You are on page 1of 89

------------------------------------------------------------------------

THE KING OF FIGHTERS 2002 "Challenge to Ultimate Battle" FAQ v0.6


for the Neo*Geo and Japanese Sega Dreamcast
by Chris MacDonald
------------------------------------------------------------------------
Unpublished work Copyright (c) 2002-2003 Chris MacDonald
The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host). You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.
Game magazine/guide/site authors are not allowed to use this FAQ, the
following in particular: Ziff-Davis Video Game Group (publishers of
Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK Play Station Magazine),
Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
Kibagami, and IGN.
The King of Fighters and all characters are (c) SNK, (c) Playmore, and
(c) Eolith.

=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Revision History
- Special Thanks
2. HOW TO PLAY
- FAQ Notation
- Basic Commands
3. TEAM MOVELISTS
- Japan Team Kyo / Benimaru / Goro
- Fatal Fury Team Terry / Andy / Joe
- Art of Fighting Team Ryo / Robert / Takuma
- Psycho Soldiers Team Athena / Kensou / Chin
- Ikari Team Leona / Ralf / Clark
- Women Fighters Team Mai / Yuri / May Lee
- Korea Team Kim / Chang / Choi
- '96 Team Iori / Mature / Vice
- '97 Team Ryuji / Mary / Billy
- '98 Team Yashiro / Shermie / Chris
- '99 Team K' / Maxima / Whip
- '00 Team Vanessa / Seth / Ramon
- '01 Team Kula / K9999 / Angel
- Orochi Team Yashiro / Shermie / Chris
- Edit Characters Kusanagi / Rugal
- Dreamcast Characters Shingo / King
4. GAMEPLAY NOTES
- Autoguard
- Blocking Attacks
- Blow Away Attacks
- Counter Hits
- Counter Wires
- Dropped Guard
- MAX Mode
- Power Gauge
- Reversal Moves
- Rolling
- Super Cancels
- Surefire Juggles
- Throw Types
- Other Info.
5. MISCELLANEOUS
- Secrets
- Dreamcast Secrets
- Special Intros
- Special Win Poses
- Character Bios
- Translations

========================================================================
1. INTRODUCTION
========================================================================
Hi, and welcome to my KoF '02 FAQ. If you have any comments or
criticisms, or if you'd like to contribute some info., feel free to
mail me at (k.megura at eudoramail dot com). Just don't ask about
emulators or roms or anything, I don't know the first thing about that.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
VERSION 0.6 (December 20, 2003)
- More minor corrections/additions and contributed info. Also, I
added information on the Dreamcast version of the game. Keep in
mind that Shingo and King are only available on the Dreamcast and
not in the arcades. See their section for more information. Also,
see the "Dreamcast Secrets" section for information on how to unlock
them, Kusanagi, and Rugal on the DC.
VERSION 0.5 (January 12, 2003)
- A lot of contributed info. was added, so thanks to everyone who
wrote in--I really appreciate it. Also, some more additions and
corrections were made.
VERSION 0.4 (December 31, 2002)
- Added in the character bios (based on old FAQ information and other
information found online), and made some more corrections.
VERSION 0.3b (December 28, 2002)
- Some minor corrections and additions.
VERSION 0.2 (December 27, 2002)
- At this point, everything major has been covered. Whew, it's time
to take a break.... ;)
VERSION 0.1 (December 21, 2002)
- A beta version of the FAQ, privately released. Still have to finish
all the free cancel information (argh).

------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
This FAQ would not have been possible without help from the following:
SNK Playmore <www.snkplaymore.co.jp>
- For the methods to unlock the hidden Dreamcast modes and characters.
J. Chia
- For correcting me on the translation of Chin's "Hanhou" moves.
kenmastersx
- For telling me about the (C) Ko'ou Ken having autoguard, and
correcting me on the availability Leona's Rebel Spark.
JQTNguyen
- For telling me how to break out of Clark's Mount Tackle.
Orochi Tom
- For telling me a bunch of vs. intro and special win poses for
Benimaru, Whip, Angel, and the '98 Team.
Leigh Hanrihan
- For several translation corrections and a note on Chris' HSDM.
Fusuke
- For information about Yashiro's third Jet Counter ending.
LiteSabre
- For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable.
Ten no Chikara
- For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing
that Vanessa's Gaia Gear can hit opponents on the floor.
Anthony Majarian
- For the 2001 "surefire juggles" and info. on Whip's Whip Shot being
cancelable.
SNK Neo Geo Official Homepage <www.snkneogeo.co.jp>
- For the code to play as Kusanagi and basic commands info.
technical master 2002 <homepage2.nifty.com/gamediary/index.html>
- For some new move names and commands, and character bio information.
A Place In The Sun <www57.tok2.com/home/JAILHOUSELOCK/>
- For some new move names and commands, as well as some of the free
cancels and supercancels (including Andy's Gourin Kai).
IorI
- For making this FAQ possible.
Charles MacDonald <cgfm2.emuviews.com>
- For letting me hog his computer while I worked on this, and for
helping me test numerous reversals and projectile counter moves.
James Kuroki
- For some of the movenames he provided for my previous KoF FAQs.
SNK of Japan
- For information taken from their KoF 2001 section and '99 dictionary
section (back when their old page was still up).
NJStar <www.njstar.com>
- For their excellent Japanese word processor.
Jim Breen's WWWJDIC <www.csse.monash.edu.au/~jwb/wwwjdic.html>
- I used this handy online dictionary to translate some of the move
names.

========================================================================
2. HOW TO PLAY
========================================================================
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
ub u uf Up-Back Up Up-Forward
\ | /
b -- n -- f Back Neutral Forward
/ | \
db d df Down-Back Down Down-Forward
P Press A / C.
K Press B / D.
AB / CD / BC / AD Press the listed buttons together.
ABC / BCD / ABCD Press the listed buttons together.
any Press A / B / C / D.
~ _Immediately_ press the next button listed.
/ Optional command.
+ Press at the same time.
, Press in the listed order.
_ An optional, additional input.
qcf Input (d,df,f).
qcb Input (d,db,b).
hcf Input (b,db,d,df,f).
hcb Input (f,df,d,db,b).
dir. Any direction can be used.
a-d-u Any direction but ub / u / uf.
ub~uf Can use ub / u / uf.
db~df Can use db / d / df.
can hold You can hold the button, then release it.
when near Perform when next to your opponent.
overhead An attack that must be blocked while standing.
(air) Can be used while airborne.
(x#) Perform x number of times.
GC Guard Crush.
DM Desperation Move.
SDM Super Desperation Move.
HSDM Hidden Super Desperation Move.
(S)DM DMs and SDMs.
(HS)DMs DMs, SDMs, and HSDMs.
D^ The move can only be used as a DM.
S^ The move can only be used as an SDM.
B^ The move can be used as both a DM or SDM.
H^ The move can only be used as an HSDM.
c Only cancelable into command attacks.
s Only cancelable into special moves or (HS)DMs.
S Only cancelable into (HS)DMs.
C Cancelable into anything.
- Not cancelable.
/ Divides hits.
Although I try to use the original, Japanese terms whenever possible,
I've used some other, more familiar terms to make the FAQ easier to
read. For example, DMs are called 'chou hissatsu waza' (super deadly
arts), and there are also MAX and MAX2 versions. However, the DM /
SDM / HSDM terminology is widely used already, so trying to label the
moves by their original name would only be confusing. Also, the
dokodemo cancels (anywhere cancels) are referred to as "free cancels"
in the FAQ.

------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Press A / C Punch
Press B / D Kick
Hold b when attacked Standing Block
Hold db when attacked Crouching Block
Tap b,b Backstep
Tap f,f (hold f to run) Dash
Tap ub~uf Small Jump
Press ub~uf Middle Jump
Tap db~df,ub~uf High Jump
Tap db~uf, tap ub~uf Long Small Jump
b / f + C / D when near Basic Throw
b / f + C / D when grabbed Basic Throw Escape
AB before you hit the ground Down Evade
b + AB Emergency Evade (Backward)
Press AB Emergency Evade (Forward)
Press CD (air) Blow Away Attack
AB during your own attack Quick Emergency Evade
AB while blocking Guard Cancel Emergency Evade (Backward)
f + AB while blocking Guard Cancel Emergency Evade (Forward)
CD while blocking Guard Cancel Blow Away Attack
Press Start Taunt
Press BC MAX Activation
Press BC during your attack Quick MAX Activation
- In order to escape a C or D throw, you have to use the same button
your opponent uses. An easy way to get around this is to simply
escape a throw with b / f + CD, since it will make you break out
of either a C or D throw.
- It costs one level of power to use the "Quick Emergency Evade",
"Guard Cancel Emergency Evade", "Guard Cancel Blow Away
Attack", "MAX Activation", or a DM.
- It costs two levels of power to use the "Quick MAX Activation."
- In order to use a DM, you must have one stock, or else you must be
in MAX mode.
- In order to use an SDM, you must have one stock and you must be in
MAX mode.
- In order to use an HSDM, your Life Gauge must be lower than 1/3rd,
_and_ you must be in MAX mode and have at least one stock remaining.
The only character without an HSDM is May Lee (but she has one when
in Hero mode).
- Please see Section 4 for more information on basic gameplay.
========================================================================
3. TEAM MOVELISTS
========================================================================
Moves are listed in this order: basic throws, command attacks, special
moves, then DMs, SDMs, and HSDMs. Afterwards is a list of cancelable
attacks, then counter wires, supercancels, free cancels, and some notes
on that character's moves in general.
------------------------------------------------------------------------
KYO KUSANAGI [ Japan Team ]
------------------------------------------------------------------------
b / f + C when near Hatsugane
b / f + D when near Issetsu Seoi Nage
d + C in air Geshiki: Naraku Otoshi
f + B Geshiki: Goufu You
df + D 88 Shiki
f,d,df + P 100 Shiki: Oniyaki
qcf + K,K 75 Shiki Kai
hcb + K 412 Shiki: Hikigane
b,d,db + K R.E.D. KicK
qcf + A 114 Shiki: Aragami
_qcf + P 128 Shiki: Konokizu
_P 127 Shiki: Yanosabi
_K 125 Shiki: Nanase
qcf + A 114 Shiki: Aragami
_hcb + P 127 Shiki: Yanosabi
_P Geshiki: Migiri Ugachi
_K 125 Shiki: Nanase
_hcb + K 212 Shiki: Kototsuki You
qcf + C 115 Shiki: Dokugami
_hcb + P 401 Shiki: Tsumi Yomi
_f + P 402 Shiki: Batsu Yomi
_f,d,df + P 100 Shiki: Oniyaki
qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagi
hcb,hcb + AC when near H^ 524 Shiki: Kamukura
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C s
Standing Far Cr - - - s
Crouching Cr -r C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels (C) Oniyaki (1st)
(B) Hikigane
Free Cancel Into Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D.
KicK, Aragami, Dokugami
Free Cancel Out Of Goufu You, 88 Shiki, Hikigane, Aragami (and all
follow-ups except Kototsuki You), Dokugami,
Tsumi Yomi
Cannot Free Cancel Kototsuki You
- The Naraku Otoshi acts as a knockdown attack if it hits an airborne
opponent.
- The Goufu You is an overhead attack, unless canceled into (in which
case it hits twice and is cancelable on the last hit).
- The 88 Shiki is a low attack.
- The Aragami has autoguard. This move and the Dokugami can negate
normal projectiles.
- The Yanosabi is an overhead attack.
- The Migiri Ugachi is a low attack and can hit someone who is lying
on the ground.
- The (A) Oniyaki hits twice on a counter hit.
- You can use the (B) Hikigane to avoid low attacks.
- You can juggle an opponent after the (B) Hikigane or both hits of
the 75 Shiki Kai.
- The Kamukura is unblockable.
- During the (A) Orochi Nagi, Kyo is immune to low attacks. During the
(C) version, he is immune to high attacks (including normal and (S)DM
projectiles, even full size ones like the Haou Shoukou Ken).
- During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touching
it takes damage. In addition, the fire will negate normal and (S)DM
projectiles.

------------------------------------------------------------------------
BENIMARU NIKAIDO [ Japan Team ]
------------------------------------------------------------------------
b / f + C when near Catch and Shoot
b / f + D when near Front Suplex
a-d-u + C when near Spinning Knee Drop (air throw)
b / f + D when near Spinning Knee Drop (air throw)
f + B Jackknife Kick
d + D in air Flying Drill
qcf + A Raijin Ken
qcf + C Taikuu Raijin Ken
qcf + P in air Kuuchuu Raijin Ken
qcb + P Shinkuu Katategoma
hcb,f + P when near Benimaru Corridor
qcf + K Iai Geri
_d,u + K Handou Sandan Geri
qcf,qcf + A B^ Raikou Ken
qcf,qcf + C D^ Taikuu Raikou Ken
qcb,qcb + K D^ Gen'ei Hurricane
f,db,df,b,f + any H^ Raijin Ten
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C s
Standing Far -r - - - s
Crouching Cr Cr C C
Upward Jump - - C - s
Diagonal Jump - - C - s
Counter Wire Iai Geri (only as leg retracts)
Super Cancels (A) Shinkuu Katategoma (1st-3rd)
(C) Shinkuu Katategoma (1st-5th)
Handou Sandan Geri (1st)
Free Cancel Into Kuuchuu Raijin Ken, Shinkuu Katategoma, Iai Geri
Free Cancel Out Of Flying Drill, Shinkuu Katategoma, Handou Sandan
Geri (1st)
Cannot Free Cancel Iai Geri (but only from Handou Sandan Geri),
Handou Sandan Geri (2nd), Benimaru Corridor
- The Jackknife Kick is cancelable.
- The Flying Drill can be crouch-blocked.
- The (Taikuu) Raijin Ken can negate normal projectiles.
- The (Taikuu) Raikou Ken can negate normal and (S)DM projectiles.
- The Benimaru Corridor is unblockable.
- When you use the Raijin Ten, a ball of electricity will appear on
Benimaru's body. Where the ball appears is determined by what
button you pressed when performing the move:
A - In front of Benimaru's face
B - In front of Benimaru's feet.
C - Behind Benimaru's head.
D - Behind Benimaru's feet.
- The ball remains at the same height regardless of whether you stand
or crouch. It is unblockable and will remain until it hits eight
times total. If Benimaru is hit, the ball will instantly disappear.
While the ball can negate an infinite number of projectiles, (S)DM
projectiles will pass right through it.

------------------------------------------------------------------------
GORO DAIMON [ Japan Team ]
------------------------------------------------------------------------
b / f + C when near Juuji Shime
b / f + D when near Okuri Ashi Barai
df + C Zujou Barai
f,d,df + P Jirai Shin
f,d,df + K when near Chou Oosotogari
qcb + K Chou Ukemi
qcf + K Nekko Gaeshi
hcf + A Kumo Tsukami Nage
hcf + C Kirikabu Gaeshi
hcb,f + P when near Tenchi Gaeshi
hcb,f + K Ura Nage
hcb,hcb + P when near B^ Jigoku Gokuraku Otoshi
hcf,hcf + K when near B^ Arashi no Yama (Nekko Nuki)
_hcf + K Arashi no Yama (Zoku: Kirikabu Gaeshi)
_f,d,df + K (DM ver.) Arashi no Yama (Bukko Nuki Ura Nage)
_f,d,df + K (SDM ver.) Arashi no Yama (Zoku: Tenchi Gaeshi)
f,d,df,b,d,db + BC H^ Furinkazan
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C s
Standing Far C C - - s
Crouching C - - C
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Jirai Shin, Chou Oosotogari, Nekko Gaeshi,
Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi
Free Cancel Out Of Zujou Barai, blocked Kumo Tsukami Nage, blocked
Kirikabu Gaeshi
Cannot Free Cancel Tenchi Gaeshi, Ura Nage
- Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushi
command attack.
- An airborne opponent who is hit by the Zujou Barai will be knocked
high into the air. This move is no longer cancelable.
- The (A) Jirai Shin will knock over your opponent no matter where they
are, unless they are blocking low or are in mid-air. The (C) version
is a fake-out.
- You can evade attacks during the beginning of the Chou Ukemi.
- The Nekko Gaeshi can reverse high attacks.
- The Kumo Tsukami Nage is an anti-air throw, but it can still hit tall
characters, such as Chang.
- The Kirikabu Gaeshi can pick up opponents off the floor. It can even
be used after the Nekko Nuki or Zoku: Kirikabu Gaeshi.
- The Nekko Nuki has autoguard.
- The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki
are unblockable.
- The Furinkazan functions in the same manner as the (A) Jirai Shin.

------------------------------------------------------------------------
TERRY BOGARD [ Fatal Fury Team ]
------------------------------------------------------------------------
b / f + C when near Grasping Upper
b / f + D when near Buster Throw
df + C Rising Upper
qcf + A Power Wave
qcf + C Round Wave
qcb + P Burn Knuckle
qcb + K Crack Shoot
f,d,df + K Power Dunk
Charge d,u + P Rising Tackle
qcf,qcf + K D^ High Angle Geyser
qcb,db,f + P B^ Power Geyser
qcf,qcf + AC H^ Rising Force
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C C
Standing Far Cr - - - C
Crouching Cr Cr C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Round Wave, Rising Tackle (1st)
Free Cancel Into Round Wave, Burn Knuckle, Crack Shoot, Power Dunk
Free Cancel Out Of Power Dunk (1st), Rising Tackle (1st)
Cannot Free Cancel Power Wave
- The Rising Upper is cancelable.
- The Round Wave can be canceled into any special move (except the
Power Wave or Round Wave).
- Supercanceling out of the Rising Tackle into the Power Geyser can be
difficult if you try to input the entire motion. Instead, you can
simply tap b,f + P immediately after inputting the Tackle command
(as the d press from "Charge d,u + P" will carry over).

------------------------------------------------------------------------
ANDY BOGARD [ Fatal Fury Team ]
------------------------------------------------------------------------
b / f + C when near Gourin Kai
b / f + D when near Kakaekomi Nage
f + B Uwa Agito
df + A Age Men
qcb + A Hishou Ken
qcb + C Geki Hishou Ken
f,d,df + P Shouryuu Dan
b,d,db + K Yami Abise Geri
hcf + K Kuuha Dan
hcf + P when near Gekiheki Haisui Shou
qcf + K in air Gen'ei Shiranui
_P upon landing Gen'ei Shiranui: Shimo Agito
_K upon landing Gen'ei Shiranui: Uwa Agito
db,f + P Zan'ei Ken
_qcf + P Shippuu Ouken
qcb,db,f + P D^ Zan'ei Ryuusei Ken
qcb,db,f + K B^ Chou Reppa Dan
qcf,qcf + AC H^ Zan'ei Shitou Reppa Dan
_BCD Hiryuu Bakuha Dan
Cancelables A B C D C D
----------------------------------------------
Standing Near C C C/C - C
Standing Far - - - - C
Crouching Cr Cr C -
Upward Jump - - s s -
Diagonal Jump - - s s -
Super Cancels Shouryuu Dan (1st)
Gen'ei Shiranui: Shimo Agito
(A) Zan'ei Ken
Shippuu Ouken
Free Cancel Into Kuuha Dan, Gen'ei Shiranui, Zan'ei Ken
Free Cancel Out Of Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu
Dan (1st ground), Yami Abise Geri, Kuuha Dan (1st
ground), Gekiheki Haisui Shou, Gen'ei Shiranui:
Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken
Cannot Free Cancel Hishou Ken, Geki Hishou Ken
- The Uwa Agito is an overhead attack, unless you cancel into it
(in which case, it becomes cancelable).
- The Age Men is cancelable on the first hit. An airborne opponent
who is hit by both hits of this move will be knocked high into the
air, and can be juggled.
- Supercanceling out of the Shouryuu Dan can be difficult if you try
to input the entire motion. Instead, you can input df,b,f + P / K
for either super (so the full command is f,d,df + P, b,f + P / K).
- The Yami Abise Geri hits twice on a counter hit.
- The Gekiheki Haisui Shou is unblockable. You can juggle a hit
opponent afterwards.
- The Gen'ei Shiranui: Shimo Agito is a low attack, while the
Gen'ei Shiranui: Uwa Agito is an overhead attack.
- It's not that useful, but you can free cancel the Gen'ei Shiranui
into the Gen'ei Shiranui: Uwa Agito over and over (good for doing
Guard Crush damage).
- If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will
not continue with the rest of the move.
- When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long-
range Zan'ei Ken. He will continue the Zan'ei Ken dash for a few
seconds, or until you press BCD, at which point he will perform a
Chou Reppa Dan. You can press BCD at any time, even before the
Zan'ei Ken has hit (or after it's hit and your opponent has gotten
back up).
- While you could press BCD the moment the dash connects, the way to
score the most hits (eight), is to let Andy dash forward a ways after
the intial hit, then press BCD so that he turns and does the Chou
Reppa Dan backwards, catching your falling opponent in mid-air.

------------------------------------------------------------------------
JOE HIGASHI [ Fatal Fury Team ]
------------------------------------------------------------------------
b / f + C when near Hiza Jigoku
b / f + D when near Leg Throw
f + B Low Kick
df + B Sliding
hcf + P Hurricane Upper
hcf + K Slash Kick
f,d,df + K Tiger Kick
qcb + K Ougon no Kakato
Tap P rapidly Bakuretsu Ken
_qcf + A Bakuretsu Finish
_qcf + C Shijou Saikyou no Low Kick
qcf,uf + K D^ Ougon no Tiger Kick
qcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakato
qcf,qcf + P B^ Screw Upper
qcf,qcf + BD H^ Cross Gigantes
Cancelables A B C D C D
----------------------------------------------
Standing Near C C C C s
Standing Far -r C - - s
Crouching Cr -r C s
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Tiger Kick (1st)
(A) Bakuretsu Finish
Free Cancel Into Slash Kick, Tiger Kick, Ougon no Kakato,
Bakuretsu Ken
Free Cancel Out Of Sliding, Tiger Knee (1st), Bakuretsu Finish
Cannot Free Cancel Hurricane Upper, Bakuretsu Ken (but only from
Bakuretsu Finish)
- The Low Kick is cancelable.
- The Sliding Kick is a low attack, unless canceled into.
- If you hit an airborne opponent with the Ougon no Kakato, you can
juggle them upon landing. It's much easier with the (B) version, and
you can even juggle your opponent out in the open by following with
an Ougon no Tiger Kick.
- The Bakuretsu Finish is an overhead attack, while the Shijou Saikyou
no Low Kick is a low attack.

