air Air Trigger 9 qcb + K (air) Minutes Spike 10 qcb + K _qcb + K Narrow Spike 11 f,d,df + P Crow Bites 12 f,d,df + C _f + K Tsuika Kougeki 13 qcf,qcf + P (can hold) D^ Heat Drive 14 qcf,qcf + K D^ Heaven's Drive 15 qcf,hcb + AC L^ Chain Drive 16 Cancels A B C D ----------------------------------------- stand near Cr Cr C C stand far -r - C - crouching Cr -r C C Super Cancels (see notes for details) -------------------------------------------------------------- n/One Inch (A) Crow Bites Narrow Spike (C) Crow Bites (1st-2nd) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 An overhead and knockdown attack, unless you cancel into it (which makes it cancelable). Even if you don't cancel into it, it can be canceled directly into the Heaven's Drive or Chain Drive. 2 Counter Wire. Your enemy can't Down Evade if hit by this move. 3 No longer an overhead. It can be canceled into a mid-air move, but only AFTER it hits, which makes the timing rather difficult. 4 (A) knocks down, (C) does not. This move no longer combos from light attacks, though it was reanimated a little. 5 The speed is determined by the button used for the Eins Trigger. 6 You can juggle your opponent afterwards. If you wait a moment after the (A) Eins Trigger, they can be juggled higher. This allows for the following corner combos: near D > qcf + A > wait > f + D > qcf,qcf + C near C (1st) > qcf + A > wait > f + D > qcf,qcf + C crouch D > qcf + A > wait > f + D > qcf,qcf + A 7 A teleport. Invincible only when K' has turned black or has vanished (which means you can be hit at the very start or end). 8 See entry #7. 9 A projectile fired diagonally downward. There is some delay on the recovery, making this move rather risky to use. 10 Knockdown. Harder to cancel into the Narrow Spike now, since you have to travel forward a certain distance first. 11 SC'able. Hits low, and is a knockdown attack. Can use before the Minutes Spike connects, or when it hits or is blocked. 12 (A) is SC'able (in the corner, Heaven's Drive works well). (C) is SC'able on 1st-2nd hit (Chain Drive can combo even out in the open). (C) doesn't carry you across the screen anymore. 13 Still no longer cancelable (I loved this move in 2001). ;) 14 Delaying this move has no effect. It seems as if you can't super cancel into it. (C) combos easier than (A) does, at least out in the open. Your enemy can't Down Evade if hit by this move. 15 A multi-uppercut move ending in a Tsuika Kougeki. Your enemy can't Down Evade if hit by this move. Incidentally, "Heaven's Drive" is the name of a song by the j-rock band L'Arc~en~ciel. 16 If the sunglasses hit, K' performs an auto-combo. If they are blocked, he does a teleporting elbow hit (which results in the auto-combo if it hits). If the glasses miss, he stands around for a while and is open to attack. 16 Your enemy can't Down Evade if hit by this move. ------------------------------------------------------------------------ MAXIMA [ K' Team ] ------------------------------------------------------------------------ b / f + C / D when near Choking Vise 1 f + A Mongolian 2 df + C M9 Kata: Maxima Missile (Shisaku) 3 qcf + A System 1: Maxima Scramble 4 _qcf + A Double Bomber 5 _qcf + A Bulldog Press 6 qcf + C System 2: Maxima Scramble 7 _qcf + C Double Bomber 8 _qcf + C Bulldog Press 9 hcb + K System 3: Maxima Lift 10 _b / f + K Centoun Press 11 hcf + K when near M11 Kata: Dangerous Arch 12 qcb + P M4 Kata: Vapour Cannon 13 f,d,df + K M19 Kata: Blitz Cannon 14 qcf,qcf + P D^ Bunker Buster 15 hcb,hcb + K when near D^ Maxima Revenger 16 hcb,f + AC L^ MX-II Kata Final Cannon 17 Cancels A B C D ----------------------------------------- stand near C C C/- C stand far -r - - - crouching C -r C - Super Cancels (see notes for details) -------------------------------------------------------------- n/Mongolian Double Bomber (2nd) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead, unless you cancel into (which makes it come out faster). Either way, it is SC'able. 3 Cancelable. Knocks a mid-air opponent high into the air. In the corner, this will allow for a juggle with the Bunker Buster. 4 Won't combo from the Maxima Missile if you canceled into it (so crouch A > df + C > qcf + P doesn't work this year). 5 2nd hit is SC'able. 6 Your enemy can't Down Evade if hit by this move. 7 See entry #4. 8 2nd hit is SC'able. 9 Your enemy can't Down Evade if hit by this move. 10 Unblockable. Your enemy can't Down Evade if hit by this move. 11 Now hits an opponent as they fall, and not once they are on the ground. So, you have to adjust your timing. If you do it too early, Maxima misses and is left open to attack. 12 Unblockable. Your enemy can't Down Evade if hit by this move. 13 Knockdown. Your enemy can't Down Evade if hit by this move. 13 Counter Wire. Negates normal and D^ projectiles. 14 Blockable. An anti-air throw, but it can hit some tall standing foes, like Mukai. Your enemy can't Down Evade if hit by this move. 15 Overhead. Can hit on the way up (now for multiple hits) and on the way down. (C) hits behind your opponent when done out in the open, requiring them to block in the opposite direction. 15 This move has autoguard in the beginning and end (when Maxima is hunched close to the ground). 16 Unblockable. Your enemy can't Down Evade if hit by this move. 17 Negates and passes through normal, and D^ projectiles. Can't hit from up close, but comes out really fast. ** Maxima's crouching C has autoguard against jumping, high, and mid- level attacks, right before he spreads his arms out. ** Maxima's far standing C has autoguard against jumping and high attacks, as he rears his fist back. ** Maxima's crouching A can't even link anymore, let alone chain into itself. ------------------------------------------------------------------------ WHIP [ K' Team ] ------------------------------------------------------------------------ b / f + C / D when near Zed 1 f + A (x5) Whip Shot 2 Press CD in air Spiral Pick 3 qcb + P in air Hook Shot "Code: Kaze" 4 hcf + P Boomerang Shot "Code: SC" 5 hcb + A (can hold) Strings Shot Type A "Code: Yuuetsu" 6 hcb + B (can hold) Strings Shot Type B "Code: Chikara" 7 hcb + C (can hold) Strings Shot Type C "Code: Shouri" 8 delayed Type A-C, press D Strings Shot Type D "Code: Ame" 9 delayed type A-C, move b / f Zengo Idou 10 b,d,db + P, tap P rapidly Desert Eagle 11 qcb,hcf + P D^ Sonic Slaughter "Code: DP" 12 qcb,hcf + AC L^ Sonic Slaughter "Code: KW" 13 Cancels A B C D ----------------------------------------- stand near Cr Cr C C stand far - C -/- - crouching C C C/C - jumping - - - - Super Cancels (see notes for details) -------------------------------------------------------------- Boomerang Shot (1st) Strings Shot A/B/C (1st) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Faster, and the last hit is cancelable. You must time your button presses to coincide with the hits, or the move won't be completed. 3 Knockdown. If this move counter hits, you can juggle your opponent (works best in the corner). 4 Knockdown. 5 1st hit is SC'able. 2nd hit knocks down. Your enemy can't Down Evade if hit by this move. It's possible for the 1st hit to miss. 5 The 2nd hit is no longer a "surefire juggle", meaning it won't connect after the last Whip Shot or a late Spiral Pick. 6 1st hit is SC'able. 2nd hit is an overhead. 7 1st hit is SC'able. 2nd hit drags an opponent next to you, but you can no longer follow with anything, it would seem. 8 1st hit is SC'able. 2nd hit is a low attack. 9 Can no longer cancel the Strings Shot without delaying it. 10 Can move backward or forward while delaying a Strings Shot. 11 Hits low. Can be fired 7 times before Whip has to reload. This move has less range, won't juggle when used repeatedly, and cannot hit an opponent on the ground (!!!) making it even more useless than the '99 version (as if such a thing was possible). 11 When the language isn't set to Japanese, Whip will fiddle with what seems to be an earring instead of fire a gun. 12 Whip does the whole thing, even if it misses. Has a new animation. 13 Whip won't complete the move if the first hit misses. In this case, she does a few whip strikes, the last being a knockdown attack. This occurs even if the hits after the first one connect. ** Crouching (A) can once again hit an opponent lying on the floor. ------------------------------------------------------------------------ KUSANAGI [ Mid-Boss ] ------------------------------------------------------------------------ To select Kusanagi, input (qcb,ub,hcf,uf + any button) when on the Team Select Screen. b / f + C / D Issetsu Seoi Nage 1 d + C in air Geshiki: Naraku Otoshi 2 f + B Geshiki: Goufu You 3 df + D 88 Shiki 4 qcf + P 108 Shiki: Yamibarai 5 qcf + K,K 75 Shiki Kai 6 hcb + K 212 Shiki: Kototsuki You 7 f,d,df + P 108 Shiki: Oniyaki 8 b,d,db + K 101 Shiki: Oboroguruma 9 qcb + P 910 Shiki: Nue Tsumi 10 _as high/mid reversal Geshiki: Ryuu Iri 11 _as a low reversal Geshiki: Tora Fuse 12 qcb,hcf + P (can hold) D^ Ura 108 Shiki: Orochinagi 13 qcb,hcf + AC (can hold) L^ Ura 108 Shiki: Orochinagi 14 Cancels A B C D ----------------------------------------- stand near Cr Cr C C stand far Cr - C - crouching Cr -r C C Super Cancels -------------------------------------------------------------- (none.) 1 Unblockable. (D) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Overhead. Can use during a backstep. Knocks down a foe who is in mid-air, in which case they cannot use the Down Evade while landing. 3 2nd hit is an overhead, unless canceled into (which makes it faster and cancelable). It can't combo with the Orochinagi, though. 4 Both attacks hit low. If only the 1st hit connects, your opponent will recover before you do, so be careful. This happens more often in the corners, obviously. 5 -- 6 Can juggle after 2nd hit of (D) version. Kusanagi's Orochinagi will combo in this case, unlike Kyo's version. (B) version knocks up on the 2nd hit and not forward as Kyo's does. 6 This move will combo from any cancelable light attack. 7 Won't finish if 1st hit is blocked. If it hits a mid-air enemy, the 2nd hit may miss, even though it's aimed upward and usually hits. Like Iori's Kototsuki, this move is faster and has more range. 8 (A) hits twice on a counter hit. Either version has autoguard just before Kusanagi can hit, against high and mid-level attacks. 9 Your enemy can't Down Evade if hit by the (D) version. 10 Knocks a hit opponent high into the air. 11 The Nue Tsumi can reverse high and mid-level attacks, if Kusanagi is hit while his arm is at chest level. 