------------------------------------------------------------------------------ THE KING OF FIGHTERS XI MOVELIST/GUIDE ver O.6a by Tel ------------------------------------------------------------------------------ LEGAL: This guide is intended for personal use only, and may not be sold, distributed, printed or published for profit. You are not allowed to use portions of this guide in your work without obtaining permission first. I have only officially posted my guide in these sites: www.GameFAQs.com www.supercheats.com www.cheatCC.com www.neoseeker.com The King of Fighters XI and its characters are the copyright of SNK Playmore Corporation. DISCLAIMER: While all effort is made to ensure accuracy, I do not claim this guide to be free of errors and will bear no responsibility for such. INDEX 1) Introduction 2) Version history 3) Game system 4) Movelist 5) Miscellaneous 6) Special thanks 7) Contact information ============================================================================== 1) INTRODUCTION ============================================================================== Welcome to my King of Fighters XI (KOFXI) movelist/guide and thank you for reading. This guide will attempt to document the various changes that have taken place since KOF2003 (2k3), while providing a basic movelist and move properties description where appropriate. Please note that this is NOT, and will never be a combo guide, and whatever combos mentioned in here are as examples to highlight a move's property. ABOUT KOFXI KOFXI is the first Atomiswave KOF game that continues the storyline from where KOF2003 left off. There are many changes, such as: - Blowback (CD) Attacks make a return, and are now done with the E button. - You can now change team leaders if challenged. - A new skill bar system. Super Cancels are now tied to the skill bar, so you no longer need an extra stock bar for a Super Cancel. - An improved tag system. You can now tag as often as needed. The Change Attack (qcf+BC/CD) from 2k3 was removed, and in its place are the new Quick Shift and Saving Shift moves. - Dream Cancels allow your team leader to cancel a DM into their LDM for improved combo and damage potential. - 3 new characters join the cast: Elisabeth, Oswald and Momoko. Adelheid is also officially made playable. - Eiji Kisaragi returns after a 10-year hiatus, and is joined by Kasumi, Vanessa, Ramon and Sie Kensou. - Characters crossing over to KOF are Duck King from Fatal Fury and Bonne Jenet from Garou: Mark of The Wolves. Also appearing as edit characters are Gai Tendou and Silber from Buriki One and Sho Hayate and Jyazu from Kizuna Encounter. - Leona, Goro, Mai, Joe, Robert, Hinako, Chizuru, Jhun, Chang, Billy, Yamazaki and Kusanagi are absent unfortunately (though Mai and Robert are playable in the console version). - A new judgment system for detemining the winner during timeouts, so having more health is no longer a guarantee you'll win a match when time runs out. - Significantly improved CPU AI. At high difficulty levels, the CPU puts up pretty realistic fights. - Many, many (sorry, B. Jenet got to me :P) changes to the game system and characters' moves. ============================================================================== 2) VERSION HISTORY ============================================================================== Version 0.1 beta (30 March 2006) - First release. This is incomplete, so please don't e-mail me with any requests until I get a proper first release out. Version 0.1 beta 2 (8 April 2006) - Made some corrections to various characters (I didn't keep track of them all). - Added in the notes for the bosses, and expanded the notes for Ash and Shen Woo. - Added in some notes for the game system at the end. - This is still incomplete, but thank you to all the people who helped me with corrections and additional notes. Version 0.1 (21 May 2006) - Corrected various errors in the movelist. The move commands should be accurate now (I think). - Finally completed Momoko's moves' description. - Updated the notes for various characters and the game system. I apologize, but I didn't keep track of the changes I made to this version. Some characters' notes I remember updating were Oswald,Shen Woo,Duo Lon,Gato, Ralf,Athena,Vanessa,Gai,Adel,Shion and Magaki. Version 0.2 (27 May 2006) - Added in cancel charts for all playable characters. - Added in the combinations for Duck King. - Made minor corrections to Duo Lon, Duck King, Clark and Silber's notes. - Expanded the system notes and added in a moves' properties glossary. Version 0.3 (22 June 2006) - Updated the notes for Oswald,Shen,Elisabeth,Duo Lon,Terry,Kim,King,Gato, Kensou,Momoko,Vanessa,Malin,Kasumi,Eiji,Maxima,Iori,Shingo,Jyazu,Silber, Adel,Shion and Magaki. - Corrected some of the system notes and Duck King's combination chart. Version 0.4 (1 August 2006) - Included the movelist for the PS2-exclusive characters as well as Shion and Magaki. - Various miscellaneous corrections to the characters' notes, most especially Shion and Magaki. - Added further notes regarding damage scaling. Version 0.4a (4 August 2006) - Made some corrections for Geese and added in the missing note description for Shion's Futa Hazaki. Also added in Magaki's cancel chart, which was accidentally left out from the previous update. Version 0.4b (19 August 2006) - Made some very minor corrections to the notes for Iori and Geese. No real content changes. Version 0.5 (21 October 2006) - Made some additions/corrections to the notes for Ash,Shen Woo,Elisabeth, Duo Lon,Kim,Duck King,Gato,Ralf,Maxima,Iori,Jyazu,Hayate,Silber,Adel,Shion, Geese and Mai. Updated the system and glossary notes. Version 0.5a (9 May 2007) - Some additions and corrections for Ryo,Gato,Jyazu,Magaki and others (I didn't keep track of this version's changes). - Expanded the system notes at both the beginning and end, as well as at the glossary. Version 0.6 (20 July 2007) - Minor updates for Shen Woo,Gato,Blue Mary,Vanessa,Maxima,Gai and Jyazu. - Corrected Maxima's Bunker Buster DM and Adel's Prinzessin bug notes. - Added further information on reversals at the glossary. Version 0.6a (11 August 2008) - Made a slight correction for Robert. - Added in a small section regarding the PS2 Arrange Mode under the 'Micellaneous' section. ============================================================================== 3) GAME SYSTEM ============================================================================== This diagram represents the joystick direction and commands for Player 1. Reverse the forward/backward directions when using Player 2. ub u uf ub = Up, backwards (Backward jump) O O O u = Up (Vertical jump) \ | / uf = Up, forward (Forward jump) \|/ b = Backwards (Walk back/Block) b O---n---O f n = Joystick neutral /|\ f = Forwards (Walk forward) / | \ db = Down, backwards (Crouching block) O 0 0 d = Down (Crouch) db d df df = Down, forward (Crouch) BUTTONS A = Light Punch (LP) B = Light Kick (LK) C = Hard Punch (HP) D = Hard Kick (HK) E = Blowback (CD) attack ACTION tap lightly tap joystick/button press push joystick/button hold push and hold joystick/button qcf (1/4 circle forward) motion joystick from d to f (d,df,f) qcb (1/4 circle backward) motion joystick from d to b (d,db,b) hcf (1/2 circle forward) motion joystick from b to f (b,db,d,df,f) hcb (1/2 circle backward) motion joystick from f to b (f,df,d,db,b) dp (dragon punch) motion joystick f,d,df rdp (reverse dragon punch) motion joystick b,d,db charge b,f + (button) hold back for 2 seconds, then push forward+button charge d,u + (button) hold down for 2 seconds, then push up+button P (Punch) Press A or C K (Kick) Press B or D any Press A/B/C/D in air Move is done in mid-air (during a jump) * (air) Move can be done on the ground or in mid-air * * Some aerial moves can be launched during a backstep or used directly from the ground by extending the command so it ends with a jump. For example, K's aerial Minutes Spike can be done off the ground by motioning qcb,ub+K. Keep in mind that you cannot cancel a ground normal attack into an aerial special move. BASIC MOVES ACTION press Start Taunt opponent push joystick f Walk forward push joystick B Walk backward tap f,f(hold) Forward dash tap b,b Backstep tap ub,u or uf Low jump (hop) press ub,u or uf Normal jump tap df-db then lightly ub-uf Fast hop tap db-df then ub-uf High Jump press b when attacked Standing Block press db when attacked Crouching block AB Emergency Evade (forward roll) b+AB Emergency Evade (backwards) AB while blocking (1 stock) Guard Cancel Emergency Evade (backward) f+AB while blocking (1 stock) Guard Cancel Emergency Evade (forward) AB while attacking (1 stock) Quick Emergency Evade AB when knocked down Fallbreaker (recovery roll) f+AB when knocked down Forward Fallbreaker (recovery roll) E while blocking (1 stock) Guard Cancel Blowback Attack b/f + C/D (near) Basic Throw (unblockable) b/f + C/D when grabbed Throw Escape AC/BD on ground Tag out AC/BD while attacking Quick Shift (uses 1 skill bar) AC/BD when hit Saving Shift (uses both skill bars) * Please refer to the 'Miscellaneous' section after the movelist for further details. HIT LOCATION PROPERTIES [O] - Overhead/High level attack, must be blocked standing. [M] - Mid-level attack, can block standing or crouching. [L] - Move hits low and must be blocked crouching. [U] - Move is unblockable. [-] - Move does not hit, see additional notes. COMMAND ATTACK PROPERTIES S - Cancelable into special moves and (L)DMs. SC - Cancelable into (L)DMs only. Does not require skill stock. X - Move can be canceled into, but it won't combo. SPECIAL MOVES PROPERTIES A - Autoguard. KD - Knockdown, can be recovered using the Fallbreaker. (L)DMs, throws and sweeps (crouching D) generally knock down upon hitting, so only the NR property will be used if the move isn't recoverable. NR - No Recovery Knockdown, cannot Fallbreaker from this move. OTG - Over the Ground: Move can hit an opponent that has been knocked down. J - Juggles opponent, can followup after move. Juggles always knock down. so the KD notation won't be used. If no followup was done, a juggled character may use the Fallbreaker upon landing. T - Throw move, cannot be reversed. Basic throws will not be noted. P - Projectile, cannot be reversed, though certain moves absorb or reflect them. CW - Counter Wire. On a Counter hit, the move will cause opponent to bounce off the screen's edge and leave them open to juggles. Counter Wires are no-recovery attacks on a normal, non-Counter hit. RV - Reversal move. Works against non-throw, non-projectile moves only. SC - Super Cancelable. Super Cancels require 1 skill bar, indicated by the small bar above the stock bars. You can Super Cancel into LDMs as well. DM - Desperation Move, requires 1 stock bar to use. DC - Dream Cancelable DM. Can only be used by the team leader, and costs 1 skill bar in addition to the DM and LDM total cost of 3 stock bars. LDM - Leader Desperation Move. Requires 2 stock bars and can only be done by the team leader. # - See notes. CANCEL CHART NOTES - I based my cancel charts off the KOFXI Conqeror's Guide, which may or may not be accurate. These notations will be used: r = repeatable into itself (LIGHT ATTACKS ONLY). c = cancelable into command/special moves and (L)DMs. s = cancelable into special/(L)DM moves but not command attacks. sc = Super Cancelable only. - = not cancelable or repeatable. - To read the cancel chart, the first value in brackets [] indicate the hit location, the second value for light attacks represent repeatability, while the last value represents cancelabilty. - E button attacks will only be noted twice, once for 'standing near' and again for 'vertical jump' as there are only two versions, one each for ground and air. The guide only specifies if E attacks are cancelable into special moves. Ramon and Malin cannot cancel their standing E attacks. - All cancelable ground E attacks can be empty canceled. - All ground normal attacks can be Quick Switched out of. ============================================================================== 4) MOVELIST ============================================================================== HERO TEAM | Ash Crimson | Oswald | Shen Woo RIVAL TEAM | Elisabeth | Duo Lon | Benimaru FATAL FURY TEAM | Terry Bogard | Kim Kaphwan | Duck King ART OF FIGHTING TEAM | Ryo Sakazaki | Yuri Sakazaki | King GAROU: MOTW TEAM | Bonne Jenet | Gato Futaba | Tizoc IKARI WARRIORS TEAM | Ralf Jones | Clark Steel | Whip PSYCHO SOLDIER TEAM | Athena Asamiya | Sie Kensou | Momoko AGENTS TEAM | Vanessa | Blue Mary | Ramon ANTI-KYOKUGENRYU TEAM | Malin | Kasumi Todoh | Eiji Kisaragi K' TEAM | K' | Kula Diamond | Maxima KYO AND IORI TEAM | Kyo Kusanagi | Iori Yagami | Shingo Yabuki EDIT CHARACTERS (Mid bosses) - Gai Tendou - Sho Hayate - Jyazu - Silber - Adelheid Bernstein #. The edit characters are time locked and are only made selectable after the arcade machine is left on for some time. Adel is the first to be unlocked, followed by Gai, then Silber and Jyazu together, and finally Hayate. They are selected by moving the joystick left at Ash or right at Benimaru, indicated by the arrows in the character select screen. If the arrows aren't visible, it means the edit characters are still locked. BOSSES - Shion (Sub boss) - Magaki (Final boss) PS2-EXCLUSIVE CHARACTERS - EX Kyo Kusanagi - Geese Howard - Mai Shiranui - Tung Fu Rue - Hotaru Futaba - Mr. Big - Robert Garcia #. 'Immune to' means a move cannot be harmed by a particular attack type. 'can dodge' only means the move is capable of avoiding a particular attack type, but is not guaranteed of being able to do so. ------------------------------------------------------------------------------ ASH CRIMSON [Hero Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Brumaire [U] COMMAND ATTACKS f+A Messidor [O],# b+B Floreal [M],# b+D Prairial [M],# SPECIAL MOVES charge b,f+P Ventose [M],P,KD(C),# charge d,u+K Nivose [M],SC(1st),# hcf+C (near) Vendemiaire [U],T,J,SC(3rd),# [DM] qcf,qcf+P Thermidor [M],P,# qcf,qcf+K Pluviose [M],DC [LDM] A,B,C,D Sans-Culottes [M],P,J,# > qcf,qcf+E Germinal (costs 1 stock bar) [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Ash's crouching A now has longer range, executes faster and links easier from his crouching B. 1. MESSIDOR: Overhead punch, unless canceled into. Will combo only from light attacks. No longer SCable. 2. FLOREAL: Ash steps forward with a kick. This can avoid some low attacks but is unable to dodge ground-level projectiles. No longer combos from light attacks, and the Pluviose will no longer combo from it. 3. PRAIRIAL: Ash hops back with a kick. This won't hit unless opponent was very near Ash or jumping/hopping at him. The move's range is improved from 2k3 however. 4. VENTOSE: Ash does a quick launching but a slow-moving projectile for the A version and can move shortly after. He throws a larger and faster 2-hit knockdown projectile for the C version, but it launches and recovers slower. The C version can no longer negate normal projectiles (it clashes like normal), but it does significantly more damage and can hit as Ash is creating the projectile. The A version recovers noticably faster now. 5. NIVOSE: An anti-air kick that can combo from light attacks. Move is SCable on the 1st hit. D version does slightly more damage, goes higher and further and still combos from light attacks but has longer reocvery time. The move may only do one hit if opponent was too far away. While the Sans-Culottes is active, you may also cancel this (if it hits) into any command attack. Also, when used while his LDM is active, this will juggle a mid-air or juggled opponent, allowing you to keep opponent perpetually juggled using certain attack combinations until the LDM's effects ends. 6. VENDEMIARE: Ash grabs opponent and does a 3-hit autocombos that juggles them. Now has a miss animation and can no longer be chained into, but juggles higher, making followups easier. The Thermidor and Sans-Culottes combos from this when SCed from the 3rd hit. Opponent can no longer escape from this by rolling during the startup. 7. THERMIDOR: Multi-hit DM projectile. No longer has invincibility at startup. If move hits a mid-air or juggled opponent, it will juggle repeatedly while bringing opponent to the corner. Ash can move shortly after throwing the projectile, which cannot be reflected, though hitting him before he can launch it will abort the move. 8. PLUVIOSE: Triple Nivose. Move combos from light attacks and is DCable. May not get full hits on a jumping/juggled opponent unless they were fairly low and near/at the corner. 9. SANS-CULOTTES: Ash poses while green flames surround his body momentarily. Ash glows yellow for about 5 seconds normally after that, during which he can perform the Ventose and Nivose without charging, cancel his command attacks into specials (if the Nivose hits, you can cancel it back into a command attack) and can have multiple Ventose on-screen. The timing for this move is much easier than in 2k3. Unlike Shen Woo and Duo Lon's LDMs, this move can still hit when canceled into, and juggles upon hitting: the Nivose can catch and juggle opponent repeatedly. This is no longer invincible at startup and if Ash was hit before he glows, the move's effects will not take place. Ash can perform either DM for free while this is active, but doing so ends the mode. 10. GERMINAL: Ash ignites his hands, then teleports forward leaving behind a trail of flames (looks and works similar to K's Heat Drive). Opponent will be unable to use command/special/(L)DM moves for about 8 seconds if this hits (the move's damage is pretty weak however). Using this ends the Sans-Culottes, regardless of whether it hits or not. You may also Super or Dream Cancel into this move while the San-Cullotes is active. ------------------------------------------------------------------------------ OSWALD [Hero Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) 2 [U] COMMAND ATTACKS f+A Jack [M],# df+A 10 [M],KD,# SPECIAL MOVES qcb+P (can repeat) Spade [M],SC,# qcf+P (can repeat) Diamond [M],# qcb+K Club [O],NR,# qcf+K Heart [M],J,# > qcf+E Ace [M],KD/NR,# dp+any Queen [M],P,# rdp+K King [-],RV,# [DM] qcf,hcb+P (C can hold) Four Suits [M],DC,# hcb,hcb+P Royal Flush [M],P,# [LDM] charge b,f,b,f+E Joker [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/r/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Oswald's crouching A has ridiculous range and speed. Up close, it's possible to score 4-5 hits before you cancel it. #. Oswald's 'Suit' moves (Spade/Diamond/Club/Heart) can be canceled into each other (but you cannot use the same move twice in a row) if they hit or was blocked. You can link up to 3 moves this way, though using the Club or a double Spade/Diamond ends the chain. 1. JACK: Oswald tosses a card at the ground directly in front of him. Combos from hard attacks only and is cancelable when canceled into. 2. 10: Oswald does an upward aimed slash that knocks down and is cancelable. When canceled into, no longer knocks down. This combos from light attacks only. If it hits standalone, the Spade > Heart > Ace combination should be able to launch opponent up the correct height for the Ace finisher to launch (assuming you hit dead center with it). 3. SPADE: Oswald does a running slash. You may repeat the command to have Oswald perform a second slash that knocks down. The 1st input is SCable, and if it hits a mid-air or juggled opponent, his other specials and Joker can combo off it. The 2nd input is not usable if the move misses. 4. DIAMOND: Oswald does a quick standing slash. You may repeat the command to have Oswald perform another knockdown slash. Unlike the Spade, you can perform the 2nd input even if the move misses. 5. CLUB: Oswald hops forward with an overhead slash that knocks down with no recovery permitted. 6. HEART: Oswald does a slash that serves as a Critical Wire attack. If used on its own, the move can reflect normal projectiles. You can only cancel into his other 'Suit' moves if this was not used as the 3rd input. Oswald poses after this move is performed, which is cancelable into the Ace. 7. ACE: Oswald jumps up and spins while stabbing upwards with a card. If move hits opponent directly at the center while they are above a certain height , Oswald will perform an extra slash that does massive damage and is not recoverable. You may always cancel into this from the Heart, no matter if it was done on its own or as part of a sequence of 'Suit' moves. 8. QUEEN: Oswald tosses a card upward, which then falls at an angle to the floor. (A) lands the card nearest to him and D furthest. It's possible to followup if the card hits. Once thrown, the card can hit at any point. 9. KING: Reversal move, Oswald teleports behind opponent if he meets a high or mid level physical attack, including special moves/DMs. Does not work against low attacks. (D) has Oswald appearing in mid-air. 10. FOUR SUITS: Autocombo move. If blocked, Oswald will continue to spin a few times before stopping. Delaying the move will have Oswald spin in place, during which he cannot hit, but can reflect projectiles (including DMs). Any hit before the last is DCable. 11. ROYAL FLUSH: Oswald does a circular slash similar to Heidern's Moon Slasher. Has full invincibility, and can hit opponent behind Oswald. 12. JOKER: Oswald dashes forward, pins opponent to the wall, then tosses a full deck of 52 cards at them. Has high/mid-level invincibility for part of the dash. If blocked, Oswald will push opponent back slightly. This can hit a mid-air or juggled opponent even after a ground attack hits them, such as after his standing A or Spade. ------------------------------------------------------------------------------ SHEN WOO [Hero Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Kyakuten Touchi [U],NR COMMAND ATTACKS f+B Fusen Kyaku [M],# > f+C Fusen Gowan Ken [M],NR,# SPECIAL MOVES qcf+P (can hold) Geki Ken [M],SC,# > D while holding Cancel [-],# qcb+A Fuku Tora Geki [O],# > qcf+A Kanyuu Ryugeki [M],KD qcf+E Zenbuu Tenshin * [-],# qcb+E Kouhau Tenshin * [-],# > P during * moves Ten Ren Ken [M],KD qcb+C Tama Ken [-],# hcb,f+P (near) Koukuzure Geki [U],T,SC,# [DM] qcf,qcf+P Tatsu! Geki Ken [M],CW,DC,# qcf,qcf+K Torahyou Rengeki [M],DC,NR,# [LDM] C,A,B,C Bakuten [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Shen lost his Tenren no Kamae (f+D) command attack from 2k3. #. Shen's close and far standing C now have upper body autoguard before he punches (the autoguard duration is shorter for the close version). He has a new close C animation. 1. FUSEN KYAKU: Forward kick, will no longer miss in combos and is cancelable when canceled into. 2. GOWAN KEN: Shen leans forward with a punch. No-recovery knockdown unless the Fusen Kyaku was canceled into. This can be used even if the Fusen Kyaku misses, and has almost no recovery time if blocked. 3. GEKI KEN: Shen steps forward with a punch. Will knock down if delayed (C needs to be delayed longer, but goes further). Move is unblockable when fully charged and is SCable. While being delayed, you may cancel the move by pressing D. 4. ZENBUU/KOUHAU TENSHIN: Shen dodges forward/backward. Has no invincibility, but can be interrupted by pressing P to perfrom the Ten Ren Ken, which is a knockdown punch. 5. TAMA KEN: Absorbs projectiles and becomes cancelable in such a case. Move does not hit. 6. KOUKUZURE GEKI: Unblockable throw, now does damage on both hits, but no longer leaves opponent vulnerable. Is now SCable on either hit. This move does not knock down. 7. TATSU! GEKI KEN: Shen does a very fast Geki Ken with energy covering his fist. A is immune to low attacks, C to high/mid-level attacks. Move is a Counter Wire or a no-recovery knockdown attack. 8. TORAHYOU RENGEKI: Shen does a headbutt, then does a short autocombo if it hits. Now has longer range and will combo from the Fusen Kyaku, but has lowered startup priority. 9. BAKUTEN: Increases the damage for all of Shen's moves for around 8 seconds normally. Move cannot hit if canceled into. When used standalone, Shen is fully invincible (even throws will miss) throughout the startup animation until he roars, and the move now does severe damage if it hits (more so on a Counter Hit). Note that Shen can be hit as the actual blast appears and doing so will prevent him from powering up. This no longer pushes opponent back when canceled into and recovers immediately after, allowing you to combo afterward. ------------------------------------------------------------------------------ ELISABETH BRANCTORCHE [Rival Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Manier [U] COMMAND ATTACKS f+A Feiderite [M],S,# f+B Fierra [O],# SPECIAL MOVEs qcf+P Etancher [M],P,KD,# dp+P Coup De Veine [M],J,SC,# qcb+K Platinum Mirage [-],RV,SC,# [DM] hcb,hcb+P (near) Shell Tware [U],DC,NR,# qcf,hcb+P Grand Rafale [M],DC,NR,# [LDM] qcf,qcf+E Noble Brass [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. The Coup De Veine and Grand Rafale are fairly safe if blocked, since they recover quickly and put her a slight distance away from opponent. Do note that neither move will hit until Elisabeth punches, and she is open to attacks while dashing forward. 1. FEIDERITE: A cancelable slap. Combos from light attacks. Up close, you can follow this with Elisabeth's close standing A, then cancel into this again. 2. FIERRA: Elisabeth bashes her riding crop forward (this is an overhead). Becomes cancelable when canceled into, and can cancel into the Feiderite. 3. ETANCHER: 3-hit close ranged projectile. Negates normal projectiles and knocks down. C starts slower, but goes further and does more damage/hits. In the corner, you can follow this with a standing A > Grand Rafale. 4. COUP DE VEINE: Elisabeth steps forward with an upward aimed punch. The C version is slower and can't be chained into, but goes further. The A version only allows you to follow with the Grand Rafale. The C version is a proper juggle and can be followed with normal attacks, or into the (A) version > Grand Rafale . Move is SCable, but the Grand Rafale can combo without needing to SC. 5. PLATINUM MIRAGE: Reversal move. It seems both versions can only counter mid-level normal/command attacks. The B version has Elisabeth teleporting two sprites' distance forward, while D has her teleporting directly behind opponent. Unlike most reversals, Elisabeth cannot catch attacks during the initial animation frames, only after the silver trail of energy from her arm is out (meaning this needs to be done well in advance of an opponent's attack). If triggered, the move is SCable while Elisabeth reappears, and the Shell Tware will connect from the D version. 6. SHELL TWARE: Elisabeth grabs opponent, covers them with silver energy and tosses them away. The Noble Brass will only combo if this is DCed in the corner. Even if this misses at startup, the move can still hit if opponent steps within range of Elisabeth's arm shortly after. 7. GRAND RAFALE: Elisabeth dashes forward and performs a Coup De Veine that sends opponent high up in a column of silver energy, then jumps after and smashes her riding crop down on opponent. If you Quick Switch during the first punch, opponent will be juggled. Move is DCable and is an anywhere juggle: if Elisabeth hits a mid-air opponent with a jumping attack of her own, she can followup with this to catch opponent before they land. 8. NOBLE BRASS: Elisabeth creates a large 34-hit shimmering silver projectile in front of her. Negates projectiles (including some DMs), and launches and recovers very quickly, but has no invincibility throughout the entire duration. The projectile has a larger hit area than it looks, and covers Elisabeth entirely from the front and top, meaning opponent will be hit if they tried to jump over her. If you DCed this from the Shell Tware, the Grand Rafale can catch opponent in the corner. ------------------------------------------------------------------------------ DUO LON [Rival Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Suite Shoukou [U] COMMAND ATTACKS f+A Benpatsuken [M],S,# df+D Kazeka Matome Ito [L],# > E Ikazuchika Matome Ito [M],CW,# SPECIAL MOVES dp+K Habarushimu Kyaku [M],P,OTG,# qcf+K Hike Kyaku [-],# qcb+K in air Genma Hishoukei Kou [M],NR(B),# hcb,f+P (near) Suite Ma-ashiho [U],T,# qcf+P (perform 3x) Sutemi Juuryuu [M],# > f+B On-fukuo Ryuume-Wa [M],SC,# > qcb+C Shiryou Kunhotsu Seikin [M],SC,# [DM] qcf,qcf+K Hiden Genmu Kyaku [M],P,# qcb,hcf+P Hiden Genmu Juon Shikon [M],P,# hcb,hcb+P Hiden Genmu On-Ryou Kabe [M],P,DC,# [LDM] A,C,B,D Ougi: Tajuu Genmu Ankei [#] Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Duo Lon can triangle jump. #. Duo Lon lost his Hika Tenshi (B,D in air) aerial command attack. 1. BENPATSUKEN: A pigtail attack similar to Lin's. Move is cancelable. 2. KAZEKA/IKAZUCHIKA MATOME ITO: A low kick followed by a mid-level kick that knocks down. The 1st kick is cancelable while the 2nd kick is a Counter Wire or no-recovery attack. 