===============================================================================
=============================================================================
--------------------------------------------------------
--==( 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