------------------------------------------------------------------------ THE KING OF FIGHTERS 2001 FAQ v0.7 by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2002 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining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 / Whip / Lin - Japan Team Kyo / Benimaru / Goro / Shingo - Iori Team Iori / Seth / Vanessa / Ramon - Ikari Team Leona / Ralf / Clark / Heidern - Fatal Fury Team Terry / Andy / Joe / Blue Mary - Art of Fighting Team Ryo / Robert / Yuri / Takuma - Women's Team King / Mai / Hinako / Xiangfei - Nests Team Kula / K9999 / Foxy / Angel - Psycho Soldier Team Athena / Kensou / Chin / Bao - Korea Team Kim / Chang / Choi / May Lee - Bosses Zero / Igniz 4. GAMEPLAY NOTES - Autoguard - Blocking Attacks - Counter Hits - Dropped Guard - Power Gauge - Reversal Moves - Super Cancels - Throw Types - Wire Damage - Surefire Juggles 5. STRIKER INFO. - Striker System - Using Strikers - Striker Cancel System - Multiple Striker System - Striker Action List 6. MISCELLANEOUS - Glitches - Special Intros - Special Win Poses - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Welcome to my KoF '01 FAQ. It started off as a basic moves list for a friend to use, but it seemed kind of pointless to just forget about it afterwards. This is sort of a one-off deal, and besides, there are already a lot of very detailed and in-depth KoF FAQs available from www.GameFAQs.com. Still, I figure one more guide can't hurt ;) 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 0.7 (December 28, 2002) - More contributor info. added, as well as some corrections. Version 0.6 (November 7, 2002) - More contributor info. added. Version 0.5 (July 8, 2002) - Some corrections were made, and I added some contributor information. Version 0.4 (July 4, 2002) - A few minor corrections, and I finally confirmed Chang's supercancel. Version 0.3 (June 30, 2002) - The first public release. Remaining info. for supercancels and "wire" moves has been tested and added. Other misc. info has been confirmed. Ver. 0.3b through 0.3d added a few minor corrections and alterations (and here I thought the faq was error-free) :( Version 0.2 (June 13, 2002) - The second release. Cancelable attack charts have been finished, and other missing info. has been added. Still more to do; the FAQ is about 85% done at this point. Version 0.1 (June 2, 2002) - The first release. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would have not been possible without help from the following: Anthony Majarian - For telling me about the "surefire" juggles and explaining how they work. - (v0.7) For Seth's surefire juggle and infinite combo, and info. about Whip's Whip Shot being cancelable. Cool - For telling me about the "Leona beats Iori" win pose and Goro vs. Hinako intro, as well as notes about Igniz' Power Gauge and for explaining how damage increases when using multiple Strikers. Mario san - For giving me permission to list some supercancels I first read about in his Super Cancels FAQ (available at GameFAQs). Neo-Gallery - For the bosses' move names and commands. Oyajinagi - For some of the new characters move names and commands. Breeze - For some of the new characters move names and commands. Maxwell - For some of the special intros and win poses (from KoF '00). SNK of Japan - For information taken from KoF 2001 section and KoF '99 dictionary section (back when their page was still up). Charles MacDonald - For helping me test some reversal moves. Klenboy - For lots of advice and information, and for info. about comboing all three hits of Iori's "Shinigame." NJStar - For their excellent Japanese word processor. Jim Breen's WWWJDIC - I used this handy online dictionary to translate some of the move names. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ 7 8 9 Up-Back Up Up-Forward 4 5 6 Backward Neutral Forward 1 2 3 Down-Back Down Down-Forward P Use A or C. K Use B or D. must hold. must be used in air. must tap buttons. N> must perform when near to the opponent. F> must perform from furthest throw range possible. _ additional input. ( ) optional input. (x#) perform the listed number of times. ()x2 perform bracketed commands twice before continuing. ~ Indicates middle ranges (so 4~2~6 is 4/1/2/3/6). . charge for 2 sec. in first direction before continuing. / either command is acceptable. CAPS can or must be used as an SDM (use AC or BD to perform). DM Desperation Move (requires 1 level to use). SDM Super Desperation Move (requires 2 levels to use). For the cancelable attacks chart: - not cancelable / divides hits C cancelable into anything c only cancels into command attacks S only cancels into (S)DMs s only cancels into special moves [and (S)DMs] r can repeat attack / cancels into other repeatable attacks. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ hold 4 when attacked Standing Block hold 1 when attacked Crouching Block 44 Backstep 66 (_4/6+C/D Basic Throw when thrown_4/6+C/D Basic Throw Escape as fall ends_AB Knockdown Recovery BC Striker Call 4/6+BC Striker Call (Alternate) Start Taunt - 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 level 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. - For the Basic Throw Escape, you have to press the same button that your opponent used to grab you. - Taunting can be canceled shortly after the taunt has begun, simply by moving around. ======================================================================== 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, critical and counter wires, and your character's Striker Attack (if no hit is listed for the super cancel, assume 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 Shoot _6+D Second Shell _4+K Blackout 236+K Blackout 214+K4/6+C Dynamite Drop N>4/6+D Choking Vice 6+A Mongolian 3+C M9 Kata Maxima Missile (Shisaku) 214+P M4 Kata Vapour Cannon 623+K M19 Kata Blitz Cannon 41236+K M11 Kata Dangerous Arch 236+A System 1: Maxima Scramble _236+A Double Bomber _236+A Bulldog Press 236+C System 2: Maxima Scramble _236+C Double Bomber _236+C Bulldog Press 63214+K System 3: Maxima Lift _6+K Centoun Press 2363214+P Bunker Buster (63214)x2+K MAXIMA REVENGER Super Cancels System 1/2 (3rd hit only) Critical Wire None. Counter Wire Vapour Cannon Striker Action Maxima Gallows Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/- C s Standing Far - - - - s Crouching Cr - C - - The Mongolian is an overhead attack. If canceled into, it loses this feature, but becomes cancelable. It can be canceled directly into an (S)DM, though. - The Maxima Missile is cancelable. If Maxima's opponent is airborne when they're hit, they will be launched into the sky, allowing you to cancel into the Blitz Cannon for a 2-hit combo. Alternately, if the Maxima Missile counter hits, then you can hit them with a normal attack as they fall. - The Vapour Cannon can negate normal projectiles. - The Blitz Cannon is an anti-air throw. However, the (B) version can grab large characters who are standing (like Chang). - If the Centoun Press is mistimed, Maxima will simply throw himself to the floor. He is vulnerable to attack while recovering. - Maxima' standing CD attack has autoguard, in the frame where his arms are held horizontally behind him. - The Bunker Buster has autoguard both as the move begins, and as Maxima recovers from it. - The Bunker Buster is an overhead attack. - The Dangerous Arch, Maxima Lift, and Maxima Revenger are unblockable. ------------------------------------------------------------------------ WHIP [ Hero Team ] ------------------------------------------------------------------------ N>4/6+C/D Zed 6+A (x5) Whip Shot 63214+AA/B/C_D Strings Shot Type D "Code: Ame" 41236+P Boomerang Shot "Code: SC" A>214+P Hook Shot "Code: Kaze" 623+P/K Assassin Strike "Code: BB" 421+P4/6+C/D Akuzan 6+A Benpatsu Ken (Chuudan) 3+C Benpatsu Ken (Gedan) 236+A Zantetsu Bu: Rasatsu 236+C_236+P_236+P Zantetsu Bu: Rasatsu 214+P Kasumi 623+P Muei Kusashu 421+P/K Jatotsu Ga 63214+K Hiten Kyaku 41236+K Hike Kyaku 2141236+P HIZOKU OUGI RANBU: DOKUGA 222+AC HIZOKU OUGI SENSHU RAKAN SATSU Super Cancels (C) Zantetsu Bu: Rasatsu (1st input) Zantetsu Bu: Rasatsu (2nd input) Critical Wire None. Counter Wire (A) Zantetsu Bu: Rasatsu Zantetsu Bu: Rasatsu (3rd input) (only if the 3rd input is the only one that hits) Striker Action Hirai Kyaku Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - - - s Crouching Cr Cr C C - The Benpatsu Ken (Chuudan) is an overhead attack. It retains this feature even if canceled into (in which case, it becomes cancelable). - The Benpatsu Ken (Gedan) is a knockdown attack. If canceled into, it becomes cancelable. This move can hit an opponent who is lying on the floor. - The button used for the Jatotsu Ga determines where Lin's arm comes out (A is closest, C is furthest, and D fakes). The direction that the arm bends in is determined by your opponent's location. If the arm comes out behind your opponent, it will knock them towards you, if it comes out in front of them, it will knock them away from you. - You can juggle an opponent after the (D) Hiten Kyaku or Jatotsu Ga (excluding the D Jatotsu Ga). You can even juggle someone with two Jatotsu Gas in a row. - The Hike Kyaku is a teleportation move. The (B) version makes Lin immune to low attacks, while the (D) version makes him immune to mid-level and high attacks. ------------------------------------------------------------------------ KYO KUSANAGI [ Japan Team ] ------------------------------------------------------------------------ N>4/6+C Hatsugane N>4/6+D Issetsu Seoi Nage A>1~3+C Geshiki: Naraku Otoshi 6+B Geshiki: Goufu You 3+D 88 Shiki 623+P 100 Shiki: Oniyaki 421+K 707 Shiki: Koma Hofuri (aka R.E.D. KicK) 236+K_K 75 Shiki Kai 62314+K 427 Shiki: Hikigane 236+A 114 Shiki: Aragami _236+P 128 Shiki: Konokizu _P 127 Shiki: Yanosabi _K 125 Shiki: Nanase 236+A 114 Shiki: Aragami _63214+P 127 Shiki: Yanosabi _P Geshiki: Migiri Ugachi _K 125 Shiki: Nanase _63214+K 212 Shiki: Kototsuki You 236+C 115 Shiki: Dokugami _63214+P 401 Shiki: Tsumi Yomi _6+P 402 Shiki: Batsu Yomi _623+P 100 Shiki: Oniyaki 2141236+P(62314)x2+AC 524 SHIKI: KAMUKURA Super Cancels (C) Oniyaki (1st hit) (B) Hikigane Critical Wire None. Counter Wire None. Striker Action R.E.D. KicK Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - - - s Crouching Cr -r C C - The Goufu You is an overhead attack. If canceled into, it loses this feature, but becomes a two-hit move which is cancelable on the second hit. - The (A) Oniyaki hits twice on a counter hit. - You can juggle your opponent after the 75 Shiki Kai or (B) Hikigane. - The Yanosabi and Migiri Ugachi are low attacks. - The Migiri Ugachi and Kototsuki You can hit opponents who are lying on the ground. - The Kamukura is unblockable. ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Japan Team ] ------------------------------------------------------------------------ N>4/6+C Catch and Shoot N>4/6+D Front Suplex N>A>4~2~6+C Spinning Knee Drop N>A>4/6+D Spinning Knee Drop A>1~3+D Flying Drill 6+B Jackknife Kick 236+A Raijin Ken 236+C Taikuu Raijin Ken A>236+P Kuuchuu Raijin Ken 214+P Shinkuu Katategoma 236+K Iai Geri _28+K Handou Sandan Geri 214214+K Gen'ei Hurricane 236236+A Raikou Ken 236236+C Taikuu Raikou Ken 236236+AC RAIKOU KEN Super Cancels Shinkuu Katategoma (B) Handou Sandan Geri (1st hit) Critical Wire Handou Sandan Geri Counter Wire Iai Geri (hits while leg is pulling back) Striker Action Electrigger 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 - - Diagonal Jump - - C - - - The Flying Drill is not an overhead attack. - The Jackknife Kick is cancelable. - The last hit of the Handou Sandan Geri drops an opponent's guard, since it is a Critical Wire. - The SDM Raikou Ken can hit opponents who are falling towards the floor (but it only seems to work in the corner). ------------------------------------------------------------------------ GORO DAIMON [ Japan Team ] ------------------------------------------------------------------------ N>4/6+C Juuji Shime F>4/6+C Tsukami Tataki Tsuke N>4/6+D Okuri Ashi Barai 6+A Tama Tsubushi 3+C Zujou Barai 623+P Jirai Shin 623+K Chou Oosotogari 41236+A Kumo Tsukami Nage 41236+C Kubikiri Gaeshi 632146+P Tenchi Gaeshi 632146+K Ura Nage 236+K Nekko Gaeshi 214+K Chou Ukemi (63214)x2+P JIGOKU GOKURAKU OTOSHI (41236)x2+K ARASHI NO YAMA (NEKKO NUKI) _41236+K Zoku: Kirikabu Gaeshi _623+K (DM ver.) Bukko Nuki Ura Nage _623+K (SDM ver.) Zoku: Tenchi Gaeshi Super Cancels None. Critical Wire None. Counter Wire Jumping CD Striker Action Abare Goro Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far C C - - s Crouching C - - C - The Tama Tsubushi is a knockdown attack, even if it is canceled into. It can also destroy non-(S)DM projectiles and Striker projectiles. - The Zujou Barai is cancelable. If Goro's opponent is hit by the "high" part of Goro's arm while they're airborne, they will be launched into the sky, allowing you to cancel into the Kumo Tsukami Nage for a 2-hit combo. Alternately, if the Zujou Barai counter hits, then you can hit them with a normal attack as they fall. - The (A) Jirai Shin is a low attack. - You can fake the Jirai Shin by using the (C) button. - The Kumo Tsukami Nage is an anti-air throw. However, it can also grab large characters (like Chang) from up close. - You can pick an opponent off the floor with the Kubikiri Gaeshi. For example, it can be used after a (D) sweep, the (A) Jirai Shin, the Nekko Nuki, or the Zoku: Kirikabu Gaeshi. - The Nekko Gaeshi reverses high and mid-level attacks. - The Nekko Nuki has autoguard. Since it is a throw move, it is possible for Goro to autoguard against even multiple hits, then grab his opponent's outstretched limb and continue the move. - The Chou Oosotogari, Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki are unblockable. ------------------------------------------------------------------------ SHINGO YABUKI [ Japan 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 214+P Shingo Kinsei Ore Shiki: Gecchuu 2141236+P Shingo Kinsei Ore Mushiki 236236+P GESHIKI: KAKE HOURIN Super Cancels 212 Shiki: Kototsuki Mikansei (1st hit) Critical Wire None. Counter Wire Gecchuu (only if it reverses) Striker Action 212 Shiki: Kototsuki Mikansei Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far C - - - C Crouching Cr Cr C C - The Goufu "Kakkodake" is cancelable. - The (C) Oniyaki Mikansei hits twice on a counter hit. - Shingo will randomly add a 3rd hit to the Oboroguruma Mikansei. This hit is an overhead attack. - The Kototsuki Mikansei is an overhead attack on the 2nd hit. - The Gecchuu is an overhead attack. It can reverse high and mid- level attacks. If it reverses, Shingo does a reverse kick instead of an elbow drop. What's more, Shingo moves away while attacking, so you may be pushed out of harm's way even if the kick misses. - You can juggle an opponent after the Nie Togi or SDM Kake Hourin. - An opponent hit by the Kake Hourin has their guard dropped. Note that Shingo is not invincible while dashing during this move. - Shingo's jumping CD hits twice on a counterhit. However, you cannot juggle an opponent if they take both hits. - The Nie Togi is unblockable. ------------------------------------------------------------------------ IORI YAGAMI [ Iori Team ] ------------------------------------------------------------------------ N>4/6+C Sakahagi N>4/6+D Saka Sakahagi A>4+B Geshiki: Yuri Ori 6+A_6+A Geshiki: Yumebiki 6+B Geshiki: Goufu In "Shinigame" 236+P 108 Shiki: Yami Barai 623+P 100 Shiki: Oniyaki 214+P_214+P_214+P 127 Shiki: Aoi Hana 63214+K 212 Shiki: Kototsuki In 632146+P Kuzukaze 2363214+P Kin 1121 Shiki: Ya Otome _(236236)x2+AC URA 306 SHIKI: SAIKA Super Cancels (A) Oniyaki (1st, or 2nd hit on a counter) (C) Oniyaki (1st-2nd hit) Aoi Hana (1st-2nd input) Critical Wire None. Counter Wire Ura 108 Shiki: Ya Sakazuki (dashing animation) Striker Action Ura 108 Shiki: Ya Sakazuki Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C - C Standing Far -r - - - C Crouching C -r C - - The "Shinigame" is an overhead attack. If canceled into, it loses this feature, but becomes cancelable on either hit. - The "Shinigame" also has a third hit animation--this is the pose when Iori is almost done with the move and is bringing his leg in. This is a knockdown attack, but if you cancel into it, it becomes cancelable. - So how do you combo into the Shinigame and get all three hits to connect? Jump over the opponent and hit them with an early Yuri Ori, (it must hit before you actually cross up) then do a standing (C) into the Shinigame. This doesn't work against all opponents, though. - The first two inputs of the Aoi Hana are cancelable into other special moves (like the Kototsuki In). - The 3rd input of the Aoi Hana is an overhead attack. - The Kuzukaze is unblockable. You can hit an opponent who is reeling from this move. - The Saika only costs 1 level to use, even though the screen will turn negative as it does during an SDM. - In order to get the Saika to come out at all, you need to finish the command once Iori has performed the final hit of the Ya Otome (the one where his opponent "explodes" in purple flame). This means you need to start the 236236236236 input halfway through the move, so that you're pressing AC at some point after the final hit has begun. The timing is actually rather lax beyond that--you can even hit someone off the floor with this move, if they're lying in the corner of the screen. ------------------------------------------------------------------------ VANESSA [ Iori 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+P236236+P Champion Puncher 2141236+P CRAZY PUNCHER Super Cancels Parrying Puncher (623+C version) Puncher Upper (2nd hit) Critical Wire Puncher Straight Counter Wire None. Striker Action Hard Puncher Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr -/C -/- C Standing Far Cr Cr -/C -/- C Crouching Cr Cr C C - The One-Two Puncher is an overhead attack. If canceled into, it loses this feature, but becomes cancelable on the first hit. - The Sliding Puncher is a low attack. It can hit opponents who are lying on the floor. - During the (A) Parrying Puncher, Vanessa is immune to high attacks (but not low attacks or throws). - You can juggle an opponent after the Dash Puncher. - The Puncher Vision is a teleportation move. This move can cancel into itself. For example, you could cancel a (236+K) Puncher Vision into either the (236+K) or (214+K) versions. This also applies to the Puncher Weaving version of the Puncher Vision (so you could cancel a 4+K Vision into the 214+K or 236+K versions). - The 2nd hit of the Puncher Straight drops an opponent's guard. since it is a Critical Wire. - The Puncher Weaving makes Vanessa dodge high and mid-level attacks. ------------------------------------------------------------------------ SETH [ Iori Team ] ------------------------------------------------------------------------ N>4/6+C Hiji ate kara no hadou uchi N>4/6+D Tomoe Nage 6+A Tackle 4+A Back Blow 6+B Mae Age Geri 4+B Sobat 3+B Sliding 236+P Sho-Yoh 22+P Ashi-Tori 41236+K Doh-Kuzushi A>236+B Raku-Getsu A>236+D An-Getsu 63214+K Kyu-Getsu _6+K Ya-Getsu _2+K Gen-Getsu 236236+P "Morote"-Sho-Yoh 2362314+K Irimi-Nadazuki 2363214+AC DOH-TORI-SHICHIMONSATSU Super Cancels (A) Sho-Yoh (either hit) (C) Sho-Yoh Critical Wire None. Counter Wire (C) Sho-Yoh Striker Action Final Agent Cancelables A B C D C D ---------------------------------------------- Standing Near C - C/- C C Standing Far - - - - C Crouching Cr - C - Upward Jump s - s - s Diagonal Jump s - s - s - The Tackle is a knockdown attack, and it is cancelable. - The Back Blow is cancelable. - The Mae Age Geri is cancelable; it can even cancel into the Tackle (although the Tackle no longer knocks down if this is the case). - The Sobat is an overhead attack, unless canceled into. - The Sliding is a low attack. If canceled into, it becomes cancelable. - The Ashi-Tori reverses low attacks. You can juggle your opponent after connecting this move. - The (B) Doh-Kuzushi reverses jumping attacks, special moves, and (S)DMs. - The (D) Doh-Kuzushi reverses mid-level attacks. It does no damage, but reverses places with your opponent and