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The King of Fighters 2002: Challenge to Ultimate

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===============================================================================

=============================================================================

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

     --==( The King of Fighters 2002:  Challenge to Ultimate Battle )==--

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

                               FAQ/Movelist v1.21

                                   by Moriya

=============================================================================

===============================================================================

    Up to version 0.6, this FAQ was just a compilation of contributed

information. After that, everything was tested and corrected.

    Some parts of this FAQ will keep constantly being updated though.

    This version (1.21) is very incomplete. Since I'm not having a lot of free

time to work on the FAQ lately, and hadn't updated it in a long time, I

decided to do so now even with an incomplete work just to give me some more

time to finish it later. It'll probably be done by the next month or so, or at

least that's what I plan to do. I hope you all understand it. =)

=============================================================================

===============================================================================

=============================================================================

    INDEX

    =-=-=

1. Update History

2. The System

   2.1. Basic System

   2.2. What is changed from KOF2001

   2.3. Action list and costs in a nutshell

3. The Movelist

   3.1. Japan Team          : Kyo Kusanagi     Benimaru Nikaido Goro Daimon

     3.1.A. Extra Version   : Kusanagi

   3.2. Fatal Fury Team     : Terry Bogard     Andy Bogard      Joe Higashi

   3.3. Art of Fighting Team: Ryo Sakazaki     Robert Garcia    Takuma Sakazaki

   3.4. Ikari Warriors Team : Leona Heidern    Ralf Jones       Clark Steel

   3.5. Psycho Soldiers Team: Athena Asamiya   Kensou Sie       Chin Gentsai

   3.6. Female Team         : Mai Shiranui     Yuri Sakazaki    Jinju May Lee

   3.7. Korea Team          : Kaphwan Kim      Koehan Chang     Bounge Choi

   3.8. KOF96 Team          : Iori Yagami      Mature           Vice

   3.9. KOF97 Team          : Ryuji Yamazaki   Blue Mary        Billy Kane

   3.10. KOF98 Team         : Yashiro Nanakase Shermie          Chris

     3.10.A. Extra Versions : Orochi Yashiro   Orochi Shermie   Orochi Chris

   3.11. KOF99 Team         : K'               Maxima           Whip

   3.12. KOF2000 Team       : Vanessa          Seth             Ramon

   3.13. KOF2001 Team       : Kula Diamond     K9999            Angel

     3.14 Boss              : Rugal Bernstein

4. General Info

   4.1. Music Information

   4.2. Color Information

   4.3. Chart of Characters

5. Credits / Copyright / Contact Info



=============================================================================

===============================================================================

=============================================================================

    1. UPDATE HISTORY

    =-=-=-=-=-=-=-=-=

(September 9, 2002) Version 0.1

- First release. Beta movelists, plenty of unconfirmed/missing info.

(September 13, 2002) Version 0.2

- Design update. New sections added. Some info corrected.

(September 19, 2002) Version 0.3

- Updates in some sections, a few moves changed, many notes added.

(September 20, 2002) Version 0.31

- Small updates.

(October 10, 2002) Version 0.4

- Small updates, a few notes added. Less unconfirmed info by now. The code to

select Kusanagi was changed. The game is out in the arcades now, so this FAQ

is due to gain its 1.0 version as soon as I have access to it.

(October 20, 2002) Version 0.5

- Some updates. Info on most Hidden SDMs was added. And the code to select

Kusanagi was changed AGAIN. Very few unconfirmed info remains.

(November 20, 2002) Version 0.6

- Big update. Some layout changes, and some corrections/additions to the

movelists. A list showing all of the basic system actions and their costs was

added. A new Super Cancelable Moves box was added in each character's

movelist. Info on the new music system was added (thanks again, TTW).

(December 19, 2002) Version 1.0

- Initial release. NOW the hard work begins. Wrong info is being corrected,

new info is being added. Rugal movelist has been added.

(December 23, 2002) Version 1.01

- Small updates.

(December 29, 2002) Version 1.1

- A BIG clean-up has started. A new MAX Mode Cancelable Moves list has been

added on each character's movelist (under construction). Many updates on

existing info.

(January 04, 2003) Version 1.2

- More cleaning up. Many updates on existing info. A new Color Information

section has been added, showing information on all the colors for all the

characters.

(February 08, 2003) Version 1.21

- A Chart of Characters was added, related to the KOF series in general, just

as a source of random useless information. =)

- The MAX Mode Cancelable Into moves section was added under each character's

movelist, but I've only had time to test up to Blue Mary, so the list will

still be blank for everyone starting from Billy Kane. It will (obviously) be

fixed later, when I have more free time.

=============================================================================

===============================================================================

=============================================================================

    2. THE SYSTEM

    =-=-=-=-=-=-=

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

    -= Basic System =-

       ------------

Terminology:

f - forward       b - back

u - up            d - down

(forward refers to right if your character is facing right, and left if

your character is facing left; back is the opposite direction)

ub - up-back      uf - up-forward

db - down-back    df - down-forward

qcf - quarter circle front (d,df,f)

qcb - quarter circle back (d,db,B)

hcf - half circle front (b,db,d,df,f)

hcb - half circle back (f,df,d,db,B)

A - Light Punch   C - Heavy Punch

B - Light Kick    D - Heavy Kick

Start - Taunt/Provocation.

Press ub, u or uf rapidly to perform a hop.

Press ub, u or uf holding the button for a short while to perform a jump.