12 The Nue Tsumi can reverse low attacks, if Kusanagi is hit while holding his arm down near the floor. 12 Your enemy can't Down Evade if hit by this move. 13 (A) gives you immunity to low attacks if delayed. (C) gives you immunity to jumping, high, and mid-level attacks if delayed. 14 Your body can hit an opponent while it is on fire. It will also negate normal and D^ projectiles. The priority on the fire seems pretty high--it can outhit most incoming attacks. ------------------------------------------------------------------------ CHIZURU KAGURA [ Mid-Boss ] ------------------------------------------------------------------------ To select Chizuru, input (u,ub,hcf,uf,f,df,d,db + any button) when on the Team Select Screen. b / f + C / D when near Reigetsu 1 b / f + A Jokatsu: Sousou (Zheng Zheng) 2 f + B Jokatsu: Sousou (Cang Cang) 3 df + B Jokatsu: Sousou (Cong Cong) 4 Press CD in air Jokatsu: Saisai 5 qcf + P 108 Katsu: Tamayura no Shitsune 6 f,d,df + P 100 Katsu: Tenjin no Kotowari 7 f,d,df + K Jokatsu: Houhou 8 b,d,db + any 212 Katsu: Shinsoku no Norito (Uchiage) 9 _qcb + same button Tenzui 10 qcb + any 212 Katsu: Shinsoku no Norito (Tatakitsuke) 11 _qcb + same button Tenzui 12 d,d + any 212 Katsu Otsu Shiki: Choumon no Isshin 13 qcb,hcf + P D^ Rimen 85 Katsu: Reigi no Ishizue 14 qcf,qcf + K D^ Rimen 1 Katsu: Sanrai no Fujin 15 qcf,qcf + AC L^ San Shingi no San 16 Cancels A B C D ----------------------------------------- stand near Cr C C C stand far Cr - - - crouching Cr -r C C Super Cancels (see notes for details) -------------------------------------------------------------- (B) Jokatsu: Houhou (D) Jokatsu: Houhou (1st-2nd) 1 Unblockable. (D) switches sides with your enemy. 2 Overhead, unless canceled into (which makes it faster & cancelable). 3 Can avoid some very low attacks while Chizuru is in the air. 4 Hits low, unless canceled into (which makes it cancelable). 4 You can either cancel it at the start of the animation, or once Chizuru has slid forward (which is advisable for moves like the Tenjin no Kotowari, which has a bad horizontal range and will get less hits if you cancel into it from her df+B immediately). 5 Knockdown. If this move counter hits, you can juggle your opponent (works best in the corner). 6 Knockdown. (C) is also an overhead, and gives you invincibility during the intial part of the "spinning" animation. Both versions can reflect projectiles during the "downward swipe" at the end. 7 Your enemy can't Down Evade if hit by this move. 8 Knockdown. (B) is SC'able (San Shingi no San works well, or Reigi no Ishizue, if you wait a moment first). 8 (D) is SC'able on either hit (anything works well afterwards). 9 Knockdown. The button used affects the outcome: A - short range; illusionary attack B - medium range C - longest range; illusionary attack D - long range 10 Must use same button as used for Uchiage. Can also be performed as (b,d,db + same button). (A) or (D) results in a leaping attack, while (B) or (C) is an arm sweep. 11 Knockdown. (P) has a longer range than (K). Using (A) or (D) makes you attack with an illusion. 11 Your enemy can't Down Evade if hit by this move. 12 Like the Uchiage version, but the (B) / (C) arm sweep can hit a foe who is lying on the floor, and will combo from the previous hit. 13 Overhead. The button used affects the outcome: A - Short range; illusionary attack B - Short range C - Long range D - Long range; illusionary attack 14 The (C) version has start-up invincibility, before Chizuru starts moving forward. 14 A hit enemy flashes purple for five counts. During that time, they cannot use command attacks, special moves, or D^ or L^ moves. 15 (B) does more hits, while (D) is faster and has a further reach. However, the first few hits of the (D) version will knock an opponent in the air (resulting in the remaining hits juggling). 15 You have to be careful when using this move, since canceling into it may push an enemy far away and result in less hits (although a standing close B into (B) Sanrai still works). And in the corners, the double may walk off screen before the move ends. 15 You cannot control Chizuru while her duplicate is attacking anymore. 16 Has the same "move-sealing" properties of the Reigi no Ishizue, if the last hit connects. 16 Your double's attacks don't do any block damage, unlike the Sanrai no Fujin duplicate. Only Chizuru's "flash" attack at the end does block damage. However, this move can still get the full 24 hits even if used in the corner, unlike the Sanrai no Fujin. ** For any of Chizuru's moves that involves an illusion, the illusion can be hit, and doing so will damage Chizuru. ------------------------------------------------------------------------ MAKI KAGURA [ Mid-Boss ] ------------------------------------------------------------------------ Maki is not selectable in the arcade. See Section 5 for details. b / f + C / D when near Kaiten 1 f + A Jokatsu: Heihei 2 f + B Jokatsu: Heihei 3 df + B Jokatsu: Heihei 4 qcf + P Rimen 108 Katsu: Iotsu no Utamai 5 f,d,df + P Rimen 100 Katsu: Jingi no Kotowari 6 qcb + A Rimen 212 Katsu: Mikagura no Shinobigoto 7 qcb + C Rimen 212 Katsu: Mikagura no Noritogoto 8 d,d + A 212 Katsu: Heishiki: Tarumusubi no Keihitsu 9 d,d + B 212 Katsu: Heishiki: Sakaki no Kirinusa 10 d,d + C 212 Katsu: Koushiki: Himorogi no Reiji 11 d,d + D 212 Katsu: Koushiki: Iwasaka no Ubusuna 12 qcb + B when near 94 Katsu: Rakusui no Jingi 13 qcb,hcf + P D^ Rimen 85 Katsu: Reigi no Ishizue 14 qcf,qcf + K D^ Rimen 1 Katsu: Sanrai no Fujin 15 Cancels A B C D ----------------------------------------- stand near C C C C stand far C - C C crouching C - C C Super Cancels -------------------------------------------------------------- (none.) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 2nd hit knocks down. Either hit is cancelable. 3 2nd hit is an overhead. Either hit is cancelable. 4 1st hit is a low attack, unless you cancel into it. Either hit is cancelable. 5 Overhead. Can negate projectiles during the "downward swipe" at the end. (C) makes you travel forward twice, then attack (if you cross up your opponent after the first movement, Maki will move or turn backwards and hit them from behind). 5 (A) has invincibility at the start. (C) works the same way, but you regain your invincibility as you begin the second spin forward (you can be hit in-between spins, though). 5 Your enemy can't Down Evade if hit by this move. 6 Either version makes you attack with an illusion. This move hits multiple times if blocked. If it hits, Maki does a mid-air punch, then a diving kick. The mid-air punch usually knocks her opponent out of the way of the diving kick, but in certain circumstances (like when you're in the corner), the diving kick will combo. 6 Your enemy can't Down Evade if hit by this move. 7 Maki attacks with her illusion. If it hits, she automatically follows with a series of attacks. 7 However, the series won't necessarily combo in all situations. In that case, the 2nd attack (shitsune) and 4th attack (leaping punch) are overhead attacks, and the 5th hit (double handed shitsune) is unblockable. 7 Your enemy can't Down Evade if hit by this move. 8 Maki will dash forward and attack by herself. 8 Your enemy can't Down Evade if hit by this move. 9 (A) acts like a fake teleport; your image moves forward but you reappear in your same spot. You can be hit at the very start of the move. 10 (B) works in the same way as (A), but it is a real teleport. Unfortunately, you can be hit at any time while moving. 11 (C) makes Maki leap into the air, then turn around and perform a kick (which must be blocked the other way if she ends up moving past you). The kick is a knockdown attack, and it can be avoided if Maki's jump carries you too far forward. 11 Also, the kick is a Counter Wire. 12 (D) makes an illusion leap up and perform a diving kick; it looks like a low attack, but in fact is an overhead that must be blocked high. You cannot AB escape this move as you land. 13 If done from up close, this is an unblockable throw that ends in Chizuru showing up and doing her "Ishizue" attack, which seals your moves for five seconds (meaning you can't use command attacks, special moves, D^ or L^ moves). 13 If the move misses or is out of range, Maki twirls forward, then backward to her original position, and is open to attack the entire time. 14 Unlike Chizuru's Sanrai no Fujin, Maki can move around and attack while her duplicate is moving forward. However, she can only use normal attacks or throws during this time (no command attacks, special moves, or D^ moves are allowed). This move will negate projectiles while your double is moving forward. 15 Chizuru will appear and perform her "Ishizue" attack, which seals your moves for five seconds (meaning you can't use command attacks, special moves, D^ or L^ moves). This move is far too slow to combo into, however. Why she even has it when her (qcf + B) throw does the same thing (and costs no levels to use) is beyond me. ** Maki's far standing (C) is an overhead attack. ** Maki's crouching (C) is blockable, but only if you are already blocking an attack or coming out of block stun. If you aren't, it's essentially unblockable. ;P ** Maki has no L^ moves. If you consider that she isn't meant to be playable and only fights you in a team where Chizuru is the leader, it makes sense, though. Besides, does she _need_ one? ;) ** Unlike Chizuru, Maki's illusions cannot be hit. If struck with a projectile, they will negate the projectile and vanish (except for her d,d + A illusion). The Sanrai no Fujin illusion can even negate D^ projectiles. ** You can walk around (but not use command, special, or D^ moves) during the (A) Iotsu no Utamai, Sakaki no Kirinusa, Iwasaki no Ubusuna, or Reigi no Ishizue. ------------------------------------------------------------------------ ADEL (aka "Adelheid Bernstein") [ Fake Last Boss ] ------------------------------------------------------------------------ Adel is not normally selectable. See Section 5 for details. b / f + C / D when near Drucken 1 df + A G. Wand 2 df + B A. Kunst Zwei 3 df + C A. Kunst Eins 4 df + D A. Kunst Vier 5 qcf + K G. Kicken 6 cancel into qcf + K G. Springen 7 qcb + P G. Drucken 8 f,d,df + K D^ G. Kreis 9 qcf + P L^ G. Sklaven 10 Cancels A B C D ----------------------------------------- stand near -r -/- C/- C stand far -r - - - crouching - -r C C Super Cancels (see notes for details) -------------------------------------------------------------- (B) G. Springen 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 Knockdown. Reflects normal and D^ projectiles. 