------------------------------------------------------------------------
RYO SAKAZAKI [ Art of Fighting Team ]
------------------------------------------------------------------------
b / f + C when near Tani Otoshi
b / f + D when near Tomoe Nage
f + A Hyouchuu Wari
f + B Joudan Uke
df + B Gedan Uke
qcf + P Ko'ou Ken
qcf + K Mouko Rajin Setsu
f,b,f + P Zanretsu Ken
f,d,df + P Kohou
hcb + K Hien Shippuu Kyaku
f,hcf + P D^ Haou Shoukou Ken
qcf,hcb + P D^ Ryuuko Ranbu
qcf + C~A S^ Ryuuko Ranbu
qcf,qcf + AC H^ Tenchi Haou Ken
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C C
Standing Far Cr - - - C
Crouching Cr Cr C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Kohou (1st)
Free Cancel Into Mouko Rajin Setsu, Kohou, Hien Shippuu Kyaku
Free Cancel Out Of Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st)
Cannot Free Cancel Ko'ou Ken
- The Hyouchuu Wari is an overhead attack, unless canceled into.
- The Joudan Uke will autoguard jumping, high, and mid-level attacks.
If the autoguard is triggered, this move can be canceled into a
special move or (HS)DM.
- The Gedan Uke works the same way, but with low-level attacks.
- The Mouko Raijin Setsu is a knockdown and an overhead attack.
- The Zanretsu Ken has autoguard.
- The (A) Kohou hits twice on a counter hit.
- The SDM Ryuuko Ranbu is unblockable. Performing this move can be
maddening, since you need to enter the command as Ryo is recovering
from another action, and you must press A _extremely_ fast after
pressing C (the same speed as used for K's Crimson Star Road).
- The easiest way to pull off the SDM version is to supercancel into
it from a (C) Kohou. However, the timing has changed from 2001.
In that game, you could combine the uppercut and SDM commands
together. For 2002, you have to input f,d,df + C, then immediately
enter qcf + C,A as the first hit occurs. This is the only method
I've found that works reliably.
- Otherwise, try finishing the command as you come out of an attack
or other move (like a roll or MAX activation).
- An opponent hit by the Tenchi Haou Ken is automatically dizzied.

------------------------------------------------------------------------
ROBERT GARCIA [ Art of Fighting Team ]
------------------------------------------------------------------------
b / f + C when near Ryuuchou Kyaku
b / f + D when near Kubikiri Nage
b + A Uraken
f + A Kouryuu Koukyaku Geri
b / f + B Ryuu Hanshuu
qcf + P Ryuugeki Ken
f,d,df + P Ryuuga
f,b,f + K Gen'ei Kyaku
hcf + K when near Kyokugen-ryuu Renbu Kyaku
qcb + K in air Hien Ryuujin Kyaku
f,hcf + P D^ Haou Shoukou Ken
qcf,qcf + K D^ Haiga Ryuu
qcf,hcb + P B^ Ryuuko Ranbu
qcf,hcb + BD H^ Zetsu!! Ryuuko Ranbu
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C/- C
Standing Far -r - - - C
Crouching Cr Cr C C
Upward Jump - - s s -
Diagonal Jump - - s s -
Super Cancels Ryuuga (1st)
Free Cancel Into Ryuuga, Hien Ryuujin Kyaku
Free Cancel Out Of Canceled Uraken, Kouryuu Koukyaku Geri,
Ryuuga (1st ground), Gen'ei Kyaku (last),
Kyokugen-ryuu Renbu Kyaku (1st-3rd)
Cannot Free Cancel Ryuugeki Ken
- The Uraken is cancelable (unless canceled into). In either case,
you can juggle an opponent after this move connects.
- The Kouryuu Koukyaku Geri is an overhead attack, unless canceled
into (in which case, it becomes cancelable). Robert recovers from
this move fast enough to follow up with another attack, such as
a standing A or the (A) Ryuuga.
- The Ryuu Hanshuu is cancelable.
- The (A) Ryuuga hits twice on a counter hit.
- You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku.
- The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu are
unblockable.

------------------------------------------------------------------------
TAKUMA SAKAZAKI [ Art of Fighting Team ]
------------------------------------------------------------------------
b / f + C when near Oosotogari
b / f + D when near Ippon Seoi
f + B Kawara Wari
qcf + P Ko'ou Ken
hcb + K Hien Shippuu Kyaku
qcb + P Mouko Burai Gan
f,hcf + P Haou Shikou Ken
qcf,qcf + P when near D^ Shin Kishin Geki
qcf,hcb + P B^ Ryuuko Ranbu
b,f,d,df + AC H^ Kosatsu Jin
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C - s
Standing Far - - - - s
Crouching Cr Cr C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Counter Wire Haou Shikou Ken
(B) Hien Shippuu Kyaku (if 2nd hit is only hit)
Super Cancels Mouko Burai Gan, (C) Haou Shikou Ken
Free Cancel Into Ko'ou Ken, Mouko Burai Gan
Free Cancel Out Of Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku
(2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan,
Haou Shikou Ken
- The Kawara Wari is an overhead attack, unless canceled into (in
which case, it becomes cancelable).
- The Ko'ou Ken is no longer a fireball attack. However, not only
does the range of this move extend beyond Takuma's hand (moreso
for the C version), but it can still negate projectiles.
- What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles,
and it has autoguard in the beginning, when Takuma's hand is held
in front of him (prior to him striking).
- Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectile
firing move, either. Although it has no additional range (unlike
the Ko'ou Ken), either strength can negate normal and (S)DM
projectiles.
- Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop an
opponent's guard if blocked.
- The Mouko Burai Gan has autoguard.
- The Shin Kishin Geki is unblockable. If the first hit is somehow
avoided, the remaining hits will drop your guard.
- The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks,
as well as special moves and (S)DMs.
------------------------------------------------------------------------
ATHENA ASAMIYA [ Psycho Soldier Team ]
------------------------------------------------------------------------
b / f + C when near Psychic Throw
b / f + D when near Bit Throw
a-d-u + C / D when near Psychic Shoot (air throw)
f + B Renkantai
d + B in air Phoenix Bomb
ub against a wall, then uf Sankaku Tobi
qcb + P Psycho Ball Attack
f,d,df + P (air) Psycho Sword
qcf + K Psycho Teleport
qcb + B Psycho Reflector
qcb + K in air Phoenix Arrow
qcf,qcf + K in air D^ Phoenix Fang Arrow
hcb,hcb + P (air) B^ Shining Crystal Bit
_qcb + P (can hold) Crystal Shoot
hcb,f + AC S^ Psychic 9
_A,B,C,A,B,C,D, qcf + P Sailor Finish
_A,B,C,A,B,C,D, hcb + K Fire Sword Finish
_A,B,C,A,B,C,D, f,d,df + P Psycho Sword Finish
qcf + ABCD H^ Psycho Medley
_D,C,B,D,C,B,A, qcf + AB Healing Athena
_D,C,B,D,C,B,A, qcf + BC Momoiro Gatame
Cancelables A B C D C D
----------------------------------------------
Standing Near -r C C C s
Standing Far Cr C - - s
Crouching Cr Cr C -
Upward Jump - - C - C
Diagonal Jump C - C - C
Super Cancels (A) Psycho Sword (3rd)
(C) Psycho Sword (6th-7th)
(C) Mid-Air Psycho Sword (2nd-6th)
(B) Phoenix Arrow (2nd)
(D) Phoenix Arrow (3rd-5th)
Free Cancel Into Psycho Sword, Psycho Teleport, Psycho Reflector,
Phoenix Arrow
Free Cancel Out Of Renkantai (1st), Psycho Sword (C=1st-3rd ground),
Phoenix Arrow
Cannot Free Cancel Psycho Ball Attack
- The 2nd hit of the Renkantai is cancelable.
- The Phoenix Bomb is cancelable, and is an overhead attack.
- You can move through your opponent using the Psycho Teleport.
However, you are not invincible during this move. Since Athena
doesn't actually teleport until the end of this move, if you are
hit as you start to come out of the teleport, you will remain
where you began (as opposed to ending up next to your opponent).
- The Psycho Reflector can reflect normal and (S)DM projectiles. You
can juggle an opponent after this move hits.
- The last hit of the (D) Phoenix Arrow will always be aimed towards
your opponent.
- The Shining Crystal bit can absorb normal and (S)DM projectiles.
- The (A) Crystal Shoot will fly forward, while the (C) version goes
up at an angle. In the air, both versions go downward, then fly
horizontally once they reach the floor.
- If you're having trouble performing the Psychic 9 or Psycho Medley,
remember to wait for Athena to do the first two hits before you
start pressing the buttons. Also, the last button press before
the joystick input must be entered very quickly.
- You can still cancel the Psycho Sword ending of the Psychic 9 into
a special move, but none of them seem to juggle anymore.
- Athena will gain back a small amount of life during the Healing
Athena.

------------------------------------------------------------------------
SIE KENSOU [ Psycho Soldier Team ]
------------------------------------------------------------------------
b / f + C when near Sunda
b / f + D when near Tomoe Nage
f + A Kobokushu
f + B Kousentai
qcb + P Choukyuu Dan
qcf + K Senkyuutai
hcf + A Ryuu Renga: Chiryuu
hcf + C Ryuu Renga: Tenryuu
qcb + P in air Ryuu Sougeki
b,d,db + K Ryuu Gakusai
qcb,qcb + P D^ Niku Man Respect
qcf,hcb + B D^ Shinryuu Seiou Rekkyaku
qcb,hcb + D D^ Shinryuu Tenbu Kyaku
qcf,qcf + AC when near S^ Senki Hakkei
qcf,qcf + BD H^ Seigan Rairyuu
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C s
Standing Far Cr - -/C - s
Crouching Cr -r C C
Upward Jump C - - - s
Diagonal Jump C C - - s
Super Cancels (B) Ryuu Gakusai (1st)
(D) Ryuu Gakusai (1st-2nd)
Free Cancel Into Senkyuutai, Ryuu Renga: Chiryuu, Ryuu Sougeki
Free Cancel Out Of Kobokushu, Senkyuutai (but only into Ryuu
Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground)
Cannot Free Cancel Choukyuu Dan, Ryuu Renga: Tenryuu
- The Kobokushu is an overhead attack, unless you cancel into it (in
which case, it becomes cancelable).
- The Kousentai is cancelable.
- The Senkyuutai has autoguard. You can juggle an opponent after
this move.
- There are three possible results from using the Meat Bun Respect.
Kensou will either dance (earning back some energy), cry (which
gives you no energy), or strain himself (which gives you back full
energy, but occurs very rarely).
- Curiously enough, if you super cancel into the Niku Man Respect,
Kensou will move backward before eating the meat bun.
- The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead
attacks.
- The Senki Hakkei is unblockable.
- During the Seigan Rairyuu, Kensou will throw a projectile across
the screen. It doesn't do much damage, but functions as a knockdown
attack. After it leaves the screen, it will come back after a
brief moment. Kensou can block the projectile if you want (it does
no damage anyway), or you can negate it with a Choukyuu Dan or a
second Seigan Rairyuu, but if it hits him, he will glow orange and
his attack power will increase for the remainder of the round. You
cannot use this move again once you've powered up.
- The Seigan Rairyuu projectile will pass through normal projectiles and
cannot be reflected or absorbed (in such cases, it will simply fly
through your opponent). The returning projectile cannot hit Kensou's
opponent, and it will be negated if Kensou is damaged.

------------------------------------------------------------------------
CHIN GENTSAI [ Psycho Soldier Team ]
------------------------------------------------------------------------
b / f + C when near Gou Inshu
b / f + D when near Gyaku Ashi Nage
f + A Suiho Hyoutan Shuu
qcb + P Hyoutan Geki
b,d,db + P Suihai Kou
_qcf + P * Fun'en Kou
_hcf + K * Kaiten-teki Kuutotsu Ken
_f,d,df + P * Ryuurin Hourai
_f,d,df + K *** Gou'en Shourai: Kai
d,d + K, move b / f Bougetsu Sui
_press ABCD Kousentai
_u + B Rouja Hanhou
_u + D Rigyo Hanhou
_f + K * Kaiten-teki Kuutotsu Ken
qcf,hcb + P D^ Gou'en Shourai
qcf,qcf + P B^ Gouran Enpou
qcf,qcf + BD H^ Suisou Enbu
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C -/s s
Standing Far sr Cr s s s
Crouching Cr -r C -
Upward Jump - - - - -
Diagonal Jump - - -/- - -
Super Cancels Kaiten-teki Kuutotsu Ken
(C) Ryuurin Hourai (1st)
(B) Gou'en Shourai: Kai (last hit)
Rigyou Hanhou
Free Cancel Into Kaiten-teki Kuutotsu Ken, Ryuurin Hourai,
Gou'en Shourai: Kai, Bougetsu Sui
Free Cancel Out Of (C) Ryuurin Hourai (1st), Kousentai,
Rigyou Hanhou
Cannot Free Cancel Hyoutan Geki, Suihai Kou, Fun'en Kou
- Chin cannot use any of the moves marked with a star (*) unless he's
taken a drink by using the Suihai Kou. The exception is the Gou'en
Shourai: Kai, which requires at least three drinks to use.
- Each time you use a * move, the "drink count" goes down by one.
For example, if you used the Suihai Kou five times, you could use
the Fun'en Kou twice and the Gou'en Shourai: Kai once, at which point
you would have zero drinks (and could not use any of the * moves).
- The "drink count" will carry over from round to round, however.
- The Suiho Hyoutan Shuu is cancelable. It is an overhead attack,
unless you cancel into it.
- The Hyoutan Geki can negate normal projectiles.
- You can dodge mid-level attacks using the Suihai Kou. The window
of time is very short, however (only when Chin is drinking).
- The Kaiten-teki Kuutotsu Ken is cancelable into any special move,
including itself. This allows for easy juggles like the Fun'en Kou or
(A) Ryuurin Hourai. In the corner, you can even go into the Bougetsu
Sui and juggle your foe with the Rigyo Hanhou.
- The (C) Ryuurin Hourai has autoguard, during the first spin animation.
- The last hit of the (B) Gou'en Shourai: Kai will drop an opponent's
guard.
- You can dodge high attacks using the Bougetsu Sui. Even while lying
on the floor, you can still be hit or thrown, though.
- The Kousentai can hit a close opponent.
- The (A) Gouran Enpou goes upward, while the (C) version goes straight
forward. The SDM version spreads out in all directions. This move
can negate normal and (S)DM projectiles (even in situations when this
wouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an
(A) Gouran Enpou).
- After firing the Suisou Enbu, you can move it around the screen using
your controller for a limited period of time. It can be used as a
high or low attack depending on where you move it to (unfortunately,
you can't use it as an overhead). After it is blocked, the spreading
flames can still damage an opponent if they stop blocking.

------------------------------------------------------------------------
LEONA HEIDERN [ Ikari Team ]
------------------------------------------------------------------------
b / f + C when near Leona Crush
b / f + D when near Ordeal Buckler
a-d-u + C / D when near Heidern Inferno (air throw)
b / f + B Strike Arch
Charge b,f + P Vortex Launcher
Charge b,f + K Ground Saber
f + D from (D) Ground Saber Gliding Buster
Charge d,u + P Moon Slasher
qcb + P in air X Calibur
qcb + K Earring Bakudan 1
b,d,db + K when near Earring Bakudan 2: Heart Attack
_b,d,db + K Kibaku
u,d,u,d,u,d + BD Kakusei
qcf,hcb + P in air B^ V Slasher
qcb,hcf + K D^ Rebel Spark (as normal Leona only)
qcb,hcf + BD H^ Rebel Spark (as Orochi Leona only)
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C/C C/C s
Standing Far -r - C - s
Crouching Cr -r C -
Upward Jump s s - s s
Diagonal Jump - s - s s
Super Cancels Gliding Buster
Free Cancel Into Gliding Buster, X Calibur
Free Cancel Out Of Strike Arch, Gliding Buster
Cannot Free Cancel All others.
- The Strike Arch is an overhead and knockdown attack, unless you
cancel into it (in which case, it becomes cancelable).
- You can hit your opponent while they are recoiling from the
Vortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack.
- If the Ground Saber misses or hits as an anti-air, the Gliding Buster
will hit twice instead of once.
- In the corner, you can tack on the Heart Attack after an (A) Vortex
Launcher.
- The Earring Bakudan 1 can hit as a low attack, depending on it's
trajectory.
- The Heart Attack plants a bomb on your opponent. This action in
itself does no damage, although the bomb will explode after a set
amount of time (or when you use the Kibaku). The explosive
will vanish if Leona is hit, or if you throw your opponent.
- Although the bomb can explode at any time (even when your opponent is
lying on the floor), that doesn't necessarily mean it will hit for
damage. For example, if your opponent is in the middle of getting
up, the explosion will do no damage.
- Using the Kakusei will turn Leona into Orochi Leona. Your life
will drain to 50% when you use this move (which means that you
cannot transform if you have less than half a Life Gauge).
- Aside from moving faster and having lower jumps, Orochi Leona also
has some different animations (such as for running).
- Speaking of Leona's run, it's low enough to make her pass under most
projectiles. Which is a good thing, since clearing them with her
low jump is difficult, to say the least :)
- Note that while Leona can use the Rebel Spark no matter which mode
she is in, it is only available to her as a DM when in normal mode,
and as an HSDM when in Orochi mode.

------------------------------------------------------------------------
RALF JONES [ Ikari Team ]
------------------------------------------------------------------------
b / f + C Dynamite Headbutt
b / f + D Northern Light Bomb
Tap P rapidly Vulcan Punch
Charge b,f + P Gatling Attack
Charge d,u + P Kyuukouka Bakudan Punch (Chijou)
qcf + P in air Kyuukouka Bakudan Punch (Kuuchuu)
qcf,qcf + P Galactica Phantom
hcb + B Ralf Kick
hcb + D Ralf Tackle
hcf + K when near Super Argentine Backbreaker
qcb,hcf + K D^ Umanori Vulcan Punch
qcf,hcb + P B^ Baribari Vulcan Punch
qcb,hcf,qcf + AD H^ Umanori Galactica Phantom
Cancelables A B C D C D
----------------------------------------------
Standing Near - C C - s
Standing Far - - - - s
Crouching Cr - C C
Upward Jump - - C - s
Diagonal Jump - - - - s
Counter Wire Galactica Phantom
Super Cancels Gatling Attack (2nd)
Free Cancel Into Vulcan Punch, Ralf Kick, Ralf Tackle
Free Cancel Out Of Gatling Attack, Ralf Tackle
Cannot Free Cancel All others.
- The Vulcan Punch hits twice on a counter hit.
- The Kyuukouka Bakudan Punch (Chijou) can hit on the way up, although
if this is the case, it won't hit on the way down.
- The Galactica Phantom is unblockable. It has autoguard at the point
right when Ralf is about to strike, and as he is dashing forward.
- The Super Argentine Backbreaker is unblockable.

------------------------------------------------------------------------
CLARK STEEL [ Ikari Team ]
------------------------------------------------------------------------
b / f + C when near Nageppanashi German
b / f + D when near Fisherman Buster
a-d-u + C / D when near Death Lake Drive (air throw)
f + B Stomping
f,d,df + P Napalm Stretch
f,d,df + K when near Frankensteiner
hcf + K when near Super Argentine Backbreaker
hcb + P Shining Wizard
hcf + P Mount Tackle
_d,d + A Clark Lift
_d,d + C Sleeper Lift (D.D.T.)
_d,d + K Rolling Cradle
qcf + P (see notes) Flashing Elbow
hcf,hcf + K D^ Running Three
hcb,hcb + P when near B^ Ultra Argentine Backbreaker
hcf,hcf + BD H^ Running Pirates
Cancelables A B C D C D
----------------------------------------------
Standing Near - Cr C/- - s
Standing Far - -r - - s
Crouching C - - -
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Napalm Stretch, Frankensteiner, Mount Tackle
- The Stomping is cancelable.
- The Napalm Stretch is an anti-air throw.
- The Shining Wizard is an overhead attack. If your opponent isn't
crouching when Clark approaches them, he will simply stop. If
they are crouching, then he will attack them. You can combo into
this move, but it won't work if your opponent is in a blocking
animation (just like any other throw).
- The Mount Tackle does no damage. If Clark attempts a follow-up,
you can escape from it by pressing the button used (this even
applies to the Rolling Cradle--you have to use the same Kick
button Clark used). The timing on the button press is pretty lax,
though (it's not as demanding as, say, escaping from a basic throw).
- You can use the Flashing Elbow after the Napalm Stretch,
Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
- The Flashing Elbow doesn't do much damage, but hey, it's free :)
If you mistime this move, Clark will either attack the floor (if
you're too early), or just run after your opponent and stop (if
you're too late).
- You can use the Flashing Elbow after the Napalm Stretch,
Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
- The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,
Shining Wizard, Running Three, Ultra Argentine Backbreaker, and
Running Pirates are unblockable.

------------------------------------------------------------------------
MAI SHIRANUI [ Women Fighters Team ]
------------------------------------------------------------------------
b / f + C when near Shiranui Gourin
b / f + D when near Fuusha Kuzushi
a-d-u + C / D when near Yume Zakura (air throw)
d + A in air Dairin Fuusha Otoshi
d + B in air Ukihane
d + D in air Yusura Ume
f + B Benitsuru no Mai
df + B Koku'en no Mai
ub against a wall, then uf Sankaku Tobi
qcf + P Kachou Sen
hcf + K Hissatsu Shinobi Bachi
qcb + P Ryuu Enbu
qcb + K Sayo Chidori
qcb + P in air Musasabi no Mai (Kuuchuu)
Charge d,u + P Musasabi no Mai (Chijou)
_continue holding P Musasabi no Mai (Kuuchuu)
_qcb + P Musasabi no Mai (Kuuchuu)
_d + P Yusura Ume
_d + K Ukihane
_d + D when close Toki Tsubute
qcf,qcf + P D^ Hana Arashi
qcb,hcf + K B^ Chou Hissatsu Shinobi Bachi
D,B,C,C,u H^ Shiranui-ryuu: Kubi no Kitsune
Cancelables A B C D C D
----------------------------------------------
Standing Near C Cr C C s
Standing Far - - - - s
Crouching -r -r C -
Upward Jump - - - - C
Diagonal Jump C - - C C
Super Cancels (C) Ryuu Enbu (1st)
Free Cancel Into Hissatsu Shinobi Bachi, Ryuu Enbu, Musasabi no
Mai (Kuuchuu)
Free Cancel Out Of Benitsuru no Mai, Koku'en no Mai, Hissatsu
Shinobi Bachi, (C) Ryuu Enbu (1st), Sayo Chidori,
Musasabi no Mai ("hold P from Chijou" version
only), Ukihane, Yusura Ume
Cannot Free Cancel Kachou Sen
- The Dairin Fuusha Otoshi and Musasabi no Mai can be blocked low.
- The Dairin Fuusha Otoshi is cancelable. It acts as a knockdown
attack if it hits an airborne opponent.
- The Benitsuru no Mai is an overhead attack, unless canceled into
(in which case, it becomes cancelable). Mai recovers from this
move fast enough to follow up with another attack, such as a
standing A or B or the Hana Arashi.
- The Koku'en no Mai is a low attack on the 1st hit. If canceled
into, it becomes cancelable on the 1st hit.
- You can no longer cancel the Sayo Chidori into the Ryuu Enbu.
- The Ryuu Enbu and Sayo Chidori can negate normal projectiles.
- The direction used for the Musasabi no Mai (Chijou) determines
which wall Mai leaps to. If you press straight up, she flies
to the wall behind her.
- The Kubi no Kitsune is unblockable. There are several possible
endings for this move:
Ryuu Enbu - Fan
Ryuu Enbu - Umbrella
Ryuu Enbu - Dress - Fan
Dress - Ryuu Enbu - Umbrella
Kimono - Ryuu Enbu - Umbrella
- Going by the name, there should be nine possible endings, but these
are the only ones I've seen.