Press db,uf or df,ub; or jump while running to perform a high jump.

f,f             : Run (keep holding f to keep running).

b,b             : Backstep.

b while being   : Block. This greatly reduces the damage an enemy does to

attacked          you, but you cannot be performing any other action while

                   blocking, and it cannot be done in the air.

b/f + C/D while : Throw escape. Note that only normal throws can be escaped,

being thrown      and you must use the same button that the opponent used to

                   throw you. Some normal throws are not escapable at all.

AB              : Emergency Evasion (your character rolls forward; he/she is

                   almost invincible while rolling, being only affected by

                   throws).

b + AB          : Emergency Evasion (exactly like the normal one, except that

                   your character rolls back).

AB while        : Guard Cancel. Your character will cancel the blocking

blocking          animation and roll back for his/her safety. This will cost

                   one power stock.

AB during a     : Roll Buffering. Your character will cancel whichever

normal/special    attack he/she is performing (even a CD Guard Cancel) and

move              roll. This will cost one power stock.

AB after being  : Recovery Roll. You roll instead of being actually knocked

knocked down      down. It saves time. Note that it can't be done after

                   certain moves.

BC              : Activate MAX Mode. While on MAX Mode, your character can

                   perform SDMs for the cost of one extra stock, or DMs for

                   free. If either is performed, though, MAX Mode ends

                   immediately. Otherwise, it lasts for the length of a small

                   time bar. While on MAX Mode, your character can also cancel

                   normal/special moves into some other moves, but doing so

                   will deplete about 1/4 of the time bar, thus making the mode

                   end earlier (and assuring that you can only cancel about 4

                   or 5 moves). And there's more to MAX Mode: during it, the

                   damage your character inflicts is reduced in about 25%.

                   Activating MAX Mode costs one power stock.

BC during a     : MAX Mode Buffering. Your character will cancel whichever

normal move       normal attack he/she is performing and activate MAX Mode.

                   This can save time as it immediatly removes the rest of the

                   recovery time (so you can use it to extend some combos).

                   This will cost one more power stock (besides the power

                   stock already necessary to activate MAX Mode).

CD              : Heavy Attack (this attack always knocks the opponent down,

                   and can be performed in the air, but not while crouching).

CD while        : Guard Cancel. Your character will cancel the blocking

blocking          animation and counter the opponent with a CD attack. This

                   will cost one power stock and knock the opponent down,

                   causing him/her some damage.



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

    -= What is changed from KOF2001, in the system: =-

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

- The strikers are gone.

- Teams consist on 3 members, like KOF94-98. No more ratio system, only teams

   with three fighters each.

- Super cancelling still exists, for some moves.

- Critical Wire is gone. Only Counter Wire remains.

- Throws cause the same damage they did in KOF98.

- Guard Cancel with CD damages the opponent.

- Just like in KOF98, every character on your team can hold a different amount

   of power stocks: the first can hold up to 3 stocks; the second, up to 4; and

   the third, up to 5.

- To perform DMs, you must have one power stock. Doing so will deplete the

   stock. You can also perform a DM while you're in MAX Mode, but doing so

   will finish MAX Mode (without depleting any extra stock).

- To perform SDMs, you must be in MAX Mode and have at least one power stock

   remaining. Doing so will finish MAX Mode and deplete the extra stock.

- To perform HSDMs, you must be in MAX Mode, with 1/4 of your life (or

   less) remaining, and have one extra power stock. Doing so will finish

   MAX Mode and deplete the extra stock.

- The life meter of your character will flash when he's about to be guard

   crushed.

- During CPU matches, you can choose one of two teams to fight against.

- When performing SDMs, instead of having the usual white flash and then a

   negative background, now there is a red flash instead of a white one, and

   there is no more negative background.

- When performing HSDMs, instead of a white or a red flash, there is a yellow

   flash. While the HSDM is being performed, the background is blue with

   horizontal white lines (the same as K9999's SDM in KOF2001). The only

   exceptions to this are:

   . Chang, no background (all black)

   . Iori, red "Orochi Iori" background

   . Orochi Yashiro, lots of lava

   . Orochi Shermie, some dark clouds

   . Orochi Chris, green "bright light" background

   . Kula, her old "blue ice" background for a short while

   . K9999, no background (all white)



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

    -= In a nutshell: =-

       --------------

Action                               -=-                                 Cost

------------------------------------ -=+=- ------------------------------------

Roll                                  -                                  None

Recovery Roll                         -                                  None

Guard Cancel (Roll)                   -                         1 power stock

Cancel a move into a Roll             -                         1 power stock

Guard Cancel (CD)                     -                         1 power stock

Perform DM                            -                         1 power stock

Supercancel a move into a DM          -                        2 power stocks

Activate MAX Mode                     -                         1 power stock

Cancel a move into MAX Mode           -                        2 power stocks

Cancel move into move during MAX Mode -               1/4 of the MAX Mode bar

Perform a DM during MAX Mode          -                      the MAX Mode bar

Perform a SDM (must be in MAX Mode)   -    1 power stock and the MAX Mode bar

Supercancel a move into a SDM (must

  be in MAX Mode)                      -   2 power stocks and the MAX Mode bar

Perform a HSDM (must be in MAX Mode

  and have 1/4 or less life remaining) -    1 power stock and the MAX Mode bar





=============================================================================

===============================================================================

=============================================================================

    3. THE MOVELIST

    =-=-=-=-=-=-=-=

    Under each character's movelist there is a small box showing whatever has

changed on their movelists from KOF2001 (or their latest KOF game) to KOF2002.

    Then, there is a small chart showing the cancelable normals of that

character. It is pretty self-explanatory. The numbers that will appear

sometimes show in which hit that normal can be canceled. An (*) means that the

move can be canceled during any hit (only for multi-hit normals, obviously).

