------------------------------------------------------------------------ THE KING OF FIGHTERS 2000 FAQ v0.5 for the Arcade version by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2000-2002 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game mag/guide/site authors that want to use this faq can go shove it, especially the following: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, and IGN. The King of Fighters and all characters are (c) SNK and (c) Eolith. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. TEAM MOVELISTS - Hero Team K' / Maxima / Ramon / Vanessa - Benimaru Team Benimaru / Shingo / Lin / Seth - Fatal Fury Team Terry / Andy / Joe / Blue Mary - Art of Fighting Team Ryo / Robert / King / Takuma - Ikari Team Leona / Ralf / Clark / Whip - Psycho Soldier Team Athena / Kensou / Chin / Bao - Women's Team Mai / Yuri / Kasumi / Hinako - Korea Team Kim / Choi / Chang / Jhun - Edit Characters Kyo / Iori / Kula / Zero 4. GAMEPLAY NOTES - Autoguard - Blocking Attacks - Counter Hits - Dropped Guard - Power Gauge - Reversal Moves - Strikers - Throw Types 5. SECRETS AND TRICKS - Play as Kula - Play as Zero - Maniac Strikers - Alternate Colors - Select Your Win Pose 6. MISCELLANEOUS - Striker Action List - Another Striker List - Maniac Striker List - Glitches - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Welcome to my KoF '00 FAQ. It started off as mainly a collection of contributions (since I hadn't played the game yet), but I've had the chance to play the arcade version quite a bit and have rewritten the FAQ. Everything has been 100% tested and confirmed. If you have any comments or criticisms, or if you'd like to contribute some info., feel free to mail me at (k.megura at eudoramail dot com). Just don't ask about emulators or roms or anything, I don't know the first thing about that. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ VERSION 0.5 (November 7, 2002) - The FAQ has been completely rewritten. VERSION 0.4 (September 8, 2000) - Added in the bio and proper movenames for Kula, as well as more fantastic contributions. Thanks guys n' gals! VERSION 0.3 (August 30, 2000) - This is a cool update, since I got a boatload of info. sent in by contributors. Thanks to Vincent Chua, I was able to get the official codes for the Maniac Strikers and Kula, as well as Kula's official moveslist and other neat info taken from his Famitsu magazine scans. For those who are interested, KoF 2000 can be found at Sunnyvale Golfland, according to Kenneth Cheung. VERSION 0.2 (August 11, 2000) - Fixed up the MAX / SDM mistake (SNK has always referred to SDMs as "MAX" moves). I also added in some information from my KoF '99 FAQ, and other stuff that I tested out on KoF '99 Evolution, which should still apply. Changed some of the number translations after getting some spellings from SNK's KoF '00 dictionary, too. There have also been some great contributions sent in as well. VERSION 0.1 (August 6, 2000) - A bare-bones release; I will be adding info. from my KoF '99 FAQ in the next update. What's here is simply what I could get from SNK of Japan's page. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without help from the following: NanYu Kang - For providing the "Koko made da" translation. Kailu Lantis - For doing a superb job of providing all the endings you see in the FAQ! Visual Kreations - For correcting me on Kula's movenames and translating her bio for me. DEVIL PANDA - For notes on K', Maxima, Vanessa, Lin, Seth, Ryo, Clark, and Choi. Vincent Chua <http://hello.to/vincKOF> - Vincent let me take some info. from his Famitsu magazine scans, so the official moveslist for Kula, official commands for jumping and throw escapes, and the names and attacks of the Maniac Strikers (not to mention the official code to play as Kula and enable the Maniac Strikers), have been taken from those scans, as well as some basic comments on which attacks are overheads / low attacks. Alexander Triste - For _tons_ of stuff: info. on Vanessa's Puncher moves, Mary's Double Rolling, Ryo's Gedan Uke, and Takuma's Shin Kishin Geki. He also sent in combos for several characters, and offered notes on Vanessa, Seth, Ryo, Robert, Takuma, Clark, Kensou, Chin Yuri, Kasumi, Kim, Choi, Kyo, Iori, and Kula! Whew! Kenneth Cheung - For all kinds of stuff: comboing