leaves them open to attack momentarily. - The Raku-Getsu and An-Getsu are overhead attacks. - You can juggle your opponent after the Kyu-Getsu. - The Gen-Getsu, Sliding and Irimi-Nadazuki are low attacks. - The Doh-Tori-Shichimonsatsu reverses almost any attack, including jumping, high, mid-level and low attacks, as well as special moves and (S)DMs. ------------------------------------------------------------------------ RAMON [ Iori Team ] ------------------------------------------------------------------------ N>4/6+C Arm Whip N>4/6+D Flying Mayor 3+B Teikuu Drop Kick 41236+P Tiger Neck Chancery 214+A4/6+C Leona Crush N>4/6+D Ordeal Buckler N>A>2+C/D Heidern Inferno 4/6+B Strike Arch 2.8+P Moon Slasher 4.6+P Vortex Launcher 4.6+K Ground Saber 4.6+D_6+D Gliding Buster 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>2362314+P V SLASHER Super Cancels Gliding Buster Critical Wire None. Counter Wire None. Striker Action Killer Touch Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C C/C s Standing Far -r - C - s Crouching Cr -r C - Upward Jump - s - s s Diagonal Jump - s - s s - The Strike Arch is both a knockdown and an overhead attack. If canceled into, it loses these properties but can be canceled into the X Calibur or V Slasher. - You can juggle your opponent after the Ground Saber (if they're in the corner), the Earring Bakudan 1, or the time-delayed Kibaku. - 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. ------------------------------------------------------------------------ RALF JONES [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Dynamite Headbutt N>4/6+D Northern Light Bomb 623+P_623+P Vulcan Punch _H>6 Move Forward 236236+P Galactica Phantom 4.6+P Gatling Attack 2.8+P Kyuukouka Bakudan Punch (Chijou) A>236+P Kyuukouka Bakudan Punch (Kuuchuu) 41236+K Super Argentine Backbreaker 63214+B Ralf Kick 63214+D Ralf Tackle 2141236+K Umanori Vulcan Punch 2363214+P BARIBARI VULCAN PUNCH Super Cancels Gatling Attack (2nd hit) Critical Wire Galactica Phantom Counter Wire None. Striker Action Galactica Phantom Cancelables A B C D C D ---------------------------------------------- Standing Near - - C - s Standing Far - - - - s Crouching Cr - C C Upward Jump - - C - s Diagonal Jump - - - - s - During the Vulcan Punch, you can input 623+P again to make Ralf continue to attack for a second or two longer than usual. - The Galactica Phantom is unblockable. This move has autoguard on the very last frames before Ralf attacks, when he is fully hunched over. - The Kyuukouka Bakudan Punch can hit an opponent who is lying on the ground. - The Super Argentine Backbreaker is 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 Gatling Attack (_Napalm Stretch) _236+P Flashing Elbow 623+P Napalm Stretch _236+P Flashing Elbow 623+K Frankensteiner _236+P Flashing Elbow 41236+K Super Argentine Backbreaker _236+P Flashing Elbow 41236+P Mount Tackle _22+K Rolling Cradle _22+A Clark Lift _22+C Sleeper Lift (D.D.T.) _236+P Flashing Elbow (41236)x2+K Running Three (63214)x2+P ULTRA ARGENTINE BACKBREAKER Super Cancels None. Critical Wire None. Counter Wire None. Striker Action Ultra Argentine Backbreaker Cancelables A B C D C D ---------------------------------------------- Standing Near - Cr C/- - s Standing Far - -r - - s Crouching C - - - - The Stomping can be canceled directly into an (S)DM. - You can cancel the (C) Gatling Attack into the Napalm Stretch on the third hit. - Even if you follow up a throw with the Flashing Elbow, Clark will simply stop running if his opponent ends up too far away from him. - The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker, Ultra Argentine Backbreaker, and Running Three are unblockable. ------------------------------------------------------------------------ HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ N>4/6+C Lead Belcher N>4/6+D Backstabbing N>A>2+C/D Heidern Inferno 6+B Shooter Narnagel 236+P Cross Cutter 623+P Moon Slasher 623+K Neck Rolling 63214+P Storm Bringer 63214+K Killing Bringer 236236+P FINAL BRINGER 2141236+K HEIDERN END Super Cancels (A) Moon Slasher Critical Wire None. Counter Wire Standing CD Striker Action Clearing Moon Slasher Cancelables A B C D C D ---------------------------------------------- Standing Near -r Cr -/C C s Standing Far -r - - - - Crouching Cr -r C C - The Shooter Narnagel is an overhead attack. If canceled into, it loses this feature, but becomes cancelable on the first hit. - The Cross Cutter now knocks an opponent down. However, Heidern can still catch a falling opponent with moves like the Neck Rolling and Final Bringer. - Heidern will regain lost life during the "Bringer" moves. The Killing Bringer seems to restore a variable amount of life, though. - The Killing Bringer reverses jumping and high attacks, as well as special moves and (S)DMs. Note that it only reverses moves when Heidern is hit in his final pose (with his fingers splayed). - The Storm Bringer is unblockable. ------------------------------------------------------------------------ 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 Round Wave Rising Tackle (1st hit) Critical Wire None. Counter Wire None. Striker Action Dunk Geyser Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C C C Standing Far Cr - - - C Crouching Cr Cr C C - The Hammer Arch is an overhead attack. If canceled into, it loses this feature, but becomes cancelable. - The Rising Upper is cancelable. - The Round Wave is cancelable into other special moves (like the Crack Shoot), or even into itself. ------------------------------------------------------------------------ ANDY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ N>4/6+C Gourin Kai N>4/6+D Kakaekomi Nage 6+B Uwa Agito 3+A Age Men 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 _P upon landing Gen'ei Shiranui: Shimo Agito _K upon landing Gen'ei Shiranui: Uwa Agito 2141236+P Zan'ei Ryuusei Ken 21416+K CHOU REPPA DAN Super Cancels (A) Shouryuu Dan (1st hit) (A) Zan'ei Ken Shippuu Ouken Gen'ei Shiranui: Shimo Agito Critical Wire None. Counter Wire None. Striker Action Shippuu Zan'ei Ken Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C - C Standing Far - - - - C Crouching Cr Cr C - Upward Jump s - s - - Diagonal Jump s - s - - - The Age Men is cancelable on the first hit. - The Uwa Agito is an overhead attack. If canceled into, it loses this feature, but becomes cancelable (into the Gen'ei Shiranui). - The Gekiheki Haisui Shou is unblockable. You can juggle an opponent after this move. - The Gen'ei Shiranui: Shimo Agito is a low attack. - The Gen'ei Shiranui: Uwa Agito is an overhead attack. ------------------------------------------------------------------------ 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 2362314+P Bakuretsu Hurricane Tiger Kakato 236236+K Shijou Saikyou no Low Kick 2369+K Ougon no Tiger Kick 236236+P SCREW UPPER Super Cancels Tiger Kick (1st hit) (A) Bakuretsu Finish Ougon no Tiger Kick (1st hit) Critical Wire None. Counter Wire None. Striker Action Shijou Saikyou no Low Kick 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. If canceled into, it loses this feature. - The (A) Bakuretsu Finish is an overhead attack. - The Shijou Saikyou no Low Kick is a low attack. If this counter hits in the corner, you can juggle your opponent with a Tiger Kick. ------------------------------------------------------------------------ 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 1+B Climbing Arrow 236+P Spin Fall _236+P M. Spider 623+K Vertical Arrow _623+K M. Snatcher 4.6+K Straight Slicer _236+K Crab Clutch 214+P Real Counter _41236+P Backdrop Real _41236+K Head Crush 214+B M. Reverse Facelock 214+D M. Head Buster 2363214+P M. Splash Rose A,A,6,B,C M. Dynamite Swing A,A,4,B,C M. DYNAMITE SWING Super Cancels (B) Vertical Arrow (1st hit) (B) Straight Slicer Critical Wire None. Counter Wire None. Striker Action Rapid Spider Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C -/C s Standing Far Cr C C/C - s Crouching Cr Cr C - - The Hammer Arch is an overhead attack. If canceled into, it loses this feature, but becomes cancelable. It can be canceled directly an (S)DM, though. - The 2nd hit of the Double Rolling is a low attack and it is also cancelable. - The Climbing Arrow is cancelable. - The Spin Fall is an overhead attack. - The Straight Slicer is a low attack. - Mary is invincible to attack during the Real Counter. - The Backdrop Real and Head Crush are unblockable. - The M. Reverse Facelock reverses jumping attacks, special moves, and (S)DMs. - The M. Head Buster reverses high and mid-level attacks. A hit opponent can be juggled afterwards. - Since Mary's Dynamite Swing has a button-press input, it can super cancel out of most attacks, including uncancelable moves (like Mary's far standing D), special moves (the D Straight Slicer), and even the M. Splash Rose (you can do it after she finishes all 8 hits, even)! ------------------------------------------------------------------------ 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 3+B Gedan Uke 236+A Ko'ou Ken 623+P Kohou 646+P Zanretsu Ken 214+P Kohou Shippuu Ken 236+K Mouko Raijin Setsu 63214+K Hien Shippuu Kyaku 641236+P Haou Shoukou Ken 236236+P Tenchi Haou Ken 2363214+P Ryuuko Ranbu 236+C_A RYUUKO RANBU Super Cancels (A) Kohou (A) Kohou (1st hit) Kohou Shippuu Ken (1st-2nd hit) Critical Wire (A) Zanretsu Ken Counter Wire None. Striker Action Tenchi Haou Ken 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. If canceled into, it loses this feature. - The Joudan Uke will autoguard against high and mid-level attacks. If the autoguard is triggered, this move becomes cancelable. - The Gedan Uke works in the same way, but only against low attacks. - The (A) Kohou hits twice on a counter hit. - The Zanretsu Ken has autoguard. - The Kohou Shippuu Ken and Tenchi Haou Ken do greatly increased damage on a counter hit. - The Mouko Raijin Setsu is an overhead attack. - Performing the SDM Ryuuko Ranbu is a bit tricky. Simply entering 236+C and then pressing A won't work, since Ryo's standing C pose has too much recovery time. To get around this, you can