------------------------------------------------------------------------ THE KING OF FIGHTERS 2002 "Challenge to Ultimate Battle" FAQ v0.6 for the Neo*Geo and Japanese Sega Dreamcast by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2002-2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining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/site authors are not allowed to use this FAQ, the following in particular: 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, Kibagami, and IGN. The King of Fighters and all characters are (c) SNK, (c) Playmore, and (c) Eolith. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. TEAM MOVELISTS - Japan Team Kyo / Benimaru / Goro - Fatal Fury Team Terry / Andy / Joe - Art of Fighting Team Ryo / Robert / Takuma - Psycho Soldiers Team Athena / Kensou / Chin - Ikari Team Leona / Ralf / Clark - Women Fighters Team Mai / Yuri / May Lee - Korea Team Kim / Chang / Choi - '96 Team Iori / Mature / Vice - '97 Team Ryuji / Mary / Billy - '98 Team Yashiro / Shermie / Chris - '99 Team K' / Maxima / Whip - '00 Team Vanessa / Seth / Ramon - '01 Team Kula / K9999 / Angel - Orochi Team Yashiro / Shermie / Chris - Edit Characters Kusanagi / Rugal - Dreamcast Characters Shingo / King 4. GAMEPLAY NOTES - Autoguard - Blocking Attacks - Blow Away Attacks - Counter Hits - Counter Wires - Dropped Guard - MAX Mode - Power Gauge - Reversal Moves - Rolling - Super Cancels - Surefire Juggles - Throw Types - Other Info. 5. MISCELLANEOUS - Secrets - Dreamcast Secrets - Special Intros - Special Win Poses - Character Bios - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Hi, and welcome to my KoF '02 FAQ. 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 0.6 (December 20, 2003) - More minor corrections/additions and contributed info. Also, I added information on the Dreamcast version of the game. Keep in mind that Shingo and King are only available on the Dreamcast and not in the arcades. See their section for more information. Also, see the "Dreamcast Secrets" section for information on how to unlock them, Kusanagi, and Rugal on the DC. VERSION 0.5 (January 12, 2003) - A lot of contributed info. was added, so thanks to everyone who wrote in--I really appreciate it. Also, some more additions and corrections were made. VERSION 0.4 (December 31, 2002) - Added in the character bios (based on old FAQ information and other information found online), and made some more corrections. VERSION 0.3b (December 28, 2002) - Some minor corrections and additions. VERSION 0.2 (December 27, 2002) - At this point, everything major has been covered. Whew, it's time to take a break.... ;) VERSION 0.1 (December 21, 2002) - A beta version of the FAQ, privately released. Still have to finish all the free cancel information (argh). ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without help from the following: SNK Playmore <www.snkplaymore.co.jp> - For the methods to unlock the hidden Dreamcast modes and characters. J. Chia - For correcting me on the translation of Chin's "Hanhou" moves. kenmastersx - For telling me about the (C) Ko'ou Ken having autoguard, and correcting me on the availability Leona's Rebel Spark. JQTNguyen - For telling me how to break out of Clark's Mount Tackle. Orochi Tom - For telling me a bunch of vs. intro and special win poses for Benimaru, Whip, Angel, and the '98 Team. Leigh Hanrihan - For several translation corrections and a note on Chris' HSDM. Fusuke - For information about Yashiro's third Jet Counter ending. LiteSabre - For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable. Ten no Chikara - For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing that Vanessa's Gaia Gear can hit opponents on the floor. Anthony Majarian - For the 2001 "surefire juggles" and info. on Whip's Whip Shot being cancelable. SNK Neo Geo Official Homepage <www.snkneogeo.co.jp> - For the code to play as Kusanagi and basic commands info. technical master 2002 <homepage2.nifty.com/gamediary/index.html> - For some new move names and commands, and character bio information. A Place In The Sun <www57.tok2.com/home/JAILHOUSELOCK/> - For some new move names and commands, as well as some of the free cancels and supercancels (including Andy's Gourin Kai). IorI - For making this FAQ possible. Charles MacDonald <cgfm2.emuviews.com> - For letting me hog his computer while I worked on this, and for helping me test numerous reversals and projectile counter moves. James Kuroki - For some of the movenames he provided for my previous KoF FAQs. SNK of Japan - For information taken from their KoF 2001 section and '99 dictionary section (back when their old page was still up). NJStar <www.njstar.com> - For their excellent Japanese word processor. 