------------------------------------------------------------------------
YURI SAKAZAKI [ Women Fighters Team ]
------------------------------------------------------------------------
b / f + C when near Oni Harite
b / f + D when near Silent Nage
a-d-u + C / D when near Tsubame Otoshi (air throw)
f + B En Yoku
df + B Shiyoku
df + D Shouyoku
qcf + P Ko'ou Ken
_hold P Haou Shoukou Ken
qcf + K in air Raiou Ken
qcb + P Saifa
hcb + K Hyakuretsu Binta
f,d,df + P Yuri Chou Upper (Kuuga)
f,d,df + C _f,d,df + P Double Yuri Chou Upper (Ura Kuuga)
qcf,hcb + K D^ Hien Hou'ou Kyaku
qcf,qcf + BD S^ Shin! Chou Upper
f,b,hcb + BD H^ "Ee!" Hien Hou'ou Kyaku
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C s
Standing Far Cr - - - s
Crouching Cr -r C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels (C) Yuri Chou Upper (1st)
Free Cancel Into Raiou Ken, Hyakuretsu Binta, Yuri Chou Upper
Free Cancel Out Of En Yoku, Yuri Chou Upper, Double Yuri Chou Upper
Cannot Free Cancel Ko'ou Ken, Haou Shoukou Ken, Saifa
- The En Yoku is an overhead attack, unless canceled into.
- The Shiyoku is a low attack and is cancelable.
- The Shouyoku is cancelable. You can juggle a hit opponent after the
move connects.
- You can juggle an opponent after the Haou Shoukou Ken.
- The Hyakuretsu Binta is unblockable.

------------------------------------------------------------------------
MAY LEE JINJU (IN STANDARD MODE) [ Women Fighters Team ]
------------------------------------------------------------------------
b / f + C when near Crow's Wing
b / f + D when near Swan Circle
Press ABC Henshin (Hero)
qcf + K Lightning Needle
_u + K Into Sky
_d + K Dinosaur's Footprint
_b + K Blazing Intercept
_df + K Leaping Swordfish
_uf + K Surprise Air
_d + K Surprise Air Finish
qcf + K Lightning Needle
_K Spinning Edge
_K Approaching Beetle
_u + K Into Sky
_d + K Dinosaur's Footprint
_b + K Blazing Intercept
_df + K Leaping Swordfish
_uf + K Surprise Air
_d + K Surprise Air Finish
hcb + K Blazing Intercept
qcb,qcb + K D^ Gauze Tail Tinkerbell
AC,BD,ABC S^ Disposition Frog
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C -/C C
Standing Far Cr -r - - C
Crouching Cr -r C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Spinning Edge
- You can press ABC to change into Hero Mode (see below for details).
This can be used to cancel out of any attack, even uncancelable
moves or special moves.
- You can juggle an opponent after the Into Sky.
- The Dinosaur's Footprint is a low attack.
- The Blazing Intercept can reverse jumping, high, and mid-level
attacks, as well as special moves and (S)DMs. You can juggle your
opponent after this move.
- The Leaping Swordfish is an overhead attack.
- The Gauze Tail Tinkerbell is an overhead attack.
- Using the Disposition Frog will leave you in Hero Mode. For all
it's flash, this move doesn't do a lot of damage, although you can
easily connect it in the corner from Into Sky or a stance-canceled
crouching C in Hero Mode.

------------------------------------------------------------------------
MAY LEE JINJU (IN HERO MODE) [ Women Fighters Team ]
------------------------------------------------------------------------
f + A Hero Uke
df + B Sliding
Press ABC Henshin (Standard)
qcf + P Full Swing Chop
qcf + K Shining Thunder Blow
qcb + P "May Lee Cho~p!"
hcb,f + P when near "May Lee Break!"
qcf,qcf + P in air D^ "May Lee Dynamic!"
qcf,qcf + AC S^ "May The End"
f,B,C,f,C H^ Key of Victory
Cancelables A B C D C D
----------------------------------------------
Standing Near C/Cr Cr C C -
Standing Far C/Cr Cr C C -
Crouching Cr Cr C C
Upward Jump - - - -
Diagonal Jump - - - -
Counter Wire Standing CD, (B) Shining Thunder Blow
Super Cancels (C) Full Swing Chop,
Shining Thunder Blow, May Lee Chop
- You can press ABC to change into Standard Mode (see above for
details). This can be used to cancel out of any attack, even
uncancelable moves or special moves.
- If May is hit while in Hero Mode, she will revert to Standard Mode.
This poses a problem, since she can't block in this mode (aside
from using the autoguard feature of the Hero Uke).
- May Lee is now able to roll while in Hero Mode, but she loses the
use of her basic C and D throws.
- May Lee's standing CD attack is unblockable. However, it is not
cancelable. She also has no mid-air CD attack.
- Her crouching C will launch an opponent into the air. You can
cancel it into the May Lee Chop for an easy combo.
- The Hero Uke will autoguard mid-level attacks. If the autoguard
is triggered, this move can be canceled into a special move. Even
if you get Guard Crushed during this move, May Lee will remain in
her Hero stance.
- The Sliding is a low attack and is cancelable.
- The (A) Full Swing Chop hits twice on a counter hit.
- The (A) May Lee Chop is an overhead attack.
- The (D) Shining Thunder Blow will not knock down a hit opponent.
- The May Lee Break is unblockable.
- One wonders if the "May Lee Dynamic!" is supposed to be a reference
to May's "May Dynamic" move from the original Guilty Gear.

------------------------------------------------------------------------
KIM KAPHWAN [ Korea Team ]
------------------------------------------------------------------------
b / f + C when near Kubikime Otoshi
b / f + D when near Sakkyaku Nage
f + B Neri Chagi
qcb + P (x3) Sanren Geki
_uf + K, then d + K Sankuu Kyaku
qcb + K Hangetsu Zan
d,d + K Haki Kyaku
qcf + K in air Hishou Kyaku
_D while rebounding Tsuika Kougeki
Charge d,u + K Hien Zan
d + D from (D) Hien Zan Tenshou Zan
qcf,qcf + K D^ Hou'ou Hiten Kyaku
qcb,db,f + K D^ Hou'ou Kyaku
qcb,db,f + BD in air S^ Kuuchuu Hou'ou Kyaku
qcb,db,f + ABCD H^ Zero Kyori Hou'ou Kyaku
Cancelables A B C D C D
----------------------------------------------
Standing Near C C/C C C/C s
Standing Far - - - - s
Crouching C -r C C
Upward Jump s - - - s
Diagonal Jump s - - - s
Super Cancels (B) Hangetsu Zan, (B) Haki Kyaku, (D) Hien Zan
(1st), (C) Sanren Geki (3rd input, 2nd hit)
Free Cancel Into Hangetsu Zan, Hien Zan, Sanren Geki
Free Cancel Out Of Haki Kyaku, Sanren Geki (all ground hits)
Cannot Free Cancel Hishou Kyaku, Hien Zan
- The Neri Chagi is an overhead attack, unless you cancel into it (in
which case it hits twice and is cancelable on either hit).
- The Haki Kyaku is a low attack, and the (D) version knocks down.
It can no longer hit someone who is lying on the floor.
- The first button used for the Sanren Geki determines the outcome of
the final input. Starting with (A) ends in a Neri Chagi, while
(C) ends with a series of spin kicks.
- The final input of the (A) Sanren Geki is an overhead attack on the
2nd hit.
- Alternately, you can follow the first input of the Sanren Geki with
a mid-air kick sequence by pressing uf + K, then d + K. The d + K
input is an overhead attack.
- You can juggle an opponent after the Hou'ou Hiten Kyaku.
- The Zero Kyori Hou'ou Kyaku is unblockable.

------------------------------------------------------------------------
CHANG KOEHAN [ Korea Team ]
------------------------------------------------------------------------
b / f + C when near Hagan Geki
b / f + D when near Kusari Jime
df + A Hiki Nige
Tap P rapidly, move b / f Tekkyuu Dai Kaiten
_press ABCD Cancel
Charge b,f + P Tekkyuu Funsai Geki
hcf + K Tekkyuu Taiko Uchi
d,d + K Haki Kyaku
hcb,f + P when near Dai Hakai Nage
qcf,hcb + P D^ Tekkyuu Dai Bousou
qcf,qcf + K D^ Tekkyuu Dai Bokusatsu
qcf,qcf + P B^ Tekkyuu Dai Assatsu
B,A,df,C,A H^ Tekkyuu Dai Sekai
Cancelables A B C D C D
----------------------------------------------
Standing Near C C -/- C s
Standing Far - C - - s
Crouching C C C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Haki Kyaku
Free Cancel Into Tekkyuu Taiko Uchi, Tekkyuu Dai Kaiten
Free Cancel Out Of Hiki Nige, Tekkyuu Funsai Geki, Haki Kyaku
Cannot Free Cancel Dai Hakai Nage
- The Hiki Nige is a low attack.
- The Tekkyuu Dai Kaiten can negate normal and (S)DM projectiles.
It will hit twice on a counter hit.
- The Tekkyuu Funsai Geki has autoguard.
- The Tekkyuu Taiko Uchi can reverse jumping, high, and mid-level
attacks, as well as special moves and (S)DMs. However, it does very
poor damage and has almost no range. What's more, the "third sneeze"
feature from previous KOFs has been removed (so you always get the
standard sneeze animation).
- The Haki Kyaku will knock over your opponent no matter where they
are, unless they are blocking low or are in mid-air.
- The Tekkyuu Dai Bousou has several endings: a belly bop, a slide
attack, a standing kick, a forward roll, and a body press.
- The first few swings of the Tekkyuu Dai Bokusatsu can hit an opponent
who is lying on the ground. Hitting an opponent immediately after
they hit the ground (such as from a jumping CD attack or a super
canceled Haki Kyaku) guarantees more hits than other methods (such
as after a standing CD or the Tekkyuu Dai Bousou).
- The Tekkyuu Dai Assatsu hits twice on the way up on a counter hit.
- Chang will run forward during the (C) Tekkyuu Dai Assatsu, before
leaping into the air.
- The Tekkyuu Dai Assatsu is an overhead attack on the way down. The
SDM version will hit low once Chang flops onto the floor, requiring
you to block high, then low.
- Additionally, the ground flop part of the SDM Assatsu will knock over
your opponent no matter where they are, unless they are blocking low
or are in mid-air.
- The (C) Tekkyuu Dai Assatsu has autoguard while Chang is running
forward (but it won't defend against low attacks). The SDM version
of the Assatsu has autoguard for the entire time Chang is flopping
forward after landing on the ground. All versions of the Assatsu
have autoguard while Chang is falling down (with his belly towards
the floor).
- The Dai Hakai Nage and Tekkyuu Dai Sekai are unblockable.
- Before the Tekkyuu Dai Sekai takes place, Chang will dance for a few
moments. During this time, he is invincible and can only be damaged
by throws.

------------------------------------------------------------------------
CHOI BOUNGE [ Korea Team ]
------------------------------------------------------------------------
b / f + C when near Zujou Sashi
b / f + D when near Geketsu Zuki
b / f + B Toorima Geri
ub against a wall, then uf Sankaku Tobi
Charge d,u + P Tatsumaki Shippuu Zan
qcb + P Kaiten Hien Zan
_P Kishuu Hien Zuki
_qcf + K at apex Hishou Kyaku
qcf + K in air Hishou Kyaku
f,d,df + K Hien Zan
Charge b,f + P Senpuu Hien Zashi
_dir. + any (x3) Houkou Tenkan
Charge d,u + K (can hold) Hishou Kuuretsu Zan
_dir. + any (x3) Houkou Tenkan
hcb,hcb + P, move b / f D^ Shin! Chouzetsu Tatsumaki Shinkuu Zan
qcf,hcb + K B^ Hou'ou Kyaku
hcf,hcf + AC in air H^ Shakushi
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C - s
Standing Far Cr - - - s
Crouching Cr -r C -
Upward Jump - - - - s
Diagonal Jump - - s/s/? - s
Super Cancels Tatsumaki Shippuu Zan (1st)
Free Cancel Into Hishou Kyaku, Hien Zan
Free Cancel Out Of Toorima Geri, Tatsumaki Shippuu Zan (1st
ground), Kaiten Hien Zan, Kishuu Hien Zuki
Hien Zan (air only), Senpuu Hien Zashi,
Hishou Kuuretsu Zan
- Choi's far standing C will knock an opponent into the air briefly.
- Choi recovers from the Toorima Geri fast enough to follow it up
with another attack, such as a standing A or B, or the Hou'ou Kyaku
(S)DM.
- The Tatsumaki Shippuu Zan hits more times if done from a slight
distance away from your opponent instead of right next to them.
- The (B) Hien Zan hits twice on a counter hit.
- You can juggle your opponent three times during the Shin! Chouzetsu
Tatsumaki Shinkuu Zan.
- The direction used for the Hishou Kuuretsu Zan determines which
wall Choi leaps to. If you press straight up, he flies to the wall
behind him. Once he touches the wall, he will fall to the ground,
unless you hold B (which makes him fly diagonally down), or D (which
makes him fly horizontally).
- I've yet to find a way to guarantee all seven hits of the Shakushi.
However, if Choi lands from this move while his opponent is still
in the air, you can juggle them before they land, at least.

------------------------------------------------------------------------
IORI YAGAMI [ '96 Team ]
------------------------------------------------------------------------
b / f + C when near Sakahagi
b / f + D when near Saka Sakahagi
f + A,A Geshiki: Yumebiki
f + B Geshiki: Goufu In "Shinigame"
b + B in air Geshiki: Yuri Ori
qcf + P 108 Shiki: Yami Barai
qcb + P (x3) 127 Shiki: Aoihana
hcb + K 212 Shiki: Kototsuki In
f,d,df + P 100 Shiki: Oniyaki
hcb,f + P when near Kuzukaze
qcf,hcb + P B^ Kin 1211 Shiki: Ya Otome
_qcf,qcf,qcf,qcf + AC D^ Ura 316 Shiki: Saika
qcb,hcf,b,f + AC H^ Ura 1219 Shiki: En'ou
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C - C
Standing Far -r - C - C
Crouching Cr -r C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels (A) Oniyaki (1st on a counter hit)
(C) Oniyaki (1st-2nd)
Free Cancel Into Aoihana, Kototsuki In, Oniyaki
Free Cancel Out Of Yumebiki (1st), Goufu In, Aoihana (1st-2nd),
Oniyaki (A=1st, C=1st-2nd), Kototsuki In (1st)
Cannot Free Cancel Yami Barai, Kuzukaze
- The 2nd input of the Yumebiki is cancelable.
- The Goufu In is an overhead attack, unless you cancel into it (in
which case, it becomes cancelable). It's possible for this move
to hit twice, if the first hit is late enough.
- The Yuri Ori is used to hit someone as you jump over them, since it
hits behind Iori.
- The 3rd input of the Aoihana is an overhead attack.
- The Kuzukaze is unblockable. This move switches places with your
opponent and leaves them open to attack momentarily.
- The Saika can only be used after a DM Ya Otome. You must begin the
command early so that you finish it by the time Iori has delivered
the final blow (the hit where his opponent explodes in purple flame).
Beyond that, the timing is rather lax (in the corner, you can even
hit an opponent who is lying on the ground with this move).
- The En'ou is unblockable.

------------------------------------------------------------------------
MATURE [ '96 Team ]
------------------------------------------------------------------------
b / f + C when near Death Blow
b / f + D when near Back Rush
qcf + P Despair
hcf + K Decide
qcb + P (x3) Death Row
qcb + K Metal Massacre
f,d,df + P Sacrilege
qcf,hcb + P Ebony Tears
qcf,qcf + P B^ Nocturnal Rites
qcb,hcf + K B^ Heaven's Gate
f,D,C,B,f H^ Ecstasy 816
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C/C C -/C s
Standing Far C -/- - - s
Crouching Cr -r C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Despair, Death Row, Metal Massacre,
Ebony Tears (only from a normal attack or CD)
Free Cancel Out Of Death Row, Metal Massacre, Sacrilege
(A=1st-2nd ground, C=1st=3rd ground)
Cannot Free Cancel Decide
- It seems as if the (C) Despair can actually cross up a crouch-blocking
opponent, but it only works against Chang if he is in the corner.
- The Sacrilege is now a knockdown attack.
------------------------------------------------------------------------
VICE [ '96 Team ]
------------------------------------------------------------------------
b / f + C when near Death Blow
b / f + D when near Back Rush
f + A Monstrosity
qcb + K Outrage
qcb + K in air Ravenous
hcf + K Decide
qcb + P Mayhem
hcf + P when near Blackend
hcb,f + P when near Gore Fest
qcf + P (see notes) Mithan's Robe
qcf,qcf + P B^ Withering Surface
hcb,hcb + K when near B^ Negative Gain
db,qcf,uf,u,d + AC when near H^ Overkill (air throw)
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C -/C s
Standing Far Cr - - - s
Crouching C Cr C C
Upward Jump s - s - -
Diagonal Jump s - s - -

Free Cancel Into Ravenous, Decide, Mayhem


Free Cancel Out Of Monstrosity, Mayhem
Cannot Free Cancel All others.
- The Monstrosity is an overhead attack, unless you cancel into it
(in which case, it becomes cancelable).
- If you hit an opponent in air with the Ravenous, you can juggle them
upon landing (Mayhem -> Mithan's Robe makes a nice follow-up).
- You can use the Mithan's Robe after the Mayhem or Blackened.
- The Blackened, Gore Fest, Withering Surface, Negative Gain, and
Overkill are unblockable.
- If you have trouble pulling off the Overkill, another way to perform
it is to start at b and rotate the joystick counter clockwise to db,
then press AC.

------------------------------------------------------------------------
RYUJI YAMAZAKI [ '97 Team ]
------------------------------------------------------------------------
b / f + C when near Shime Age
b / f + D when near Bun Nage
f + A Bussashi
qcb + A (can hold) Hebi Tsukai (Joudan)
qcb + B (can hold) Hebi Tsukai (Chuudan)
qcb + C (can hold) Hebi Tsukai (Gedan)
delayed hebi tsukai _D Hebi Damashi
f,d,df + P Sabaki no Aikuchi
f,d,df + B Yakiire
f,d,df + D Sunakake
qcf + A Bai Gaeshi (Kyuushuu)
qcf + C Bai Gaeshi (Dan Hassha)
hcf + K Sadomazo
hcb,f + P when near Bakudan Pachiki
qcf + ABCD D^ Akumu...soshite kyouki
qcf,qcf + P B^ Guillotine
hcb,hcb + P when near D^ Drill
_tap P 0-4 times Punch Ranbu
_tap P 5-8 times Kick Ranbu
_tap P 9-12 times Rapid Pachiki
_tap P 13+ times Repeated Hebi Tsukai
_tap P after Drill ends Chouhatsu
hcb,hcb + AC when near S^ Drill
_tap P 0-4 times Rapid Stomps
_tap P 5-8 times Rapid Aikuchi
_tap P 9-12 times Rapid Shime Age
_tap P 13+ times Chou Repeated Hebi Tsukai
_tap P after Drill ends Chouhatsu
hcb,hcb + BD when near H^ ...!!
Cancelables A B C D C D
----------------------------------------------
Standing Near C Cr C C/- s
Standing Far - -r - - s
Crouching Cr -r C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Sabaki no Aikuchi (1st)
Sadomazo (if it reverses an attack)
Free Cancel Into Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi,
Sadomazo
Free Cancel Out Of Bussashi, Hebi Tsukai, Sabaki no Aikuchi,
Yakiire, Sunakake, Bai Gaeshi, Sadomazo
(if triggered)
Cannot Free Cancel Bakudan Pachiki
- The Bussashi is an overhead attack on either hit, unless you cancel
into it (in which case, it becomes cancelable on either hit).
- The 2nd hit of the Yakiire is an overhead attack.
- You can cancel the Sunakake into the Hebi Tsukai.
- The Kyuushuu will absorb projectiles and give Yamazaki a bit of
Power Gauge energy. The Dan Hassha causes him to counter with
a projectile of his own. Yamazaki can use either move against
both normal and DM projectiles (but not SDM projectiles). For
some reason, he is unable to absorb or reflect Rugal's Kaiser Wave
or Kaiser Phoenix.
- The Sadomazo can reverse high attacks, special moves, and (S)DMs.
- When you perform the "Akumu...soshite kyouki," Yamazaki will run
forward, then stop and clutch his head for a moment. If he reaches
his opponent before he finishes running, he will perform an
unblockable attack instead (even if they are airborne). While
this attack cannot be reversed, it can be avoided (by jumping over
the blade, or otherwise evading it, say through Chin's Bougetsu Sui
or Mary's Real Counter). One sneaky way of connecting this move is
to supercancel into it out of a blocked Sabaki no Aikuchi.
- The Bakudan Pachiki, Drill, and ...!! are unblockable.

------------------------------------------------------------------------
BLUE MARY [ '97 Team ]
------------------------------------------------------------------------
b / f + C when near Victor Nage
b / f + D when near Head Throw
b / f + A Hammer Arch
b / f + B Double Rolling
qcf + P Spin Fall
_qcf + P M. Spider
f,d,df + K Vertical Arrow
_f,d,df + K M. Snatcher
Charge b,f + K Straight Slicer
_qcf + K Crab Clutch
qcb + B M. Reverse Facelock
qcb + D M. Head Buster
qcb + P Real Counter
_qcf + P Backdrop Real
qcf,hcb + P D^ M. Splash Rose
A,A,f,B,C D^ M. Dynamite Swing
A,A,b,B,C S^ M. Dynamite Swing
db,qcf,uf,u,d + BD when near H^ M. Typhoon
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C/s -/C s
Standing Far Cr C C/C - s
Crouching C Cr C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels (B) Vertical Arrow (1st), (B) Straight Slicer,
M. Snatcher (only into either Dynamite Swing)
Free Cancel Into Spin Fall, Vertical Arrow, Straight Slicer,
M. Reverse Facelock, M. Head Buster, Real
Counter
Free Cancel Out Of Hammer Arch, Double Rolling (1st), Vertical
Arrow (1st), (B) Straight Slicer
- The Hammer Arch is an overhead attack, unless you cancel into it
(in which case, it becomes cancelable). It can be canceled
directly into a (HS)DM, however.
- This makes for a 50% damage overhead attack, as you can cancel
it into the M. Typhoon. :) If you have trouble with the M. Typhoon
command, another way to perform it is to start at b and rotate the
joystick counter clockwise to db, then press BD.
- The Double Rolling is cancelable on the 2nd hit (which hits low).
- The (A) Spin Fall is an overhead attack.
- The Straight Slicer is a low attack. The (D) version will only hit
low if Mary's feet hit first.
- Mary is invincible during the Real Counter. Only throws can harm
her. Instead of following with the Backdrop Real, you can always
time her recovery and follow with the M. Typhoon instead.
- The M. Reverse Facelock can reverse jumping attacks, special moves,
and (S)DMs.
- The M. Head Buster can reverse high and mid-level attacks. You can
juggle your opponent after this move.
- The Backdrop Real and M. Typhoon are unblockable.
- It seems as if you can no longer connect the DM Dynamite Swing after
the M. Snatcher, even though you can still supercancel into it.
Anyone know of a way to get the move to connect?