    Example of chart:

[ CANCELABLE NORMALS ]

stand  A(*) stand  B  stand  C(2) stand  D

crouch A    ---       crouch C    crouch D(1)

                       far    C    far    D

On this example, the character can cancel his stand A in any hit. He can only

cancel his stand C on the second hit, and his crouching D on the first hit. He

cannot cancel his crouch B at all (since it's not listed).

-=-

    There is also a Command Cancelability chart.

The symbol before the command indicates if it can be linked from a normal:

-> means that you can link a normal into the command, and must do so in order

   to cancel it;

#> means that you can link a normal into the command, but don't have to that

   in order to cancel it (it's optional);

.  means that you can't link a normal into the command.

The symbol after the command indicates if it can be canceled into a move/DM:

-> means that the command can be canceled into a move/DM;

.  means that the command can't be canceled into a move/DM.

NOTE: Ralf and Mature don't have any commands, so they don't have this chart.

-=-

     After the Command Cancelability chart, there is a Super Cancelable Moves

list. It simply shows which moves of that character can be super canceled (that

is, canceled directly into a DM/SDM, with an additional cost of 1 stock).

-=-

    Following it, there is a "MAX Mode Cancelable Moves" list, that shows

which commands and special moves of that character can be canceled into other

special moves during MAX Mode.

    Right under it, there is another list entitled "'Cancelable Into' Moves",

that shows which moves can be 'canceled into' during MAX Mode (i.e, you can

cancel a MAX Mode Cancelable move into any 'cancelable into' move during MAX

Mode). An asterisk (*) will be in front of the move name if it's also a MAX

Mode Cancelable Move.

    By the way, it's good to remember that a move can never be canceled

into the same move.

-=-

    After that, there is a "Command Attributes" and a "Move Attributes" list.

They show the special properties of the character's commands and moves.

    Some characters also have a "Normal Attributes" list.

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

    -= Command Attributes: =-

       -------------------

    NOTE: whenever a command is canceled into (i.e, you link normal into it),

it loses all of its attributes. There are some exceptions to this, though,

like Vanessa's One-Two Puncher.

- Overhead: this command cannot be blocked by a crouching opponent.

- Hits low: this attack annot be blocked by a standing opponent.

- Parry: this command is used to block incoming attacks, you will take no

   damage if attacked while performing it.

- Knockdown: this command will knock the opponent down.

- Autoguard: this command has some frames where it cannot be interrupted by

   enemy attacks. Your character automatically takes block damage if attacked

   during Autoguard frames, and his/her command doesn't stop (normally hitting

   the opponent after that).

- Cross Up: this command will succesfuly connect while your character is

   jumping over the enemy, hitting on his/her opposite side. It works as an

   excellent combo starter.



    -= Move Attributes: =-

       ----------------

    NOTE: DMs, SDMs and HSDMs may also be listed here. They'll be identified

with brackets, like this:

[DM] Move     : the DM has that attribute

[SDM] Move    : the SDM has that attribute

[S/DM] Move   : both the DM and SDM versions of this move have that attribute

[HSDM] Move   : the HSDM has that attribute

- Overhead: this attack cannot be blocked by a crouching opponent.

- Hits low: this attack annot be blocked by a standing opponent.

- Unblockable: this attack cannot be blocked at all.

- Counter: when you execute this move, your character will be in a certain

   stance for a few seconds. If the enemy hits him during that stance, your

   character will take no damage and immediately counter the enemy attack with

   an attack of his own.

- Autoguard: this move has some frames (usually in the beginning) where it

   cannot be interrupted by enemy attacks. Your character automatically takes

   block damage if attacked during Autoguard frames, and his/her move doesn't

   stop (normally hitting the opponent after that).

- Invincibility: while performing this move, your character (or just a part of

   him/her) becomes totally invincible against enemy attacks.

- Counter Wire: during counter hits (when your move hits the opponent while

   he is also attacking you), this move will make your opponent be launched to

   the opposing wall and bounce back, allowing you to perform additional

   attacks.

- Mobility: you can move (in a limited fashion) while performing this move.

- Knockdown: this move will knock the opponent down and will not allow him/

   her to use a Recovery Roll.

- Knockdown Projectile: this projectile will knock the opponent down.

- Reflects Projectiles: if a projectile hits you while performing this move,

   it will be reflected back to your opponent.

- Negates Projectiles: this move makes enemy projectiles vanish.

- Recovers life: this move makes you recover some life energy back.

- Guard Crush: if this move hits a blocking opponent, it will drop his/her

   guard, leaving him/her open for attacks for a few moments.

-=-

    And now, on to the movelist:



===============================================================================

=================================[ JAPAN TEAM ]================================

===============================================================================

===============================================================================

-=( KYO KUSANAGI )=-                                       -=( Japan Team )=-

===============================================================================

Fighting Style:    Kusanagi-ryuu martial arts

Birthdate:         December 12

Age:               20

Birthplace:        Japan

Blood Type:        B

Height:            1.81m

Weight:            75kg

Hobbies:           Writing poetry

Favorite Food:     Grilled fish

Best Sport:        Ice hockey

Prized Things:     His motorcycle and his girlfriend, Yuki

Dislikes:          Hard work

"That's the pepper! That's the stuff! Oooh yeah!"