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. ======================================================================== 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. AB / CD / BC / AD Press the listed buttons together. ABC / BCD / 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-d-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. overhead An attack that must be blocked while standing. (air) Can be used while airborne. (x#) Perform x number of times. GC Guard Crush. DM Desperation Move. SDM Super Desperation Move. HSDM Hidden Super Desperation Move. (S)DM DMs and SDMs. (HS)DMs DMs, SDMs, and HSDMs. D^ The move can only be used as a DM. S^ The move can only be used as an SDM. B^ The move can be used as both a DM or SDM. H^ The move can only be used as an HSDM. c Only cancelable into command attacks. s Only cancelable into special moves or (HS)DMs. S Only cancelable into (HS)DMs. C Cancelable into anything. - Not cancelable. / Divides hits. Although I try to use the original, Japanese terms whenever possible, I've used some other, more familiar terms to make the FAQ easier to read. For example, DMs are called 'chou hissatsu waza' (super deadly arts), and there are also MAX and MAX2 versions. However, the DM / SDM / HSDM terminology is widely used already, so trying to label the moves by their original name would only be confusing. Also, the dokodemo cancels (anywhere cancels) are referred to as "free cancels" in the FAQ. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Press A / C Punch Press B / D Kick Hold b when attacked Standing Block Hold db when attacked Crouching Block Tap b,b Backstep Tap f,f (hold f to run) Dash Tap ub~uf Small Jump Press ub~uf Middle Jump Tap db~df,ub~uf High Jump Tap db~uf, tap ub~uf Long Small Jump b / f + C / D when near Basic Throw b / f + C / D when grabbed Basic Throw Escape AB before you hit the ground Down Evade b + AB Emergency Evade (Backward) Press AB Emergency Evade (Forward) Press CD (air) Blow Away Attack AB during your own attack Quick Emergency Evade AB while blocking Guard Cancel Emergency Evade (Backward) f + AB while blocking Guard Cancel Emergency Evade (Forward) CD while blocking Guard Cancel Blow Away Attack Press Start Taunt Press BC MAX Activation Press BC during your attack Quick MAX Activation - In order to escape a C or D throw, you have to use the same button your opponent uses. An easy way to get around this is to simply escape a throw with b / f + CD, since it will make you break out of either a C or D throw. - It costs one level of power to use the "Quick Emergency Evade", "Guard Cancel Emergency Evade", "Guard Cancel Blow Away Attack", "MAX Activation", or a DM. - It costs two levels of power to use the "Quick MAX Activation." - In order to use a DM, you must have one stock, or else you must be in MAX mode. - In order to use an SDM, you must have one stock and you must be in MAX mode. - In order to use an HSDM, your Life Gauge must be lower than 1/3rd, _and_ you must be in MAX mode and have at least one stock remaining. The only character without an HSDM is May Lee (but she has one when in Hero mode). - Please see Section 4 for more information on basic gameplay. ======================================================================== 3. TEAM MOVELISTS ======================================================================== Moves are listed in this order: basic throws, command attacks, special moves, then DMs, SDMs, and HSDMs. Afterwards is a list of cancelable attacks, then counter wires, supercancels, free cancels, and some notes on that character's moves in general. ------------------------------------------------------------------------ KYO KUSANAGI [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Hatsugane b / f + D when near Issetsu Seoi Nage d + C in air Geshiki: Naraku Otoshi f + B Geshiki: Goufu You df + D 88 Shiki f,d,df + P 100 Shiki: Oniyaki qcf + K,K 75 Shiki Kai hcb + K 412 Shiki: Hikigane b,d,db + K R.E.D. KicK qcf + A 114 Shiki: Aragami _qcf + P 128 Shiki: Konokizu _P 127 Shiki: Yanosabi _K 125 Shiki: Nanase qcf + A 114 Shiki: Aragami _hcb + P 127 Shiki: Yanosabi _P Geshiki: Migiri Ugachi _K 125 Shiki: Nanase _hcb + K 212 Shiki: Kototsuki You qcf + C 115 Shiki: Dokugami _hcb + P 401 Shiki: Tsumi Yomi _f + P 402 Shiki: Batsu Yomi _f,d,df + P 100 Shiki: Oniyaki qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagi hcb,hcb + AC when near H^ 524 Shiki: Kamukura Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (C) Oniyaki (1st) (B) Hikigane Free Cancel Into Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D. KicK, Aragami, Dokugami Free Cancel Out Of Goufu You, 88 Shiki, Hikigane, Aragami (and all follow-ups except Kototsuki You), Dokugami, Tsumi Yomi Cannot Free Cancel Kototsuki You - The Naraku Otoshi acts as a knockdown attack if it hits an airborne opponent. - The Goufu You is an overhead attack, unless canceled into (in which case it hits twice and is cancelable on the last hit). - The 88 Shiki is a low attack. - The Aragami has autoguard. This move and the Dokugami can negate normal projectiles. - The Yanosabi is an overhead attack. - The Migiri Ugachi is a low attack and can hit someone who is lying on the ground. - The (A) Oniyaki hits twice on a counter hit. - You can use the (B) Hikigane to avoid low attacks. - You can juggle an opponent after the (B) Hikigane or both hits of the 75 Shiki Kai. - The Kamukura is unblockable. - During the (A) Orochi Nagi, Kyo is immune to low attacks. During the (C) version, he is immune to high attacks (including normal and (S)DM projectiles, even full size ones like the Haou Shoukou Ken). - During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touching it takes damage. In addition, the fire will negate normal and (S)DM projectiles. ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Catch and Shoot b / f + D when near Front Suplex a-d-u + C when near Spinning Knee Drop (air throw) b / f + D when near Spinning Knee Drop (air throw) f + B Jackknife Kick d + D in air Flying Drill qcf + A Raijin Ken qcf + C Taikuu Raijin Ken qcf + P in air Kuuchuu Raijin Ken qcb + P Shinkuu Katategoma hcb,f + P when near Benimaru Corridor qcf + K Iai Geri _d,u + K Handou Sandan Geri qcf,qcf + A B^ Raikou Ken qcf,qcf + C D^ Taikuu Raikou Ken qcb,qcb + K D^ Gen'ei Hurricane f,db,df,b,f + any H^ Raijin Ten 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 Counter Wire Iai Geri (only as leg retracts) Super Cancels (A) Shinkuu Katategoma (1st-3rd) (C) Shinkuu Katategoma (1st-5th) Handou Sandan Geri (1st) Free Cancel Into Kuuchuu Raijin Ken, Shinkuu Katategoma, Iai Geri Free Cancel Out Of Flying Drill, Shinkuu Katategoma, Handou Sandan Geri (1st) Cannot Free Cancel Iai Geri (but only from Handou Sandan Geri), Handou Sandan Geri (2nd), Benimaru Corridor - The Jackknife Kick is cancelable. - The Flying Drill can be crouch-blocked. - The (Taikuu) Raijin Ken can negate normal projectiles. - The (Taikuu) Raikou Ken can negate normal and (S)DM projectiles. - The Benimaru Corridor is unblockable. - When you use the Raijin Ten, a ball of electricity will appear on Benimaru's body. Where the ball appears is determined by what button you pressed when performing the move: A - In front of Benimaru's face B - In front of Benimaru's feet. C - Behind Benimaru's head. D - Behind Benimaru's feet. - The ball remains at the same height regardless of whether you stand or crouch. It is unblockable and will remain until it hits eight times total. If Benimaru is hit, the ball will instantly disappear. While the ball can negate an infinite number of projectiles, (S)DM projectiles will pass right through it. ------------------------------------------------------------------------ GORO DAIMON [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Juuji Shime b / f + D when near Okuri Ashi Barai df + C Zujou Barai f,d,df + P Jirai Shin f,d,df + K when near Chou Oosotogari qcb + K Chou Ukemi qcf + K Nekko Gaeshi hcf + A Kumo Tsukami Nage hcf + C Kirikabu Gaeshi hcb,f + P when near Tenchi Gaeshi hcb,f + K Ura Nage hcb,hcb + P when near B^ Jigoku Gokuraku Otoshi hcf,hcf + K when near B^ Arashi no Yama (Nekko Nuki) _hcf + K Arashi no Yama (Zoku: Kirikabu Gaeshi) _f,d,df + K (DM ver.) Arashi no Yama (Bukko Nuki Ura