either combo into the move (for example, a close C interrupted by 236+C_A, or you can perform it during another attack, even if it whiffs. For example, you could enter the command during a far standing B or an AB roll, then hit A just as you come out and Ryo will do the Ryuuko Ranbu. Supercanceling from the Kohou or Kohou Shippuu Ken is another easy way to perform this move. ------------------------------------------------------------------------ ROBERT GARCIA [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Ryuuchou Kyaku N>4/6+D Kubikiri Nage 4+A Uraken 6+A Kouryuu Koukyaku Geri 3+B Nidan Sokutou Geri 4/6+B Ryuu Hanshuu A>3+K Hien Ryuujin Kyaku 236+P Ryuugeki Ken 623+P Ryuuga 646+K Gen'ei Kyaku 16+K Hien Senpuu Kyaku N>63214+K Kyokugen-ryuu Renbu Kyaku 641236+P Haou Shoukou Ken 236236+P Hairyuuga 2363214+P RYUUKO RANBU Super Cancels Ryuuga (1st hit) Kyokugen-ryuu Renbu Kyaku (4th hit) Critical Wire Kyokugen-ryuu Renbu Kyaku (4th hit) Counter Wire None. Striker Action Ryuuren Moushuu Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C/- s Standing Far -r - - - s Crouching Cr Cr C C Upward Jump - - c c - Diagonal Jump - - c c - - The Uraken is cancelable. You can juggle your opponent afterwards. - The Kouryuu Koukyaku Geri is an overhead attack. If canceled into, it loses this property. - The Nidan Sokutou Geri is a low attack. If canceled into, it loses this property, but the first hit becomes cancelable. - The Ryuu Hanshuu is cancelable. - The (A) Ryuuga hits twice on a counter hit. - Surprisingly, Kyokugen-ryuu Renbu Kyaku is blockable. Not only can you juggle your opponent after this move finishes, but the last hit will drop an opponent's guard (since it is a Critical Wire). - Robert's jumping CD hits twice on a counterhit. However, you cannot juggle an opponent if they take both hits. ------------------------------------------------------------------------ YURI SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ N>4/6+C Oni Harite N>4/6+D Silent Nage N>A>2+C/D Tsubame Otoshi 6+A En Yoku 6+B_6+B Senkai Kyaku 236+P Ko'ou Ken 236+H>P Haou Shoukou Ken 236+K Raiou Ken 623+P Yuri Chou Upper 623+C_623+P Double Yuri Chou Upper 214+P4/6+C Oosotogari N>4/6+D Ippon Seoi 6+A Oniguruma 4+A Hisha Otoshi: Dan Tsubushi 6+B Kawara Wari 3+B Keima Uchi: Oiuchi 236+P Ko'ou Ken 214+P Mouko Burai Gan 646+P Zanretsu Ken 63214+K Shouran Kyaku 1.6+K Hien Shippuu Kyaku 641236+P236236+P Shin Kishin Geki 2363214+P RYUUKO RANBU Super Cancels Mouko Burai Gan Critical Wire None. Counter Wire None. Striker Action Chou Hissatsu: Tengu Shikou Ken Cancelables A B C D C D ---------------------------------------------- Standing Near C Cr C - s Standing Far -r - - - s Crouching Cr Cr C C - The Oniguruma is a knockdown attack. If canceled into, it loses this feature. Either way, it is also cancelable. - The Kawara Wari is an overhead attack. If canceled into, it loses this feature, but becomes cancelable. - The Keima Uchi is a low attack that knocks down hit opponents. If canceled into, it loses it's knockdown property, but becomes cancelable. This move can also be used to hit an opponent who is lying on the ground. - The Hisha Otoshi can destroy one-hit projectiles (normal, DM, or otherwise). If canceled into, it becomes cancelable. - The Mouko Burai Gan no longer drops an opponent's guard. - You can juggle your opponent after the (D) Hien Shippuu Kyaku. - You can hold P during the Haou Shikou Ken to increase the amount of damage it inflicts. - The Shouran Kyaku and Shin Kishin Geki are unblockable. ------------------------------------------------------------------------ KING [ Women's 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+K Trap Shot 63214+P Mirage Kick 63214+K Tornado Kick '95 N>41236+P Mirage Dance 4632+K Surprise Rose 2363214+K ILLUSION DANCE Super Cancels Mirage Kick (1st-3rd hit) Critical Wire None. Counter Wire None. Striker Action Trap Rush Cancelables A B C D C D ---------------------------------------------- Standing Near Cr - C C/C s Standing Far -r - - - s Crouching Cr -r C - - The Trap Kick is an overhead attack. If canceled into, it loses this property, however. - The Sliding is a low attack. - The "diving" hit of the Surprise Rose is an overhead attack. - The Mirage Dance is unblockable. ------------------------------------------------------------------------ MAI SHIRANUI [ Women's Team ] ------------------------------------------------------------------------ N>4/6+C Shiranui Gourin N>4/6+D Fuusha Kuzushi N>A>2+C/D Yume Zakura 6+B Koku'en no Mai 3+B Benitsuru no Mai A>1~3+A Dairin Fuusha Otoshi A>2+B Ukihane A>1~3+D Yusura Ume 7 near a wall_9 Sankaku Tobi 236+P Kachou Sen 214+P Ryuu Enbu 214+K_214+P Sayo Chidori (_Ryuu Enbu) 41236+K Hissatsu Shinobi Bachi A>214+P Musasabi no Mai (Kuuchuu) 2.7~9+H>P Musasabi no Mai (Chijou) 2.7~9+P_4/6 Musasabi no Mai (Chijou) _214+P Musasabi no Mai (Kuuchuu) _N>2+D Toki Tsubute (opponent must be in air) _2+P Yusura Ume _2+K Ukihane 236236+P Hana Arashi 214214+P Hou'ou no Mai 2141236+K CHOU HISSATSU SHINOBI BACHI Cancelables A B C D C D ---------------------------------------------- Standing Near C Cr C C s Standing Far - - - - s Crouching -r -r C - Upward Jump - - - C C Diagonal Jump C - C C C Super Cancels (C) Ryuu Enbu (1st hit) Critical Wire None. Counter Wire None. Striker Action Mizudori no Mai - The Dairin Fuusha Otoshi is a knockdown attack and is cancelable. It is not an overhead attack, though. - The Koku'en no Mai is an overhead attack. If canceled into, it becomes cancelable. - The Benitsuru no Mai is a low attack. If canceled into, it becomes cancelable (on the first hit). - Both the Ukihane and Yusura Ume are overhead and knockdown attacks. - If you cancel the Sayo Chidori into the Ryuu Enbu, it becomes a knockdown attack. You can't super cancel the (C) Ryuu Enbu this way, either. - The Toki Tsubute is unblockable. ------------------------------------------------------------------------ HINAKO SHIJOU [ Women's Team ] ------------------------------------------------------------------------ N>4/6+C Tasuki Nage N>4/6+D Uwate Nage 3+A Maemitsu Tataki 3+D Ketaguri T>P Tsukidashi 214+P Tsuki Otoshi 623+K Yorigiri 41236+K Kote Nage 632146+K Kake Nage 632146+P Gaburi Yori _412+K Ketaguri _632+P Hatakikomi 236236+P Dai Ichiban (41236)x2+K GASSHOU HINERI Super Cancels Gaburi Yori Ketaguri (_412+K version) Critical Wire Hatakikomi Counter Wire Teppou Hinako (if only the last hit connects) Striker Action Teppou Hinako Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far -r -r - C C Crouching C -r C C - The Maemitsu Tataki is cancelable on either hit. - The (3+D) Ketaguri is a low attack and is cancelable. - The Tsuki Otoshi has autoguard before the first hit. The 2nd hit is a knockdown attack. - The Gaburi Yori won't grab from up close. Like the Gasshou Hineri, Hinako moves forward before making a grab attempt. - During the Gaburi Yori, you can perform any other special move, excluding another Gaburi Yori. Or, you can supercancel into the Oo Ichiban or Gasshou Hineri. - However, if you mistime the input, Hinako will be hit by her opponent and take damage. If you simply input the Gaburi Yori and do nothing, Hinako will be attacked but will defend herself. - The Kake Nage and Gaburi Yori are unblockable. ------------------------------------------------------------------------ XIANGFEI LI [ Women's Team ] ------------------------------------------------------------------------ N>4/6+C Kadoma N>4/6+D Ryokuchi Kou'en 6+A Soushouda 6+B Kyuuho: Kousentai 3+D Fukuho: Kousentai 236+P Nanpa 623+K Tenpou Zan 236+B_236+B Senri Chuu'ou (_Kankuu) 236+D Senri Chuu'ou: Shinsaiha foe attacks_A_8/6/2 Esaka 632146+P Banpaku Kou'en _214+P Eikishuhou AC_43+C_4+C Chou Pai Long 2363214+K DAI TETSUJIN (62314)x2+K MAJINGA Super Cancels Tenpou Zan (1st hit) Esaka (A_6 or A_2 version) Eikishuhou Critical Wire Chou Pai Long (3rd input) Counter Wire None. Striker Action Chou Pai Long Ni Cancelables A B C D C D ---------------------------------------------- Standing Near C Cr C C s Standing Far C/C - - - s Crouching Cr -r C C - The Soushouda is an overhead attack. If canceled into, it loses this feature, but becomes cancelable. - The Kyuuho: Kousentai is a low attack. If canceled into, it becomes cancelable. - The Fukuho: Kousentai is a low attack. - In the corner, you can juggle your opponent after the (C) Nanpa. - Xiangfei's Esaka is a reversal move, but it doesn't work like most other reversal moves do. While your opponent is currently making an attack _that can hit_, you can perform this move. For example, you couldn't use the Esaka during the start of Heidern's far standing D kick because only the ending animation can actually hit you. - While your opponent is attacking, press A and then _immediately_ press in the desired direction. Pressing 8 catches jumping attacks and (S)DMs, while 6 catches standing attacks and special moves. Pressing 2 catches attacks. - Only the appropriate type of Esaka can be used, so if someone attacks with a crouching sweep and you input A_8, nothing will happen. However, you can input the command from anywhere on screen (even though this is pretty useless if your opponent is nowhere near you). - Also, the Esaka has autoguard before Xiangfei attacks (but she can still be hit out of the beginning of the Esaka animation). - The last input of the Chou Pai Long will drop an opponent's guard. since it is a Critical Wire. - The SDM Majinga normally hits 103 times. However, there is a random chance that it will hit 2001 times, although the damage increase is not that much greater than normal. - The Senri Chuu'ou, Shinsaiha, Banpaku Kou'en, and Majinga are unblockable. ------------------------------------------------------------------------ KULA DIAMOND [ Nests Team ] ------------------------------------------------------------------------ N>4/6+C Ice Coffin N>4/6+D Behind Rush 6+A One Inch 3+B Slider Shoot 3+C Critical Ice 236+P Diamond Breath 623+P Crow Bites 214+P Counter Shell 214+K Ray Spin _6+B Tsuika Kougeki (Stand) _6+D Tsuika Kougeki (Sit) 236236+P DIAMOND EDGE (63214)x2+AC FREEZE