==------------------------------==[ THROWS ]==-----------------------------==

Hatsugane                         When close, b/f + C

Issetsu Seoi Nage                 When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Ge Shiki: Goufu You               f + B

Ge Shiki: Naraku Otoshi           In the air, d + C

88 Shiki                          df + D

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

75 Shiki: Kai                     qcf + B/D, B/D

100 Shiki: Oniyaki                f,d,df + A/C

114 Shiki: Aragami                qcf + A

. 128 Shiki: Kono Kizu            During 114 Shiki Aragami, qcf + A/C

.. 127 Shiki: Yano Sabi           During 128 Shiki Kono Kizu, press A/C

.. 125 Shiki: Nana Se             During 128 Shiki Kono Kizu, press B/D

. 127 Shiki: Yano Sabi            During 114 Shiki Aragami, hcb + A/C

.. Ge Shiki: Migiri Ugachi        During 127 Shiki Yano Sabi, press A/C

.. 125 Shiki: Nana Se             During 127 Shiki Yano Sabi, press B/D

.. 212 Shiki: Koto Tsuki You      During 127 Shiki Yano Sabi, hcb + B/D

115 Shiki: Dokugami               qcf + C

. 401 Shiki: Tsumi Yomi           During 115 Shiki Dokugami, hcb + A/C

.. 402 Shiki: Batsu Yomi          During 401 Shiki Tsumi Yomi, f + A/C

... 100 Shiki: Oniyaki            During 402 Shiki Batsu Yomi, f,d,df + A/C

427 Shiki: Hikigane               hcb + B/D

707 Shiki: R.E.D. KicK            b,d,db + B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

Ura 108 Shiki: Orochinagi         qcb,hcf + A/C (can be held)

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Ura 108 Shiki: Orochinagi         qcb,hcf + AC (can be held)

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

524 Shiki: Kamijiri               When close, hcb,hcb + AC

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

- Aragami/Dokugami have autoguard again.

- 524 Shiki: Kamijiri is faster and can be linked from weak attacks.

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

[ CANCELABLE NORMALS ]

stand  A  stand B  stand  C  stand  D

crouch A  ---      crouch C  crouch D

                    ---       ---

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

[ COMMAND CANCELABILITY ]

-> Ge Shiki: Goufu You     -> (if you cancel into it, it hits twice)

.  Ge Shiki: Naraku Otoshi .

-> 88 Shiki                .

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

[ SUPER CANCELABLE MOVES ]

100 Shiki: Oniyaki  (1st hit)

427 Shiki: Hikigane (B version)

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

[ MAX MODE CANCELABLE MOVES ]

Ge Shiki: Goufu You        [command]

88 Shiki                   [command]

100 Shiki: Oniyaki         (1st hit)

114 Shiki: Aragami

. 128 Shiki: Kono Kizu

.. 127 Shiki: Yano Sabi

.. 125 Shiki: Nana Se

. 127 Shiki: Yano Sabi

.. Ge Shiki: Migiri Ugachi

.. 125 Shiki: Nana Se

115 Shiki: Dokugami

. 401 Shiki: Tsumi Yomi

427 Shiki: Hikigane        (both versions)

[ "CANCELABLE INTO" MOVES ]

75 Shiki: Kai

114 Shiki: Aragami         *

115 Shiki: Dokugami        *

427 Shiki: Hikigane        * (both versions)

707 Shiki: R.E.D. KicK

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

[ COMMAND ATTRIBUTES ]

Ge Shiki: Goufu You             : overhead (2nd hit)

Ge Shiki: Naraku Otoshi         : overhead / knockdown (opponent in the air)

88 Shiki                        : hits low

[ MOVE ATTRIBUTES ]

75 Shiki: Kai                   : allows juggles

114 Shiki: Aragami              : autoguard

127 Shiki: Yano Sabi            : overhead

212 Shiki: Koto Tsuki You       : hits fallen opponents

115 Shiki: Dokugami             : autoguard

427 Shiki: Hikigane (B version) : allows juggles

[HSDM] 524 Shiki: Kamijiri      : unblockable

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

-=-

===============================================================================

-=( KUSANAGI )=-                                        -=( Extra Version )=-

===============================================================================

"Hallelujah, brother! You've just met your maker."

In order to select Kusanagi, the uniform-wearing extra version of Kyo, based

on his KOF95 version present in KOF98 (with a few additions), do the following:

place the cursor on Kyo, then press up, down, right, left, down, up, left, and

right. Kusanagi will appear.

==------------------------------==[ THROWS ]==-----------------------------==

Hatsugane                         When close, b/f + C

Issetsu Seoi Nage                 When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Ge Shiki: Goufu You               f + B

Ge Shiki: Naraku Otoshi           In the air, d + C

88 Shiki                          df + D

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

75 Shiki: Kai                     qcf + B/D, B/D

100 Shiki: Oniyaki                f,d,df + A/C

101 Shiki: Oboro Guruma           b,d,db + K

108 Shiki: Yami Barai             qcf + A/C

212 Shiki: Koto Tsuki You         hcb + B/D

910 Shiki: Nue Tsumi              qcb + A/C

==------------------------==[ DESPERATION MOVES ]==------------------------==

Ura 108 Shiki: Orochinagi         qcb,hcf + A/C (can be held)

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Ura 108 Shiki: Orochinagi         qcb,hcf + AC (can be held)

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Saishuu Kessen Ougi "Rei Shiki"   qcf,qcf + AC



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

- Unlike Kyo, his Ge Shiki: Goufu You hits twice even if not canceled into.

- He gained the 910 Shiki: Nue Tsumi, performed with qcb + A/C.

- He gained the Mu Shiki (with another name) as his HSDM.

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

[ CANCELABLE NORMALS ]

stand  A  stand B  stand  C  stand  D

crouch A  ---      crouch C  ---

                    far    C  ---

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

[ COMMAND CANCELABILITY ]

-> Ge Shiki: Goufu You     ->

-> 88 Shiki                .

.  Ge Shiki: Naraku Otoshi .

