============================================================================= =============================================================================== ============================================================================= -------------------------------------------- --==( THE KING OF FIGHTERS 2003 )==-- -------------------------------------------- FAQ/Movelist v2.222 by Moriya ============================================================================= =============================================================================== ============================================================================= INDEX =-=-= 1. Update History 2. The System 2.1. Basic System 2.2. What is changed from KOF2002 3. The Movelist 3.1. Hero Team : Ash Crimson Duo Lon Shen Woo 3.2. Garou Team : Terry Bogard Joe Higashi The Griffon 3.3. Kyokugen Team : Ryo Sakazaki Robert Garcia Yuri Sakazaki 3.4. Korea Team : Kim Kaphwan Chang Koehan Jhun Hoon 3.5. Ikari Warriors Team : Leona Heidern Ralf Jones Clark Steel 3.6. Outlaw Team : Gato Billy Kane Ryuji Yamazaki 3.7. Female Team : King Mai Shiranui Blue Mary 3.8. Benimaru Team : Benimaru Nikaido Shingo Yabuki Goro Daimon 3.9. School Girls Team : Athena Asamiya Hinako Shijo Malin 3.10. K' Team : K' Maxima Whip 3.11. 3 Sacred Treasures : Kyo Kusanagi Iori Yagami Chizuru Kagura 3.12. Solo Player : Kusanagi 3.13 Bosses : Maki Kagura Adel Bernstein Mukai 4. General Info 4.1. Music Information 4.2. Color Information 5. Credits / Copyright / Contact Info ============================================================================= =============================================================================== ============================================================================= 1. UPDATE HISTORY =-=-=-=-=-=-=-=-= (December 6, 2003) Version 0.1 - First version, still unreleased. Beta movelists, plenty of unconfirmed and missing info. Some moves had their names corrected (from previous FAQs). (January 27, 2004) Version 0.2 - Beta movelist is finished. There's still a lot of missing/wrong info, that needs testing. Will be corrected soon. (February 01, 2004) Version 0.3 - Many corrections here and there. Movelist is almost completely free of errors (but some might still exist). (February 03, 2004) Version 0.4 - Basic movelist finished. Some errors could still exist, but those will soon be removed. Color Information section done. Only thing missing from the FAQ is the non-selectable bosses movelists. (February 04, 2004) Version 1.0 - Bosses movelists added. Some small corrections made. The FAQ is complete now, but other additions/corrections might still be made in the future. (February 07, 2004) Version 1.1 - Some corrections. Music information section added, will receive some improvement in the future (still missing the song titles). (February 10, 2004) Version 1.2 - A few corrections and additions. (February 13, 2004) Version 1.3 - A few more corrections and additions. (February 19, 2004) Version 1.4 - The FAQ was totally revised. Some mistakes were corrected and some small additions here and there were made. (February 28, 2004) Version 1.5 - Some additions and changes on the movelists. Hard Knockdown attribute has been separated from Knockdown to avoid confusion. Many other retouches were made here and there on the FAQ (mostly on the System section). (February 29, 2004) Version 1.51 - Just some minor things that went overlooked on the 1.5 version. Also, a really big mistake I hadn't noticed yet was corrected. (March 01, 2004) Version 1.6 - The song titles have been added in the Music Information section. (March 02, 2004) Version 1.61 - Some very small corrections. (March 03, 2004) Version 1.62 - Minor corrections. (March 31, 2004) Version 2.0 - Final version. Other updates may still occur, but it's unlikely. (May 01, 2004) Version 2.01 - Minor updates. (May 03, 2004) Version 2.011 - Just correcting some typoes. (May 20, 2004) Version 2.1 - A few corrections, plus an important change on the Credits section. (June 24, 2004) Version 2.2 - Some additions, after a long time. (June 27, 2004) Version 2.21 - Small additions and corrections by Tel. Thanks a lot. (August 14, 2004) Version 2.22 - Small additions and corrections. (September 7, 2004) Version 2.221 - Very minor corrections. (April 17, 2008) Version 2.222 - Very minor corrections, after almost four years. ============================================================================= =============================================================================== ============================================================================= 2. THE SYSTEM =-=-=-=-=-=-= ------------------------------------------------------------------------------- -= Basic System =- ------------ Terminology: f - forward b - back u - up d - down (forward refers to the right if your character is facing right, and the left if your character is facing left; back is the opposite direction) ub - up-back uf - up-forward db - down-back df - down-forward qcf - quarter circle forward (d,df,f) qcb - quarter circle back (d,db,b) hcf - half circle forward (b,db,d,df,f) hcb - half circle back (f,df,d,db,b) A - Light Punch