3 2nd hit is an overhead and is cancelable. 4 Knockdown. Can cancel the recovery into any move but Adel's command attacks (i.e. df + any), for a juggle. This works well with the G. Sklaven. You can also juggle a person even without canceling, if the move is quick enough (say, a crouching A). 5 2nd hit is an overhead. 2nd-3rd hits are cancelable. 4th hit is a knockdown attack. 4th hit is also a Counter Wire if the previous hits missed, although this can be hard to arrange, since it is the 2nd part of his third kick attack (so you have to counter hit your foe with the last extending animation of his last kick). 5 Your enemy can't Down Evade if hit by this move. 6 -- 7 If you cancel into the G. Kicken, it becomes a leaping knockdown attack. (B) is SC'able (G. Sclaven juggles in this case), and (D) hits twice and acts as an overhead attack on the 2nd hit. 7 (D) can also juggle falling opponents (i.e. from a crouching D). However, the (D) version is too slow to combo from an attack. 8 Unblockable, unlike Rugal's God Press. (C) travels further than (A) does, and has invincibility at the very start. 9 (B) hits twice and can be used as an anti-air. It can also destroy most any projectile (D^, L^, even the Thermidor). Can juggle afterwards in the corner. 9 (D) slides across the screen with a low attack, then hits once. You are not invincible during the sliding, but you can go under mid-level projectiles (not low ones, though). 9 Can juggle after the (B) version in the corner. 10 Blockable. (A) stops short of a full-screen's distance, while the (C) version travels full-screen. Either version leaves Adel wide open for some time if blocked, though he has invincibility during the intial part of the forward dash. ** I've seen Adel's name alternately spelled as "Adelbeid", but the game spells it "Adelheid" in the credits. ** It seems odd that Adel has only one D^ move and no Kaiser Wave. Of course, I'm a Rugal fan, so no Kaiser Wave is a travesty ;) ------------------------------------------------------------------------ MUKAI [ Real Last Boss ] ------------------------------------------------------------------------ Mukai is not normally selectable. See Section 5 for details. b / f + C / D Touha 1 db~df + C 2 db~df + D 3 qcf + P Touha 4 qcb + any Chishou 5 f,d,df + P Tenshou 6 hcb,f + P when near Shikai 7 qcf,qcf + P D^ Goushou 8 qcb,hcf + AC L^ Shikai 9 Cancels A B C D ----------------------------------------- stand near Cr Cr C - stand far Cr Cr C - crouching n/a n/a C C Super Cancels -------------------------------------------------------------- (none.) 1 Unblockable. (C) switches sides with your enemy. 1 Your enemy can't Down Evade if hit by this move. 2 An uppercut that is cancelable. 3 A short slide that hits low. Cancelable. 4 The stone that Mukai throws travels in a downward arc. 5 When used, a pillar bursts from the ground. (A) is closest to you, then, (B), (C), and (D) is furthest away. Mukai is invincible during the initial "stomp" animation. 6 Overhead. Makes a pillar fall on your opponent's location. Mukai is invincible during the initial "stomp" animation. 6 Your enemy can't Down Evade if hit by this move. 7 Unblockable. Petrifies your opponent and leaves them open to attack momentarily. You can't re-throw them, though you could combo into the throw from a standing C for an infinite. 7 You can use the Down Evade if you de-petrify naturally. 8 Causes several pillars to burst up, one after another. Then, a pillar falls for a final, overhead hit. 9 A full-screen attack like Orochi Chris' HSDM, in which "waves" of gray and black energy spread across the screen and petrify a hit opponent. Mukai has invincibility during the entirety of this move. 9 You can repeat this move for an infinite, if your Power Gauge is set to MAX. Destroys normal and D^ projectiles. 9 You can use the Down Evade if you de-petrify naturally. ** Mukai's db~df + C has autoguard against jumping and high attacks, just before he strikes. ** Mukai's standing D has autoguard against jumping, high, and mid- level attacks, just before he kicks. ** Mukai's jumping C and D have autoguard just before he strikes. ** Mukai cannot crouch, but his standing A and B attacks hit low. ** During any of Mukai's "stomp" moves (his qcb + any, f,d,df + P, and qcf,qcf + P attacks), Mukai can pass through some opponents during the stomp if he is too close to them. This may cause the moves to miss entirely (excluding his f,d,df + P attack, which homes in on the enemy). ** A contributor explained that Mukai says "Mikoto ga!" (Destiny!) when he dies. ======================================================================== 4. GAMEPLAY NOTES ======================================================================== This section explains various aspects of gameplay in greater detail. Entries listed in alphabetical order. ------------------------------------------------------------------------ AUTOGUARD ------------------------------------------------------------------------ Some moves have autoguard. This means that if you are attacked while performing that move, you will "block" the attack automatically (the "block" hit sparks appear, even though you don't actually go into a blocking animation). What's more, you will continue to perform whatever move you were doing as if there was no interruption. Since autoguard is really just blocking, you will still take block damage from special moves, D^, and L^ moves, and you can even be Guard Crushed while using autoguard. As an example, if Ryo blocks 10 standing Cs, then parries the 11th standing C with his Joudan Uke, he will be Guard Crushed. Autoguard only occurs on specific parts of the body. For example, during Ryo's Zanretsu Ken, he only has autoguard on his reared fist, so if you hit him in the legs or the back of the head, he will still be injured. Going by the "body" rule, we can see that autoguard can defend against four types of attacks: Jumping Any jumping attack. High Attacks that hit the head or chest. Middle Attacks that hit the waist or knees. Low Attacks that hit the shin or foot. Ryo's Joudan and Gedan Uke have the odd property of being "autoguard only" moves. They have no function aside from offering autoguard against incoming attacks. However, if the autoguard is actually triggered, either "Uke" move becomes cancelable. Another property of autoguard is that (using Ryo's Zanretsu Ken as an example again), Ryo only has autoguard while his fist is reared. Once he starts attacking, he can be hit out of the move. So autoguard only affects certain animation frames of a move as well. For some characters, this can mean only one frame has autoguard (like Hinako's Chou Zutsuki), while others may have multiple frames of autoguard (like the beginning and end of Maxima's Bunker Buster). Also, note that some normal attacks have autoguard, such as Maxima's far standing (C) punch. ------------------------------------------------------------------------ CHANGE ------------------------------------------------------------------------ To Change, press BC or CD. This lets you switch teammates in mid-fight. It can only be used when the CHANGE OK! message is over your Power Gauge. You cannot cancel into a Change attempt. The "Change" system would make a lot more sense if it worked this way: BC takes you to the next team member, CD takes you back one. However, this isn't always the case. Here's how it works: 1st Member BC to 2nd, CD to 3rd 2nd Member BC to 1st, CD to 3rd 3rd Member BC to 1st, CD to 2nd In other words, you use BC to switch between the 1st and 2nd member, and CD to switch between the 2nd and 3rd member. When you use the Change, your character will taunt, then leap off- screen. If hit during the taunt, the Change does not occur. However, once the taunt is done, they are invincible while exiting. The incoming partner is invincible while in the air, but can be hit upon landing, before they have a chance to block. They will leap to the exact spot where your previous teammate was. After changing team members, the CHANGE OK! sign vanishes for three seconds. It will only vanish if the change actually occured (not if you got hit out of a taunt beforehand). Surprisingly, all characters can use the Change, including Adel and Mukai (under certain situations. See Section 5 for details). ------------------------------------------------------------------------ CHANGE ATTACK ------------------------------------------------------------------------ To perform a Change Attack, input qcf + BC or CD. Your character will perform an attack that does a little bit of damage (it is the same no matter which button pairing you use). That character then leaps away, regardless of whether or not the attack hits, misses, or is blocked, and their teammate will leap on-screen with a jumping attack. Note that the teammate does not leap to the same location as their partner, but rather, dives in at the same angle each time. You can combo or even cross-up an opponent after landing from your jumping attack, since you recover from your incoming attack faster than they do from getting hit. However, if you hit a mid-air opponent with the Change Attack, then it knocks them straight up into the air, allowing the incoming partner to juggle them as they fall. You can't cancel an attack into the Change Attack, but it does come out fast enough for some characters to link into it. An example might be Shen's close standing (C) into qcf+BC/CD, or most characters' jumping C or Ds into a Change Attack upon landing. To use the Change Attack, the CHANGE OK! sign must be present, and you need one Power Gauge level as well. After using the Change Attack, the CHANGE OK! message vanishes for about three seconds. The order that you change in is the same as the "Change" move, above: 1st Member BC to 2nd, CD to 3rd 2nd Member BC to 1st, CD to 3rd 3rd Member BC to 1st, CD to 2nd Note that a character who is hit while making a Change Attack (before they have a chance to leap out), will not change. This means that while they will lose a Power Gauge level, they will not lose the CHANGE OK! sign. Note that you cannot cancel into a Change Attack. Surprisingly, all characters can use the Change Attack, including Adel and Mukai (under certain situations. See Section 5 for details). ------------------------------------------------------------------------ COUNTER HIT ------------------------------------------------------------------------ A counter hit occurs if you hit an opponent who is making an attack other than a normal Punch or Kick. For example, hitting Kyo during a Goufu You would work, as would hitting Mai out of her Kagerou no Mai. A move that counter hits generally does slightly more damage than usual. Some moves have added properties when they counter hit. For instance, Ryo's (A) Kohou hits twice instead of once, while Ralf's Galactica Phantom becomes a Counter Wire (see below). Other moves allow juggles if they counter hit, such as any character who retained their old CD move (like Chang's Tekkyuu Geki or Athena's Star Debut). ------------------------------------------------------------------------ CRITICAL AND COUNTER WIRES ------------------------------------------------------------------------ Some moves will cause an opponent to fly across the screen if hit. They will bounce off the wall, and can be juggled as they rebound. These moves are called Critical Wires. An example would be Hinako's Morote Zuki. Counter Wires have the same effect, but only if the move counter hits. An example is Shen Woo's Zetsu! Gekiken. If it hits you, nothing happens. If it counter hits, however, your opponent will bounce off the wall and can be attacked as they fall. ------------------------------------------------------------------------ DAMAGE SCALING ------------------------------------------------------------------------ Damage scaling reduces the damage that a move inflicts. It occurs in two situations: Cancels ------------------------------------------------------------------------ One is if you cancel a move into another move. Doing this lowers the damage of the latter move, even if doesn't combo (i.e. Ryo's crouching C into Koho Shippuu Ken). This affects any kind of cancel--such as all of these examples: Rapid Attack Cancel Duo Lon's crouching A > crouching A Normal Attack Cancel Shingo's standing C > Aragami Command Attack Cancel Yuri's standing B > Shiyoku Special Move Cancel Benimaru's Iai Geri > Handou Sandan Geri or Yamazaki's Suna Kake > Hebi Tsukai Super Cancel Shen Woo's Geki Ken > Zetsu! Geki Ken Duo Lon's example may surprise you, but yes, it is a cancel--most characters can cancel the recovery animation of weak attacks into other weak attacks (listed as an "r" in each character's cancelable attack chart). Combos ------------------------------------------------------------------------ The other situation occurs if you combo two moves together without using cancels, such as in these examples: Juggles Duo Lon's (D) Naiga > jumping B Combos Ryo's jumping D > standing A Chains Shen Woo's standing C > far standing B or Ash's Floreal > Pluviose Note that damage scaling occurs each time a new move is canceled or comboed into. Look at this combo for Shen Woo: standing close C > Fusen Kyaku > (A) Gekiken > (C) Zetsu! GekiKen After the standing C, each attack has it's damage scaled, since it is being canceled into from the previous move. However, all of these moves hit once. What about multi-hit moves? Well, they are an exception to the rule. The first hit of a multi-hit move does less damage, as you would expect. However, all subsequent hits cause normal damage. For example, if you combo into Shingo's Rouka Guruma, damage for the first hit is scaled. However, all remaining hits do their normal amount of damage. Damage scaling does not affect most kinds of throws. For example, you can cancel into Ash's Vendemiaire or Griffon's Justice Hurricane, and the damage is the same as if you hadn't canceled at all. However, some throws (like Shingo's Nie Togi) will be scaled if comboed into. It was also noticed that moves that don't involve the combo counter also seem to avoid scaling. An example would be Shen Woo's Kohyou Rengeki. It's not a throw (it can be blocked), but it does the same amount of damage whether you combo into it or not, and the combo counter only indicates a 2-hit combo when you combo into it. Finally, the degree of scaling depends on the moves used. Some, like Robert's Haou Shoukou Ken, do much less damage when canceled into. Others, like Shingo's Kake Hourin, do almost the same amount whether you cancel into them or not. ------------------------------------------------------------------------ DOWN ------------------------------------------------------------------------ During a team battle, when a team member is killed, the message DOWN appears, and the next teammate jumps in from the side of the screen. They come in pretty low to the ground (and you can control them once they land), but that means you can't really do anything while coming in. It seems like it would be possible to set up an incoming opponent for an attack they couldn't avoid that way. Actually, Tel has just told me that you can use command throws (even the D^ or L^ variety) on an incoming character following a DOWN, and they can't do anything about it. Ouch. ------------------------------------------------------------------------ GUARD CRUSH ------------------------------------------------------------------------ If you block too many attacks within a certain period of time, you will be Guard Crushed. When this occurs, your character assumes a sort of stunned pose momentarily. This leaves them open to attack if you recover fast enough, or if your attack is a multi-hit move, or if you cancel out of it. As an example, if Kyo's close C was used to GC an opponent, it could be canceled into the Aragami and would result in a combo. To avoid getting Guard Crushed, just try not to block so often. After you are GC'd, your chance of getting Guard Crushed reverts to normal, so you don't have to worry about getting GC'd repeatedly once it happens the first time. Some attacks have more Guard Crush potential than others. These moves are said to do heavy "Guard Crush damage." As example, even though it might take sixteen or so blocked attacks to result in a GC, Jhun's Ko Ressou can GC you in only two or three uses. ------------------------------------------------------------------------ KNOCKDOWNS ------------------------------------------------------------------------ Some attacks will knock a hit opponent to the floor. There are several types of knockdown attacks: Normal - A hit opponent is knocked away and they hit the floor. (e.g. Terry's Burn Knuckle) Spin - A hit opponent spins and flies backward further than usual. (e.g. Shen Woo's charged (C) Gekiken) Slump - A hit opponent slumps to the floor right where they are. (e.g. Hinako's Yorigiri). Sudden - A character is quickly slammed straight down to the floor. (e.g. last hit of Robert's Hien Senpuu Kyaku). Wire - A character bounces off the wall and flies backward. (e.g. Hinako's Morote Zuki). "Normal" knockdowns can usually be avoided by using the Down Evade (sometimes called the AB recover). This is used by pressing AB right before you hit the ground. Your falling character then does some sort of move to land on their feet, like a roll or handspring. Other knockdowns can also be escaped from, excluding the "slump" and "sudden" knockdowns. ------------------------------------------------------------------------ OVERHEADS ------------------------------------------------------------------------ Most standing attacks can be blocked high or low--in other words, when standing or crouching. However, some attacks can only be blocked high, even though they look like they could be blocked low. These are called "overhead" attacks. An example might be Joe's Bakuretsu Elbow. It looks like a standing elbow attack, but if you block low, you will get hit. In general, if a command attack has an overhead property, it loses this ability if it is canceled into. Therefore, Kyo's standing C canceled into Goufu You can be blocked low, because the Goufu You no longer has it's overhead ability. ------------------------------------------------------------------------ POWER GAUGE ------------------------------------------------------------------------ The Power Gauge is located at the bottom of the screen. It starts off full (with three levels), but can be drained by using the following moves: - A super cancel -1 level - D^ moves -1 level - L^ moves -2 levels - A Guard Cancel roll -1 level - A Guard Cancel Attack -1 level - A Change Attack -1 level You can restore lost Power Gauge energy by blocking attacks, getting damaged by attacks, making attacks of your own, and having those attacks hit. If your opponent taunts you, you will also earn Power Gauge energy. In Team Play, you will be able to hold an extra level for each teammate who is killed. So you can hold 4 levels total when you have two members left, and 5 levels when only one character is left. ------------------------------------------------------------------------ REVERSALS ------------------------------------------------------------------------ Reversals are moves that can catch and "reverse" attacks. An example is Billy's Suiryuu Tsuigeki Kon. When used, he poses with his staff, and nothing happens. However, if his staff is hit with a particular attack (high, mid-level, or low attacks), he will make an attack in response. Reversals are particular in that they only "reverse" certain types of attacks. These include: Jumping Any jumping attack. High Attacks that hit the head or chest. Middle Attacks that hit the waist or knees. Low Attacks that hit the shin or foot. Special Any special move, D^, or L^ move. The "special" type superceeds all other types. So even though the 1st hit of Kim's Ryuusei Raku hits low, the M. Reverse Facelock will still reverse it, because it is a special move. It doesn't matter that the Facelock doesn't normally catch low attacks. So when you're using a reversal, remember that if it can stop special moves, D^, or L^ moves, it will do this regardless of whether the move hits high or low, etc. Some reversals can be super-canceled if triggered, like the Sadomazo. ------------------------------------------------------------------------ ROLLING ------------------------------------------------------------------------ The rolling moves (otherwise refered to as the "Emergency Evade") can be used by themselves, or while blocking an attack. You are immune to attack as the roll begins, but you can be attacked while recovering from the roll (before you have a chance to block). Throws of any kind can grab you out of a roll at anytime. Normally, jumping over an enemy makes them turn around, even if they are performing an automatic