3. HABARUSHIMU KYAKU: D goes further than B. Duo Lon no longer has the rdp+K version, and this no longer juggles opponent but can OTG instead. This will not clash with projectiles, but cannot be negated. 4. HIKE KYAKU: Forward teleport, D goes further. The move is slower than in 2k3. 5. HISHOUKEI KOU: Is now performed in mid-air and has no invincibility; Duo Lon dives down directly with a series of kicks. B version always knocks down with no-recovery allowed, while D does not. 6. SUITE MA-ASHIHO: Unblockable throw. Does no damage, but leaves opponent vulnerable for a moment. This comes out slower than in 2k3. You can no longer motion qcb+P after connecting with this to have Duo Lon switch sides with opponent. 7. SUTEMI JUURYU: 3rd input is cancelable into the Hike Kyaku, but no longer knocks down (sends opponent flying back, but they land on their feet) and is no longer SCable. 8. RYUUME-WA: Knee attack. The timing to launch this is different from 2k3 (is performed the instant the 1st input of the Sutemi Juuryu hits). Can no longer be done if the Sutemi Juryuu misses, but is still cancelable into other special moves. 9. KUNHOTSU SEIKIN: Stuns opponent upon hitting. This is now done when the Ryuume-Wa hits, and not after like in 2k3. Move is SCable. You can still follow with a crouching A > Sutemi Juuryu (x3) after this hits (the Ryuume Wa > this will miss, so no more infinites). This move has very short range and will miss unless the Sutemi Juuryu was done very close to opponent or the input was delayed slightly. If SCed into his LDM, opponent will remain stunned long enough for you to combo after. 10. GENMU KYAKU: Duo Lon does multiple Habarushimu Kyaku that expand outwards to the end of the screen. Move does less hits and damage the further away opponent is. This won't negate projectiles, but cannot be negated either. 11. JUON SHIKON: Projectile move, no longer does 2 hits up close. Launches much faster than in 2k3 and can now be chained into from hard attacks. C version travels faster, while A version travels slowly but recovers quick enough that Duo Lon can move shortly after. 12. ON-RYOE KABE: The ghosts circling around Duo Lon can negate projectiles (even DMs), but Duo Lon is no longer invincible. Move now does chipping damage on every hit and is DCable (though it knocks down, preventing you to combo the Genmu Ankei after). 13. GENMU ANKEI: Duo Lon creates several mirror images that imitate his normal and special moves (lasts for about 5 seconds normally). Many of Duo Lon's attacks also have more range (he can hit from half-screen's length with some moves). The startup animation cannot hit if move is canceled into, and Duo Lon is no longer invincible when launched standalone. If he was hit during the startup, the move's effects will not take place. Since each of Duo Lon's attacks are mirrored several times, it's possible to keep opponent in continuous hitstun with certain attack combinations, thus creating a semi-infinite combo until the move's effect wears out. Note that the Habarushimu Kyaku and Suite Ma-ashiho will not be mirrored. ------------------------------------------------------------------------------ BENIMARU NIKAIDO [Rival Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Front Suplex [U],NR COMMAND ATTACKS d+D in air Flying Drill [M],X f+B Jackknife Kick [M],S,# SPECIAL MOVES qcf+P Raijin Ken [M],P,KD,# qcf+P in air Kuuchuu Raijin Ken [M],P,KD,# qcb+P (can hold) Raimei Tou [M],P,KD,# qcb+K Shinkuu Katategoma [M],SC,# qcf+K Iai Geri [M],SC,# > qcf+K Handou Sandan Geri [M],KD,SC,# [DM] qcb,qcf+K Gen'ei Hurricane [M],# qcf,qcf+P Raikou Ken [M],P,DC,# [LDM] qcf,qcf+E Raikou Ken [M],P,OTG,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/s [O]/- #. Benimaru lost his Spinning Knee Drop air throw (it was removed in 2k3). 1. JACKKNIFE KICK: Cancelable kick. Will combo from hard attacks. 2. RAIJIN KEN: Now does one hit and knocks down, like in KOF'94/95. Launches faster than before, and negates normal projectiles. 3. KUUCHUU RAIJIN KEN: Benimaru no longer floats during this move (continues falling instead). Move is much faster to launch and C version knocks down. If the C version hits in the corner, you can juggle opponent: the (A), then (C) Raijin Ken make easy followups. 4. RAIMEI TOU: Negates projectiles, and will continue to hit even after Benimaru has stopped. C is slower, but does more hits and damage. Delaying the move has no effect on damage, but allows it to hit an opponent behind Benimaru while being delayed. 5. SHINKUU KATATEGOMA: Both versions are SCable on any hit. The move can hit in front and behind Benimaru as he's spinning. 6. IAI GERI: Move is now SCable without having to hit late. If it hits late (when done standalone), move becomes a no-recovery knockdown. 7. HANDOU SANDAN GERI: Can no longer be performed if the Iai Geri misses. Is now slower and has longer recovery time. The 1st hit is SCable. 8. GEN'EI HURRICANE: Cannot be reversed. This will now combo and catch opponent in mid-air when SCed from the last hit of the Shinkuu Katategoma. 9. RAIKOU KEN: A version goes forward, C version diagonally upward. Move is DCable. Negates projectiles, including some DMs. LDM version can combo off Benimaru's crouching D and is aimed forward. ------------------------------------------------------------------------------ TERRY BOGARD [Fatal Fury Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Buster Throw [U],NR COMMAND ATTACKS E during close C Combination Blow [M] df+C Rising Upper [M],S SPECIAL MOVES qcf+P Power Wave [M],P qcb+P Burning Knuckle [M],KD,# hcf+K > f,f+K twice Power Charge [M],KD,SC(2nd),# qcb+K Crack Shoot [O],NR,# dp+K Power Dunk [M,O],NR,# > Press AB during 1st hit Breaking [-],# [DM] qcf,qcf+K Buster Wolf [M],DC(1st) qcb,db,f+P Power Geyser [M],P,# [LDM] qcb,hcf+E Power Stream [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Since Terry's most recent appearance was in NeoGeo Battle Coliseum (NGBC), I will be drawing some comparisons from there. #. Terry can now properly dodge low attacks with a well-timed standing E. In previous games, the invincibility window was so short that you could only avoid light attacks with it. 1. BURNING KNUCKLE: A version starts slower now, and does not combo from light attacks, unlike in NGBC. 2. POWER CHARGE: B version now combos from light attacks. D is slower, but goes further and does slightly more damage. The 2nd input is SCable. 3. CRACK SHOOT: Is similar to the 2k3 version (does multiple hits and is faster than the MOTW version). Is a no-recovery overhead. 4. POWER DUNK: Is similar to the NGBC version (launches very quickly, and B version goes low and has short range). The 'dunk' is an overhead, and move cannot be recovered from if both rising and descending parts hit. 5. BREAKING: Leaves opponent juggled while Terry steps forward. Can now be done if the Power Dunk was blocked. In the corner, you can follow this with the Power Charge (1st input) 3 times if the Power Dunk hit. 6. BUSTER WOLF: Launches very quickly, and combos from light attacks. The 'blast' may miss if the move connected against a mid-air/juggled opponent. Terry is invincible during the 'blast' animation, but he can be hit before it triggers, even if the move hits opponent (this usually happens against Magaki). The 1st hit is DCable. 7. POWER GEYSER: Is slower to launch now (the speed is about the same as the NGBC version). The geyser cannot be negated, and if this move traded hits, it's possible to juggle opponent. C version has a bit of pause, during which Terry is invincible, and this version also does slightly more damage . Does massive damage on a Counter Hit. 8. POWER STREAM: Launches much faster now. Terry is fully invincible once covered by the energy dome, which juggles a hit opponent, allowing the rest of the move to connect. This no longer does far less damage against a mid-air/juggled opponent. ------------------------------------------------------------------------------ KIM KAPHWAN [Fatal Fury Team] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+C/D (near) Sakkyaku Nage [U] COMMAND ATTACKS f+B Neri Chagi [O],X,# f+A,A during dash Tsugio Karageki [M],SC,KD,# SPECIAL MOVES qcb+A (perform 3x) Sanren Geki [M],KD,SC(C),# > f,f+A,A for 3rd hit Tsugio Karageki [M],KD,# qcb+P > uf+K > d+K Sankuu Kyaku [M],NR,# qcb+K Hangetsu Zan [M],KD,SC,# d,d+K Haki Kyaku [L],SC(B),OTG,# d+K in air Hishou Kyaku [M],# charge b,f+K > d+K Ryusei Raku [L,O],NR,SC,# charge d,u+K Hien Zan [M],KD,SC,# > d+D during D version Tenshou Zan [O],NR,# [DM] qcf,qcf+K Hou'ou Hiten Kyaku [M],J,# qcb,db,f+K (air) Hou'ou Kyaku [M],NR,DC [LDM] qcb,db,f+E (air) Hiden Hou'ou Kyaku [M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/-/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Kim has a new basic throw animation (it's the one he had from NGBC). #. Kim's jumping normals are no longer cancelable. #. Kim can link his crouching B into his close standing C. 1. NERI CHAGI: Overhead kick. Does not combo from normal attacks. Becomes cancelable when canceled into. 2. TSUGIO KARAGEKI: Double kick that sends Kim in mid-air. Move is cancelable into the (Hiden) Hou'ou Kyaku. Alternately, you can input this as f,f+A,A to perform this without dashing. You may also perform this after the 2nd input of the Sanren Geki as an alternate finisher, though it is not SCable in such a case. 3. SANREN GEKI: A version now ends with a low kick. C version ends with the Double Dechagi, which is SCable into the Hou'ou Kyaku or his LDM. You may also interrupt the 2nd input into the Tsugio Karageki. The Double Dechagi may miss when chained into at the open, especially when started from a jump-in. 4. SANKUU KYAKU: 3rd input is a no-recovery overhead. 2nd input knocks down. Kim can dodge low attacks during the 2nd and 3rd hits. 5. HANGETSU ZAN: B does one hit and is SCable, D does 3. Move knocks down. 6. HAKI KYAKU: Both versions hit low. B is SCable, while D is a no-recovery knockdown that can hit a floored opponent. Both versions negate normal floor-level projectiles and cannot be reversed. 7. HISHOU KYAKU: Is slightly faster than in 2k3. The command has returned to its KOF'94 motion. 8. RYUSEI RAKU: Is faster than in 2k3. The move is now split into two parts: the initial b,f+K is the first low kick, then motion d+K for the 2nd kick, which is a no-recovery attack. B version's 1st input launches faster, while the D version's 2nd input is an overhead. 9. HIEN ZAN: D version is SCable into the (Hiden) Hou'ou Kyaku on the 3rd hit. The Tenshou Zan can only be used if move hits or all 3 hits were blocked, and is an overhead, no-recovery knockdown attack. 10. HOU'OU HITEN KYAKU: This is now slower (speed is about the same as the NGBC version) and the D version can no longer be chained into, but does 2 hits when blocked. 10. HIDEN HOU'OU KYAKU: Launches significantly faster than in 2k3 and is now an anywhere juggle. The last hit no longer juggles, but you can follow with a (D) Haki Kyaku in the corner. ------------------------------------------------------------------------------ DUCK KING [Fatal Fury Team] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+C/D (near) Rolling Neck Throw [U] AIR THROW anywhere but u+C/D N-Release Breaker [#],NR COMMAND ATTACKS f+A Mad Spin Hammer [O],# df+B Needle Low [L],KD,# d+C on downed foe Choking Ball [#],OTG df+C while dashing Duck Feint (ground) [-],# d,d in air Duck Feint (air) [-],# SPECIAL MOVES qcf+P Headspin Attack [M],# > C during C version Overhead Kick [M],NR,# qcb+P in air Flying Spin Attack [M],# qcb+K Dancing Dive [M],KD,# dp+K Break Storm [M],KD,# [DM] hcf,uf,d+K (near) Break Spiral [U],T,NR,# hcb,f+P Beat Rush [M],# > A,A,B,A,C,C,D,C Follow [M] > dp+E Finish [M] d,d+CDE Duck Dance [M],J,# a> qcb,qcb+P in air Diving Punisher [M],# b> qcf,qcf+P Rolling Punisher [M],# c> qcb,qcb+K Dancing Caliper [M],DC,# d> qcf,qcf+K Break Hurricane [M],DC,# [LDM] hcb,hcb+E in air (near) High Bound Spiral [#],T,NR Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/s [M]/s [M]/s Standing far [M]/r/s [M]/-/sc [M]/- [M]/- Crouching [M]/r/s [L]/r/s [M]/s [L]/s Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/s [O]/- Combinations ------------ Standing A (near) ---\ |----> C | /-> B -> Standing A (far) ----| | |----> f+C (cancelable) }----> | Standing B (near) ---| | |----> df+D (juggles) | \-> d+B -> Crouching B ---------| |----> db+D or d+D | Crouching A ---------/ | \-----------> df+C (feint) #. I'm not sure if Duck's cancel charts are correct, but I'm following the guide anyway. If the guide is accurate, it means the bulk of his normals cannot be canceled into his command attacks. #. As this is Duck's first KOF appearance, I will be drawing references from Real Bout Fatal Fury 2 (RBFF2). #. Duck's far B takes him off the ground, making him immune to low attacks during that time. It's pretty slow however. 1. MAD SPIN HAMMER: An overhead punch. This is always an overhead, even when canceled into. 2. NEEDLE LOW: Sliding kick. Duck has a very low profile during this move, and can dodge some high and mid-level attacks. Knocks down unless canceled into, which makes it cancelable instead. 3. CHOKING BALL: Duck rolls on opponent while they're down. This can only be done as opponent is bouncing on the floor when knocked down. 4. DUCK FEINT (GROUND): Interrupts Duck's dash into a slide. Duck seems to be invincible during the move, and can go past opponent. 5. DUCK FEINT (AIR): Duck pauses in mid-air before falling straight down. Can be interrupted with an attack, and is usable after the Dancing Dive. 6. HEADSPIN ATTACK: Duck rolls forward in mid-air with an attack. (A) does 1 hit and lands Duck about sweep distance away from opponent, while C does 3 hits and stops in front of opponent. You can press C anytime during the C version to perform an extra kick that cannot be recovered from. The kick may miss when done late, but puts Duck at a distance from opponent if blocked. Move can avoid low attacks, but does not knock down. 7. FLYING SPIN ATTACK: Duck does a Headspin Attack diagonally downwards. Does not knock down. 8. DANCING DIVE: Duck hops forward with a knee attack. B chains from light attacks. Duck no longer has the qcf+K followup from RBFF2. 9. BREAK STORM: Duck jumps up with an upward aimed kick that knocks down. You cannot tap K to increase the number of hits and damage like in RBFF2. B chains from light attacks. 10. BREAK SPIRAL: Ducks grabs opponent, tosses them upwards, then catches them with his feet and breakdances. There is no DM spark if the move misses, though Duck will still lose one stock bar. 11. BEAT RUSH: Manual combo DM. The remaining hits can only be performed if this hits or is blocked. The sequence has to be tapped fairly quickly, but almost no timing is needed: you can just tap the buttons quickly without paying attention to the hit counter and still get full hits. 12. DUCK DANCE: Duck dances (duh), which can hit a nearby opponent for minor damage. Using this allows access to 4 other DMs. Once any of the 4 DMs are used, this move must be repeated to reuse them. He no longer has the Duck Rave followup from RBFF2, and this no longer builds up stock. Duck has to glow yellow for this move to gain access to his other DMs, which won't happen if he was hit during startup. This juggles in the corner, allowing the Dancing Caliper or Break Hurricane to hit after (and as a setup for Duck's Dream Cancel). 13. DIVING PUNISHER: A multi-hitting Flying Spin Attack. 14. ROLLING PUNISHER: A multi-hitting Headspin Attack. 15. DANCING CALIPER: A multi-hit Break Storm (essentially his old RBFF2 Break Storm tapped for multiple hits). Move is DCable. 16. BREAK HURRICANE: Duck performs a Dancing Dive, then follows with a series of kicks in mid-air. Move is DCable. 17. HIGH BOUND SPIRAL: Air throw, Duck grabs opponent, slams them down to the ground, catches them with his feet and breakdances. Can only hit if opponent is on the same level or slightly higher than Duck. ------------------------------------------------------------------------------ RYO SAKAZAKI [Art of Fighting Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Tomoe Nage [U] COMMAND ATTACKS f+A Hyouchuu Wari [O],# f+B Joudan Uke [-],A,# df+B Gedan Uke [-],A,# SPECIAL MOVES qcf+P Ko'oh Ken [M],P,KD,# qcb+P Kohou Shippu Ken [M],A,KD(C),SC,# dp+P Kohou [M],KD,SC(C),# f,b,f+P Zanretsu Ken [M],A,KD,# dp+K Moh Koh Raijin Satsu [O],NR hcb+K Hien Shippu Kyaku [M],KD,# hcf+K Biiru Bin Kiri [M],# hcb,f+K Ryoute Tsuki [#],KD,SC [DM] f,hcf+P Haoh Shokou Ken [M],P,# qcf,hcb+P Ryuko Ranbu [M],DC,# [LDM] qcf,qcf+E Tenchi Haoh Ken [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. As with previous KOF, Ryo can combo his crouching B into his crouching C. Virtually no timing is required now, you can just tap d+B,C like in NGBC. 1. HYOUCHUU WARI: Overhead chop, unless canceled into. 2. JOUDAN/GEDAN UKE: Parry moves, cannot hit opponent. Joudan Uke parries jumping, high and mid-level attacks. Gedan Uke parries low or crouching mid-level attacks and floor level projectiles. Both versions can parry mid-level projectiles. Move is cancelable if it parried an attack, and you can now parry multiple attacks by using the appropriate move again. 3. KO'OH KEN: Short ranged projectile that negates normal projectiles. The move cannot be negated, but it cannot hit if Ryo is struck with a DM projectile. 4. KOHOU SHIPPU KEN: Has autoguard once Ryo turns away and as he's stepping forward. C does 2 hits and knocks down. Both versions are SCable. 5. KOHOU: 1st hit of C version is SCable. (A) version now has less priority, but the C version now a larger hit area and when used standalone, both hits are more likely to connect now. 6. ZANRETSU KEN: Move can now be chained into from hard attacks. If Quick Switched out of during the last hit, opponent will be juggled. 7. HIEN SHIPPU KYAKU: B does 2 hits up close and chains from light attacks. D does 3 hits up close. Move no longer does one less hit when chained into in the open. 8. BIIRU BIN KIRI: Ryo steps forward and does a mid-level punch. This chains from hard attacks and knocks down (recovers pretty quickly too). This can only hit after Ryo has traveled forward a bit. 9. RYOUTE TSUKI: Ryo charges up, then performs a short ranged punch that knocks down. D version is slower, but Guard Crushes a blocking opponent and is SCable. 10. HAOH SHOKOU KEN: Is the 2k3 version and launches very quickly. C version launches slower, but travels faster. The projectile can be negated or reflected by certain moves. 11. RYUKO RANBU: Is immune to high/mid-level attacks during the forward dash. Loses invincibility once move hits or at the end of the dash. DCable, and the 14h hit is QSable. 12. TENCHI HAOH KEN: Dizzies opponent upon hitting, but not if they were already dizzied. Is far slower than before, and no longer combos from light attacks. The move launches immediately when DCed into, but does far less damage (almost none, in fact). Unlike other LDMs, you can Quick Switch out of this. Ryo is invicible during the startup flash. ------------------------------------------------------------------------------ YURI SAKAZAKI [Art of Fighting Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Silent Nage [U],NR AIR THROW anywhere but u+C/D Tsubame Otoshi [#],NR COMMAND ATTACKS f+A En Yoku [O],X,# df+B Shiyoku [L],S,# df+D Shouyoku [M],J,# b+B in air Yuri Ori [M],# SPECIAL MOVES qcf+P Ko'oh Ken [M],P,KD,# > hold P Haoh Shokou Ken [M],P,KD,# qcf+K in air Rai'oh Ken [M],# qcb+P Saifa [M],P,KD/J,# hcb+K Hyakuretsu Binta [U],T,NR dp+P Yuri Chou Upper (Kuuga) [M],KD,SC(C),# > dp+C during C version Double Yuri Chou Upper (Ura Kuuga) [M],KD,SC,# [DM] qcf,hcb+K Hien Hou'ou Kyaku [M],DC,# qcf,qcf+K Shin! Chou Upper [M],# [LDM] qcf,hcb+E in air Kuuchuu Hien Hou'ou Kyaku [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- 1. EN YOKU: Overhead attack. Does not combo from normals. You can cancel this into her LDM only when used standalone, or into her Rai'oh Ken or LDM when canceled into. 2. SHIYOKU: Cancelable low kick, combos from light attacks. 3. SHOUYOKU: Upward aimed kick, juggles a hit opponent. 4. YURI ORI: Cross-up kick. Will not hit unless used while jumping over opponent. Is NOT an overhead. 5. KO'OH KEN: Short ranged projectile that negates normal projectiles. The projectile cannot be negated even if Yuri is hit, but will not hit if Yuri is struck with a DM projectile. Hold down the button to perform the Haoh Shokou Ken instead. C version starts slower, but goes further. 6. HAOH SHOKOU KEN: Works as a DM projectile and negates normal projectiles. C travels faster than A version. Like in 2k3, the move can hit from up close, but Yuri can no longer followup after it hits. 7. RAI'OH KEN: Is the 2k3 version; launches very quickly, but Yuri can no longer followup after it hits. Although it doesn't seem possible, the move can be reflected. 8. SAIFA: Short range knockdown projectile. Reflects projectiles and cannot be negated. C version has significant startup delay, but juggles opponent. 9. HYAKURETSU BINTA: You can now combo into this move from hard attacks. 10. KUUGA: (A) does one hit while (C) does 2 and is SCable on the 1st hit. The C version will combo from light attacks again, while the (A) Kuuga juggles a mid-air opponent, say after being hit by the (C) Saifa. You can use Ura Kuuga even if this misses, and it is SCable on the 1st hit. 11. SHIN! CHOU UPPER: Can hit juggled and jumping opponents, but may not get full hits. If the first hit misses, Yuri performs a multi-hit Kuuga. 12. KUUCHUU HIEN HOU'OU KYAKU: Yuri does a diving kick, and upon hitting, performs her old autocombo SDM, ending with a KOF'96-style Rai'oh Ken. ------------------------------------------------------------------------------ KING [Art of Fighting Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Hold Rush [U] COMMAND ATTACKS f+B,f+D Trap Kick [M,O],NR(2nd),# df+D Sliding Kick [L],# SPECIAL MOVES qcf+P Top Venom [M],P,# qcf+P Under Venom [L],P,# qcf,qcf+K Double Venom Strike [M],KD(2nd),# qcb+K Tornado Kick [M],J/KD(B/D),# rdp+K Trap Shot [M],KD,SC,# [DM] qcf,hcb+K Illusion Dance [M],DC,# qcb,qcb+K Silent Slash [M],# [LDM] qcf,qcf+E or qcb,qcb+E Phantom Strike [M,L],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. King is immune to low attacks for a very brief moment during her standing E. The invincibility window is too short to avoid floor-level projectiles however. 1. TRAP KICK: King's old f+B overhead split into two parts. The 1st input is a hopping knee strike, while the 2nd is the overhead kick, which is now a no-recovery knockdown. The 2nd input is always an overhead even when canceled into. King can avoid low attacks during this. 2. SLIDING KICK: Low slide kick that knocks back when used on its own. Is cancelable when canceled into and combos from light attacks, but will not hit low in such a case. 3. TOP VENOM: Knocks down a mid-air opponent. Move can avoid low attacks. 4. UNDER VENOM: Low hitting projectile. Comes out slower than the Top Venom, but launches slightly faster than in 2k3. D version is faster to launch than the B version. 5. DOUBLE VENOM STRIKE: If reflected, the 2nd projectile will negate the 1st one, effectively cancelling the move out. The 2nd projectile knocks down. Launches much faster than in 2k3, and the different buttons versions now result in different projectile speeds. 6. TORNADO KICK: B does one hit which juggles opponent. D does 2 and knocks down. B version now pushes opponent back, and the Silent Slash will only combo near or at the corner. The B version does very little damage now. Both versions can go past low attacks. 7. TRAP SHOT: Can now combo from her close D (1st hit) or from a canceled Sliding Kick. Move is SCable, but the Illusion Dance will only combo when SCed from the 10th hit. 8. ILLUSION DANCE: King is fully invincible the instant she leaves the ground until the move hits or just before she lands. It launches faster now, and will combo from a single hard attack when up close. 9. SILENT SLASH: Comes out slightly slower now, and has less priority. 10. PHANTOM STRIKE: King now kicks out out eight Venom Strikes, mixing up her Top, Under and Double Strikes. The different versions launch the Strikes in different order. Each Strike is considered a DM, so the first one will clash with a negateable DM projectile, while the other 7 goes on to hit. Magaki's projectiles can negate the entire move however. ------------------------------------------------------------------------------ BONNE JENET [Garou:MOTW Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Bye-Bye Boo [U],NR AIR THROW anywhere but u+C/D Falling Crush [#],NR COMMAND ATTACKS A,A during close A Combination A [M],S,# C during close A or far C Combination C [M],S,# df+D Rolling Thunder [M],KD,# SPECIAL MOVES qcf+P Buffrass [M],P,# qcb+P Crazy Ivan [M],KD,SC,# qcf+K The Hind [M],KD,# qcb+K Gulf Tomahawk [O],# d+K,K,K,K,K in air Harrier Bee [M],KD,# [DM] qcf,qcf+P Many Many Torpedoes [M],DC,# qcf,qcf+K Aurora [M],# [LDM] hcb,hcb+E An Oi Mademoiselle [-],RV,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/- [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/sc Vertical jump [O]/- [O]/s [O]/- [O]/- [M]/s Diagonal jump [O]/- [O]/s [O]/- [O]/- #. Jenet cannot Break her Hind, unlike in Garou. 1. COMBINATION A: Jenet does 3 quick slaps. This can only be done if her close A hits or is blocked. Move is cancelable. 2. COMBINATION C: Jenet follows her close A or far C with a slap using the other hand. This is now cancelable. 3. ROLLING THUNDER: Jenet's T.O.P In CD attack from Garou. She flips upwards, and if it hits, she follows with a downward knee strike that knocks down. 4. BUFRASS: Jenet throws a gust of wind across the ground. A stops in front of Jenet, while C goes full screen and travels faster. 5. CRAZY IVAN: Jenet swings out with the tip of her dress, knocking down if it hits. A is done stationary, while she steps forward during the C version. The A version is now slower to launch than in Garou. SCable. 6. THE HIND: Jenet hops forward with a knee strike, then swings out with the tip of her dress. B combos from light attacks, while D does more hits and is cancelable into the Harrier Bee. 7. GULF TOMAHAWK: Jenet hops up and does an overhead kick. This hits twice up close and can avoid low attacks. D version goes higher and further. Jenet stops at a fairly safe distance if this is blocked. This is a no-recovery attack if it hits a mid-air opponent. 8. HARRIER BEE: Jenet dives down (B has a steeper angle), then performs four kicks (one for each input). The initial dive cannot hit, and any kick after the first will knock down if the remaining kicks miss. 9. MANY MANY TORPEDOES: Jenet rushes forward and kicks repeatedly while surrounded by many, many torpedoes (sorry, I couldn't resist :P). Move no longer has invincibility at startup. 10. AURORA: Jenet jumps diagonally upwards while spinning out with her dress 3 times, doing multiple hits for each spin. If move hits, she blows a kiss at opponent at the end (which does damage but may miss in the corner). 11. AN OI MADEMOISELLE: Jenet does her Just Defence pose, and if struck with a physical attack of any level (including specials/[L]DMs), she takes off her shoe and smacks opponent on the head repeatedly with it before putting it back on and blushing. Looks pretty hilarious. :) This move will not lose hits when reversing an aerial attack, unlike in Garou. ------------------------------------------------------------------------------ GATO FUTABA [Garou:MOTW Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Danzetsu Tai [U] COMMAND ATTACKS f+A Saigaku [O],X,# f+B Muran Geri [M],# SPECIAL MOVES qcf+P Shin-Ga [M],SC,# > f,f+P Totsuga [M],KD,# qcb+P Ura Fuuga [M],# a> A Shunga [-],# b> B Ouga [-],RV,NR,# c> C (near) Muga [U],T,KD,# d> D Rouga [-],# qcb+K Fuuga [M],KD(D),# a> A Kouga [M],P,KD,# b> B Senga [M],J,# c> C Kyuuga [O],# d> D Katsuga [L],KD,# [DM] qcf,qcf+P Rei Kiba [M],NR,DC,# qcf,qcf+K Tatsu Kiba [M],DC,# [LDM] dp+E (perform 3x) Tenryuu Retsu Kiba [M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/c [M]/- [M]/- Crouching [M]/-/c [L]/-/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Gato can link the 2nd hit of his close D with his crouching B again like in MOTW. His close D is faster, so the 1st hit is canceled faster as well. #. Gato's crouching B isn't cancelable, but it launches and recovers so quickly that you can combo the Rei Kiba off it. You can also link his crouching B into his close C. #. Gato's standing E is his old T.O.P In CD attack, but no longer does insane amounts of Guard Meter damage. #. Gato is immune to low attacks during the Fuuga and Ura Fuuga, as well as during all the followups except the Kyuuga (when he reaches ground level) and Katsuga. 1. SAIGAKU: Overhead punch. Doesn't combo from normals and is not cancelable, but his crouching B and LDM come out fast enough to combo from this. 2. MURAN GERI: Quick hopping kick. Can combo from light attacks and avoids low attacks. 