PlayStation > Playstation Help > Playstation Walkthroughs > Game Guide | ||
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KING
OF FIGHTERS 97 Written By: Kao Megura |
--------------- c o n t e n t s --------------- 1. INTRODUCTION 2. HOW TO PLAY 3. THE TEAMS - Hero Team - Fatal Fury Team - Art of Fighting Team - Ikari Team - Psycho Soldier Team - New Female Fighting Team - Kim's Team - New Faces Team - '97 Special Team 4. OTHER CHARACTERS - Iori Yagami - Shingo Yabuki 5. HIDDEN CHARACTERS - '94 Style Kyo Kusanagi (Riot of Blood Characters) - 'In the darkness, Orochi blood awakens Leona' - 'On a moonlit night, Iori goes insane due to Orochi blood' (Orochi New Faces Team) - Yashiro of the Parched Earth - Shermie of the Insanely Violent Lightning - Chris of the Flame of Destiny (Final Boss) - Orochi 6. TWO WAYS TO PLAY 7. FIGHTING TACTICS 8. MISCELLANEOUS 9. SPECIAL THANKS 10. REVISION HISTORY +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1. I N T R O D U C T I O N +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The King of Fighters series is back in it's fourth incarnation. Several teams and characters have been dropped, including the Boss Team, Kasumi Todo, Mature, Vice, and Goenitz. New additions include the New Faces Team (consisting of all new characters), the '97 Special Team (which is comprised of Ryuji Yamazaki, Blue Mary, and Billy Kane, all from the Fatal Fury series), and Shingo Yabuki, the would-be student of Kyo. Like Shingo, Iori Yagami returns as a solo contender in the latest KoF tournament, which is being hosted by Chizuru Kagura. Incidentally, Chizuru herself has joined the New Female Fighting Team in Kasumi's absence. The new boss is Orochi, making his first appearance in a KoF game since his introduction into the series in The King of Fighters '95. Gameplay-wise, a lot has changed. First of all, there are two sets of basic commands that are chosen before you pick your characters; one of them, Advanced, is similar to the basic moves in KoF '96, while Extra is more like the way gameplay used to be in KoF '94 and '95. Also, most all of the characters have been given back their command attacks from KoF '95, or gained new ones. Most of the characters have also gained a new special move, and every character has at least one or two new Desperation Moves. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2. H O W T O P L A Y +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Here's a brief explanation of the controls: UB U UF Jump Backward Jump Up Jump Forward \ | / B -- N -- F Retreat/Block Neutral Approach / | \ DB D DF Defensive Crouch Crouch Offensive Crouch B C D Weak Kick Strong Punch Strong Kick A Weak Punch All the moves in this FAQ are displayed using written notation. If you are on the second player (right) side, you will be facing the other way, so reverse all left- and right-based directions. Use the buttons to inflict damage, and the joystick to maneuver yourself around the playing field. Use a combination of joystick directions and buttons to perform special moves and other various commands. Move notation includes: QCF (Quarter Circle Forward) Rotate joystick from D to DF to F. QCB (Quarter Circle Backward) Rotate joystick from D to DB to B. HCF (Half Circle Forward) Rotate joystick from B to D to F. HCB (Half Circle Backweard) Rotate joystick from F to D to B. Otherwise, moves are performed by pressing in one of eight directions (the 'neutral' position is not listed unless for an alternate joystick command), then in another direction, and so on, before pressing a button. 'HCF' is a simpler way to write 'B,DB,D,DF,F', for example. Shortcut commands (ripped from EX Andy's Beginner's Reference FAQ) :) You can use these in place of the 'standard' command. I already have quite a few of these sprinkled throughout the FAQ and will add the rest later as time allows. The shortcuts are: HCF = DB,F HCB = DF,B F,D,DF = F,N,DF QCB,HCF = D,HCF QCF,HCB = D,HCB HCB,HCB = DB,F,DB,F HCF,HCF = DF,B,DF,B After beginning the game, choose what mode of play your team will use. Refer to Section 6 (Two Ways To Play) for more in-depth details. Then pick the three members of your team, using the Punch buttons for one costume color, or the Kick buttons for another. The mode of play you selected will determine which of the two Punch or Kick colors you will end up with. After that, select the order of your teammates for the upcoming battle (to see what the characters think of each other refer to Section 8), and then the battle will begin. The object of the battle is to beat all the members of your opponents' team while keeping your own members alive for as long as possible. To defeat an opponent's team member, reduce his/her Life bar to zero by using attacks and special moves. Be careful, because this is your opponent's goal as well. If you receive enough damage (and are using Extra Mode), your Life bar will flash to let you know that you are about to lose. Remember, you can gain life back after each round by playing aggressively, so try not to be too defensive or you won't get that much life back. The faster you defeat your opponent, the more life you'll receive. Each battle is broken down into rounds. A round ends when one person is defeated, both are defeated at the same time, or the round timer reaches 00. When this happens, the person with more life remaining is declared the winner. If both people have the same amount of life, a draw game occurs, and the next set of teammates replace their allies (the same thing happens in the event of two players losing at the same time). If there are no teammates left, then the person with more previous victories is the winner. If the number of victories is the same, then those two characters must fight a final round in which they both have less life (1/4th of a bar). If this round ends in a draw, both players lose. In addition to special moves that can be used during the rounds, there are also the Desperation Moves (DMs) and Super Desperation Moves (SDMs). The Desperation move can only be used when you have a flashing Life Bar (in Extra Mode), or when you have a full Power Gauge, which increases through manual charging, and by getting attacked. If you have a flashing life bar _and_ a full Power Gauge, you can do your character's SDM, which hits more often, is faster, and does more damage than a DM. Keep in mind that you will lose your Power Gauge after performing a DM or SDM, unless you have a flashing Life Bar, in which case you can perform a DM as many times as you want until you get a full Power Gauge (it then becomes an SDM). There is no way to perform your DM when you have a flashing Life Bar and a full Power Gauge. Should you be using Advanced Mode, your life bar won't flash when you are about to lose. Instead, you can do DMs every time you get a stored Power Gauge (a stock). If you want to perform a SDM, you can MAX out your Power Gauge by activating it--this takes up one stock, but you can now use any remaining stocks you have to perform SDMs. If you only have one stock, and you use it, all that happens is that your Power Gauge maxes out (not that that's bad :)). Advanced Mode players can store up to three Power Gauges (have 3 stocks) at a time. At best, they can use three DMs (using all three stocks), or two SDMs (activating a Power Gauge and using the two stocks for the SDMs before the activated Gauge runs out). To get a stock, simply fight and use special moves to fill your Gauge. The only difference is that your DMs/SDMs aren't available until you have at least one stock or (in the case of SDMs) two or three stocks. This is sort of a tradeoff: while it takes longer to gain two Power Gauges, you can then