action (like running). However, it's possible to roll through an enemy and have them continue to run into the corner (seems to work best against big characters like Chang or Maxima). This can allow for some unique combo setups. ------------------------------------------------------------------------ SUPER CANCELS ------------------------------------------------------------------------ Super cancels occur when you cancel a move directly into a D^ or L^ move. There are several types of super cancels: - Special Move SCs These cost one additional level to perform, so it takes 2 levels to cancel into a D^ move, or 3 to cancel into an L^ move. An example might be Shingo's Aragami into Kake Hourin. The message S.CANCEL appears when you use this type of SC. - Command Attack SCs These cost no levels to use. An example includes Jhun's Ryuurou Kyaku into Hou'ou Hiten Kyaku, or the 3rd hit of Griffon's Joudan Yoke Kougeki into Dadaleus Attack. - Normal Attack SCs These cost no levels to use. An example would be Hinako's far standing (C) into Ooichiban or Kim's jumping (A) into Hou'ou Kyaku. You can simplify commands when supercanceling into them. Look at these examples: (C) Kohou > Tenchi Haou Ken f,d,df + C > qcf + AC Shinkuu Katategoma > Gen'ei Hurricane qcb + K > qcb + K (C) Ryuu Enbu > Chou Hissatsu Shinobi Bachi qcb + P > hcf + K In each example, the command for the D^ or L^ move is combined with that of the special move, so you don't have to try to do something as clunky as (qcf + P > qcb,hcf + K) for Mai's example. It's a lot easier to do SCs if you figure out the simplified motions first. ------------------------------------------------------------------------ THROWS ------------------------------------------------------------------------ Throws are unblockable attacks. Every character has a basic throw performed by pressing (b / f + C / D) when close. In 2003, everyone has only one throw, and the button used determines whether you throw your opponent in front of you or behind you. In most cases, C is in front of you, but this doesn't apply to everyone. You can escape from a basic throw by pressing (b / f + C / D) when grabbed, but you must use the same button to escape, or you will be thrown. In other words, if Ralf grabs you with (f + C), you must use (b / f + C) to escape. Special throws, like the Vendemiare or Big Fall Griffon, cannot be escaped from. Clark's Mount Tackle can be escaped from if he attempts a follow-up and you press the same button (i.e., he does d,d + A, and you press A), but this is a special exception. You will also automatically escape from Hinako's Gaburi Yori unless she attempts a follow-up. ------------------------------------------------------------------------ MISC. NOTES ------------------------------------------------------------------------ [ BUTTON CANCELS ] ---------------------------------------------------- In previous games, you could cancel any Punch or Kick into a "button- press" move, even if they weren't cancelable. However, that is no longer the case. An obvious drawback to this would be Shen Woo's Bakushin, since his standing C won't cancel into the move, preventing it from coming out unless you mess with the button-press timing or do something else and input the move during that time. [ ROULETTE ] ---------------------------------------------------------- This year, the Roulette feature (that ! box in the middle of the screen) only gives you a random character once. It won't change the character after every battle, as in previous games. [ JOYSTICK COMMANDS ] ------------------------------------------------- A contributor noted that half-circle motions are more difficult to do in this game. I haven't noticed that myself, but it could very well be the case. Also, the infamous "shortcut" command for moves like the Hou'ou Kyaku and Power Geyser (perform qcb,db,f as d,b,f) has finally been omitted. ======================================================================== 5. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ UNBLOCKABLE MOVES ------------------------------------------------------------------------ - Athena's old unblockable Psycho Ball bug has returned. Knock your opponent down (f + AC woks well), throw an (A) Psycho Ball, then use the Psycho Teleport as your opponent gets up. They will not be able to block the Psycho Ball. - The same trick works for K'--knock your opponent down, perform an Eins Trigger, and cancel it into the Blackout (b + K) as your foe gets up. The Eins Trigger will become unblockable. - And Maki's crouching C is unblockable, if a character is not already in blockstun from a previous attack. ------------------------------------------------------------------------ PLAY AS KUSANAGI OR CHIZURU ------------------------------------------------------------------------ To select Kusanagi, input (qcb,ub,hcf,uf + any button) when on the Team Select Screen. To select Chizuru, input (u,ub,hcf,uf,f,df,d,db + any button) when on the Team Select Screen. In both cases, you need to do the motions smoothly--don't bother with entering it precisely. Just pretend that you're inputting a special move and not tapping in a code. I don't know if you have to reverse the code if you're on the 2P side. If it's anything like SVC, then the answer is "no." ------------------------------------------------------------------------ PLAY AS A BOSS CHARACTER (BIOS) ------------------------------------------------------------------------ If you have the debug bios, you can select the bosses simply by going to any member of the K' Team and pressing down once or twice (or pressing up on the Hero Team once or twice). This will select the "boxes" where the bosses are. Also, if you have the debug bios, you can access the Practice Menu in Practice Mode by pressing the "next game" button. I don't know where the debug bios is, how to get it, or how to install it, so please don't ask. ------------------------------------------------------------------------ PLAY AS A BOSS CHARACTER (CHEATS) ------------------------------------------------------------------------ Only Kusanagi and Chizuru are playable with a controller code. To use the other boss characters, try using these MAME cheats; just add them into your "cheat.dat" text. All codes created by Charles MacDonald. ; [ King of Fighters 2003 ] kof2003:0:107D0C:22:000:Play with Adelheid kof2003:0:107D0C:23:000:Play with Mukai kof2003:0:107D0C:24:000:Play with Maki kof2003:0:1044C0:05:000:Cursor Select If you turn on one of these codes before starting to play, you will automatically use that character, bypassing the Character Select screen (this means you play as a single entry even in Team mode). However, this will cause glitches in either "Practice" mode. To get around this, wait until you are at the Team Select screen before turning on the code, then pick any character. If you pick your first two characters, then turn on the code and pick your remaining characters, you can still use the "Order Select" to make Mukai or Adelheid your 2nd or 3rd player. Doing this also allows them to use the "Change" and "Change Attack" freely (normally, when they are first, they cannot use these moves). What's more, even though they are not the lead character, they can still use their L^ moves, if they have enough stocks (though nobody else can, just as if they were the real team leader). The fourth code only works in Team Play mode. It places your cursor over Chizuru. To select other characters, turn the code on, then disable it. You can now select the other characters like so: (pressing up takes you to the K' Team) Kusanagi Adel Mukai Chizuru Maki Random Select (pressing down takes you to the Hero Team) So, if you wanted to play as Adel, you would move your cursor up once and left once, then press any button. Maki, Adel, and Mukai don't have portraits in this menu, so keep the above diagram in mind when trying to select a boss character. If you select Adel or Mukai first, you will only choose them. If you pick one or two teammates first, then them, you will be able to use them in your team, and they can even use the Change and Change Attack moves (which they can't use normally). However, they will not be able to use their L^ moves, obviously. Some of you may remember a picture released by Billy Jr. showing what appeared to be a hidden character with Malin's face portrait. In fact, if you put your cursor to the same spot, you'll find that it's just another Random Select box, which explains how the picture was made. In fact, there are no other characters beyond those available normally and the above five characters (so you can't play with Rose, for example). ------------------------------------------------------------------------ GAME PROGRESSION ------------------------------------------------------------------------ The game progresses in this order: Stage 1 - 3 > Kusanagi > Stage 5-6 > Adel Stage 1 - 3 > Kusanagi > Stage 5-6 > Chizuru & Maki > Mukai Which boss set you fight depends on how you finish Kusanagi: - If you kill him with a Punch or Kick, a normal throw, a command attack, a special move, or the 2nd (incoming) hit of a Change Attack, or if you win by Time Over, you will fight Adel. - If you kill Kusanagi with a D^ or L^ move, or the first hit of a Change Attack, you will fight Chizuru / Maki / Mukai. - Tel points out that if you are hit out of a D^ move that still kills Kusanagi, you end up fighting Adel. I could swear that I used a special move to kill Kusanagi and still fought Mukai once. Maybe there are other factors? ------------------------------------------------------------------------ DEMO LIST ------------------------------------------------------------------------ Here is a listing of the demos in the game: 00 - ` OPENING ' The pre-game demo. 01 - ` WINNER ' Win quote screen (when you win a battle). 02 - ` GAROU ' Play as Terry / Joe / Griffon Mask. 03 - ` GAROU AKU' Play as Gato / Billy / Yamazaki. 04 - ` NEW WOMAN' Play as Athena / Hinako / Malin. 05 - ` OLD WOMAN' Play as King / Mai / Blue Mary. 06 - ` IKARI ' Play as Leona / Ralf / Clark. 07 - ` JAPAN ' Play as Benimaru / Shingo / Goro. 08 - ` 3 JINGI ' Play as Kyo / Iori / Chizuru. 09 - ` K DASH ' Play as K' / Maxima / Whip. 0A - ` KOREA ' Play as Kim / Chang / Jhun. 0B - ` RYUKO ' Play as Ryo / Robert / Yuri. 0C - ` HERO ' Play as Ash / Duo Lon / Shen Woo. 0D - ` KUSANAGI ' 1st demo; when Chizuru summons Kusanagi. 0E - ` HEIDI 1' First meeting with Rose & Adel. 0F - ` CHIZURU 1' First meeting with Chizuru. 