C - Heavy Punch B - Light Kick D - Heavy Kick Start - Taunt/Provocation. Press ub, u or uf rapidly to perform a hop. Press ub, u or uf holding the button for a short while to perform a jump. Press db,uf or df,ub to perform a high jump. Press ub while running to perform a high jump. f,f : Run (keep holding f to keep running). b,b : Backstep. b while being : Block. This greatly reduces the damage an enemy does to attacked you, but you cannot be performing any other action while blocking, and it cannot be done in the air. b/f + C/D while : Throw escape. Note that only normal throws can be escaped, being thrown and you must use the same button that the opponent used to throw you. AB : Emergency Evasion (your character rolls forward; he/she is almost invincible while rolling, being only affected by throws). b + AB : Emergency Evasion (exactly like the normal one, except that your character rolls backwards). AB while : Guard Cancel. Your character will cancel the blocking blocking animation and roll back for his/her safety. This will cost one power stock. AB after being : Recovery Roll. You roll instead of being actually knocked knocked down down. It saves time. Note that it can't be done after certain moves (moves with the hard knockdown attribute in the movelist). BC/CD : Tag. When you perform it, your current character will leave the screen after performing a taunt, to be replaced with another member of your team, who jumps in. If your current character is hit during the taunt, however, the Tag will not be performed. You can only tag when the message 'Change OK' is being displayed on top of your power bar. qcf + BC/CD : Tag Attack. Works like a tag, but instead of your current character performing a taunt, she performs an attack (that looks like that characters' old stand CD attack, in most cases). Performing a Tag Attack costs one power stock. The new character, instead of simply jumping into the screen, will fly in with an attack, regardless of the Tag Attack hitting the opponent or not. But if it hits, the tagging in character will combo his attack and set the opponent up for a juggle opportunity. CD while : Guard Cancel. Your character will cancel the blocking blocking animation and counter the opponent with a CD attack. This will cost one power stock and knock the opponent down. A note on tagging: to determine which character will come out when you tag, keep in mind that, excluding your active character's name, BC will summon the "top" character and CD will summon the "bottom" character. Example: on a team consisting of (in that order): TERRY BENIMARU GATO . If your active character is Terry, - press BC to summon Benimaru; - press CD to summon Gato. . If your active character is Benimaru, - press BC to summon Terry; - press CD to summon Gato. . If your active character is Gato, - press BC to summon Terry; - press CD to summon Benimaru. ------------------------------------------------------------------------------- -= What is changed from KOF2002, in the system: =- -------------------------------------------- - MAX Mode is gone, and MAX Mode Canceling is obviously gone with it. - A match now consists of one single round. When a character is defeated, another comes in to replace him/her almost instantly, and the round continues (the winner doesn't recover any health). - There is a Tagging System implemented in the game now. You can tag in or out members of your team during the match, as long as certain conditions are met. - Each team starts every match with 3 full power gauges now. - CD attacks are gone for most characters. . Characters that still have their ground CD moves: - Terry Bogard (performed with df + D) - Athena Asamiya (performed with f + AC) . Characters that still have their air CD moves: - Chang Koehan (performed with f + C in the air) - Leona Heidern (performed with CD in the air) - Billy Kane (it became a ground move, performed with df + A) - Blue Mary (performed with CD in the air) - Whip (performed with CD in the air) - Chizuru Kagura (performed with CD in the air) - Guard Cancel with CD no longer damages the opponent. - Roll buffering from moves is no longer possible. - Dizziness is back (a character will be dizzy, being unable to move for a few seconds, if she receives too many attacks in a small fraction of time). - Now, each character only has one type of regular throw, performed with either C or D. All the characters can still use the special effect that the D throw used to have (you change sides with your opponent). However, which button triggers the throw that changes sides depends on the character (for some it may be C, and for others, D). - The SDMs are now called LDMs (Leader Desperation Moves). When your leader performs one, he/she spends 2 power stocks at once. - The first character you select for your team will be your team's leader. The leader will be the only one who can perform LDMs, he/she will cause a little more damage and take a little less damage (the difference is very minor, almost not noticeable, but it's there). - In the fighting screen, the life bars from the 3 characters of each team are visible at the same time. The active life bar (that is, the one from the character that is fighting at that moment) has a small arrow pointing to it on the side, and looks solid. The lifebars of the characters that are not fighting at the moment are slightly transparent. The leader's life bar is blue, while the others are yellow. When a character is defeated, both her life bar and her name vanish from the screen. - HSDMs are gone. - The life meter of your character will no longer flash when she's about to be guard crushed. - During CPU matches, you can no longer choose one of two teams to fight against. - The special flashes when a character perform DMs and LDMs have changed. Now, the flash is a white ring that appears around the character and rapidly diminishes being directed to the character herself. The edges of the white ring are blue for DMs and red for LDMs. - The 'Counter' message is written in much bigger letters. Also, in the same place where it's displayed (the side of the screen, under the characters' names), other messages can also be displayed: 'Down' when a character of that team is defeated, 'Change' when a tag is performed, and 'S. Cancel' when a Super Cancel is performed. - Some messages that have changed: in the beginning of the match, it's 'Ready, go' once again instead of 'Round X, fight'. And the combo display writes 'Rush XX' instead of 'XX hits'. - 'KOF style buffering' is gone. In the older KOF games, you could start inputing the motion for a move much before the time when you "had" to, so you had a much easier time performing combos than now. And also, you could cancel whiffed normals into special moves, and the removal of that feature makes it much harder to perform button tap motions (like Yamazaki's LDM, which is performed as A,A,f,B,C). - Characters now have a different animation for when they are defeated by block damage (ala Street Fighter 3), where they fall on their knees before collapsing to the ground. ============================================================================= =============================================================================== ============================================================================= 3. THE MOVELIST =-=-=-=-=-=-=-= Before the actual section with the movelists, this section will explain in detail how the movelists are divided: First, after the character's name, there is her bios. Then, the actual basic movelist (listing the moves and the commands to perform them). After each character's movelist, everything that has changed on them from KOF2002 (or their latest KOF game) to KOF2003 is listed. That includes changes in the movelist and other aspects (outfit, effects, voice, etc.). The box may also include other notes about the characters (such as informing that a certain character is able to triangle jump), or not exist at all in some cases. Under that list, there is a box showing the cancelable normals of that character. The box lists all of the character's normal moves (stand A, crouch A, etc.) that can be 'canceled into' a command. If a normal is listed with a number in front of it, it means that it can only be canceled in that hit (this is only applicable for normal moves that hit more than once, obviously). And if the normal is listed with an asterisk in front of it, it means that the normal hits more than once, but can be canceled during any of those hits. Example: _____________________________________________________________________________ | [ CANCELABLE NORMALS ] | | stand A(*) stand B stand C(2) stand D | | crouch A --- crouch C crouch D(1) | | far A far C far D | |_____________________________________________________________________________| On this example, the character has a multi-hit stand A that can be canceled in any hit. He can only cancel his stand C on the second hit, and his crouching D on the first hit. All of the other normals are 1-hit only. He cannot cancel his crouch B at all, since it's listed with '---'. And he doesn't have a far B, since it's not listed at all. OBS: like in the above example, some characters don't have a far A or far B that is different from their stand A or stand B. In those cases, those normals will not be listed at all in the Cancelable Normals box. Under that box, there is a Command Cancelability box. It lists all of the character's command moves, with symbols to indicate if they can be 'canceled into' and/or 'canceled from'. That is, if you can cancel a cancelable normal move into that command, and if, after doing that, you can cancel that command into a special move or a desperation move. Or, in some cases, cancel the command directly into a special/desperation move, without canceling into it. The symbol that appears before the name of the command indicates if it can be 'canceled into' (that is, linked from a normal move into the command). There are two types of symbols: -> means that you CAN cancel a normal move into that command; . means that you CAN'T cancel a normal move into that command. The symbol that appears after the name of the command indicates if it can be 'canceled into' a special or desperation move. There are three types of symbols: -> means that the command CAN be 'canceled