3. SHIN-GA: A version comes out faster and is now chainable from light attacks. C only chains from hard attacks, but does more damage and goes further. You need to use the same button for the Totsuga followup. SCable. 4. URA FUUGA: Gato stomps, then leaps up (C goes higher and knocks down). This move will now hit, making it virtually identical to the Fuuga. The followups can be used at any point before Gato lands. Note that the Muga will miss if this hits. 5. SHUNGA: Air dash. You can now attack at the end of the dash. This can avoid low attacks even when done low to the ground. Gato is invincible during the dash itself, but not at the start or end of the dash. 6. OUGA: Reversal move. Gato counters high and mid-level attacks, including specials/(L)DMs. Has a new animation, and no longer juggles. Unlike other reversals, it's possible for opponent to trigger this and block Gato's counter-attack (which can happen if this move met with a light attack). 7. MUGA: Unblockable throw. Switches sides and sends opponent to the far end of the screen. Opponent can recovery roll from this move, unlike most special throws. This can now hit an opponent in mid-air if they were very low to the ground, such as during the beginning or end of a hop/jump; so long as Gato is above opponent. 8. ROUGA: Gato feints a Katsuga, then teleports back to the original launch location of the Ura Fuuga. Gato is invincible during this move. 9. FUUGA: Gato stomps, then leaps up (D goes higher and knocks down). Move combos from the 1st hit of his close D. The followups can be used at any point before Gato lands, and with the exception of the Katsuga, will combo from the D version of this move. 10. KOUGA: Gato throws an energy blast on the ground. The location of the blast varies depending on the height and distance Gato was during the Fuuga when you launched this. This now knocks opponent high up (the Tatsu Kiba can combo off it), builds a ridiculous amount of stock and combos from either Fuuga, but no longer negates normal projectiles (though it doesn't get negated either). 11. SENGA: Gato does an upward kick. Can juggle in the corner. This won't combo from either Fuuga if done too late. This launches much faster than before and is an anywhere juggle (it can combo with itself in the corner). 12. KYUUGA: Gato dives diagonally downward with an overhead kick. This won't combo from the B Fuuga if done too late. 13. KATSUGA: Gato lands and does a low sliding kick that knocks down. This does not combo from the Fuuga. 14. REI KIBA: Combos from light attacks and can hit a mid-air opponent if they weren't too high up. Seems to have improved priority from 2k3. 1st hit is DCable. If this move traded hits, opponent will be juggled. 15. TATSU KIBA: Vertical anti-air kick. B is launched on the spot immediately, while D has a little forward range and goes higher. 1st hit is DCable. The move is an anywhere juggle. 16. TENRYUU RETSU KIBA: The move does heavy Guard Meter damage; if used when opponent's lifebar was blinking red, it's likely opponent will be Guard Crushed during the 1st or 2nd input. Once the 1st input is motioned, Gato's stock bars will drain regardless of whether the subsequent inputs are entered or not, though the LDM flash only appears on the 3rd input. When DCed into, this can catch juggled or mid-air opponents even if his DM missed. The move will only knock down on the 3rd input, so if you have the stock bars, you may stop at the 2nd input and motion the Rei Kiba instead (and Dream Cancel off it as well). The remaining inputs cannot be done if this misses altogether. ------------------------------------------------------------------------------ TIZOC/GRIFFON MASK [Garou:MOTW Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Griffon Tower [U],NR COMMAND ATTACKS df+C Joudan Yoke Kougeki [M],SC,# df+D Gridro Super Kick [M],KD,# SPECIAL MOVES qcf+A in air (near) Icarus Crush [#],T,NR,# qcb+K (air) Olympus Over * [O],NR,OTG,# dp+P Active Toupon [U],T,NR,# rdp+P Poseidon Wave * [M],KD,SC,# AB during * moves Breaking [-],# hcb+P (near) Justice Hurricane [U],T,NR,# hcf+B (near) Hercules Throw [U],T,NR,# [DM] qcf,qcf+K Daedalus Attack [O-1st],DC,# hcb,hcb+P (near) Big Fall Griffon [U],T,NR,# [LDM] hcb,hcb+E (near) Big Fall Griffon [U],T,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/c [M]/c [M]/c Crouching [M]/-/c [L]/r/- [M]/- [L]/s Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Since Tizoc is shorter than Griffon Mask, I'll be using that name to describe his moves (I'm lazy that way :P). #. Tizoc lost his Griffall (df+C) OTG followup. #. Tizoc's dashing speed has been corrected, and he now dashes faster than he walks. 1. JOUDAN YOKE KOUGEKI: Tizoc steps forward with a headbutt (or beak attack, depending on how you see it). Does 3 hits, and is SCable. Tizoc is immune to jumping/high attacks during this move (not mid-level attacks though). 2. GRIDRO SUPER KICK: Move knocks down and can avoid low attacks while Tizoc is leaping forward with the drop kick, before he reaches ground level. Like in Garou: MOTW, this move does a lot of Guard Meter damage. Launches faster now. 3. ICARUS CRUSH: Air throw, cannot hit opponent on the ground. Has a miss animation. 4. OLYMPUS OVER: Jumping elbow attack. D has Tizoc doing a backstep first, but he jumps higher and further. Is an overhead and can now be done in mid-air (the mid-air version is slower). Move is a no-recovery attack and can hit a floored opponent. 5. ACTIVE TOUPON: Ranged throw; Tizoc jumps forward and grabs opponent with his legs before flipping over and slamming them to the ground. C goes further than A. Move cannot hit opponent in mid-air. Switches sides upon hitting. 6. POSEIDON WAVE: Tizoc steps forward with a knockdown punch. C version has him doing a backstep first, but goes further and recovers faster. Move is SCable. 7. BREAKING: Can only be used during the D Olympus Over or C Poseidon Wave, when Tizoc backsteps. This returns Tizoc to neutral stance. 8. JUSTICE HURRICANE: C version does more damage than A, but no longer combos from light attacks. 9. HERCULES THROW: Has shorter range than the Justice Hurricane, but can followup after it hits. This combos from hard attacks. 10. DAEDALUS ATTACK: The first hit is an overhead. Move is DCable. 11. BIG FALL GRIFFON (both versions): Tizoc is invincible during the startup flash. ------------------------------------------------------------------------------- RALF JONES [Ikari Warriors Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+C/D (near) Dynamite Headbutt [U] SPECIAL MOVES tap P repeatedly (move f) Vulcan Punch [M],KD,# charge b,f+P Gatling Attack [M],KD,SC,# charge d,u+P or qcf+P in air Kyukohka Bakudan Punch [M,O],NR,OTG,# dp+P Unblock [U/M],NR,# hcb+B Teikuu Ralf Kick [L],KD,# hcb+D Ralf Kick [O],KD,# hcf+K (near) Super Argentine Backbreaker [U],T,NR,A(D),# [DM] qcb,hcf+K Umanori Vulcan Punch [M],NR,# qcf,hcb+P Baribari Vulcan Punch [M],NR,DC,# [LDM] qcf,qcf+E Galactica Phantom [U],A,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/- [M]/-/- [M]/s [M]/- [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/r/s [L]/r/- [M]/s [L]/s Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Since Ralf has no command attacks, only the 's' notation will be used for his cancelable moves. 1. VULCAN PUNCH: Hits twice on a Counter Hit. You can move Ralf forward during this. You now have to tap at a faster pace than before for the move to launch. 2. GATLING ATTACK: A does 3 hits, C does 4 and goes slightly further. Both versions combo from light attacks and are now SCable on any hit after the first. 3. KYUKOHKA BAKUDAN PUNCH: The rising attack will now combo into the descending punch. The descending punch is an overhead and can now hit a floored opponent (you can use this to followup the Unblock). 4. UNBLOCK: Ralf charges up, then does an unblockable punch. When canceled into, becomes much faster and can combo from light attacks, but does less damage and is blockable. Move is a no-recovery attack. Since Ralf recovers well before opponent, it's possible to setup another Unblock so that it hits as opponent is getting up (the timing is pretty difficult though). 5. TEIKUU RALF KICK: Ralf has a very low profile, and can avoid some high/mid level attacks during this move. Move hits low and knocks down. 6. RALF KICK: Overhead kick that knocks down. Move can avoid low attacks. The move can now hit the moment Ralf is off the ground (in 2k3 the move could only hit after Ralf has fully kicked out), and will do 2 hits up close. This juggles if it hits a crouching opponent. #. During either Ralf Kick, Ralf is immune to non-throw attacks as he braces his hand on the ground before kicking out (I've seen a Haoh Sho Koh Ken fly past him during that point). 7. SUPER ARGENTINE BACKBREAKER: Ralf autoguards high/mid level attacks while grabbing for the D version (this version is slower), while the B version can combo from hard attacks. 8. UMANORI VULCAN PUNCH: Opponent cannot recover from this move, but like in 2k3, wakes up faster, so you can no longer time a Galactica Phantom to hit just as opponent is standing up. 9. BARIBARI VULCAN PUNCH: As with 2k3, move only does 7 hits, but the last hit cannot be recovered from. Ralf is invincible during the startup flash. Any hit before the 7th is DCable. 10. GALACTICA PHANTOM: Has upper body autoguard once Ralf turns away. Like in 2k3, the punch launches faster and cannot be recovered from. Launches instantly when DCed into, but becomes blockable and does less damage. This does 100% damage on a Counter Hit against a non-boss character. ------------------------------------------------------------------------------- CLARK STEEL [Ikari Warriors Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+C/D (near) Gallanting German [U] AIR THROW anywhere but u+C/D Death Lake Driver [U],NR COMMAND ATTACKS f+B Stomping [L],S,# SPECIAL MOVES hcf+P Mount Tackle [M],NR,SC,# a> d,d+A Clark Lift [#],T,NR b> d,d+K Rolling Cradle [#],T,NR c> d,d+C Reverse D.D.T * [#],T,NR hcf+K (near) Super Argentine Backbreaker * [U],T,NR dp+P Napalm Stretch * [#],T,NR,# dp+K (near) Frankensteiner * [U],T,NR,# hcb+P Shining Wizard [O],T,# qcf+P after * moves Flashing Elbow [#],OTG [DM] hcb,hcb+P (near) Ultra Argentine Backbreaker [U],T,NR hcf,hcf+K Running Three [U],T,NR,# qcb,qcb+K Special Gatling Attack [M],DC,NR,# [LDM] hcb,hcb+E (near) Ultra Argentine Backbreaker [U],T,NR Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/- [M]/-/c [M]/c [M]/- [M]/s Standing far [M]/r/- [M]/r/- [M]/- [M]/- Crouching [M]/r/c [L]/-/- [M]/s [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Clark has no far standing A animation. His standing A isn't cancelable, but the Super/Ultra Argentine Backbreaker will combo from it. You can now combo into the Super/Ultra Argentine Backbreaker from Clark's crouching A/B/C attacks. #. Clark is immune to low attacks during his close standing D. 1. STOMPING: Cancelable command attack. Only chains from the 1st hit of his close standing C. The Mount Tackle combos from this. This hits low when used standalone, but can be blocked standing if canceled into. 2. MOUNT TACKLE: Move can hit low jumping opponents. Does no damage, but can be followed with the Clark Lift, Reverse D.D.T or Rolling Cradle. This cannot hit rolling opponents but cannot be reversed. Move is now SCable, and is SCed when Clark reaches opponent, before he pins them (making this useful as a means of connecting the Ultra Argentine Backbreaker from a distance). 3. CLARK LIFT/REVERSE D.D.T/ROLLING CRADLE: Followups for the Mount Tackle. You can use the Flashing Elbow after the D.D.T. Opponent can escape from the followups by pressing the same button used for the followup once (any further inputs won't be recognized, so if opponent guessed wrongly, button mashing won't allow them to escape). At later stages, the CPU cheats by reading your input, and will escape pretty often. 4. NAPALM STRETCH: Anti-air throw, does not hit standing opponents at all. 5. FRANKENSTEINER: Short ranged unblockable throw. Is now immune to low and mid-level attacks, and launches faster as well. 6. SHINING WIZARD: Only hits crouching opponents; This move can combo from light attacks and the 1st hit of his close standing C if you hit a crouching opponent. Note that opponent will not go into blocking animation when this is executed, and Clark will simply stop in front of a standing opponent, leaving him wide open to attacks (although the move does recover pretty quickly). 7. FLASHING ELBOW: Followup for the moves indicated with a (*). This doesn't seem to miss in corners anymore. 8. RUNNING THREE: Clark is invincible for a very brief moment during the startup flash. 9. SPECIAL GATLING ATTACK: Clark does a 7-hit version of his KOF'99 Gatling Attack, except this doesn't juggle. This has the same startup animation as the Ultra Argentine Backbreaker (useful for mind games). Move is DCable. ------------------------------------------------------------------------------- WHIP [Ikari Warriors Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+D (near) Zed [U],NR COMMAND ATTACKS hold f+A (tap A 3x) Whip Shot [M],S,KD,# SPECIAL MOVES hcf+P Boomerang Shot "CODE: SC" [M],NR,SC(1st),# qcb+P during jump Hook Shot "CODE: TEMPEST" [M],KD,# hcb+A (can hold) Strings Shot Type A "CODE: SUPERIOR" [O],NR,SC(1st) hcb+B (can hold) Strings Shot Type B "CODE: POWER" [M],#,SC(1st) hcb+C (can hold) Strings Shot Type C "CODE: VICTORY" [L],NR,SC(1st) > b/f while holding Move forward/backward [-] > D when holding Strings Shot Type D "CODE: RAIN" [-],# rdp+P (tap P 7x) Desert Eagle [L],P,KD,OTG,# [DM] qcb,hcf+P Sonic Slaughter "CODE: DP" [M],DC,# qcf,qcf+P Red Whip Genocide [M],DC,# [LDM] qcb,hcf+E Sonic Slaughter "CODE: KW" [M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/c [M]/s [M]/c Crouching [M]/-/- [L]/-/c [M]/c [L]/s Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Whip's crouching A cannot hit up close but can hit a floored opponent, such as after her throw or sweep. #. Whip's close D is not cancelable once she begins retracting her leg. #. Whip's crouching D has shorter range, but launches much faster now. #. Whip's far C is now cancelable on the 2nd hit, and the Strings Shot Type C can combo from it. 1. WHIP SHOT: Tap A once per hit. Any hit is cancelable, but the 3th knocks down. This is slower than in 2k3, and Whip only lashes 3 times now. The 2nd hit combos into the Strings Shot, while the 3rd combos into the Boomerang Shot or Red Whip Genocide. 2. BOOMERANG SHOT: The 2nd hit is a no-recovery attack. The move's priority is reduced from 2k3, but it launches very quickly. 1st hit is SCable, but the Sonic Slaughter tends to miss. 3. HOOK SHOT: Like 2k3, travels in a higher arc, so may miss when too near or too far from opponent, more so against the shorter characters. This tends to put Whip behind opponent unless they were far away. 3. STRINGS SHOT: A is an overhead, while C hits low (both are no-recovery attacks). B does no damage, but pulls opponent closer to Whip and stuns them for a moment. All versions are SCable on the 1st hit. While being delayed, you can move Whip around and/or cancel the move by pressing D. Whip walks much faster now while delaying this move. 4. DESERT EAGLE: Low hitting fixed-range projectile. Can hit a floored opponent again, and launches much faster now. Whip must reload after every 7 shots. Each shot does far more damage now, more so on a Counter Hit. 5. SONIC SLAUGHTER DP: Whip stops at the first hit if move misses. Has no invincibility, unlike the LDM version. Move is DCable. 6. RED WHIP GENOCIDE: New DM, Whip dashes forward with a series of whiplashes . Move is DCable and combos from hard attacks. This is fairly safe if blocked. 7. SONIC SLAUGHTER KW: Whip is invincible during the startup flash. The move now stops at the first hit if it misses or is blocked. ------------------------------------------------------------------------------- ATHENA ASAMIYA [Psycho Soldier Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+C/D (near) Psychic Throw [U] AIR THROW anywhere but u+C/D Psychic Shoot [U],T,NR COMMAND ATTACKS f+B Renkantai [M],S,J(2nd),# d+B in air Phoenix Bomb [O],KD,S,# SPECIAL MOVES qcb+P Psycho Ball [M],P,# qcb+B Psycho Reflector [M],KD,P,# hcf+P (near) Super Psychic Throw [U],T,J,# qcb+K in air Phoenix Arrow [M],KD(D),SC,# qcf+K (air) Psychic Teleport [-],SC,# dp+P (air) Psycho Sword [M],KD,# [DM] qcf,qcf+K in air Phoenix Fang Arrow [M],DC,# hcb,hcb+P (air) Shining Crystal Bit [M,L],P,DC,# a> qcb+P (can hold) Crystal Shoot [M],P,# b> press ABCD Cancel [-] [LDM] qcf,qcf+E Super Phoenix Infinity [M,U],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/c [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/- Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/c [O]/- [O]/- [O]/- #. Athena can triangle jump. #. Athena has no far standing B animation. #. Athena's jumping C is no longer cancelable. Her jumping A will combo with any of her aerial specials except for the (D) Phoenix Arrow. #. Athena's movement speed is slower now. 1. RENKANTAI: Cancelable command attack, can combo from light attacks. The (C) Psycho Sword will not hit properly when this is used to follow a hard attack. If only the 2nd kick connects, the move juggles opponent. 2. PHOENIX BOMB: Cancelable overhead attack that knocks down. Combos from her jumping A. 3. PSYCHO BALL: Launches slightly slower than before. 4. PSYCHO REFLECTOR: Reflects normal projectiles only. Can followup in the corner if it Counter Hits. 5. SUPER PSYCHIC THROW: Athena's command throw from KOF'98. Juggles opponent upon hitting, but the move is slightly slower now. 6. PHOENIX ARROW: B does 3 hits, while D does 5, with the last hit being a knockdown kick. Any hit before the last is SCable for both versions. For the D version, Athena will turn around and perform the last kick if opponent managed to get behind her during the move. D version now launches and recovers faster, with the last hit being SCable as well. 7. PSYCHIC TELEPORT: Teleport move, has no invincibility, but has no recovery time either, so Athena can attack immediately upon stopping. (D) goes further than B. Can now be done in mid-air, and returns Athena to the ground quickly. For the mid-air version, the button used determines her diving angle, with B having a steeper angle. Athena dashes slightly slower during the ground versions now. Move is SCable. 8. PSYCHO SWORD: A does 3 hits, C does 7. Knocks down and is SCable. The move can be done in mid-air. Note that the C version may miss after the 1st hit in combos. Move has less priority than before, and may trade hits with jumping attacks. 9. PHOENIX FANG ARROW: When done too high or low, the move may not combo after the initial Phoenix Arrow. Move is DCable. 10. SHINING CRYSTAL BIT: Move can hit twice on a Counter Hit. The crystals orbiting around Athena can hit low and negate normal/DM projectiles. It can only negate low-level projectiles when the crystals orbit low. You may only (Dream) cancel the move if you didn't use the Crystal Shoot. Both ground and air versions are DCable. The move's priority is somewhat lower now, and Athena can even be hit out of it at startup. On the other hand, the move can still hit if you used the Cancel, and it's possible to perform this (and hit) twice in a row after the Super Psychic Throw in the corner. 11. SUPER PHOENIX INFINITY: Athena jumps straight up with her body covered with pink energy shaped like wings, then dives diagonally downward with the image of a phoenix surrounding her. The diving attack is unblockable. The ascending attack has longer range than it looks and can hit from outside Athena's sweep distance. Athena is invincible while rising. #. Athena's designer must've 'Writhed In Pain' thinking up the aerial Psycho Teleport and Super Phoenix Infinity. :P ------------------------------------------------------------------------------- SIE KENSOU [Psycho Soldier Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+C/D (near) Tomoe Nage [U] COMMAND ATTACKS f+A Kobokushu [O],# f+B Kousentai [M],S.# SPECIAL MOVES qcb+P Cho Kyudan [M],P,# qcb+P in air Ryu Sogeki [M] qcf+P Yasaki Tsugio Fu [M],KD,# dp+P (near) Tatsu Renda [U],T,J,# dp+K Senkyutai [M],A,J,# hcf+B Ryu Renga: Chiryu [M],KD,# hcf+D Ryu Renga: Tenryu [M],KD,# rdp+K Ryu Gakusai [M],KD,SC,# [DM] qcf,hcb+B Shinryu Seioh Rekkyaku [#],DC qcf,hcb+D Shinryu Tenbu Kyaku [#],DC qcf,qcf+P (near) Senki Hakkei [U],T,DC,# [LDM] qcb,hcf+E Sumio Hanako Rai Tatsu [M],P,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/c [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Kensou's jumping attacks are no longer cancelable into the Ryu Sogeki. 1. KOBOKUSHU: Overhead palm strike. Becomes cancelable when canceled into. Has a new animation, and Kensou's specials combo easier from this compared with the old version. The range for this move is shorter now, but it combos off light attacks. 2. KOUSENTAI: Hopping kick, cancelable into the Ryu Sogeki. The Shinryu Tenbu Kyaku can hit a mid-air opponent after this hits in the corner (say when used after the Tatsu Renda). Kensou is off ground during the move, thus immune to low attacks and throws. 3. CHO KYUDAN: Kensou crouches during this move, allowing him to duck under some high attacks. A version has a short pause, but recovers faster. The C version launches and travels very quickly, but is slower to recover. 4. RYU SOGEKI: C version has a short pause before Kensou dives down, but now does 6 hits and goes further. This juggles if it hits a mid-air opponent, and the C version allows you to combo after it hits an opponent on the ground. 5. TSUGIO FU: Kensou does his qcb+P move from KOF'99; he leaps forward with a knockdown punch. C goes further. 6. TATSU RENDA: New command throw; Kensou grabs opponent and performs a short autocombo that juggles them. 7. SENKYUTAI: Move has autoguard and juggles upon hitting. This launches slower now, but can combo from a hard attack canceled into the Kobukushu. 8. RYU RENGA: The Chiryu goes straight forward, while the Tenryu goes upward diagonally. The Tenryu can avoid low attacks. Both versions knock down. 9. RYU GAKUSAI: Anti-air kick, combos from light attacks. Both versions are SCable, but only the D version allows you to combo into the Seioh Rekkyaku and Senki Hakkei. 10. SHINRYU SEIOH REKKYAKU: The 2nd and 3rd hits are overheads. Move can avoid low attacks and launches faster than in 2k2. 11. SHINRYU TENBU KYAKU: The initial 3 hits are aimed diagonally upwards and may miss a crouching opponent. Move can avoid low attacks and is faster compared with 2k2. 12. SENKI HAKKEI: Move is now a proper throw, and opponent can no longer roll away during the startup when used standalone. The range is shorter than in 2k2, and it now has a miss animation. Move is DCable. 13. RAI TATSU: Kensou throws a floor-level projectile. After the projectile leaves the screen, a stream of energy shaped like a dragon returns to him. If he manages to receive the energy stream without being interrupted, Kensou's body will glow for about 10 seconds, during which his attack damage is increased. Note that the move is a negateable DM projectile. Unlike other mode activation DMs, the duration of the powerup is fixed. When DCed into, Kensou will always power up so long as this hits. ------------------------------------------------------------------------------- MOMOKO [Psycho Soldier Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+C/D (near) Iyan [U] COMMAND ATTACKS u,u or uf,uf Segunda Pulo [-],# d+K in air Fumi Fumi Atakki [M],# f+A Cabegada [M],KD,# f+B Au Pachidou [O],# df+B Rasteira [M],S,# f+D Aumada Materu [M],# df+D or D during dash Caveirinha [O],NR,# MOMOKONBA LOOP MOVES (started with close/crouching C or Au Pachidou) f+K Aumada Porarta [M],# b+P Essui Doburarta [O],# d+K Torukka E Piiao [L],# u+K Bananeira Dois Golpes [M],# f+P Heberusaon Sen Man [O],KD,# MOMOKONBA LOOP FINISHERS qcf+P Cabegada [M],KD,# qcf+B Borya [M],# qcf+D Caveirinha [O],# qcb+K Autoshu Taru [#],T,NR,# SPECIAL MOVES dp+K Bananeira Dois Golpes [M],SC,# qcf+K Borya [M],KD,# qcb+K Phenickus Aru [M],KD,# qcf+P (perform 3x) Pechi Atakki [M],KD,# [DM] qcf,qcf+P (near) Ohashi Samaninacchae [U],T,NR,DC,J,# qcf,qcf+B Momoko no DoReMi Canto [M],# a> A,C,E,B,A,C,E Do Re Mi Canto Shiki (1) [M] b> A,C,E,B,A,C,D Do Re Mi Canto Shiki (2) [M] c> A,C,E,B,D,C,E Do Re Mi Canto Shiki (3) [L,O] d> A,C,E,D,A,B,D Do Re Mi Canto Shiki (4) [M,L] e> A,C,E,D,A,C,E Do Re Mi Canto Shiki (5) [O,M] f> A,C,E,C,D,B,D Do Re Mi Canto Shiki (6) [M] g> A,C,D,D,D,D Do Re Mi Canto Shiki (7) [M] [LDM] qcf,qcf+E Esper~! [U],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Since Momoko is such a tiny character, she can crouch under most jumping attacks. On the other hand, her small size also means most of her attacks have pretty short range. #. Momoko's standing E can avoid low attacks and hit opponent behind her. #. Momoko can use her loop moves as many times as you want, although you cannot use the same loop move twice in a row. You can interrupt any loop move with another non-finisher loop move at any point of its animation, but note that not all the loop moves combo into each other. #. Momoko's loop moves do not do chipping damage. 1. SEGUNDO PULO: Double jump, usable from a vertical or forward jump if you didn't make an attack during the initial jump. 2. FUMI FUMI ATAKI: Stomp move, can be repeated if it hits or blocked. If this hits, you can stomp easily 3-4 times before Momoko ends up behind opponent. You can also perform an aerial attack when Momoko is hopping off after the stomp hits or is blocked. Momoko rebounds backwards for the B version and forward for the D version. 3. CABEGADA: Momoko hops forward with a headbutt. This knocks down, and can be done as a command attack or as a Loop finisher. Momoko's close standing D can be used to followup after this move hits. 4. AU PACHIDOU: Overhead handstand Capoeira kick, similar to Bob Wilson's Wild Wolf. This is a starter for her Loop moves. 5. RASTEIRA: A cancelable sweep kick. This doesn't hit low. 6. AUMADA MATEIRU: Momoko hops forward with a kick. 7. CAVEIRINHA: Momoko hops forward with an overhead drop that cannot be recovered from. This can be done as a command attack or as a finisher for her Loop moves. 8. AUMADA PORARTA: Momoko steps forward with a multiple hit spinning kick. Launches and recovers very quickly. 9. ESSUI DOBURARTA: Momoko does a handstand then spins out with her legs upwards (looks and works like Bob Wilson's Rolling Turtle). This is an overhead. 10. TORUKKA E PIIAO: Momoko does a handstand, then spins out with her legs at ground level (looks and works like Bob Wilson's Sidewinder). This hits low. 11. BANANEIRA DOISE GOLPES: Momoko does a handstand, while kicking out in an arc. Has very short range. 12. HEBERUSAON SEN MAN: Momoko flips forward, then does an overhead kick that knocks down. 13. BORYA: Momoko hops forward with a 2-hit, knockdown kick. This can avoid low attacks, but has short range. 14. AUTOSHU TARU: Momoko grabs opponent, climbs on them, then kicks off and flips away. This is supposed to be an unblockable throw, but if her loop move was blocked when you launched this, you'll get the miss animation instead, so you can only connect this in combos. 15. PHENICKUS ARU: Momoko rolls across the ground doing multiple hits, and does an extra kick for the D version. Momoko has a very low profile during this move, and can avoid high/mid-level attacks. 16. PECHI ATTACKI: Momoko hops forward with a butt attack. This can be done up to 3 times, with the last input knocking down. 17. OHASHI SAMANINACCHAE: Momoko grabs opponent and throws them high up. This juggles opponent, though you can only followup with a jumping attack. Move is DCable, and is the only reliable way to connect her LDM. Move combos from light attacks. 18. MOMOKO NO DOREMI CANTO: A manual combo. The hits can be done if the move is blocked, and the different variations result in different attacks during the combo (opponent must block appropriately). The type (1) and (3) versions do the most damage. Note that this move will end prematurely if it hits a mid-air opponent. 19. ESPER~!: Momoko charges up, then fires a huge energy beam forward. This is unblockable, but slow to launch. Hitting Momoko before she can launch the beam will cause her to abort the move, and she still loses her stocks. The beam cannot be negated, and can even hit Magaki when his projectiles are on-screen. ------------------------------------------------------------------------------- VANESSA [Agents Team] ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+C/D (near) Dynamite Puncher [U] COMMAND ATTACKS f+A One-Two Puncher [M,O],S,NR,# df+B Slide Punch [L],KD,# SPECIAL MOVES hcf+P (tap P) Machine Gun Puncher [M],CW,# dp+P Forbidden Eagle [M],J(C),# charge b,f+P Dash Puncher [M],J,# qcf+K Puncher Vision (forward) [-],# qcb+K Puncher Vision (backward) [-],# a> f+A during Puncher Vision Puncher Upper [M],J,SC,# b> f+C during Puncher Vision Puncher Straight [#],NR,# c> b+P (can hold) Puncher Weaving [-],# qcb+P (can hold) Puncher Weaving [-],# a> f+P Dash Puncher [M],KD,# b> b+P Parrying Puncher [M],A,KD,# c> f+K Puncher Vision (forward) [-],# d> b+K Puncher Vision (backward) [-],# [DM] qcf,qcf+P Champion Puncher [M],DC,# qcb,hcf+P Crazy Puncher [M],DC,# [LDM] qcf,qcf+E MAX Puncher [-],# qcf,qcf+CE (Dream Cancel only) Puncher Finish [#] Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/c [M]/c [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Vanessa's Parrying Puncher is a followup only, and can no longer be launched standalone. 