10 - ` HEIDI 2' After beating Adel. 11 - ` CHIZURU 2' After beating Chizuru. 12 - ` OROCHI ' Ending for single play (shows Orochi members). 13 - ` BOSSAFTER' After beating Mukai. 14 - ` 94 GALS ' Play as King / Mai / Yuri. Picture appears after STAFFROLL. 15 - ` 94 JAPAN ' Play as Kyo / Benimaru / Goro. Picture appears after STAFFROLL. 16 - ` STAFFROLL' Shown after OROCHI or your team ending. For the curious, "Garou Aku" refers to the evil characters from the Fatal Fury series, and "3 Jingi" refers to the "Three Divine Weapons" Team from KoF '97. I'm not sure about the name "Heidi." It could be a play on the name "Adelheid," or it could have been Rose's original name, for instance. There wasn't any "Heidi" character selectable through codes, so I don't think it's alluding to another character (especially given the fact that the "Heidi" demos are for Adel and Rose). ------------------------------------------------------------------------ ENDINGS ------------------------------------------------------------------------ For some brief summaries of the endings, see below: Hero Team - The team gets transported to the wilderness. Shen is really angry that Mukai and his friends got away, and goes off to find them. Ash asks Duo Lon to hang around, but Duo Lon senses Ron's presence (the striker ninja from 2001) and teleports away to find him. Ash then comments that now is the time to put the finishing touches on his scheme. Garou Team - The threesome find themselves back in the KOF arena, where Andy is watching them from the crowd (which contains, among others, Rock Howard, and a Franco Bash lookalike). Suddenly, a railing breaks and three fans start falling. The heroes rush to rescue them; Griffon saves a kid, of course. Joe tries to rescue a lady, but Terry saves her instead, and she of course wants to date him. Joe ends up resucing a lipstick-wearing guy who gets a little too friendly with him. - A contributor points out "...pretty sure that's Hon-Fu standing to the left of Andy in the background of the shot where you see Rock and Franco Bash. The guy holding a camcorder to the left of Hon-Fu looks like Bob Wilson, and the guy with the spiky hair COULD be Duck King, though I'm not sure about that." Kyokugen Team - Takuma gets beat up by unknown assailant (who he recognizes but never gets around to identifying). The team comes home to find him lying on the floor. He's alive, but needs medical attention. As an ambulance takes him away, his students swear revenge. Their first serious ending in a while, though Robert gets a small joke in about the AOF team being too poor to rob. Korea Team - Kim swears to fight off any evil, and Jhun and Chang agree that the three of them are unstoppable. They walk off into the sunset, forgetting all about Choi, who is watching them from afar and wondering why they're leaving him behind. Ikari Team - leona goes into Orochi mode again; Ralf and Clark try to beat her out of it, but she roughs them up instead--but reverts to normal in the end, and everyone is okay. Leona wonders why her berserk power has become so overwhelming all of a sudden. Outlaw Team - Yamazaki's Orochi blood kicks up and he tries to attack his teammates. naturally, Billy wants revenge. Gato has no interest in either of them and leaves. Yamazaki tries to do his repeated snake arm on billy, who counters with a Chou Kaen Senpuu Kon. Women's Team - It seems as if Andy has come to Mai's rescue. He tells her that her teammates have died, but he wants to marry her. Mai is sure that they are celebrating for her in that "big KOF in the sky." Mary wakes up to find Anton watching her. It turns out that Mai was just knocked out and is dreaming, but King doesn't want to wake her up, since she seems so happy, even though Andy's "advances" are really just the result of Anton licking Mai's face. Benimaru Team - Beni and Goro congratulate Shingo on doing well in the tournament. However, Shingo takes their praise a little seriously and starts talking about how he should stop sucking up to Kyo. However, while he's dismissing Kyo, who but his old master should show up from behind and decide to "re-educate" the overconfident Shingo with some of his special moves. Shingo asks anybody for help ("even Yagami"), but Benimaru and Goro figure Shingo will always be Shingo and decide not to intervene. Schoolgirls Team - After the KOF tournament, it turns out Athena will be late for one of her concerts. Hinako promises to handle any outraged fans, and does so by offering to "sumo" with them. The audience, after a few moments, goes totally wild ("Be my yokozuna, baby!" was a good line). Athena realizes Malin and Hinako are a hit with the crowd, but wants to make sure they don't forget who the star is. K' Team - The trio find themselves in the wilderness (as is par course in most kof games). Whip calls home to check on her "little sister" and chats with Diana, who tells her that Kula is interested in the next KOF. K' seems to lose control of his powers for a moment and his glove bursts into flame. He plays it off as no big deal, but the image of Mukai comes to his mind. 3 Divine Weapons Team - Kyo and Iori find themselves before the seal of Orochi. A wounded Chizuru shows up, only to be attacked from behind by Ash, who pulls Chizuru's "mirror" power from her chest and tosses her aside. Kyo catches her. Ash wants Iori to be his servant, which provokes Iori into attacking with a Yamibarai. Ash avoids the attack and leaves, promising to return later. Kyo wants more than ever to find out what's going on, and says he's "really pissed" as his fist bursts into flame. 94 Women's Team - Gives you the Single Play "Orochi" ending, but after the staff roll, a picture of King, Mai, and Yuri shown. Mai is holding a fan that congratulates you on your victory. 94 Japan Team - Gives you the Single Play "Orochi" ending, but after the staff roll, a picture of Kyo, Benimaru, and Goro is shown. ======================================================================== 6. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ SPECIAL INTROS ------------------------------------------------------------------------ The following intros occur when these characters fight each other first. My conversational Japanese is virtually non-existant, so all spellings and translations are liable to have errors. Ash vs. Kyo / Iori / Chizuru - Ash stands, then holds out a hand while saying, "Sono chikara, misetemorau yo." (Show me that power [of yours]). Ash vs. Mukai - Ash brushes his hair with his hand and says, "Anta, mezawari da yo ne?" (So you have awakened?) - Wei Chen notes that this implies that Ash knows who Mukai is. Duo Lon vs. Benimaru - The two appear in opposite places. Benimaru stands pensively with his hand to his face, then does a Gen'ei Hurricane punch. Duo Lon dodges it with a Lon-style warp (where he turns into a skeleton). This leaves the two of them in their proper places to start off the battle. Lon stays silent the entire time, but Beni says, "Koitsu! Masaka.... NUUOOOO! Chi-, yaharina." Shen Woo vs. Ash / Duolon / Terry / Griffon / Ryo / Robert / Kim / Iori / Kyo / Gato / K' / Adel / Mukai. - Stands with back to screen. Clenches upraised hand into a fist. "Omai narananzoku desoba." Shen Woo vs. Chang / Billy / Yamazaki / Kusanagi - Stands with a hand in his pocket. The other one is holding a little shape (looks like three balls in a triangluar pattern), that he plays with and then breaks, bits falling from his hand. Says, "Soikuzukusu nee!" Shen Woo vs. all others - Stands up straight and claps hands together. Says, "Tanoshii mazete kure yo!" (Let's have fun mixing it up!) Terry vs. Mary - Terry fiddles for a while with his right glove, before adjusting his left one. Meanwhile, Mary points at him while talking, then crosses her arms while facing the screen and winking. - I couldn't figure out what she was saying. Raul Torrez wrote in and said it's "New duds and a new partner? Aren't you the lucky one? ...I'll show you!" He has the "Flame of Nova" guidebook for the game, so it's official. - Still, Mary's voice acting is awful, and "lucky" sounds a lot more like "wacky" to me. Ryo vs. Robert - Ryo and Robert stand with their arms at their side and say, "Osu!" Ryo vs. Yuri - Ryu does his "Osu!" pose, followed by Yuri. Robert vs. Yuri - Robert throws a bouquet of flowers at Yuri, but she turns the other way to tie her shoe and the flowers fly overhead. Robert covers his face in exasperation and Yuri stands up and gives a nervous laugh. Kim vs. Ash / Iori / Kim / Billy / Yamazaki / Kusanagi / Adel / Mukai - Kim turns to look at his opponent. He points at them as his eye begins to glow. Then, Kim gets into his normal stance while saying, "Aku wa yurusan!" Kim vs. Jhun - Kim stands with his hand on his chin, while Jhun stands with one arm hanging down. After Jhun finishes talking, Kim's teeth glint momentarily. Leona vs. Ralf / Clark / Whip / Chang - Leona salutes her opponent. Ralf vs. Leona / Clark / Whip - Ralf salutes his opponent while standing in a relaxed pose. Clark vs. Leona / Ralf / Whip - Clark tips his cap to his opponent. Whip vs. Leona / Ralf / Clark - Whip is facing away from her opponent, and she rocks on her heels for a moment before turning and saluting them. Iori vs. Kyo - Iori stands with his back to Kyo. After Kyo talks, Iori responds, then turns to face his rival. King vs. Ryo - King bows with her hands folded together, while Ryo looks away and scratches his head in embarrassment. Athena vs. Kyokugen Team / Women's Team / Benimaru Team - Athena appears in a schoolgirl outfit with her two friends. Hinako vs. Chang - Hinako does her old sumo stomp. Malin vs. Mai - Malin is already in her outfit (no costume change), and she talks to Mai. Benimaru vs. Yuri / Leona / King / Mai / Mary / Athena / Hinako / Malin / Whip / Chizuru / Maki - Benimaru puts his hand to his forehead while talking, then smiles. Shingo vs. Kyo - Shingo points at himself while talking, then points at Kyo. K' vs. Kyo - K' slowly looks up at Kyo while talking. K' vs. Maxima / Whip - K stands with one arm tucked under the other, smiling at Maxima. He then talks for a bit. Maxima vs. K' - Maxima smacks a fist into his palm. Adelheid vs. Kyo - Adel says something to Kyo, instead of Rose talking first. Adelheid vs. Ash / Shen / K' / Iori - Adel says something to his foe, instead of Rose talking first. Mukai vs. Ash / Iori / Kyo / Chizuru - Mukai says, "Omoishiroi." ------------------------------------------------------------------------ SPECIAL WIN POSES ------------------------------------------------------------------------ These poses occur if you kill your last opponent using a certain character: Ash beats Iori / Kyo / Chizuru - Ash sighs, holds out an arm, then puts his hands on his hips. Ash beats Mukai - Ash creates some green bubbles in an upturned hand, then sweeps the bubbles across himself. Kyo beats Iori - Kyo takes off his jacket while talking to Yagami. Iori beats Kyo - Iori stands up and holds a hand across his chest while talking. Hinako beats Yuri / Leona / Womens' Team / Athena / Hinako / Whip - Hinako claps her hands together below her waist, wiggles back and forth a little, then brings her hands up to her face. There are also special win poses for Griffon and Shen that I haven't gotten around to fully checking just yet. ;) Griffon has a special intro, too (he just says something different). ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ My Japanese is admittedly not very good; these are provided just for fun. Some have been taken from previous FAQs, and therefore, may have been provided or corrected by contributors to those FAQs. If you'd like to make a correction to any of the translations, feel free to do so. [ MISC. NAMES ] ------------------------------------------------------- Kankoku Team Korea Team Dai Jump Big Jump Nage Hazushi Throw Escape Kinkyuu Kaihi Emergency Evade Futtobashi Kougeki Blow Away Attack Down Kaihi Down Evade Koutai Kougeki Change Attack Chouhatsu Taunt Kizetsu Kaifuku Dizzy Recovery [ ASH ] --------------------------------------------------------------- Brumaire (Month of) Mist Messidor (Month of) Harvest Floreal (Month of) Flowers Prarial (Month of) Meadows Ventose (Month of) Wind Nivose (Month of) Snow Vendemiaire (Month of) Vintage Thermidor (Month of) Heat Pluviose (Month of) Rain Sans-Culottes Without Hoisery - Ash's move names are months of the French Revolutionary calendar, except for "Sans-Culottes," which was the name of the French common folk (who wore trousers instead of the knee pants of the aristocracy, hence the name). - At least, that's what I thought. However, MGohan had this to say about the Sans-Culottes: "...you see each Revolutionary month was 30 days long and there were 12 months, 30 * 12 = 360, so 5/6 days were leftover, those five/six days were dedicated to the Revolutionaries and each one was given a title: 1 jour de la vertu virtue day 2 jour du génie genius day 3 jour du labour labour day 4 jour de la raison reason day 5 jour de la recompense reward day 6 jour de la révolution revolution day "The those days together were named as the Sans-Culottides, regarding, of course, the Revolutionaries who were "the sans-culottes" (without underwear) also known as the poor (the poor people didn't wear those)" [ DUO LON ] ----------------------------------------------------------- Suishu: Shoukou Guess Hand: Collide Lean Hika Tenshi Flying Support Tie Thread Fuuka Tenshi Wind Support Tie Thread Raika Tenshi Lightning Support Tie Thread Jaki Juuryuu Discard Snake Follow Dragon Onpei Ryuujin Ha Grudge Shut Dragon Body Grasp Shiryou Hassei Kin Death Double Reject Life Axe Himou Kyaku Flying Feather Kick Genma Hishou Keikou Evil Phantom Soaring Minor Achievement Genmu Kyaku: Naiga Phantasm Kick: Inner Fang Genmu Kyaku: Gaiga Phantasm Kick: Outer Fang Suishu: Makyakuho Guess Hand: Demon Leg Walk Suishu: Ransaiki Guess Hand: Riot Pick Demon Hiden Mystery Genmu Juon Shikon Phantom Dream Curse Grudge Dead Soul Genmu Onryou Heki Phantom Dream Apparition Wall Ougi: Tajuu Genmu Ankei Secret: Multiple Phantom Dream Dark Strength - I can't make head or tails of Duo Lon's move names. Lin's were bad, but these are just ridiculously tough to interpret. [ SHEN WOO ] ---------------------------------------------------------- Kyakuten Zuchi Leg Heaven Head Earth Fusen Kyaku Axe Spinkick Tenren Shuu Rapid Spinkick Tenren no Kamae Rapid Spin Stance Gekiken Violent Fist Fukuko Geki Lion Taming Attack Kouryuu Geki Dragon Taming Attack Saikou Hougeki Attack Destroy Technique Zetsu! Gekiken Die! Violent Fist Kohyou Rengeki Cheetah Rapid Attack Bakushin True Explosion [ TERRY BOGARD ] ------------------------------------------------------ Tsuika Nyuuryoku Additional Input [ JOE HIGASHI ] ------------------------------------------------------- Hiza Jigoku Knee Hell Ougon no Kakato Golden Heel Bakuretsu Ken Exploding Fists Bakuretsu Hurricane Tiger Kakato Exploding Hurricane Tiger Heel Shijou Saikyou no Bakuretsu Straight Strongest Exploding Straight In History [ GRIFFON MASK ] ------------------------------------------------------ Joudan Yoke Kougeki Upper Evade Attack Gridro Super Kick Griffon Drop Super Kick [ RYO SAKAZAKI ] ------------------------------------------------------ Tomoe Nage Overhead Judo Throw Hyouchuu Wari Ice Pillar Splitter Joudan / Gedan Uke Upper / Lower Catch Ko'ou Ken Tiger Gleam Fist Mouko Raijin Setsu Fierce Tiger Lightning God Arm Kohou Shippuu Ken Tiger Roar Gale Fist Hien Shippuu Kyaku Flying Gale Kick Zanretsu Ken Momentary Violence Fist Kohou Tiger Roar Haou Shoukou Ken Supreme King Flying Roaring Fist Ryuuko Ranbu Dragon / Tiger Boisterous Dance Tenchi Haou Ken Heaven and Hell Supreme Gleam Fist [ ROBERT GARCIA ] ----------------------------------------------------- Kubikiri Nage Neck-Cutting Throw Uraken Reverse Fist Kouryuu Koukyaku Geri Dragon Tamer Falling Leg Kick Ryuu Hanshuu Dragon Hop Kick Ryuugeki Ken Dragon Attack Fist Kyokugen-ryuu Renbu Kyaku Extreme-style Rapid Dance Kick Ryuu Zanshou Dragon Slash Soar Hien Senpuu Kyaku Flying Whirlwind Kick Hien Ryuujin Kyaku Flying Dragon God Kick Gen'ei Kyaku Phantom Kick Haou Shoukou Ken Supreme King Flying Roaring Fist Ryuuko Ranbu Dragon / Tiger Boisterous Dance Jiryuu Haisen Kyaku Earth Dragon Back Drill Kick Hiryuu Choushuu Kyaku Flying Dragon Leap Attack Kick [ YURI SAKAZAKI ] ----------------------------------------------------- Silent Nage Silent Throw Izuna Otoshi Well Rope Drop Yuri Ori Yuri's Fall En Yoku Swallow Wing Shiyoku Pierce Wing Shouyoku Rising Wing Ko'ou Ken Tiger Gleam Fist Haou Shoukou Ken Supreme King Flying Roaring Fist Raiou Ken Lightning Sparkle Fist Saifa Smash Break Hyakuretsu Binta Hundred Violent Slaps Kuuga Air Fang Yuri Chou Upper Yuri Super Upper Ura Kuuga Reverse Air Fang Double Yuri Chou Upper Double Yuri Super Upper Hien Hou'ou Kyaku Flying Phoenix Kick Mekki Zan Kuuga Demon-Destroying Slash Air Fang Shin! Chou Upper Heart! Super Upper Denjin Haou Shoukou Ken Electric God Supreme King Flying Roaring Fist [ KIM KAPHWAN ] ------------------------------------------------------- Kassatsu Nage Life or Death Throw Neri Chagi Descending Kick Hishou Kyaku Flying Kick Haki Kyaku Aspiration Kick Hangetsu Zan Half-Moon Slash Sanren Geki Triple Continuous Attack Neri Chagi Descending Kick Double Dechagi Double Kick Sankuu Geki Triple Air Kick Ryuusei Raku Shooting Star Drop Hien Zan Flying Slash Tenshou Zan Ascension Slash Hou'ou Hiten Kyaku Phoenix Flying Heaven Kick Hou'ou Kyaku Phoenix Kick Hiden Hou'ou Kyaku Mystery Phoenix Kick [ CHANG KOEHAN ] ------------------------------------------------------ Hagan Geki Face Break Attack Tekkyuu Geki Iron Ball Attack Hiki Nige Sliding Evade Tekkyuu Dai Bokusatsu Iron Ball Great "Beat to Death" Tekkyuu Funsai Geki Iron Ball Smashing Attack Tekkyuu Dai Kaiten Iron Ball Great Spin Dai Hakai Nage Big Destruction Throw Tekkyuu Dai Bousou Iron Ball Great Reckless Run Tekkyuu Dai Funsai Geki Iron Ball Great Smashing Attack Tekkyuu Dai Assatsu Iron Ball Great "Crush to Death" [ JHUN HOON ] --------------------------------------------------------- Kai Senpuu Spinning Whirlwind Soshuu Geki Stalking Eagle Attack Ryouko Geki Hunting Tiger Attack Ryuurou Shuu Cascade Waterfall Kick Haiki Geki Exhaust Attack Mangetsu Zan Full Moon Slash Kuu Sajin Aerial Cloud of Sand Soshuu Jin Stalking Eagle Formation Zengo Idou Back / Forward Movement Hikikomi / Fumikomi Retreat / Advance Kirikae Kougeki Changing Attack Souusou Kyaku Eagle Talon Kick Gedan / Joudan Lower / Upper Koshuu Ha Arcing Eagle Break Ryouko Jin Hunting Tiger Formation Ko Ressou Tiger Violent Claw Mouko Geki: Naka Fierce Tiger Attack: Middle Hiko Geki: Ue Leaping Tiger Attack: Up Shuuko Geki: Shimo Advancing Tiger Attack: Down Hou'ou Ressou Kyaku Phoenix Violent Talon Kick Hou'ou Tenbu Kyaku Phoenix Heaven Dance Kick Jhun Shiki: Ressou Hiten Kyaku Jhun Style: Violent Talen Flying Heaven Kick [ LEONA HEIDERN ] ----------------------------------------------------- X Calibur Excalibur Earring Bakudan Earring Bomb Kibaku Exploding [ RALF JONES ] -------------------------------------------------------- Kyuukouka Bakudan Punch Diving Bomb Punch Chijou / Kuuchuu Ground / Mid-Air Teikuu Ralf Kick Low-Altitude Ralf Kick Baribari Vulcan Punch Exploding Vulcan Punch Umanori Vulcan Punch Horse-Mounted Vulcan Punch [ CLARK STEEL ] ------------------------------------------------------- Nageppanashi German German Throwing [ IORI YAGAMI ] ------------------------------------------------------- Sakahagi Reverse Flayer Geshiki Foreign Style Yumebiki Dream Shot Goufu In "Shinigame" Roaring Axe Negative "Death God" Yuri Ori Lily Break 108 Shiki: Yamibarai Style 108: Darkness Sweep 100 Shiki: Oniyaki Style 100: Demon Scorcher 127 Shiki: Aoihana Style 127: Hollyhock Flower 212 Shiki: Kototsuki In Style 212: Koto Moon Negative Kuzukaze Scum Gale Kin 1211 Shiki: Yaotome Forbidden Style 1211: Eight Maidens Ura 316 Shiki: Saika Reverse Style 316: Shiny Jackal Ura 108 Shiki: Ya Sakazuki Reverse Style 108: Eight Wine Cups San Shingi no Ni 2nd of Three Divine Techinques [ KYO KUSANAGI ] ------------------------------------------------------ Issetsu Seoi Nage Single Over-the-Shoulder Throw Geshiki Foreign Style Naraku Otoshi Hades Drop Goufu You Roaring Axe Positive 88 Shiki Style 88 114 Shiki: Aragami Style 114: Wild Bite 128 Shiki: Konokizu Style 128: Nine Wounds 127 Shiki: Yanosabi Style 127: Eight Rust 125 Shiki: Nanase Style 125: Seven Chance Migiri Ugachi Timely Drilling 115 Shiki: Dokugami Style 115: Poison Bite 401 Shiki: Tsumi Yomi Style 401: Sin Compose 402 Shiki: Batsu Yomi Style 402: Punish Compose 100 Shiki: Oniyaki Style 100: Demon Scorcher 717 Shiki: Koma Hofuri Style 717: Spinning Slaughter R.E.D. KicK Rainbow Energy Dynamite Kick 75 Shiki Kai Style 75 Modified 412 Shiki: Hikigane Style 412: Running Over Iron 182 Shiki Style 182 Ura 108 Shiki: Orochinagi Reverse Style 108: Orochi Mower San