perform an SDM no matter how much life you have left, whereas an Extra Mode character can only use SDMs when his/her life is low (and has a full Power Gauge), but can also use DMs repeatedly during this time as long as their Power Gauge isn't completely full. Note that the Advanced Mode character will still have a MAX Power Gauge even after hitting or missing with his DM or SDM. Here's some extra information on in-game situations and move abilities: GUARD CRUSH - Keep blocking attacks and this will happen to you (it's not determined by total number of blocked hits, but how many hits were blocked in a brief period). When it happens, you stop blocking and take a small amount of damage. If this happened to you during a multi-hit attack, you are open to other hits and these will inflict full damage. Also, note that if you are a victim of Guard Crush, you will lose your Power Gauge energy if it's MAXed (in Extra Mode), or lose your activated stock (in Advanced Mode). CRITICAL HIT - Moves will cause this at random, but some moves will cause it more often than others. When it happens, the reaction time on the move is cut, giving you a split-second to attack with another move or even a DM, in some cases. COUNTER - This occurs when your enemy is attacking, and you make an attack that hits them out of their assault. When you counter, it functions like the 'Critical' effect above. You can get a Critical Hit and Counter at the same time, which gives you a larger window of time in which to attack your opponent. If you're the victim of a Counter, any move that you're hit with afterwards does more damage. AUTOGUARD - Some moves have this, but most don't. When using a move with autoguard, you will see the 'block sparks' and take block damage from attacks if you're attacked while using that move, instead of being knocked out of the attack. Autoguard doesn't always kick in, but in some cases, it will block an otherwise unblockable move (such as Kyo's OniYaki vs. Ralf's Galactica Phantom DM). OVERHEAD - Usually, only Command Attacks are overheads, but some Special moves and even normal attacks (like Yashiro's standing Strong kick), have this ability. Normally, a person who is blocking high can be hit by low attacks, and if they are blocking low, they are defended from high and low attacks. However, a move with the 'overhead' ability will hit that person if they are crouch blocking (it doesn't work against a person who is in a high block). This is a useful way to deal with 'turtle' players who block constantly, especially for characters who don't have fast command throws. THROWS - Every character has two normal throws perfomed using the same command. These throws cause moderate damage, and are unblockable. In fact, they will connect no matter what the other player is doing, exluding rolling. However, players using 'Extra Mode' can escape from throws and take no damage. Throws only work when you're close to another character who's standing on the ground, although Goro has a normal throw that will work from a small distance away (the Okuri Ashi Barai). Throws cannot be reversed. There are also air throws, which only a few characters have. These players include Benimaru, Yuri, Leona, Athena, and Mai. Air throws are unblockable, but they are rarely used in battle because you must be close to your opponent while you're both jumping. Chances are, you'll end up eating your opponent's jump attack. :) Finally, there are command throws, so named because they are performed by entering a joystick command and pressing the appropriate button. Command throws are for the most part very similar in that they are unblockable and unavoidable (unless you're in the middle of a roll), and unescapable. Most command throws also need to performed when up close, like normal throws, but their are exceptions to this, and there are some command throws which are blockable. However, command throws, like normal throws, cannot be reversed. Command throws vary greatly in use, ranging from ones that can be followed up with other moves (Goro's Arashi no Yama DM/SDM combination), to throws that inflict no damage but leave a hit opponent open to attack (Iori's Scum Wind or Yashiro of the Parched Earth's Kujiku Daichi). REVERSALS - These are moves which will stop an enemy's attack and make your character strike back with a move of their own. Usually, a reversal only works if used prior to being attacked (Mary or Billy's reversals), or just as your character is attacked (Kyo or Yashiro's reversals). On a whole, reversals will do no damage by themselves, only when they are used against an enemy's attack. There are some exceptions, though, such as Kyo's Nue Tsumi, which functions as a regular move but will turn into a reversal during an enemy attack. Yashiro and Shermie also have reverals that can be used as normal moves, but unlike Kyo, their moves do not change if used for the purposing of reversing an enemy attack. Reversals are usually very specific in use (only working against high attacks, only against projectiles, etc.) Don't confuse these types of reversals with the 'Guard Reversal' ability (performing a CD attack while blocking) that each character has. (If a move can cause Critical Hits, has Autoguard or has an additional function as an overhead attack, or is a command throw or reversal, that information is noted in the 'Comments' section for that particular move.) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3. T H E T E A M S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This section is set up as follows: - Team Name - Team Member - Member's Stats. - Throws - Command Attacks - Special Moves - DMs/SDMs The characters individual moves are written like this: ------------------------------------------------------ J: The name of the move in Japanese. E: The name of the move translated into English. M: The command used to perform the move. H: The number of hits a move causes using the Weak and Strong buttons. D: A brief description of the move when performed. C: Comments on the move: it's pros or cons, what special abilities the move has, etc. ------------------------------------------------------ Throws use only the first three criteria, usually. Then comes the pose and quote information: INTRODUCTION (AS FIRST UP) When that character is 1st in line to fight. INTRODUCTION When that character is 2nd or 3rd in line to fight. INTRODUCTION (BOTH) If the Introduction and Introuction (as first up) are the same. VERSUS If there's a different intro when two characters fight each other. TAUNT What is done and said when START is pressed. WIN POSE (X) Hold down the listed button to get the desired win pose and quote. TIME OUT What is done if a character loses by Time Over. DRAW GAME What is done if a character ends up in a Draw Game. ROUND LOSS What a character says as they lose the round. RECOVERY ROLL What a character says as they recover from being knocked out while in the air. SPECIAL WAIT POSE For certain characters, what pose they perform if they wait around in one place for a long enough time. PARTNER BACKGROUND POSE How an unused partner looks when in the background. IF PLAYER HITS.... If the player hits his/her opponent, how his partner reacts. IF PLAYER IS DAMAGED.... If the player loses life, how his partner reacts. IF PLAYER WINS THE ROUND.... If the player wins the round, how his partner reacts. IF PLAYER LOSES THE ROUND.... If the player loses the round, how his partner reacts. IF PLAYER LOST AND IS IN THE BACKGROUND.... How the defeated partner looks when in the background. PLAYER AVENGEMENT.... How a defeated partner reacts when the currently fighting player wins the round. SPECIAL MOVE QUOTES If a character says