Nage) _f,d,df + K (SDM ver.) Arashi no Yama (Zoku: Tenchi Gaeshi) f,d,df,b,d,db + BC H^ Furinkazan Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far C C - - s Crouching C - - C Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Jirai Shin, Chou Oosotogari, Nekko Gaeshi, Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi Free Cancel Out Of Zujou Barai, blocked Kumo Tsukami Nage, blocked Kirikabu Gaeshi Cannot Free Cancel Tenchi Gaeshi, Ura Nage - Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushi command attack. - An airborne opponent who is hit by the Zujou Barai will be knocked high into the air. This move is no longer cancelable. - The (A) Jirai Shin will knock over your opponent no matter where they are, unless they are blocking low or are in mid-air. The (C) version is a fake-out. - You can evade attacks during the beginning of the Chou Ukemi. - The Nekko Gaeshi can reverse high attacks. - The Kumo Tsukami Nage is an anti-air throw, but it can still hit tall characters, such as Chang. - The Kirikabu Gaeshi can pick up opponents off the floor. It can even be used after the Nekko Nuki or Zoku: Kirikabu Gaeshi. - The Nekko Nuki has autoguard. - The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki are unblockable. - The Furinkazan functions in the same manner as the (A) Jirai Shin. ------------------------------------------------------------------------ TERRY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Grasping Upper b / f + D when near Buster Throw df + C Rising Upper qcf + A Power Wave qcf + C Round Wave qcb + P Burn Knuckle qcb + K Crack Shoot f,d,df + K Power Dunk Charge d,u + P Rising Tackle qcf,qcf + K D^ High Angle Geyser qcb,db,f + P B^ Power Geyser qcf,qcf + AC H^ Rising Force Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Round Wave, Rising Tackle (1st) Free Cancel Into Round Wave, Burn Knuckle, Crack Shoot, Power Dunk Free Cancel Out Of Power Dunk (1st), Rising Tackle (1st) Cannot Free Cancel Power Wave - The Rising Upper is cancelable. - The Round Wave can be canceled into any special move (except the Power Wave or Round Wave). - Supercanceling out of the Rising Tackle into the Power Geyser can be difficult if you try to input the entire motion. Instead, you can simply tap b,f + P immediately after inputting the Tackle command (as the d press from "Charge d,u + P" will carry over). ------------------------------------------------------------------------ ANDY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Gourin Kai b / f + D when near Kakaekomi Nage f + B Uwa Agito df + A Age Men qcb + A Hishou Ken qcb + C Geki Hishou Ken f,d,df + P Shouryuu Dan b,d,db + K Yami Abise Geri hcf + K Kuuha Dan hcf + P when near Gekiheki Haisui Shou qcf + K in air Gen'ei Shiranui _P upon landing Gen'ei Shiranui: Shimo Agito _K upon landing Gen'ei Shiranui: Uwa Agito db,f + P Zan'ei Ken _qcf + P Shippuu Ouken qcb,db,f + P D^ Zan'ei Ryuusei Ken qcb,db,f + K B^ Chou Reppa Dan qcf,qcf + AC H^ Zan'ei Shitou Reppa Dan _BCD Hiryuu Bakuha Dan Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C - C Standing Far - - - - C Crouching Cr Cr C - Upward Jump - - s s - Diagonal Jump - - s s - Super Cancels Shouryuu Dan (1st) Gen'ei Shiranui: Shimo Agito (A) Zan'ei Ken Shippuu Ouken Free Cancel Into Kuuha Dan, Gen'ei Shiranui, Zan'ei Ken Free Cancel Out Of Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu Dan (1st ground), Yami Abise Geri, Kuuha Dan (1st ground), Gekiheki Haisui Shou, Gen'ei Shiranui: Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken Cannot Free Cancel Hishou Ken, Geki Hishou Ken - The Uwa Agito is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Age Men is cancelable on the first hit. An airborne opponent who is hit by both hits of this move will be knocked high into the air, and can be juggled. - Supercanceling out of the Shouryuu Dan can be difficult if you try to input the entire motion. Instead, you can input df,b,f + P / K for either super (so the full command is f,d,df + P, b,f + P / K). - The Yami Abise Geri hits twice on a counter hit. - The Gekiheki Haisui Shou is unblockable. You can juggle a hit opponent afterwards. - The Gen'ei Shiranui: Shimo Agito is a low attack, while the Gen'ei Shiranui: Uwa Agito is an overhead attack. - It's not that useful, but you can free cancel the Gen'ei Shiranui into the Gen'ei