1. ONE-TWO PUNCHER: The 1st hit is cancelable, while the 2nd is a no-recovery overhead attack. Has a new animation, and launches much faster now. The move is always an overhead, even when canceled into. 2. SLIDE PUNCH: Knockdown sliding attack, combos from light attacks. Vanessa has a very low profile during this move and can go under some high/mid level attacks. 3. MACHINE GUN PUNCHER: Each hit is performed slower now, and the move's animation has changed a little. Move combos from light attacks. Tap P to increase the number of hits (A-4/C-6) the move does. The last hit is a Counter Wire or no-recovery knockdown. 4. FORBIDDEN EAGLE: C version launches slower, but juggles upon hitting and is an anywhere juggle. Negates normal projectiles, but can be reversed. 5. DASH PUNCHER: Juggles opponent upon hitting. C goes further, but is a little slower. When used from a Puncher Weaving, Vanessa performs this standing still. The followup version is no longer SCable (not that you have to SC anyway, as you can simply perform a Forward Puncher Vision > Crazy Puncher after this hits). This launches and recovers significantly faster now. 6. FORWARD/BACKWARD PUNCHER VISION: Vanessa is immune to high and mid-level attacks for part of the dash. Both versions dash faster now. Vanessa will dash forward first before attacking if the Puncher Upper/Straight was used from the Backward Puncher Vision. 7. PUNCHER UPPER: Juggles upon hitting and is SCable. You can now cancel this into the Puncher Vision. 8. PUNCHER STRAIGHT: Guard Crushes opponent if blocked, and can now be canceled into the Puncher Vision. 9. PUNCHER WEAVING: Vanessa crouches for a moment, allowing her to dodge some high/mid level attacks. This recovers much faster than before. 10. PARRYING PUNCHER: Move has autoguard before Vanessa punches. The move's animation has changed slightly. 11. CHAMPION PUNCHER: Move is now blockable and is treated as a physical attack, meaning it can be reversed. This can catch an opponent juggled from the Forbidden Eagle or Dash Puncher. 12. CRAZY PUNCHER: Has a new animation. Vanessa is invincible during the startup flash. This can now go under a jumping/mid-air opponent. Vanessa dashes much faster than before. 13. MAX PUNCHER: Move does not hit; Vanessa goes into MAX mode for about 5 seconds normally, during which she can cancel her normally uncancelable attacks, and allows her to cancel one special move into another. She can also launch either DM without requiring additional stocks while the mode is active, though doing so ends the mode. In the corner, she can juggle opponent repeatedly by canceling the C Forbidden Eagle. Has almost no launch and recovery time, so you can combo into and out of this move. 14. PUNCHER FINISH: Dream Cancel move only, and can only be used if either DM hits. Has a different animation for each DM. ------------------------------------------------------------------------------ BLUE MARY [Agents Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Head Throw [U] COMMAND ATTACKS f+A Hammer Arch [0],SC,# f+B Double Rolling [M,L],S(2nd),# SPECIAL MOVES qcf+P Spin Fall [O],# > qcf+P M. Spider [#],T,NR qcb+B M. Reverse Facelock [-],RV,NR,# qcb+D M. Head Buster [-],RV,J,# qcb+P Real Counter [-],# > qcf+P (near) Backdrop Real [U],T,NR,# dp+K Vertical Arrow [M],KD,# > dp+K M. Snatcher [#],T,NR charge b,f+K Straight Slicer [L],SC,# > qcf+K Crab Clutch [#],T,NR [DM] qcf,hcb+P M. Splash Rose [M],DC,# qcf,qcf+K M. Dynamite Swing [M],NR,# [LDM] hcb,hcb+E M. Typhoon [U],T,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/c [M]/c [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/sc Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Mary lost her Twister Rose LDM from 2k3. 1. HAMMER ARCH: SCable overhead punch. Becomes cancelable when canceled into. Can no longer be done with b+A, so you can't use this to charge the Straight Slicer anymore. 2. DOUBLE ROLLING: Both hits will connect when canceled into from hard attacks again, unlike in 2k3. The 2nd kick hits low and is cancelable. 3. SPIN FALL: Both versions are now overheads, and can follow with the M. Spider if it hits. 4. REVERSE FACELOCK: Reversal move, counters jumping or high level normal and command attacks, or high/mid-level physical special moves/(L)DMs. 5. HEAD BUSTER: Reversal move, counters mid/low level normal/command attacks or low specials/(L)DMs. This juggles a hit opponent. 6. REAL COUNTER: Mary taunts, during which she is immune to non-throw attacks and can use the Backdrop Real against a nearby opponent. You can now cancel the dodge animation at any stage into the Backdrop Real. 7. BACKDROP REAL: Now has a miss animation, but launches faster. You can combo into this move by canceling the Real Counter into this immediately after hitting opponent. 8. VERTICAL ARROW: Anti-air move, has improved speed and priority now. The M. Snatcher can grab a mid-air opponent if they were nearby even if the Vertical Arrow misses. This is no longer SCable, except (apparently) into her LDM. 9. STRAIGHT SLICER: Low hitting kick, can follow with the Crab Clutch if it hits. Both versions are now SCable. D goes further, but launches slower. The Straight Slicer can now hit a jumping opponent if they are low to the ground. The damage for this and the Crab Clutch is pretty low however. If blocked, Mary now stops at a slight distance away from her opponent. 10. SPLASH ROSE: Like in KOF'97, you can followup with the Vertical Arrow > M. Snatcher after it hits. Move is DCable before the 6th hit. This now has significant recovery time if blocked. 11. DYNAMITE SWING: Launches very quickly. The D version goes higher and further. The grab may miss even if the initial knee strike connects if opponent was too high or too far away. 12. M. TYPHOON: Is her 2k3 DM turned into an LDM; Mary dashes forward with an unblockable grab. This cannot hit an opponent in mid-air. ------------------------------------------------------------------------------ RAMON [Agents Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Arm Whip [U],NR COMMAND ATTACKS f+A Headbutt [O],NR,# > d,d+P (standalone hit only) Hikiokoshi [#],OTG,SC df+B Stealth Drop Kick [L],# SPECIAL MOVES hcf+P (near) Tiger Neck Chancery [U],T,NR hcf+E (near) Rope Fury [U],T,KD,# hcf+K Somersault [U],T,NR,# > E Cancel [-] qcb+P (can hold) Feint Step [M],CW,# dp+K Rolling Sobat [O],NR,SC,# > dp+K Flying Body Attack [#],OTG > d,d+P Hikiokoshi [#],OTG,SC qcb+K Tiger Lord [-],# a> qcf+P at wall Force of Will [U],T,NR,# b> qcf+K at wall Cross Chop [O],KD,# c> qcb+P at wall Bird of Paradise [O],KD,# d> qcb,hcf+E at wall Savage Fire Cat [DM] [U],NR,# d> E during dash Feint Dash [-],# [DM] qcb,hcf+K El Diablo Amarillo Ramon [M],NR,DC,# hcb,hcb+P (near) Tiger Spin [U],T,NR [LDM] hcb,hcb+E (near) Tiger Combination [U],T,NR,# > qcb + E Flying Mayor [#],T,OTG > qcf + E Arm Whip [#],T,OTG > hcb + E Tiger Spin [#],T,OTG Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/- Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/s Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Ramon can triangle jump. #. Ramon has a new far C animation. #. Ramon is immune to low attacks during part of his standing E. 1. HEADBUTT: New command attack, Ramon does an overhead headbutt. Becomes cancelable when canceled into. When used standalone, the move is a no recovery knockdown, and allows you to follow with the Hikiokoshi. 2. STEALTH DROP KICK: Low hitting kick, no longer SCable when used on its own. Becomes cancelable when canceled into. 3. ROPE FURY: New command throw, Ramon grabs his opponent and pushes them to the wall where they rebound off and are open to further attacks. This has the same grab animation as the Tiger Neck Chancery, but is slower. 4. SOMERSAULT: Ranged throw. Cannot hit a jumping opponent, and can no longer be chained into. You can press E during the dash to cancel it. 5. FEINT STEP: Ramon dashes back and forth, and will continue to do so while the button is held. He stops dashing during the C version when the button is released. For the A version, he performs a drop kick that knocks down. The drop kick is faster and now a no-recovery knockdown or Counter Wire. 6. ROLLING SOBAT: Ramon performs a no-recovery overhead kick, during which he is immune to low attacks. The followups can only be performed if the move hits. The Hikiokoshi has a new animation and is SCable. 7. TIGER LORD: Ramon dashes to the wall behind him, jumps to it and rebounds off. If no followup was motioned, Ramon can perform an aerial normal as he's rebounding (he no longer stumbles and falls). You can press E during the dash to cancel the move (only possible before Ramon reaches the wall. Opponent can disrupt this move in the open by dashing towards Ramon to cause him to be unable to reach the wall. 8. FORCE OF WILL: Ramon leaps off the wall with an unblockable but reversible grab that can hit mid-air opponents. This has a new hit animation. This will not go full-screen distance, unlike the Cross Chop. 9. CROSS CHOP: Ramon leaps off the wall with an overhead cross body attack. I'm not sure what's the advantage of using this, since the Force of Will does about the same thing and is unblockable. 10. BIRD OF PARADISE: Ramon flips off the wall. This is an overhead attack. I'm not sure if this can still OTG opponent. 11. SAVAGE FIRE CAT: Ramon leaps off the wall with an unblockable Cross Chop, and if it hits, he performs an autocombo on them. Since this is now a followup for the Tiger Lord, this can only be motioned during the wall rebound. On the other hand, it also means Ramon will no longer lose a stock bar if the Tiger Lord dash was interrupted. 12. EL DIABLO AMARILLO RAMON: Ramon is invincible for a very brief moment during the startup flash. Move DCable. 13. TIGER COMBINATION: New LDM move. Has a series of followups that is only usable if this hits. ------------------------------------------------------------------------------ MALIN [Anti-Kyokugenryu Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Malin Rocket [U] COMMAND ATTACKS f+B Beni Sasori [O],# SPECIAL MOVES qcf+P Suzume Bachi (Taikuu) * [M],SC,# dp+P Suzume Bachi (Chijou) [M],J,# direction+AC in air Suzume Bachi (Kuuchuu) * [M],SC,# direction+AC during * moves Houkou Tenkan [M],# qcb+P Onigumo [M],P,# qcf+K Doku Sasori [M],KD,SC,# [DM] qcf,qcf+P in air Jo'ou Bachi [M],# qcf,qcf+K Kagerou [M],DC,# [LDM] qcf,qcf+E Mizuchi * [O],OTG,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/- Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/s [O]/- #. Malin can no longer triangle jump. #. Malin's jumping D and crouching C are slower now. Her crouching D has been slowed down slightly as well. 1. BENI SASORI: Malin hops forward and stabs downward with her tazers. This is an overhead, and can avoid low attacks. Becomes cancelable when canceled into. 2. SUZUME BACHI (TAIKUU): Malin glides forward with a stab. Move is SCable. You can use the Houkou Tenkan twice to follow this move, unlike her other Suzume Bachi moves. 3. SUZUME BACHI (CHIJOU) Malin jumps up with a stab. A goes straight up while C goes diagonally forward. You can no longer follow this up with the Houkou Tenkan. 4. SUZUME BACHI (KUUCHUU): Move is now SCable into the Jo'ou Bachi. 5. HOUKOU TENKAN: Can now only be done once after the Suzume Bachi Kuuchuu or Mizuchi. Launches significantly slower than in 2k3, as she must now spin first before performing the stab. 6. ONIGUMO: Malin throws out a yo-yo that stays on a fixed location. C is fixed further away. Malin can move shortly after launching the yo-yo, and hitting her will not cause it to disappear. She can only have one yo-yo on-screen at a time now, and it doesn't last as long as in 2k3. 7. DOKU SASORI: Malin steps forward and stabs with her tazers. This knocks down. Comes out much faster now, and will combo from a canceled Beni Sasori. Move is SCable into the Kagerou. This has virtually no recovery time if blocked. 8. JO'OU BACHI: Launches noticably slower now, but Malin is invincible during the startup flash and if it hits, she remains invincible throughout the hit animation. 9. KAGEROU: The kick will juggle opponent if Malin traded hits with opponent. She will not perform the remaining animation if the move misses or is blocked. This is DCable during the initial kick. 10. MIZUCHI: Malin smashes down with a huge mallet. This is an overhead and launches VERY quickly. Move can hit a floored opponent if they didn't recovery roll. The move does massive damage on a Counter Hit, but suffers from heavy damage scaling when used in combos. If Malin traded hits with with this, opponent will be juggled. ------------------------------------------------------------------------------ KASUMI TODOH [Anti-Kyokugenryu Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Maki Age [U] COMMAND ATTACKS f+A Hiji Ate [O],# SPECIAL MOVES qcf+P (air) Kasane Ate [M],P,KD,# qcb+P (perform 4x) Senkou Nagashi [M],KD,# > qcb K after 3rd input Ougi Mizo Takayori Mukuru [-],# hcb,f+P (near) Tatsumaki Souda [U],T,J,SC,# hcf+B Messhin Mutou [-],RV,KD,# hcf+D Sasshou Inshuu [-],RV,KD,# hcf+E Hanshin: Morote Gaeshi [-],RV,KD,# hcb+K Tenchi Shuuten [#],T,# [DM] qcf,qcf+P Chou Kasane Ate [M],P,# hcb,hcb+P (near) Shiranui [U],T,NR,DC,# [LDM] qcf,hcb+E Shingan Kazura Otoshi [-],RV,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/s Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Kasumi's crouching D is slightly slower now. 1. HIJI ATE: Overhead elbow strike, unless canceled into, which makes it cancelable on either hit. 2. KASANE ATE: Short ranged projectile that knocks down. Can be done in mid air. The move does NOT negate normal projectiles, but can hit even if Kasumi was struck. 3. SENKOU NAGASHI: Is now split into 4 inputs instead of 3. The last input knocks down. The Takayori Mukuru can only be done after the 3rd input and is a dodge/frontstep move (useful as a setup for the Shiranui). It has no invincibility however. 4. TATSUMAKI SOUDA: Command throw that juggles opponent. Now has a miss animation, and opponent can no longer escape by rolling during the startup when used standalone. This is SCable. 5. MESSHIN MUTOU: Reversal, counters jumping, high and overhead normal and command attacks. Also reverses high/mid-level physical specials/(L)LDMs. 6. SASSHOU INSHUU: Reverses mid-level normal/command attacks only. 7. MOROTE GAESHI: Reverses low-level normal/command attacks only. 8. TENCHI SHUUTEN: New anti-air throw move, Kasumi grabs an aerial opponent and tosses them to the other side. This combos from her sweep or Kasane Ate up close. The range is fairly short however. 9. CHOU KASANE ATE: Once launched, the waves cannot be negated even if Kasumi was hit. The move will do less hits the further away opponent is from Kasumi. Neither version goes full-screen now (A version has shorter range) , and the C version has a short pause before the waves launch. 10. SHIRANUI: Unblockable command throw. You can DC this before Kasumi pushes opponent away. 11. SHINGAN KAZURA OTOSHI: Reversal move, counters physical attacks at all levels, including specials and (L)DMs. When DCed into, Kasumi performs the trigger animation automatically. ------------------------------------------------------------------------------ EIJI KISARAGI [Anti-Kyokugenryu Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Kuuchuu Ippan Seoi [U] SPECIAL MOVES qcf+P Kikou Hau [M],P,CW,# qcb+P Kasumi Kiri [M],P,SC,# dp+P Ryuu Kagejin [M],P,KD,SC,# qcf+K Kage Utsushi [-],# hcb+K Kotsu Hazaki Kiri [M],NR,P,# rdp+K Tenba Kyaku [M],KD/J,# [DM] qcf,hcb+P Kiritetsu Nami [M],P,# hcf,df,d+K or qcf,hcb+K Kiritetsu Kamakiriken [M],DC,# [LDM] hcb,hcb+E (near) Yami Kari [U],T,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/s [M]/-/s [M]/s [M]/s [M]/s Standing far [M]/r/s [M]/-/- [M]/s [M]/- Crouching [M]/r/s [L]/r/s [M]/s [L]/s Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Since Eiji has no command attacks, only the 's' notation will be used for his cancelable moves. #. Opponent can only attempt to escape from Eiji's throw the instant he grabs them, and lose the opportunity to do so once he is off the ground, making it far more difficult to escape from than the other characters' throws. #. The Kikou Hau, Kasumi Kiri, Ryuu Kagejin, Kotsu Hazaki Kiri and Kiritetsu Nami all have projectile properties and cannot be reversed, even though the Kotsu Hazaki Kiri doesn't clash with or negate projectiles. 1. KIKOU HAU: Eiji does a palm attack with a burst of energy on it. This is a no-recovery attack that sends opponent flying back upon hitting. This is also a Counter Wire. I've never tried, but it seems you can combo the Kiritetsu Nami from this even without a Counter Hit when near the corner. 2. KASUMI KIRI: Eiji does a quick energy slash downwards. This doesn't knock down, but combos from light attacks, is SCable and can negate normal projectiles. 3. RYUU KAGEJIN: Eiji creates a crescent-shape projectile in front of him that reflects projectiles, including some DMs. This can combo from light attacks and has virtually no recovery time if blocked. Move is SCable. 4. KAGE UTSUSHI: Eiji does a quick dash forward (doesn't have invincibility). D goes further. 5. KOTSU HAZAKI KIRI: Eiji dashes forward with a no-recovery slash. This combos from light attacks and launches and recovers very quickly. 6. TENBA KYAKU: Eiji hops forward with a multi-hit kick. D goes higher and further, and can juggle a hit opponent, but will miss most opponents on the ground unless they were far away or cornered. Move avoids low attacks. 7. KIRITETSU NAMI: Eiji throws a DM projectile, with the C version travelling faster. The move launches VERY quickly. 8. KIRITETSU KAMAKIRIKEN: Autocombo DM. Launches very quickly and combos from light attacks. Move is DCable, and Eiji is immune to low attacks during the dash. 9. YAMI KARI: Eiji performs Zantetsu's (from Last Blade) SDM; he grabs opponent, lifts them up and performs 3 double slashes before finishing with a downward slash. This is an unblockable throw. Eiji is wielding a pair of knives during this move (presumably Zantetsu's). ------------------------------------------------------------------------------ K' [K' Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Spike Ride [U],NR COMMAND ATTACKS f+A An Inch [M],SC,CW,# f+B Sniper Side [M],S,# df+D Knee Assault [O],S,KD,# SPECIAL MOVES qcf+P Iron Trigger [M],P,KD(A),# a> f+B Second Shoot [M],P,# b> f+D Second Shell [M],P,J,# c> b+K Blackout [-],# d> qcb+K Narrow Spike [L],J,# dp+P Crow Bites [M],KD,SC,# > f+K during (C) version Crow Bites Plus [M],NR > qcb+K Minutes Spike (aerial) [#] qcf+K Blackout [-],# qcf+K in air Air Trigger [M],P,NR(B),# qcb+K in air Minutes Spike (aerial) [M],KD,# qcb+K Minutes Spike [M],KD,# a> qcb+K Narrow Spike [L],J,# b> qcf+K Air Trigger [M],P,NR,# [DM] qcf,qcf+P (can hold) Heat Drive [M],# qcf,qcf+K Heaven's Drive [M],DC,NR,# [LDM] qcf,hcb+E Chain Drive [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/c [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/s [O]/s [M]/- Diagonal jump [O]/- [O]/- [O]/s [O]/s #. K' has a new far D, standing E and basic throw animation. 1. AN INCH: No longer an overhead, but still SCable. Becomes cancelable when canceled into. This is also a Counter Wire or a no-recovery knockdown. 2. SNIPER SIDE: New command attack, K' steps forward with a high kick that is cancelable. This combos only from hard attacks, but stuns opponent long enough that just about any ground special move will combo. Do note that this move will miss against most crouching opponents, even in a combo. 3. KNEE ASSAULT: Overhead kick, cancelable into the aerial Minutes Spike or Air Trigger. This combos from light attacks, always knocks down and is cancelable even when used standalone. When used standalone, this move is canceled AFTER it hits (when K' begins falling), like in 2k3. 4. IRON TRIGGER: A version is faster and will combo from light attacks again. A version knocks down, while C pushes back. You can now follow this with the Narrow Spike (the B version has shorter range but launches faster). 5, SECOND SHOOT: Now has longer recovery time. 6. SECOND SHELL: Move cannot be reversed, negates normal projectiles and juggles upon hitting. The recovery time is longer now, and you regain control of K' when opponent is slightly above his head level. 7. CROW BITES: C version is back to the pre-2k3 version, meaning K' no longer stops in mid-air after the 3rd hit. Like in KOF'01, you can perform an aerial Minutes Spike after the Crow Bites Plus hits (only the B version can hit though). K' is immune to mid-level attacks during the start of the (C) version. Both versions are SCable. 8. BLACKOUT: Teleport move, D version goes further than B. The move has a very short period of invincibility about halfway through the slide, but K' is vulnerable during the startup and when he reappears. 9. AIR TRIGGER: K' no longer floats in mid-air during this move (he continues falling instead), and the B version is now a no-recovery attack. You can combo into this from his hard jumping normals against opponent on the ground. 10. MINUTES SPIKE: Forward jumping kick, can avoid low attacks. D version goes further than B. Can be used in mid-air, or during a backstep. The aerial version can juggle with itself in the corner (repeatedly), like in KOF'01. 11. NARROW SPIKE: Low hitting kick that juggles opponent. This is back to the pre-2k3 version, meaning you can launch this directly by motioning qcb+K twice to forgo the Minutes Spike animation. In the open, the A Crow Bites or Heat Drive combos from this, while all his (L)DMs combo in the corner. 12. HEAT DRIVE: K' now teleports (like the KOF'99 SDM version) instead of sliding forward, making this move MUCH faster than before. Either version is chainable, but delaying the move no longer makes it unblockable. If blocked, K' passes through his opponent again. This does LDM-level damage on a Counter Hit and will now combo from light attacks. Also, the hit area now covers K's entire body and not just his hands, so it can hit opponent rolling or jumping behind him. 13. HEAVEN'S DRIVE: This move combos from light attacks. This only does 9 hits now as opposed to 11 previously, but will no longer lose hits when chained into. The double Crow Bites will stick on opponent, making this pretty effective as an anti-air, though the last kick may miss. Move is DCable before the 6th hit, but the Chain Drive may miss against a mid-air opponent. 14. CHAIN DRIVE: Launches much faster than before (will combo from the 2nd hit of his close C again), and the sunglasses are now treated as a DM projectile (meaning they negate normal projectiles). If the glasses hit, there is a short pause before K' begins the autocombo after teleporting forward, so it's possible for the autocombo to miss high jumping or juggled opponents. This combos from K's sweep. You can followup after it hits with the aerial Minutes Spike, or even with another Chain Drive. ------------------------------------------------------------------------------ KULA DIAMOND [K' Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Ice Coffin [U],T COMMAND ATTACKS f+A An Inch [M],SC,CW,# df+B Slider Shoot [L],KD df+C Critical Ice [M],NR,# SPECIAL MOVES qcf+P Diamond Breath [M],P,KD(A),# qcb+P Counter Shell [M],CW,# dp+P Crow Bites [M],KD/NR,SC,# qcb+K Ray Spin [M],# a> f+B Stand [M],P,J,# b> f+D Sit [L],J,# qcf+K in air Diamond Shoot [M],P,KD,# [DM] qcf,qcf+P Diamond Edge [M],DC,P,# qcf,qcf+E MAX Diamond Edge (2 stocks) [M],DC,P,# [LDM] hcb,hcb+E Freeze Execution [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/c [M]/c [M]/- Crouching [M]/-/c [L]/r/c [M]/- [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/s Diagonal jump [O]/- [O]/- [O]/- [O]/- #. You can no longer increase the Ice Coffin's damage by mashing the buttons. 1. AN INCH: SCable no-recovery punch. Becomes cancelable when canceled into. 2. SLIDER SHOOT: Low-hitting slide kick that combos from light attacks. 3. CRITICAL ICE: Long-ranged no-recovery ice spike attack. This is not a projectile despite its looks, and can be reversed. 4. DIAMOND BREATH: A launches quickly and knocks down (can juggle in the corner). C version has a slight startup pause (as well as different startup sound), but goes further and stuns opponent instead. Move negates normal projectiles. 5. COUNTER SHELL: Is a no-recovery knockdown attack or a Counter Wire. Move can also reflect projectiles (including some DMs); Kula will counter with a very fast projectile of her own that negates normal projectiles and knocks down. 6. CROW BITES: C version now does 3 hits and is a no-recovery attack. C version is SCable on the 1st hit, and has massively improved priority. 7. RAY SPIN: Move can avoid low attacks. The D version knocks down and goes higher/further. 8. STAND: Kula kicks out a slow projectile that knocks down. This juggles in the corner, but doesn't combo from the Ray Spin unless used after the (A) Diamond Breath. 9. SIT: Low hitting kick that juggles opponent. 10. DIAMOND SHOOT: New air projectile move; Kula kicks out a large snowflake that knocks down. B travels diagonally downwards, while D goes forward. 11. DIAMOND EDGE: Negates projectiles, and cannot be negated once launched. Does significantly more damage on a Counter Hit and is DCable. Note that the move will not hit an opponent who is directly above the ice spike or Kula. 12. MAX DIAMOND EDGE: This is her SDM version and costs 2 stock bars to use. Kula launches 3 ice spikes. Move is DCable, though you can connect the Freeze Execution after the 3rd ice spike without using a Dream Cancel. 13. FREEZE EXECUTION: Kula will no longer perform the full-screen attack if Diana's charge is blocked or misses. Diana's charge cannot be negated, even against non-negateable projectiles. Kula is fully invincible during the 'freeze' animation. This is an anywhere juggle. ------------------------------------------------------------------------------ MAXIMA [K' Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Dynamite Drop [U] COMMAND ATTACKS f+A Mongolian [O],SC,# df+C M9 Maxima Missile (Prototype) [M],S,# db/d/df+A in air Flying Shoulder [M],NR,# SPECIAL MOVES qcb+P (hold to feint) M4 Vapor Cannon [M],CW,P,# qcf+P SYSTEM 1-2: Maxima Scramble [M],# > qcf+P Double Bomber [M],SC(2nd) > qcf+P Bulldog Press [M],NR dp+K M19 Blitz Cannon [#],T,NR hcf+K (near) M11 Dangerous Arch [U],T,NR hcb+K SYSTEM 3: Maxima Lift [U],T,NR,# > b/f+K Centaur Press [M],# [DM] hcb,hcb+P (near) Maxima Revenger [U],T,NR,DC qcf,qcf+K Bunker Buster [M,O],NR,A,DC,# [LDM] hcb,f+E MX-IIb Final Cannon [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/# [M]/- [M]/- Crouching [M]/r/c [L]/-/c [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Maxima's far B is cancelable into the Final Cannon only. #. Maxima's crouching B is cancelable like in KOF'99, while his crouching A is repeatable again. #. Maxima's standing C (near/far), crouching C and standing E all have autoguard just before he punches. The autoguard only covers his arm, so Maxima can still be hit by attacks above or below his arm level. #. Maxima has a new jumping E animation. 1. MONGOLIAN: Overhead chop, SCable. Becomes cancelable when canceled into. 2. MAXIMA MISSILE: Diagonally upward punch that is cancelable. Juggles a mid-air opponent in the corner. This no longer combos from light attacks. 3. FLYING SHOULDER: Maxima's old jumping CD shoulder tackle. This is now a no-recovery knockdown. 4. VAPOR CANNON: The 'vapour' negates normal projectiles. The move is a no-recovery knockdown attack or Counter Wire. You can now hold down the button used to feint this move. Note that you must motion qcb+P and not hcb+P for the move to launch. 5. MAXIMA SCRAMBLE: (A) version has slightly less range, and may not hit if used from several repeated crouching A. The C version is slower, but goes slightly further. The Double Bomber is SCable on the 2nd hit. 6. BLITZ CANNON: Anti-air throw, cannot hit opponent on the ground. D goes higher and further. This launches faster now. 7. MAXIMA LIFT: Like in 2k3, will no longer miss when canceled into. Maxima is immune to some low attacks during the dash. 8. CENTAUR PRESS: Is done BEFORE opponent lands from the Maxima Lift to catch opponent as they are falling. This is now a mid-level attack, and can be done even if the Maxima Lift misses. Note that neither the Maxima Lift nor this will hit (and do damage) if you cancel into this before Maxima can slam opponent after connecting the Maxima Lift. 8. BUNKER BUSTER: Maxima has autoguard before he rises, and while recovering, but is vulnerable while rising and descending. The descending attack is an overhead. B version now lands at the initial launch spot, while D lands Maxima about 2/3 screen distance forward. The D version will hit far more accurately now if the move catches a jumping or juggled opponent. Since (B) version lands at the same spot, it will not get full hits against a mid-air opponent in the open. Move is DCable during the landing recovery. 