something when performing a special move or DM/SDM, it's listed here. About the win poses: remember that while pressing A, B, or C after winning a round will produce the desired win pose and quote, pressing D will pick a random win pose. You can also select the win pose of your computer opponent if you lost (in which case, go for the least insulting one! :)) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): Shujinkou Tiimu Official SNK Name (English): Hero Team Translation of Japanese Name: Hero/Protagonist Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ KYO KUSANAGI _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Writing poetry BIRTH DATE: 12/12/76 FAVORITE FOOD: Barbecued fish AGE: 20 FAVORITE SPORT: Ice hockey HEIGHT: 181 cm MOST VALUABLE: Motorcycle, girlfriend (Yuki) WEIGHT: 75 kg HATES THE MOST: Hard work BLOOD TYPE: B FIGHTING STYLE: Kusanagi Style Ancient Martial Arts ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hachi Tetsu E: Forged Iron M: B / F + C button (near) ------------------------------------------------------------------------- J: Issetsu Seoi Nage E: Burden of the Lone Temple Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Ge Shiki: Na Raku Otoshi E: Outside Style: Mysterious Falling Drop M: Jump, then D + C button H: Strong 1 D: Kyo throws a hammer punch. C: A hit opponent is slammed into the ground. Against an airborne challenger, it knocks them out of their jump instantly. This move has near-instant recovery, to boot. ------------------------------------------------------------------------- J: Ge Shiki: Gou Fu You E: Outside Style: Thunder Axe Positive M: F + B button H: Weak 1 D: Kyo performs an axe kick with one leg. C: Acts as an overhead attack. ------------------------------------------------------------------------- J: HachiJuuHachi Shiki E: Style No. 88 M: DF + D button H: Strong 2 D: Kyo falls to the ground and swings his legs outward, one after the other. C: Hits low. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: HyakuJuuYon Shiki: Ara Gami E: Style No. 105: Wild Bite M: QCF + A button H: Weak 1 D: Kyo performs a flaming fist attack with his right arm. C: Follow with 'Ku Kizu' or 'Ya Sabi'. ------------------------------------------------------------------------- J: HyakuNiJuuHachi Shiki: Ku Kizu E: Style No. 128: Nine Wounds M: QCF + Punch H: Weak 1, Strong 1 D: Kyo performs a flaming fist attack with his left arm. C: Follow with 'Nana Se' or 'Migiri Ugachi'. ------------------------------------------------------------------------- J: I-HyakuNiJuuNana Shiki: Ya Sabi E: Self-taught Style No. 127: Eight Tarnish M: HCB + Punch / DF,B + Punch H: Weak 1, Strong 1 D: Kyo throws a flaming downwards punch. C: Follow with 'Nana Se' or 'Migiri Ugachi'. ------------------------------------------------------------------------- J: I-HyakuNiJuuGo Shiki: Nana Se E: Self-taught Style No. 125: Seven Torrents M: Press Kick H: Weak 1, Strong 1 D: A forward-directed, straight-legged kick. C: Only usable after 'Ku Kizu' or 'Ya Sabi'. ------------------------------------------------------------------------- J: Ge Shiki: Migiri Ugachi E: Outside Style: Time Drill M: Press Punch H: Weak 1, Strong 1 D: Kyo throws a double flame punch knocking his foe into the ground. C: Only usable after 'Ku Kizu' or 'Ya Sabi'. ------------------------------------------------------------------------- J: HyakuJuuGo Shiki: Doku Gami E: Style No. 105: Poison Bite M: QCF + C button H: Strong 1 D: Kyo makes a flaming fist attack with his left arm. C: Follow with 'Tsumi Yomi'. ------------------------------------------------------------------------- J: YonHyaku-I Shiki: Tsumi Yomi E: Style No. 401: Guilt Compose M: HCB + Punch H: Weak 1, Strong 1 D: Kyo throws a flaming punch. C: Follow with 'Batsu Yomi'. ------------------------------------------------------------------------- J: YonHyakuJuuNi Shiki: Batsu Yomi E: Style No. 402: Penalty Compose M: Forward + Punch H: Weak 1, Strong 1 D: A spinning shoulder-barge attack. C: Only usable after 'Tsumi Yomi'. ------------------------------------------------------------------------- J: Hyaku Shiki: Oni Yaki E: Style No. 100: Demon Scorcher M: F,D,DF + Punch H: Weak 2, Strong 1 D: A leaping, spinning uppercut attack. C: Has autoguard. ------------------------------------------------------------------------- J: KuHyakuJuuNi: Nue Tsumi E: Style No. 902: Fabulous Night Bird Trimmer M: QCB + Punch H: Weak 1, Strong 1 D: Kyo pumps his arm outward, holding his forearm. C: This move knocks a hit opponent into the air. If you perform it while your enemy is attacking you, it behaves as a reversal and becomes either the 'Tora Fuse' or 'Ryi-iri'. ------------------------------------------------------------------------- J: Ge Shiki: Tora Fuse E: Outside Style: Tiger Lay M: QCB + Punch H: Weak 1, Strong 1 D: Kyo performs a flaming downward punch. C: Unless you use this move to reverse a high attack, you'll end up performing the 'NueTsumi' instead. ------------------------------------------------------------------------- J: Ge Shiki: Ryu-iri E: Outside Style: Dragon Discharge M: QCB + Punch H: Weak 1, Strong 1 D: Kyo throws a flaming double punch attack. C: Unless you use this move to reverse a low attack, you'll end up performing the 'NueTsumi' instead. ------------------------------------------------------------------------- J: NiHyakuJuuNi: KotoZuki You E: Style No. 202: Koto Moon Positive M: HCB + Kick H: Weak 2, Strong 2 D: Kyo runs forward, grabs his enemy and lifts them into the air, then sets them on fire. C: n/a ------------------------------------------------------------------------- J: NanaJuuGo Shiki: Kai E: Style No. 75: Modified M: QCF + Kick, Kick H: Weak 1, Strong 1 (2 hits total using Weak, Strong, or both types) D: Kyo jumps and makes two split-kick attacks. C: You can juggle with most any move after the second kick. ------------------------------------------------------------------------- J: NanaHyakuNana Shiki: Doku Gaku Tori (R.E.D. Kick) E: Style No. 707: Single Ease Slaughter (Rainbow Energy Dynamite Kick) M: B,D,DB + Kick H: Weak 1, Strong 1 D: Kyo jumps and smashes into his opponent with his leg. C: This move acts as an overhead and is a knockdown attack as well. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Hi-Ougi Ura HyakuHachi Shiki: Orochi Nagi E: Concealed Secret Reverse Style No. 180: Big Serpent Mow Down M: QCB,HCF + Punch / D,HCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 5, Strong 5 (as a SDM) D: Kyo holds up a hand, which bursts into flame. He then slides forward while sweeping his hand before him, surrounding himself in a flowing shield of fire. During the SDM, his body is covered in orange fire before he begins the attack. C: You can hold down the button used to delay this attack. Kyo's upper body is immune to damage if the A button is used, and his lower body is immune to damage if the C button is used. During the SDM, an enemy will be hurt if they touch his flaming body prior to him attacking. ------------------------------------------------------------------------- J: Saishu Kessen Ougi "Mu Shiki" (San ShinKi no Ichi) E: Final Deciding Battle Secret "No Style" (One of Three Divine Weapons) M: QCF,QCF + Punch H: Weak 5, Strong 5 (as a DM) Weak 14, Strong 14 (as a SDM) D: Kyo throws a YamiBarai which explodes into a column of energy. He steps into it and then emerges with a DokuGami attack. For the SDM, he emerges and does the full Doku Gami/Tsumi Yomi/Batsu Yomi combo followed by an Oni Yaki. No matter which version is used, afterimages follow him for the entirety of the move. C: The column of energy can be used to catch an airborne foe. Furthermore, an enemy hit by this move is momentarily stunned. Also, a foe who blocks the Doku Gami attack or the full combo will end up as the victim of a 'Guard Crush'. ------------------------------------------------------------------------- J: 'Reshiki ga chigaun da yo.' E: 'History is different.' (literally) M: Tap C button after connecting with 'Saishu Kessen Ougi "Mu Shiki"' H: Heavy 0 (as a DM/SDM) D: Kyo performs his taunt. C: Can be cancelled like a normal taunt. You are defenseless while taunting and can be hit. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Kyo raises his fist, then goes into his old power-up animation. Quote: "Ikuze!" Meaning: "Let's go!" VERSUS IORI YAGAMI Kyo turns away. Quote: "Keri o tsukeyoze, Yagami." Meaning: "Let's settle this, Yagami." TAUNT Kyo waves his index finger. Quote: "Nani kusubu-ten da?" Meaning: "Why are you down?" or "What'cha smokin' for?" DM/SDM TAUNT Kyo blows a tendril of flame off his index finger. Quote: "Reshiki ga chiga un da yo." Meaning: "History is different" (literally) or, "History proves otherwise" or "Your time is over." WIN POSE (A) Kyo lifts an arm, says part of his quote, then looks up towards the screen and continues with the rest of it. Quote: "Ore no..." then, "...kachi da!" Meaning: "This is..." then, "...my victory!" WIN POSE (B) Kyo raises a finger as if to do win pose (C), then lowers his arm and turns away. Quote: "Anta ja moene na...." Meaning: "You suck...." also, "You won't burn," (lit.), interpreted as, "You're so poor I don't even need to burn you." WIN POSE (C) Kyo raises an arm, and his extended index finger catches on fire. He blows it out. Quote: "Hehe...moetaro?" Meaning: "Hehe...burned?" TIME OUT Kyo wipes his mouth with his fist, clenching his teeth. DRAW GAME Kyo puts his hand over his mouth (uses part of the Time Out frames). ROUND LOSS "Aaaaaaaaa...!" RECOVERY ROLL Quote: "Otto!" Meaning: "Oh!" PARTNER BACKGROUND POSE Kyo watches the battle. IF PLAYER HITS.... Clenches a fist and grins. IF PLAYER IS DAMAGED.... Scratches his head. IF PLAYER WINS THE ROUND.... Clenches a fist and grins. IF PLAYER LOSES THE ROUND.... Shrugs one shoulder. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down, crouching. PLAYER AVENGEMENT.... Raises a fist. SPECIAL MOVE QUOTES 104 Shiki: Ara Gami Quote: "Body ga ame ze." Meaning: "Your body is weak." 128 Shiki: Ku Kizu Quote: "Body ga garaaki da ze." Meaning: "You've left yourself open." lit. "Your body is open." 127 Shiki: Ya Sabi Quote: "Body ga orusu da ze." Meaning: "You're not paying attention." 100 Shiki: Oni Yaki Quote: "Oriya!" 105 Shiki: Doku Gami Quote: "Kurae!" Meaning: "Eat this!" 902 Shiki: Nue Tsumi Quote: "Saseru ka!" Meaning: "I won't let you do it!" 202 Shiki: KotoZuki You Quote: "Oriya! Chi!...Moero!" Meaning: "Oriya! Chi!...Burn!" 108 Shiki: Orochi Nagi Quote: "Kurai...yagare!" Meaning: "Eat...this!" Saishu Kessen Ougii Quote: "Kore da Kusanagi no ken da!" (Mu Shiki) Meaning: "This is the fist of the Kusanagi!" _________________________________________________________________________ BENIMARU NIKAIDO _________________________________________________________________________ NATIONALITY: Japanese/US HOBBIES: Being the center of attention BIRTH DATE: 6/6/76 FAVORITE FOOD: Sashimi AGE: 21 FAVORITE SPORT: Clay Shooting HEIGHT: 180 cm MOST VALUABLE: Himself WEIGHT: 70 kg HATES THE MOST: Otaku BLOOD TYPE: O FIGHTING STYLE: 'Shooting' ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Kacchi ando Shuuto E: Catch and Shoot M: B / F + C button (near) ------------------------------------------------------------------------- J: Furonto Suupurekkusu E: Front Suplex M: B / F + D button (near) ------------------------------------------------------------------------- J: Supiningu Nii Doroppu E: Spinning Knee Drop M: Jump, then U + C button / D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Furaingu Doriru E: Flying Drill M: Jump, then D + D button H: Strong 3 (vs. a ground opponent) 6 (vs. an airborne opponent) D: Benimaru dives down at a diagonal angle while spinning. C: n/a ------------------------------------------------------------------------- J: Jakkunaifu Kikku E: Jackknife Kick M: F + B button H: Weak 1 D: Benimaru hops forward and strikes with a rising kick. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: RaiJinKen E: Quivering Thunder Fist M: QCF + A button H: Weak 3 D: Benimaru strikes out with his arm and his fist is surrounded by an oval-shaped ball of electricity. C: Will negate some projectiles. ------------------------------------------------------------------------- J: RaiJinKen (Taiku) E: Quivering Thunder Fist (Anti-Air) M: QCF + C button H: Strong 3 D: Benimaru holds his arm upward at an angle and his fist is surrounded by an oval-shaped ball of electricity. C: n/a ------------------------------------------------------------------------- J: Kuchu RaiJinKen E: Air Quivering Thunder Fist M: Jump, then QCF + Punch H: Weak 3, Strong 3 D: Benimaru holds his arm downward at an angle and his fist is surrounded by an oval-shaped ball of electricty. C: Benimaru pauses momentarily upon landing. ------------------------------------------------------------------------- J: Shinku KataTeGoma E: Vacuum One-Hand Top M: QCB + Punch H: Weak 3, Strong 6 D: Benimaru falls to the ground and hold himself above the floor with one hand while spinning both legs around. He then jumps away. C: n/a ------------------------------------------------------------------------- J: Suupaa Inazuma Kikku E: Super Lightning Flash Kick M: F,D,DF + Kick H: Weak 1, Heavy 1, D: Benimaru jumps and attacks with a knee flip, as lightning strikes the ground. C: The D version is a knockdown attack. ------------------------------------------------------------------------- J: Iai Geri E: Sword-Drawing Kick M: QCF + Kick H: Weak 1, Heavy 1 D: Benimaru jerks his knee out and draws his leg back in one quick motion. C: Follow with 'Hando SanDan Geri' ------------------------------------------------------------------------- J: Hando San Dan Geri E: Anti-Motion / Reaction Three Step Kick M: D,U + Kick / HCB + Kick H: Weak 3, Heavy 3 D: Benimaru faces away from his opponent and kicks behind him, then performs a 'Super Inazuma Kick'. If done alone, he kicks outward once before continuing with the rest of the move. C: The HCB + Kick version can be done by itself or during the Iai Geri, but the D,U + Kick version only works during the Iai Geri. ------------------------------------------------------------------------- J: Benimaru Koredaa E: Benimaru Coleda M: HCB,F + Punch (near) H: Weak 1, Heavy 1 D: Benimaru grabs his opponent with both hands and holds them away from him while charging them with an electric blast. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: RaiKoKen / RaiKoKen (Taiku) E: Lightning Gleam Fist / Lightning Gleam Fist (Anti-Air) M: QCF,QCF + Punch H: Weak 5, Strong 5 (as a DM) Weak 10, Strong 10 (as a SDM) D: Benimaru jerks his arm forward or upward and a large ball of electricty surrounds his fist, expanding and shrinking for a few moments. During the SDM version, the ball is red instead of blue. C: Will negate most projectiles. Use the A version for a forward- directed attack, and C for an upward directed attack. ------------------------------------------------------------------------- J: Erekutorigaa E: Elec-Trigger M: HCB,HCB + Punch (near) H: Weak 1, Strong 1 (as a DM/SDM) D: Benimaru performs an enhanced 'Benimaru Coleda' on his challenger, while a lightning bolt strikes them. During the SDM, three bolts of lightning strike Benimaru's victim. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Runs a hand through his hair, then gets ready to fight. TAUNT Turns his back to the screen while flexing. Quote: "Yare, yare." Meaning: Mr. Kuroki describes this as the 'American equivalent of a tired sigh or sigh of annoyance.' WIN POSE (A) Turns around and points at the screen with one hand. Quote: "Thank you!" WIN POSE (B) Benimaru blows a kiss towards the screen. Quote: "I love you!" WIN POSE (C) Raises his hand, and brings it in front of his face as lightning strikes the ground. TIME OUT Holds his chin while shaking his head. DRAW GAME Puts his hand on the side of his head, then shakes his head. ROUND LOSS "Uaaaaaaaa!!" RECOVERY ROLL "Urya!" PARTNER BACKGROUND POSE Buffing his fingernails. IF PLAYER HITS.... Flexes a hand with a smile. IF PLAYER IS DAMAGED.... Covers his forehead. IF PLAYER WINS THE ROUND.... Flexes a hand and smiles. IF PLAYER LOSES THE ROUND.... Covers his forehead while flexing a hand. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down. PLAYER AVENGEMENT.... Looks at stage. SPECIAL MOVE QUOTES Flying Drill "Flying Drill!" RaiJinKen "Raijinken!" Shinku KataTeGoma "Shinkuu...Katategoma!" HanDo San Dan Geri "HandouSanDanGeri!" Benimaru Coleda "Benimaru Coleda!" RaiKoKen "Raikouken!" Elec-Trigger "Elec-Trigger!" _________________________________________________________________________ GORO DAIMON _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Be in unison with Nature BIRTH DATE: 5/5/1968 FAVORITE FOOD: Zaru-Soba AGE: 29 FAVORITE SPORT: Judo HEIGHT: 204 cm MOST VALUABLE: Geta Sandals WEIGHT: 138 kg HATES THE MOST: Complex Machinery BLOOD TYPE: A FIGHTING STYLE: Judo; self-taught skills ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: JuJi Shime E: Crossbar Choke M: B / F + C button ------------------------------------------------------------------------- J: Tsukami Tataki Tsuke E: Tossing Strike Grip M: B / F + D button ------------------------------------------------------------------------- J: Okuri Ashi Barai E: Escorting Foot Sweep M: B / F + D button C: To perform this throw, get right next to your opponent, then take one step back and enter the joystick command. ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Takara Tsubushi E: Treasure Smash M: DF + C button H: Heavy 1 D: Goro attacks with his elbow. C: This move can be followed up by just about anything. Furthermore, there are two places during the move where it can hit (but you'll only score 1 hit total). ------------------------------------------------------------------------- J: Zujo Barai E: Overhead Sweep M: F + A button H: Light 1 D: Goro reaches forward and makes a downward swipe. C: This move negates projectiles. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: JiRaiShin E: Mine Quake M: F,D,DF + Punch H: Light 1, Heavy 0 D: Goro roars, raises his arms, and then slams them into the ground. The C version is a fake--Goro raises his arms but then stops. C: When Goro strikes the ground, any person who is on the ground and isn't blocking falls down. ------------------------------------------------------------------------- J: Kumo Tsukami Nage E: Cloud Grabbing Throw M: HCF + A button / DB,F + A button H: Light 1 D: Goro reaches outward and upward with his hand. If he connects, he slams his opponent into the ground. C: This move only hits airborne opponents, but some of the taller characters can be hit by this move while standing. ------------------------------------------------------------------------- J: Kiri Kabu Gaeshi E: Slice Stump Return M: HCF + C button / DB,F + C button H: Heavy 1 D: Goro reaches downward with his hand. If he connects, he lifts his opponent up and then slams them. C: This move can also hit an opponent who has been knocked down and is lying prone on the ground, but you must be _very_ close in order to actually grab them. ------------------------------------------------------------------------- J: Tenchi Gaeshi E: Heaven and Hell Return M: HCB,F + Punch (near) H: Light 1, Heavy 1 D: Goro grabs his challenger, slams them once, then flips them up into the air. C: n/a ------------------------------------------------------------------------- J: Ura Nage E: Reverse Throw M: HCB,F + Kick H: Light 1, Heavy 1 D: Goro moves forward, grabs his enemy, and throws them. C: Goro is left open to attack if his advance is blocked. ------------------------------------------------------------------------- J: Cho Oosotogari E: Super Big Outside Cutter M: F,D,DF + Kick H: Weak 1, Strong 1 D: Goro leans forward, grabs his opponent, and trips them with his leg. C: This is one of the few blockable throws in the game. ------------------------------------------------------------------------- J: Nekko Gaeshi E: Root Return M: QCF + Kick H: Weak 1, Strong 1 D: Goro changes his stance. If he is hit during this time, he throws his to the ground and then lands on top of them. C: Use the B version to reverse high attacks, and the D version to reverse low attacks. ------------------------------------------------------------------------- J: Cho Ukemi E: Super Tumble M: QCB + Kick H: Weak 0, Strong 0 D: Goro tumbles forward. C: He's partially invincible while tumbling. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Jigoku Gokuraku Otoshi E: Hell Paradise Drop M: HCB,HCB + Punch (near) H: Weak 1, Strong 1 (as a DM) Weak 1, Strong 1 (as a SDM) D: Goro performs a Cho Oosotogari on his opponent, flips them back and forth repeatedly, and ends with a TenChi Gaeshi (DM), or that and a JiRaiShin (SDM). C: n/a ------------------------------------------------------------------------- J: Arashi no Yama Kombineeshon: Nekko Meki E: Mountain of Storms Combination: Root Puller M: HCF,HCF + Kick (near) H: Weak 1, Strong 1 (as a DM/SDM) D: Goro throws you in a manner similar to the latter part of the 'Ichi Nage'. C: Follow with 'Zoku-KiriKabu Gaeshi'. ------------------------------------------------------------------------- J: Arashi no Yama Kombineeshon: Zoku-Kiri Kabu Gaeshi E: Mountain of Storms Combination: Continued Slice Stump Return M: HCF + Kick H: Weak 1, Strong 1 (as a DM/SDM) D: Goro slams his opponent using the same animation as the 'KiriKabu Gaeshi' attack. C: Follow with 'Nekko Meki Ura Nage' or 'Zoku-TenChi Gaeshi'. You can also use a command throw: 'KiriKabu Gaeshi'. ------------------------------------------------------------------------- J: Arashi no Yama Kombineeshon: Nekko Meki Ura Nage E: Mountain of Storms Combination: Root Pull Reverse Throw M: F,D,DF + Kick H: Weak 1, Strong 1 (as a DM only) D: Goro picks his foe off the floor and performs a backdrop. C: This move can be used if the 'Arashi no Yama' combination was collectively performed as a DM. ------------------------------------------------------------------------- J: Arashi no Yama Kombineeshon: Zoku-Tenchi Gaeshi E: Mountain of Storms Combination: Continued Heaven Hell Return M: F,D,DF + Kick H: Weak 1, Strong 1 (as a SDM only) D: Goro picks his challenger up, slams them from side to side, then throws them vertically up into the air and catches them with a 'Kumo Tsukami Nage'. C: This move can be used if the 'Arashi no Yama' combination was collectively performed as a SDM. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Goro holds his arms apart and claps his hands together. TAUNT He holds his hands outward and grunts. WIN POSE (A) Raises one fist into the air, accompanied by a 'thunderclap' sound effect. WIN POSE (B) Goro steps forward, puts his legs far apart, and roars. WIN POSE (C) Goro makes a fist at chest level, looks at the screen, and smiles. TIME OUT Goro kneels on one knee and lowers his head, a surprised look on his face as he is kneeling. DRAW GAME Goro draws away from his opponent. His arms are raised and he has an annoyed look to him. ROUND LOSS "Uoooooooo." RECOVERY ROLL Quote: "Nan-no!" Meaning: "That's nothing!" PARTNER BACKGROUND POSE Goro watches the battle facing the pavement. IF PLAYER HITS.... Grins, clenching one hand. IF PLAYER IS DAMAGED.... Annoyed look. IF PLAYER WINS THE ROUND.... Grins clenching one hand. IF PLAYER LOSES THE ROUND.... Annoyed look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down. PLAYER AVENGEMENT.... Raises a fist and grins. SPECIAL MOVE QUOTES None! (unless you count growling) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): GaRou DenSetsu Tiimu Official SNK Name (English): Fatal Fury Team Translation of Japanese Name: Legend [of] Hungry Wolf Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ TERRY BOGARD _________________________________________________________________________ NATIONALITY: American HOBBIES: Video games BIRTH DATE: 3/15/1973 FAVORITE FOOD: Junk food AGE: 24 FAVORITE SPORT: Basketball HEIGHT: 182 cm MOST VALUABLE: His father's (Jeff's) gloves WEIGHT: 77 kg HATES THE MOST: Slugs BLOOD TYPE: O FIGHTING STYLE: Learned from his father; various martial arts. ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Gurasupingu Appaa E: Grasping Upper M: B / F + C button (near) ------------------------------------------------------------------------- J: Basutaa Suruu E: Buster Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Bakku Nakkuru E: Back Knuckle M: F + A button H: Weak 1 D: Terry turns and strikes out with a backhand punch. C: n/a ------------------------------------------------------------------------- J: Raisingu Appaa E: Rising Upper M: DF + C button H: Strong 1 D: Terry throws an uppercut. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Pawaa Ueibu E: Power Wave M: QCF + Punch H: Weak 1, Strong 1 D: Terry strikes the ground and a small wave of energy shoots forward. C: n/a ------------------------------------------------------------------------- J: Baan Nakkuru E: Burn Knuckle M: QCB + Punch H: Weak 1, Strong 1 D: Terry poses quickly, then leaps forward with one arm outward, his fist covered in blue energy. C: n/a ------------------------------------------------------------------------- J: Raisingu Takkuru E: Rising Tackle M: F,D,DF + Punch H: Weak 5, Strong 7 D: Terry vaults upward, spinning feet-first with his arms held outward. C: Has autoguard. The number of hits inflicted depends on whether Terry's opponent is airborne or not. ------------------------------------------------------------------------- J: Pawaa Danku E: Power Dunk M: F,D,DF + Kick H: Weak 2, Strong 2 D: Terry leaps upward and strike out with his fist. Notice his hat :) C: n/a ------------------------------------------------------------------------- J: Kurakku Shuuto E: Crack Shoot M: QCB + Kick H: Weak 3, Strong 2 D: Terry jumps forward, swinging one leg up and then forward. C: n/a ------------------------------------------------------------------------- J: Pawaa Chaaji E: Power Charge M: HCF + Kick H: Weak 1, Strong 1 D: Terry runs forward and attacks. C: You can use a special move/DM/SDM after connecting with this move. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Pawaa Geizaa E: Power Geyser M: QCB,DB,F + Punch H: Weak 1, Strong 1 (as a DM) Weak 3, Strong 3 (as a SDM) D: Terry strikes the ground and an energy wave shoots up. During the SDM, Terry hits the ground three times and the energy waves appear further and further down the screen. C: The SDM version can juggle a hit character. ------------------------------------------------------------------------- J: Hai Anguru Geizaa E: High-Angle Geyser M: QCF,QCF + Kick H: Weak 5, Strong 5 (as a DM) Weak 10, Strong 10 (as a SDM) D: A dashing elbow attack followed by a Power Dunk, then a Power Geyser performed as Terry lands. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Gestures at opponent. Quote: "Hey, come on, come on!" VERSUS BLUE MARY Terry is wearing his cap backwards, standing still. TAUNT Adjusts his cap, then whistles. WIN POSE (A) Terry takes off his cap, dusts it off on his knees, and puts it back on, the brim covering his eyes. Quote: "Hmmph!" WIN POSE (B) Terry turns around and throws his cap into the air. Quote: "Okay!" WIN POSE (C) Terry faces towards the screen, and throws off his cap. Quote: "All right!" TIME OUT Terry falls down into a crouching stnace. DRAW GAME Terry turns away from his opponent. ROUND LOSS "Uwaaaaaaaa!" RECOVERY ROLL "Fu!" PARTNER BACKGROUND POSE Poses, tapping a foot, his hat backwards. IF PLAYER HITS.... Gives a thumbs up. IF PLAYER IS DAMAGED.... Sad look. IF PLAYER WINS THE ROUND.... Thumbs up. IF PLAYER LOSES THE ROUND.... Sad look, his hat falls. IF PLAYER LOST AND IS IN THE BACKGROUND.... His hat's missing. PLAYER AVENGEMENT.... Raises his hand. SPECIAL MOVE QUOTES Power Wave "Power Wave!" Power Dunk "Power Dunk!" Rising Tackle "Raising Tackle!" Crack Shoot "Crack Shoot!" Power Geyser "Power Geyser!" High Angle Geyser "Oh, my shit! Geyser!" (yes, REALLY!) _________________________________________________________________________ ANDY BOGARD _________________________________________________________________________ NATIONALITY: American HOBBIES: Practicing martial arts BIRTH DATE: 8/16/74 FAVORITE FOOD: Natto Spaghetti AGE: 23 FAVORITE SPORT: Short track HEIGHT: 171 cm MOST VALUABLE: Picture of him and Hanzou S. WEIGHT: 69 kg HATES THE MOST: Dogs BLOOD TYPE: A FIGHTING STYLE: Kopo-ken, Shiranui Ninjitsu ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Gourin Kai E: Sturdy Confrontation (Modified) M: B / F + C button (near) ------------------------------------------------------------------------- J: Kakae-komi Nage E: Mixed Hug Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Uwa Agito E: Upper Jaw M: F + B button H: Light 1 D: Andy swings his leg up, then brings it down. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Hisho Ken E: Flying Fist M: QCB + Punch H: Weak 1, Strong 1 D: Andy holds one arm forward, and grabs his wrist with his other hand. A blast of blue energy emits from his palm as he leans forward. C: n/a ------------------------------------------------------------------------- J: Sho Ryu Dan E: Rising Dragon Bullet M: F,D,DF + Punch H: Weak 6, Strong 6 D: Andy rises into the air, holding his arms out as he spins his body around. C: n/a ------------------------------------------------------------------------- J: Zan Ei Ken E: Phantom Fist Slash M: DB,F + Punch H: Weak 1, Strong 1 D: Andy dashes forward, delivering an elbow thrust. His body is trailed by shadows as he moves. C: Follow with 'GaDanKo'. ------------------------------------------------------------------------- J: Ga Dan Ko E: Blessed Body Bullet M: QCF + Punch H: Weak 1, Strong 1 D: Andy leans towards his enemy and delivers a shoulder tackle. C: Can only be used during 'ZanEiKen'. ------------------------------------------------------------------------- J: Ku Ha Dan E: Sky-Ripping Bullet M: HCF + Kick H: Weak 3, Strong 5 D: Andy uses his hands to vault his body into the air, striking out with his legs as he flies through the air, then lands on his feet. C: Causes the most damage during the inital animation of this move. ------------------------------------------------------------------------- J: Gen'ei Shiranui E: Phantom Shiranui M: Jump, then QCF + Kick H: Weak 0, Strong 0 D: Andy dives downward and rolls forward a bit upon hitting the ground, followed by shadows as he moves. C: Follow with 'Shimo Agito' or 'Uwa Agito'. ------------------------------------------------------------------------- J: Gen'ei Shiranui Shimo Agito E: Phantom Shiranui Upper Jaw M: F + Punch H: Weak 1, Strong 1 D: Andy rises to one knee and strikes out with his palm. C: Only usable after landing from 'Gen'ei Shiranui'. ------------------------------------------------------------------------- J: Gen'ei Shiranui Uwa Agito E: Phantom Shiranui Lower Jaw M: F + Kick H: Weak 1, Strong 1 D: Andy performs a falling leg smash. C: Only usable after landing from 'Gen'ei Shiranui'. ------------------------------------------------------------------------- J: Geki Heki Hai Sui Sho E: Manipulating Dam Attack M: HCF + C (close) H: Strong 4 D: Andy delivers four swift punches. C: You can juggle an opponent with a move after this attack ends. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Cho Reppa Dan E: Super Violent Rending Bullet M: QCB,HCF + Kick / D,HCF + Kick H: Weak 6, Strong 8 (as a DM) Weak 16, Strong 16 (as a SDM) D: Andy performs a 'Ku Ha Dan' while surrounded by golden fire. C: Hits more times if your opponent is airborne. ------------------------------------------------------------------------- J: Hisho Ryusei Ken E: Flying Meteor Fist M: QCF,QCF + Punch H: Weak 3, Strong 3 (as a DM) Weak 6, Strong 6 (as a SDM) D: Andy throws 3-4 punches, revolves his hands around (like in his C-button win pose) then attacks with a huge Hisho Ken. The SDM version has him throw three gold Hisho Kens instead. C: The first punch must connect for Andy to follow through with the rest of the move. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Andy steps back, runs a hand through his hair, and motions for his opponent to come at him. Quote: "Hmmph!" VERSUS MAI SHIRANUI Andy catches the wedding bouquet Mai tosses at him and hides it in his gi (or whatever you call his outfit). He then pats his face with his hands twice, in embarrassment. Quote: "Mai!" TAUNT Pulls back his hair and gestures at his opponent. Quote: "Hmmph!" WIN POSE (A) Andy faces the screen, holding his forearms out and against his side. Quote: "Yosh!" Meaning: "Alright!" WIN POSE (B) Andy steps back and puts his fist in his palm, standing silently. WIN POSE (C) Andy leans back, breathing sharply while revolving his arms, which are trailed by multiple images. TIME OUT Andy turns away from the screen and covers his face. DRAW GAME Andy changes his stance (as if he had been hurt). ROUND LOSS "Nuaaaaaaaa!" RECOVERY ROLL "Fu!" SPECIAL WAIT POSE PARTNER BACKGROUND POSE Watches the battle. IF PLAYER HITS.... Scratches his hair. IF PLAYER IS DAMAGED.... Mad look. IF PLAYER WINS THE ROUND.... Scratches his hair. IF PLAYER LOSES THE ROUND.... Mad look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Covering his forehead; crouches, facing the pavement. PLAYER AVENGEMENT.... Looks at stage. SPECIAL MOVE QUOTES ShoRyuDan "Shouryuudan!" KuHaDan "Kuuhadan!" HiShoKen "Hishouken!" ZanEiKen "Zaneiken!" GaDanKo "Hah!" Gen'ei S. Uwa Agito "Soyaa!" Gen'ei S. Shimo Agito "Uriyaa!" GekiHekiHaiSuiSho "Fu, fu, fu, soyaa!" ChoReppaDan "Choureppadan!" Hisho Ryusei Ken "Haaa.../Retsu!" _________________________________________________________________________ JOE HIGASHI _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Brawling BIRTH DATE: 3/29/74 FAVORITE FOOD: Deep-fried alligator meat AGE: 23 FAVORITE SPORT: All martial arts HEIGHT: 180 cm MOST VALUABLE: Hachimaki (bandanna) WEIGHT: 72 kg HATES THE MOST: School BLOOD TYPE: AB FIGHTING STYLE: Muay Thai (Thai kick boxing) ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hiza Jigoku E: Knee Hell M: B / F + C button (near) ------------------------------------------------------------------------- J: Reggu Suruu E: Leg Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Roo Kikku E: Low Kick M: F + B button H: Weak 1 D: Joe attacks with a low shin kick. C: n/a ------------------------------------------------------------------------- J: Suraidingu E: Sliding M: DF + B button H: Weak 1 D: Joe slides along the ground with his knees out. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Harikeen Appaa E: Hurricane Upper M: HCF + Punch H: Weak 1, Strong 2 D: Joe throws an uppercut with his fists and a single gray hurricane appears and slides forward a short distance. During the C version, he throws two uppercuts, and two hurricanes slide forward, one after the other. The second one will go further than the first one. C: n/a ------------------------------------------------------------------------- J: Bakuretsu Ken E: Exploding Fist M: Tap Punch repeatedly H: Weak 12, Strong 12 D: Joe moves forward while punching rapidly. C: Follow with 'Bakuretsu Ken Finish'. ------------------------------------------------------------------------- J: Bakuretsu Ken Finisshu E: Exploding Fist Finish M: QCF + Punch H: Weak 1, Strong 1 D: Joe leaps forward and throws a downward punch, or attacks with a thrusting kick. C: Only usable during 'Bakuretsu Ken'. ------------------------------------------------------------------------- J: Taigaa Kikku E: Tiger Kick M: F,D,DF + Kick H: Weak 2, Strong 2 D: Joe leaps into the air with one knee extended. C: n/a ------------------------------------------------------------------------- J: Surasshu Kikku E: Slash Kick M: HCF + Kick H: Weak 1, Strong 1 D: Joe leaps forward with one foot outward. C: n/a ------------------------------------------------------------------------- J: Ougon no Kakato E: Golden Heel M: QCB + Kick H: Weak 2, Strong 2 D: Joe jumps forward and strikes out with his heel. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Sukuruu Appaa E: Screw Upper M: QCF,QCF + Punch H: Weak 10, Strong 10 (vs. a foe on the ground) (as a DM/SDM) Weak 2, Strong 1 (vs. a foe in the air) (as a DM/SDM) D: Joe swings his arm once, then throws an uppercut that lifts him up into the air, creating a huge gray hurricane that's as tall as the screen at the same time. In the SDM version, it's orange. C: The DM version is stationary, while the SDM moves across the ground. ------------------------------------------------------------------------- J: Bakuretsu Harikeen Taigaa Kakato E: Exploding Hurricane Tiger Heel M: QCF,HCB + Punch / D,HCB + Punch H: Weak 11, Heavy 11 (as a DM) Weak 19, Heavy 19 (as a DM) D: Joe does part of the Bakuretsu Ken, then performs a Hurricane Upper twice, then does a Tiger Kick, and finally an Ougon no Kakato. During the SDM, Joe throws 3 red Hurricane Uppers during this move. C: n/a ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Joe goes into his 'power-up' pose, then gets into his normal fighting stance. INTRODUCTION Joe hits his palm with his other hand. Quote: "Saku saku ikuze." Meaning: "Let's do this quick." TAUNT Joe turns his back to his opponent, crouches, and pulls down his shorts. Quote: "Ora, ora!" Meaning: "Hey, hey!" WIN POSE (A) Joe falls to his knees and holds up his arms. Quote: "Yoshaa!" Meaning: "Alright!" WIN POSE (B) Joe punches his fist into his other hand. Quote: "Tate!" Meaning: "Get up!" WIN POSE (C) Joe hunches forward and throws a few punches, curling his arm inward for the final punch. TIME OUT Joe falls down and starts sulking. DRAW GAME Joe falls on his butt, holding one hand to his head. ROUND LOSS "Uwaaaaaaaaa!!" RECOVERY ROLL "Shi!" PARTNER BACKGROUND POSE Joe punches once in a while. IF PLAYER HITS.... Looks at character. IF PLAYER IS DAMAGED.... Surprised look. IF PLAYER WINS THE ROUND.... Raises both hands. IF PLAYER LOSES THE ROUND.... Points at enemy. IF PLAYER LOST AND IS IN THE BACKGROUND.... Falls down, facing floor. PLAYER AVENGEMENT.... Looks at stage. SPECIAL MOVE QUOTES Hurricane Upper "Hurricane Upper!" Tiger Kick "Tiger Kick!" Slash Kick "Slash Kick!" Bakuretsu Ken Finish Quote: "Kurae--------i!" Meaning: "Eat thi------s!" Screw Upper "Screw Upper!" Bakuretsu Hurricane T.K.: "Ora ora! / O--sha!