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

[ SUPER CANCELABLE MOVES ]

None

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

[ MAX MODE CANCELABLE MOVES ]

Ge Shiki: Goufu You       [command] (any hit)

88 Shiki                  [command]

100 Shiki: Oniyaki        (1st hit)

212 Shiki: Koto Tsuki You (1st hit)

910 Shiki: Nue Tsumi

[ "CANCELABLE INTO" MOVES ]

75 Shiki: Kai

100 Shiki: Oniyaki        *

101 Shiki: Oboro Guruma

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

[ COMMAND ATTRIBUTES ]

Ge Shiki: Goufu You      : overhead (2nd hit)

Ge Shiki: Naraku Otoshi  : overhead / knockdown (opponent in the air)

88 Shiki                 : hits low

[ MOVE ATTRIBUTES ]

75 Shiki: Kai             : allows juggles

100 Shiki: Oniyaki        : autoguard

910 Shiki: Nue Tsumi      : counter

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

-=-

===============================================================================

-=( BENIMARU NIKAIDO )=-                                   -=( Japan Team )=-

===============================================================================

Fighting Style:    Shooting

Birthdate:         June 6

Age:               21

Birthplace:        Japan (although he's half American)

Blood Type:        O

Height:            1.80m

Weight:            70kg

Hobbies:           Sky cruising, cooking

Favorite Food:     Sashimi, pasta, and coffee

Best Sport:        Clay shooting, high jumps

Prized Things:     Himself

Dislikes:          Otaku, regretting things

"You're pretty good. But I'm much better."

==------------------------------==[ THROWS ]==-----------------------------==

Catch and Shoot          When close, b/f + C

Front Suplex             When close, b/f + D

Spinning Knee Drop       In the air, when close, b/db/d/df/f + C/D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Jack Knife Kick          f + B

Flying Drill             In the air, d + D

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Raijin Ken               qcf + A/C

Kuuchuu Raijin Ken       In the air, qcf + A/C

Shinkuu Katategoma       qcb + A/C

Benimaru Koreda          When close, hcb,f + A/C

Iai Geri                 qcf + B/D

. Handou Sandan Geri     During Iai Geri, d,u + B

==------------------------==[ DESPERATION MOVES ]==------------------------==

Gen'ei Hurricane         qcb,qcb + B/D

Raikou Ken               qcf,qcf + A/C

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Raikou Ken               qcf,qcf + AC

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Raijin Kyuu              f,db,df,b,f + A/B/C/D

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

- His Benimaru Koreda is back, and the damage is bigger than before.

- He has a new HSDM. The button used determines where the lightning will

appear (attached to Benimaru, until he attacks or is attacked).

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

[ CANCELABLE NORMALS ]

stand  A  stand  B  stand  C  stand  D

crouch A  crouch B  crouch C  crouch D

                     ---       ---

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

[ COMMAND CANCELABILITY ]

#> Jack Knife Kick ->

.  Flying Drill    .

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

[ SUPER CANCELABLE MOVES ]

Shinkuu Katategoma

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

[ MAX MODE CANCELABLE MOVES ]

Flying Drill         [command] (up to the 2nd hit / into Kuuchuu Raijin Ken)

Shinkuu Katategoma   (1st hit)

> Handou Sandan Geri (1st hit)

[ "CANCELABLE INTO" MOVES ]

Kuuchuu Raijin Ken   (from Flying Drill)

Shinkuu Katategoma   *

Iai Geri

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

[ COMMAND ATTRIBUTES ]

None

[ MOVE ATTRIBUTES ]

Raijin Ken         : negates projectiles

Kuuchuu Raijin Ken : negates projectiles

Benimaru Koreda    : unblockable

[S/DM] Raikou Ken  : negates projectiles

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

-=-

===============================================================================

-=( GORO DAIMON )=-                                        -=( Japan Team )=-

===============================================================================

Fighting Style:    Judo & self-made fighting techniques

Birthday:          May 5

Age:               29

Birthplace:        Japan

Blood Type:        A

Height:            2.04m

Weight:            138kg

Hobby:             Being one with the nature

Favorite Food:     Zaru soba

Best Sport:        Judo

Prized Things:     His geta (those wooden sandals)

Dislikes:          Complex machinery

"You gotta learn defense, bud."

==------------------------------==[ THROWS ]==-----------------------------==

Juuji Shime                     When close, b/f + C

Okuri Ashi Barai                When close, b/f + D

Tsukami Tataki Tsuke            Very close to opponent, b/f + C

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Zujou Barai                     df + C

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Jiraishin                       f,d,df + A/C (C is a fake)

Kumo Tsukami Nage               hcf + A

Kirikabu Gaeshi                 hcf + C

Tenchi Gaeshi                   When close, hcb,f + A/C

Nekko Gaeshi                    qcf + B/D

Chou Ukemi                      qcb + B/D

Chou Oosotogari                 When close, f,d,df + B/D

Ura Nage                        hcb,f + B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

Jigoku Gokuraku Otoshi          When close, hcb,hcb + A/C

Arashi no Yama (Nekko Nuki)     When close, hcf,hcf + B/D

. Zoku: Kirikabu Gaeshi         After Nekko Nuki, hcf + B/D

.. Bukko Nuki Ura Nage          After Zoku: Kirikabu Gaeshi, f,d,df + B/D

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Jigoku Gokuraku Otoshi          When close, hcb,hcb + AC

Arashi no Yama (Nekko Nuki)     When close, hcf,hcf + BD

. Zoku: Kirikabu Gaeshi         After Nekko Nuki, hcf + B/D

.. Zoku: Tenchi Gaeshi          After Zoku: Kirikabu Gaeshi, f,d,df + B/D

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Dan no Ura Gaeshi               f,d,df,b,d,db + BC

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

- He lost his Tama Tsubushi.