using strikers after a command throw, notes on attacks for Jhun, Mary, Clark, Takuma, Choi, Kyo, and Another Robert, and some more info. on Kula. Jeremy (magic 8ball) - For the alternate Maniac Striker code. Akuma Hokoru - For Clark's infinite and information on Joe's Ora Ora Bakuretsu Ken; also for describing Shingo's new win pose and explaining how Lin's SDM-only super move works. Gunsmith <http://kof.fighters.net> - Also for some info. on Gai Tendou's Striker attack. Ruhztee - For the description of Gai Tendou's Striker attack. GalFord - For his translation of 'El Diablo Amarillo' and for telling me how the Russian names work. Patrick Hwang - For tons of information; he told me about the Counter Mode knockdown attack, how taunting works, how you can re-edit your teams in versus play, and provided descriptions / info. on certain Striker attacks. (v0.3) For notes on Throw Escapes, K', Lin, Seth, Terry, Another Kensou, and Another Chang. Jim Breen's WWWJDIC <www.csse.monash.edu.au/~jwb/wwwjdic.html> - I used this handy online dictionary to translate some of the move names. Jeffrey's J<->E Dictionary <http://www.linear.mv.com/cgi-bin/j-e/> - As usual, I relied on this site for translating some of the Japanese move names--this is a pretty cool dictionary. NJStar <www.njstar.com/> - Not only does NJStar offer great Japanese word processors, you can also look up the translation for single or multiple kanji. Henry Moriarty MadMan's Cafe, <http://www.mmcafe.com> - I got the codes to unlock the strikers and mid-boss in v0.1-v0.2 from this page, which has recently re-opened. Definitely check it out; it's one of the best videogame information sites on the Net, and a personal favorite of mine. SNK of Japan <http://www.neogeo.co.jp> - Tons of info. was taken from their KoF 2000 Japanese and English sites; most of what you see in v0.1 of this FAQ was taken straight from the source, so to speak. (v0.4) Got the official moveslist, code, and bio for Kula from their page. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ 7 8 9 Up-Back Up Up-Forward 4 5 6 Backward Neutral Forward 1 2 3 Down-Back Down Down-Forward P Use A or C. K Use B or D. <H can hold. H> must hold. <A can be used in air. A> must be used in air. <T can tap buttons. T> must tap buttons. N> must perform when near to the opponent. F> must perform from furthest throw range possible. _ additional input. ( ) optional input. (x#) perform the listed number of times. ()x2 perform bracketed commands twice before continuing. ~ Indicates middle ranges (so 4~2~6 is 4/1/2/3/6). . charge for 2 sec. in first direction before continuing. / either command is acceptable. CAPS can or must be used as an SDM (use AC or BD to perform). DM Desperation Move (requires 1 level to use). SDM Super Desperation Move (requires 3 levels to use). For the cancelable attacks chart: - not cancelable / divides hits C cancelable into anything c only cancels into command attacks S only cancels into (S)DMs s only cancels into special moves [and (S)DMs] r can repeat attack / cancels into other repeatable attacks. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ hold 4 when attacked Standing Block hold 1 when attacked Crouching Block 44 Backstep 66 (_<H) Dash (_Run) dash or run_tap 9 Running Short Jump dash or run_press 9 Running Long Jump tap 7/8/9 Short Jump press 7/8/9 Middle Jump 1~3_7 or 1~3_9 Long Jump (6+)AB Emergency Evade: Forward 4+AB Emergency Evade: Backward CD<A Blow Away Attack blocking_(4/6+)AB Guard Cancel Emergency Evade blocking_CD Guard Cancel Blow Away Attack N>4/6+C/D Basic Throw when thrown_4/6+P/K Basic Throw Escape as fall ends_AB Knockdown Recovery BC Striker Call Start Taunt ABC Armor Mode Invoke BCD Armor Mode Invoke - During a Short Jump, your character will usually do the attack animations for a Vertical Jump, even though you you can Short Jump diagonally. The same thing applies to the Running Short Jump. - Also note that during either type of Short Jump, there are some mid-air command attacks that cannot be used. However, you can still perform mid-air throws and aerial special moves or (S)DMs while in air. - During the Emergency Evade moves, you are immune to attack while rolling, but not as the roll ends. Also, you are vulnerable to being thrown at any point during the roll. - The Blow Away Attack