into' a special/desperation move, but ONLY if you have canceled a normal move into it; => means that the command CAN be 'canceled into' a special/desperation move at ANY time; that is, you don't need to cancel a normal into it before canceling the command, but you can do that too if you want; . means that the command CAN'T be 'canceled into' a special/desperation move under any circumstance. Example: _____________________________________________________________________________ | [ COMMAND CANCELABILITY ] | | -> Command 1 -> | | -> Command 2 => | | -> Command 3 . | | . Command 4 . | |_____________________________________________________________________________| On this example, the character can cancel a normal into Command 1, Command 2 or Command 3, but can't cancel into Command 4. Also, he can cancel both his Command 1 and his Command 2 into special/desperation moves, but the requirements to do so are different: for Command 1 he needs to have canceled into it first, while for Command 2, there are no requirements, he can do it at any time, being 'canceled into' or not. There are some special cases though. Duo Lon and Terry have commands that must be connected after normal moves, and Duo Lon also has a command with a command followup. In those cases, the special requirement for the command will be listed before it's name on the chart, instead of the usual arrow. NOTE: Ralf and Mukai don't have any commands, so they don't have this box on their movelists. And finally, the Attributes of the moves are listed, in a similar fashion to the movelist itself. The attributes are the special properties that some moves might have. Note that the Command Moves have some unique attributes that cannot be found on other types of moves. The next section will describe those attributes in detail. ------------------------------------------------------------------------------- -= Command Move Attributes: =- ------------------------ - Overhead: a crouching opponent cannot block this command. - Hits low: a standing opponent cannot block this command. - Parry: this command is used to block incoming attacks (even projectiles); you will take no damage if attacked while performing it. - Knockdown: this command will knock the opponent down. This attribute will only be listed for commands, since many special moves have it, but it's rarer to be found in command moves. - Hard Knockdown: this move will knock the opponent down with a special effect, not allowing him/her to use a Recovery Roll. - Autoguard: this command has some frames where it cannot be interrupted by enemy attacks. Your character automatically takes block damage if attacked during Autoguard frames, and her command doesn't stop (normally hitting the opponent after that). - Cross Up: this command will successfully connect while your character is jumping over the enemy, hitting on his/her opposite side. It works as an excellent combo starter. - Super Cancelable: you can perform a Super Cancel with this move. Super Canceling consists into interrupting a move and starting a DM or LDM instantly. When you do that, your character flashes white, the animation of the move she is performing is canceled and she starts the L/DM at the exact time, while the message S. Cancel flashes at the screen. The cost for doing that is 1 stock added to the normal cost of the L/DM (so that it adds up to 2 stocks for super canceling into a DM or 3 stocks for super canceling into a LDM). NOTE: whenever a command is 'canceled into' (you link a normal into it), it loses all of its attributes. There are some exceptions to this rule: Gato's Sai-Gaku, Hinako's Ketaguri and Whip's Whip Shot. ------------------------------------------------------------------------------- -= Other Move Attributes: =- ---------------------- Other moves are Normal, Special, Desperation and Leader Desperation moves. - Overhead: a crouching opponent cannot block this attack. - Hits low: a standing opponent cannot block this attack. - Unblockable: this attack cannot be blocked at all. - Counter: when you execute this move, your character will be in a certain stance for a few seconds. If the enemy hits her during that stance, your character will take no damage and immediately counter the enemy attack with an attack of her own. - Autoguard: this move has some frames (usually in the beginning) where it cannot be interrupted by enemy attacks. Your character automatically takes block damage if attacked during Autoguard frames, and her move doesn't stop (normally hitting the opponent after that). - Invincibility: while performing this move, your character (or just a part of her) becomes totally invincible against enemy attacks, except throws. - Counter Wire: during counter hits (when your move hits the opponent while he is also attacking you), this move will make your opponent be launched to the opposing wall and bounce back, allowing you to perform additional attacks. - Mobility: you can move (in a limited fashion) while performing this move. - Hard Knockdown: this move will knock the opponent down with a special effect, not allowing him/her to use a Recovery Roll. - Knockdown Projectile: this projectile