9. FINAL CANNON: Maxima now fires a beam of energy instead of a projectile (meaning this can't be rolled past), and the move does far more damage than in 2k3. Only the beam can hit however, so this move will miss if opponent was standing right in front of Maxima. This can hit Magaki while his Phantom Sphere is out, but will not negate them. ------------------------------------------------------------------------------ KYO KUSANAGI [Kyo and Iori Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Issetsu Seoi Nage [U],NR COMMAND ATTACKS d+C in mid-air Geshiki: Naraku Otoshi [O],# f+B Geshiki: Goufu You [O],# df+D 88 Shiki [L],S(1st),# SPECIAL MOVES qcb+P 108 Shiki: Yami Barai [M],P,# dp+P 100 Shiki: Oniyaki [M],A,SC(C),# qcf+K,K 75 Shiki Kai [M],NR/J,# rdp+K R.E.D. Kick [M],NR qcf+A 114 Shiki: Aragami [M],A,SC(C),# 1> hcb+K 412 Shiki: Hikigane [M],J,# 2> qcf+P 128 Shiki: Konokizu [M],KD 2a> P 127 Shiki: Yanosabi [O],NR,# 2b> K 125 Shiki: Nanase [M],KD 2c> hcb+K 412 Shiki: Hikigane [M],J,# 3> hcb+P 127 Shiki: Yanosabi [O],NR,# 3a> P Geshiki: Migiri Ugachi [L],NR,OTG 3b> B Geshiki: Goufu You [O] 3c> D 88 Shiki [L] qcf+C 115 Shiki: Dokugami [M],# > hcb+C 401 Shiki: Tsumi Yomi [M] > f+C 402 Shiki: Batsu Yomi [M],KD > dp+C 100 Shiki: Oniyaki [M],KD [DM] qcb,hcf+P (can hold) Ura 108 Shiki: Orochi Nagi [M],# qcf,qcf+P (can hold) 182 Shiki [M,U],DC,# [LDM] hcb,hcb+E (near) 524 Shiki: Kami Gomi [U],T,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Kyo can link his crouching B into his close standing C. #. Kyo's far standing D takes him off the ground, and if hit during that time , he will be knocked down. It can avoid low attacks for a very brief moment, but is unable to dodge floor-level projectiles. #. Kyo's Hikigane is now a followup and can no longer be used on its own. The version launched is now determined by which move you followed this from, and there is no difference between button versions. 1. NARAKU OTOSHI: Knocks down an airborne opponent. Is usable during a backstep. 2. GOUFU YOU: Is an overhead when used on its own. Becomes cancelable when canceled into. No longer pushes opponent as far back as in 2k3, so you can now combo the 182 Shiki from this. 3. 88 SHIKI: Both hits are low attacks. The 1st hit is now cancelable. The 2nd kick has a tendency to miss when chained into, even at the corner. 4. YAMI BARAI: Kyo's floor-hugging projectile from KOF'95 returns. This is a little slower than Kusanagi's version from 2k3. 5. ONIYAKI: C version hits twice, and is SCable on the 1st hit. The C version knocks down on the 2nd hit, which may miss in combos. The A version hits twice on a Counter Hit (does far more damage now) and always knocks down. 6. 75 SHIKI KAI: 2nd hit of D version juggles opponent but may miss if done too far from opponent. B version does not juggle, but chains from light attacks and cannot be recovered from. 7. ARAGAMI: The followups can be performed regardless of whether this hits or not. The move can negate normal projectiles. Kyo has autoguard again as he steps forward, before he strikes. This has a significantly larger hit area than it looks and can hit an opponent above Kyo's fist. 8. HIKIGANE: Now done standing still. When used after the Aragami, Kyo does the D version from previous games. When used after the Konokizu, he does the B version (which is slower). Either way, the move juggles upon hitting and is no longer SCable. Kyo is immune to high attacks when done from the Aragami and low attacks when done from the Konokizu. 9. YANOSABI: Is a no-recovery knockdown punch. Can be used as a finisher for the Konokizu, or as a followup for the Aragami (won't combo however) with its own set of followups. The Nanase is no longer a finisher for this. Kyo now has the Goufu You and 88 Shiki as finishers, but they are not cancelable. 10. DOKUGAMI: Kyo's punch can negate normal projectiles. The followups can be done regardless whether this hits or not. 11. OROCHI NAGI: A version is immune to most low attacks, C version is immune to mid/high attacks. The immunity begins when Kyo is holding up a flaming hand, and lasts while the move is being delayed. Kyo is vulnerable as he slides forward to attack. The flame wave can destroy normal/DM projectiles and is not negateable. Delaying the move until the startup flash vanishes will make Kyo slide faster when the button is released. 12. 182 SHIKI: Does more damage and becomes unblockable when fully charged. Kyo is no longer invincible during this move. This is Dream Canceled the moment it connects, before opponent is sent flying away. The A version launches slightly faster and combos from a SCed (C) Oniyaki. 13. KAMI GOMI: Unblockable throw LDM. Kyo grabs opponent, ignites his hands, then performs an autocombo ending with a 75 Shiki: Kai followed with the Orochi Nagi. This combos from light attacks. ------------------------------------------------------------------------------ IORI YAGAMI [Kyo and Iori Team] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+C/D Sakahagi [U] COMMAND ATTACKS f+A,A Geshiki: Yumebiki [M],SC-1st,S-2nd,# f+B Geshiki: Goufu In "Shinigame" [O],# b+B in air Geshiki: Yuri Ori [M],# SPECIAL MOVES qcf+P 108 Shiki: Yami Barai [M],P qcb+P (perform 3x) 147 Shiki: Aoi Hana [M,M,O],NR,# hcb+K 212 Shiki: Kototsuki In [M],NR,# dp+P 100 Shiki: Oniyaki [M],SC(C),KD,# hcb,f+P (near) Kuzukaze [U],# [DM] qcf,hcb+P Kin 1211 Shiki: Ya Otome [M],DC,# qcf,qcf+P Ura 316 Shiki: Hana [M],P,# [LDM] qcf,hcb+E Sanshin Waza Korefutatsu [O],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/# [M]/s Standing far [M]/r/- [M]/-/- [M]/s [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Iori's crouching A has slightly longer range and it can hit twice after his crouching B up close. #. Iori's close D isn't cancelable, but a crouching light attack will combo off it. 1. YUMEBIKI: The 1st hit is SCable, while 2nd is cancelable. Move chains from light attacks. The 1st hit is back to its pre-2k3 speed, and is SCed upon hitting again instead of being SCed as Iori is retracting his arm. The 2nd hit will now combo from Iori's close C, but its reach has been shortened, so it will miss even when chained into from light attacks in the open unless used very close to opponent (inside Iori's throw distance). 2. SHINIGAME: Overhead kick. You can now combo into this from hard attacks, but this is no longer cancelable when canceled into. This is now always an overhead, even when canceled into. 3. YURI ORI: Cross-up attack, cannot hit unless used while jumping over opponent. This is NOT an overhead. Iori can use this during a backstep. The move lasts far shorter than before, so you have to launch it very late in order to combo after it hits. 4. AOI HANA: A version is faster and chains from light attacks, while C goes further. The 2nd hit knocks down, while the 3rd hit is an overhead and cannot be recovered from. The first two inputs have significant recovery time if they miss and the entire sequence wasn't performed. 5. KOTOTSUKI IN: Iori dashes far slower now, but this does significantly more damage than before. Move is not SCable, unlike in NGBC. 6. ONIYAKI: A version does one hit, while C does 3 hits and will only knock down on the 3rd hit. C version is SCable on the 1st and 2nd hits. The (C) version has improved hit properties, and can get all 3 hits even against a jumping opponent. 7. KUZUKAZE: Short ranged unblockable throw. Does no damage, but switches sides and leaves opponent vulnerable momentarily. Opponent recovers from this much faster now: in the open, you can only combo this with a far or crouching C. 8. YA OTOME: Iori can go under mid-level projectiles during this move. He no longer has the Saika followup. Move is DCable before the 8th hit. 9. HANA: Iori throws a purple flame column in front of him (essentially the last hit of his Saika). The move has a larger hit area than it looks, and can hit an opponent directly above Iori's head, even when the column didn't connect. If you comboed into this and opponent uses a Saving Shift before the DM launches, the incoming character will get hit by this. 10. SANSHIN WAZA KOREFUTATSU: This move is an overhead and cannot be reversed. Launches far slower than in 2k3 and will no longer combo from normal attacks or a Super Cancel. The move also has shorter reach than before, but Iori is now fully invincible as he claws forward, when the LDM flash appears. ------------------------------------------------------------------------------ SHINGO YABUKI [Kyo and Iori Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Hatsugane [U] COMMAND ATTACKS f+B Geshiki: Goufu "Kakkodake" [M],SC,# SPECIAL MOVES qcf+A 114 Shiki: Aragami Mikansei [M],SC,# qcf+C 115 Shiki: Dokugami Mikansei [M],KD,# dp+P 100 Shiki: Oniyaki Mikansei [M],KD dp+K (near) Shingo Kinsei Oreshiki: Nie Togi [U],J,SC,# hcf+K (air) Shingo Kick [M],KD,# hcb+K 212 Shiki: Kototsuki Mikansei [O],,NR,# qcb+P Idou Yoke [-],# [DM] qcf,qcf+P Kake Hourin [M],J,DC,# qcb,hcf+P Burning Shingo [M],A,DC,# [LDM] qcf,qcf+E Shingo Kinsei Oreshiki: Rouka Guruma [M,O],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/r/- [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Shingo's crouching B is a little slower now, but you can combo it into his close standing C. #. With the exception of the Nie Togi, all of Shingo's special moves and the Kake Hourin do far more damage on a Counter Hit. The sparking Dokugami Mikansei does LDM damage on a Counter Hit if both hits connect. 1. GOUFU "KAKKODAKE": No longer cancelable when used standalone, but is SCable. This no longer pushes back as far, so Shingo's special moves will no longer miss when this is canceled from a hard attack, though the Dokugami Mikansei will only do one hit if you get the sparking version. This no longer combo from light attacks. 2. ARAGAMI MIKANSEI: Combos from light attacks and is SCable. May miss if done from a hard attack canceled into the Goufu Kakkodake. 3. DOKUGAMI MIKANSEI: Move is SCable, but none of his (L)DMs will connect except on a Counter Hit. Has a random chance of doing 2 hits, which does far more damage and cannot be recovery rolled from. The 2-hit version also has upper body autoguard as Shingo is stepping forward, but is not SCable. 4. NIE TOGI: Move is SCable before the 3rd hit, and juggles opponent. Unlike other throw moves, the 1st hit can do Counter damage, but only the 1st hit is unblockable, and opponent can still roll away from it at the start when used standalone. In the open, this combos from light attacks only. 5. SHINGO KICK: All versions knock down, but (D) goes further. This can be done in mid-air, but has shorter range. 6. KOTOTSUKI MIKANSEI: Move is no longer SCable. This combos from light attacks, and the 2nd hit is a no-recovery overhead. 7. IDOU YOKE: Shingo peforms a forward roll. This is essentially the same as the standard AB Emergency Evade, except it can be canceled into. 8. KAKE HOURIN: Both versions juggle opponent. Move is DCable, but it's pointless since his LDM will combo from the juggle anyway. It seems you can no longer press P during the dash to have Shingo attack earlier. The startup is noticably slower than in 2k3, and you can no longer combo this from a canceled Goufu "Kakkodake", though it still chains when canceled directly from a hard attack. 9. BURNING SHINGO: The initial Aragami has upper body autoguard. Move is DCable and combos from light attacks. Shingo will perform the entire autocmbo regardless of whether it hits or not. 10. ROUKA GURUMA: Shingo does a very fast 5-hit Oboroguruma. If the move misses or is blocked, Shingo's fall can hit, and is an overhead that cannot be reocvered from. There is also a chance that the fall can hit if the kicks connect in the corner, causing the move to do noticably more damage. ------------------------------------------------------------------------------ GAI TENDOU [Edit Character] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Oosotogari [U] COMMAND ATTACKS f+C Tenohira Soku Hook [O],# f+D Middle Kick [M],# SPECIAL MOVES MIDDLE KICK EXCLUSIVE COMBINATIONS (started from Middle Kick) b+D Back Tornado [M],NR,# u Gai Wheel [O],NR,# uf Gai Driller [M],KD,# d Slider [L],KD,# df Front Step [-],# a> u Gai Driller [M],KD,# b> uf Knee Upper [M],# COMBINATIONS (started from Tenohira Soku Hook or Middle Kick) f Migi Hook [M],# A> f Tenohira Soku Hook [O],# B> u Gai Wheel [O],NR,# C> uf Gai Driller [M],KD,# D> d Slider [L],KD,# E> b Back Knuckle [M],SC,# E1> f Tenohira Soku Hook [O],# E2> u Gai Wheel [O],# E2> uf Gai Driller [M],KD,# E3> d Slider [L],KD,# E4> df Front Step [-],# E4a> u Gai Driller [M],KD,SC,# E4b> uf Knee Upper [M],# BRIDGE SWAY COMBINATIONS (started from Bridge Sway) qcb+E Bridge Sway [-],# a> u+P Bridge Sway Upper [M],KD,# b> u+K Gai Wheel [O],NR,# c> b+P Back Knuckle [M],SC,# d> b+K Back Tornado [M],NR,# e> d+K Slider [L],KD,# f> f+any Front Step [-],# f1> hcf+E (near) Gai Spider [U],T,NR,# g> hcf+E (near) Gai Spider [U],T,NR,# h> d+P Frog Down [-],# h1> u Gai Driller [M],KD,# FROG DOWN COMBINATION d,d+P Frog Down [-],# > u Gai Driller [M],KD,# [DM] qcf,qcf+P Kodoku no Ring [-],# qcf,qcf+K Rush [M],# > f,f,b,df,u,f,d,f Additional Attack [M,L],DC,# > u/b/d Rush Finish [M/O/L],DC,# [LDM] qcf,qcf+E Timing Shoubu [M],NR,# TIMING SHOUBU MOVES df+B Slider [L],KD,# df+D Knee Upper [M],# dp+P Gai Driller [M],KD,# qcb+K Gai Wheel [O],NR,# hcf+E (near) Gai Spider [U],T,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/s Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Gai has no far standing A/B animations, but his far B is not cancelable. #. Gai can dodge low attacks during his standing E. #. None of Gai's moves do chipping damage. #. All of Gai's non-starter chain moves are indicated with an afterimage trailing behind him. His chains can be done regardless of whether they hit or miss. #. Gai's chain moves and Rush DM require you to push the joystick in the appropriate direction for every hit. Rotating the joystick from one point to another will not work. #. Note that Gai's chain moves have a different command when used from the Bridge Sway. 1. TENOHIRA SOKU HOOK: An overhead punch, unless canceled into. Used to start his chains. Refer to his movelist above for the possible combinations. Note that you can combo into this from normals but not from his chain moves (but it retains its overhead property instead). This combos from light attacks. 2. MIDDLE KICK: Gai does a forward kick. Used to start his combinations. 3. BACK TORNADO: Gai turns and does a no-recovery knockdown high kick. 4. GAI WHEEL: Gai flips forward, then crashes down with an overhead kick. This can dodge low attacks and cannot be recovered from. 5. GAI DRILLER: Gai hops forward with a punch. Essentially his anti-air. 6. SLIDER: Gai slides forward with a low kick that knocks down. Gai has a low profile during this move and can dodge high level attacks. 7. FRONT STEP: Gai hunches and steps forward. He can go under high and mid level attacks during this move. When used from the Bridge Sway, Gai may perform this as many times as needed, which can be canceled into the Gai Spider, Gai Driller or Knee Upper. 8. KNEE UPPER: Gai crouches, then steps forward with a knee strike. He can dodge high and some mid level attacks during the crouch. Has pretty poor recovery time however. 9. HIGI HOOK: Gai does a short punch. This is used to continue his chains. 10. BACK KNUCKLE: Gai turns, then does a backfist. Gai is immune to high and mid-level attacks while turning. 11. FROG DOWN: Gai goes prone to the ground. He has a very low profile and can dodge high/mid level attacks, though you can't move Gai around. 12. BRIDGE SWAY: Gai dodges into the background. He is immune to high and mid level attacks during this move. 13. BRIDGE SWAY UPPER: Gai does a standing 2-hit version of Gai Driller. 14. GAI SPIDER: Gai grab's opponent arm, climbs up to their back, then yanks the arm backwards before hopping off (looks as painful as it sounds). This is an unblockable short-range throw, and can be used during the Bridge Sway or Front Step. 15. KODOKU NO RING: Powerup DM, increases Gai's attack damage. 16. RUSH: Manual combo DM. The initial hit does no damage. The remaining hits can be done if the move is blocked, and one of the attacks hit low. You have 3 finisher options, which are the Gai Driller(u), Gai Wheel(b) or Slider (d). The move and the non-finisher hits are pretty safe on block, but note that only the Gai Driller finisher will actually combo from the chain. This won't get more than a couple of hits on an airborne opponent. 17. TIMING SHOUBU: Gai does a Bridge Sway Upper (does pathetic damage). If the move hits cleanly (didn't trade hits), Gai poses with the LDM flash. After that, neither character is able to tag or use the Quick/Saving Shift until one character is KOed. Until either character is downed, Gai may use the Slider, Knee Upper, Gai Driller, Gai Wheel and Gai Spider moves as standalone special moves (these will not have the afterimage trailing, unlike the chain versions). ------------------------------------------------------------------------------ SHO HAYATE [Edit Character] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Ate Otoshi [U] COMMAND ATTACKS f+C (near) Hitsue Kesa Kiri [M],S,# f+C Hitsue Soku Kyaku [M],# df+C (near) Hitsue Ashibarai [M],S,# df+C Hitsue Naname Kiri [M],S,# b+C in air Hitsue Otoshi Kiri [O],# b+C Hiji Ate [M],SC,# SPECIAL MOVES qcf+P (air) Hitsue Nage Jutsu [M],P,KD,# qcb+C Kyouretsu Kiri [M],KD,SC,# > qcb+C Additional attack [M],KD,# dp+K Hiten Shou Ou Kyaku [M],KD,SC,# d+P in air Reppu Satsu [M],KD,# qcb+K Asoka Kyaku [M],J,# qcb+K in air Kuuchuu Asoka Kyaku [M],KD,# [DM] qcf,qcf+P Nendou Hitsue [M],P,DC,# qcb,qcb+P Gen'ei Hitsue [M],P,DC,# [LDM] qcf,hcb+E or qcb,hcf+E Okugi! Musou Ranbu [L/M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/-/c [L]/r/- [M]/s [L]/s Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/s Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Sho Hayate is spelled as "Syo Hayate" in KOF XI. #. With the exception of the Hiji Ate, Hayate's other command attacks are his old C button boomerang attacks from Kizuna Encounter. #. Hayate can link his crouching B into a close standing or crouching D. #. Hayate may not re-use the Hitsue Nage Jutsu or Nendou Hitsue until he regains his boomerang. While his boomerang is out from either move, Hayate is also unable to perform the Kyouretsu Kiri, any (L)DMs or any of his command attacks except for the Hiji Ate, though he's able to move, use normal attacks, the Reppu Satsu and (Kuuchuu) Asoka Kyaku. 1. KESA KIRI: Hayate smashes forward with his boomerang. This is cancelable, and is done in close range. 2. SOKU KYAKU: Has the same animation as the Kesa Kiri, but is not cancelable and is done outside his close normals' attack range. 3. ASHIBARAI: Hayate crouches and swings with his boomerang upwards. This is cancelable and is done in close range. 4. NANAME KIRI: Similar to the Ashibarai, but is done outside his close normal attacks' range. This is cancelable. 5. OTOSHI KIRI: Hayate swings downward with his boomerang while in mid-air. 6. HIJI ATE: A short-ranged elbow strike. This is not an overhead, but is SCable. Is very slow to launch, but Hayate dodges before he strikes, during which he is immune to non-throw attacks. 7. HITSUE NAGE JUTSU: Hayate throws his boomerang out. As in Kizuna Encounter , he is free to move about and use a normal attack or the Reppu Satsu while the boomerang is out. The C version has Hayate throw the boomerang while crouching. The boomerang cannot hit on its return path and if it clashes with a projectile, the boomerang remains on-screen but cannot hit. Note that there is a slight delay before Hayate throws out his boomerang during the mid-air version, more so with the C version. 8. KYOURETSU KIRI: Hayate runs forward and swings his boomerang upward covered with blue energy. This is SCable. Repeating the command has Hayate jumping after with another boomerang swing. This can be done if the Kyouretsu Kiri was blocked, but not if it misses. 9. SHOU OU KYAKU: Hayate does two ballerina spins (which can hit and is SCable), then hops forward with a knee strike. He no can no longer cancel the spin into the autocombo > sweep like in Kizuna Encounter. 10. REPPU SATSU: Hayate dives diagonally downwards with a punch, and if it hits or is blocked, he performs a short autocombo on opponent. The d+A knockdown finisher from Kizuna Encounter has been incorporated into this move, but it may miss. This can hit an opponent in mid-air and still get full hits. 11. ASOKA KYAKU: Hayate leaps upward to the top of the screen with a kick. This can hit during any part of the animation, and can be followed with the Kuuchuu Asoka Kyaku even if it misses to return Hayate to the ground quickly. Move is a Critical Wire. 12. KUUCHUU ASOKA KYAKU: Hayate does a diving kick straight down. This is a Critical Wire when used on its own, and can be used on its own or after the Asoka Kyaku. 13. NENDOU HITSUE: Hayate charges, then throws his boomerang. This has slow launch time, but the boomerang homes in on opponent's location and will follow them around, even if Hayate is hit. The boomerang will disappear once blocked however. 14. GEN'EI HITSUE: Hayate's charge d,u+A/B/C move from Kizuna Encounter: he throws out 3 boomerangs (one forward, one straight up, and one diagonally upward). Only one boomerang may hit, but this move launches quickly and does very good damage, more so on a Counter Hit. Hitting Hayate will cause the boomerangs to disappear however, and the boomerangs only seem to be able to hit as they're travelling out, before they reach maximum range. 15. OKUGI! MOSOU RANBU: The qcf,hcb+E version has Hayate doing a ground-level autocombo before finishing with a boomerang swing. This version can hit low. The qcb,hcf+E version is almost identical to his Kizuna Encounter DM. Both versions are anywhere juggles, and if you have sufficient stocks, you can link the qcb,hcf version into the qcf,hcb version. ------------------------------------------------------------------------------ JYAZU [Edit Character] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Kubi Ori Nage [U] COMMAND ATTACKS f+C Buki Kougeki Tachi [M],S,# df+C Buki Kougeki Shagami [L],# SPECIAL MOVES qcf+A Haisui Kyoukan Satsu [-],RV,NR,# d,u+P Yokoshima Koori Ma [M],P,NR,# dp+A/B/C Gouen Dan [M],P,# hcb+K Mudou Suiryuu Nami [M],P,J,# qcf+C Mikadzuki [M],P,# qcb+P Gohten [M],KD,SC,# rdp+K Kama Itachi [M],KD,# b+C in air at wall Mudou Utata Rin Tsume [M],KD,# [DM] hcb,f+P Youen Ken [M],DC,# hcb,f+K Youen Kyaku [M],DC,# [LDM] hcb,f+E Yokoshima'a Setsumei Hashira [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/c [M]/sc [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Jyazu is spelt as "Jazu" in KOF XI. #. Jyazu can triangle jump. #. Jyazu can link from light to hard attacks (A>B>C>D). #. None of Jyazu's (L)DMs can be reversed. 1. KOUGEKI TACHI: Jyazu does a non-knockdown standing E (a claw stab) that is cancelable. 2. KOUGEKI SHAGAMI: Jyazu's df+C from Kizuna Encounter: he does a low kick, followed by a claw stab. This is cancelable during the first hit. 3. KYOUKEN SATSU: Reversal move, counters high and mid-level physical attacks , including special moves and (L)DMs. 4. KOORI HA: Jyazu slams a fist to the ground, and an ice spike falls from above opponent's location. This works surprisingly well against a jumping opponent. 5. GOUEN DAN: Jyazu points his wrist forward/diagonally upward/upward (A/B/C) and fires out 3 bullets. All 3 bullets will disappear if they clash with a normal projectile, while floor-level projectiles will go under them. Certain characters may also crouch under the (A) version. The bullets will clash with each other if reflected, with the 3rd shot being reflected. Adel's reflector absorbs the entire move however. 6. SUIRYUU NAMI: Jyazu throws a small tornado across the ground which expands and engulfs opponent in flames if it connects. The D version goes further. You can juggle opponent after the move hits. 7. MIKADZUKI: Jyazu slashes out a large projectile that covers almost the entire vertical screen area. The projectile's hit area is smaller than it looks, and can be jumped over. The initial slash can hit and negate normal projectiles, and the projectile will still launch. 8. GOHTEN: Jyazu rolls forward with his claws extended. If it hits or is blocked, he rolls on top of opponent before leaping away. Move is Scable. 9. KAMA ITACHI: Jyazu hops forward with a very quick flip kick. 10. MUDOU UTATA RIN TSUME: Jyazu does an aerial version of the Gohten. This can only be done at the screen's edge, and has Jyazu performing the Gohten diagonally downwards at a fairly steep angle. 11. YOUEN KEN: Jyazu's tap+P move from Kizuna Encounter: he stabs forward repeatedly with his hands, covering his front with flames. This does more damage than the Youen Kyaku, but pushes opponent back with each hit. Move is DCable. This doesn't knock down. 12. YOUEN KYAKU: Jyazu's tap+K move from Kizuna Encounter. This is similar to the Youen Ken, except Jyazu kicks out instead. This juggles opponent repeatedy instead of pushing them back, but does noticably less damage than the Youen Ken. Unlike in Kizuna Encounter, this can no longer negate projectiles. Move is DCable. Note that this starts slightly slower than the Youen Ken. #. Jyazu is invincible during the startup of the Youen Ken/Kyaku, before he attacks. Both moves can hit an opponent behind him if they were very close to him. 13. SETSUMEI HASHIRA: Jyazu's DM from Kizuna Enounter: he crouches and summons 3 pairs of flame columns (think Terry's Triple Geyser, except it explodes in front and behind Jyazu). This is pretty slow to start, and there is some delay between each explosion, but does massive damage if all 3 sets managed to hit. The columns after the first won't appear if Jyazu was hit. ------------------------------------------------------------------------------ SILBER [Edit Character] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Tatakitsukaru [U] COMMAND ATTACKS f+A Back Tenohira Soko [M],CW,SC,# f+B,B Tobi Hiza Kyaku [M,O],NR,# SPECIAL MOVES charge b,f+K Chou Saru Kyaku [M],KD,# charge d,u+K Kyukohka Kakato Otoshiana [O],NR,SC,# qcb+P Oni Fudou Fukujimashi [-],RV,NR,# [DM] hcb,f+P Chou Oni Fudou Fukujimashi [-],RV,DC,# qcf,hcb+P Rangeki [M],DC,# qcf,qcf+K Eruta Kakato Otoshiana [O],NR,OTG,DC,# press ABCD ??? [-],# [LDM] charge b,f,b,f+E Chougetsu Saru Kyaku [M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/s [M]/s Standing far [M]/-/- [M]/r/sc [M]/sc [M]/- Crouching [M]/-/s [L]/r/s [M]/- [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. The Conqueror's Guide lists him as 'Silver', but the game spells his name as 'Silber' so I'm following the in-game spelling instead. I'd appreciate it if anyone who's played Buriki One could give me the correct name. #. Silber's dashing speed is significantly slower than the other characters. #. Silber's jumping C is a no-recovery knockdown attack if it hits while Silber's fist is above his opponent (meaning it won't knock down if it hits a jumping opponent who's at the same level or higher than Silber). You can follow it with the (D) Eruta Kakato Otoshiana. 1. BACK TENOHIRA SOKO: A palm attack that is SCable. Is slow to launch, but does high damage. This is a no-recovery knockdown or a Counter Wire when used standalone. Move combos from light attacks. 2. TOBI HIZA KYAKU: Silber hops forward with a knee strike, then an overhead flying kick that cannot be recovered from. The move can dodge low attacks. The 2nd kick is always an overhead, even when canceled into. The initial knee strike may miss when canceled into, especially when used after a jump-in. 3. CHOU SARU KYAKU: Silber flies forward with a kick that knocks down (think Takuma's old db,f+B Hien Shippu Kyaku). This will pass through opponent if blocked, but has heavy recovery time. Move is immune to low attacks. 4. KYUKOHKA KAKATO OTOSHIANA: Silber leaps up, then stomps downwards. Only the stomp can hit, and is a no-recovery overhead. Move is SCable upon landing and the Eruta Kakato Otoshiana will OTG opponent from this. This has a pretty large hit area, and all of Silber's body can hit, not just his foot (meaning it can hit an opponent behind Silber if nearby). 5. ONI FUDOU FUKUJIMASHI: Reversal move, counters high and mid-level attacks, including special moves/(L)DMs. Silber grabs opponent and bashes them to the ground. This move cannot reverse low attacks. 