Shiranui: Uwa Agito over and over (good for doing Guard Crush damage). - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will not continue with the rest of the move. - When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long- range Zan'ei Ken. He will continue the Zan'ei Ken dash for a few seconds, or until you press BCD, at which point he will perform a Chou Reppa Dan. You can press BCD at any time, even before the Zan'ei Ken has hit (or after it's hit and your opponent has gotten back up). - While you could press BCD the moment the dash connects, the way to score the most hits (eight), is to let Andy dash forward a ways after the intial hit, then press BCD so that he turns and does the Chou Reppa Dan backwards, catching your falling opponent in mid-air. ------------------------------------------------------------------------ JOE HIGASHI [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Hiza Jigoku b / f + D when near Leg Throw f + B Low Kick df + B Sliding hcf + P Hurricane Upper hcf + K Slash Kick f,d,df + K Tiger Kick qcb + K Ougon no Kakato Tap P rapidly Bakuretsu Ken _qcf + A Bakuretsu Finish _qcf + C Shijou Saikyou no Low Kick qcf,uf + K D^ Ougon no Tiger Kick qcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakato qcf,qcf + P B^ Screw Upper qcf,qcf + BD H^ Cross Gigantes Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C s Standing Far -r C - - s Crouching Cr -r C s Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Tiger Kick (1st) (A) Bakuretsu Finish Free Cancel Into Slash Kick, Tiger Kick, Ougon no Kakato, Bakuretsu Ken Free Cancel Out Of Sliding, Tiger Knee (1st), Bakuretsu Finish Cannot Free Cancel Hurricane Upper, Bakuretsu Ken (but only from Bakuretsu Finish) - The Low Kick is cancelable. - The Sliding Kick is a low attack, unless canceled into. - If you hit an airborne opponent with the Ougon no Kakato, you can juggle them upon landing. It's much easier with the (B) version, and you can even juggle your opponent out in the open by following with an Ougon no Tiger Kick. - The Bakuretsu Finish is an overhead attack, while the Shijou Saikyou no Low Kick is a low attack. ------------------------------------------------------------------------ RYO SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Tani Otoshi b / f + D when near Tomoe Nage f + A Hyouchuu Wari f + B Joudan Uke df + B Gedan Uke qcf + P Ko'ou Ken qcf + K Mouko Rajin Setsu f,b,f + P Zanretsu Ken f,d,df + P Kohou hcb + K Hien Shippuu Kyaku f,hcf + P D^ Haou Shoukou Ken qcf,hcb + P D^ Ryuuko Ranbu qcf + C~A S^ Ryuuko Ranbu qcf,qcf + AC H^ Tenchi Haou Ken Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Kohou (1st) Free Cancel Into Mouko Rajin Setsu, Kohou, Hien Shippuu Kyaku Free Cancel Out Of Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st) Cannot Free Cancel Ko'ou Ken - The Hyouchuu Wari is an overhead attack, unless canceled into. - The Joudan Uke will autoguard jumping, high, and mid-level attacks. If the autoguard is triggered, this move can be canceled into a special move or (HS)DM. - The Gedan Uke works the same way, but with low-level attacks. - The Mouko Raijin Setsu is a knockdown and an overhead attack. - The Zanretsu Ken has autoguard. - The (A) Kohou hits twice on a counter hit. - The SDM Ryuuko Ranbu is unblockable. Performing this move can be maddening, since you need to enter the command as Ryo is recovering from another action, and you must press A _extremely_ fast after pressing C (the same speed as used for K's Crimson Star Road). - The easiest way to pull off the SDM version is to supercancel into it from a (C) Kohou. However, the timing has changed from 2001. In that game, you could combine the uppercut and SDM commands together. For 2002, you have to input f,d,df + C, then immediately enter qcf + C,A as the first hit occurs. This is the only method I've found that works reliably. - Otherwise, try finishing the command as you come out of an attack or other move (like a roll or MAX activation). - An opponent hit by the Tenchi Haou Ken is automatically dizzied. ------------------------------------------------------------------------ ROBERT GARCIA [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Ryuuchou Kyaku b / f + D when near Kubikiri Nage b + A Uraken f + A Kouryuu Koukyaku Geri b / f + B Ryuu Hanshuu qcf + P Ryuugeki Ken f,d,df + P Ryuuga f,b,f + K Gen'ei Kyaku hcf + K when near Kyokugen-ryuu Renbu Kyaku qcb + K in air Hien Ryuujin Kyaku f,hcf + P D^ Haou Shoukou Ken qcf,qcf + K D^ Haiga Ryuu qcf,hcb + P B^ Ryuuko Ranbu qcf,hcb + BD H^ Zetsu!! Ryuuko Ranbu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C/- C Standing Far -r - - - C Crouching Cr Cr C C Upward Jump - - s s - Diagonal Jump - - s s - Super Cancels Ryuuga (1st) Free Cancel Into Ryuuga, Hien Ryuujin Kyaku Free Cancel Out Of Canceled Uraken, Kouryuu Koukyaku Geri, Ryuuga (1st ground), Gen'ei Kyaku (last), Kyokugen-ryuu Renbu Kyaku (1st-3rd) Cannot Free Cancel Ryuugeki Ken - The Uraken is cancelable (unless canceled into). In either case, you can juggle an opponent after this move connects. - The Kouryuu Koukyaku Geri is an overhead attack, unless canceled into (in which case, it becomes cancelable). Robert recovers from this move fast enough to follow up with another attack, such as a standing A or the (A) Ryuuga. - The Ryuu Hanshuu is cancelable. - The (A) Ryuuga hits twice on a counter hit. - You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku. - The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu are unblockable. ------------------------------------------------------------------------ TAKUMA SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Oosotogari b / f + D when near Ippon Seoi f + B Kawara Wari qcf + P Ko'ou Ken hcb + K Hien Shippuu Kyaku qcb + P Mouko Burai Gan f,hcf + P Haou Shikou Ken qcf,qcf + P when near D^ Shin Kishin Geki qcf,hcb + P B^ Ryuuko Ranbu b,f,d,df + AC H^ Kosatsu Jin Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far - - - - s Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire Haou Shikou Ken (B) Hien Shippuu Kyaku (if 2nd hit is only hit) Super Cancels Mouko Burai Gan, (C) Haou Shikou Ken Free Cancel Into Ko'ou Ken, Mouko Burai Gan Free Cancel Out Of Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku (2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan, Haou Shikou Ken - The Kawara Wari is an overhead attack, unless canceled into (in which case, it becomes cancelable). - The Ko'ou Ken is no longer a fireball attack. However, not only does the range of this move extend beyond Takuma's hand (moreso for the C version), but it can still negate projectiles. - What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles, and it has autoguard in the beginning, when Takuma's hand is held in front of him (prior to him striking). - Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectile firing move, either. Although it has no additional range (unlike the Ko'ou Ken), either strength can negate normal and (S)DM projectiles. - Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop an opponent's guard if blocked. - The Mouko Burai Gan has autoguard. - The Shin Kishin Geki is unblockable. If the first hit is somehow avoided, the remaining hits will drop your guard. - The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks, as well as special moves and (S)DMs. ------------------------------------------------------------------------ ATHENA ASAMIYA [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Psychic Throw b / f + D when near Bit Throw a-d-u + C / D when near Psychic Shoot (air throw) f + B Renkantai d + B in air Phoenix Bomb ub against a wall, then uf Sankaku Tobi qcb + P Psycho Ball Attack f,d,df + P (air) Psycho Sword qcf + K Psycho Teleport qcb + B Psycho Reflector qcb + K in air Phoenix Arrow qcf,qcf + K in air D^ Phoenix Fang Arrow hcb,hcb + P (air) B^ Shining Crystal Bit _qcb + P (can hold) Crystal Shoot hcb,f + AC S^ Psychic 9 _A,B,C,A,B,C,D, qcf + P Sailor Finish _A,B,C,A,B,C,D, hcb + K Fire Sword Finish _A,B,C,A,B,C,D, f,d,df + P Psycho Sword Finish qcf + ABCD H^ Psycho Medley _D,C,B,D,C,B,A, qcf + AB Healing Athena _D,C,B,D,C,B,A, qcf + BC Momoiro Gatame Cancelables A B C D C D ---------------------------------------------- Standing Near -r C C C s Standing Far Cr C - - s Crouching Cr Cr C - Upward Jump - - C - C Diagonal Jump C - C - C Super Cancels (A) Psycho Sword (3rd) (C) Psycho Sword (6th-7th) (C) Mid-Air Psycho Sword (2nd-6th) (B) Phoenix Arrow (2nd) (D) Phoenix Arrow (3rd-5th) Free Cancel Into Psycho Sword, Psycho Teleport, Psycho Reflector, Phoenix Arrow Free Cancel Out Of Renkantai (1st), Psycho Sword (C=1st-3rd ground), Phoenix Arrow