will knock the opponent down. - Reflects Projectiles: if a projectile hits you while performing this move, it will be reflected back to your opponent. - Negates Projectiles: this move makes enemy projectiles vanish. - Recovers life: this move makes you recover some life energy back. - Guard Crush: if this move hits a blocking opponent, it will drop his/her guard, leaving him/her open for attacks for a few moments. - Super Cancelable: you can perform a Super Cancel with this move. Super Canceling consists into interrupting a move and starting a DM or LDM instantly. When you do that, your character flashes white, the animation of the move he is performing is canceled and he starts the L/DM at the exact time, while the message S. Cancel flashes at the screen. The cost for doing that is 1 stock added to the normal cost of the L/DM (so that it adds up to 2 stocks for super canceling into a DM or 3 stocks for super canceling into a LDM). ------------------------------------------------------------------------------- And now, on to the movelist: =============================================================================== =================================[ HERO TEAM ]================================= =============================================================================== =============================================================================== -=( ASH CRIMSON )=- -=( Hero Team )=- =============================================================================== Fighting Style: Self-taught style (employing special flame-like bubbles) Birthdate: February 14 Age: 17 Birthplace: Unknown (but he was raised in France) Blood Type: O Height: 1.78m Weight: 59kg Hobbies: Nail art Favorite Food: Sachertorte (a type of sweet pie) Best Sport: None (he thinks sports are a bother) Prized Things: His nails Dislikes: Annoying and uninteresting things Other Info: None "Don't play your trump card till the end... the very end!" ==------------------------------==[ THROWS ]==-----------------------------== Brumaire When close, b/f + C/D ==--------------------------==[ COMMAND MOVES ]==--------------------------== Messidor f + A Floreal b + B Prairial b + D ==--------------------------==[ SPECIAL MOVES ]==--------------------------== Ventôse Charge b,f + A/C Nivôse Charge d,u + B/D Vendémiaire When close, hcf + A/C ==------------------------==[ DESPERATION MOVES ]==------------------------== Thermidor qcf,qcf + A/C Pluviôse qcf,qcf + B/D ==---------------------==[ LEADER DESPERATION MOVE ]==---------------------== Sans-culotte A,B,C,D _____________________________________________________________________________ | [ CANCELABLE NORMALS ] | | stand A stand B stand C stand D | | crouch A crouch B crouch C --- | | --- --- | |_____________________________________________________________________________| _____________________________________________________________________________ | [ COMMAND CANCELABILITY ] | | -> Messidor -> | | -> Floreal . | | -> Prairial . | |_____________________________________________________________________________| --======================--[ COMMAND MOVE ATTRIBUTES ]--=====================-- Messidor : overhead --======================--[ SPECIAL MOVE ATTRIBUTES ]--=====================-- Ventôse (C) : negates projectiles; if it hits an opponent while being created, the projectile will only do one hit Nivôse (B) : super cancelable (1st hit) Vendémiaire : only performed at close range; allows juggles; super cancelable (3rd hit) --====================--[ DESPERATION MOVE ATTRIBUTES ]--===================-- Thermidor : negates projectiles --================--[ LEADER DESPERATION MOVE ATTRIBUTES ]--================-- Sans-culotte : after performing this move, Ash will not need to charge his Ventôse and Nivôse, performing them simply with b,f + A/C or d,u + B/D, respectively, for about 8 seconds (but the timer will keep on counting even if you tag Ash out, so the effects may run out while he's off-screen). Also, the explosion created by this move can hit the enemy -=- =============================================================================== -=( DUO LON )=- -=( Hero Team )=- =============================================================================== Fighting Style: Hizoku-style martial arts Birthdate: March 11 Age: 21 Birthplace: China, Hebei Province Blood Type: Unknown Height: 1.89m Weight: 79kg Hobbies: Hunting for unidentified organisms, Mahjong Favorite Food: Whole-roasted bird of paradise Best Sport: There are no sports he's bad at Prized Things: The edicts of the Hizoku clan, picture of his mother Dislikes: Tomato juice Other Info: None "Do you hear it? The mosaic of souls in the void." ==------------------------------==[ THROWS ]==-----------------------------== Suishu Shoukou When close, b/f + C/D ==--------------------------==[ COMMAND MOVES ]==--------------------------== Hika Tenshi After connecting with jump-in B, press D Fuuka Tenshi df + D . Raika Tenshi After Fuuka Tenshi, press D ==--------------------------==[ SPECIAL MOVES ]==--------------------------== Shaki Juuryuu qcf + A/C (perform 3 times) . Onpei Ryuujin Ha During the 1st hit of Shaki Juuryuu, f + B/D .. Shiryou Hatsu Seikin After Onpei Ryuujin Ha, b,d,db + A/C Suishu Makyakuho When close, hcb,f + A/C . Suishu Ransaiki During Suishu Makyakuho, qcb + A/C Himou Kyaku qcf + B/D Genmu Hishou Keikou qcb + B/D Genmu Kyaku: Uchikiba f,d,df + B/D (B and D hit different places) Genmu Kyaku: Sotokiba b,d,db + B/D (B and D hit different places) ==------------------------==[ DESPERATION MOVES ]==------------------------== Hiden: Genmu Juu Onshii Kon qcb,hcf + A/C Hiden: Genmu Onryou Heki hcb,hcb + A/C ==---------------------==[ LEADER DESPERATION MOVE ]==---------------------== Ouji: Tajiuu Genmu Ankei A,C,B,D ------------------------------------------------------------------------------- - He can triangle jump (jump at a wall, then jump from it). ------------------------------------------------------------------------------- _____________________________________________________________________________ | [ CANCELABLE NORMALS ] | | stand A --- stand C stand D | | crouch A --- --- --- | | --- --- --- | |_____________________________________________________________________________| _____________________________________________________________________________ | [ COMMAND CANCELABILITY ] | | (jump-in B) Hika Tenshi . | | -> Fuuka Tenshi . | | (Fuuka Tenshi) Raika Tenshi . | |_____________________________________________________________________________| --======================--[ COMMAND MOVE ATTRIBUTES ]--=====================-- Hika Tenshi : can only be performed after a jump-in B (that is, the aerial B performed during a forward jump, so it can't be performed while jumping straight up); will only hit airborne opponents Raika Tenshi : hard knockdown --======================--[ SPECIAL MOVE ATTRIBUTES ]--=====================-- Shaki Juuryuu (3rd hit) : super cancelable; can be followed with any move Onpei Ryuujin Ha : can be followed with Fuuka Tenshi, Hishou Kyaku, Genmu Kyaku: Uchikiba or Genmu Kyaku: Sotokiba Shiryou Hatsu Seikin : super cancelable Suishu Makyakuho : only performed at close range; unblockable; can be followed with any move Suishu Ransaiki : perform while Duo Lon is pulling his opponent towards him (at the beginning of Suishu Makyakujo); makes Duo Lon and the opponent switch sides; can be followed with any move --====================--[ DESPERATION MOVE ATTRIBUTES ]--===================-- Hiden: Genmu Onryou Heki : invincibility; only does block damage on the last hit; the stock is spent before this move starts, so if Duo Lon is hit before he turns around, the stock will be totally wasted --================--[ LEADER DESPERATION MOVE ATTRIBUTES ]--================-- Ouji: Tajiuu Genmu Ankei : this move will create a shadow copy of Duo Lon that will last for about 6 seconds, and do whatever the real Duo Lon does (but the timer will keep on counting even if you tag Duo Lon out, so the effects may run out while he's off-screen). Also, the activation of this move can hit the enemy if he/she is too close -=- =============================================================================== -=( SHEN WOO )=- -=( Hero Team )=- =============================================================================== Fighting Style: Self-developed barefisted boxing style Birthdate: September 10 Age: 29 Birthplace: Unknown (but he was raised in Shanghai, China) Blood Type: B Height: 1.88m Weight: 97kg Hobbies: Fighting tough opponents, watching combative sports Favorite Food: Shanghai crab Best Sport: Ping-pong Prized Things: The evidence of his power Dislikes: Jellyfish (really hates the smoothness of them) Other Info: None "That's it! That's the pepper! That was the fight I wanted!" ==------------------------------==[ THROWS ]==-----------------------------== Kyakuten Touchi When close, b/f + C/D ==--------------------------==[ COMMAND MOVES ]==--------------------------== Tenrenshou f + B Fusen Kyaku f + D (can be held) ==--------------------------==[ SPECIAL MOVES ]==--------------------------== Geki-Ken qcf + A/C (can be held) . Cancel While holding Geki-Ken, press D Fukuko-Geki qcb + A . Kouryuu-Geki After Fukuko-Geki, qcf + A Saikouhou-Geki hcb,f + A/C ==------------------------==[ DESPERATION MOVES ]==------------------------== Setsu! Geki-Ken qcf,qcf + A/C Kohyou Rengeki qcf,qcf + B/D ==---------------------==[ LEADER DESPERATION MOVE ]==---------------------== Bakuma! C,A,B,C ------------------------------------------------------------------------------- - A note: an easy way to combo into his DMs is: qcf + B/D, qcf + A/B/C/D. Since he doesn't have a qcf + B/D move, it will work as a regular kick, which will be chained into the DM of your choice. ------------------------------------------------------------------------------- _____________________________________________________________________________ | [ CANCELABLE NORMALS ] | | stand A stand B stand C stand D | | crouch A crouch B --- --- | | --- --- --- | |_____________________________________________________________________________| _____________________________________________________________________________ | [ COMMAND CANCELABILITY ] | | -> Tenrenshou -> | | -> Fusen Kyaku . | |_____________________________________________________________________________| --======================--[ COMMAND MOVE ATTRIBUTES ]--=====================-- Tenrenshou : overhead; startup frames are reduced if performed in a combo Fusen Kyaku : will track the opponent (hitting the opposite side if the opponent rolls past Shen); if held, the move will be canceled (working like a fake move) --======================--[ SPECIAL MOVE ATTRIBUTES ]--=====================-- Geki-Ken (A) : super cancelable; hard knockdown if held (even if only for a while) Geki-Ken (C) : super cancelable; hard knockdown if held for more than one second; unblockable if fully held Saikouhou Geki : if performed at close range, guard crush; otherwise, it reflects projectiles --====================--[ DESPERATION MOVE ATTRIBUTES ]--===================-- Setsu! Geki-Ken : counter wire; invincibility when Shen's fist is already outstretched; there's an interesting bit: the A version of this move is immune against Mukai's Rising Pillar, while the C version is immune against his Falling Pillar Kohyou Rengeki : invincibility in the beginning --================--[ LEADER DESPERATION MOVE ATTRIBUTES ]--================-- Bakuma! : invincibility while activating; after performing this move, Shen will deal more damage with any attack for about 6-8 seconds (but the timer will keep on counting even if you tag Shen out, so the effects may run out while he's off-screen). Also, the activation of this move can hit the enemy if he/she is too close -=- =============================================================================== =================================[ GAROU TEAM ]================================ =============================================================================== =============================================================================== -=( TERRY BOGARD )=- -=( Garou Team )=- =============================================================================== Fighting Style: Martial Arts taught by his father, Jeff Bogard Birthdate: March 15 Age: 24 Birthplace: USA Blood Type: O Height: 1.82m Weight: 83kg Hobbies: Playing video games Favorite Food: Clubhouse sandwiches Best Sport: Basketball Prized Things: His father's keepsake, vintage jeans Dislikes: Slugs Other Info: None "I'll take you on again, anytime! Anywhere!" ==------------------------------==[ THROWS ]==-----------------------------== Buster Throw When close, b/f + C/D ==--------------------------==[ COMMAND MOVES ]==--------------------------== Combination Blow After connecting with stand C, f + C Rising Upper df + C Backspin Kick df + D ==--------------------------==[ SPECIAL MOVES ]==--------------------------== Power Wave qcf + A/C Burn Knuckle qcb + A/C Crack Shoot qcb + B/D Power Dunk f,d,df + B/D . Brake During Power Dunk (at the beginning), press AB Power Charge hcf + B/D . Followup After Power Charge, f,f + B/D (perform twice) ==------------------------==[ DESPERATION MOVES ]==------------------------== Power Geyser qcb,db,f + A/C Buster Wolf qcf,qcf + B/D ==---------------------==[ LEADER DESPERATION MOVE ]==---------------------== Power Stream qcb,hcf + AC ------------------------------------------------------------------------------- - His outfit has changed to his Garou: Mark of the Wolves one. - Most of his normals have been changed to their Garou forms. Thus: . His far A is cancelable. . His close stand C only hits once now, but can be followed with the f + C command. . His close stand D hits twice now, and is cancelable on both hits. - He has a new command, which works like his old stand CD attack. - He lost his Round Wave. - He lost his Rising Tackle. - His Power Wave has two versions again (A and C). - His Power Dunk hits 3 times now, and can be braked as in Garou. - He got his Power Charge back, and it has two followups, similarly to Garou. - His Power Geyser comes out faster, and has invincibility before the geyser. - He lost his High Angle Geyser DM. - He got his Buster Wolf DM from Garou, performed with qcf,qcf + B/D. - He has a new move as his LDM, the Power Stream. ------------------------------------------------------------------------------- _____________________________________________________________________________ | [ CANCELABLE NORMALS ] | | stand A stand B stand C stand D(*) | | crouch A crouch B crouch C --- | | far A --- --- --- | |_____________________________________________________________________________| _____________________________________________________________________________ | [ COMMAND CANCELABILITY ] | | (stand C) Combination Blow -> | | -> Rising Upper => | | -> Backspin Kick -> | |_____________________________________________________________________________| --======================--[ COMMAND MOVE ATTRIBUTES ]--=====================-- Backspin Kick : knockdown --======================--[ SPECIAL MOVE ATTRIBUTES ]--=====================-- Crack Shoot (B) : hits crouching opponents; overhead Power Dunk : hard knockdown (3rd hit) Brake : this move will cancel the Power Dunk, and must be performed at the very beginning, before the 2nd hit; can be followed with any move after Terry stops (for a Buster Wolf to connect, it must be timed late, as