6. CHOU ONI FUDOU FUKUJIMASHI: Reversal move, counters all physical attacks of any level. Silber does two punches on opponent, then knocks them away with a roar (his standing E animation). Unlike the normal Oni Fudou Fukujimashi, this can reverse attacks at startup. 7. RANGEKI: A short autocombo move. There is a pause before Silber dashes forward. Silber seems to be immune to high attacks during the dash. You can combo this from a canceled Back Tenohira Soko. 1st and 2nd hits are DCable. 8. ERUTA KAKATO OTOSHIANA: A very fast version of the Kyukohka Kakato Otoshiana. This can hit a floored opponent and Guard Crushes a blocking opponent, useful for DCing into his LDM. The (D) version descends faster and lands Silber slightly in front of his original launch location. The move has a larger hit area than the Kyukohka Kakato Otoshiana, and the 'splash radius' when he lands can hit. 9. <???> : Silber poses with the DM flash momentarily. I'm not sure what this does, but once activated, the move cannot be reused for the remainder of the round. 10. CHOUGETSU SARU KYAKU: Silber flies forward with a kick, and continues to push oppponent until they hit the wall. Silber then jumps off and does two more kicks that do massive damage. Launches very quickly, and is immune to low attacks. Silber will not perform the remaining kicks if the move misses or is blocked. This has a larger hit area than it looks, and can hit an opponent who's trying to jump over Silber. #. Strangely, Silber gives one-word answers in his win quotes except when he beats Oswald. ------------------------------------------------------------------------------ ADELHEID BERNSTEIN [Edit Character] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Drucken [U] COMMAND ATTACKS df+A A. Kunst Ein [M],S,J,X,# f+B A. Kunst Zwei [M,O],S,# b+B A. Kunst Vier [M],S,KD,# SPECIAL MOVES qcf+K G. Kicken [M],SC,# hcb+P G. Drucken [O],T,NR,# qcf+P G. Wand [M],P,KD,# qcf+Start G. Prinzessin [-],# [DM] qcf,qcf+K G. Kreis [#],DC(D),P f,hcf+P (can hold) G. Kronprinz [M],P,# [LDM] qcf,hcb+E or qcb,hcf+E G. Sklaven [M],T,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/-/c [L]/r/c [M]/s [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. The names in parentheses () indicate the original move (I assume) Adel inherited from Rugal. 1. EIN (standing CD): Adel does a high kick. You can't seem to combo into this, but the move juggles opponent and is cancelable. 2. ZWEI (Double Tomahawk): The first kick is cancelable, while the 2nd is now a no-recovery overhead attack. This launches faster than in 2k3 and combos from light attacks. 3. VIER (Beads Destruction): Adel does a 2-hit kick, then steps forward with a high kick that knocks down. The 2nd hit is cancelable. The 3rd kick will now combo from the first two hits, and is cancelable as well. 4. KICKEN (Reppu Ken): Adel kicks out a floor-level projectile. If canceled into, Adel hops forward with a kick instead. For the canceled D version, Adel performs an extra overhead, no-recovery kick. Only the canceled B version is SCable. Both versions combo from light attacks. 5. DRUCKEN (God Press): A ranged unblockable grab. This cannot hit a jumping opponent. The C version dashes much faster and further than (A) does, but will miss when canceled into from a blocked attack. 6. WAND (Dark Barrier): Projectile reflector. This can reflect some DM projectiles, but is slow to recover. 7. PRINZESSIN: A taunt. Rose walks out while holding an umbrella. Adel can move freely during this. 8. KREIS (Genocide Cutter): The B version is similar to Rugal's, but cannot be reversed and negates projectiles, including some DMs. The D version has Adel performing a sliding kick before doing the Genocide Cutter. Adel can avoid high level attacks during the slide. If blocked, Adel will land a safe distance away. Only the (D) version is DCable (during the slide). 9. KRONPRINZ (Kaiser Wave): Delaying the move has no effect on its damage. Does significantly more damage on a Counter Hit. 10. SKLAVEN (Gigantic Pressure): Adel is fully invincible during the forward dash for the qcf,hcb+E version. The qcb,hcf+E version has invincibility for only part of the dash. This move cannot be reversed. Strangely, this can hit an opponent behind Adel if they were very close to him. ------------------------------------------------------------------------------ SHION STAGE NAME: THE FINAL HALL [Sub-Boss] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Hatsu Kei [U] SPECIAL MOVES (Performable in either mode) qcf+P Botsu Hane Yasaki [M],P,# qcf+P in air Kuuchuu Botsu Hane Yasaki [M],P,# qcb+K Kouhou Tenshin [-],# SUDE (UNARMED) MODE MOVES COMMAND ATTACKS f+E Zensou Momo [M],S,# d+B,d+B,d+D Ugatsu Yumi Momo [L],J,# f+D during D or b+D Ryu Tsumu Yasaki (Joudan) [M],KD,# b+D during D or f+D Ryu Tsumu Yasaki (Gedan) [O],KD,# df+D Ryu Tsumu Yasaki [M],KD,# SPECIAL MOVES qcb+P Nan Ken [M],KD,# dp+P Mukade Daihou Ken [M],NR,# dp+K Ryusei Kyaku [M],KD,# qcb+E Futa Hazaki [L],KD,# d,d+E Hase Mi [-],# charge d,u+K Kuuchuu Tsukami [M],# qcf+E Yari Tsukami [L],NR,# [DM] qcf,qcf+P Futa Sui Sen [M],DC,# [LDM] qcf,qcf+E Ryusei Hekireki Ka [U],P,NR,# YARI (SPEAR) STYLE MOVES COMMAND ATTACKS f+A Zen Tsuki [M],S,# df+D Ashibarai [L],KD,# SPECIAL MOVES qcb+P Tataki Tsuke [O],SC,# qcf+K Tate Kiri [O],SC,# qcf+Start Engo Kyousha [M],KD,P,# dp+E Yarinage [-],# dp+Start Kuzure Tsui Yari [U],P,NR,# [DM] qcf,qcf+K Hanebi Ugatsu Yari [M],NR,# YARI (SPEAR) MODE Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [L]/-/- [L]/-/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [O]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- SUDE (UNARMED) MODE Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/c [M]/c [M]/c Crouching [L]/-/c [L]/r/c [L]/s [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. I haven't seen bulk of Shion's moves, and I can't read the kanji for the movenames, so this is from a lot of guesswork and is presumed to be inaccurate at best. Very special thanks to Sayaka Nakada for providing the possible interpretations for most of Shion's moves. #. Shion is not playable in the arcade version. The CPU Shion always starts with her spear, while the playable version does not. She will lose her spear if hit. #. Shion has autoguard before striking during her crouching C. 1. BOTSU HANA YASAKI: Shion pushes out a palm. This serves as an invisible projectile that can hit anywhere along the same horizontal line as her palm. 2. KUUCHUU BOTSU HANA YASAKI: Shion pushes out a palm diagonally downwards in mid-air. This is an invisible projectile that hits at a line from her palm to the ground. #. Both Botsu Hana Yasaki negate normal mid-level projectiles, but they won't negate floor-level ones. However, they launch quickly enough to usually hit opponent before they can throw out a projectile (and even if they managed to, Shion probably has time to block). 3. KOHOU TENSHIN: Shion rolls backwards. Doesn't seem to have invincibility though. 4. ZENSOU MOMO: Shion does a non-knockdown version of her standing E that is cancelable. 5. UGATSU YUMI MOMO: A double low kick followed by a third kick that juggles opponent. Any of the hits are cancelable. 6. RYU TSUMU YASAKI (JOUDAN): Shion swings a weighted disc on a rope in a high arc over her head. After that, she swings the disc around her in a circle repeatedly. This negates normal projectiles and covers the area around her. It's almost impossible to hit her out of this using normal attacks. 7. RYU TSUMU YASAKI (GEDAN): Shion kicks out her rope/disc combination, then spins it around her similar to the Joudan version of this move. 8. RYU TSUMU YASAKI: Shion throws her weighted disc forward, then swings the disc around her repeatedly. #. During any Ryuu Tsumu Yasaki, you may press D to have Shion swing out her rope/disc combination (her D attack), or E to stop spinning the disc. 9. NAN KEN: Shion hops forward with two palm strikes, knocking down opponent if it hits. The 1st hit Guard Crushes opponent, effectively making the 2nd hit unblockable. 10. MUKADE DAIHOU KEN: Shion does a series of palm strikes using both hands, knocking opponent high up. The Ryuusei Hekireki Ka can combo after this. 11. RYUSEI KYAKU: Shion leaps up with a kick. Shion has autoguard on her leg, making it virtually impossible to hit her out of it from the front. 12. FUTA HAZAKI: Shion crouches and does a low punch that knocks opponent down. Can be comboed into. Shion seems to be invincible during the move's startup, before she punches. 13. HASE MI: Shion goes prone to the ground, during which she is fully invincible until she stands back up. 14. KUUCHUU TSUKAMI: Shion jumps (B goes straight up while D goes forward a little) and catches her spear in mid-air, then spins it as she's falling before slamming it down upon landing. Move is SCable into the Hanebi Ugatsu Yari. 15. YARI TSUKAMI: Shion does a leg sweep, then catches her spear regardless whether the sweep hits or not. 16. ZEN TSUKI: Shion bends back while stabbing her spear forward. Has very long range and is cancelable. 17. ASHIBARAI: Shion slides forward with a low kick that knocks down. This serves as her sweep while armed. 18. TATAKI TSUKE: Shion does several overhead spear stabs that do not knock down. Move is SCable. 19. TATE KIRI: Shion runs forward while slamming her spear down in an arc twice. This is an overhead. Move is SCable. 20. ENGO KYOUSHA: Shion points at opponent, and 7 arrows fly in from behind her. Move knocks down. 21. YARINAGE: Shion tosses her spear upwards and returns to unarmed stance. Move does not hit. 22. KUZURE TSUI YARI: Shion tosses her spear upwards and returns to unarmed stance. Shortly after, an unblockable boulder will fall from the ceiling, similar to her LDM. 23. FUTA SUI SEN: Shion does an autoombo by swinging a pair of flags. This launches and recovers very quickly, and does loads of damage. The first hit is a low attack. Move is DCable, and Shion can hit an opponent behind her if they were fairly close to her. 24. HANEBI UGATSU YARI: Shion crouches and stabs forward with her spear. Has very long range and does impressive damage. 25. RYUSEI HEKIREKI KA: Shion does a Ryusei Kyaku, sending three slabs of rocks falling from the ceiling, which are unblockable. There is a bit of delay between Shion kicking and the rocks falling, so opponent has time to escape if the move is done standalone. Note that only the rocks can hit: her kick does not connect. ------------------------------------------------------------------------------ MAGAKI STAGE NAME: THE DIFFERENT SPACE [Final Boss] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Seeds Ignition [U] COMMAND ATTACKS f+A Death Vice [M],# SPECIAL MOVES f,hcf+A/B/C Phantom Sphere [#],P,KD/NR dp+P Exploding Sphere [M],P,KD,# qcf+P Dimension Sphere [M],P,KD,# qcf+K Dimension Claw [M],T,NR,# hcb+any (air) Somewhere Hole [-],# [DM] d,d+K Vanish [-],# [LDM] qcf,hcb+E Universe Distortion [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/- [M]/c [M]/c [M]/- Standing far [M]/-/c [M]/-/- [M]/c [M]/- Crouching [M]/-/- [L]/-/- [M]/- [L]/- Vertical jump [M]/- [M]/- [O]/- [O]/- [O]/- Diagonal jump [M]/- [M]/- [O]/- [O]/- - Magaki is not playable in the arcade version. Typical of SNK bosses, he has no crouching animation. He does have crouching normal attacks however. - Magaki has no Super or Dream cancelable moves. 1. DEATH VICE - Magaki does a slap downwards. Has very long range and can hit a mid-air opponent. 2. PHANTOM SPHERE - Magaki generates a slow moving, semi-transparent gas cloud that cannot be negated (and negates any negateable projectile, including DMs). There are 3 variants, and he can have multiple versions on-screen along with his other projectiles and LDM: A: Starts out at Magaki's foot level, then floats diagonally upwards. This is a mid-level attack and travels faster than the other versions, but will miss an opponent standing on the far end of the screen. Note that this version can chip up to 3 times when blocked, and can Guard Crush you then continue on to hit. B: Flies down from above opponent. This is an overhead, and cannot be recovered from. C: Starts out at Magaki's head level, then floats forward across the ground. - Magaki may teleport behind opponent just before the gas cloud reaches them, causing the move to cross-up. - Magaki's other projectiles and LDM can juggle off this move (except for the B version). #. The A version renders Magaki immune to most mid and low attacks from the front until the cloud has floated high enough; it will defeat moves that can usually go past the other versions like Ash's Thermidor, Oswald's Joker, Adel's G. Sklaven or King's Illusion Dance. #. For some reason, Ash's Thermidor can pass through this move (when it eats King's Phantom Strike) though the Exploding Sphere will negate it. 3. EXPLODING SPHERE - Magaki creates a multi-hit pink barrier in front of him that reflects or negates projectiles, depending on whether they can be reflected or not. This cannot be negated even if Magaki is hit. The move does up to 8 hits up close, and if all the hits connected, opponent will take massive stun damage (if it hits twice in a row, it's very likely opponent will be dizzied). 4. DIMENSION SPHERE - Magaki throws a fast-moving pink sphere. A version appears from above his head and travels 45 degrees downward while C version comes in from behind opponent. He can have multiple versions of this on-ecreen at once. The move negates normal projectiles but not DM ones. The sphere can only hit once it begins travelling, so hitting Magaki before it launches will abort the move though any ones that are already moving will remain on-screen. 5. DIMENSION CLAW - Magaki sticks his hand into a portal, and three other portals appear in front of him (one at every 1/4 screen distance or so). If any of them hit opponent, Magaki's arm will appear through the appropriate portal, grab opponent, and slam them down to the floor. This can be crouched under. 6. SOMEWHERE HOLE - Magaki teleports. He is fully invincible throughout the entire animation, and can teleport in mid-air. Button used determines his teleport distance: A: Reappears about 1/3 screen distance in front of opponent. B: Reappears directly in front of opponent. C: Reappears about 1/3 screen distance behind opponent. D: Reappears directly behind opponent. 7. VANISH - Magaki snaps his fingers and his body turns semi-invisible. He has full access to his other moves, but using his LDM or getting hit makes him visible again. Magaki is fully invincible while vanishing, and there is no startup flash when he activates this. 8. UNIVERSE DISTORTION - Magaki raises and crosses his arms, and a white portal opens behind him, filling the screen with pink energy (this hits at any range). While its hitting damage is about the same as most LDMs, this does loads of chipping and Guard Meter damage, and lasts for about 5 seconds or so, during which Magaki is fully invincible. The move launches VERY quickly. - This move combos from Magaki's sweep/throw. Ouch! - Since this lasts for so long, it's possible for it to KO one character, then continue on to hit the incoming character if they weren't blocking. #. If you're desperate to avoid being chipped from this move, you can expend your stock bars to Guard Cancel Emergency Evade. You have time to block after the roll, and if you wish, you may perform another Guard Cancel Emergency Evade. This significantly reduces the amount of chipping damage you take, but will cost least 3 stock bars to avoid the entire duration of the LDM. #. Oddly, this move doesn't negate projectiles, not even normal ones. But since this outlasts every move in the game and Magaki is fully invincible, any projectile on-screen will simply continue past him. #. The playable Magaki in the PS2 version does far less damage with this move than the CPU does. ============================================================================== PS2-EXCLUSIVE CHARACTERS ============================================================================== - The PS2 version has several characters from NeoGeo Battle Coliseum (NGBC) ported over. They are: Kyo, Robert, Mai, Geese, Mr. Big, Tung Fu Rue and Hotaru Futaba. Shion and Magaki are also made playable. # I don't have a PS2, nor have I played the PS2 version, so please do not ask me anything about the NGBC characters or how to unlock them. Very special thanks to the various contributors from www.orochinagi.com who provided me with the necessary information to write this section. # If you've unlocked everything in the PS2, the words 'Complete' should appear at the bottom right of your menu screen. Aside from the NGBC characters, there is also a picture gallery to unlock. There are also several new ending pictures (displayed after the end credits) for beating the game using certain character combinations. ------------------------------------------------------------------------------ EX KYO KUSANAGI [PS2 Edit] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D Issetsu Seoi Nage [U],NR COMMAND ATTACKS d+C in mid-air Geshiki: Naraku Otoshi [O],# f+B Geshiki: Goufu You [O],# df+D 88 Shiki [L-2hits],# SPECIAL MOVES dp+P 100 Shiki: Oniyaki [M],A,SC(C),# qcf+K,K 75 Shiki Kai [M],# hcb+K 412 Shiki: Hikigane [M],J,# rdp+K R.E.D. Kick [M],NR,# qcb+K in air Kuuchuu R.E.D. Kick [M],NR,# qcf+A 114 Shiki: Aragami [M],A,SC,# 1a> qcf+P 128 Shiki: Konokizu [M],KD 2a> P 127 Shiki: Yanosabi [O],NR 2b> K 125 Shiki: Nanase [M],KD OR 1b> hcb+P 127 Shiki: Yanosabi [O],NR 2a> P Geshiki: Migiri Ugachi [L],NR,OTG 2b> K 125 Shiki: Nanase [M],KD qcf+C 115 Shiki: Dokugami [M],# a1> hcb+C 401 Shiki: Tsumi Yomi [M] a2> f+C 402 Shiki: Batsu Yomi [M],KD a3> dp+C 100 Shiki: Oniyaki [M],KD OR b1> qcf+C 114 Shiki: Aragami [#],A b2> qcf+A 128 Shiki: Konokizu [#],KD b3> qcf+K 125 Shiki: Nanase [#],KD b4> hcb+C 123 Shiki: Shaku En [DM] [#],J,# [DM] qcb,hcf+P (can hold) Ura 108 Shiki: Orochi Nagi [M],# qcf,qcf+P (can hold) 182 Shiki [M,U],DC,# [LDM] qcf,qcf+E Saishu Kessen Ougi: Mu Shiki [M],P,# > tap E as move ends Chouhatsu [-],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/c Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. You cannot have both versions of Kyo in the same team. #. Unlike in NGBC, Kyo's far C isn't cancelable, but his far D is now cancelable. #. EX Kyo has a different jumping E animation than the KOFXI Kyo. 1. NARAKU OTOSHI: Knocks down an airborne opponent. Is usable during a backstep. 2. GOUFU YOU: Is an overhead when used on its own. When canceled into it becomes cancelable and does 2 hits. This can combo from a single light attack, and you can combo into the Orochi Nagi afterward. 3. 88 SHIKI: Both hits are low attacks. The 1st hit isn't cancelable unlike the normal Kyo's version. 4. ONIYAKI: C version hits twice, but only knocks down on the 2nd hit, which may miss when chained into, and is SCable on the 1st hit. A version always knocks down, hits twice on a Counter Hit and is an anywhere juggle. 5. 75 SHIKI KAI: 2nd hit of D version juggles opponent but may miss if done too far from opponent. B version does not juggle, but chains from light attacks. 6. HIKIGANE: B version is immune to low attacks, while D version is immune to high/mid-level attacks when Kyo hunches before he attacks. Both versions juggle opponent, and the D version is SCable. 7. R.E.D KICK: Can be performed in mid-air, which can cross-up at certain distance. The aerial version cannot be performed from a backstep, and has slightly longer recovery time than in NGBC. 8. ARAGAMI: The followups can be performed regardless of whether the Aragami hits or not. The Aragami can negate normal projectiles if Kyo's fist connects with it. The move has autoguard as Kyo steps forward, before he strikes, and is SCable. 9. DOKUGAMI: The Dokugami can negate normal projectiles if Kyo's fist connects with it. Kyo's standard Dokugami chain (qcf+C> hcb+C> f+C> dp+C) can be performed regardless of whether it hits or not. However, his new chain (qcf+C> qcf+C> qcf+A> qcf+K> hcb+C) can only be done if the Dokugami hits opponent. 10. SHAKU EN: Finisher for the new alternate Dokugami chain. Kyo raises his arm and clenches his fist (his win pose from KOF2000), igniting his opponent. You can juggle opponent in the corner with a (D) 75 Shiki: Kai and 3 (A) Oniyaki. This is now a DM. 11. OROCHI NAGI: A version is immune to most low attacks, C version is immune to mid/high attacks. The immunity begins while Kyo is holding up a flaming hand, and lasts while the move is being delayed. Kyo is vulnerable as he slides forward to attack. The flame wave can destroy normal/DM projectiles and cannot be negated. Delaying the move until the startup flash disappears will make Kyo slide faster when released, though this version of Kyo can combo into the Orochi Nagi without having to delay it. 12. 182 SHIKI: The move does more damage and becomes unblockable when fully charged. Kyo is invincible during the startup flash, but not while being delayed or as he punches. Move is DCable, and like the normal Kyo's version, his LDM will return opponent to the ground if DCed against a mid-air or juggled opponent. The A version launches slightly faster and combos from a SCed (C) Oniyaki. 13. MU SHIKI: The column of flames during the startup can negate normal and DM projectiles. The multiple punches can negate normal projectiles, and an opponent touching Kyo's body will be drawn in and will take damage even if they were behind him. Kyo is not invincible during this move, so long ranged attacks may be able to hit him out of it. The fire column is a projectile and cannot be negated, but Kyo's punches can be reversed. This is the DM version from KOF'97/98, so it stops at 5 hits. Move combos from light attacks. 14. CHOUHATSU: Kyo taunts opponent. Upon completing the taunt, Kyo's body glows yellow for about 5 seconds or so, during which he can cancel his special moves into other specials. Kyo MUST complete the taunt animation for this to take effect. Unlike in KOF'97/98 however, this can be done even if the Mu Shiki misses altogether (previously at least one of the punches needed to connect first). If he gets interrupted even as he finishes the taunt, Kyo won't glow yellow. Unlike Vanessa's MAX mode, Kyo does not get to perform a DM for free, and you cannot repeat the Mu Shiki until the mode ends. ------------------------------------------------------------------------------ GEESE HOWARD [PS2 Edit] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+C/D Tate Katate Nage [U] COMMAND ATTACKS df+C on downed foe Raimei Gouha Nage [#],OTG,T,NR SPECIAL MOVES qcf+A Reppu Ken [M],P,# qcf+C Double Reppu Ken [M],P,KD,# qcb+P in air Shippu Ken [M],P,KD,# hcb+P Jaei Ken [M],KD,SC,# hcb+B Joudan Atemi Nage [-],RV,NR,SC,# hcb+D Chuudan Atemi Nage [-],RV,NR,SC,# hcb+E Gedan Atemi Nage [-],RV,SC,# hcb,f+C (near) Shinkuu Nage [U],T,NR [DM] hcb,hcb+P (near) Rashoumon [U],T,NR,DC,# db,hcb,df+P Rising Storm [M],P,DC,# [LDM] db,hcb,df+E Rising Storm [M],P,# hcb,f+E Deadly Rave (3 stocks) [M],# > A,A,B,B,C,C,D,D,qcb+E Deadly Rave Finish [M] Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/- [M]/c [M]/s Standing far [M]/r/c [M]/-/- [M]/- [M]/c Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [O]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Geese has been reworked significantly, and some moves work like in KOF'96 rather than in NGBC. #. Note that the commands for the Jaei Ken, Shinkuu Nage and Rashoumon have changed from NGBC. The button placements for his reversals have also changed (again). #. Geese lost his Fudou Sakatsu Uraken command attack from NGBC. It's now his standing E, thus no longer an overhead and cannot be canceled into. #. Geese can link his crouching B into a close standing C. 1. RAIMEI GOUHA NAGE: This move can only be used on an opponent who's lying down on the floor, and Geese has to be standing over opponent's torso for it to launch. Switches sides with opponent. Now has a miss animation. 2. REPPU/DOUBLE REPPU KEN: Is back to the KOF'96 style short range projectile and both versions combo from light attacks. The Double Reppu Ken knocks down and both hits will now connect properly, unlike in SVC/KOF'96. 3. SHIPPU KEN: Is back to the KOF'96 version (negates normal projectiles, but does not travel all the way to the end of the screen). Geese no longer pauses in mid-air during this: he continues falling instead, similar to K's Air Trigger, except there is a slight pause before Geese throws the wave. 4. JAEI KEN: (A) is faster and can be chained into (the C version is not chainable but goes further). The 1st hit is SCable. 5. ATEMI NAGE: (B) counters jumping normals, and any high or mid-level physical specials/DMs. (D) counters mid-level normal and command attacks only. (E) counters low hitting attacks, including special moves/DMs. Geese's counterattacks cannot be escaped from if triggered, and only the E version can be recovery rolled from. All versions are now SCable if triggered, though only the Rising Storm will connect reliably. 6. RASHOUMON: Move is DCable after Geese smashes his palms into opponent. 7. RISING STORM: Is back to the KOF'96 "cage" style animation. The move can negate normal and DM projectiles, and Geese is invincible for a brief moment during the C version (A version has no invincibility, but launches and recovers faster). Move is DCable. 8. RISING STORM (LDM): This version is the Real Bout "claw" style animation, and not the unblcckable one from NGBC. Unlike the DM version, Geese is fully invincibile while surrounded by the energy claw. This does one hit again like in RBFF2, though it chips multiple times when blocked. 9. DEADLY RAVE: Geese is invincible during the startup and for part of the dash. The remaining hits can be performed if the Deadly Rave is blocked, but not if it misses. Each hit is done faster, similar to Duck King's Beat Rush timing. This requires 3 stock bars to perform, so you can't Dream Cancel into it until you lose a team member. ------------------------------------------------------------------------------ MAI SHIRANUI [[PS2 Edit] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D Fuusha Kuzushi [U],NR b/f+C/D in air Yume Zakura [U],NR COMMAND ATTACKS d+A in air Dairin Fusha Otoshi [M],c,# d+B in air Ukihane [O],x,NR d+D in air Yusura Ume [O],KD f+K Kuro Tsubame no Mai [O],KD,# df+B Koukaku no Mai [L],KD,# SPECIAL MOVES qcf+P Kacho Sen [M] qcb+P Ryu Enbu [M],SC(C-1st),# qcb+K Sayo Chidori [M],SC,# hcf+K Hissatsu Shinobi Bachi [M],KD qcb+P in air Musasabi no Mai (Kuuchuu) [M],KD,SC,# charge d,u/uf/ub+P Musasabi no Mai (Chijou) [-],# a> hold P Musasabi no Mai (Kuuchuu) [M],KD,SC,# Perform after wall rebound b> qcb+P Musasabi no Mai (Kuuchuu) [M],KD c> d+P Yusura Ume [O],KD d> d+K Ukihane [O],NR,# e> E (near) Tokitsubute [U],T,NR,# [DM] qcf,qcf+P Kagerou no Mai [M],P,J,# qcb,hcf+K Chou Hissatsu Shinobi Bachi [M],DC,# [LDM] qcf,qcf+E in air Kuuchuu Gekka Botan [M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/- Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/r/- [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [M]/- [M]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Mai can triangle jump. She can no longer cancel her aerial normals. 1. DAIRIN FUSHA OTOSHI: Move knocks down if it hits an opponent in mid-air. This move is NOT an overhead, and the Musasabi no Mai (Kuuchuu) no longer combos from it. 2. UKIHANE (command move): Overhead move. Can be canceled into, but won't combo. Opponent cannot recovery roll from this move. 3. KURO TSUBAME NO MAI: Overhead kick, knockdown. When canceled into, the move becomes cancelable into aerial specials. Mai can avoid low attacks during this move. B and D versions have different animations when used standalone, with B doing 2 hits. This move is cancelable even if it misses. 4. KOUKAKU NO MAI: 1st hit always hit low, and 2nd hit always knocks down, even when move is canceled into. 1st hit is cancelable if canceled into. Move can combo from light attacks. 5. RYU ENBU: Can negate normal projectiles. A does 1 hit, C version does 2 hits and is SCable on the 1st hit. Apparently the 1st hit of the C version juggles opponent now. 6. SAYO CHIDORI: Can negate normal projectiles. Only B version is chainable. Move is SCable, or cancelable into the Ryu Enbu. 7. MUSASABI NO MAI (Kuuchuu): This move is no longer an overhead. You can SC this into the Kuchuu Gekka Botan. If it hits in the corner, opponent will be juggled. 8. MUSASABI NO MAI (Chijou): Mai leaps toward the wall (ub-behind her, u-nearest, uf-opposite wall) and if you held down the P button, she launches a Musasabi no Mai (Kuuchuu) off the wall. Otherwise, you can perform the other followups after she rebounds from the wall. Mai jumps faster now. 9. TOKITSUBUTE: Unblockable throw, can hit opponent on the ground or in mid-air. Now has a miss animation. Since the Musasabi No Mai (Chijou) arcs higher now, it's much harder to connect this on an opponent on the ground. 10. KAGEROU NO MAI: Mai's flame spiral DM from RBFF and KOF2003. The flames cannot be negated and will launch even if Mai is hit. You can't combo into this move, but it juggles on a Counter Hit. 11. CHOU HISSATSU SHINOBI BACHI: Any hit once Mai begins the elbow attack (when she is ablaze) is DCable. 