------------------------------------------------------------------------
BILLY KANE [ '97 Team ]
------------------------------------------------------------------------
b / f + C when near Jigoku Otoshi
b / f + D when near Ippon Zuri Nage
f + A Dai Kaiten Geri
f + B Boutaka Tobigeri
Tap A rapidly Senpuu Kon
hcf + P Sansetsu Kon: Chuudan Uchi
_qcf + P Kaen Sansetsu Kon: Chuudan Zuki
qcb + P Suzume Otoshi
qcb + B Karyuu Tsuigeki Kon
qcb + D Suiryuu Tsuigeki Kon
f,d,df + K, move b / f Kyoushuu Hishou Kon
qcf,hcb + P D^ Chou Kaen Senpuu Kon
qcf,qcf + P B^ Dai Senpuu
qcb,hcf + BD H^ Liar Elemental
Cancelables A B C D C D
----------------------------------------------
Standing Near C C C C s
Standing Far C - - -/- s
Crouching - Cr C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Suiryuu Tsuigeki Kon (1st)
Free Cancel Into Suzume Otoshi, Karyuu/Suiryuu Tsuigeki Kon
Kyoushu Hishou Kon, SSK: Chuudan Uchi
Free Cancel Out Of Senpuu Kon, Karyuu/Suiryuu Tsuigeki Kon,
SSK: Chuudan Uchi, KSSK: Chuudan Zuki
Cannot Free Cancel Karyuu Tsuigeki Kon (from Suiryuu Tsuigeki Kon),
or the reverse.
- Karyuu Tsuigeki Kon can reverse jumping attacks, special moves, and
(S)DMs.
- The Suiryuu Tsuigeki Kon can reverse high, mid-level, and low attacks.
- If the (D) Kyoushuu Hishou Kon hits on the way up and again on the
way down, you can juggle your opponent. Out in the open, you can
use the Dai Kaiten Geri, while in the corner, you can use the Chou
Kaen Senpuu Kon.
- The Liar Elemental can reverse jumping, high, mid-level, and low
attacks, as well as special moves and (S)DMs. During this move, you
cannot throw Billy with basic throws while he is unarmed.
------------------------------------------------------------------------
YASHIRO NANAKASE [ '98 Team ]
------------------------------------------------------------------------
b / f + C when near Lever Blow
b / f + D when near Hatchet Throw
f + A Regret Bash
f + B Step Side Kick
f,d,df + P Upper Duel
qcb + K Sledgehammer
hcf + P Jet Counter
_qcf + P Jet Counter: Still
qcf,qcf + P (can hold) B^ Final Impact
qcb,hcf + BD H^ [ERROR] CODE 2002
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C s
Standing Far Cr - - - s
Crouching Cr - C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels (C) Jet Counter: Still
Free Cancel Into Upper Duel, Sledgehammer, Jet Counter
Free Cancel Out Of Regret Bash, Upper Duel (A=1st, C=1st-2nd),
Jet Counter (any version), Jet Counter: Still
- The Regret Bash is an overhead attack, unless you cancel into it
(in which case, it becomes cancelable).
- The Step Side Kick is cancelable.
- The Upper Duel has autoguard.
- The Sledgehammer is an overhead attack.
- The (C) Jet Counter is now an overhead attack.
- You have to use the same strength button used for the Jet Counter
to perform the Jet Counter: Still.
- Because of this, I was a little curious as to what happened to
Yashiro's old "hcf + A -> qcf + C" combo from 1998, which would
result in an Upper Duel ending instead of the usual Jet Counter:
Still ending. Well, he still has it--just perform the Jet Counter
with AC, then input qcf + C. Using (A) will just get you the weak
Still ending. It's much more useful than in '98, since you can combo
a close attack into the AC Jet Counter (which is not possible with
the C version), and juggle your opponent afterwards.
- You can juggle an opponent after the normal (C) Jet Counter: Still,
as well.
- You can free cancel any strength Jet Counter into any different
strength Jet Counter (except the AC Jet Counter into the A version
or the reverse). The same applies to free canceling the Jet Counter:
Still into a different strength Jet Counter (in which case going
from the "AC -> A" Still to the A Jet Counter is not possible).
- The Final Impact is unblockable if fully delayed.

------------------------------------------------------------------------
SHERMIE [ '98 Team ]
------------------------------------------------------------------------
b / f + C when near Shermie Flash Original
b / f + D when near Front Flash
f + A Baku New Suplex
f + B Shermie Stand
Press ABC Yoke Dousa
hcf + P when near Shermie Spiral
hcf + K Diamond Bust
qcb + P Shermie Whip
qcb + K Axle Spin Kick
hcb,f + P F-Captured
f,d,df + K Shermie Clutch
qcf + K (see notes) Shermie Cute
hcb,hcb + P when near B^ Shermie Flash
hcf,hcf + P when near B^ Shermie Carnival
qcf,qcf + BD when near H^ Inazuma Leg Lariat
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C/C C -/- s
Standing Far Cr C/C - - s
Crouching Cr C C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Shermie Spiral, Diamond Bust, Shermie Whip,
Axle Spin Kick, Shermie Clutch
Free Cancel Out Of Blocked Baku New Suplex, Shermie Stand, Axle
Spin Kick
Cannot Free Cancel All other moves.
- The Shermie Stand is an overhead attack, unless you cancel into it
(in which case, it is cancelable on the 2nd hit).
- The Yoke will make Shermie dodge low attacks.
- The Axle Spin Kick is an overhead attack.
- The Shermie Clutch is an anti-air throw.
- The F-Captured can reverse high and mid-level attacks.
- You can use the Shermie Cute after the Shermie Spiral, Shermie Whip,
or Shermie Clutch.
- The Shermie Spiral, Diamond Bust, Shermie Clutch, Shermie Flash,
Shermie Lariat, and Inazuma Leg Lariat are unblockable.
- During the SDM Shermie Flash, Shermie will count while holding your
opponent. If she reaches 3, the move will do 100% damage. However,
you can end the count by tapping any button rapidly, which will cause
her to end the hold prematurely.

------------------------------------------------------------------------
CHRIS [ '98 Team ]
------------------------------------------------------------------------
b / f + C when near Step Turn
b / f + D when near Aerial Drop
f + A Spinning Array
f + B Reverse Anchor Kick
df + B Carry Off Kick
f + D,B Leading High
d + D,B Leading Low
qcf + P Slide Touch
qcf + K Scramble Dash
f,d,df + P Direction Change
f,d,df + K Hunting Air
qcf + K in air Glider Stamp
hcb + P Shooting Dancer: Thrust
hcb + K Shooting Dancer: Step
qcf,qcf + P B^ Chain Slide Touch
qcb,qcb + K B^ Twister Drive
hcb,hcb + AC H^ Honoo no Sadame no Chris
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C s s
Standing Far Cr - C/- - s
Crouching C -r C -
Upward Jump - - C - s
Diagonal Jump - - C - s
Super Cancels Leading: High and Low
Shooting Dancer: Thrust and Step (1st)
Free Cancel Into Scramble Dash, Hunting Air, Glider Stamp,
Shooting Dancer Thrust and Step
Free Cancel Out Of Reverse Anchor Kick, Carry Off Kick, Leading:
High and Low, Slide Touch, Hunting Air,
Shooting Dancer Thrust and Step
- The Spinning Array is cancelable.
- The Reverse Anchor Kick is an overhead on the 2nd hit (unless
canceled into, in which case it is cancelable on the 2nd hit).
- The Carry Off Kick is a low attack.
- In order to perform the "Leading" moves, you must press B
_immediately_ after pressing D. I find that it's easier to perform
if you hold in the direction listed instead of just pressing in
that direction. If you do the move correctly, Chris will do his
old '98 dodge animation, then attack with a standing kick or a low
(B) kick.
- The Direction Change is unblockable. This move switches places
with your opponent and leaves them open to attack momentarily.
- The 2nd hit of the (A) Shooting Dancer: Thrust is a low attack.
- The 2nd hit of the Shooting Dancer: Step is an overhead attack.
- You can follow the Shooting Dancer: Step with the Glider Stamp.
- Chris' HSDM will turn him into Orochi Chris for the remainder of
the round (see "Chris of the Flame of Destiny" under the Orochi
Team entry for more information). You will turn back to normal
Chris in the following round (if there is one).

------------------------------------------------------------------------
K' (pronounced "kay dash") [ '99 Team ]
------------------------------------------------------------------------
b / f + C when near Spot Pile
b / f + D when near Knee Strike
f + A One Inch
f + B Knee Assault
qcf + P Eins Trigger
_f + B Second Shoot
_f + D Second Shell
f,d,df + P Crow Bites
f,d,df + C _f + K Tsuika Kougeki
qcf + K Blackout
qcb + K (air) Minutes Spike
qcb + K _qcb + K Narrow Spike
qcf,qcf + P (can hold) D^ Heat Drive
qcf,hcb + P B^ Chain Drive
qcb + C~A H^ Crimson Star Road
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C/C C s
Standing Far -r - - - s
Crouching Cr -r C C
Upward Jump - - s s -
Diagonal Jump - - s s -
Counter Wire One Inch
Super Cancels (A) Crow Bites (1st-2nd)
(C) Crow Bites (1st)
Narrow Spike
Free Cancel Into Crow Bites, Minutes Spike (ground or air)
Free Cancel Out Of One Inch, Knee Strike, Crow Bites (A=1st
ground, C=1st-2nd ground), Minutes Spike,
Narrow Spike
Cannot Free Cancel Eins Trigger, Blackout, Minutes Spike (only
from Narrow Spike)
- The One Inch is a knockdown attack, unless canceled into (in which
case, it becomes cancelable). It can be canceled directly into a
(HS)DM, however.
- The Knee Assault is an overhead attack, unless you cancel into it.
- The Knee Assault and Tsuika Kougeki are no longer cancelable.
- The (A) Eins Trigger is a knockdown attack and can negate projectiles.
The button used determines the speed of the Second Shoot.
- You can no longer cancel the Eins Trigger into the Blackout.
- You can juggle an opponent after the Second Shell.
- The Blackout is a teleport move that can be used to move through your
opponent. You are still vulnerable to attack while warping, even when
invisible.
- You can delay the Heat Drive to make it unblockable.
- When you perform the Chain Drive, K' will throw his sunglasses across
the screen. If they hit, he will perform the rest of this move. If
they miss, he will remain immobile for a moment and will be vulnerable
to attack. If th glasses are blocked, he will warp forward with an
elbow attack. If the attack hits (which really only occurs if you
attempt to a CD guard cancel), then he will perform the rest of the
Chain Drive.
- To perform the Crimson Star Road, you must press A _immediately_
after pressing C. This move is unblockable.
------------------------------------------------------------------------
MAXIMA [ '99 Team ]
------------------------------------------------------------------------
b / f + C when near Dynamite Drop
b / f + D when near Choking Vise
f + A Mongolian
df + C M9 Kata: Maxima Missile (Shisaku)
qcb + P M4 Kata: Vapour Cannon
hcf + K when near M11 Kata: Dangerous Arch
f,d,df + K M19 Kata: Blitz Cannon
qcf + A System 1: Maxima Scramble
_qcf + A Double Bomber
_qcf + A Bulldog Press
qcf + C System 2: Maxima Scramble
_qcf + C Double Bomber
_qcf + C Bulldog Press
hcb + K System 3: Maxima Lift
_f + K Centoun Press
f,hcf + P D^ M2 Kata: Maxima Beam
qcf,hcb + P D^ Bunker Buster
hcb,hcb + K when near B^ Maxima Revenger
f,B,C,f,C H^ Arc Enemy
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C/- C s
Standing Far - - - - s
Crouching Cr - C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Counter Wire Vapour Cannon
Super Cancels Double Bomber (2nd)
Free Cancel Into Vapour Cannon, Dangerous Arch, Blitz Cannon,
Maxima Scramble, Maxima Lift
Free Cancel Out Of Mongolian, Maxima Scramble, Double Bomber
Cannot Free Cancel Bulldog Press, Centoun Press
- Maxima's crouching C, far and close standing C, and standing CD attack
all have autoguard.
- The Mongolian is an overhead attack, unless canceled into (in which
case, it becomes cancelable). It can be canceled directly into a
(HS)DM, however.
- The Maxima Missile is cancelable. An airborne opponent who is hit by
this move will be knocked high into the air and can be hit with the
Blitz Cannon.
- The Vapour Cannon can negate normal and DM projectiles.
- The Blitz Cannon is an anti-air move. However, the (B) version can
hit tall characters (such as Chang).
- If you mistime the Centoun Press, Maxima will land on his back and
will be open to attack until he recovers.
- The Maxima Beam does a ridiculous amount of damage, even moreso on
a counter hit.
- The Bunker Buster has autoguard as it begins and ends. It can hit
as it begins, as well as when it ends. It's possible to combo both
hits together. The "falling" animation can hit as an overhead attack,
but this doesn't apply to the "impact" hit that occurs as Maxima
lands.
- The Dangerous Arch, Maxima Lift, Maxima Revenger, and Arc Enemy are
unblockable.

------------------------------------------------------------------------
WHIP [ '99 Team ]
------------------------------------------------------------------------
b / f + C when near Alpha
b / f + D when near Zed
f + A (x5) Whip Shot
hcb + A (can hold) Strings Shot Type A "Code: Yuuetsu"
hcb + B (can hold) Strings Shot Type B "Code: Chikara"
hcb + C (can hold) Strings Shot Type C "Code: Shouri"
delayed strings shot_b / f Move Back / Forward
D before Type A/B/C strikes Strings Shot Type D "Code: Ame"
delayed strings shot_D Strings Shot Type D "Code: Ame"
hcf + P Boomerang Shot "Code: SC"
qcb + P in air Hook Shot "Code: Kaze"
f,d,df + any Assassin Strike "Code: BB"
b,d,db + P, tap P rapidly Desert Eagle
qcb,hcf + P B^ Sonic Slaughter "Code: KW"
b,B,C,b,C H^ Super Black Hawk
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C C
Standing Far - C - s C
Crouching - C C/C -
Upward Jump - C - - -
Diagonal Jump - C - C -
Super Cancels Strings Shot (1st)
Boomerang Shot (1st)
(the DC movelist says this move is SCable;
it probably is, but I couldn't pull it off)
Free Cancel Into Strings Shot, Boomerang Shot, Hook Shot,
Assassin Strike
Free Cancel Out Of Whip Shot, Strings Shot (1st), Boomerang Shot
(1st), Assassin Strike (downward hit only)
Cannot Free Cancel Desert Eagle
- The last input of the Whip Shot is a knockdown attack. The ending
animation can be canceled. In the corner, you can cancel into the
(B) Assassin Strike or (C) Desert Eagle for a combo. Out in the
open, you can cancel into the (A) Boomerang Shot.
- It's possible for either hit of the Boomerang Shot to miss, depending
on your opponent's location.
- The 2nd hit of the (A) Strings Shot is an overhead attack, while the
2nd hit of the (C) Strings Shot is a low attack.
- The (B) Strings Shot will drag an opponent closer to you and leaves
them open to attack momentarily.
- The Assassin Strike can hit on the way up, or on the way down.
The button used for this move determines where you come down (A is
closest, D is furthest away). Keep in mind that this is relative to
your location, so if you're in the far corner of the screen, using
A-D all put you in the same place. This move can also hit an
opponent who is lying on the floor.
- You can no longer cancel out of the end of the Assassin Strike.
- You can fire the Desert Eagle seven times before Whip will reload it.
This move is a low attack, and can hit opponents who are lying on the
floor.
- The Desert Eagle can hit an opponent who is lying on the ground.
- The Super Black Hawk is unblockable.

------------------------------------------------------------------------
VANESSA [ '00 Team ]
------------------------------------------------------------------------
b / f + C when near Dynamite Puncher
b / f + D when near Clench Puncher
f + A One-Two Puncher
df + B Sliding Puncher
Charge b,f + P Dash Puncher
hcf + P, tap P rapidly Machine Gun Puncher
f,d,df + A Forbidden Eagle
f,d,df + C Parrying Puncher
qcf + K Puncher Vision (Zenpou)
_f + A Puncher Upper
_f + C Puncher Straight
_b + P (can hold) Puncher Weaving
qcb + K Puncher Vision (Kouhou)
_f + A Puncher Upper
_f + C Puncher Straight
_b + P (can hold) Puncher Weaving
qcb + P (can hold) Puncher Weaving
_f + P Dash Puncher
_b + P Parrying Puncher
_f + K Puncher Vision (Zenpou)
_b + K Puncher Vision (Kouhou)
qcf,qcf + P when near D^ Champion Puncher
qcb,hcf + P B^ Crazy Puncher
f,hcf + AC H^ Gaia Gear
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr -/C -/C C
Standing Far Cr C -/C -/C C
Crouching Cr Cr C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Counter Wire Machine Gun Puncher (if last hit is only hit)
Puncher Straight (if last hit is only hit)
Super Cancels Parrying Puncher, Puncher Upper (2nd)
Dash Puncher (from Puncher Weaving)
(the DC movelist says this move is SCable;
it probably is, but I couldn't pull it off)
Free Cancel Into Forbidden Eagle, Parrying Puncher, Puncher Vision
Free Cancel Out Of One-Two Puncher, Sliding Puncher, Dash Puncher,
Machine Gun Puncher, Forbidden Eagle, Parrying
Puncher, Puncher Upper/Straight (both 2nd)
Cannot Free Cancel Puncher Weaving
- The One-Two Puncher is an overhead attack on the 1st hit, unless you
cancel into it (in which case it becomes cancelable on the 1st hit).
- The Sliding Puncher is a low attack. It can no longer hit opponents
who are lying on the ground.
- The Parrying Puncher can reflect normal and (S)DM projectiles.
- You can pass through attacks during the Puncher Vision (but you are
still vulnerable to throws). Unlike most teleports, it can't be used
to move through an opponent, though.
- You can cancel the Puncher Vision into itself (or the b / f + K
version into the opposite qcf + K or qcb + K version).
- The Puncher Upper is cancelable into other special moves on the 2nd
hit.
- The second hit of the Puncher Straight will drop an opponent's guard,
which isn't really useful unless you free cancel into the Forbidden
Eagle.
- The only advantage the Puncher Weaving offers is that it makes
Vanessa duck down, allowing her to avoid some high attacks.
- The "Puncher Weaving" version of the Dash Puncher is cancelable
into other special moves.
- You can juggle your opponent after the Forbidden Eagle, Dash Puncher,
and Puncher Upper.
- The Champion Puncher is unblockable.

------------------------------------------------------------------------
SETH [ '00 Team ]
------------------------------------------------------------------------
b / f + C when near Hiji ate kara no hadou uchi
b / f + D when near Tomoe Nage
f + A Tackle
f + B Mae Age Geri
b + A Back Blow
b + B Sobat
df + B Sliding
qcf + P Sho-Yoh
hcf + K Doh-Kuzushi
d,d + P Ashi-Tori
qcf + B in air An-Getsu
qcf + D in air Raku-Getsu
hcb + K Kyu-Getsu
_f + K Ya-Getsu
_d + K Gen-Getsu
qcf,qcf + P D^ "Morote"-Sho-Yoh
qcf,hcb + K D^ Irimi-Nadazuki
qcf,hcb + AC S^ Doh-Tori-Shichimonsatsu
f,hcf + AC when near H^ Sigure-Rangiku
Cancelables A B C D C D
----------------------------------------------
Standing Near C C C/- C C
Standing Far - - - - C
Crouching Cr - C/- -
Upward Jump C - C - s
Diagonal Jump C - C - s
Counter Wire (C) Sho-Yoh
Super Cancels Sho-Yoh (1st)
Free Cancel Into Sho-Yoh, An-Getsu, Raku-Getsu, Kyu-Getsu
Free Cancel Out Of Tackle, Mae Age Geri, Sobat, Sliding, Sho-Yoh,
(B) Doh-Kuzushi (if triggered), Ashi-Tori (if
triggered), Kyu-Getsu, Ya-Getsu, Gen-Getsu
Cannot Free Cancel An-Getsu (from Raku-Getsu), or the reverse.
- Seth's crouching C will knock an opponent into the air briefly
on the 2nd hit.
- The Tackle is a knockdown attack, unless you cancel into it from
the Mae Age Geri.
- If canceled into, the Sliding becomes cancelable.
- The Back Blow is cancelable.
- The Sobat is an overhead attack, unless you cancel into it.
- The Sliding, Gen-Getsu and Irimi-Nadazuki are low attacks.
- The (B) Doh-Kuzushi can reverse jumping attacks as well as special
moves and (S)DMs.
- The (D) Doh-Kuzushi can reverse high and mid-level attacks. It
switches places with your opponent and leaves them open to attack
briefly.
- The Ashi-Tori can reverse low attacks. You can juggle a hit enemy
afterwards. You can juggle your opponent afterwards.
- You can juggle your opponent after the Irimi-Nadazuki.
- The Doh-Tori-Shichimonsatsu can reverse jumping, high, mid-level,
and low attacks, as well as special moves and (S)DMs.
- An opponent hit by the Sigure-Rangiku will have their controls
reversed for a short period of time. This move is unblockable.
It must be performed from up close in order to hit, even though
it looks like it could be used from a short distance.

------------------------------------------------------------------------
RAMON [ '00 Team ]
------------------------------------------------------------------------
b / f + C when near Arm Whip
b / f + D when near Flying Mayor
df + B Teikuu Drop Kick
ub against a wall, then uf Sankaku Tobi
hcf + P when near Tiger Neck Chancery
qcb + A (can hold) Feint Step (Drop Kick)
qcb + C (can hold) Feint Step
d,d,A,C Bard of Paradise
hcf + K Somersault
_press ABC Cancel
qcb + K Force of Will
_qcf + A Tsuika Kougeki
_press ABC Feint Dash
b,d,db + K Tiger Road
_D as you touch the wall Cross Chop
_press ABC Feint Dash
f,d,df + K Rolling Sobat
_f,d,df + K Flying Body Attack
_d,d + P Hiki Okoshi
qcf,hcb + K D^ Savage Fire Cat
_press ABC Feint Dash
qcb,hcf + K D^ El Diablo Amarillo Ramon
hcb,hcb + P when close B^ Tiger Spin
qcb,hcf + AC H^ Hypnotic Tiger
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C -
Standing Far Cr - - - -
Crouching Cr C C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Counter Wire (A) Feint Step, Rolling Sobat
Super Cancels Hiki Okoshi,
Feint Dash
Free Cancel Into Somersault, Tiger Road
Free Cancel Out Of Teikuu Drop Kick, Standing CD
Cannot Free Cancel All others.
- The Teikuu Drop Kick is a low attack, unless you cancel into it
(in which case, it becomes cancelable). It can be canceled directly
into a (HS)DM, however.
- The Bard of Paradise can hit an opponent who is lying on the floor.
- The Force of Will looks like the Tiger Road, but it can only
be canceled into the Tsuika Kougeki and not the Cross Chop.
- Ramon will randomly hop away instead of running during the Tiger
Road and Force of Will. It also seems to occur often if your
opponent is in the corner and you cancel a crouching D into the
Force of Will, then hold the button used. What this is used for
and how you can perform it reliably, I have yet to figure out.
- The cancel animation of the Force of Will or Tiger Road (in which
Ramon pauses and leans over) can hit an opponent who is behind
him. Even though the same animation is used for the Somersault
cancel, it cannot hit your opponent.
- The Cross Chop and Rolling Sobat are overhead attacks.
- The Tiger Neck Chancery, Somersault, Tsuika Kougeki, Savage Fire Cat,
and Tiger Spin are unblockable.