the enemy is about to land) Power Charge : super cancelable during the 2nd hit --====================--[ DESPERATION MOVE ATTRIBUTES ]--===================-- Power Geyser : negates projectiles / invincibility until the geyser comes out Buster Wolf : the 2nd part of the move is not performed if the 1st part is blocked; can fly over certain ground projectiles (all except Iori's Yami Barai and Robert's (C) Ryuu Geki Ken) --================--[ LEADER DESPERATION MOVE ATTRIBUTES ]--================-- Power Stream : invincibility once he jumps into the dome of energy; does much less damage against a jumping/juggled opponent -=- =============================================================================== -=( JOE HIGASHI )=- -=( Garou Team )=- =============================================================================== Fighting Style: Muay Thai Kickboxing Birthdate: March 29 Age: 23 Birthplace: Japan Blood Type: AB Height: 1.80m Weight: 71kg Hobbies: Fighting Favorite Food: Fried alligator Best Sport: All types of martial arts Prized Things: His headband Dislikes: Dressing up Other Info: None "Yeah! I'm in my groove! Bring on the next corpse!" ==------------------------------==[ THROWS ]==-----------------------------== Knees of Hades When close, b/f + C/D ==--------------------------==[ COMMAND MOVES ]==--------------------------== Low Kick f + B Sliding df + B ==--------------------------==[ SPECIAL MOVES ]==--------------------------== Bakuretsu Ken Press A/C repeatedly . Bakuretsu Finish (punch) During Bakuretsu Ken, qcf + A . Bakuretsu Finish (kick) During Bakuretsu Ken, qcf + C Hurricane Upper hcf + A/C Ougon no Kakato (Golden Heel) qcb + B/D Tiger Kick f,d,df + B/D Slash Kick hcf + B/D ==------------------------==[ DESPERATION MOVES ]==------------------------== Bakuretsu Hurricane Tiger Heel qcf,hcb + A/C Screw Upper qcf,qcf + A/C ==---------------------==[ LEADER DESPERATION MOVE ]==---------------------== The World's Most Explosive Punch qcb,qcb + AC ------------------------------------------------------------------------------- - His Screw Upper moves farther forward and comes out faster. - He lost his Golden Tiger Kick DM. - He has a new move as his LDM. It works similarly to Ralf's Galactica Phantom, but doesn't take as long to come out and doesn't travel as far. ------------------------------------------------------------------------------- _____________________________________________________________________________ | [ CANCELABLE NORMALS ] | | stand A stand B stand C stand D | | crouch A --- crouch C --- | | --- --- --- | |_____________________________________________________________________________| _____________________________________________________________________________ | [ COMMAND CANCELABILITY ] | | -> Low Kick => | | -> Sliding . | |_____________________________________________________________________________| --======================--[ COMMAND MOVE ATTRIBUTES ]--=====================-- Sliding : hits low --======================--[ SPECIAL MOVE ATTRIBUTES ]--=====================-- Bakuretsu Ken (C) : hits up to 12 times in the corner without pushing the opponent away, unlike the (A) version Bakuretsu Finish (punch) : overhead; super cancelable Bakuretsu Finish (kick) : hits low Hurricane Upper (C) : knockdown projectile (2nd hit) Tiger Kick : super cancelable (1st hit) --====================--[ DESPERATION MOVE ATTRIBUTES ]--===================-- Screw Upper : if the initial hit misses because the opponent is too close, the tornado will only hit three times against standing opponents --================--[ LEADER DESPERATION MOVE ATTRIBUTES ]--================-- The World's Most Explosive Punch : autoguard -=- =============================================================================== -=( THE GRIFFON MASK )=- -=( Garou Team )=- =============================================================================== Real Name: Unknown Fighting Style: Lucha Libre (Pro Wrestling) Birthdate: April 25 Age: Unknown Birthplace: Mexico Blood Type: O Height: 2.15m Weight: 118kg Hobbies: Cycling Favorite Food: "I eat anything a lot!" Best Sport: Triathlon Prized Things: His Griffon Mask Dislikes: Illegal moves and wrestlers who use them Other Info: None "As long as kids cheer me on I will not be beaten!" ==------------------------------==[ THROWS ]==-----------------------------== Griffon Tower When close, b/f + C/D . Grif-Fall After Griffon Tower, df,df + C ==--------------------------==[ COMMAND MOVES ]==--------------------------== Joudan Yoke Kougeki d + AB Gri-Dro Super Kick d + CD ==--------------------------==[ SPECIAL MOVES ]==--------------------------== Icarus Crash In the air, when close, qcf + A Active Tupon f,d,df + A/C Poseidon Wave b,d,db + A/C Justice Hurricane When close, hcb + A/C Hercules Throw When close, hcf + B Olympus Over qcb + B/D . Grif-Fall After Poseidon Wave, Olympus Over, or connecting with a crouch D, df,df + C ==------------------------==[ DESPERATION MOVES ]==------------------------== Daedalus Attack qcf,qcf + B/D Big Fall Griffon When close, hcb,hcb + A/C ==---------------------==[ LEADER DESPERATION MOVE ]==---------------------==