EXECUTION Super Cancels One Inch (C) Crow Bites (1st hit) (B) Tsuika Kougeki (1st hit) (D) Tsuika Kougeki Critical Wire None. Counter Wire One Inch Critical Ice (only if the 1st hit is the only one to connect) Counter Shell Striker Action Slider Crow Bites Cancelables A B C D C D ---------------------------------------------- Standing Near Cr -/- C/C -/C s Standing Far Cr -/- C - s Crouching C Cr - C - The One Inch is a knockdown attack. If canceled into, it loses this feature, but becomes cancelable. It can be canceled directly into an (S)DM, though. - The (A) Diamond Breath knocks an opponent over. You can hit your opponent after either version connects, however. - The Counter Shell can be used to absorb normal and SDM projectiles, as well as Striker projectiles. Kula will respond by firing an icicle across the screen (the same as her Tsuika Kougeki: Stand attack). - The Slider Shoot and Tsuika Kougeki (Sit) are low attacks. - You can juggle an opponent after the Tsuika Kougeki, but only on a counter hit (otherwise, Kula doesn't recover fast enough). - The Tsuika Kougeki (Stand) also produces a projectile when used. - When you use the Freeze Execution, you can get the most hits if your opponent is in the corner of the screen where Kula is (so if Kula is in the far left corner and uses this move, you'd take the most damage if you were in the far left corner next to her). You can tell where the high-damage area is because the "white" part juts further down into the playing field). Remember that if Kula is facing in the opposite direction, the white area is reversed as well. ------------------------------------------------------------------------ FOXY [ Nests Team ] ------------------------------------------------------------------------ N>4/6+C Daisan no Kagi N>4/6+D Daijuuni no Kagi 6+A Nanatsu no Kinzoku 3+A Nanatsu no Koubutsu 6+B Nanajuu no Junkan 3+B Nanajuu no Jouryuu 236+P Unicorn no Tsuno 623+P Prenylnium 623+K Taiki no Shoukei 236+K Chie no Ki _6+P while sliding Getsu no Shirogane 63214+P Hajimari no Ki _P Noah no Kioku _4+K Nanajuu no Hoshi 236236+P Hakuchou no Uta _2+K while dashing Chishiki no Bon _6+P while dashing Getsu no Shirognae A>236236+AC WAKUSEI NO INORI (236236)x2+BD MITSUBACHI Super Cancels (A) Prenylnium (1st hit) Hajimari no Ki Chishiki no Bon (3rd hit) Getsu no Shirogane (from 236+K) Getsu no Shirogane (2nd hit from 236236+P) Critical Wire None. Counter Wire Standing CD Jumping CD Striker Action Getsu no Shirogane Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C -/- C Standing Far -r -r - - C Crouching -r Cr C - Upward Jump S - - S - Diagonal Jump S - - S - - The Nanatsu no Kinzoku is cancelable if canceled into. - The Nanatsu no Koubutsu is cancelable. - You can cancel the Nanatsu no Kinzoku into the Nanatsu no Koubutsu. - The Nanatsu no Junkan and Nanajuu no Hoshi will autoguard against high and mid-level attacks. If the autoguard is triggered, this move becomes cancelable. - The Nanajuu no Jouryuu works in the same way, but only against low and some mid-level attacks. - The Unicorn no Tsuno does no damage. However, a hit character is momentarily stunned and is left open to attack. - The Taiki no Shoukei is a teleportation move. You can cancel this move's animation into Foxy's 6+B or 3+B moves, or into any special move or the Hakuchou no Uta (this is not a supercancel). - The Chie no Ki and Chishiki no Bon are low attacks. - The Getsu no Shirogane is an overhead attack (but the Striker version is not). - The Chishiki no Bon will drop an opponent's guard on the 2nd hit if they are blocking low. The last hit is cancelable and super cancelable, and you can juggle a hit opponent in the corner. - The Wakusei no Inori makes a row of slash-marks hit the opponent from behind. Your opponent must block backwards (by holding forward), or they will be hit. - When you perform the Mitsubachi, Foxy will automatically forfeit the round if her attack misses or is blocked. If it hits, then both characters are killed and the round ends in a draw. ------------------------------------------------------------------------ K9999 (pronounced "kay four nine") [ Nests Team ] ------------------------------------------------------------------------ N>4/6+C Kieroo! N>4/6+D Itsumade yondendayoo! 6+A Urusee-! 236+P Acchi he itteroo! 623+P Wareroo! 1632143+P Tsuki... 1632143+K Temee mo oucchimae!! 263+ABCD CHIKARA GA...KATTE NI...UWAAAA!! Super Cancels (A) Acchi he itteroo! (3rd-4th hits) (C) Acchi he itteroo! (1st-4th hits) Wareroo! Urusee-! (1st-3rd hits only) Critical Wire Ore ni meirei sunna-!! (if CD attack hits) Counter Wire None. Striker Action Ore ni meirei sunna-!! Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C/C/C - C Standing Far -r -r -x6 - C Crouching Cr Cr -/- - - At the proper distance from your opponent, the 163214+K super will hit nine times instead of the usual five (the first four shots register as two hits apiece). The spacing on this is difficult; it's somewhere between being half-a-screen away and being a full screen away from your opponent. - The 263+ABCD super can hit opponents who are falling towards the floor. - Strangely enough, K9999's crouching (D) can be canceled into, just like a command attack. For example, you could press 2+D during his near standing (C) and interrupt it on any hit, or combo into it from his standing close (B), etc. - While K9999's crouching (D) doesn't knock down, his crouching (C) does, on the second hit. - K9999's standing (D) is an overhead attack. It's also a knockdown attack, and it can hit an enemy who is lying on the ground. ------------------------------------------------------------------------ ANGEL [ Nests Team ] ------------------------------------------------------------------------ N>4/6+C Go Go For Ten Girl N>4/6+D Starlit Field A>1~3+D At The Wasteland 6+B Senseless Chatter 214+P Repun Kamuy (S) 41236+K Beyond The Frames (S) 63214+K Red Sky of Japonesia N>421+K Mad Murder Roulette 3+K Formalists' Blue _P Welcome To Ryuugu (S) _K Citizen of the World (S) From (S)tart: 8+P Bye Bye Ryuugu (M) 8+K Shelter From The Storm (M) 6+P Buggy And Coffin (M) 6+K With A Lamp For The Pathway (M) 2+P A Train To See Cherry Blossoms (M) 2+K Impotent Symptom (M) From (M)idst: 66+P Crown Under the Sky (E) 66+K State of Heat Haze (E) 214+P A Full Moon Evening (E) 41236+K Light Your Cycle (E) 63214+K Red Sky of Japonesia (E) 421+K A Garden To Play With Ghosts (E) 4623+P THE UNIDENTIFIED VICTIM CONSCIOUSNESS (E) 4623+K Royality Test For the Liberalists Super Cancels None. Critical Wire None. Counter Wire None. Striker Action Beyond the Frames Cancelables A B C D C D ---------------------------------------------- Standing Near Cr -r C C s Standing Far Cr -r - - s Crouching Cr -r C C Upward Jump c - c c - Diagonal Jump c - c c - - You can cancel a mid-air attack into "At the Wasteland," which isn't that surprising, except that it will actually combo. - The "Senseless Chatter" is cancelable on the second hit. If you cancel into it, then it becomes cancelable on either hit. - The (A) Repun Kamuy will knock an opponent away from you. - The (C) Repun Kamuy keeps an opponent standing. It will also drop their guard if blocked (and some moves, like her 8+P/K, are fast enough to combo in after you drop your opponent's guard). - When you use the "Beyond the Frames", Angel will run forward. If she gets close enough to her opponent, she'll warp behind them. However, if she runs for too long, she won't warp at all and will simply stop in front of her enemy. You can cancel this move into itself repeatedly. - Canceling the "Beyond the Frames" into one of the (M) moves is another story. For the (D) version, you can simply enter the command while she's running (before she warps). For the (B) version, enter the command as she nears her opponent. She will tackle them, warp to their other side (if possible), and then do the attack that you just input. - During the "Red Sky of Japonesia" (the 63214+K version), Angel will warp forward. If she gets close enough to her opponent before the warp is over, she'll get them in a leg hold. If she can't get close enough (or if your opponent is blocking), then she comes out of the warp without attacking. - You can juggle an opponent after "Mad Murder Roulette." If they're in the corner, you can do whatever you like, but out in the open, the only thing that will catch them is the "Red Sky of Japonesia." - The "Formalists' Blue" has the same cancelable properties as a special move. This means that you can cancel into it from a command attack, like the "Senseless Chatter." - "Welcome to Ryuugu" will combo from the "Formalists' Blue." However, "Citizen of the World" will not, although it is an overhead attack. - Both "A Train to See Cherry Blossoms" and "Impotent Symptom" hit low. - The "Impotent Symptom" will hit an opponent who is lying on the floor. If they were knocked down as the result of a previous (M) move, then they will be knocked back into a standing position. - "Buggy and Coffin," "With a Lamp for the Pathway," and the second hit of "State of Heat Haze" are all overhead attacks. - You can juggle your opponent after "Crown Under the Sky." - "State of Heat Haze" is an overhead attack. - "A Full Moon Evening" is unblockable. You can cancel the start-up animation into "The Unidentified Victim Consciousness," if you like. This move does much more damage on a counter hit. - "A Garden To Play With Ghosts" functions just like the "Mad Murder Roulette" (see above). However, Angel backsteps before attempting to throw, making this move difficult to land. - Angel's (4623+K) move reverses almost any attack (jumping, high, mid, and low), as well as special moves and (S)DMs. There are two versions of this move; one if you reverse a mid-air attack, and one if you reverse a ground attack. You can juggle your opponent after the ground version. - Angel's jumping (C) is designed to be used when jumping over your opponent, like Iori's Yuri Ori. - Angel has the ability to chain together certain attacks. It may seem complicated, but the rules are rather simple. Simply perform an attack marked with an (S), and during it, perform an (M) attack. - You then have two options; perform an (E) move during the (M) attack, or chain it into another (M) attack and keep chaining. - When chaining (M) attacks, there are three basic rules: 1. You must alternate between Punch and Kick for each attack. 