------------------------------------------------------------------------
KULA DIAMOND [ '01 Team ]
------------------------------------------------------------------------
b / f + C when near Ice Coffin
b / f + D when near Behind Slash
f + A One Inch
df + B Slider Shoot
df + C Critical Ice
f,d,df + P Crow Bites
qcf + P Diamond Breath
qcb + P Counter Shell
qcb + B Ray Spin
_f + B Stand 1
_f + D Sit 1
qcb + D Ray Spin
_f + B Stand 2
_f + D Sit 2
qcf,qcf + P D^ Diamond Edge
hcb,hcb + AC S^ Freeze Execution
qcf,qcf + BD in air S^ La * Cachora
AC,BD,ABC H^ Freeze Completion
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C/C -/C s
Standing Far Cr Cr C -/- s
Crouching C Cr - C
Upward Jump - - - - -
Diagonal Jump - - - - -
Counter Wire One Inch, Counter Shell
Critical Ice (if 1st hit is only hit)
Super Cancels (C) Crow Bites (1st)
Stand 1 (1st), Sit 1
Stand 2 (1st), Sit 2
Free Cancel Into Crow Bites, Diamond Breath, Counter Shell,
Ray Spin
Free Cancel Out Of One Inch, Slider Shoot, Critical Ice, Crow Bites
(C=1st), Ray Spin: Stand (if leg hits), Ray Spin:
Sit
- The One Inch is a knockdown attack, unless you cancel into it (in
which case, it becomes cancelable). It can be canceled directly
into a (HS)DM, however.
- The Slider Shoot and Sit are low attacks.
- The (A) Diamond Breath knocks down. You can hit an opponent as
they are recoiling from either version of this move. This move
can also negate normal projectiles.
- The Counter Shell will absorb normal and DM projectiles, prompting
Kula to reply with a projectile of her own. Against Rugal's Kaiser
Wave, it can absorb the Level 1 version and absorb the Level 3
version.
- You can juggle your opponent after both hits of the (D) Ray Spin.
- The Stand 2 and Sit 2 can only be used if the (D) Ray Spin hits
or is blocked.
- The La * Cachora will drain 1 Power Gauge stock from your opponent
if it hits. If they have less than 1 stock, the move will not
drain any power at all.

------------------------------------------------------------------------
K9999 (pronounced "kay four nine") [ '01 Team ]
------------------------------------------------------------------------
b / f + C when near Kieroo!
b / f + D when near Itsumade yondendayoo!
f + A Urusee-!
qcf + P Acchihe itteroo!
qcb + K Kudakeroo!
f,d,df + P Wareroo!
db,hcb,df + P D^ Tsuki...
db,hcb,df + K D^ Temee mo oucchimae!!
d,f,df + ABCD S^ Chikara ga...katte ni...uwaaaa!!
f,b,f,b,f,b,f,b in air H^ Kore wa, maru de....!!
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C/C/C - C
Standing Far Cr Cr -x6 - C
Crouching Cr Cr -/- -
Upward Jump - - - - -
Diagonal Jump -x5 - -x5 - -
Super Cancels Urusee-! (2nd-3rd)
Acchihe itteroo! (2nd-4th)
(A) Wareroo!
(C) Wareroo! (2nd)
Free Cancel Into Crouching D, Acchihe itteroo!, Kudakeroo!,
Wareroo!
Free Cancel Out Of Crouching D, Urusee-!, Acchihe itteroo!
(1st-4th), Wareroo!
- You can cancel a normal move into K9999's crouching D.
- The "Acchihe itteroo!" and "Tsuki..." can negate normal projectiles.
- The "Wareroo!" can negate normal and DM projectiles. You can juggle
your opponent after the (C) version.
- The "Temee mo oucchimae!!" can negate normal and (S)DM projectiles.
- The (B) "Kudakeroo!" is a knockdown attack, while the (D) version
is an overhead attack. The (D) version also leaves a hit opponent
open to attack.
- From the proper distance (almost but not quite full screen), you
can get nine hits from the "Temee mo oucchimae!!"
- You don't have to input all of K9999's HSDM in the air; you can
do most of the command on the ground, then jump while finishing
the remaining inputs. An alternative is to input a backstep before
finishing the command, since K9999 will be in the air for a brief
period of time.

------------------------------------------------------------------------
ANGEL [ '01 Team ]
------------------------------------------------------------------------
b / f + C when near Go Go Futen Girl
b / f + D when near Starlit Field
f + B Senseless Chatter
d + D in air At Wasteland
hcb + K Red Sky of Japonesia
b,d,db + K when near Mad Murder Roulette
b,f,d,df + BD S^ Wind's Fairground
_as an anti-air reversal S^ Blue Monday Parade
_press BCD on impact H^ Survivor's Banquet
[ Unchain Start Moves ] -----------------------------------------------
qcb + P Repun Kamuy
hcf + K Beyond Frames
b,f + K Senseless Fists
df + B Formalists' Blue
df + D Citizen of World
df + B from Senseless Chatter Formalists' Blue
df + D from Senseless Chatter Citizen of the World
[ Unchain Continue Moves ] --------------------------------------------
u + P Bye Bye Ryuugu
u + K Shelter From Storm
f + P Buggy And Coffin
f + K With A Lamp For Pathway
d + P Train To See Cherry Blossoms
d + K Impotent Symptom
[ Unchain Finish Moves ] ----------------------------------------------
f,f + A Crown Under Sky
f,f + C Fullmoon Evening
f,f + K State Of Heat Haze
qcf + A Cosmic Futen Swing
qcf + C Lost Homeland
hcf + K Beyond Frames
(b / f +) BCD Oumagatoki
b,f,d,df + P B^ Loyalty Test For Liberalists
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr -r C C C
Standing Far Cr Cr - - C
Crouching Cr Cr C C
Upward Jump c - - c -
Diagonal Jump c - c c -
Free Cancel Into Mad Murder Roulette, Repun Kamuy, any Continue
move (except 'With A Lamp For Pathway'), Crown
Under Sky, Fullmoon Evening, State of Heat Haze
Free Cancel Out Of Senseless Chatter (1st), Repun Kamuy, Formalists'
Blue, Citizen of World.
Cannot Free Cancel All others.
- An opponent hit by Angel's crouching C will be launched into the air.
- Angel's jumping C will hit an opponent who is behind her (much
like Iori's Yuri Ori).
- You can cancel a mid-air attack into 'At Wasteland' and it
will actually combo.
- You can juggle an opponent after the 'Mad Murder Roulette.' Out
in the open, 'Red Sky of Japonesia' makes for an easy follow-up.
- The 'Repun Kamuy' is a knockdown attack.
- You can cancel the 'Beyond Frames' into itself.
- Canceling the 'Beyond Frames' into a "Continue" move can be tricky.
For the (B) version, input the "Continue" command as Angel comes
within range, and she will perform the attack (or else warp,
then attack).
- For the (D) version, input the command while Angel is still
moving, before she warps.
- Note that even the "Finish" version of the Beyond Frames can be
canceled into a "Continue" move.
- Either hit of the 'Senseless Fists' can be canceled into a
"Continue" move.
- The 'Formalists' Blue' is a low attack.
- The 'Citizen of World' is an overhead attack.
- You can juggle your opponent after 'Bye Bye Ryuugu' and 'Shelter
From Storm', if it hits them while they are airborne.
- 'With A Lamp For Pathway' and both hits of 'Buggy And Coffin' are
overhead attacks.
- 'Train To See Cherry Blossoms' and 'Impotent Symptom' both hit low.
Impotent Symptom no longer hits an opponent who is lying on the floor.
- You can juggle an opponent after 'Crown Under The Sky.'
- 'Fullmoon Evening' is unblockable. This move does much more
damage on a counter hit.
- The 2nd hit of 'State of Heat Haze' is an overhead attack. The 3rd
hit is a knockdown attack.
- 'Cosmic Futen Swing' is unblockable, while 'Lost Homeland' will miss
if Angel's opponent is blocking.
- Angel has the ability to chain together certain attacks. It may
seem complicated, but the rules are rather simple. Simply perform
an "Unchain Start" move, then follow with an "Unchain Continue"
move. You can then finish with an "Unchain Finish" move.
- Alternatively, you can chain the "Unchain Continue" moves into
each other. There are three basic rules to doing this:
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.
- Despite these rules, most any combination is possible. You can
even chain all of them together, like so:
Start move, f + K, u + P, d + K, f + P, u + K, d + P, Finish move
- You could even do the whole sequence in reverse, if you'd like.
- Strangely enough, you can also cancel any "Start" move (except
the Senseless Fists) into any of the "End" moves (except the
Oumagatoki and Loyalty Test) by performing the "End" move during
the "Start" move and holding down the button used. Angel will
automatically perform a "Continue" attack followed by the "End"
move that you inputted.
- The Wind's Fairground can reverse jumping, high, mid-level, and low
attacks, as well as special moves and (S)DMs.
- If the Wind's Fairground catches an opponent's mid-air attack (and
by mid-air, I mean even Kim's ground Hou'ou Kyaku will count), she
will perform the "Blue Monday Parade" instead.
- In order to perform Angel's HSDM, you have to press and hold BCD
immediately after inputting the command for the Wind's Fairground,
but _before_ your opponent's attack hits. Furthermore, it will
only work if your opponent's attack is an aerial one, so that you
get the Blue Monday Parade to trigger.
- The alternate (and far easier method), is to simply perform the Wind's
Fairground as "b,f,d,df + hold BCD." This way, if you happen to get
the Blue Monday Parade instead, Angel will automatically go into the
Survivor's Banquet.
- When free canceling during the Unchain moves, keep in mind that you
cannot free cancel into the Repun Kamuy if you used it earlier (to
begin the Unchain sequence).

------------------------------------------------------------------------
YASHIRO OF THE PARCHED EARTH [ Orochi Team ]
------------------------------------------------------------------------
b / f + C when near Baku
b / f + D when near Beki
f + A Saku
f + B Bu
qcb + P Kujiku Daichi
hcf + K Odoru Daichi
hcf + P when near Niragu Daichi
hcb,f + P when near Musebu Daichi
qcf,qcf + K B^ Araburu Daichi
hcb,hcb + P when near B^ Ankoku Jigoku Gokuraku Otoshi
B,D,A,ABC H^ Armageddon
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C s
Standing Far Cr - - - s
Crouching Cr - C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Kujiku Daichi
Free Cancel Out Of Saku
Cannot Free Cancel All others.
- The Saku is an overhead attack, unless you cancel into it (in which
case, it becomes cancelable).
- The Bu is cancelable.
- All of Yashiro's moves are unblockable, except for the Saku and Bu.

------------------------------------------------------------------------
SHERMIE OF THE RAGING LIGHTNING [ Orochi Team ]
------------------------------------------------------------------------
b / f + C when near Bakurai
b / f + D when near Enrai
f + B Kourai
hcf + any Mugetsu no Raiun
qcb + P Yatanagi no Muchi
qcb + K Shajitsu no Odori
qcf + K in air Raijin no Tsue
qcf,qcf + P B^ Ankoku Raikou Ken
qcf,qcf + K B^ Shukumei, Gen'ei, Shinshi
B,A,b,A, any H^ Unmei no Ya
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C/C C -/- s
Standing Far Cr C/C - - s
Crouching Cr C C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Yatanagi no Muchi (only from a non-special move),
Mugetsu no Raiun (only from a non-special move),
Shajitsu no Odori, Raijin no Tsue
Free Cancel Out Of Kourai, Shajitsu no Odori
- The Kourai is an overhead attack, unless you cancel into it (in
which case, it is cancelable on the 2nd hit).
- The Mugetsu no Raiun will stun a hit opponent. The button used
determines the attack's location (A is close, D is furthest away).
- The Raijin no Tsue is an overhead attack.
- The button used for the Unmei no Ya works the same as the Mugetsu
no Raiun. After an opponent is hit, a bolt of lightning will
strike them. The bolt's location seems to be random, since it may
miss your opponent, or hit you (!) or both characters.
- It's possible to take action in the second just before the bolt
hits during the Unmei no Ya. In this case, you can always roll
out of the bolt's path. The bolt is unblockable, so don't bother
guarding or making an attack :)

------------------------------------------------------------------------
CHRIS OF THE FLAME OF DESTINY [ Orochi Team ]
------------------------------------------------------------------------
b / f + C when near Chi no Batsu
b / f + D when near Ten no Tsumi
f + A Muyou no Ono
f + B Jukei no Oni
df + B Setsudan no Koto
qcf + P Taiyou wo Iru Honoo
qcb + P Kagami wo Hofuru Honoo
f,d,df + P Tsuki wo Tsumu Honoo
hcf + K when close Shishi wo Kamu Honoo
qcb,hcf + P (can hold) B^ Ankoku Orochi Nagi
D,C,d,C,D H^ Sanagi wo yaburi, chou wa mau
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C s s
Standing Far Cr - C/- - s
Crouching C -r C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels (C) Tsuki wo Tsumu Honoo (3rd)
Shishi wo Kamu Honoo (last)
Free Cancel Into Kagami wo Hofuru Honoo, Tsuki wo Tsumu Honoo
Free Cancel Out Of Jukei no Oni, Setsudan no Koto, Tsuki wo Tsumu
Honoo (C=1st-3rd), Shishi wo Kamu Honoo
Cannot Free Cancel Taiyou wo Iru Honoo
- The Muyou no Ono is cancelable.
- The Jukei no Oni is an overhead on the 2nd hit (unless canceled into,
in which case it is cancelable on the 2nd hit).
- The Setsudan no Koto is a low attack.
- The (A) Tsuki wo Tsumu Honoo hits twice on a counter hit.
- The 1st hit of the Shishi wo Kamu Honoo will drop an opponent's
guard (leaving them open to the remaining hits).
- You can juggle an opponent after the Shishi wo Kamu Honoo.

------------------------------------------------------------------------
KUSANAGI [ Edit Character ]
------------------------------------------------------------------------
b / f + C when near Hatsugane
b / f + D when near Issetsu Seoi Nage
d + C in air Geshiki: Naraku Otoshi
f + B Geshiki: Goufu You
df + D 88 Shiki
qcf + P 108 Shiki: Yami Barai
f,d,df + P 100 Shiki: Oniyaki
b,d,db + K 101 Shiki: Oboroguruma
qcf + K,K 75 Shiki Kai
hcb + K 212 Shiki: Kototsuki You
qcb + P 910 Shiki: Nue Tsumi
_as a high reversal Geshiki: Ryuu Iri
_as a low reversal Geshiki: Tora Fuse
qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagi
qcf,qcf + AC H^ Saishuu Kessen Ougi Reishiki
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr Cr C C s
Standing Far Cr - C - s
Crouching Cr -r C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Oniyaki, Oboroguruma, 75 Shiki Kai
Free Cancel Out Of Goufu You, 88 Shiki, Oniyaki (1st), Kototsuki
You (1st), Nue Tsumi, Ryuu Iri, Tora Fuse
Cannot Free Cancel Yami Barai
- The Naraku Otoshi acts as a knockdown attack if it hits an airborne
opponent.
- The Goufu You is an overhead attack on the 2nd hit, unless canceled
into (in which case it is cancelable on the last hit).
- The 88 Shiki is a low attack.
- The (A) Oniyaki hits twice on a counter hit.
- If you hit an airborne opponent with the (B) Oboroguruma, you can
juggle them upon landing.
- You can juggle an opponent after both hits of the 75 Shiki Kai.
- The Nue Tsumi is a reversal move.
- During the (A) Orochi Nagi, Kusanagi is immune to low attacks. During
the (C) version, he is immune to high attacks (including normal and
(S)DM projectiles, even full size ones like the Haou Shoukou Ken).
- During the SDM Orochi Nagi, Kusangi's body is on fire, and anyone
touching it takes damage. In addition, the fire will negate normal
and (S)DM projectiles.

------------------------------------------------------------------------
OMEGA RUGAL [ Edit Character ]
------------------------------------------------------------------------
b / f + C when near Scorpion Deathlock
b / f + D when near Scorpion Deathblow
f + B Double Tomahawk
qcf + P Reppuu Ken
qcf + K Dark Barrier
hcb + P God Press
hcb + K B's Destruction
f,d,df + K Genocide Cutter
f,hcf + P (can hold) Kaiser Wave
qcf,hcb + P B^ Gigantic Pressure
qcf,qcf + K B^ Destruction Omega
hcf,hcf + AC H^ Kaiser Phoenix
Cancelables A B C D C D
----------------------------------------------
Standing Near C C C/C C/- s
Standing Far - - - - s
Crouching Cr -r C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Free Cancel Into Dark Barrier, B's Destruction (only from
a non-special move or Genocide Cutter)
Free Cancel Out Of Double Tomahawk (2nd), B's Destruction (3rd),
Genocide Cutter (1st)
Cannot Free Cancel Reppuu Ken, God Press, Kaiser Wave
- The Double Tomahawk is an overhead attack on the 2nd hit (unless
canceled into). Either way, it is cancelable on the 1st hit.
- You can hit an opponent as they recover from the Reppuu Ken, even
from up close.
- The Psycho Reflector can reflect normal and (S)DM projectiles.
- The Kaiser Wave has three levels. At level 2, it becomes a 2 hit
orb that cannot be reflected. At level 3, it becomes an unblockable
(but reflectable) Gravity Smash-type projectile.
- You can juggle an opponent after the (B) B's Destruction.
- During the Kaiser Phoenix, Rugal will fire various levels of Kaiser
Wave projectiles. What type of projectile and how many of them he
throws seem to be determined at random (I've seen between 5 to 11
projectile tosses myself). The projectiles have the same function
as their normal versions (so the Gravity Smash-types are unblockable
and the Kaiser Wave and 2-hit orbs are still reflectable).
------------------------------------------------------------------------
SHINGO YABUKI [ Dreamcast Character ]
------------------------------------------------------------------------
b / f + C when near Hatsugane
b / f + D when near Issetsu Seoi Nage Fukanzen
f + B Geshiki: Goufu "Kakkodake"
qcf + A 114 Shiki: Aragami Mikansei
qcf + C 115 Shiki: Dokugami Mikansei
hcb + K 212 Shiki: Kototsuki Mikansei
b,d,db + K 101 Shiki: Oboroguruma Mikansei
f,d,df + P 100 Shiki: Oniyaki Mikansei
f,d,df + K when near Shingo Kinsei Oreshiki: Nie Togi
qcb + P Shingo Kinsei Oreshiki: Getchuu
hcf + K Shingo Kick
qcf,qcf + P B^ Geshiki: Kake Hourin
qcb,hcf + AC H^ Shingo Kinsei Ore "Mushiki"
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr C C C C
Standing Far Cr - - - C
Crouching Cr Cr C C
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Kototsuki Mikansei (1st)
Free Cancel Into Aragami, Dokugami, Kototsuki, Oniyaki.
Free Cancel Out Of Aragami, Dokugami, Kototsuki. Oniyaki,
Nie Togi (1st-2nd), Getchuu (even if it
reverses).
- The Kakkodake is not an overhead attack, but it is cancelable.
- The Aragami Mikansei is not a knockdown attack, but the Dokugami
Mikansei is.
- The 2nd hit of the Kototsuki Mikansei is an overhead attack.
- Randomly, Shingo will fall after the (D) Oboroguruma Mikansei.
This will act as an overhead attack.
- The (C) Oniyaki Mikansei hits twice on a counter hit.
- You can juggle an opponent after the Nie Togi. Some hits may miss
if you aren't close enough when performing this move (such as if
you combo into it under certain conditions).
- The Getchuu 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.
- The reversal no longer functions as a Counter Wire, though.
- The (D) Shingo Kick will knock down if Shingo travels forward far
enough before hitting.
- An opponent hit by the Kake Hourin has their guard dropped. Note
that Shingo is not invincible while dashing during this move.
- You can juggle your opponent after the (C) Kake Hourin or the SDM
version, as well.
- Shingo's jumping CD hits twice on a counterhit. However, you cannot
juggle an opponent if they take both hits.
- This character is only available in the Dreamcast version of KoF
2002. See the "Dreamcast Secrets" section for information on how to
unlock them.

------------------------------------------------------------------------
KING [ Dreamcast Character ]
------------------------------------------------------------------------
b / f + C when near Hold Rush
b / f + D when near Hook Buster
f + B Trap Kick
df + D Sliding
qcf + B Venom Strike
qcf + D Double Strike
f,d,df + K Trap Shot
hcb + P Mirage Kick
hcb + K Tornado Kick '95
hcf + P when near Mirage Dance
qcf,hcb + K B^ Illusion Dance
b,f,df,d + BD H^ Surprise Rose
Cancelables A B C D C D
----------------------------------------------
Standing Near Cr - C C/C s
Standing Far -r - - - s
Crouching Cr Cr C -
Upward Jump - - - - -
Diagonal Jump - - - - -
Super Cancels Mirage Kick (3rd)
Free Cancel Into Trap Shot, Mirage Kick, Tornado Kick '95
Free Cancel Out Of Trap Shot (8th), Mirage Kick
- The Trap Kick is an overhead attack, unless you cancel into it.
- The Sliding is a low attack.
- The Mirage Dance is unblockable.
- The Surprise Rose is an overhead attack on the way up and the way
down.
- This character is only available in the Dreamcast version of KoF
2002. See the "Dreamcast Secrets" section for information on how to
unlock them.

========================================================================
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 either when he
is holding his arms directly behind him horizontally, or diagonally
in front of him. 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.
Note that you still take block damage from autoguarding against a
special move or (S)DM. Also, autoguarding a move can still result in
getting Guard Crushed (or eventually getting Guard Crushed, depending
on how much Guard power you have left--see "Dropped Guard" for details).
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, Maxima's Mongolian is a standing chop
attack. It looks like you could crouch and block it, but in fact, it
will hit you unless you block while standing.
------------------------------------------------------------------------
BLOW AWAY ATTACKS
------------------------------------------------------------------------
Blow Away attacks are performed by pressing CD while standing or
jumping. They cannot be used while crouching. All characters can use
CD attacks, except for May Lee when she is in Hero Mode (she only has
a standing CD in this mode, and it functions differently from most CD
attacks).
Most ground Blow Away attacks are cancelable, but some are not (like
Ramon's). Furthermore, some are only cancelable into special moves
and (S)DMs, while others are cancelable into command attacks.
You can juggle someone after a CD attack, but only if the CD attack
counterhits (see below), or if your character has a "surefire juggle"
(see that section for more information).
Guard Cancel Blow Away Attacks can only be used while you're blocking
while standing up. They do less damage than normal Blow Away Attacks,
look different, and are not cancelable.