- He has a new HSDM. Damage is very big.

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

[ CANCELABLE NORMALS ]

stand  A  stand B  stand C  stand  D

crouch A  ---      ---      crouch D

                    ---       ---

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

[ COMMAND CANCELABILITY ]

-> Zujou Barai .

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

[ SUPER CANCELABLE MOVES ]

None

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

[ MAX MODE CANCELABLE MOVES ]

Zujou Barai [command]

[ "CANCELABLE INTO" MOVES ]

Jiraishin

Kumo Tsukami Nage

Kirikabu Gaeshi

Nekko Gaeshi

Chou Ukemi

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

[ COMMAND ATTRIBUTES ]

None

[ MOVE ATTRIBUTES ]

Jiraishin (A version)         : opponent must jump or crouch block to avoid it

Tenchi Gaeshi                 : unblockable

Nekko Gaeshi                  : counter

Chou Oosotogari               : unblockable

Ura Nage                      : unblockable

[S/DM] Jigoku Gokuraku Otoshi : unblockable

[S/DM] Arashi no Yama         : unblockable

[HSDM] Dan no Ura Gaeshi      : opponent must jump or crouch block to avoid it

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

-=-

===============================================================================

==============================[ FATAL FURY TEAM ]==============================

===============================================================================

===============================================================================

-=( TERRY BOGARD )=-                                  -=( Fatal Fury Team )=-

===============================================================================

Fighting Style:    Martial Arts taught by his father, Jeff Bogard

Birthdate:         March 15

Age:               24

Birthplace:        USA

Blood Type:        O

Height:            1.82m

Weight:            82kg

Hobbies:           Playing video games

Favorite Food:     Junk food

Best Sport:        Basketball

Prized Things:     Gloves he got from his father, Jeff Bogard

Dislikes:          Slugs

"Hey, lighten up, dude! This's (sic) KOF. Enjoy it!"

==------------------------------==[ THROWS ]==-----------------------------==

Grasping Upper            When close, b/f + C

Buster Throw              When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Rising Upper              df + C

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Power Wave                qcf + A

Round Wave                qcf + C

Burn Knuckle              qcb + A/C

Rising Tackle             Charge d,u + A/C

Crack Shoot               qcb + B/D

Power Dunk                f,d,df + B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

High Angle Geyser         qcf,qcf + B/D

Power Geyser              qcb,db,f + A/C

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Power Geyser              qcb,db,f + AC

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Rising Force              qcf,qcf + AC

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

- Hammer Punch is gone.

- His Crack Shoot (B version) hits crouching opponents.

- The motion to the SDM Power Geyser was changed; the first two geysers come

out fast while the third is a bit delayed (just like in Garou).

- He now has Rock Howard's Shining Knuckle, as his HSDM. For some reason, they

decided to call this move Rising Force...

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

[ CANCELABLE NORMALS ]

stand  A  stand  B  stand  C(*) stand  D

crouch A  crouch B  crouch C    crouch D

                     ---         ---

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

[ COMMAND CANCELABILITY ]

#> Rising Upper ->

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

[ SUPER CANCELABLE MOVES ]

Round Wave

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

[ MAX MODE CANCELABLE MOVES ]

Rising Tackle (1st hit)

Power Dunk    (1st hit)

[ "CANCELABLE INTO" MOVES ]

Round Wave

Burn Knuckle

Crack Shoot

Power Dunk    *

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

[ COMMAND ATTRIBUTES ]

None

[ MOVE ATTRIBUTES ]

Crack Shoot (B version) : hits crouching opponents

[S/DM] Power Geyser     : negates projectiles

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

-=-

===============================================================================

-=( ANDY BOGARD )=-                                   -=( Fatal Fury Team )=-

===============================================================================

Fighting Style:    Koppo-ken & Shiranui-ryuu Ninjutsu

Birthdate:         August 16

Age:               23

Birthplace:        USA

Blood Type:        A

Height:            1.72m

Weight:            69kg

Hobbies:           Training

Favorite Food:     Spaghetti with fermented soybeans

Best Sport:        Short-track cycling

Prized Things:     Picture from his training with Hanzo Shiranui

Dislikes:          Dogs

"You can't touch this ninja! I'm a Shiranui whirlwind!"

==------------------------------==[ THROWS ]==-----------------------------==

Gourin Kai                 When close, b/f + C

Kakaekomi Nage             When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Uwa Agito                  f + B

Age Omote                  df + A

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Hishou Ken                 qcb + A

Geki Hishou Ken            qcb + C

Shoryudan                  f,d,df + A/C

Kuuhadan                   hcf + B/D

Ukabe Haisuishou           When close, hcf + A/C

Zan'ei Ken                 db,f + A/C

. Shippu Ouken             During Zan Ei Ken, qcf + A/C

Yami Abise Geri            b,d,db + B/D

Gen'ei Shiranui            In the air, qcf + B/D

. Shimo Agito              After Gen'ei Shiranui, press A/C

. Uwa Agito                After Gen'ei Shiranui, press B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

Zan'ei Ryuusei Ken         qcb,hcf + A/C

Chou Reppadan              qcb,db,f + B/D

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Chou Reppadan              qcb,db,f + BD

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Zan'ei Reppa               qcf,qcf + AC

. Chou Reppadan            During Zan'ei Reppa, press BCD

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

- He has gained his Yami Abise Geri move from his EX version in Real Bout

Fatal Fury Special. It is performed with b,d,db + B/D.

- He has gained his Zan'ei Reppa special from Real Bout Fatal Fury Special as

his HSDM. It has a followup, some sort of Chou Reppadan done with his hands.