2. You cannot use the same direction twice in a row. 3. You may not repeat a command. - Therefore, a chain such as (6+P > 6+K > 8+K) would not be possible, since it breaks all the rules. - So, does this mean you're limited to doing short chains? Not at all. In fact, you can chain together all the (M) attacks, like so: any (S) > 6+K > 8+P > 2+K > 6+P > 8+K > 2+P > any (E) - It may look confusing, but it's actually easy to remember, since it just repeats itself with different buttons. And this is just one of several possible ways to chain the attacks together (you could do the whole (M) sequence in reverse, for example). ------------------------------------------------------------------------ ATHENA ASAMIYA [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Bit Throw N>4/6+D Psychic Throw N>A>2+C/D Psychic Shoot 6+B Renkantai A>1~3+B Phoenix Bomb 7 near a wall_9 Sankaku Tobi 214+P Psycho Ball Attack 41236+P Psycho Shoot 623+P214+K Phoenix Arrow 236+K Psychic Teleport 214+B Psycho Reflector 214+D Nu Psycho Reflector A>236236+K Phoenix Fang Arrow 63214x2+P4/6+C Hakkei N>4/6+D Tomoe Nage 6+A Kobokushu 6+B Kousentai 214+P Choukyuu Dan 236+K Senkyuutai 421+K Ryuu Gakusai A>214+P Ryuu Sougeki 41236+A Ryuu Renga: Chiryuu 41236+C Ryuu Renga: Tenryuu 2363214+B Shinryuu Seiou Rekkyaku 2363214+D Shinryuu Tenbu Kyaku N>236236+AC SENKI HAKKEI Super Cancels Ryuu Gakusai (2nd hit) Critical Wire Sen Shippo (if it misses and the taunt hits) Counter Wire None. Striker Action Sen Shippo 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 s - - - s Diagonal Jump - s - - s - The Kobokushu is an overhead attack. If canceled into, it loses this feature, but becomes cancelable. - The Kousentai is cancelable. - You can juggle your opponent after the Senkyuutai. - The Senkyuutai and (A) Ryuu Renga has autoguard. - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead attacks. - The Senki Hakkei is unblockable. ------------------------------------------------------------------------ CHIN GENTSAI [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Gou Inshu N>4/6+D Sakkyaku Nage 6+A Suiho Hyoutan Shuu 214+P Hyoutan Geki 236+P Suihai Kou _236+P Fun'en Kou _623+P Ryuurin Hourai _623+K Gou'en Shourai: Kai _41236+K Kaiten-teki Kuutotsu Ken 22+K Bougetsu Sui _4/6 Move Back/Forward _8+B Rouja Hanhou _8+D Rigyo Hanhou _ABCD Cancel 2362314+P Gou'en Shourai 236236+P GOURAN ENPOU Super Cancels (C) Ryuurin Hourai (1st hit) (B) Gou'en Shourai: Kai (last hit) (D) Gou'en Shourai: Kai (1st hit) Kaiten-teki Kuutotsu Ken Rigyo Hanhou Gou'en Shourai (last hit) Critical Wire (B) Gou'en Shourai: Kai (last hit) Counter Wire None. Striker Action Kaiten Hyoutan Shuu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr -r C -/- s Standing Far -r -r C - s Crouching Cr -r C - - The Suihai Kou no longer hits. Instead, Chin is immune to attack during this move. - The Suiho Hyoutan Shuu is an overhead attack and is cancelable. - The Hyoutan Geki can negate normal projectiles. - The last hit of the (B) Gou'en Shourai: Kai will drop an enemy's guard, since it is a Critical Wire. ------------------------------------------------------------------------ BAO (pronounced "pow") [ Psycho Soldier Team ] ------------------------------------------------------------------------ N>4/6+C Gen'ei Tougi N>4/6+D Critical Throw 6+A Kawasaki 6+B Senheki Shuu 3+B Senshou Shuu 3+D Rikatsu Shuu 2+D Sliding A>2+A Soushou A>2+B Hikida 7 near a wall_9 Sankaku Tobi 236+A Psycho Ball Attack 236+C Psycho Ball Crash: Rise 236+K Psycho Ball Crash: Bound 214+P Psycho Ball Crash: Front 214+K Psycho Ball Crash: Reflect A>214+P Psycho Ball Crash: Air Front A>236+K Psycho Ball Crash: Air Bound 214214+K Psycho Ball Crash SP 641236+AC Kawasaki or Rikatsu Shuu -> Bound You should hit your opponent at the lowest point of the Bound this way (although the Kawasaki or Rikatsu Shuu will not actually combo with the Bound, so your opponent could block the Bound). - You can delay the Psycho Ball Attack 3, but it will automatically explode if it gets close to your opponent. ------------------------------------------------------------------------ KIM KAPHWAN [ Korea Team ] ------------------------------------------------------------------------ N>4/6+C Kubikime Otoshi N>4/6+D Sakkyaku Nage 6+A Kuuren Geki 6+B Neri Chagi 214+K Hangetsu Zan 2.8+K Hien Zan 2.8+D_2+D Hien Zan (_Tenshou Zan) 22+K Haki Kyaku 22+B_623+K Haki Kyaku (_Double Dechagi) A>236+K Hishou Kyaku 236236+K Hou'ou Hiten Kyaku A>236236+K Hou'ou Tenbu Kyaku 21416+BD4/6+C Hagan Geki N>4/6+D Kusari Jime 3+A Hiki Nige 214+P Tekkyuu Funsai Geki 41236+K Tekkyuu Taiko Uchi 632146+P Dai Hakai Nage 623+P Tekkyuu Dai Kaiten _4/6 Move Back / Forward _ABCD Cancel 2363214+P Tekkyuu Dai Bousou 236236+P TEKKYUU DAI ASSATSU Super Cancels (C) Tekkyuu Funsai Geki (if it hits from behind) Critical Wire Tekkyuu Dai Bousou (standing B finish) Counter Wire None. Striker Action Tekkyuu Dai Kourin Cancelables A B C D C D ---------------------------------------------- Standing Near C C -/- C s Standing Far - C - - s Crouching C C C C - The (C) Tekkyuu Funsai Geki has autoguard during the beginning of the move, right when Chang rears back to begin spinning the ball. - Furthermore, this move will no longer hit an opponent if Chang is spinning the ball behind his head and his challenger moves behind him. - However, when Chang actually swings the ball forward, then an opponent who is behind him will be hit. Even stranger is that this is the only way to use the (C) Tekkyuu Funsai Geki as a supercancel. - The timing on the supercancel seems to be incredibly difficult, though (I got it to work twice out of literally 60 tries). What's more, the Tekkyuu Dai Bousou doesn't connect off of the super cancel (maybe the Assatsu does, I couldn't get it to work). If anyone has a reliable way to pull this off, I'd love to hear from you :) - During the Tekkyuu Dai Kaiten, Chang's spinning ball can absorb projectiles. This move hits twice on a counter hit. - The Tekkyuu Taiko Uchi reverses jumping, high, and mid-level attacks, as well as special moves and (S)DMs. For every third time that you successfully reverse a move, Chang will fall down instead of sneezing, which inflicts much more damage. However, the "fall" animation has less range than the sneeze does. - The Dai Hakai Nage is unblockable. - The Tekkyuu Dai Bousou ends with one of seven random finishes, including: a belly bop, a forward roll, an upward roll, a ground slide, a Hien Zan (hits on the way down), a mini belly flop, and a standing kick attack (looks like his standing B). - If you're lucky enough to get the standing B finish, then it will act like a Critical Wire when it his, allowing you to juggle your opponent as they bounce off the wall. - The DM version of the Tekkyuu Dai Assatsu acts as an overhead attack while Chang is falling. In addition, the (A) version makes Chang go directly into the bellyflop, and can hit twice on a counter hit. - The (C) version makes Chang run forward, and as he starts running, he has autoguard. This move usually hits twice (once on the way up and again on the way down), but it can hit twice in the air if it's a counter hit. - The SDM Tekkyuu Dai Assatsu is not an overhead, but it hits low, like Goro's Jiraishin. This means that Chang's opponent will be damaged no matter where he is on the screen (unless he's blocking low or is in mid-air). - The SDM Tekkyuu Dai Assatsu can also hit someone who is lying on the floor. - Chang's crouching C only hits once. However, it has several "hit points" that can connect. All of them are cancelable except for when the ball is fully over Chang's head (the previous one, where it is above his head but is still at an angle, is cancelable). ------------------------------------------------------------------------ CHOI BOUNGE [ Korea Team ] ------------------------------------------------------------------------ N>4/6+C Zujou Sashi N>4/6+D Geketsu Zuki 4/6+B Toorima Geri 7 near a wall_9 Sankaku Tobi 2.8+P Tatsumaki Shippuu Zan 4.6+P Senpuu Hien Zashi _(dir.+P/K)x2 Houkou Tenkan 2.7~9+K236+K Hishou Kyaku 214+P Kaiten Hien Zan _P Kishuu Hien Zuki _236+K at apex Hishou Kyaku (63214)x2+P Shin! Chouzetsu Tatsumaki Shinkuu Zan _4/6 Move Back / Forward (41236)x2+P4/6+C Omote Enbu N>4/6+D Ura Enbu 6+B Kuusetsu Geki 236+K Mawashi Geri 623+B Kakato Otoshi 623+D Gedan Geri 63214+K Gada Hanshuu (see notes) Sanren Kyaku _63214+B Ushiro Mawashi Geri _63214+D Ushiro Mawashi Geri (_Kamae Henka) 236236+K Ryuu Getsurin Kyaku 214214+K Shinjuu Kyaku Super Cancels Gedan Geri (B) Ushiro Mawashi Geri Critical Wire Shinjuu Kyaku Counter Wire None. Striker Action Shinjuu Shoukan Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C -/C s Standing Far Cr -r - -/- s Crouching Cr -r C - - Pressing ABC will make May change her stance and enter "Hero Mode." In this mode, she has a completely different moveslist; see the next entry for more details. May will revert to normal mode if she is hit while in Hero Mode. - The ABC stance switch also has the neat ability to cancel out of most moves. This means that if you input 236+K, you can press ABC during either hit to make May stop and switch stances. Since the stance change occurs so quickly, you can even continue to combo while in Hero Mode. - May has the ability to cancel certain attacks into other attacks. This ability is called the "Sanren Kyaku" (Triple Continuous Kicks), because she can do precisely that--deliver three attacks in quick succession. The possible "Sanren Kyaku" routes are listed below: 236+K -> 623+K -> 62314+K 623+K -> 236+K -> 63214+K 236+K -> 63214+B -> 623+K 623+K -> 63214+B -> 236+K 63214+B -> 236+K -> 623+K 63214+B -> 623+K -> 236+K 236+K -> 63214+D 623+K -> 63214+D - Note that the last two routes stop after "63214+D" because using this move automatically puts May Lee in Hero Mode afterwards. - Also note that you can cancel these attacks into each other without waiting for them to connect. - The (D) Mawashi Geri has autoguard during the animation when May Lee sticks her knee out before stepping forward and kicking. - The Kakato Otoshi is an overhead attack. - Inputting 63214+K makes May Lee perform the Gada Hanshuu. If you input 63214+K during her 236+K or 623+K attacks, she'll perform the Ushiro Mawashi Geri instead. - The Gada Hanshuu reverses all attacks (jumping, high, mid, and low), as well as special moves and (S)DMs. You can juggle your opponent afterwards. It seems to be picky when it comes to low attacks, though (i.e. it can stop Kim's low D or Haki Kyaku, but not his low B). - The Shinjuu Kyaku is an overhead attack. Although this move is May's Critical Wire, she recovers too late to juggle her opponent. In order to get around this, switch into Hero Mode after using the Shinjuu Kyaku. ------------------------------------------------------------------------ MAY LEE (HERO) [ Korea Team ] ------------------------------------------------------------------------ ABC Kamae Henka (Normal) N>4/6+C Omote Enbu N>4/6+D Ura Enbu 6+A Hero Uke 3+B Sliding 236+P Full Swing Chop 214+P "May Lee Cho~p!" _236+K "May Lee Ki~ck!" A>236+K "May Lee Ki~ck!" 632146+P "May Lee Break!" A>236236+P "May Lee Dynamic!" 