will knock down a hit opponent. You cannot use this move while crouching. - The "Guard Cancel" moves require 1 stock of your Power Gauge to use. - Furthermore, you are totally invincible during a Guard Cancel roll. - The Guard Cancel Blow Away Attack does no damage. Furthermore, it isn't cancelable like some CD attacks are. - Taunting can be canceled shortly after the taunt has begun, simply by moving around. - If you have at least one stock in your Power Gauge and are missing a Strike Bomb, taunting will use up the stock but give you another Strike Bomb in return. ======================================================================== 3. TEAM MOVELISTS ======================================================================== Moves are listed in this order: normal throws, command attacks, special moves, DMs, then SDMs. Afterwards is a list of super cancels, and Striker attacks (if no hit is listed for the super cancel, assume that the move is super cancelable on any hit). Following that are some notes on that character's moves and abilities. Translations for the move names can be found at the end of Section 6. More detailed information on how to play can be found in Section 4. ------------------------------------------------------------------------ K' (pronounced "kay dash") [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C Spot Pile N>4/6+D Knee Strike 6+A One Inch 6+B Knee Assault 236+P Eins Trigger _6+B Second Shell _6+D Second Shoot _4+K Blackout 623+P Crow Bites 623+C_6+K Tsuika Kougeki 214+K Minutes Spike 236+K Blackout 236236+P<H Heat Drive 2363214+P CHAIN DRIVE Super Cancels One Inch (A) Crow Bites (1st) Striker Action Narrow Spike / Crow Bites Another Striker Another K' (Narrow Spike) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C C s Standing Far -r - C - s Crouching Cr Cr C C Upward Jump - - s s - Diagonal Jump - - s s - - The One Inch is a knockdown attack, unless you cancel into it (in which case, it becomes cancelable). - The Knee Assault is an overhead attack, unless you cancel into it (in which case, it becomes cancelable into the Minutes Spike). - The button used for the Eins Trigger determines how fast the Second Shoot travels across the screen. - The Minutes Spike has autoguard. - The Blackout is a teleport move that can be used to move through your opponent. - If you delay the Heat Drive until K' attacks, it does more damage and becomes unblockable. - At the start of the Chain Drive, if K's sunglasses miss, he won't continue with the rest of the move. - Devil Panda reports that K' is much faster than in KoF '99. ------------------------------------------------------------------------ MAXIMA [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C Choking Vice N>4/6+D Dynamite Drop 6+A Mongolian 3+C M9 Kata: Maxima Missile: Shisaku 236+A System 1: Maxima Scramble _236+A Bulldog Press _236+A Skull Crush 236+C System 2: Maxima Scramble _236+C Bulldog Press _236+C Skull Crush 63214+K System 3: Maxima Lift _6+K Centoun Press 214+P M4 Kata: Vapour Cannon 623+K M19 Kata: Blitz Cannon 41236+K M11 Kata: Dangerous Arch 2363214+P Bunker Buster (63214)x2+K MAXIMA REVENGER Super Cancels Mongolian M4 Kata: Vapour Cannon Striker Action Maxima Gallows Another Striker Rocky (Atomic Burn) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/- C s Standing Far -r - - - s Crouching - - C - - The Mongolian is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Maxima Missile is cancelable. - If you mistime the Centoun Press, Maxima will land on his back and will be open to attack until he recovers. - The Blitz Cannon is an anti-air throw. However, it will grab some standing opponents (like Chang). - The (A) Bunker Buster is an overhead attack. Either strength can hit an opponent who is lying on the ground. Furthermore, this move has autoguard as it begins and ends. - The (C) Bunker Buster will always make Maxima fall just behind his opponent. With proper timing, both versions can combo for 2 hits, though. - Maxima's standing close and standing far C have autoguard, as does his crouching C and his standing CD attack. - The Maxima Lift, Dangerous Arch, Blitz Cannon, and Maxima Revenger are all unblockable. ------------------------------------------------------------------------ RAMON [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C