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

[ CANCELABLE NORMALS ]

stand  A  stand  B  stand  C(*) ---

crouch A  crouch B  crouch C    ---

                     ---         ---

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

[ COMMAND CANCELABILITY ]

-> Uwa Agito -> (into aerial moves; Gen'ei Shiranui in his case)

#> Age Omote -> (1st hit)

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

[ SUPER CANCELABLE MOVES ]

Shoryudan    (1st hit)

Shippu Ouken

Shimo Agito

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

[ MAX MODE CANCELABLE MOVES ]

Shoryudan       (after 1st hit / into Gen'ei Shiranui)

Kuuhadan        (1st hit into ground moves / later, into Gen'ei Shiranui)

> Shippu Ouken

Yami Abise Geri (B version)

> Shimo Agito

> Uwa Agito     (into Gen'ei Shiranui)

[ "CANCELABLE INTO" MOVES ]

Kuuhadan        *

Zan'ei Ken

Gen'ei Shiranui (from aerial moves)

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

[ COMMAND ATTRIBUTES ]

Uwa Agito        : overhead

[ MOVE ATTRIBUTES ]

Hishou Ken       : knockdown projectile

Ukabe Haisuishou : unblockable / only performed in close range / allows

                    juggles

Yami Abise Geri  : hits twice on a counter

Uwa Agito        : overhead

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

-=-

===============================================================================

-=( JOE HIGASHI )=-                                   -=( Fatal Fury Team )=-

===============================================================================

Fighting Style:    Muay Thai

Birthdate:         March 29

Age:               23

Birthplace:        Japan

Blood Type:        AB

Height:            1.80m

Weight:            72kg

Hobbies:           Brawling

Favorite Food:     Fried alligator

Best Sport:        All types of martial arts

Prized Things:     His headband

Dislikes:          School, dressing up

"That's the best you got? No wonder I blew you away!"

==------------------------------==[ THROWS ]==-----------------------------==

Hiza Jigoku                       When close, b/f + C

Leg Throw                         When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Low Kick                          f + B

Sliding                           df + B

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Bakuretsu Ken                     Press A/C repeatedly

. Bakuretsu Finish                During Bakuretsu Ken, qcf + A/C

Hurricane Upper                   hcf + A/C

Ougon no Kakato                   qcb + B/D

Tiger Kick                        f,d,df + B/D

Slash Kick                        hcf + B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

Bakuretsu Hurricane Tiger Heel    qcf,hcb + A/C

Ougon no Tiger Kick               qcf,uf + B/D

Screw Upper                       qcf,qcf + A/C

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Screw Upper                       qcf,qcf + AC

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Cross Gigantes                    qcf,qcf + BD

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

- He has his Jump D from KOF98.

- His Tiger Kick now has a burning effect, as it had in Fatal Fury.

- Ougou no Tiger Kick deals more damage.

- He lost his Shijou Saikyou no Low Kick DM.

- He got his Double Cyclone from Capcom vs. SNK 2 as his HSDM. But Playmore

just CAN'T leave a move name unchanged...

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

[ CANCELABLE NORMALS ]

stand  A  stand  B  stand  C  stand  D

crouch A  ---       crouch C  ---

                     ---       ---

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

[ COMMAND CANCELABILITY ]

#> Low Kick ->

-> Sliding  .

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

[ SUPER CANCELABLE MOVES ]

Bakuretsu Finish (A version)

Tiger Kick       (D version / 1st hit)

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

[ MAX MODE CANCELABLE MOVES ]

Bakuretsu Finish (A version)

Tiger Kick       (1st hit)

[ "CANCELABLE INTO" MOVES ]

Ougon no Kakato

Tiger Kick       *

Slash Kick

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

[ COMMAND ATTRIBUTES ]

Sliding                      : hits low

[ MOVE ATTRIBUTES ]

Bakuretsu Finish (A version) : overhead

Bakuretsu Finish (C version) : hits low

Hurricane Upper (C version)  : knockdown projectile (2nd hurricane)

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

-=-

===============================================================================

============================[ ART OF FIGHTING TEAM ]===========================

===============================================================================

===============================================================================

-=( RYO SAKAZAKI )=-                             -=( Art of Fighting Team )=-

===============================================================================

Fighting Style:    Kyokugen-ryuu Karate

Birthdate:         August 2

Age:               24

Birthplace:        Japan

Blood Type:        O

Height:            1.79m

Weight:            73kg

Hobbies:           Weekend carpentry

Favorite Food:     Rice cakes, fermented soybeans

Best Sport:        Sumo wrestling

Prized Things:     Restored bike, his horse 'Tatsumaki'

Dislikes:          Bugs with many legs

"You're a tough, kid! Work on your moves and you got a future!"

==------------------------------==[ THROWS ]==-----------------------------==

Tani Otoshi              When close, b/f + C

Tomoe Nage               When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Hyouchuu Wari            f + A

Joudan Uke               f + B

Gedan Uke                df + B

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Ko'ou Ken                qcf + A/C

Kohou                    f,d,df + A/C

Zanretsu Ken             f,b,f + A/C

Mouko Raijin Setsu       qcf + B/D

Hien Shippu Kyaku        hcb + B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

Haoh Shokou Ken          f,hcf + A/C

Ryuuko Ranbu             qcf,hcb + A/C

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Ryuuko Ranbu             qcf + C,A

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Tenchi Haoh Ken          qcf,qcf + AC

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

- His Ko'ou Ken can be performed with C again.

- He lost his Kohou Shippu Ken.

- His Zanretsu Ken has an autoguard point.

- His Kohou is 98 style, with long invincibility.