11. KUUCHUU GEKKA BOTAN: Mai dives with a Musasabi no Mai (Kuuchuu) and upon hitting, zigzags past her opponent several times before leaping away with an explosion (she lost the A version from NGBC). When DCed into, the move will always hit so long as the Chou Hissatsu Shinobi Bachi hits, even if Mai is at a position where the move would miss normally. ------------------------------------------------------------------------------ TUNG FU RUE [PS2 Edit] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D Thousand Palms [U] COMMAND ATTACKS f+A Kourin Hazaki [O],# SPECIAL MOVES qcb+P Senshippo [M],KD qcb+E Senshippo EX [M],KD,# charge b,f+A Shou Ha [M],P,# charge b,f+C Daishou Ha [M],P,KD,# dp+K Ressen Kyaku [M],KD,SC,# dp+E Ressen Kyaku EX [M],KD,SC,# Tap P repeatedly Gekihou [M],SC,# qcb+B in air Raimei Kyaku [O],# qcb+C in air Joujiken [M],KD,# qcf+P in air Kuuchuu Senpuuken [M],# [DM] f,hcf+P Senpuu Gouken [M],# qcf,qcf+K Teigeki Ken [M],DC,# [LDM[ qcf,qcf+E (can hold) Chou Shou Nami [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/- Standing far [M]/r/c [M]/-/c [M]/c [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [M]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Tung has a very low profile, and can avoid certain high or mid-level attacks just by standing. #. The muscular form that appears above Tung during his Gekihou and both DMs can hit opponent. You have to hit Tung directly to knock him out of those moves: attacks hitting the muscular form but not Tung's body will not harm him. Projectiles can hit Tung as normal however. Tung is vulnerable to low attacks during the Gekihou and Teigeki Ken, though opponent may get hit trying to sweep him. #. Unlike in NGBC, Tung's EX Senshippo and Ressen Kyaku moves do not require stock to use, but are slower to start and cannot be chained into. 1. KOURIN HAZAKI: Tung steps forward and does an overhead chop while holding a Shou Ha. Becomes cancelable when canceled into. Note that the command has changed from NGBC. Despite its looks, this is NOT a projectile and can be reversed. 2. SENSHIPPO: Tung hops forward with a knockdown punch (it looks rather like Gato's Shin-Ga). The EX version does multiple hits, and juggles a cornered opponent. 3. SHOU HA: Tung tosses a gray ball-shaped projectile forward that does not leave his hands. This move doesn't knock down. 4. DAISHOU HA: Tung fires a gray beam forward that has about 1/2 screen range and knocks down. 5. RESSEN KYAKU: Tung kicks upward, then jumps up with multiple kicks. The EX version does more damage and goes slightly further. Both normal and EX versions are SCable on the 1st hit. When SCed, the move launches opponent straight up, 6. GEKIHOU: Tung charges up into his muscular form, which can hit as he's transforming. Works pretty well as an anti-air. Move is SCable on any hit , but neither DM will hit unless the move hits an airborne opponent. This does fewer hits than in NGBC. 7. RAIMEI KYAKU: Tung does a diving kick at steep angle (similar to Akuma's). This move is an overhead. 8. JOUJIKEN: Tung dives diagonally downward with a punch that knocks down. This is NOT an overhead. 9. KUUCHUU SENPUUKEN: Tung spins with arms extended (like Zangief's Double Lariat) while traveling in an arc. If it hits late on an opponent on the ground, it's possible to followup with another attack. When used from a diagonal jump, Tung goes to the far end of the screen, so it can only cross-up when used from a vertical jump. For some reason, you cannot launch this from the ground by motioning qcf,uf+P unlike most other aerial special moves. 10. SENPUU GOUKEN: Tung hops up and spins forward with arms extended and as he spins, he turns into his muscular form. Tung is immune to low attacks during this move. The 1st hit has a larger hit area than it looks and can hit as though Tung was already in his muscular form. 11. TEIGEKI KEN: Tung turns into his muscular form (the move can hit as he's changing), steps forward and smashes downwards with one arm on each side. Move is DCable. 12. CHOU SHOU NAMI: Tung turns into his muscular form, charges up, and releases a beam of energy (parodying a certain character from Dragon Ball Z). Note that Tung is NOT immune to attacks during the charging phase and unlike his other transformation moves, Tung's body cannot hit opponent. This launches much faster than in NGBC, can be chained into, and can also be delayed now. The hit area has also been altered, and Tung can now hit an opponent standing directly in front of him. ------------------------------------------------------------------------------ HOTARU FUTABA [PS2 EDIT] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D Ten Rankutou [U] b/f+C/D in air Hantentou [U] COMMAND ATTACKS f+B Sengeki Shuu [M],A,NR,# df+C Sengeki Shu [M],# d+B in air Koushuu Da [O],S,# SPECIAL MOVES qcf+P Hakki Shou [M],P qcb+P Soushou Shin * [M],KD,# qcb+K Kobi Kyaku * [M],J,# qcb+K in air Rengeki Shou [M],KD,# dp+P Tenshin Shou [M],KD,# hcf+K (near) Shinjou Tai [U],T,KD AB during * moves Breaking [-],# d,d+A (can move) En Un Juurokushu no Kamae [-],# a> A Tanshou Shin [M],KD,# b> B En Un Kasou [L],SC,# c> C,A Engan Soushou Da [M],KD(2nd),CW,# d> D Ryuu Ensen Kyaku [O],# e> d+D,f+B Zensou Enbu [L],# f> u+K Senkai En [M],KD,# g> tap b,b Kamae Kaijo [-],# d,d+B Ri En no Kamae [-].# a> A Enryuu Banda [M],# b> B Enjin Kyaku [M],# c> C Haigeki Shu [M],SC,# d> D Enbi Kyaku * [M],J,# e> qcf+P (near) Haishin Tenrakutou [U],T,# f> qcf+K Ri En Ryuubu [O],# g> d,d+A En Un Juurokushu no Kamae [-],# h> tap b,b Kamae Kaijo [-],# [DM] qcf,qcf+P Soushou Tenrenge [M],DC,# [LDM] qcf,qcf+E Tenshou Ranki [M],NR,OTG,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/r/c [M]/-/c [M]/c [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [M]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Hotaru can now enter her Ri En stance on her own without needing to peform the Sengeki Shu or being in En En Juurokushu stance first. Her stance activation commands have changed. #. Also note that the commands for the Haishin Tenrakutsu, Ri En Ryuubu and stance switching while in Ri En stance have changed from NGBC. #. The Hakki Shou and Soushou Shin are slower than in Garou: MOTW. #. Getting hit automatically ends Hotaru's stances. #. Unless stated, making a stance attack will end Hotaru's stance, #. The Hantentou air throw has a miss animation, and she will turn around in mid-air without being able to do anything until she lands in such a case. You cannot air throw an opponent behind Hotaru. #. Hotaru has a very low profile during her En Un Juurokushu stance, allowing her to avoid most high attacks and some mid-level attacks. 1. SENGEKI SHUU: Hotaru does a far standing D, and goes into En Un Juurokushu stance after that. She won't go into stance if this move is canceled into, but move becomes cancelable instead. The move has autoguard before she kicks, and knocks down with no recovery permitted, unless canceled into. 2. SENGEKI SHU: Hotaru does a crouching C and goes into Ri En stance after that. This move combos from light attacks. 3. KOUSHUU DA: Hotaru stomps down (which is an overhead attack). The move is cancelable into an aerial normal or special. 4. SOUSHOU SHIN: Hotaru hops forward while spinning with two palm attacks that knock down. The move now comes out far slower than it did in Garou, and only A version is chainable. 5. KOBI KYAKU: Upward aimed kick, can reflect projectiles (even DMs). Juggles opponent upon hitting. You can Break this move. 6. RENGEKI SHOU: Hotaru dives down with a knee attack followed by a kick that knocks down. Button used determines the diving angle (B is steeper). 7. TENSHIN SHOU: Hotaru hops up while spinning, serving as her anti-air. A does 2 hits while C does 6. This was originally f,d,df+K in MOTW. The move's command requires fairly strict motioning or you'll get her Hakki Shou instead. 8. SHINJOU TAI: Hotaru steps forward onto opponent and kicks them away. This move is an unblockable throw, but you cannot combo into it. 9. BREAKING: Cancels the moves marked with a *. You can no longer Break a move if it misses; only if it hits or is blocked. 10. EN UN JUUROKUSHU NO KAMAE: Stance move, during which Hotaru can move back and forth slowly and dash, but cannot jump or block. Motion d,d+B to switch into the Ri En stance. (A): Hotaru does a palm strike from the last hit of her Soushou Shin. (B): Hotaru does a quick low kick that combos into itself. She remains in stance after this move. Move is now SCable. (C,A): Hotaru does a chop, then a palm strike (looks like her Hakki Shou without the projectile) that knocks down. The 1st punch is a Counter Wire. (D): Overhead kick (Hotaru's AB from MOTW). You can no longer cancel this into a Rengeki Shou before she kicks. (d+D,f+B): Hotaru does a low kick followed by a standing kick. (u+K): Hotaru flips up with a kick (her T.O.P In CD attack from MOTW). This move knocks down. The D version goes higher. (b,b): Ends stance without attacking. 11. RI EN NO KAMAE: Hotaru cannot move normally or block, and can only dash forward. Motion d,d+A to switch to the En Un Juurokushu stance. Hotaru will also end this stance after a while if no attack was made. (A): Hotaru does the spin from her Soushou Shin. Using this puts Hotaru in the En Un Juurokushu stance. (B): Hotaru does her standing B. (C): Hotaru does a backward palm chop similar to her df+C, except she performs it standing. She remains in stance after this move, and you can combo another move after it hits. Move is also SCable, but only into the Soushou Tenrenge. (D): Hotaru does a kick similar to her Kobi Kyaku without the blue glow; this move cannot reflect projectiles. This move juggles a hit opponent and is Breakable. (qcf+P): Hotaru's basic throw, usable in this stance. (qcf+K): Hotaru hops forward and flips with an overhead kick downwards. This move cannot hit from up close, and does not hit until Hotaru kicks. (b,b): Ends stance without attacking. 12. SOUSHOU TENRENGE: Hotaru does 2 Shoushou Shin, followed by a Tenshin Shou before finishing with a diving knee attack. The last hit is an overhead if it connects on its own, but it will not knock down. This is now a DM and any hit before the 7th is DCable. 13. TENSHOU RANKI: The move can hit opponent while rising and descending, though it will do less damage if only the descending part hits. It's also possible for the descending attack to cross-up. The descending attack can also OTG opponent, though it's only possible to do so via Quick Switch combos. ------------------------------------------------------------------------------ MR. BIG [PS2 EDIT] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D High Lift Throw [U] COMMAND ATTACKS f+A Chopstick [M],# f+C Stab Stick [M],X,# SPECIAL MOVES qcf+P Ground Blaster [M],P,KD(C),# qcf+K (tap button used) Crazy Drum [M],KD,# dp+P Californian Romance [M],KD,SC(C),# hcb+P Cross Diving [M],KD,# hcb+K (can move) Spinning Lancer [M],KD,# [DM] qcf,qcf+P Blaster Wave [M],P,# qcb,hcf+P Drum Shot Typhoon [M],DC,# [LDM] qcf,qcf+E (near) Raging Spear [U],T,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/r/c [M]/-/- [M]/c [M]/- Crouching [M]/-/c [L]/r/- [L]/c [L]/c Vertical jump [O]/- [O]/- [M]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Mr. Big's crouching C serves as his sweep. His crouching D does not knock down, but is a low attack and cancelable. His crouching A isn't repeatable but will combo from his (repeated) crouching B. 1. CHOPSTICK: Mr. Big swings one baton upward, then the other downward. The move will only hit once on its own, then Mr. Big slides back. If canceled into, both hits will connect. This move has pretty short range however. 2. STAB STICK: Mr. Big pauses a moment, then stabs forward with one baton. This is essentially his CD attack from KOF'96. This move won't combo from normal attacks. 3. GROUND BLASTER: Short ranged ground level projectile that knocks down. You can't seem to combo into this move from normal attacks. The C version knocks down. Move is no longer SCable. 4. CRAZY DRUM: Mr. Big steps forward while swinging his batons repeatedly. The move now knocks down. D version does more hits and goes further, but the move's hitting range is still pretty short. There is a short pause during the D version, during which Mr. Big seems to be invincible. You can tap the button used to increase the number of hits before he does the last knockdown hit, though it seems much harder to do so now. 5. CALIFORNIAN ROMANCE: Uppercut move. (A) is performed standing still, while Mr. Big dashes forward before launching the uppercut for the C version. C version is SCable on the 3rd hit, and any of his (L)DMs will combo. 6. CROSS DIVING: Mr. Big dives forward with his batons extended. This move knocks down and can avoid low attacks. 7. SPINNING LANCER: Mr. Big spins while holding out his batons. D spins more times and goes further. The move does one hit (unless used up close, where it hits twice), and knocks down. He no longer stabs forward at the end of the move unlike KOF'96. Move is immune to high/mid-level attacks at the start, and you can move Mr. Big around while he's spinning. Note that the command has returned to its KOF'96 motion. 8. BLASTER WAVE: Short ranged projectile similar to Benimaru's Raikou Ken. The move can negate normal/DM projectiles, but cannot hit an opponent who is very close to Mr. Big and inside the range of the ball lightning. 9. DRUM SHOT TYPHOON: Mr. Big rushes forward with an autocombo attack using his batons before finishing with his Californian Romance. Any hit before the 8th is DCable. 10. RAGING SPEAR: Mr. Big reaches out to grab opponent (this is unblockable). If it hits, he throws opponent high up, and catches them upon landing with his batons and sort of shakes opponent rapidly before slamming them to the ground. This move comes out pretty quickly, and can be chained into. ------------------------------------------------------------------------------ ROBERT GARCIA [PS2 EDIT] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D Kubikiri Nage [U],NR COMMAND ATTACKS f+A Kouryuu Koukyaku Geri [O],# f+B Ryuu Hanshuu [M],S b+B (hold B to fake) Mach Geri [M],# b+C Ura Ken [M],J,X,# b+D Kaiten Geri [M],KD,X,# SPECIAL MOVES charge b,f+P Ryu-Geki Ken (high) [M],P,# charge b,f+K Ryu-Geki Ken (low) [L],P,# charge d,u+K Ryu Zanshou [M],KD,# qcb+K in air Hien Ryuujin Kyaku [M],KD,# f,b,f+K Gen'ei Kyaku [M],KD,SC,# qcb+K (perform 4x) Hien Senpuu Kyaku [M],KD,# > qcf+K Finisher [M],KD [DM] f,hcf+P (can hold) Haoh Shokou Ken [M],# qcf,hcb+P Ryuko Ranbu [M],DC,# [LDM] qcf,qcf+E Kuzuryu Sen [M],# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/- Standing far [M]/-/- [M]/-/- [M]/c [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [M]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Robert's crouching B launches and recovers very quickly: it's possible to link it 4 times in a row. #. Robert's charge times for the Ryu-Geki Ken and Ryu Zanshou are slightly longer than in NGBC. #. Note that the Ryuu Hanshuu and Maoh Geri have swapped commands. 1. KOURYUU KOUKYAKU GERI: Robert's hopping overhead kick. When canceled into, you can cancel this into the Hien Ryujin Kyaku. The command has reverted to its old KOF motion. 2. RYU HANSHUU: A cancelable forward high kick. Will no longer combo from light attacks. 3. MAOH GERI: Robert does a forward kick. This is no longer an overhead unlike in NGBC, but launches much faster and will combo from light attacks. If you hold down the B button, Robert will feint this move. 4. URA KEN: A backfist attack that cannot be chained into, but juggles upon hitting. 5. KAITEN GERI: Robert does a roundhouse kick that knocks down. You can't combo into this move. The command is now b+D. 6. RYU-GEKI KEN: The P version can be crouched under. The K version hits low , but is slightly slower to launch. Neither versions are SCable now. 7. RYU ZANSHOU: D version goes higher than B and goes slightly forward. Both versions only do one hit now, and are not SCable unlike in KOF'2003. 8. HIEN RYUUJIN KYAKU: Robert pauses in mid-air, then dives diagonally downward with a knockdown kick. B has a steeper dive angle. 9. GEN'EI KYAKU: Robert now does a single kick, and he'll only perform the remaining kicks if the move hits. Move is now SCable. 10. HIEN SENPUU KYAKU: B version is faster while D goes slightly further. The move goes diagonally upward and has little forward range compared with the previous KOF versions. Robert can avoid low attacks during this move. This is an anywhere juggle and juggles a mid-air opponent in the corner (the finisher doesn't however). 11. HAOH SHOKOU KEN: DM projectile, negates normal projectiles. Can be negated by certain non-negateable projectiles. Robert's version can be delayed, and he has upper body invincibility during the startup flash. 12. RYUKO RANBU: Robert is invincible during the startup flash, but is vulnerable during the forward dash. C version has a slight delay before Robert rushes forward, during which he is immune to non-throw attacks. Unlike in NGBC, this can no longer hit from the Ura Ken juggle. Any hit before the last is DCable. 13. KUZURYU SEN: Robert's qcf,qcf+K DM from KOF2000 (he does 3 consecutive Ryu Zanshou, except it only does 3 hits as opposed to 6/9 previously. Suffers from heavy damage scaling when used in combos. Note that the command has changed from NGBC. ============================================================================== 5) MISCELLANEOUS ============================================================================== BASIC GAMEPLAY NOTES - The Fast Hop goes further than a hop or normal jump, and is faster, but has the same height as hop. Hops are done lower to the ground in KOFXI. - All Emergency Evade moves (including Fallbreaker) have invincibility, but the invincibility ends before the roll does. You can be thrown at any point of the roll be it using normal, special or (L)DM throws. The forward Fallbreaker has no invincibility however. - You can now roll forward during the Fallbreaker by motioning f+AB. - The Quick Emergency Evade can only be used on the ground from normal or command attacks, and only goes forward. It can be used from uncancelable moves, such as Kyo's far standing C. This is much faster now, and it's possible to continue your combo if your previous (hard/command) attack hits. You can use this from a blocked attack. - If a Blowback Attack Counter hits (with either ground or air version), it may be possible to hit your opponent again before they land. Blowback Attacks always knock down, but both ground and air versions are blockable standing or crouching. - Your character is invincible while flashing white during a Guard Cancel Blowback attack. Note that this move isn't cancelable. It does a small amount of damage upon connecting. Unlike previous years, it can no longer KO an opponent, even if they had no health left when this was used. - The Throw Escape only works for basic throws and you must press the same button as your opponent's throw for it to work, although pressing C and D together is a sure-fire way to escape. - Certain characters have air throws. These can be used while jumping against another airborne opponent, and cannot be escaped from. You have to be very near opponent to use them. - There is no Guard Meter indicator, but your character's lifebar will start blinking red when they are close to being Guard Crushed (about 2 or 3 hard attacks away). So long as your character isn't forced to block too much in a short time, your character will slowly refill their Guard Meter. - You no longer start a match with stocks. You can only fill up to 3 stock bars initially, but you gain one stock bar every time you lose a character, and you can hold one additional bar in total. This means the last character can hold up to 5 stock bars. - Upon downing a character, the incoming character will always appear on the side furthest from his/her opponent. This helps prevent the corner traps from 2k3, but isn't entirely foolproof: an enterprising player may stay near the center, then dash or jump in the appropriate direction as the incoming character appears. The incoming character is completely invincible until he/she lands. - Most characters have two win poses, with some having three, and several others having only one win pose. You can select your win pose by pressing A or B (or C/D in some cases) after winning the match. CHARACTER SELECT - There are 12 possible colour combinations for each charater, determined by pressing A/B/C/D, E+A/B/C/D or Start+A/B/C/D when selecting them. - To use the Roulette (random select), hold Start over a character then move the joystick. You can then release the Start button. - If you're randomizing all 3 characters, hold Start and push the joystick left/right for team roulette or up/down for individual roulette. Team roulette means you will get a different story-driven team between every match, while individual roulette means characters from different teams are randomly selected. Team roulette has no effect when rouletting one or two characters. - Note that if you only wish to randomize one or two characters, you should pick one character first before using the roulette, or you'll end up randomizing all 3 characters if you accidentally selected team roulette. This won't happen when using individual roulette, as you need to press an attack button once for each character slot. - When using the Roulette, you will switch characters in every match, even if you get challenged before a vs CPU match starts. LEADER SELECT - Team leaders are indicated with a green health bar. - If you select a Roulette character as team leader, you will randomize your leader in every vs CPU match. - In a vs CPU match, you may only select your leader once. You can choose to randomize your leader by holding Start and pressing a button. Your leader slot will be rouletted again before every match, though it can fall on the same slot again. This is useful if you want to change leaders every match without using random characters. - In a vs 2P match, you may change team leaders before every match. - This is unconfirmed, but there seems to be several settings for leader selection. From what I know, the possible combinations are: 1) Your initial leader is kept for all vs CPU battles. Meaning switching leaders in a vs 2P match will still return you to the original team leader when you go back to CPU matches. 2) Your leader changes according to the selection you made during the vs 2P match. This means you can keep changing leaders so long as you keep winning your vs 2P matches. 3) You get to change leaders before every match, be it vs CPU or 2P. I haven't seen this setting enabled before though. #. I haven't tested to see if team leaders still do slightly more and take slightly less damage like in 2k3. The difference was very minor, and had little, if any significance to overall 2k3 gameplay anyway. So AFAIK, the only advantages of the team leaders are access to LDMs and Dream Cancels. ORDER SELECT - You can hold Start and press A/B/C/D to randomize your team's order of appearance. - You can also hold E during the order select screen to unmask your team's order of appearance before both players have finalized their team orders. ADVANCED GAME SYSTEM NOTES Stun meter - There is now a tiny stun meter below your lifebar. The meter will be lowered every time your character gets hit, and will refill over time. If it empties, your character will be dizzied. After which, the meter will be refilled. - With the notable exception of Ryo's Tenchi Haoh Ken LDM, all (L)DMs and throws do not do stun damage. Skill bars - There is now a skill bar. It fills up automatically over time, and you can have up to 2 skill stocks. The 2nd bar takes longer to fill than the 1st (about 15 seconds as opposed to around 10 seconds for the first). - The skill bar is used for the Quick/Saving Shift moves, as well as Super and Dream Cancels. - Note that the Guard Cancel Emergency Evade/Blowback Attack moves are NOT tied to the skill bar, and still costs one stock bar to use. Tagging - Tagging is now done using A+C or B+D. You can now tag at any time your character is on the ground, though your character still taunts before switching out, leaving them vulnerable momentarily. - During a normal tag, a character is completely invincible while leaving the screen, and the incoming character is invincible until they land. - Here's an example of how tagging works; 1. Say you used the team of Ash, Oswald and Shen Woo. Let's say Ash starts first, Oswald second and Shen last. 2. You switch to Oswald using AC, or Shen using BD. 3. As Oswald, you switch to Shen using BD, or back to Ash using AC. 4. As Shen, you switch to Ash using AC and Oswald and BD. - Once a teammate is downed, using AC or BC will switch you to your remaining partner. Quick Shift - The Change Attack from 2k3 was removed. Instead, you get the Quick and Saving Shift moves. - The Quick Shift is done by pressing AC/BD while making an attack. It costs one skill bar to use. You can only Quick Shift from physical attacks, but it can be done from some special moves and DMs. Some knockdown moves can also be Quick Switched from. - You CANNOT Quick Switch from ANY aerial/jumping attack, projectile, throw or LDM move. You also cannot Quick Switch if your move misses, though you can from a blocked attack. - Since you can tag as often as needed, you can also perform the Quick Shift twice in a combo if you have full skill bars. - During a Quick Shift, your character will immediately leave the screen, while the character you tagged with will jump in. You can press A/B/C/D to have the incoming character perform their corresponding diagonal jumping attack (meaning all Quick Shift attacks are overheads). Do note that attacking too early may cause it to miss, and attacking too late may allow opponent to recover and block. Saving Shift - The Saving Shift costs both skill bars, and can be done anytime your character is hit while on the ground, so long as not from throws and (L)DM moves. You can also use it against projectiles or while blocking an attack. - During a Saving Shift, your character will leave the screen immediately, while your parner jumps in with an attack that does no damage and knocks down. You can't followup if it hits normally, even with anywhere juggle moves (see glossary). On a Counter Hit however, you can juggle opponent after it hits. - You can't Saving Shift when hit by an (L)DM move, but you can perform it when opponent is launching their (L)DM, before it actually hits. It's possible to end up saving one character out only to have the incoming character get hit by the (L)DM however. Also note that you can use a Saving Shift if your opponent Quick Shifts out of their DM to perform another combo. Dream Cancels - New in KOFXI are Dream Cancels. These can only be done by the team leader, and basically allows him/her to cancel one or more of their DMs into their LDM. All characters have at least one DCable DM. - You need one skill bar in addition to the two stock bars for the LDM and one for the DM to perform a Dream Cancel. If you wish to Super Cancel, then Dream Cancel, you'll need both skill bars and 3 stock bars. - With the exception of several LDMs, Dream Canceling from a DM that hit will ALWAYS have the LDM connect. The exceptions are Elisabeth's Shell Tware (LDM only hits in the corner), and Shen Woo and Duo Lon's Dream Cancels (since neither LDM can hit once canceled into). - However, you MUST Dream Cancel before the final knockdown hit for most LDMs to be able to connect. Some autocombo DMs can be DCed on the last hit but the LDM will miss when done so. Examples include Eiji and Shingo's DMs. - This means some LDMs will have their properties change in a Dream Cancel. For example, Ralf will charge forward with the Galactica Phantom very quickly when DCed into, and B. Jenet will be smacking away with her shoe without needing to reverse an attack first. - HOWEVER, do note that LDM properties will not change if the DM did not hit in a Dream Cancel. So, in the case of B. Jenet's LDM, it will revert to being a reversal if her DM was blocked/whiffed when you DC it. - Also note that unlike Super Cancels, certain Dream Cancels can be done even if the DM misses altogether. Kula, B. Jenet and Duo Lon are examples. - Certain LDMs do significantly less damage once Dream Canceled into, such as Ralf, Kasumi and Kyo's LDMs. Damage Scaling - Like in KOF 2003, KOFXI uses a damage scaling system. This works in two ways: 1. Moves' damage are scaled in combos. This means using a special move or DM in a combo will have it do less damage than using it standalone. The damage scaling has been refined from 2k3, and single-hit (L)DMs now do respectable amounts of damage in combos. Multi-hit moves were previously very resistant to damage scaling: this has been corrected somewhat. Do note that damage scaling is subjective to the move used, and not just the length of the combo. For example, Malin's Mizuchi LDM does noticably less damage once used in combos, while Gato's Tenryuu Retsu Kiba is fairly resistant to scaling. 