Arm Whip N>4/6+D Flying Mayor 3+B Teikuu Drop Kick 41236+P Tiger Neck Chancery 41236+K Somersault 214+A<H Feint Step (_Drop Kick) 214+C Feint Step 623+K Rolling Sobat _623+K Flying Body Attack (63214)x2+P TIGER SPIN 2141236+K El Diablo Amarillo Super Cancels None. Striker Action El Diablo Amarillo Ramon Another Striker Duke Edwards (Submarine Screw) Maniac Striker Neo & Geo (Countdown Three) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C - Standing Far Cr C - - - Crouching Cr C C C - The Teikuu Drop Kick is a low attack, unless you cancel into it (in which case, it becomes cancelable). - During the Feint Step, you can hold P to change your movement. If you hold and release (A), Ramon will perform a drop kick. - The Tiger Neck Chancery, Somersault, and Tiger Spin are unblockable. - Webster's New World Dictionary describes 'chancery' like so: "in wrestling: with the head held firmly between an opponent's arm and his chest." Hey, even I was curious about this :) ------------------------------------------------------------------------ VANESSA [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C Dynamite Puncher N>4/6+D Clench Puncher 6+A One-Two Puncher 3+B Sliding Puncher 623+P Parrying Puncher 4.6+P Dash Puncher 41236+P<T Machine Gun Puncher 214+A<H Puncher Weaving _4+C Parrying Puncher _6+C Puncher Upper _4+K Puncher Vision (Kouhou) _6+K Puncher Vision (Zenpou) 214+C<H Puncher Weaving _4+A Parrying Puncher _6+A Puncher Upper _4+K Puncher Vision (Kouhou) _6+K Puncher Vision (Zenpou) 236+K Puncher Weaving (Zenpou) _6+A Puncher Upper _6+C Puncher Straight _4+P<H Puncher Weaving _236+K Puncher Weaving (Zenpou) _214+K Puncher Weaving (Kouhou) 214+K Puncher Weaving (Kouhou) _6+A Puncher Upper _6+C Puncher Straight _4+P<H Puncher Weaving _236+K Puncher Weaving (Zenpou) _214+K Puncher Weaving (Kouhou) N>236236+P Champion Puncher 2141236+P CRAZY PUNCHER Super Cancels Dash Puncher Puncher Upper Striker Action Hard Puncher Another Striker Fio (Parachute Kouka Kunren) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr -/C C/- C Standing Far Cr C C/C C/- C Crouching Cr Cr C C - The One-Two Puncher is an overhead attack on the 1st hit, unless you cancel into it. Either way, it is cancelable on the 2nd hit. - The Sliding Puncher must be crouch-blocked. - Either version of the Parrying Puncher has autoguard. - You can juggle an opponent after the Dash Puncher. - During the Puncher Weaving, Vanessa is immune to all attacks except low hits and throws. - According to Triste: "Vanessa's Crazy Puncher is almost the same as Iori's Ya Otome--it can go through Iori's Yami Barai, and it ignores almost everyone's hits." Personally, this doesn't seem to be the case, but it could just be my bad timing ;) ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Catch and Shoot N>4/6+D Front Suplex N>A>2+C Spinning Knee Drop N>A>4/6+D Spinning Knee Drop A>2+D Flying Drill 6+B Jackknife Kick 236+A Raijin Ken 236+C Taikuu Rajin Ken 214+P Shinkuu Katategoma 623+K Super Inazuma Kick 236236+A RAIKOU KEN 236236+C Taikuu Raikou Ken 214214+K Gen'ei Hurricane Super Cancels Raijin Ken Taikuu Raijin Ken Shinkuu Katategoma Striker Action Electrigger Another Striker Another Benimaru (Raijin Ken) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far -r - - - s Crouching Cr Cr C C Upward Jump - - C - s Diagonal Jump - - C - s - The Jackknife Kick is cancelable. - The Flying Drill can be blocked crouching. - Either version of the Raijin Ken can negate normal projectiles. - Either version of the Raikou Ken can negate (S)DM projectiles. - If done from far away, it's possible that not all of the Gen'ei Hurricane hits will combo. If this move is blocked or if it misses, Benimaru stops attacking after the first illusion hits and will appear where the illusion was. ------------------------------------------------------------------------ SHINGO YABUKI [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Hatsugane N>4/6+D Issetsu Seoi Nage: Fukanzen 6+B Geshiki: Goufu "Kakkodake" 236+A 114 Shiki: Aragami Mikansei 236+C 115 Shiki: Dokugami Mikansei 623+P 100 Shiki: Oniyaki Mikansei 421+K 101 Shiki: Oboroguruma Mikansei 63214+K 212 Shiki: Kototsuki Mikansei 41236+K Shingo Kick N>623+K Shingo Kinsei Ore Shiki: Nie Togi 236236+P Geshiki: Kake Hourin 2141236+P BURNING SHINGO Super