Shingi no Ichi 1st of Three Divine Techniques [ GATO ] -------------------------------------------------------------- Danzetsu Tai Destroy Thigh Saigaku Jawbreaker Muran Geri Dance Riot Kick Shinga Quake Fang Totsuga Thrust Fang Ura Fuuga Reverse Wind Fang Shunga Instant Fang Ouga Reply Fang Muga Empty Fang Rouga Gloom Fang Fuuga Wind Fang Kouga Hole Fang Senga Spin Fang Kyuuga Arc Fang Katsuga Slide Fang Zero Kiba Zero Fang Tatsu Kiba Dragon Fang Tenryuu Retsu Kiba Heaven Dragon Violent Fang [ BILLY KANE ] -------------------------------------------------------- Ippon Zuri Nage "Hook on a Fishing Rod" Throw Dai Kaiten Geri Big Spin Kick Boutaka Tobigeri Pole Vault Hop Kick Hishou Kon Flying Cane Senpuu Kon Whirlwind Cane Suzume Otoshi Sparrow Dropper Karyuu Tsuigeki Kon Fire Dragon Pursuit Cane Suiryuu Tsuigeki Kon Water Dragon Pursuit Cane (Kaen) Sansetsu Kon (Flaming) Three-Part Cane Chuudan Uchi / Zuki Middle Thrust / Stab Kyoushuu Hishou Kon Soaring Assault Cane Chou Kaen Senpuu Kon Super Flaming Whirlwind Cane Dai Senpuu Great Whirlwind Senkuu Sakkon Spin Air Deadly Cane [ RYUJI YAMAZAKI ] ---------------------------------------------------- Bun Nage Throwing Bussashi Stabbing Hebi Tsukai Snake Charmer Joudan / Chuudan / Gedan Upper / Middle / Lower Hebi Damashi Snake Trick Bai Gaeshi Double Return Kyuushuu / Dan Hassha Absorb / Fire A Shot Sadomazo Sadism/Masochism Sabaki no Aikuchi Judgment Dagger Yakiire Tempering Sunakake Sand Sprayer Bakudan Pachiki Bomb Headbutt Punch / Kick Ranbu Punch / Kick Boisterous Dance Rapid Pachiki Rapid Headbutts Repeated Hebi Tsukai Repeated Snake Charmer Chouhatsu Taunt Kyouken Lunatic Fist [ MAI SHIRANUI ] ------------------------------------------------------ Fuusha Kuzushi Windmill Demolisher Yume Zakura Dream Cherry Sankaku Tobi Triangle Hop Dairin Fuusha Otoshi Large Pinwheel Drop Ukihane Floating Feather Kokuen no Mai Dance of the Black Swallow Koukaku no Mai Dance of the Flamingo Kachou Sen Flower Butterfly Fan Hissatsu Shinobi Bachi Deadly Ninja Bees Ryuu Enbu Dragon Blaze Dance Sayo Chidori Evening Plover Musasabi no Mai Dance of the Giant Flying Squirrel Kuuchuu / Chijou Mid-Air / Ground Kuuchuu Idou Mid-Air Movement Toki Tsubute Ibis Smasher Kagerou no Mai Heat Haze Dance Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees Yusura Ume "Fruit from a tree wielding cherry-like fruit" [ BENIMARU NIKAIDO ] -------------------------------------------------- Raijin Ken Quivering Lightning Fist Taikuu / Kuuchuu Anti-Air / Mid-Air Raimei Tou Thunder Sword Shinkuu Katategoma Vacuum One-Handed Top Iai Geri Sword-Drawing Kick Handou Sandan Geri Reactionary Triple Kick Raikou Ken Lightning Gleam Fist Gen'ei Hurricane Phantom Hurricane [ SHINGO YABUKI ] ----------------------------------------------------- Hatsugane Forged Iron Mikansei Incomplete Geshiki Foreign Style Goufu "Kakkodake" Roaring Axe "Only In Appearance" 114 Shiki: Aragami Style 114: Wild Bite 115 Shiki: Dokugami Style 115: Poison Bite 212 Shiki: Kototsuki Style 212: Moon Koto 100 Shiki: Oniyaki Style 100: Demon Scorcher Shingo Kinsei Oreshiki Shingo's Humbly Made Own Style Nie Togi Sharpening the Patterned Swordblade Idou Yoke Moving Evade Kake Hourin Racing Phosphorous Phoenix Idou Teishi Movement Stop Rouka Guruma Twilight Fire Wheel [ GORO DAIMON ] ------------------------------------------------------- Okuri Ashibarai Leg Tripping Sendoff Zujou Barai Overhead Sweep Jiraishin Mine Quake Chou Oosotogari Super Great Outer Reaping Tenchi Gaeshi Heaven and Hell Return Chou Ukemi Super Tumble Kumo Tsukami Nage Cloud-Grabbing Throw Kirikabu Gaeshi Cut Stump Return Meido Otoshi Hades Drop Jigoku Gokuraku Otoshi Hell to Paradise Drop Kyokudai Gigantic [ ATHENA ASAMIYA ] ---------------------------------------------------- Sankaku Tobi Triangle Hop Renkantai Chained Thigh Futtobashi Kougeki Blow Away Attack Chu- Psycho Bomber "Smooch!" Psycho Bomber [ BLUE MARY ] --------------------------------------------------------- M.B.S.C. Mary's Best Suihei Chop Suihei Water Level (i.e. horizontal) [ HINAKO SHIJOU ] ----------------------------------------------------- Maemitsu Tataki Advancing Assault Tsukiage "to push up" Tsuki Otoshi "sumo techinque of thrusting down" Chou Zutsuki Super Headbutt Kote Nage Forearm Throw Gaburi Yori Head Twist Tsuki Hanashi Thrust Away Kake Nage Hanging Throw Uwate Nage "a throw using outside of the arm" Ooichiban Decisive Match Gasshou Hineri Playing With Hands Folded In Prayer Morote Zuki Thrust with Both Hands Tasuki Nage "Cord used to tuck up the sleeves of a kimono" Throw Tsukidashi "sumo techinque of thrusting out of the ring" Yorigiri "sumo technique of pushing enemy out of the ring while holding them by the belt" [ MALIN ] ------------------------------------------------------------- Sankaku Tobi Triangle Hop Beni Sasori Red Scorpion Doku Sasori Poisonous Scorpion Suzume Bachi Hornet Chijou / Taikuu / Kuuchuu Ground / Anti-Air / Mid-Air Houkou Tenkan Direction Divert Onigumo (a type of spider) Jo'ou Bachi Queen Ant Kagerou Mayfly Mizuchi Dragon - Malin's move names all seem to be insect-related (except Mizuchi, but that is written using the "insect" radical anyway). "Onigumo" literally means "demon spider," but is actually the name of a particular species of spider (Araneus ventricosus). [ K' ] ---------------------------------------------------------------- Eins Trigger First Trigger Tsuika Kougeki Additional Attack [ MAXIMA ] ------------------------------------------------------------ Kata Type Shisaku Experimental [ WHIP ] -------------------------------------------------------------- Zed Zero Kaze Wind Yuuetsu Supremacy Chikara Power Shouri Victory Ame Candy Zengo Idou Back / Forward Movement [ KUSANAGI ] ---------------------------------------------------------- Issetsu Seoi Nage Single Over-the-Shoulder Throw Geshiki Foreign Style Naraku Otoshi Hades Drop Goufu You Roaring Axe Positive 88 Shiki Style 88 108 Shiki: Yamibarai Style 108: Darkness Sweep 75 Shiki Kai Style 75: Modified 212 Shiki: Kototsuki You Style 212: Moon Koto Positive 100 Shiki: Oniyaki Style 100: Demon Scorcher 101 Shiki: Oboroguruma Style 101: Twilight Wheel 910 Shiki: Nue Tsumi Style 910: Clipping Chimera Ryuu Iri Dragon Shooting Tora Fuse Tiger Layer Ura 108 Shiki: Orochinagi Reverse Style 108: Orochi Mower [ CHIZURU KAGURA ] ---------------------------------------------------- Reigetsu Lunar Command Katsu Resuscitation Jokatsu Lifeless Sousou (Zheng Zheng) Eminent Sousou (Cang Cang) Treasury Sousou (Cong Cong) Sound of Running Water Saisai Jewel Tamayura no Shitsune Jewel-like Sound of Large Koto Tenjin no Kotowari Heavenly Gods' Reason Houhou Crested Ibis Shinsoku no Norito Godspeed Shinto Ritual Prayer Uchiage / Tatakitsuke Launch / Strike Tenzui Heavenly Congratulations Otsu Shiki: Choumon no Isshin Strange Style: Painful Reproach Rimen Reverse Reigi no Ishizue Cornerstone of Technique Zero Sanrai no Fujin Three Rattling Winds Battle Formation San Shingi no San 3rd of Three Divine Techniques [ MAKI KAGURA ] ------------------------------------------------------- Kaiten Monumental Task Jokatsu Lifeless Heihei (f+A ver.) Ruined Heihei (f+B ver.) Shinto Offerings Heihei (df+B ver.) Arrow Shaft Rimen 108 Katsu: Iotsu no Utamai Reverse Resuscitation No. 108: Music (Singing & Dancing) for 500 Rimen 100 Katsu: Jingi no Kotowari Reverse Resuscitation No. 100: Judgment of the Gods of Heaven and Earth Rimen 212 Katsu: Mikagura no Shinobigoto Reverse Resuscitation No. 212: Honorable Kagura's Imperial Edict Blade Words (Whispered Words) Rimen 212 Katsu: Mikagura no Noritogoto Reverse Resuscitation No. 212: Honorable Kagura's Words Addressed to a Deity (Words of Condolence) 212 Katsu: Heishiki: Sakaki no Kirinusa Reverse Resuscitation No. 212: 3rd Class Style Sacred Tree Ritual Scatterings 212 Katsu: Heishiki: Tarumusubi no Keihitsu Reverse Resuscitation No. 212: 3rd Class Style Heralding of Plentiful Musubi 212 Katsu: Koushiki: Himorogi no Reiji Reverse Resuscitation No. 212: 1st Class Style Shrine of the Spirit Emperor's Seal 212 Katsu: Koushiki: Iwasaka no Ubusuna Reverse Resuscitation No. 212: 1st Class Style Birthplace Deity's Open Place of Worship 94 Katsu: Rakusui no Jinki Resuscitation No. 94: Capital Water of the Turtle God Rimen 85 Katsu: Reigi no Ishizue Reverse Resuscitation No. 85: Cornerstone of Technique Zero Rimen 1 Katsu: Sanrai no Fujin Reverse Resuscitation No. 1: Three Rattling Winds Battle Formation - "kirinusa" is defined as "paper and sacred sakaki branches cut and mixed with rice to scatter before the gods." - "musubi" is defined as "the spirit of birth and becoming." - "himorogi" is defined as "a temporary shrine structure," specifically, a "plot of unpolluted land where a sacred seat is placed surrounded by evergreen trees." - "iwasaka" is defined as "a place where a deity is worshipped in the open (specifically, "an unpolluted plot of landed surrounded by stones.") - Maki's move names seem to be based on aspects of Shinto, which is why trying to translate them is so difficult ;P If you have a suggestion on improving any of these, feel free to write in. [ ADELHEID BERNSTEIN ] ------------------------------------------------ Drucken Press G. Wand God Wall A. Kunst Zwei Adelheid Art Two A. Kunst Eins Adelheid Art One A. Kunst Vier Adelheid Art Four G. Kicken God Kicking G. Springen God Leaping G. Drucken God Press G. Kreis God (Genocide?) Circle G. Sklaven God Slaves - You've probably noticed there is no "Adel Art Three." - "kreis" can also mean "ring." - Also, in German, "adel" means "noble", and "bernstein" means "amber." I don't know about "adelheid" taken as a whole, maybe "heid" is supposed to be "eid" (oath)? - It's an assumption that "A" stands for "Adel" and "G" for "God", but Rugal had "G" moves that meant "God" in CvS2, so it seems like a safe bet. [ MUKAI ] ------------------------------------------------------------- Touha Supreme Throw (basic throw) Touha Destroy Toss (rock toss) Chishou Ground Thrust (pillar rise) Tenshou Sky Thrust (pillar fall) Shikai Death Commandment (petrify grab) Goushou Strong Thrust (multi-pillar) Shikai Death World (petrify flash) - Mukai has the same spelling for some of his moves, so I've included brief descriptions so you know which one is which. Thanks for reading. ------------------------------------------------------------------------ KOF '03 FAQ v0.3 Copyright (c) 2004 Chris MacDonald ------------------------------------------------------------------------