2. All characters start taking less damage from moves once their health is below a certain level. They are: 100% to 40% health remaining: Characters take 100% damage. 39% to 15% health remaining: Characters take 75% damage. Below 15% health: Characters take 50% damage. #. Note that this is from base damage without counting in damage scaling yet. The final damage value is also dependant on a character's defence level (see notes below). This form of scaling applies to ALL damage taken from hits, be it in combos or standalone, and is applicable to every attack, including basic throws. HOWEVER, chipping damage is not scaled at all, so opponent will still take full damage from blocking special moves. #. Also, health scaling is ignored with single-hit moves if their health hasn't dropped below 40% even if the attack reduces their health to below 40%. For example, K's Heat Drive will still do its full damage if it connected against an opponent who has 40% health. Since it does 50% damage on a Counter Hit, hitting an opponent who has less than 50% health but over 39% health will KO them instantly, bypassing the health scaling altogether. With multiple hit moves, while opponent's health is above 39% any hit(s) will do full damage, but any subsequent hit(s) will be scaled accordingly once their health is below 40% or 15%. #. For some reason, certain moves do VERY little on bosses once their health drops below 15% (each hit does little more than chipping damage). This usually applies to attacks that do one or only a few hits, single-hit projectiles and command throws. Try using K's Heat Drive or Tizoc's Big Fall Griffon (either version) on a boss when they have less than 15% health and you'll see what I mean. This happens regardless of whether the affected move hits on its own or as part of a combo. Defence levels - Unlike previous KOF games, characters now have different levels of damage, stun and Guard Crush resistance. Very special thanks to DJ Tigresa for compiling up these tables: ~Defense~ 095: Maxima 096: Tizoc, Gai 097: Terry, Ralf, Clark, Ryo, Silber 100: Ash, Oswald, Shen Woo, Kim, K', Kyo, Iori, Shingo, Gato 102: Elizabeth, Vanessa, Eiji, B. Jenet, Kensou 103: Benimaru, Blue Mary 104: Duck king, Duo Lon, Ramon 105: Whip, Kula, Malin, Yuri, King, Athena, Momoko, Kasumi 108: Jyazu 110: Hayate 111: Adelheid ~Guard Crush Resistance~ 090: Maxima 091: Tizoc, Silber 092: Ralf, Clark, Hayate 095: Kasumi, Gai 096: Ramon, Yuri 097: Malin, Athena 098: Kim, Benimaru, Vanessa, Iori, Kensou 099: Oswald, Terry, Whip, Jyazu 100: everyone else ~Stun resistance~ 095: Gai 096: Oswald 097: Maxima, Kasumi, Kensou, Momoko 098: Elizabeth, Ralf, Eiji, B. Jenet 099: Ramon 100: Ash, Shen Woo, Terry, Kim, K', Kula, Kyo, Iori, Shingo, Gato, Tizoc 102: Oswald, Duo Lon, Whip, Vanessa, Blue Mary, King 103: Duck King, Clark, Malin, Ryo, Yuri, Athena 105: Benimaru 125: Adelheid 130: Hayate, Jyazu - Defense means the amount of damage a character takes from attacks, before damage scaling is factored in. This means damage is calculated something like this: {[Move's base damage x Defence level] - health scaling %} - damage scaling - Guard Crush and Stun resistance measures how easily a character is dizzied or Guard Crushed. - The LOWER the value, the better the resistance capability of a character. A value of 100 means the character has normal resistance. This basically means Maxima takes the least damage and is the most difficult to Guard Crush, while Gai is the hardest character to dizzy. Judgment System - New to KOFXI is a judgment system for settling timeouts. Unlike previous games, having more combined health no longer assures an automatic win in the event of a timeout. - Instead, there is a coloured indicator surrounding the timer. It starts off at yellow (neutral), then shifts to red(P1) or blue(P2) as the match goes on. Every hit scored will swing the judgment towards your side and every hit taken will reduce judgment, meaning scoring a hit as P1 will have the indicator swing toward the red area and getting hit has the indicator moving towards the blue area. In the event of a timeout, the match will be awarded to the player with the dominant colour on the indicator. - (L)DMs are real tide-turners, and hitting with them will move judgment significantly to whomever that connected with it, more so on a Counter Hit. KOing a character will also swing judgment heavily to your side, so it's sometimes better (judgment-wise) to have 3 characters on the brink of being KOed than having one character with a fair amount of health. - It's very rare, but possible for the judgment indicator to return to yellow at timeout. In such a case, both players will lose the match. VS CPU notes - There are 8 stages in the game, of which 3 of them are boss matches. - After your 3rd match, you will fight a mid-boss, which are one of the edit characters. Who you fight depends on your actions in the first 3 matches: GAI: KO one character using an LDM. SILBER/JYAZU: Score at least 6 DM KOs without losing any team members. Apparently it's randomly decided whether you fight Silber or Jyazu. HAYATE: Score 3 or more LDM KOs. You musn't have any team members KOed. ADEL: Fail to meet any of the conditions, or have overlapping conditions. For example, scoring over 3 LDM KOs but having team members downed. - There are no benefits or penalties for facing any particular mid-boss, so you can fight and defeat any of them whichever way you want without consequences to the game ending, unlike in 2k3 where the way you defeated Kusanagi affected the game's outcome. - After the mid-boss, you will fight two more CPU teams before fighting Shion and Magaki. - The CPU is massively improved this time around, and gets progressively more difficult at every stage. By the 3rd stage, the CPU should start using some humanlike tactics and combos (check out a late stage CPU Ralf, Duck King or Kim for some impressive gameplay). - All bosses are always team leaders, can build 5 stocks right from the start and take significantly less damage than normal characters. - There is no generic team ending in KOF XI. The game ends after Magaki's final cutscene unless you were using a story team (their endings will appear after that). Adelheid has his own ending, and for the other four Edit characters (Gai/Hayate/Silber/Jyazu), you get a special portrait after the end credits roll. You can have several edit characters in the same team , but the end portrait is determined by who you used to beat Magaki, unless you have Adelheid in your team. In this case you will always get Adel's ending if he's assigned as the team leader, even if you beat the game using the other edit characters. - There are four options when you continue: A - CPU starts with 50% life for each character. B - Your stock bars build up automatically at a fast pace. C - You have infinite skill bars. D - No bonus. ------------------------------------------------------------------------------ PS2 ARRANGE MODE The PS2 Arrange Mode includes many balance tweaks to the game not found in the arcade version. Some notable changes are: - All anywhere juggles have been removed. - All light attack timings generally launch slower with different cancelable frame timings, making light combo timings different, while preventing some characters from linking repeated light attacks. - All jumping/hopping attacks have reduced hit stun duration, so they have to hit later in order to combo after than in Arcade Mode. - Terry's Combination Blow is now cancelable. The Buster Wolf's damage is improved. - Duck King loses all his RBFF combinations except for the crouching A > df+C feint. The Break Spiral's range is significantly improved. - Gato's crouching B is slower and you can no longer link special moves/DMs off it. - Tizoc's (C) Justice Hurricane will no longer combo from hard attacks, but can link from a single light attack. - Ralf's Unblock no longer combos off light attacks. - Malin's Onigumo and Houkou Tenkan are faster, while the Mizuchi is slower, but still chainable. - K's Heat Drive doesn't combo off light attacks. The (A) Iron Trigger will no longer combo off light attacks, but (C) version will. - Kyo's Hikigane (both versions) no longer juggles. Goufu You no longer combos off a close/crouching C, and crouching B is no longer repeatable. - Iori's Sanshin Waza Korefutatsu can be chained into like in 2k3, but has no invincibility. - Hayate's Hiten Shou Ou Kyaku will do 5 hits instead of 4 on opponent on the ground. - Shion always starts with her spear. Her jumping spear attacks have reduced hit stun duration, so no more infinite combos. - Magaki's projectiles will disappear if he is hit. ------------------------------------------------------------------------------ GLITCHES AND BUGS Here are a few bugs I've seen or heard about in KOF XI: Double Ash This hasn't happened to me before, but apparently it's possible to have two Ash Crimsons in a team if you select him and roulette one or both remaining characters. Kyo's Aragami autoguard bug Kyo's Aragami's autoguard frames are ridiculous to say the least. If it manages to autoguard an attack, Kyo will always block the entire attack animation, and continue on to hit opponent after that. In fact, Kyo will stop halfway during the Aragami until he's finished blocking the entire attack! Oswald's unblockable 10 Oswald's 10 is unblockable when done on an incoming character (after one character is downed). In such a case, cancelling into the Heart > Ace may result in the Ace finisher launching, when it wouldn't launch under normal circumstances. Apparently, this exploit is banned in tournaments. Kula's invincible Freeze Execution For some reason, Kula is immune to non-throw attacks if the Freeze Execution misses or is blocked, as she recovers (but not during Diana's charge). Vanessa's Crazy Puncher screen glitch If you Quick Switch out of Vanessa's Crazy Puncher, the background will stay black until your character gets hit. Vanessa's Forbidden Eagle infinite combo glitch During Vanessa's infinite (activate her MAX Puncher LDM, then juggle with C Forbidden Eagle repeatedly), her opponent gets judgment swung in their favour instead of you with each hit. Definitely not something to do if time is running out and you can't KO your opponent. Shingo's aerial normals' glitch An opponent cannot perform the Saving Shift against any and all of Shingo's jumping normal attacks for some reason. Hayate's off-screen disappearance Using Hayate, throw a Hitsue Nage Jutsu (qcf+P), then tag out before he regains the boomerang. After that, perform a Quick Switch combo to return Hayate into play and you can dash off-screen with him and remain there indefinitely. I'm guessing this is banned in tournaments. Adel's Prinzessin glitch If you motion the Prinzessin (qcf+Start) during any of Adel's cancelable attacks, the remainder of the animation will be canceled, allowing Adel to recover much faster than usual. This works especially well for his sweep. ============================================================================== MOVE PROPERTIES GLOSSARY ============================================================================== Here is an advanced move property glossary: AIR THROW Certain characters have basic throws that can be performed in the air. These throws cannot be escaped from, but must be done very close to opponent. Air throws can work if an opponent is on the same level or slightly higher than your character, but not on opponents who are on a lower level. It's also possible to air throw an opponent performing a move that takes them off the ground, such as during Ramon's Tiger Lord wall rebound. ANYWHERE JUGGLES Making a return from KOF2k1 and 2k2 are anywhere juggles. These moves are capable of hitting an opponent who's off the ground, so long as it wasn't from a normal-hitting Saving Shift. This means anywhere juggle attacks can hit in situations where most other attacks wouldn't such as after a non-Counter Hit E attack or a crouching D. An example would be Benimaru's Raikou Ken LDM: you can combo it off his crouching D by canceling his sweep into the LDM. This doesn't count as an OTG, nor can opponent use a Fallbreaker because the LDM hits them before they can even land. An anywhere juggle can also hit after an opponent has been hit in mid-air with a non-juggling, non-Counter Hit attack, such as standing A. Normally, a character hit in mid-air would be invincible until they land, but anywhere juggles can catch an opponent in such a case. Contrary to popular opinion, anywhere juggles aren't bugs, and are part of the game system (watching Magaki link his throw or sweep into his LDM consistently should convince you). Some known examples of anywhere juggles are: Elisabeth's Grand Rafale. Benimaru's Raikou Ken LDM. K's aerial Minutes Spike and Chain Drive LDM. Kasumi's Tenchi Shuuten. Magaki's Universe Distortion. AUTOGUARD Moves with autoguard can block incoming attacks during certain frames of their animation. Certain moves have autoguard in a specific area only, such as Ryo's Joudan/Gedan Uke moves (his arm) while some moves have full body autoguard (Maxima's Bunker Buster). You will still take blocking damage from autoguarding special moves however. Autoguarding does not lower your Guard Meter, but note that while you can autoguard moves that do multiple hits, the autoguard frames may end before it's finished blocking the entire attack, so you may end up taking the remaining hits. Autoguard moves can block normally unblockable physical attacks like Ralf's Galactica Phantom, and you will not take any chipping damage from doing so. You can autoguard projectiles, but not throws. BLOCK STUN Block stun refers to the state of actually blocking an attack (and not simply being in blocking animation). Your character will automatically go into block animation if you hold the joystick at b or db when opponent makes an attack, regardless of whether it hits or not or if it is unblockable. Do note that your character will not go to blocking stance against normal attacks if they were done very far away, or against reversals. During block stun, you may only change your blocking position and use the Guard Cancel Emergency Evade, Guard Cancel Blowback Attack and Saving Shift moves. There is a slight delay after blocking before you can move or make an attack. COMMAND ATTACKS Command attacks can be canceled into from normal attacks, and may be cancelable into special moves when done so. If used on its own, command moves may have additional properties such as knockdown or being an overhead. Not all command attacks will combo from normal attacks, and most command attacks only combo from hard attacks, while some can only combo from light attacks. Unlike previous years, there are some overhead command attacks that retain their overhead ability when canceled into, such as Iori's Goufu In. Many, but not all command attacks become faster when canceled into, thus allowing you to combo into them. COUNTER HIT A Counter Hit occurs if both characters were attacking at the same time, and one character manages to hit the other, or both characters get hit at the same time. Counter hits generally do more damage than usual, and if opponent was hit in mid-air, it may be possible to hit them again before they land. Throws of any kind do not do Counter damage. Multi-hit moves only do Counter damage on the connecting hit. Counter Hits do not apply to normal attacks; you can only Counter Hit an opponent performing command, special or DM moves. Some moves do massive amounts of Counter damage: K's Heat Drive and Shen Woo's Bakuten are prime examples, while Ralf's Galatica Phantom will instantly KO a non-boss character on a Counter Hit. CRITICAL/COUNTER WIRE Moves with Critical Wire property will cause an opponent to rebound off the wall and leave them open to juggles. Counter Wires have the same property on a Counter Hit. Sho Hayate's Asoka Kyaku is an example of a Critical Wire move, while Maxima's Vapor Cannon is a Counter Wire. Counter Wire attacks cannot be recovery rolled from on a normal hit. EMPTY (WHIFF) CANCELS In general, most basic and command attacks are only cancelable if they hit or were blocked. There are some moves that can be empty canceled however, which means it can be canceled during the starting animation, before it hits, giving it potential use as a feint. The canceled attack can never hit in such a case however. I didn't make note of the empty cancelable moves, so you'll have to experiment around. GUARD CRUSH Guard Crush happens when a character blocks too much until their Guard Meter is depleted; the character will be stunned for a moment when they block. Upon being Guard Crushed, that character's Guard Meter will be refilled. The Guard Meter is invisible in KOFXI: your only indicator that a character is about to be Guard Crushed is that character's lifebar flashing red. Some moves, such as Vanessa's Puncher Straight automatically Guard Crushes opponent, no matter the status of their Guard Meter. (L)DMs in general do not do Guard Meter damage, but there are exceptions, with Gato's Tenryuu Retsu Kiba being an example: it does heavy Guard Meter damage on every input, and a blocking opponent is guaranteed to be Guard Crushed if their Guard Meter was flashing red. INVINCIBILITY Moves that have invincibility mean physical and projectile attacks will miss against them. Throws and reversals may still be able to work though. Certain moves have full invincibility, while others may be only immune to low or high attacks. For example, Ryo's Ryuko Ranbu is only immune to high and mid-level attacks during the dash, while Magaki is fully invincible during the Universe Distortion. MODE ACTIVATION (L)DMs Ash, Shen Woo, Duo Lon, Vanessa, Kensou and Gai have (L)DMs that put them into special modes, indicated by them glowing (or having a mirror image in the case of Duo Lon). These DMs last about 5-6 seconds (real time) normally, but the duration will be extended if you managed to continuously attack. You do not even have to hit with your attacks, but so long as you character isn't idle or getting hit, the (L)DM's effects should last significantly longer (in the case of Ash, it should last its 2k3 duration of 15 seconds). Kensou is an exception: the powerup duration of his LDM is fixed. While Ash, Shen Woo, Duo Lon or Vanessa's LDMs are active, they will not build stocks from making attacks, nor can they dizzy opponent. All specials modes end immediately upon tagging out, though Gai's LDM prevents either character from tagging, and will last until one character is defeated. Special notes on Ash, Shen Woo and Duo Lon's LDMs: - Unlike in KOF2k3, you can't seem to perform Shen Woo and Duo Lon's LDMs standalone simply by tapping the button sequence while on the ground (Ash's LDM can be done by tapping ABCD however). Instead, you have to buffer into the LDM either from a roll, jump/hop or when waking up after being knocked down to be able to launch the LDM standalone. This is done by entering the first 3 inputs during the roll/jump/hop or wakeup animation, then entering the final input as you return to neutral stance. - However, canceling into the LDM is much easier, and if it's anything like 2k3, you can buffer into them in combos. An example of buffering into Shen Woo's LDM in 2k3: Close standing C (tap A) > f+B > tap C. Shen should combo his close C into the Fusen Kyaku, then cancel into the LDM immediately after. - In a Dream or Super Cancel, virtually no timing is required. So long as you get the last input within the cancelable hit frames, the LDM should launch. An example for Ash would be d+A (hold d) > u+B > C, D to link a crouching A into his Nivose then SCing it into the Sans-Cullotes. Do note that Duo Lon's Dream Cancel is rather pointless as the On-Ryou Kabe knocks opponent down, preventing you to combo into the Genmu Ankei. - Shen Woo and Duo Lon's LDMs recover immediately when canceled into, thus allowing you to combo after activating them. Do remember that their LDMs can never hit when canceled into. - When used standalone, the LDMs will knock down (Ash's LDM juggles on hit) if they hit during the activation. Duo Lon and Shen Woo's LDMs now do significantly more damage than in 2k3. PROJECTILES Projectile moves are not considered physical attacks, and cannot be countered by most reversal moves, although certain moves can reflect or absorb them. Normal projectiles generally clash with each other (there are some normal projectiles that cannot be negated), while DM projectiles will negate normal projectiles. Certain DM projectiles will clash with other DM projectiles, while others are not negateable and will defeat them. All floor-level projectiles can hit a move with high/mid level invincibility or autoguard, even if the projectile doesn't hit low. Meaning Iori's Yami Barai can hit Kyo out of his (C) Orochi Nagi while being delayed. REVERSALS (COUNTER MOVES) Reversals are passive moves that do not attack on its own. However, if a reversal move is struck by a physical attack within certain animation frames, the character will 'catch' the incoming attack and launch a counter-attack of their own, or in the case of Elisabeth or Oswald, teleport while opponent is vulnerable. With the notable exception of Gato's Ouga, reversals that do damage can never be escaped from once triggered and the counter-attack will always connect. If a reversal fails to catch an attack, which happens when done too early/late or when used against the wrong type of attack, the character attempting the reversal will take Counter damage. Not all reversals have the same timings: Blue Mary's Head Buster can reverse attacks only upon startup, Elisabeth's Platinum Mirage only reverses attacks after her hand is fully extended, while Jenet's An Oi Mademoiselle can reverse attacks from startup until she starts to retract her arm. Reversals are not subject to a move's invincibility or autoguard frames; meaning even Ryo's Ryuko Ranbu can be countered by reversals that work against mid-level special moves. On the same note, if a reversal can counter special moves, it also works against unblockable physical attacks. SUPER CANCELS Unlike in previous KOF games, all characters have at least one move that is SCable. Do note that unlike Dream Cancels, being able to SC a special move doesn't guarantee your (L)DM will connect. Super Cancels now cost one skill bar instead of one additional stock bar. You may SC into LDMs as well. THROWS Throws cannot be reversed, and will not do Counter damage. Throws do not seem to be subject to damage scaling when used in combos however, and with the exception of Clark's Mount Tackle, all special throws cannot be escaped from. Shingo's Nie Togi does not count as a throw, as opponent can roll away from it at the start when used on its own, though it now has a miss animation. During a successful throw animation, be it normal or special throws, both characters are fully invincible to any on-screen attacks until the throw animation ends. This means if you managed to throw Magaki while he's performing his projectiles, they will not be able to hit you during that time. In KOFXI, throws will add to the hit counter, so Yuri's Hyakuretsu Binta does a ridiculous 11 hits. Almost all unblockable throws will miss when canceled into while opponent is in blockstun (when opponent is unable to move while blocking an attack, which happens if you try to cancel a blocked attack into the throw).Also note that throws will never contribute to the stun meter, so it's impossible to dizzy opponent with them. TRIANGLE JUMP Certain characters like Athena and Ramon can triangle jump by jumping towards either edge of the screen, then jumping off in the opposite direction. This means, if you jumped backwards, push uf at the screen edge, and if you jumped forward, push ub instead. You character will stop at the screen's edge, then hop off in the opposite direction. You can only use a triangle jump if you didn't make an attack while jumping, but you can attack following a triangle jump. You do not have to be at the corner to use a triangle jump: this can be done as long as your character can reach the screen's edge. ============================================================================== 6) SPECIAL THANKS ============================================================================== Very special thanks to these people who made the guide possible: Charles MacDonald - For kindly giving me permission to use Chris' works in this guide, and in my previous works. Thank you very much for continuously supporting and encouraging my work. - Version 0.2: for giving me permission to follow Chris' cancel chart format and notations. Chris MacDonald aka Kao Megura - For setting the standard in FAQ writing and inspiring me to write this. Portions of this guide were taken from the KOF2003 and SNK vs Capcom: SVC Chaos guides. The cancel chart format was taken off the KOF2003 guide. SNK Playmore Corporation - For making this game. I got some information from the *cough, cough* KOF XI Conqueror's Guide. DJ Tigresa - For kindly giving me full access to her KOFXI guide. Most of the move names were taken from her guide. - Version 0.2: the resistance tables were lifted directly off her KOFXI guide. Bossman Jhun - For lots of tips and tricks, and more trashing yet again. :) - (ver 0.5) For showing me Hayate's exploit with his Hitsue Nage Jutsu. GameFAQs - For hosting my work. Other guides I referred to when writing this include: 1. GKomatsu's Kizuna Encounter guide 2. James Kuroki's Garou: Mark of The Wolves guide 3. Mark O'Neill's Real Bout Fatal Fury 2 guide. - Special thanks to these people in the boards for their various contributions and corrections: Robo Mike, Kriptik, Kensyu, chickenno1, Shirakani, and Kamikaze NOW. Keep up the great work! The Orochinagi Forums (http://kingoffighters.planets.gamespy.com/forums) - For offering a lot of information about KOFXI. Very special thanks to the people at the KOFXI boards for sharing their gameplay experiences. - Thanks to Shadowsonic for some corrections. - (ver 0.4) Thanks to Shirakani, Iie-Kyo, Kingrand and alexis for their contributions regarding the PS2 characters. Thanks to alexis for noting that Shingo's jumping normals cannot be Saving Shifted from. - (ver 0.4c) Thanks to Lynko for some information about Mai's LDM. Kingrand - (ver 0.4) For providing me with the cancel charts and move commands for the PS2 characters. Sayaka Nakada - (ver 0.4) For helping out with some of Shion's move names. stitch8o8 - For corrections regarding Ash, Oswald and Shen Woo. Stephen So - For corrections regarding Vanessa's movelist. Kesocircle - For corrections and additions for Elisabeth,B. Jenet,Whip,Athena,Kensou, Vanessa,Malin,Kasumi,Eiji and K'. Jayson 619 - (ver 0.4a) For providing the move description for Shion's Futa Hazaki. Basel - (ver 0.4a) For correcting some notes regarding Geese. For further info on Geese, please do check out his Geese FAQ. Chris Farfan - (ver 0.5) For some notes regarding Ash, Shen Woo and Shion The Judge - (ver 0.6) For some corrections regarding Jyazu. Daveryl Fenton - (ver 0.6a) For noting that Robert's Ryuuko Ranbu no longer combos from the Ura Ken Andre Carmona - (ver 0.6a) For some information regarding changes in PS2 Arrange Mode. ============================================================================== 7) CONTACT INFORMATION ============================================================================== IMPORTANT! READ THIS FIRST! You are free to e-mail me to contribute information, correct mistakes or just to give comments about this guide. But please do follow some rules: 1) NO FLAMING of any kind and no foul language WHATSOEVER. If you want to criticize my work, be constructive about it. 2) NO L337 $pe@k and SMS lingo. These will be deleted on sight. 3) Mails are to be in ENGLISH ONLY. You don't have to be grammatically perfect, just as long as I can understand it. 4) DON'T send me basic combos. This is a move list, not a combo guide. Don't ask for combos either. 5) Do NOT send me anything you aren't sure of. Only mail me if you've seen it being done or if you've tried it yourself. I don't put anything in here that I haven't seen or couldn't do (at least not without notice), and neither should you. 6) Please check the most current version of the guide first before sending me a question or contribution. PLEASE include the word 'faq' (without the inverted commas) in your subject when you mail me, as I'm running filters. You can mail me at: <remove this>{ragestreak(at)yahoo[dot]com}<remove this too> Sorry for making this hard to read, but I'm paranoid about junk mail. :) If you've actually read all of this, thank you for reading. :) ------------------------------------------------------------------------------