Cancels 212 Shiki: Kototsuki Mikansei (1st) Striker Action "Yacchatte kudasai!" Another Striker Cosplayer Kyoko (75 Shiki Kai Squared) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far C - - - C Crouching Cr Cr C C - The Kakkodake is cancelable. - The (C) Oniyaki hits twice on a counter hit. - Shingo will randomly fall down on his face during the (D) Oboroguruma Mikansei. However, the falling animation is no longer an overhead attack. - The Kototsuki is an overhead attack. - The Kake Hourin will drop an opponent's guard. ------------------------------------------------------------------------ LIN [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Akuzan N>4/6+D Akuzan Ki 6+A Benpatsu Ken 3+C Higi Hakkyoku Ken: Dakai 236+A Tetsuzanbu: Rasatsu _63214+A Tetsuzanbu: Nagi _6+A Tetsuzanbu: Hakei 236+C Tetsuzanbu: Rasatsu _63214+C Tetsuzanbu: Nagi _6+C Tetsuzanbu: Hakei 214+P Kasumi 623+P Muei Kusashu 41236+K Hike Kyaku 63214+K Hiten Kyaku (41236)x2+K Hizoku Ougi Yougou 2141236+P HIZOKU OUGI RANBU: DOKUGA 222+AC HIZOKU OUGI DOKU SHUKOU Super Cancels Higi Hakkyoku Ken: Dakai Tetsuzanbu: Hakei Kasumi Striker Action Hirai Kyaku Another Striker Eiji Kisaragi (Kasumi Giri) Cancelables A B C D C D ---------------------------------------------- Standing Near C - C/C - s Standing Far C - - - s Crouching C - C/C - - The Benpatsu Ken is cancelable. - The Dakai is an overhead and a knockdown attack, even if you cancel into it. - The (B) Hike Kyaku makes Lin immune to low attacks, while the (D) version dodges high and mid-level attacks. - You can juggle your opponent after the (D) Hiten Kyaku. - The Yougou is unblockable. - An opponent who is hit by the Doku Shukou becomes poisoned. They will slowly lose life until they have about 10% left. ------------------------------------------------------------------------ SETH [ Benimaru Team ] ------------------------------------------------------------------------ N>4/6+C Hiji ate kara no hadou uchi N>4/6+D Tomoe Nage 6+A Tackle 6+B Mae Age Geri 4+A Sobat 3+B Sliding 236+P Sho-Yoh 41236+B Doh-Kuzushi 41236+D Ashi-Tori 63214+K Kyu-Getsu A>236+A Koh-Getsu _3+B Sliding A>236+B Raku-Getsu A>236+C An-Getsu A>236+D Ei-Getsu 236236+P "Morote"-Sho-Yoh 2363214+K Irimi-Nadazuki 2363214+P DOH-TORI-SHICHIMONSATSU Super Cancels Sho-Yoh Kyu-Getsu (1st) Striker Action Final Agent Another Striker Goro Daimon (Tenchi Gaeshi: Olympic Version) Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C C C Standing Far C - - - C Crouching Cr - C C Upward Jump C - C - s Diagonal Jump C - C - s - The Sobat is an overhead attack, unless you cancel into it. - The Tackle is a knockdown attack. - You can cancel the Mae Age Geri into the Tackle, in which case the Tackle does not knock down and becomes cancelable. - The Sliding Kick must be crouch-blocked. - The Doh-Kuzushi can reverse high attacks, as well as special moves and (S)DMs. Seth will switch sides with his opponent during this move, momentarily leaving them open to attack. - The Ashi-Tori can reverse low attacks. A hit opponent is knocked into the air and can be juggled. - The Irimi-Nadazuki is a low attack. - The DM version of the Shichimonsatsu reverses high and mid-level attacks, as well as special moves and (S)DMs. The SDM version works in the same way, but also reverses low attacks. ------------------------------------------------------------------------ TERRY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Grasping Upper N>4/6+D Buster Throw 6+A Hammer Punch 3+C Rising Upper 236+A Power Wave 236+C Round Wave 623+K Power Dunk 214+P Burn Knuckle 214+K Crack Shoot 2.8+P Rising Tackle 236236+K High Angle Geyser 21416+P POWER GEYSER Super Cancels Power Wave Round Wave Striker Action Dunk Geyser Another Striker Geese Howard (Shinkuu Nage) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C C C Standing Far Cr - - - C Crouching Cr Cr C C - The Hammer Punch is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Rising Upper is cancelable. ------------------------------------------------------------------------ ANDY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Gourin Kai N>4/6+D Kakaekomi Nage 3+A Age Men 6+B Uwa Agito 214+A Hishou Ken 214+C Geki Hishou Ken 623+P Shouryuu Dan 41236+K Kuuha Dan N>41236+P Gekiheki Haisui Shou 16+P Zan'ei Ken _236+P Shippuu Ouken A>236+K Gen'ei