236236+AC MAY THEE END Super Cancels (C) Full Swing Chop "May Lee Cho~p!" Critical Wire (C) Full Swing Chop Standing CD Counter Wire (A) Full Swing Chop Striker Action Shinjuu Shoukan Cancelables A B C D C D ---------------------------------------------- Standing Near -/- Cr C C - Standing Far -/- Cr C C - Crouching Cr Cr C C Upward Jump C - C C Diagonal Jump C - C C - As in Normal Mode, May's "stance change" (press ABC) can cancel out of most attacks. - In Hero Mode, May Lee has no jumping CD attack. In addition, her standing CD doesn't function like your average CD attack; it drops an opponent's guard and is uncancelable. Although it functions as her Critical Wire, you have to ABC cancel back into Normal Mode if you want to juggle off of it. - Furthermore, in Hero Mode, May Lee cannot use the Emergency Evade roll, nor can she block attacks. This presents a problem, as getting hit while in Hero Mode returns her to Normal mode. - The Hero Uke will automatically guard against high and mid-level attacks. If the autoguard is triggered, you can cancel this move into a special move or SDM. - The Sliding is a low attack and is cancelable. - The (C) Full Swing Chop will drop an opponent's guard, since it is a Critical Wire. - The (A) "May Lee Cho~p!" is an overhead attack. - The last hit of the "May Lee Ki~ck!" hits low, and can hit an enemy who is lying on the ground. - The "May Lee Break!" is unblockable. - You can link an attack after May's standing (A). - May's crouching (C) will launch an opponent, allowing you to juggle them. You can also cancel it into her (C) "May Lee Cho~p!" for an easy 2-hit combo. ------------------------------------------------------------------------ ZERO [ Mid-Boss ] ------------------------------------------------------------------------ N>C_6 Genma Kokushou N>4+C Genma Kokushou N>4/6+D Genma Kokushou A_6 Jagai Kusetsu 6+A Krizalid 6+B Grugan 6+C Ron 236+A Zanpuu Enpa: Hankyou 236+C Zanpuu Enpa: Satsuma 623+P Zanpuu Enpa: Kouga 236236+P Gokusa Zanjin 236236+K Hakura Messei Super Cancels None. Critical Wire Ron Counter Wire Standing D Standing CD Jumping CD Striker Action Typhon Rage Cancelables A B C D C D ---------------------------------------------- Standing Near -r - C C C Standing Far -r - C C C Crouching C C C C - Zero comes with his own "strikers" that can be summoned by pressing 6+A/B/C. They don't function like real Strikers, though, aside from the fact that they come in and attack, and that you can hit them out of their attacks if you're quick enough. - To perform the Jagai Kusetsu, you can press 6+A at exactly the same time. However, this is difficult to do, because you're more likely to end up summoning Krizalid. An easier way to do this is to press A and then press 6 _immediately_ afterward. Zero should perform the move without even beginning his standing A animation. - This method can also be used to input his 6+C throw (whereas pressing 6+C is more likely to summon Ron). - The Jagai Kusetsu is an overhead and a knockdown attack. It loses both properties if canceled into, but becomes cancelable. - Zero is invincible during any of the 6+A/B/C summoning moves, but only while he is facing away. - You can juggle an opponent who is hit by Krizalid's Typhon Rage or Grugan's diving attack. - Ron's attack will drop an opponent's guard, since it is a Critical Wire. - The Hankyou can reflect normal and (S)DM projectiles. - The last hit of the Zanpuu Enpa and Gokusa Zanjin causes your opponent's guard to drop. - When playing as Zero, you cannot use his teammates as Strikers, unless you're in Practice Mode. - Although Zero has no Power Gauge, it's really just invisible. It still holds levels just like a normal gauge, and you still have to build up power if you want to use his DMs or Guard Cancel moves. ------------------------------------------------------------------------ IGNIZ [ Last Boss ] ------------------------------------------------------------------------ N>4/6+C Blue Noah N>4/6+D Red Noah 236+P Chain-Blade Transaxle Slice 623+P Chain-Blade Sagital Edge Slice 236+K Void Genocide 214+A Divine Arrow: Air 214+C Divine Arrow: Ground 214+K Nega Genesis 236236+P Idion Blade 623+K Chaos Tide 2363214+AC BRUTAL GOD PROJECT Super Cancels Chain-Blade Transaxle Slice Chain-Blade Sagital Edge Slice Nega Genesis Critical Wire Nega Genesis (1st hit) Counter Wire Void Genocide (if it reverses) Jumping CD Striker Action None. Cancelables A B C D C D ---------------------------------------------- Standing Near Cr - Cr - s Standing Far Cr - Cr - s Crouching Cr - Cr - - Several of Igniz' special moves are cancelable. This includes the Transaxle Slice, Nega Genesis, and Sagital Slice (the A version is only cancelable on the first 3 hits, while the C version is only cancelable on the first 6 hits). All of these moves can be canceled into other special moves, (S)DMs, or even themselves, providing you use another strength (so you could interrupt Igniz' 623+C with his 623+A attack). - The Void Genocide reverses mid-level and low attacks. - The Divine Arrow: Low is a low attack. - The first hit of the Nega Genesis will drop an enemy's guard, since it is a Critical Wire. Furthermore, either hit is cancelable. - You can juggle your opponent after the Idion Blade. - Against thin characters (like Leona), the Chaos Tide will miss when performed from up close. - Igniz' standing CD only knocks down on the 2nd hit. Either hit is cancelable, however. - When playing as Igniz, you cannot use his teammates as Strikers. - Although Zero has no Power Gauge, it's really just invisible. It still holds levels just like a normal gauge, and you still have to build up power if you want to use his DMs or Guard Cancel moves. ======================================================================== 4. GAMEPLAY NOTES ======================================================================== This section explains some of the KoF basics (listed in alphabetical order). ------------------------------------------------------------------------ AUTOGUARD ------------------------------------------------------------------------ Autoguard is a nifty little feature that lets you defend against an attack while you're in the middle of performing a move. This may seem kind of cheap, but in most cases, the autoguard can only be "triggered" during a particular animation frame (or series of frames). For example, Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker Buster offers autoguard during the entire time that the move is beginning, and as he recovers from it upon landing. Even if you hit him with multiple attacks, they will all be blocked. As an example of autoguard, let's look at Maxima's standing CD. If an opponent attacks him, the autoguard will only come into effect if he is hit at a particular moment. In this case, it's when he is holding his arms directly behind him horizontally. If the autoguard is triggered, then there is a brief pause as the incoming attack is blocked, followed by the rest of the CD animation. Another feature of autoguard is that your guard won't drop during an automatically blocked attack, nor does it contribute to your chance of getting your guard dropped. However, you still take block damage from autoguarding against a special move or (S)DM. Also, autoguard is not perfect. It is entirely possible for your opponent to trigger your autoguard, but still hit you even after it's been triggered (usually this occurs when they're using an attack that hits more than once). Keep in mind that some moves have no effect except to provide you with autoguard, like Ryo's Gedan Uke or May Lee's Hero Uke [however, in both these cases, if autoguard is triggered, you can cancel into a special move or (S)DM]. ------------------------------------------------------------------------ BLOCKING ATTACKS ------------------------------------------------------------------------ There are two ways to defend against attacks; by blocking them, or by using autoguard. Autoguard is explained in a previous entry (see above). Blocking attacks is as simple as holding back to block while standing (also known as blocking high), or holding down-back to block while crouching (also known as blocking low). When you block an attack, you take no damage from it. If you block a special move or (S)DM, then you take greatly reduced damage with each hit. Normally, you can't block a throw attempt, but some throws will not connect (or will miss entirely), if you block them. Note that if you block too many attacks in a short period of time, you will experience "dropped guard" (see the entry below for more information on this). Blocking high will protect you from any kind of jumping attack, and most standing attacks (although