Cannot Free Cancel Psycho Ball Attack - The 2nd hit of the Renkantai is cancelable. - The Phoenix Bomb is cancelable, and is an overhead attack. - You can move through your opponent using the Psycho Teleport. However, you are not invincible during this move. Since Athena doesn't actually teleport until the end of this move, if you are hit as you start to come out of the teleport, you will remain where you began (as opposed to ending up next to your opponent). - The Psycho Reflector can reflect normal and (S)DM projectiles. You can juggle an opponent after this move hits. - The last hit of the (D) Phoenix Arrow will always be aimed towards your opponent. - The Shining Crystal bit can absorb normal and (S)DM projectiles. - The (A) Crystal Shoot will fly forward, while the (C) version goes up at an angle. In the air, both versions go downward, then fly horizontally once they reach the floor. - If you're having trouble performing the Psychic 9 or Psycho Medley, remember to wait for Athena to do the first two hits before you start pressing the buttons. Also, the last button press before the joystick input must be entered very quickly. - You can still cancel the Psycho Sword ending of the Psychic 9 into a special move, but none of them seem to juggle anymore. - Athena will gain back a small amount of life during the Healing Athena. ------------------------------------------------------------------------ SIE KENSOU [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Sunda b / f + D when near Tomoe Nage f + A Kobokushu f + B Kousentai qcb + P Choukyuu Dan qcf + K Senkyuutai hcf + A Ryuu Renga: Chiryuu hcf + C Ryuu Renga: Tenryuu qcb + P in air Ryuu Sougeki b,d,db + K Ryuu Gakusai qcb,qcb + P D^ Niku Man Respect qcf,hcb + B D^ Shinryuu Seiou Rekkyaku qcb,hcb + D D^ Shinryuu Tenbu Kyaku qcf,qcf + AC when near S^ Senki Hakkei qcf,qcf + BD H^ Seigan Rairyuu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - -/C - s Crouching Cr -r C C Upward Jump C - - - s Diagonal Jump C C - - s Super Cancels (B) Ryuu Gakusai (1st) (D) Ryuu Gakusai (1st-2nd) Free Cancel Into Senkyuutai, Ryuu Renga: Chiryuu, Ryuu Sougeki Free Cancel Out Of Kobokushu, Senkyuutai (but only into Ryuu Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground) Cannot Free Cancel Choukyuu Dan, Ryuu Renga: Tenryuu - The Kobokushu is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Kousentai is cancelable. - The Senkyuutai has autoguard. You can juggle an opponent after this move. - There are three possible results from using the Meat Bun Respect. Kensou will either dance (earning back some energy), cry (which gives you no energy), or strain himself (which gives you back full energy, but occurs very rarely). - Curiously enough, if you super cancel into the Niku Man Respect, Kensou will move backward before eating the meat bun. - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead attacks. - The Senki Hakkei is unblockable. - During the Seigan Rairyuu, Kensou will throw a projectile across the screen. It doesn't do much damage, but functions as a knockdown attack. After it leaves the screen, it will come back after a brief moment. Kensou can block the projectile if you want (it does no damage anyway), or you can negate it with a Choukyuu Dan or a second Seigan Rairyuu, but if it hits him, he will glow orange and his attack power will increase for the remainder of the round. You cannot use this move again once you've powered up. - The Seigan Rairyuu projectile will pass through normal projectiles and cannot be reflected or absorbed (in such cases, it will simply fly through your opponent). The returning projectile cannot hit Kensou's opponent, and it will be negated if Kensou is damaged. ------------------------------------------------------------------------ CHIN GENTSAI [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Gou Inshu b / f + D when near Gyaku Ashi Nage f + A Suiho Hyoutan Shuu qcb + P Hyoutan Geki b,d,db + P Suihai Kou _qcf + P * Fun'en Kou _hcf + K * Kaiten-teki Kuutotsu Ken _f,d,df + P * Ryuurin Hourai _f,d,df + K *** Gou'en Shourai: Kai d,d + K, move b / f Bougetsu Sui _press ABCD Kousentai _u + B Rouja Hanhou _u + D Rigyo Hanhou _f + K * Kaiten-teki Kuutotsu Ken qcf,hcb + P D^ Gou'en Shourai qcf,qcf + P B^ Gouran Enpou qcf,qcf + BD H^ Suisou Enbu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C -/s s Standing Far sr Cr s s s Crouching Cr -r C - Upward Jump - - - - - Diagonal Jump - - -/- - - Super Cancels Kaiten-teki Kuutotsu Ken (C) Ryuurin Hourai (1st) (B) Gou'en Shourai: Kai (last hit) Rigyou Hanhou Free Cancel Into Kaiten-teki Kuutotsu Ken, Ryuurin Hourai, Gou'en Shourai: Kai, Bougetsu Sui Free Cancel Out Of (C) Ryuurin Hourai (1st), Kousentai, Rigyou Hanhou Cannot Free Cancel Hyoutan Geki, Suihai Kou, Fun'en Kou - Chin cannot use any of the moves marked with a star (*) unless he's taken a drink by using the Suihai Kou. The exception is the Gou'en Shourai: Kai, which requires at least three drinks to use. - Each time you use a * move, the "drink count" goes down by one. For example, if you used the Suihai Kou five times, you could use the Fun'en Kou twice and the Gou'en Shourai: Kai once, at which point you would have zero drinks (and could not use any of the * moves). - The "drink count" will carry over from round to round, however. - The Suiho Hyoutan Shuu is cancelable. It is an overhead attack, unless you cancel into it. - The Hyoutan Geki can negate normal projectiles. - You can dodge mid-level attacks using the Suihai Kou. The window of time is very short, however (only when Chin is drinking). - The Kaiten-teki Kuutotsu Ken is cancelable into any special move, including itself. This allows for easy juggles like the Fun'en Kou or (A) Ryuurin Hourai. In the corner, you can even go into the Bougetsu Sui and juggle your foe with the Rigyo Hanhou. - The (C) Ryuurin Hourai has autoguard, during the first spin animation. - The last hit of the (B) Gou'en Shourai: Kai will drop an opponent's guard. - You can dodge high attacks using the Bougetsu Sui. Even while lying on the floor, you can still be hit or thrown, though. - The Kousentai can hit a close opponent. - The (A) Gouran Enpou goes upward, while the (C) version goes straight forward. The SDM version spreads out in all directions. This move can negate normal and (S)DM projectiles (even in situations when this wouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an (A) Gouran Enpou). - After firing the Suisou Enbu, you can move it around the screen using your controller for a limited period of time. It can be used as a high or low attack depending on where you move it to (unfortunately, you can't use it as an overhead). After it is blocked, the spreading flames can still damage an opponent if they stop blocking. ------------------------------------------------------------------------ LEONA HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ b / f + C when near Leona Crush b / f + D when near Ordeal Buckler a-d-u + C / D when near Heidern Inferno (air throw) b / f + B Strike Arch Charge b,f + P Vortex Launcher Charge b,f + K Ground Saber f + D from (D) Ground Saber Gliding Buster Charge d,u + P Moon Slasher qcb + P in air X Calibur qcb + K Earring Bakudan 1 b,d,db + K when near Earring Bakudan 2: Heart Attack _b,d,db + K Kibaku u,d,u,d,u,d + BD Kakusei qcf,hcb + P in air B^ V Slasher qcb,hcf + K D^ Rebel Spark (as normal Leona only) qcb,hcf + BD H^ Rebel Spark (as Orochi Leona only) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C C/C s Standing Far -r - C - s Crouching Cr -r C - Upward Jump s s - s s Diagonal Jump - s - s s Super Cancels Gliding Buster Free Cancel Into Gliding Buster, X Calibur Free Cancel Out Of Strike Arch, Gliding Buster Cannot Free Cancel All others. - The Strike Arch is an overhead and knockdown attack, unless you cancel into it (in which case, it becomes cancelable). - You can hit your opponent while they are recoiling from the Vortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack. - If the Ground Saber misses or hits as an anti-air, the Gliding Buster will hit twice instead of once. - In the corner, you can tack on the Heart Attack after an (A) Vortex Launcher. - The Earring Bakudan 1 can hit as a low attack, depending on it's trajectory. - The Heart Attack plants a bomb on your opponent. This action in itself does no damage, although the bomb will explode after a set amount of time (or when you use the Kibaku). The explosive will vanish if Leona is hit, or if you throw your opponent. - 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, the explosion will do no damage. - Using the Kakusei will turn Leona into Orochi Leona. Your life