Shiranui _K upon landing Gen'ei Shiranui: Uwa Agito _P upon landing Gen'ei Shiranui: Shimo Agito 2141236+P Zan'ei Ryuusei Ken 2141236+K CHOU REPPA DAN Super Cancels Hishou Ken Geki Hishou Ken (A) Zan'ei Ken Shippuu Ouken Gen'ei Shiranui: Shimo Agito Striker Action Shippuu Zan'ei Ken Another Striker Billy Kane (Rengeki Ensatsu Kon) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C - C Standing Far - - - - C Crouching Cr -r C - Upward Jump C - C - - Diagonal Jump C - C - - - The Age Men is cancelable on the 1st hit. - The Uwa Agito is an overhead attack, unless you cancel into it (in which case, it becomes cancelable into the Gen'ei Shiranui). - The Gekiheki Haisui Shou is unblockable, and you can juggle your opponent afterwards. - The Gen'ei Shiranui: Shimo Agito is a low attack. - The Gen'ei Shiranui: Uwa Agito is an overhead attack. - Since Andy is in the air during the Gen'ei Shirauni: Uwa Agito, you can even air throw him if you're fast enough! - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will not continue with the rest of the move. ------------------------------------------------------------------------ JOE HIGASHI [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Hiza Jigoku N>4/6+D Leg Throw 6+B Low Kick 3+B Sliding 41236+P Hurricane Upper 41236+K Slash Kick 623+K Tiger Kick 214+K Ougon no Kakato T>P Bakuretsu Ken _236+P Bakuretsu Finish 2363214+P Bakuretsu Hurricane Tiger Kakato 236236+K<H Shijou Saikyou no Low Kick 236236+P SCREW UPPER Super Cancels Hurricane Upper Tiger Kick (1st) (A) Bakuretsu Finish Striker Action Ora Ora Bakuretsu Ken Another Striker Duck King (Windmill) Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C s Standing Far -r C - - s Crouching Cr -r - C - The Low Kick is cancelable. - The Sliding is a low attack, unless you cancel into it. - The (A) Bakuretsu Finish is an overhead attack. - The Shijou Saikyou no Low Kick hits low. ------------------------------------------------------------------------ BLUE MARY [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Victor Nage N>4/6+D Head Throw 4/6+A Hammer Arch 4/6+B Double Rolling 3+B Climbing Arrow 236+P Spin Fall _236+P M. Spider 623+K Vertical Arrow _623+K M. Snatcher 4.6+B Straight Slicer _236+K Crab Clutch 214+P M. Real Counter _41236+P Backdrop Real _41236+K Head Crush 214+B M. Reverse Facelock 214+D M. Head Buster (63214)x2+K M. Typhoon 2363214+P M. Splash Rose 236236+K M. DYNAMITE SWING Super Cancels Hammer Arch (B) Vertical Arrow (B) Straight Slicer Striker Action Rapid Spider Another Striker Ryuji Yamazaki (Sarashi Kubi) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/- C/- s Standing Far -r - -/- - s Crouching Cr -r C - - The Hammer Arch is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Double Rolling is cancelable on the 2nd hit. - The Climbing Arrow is cancelable. - During the Real Counter, you can only be injured by throws. - The M. Reverse Facelock reverses jumping attacks, special moves, and (S)DMs. - The M. Head Buster reverses high- and mid-level attacks. You can juggle a caught opponent afterwards. - The Backdrop Real, Head Crush, and M. Typhoon are unblockable. ------------------------------------------------------------------------ RYO SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Tani Otoshi N>4/6+D Tomoe Nage 6+A Hyouchuu Wari 6+B Joudan Uke 2+B Gedan Uke 236+P Ko'ou Ken 236+K Mouko Raijin Setsu 623+P Kohou 214+P Kohou Shippuu Ken 646+P Zanretsu Ken 63214+K Hien Shippuu Kyaku 236236+P Tenchi Haou Ken 2363214+P Ryuuko Ranbu 236+AC RYUUKO RANBU 641236+P HAOU SHOUKOU KEN Super Cancels Ko'ou Ken Kohou (1st) Kohou Shippuu Ken Striker Action Kuuchuu Ko'ou Ken Another Striker Kaede (Kasshin: Fukuryuu) Maniac Striker G-Mantle (G-Mantle Shot) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr - - - C Crouching Cr -r C C - The Hyouchuu Wari is an overhead attack, unless you cancel into it. - The Joudan Uke and Gedan Uke cannot normally hit anyone. Instead, if you are attacked during either move, you will automatically block the attacks and continue forward. The Joudan Uke will block high attacks and jumping attacks, while the Gedan Uke will stop low attacks, but not if they're too low (like most crouching D sweeps). Since the Gedan Uke's command is d + B, you have to hold db or df in order to do Ryo's crouching (B) kick. - The (A) Kohou hits twice on a counter hit. - The Mouko Raijin Setsu is an overhead attack. - Both the Kohou Shippuu Ken and Tenchi Haou Ken do much higher damage on a counter hit. ------------------------------------------------------------------------ ROBERT GARCIA [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Ryuuchou Kyaku N>4/6+D Kubikiri Nage 4/6+A Ryuu Hanshuu 4/6+B Kouryuu Koukyaku Geri 3+B Nidan Sokutou Geri A>3+K Hien Ryuujin Kyaku 4.6+P Ryuugeki Ken 4.6+K Hien Senpuu Kyaku 2.8+K Ryuu Zanshou N>2.8+P Sen'en Renbu Kyaku 641236+P Haou Shoukou Ken 236236+K Kuzuryuu Sen 2363214+P RYUUKO RANBU Super Cancels Sen'en Renbu Kyaku (1st-2nd) Striker Action Ryuuren Moushuu Another Striker Another Robert (Chouhatsu no Ken) Cancelables A B C D C D ---------------------------------------------- Standing Near - C C -/- s Standing Far - - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - - The Ryuu Hanshuu is an overhead attack, unless you cancel into it. - The Kouryuu Koukyaku Geri is cancelable. - The Nidan Sokutou Geri is a low attack, unless you cancel into it (in which case, it becomes cancelable on the 1st hit). - The (C) Ryuugeki Ken does not travel the full length of the screen. - You can juggle an opponent after the Sen'en Renbu Kyaku. - Triste notes that the Kuzuryuu Sen "looks suspiciously like Charlie's Somersault Justice". Is this another example of SNK poking fun at Capcom? No, they'd never do that! :P ------------------------------------------------------------------------ KING [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Hold Rush N>4/6+D Hook Buster 6+B Trap Kick 3+D Sliding 236+B Venom Strike 236+D Double Strike 623+P Surprise Rose 623+K Trap Shot 62314+K Tornado Kick '95 63214+P Mirage Kick N>41236+P Mirage Dance 214214+K Silent Flash 2363214+K ILLUSION DANCE Super Cancels Venom Strike Double Strike Mirage Kick (1st-3rd) Striker Action Trap Rush Another Striker Shishi-Ou (Beast Blow / King Straight) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C/C s Standing Far -r - - - s Crouching Cr Cr C - - The Trap Kick is an overhead attack, unless you cancel into it. - The Sliding Kick hits low and must be crouch-blocked. - The Mirage Dance is unblockable. ------------------------------------------------------------------------ TAKUMA SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Oosotogari N>4/6+D Ippon Seoi 6+A Oniguruma 6+B Kawara Wari 4+A Hisha Otoshi: Dan Tsubushi 3+B Keima Uchi: Oiuchi 236+P Ko'ou Ken 646+P Zanretsu Ken 214+P Mouko Burai Gan 1.6+K Hien Shippuu Kyaku 62314+K Shouran Kyaku 641236+P<H Haou Shikou Ken N>236236+P Shin Kishin Geki 2363214+P RYUUKO RANBU Super Cancels Ko'ou Ken Mouko Burai Gan Striker Action Mr. Karate (Chou Hissatsu: Tengu Shikou Ken) Another Striker Gai Tendou (Wheel Combo: Maxi Edge) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far -r - - - s Crouching Cr Cr C C - The Oniguruma is cancelable. - The Kawara Wari is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - If you cancel into the Hisha Otoshi, it becomes cancelable. This move can negate projectiles that hit once [even if they are (S)DMs]. - The Keima Uchi is a knockdown attack, unless you cancel into it (in which case, it becomes cancelable). This move can hit opponents who are lying on the floor. - The Mouko Burai Gan no longer drops an opponent's guard. However, this move still has autoguard. - You can juggle your opponent after the (D) Hien Shippuu Kyaku. You can even follow with a (C) Haou Shikou Ken! - The Shouran Kyaku is an unblockable attack. - You can delay the Haou Shikou Ken to increase the amount of damage it does. - Although the Shin Kishin Geki can only be done from up close, it's possible to have the hits miss. Now, though, only the first hit makes you drop your guard, so afterwards you can block the rest of the attacks. - From Triste comes this neat combo: standing C, f + A, Haou Shikou Ken. ------------------------------------------------------------------------ LEONA HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Leona Crush N>4/6+D Ordeal Buckler N>A>2+C/D Heidern Inferno 4/6+B Strike Arch 4.6+P Vortex Launcher 4.6+K Ground Saber 4.6+D_6+D Gliding Buster 2.8+P Moon Slasher A>214+P X Calibur 214+K Earring Bakudan 1 421+K Earring Bakudan 2: Heart Attack _421+K Kibaku _occurs