------------------------------------------------------------------------
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 attacks
do much more damage than usual (like the Maxima Beam).
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.

------------------------------------------------------------------------
COUNTER WIRES
------------------------------------------------------------------------
Certain moves have the ability to bounce your opponent off the wall if
they connect on a counter hit. These moves are called Counter Wires.
If they hit normally, nothing special happens, but if they counter hit,
then the Wire effect occurs. Examples of such moves are Ralf's
Galactica Phantom or Takuma's Haou Shikou Ken.

------------------------------------------------------------------------
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 method is by Guard Crush. Every character has an invisible
"Guard Gauge" that goes down as you block attacks. Once it drops to
around 1/4th, the frame around your Life Gauge will flash red. Once
it is completely drained, your character will be Guard Crushed and
will stop blocking.
The Guard Crush gauge gradually fills back up as long as you're not
blocking. Therefore, if your Life Gauge starts flashing red, you can
get it to turn white again by not blocking for a while. Reverting
to white doesn't mean that the Guard Gauge is totally full, it just
means that it has filled up to around half full.
If you do get Guard Crushed, then your Guard Gauge immediately
refills. For example, it takes 12 of Kyo's jumping D attacks to
Guard Crush Maxima. At around 9 hits, his gauge will start to
flash red. After getting GC'd, he could block 12 more hits before
getting GC'd again. Just how many hits you can block before getting
GC'd depends on who you are using. If we put Mai in the same situation
as Maxima, she would be Guard Crushed in only eleven hits.
The second method of dropping someone's guard involves special moves
that can do this automatically. Certain moves have this property,
like Takuma's (C) Ko'ou Ken. Such 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 Orochi Chris' Shishi wo Kamu Honoo, the first hit would
drop your guard, and you would end up taking the rest of the hits.
Another instance of using blocked guard to your advantage would be
super canceling Takuma's blocked (C) Haou Shikou Ken into the Ryuuko
Ranbu.

------------------------------------------------------------------------
MAX MODE
------------------------------------------------------------------------
[ NORMAL MAX ACTIVATE ] -----------------------------------------------
MAX mode costs one level of power to activate (by pressing BC). When
you do this, your character will pose briefly, then start to flash.
During this time, a blue gauge appears above the Power Gauge and begins
to slowly drain. Once it is empty, MAX mode ends.
[ QUICK MAX ACTIVATE ] ------------------------------------------------
You cannot activate MAX mode while in the air, although it is possible
to cancel a normal attack, command attack, or CD attack into MAX mode,
even if said attacks are uncancelable. Just press BC as your attack
hits or is blocked. Quick MAX activation costs 2 levels to use, though.
One huge advantage that the Quick MAX Activate offers it that there is
no startup animation, and because your current attack is canceled,
you can immediately attack your opponent after pressing BC.
For example, here is a combo with Kyo:
df + D (1st) -> Press BC -> Far Stand D -> qcf + C -> etc.
And here is another one with Rugal:
Close stand D -> Press BC -> Close stand D -> hcb + D
This combo can also be done with Vice; just perform a Mayhem or (B)
Decide after the second standing (D).
[ ABILITIES IN MAX MODE ] ---------------------------------------------
While in MAX mode, your attack power decreases. Only DMs do a
normal amount of damage. Furthermore, you cannot earn Power Gauge
energy while in MAX mode. However, there are benefits to using this
mode as well.
For one thing, you can perform a DM without losing any levels from your
Power Gauge. You can also perform an SDM, which will only cost one
level to use. If your Life Gauge is very low (to be exact, below
1/3rd of the total gauge length), you can use HSDMs as well, which have
the same requirements as SDMs. In all of these cases, performing the
(HS)DM will immediately end MAX mode.
[ FREE CANCELS ] ------------------------------------------------------
One advantage of MAX mode is the ability to use free cancels. These
work like so:
- Any normal attack can be canceled into certain special moves.
(i.e. Kyo's far standing D into Dokugami).
- Any jumping normal attack or CD attack that hits or is blocked
can be canceled into certain special moves.
(i.e. Kensou's jumping C into Ryuu Sougeki).
- Any standing CD attack can be canceled into certain special
moves. (i.e. Ramon's standing CD into Tiger Road).
- Any command attack can be canceled into certain special moves.
(i.e. Benimaru's Flying Drill into Kuuchuu Raijin Ken).
- Certain special moves can be canceled into other special moves.
(i.e. Maxima's Double Bomber into Vapour Cannon).
Each time you use a free cancel, your character flashes white and a
small amount of energy from the MAX timer is lost.
Free canceling an attack into a command attack or (HS)DM is not possible
(unless that attack is cancelable normally). You cannot free cancel a
special move into itself, although moves that can be done on the ground
_and_ in mid-air are an exception. For example, you could free cancel
a (C) Psycho Sword into a mid-air Psycho Sword, or the ground Minutes
Spike into the mid-air Minutes Spike.
The list of which special moves can be used as free cancels and which
cannot is found in Section 3.
One advantage of using free cancels is that you can cancel moves that
might lose their properties otherwise. For example, here is a combo
for Vice:
f + A -> qcb + P -> qcf + P
This is especially useful against a crouching opponent, since the
f + A attack is an overhead. Normally, it is not cancelable, but
you can simply free cancel into the Mayhem and continue from there.
Here is an another example of using free cancels with Kyo:
Stand close C -> ( qcf+C -> qcf+A ) x2 -> qcf+C -> qcf+K,K -> f,d,df+P
You couldn't keep doing qcf + C -> qcf + A over and over because the
gauge runs out too quickly for that.
The only character who cannot use Free Cancels is May Lee (no matter
which mode she is in). Even characters who do not have special moves
available as Free Cancels can still free cancel normal attacks or CD
attacks into certain special moves (such as in the case of Clark or
Ramon).
Also, Andy has the ability to free cancel out of the ground kick part
of his Gourin Kai throw. Since he's the only person in the game who
adds a physical attack to the end of their throw, he's the only person
who can free cancel out of a basic throw--not that you can combo the
throw into anything in the first place. ;)

------------------------------------------------------------------------
POWER GAUGE
------------------------------------------------------------------------
The Power Gauge is located at the bottom of the screen. It fills up as
you are damaged, as you block attacks, and as you make attacks of your
own. You will earn additional power if your attacks hit your opponent.
Basic throws and (HS)DMs do not add any energy to the Power Gauge.
Once the Power Gauge is full, it will empty, and you will gain a level
of power. In Team Play, the amount you can hold depends on which
character you are currently using:
First player Can hold 3 levels
Second player Can hold 4 levels
Third player Can hold 5 levels
In Single Play, you start off with being able to hold 3 levels, and
gain a level for each round that is lost or ends in a draw (so if
you lost the first round and the second was a draw, you could hold
five levels on the final round of play).
Power Gauge energy can be carried over from round to round, but not
battle to battle. You will lose one level of power for doing any
of the following:
- Using a Quick roll
- Using a Guard Cancel roll
- Using a Guard Cancel Blow Away Attack
- Activating MAX mode
- Using a DM when not in MAX mode
- Using an SDM when in MAX mode
- Using an HSDM
- Using a super cancel.
- Getting hit by Kula's La * Cachora
So, for example, if you supercanceled into an SDM, it would cost
three levels total (one to activate MAX mode, one for the act of
canceling, and one for the SDM).

------------------------------------------------------------------------
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 Kusanagi's Nue Tsumi).
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, Kusanagi's Nue Tsumi can only be used as a reversal if Kusanagi
is hit while he is raising his arm up.
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). The only exception to this are projectiles,
throws, and certain other moves that don't fall into any category
(like Iori's Ya Otome or Yamazaki's "Akumu...soshite kyouki.") 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.

------------------------------------------------------------------------
ROLLING
------------------------------------------------------------------------
The rolling moves (otherwise refered to as the "Emergency Evade") can
be used by themselves, or while blocking an attack. You are immune to
attack as the roll begins, but you can be attacked while recovering
from the roll (before you have a chance to block). Throws of any kind
can grab you out of a roll at anytime.
A third type of roll has been added to this year's KOF, the "Quick
Emergency Evade." Basically, what it allows you to do is cancel any
normal attack, command attack, or Blow Away Attack into a forward
roll. It can be used even if the attack is not cancelable, or before
the attack even hits. However, canceling a roll in this manner will
cost 1 level of your Power Gauge, even if you're in MAX mode.

------------------------------------------------------------------------
SUPER CANCELS
------------------------------------------------------------------------
Super cancelling is the act of canceling a special move into a (S)DM.
You cannot super cancel into an HSDM, however. You can tell if you
supercanceled successfully because your character will flash white as
the cancel occurs.
In order to perform a super cancel, you need a spare level of Power
Gauge energy to expend. This means that super canceling into a DM or
SDM actually costs two levels of power. Also, you can only supercancel
into moves that hit or are blocked--you can't supercancel from a missed
attack.
As an example of a supercancel, let's look at Benimaru. One of his
supercancelable moves is the Shinkuu Katategoma. Since any of the
hits are cancelable, all you have to do is perform the move, then
input a (S)DM command before the Shinkuu Katategoma finishes hitting.
One trick you can do to make supercanceling easier is to abbreviate
input commands. For example, let's say you wanted to supercancel from
the Shinkuu Katategoma into the Gen'ei Hurricane. That would look like
this:
qcb + K -> qcb,qcb + K
However, since you're already entering part of the Gen'ei Hurricane
command to begin with, you have the option of canceling the first
hit like so:
qcb + K (1st hit) -> qcb + K
Another example of a abbreviated command is this one with Kyo:
hcb + B -> hcf + P
This will make him cancel the (B) Hikigane into the Orochi Nagi.
[ OTHER CANCELS ] -----------------------------------------------------
Some characters can cancel uncancelable moves directly into (HS)DMs.
This is not considered supercanceling, as you only lose Power Gauge
levels for the (HS)DM used, and not the act of canceling. Examples
include Kula and K's One Inch, Maxima's Mongolian, Mary's Hammer Arch,
and Ramon's Teikuu Drop Kick.
Also, characters with "button-press" (S)DMs (like Mary's Dynamite
Swing, or May's Disposition Frog) or even HSDMs, (like Mai's Kubi no
Kitsune), can cancel out of any uncancelable normal attack or command
attack. For example, you could cancel the 2nd hit of the Benitsuru no
Mai (which is uncancelable even if canceled into) into the Kubi no
Kitsune. The same would apply to Mary's far standing D canceled into
the Dynamite Swing.

------------------------------------------------------------------------
SUREFIRE JUGGLES
------------------------------------------------------------------------
One contributor brought up an interesting point--certain moves can
juggle an opponent no matter what. For example, we all know that you
can't juggle someone off a CD attack unless it counterhits. However,
Chang can hit someone with a normal CD, then bounce them off the floor
with his Tekkyuu Dai Bokusatsu for the full number of hits.
Here's a list of the "surefire" juggles known so far:
Whip (A) Boomerang Shot (2nd)
Chang Tekkyuu Dai Bokusatsu
Vanessa Gaia Gear (after 1st hit)
K9999 Chikara ga...katte ni...uwaaa!!
If anyone knows of any other "surefire" juggles, feel free to drop
me a line.

------------------------------------------------------------------------
THROW TYPES
------------------------------------------------------------------------
Not all throws function in the same way. Throws can be put into one of
three categories; those that are unblockable (anybody's normal C or D
throw, for example), those that are blockable (Maxima's Blitz Cannon)
and those that miss entirely if you block them (Angel's Lost Homeland).

------------------------------------------------------------------------
OTHER INFO.
------------------------------------------------------------------------
If you end up going four rounds with an opponent, then both characters
will start off with a little more than 1/3rd of their Life Gauge filled.
Also, when fighting the CPU, the Stage 6 battle is always against a
member of the '01 Team.

========================================================================
5. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
SECRETS
------------------------------------------------------------------------
[ ROULETTE AND OROCHI TEAM ] ------------------------------------------
To use the Roulette feature, hold Start while highlighting anyone other
than the '98 Team. If you let go of Start and land on one of them, you
won't be able to restart the Roulette. This is because pressing Start
while highlighting Yashiro, Shermie, or Chris will give you access to
their alternate, Orochi versions.
[ PLAY AS AN EDIT CHARACTER ] -----------------------------------------
To play as Kusanagi, highlight Kyo, then input the following command:
up, down, right, left, down, up, left, right
You will now be on Kusanagi. Press any button to select him.
To play as Rugal, highlight Yashiro, Vice, Goro, or Chris, and press
towards the black box (so if you were on Yashiro, you would press
left). You'll now be on Omega Rugal. Keep in mind that this trick
does not work on the arcade version of the game.
Despite rumors during beta testing, Shingo is not in the final version
of this game. A quick look through the character roster using the
debug bios confirmed that :) You can always read my "Disabled Moves"
FAQ for more information, available at <http://www.gamefaqs.com>.
[ SELECT YOUR COLOR AND WIN POSE ] ------------------------------------
Each character has four costume colors available, by using the A through
D buttons. You can also hold down a button at the end of the round to
pick your character's win pose.
[ BACKSTEP JUMP ] -----------------------------------------------------
Here's a trick that's been around for a couple of years already. :)
When using Iori, tap b,b to backstep and hold b while pressing the B
button. Not only will Iori do the Yuri Ori, but he'll jump back much
further than he would during a normal backstep.
This trick can also be done using Kyo and Kusanagi's Naraku Otoshi or
Mai's Dairin Fuusha Otoshi, although they won't move back as far as
Iori will. You need to input the command as soon as possible for it
to work well, so try entering the command as b,b,db,d + A (for Mai) or
b,b,db,d + C (for Kyo and Kusanagi), so that the backstep command
smoothly interrupts into the attack animation.
[ GAIN POWER GAUGE ENERGY FROM THROWS ] -------------------------------
Ramon's Tiger Spin earns Power Gauge energy if it misses. This works
with both the DM and SDM Tiger Spin.
[ SHORT INPUT COMMAND ] -----------------------------------------------
In previous KoFs, some commands could be shortened to make them easier
to perform. The only one that still seems to exist in 2002 is the
shortened "Hou'ou Kyaku" moves input. Instead of using "qcb,db,f + K",
you can simply use "d,b,f + K." This can also be applied to Terry's
Power Geyser and Andy's Chou Reppa Dan or Zan'ei Ryuusei Ken.
[ SHERMIE'S INZUMA LEG LARIAT BUG ] -----------------------------------
Pick Shermie and choose Chris as your opponent. Put Shermie in the
corner, about three character widths away from the edge of the screen.
Make sure Chris is next to her, then use the Inazuma Leg Lariat. If
the distance is correct, Chris will dash underneath Shermie after
bouncing off the wall, and her jumping knee attack will miss. Chris
will continue to run forward for a few seconds, or until hit.

------------------------------------------------------------------------
DREAMCAST SECRETS
------------------------------------------------------------------------
[ UNLOCK THE HIDDEN STUFF ] -------------------------------------------
Unlock Challenger Mode and "Team Attack"
- Beat the game in "Team Play" mode.
Unlock Challenger Mode and "Single Attack"
- Beat the game in "Single Play" mode.
Unlock "Time Attack"
- Unlock both Team Attack and Single Attack modes.
Unlock Rugal
- Beat "Team Attack" mode, or play it 20 times.
Unlock Shingo
- Beat "Single Attack" mode, or play it 20 times.
Unlock Kusanagi
- Beat Mission 20 in "Time Attack" mode, or play Time Attack 50 times.
To select him, highlight Kyo and hold Start, then press any button.
Unlock King
- Beat Mission 40 in "Time Attack" mode, or play Time Attack 150 times.
Unlock Gallery Portraits
- Beat that character in "Single Attack" mode (doing this will also
unlock Kusanagi's portrait, even though you can't fight him).
[ ADVICE ON CHALLENGER MODE ] -----------------------------------------
For those of you who are curious as to this new mode, it's really
nothing to write home about. It contains "Single Attack", which is
similar to the "Survival Mode" in previous KOF games, and "Team Attack,"
which is sort of like Survival Mode with teams.
"Time Attack" contains 40 missions, all of which involve beating a
certain number of characters in a limited amount of time (such as nine
characters in 300 seconds). That's it. Considering how well the
"mission" idea was implemented in games like Street Fighter EX2 and
Guilty Gear XX, the Challenger Mode missions are staggeringly boring.
Here's some scrubby advice on beating the modes, for those of you
trying to unlock all the characters:
SINGLE ATTACK - Ralf is probably your best bet here. You can
destroy characters with ease using the Galactica Phantom, and
aggressive opponents can be beat into submission with some overuse
of the Ralf Tackle (which does good chip damage, has plenty of
autoguard, etc.). You can basically take out any of your opponent's
attacks with the Ralf Tackle. If they block it, throw them (but you
can combo into it easily from a crouching C in the first place).
TEAM ATTACK - The problem with Team Attack Mode is that if you lose
a character, you don't get them back until you beat a team, and even
then, they have very low life. So, you want to stick with your first
three characters for as long as possible before you start "recycling"
through the old ones. I suggest a team of Ralf, Kensou, and another
favorite character of choice. I used K9999, just because the CPU is
pretty dumb when it comes to repeated f + A attacks. You can do that
all day and then do his d,f,df + ABCD move once you get enough power
for easy wins.
Anyway, Ralf is useful for the same reasons listed in Single Attack
Mode, but Kensou's really the key to victory. The basic way to play
him is turtle like mad using ducking Ds and Choukyuu Dans. When you
earn enough power, use the Niku Man Respect to earn back lost life
(which can be annoying because earning back life is random).
Nonetheless, since you have to be able to keep your life full in
order to beat this mode, Kensou's really the only way to go. I
suggest putting Kensou first and trying to last as long as you
can with him. That way if you end up recycling back to Kensou,
you can fill his life back up and still have a weakened (yet usable)
Ralf and K9999 on backup.
TIME ATTACK - Not that difficult. If you really want to make it easy
on you, just unlock Rugal by beating Team Attack Mode. You can Kaiser
Wave your opponents to death in no time flat.

------------------------------------------------------------------------
SPECIAL INTROS
------------------------------------------------------------------------
Certain characters have unique introductions when fighting each other.
Some intros only work if you are on the first round of the battle.
The characters are listed in their team order.
BENIMARU vs. KYO
- Benimaru is looking away from Kyo, his hand near his face. He
then turns and assumes his normal pose.
TERRY vs. ANDY
- Terry adjusts his cap, while Andy teleports into a crouching pose.
TERRY vs. MARY
- Terry hunches over and says, "Get ready!" Mary responds with
"Let's fight, Terry!"
JOE vs. TERRY or ANDY
- Joe has his fist to his chin. He then smacks it into his other hand.
RYO vs. ROBERT, TAKUMA, or YURI
- Ryo poses while saying "Osu!"
ROBERT vs. RYO, TAKUMA, or YURI
- Robert poses with his arms at his side.
TAKUMA vs. RYO, ROBERT, or YURI
- Takuma's disciples pose, and he nods approvingly before striking
the same pose.
KENSOU vs. ATHENA
- Kensou freaks out as Athena starts talking, but it turns out
she's talking about meat buns and a surprised Kensou falls to
the floor.
CHIN vs. ATHENA or KENSOU
- Chin nods at his opponent.
LEONA vs. RALF, CLARK, WHIP or CHANG
- Leona salutes her challenger.
RALF vs. WHIP, LEONA, or CLARK
- Ralf does a sort of sumo stomp and gestures for his opponent to
approach him.
CLARK vs. WHIP, LEONA, or RALF
- Clark doffs his cap at his opponent.
YURI vs. RYO, ROBERT, or TAKUMA
- Yuri poses with her arms at her side.
MAY LEE vs. KIM
- May sort of imitates Kim's opening stance.
MAY LEE vs. KULA, K9999, or ANGEL
- May gets into her Hero stance and points at her opponent.
KIM vs. IORI, MATURE, VICE, RYUJI, BILLY, YASHIRO, SHERMIE, CHRIS,
K9999, ANGEL, RUGAL
- Kim's eye glows menacingly as he points at his opponent and says,
"Ikuzo!"
MATURE vs. VICE
- Mature does her normal intro, but Vice stands with her back to the
screen and gives a reply.
MATURE vs. RUGAL
- Mature smiles at Rugal and blows a kiss.
YAMAZAKI vs. YASHIRO, SHERMIE, or CHRIS
- Yamazaki laughs maniacally while clutching his face, then assumes
his Hebi Tsukai pose for a moment.
BILLY vs. IORI
- Billy taps his pole against his shoulder while saying, "Whose
turn is it?" Eiji appears behind him briefly, arms folded.
YASHIRO vs. SHERMIE
- Yashiro assumes a thoughtful pose.
YASHIRO vs. CHRIS
- Yashiro gestures while saying, "Yo!"
YASHIRO vs. IORI
- Yashiro starts with his back towards his opponent. He then turns
around while talking, and grips his wrist in his hand.
SHERMIE vs. K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM
- Shermie leans over and gestures at her opponent.
SHERMIE vs. YASHIRO or CHRIS
- Shermie waves and says, "Hi!"
CHRIS vs. YASHIRO or SHERMIE
- Chris raises a hand while saying his bandmate's name.
K' vs. MAXIMA
- Maxima is shown grunting, pushing his fist into his palm. K'
talks while looking down, then looks up.
K' vs. WHIP
- K' and Whip talk to each other.
K' vs. KULA
- Diana appears next to K', then flits past Kula, taking her lollipop
from her. K' says something as Diana leaves.
K' vs. K9999
- The two rivals talk to each other.
WHIP vs. LEONA, RALF, or CLARK
- Whip rocks back and forth on her heels, then turns and salutes.
VANESSA vs. ANY FEMALE (except VANESSA, MATURE, and VICE)
- Vanessa talks for a bit while resting her elbow on her arm.
RAMON vs. VANESSA
- Ramon gets love-struck and suffers from a nosebleed, collapsing
to the ground.
KULA vs. MAXIMA or WHIP
- Kula appears with Foxy and Diana by her side, who both pose
with their rapiers before disappearing.
KULA vs. K9999
- Diana appears and talks, prompting K9999 to snap back at her.
ANGEL vs. KULA
- Angel poses with her knee out, then makes devil horns at Kula.
Kula meanwhile, is standing around in a different outfit holding
a lollipop, which Diana takes from her while revealing her normal
outfit.
ANGEL vs. K9999
- Angel unzips her sleeves, then talks a bit.
ANGEL vs. ANYONE but KULA or K9999
- Angel fans herself with one hand while looking uncomfortable, then
zips up the front of her jacket. She only does this if you are
fighting in the Mexico stage.
KUSANAGI vs. K9999
- K9999 holds an arm out while saying, "Kusanagi!!" and Kusanagi
replies.
KUSANAGI vs. K', KYO, or IORI
- Kusanagi does his standard intro, but says something different.
KUSANAGI vs. CHANG, CHOI, BILLY, WHIP
- Kusanagi shakes with rage and sounds upset.
RUGAL vs. CPU RUGAL
- Both Rugals appear with their armor suit on.
SHINGO vs. IORI
- Shingo stands tall and blabbers on before pointing at Iori.
KING vs. RYO
- King bows respectfully to Ryo, who looks away with a disgruntled
expression.
KING vs. MAI
- King is looking away. She brushes her hair with her hand, faces
her opponent while gesturing, and says, "C'mon baby!"