- His HSDM is the Tenchi Haoh Ken. It always dizzies the opponent now.

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

[ CANCELABLE NORMALS ]

stand  A  stand B  stand  C  stand  D

crouch A  ---      crouch C  crouch D

                    ---       ---

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

[ COMMAND CANCELABILITY ]

-> Hyouchuu Wari .

-> Joudan Uke    -> (only when a high attack is blocked by this command)

-> Gedan Uke     -> (only when a low attack is blocked by this command)

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

[ SUPER CANCELABLE MOVES ]

Kohou (1st hit)

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

[ MAX MODE CANCELABLE MOVES ]

Hyouchuu Wari      [command]

Kohou              (1st hit)

Zanretsu Ken       (13th hit)

[ "CANCELABLE INTO" MOVES ]

Kohou              *

Mouko Raijin Setsu

Hien Shippu Kyaku

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

[ COMMAND ATTRIBUTES ]

Hyouchuu Wari          : overhead

Joudan Uke             : parry

Gedan Uke              : parry

[ MOVE ATTRIBUTES ]

Ko'ou Ken (C version)  : autoguard

Zanretsu Ken           : autoguard

Mouko Raijin Setsu     : overhead

[DM] Haoh Shoukou Ken  : negates projectiles

[SDM] Ryuuko Ranbu     : unblockable

[HSDM] Tenchi Haoh Ken : always dizzies the opponent

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

-=-

===============================================================================

-=( ROBERT GARCIA )=-                            -=( Art of Fighting Team )=-

===============================================================================

Fighting Style:    Kyokugen-ryuu Karate

Birthdate:         December 25

Age:               24

Birthplace:        Italy

Blood Type:        AB

Height:            1.80m

Weight:            85kg

Hobbies:           Collecting cars

Favorite Food:     Sushi, yakisoba

Best Sport:        Motor sports

Prized Things:     His car collection

Dislikes:          Pickled scallions

"I hope you're not the strongest. Feed me, Seymour!"

==------------------------------==[ THROWS ]==-----------------------------==

Kubikiri Nage                When close, b/f + C

Ryuuchou Kyaku               When close, b/f + D

==--------------------------==[ COMMAND MOVES ]==--------------------------==

Ura Ken                      b + A

Kouryuu Gokya Geri           f + A

Ryuu Hanshuu                 b/f + B

==--------------------------==[ SPECIAL MOVES ]==--------------------------==

Ryuu Geki Ken                qcf + A/C

Ryuuga                       f,d,df + A/C

Hien Ryu Jin Kyaku           In the air, qcb + B/D

Sen'en Renbu Kyaku           When close, hcf + B/D

Gen'ei Kyaku                 f,b,f + B/D

==------------------------==[ DESPERATION MOVES ]==------------------------==

Haiga Ryuu                   qcf,qcf + B/D

Haoh Shoukou Ken             f,hcf + A/C

Ryuuko Ranbu                 qcf,hcb + A/C

==---------------------==[ SUPER DESPERATION MOVES ]==---------------------==

Ryuuko Ranbu                 qcf,hcb + AC

==------------------==[ HIDDEN SUPER DESPERATION MOVE ]==------------------==

Gansou Ryuuko Ranbu          qcf,hcb + BD

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

- Jump CD motion changed.

- He lost his Nidan Sokudou Geri.

- He lost his Hien Senpuu Kyaku.

- His Sen'en Renbu Kyaku is now performed with hcf + B/D. It has less time for

juggles now.

- Hien Ryu Jin Kyaku became a special move performed with qcb + B/D in the air.

- His Haiga Ryuu DM is now performed with B/D instead of A/C.

- His HSDM is an unblockable version of his Ryuuko Ranbu.

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

[ CANCELABLE NORMALS ]

stand  A  stand  B  stand  C  stand  D(1)

crouch A  crouch B  crouch C  crouch D

                     ---       ---

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

[ COMMAND CANCELABILITY ]

#> Ura Ken            -> (in form of juggles)

-> Kouryuu Gokya Geri -> (into aerial moves; Hien Ryu Jin Kyaku in his case)

#> Ryuu Hanshuu       ->

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

[ SUPER CANCELABLE MOVES ]

Ryuuga (1st hit)

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

[ MAX MODE CANCELABLE MOVES ]

Kouryuu Gokya Geri [command] (into Hien Ryu Jin Kyaku)

Ryuuga             (after 1st hit, into Hien Ryu Jin Kyaku)

Sen'en Renbu Kyaku (up to the 4th hit)

Gen'ei Kyaku       (13th hit)

[ "CANCELABLE INTO" MOVES ]

Ryuuga             *

Hien Ryu Jin Kyaku (from aerial moves)

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

[ COMMAND ATTRIBUTES ]

Ura Ken                    : allows juggles

Kouryuu Gokya Geri         : overhead

[ MOVE ATTRIBUTES ]

Sen'en Renbu Kyaku         : only performed in close range / allows juggles

[S/DM] Haoh Shoukou Ken    : negates projectiles

[HSDM] Gansou Ryuuko Ranbu : unblockable

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

-=-

===============================================================================

-=( TAKUMA SAKAZAKI )=-                          -=( Art of Fighting Team )=-

===============================================================================

Fighting Style:    Kyokugen-ryuu Karate

Birthdate:         February 4

Age:               50

Birthplace:        Japan

Blood Type:        O

Height:            1.80m

Weight:            88kg

Hobb

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2

оно того не стоило!

0

3

оно того не стоило!

Ты пришел на этот форум везде кричать что мы загнемся, и это того не стоило? :D

0

4

Да не... Просто указываю на ваши недочёты...

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