automatically Kibaku 236236+P Grateful Dead 2141236+K Rebel Spark A>2363214+P V SLASHER Super Cancels Gliding Buster X Calibur Striker Action Killer Touch Another Striker Goenitz (Yonokaze) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C C/C s Standing Far Cr - C - s Crouching Cr -r C - Upward Jump - C - C s Diagonal Jump - C - C s - The Strike Arch is both an overhead and a knockdown attack. It loses both properties if canceled into, but becomes cancelable. - The Heart Attack won't hit unless it's done from up close, but it can be blocked. When this move is used, Leona plants an explosive on her opponent. It will shine for a few seconds before exploding (or, you can use the Kibaku command to make it automatically explode). - What's more, Leona recovers before her opponent does, so you can combo off of this move. - Although the bomb can explode at any time (even when your opponent is lying on the floor), that doesn't necessarily mean it will hit for damage. For example, if your opponent is in the middle of getting up off the floor, the explosion will do no damage. - If you're hit by the Heart Attack, the only way to remove the bomb is to score a successful hit against Leona, or if Leona throws you. ------------------------------------------------------------------------ RALF JONES [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Dynamite Headbutt N>4/6+D Northern Light Bomb T>P Vulcan Punch _4/6 Move Back / Forward 4.6+P Gatling Attack 2.8+P Kyuukouka Bakudan Punch (Chijou) A>236+P Kyuukouka Bakudan Punch (Kuuchuu) 63214+K Ralf Tackle H>K and release Ralf Kick 2141236+K Umanori Vulcan Punch 2363214+P BARIBARI VULCAN PUNCH 236236+AC GALACTICA PHANTOM Super Cancels Gatling Attack Ralf Tackle Striker Action Galactica Phantom Another Striker Yashiro Nanakase (Missile Might Bash) Cancelables A B C D C D ---------------------------------------------- Standing Near - C C - s Standing Far C - - - s Crouching Cr - C C Upward Jump - - C - s Diagonal Jump - - - - s - If you perform the Kyuukouka Bakudan Punch (Chijou) from up close, it can hit on the way up, but not on the way down. - The longer you charge the Ralf Kick, the more damage it does. The damage maxes out at around eight seconds, though. Keep in mind that while charging this move, you cannot use any special moves or DMs, and are limited to using normal attacks, normal throws, and the AB roll or CD knockdown attack (depending on what button you're holding). - The Galactica Phantom is unblockable. This move has autoguard once Ralf is fully crouching, and it lasts until the frame where he actually strikes. - The Super Argentine Backbreaker and Galactica Phantom are unblockable. ------------------------------------------------------------------------ CLARK STEEL [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Nageppanashi German N>4/6+D Fisherman Buster N>A>2+C/D Death Lake Drive 6+B Stomping 4.6+P Gatling Attack 4.6+C_623+P Napalm Stretch 623+P Napalm Stretch 623+K Frankensteiner 41236+K Super Argentine Backbreaker 41236+P Mount Tackle _22+A Sleeper Lift (D.D.T.) _22+C Clark Lift _22+K Rolling Cradle (41236)x2+K Running Three (63214)x2+P ULTRA ARGENTINE BACKBREAKER Super Cancels Stomping (A) Gatling Attack Striker Action Flashing Launcher Another Striker Shermie (Shermie Spiral Hold) Cancelables A B C D C D ---------------------------------------------- Standing Near - C C/- - s Standing Far - - - - s Crouching C - - - - You can cancel the ending animation of the (C) Gatling Attack with a Napalm Stretch (and can then follow with the Flashing Elbow). - The Napalm Stretch only catches airborne opponents. - Don't forget to follow the Mount Tackle with a followup throw, as it does no damage itself. This move can catch people out of the air. - You can use the Flashing Elbow after the Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, or Sleeper Lift. If your opponent is too far away, you'll run up but won't elbow them; if they're close and you do it to soon, you'll attack the ground instead of your enemy :) - Except for the Stomping, Gatling Attack, Mount Tackle, and Flashing Elbow, all of Clark's moves are unblockable. - Clark's crouching C is a different frame, but still has approximately the same range. ------------------------------------------------------------------------