------------------------------------------------------------------------
SPECIAL WIN POSES
------------------------------------------------------------------------
The following scenes only take place if the first player defeats the
second player on any round other than the last one. The characters are
listed in their team order.
KYO beats IORI
- Kyo takes off his coat and leans over slightly.
BENIMARU beats ANY WOMAN except ATHENA, MAY LEE, SHERMIE, MATURE, VICE,
and ANGEL.
- Benimaru stands with his arms at his side, looking startled.
JOE beats RAMON
- Joe turns and raises a fist in victory.
RYO beats ROBERT, YURI, or TAKUMA
- Ryo does a series of poses (his Joudan Uke, Gedan Uke, and then
stands with his arms at his side).
ROBERT beats RYO, YURI, or TAKUMA
- Robert does his Gen'ei Kick, then poses.
TAKUMA beats RYO, ROBERT, or YURI
- Takuma turns his back on his opponent, and smiles and raises a
fist as his teeth glint.
ATHENA beats KENSOU
- Athena looks surprised for a moment, then brings her hand up to
her face and smiles while winking.
KENSOU beats ATHENA
- Kensou stands up straight, then covers his face with his arm and
starts bawling.
LEONA beats RALF or CLARK
- Leona salutes her fallen opponent.
YURI beats RYO, ROBERT, or TAKUMA
- Yuri does a spin kick and some punches, then raises an arm in
victory and says, "Osu!"
IORI beats KYO
- Iori stands up and talks while drawing his hand across his face.
MARY beats TERRY, ANDY, or JOE
- Mary turns slightly with her hand on her hip, and gestures with her
hand.
BILLY beats IORI
- Billy does a series of pole tricks (the same ending as his Liar
Elemental HSDM), then poses as Eiji teleports in front of him.
SHERMIE beats K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM
- Shermie leans over with her hands on her knees and says something.
SHERMIE beats YASHIRO
- Shermie hugs herself while talking to Yashiro.
SHERMIE beats CHRIS
- Shermie hugs herself while talking to Chris.
CHRIS beats SHERMIE
- Chris stands with one leg behind the other and his hands behind
his back, and talks to Shermie.
WHIP beats LEONA, RALF, or CLARK
- Whip salutes her fallen opponent.
WHIP beats KULA, K9999 or ANGEL
- Whip spreads her whip out on the floor, then shakes it once while
talking.
VANESSA beats SETH
- Vanessa stands with her arms behind her head and says something.
RAMON beats JOE
- Ramon turns and raises a fist in victory.
RAMON beats VANESSA
- Ramon rushes over to Vanessa's side, looking worried. He gets down
on one knee and offers her a rose.
KULA beats K9999
- Kula points her hands at her fallen opponent, while Candy warps in
and fires her gun at the enemy for a moment, then warps out.
ANGEL beats K', KYO, or IORI
- Angel makes devil horns while saying something.
ANGEL beats MAXIMA or WHIP
- Angel makes devil horns while saying something (different than the
above win pose).
ANGEL beats K9999
- Kula leans over and makes devil horns while talking.
SHINGO beats KYO
- Shingo poses and begins talking. He realizes that Kyo is just lying
there and asks, "Kusanagi-san?" several times before freaking out at
the thought of having done in his master.
KING beats RYO, ROBERT, YURI, or TAKUMA
- King adjusts her tie, then takes off her jacket and leans forward.

------------------------------------------------------------------------
CHARACTER BIOS.
------------------------------------------------------------------------
Here are the bios for each character, listed in their team order.
[ KYO KUSANAGI ] ------------------------------------------------------
Fighting Style Kusanagi-style Kobojutsu and Self-made Kempo
Birthday December 12
Birthplace Japan
Blood Type B (RH-)
Height 181 cm
Weight 75 kg
Hobby Writing poetry
Favorite Food Grilled fish
Best Sport Ice hockey
Most Important His motorcycle, Yuki (his girlfriend)
Dislikes Exertion
[ BENIMARU NIKAIDO ] --------------------------------------------------
Fighting Style Shooting
Birthday June 6
Birthplace Japan (but is half American)
Blood Type O
Height 181 cm
Weight 70 kg
Hobby Cooking, sky cruising (in a jet)
Favorite Food Sashimi, pasta, coffee
Best Sport Clay shooting, high jump
Most Important Himself
Dislikes Fanboys, regret
[ GORO DAIMON ] -------------------------------------------------------
Fighting Style Judo + Self-made Fighting Arts
Birthday May 5
Birthplace Japan
Blood Type A
Height 204 cm
Weight 138 kg
Hobby Becoming one with nature
Favorite Food Zaru soba
Best Sport Judo
Most Important Geta (his wooden shoes)
Dislikes Complex machinery
[ TERRY BOGARD ] ------------------------------------------------------
Fighting Style Martial Arts + Jeff's Brawling Deadly Arts
Birthday March 15
Birthplace America
Blood Type O
Height 182 cm
Weight 82 kg
Hobby Videogames, trawling
Favorite Food Fast food
Best Sport Basketball
Most Important Jeff's glove
Dislikes Slugs
[ ANDY BOGARD ] -------------------------------------------------------
Fighting Style Koppou (Basic knowledge of Shiranui Ninjitsu)
Birthday August 16
Birthplace America
Blood Type A
Height 172 cm
Weight 67 kg
Hobby Training
Favorite Food Natto spaghetti
Best Sport Short track
Most Important Photo of him and his master in his training days
Dislikes Dogs
[ JOE HIGASHI ] -------------------------------------------------------
Fighting Style Muay Thai
Birthday March 29
Birthplace Japan
Blood Type AB
Height 180 cm
Weight 71 kg
Hobby Brawling
Favorite Food Fried alligator
Best Sport Any kind of fighting
Most Important His headband
Dislikes Getting dressed up
[ RYO SAKAZAKI ] ------------------------------------------------------
Fighting Style Kyokugen-ryuu Karate
Birthday August 2
Birthplace Japan
Blood Type O
Height 179 cm
Weight 75 kg
Hobby Sunday carpentry
Favorite Food Rice cakes, natto
Best Sport Sumo wrestling
Most Important His bike, Tatsumaki (his horse)
Dislikes Insects with many legs
[ ROBERT GARCIA ] -----------------------------------------------------
Fighting Style Kyokugen-ryuu Karate
Birthday December 25
Birthplace Italy
Blood Type AB
Height 180 cm
Weight 85 kg
Hobby Collecting cars
Favorite Food Grilled soba, sushi
Best Sport Motor sports
Most Important His car collection
Dislikes Rakkyou (pickled scallions)
[ TAKUMA SAKAZAKI ] ---------------------------------------------------
Fighting Style Kyokugen-ryuu Karate
Birthday February 4
Birthplace Japan
Blood Type O
Height 180 cm
Weight 88 kg
Hobby Making soba noodles
Favorite Food Milled rice, miso soup, kale pellets,
vinegar-cured soybeans
Best Sport All fighting arts
Most Important His two children,
Dislikes Insects with many legs, his disciples,
Kyokugen-ryuu Karate
[ ATHENA ASAMIYA ] ----------------------------------------------------
Fighting Style Superpowers and Chinese Kung Fu
Birthday March 14
Birthplace Japan
Blood Type B
Height 163 cm
Weight 49 kg
Three Sizes B 83, W 57, H 82
Hobby Working on her home page, shopping
Favorite Food Maple buns, milk with sesame powder
Best Sport Lacrosse
Most Important Peter Rabbit tea set
Dislikes Grasshoppers
[ SIE KENSOU ] --------------------------------------------------------
Fighting Style Superpowers and Chinese Kung Fu
Birthday September 23
Birthplace China
Blood Type B
Height 172 cm
Weight 61 kg
Hobby Appreciating japanese comics
Favorite Food Meat buns
Best Sport Soccer
Most Important Stuffed toy given to him by a fan
Dislikes Training
[ CHIN ] --------------------------------------------------------------
Fighting Style Chinese Kung Fu (mainly Drunken Fist)
Birthday April 27
Birthplace China
Blood Type A
Height 164 cm
Weight 53 kg
Hobby Mah-jongg, taking naps
Favorite Food Lemon salmon and lettuce with fried rice,
among others
Best Sport Taking a walk, yo-yo tricks
Most Important Alcohol
Dislikes Pandas
[ LEONA HEIDERN ] -----------------------------------------------------
Fighting Style Martial Arts + Heidern's Assassination Arts
Birthday January 10
Birthplace Unknown
Blood Type B
Height 176 cm
Weight 66 kg
Three Sizes B 84, W 60, H 87
Hobby Inspecting factories
Favorite Food Vegetables
Best Sport Nothing in particular
Most Important Nothing in particular
Dislikes Blood
[ RALF JONES ] --------------------------------------------------------
Fighting Style Martial Arts + Heidern's Assassination Arts
Birthday August 25
Birthplace America
Blood Type A
Height 188 cm
Weight 110 kg
Hobby Collecting knives
Favorite Food Gum
Best Sport Baseball
Most Important Peter Rabbit tea set
Dislikes Medal of Valor given to him by the President
[ CLARK STEEL ] -------------------------------------------------------
Fighting Style Martial Arts + Heidern's Assassination Arts
Birthday May 7
Birthplace America
Blood Type A
Height 187 cm
Weight 105 kg
Hobby Collecting guns
Favorite Food Oatmeal
Best Sport Wrestling
Most Important His sunglasses
Dislikes Slugs
[ MAI SHIRANUI ] ------------------------------------------------------
Fighting Style Shiranui-style Ninjutsu
Birthday January 1
Birthplace Japan
Blood Type B
Height 165 cm
Weight 46 kg
Three Sizes B 87, W 54, H 90
Hobby Cooking (especially making box lunches)
Favorite Food Ozouni (New Year's dishes)
Best Sport Badminton
Most Important Her grandmother's hairpin
Dislikes Spiders
[ YURI SAKAZAKI ] -----------------------------------------------------
Fighting Style Kyokugen-ryuu Karate
Birthday December 7
Birthplace Japan
Blood Type A
Height 168 cm
Weight 54 kg
Three Sizes B 82, W 58, H 86
Hobby Karaoke
Favorite Food Sweet curry, pickled plums she made herself,
sake-less soup
Best Sport Softball
Most Important Friends, her mother's earrings
Dislikes Ocotopi, people who look like octopi,
indecisive men
[ MAY LEE JINJU ] -----------------------------------------------------
Fighting Style Her own original arrangement of Taekwondo
Birthday May 24
Birthplace Korea
Blood Type B
Height 164 cm
Weight 47 kg
Hobby Video appreciation
(especially hero-flick types w/ special effects)
Favorite Food Fried poultry
Best Sport Taekwondo
Most Important Red muffler and glove given to her by
a special someone
Dislikes Evil
[ KIM KAPHWAN ] -------------------------------------------------------
Fighting Style Taekwondo
Birthday December 21
Birthplace Korea
Blood Type A
Height 176 cm
Weight 78 kg
Hobby Karaoke
Favorite Food Korean barbeque
Best Sport Gymnastics
Most Important His wife and two sons
Dislikes Evil
[ CHANG KOEHAN ] ------------------------------------------------------
Fighting Style Taekwondo + Power attacks
Birthday October 21
Birthplace Korea
Blood Type B
Height 227 cm
Weight 303 kg
Hobby Destroying things
Favorite Food Whole roasted cow
Best Sport Table tennis
Most Important His iron ball
Dislikes Centipedes
[ CHOI BOUNGE ] -------------------------------------------------------
Fighting Style Taekwondo + Speed attacks
Birthday October 25
Birthplace Korea
Blood Type B
Height 153 cm
Weight 44 kg
Hobby Cutting and slicing things
Favorite Food Crab
Best Sport New gymnastics
Most Important The claws he made himself
Dislikes Konnyaku (a gelatinous candy)
[ IORI YAGAMI ] -------------------------------------------------------
Fighting Style Yagami-style Kobojutsu and his own skill
Birthday March 25
Birthplace Japan
Blood Type O
Height 182 cm
Weight 76 kg
Hobby His band
Favorite Food Meat
Best Sport Any
Most Important Nothing
Dislikes Violence
[ MATURE ] ------------------------------------------------------------
Fighting Style Based mainly on speed attacks
Birthday April 8
Birthplace Unknown
Blood Type O
Height 177 cm
Weight 58 kg
Three Sizes B 88, W 57, H 87
Hobby Meddling with machinery, making things out of
sculpy
Favorite Food Poultry (especially chicken)
Best Sport Snowboarding
Most Important Her legs
Dislikes Pidgeons, the Kagura clan
[ VICE ] --------------------------------------------------------------
Fighting Style Based mainly on power techniques
Birthday November 28
Birthplace Unknown
Blood Type A
Height 178 cm
Weight 59 kg
Three Sizes B 90, W 58, H 88
Hobby Collecting American comics
Favorite Food Plums
Best Sport Bench press
Most Important Comic signed by Dan Brereton
Dislikes Saishu Kusanagi (Kyo's father)
[ RYUJI YAMAZAKI ] -----------------------------------------------------
Fighting Style Self-made Brawling Deadly Arts
Birthday August 8
Birthplace Japan
Blood Type A
Height 192 cm
Weight 96 kg
Hobby Collecting knives
Favorite Food Sliced horsemeat
Best Sport None
Most Important Anything profitable to himself
Dislikes Labor
[ BLUE MARY ] ---------------------------------------------------------
Fighting Style Command Sambo
Birthday February 4
Birthplace America
Blood Type AB
Height 168 cm
Weight 49 kg
Three Sizes B 88, W 54, H 85
Hobby Bike touring
Favorite Food Beef cup
Best Sport Baseball
Most Important Her leather jacket
Dislikes Cats
[ BILLY KANE ] --------------------------------------------------------
Fighting Style Boujutsu (Pole Techniques)
Birthday December 25
Birthplace England
Blood Type B
Height 179 cm
Weight 77 kg
Hobby Doing laundry
Favorite Food Cooked eggs
Best Sport Pole vault
Most Important His sister
Dislikes Orders (from anyone other than Geese)
[ YASHIRO NANAKASE ] --------------------------------------------------
Fighting Style Mainly based on striking techniques
Birthday December 31
Birthplace Japan
Blood Type O
Height 190 cm
Weight 99 kg
Hobby His band, travelling
Favorite Food Menma eartips, ramen (esp. the instant kind)
Best Sport Swimming
Most Important Amber
Dislikes Eggplants, narrow places
[ SHERMIE ] -----------------------------------------------------------
Fighting Style Centered mainly around throws
(her speciality is the bridge)
Birthday February 13
Birthplace France
Blood Type B
Height 173 cm
Weight 68 kg
Three Sizes B 92, W 63, H 87
Hobby Her band, appreciating French films, raising
her hamster
Favorite Food Fish (esp. shiny ones), natto rolls,
food prepared at a gyuudon (beef bowl) eatery
Best Sport Figure skating
Most Important Personal computer, her hamster
Dislikes Celery, high school baseball
[ CHRIS ] -------------------------------------------------------------
Fighting Style Centered mainly on speed-based attacks
Birthday May 3
Birthplace Sweden
Blood Type AB
Height 160 cm
Weight 48 kg
Hobby Cooking
Favorite Food Bhutan
Best Sport Orienteering
Most Important Nature
Dislikes Gummy candy, people who playfully ruffle his
hair, people who tell lies
[ K' ] ----------------------------------------------------------------
Fighting Style Violence
Birthday Unknown
Birthplace Unknown
Blood Type Unknown
Height 183 cm
Weight 65 kg
Hobby None
Favorite Food Beef Jerky
Best Sport Nothing (doesn't like exercise)
Most Important Nothing
Dislikes KOF
[ MAXIMA ] ------------------------------------------------------------
Fighting Style "M Style" Fighting Arts
Birthday March 2
Birthplace Canada
Blood Type A
Height 204 cm
Weight 204 kg
Hobby Bike touring
Favorite Food Anything sweet
Best Sport Rugby
Most Important Sideburns
Dislikes Fermented soybeans, people who want his opinion
[ WHIP ] --------------------------------------------------------------
Fighting Style Whip Handling and Heidern's Assassination Arts
Birthday October 12
Birthplace Unknown
Blood Type O
Height 173 cm
Weight 59 kg
Three Sizes B ??, W ??, H ??
Hobby None
Favorite Food Honey
Best Sport None
Most Important Her whip, Wood Doe
Dislikes Traitors
[ SETH ] --------------------------------------------------------------
Fighting Style Goshinjutsu (Self-Defense Arts)
Birthday August 1
Birthplace America
Blood Type B
Height 190 cm
Weight 108 kg
Hobby Wiretapping, driving
Favorite Food Vegetables, fruit (he's a vegetarian)
Best Sport Individual games
Most Important His necktie, his family
Dislikes Airplanes
[ RAMON ] -------------------------------------------------------------
Fighting Style Lucha Libre
Birthday December 3
Birthplace Mexico
Blood Type A
Height 170 cm
Weight 80 kg
Hobby Playing with children
Favorite Food Tacos and tequila
Best Sport Pro Wrestling
Most Important Mask his mentor gave him, 'lovely' Vanessa
Dislikes Foul play, losses outside the ring
[ VANESSA ] -----------------------------------------------------------
Fighting Style Boxing
Birthday January 9
Birthplace Unknown
Blood Type B
Height 182 cm
Weight 67 kg
Hobby Savings, mail order shopping
Favorite Food Beer
Best Sport All of them
Most Important Her wedding ring
Dislikes Indecisive people, ghosts
[ KULA DIAMOND ] ------------------------------------------------------
Fighting Style Anti K' Arts
Birthday May 29
Birthplace Unknown
Blood Type Unknown
Height 169 cm
Weight 48 kg
Three Sizes B 81, W 57, H 83
Hobby Collecting parts to rebuild Candy
Favorite Food Strawberry sorbet, Peropero candy
Best Sport Skating
Most Important Candy
Dislikes Trashy people, fire
[ K9999 ] -------------------------------------------------------------
Fighting Style His own strength
Birthday Unknown
Birthplace Unknown (possibly Japan)
Blood Type B
Height 168 cm
Weight 58 kg
Hobby Bike
Favorite Food Peanuts
Best Sport None (he can do anything, so why bother?)
Most Important His bike, which he rides often
Dislikes Orders, people who follow orders
[ ANGEL ] -------------------------------------------------------------
Fighting Style Fitness
Birthday March 6
Birthplace Mexico
Blood Type O
Height 168 cm
Weight She'd kill you if you wrote it down
Three Sizes B 92, W 60, H 82
Hobby Life, meddling with her 50cc bike
Favorite Food Tequila, cactus thorns
Best Sport Soccer (primarily as a goalkeeper)
Most Important Vintage B-3 Decicoat P.D. series clothing
Dislikes Gambling
[ KUSANAGI ] ----------------------------------------------------------
Fighting Style Kusanagi-style Kobojutsu and Self-made Kempo
Birthday July 5
Birthplace Japan
Blood Type B (RH-)
Height 181 cm
Weight 75 kg
Hobby Arranging techniques
Favorite Food Unknown
Best Sport None
Most Important His genes
Dislikes Originals
- According to Eolith's site, Kusanagi is a clone of Kyo (not that you
couldn't tell). ;)
[ OMEGA RUGAL ] -------------------------------------------------------
Fighting Style Uses a synthesis of the fighting techniques that
he has mastered
Birthday February 10
Birthplace Unknown
Blood Type Unknown
Height 197 cm
Weight 103 kg
Hobby World conquest
Favorite Food Doesn't have any favorites
Best Sport None in particular (good at everything)
Most Important His evil spirit
Dislikes Justice
[ SHINGO YABUKI ] -----------------------------------------------------
Fighting Style Kusanagi-ryuu Kobujutsu (Kusanagi-style weapon
fighting) taught to him personally by Kyo
Birthday April 8
Birthplace Japan
Blood Type O
Height 179cm
Weight 69kg
Hobby Exploration
Favorite Food Refrigerated udon (noodles), sardines
Best Sport Swimming, water polo
Most Important Life, his girlfriend, his student notebook, and
the gloves given to him by Kyo Kusanagi
Dislikes Milk
[ KING ] --------------------------------------------------------------
Fighting Style Muay Thai
Birthday April 8
Birthplace France
Blood Type A
Height 175cm
Weight 58kg
Hobby Wine glass collecting
Favorite Food Vegetables, wine
Best Sport Billiards
Most Important Her younger brother, Jan
Dislikes Unclean people, like Jack Turner