some character's standing kicks can hit below the belt and must be blocked low). However, you are left vulnerable to low attacks. Blocking low protects you from low attacks (like crouching kicks, etc.) and most standing attacks. However, you are left open to jumping attacks and overheads. An overhead is any move that cannot be blocked low, but it's most commonly used to describe moves that look like they should be able to be blocked low. For example, Terry's Hammer Arch is a standing punch attack. It looks like you could crouch and block it, but in fact, it will hit you unless you block while standing. ------------------------------------------------------------------------ COUNTER HITS ------------------------------------------------------------------------ A counter hit occurs when you are damaged while making an attack of some sort. This can occur if you're hit while your attack begins, as it is being performed, or while you recover from it. Any time a move connects on a counter hit, it does slightly more damage than usual. Some moves do significantly more damage, like Ryo's Kohou Shippuu Ken or Tenchi Haou Ken. If a Blow Away Attack (more commonly known as the CD attack) counter hits, then you can juggle your opponent afterwards. For example, if you jumped in with a CD that hit, doing an Oniyaki upon landing would not do anything. However, if the CD counterhit, then the Oniyaki would actually connect. Unlike previous KoF games, there is no "Counter" message that pops up when you land a successful counter hit. Instead, the screen will simply flash white as the hit connects. ------------------------------------------------------------------------ DROPPED GUARD ------------------------------------------------------------------------ "Dropped Guard" refers to those instances when, while in the midst of blocking an attack, your character suddenly stops blocking and goes into a sort of "stunned" animation for a split second. There are two ways that this can happen: The first is by Guard Crush. This happens when you block too many attacks in a brief period of time. For example, if Heidern were to quickly attack Maxima with nine close standing (D) attacks, then on the ninth one, Maxima would stop blocking. However, after you are Guard Crushed, the chance of getting GC'd "resets", so he could block nine more of the same attack before getting Guard Crushed again. Every character can resist a different number of hits before being GC'd (for example, in the above example, Mai would be GC'd in only eight blocked hits). The second method involves special moves that have the special ability to block an opponent's guard. There's nothing special here--some moves can just do that, like Shingo's Kake Hourin, or the last hit of Robert's Kyokugen-ryuu Renbu Kyaku. These moves will drop your guard every time, no matter what. So, what's the significance of all this? Well, if your guard drops, that means that you're left open to attack for a moment. If, for example, Kyo GC'd you with a close standing C, he could cancel it into the Aragami, and that would hit you before you recovered and resumed blocking. The same applies to moves that drop your guard; if you try to block Angel's (C) Repun Kamuy, your guard would drop, and she could follow it up with the "Shelter From The Storm" attack (which would combo). ------------------------------------------------------------------------ POWER GAUGE ------------------------------------------------------------------------ The Power Gauge is found at the bottom of the screen. It's length and the number of levels it can hold is determined by the number of Strikers in your party (see Section 5 for more information about this). The Power Gauge will gradually fill up as the following requirements are met: - You perform a special move that misses (including special throws). - You perform an attack that is blocked. - You perform an attack that hits [excluding normal throws and (S)DMs]. - You are hit by an opponent's attack (excluding normal throws). Once the Power Gauge is completely full, it will change color and a number will appear. Depending on your Striker arrangement, you may only be able to hold 1 full level of power, or you may be able to hold up to four levels. Once you earn a level of power, the only way to lose it is to either end the battle (meaning all of your opponents are defeated), or expend your level(s) on one of the following moves: - A Guard Cancel roll (press 4/6+AB while blocking) - A Guard Cancel attack (press CD while blocking) - A Desperation Move (DM) (command varies) - A Super Desperation Move (SDM) (command varies) - A Super Cancel (command varies) Guard Cancel moves cost one level of power to use, as do DMs. SDMs cost two levels to use. A supercancel costs one level for the act of canceling, and one or more additional levels for the DM or SDM that you're canceling into (see the entry on Super Cancels for more information). ------------------------------------------------------------------------ REVERSAL MOVES ------------------------------------------------------------------------ Reversal moves have the ability to "catch" your opponent's attack and respond with an attack on your own. Some of these reversal moves cannot hit unless the "reversal" feature is triggered (such as Goro's Nekko Gaeshi), while others can actually hit an opponent and only reverse attacks as a secondary function (like Shingo's Gecchuu). All reversal moves have a certain animation frame (or frames) in which the reversal can be triggered. Otherwise, if your opponent attacks you and you're not in that particular frame, you'll just get hit. For example, Shingo's Gecchuu can only be used as a reversal if Shingo is hit while he is lifting up his arm above his head. Not all reversal moves can "catch" the same attacks. Here are the types of attacks you can reverse, depending on who you're using: Jumping - an attack your opponent makes while in air. High - an attack that hits above the waist. Mid-Level - an attack that hits below the waist, but doesn't hit the lower legs or feet (such as most crouching punches). Low - attacks that hit the feet (such as most crouching kicks). special moves - Includes non-projectile and non-throw special moves. (S)DMs - Includes non-projectile and non-throw (S)DMs. Note that an opponent's "attack" refers to any move that has a hit animation that is not a special move or (S)DM. So a jumping CD attack, standing B, or a command attack (like Leona's Strike Arch) could all be reversed. Ryo's Joudan Uke could not, because although it is a command attack, it has no hit animation. If a character can reverse special moves or (S)DMs, then they can "catch" those moves even if they are unblockable (such as Ralf's Galactica Phantom). A character who can reverse special moves still cannot reverse blockable throws, even though they have a "hit" animation. Also, just because you can reverse a particular type of attack doesn't mean that you can reverse _all_ of them. ------------------------------------------------------------------------ SUPER CANCELS ------------------------------------------------------------------------ When you cancel a special move into a DM or SDM, you are performing a "super cancel." You can tell that a super cancel takes place because not only does the screen turn black (as it does when you perform a DM or SDM), but your character briefly flashes white. Most characters have at least one special move that can be used for super canceling-- those moves are listed in Section 3. Unlike previous KoF incarnations, the DM or SDM you cancel into comes out instantly, allowing for more combo possibilities. Also, note that since there is no Counter Mode in KoF '01, there are no special prerequisites for using a super cancel. The only thing you need is an extra level, since the act of super canceling costs 1 level. This means that canceling into a DM costs 2 levels in all, and canceling into a SDM costs 3 levels. Also, supercancels can only be used with special moves that hit or are blocked--if they miss, the supercancel will not come out. As an example of a supercancel, let's look at Xiangfei. One of her super cancelable moves is the Tenpou Zan. Let's say you want to cancel in into her Dai Tetsujin DM. In addition to needing 2 levels (one for the cancel, and one for the DM), you'll see that the Tenpou Zan is only super cancelable on the first hit (because Xiangfei leaves the ground on the 2nd hit). Therefore, if you want to perform this supercancel, you'd enter the commands like so: 623+K (1st hit) -> 2363214+K Although you could use the command above, an easier way to perform super cancels is to use abbreviated commands. This is done by combining the special move and DM commands into one smooth motion, allowing you to pull off the move faster and with less hassle. In the above example, you can shorten it like so: 6236+K (1st hit) -> 3214+K By altering the first command, you can still perform the Tenpou Zan while also putting in part of the Dai Tetsujin command. You don't have to "abbreviate" the commands for super cancels, but it makes super canceling a lot easier to do. Some characters can even cancel DMs into (S)DMs. These work the same as super cancels, but they require more levels of power to use. For example, if Joe does his Ougon no Tiger Kick and cancels the first hit into the SDM Screw Upper, it would cost 4 levels of his Power Gauge; one for the Ougon no Tiger Kick, one for the supercancel, and two for the SDM Screw Upper. Also note that characters with cancelable DMs can cancel into the same move twice. This means Joe could cancel the 1st hit of the Ougon no Tiger Kick into the Ougon no Tiger Kick again. Characters with "button-press" supers (Mary's Dynamite Swing or Yuri's Yuri Chou Enbu), can super cancel out of almost any special move into their "button-press" DM or SDM. This includes moves that normally cannot be super canceled out of, like Mary's M. Snatcher or Yuri's Shin! Chou Upper. Finally, some characters can supercancel without using up levels. This applies to some command a