------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
The translations in this section were made with a lot of help from
WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken
from their site. A few were sent in by contributors to my previous
FAQs. Translations in other languages were done using various
online translators or other resources found via www.google.com.
Finally, I'm not that good at Japanese, so there may be some mistakes.
[ KYO KUSANAGI ] ------------------------------------------------------
Hatsugane Forged Iron
Issetsu Seoi Nage Single Over-the-Shoulder Throw
Geshiki: Naraku Otoshi Foreign Style: Hell Drop
Geshiki: Goufu You Foreign Style: Positive Roaring Axe
88 Shiki Style No. 88
100 Shiki: Oniyaki Style No. 100: Demon Scorcher
75 Shiki Kai Style No. 75 Modified
412 Shiki: Hikigane Style No. 412: Running Over Iron
R.E.D. KicK Rainbow Energy Dynamite Kick
717 Shiki: Koma Hofuri Style No. 717: Spinning Slaughter
114 Shiki: Aragami Style No. 114: Wild Bite
128 Shiki: Konokizu Style No. 128: Nine Wounds
127 Shiki: Yanosabi Style No. 127: Eight Rust
125 Shiki: Nanase Style No. 125: Seven Chance
Geshiki: Migiri Ugachi Foreign Style: Timely Drilling
212 Shiki: Kototsuki You Style No. 212: Positive Moon Harp
115 Shiki: Dokugami Style No. 105: Poison Bite
401 Shiki: Tsumi Yomi Style No. 401: Sin Composing
402 Shiki: Batsu Yomi Style No. 402: Penalty Composing
524 Shiki: Kamukura Style No. 524: God Waster
Ura 108 Shiki: Orochi Nagi
Style No. 108 Reversed: Great Serpent Mower
[ BENIMARU NIKAIDO ] --------------------------------------------------
Raijin Ken Quivering Lightning Fist
Taikuu Raijin Ken Anti-Air Quivering Lightning Fist
Kuuchuu Raijin Ken Mid-Air Quivering Lightning Fist
Shinkuu Katategoma Vacuum One-Handed Top
Iai Geri Sword-Drawing Kick
Handou Sandan Geri Reactionary Triple Kick
Raikou Ken Lightning Gleam Fist
Taikuu Raikou Ken Anti-Air Lightning Gleam Fist
Gen'ei Hurricane Phantom Hurricane
Raijin Ten Lightning Particle Collect
[ GORO DAIMON ] -------------------------------------------------------
Juuji Shime Crossbar Choke
Okuri Ashi Barai Leg Tripping Sendoff
Zujou Barai Overhead Sweep
Jirai Shin Mine Quake
Chou Oosotogari Super Great Outer Reaping
Chou Ukemi Super Tumble
Nekko Gaeshi Root Return
Kumo Tsukami Nage Cloud Grabbing Throw
Kirikabu Gaeshi Cut Stump Return
Tenchi Gaeshi Heaven and Earth Return
Ura Nage Reverse Throw
Jigoku Gokuraku Otoshi Hell to Paradise Drop
Arashi no Yama Mountain of Storms
Nekko Nuki Root Puller
Zoku: Kirikabu Gaeshi Continued: Cut Stump Return
Bukko Nuki Ura Nage Root Puller Reverse Throw
Zoku: Tenchi Gaeshi Continued: Heaven and Earth Return
Furinkazan The Four Elements
[ ANDY BOGARD ] -------------------------------------------------------
Gourin Kai Strong Confrontation Modified
Kakaekomi Nage Carrying Throw
Uwa Agito Upper Jaw
Age Men "blow to the face"
Hishou Ken Soaring Fist
Geki Hishou Ken Violent Soaring Fist
Shouryuu Dan Rising Dragon Bullet
Yami Abise Geri Dark Shower Kick
Kuuha Dan Sky-Ripping Shot
Gekiheki Haisui Shou Dam-Breaking Palm Attack
Gen'ei Shiranui Phantom Shiranui
Shimo Agito Lower Jaw
Zan'ei Ken Phantom Slash Fist
Shippuu Ouken Horizontal Gale Fist
Zan'ei Ryuusei Ken Phantom Slash Meteor Fist
Chou Reppa Dan Super Ripping Shot
Zan'ei Shitou Reppa Dan Phantom Slash Deadly Head Ripping Shot
Hiryuu Bakuha Dan Flying Dragon Exploding Shot
[ JOE HIGASHI ] -------------------------------------------------------
Hiza Jigoku Knee Hell
Ougon no Kakato Golden Heel
Bakuretsu Ken Exploding Fists
Bakuretsu Finish Exploding Finish
Shijou Saikyou no Low Kick Strongest Low Kick in History
Ougon no Tiger Kick Golden Tiger Kick
Bakuretsu Hurricane Tiger Kakato
Exploding Hurricane Tiger Heel
[ RYO SAKAZAKI ] ------------------------------------------------------
Tani Otoshi Valley Drop
Tomoe Nage Overhead Judo Throw
Hyouchuu Wari Ice Pillar Splitter
Joudan Uke Upper Catch
Gedan Uke Lower Catch
Ko'ou Ken Tiger Gleam Fist
Mouko Raijin Setsu Fierce Tiger Lightning God's Arm
Zanretsu Ken Momentary Violence Fist
Kohou Tiger Roar
Hien Shippuu Kyaku Flying Gale Kick
Haou Shoukou Ken Supreme King Flying Roaring Fist
Ryuuko Ranbu Dragon/Tiger Boisterous Dance
Tenchi Haou Ken Heaven and Earth Supreme Gleam Fist
[ ROBERT GARCIA ] -----------------------------------------------------
Ryuuchou Kyaku Dragon Flip Kick
Kubikiri Nage Neck-Cutting Throw
Uraken Reverse Fist
Kouryuu Koukyaku Geri Slanted Dragon Falling Leg Kick
Ryuu Hanshuu Dragon Hop Kick
Ryuugeki Ken Dragon Attack Fist
Ryuuga Dragon Fang
Gen'ei Kick Phantom Kick
Kyokugen-ryuu Renbu Kyaku Extreme-style Rapid Dance Kick
Hien Ryuujin Kyaku Flying Dragon God Kick
Haou Shoukou Ken Supreme King Flying Roaring Fist
Haiga Ryuu Back Fang Dragon
Ryuuko Ranbu Dragon/Tiger Boisterous Dance
Zetsu!! Ryuuko Ranbu Die!! Ryuuko Ranbu
[ TAKUMA SAKAZAKI ] ---------------------------------------------------
Oosotogari Great Outer Reaping
Ippon Seoi Single Over-the-Shoulder
Kawara Wari Tile Splitter
Ko'ou Ken Tiger Gleam Fist
Hien Shippuu Kyaku Flying Gale Kick
Mouko Burai Gan Fierce Tiger Villainy Boulder
Haou Shikou Ken Champion King Supremacy Fist
Shin Kishin Geki True Terrible God Attack
Ryuuko Ranbu Dragon/Tiger Boisterous Dance
Kosatsu Jin Tiger Killing Stance
[ ATHENA ASAMIYA ] ----------------------------------------------------
Renkantai Chained Thigh
Sankaku Tobi Triangle Hop
Momoiro Gatame Hardening Pink
[ SIE KENSOU ] --------------------------------------------------------
Sunda Measured Strike
Tomoe Nage Overhead Judo Throw
Kobokushu Tiger Hand Slap
Kousentai Backspin Thigh
Choukyuu Dan Superball Shot
Senkyuutai Arcing Thigh Drill
Ryuu Renga: Chiryuu Dragon Rapid Fang: Ground Dragon
Ryuu Renga: Tenryuu Dragon Rapid Fang: Sky Dragon
Ryuu Sougeki Dragon Talon Attack
Ryuu Gakusai Dragon Jaw Smash
Niku Man Respect Meat Bun Respect
Shinryuu Seiou Rekkyaku Dragon God Terrible Gleaming Ripping Kick
Shinryuu Tenbu Kyaku Dragon God Heaven Dance Kick
Senki Hakkei Hermit's Mental Energy Release
Seigan Rairyuu Awakened Eye Become Dragon
[ CHIN GENTSAI ] ------------------------------------------------------
Gou Inshu Strong Drink
Gyaku Ashi Nage Reverse Leg Throw
Suiho Hyoutan Shuu Drunken Stagger Gourd Attack
Hyoutan Geki Gourd Attack
Suihai Kou Drunken Cup Lean
Fun'en Kou Blazing Angry Mouth
Kaiten-teki Kuutotsu Ken Rotary Air Pierce Fist
Gou'en Shourai: Kai Roaring Flame Invitation: Modified
Bougetsu Sui Full Moon Drunkard
Kousentai Upward Spinning Thigh
Rouja Hanhou Dragonsnake Somersault
Rigyo Hanhou Carp Somersault
Gou'en Shourai Roaring Flame Invitation
Gouran Enpou Roaring Flame Inferno
Suisou Enbu Drunken Blazing Dance Manipulation
Ryuurin Hourai
Willow Phosphorous "Mountain Paradise of the Sennin"
- I still can't figure out the exact translation for "ryuurin," but
"hourai" is the name of a mountain that lies in the middle of the
sea, according to Japanese mythology. On the mountain live the
"sennin," hermits with special powers (this is all according to
some dictionary I read).
[ LEONA HEIDERN ] -----------------------------------------------------
Earring Bakudan 1 Earring Bomb 1
Earring Bakudan 2 Earring Bomb 2
Kibaku Exploding
Kakusei Awakening
[ RALF JONES ] --------------------------------------------------------
Kyuukouka Bakudan Punch Diving Bomb Punch
Chijou / Kuuchuu Ground / Mid-Air
Umanori Vulcan Punch Horse-Mounted Vulcan Punch
Baribari Vulcan Punch Exploding Vulcan Punch
Umanori Galactica Phantom Horse-Mounted Galactica Phantom
[ CLARK STEEL ] -------------------------------------------------------
Nageppanashi German German Throwing
[ MAI SHIRANUI ] ------------------------------------------------------
Shiranui Gourin Shiranui Strong Confrontation
Fuusha Kuzushi Windmill Destroyer
Yume Zakura Dream Cherry
Dairin Fuusha Otoshi Great Windmill Drop
Ukihane Floating Feather
Benitsuru no Mai Dance of the Flamingo
Koku'en no Mai Dance of the Black Swallow
Sankaku Tobi Triangle Hop
Kachou Sen Flower / Butterfly Fan
Hissatsu Shinobi Bachi Deadly Ninja Bees
Ryuu Enbu Dragon Blaze Dance
Sayo Chidori Evening Plover
Musasabi no Mai Dance of the Giant Flying Squirrel
Chijou / Kuuchuu Ground / Mid-Air
Toki Tsubute Ibis Smasher
Hana Arashi Flower Tempest
Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees
Yusura Ume
Fruit from "a tree wielding cherry-like fruit"
Shiranui-ryuu: Kubi no Kitsune
Shiranui-style: Nine-Tailed Fox
[ YURI SAKAZAKI ] -----------------------------------------------------
Oni Harite Demon Hand Slap
Silent Nage Silent Throw
Tsubame Otoshi Swallow Dropper
En Yoku Swallow Wing
Shiyoku Wing Pierce
Shouyoku Rising Wing
Ko'ou Ken Tiger Gleam Fist
Haou Shoukou Ken Supreme King Flying Roaring Fist
Raiou Ken Lightning Sparkle Fist
Saifa Smash Break
Hyakuretsu Binta Hundred Violent Slaps
Yuri Chou Upper Yuri Super Upper
Kuuga Air Fang
Double Yuri Chou Upper Double Yuri Super Upper
Ura Kuuga Reverse Air Fang
Hien Hou'ou Kyaku Flying Phoenix Kick
Shin! Chou Upper Heart! Super Upper
Mekki Zan Kuuga Demon-Destroying Air Fang Slash
Etsu Hien Hou'ou Kyaku Battleaxe Flying Phoenix Kick
[ MAY LEE JINJU ] -----------------------------------------------------
Henshin Metamorphosis
Hero Uke Hero Catch
[ KIM KAPHWAN ] -------------------------------------------------------
Kubikime Otoshi Extreme Neck Drop
Sakkyaku Nage Deadly Leg Throw
Neri Chagi Descending Leg
Hangetsu Zan Half-Moon Slash
Haki Kyaku Aspiration Kick
Hishou Kyaku Soaring Kick
Tsuika Kougeki Additional Attack
Hien Zan Flying Slash
Tenshou Zan Ascension Slash
Sanren Geki Triple Attack
Sankuu Kyaku Triple Air Kick
Hou'ou Hiten Kyaku Phoenix Flying Sky Kick
Hou'ou Kyaku Phoenix Kick
Kuuchuu Hou'ou Kyaku Mid-Air Phoenix Kick
Zero Kyori Hou'ou Kyaku Zero Range Phoenix Kick
[ CHANG KOEHAN ] ------------------------------------------------------
Hagan Geki Face-Smashing Attack
Kusari Jime Chain Strangle
Hiki Nige Sliding Evade
Tekkyuu Funsai Geki Iron Ball Smashing Attack
Tekkyuu Taiko Uchi Iron Ball Drum Thrust
Haki Kyaku Aspiration Kick
Dai Hakai Nage Great Destroyer Throw
Tekkyuu Dai Kaiten Iron Ball Great Spin
Tekkyuu Dai Bousou Iron Ball Great Reckless Run
Tekkyuu Dai Bokusatsu Iron Ball Great "Beat to Death"
Tekkyuu Dai Assatsu Iron Ball Great "Crush to Death"
Tekkyuu Dai Sekai Iron Ball Great World
- A contributor pointed out that the "Tekkyuu Dai Sekai" move may be a
reference to Jojo's Bizzare Adventure (specifically Dio's Stand,
"The World", which could freeze time). After all, once Chang
finishes dancing, you are stuck in place for the remainder of the
move.
[ CHOI BOUNGE ] -------------------------------------------------------
Zujou Sashi Head-Riding Stab
Geketsu Zuki Bloody Bowel Pierce
Toorima Geri Phantom Killer Kick
Sankaku Tobi Triangle Hop
Tatsumaki Shippuu Zan Tornado Gale Slash
Kaiten Hien Zan Spinning Flying Monkey Slash
Kishuu Hien Zuki Surprise Attack Flying Monkey Stab
Hishou Kyaku Soaring Kick
Hien Zan Confessions of a Sorrowful Monkey
Senpuu Hien Zashi Whirlwind Flying Monkey Pierce
Houkou Tenkan Change Direction
Hishou Kuuretsu Zan Soaring Air Rip Slash
Hou'ou Kyaku Phoenix Kick
Shakushi Deadly Scoop
Shin! Chouzetsu Tatsumaki Shinkuu Zan
True! Superior Tornado Vacuum Slash
[ IORI YAGAMI ] -------------------------------------------------------
Sakahagi Reverse Flayer
Saka Sakahagi Reversed Reverse Flayer
Geshiki: Yumebiki Foreign Style: Dream Shot
Geshiki: Yuri Ori Foreign Style: Lily Break
108 Shiki: Yami Barai Style No. 108: Darkness Sweep
127 Shiki: Aoihana Style No. 127: Hollyhock Flower
212 Shiki: Kototsuki In Style No. 212: Negative Moon Harp
100 Shiki: Oniyaki Style No. 100: Demon Scorcher
Kuzukaze Scum Wind
Kin 1211 Shiki: Ya Otome Forbidden Style No. 1211: Eight Maidens
Ura 316 Shiki: Saika Style No. 316 Reversed: Shining Jackal
Ura 1219 Shiki: En'ou Style No. 1229 Reversed: Flaming Jug
Geshiki: Goufu In "Shinigame"
Foreign Style: Negative Roaring Axe "Death God"
[ RYUJI YAMAZAKI ] ----------------------------------------------------
Shime Age Strangle Lift
Bun Nage Throwing
Bussashi Stabbing
Hebi Tsukai Snake Charmer
Joudan / Chuudan / Gedan Upper / Middle / Lower
Hebi Damashi Snake Trick
Sabaki no Aikuchi Judgment Dagger
Yakiire Hardening
Sunakake Sand Sprayer
Bai Gaeshi (Kyuushuu) Double Return (Absorb)
Bai Gaeshi (Dan Hassha) Double Return (Fire a Shot)
Sadomazo Sadism/Masochism
Bakudan Pachiki Bomb Headbutt
Akumu...soshite kyouki Nightmare...and madness
Punch Ranbu Punch Boisterous Dance
Kick Ranbu Kick Boisterous Dance
Rapid Pachiki Rapid Headbutt
Repeated Hebi Tsukai Repeated Snake Charmer
Rapid Aikuchi Rapid Dagger
Rapid Shime Age Rapid Strangle Lift
Chou Repeated Hebi Tsukai Super Repeated Snake Charmer
Chouhatsu Taunt
[ BLUE MARY ] ---------------------------------------------------------
Victor Nage Victor Throw
[ BILLY KANE ] --------------------------------------------------------
Jigoku Otoshi Hell Drop
Ippon Zuri Nage "Hook on a Fishing Rod" Throw
Dai Kaiten Geri Great Spin Kick
Boutaka Tobigeri Pole Vault Hop Kick
Senpuu Kon Whirlwind Cane
Suzume Otoshi Sparrow Dropper
Karyuu Tsuigeki Kon Fire Dragon Pursuit Cane
Suiryuu Tsuigeki Kon Water Dragon Pursuit Cane
Kyoushuu Hishou Kon Soaring Assault Cane
(Kaen) Sansetsu Kon (Flaming) Three-Part Cane
Chuudan Uchi / Chuudan Zuki Mid-Level Thrust / Mid-Level Stab
Chou Kaen Senpuu Kon Super Flaming Whirlwind Cane
Dai Senpuu Great Whirlwind
[ SHERMIE ] -----------------------------------------------------------
Baku New Suplex Explosive New Suplex
Yoke Dousa Evade Action
Inazuma Leg Lariat Lightning Flash Leg Lariat
- "Baku New" is a play on the word "bakunyuu" (large chest size).
- Shermie's F-Captured move is supposed to be a combination of the
words "F-cup" and "captured" (f-cup-tured). Once you see the
reversal for yourself, you'll understand.
[ CHRIS ] -------------------------------------------------------------
Honoo no Sadame no chris Chris of the Flame of Destiny
[ K' ] ----------------------------------------------------------------
Eins Trigger First Trigger
Tsuika Kougeki Additional Attack
- "Eins" is German for "one."
[ MAXIMA ] ------------------------------------------------------------
Kata Type
Shisaku Experimental
[ WHIP ] --------------------------------------------------------------
Code: Yuuetsu Code: Supremacy
Code: Chikara Code: Power
Code: Shouri Code: Victory
Code: Ame Code: Candy
Code: Kaze Code: Wind
[ VANESSA ] -----------------------------------------------------------
Zenpou / Kouhou Forward / Backward
[ SETH ] --------------------------------------------------------------
Hiji ate kara no hadou uchi Elbow Strike followed by a Surging Blow
Tomoe Nage Overhead Judo Throw
Mae Age Geri Forward Rising Kick
Shouyou Rising Sunshine
Doukuzushi Body Destroyer
Ashitori Leg Catcher
Angetsu Dark Moon
Rakugetsu Falling Moon
Kyuugetsu Curved Moon
Yagetsu Arrow Moon
Gengetsu Crescent Moon
Morote Shouyou Paired Palms Rising Sunshine
Irimi Nadazuki Body-Entering Moon Over The Open Sea
Doutori Shichimonsatsu Body-Catching Seven Agonizing Deaths
Shigure Rangiku Disordered Chrysanthemum Pattern Drizzle
[ RAMON ] -------------------------------------------------------------
Teikuu Drop Kick Low Altitude Drop Kick
Sankaku Tobi Triangle Hop
Tsuika Kougeki Additional Attack
Hiki Okoshi Pulling Upright
El Diablo Amarillo Ramon The Yellow Devil, Ramon
- Webster's New World Dictionary describes 'chancery' like so: "in
wrestling: with the head held firmly between an opponent's arm and
his chest."
[ KULA DIAMOND ] ------------------------------------------------------
La * Cachora The Lizard
- The kana for Kula's move is 'ra*kacho-ra.' Anyone who can come up
with another translation is more than welcome to ^_^;
[ K9999 ] -------------------------------------------------------------
Kieroo! Vanish!
Itsumade yondendayoo! How long must we play!
Urusee-! Nuisance!
Acchihe itteroo! Over there!
Kukakeroo! Break!
Wareroo! Split!
Tsuki... Moon...
Temee mo oucchimae!! Wait, take one more!
Kore wa, maru de..!! Here, (so to speak)..!!
Chikara ga...katte ni...uwaaaa!!
My power...(grows) of it's own accord...uwaaaa!!
[ ANGEL ] -------------------------------------------------------------
Oumagatoki ???
Futen ???
Bye Bye Ryuugu Bye Bye Dragon Palace
Repun Kamuy Spirit of the Sea
- Angel's name is spelled "Anhell" in Japanese, not that it's of much
importance in the first place ;)
- Amakusa had a move called "Oumagatoki" in the SS games, that roughly
translated as "Demonic Meeting Time." Since Angel's Oumagatoki isn't
written in kanji, I don't know what it means.
[ YASHIRO OF THE PARCHED EARTH ] --------------------------------------
Inui ta daichi yashiro Yashiro of the Parched Earth
Baku Bind
Beki Curtain
Saku Tear
Bu Tin Plate
Kujiku Daichi Crushing Earth
Odoru Daichi Leaping Earth
Niragu Daichi Tempering Earth
Musebu Daichi Choking Earth
Araburu Daichi Wildly Shaking Earth
Ankoku Jigoku Gokuraku Otoshi Dark Hell to Paradise Drop
[ SHERMIE OF THE RAGING LIGHTNING ] -----------------------------------
Arekuruu inabikari no shermie Shermie of the Raging Lightning
Bakurai Lightning Bomb
Enrai Distant Thunder
Kourai Lightning Hook
Mugetsu no Raiun New Moon's Thundercloud
Yatanagi no Muchi Yata-Render Whip
Shajitsu no Odori Slanted Sunshine Dance
Raijin no Tsue Raijin's Staff
Ankoku Raikou Ken Dark Lightning Gleam Fist
Shukumei, Gen'ei, Shinshi Destiny, Illusion, Disaster
Unmei no Ya Arrow of Fate
- "Raijin" is the God of Lightning.
- "Yata" refers to the Yata clan (Kagura's clan, that had opposed
the power of Orochi along with Iori and Kyo's clans).
[ CHRIS OF THE FLAME OF DESTINY ] -------------------------------------
Chi no Batsu Earth's Punishment
Ten no Tsumi Heaven's Crime
Muyou no Ono Futile Axe
Jukei no Oni Punishing Demon
Setsudan no Koto Severance Harp
Taiyou wo Iru Honoo Sun-Shooting Flame
Kagami wo Hofuru Honoo Mirror-Slaying Flame
Tsuki wo Tsumu Honoo Moon-Clipping Flame
Shishi wo Kamu Honoo Limbs-Biting Flame
Ankoku Orochi Nagi Dark Great Serpent Mower
Sanagi wo yaburi, chou wa mau
"The chrysalis rips (open), the butterfly dances."
[ KUSANAGI ] ----------------------------------------------------------
Hatsugane Forged Iron
Issetsu Seoi Nage Single Over-the-Shoulder Throw
Geshiki: Naraku Otoshi Foreign Style: Hell Drop
Geshiki: Goufu You Foreign Style: Positive Roaring Axe
88 Shiki Style No. 88
108 Shiki: Yami Barai Style No. 108: Darkness Sweep
100 Shiki: Oniyaki Style No. 100: Demon Scorcher
101 Shiki: Oboro Guruma Style No. 101: Twilight Wheel
75 Shiki Kai Style No. 75 Modified
212 Shiki: Kototsuki You Style No. 212: Positive Moon Harp
910 Shiki: Nue Tsumi Style No. 910: Clipping Chimera
Geshiki: Ryuu Iri Foreign Style: Shooting Dragon
Geshiki: Tora Fuse Foreign Style: Laying Tiger
Saishuu Kessen Ougi Reishiki Final Deciding Battle Profound Zero Style
Ura 108 Shiki: Orochi Nagi
Style No. 108 Reversed: Great Serpent Mower
[ OMEGA RUGAL ] -------------------------------------------------------
Reppuu Ken Storm Fist
[ SHINGO YABUKI ] -----------------------------------------------------
Hatsugane Forged Iron
Issetsu Seoi Nage Fukanzen Imperfect Single Shoulder Throw
114 Shiki: Aragami Mikansei Incomplete Style No. 114: Wild Bite
115 Shiki: Dokugami Mikansei Incomplete Style No. 115: Poison Bite
100 Shiki: Oniyaki Mikansei Incomplete Style No. 100: Demon Scorcher
212 Shiki: Kototsuki You Incomplete Style No. 212: Koto Moon
Shingo Kinsei Ore Mushiki Shingo's Humbly Made Own "No Style"
Geshiki: Goufu "Kakkodake"
Foreign Style: Roaring Axe "Only In Appearance"
101 Shiki: Oboroguruma Mikansei
Incomplete Style No. 101: Twilight Wheel
Shingo Kinsei Ore Shiki: Nie Togi
Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade
Shingo Kinsei Ore Shiki: Getchuu
Shingo's Humbly Made Own Style: Moon Elbow
Geshiki: Kake Hourin
Foreign Style: Racing Phosphorous Phoenix
Thanks for reading.

------------------------------------------------------------------------
KOF 2002 FAQ v0.6 copyright (c) 2002-2003 Chris MacDonald
------------------------------------------------------------------------

Related Interests