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): RyuuKo no Ken Tiimu Official SNK Name (English): Art of Fighting Team Translation of Japanese Name: Fist of the Dragon/Tiger Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ RYO SAKAZAKI _________________________________________________________________________ NATIONALITY: Japanese/US HOBBIES: Weekend carpentry BIRTH DATE: 8/2/73 FAVORITE FOOD: Mochi, natto AGE: 24 FAVORITE SPORT: Sumo Wrestling HEIGHT: 179 cm MOST VALUABLE: Restored motorcycle, horse WEIGHT: 68 kg HATES THE MOST: Bugs with many legs BLOOD TYPE: O FIGHTING STYLE: Kyokugen-ryu Karate ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Tani Otoshi E: Valley Drop M: B / F + C button (near) ------------------------------------------------------------------------- J: Tomoe Nage E: Comma-design Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Hyochu Wari E: Ice Pillar Split M: F + A button H: Weak 1 D: Ryo delivers a quick forward chop. C: Acts as an overhead attack. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Ko-O Ken E: Tiger Gleam Fist M: QCF + Punch H: Weak 1, Strong 1 D: Ryo punches forward and a blast of blue energy emanates from his hand and flies forward. C: The A-button version has a shorter range than the C-button version. ------------------------------------------------------------------------- J: Ko Ho E: Tiger Cannon M: F,D,DF + Punch H: Weak 2, Strong 3 (as anti-air, Weak 1, Strong 2) D: Ryo jumps into the air and performs an uppercut while spinning. C: Also works as a knockdown attack. Can be used independantly, or after 'MoKoRaiJinGo'. ------------------------------------------------------------------------- J: Mo Ko Rai Jin Go E: Wild Tiger Thunder God's Strength M: QCB + Punch H: Weak 3, Strong 3 D: Ryo slides forward and bends down, bringing his whole body up as he performs an uppercut. C: Follow with 'KoHo'. Has autoguard. ------------------------------------------------------------------------- J: Mo Ko Rai Jin Setsu E: Wild Tiger Thunder God's Temple M: QCF + Kick H: Weak 1, Strong 1 D: Ryo jumps forward and delivers a downward chop. C: This move is an overhead attack. The B-button version covers about half of the screen, while the D-button version goes almost 3/4ths across. It will hit an airborne enemy, too. ------------------------------------------------------------------------- J: Hi En Shippu Kyaku E: Flying Swallow Gale Leg M: HCB + Kick H: Weak 2, Strong 3 D: Ryo leaps forward and throws a kick, then turns and kicks with his other leg. C: You can combo the D version after the RenBuKen, but you'll only hit one time. ------------------------------------------------------------------------- J: Kyokugenryuu RenBuKen E: Kyokugen-style Rapid Fist Dance M: HCF + C (near) H: Strong 4 D: Ryo throws a series of swift punches. C: You can juggle your opponent with a move after this attack ends. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ha-O ShoKoKen E: Supreme King Flying Roaring Fist M: F,HCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 5, Strong 5 (as a SDM) D: Ryo hurls a wall of fire at his opponent. It's blue normally, and orange-colored for the SDM. C: This move is long-ranged and will negate and pass through some normal projectiles. Ryo throws it much faster than Robert/Yuri. ------------------------------------------------------------------------- J: RyuKo Ranbu E: Dragon/Tiger Boisterous Dance M: QCF,HCB + Punch / D,HCB + Punch H: Weak 15, Strong 15 (as a DM) Weak 28, Strong 28 (as a SDM) D: Ryo dashes forward and starts punching and kicking rapidly while walking forward. If his opponent blocked, he'll stop after a while, but if they didn't, he'll perform a KoHo as afterimages follow his attack. C: n/a ------------------------------------------------------------------------- J: Tenchi HaKoKen E: Heaven and Earth Supreme Gleaming Fist M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Ryo throws a punch directly in front of him. A hit opponent will fly across the screen. C: Done as a SDM, this move will dizzy a hit opponent. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Ryo fixes his gi. Quote: "Ora, ora!" Meaning: "Come on, come on!" TAUNT Ryo gestures at his opponent. Quote: "Ora, ora!" Meaning: "Come on, come on!" WIN POSE (A) Ryo grins, and straightens his gi. Quote: "Osu!" Meaning: (no real meaning; said from one fighter to another) WIN POSE (B) Ryo stands up straight and tightens his belt. Quote: "Yosh!" Meaning: "Congratulations!" or "Good!" WIN POSE (C) Ryo does a few punches and kicks. Quote: "Osu!" Meaning: (no real meaning; said from one fighter to another) TIME OUT Ryo gets down in a cross-legged position and covers his forehead. DRAW GAME Ryo gets down in a cross-legged position and looks away. ROUND LOSS Quote: "Shikujitta...." Meaning: "I failed--!" RECOVERY ROLL Quote: "Ha!" PARTNER BACKGROUND POSE Hands manipulating his stomach. IF PLAYER HITS.... Raises a hand. IF PLAYER IS DAMAGED.... Covers his foreheand. IF PLAYER WINS THE ROUND.... Raises a hand. IF PLAYER LOSES THE ROUND.... Covers his forehead. IF PLAYER LOST AND IS IN THE BACKGROUND.... He crouches and covers his forehead. PLAYER AVENGEMENT.... SPECIAL MOVE QUOTES Ko-O Ken "Kououken!" HiEnShippuKyaku "Hienshippuukyaku!" Ha-O ShoKoKen "Haoushoukouken!" MokoRaiJinSetsu "Raijinsetsu!" RyuKo Ranbu Quote: "Kyoukugen-ryuu Ougi!" then "Ora! Ora! Ora! .... / Morata!" Meaning: "Kyoukugen-style Secret Technique!" (simply yelling as he attacks) "I got it!" Tenchi HaKoKen Quote: "Ichigeki Hissatsu!" Meaning: "One-hit finish!" _________________________________________________________________________ ROBERT GARCIA _________________________________________________________________________ NATIONALITY: Italian HOBBIES: Collecting cars BIRTH DATE: 12/25/73 FAVORITE FOOD: Sushi, yakisoba AGE: 24 FAVORITE SPORT: Motor sports HEIGHT: 180 cm MOST VALUABLE: His collection of cars WEIGHT: 85 kg HATES THE MOST: Rakkyou BLOOD TYPE: AB FIGHTING STYLE: Kyokugen-ryu Karate ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: RyuTobi Kyaku E: Hopping Dragon Leg M: B / F + C button (near) ------------------------------------------------------------------------- J: Kubi Kiri Nage E: Neck-cutting Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: RyuHanShu E: Dragon Flip Kick M: F + B button H: Weak 1 D: Robert attacks with a turning kick. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Ryu Geki Ken E: Dragon Attack Fist M: QCF + Punch H: Weak 1, Strong 1 D: Robert extends his arms and fires a large blast of golden energy. C: Robert stretches out his arms so far that most characters will be missed by the projectile if they are right next to him when he throws it (don't back away or you'll be hit, though). The fireball is short-ranged, but has a considerable duration and will remain on screen long enough to negate even double projectiles (like King's Double Strike or Joe's C Hurricane Upper). It will also stay on the screen even if Robert is knocked down or hit just after throwing it. ------------------------------------------------------------------------- J: Ryu Ga E: Dragon Fang M: F,D,DF + Punch H: Weak 1, Strong 2 D: Robert leaps into the air and throws an uppercut a la Ryo's 'KoHo'. C: n/a ------------------------------------------------------------------------- J: Ryu Zan Sho E: Dragon Slice Flight M: F,D,DF + Kick H: Weak 1, Strong 1 D: A flipping kick attack. C: n/a ------------------------------------------------------------------------- J: Hi En Senpu Kyaku E: Flying Swallow Whirlwind Leg M: HCB + Kick H: Weak 2, Strong 4 D: Robert leaps forward while turning and kicking repeatedly. C: The B version will knock an opponent down if it hits. This move is performed too low to the ground to pass over projectiles. ------------------------------------------------------------------------- J: Hi En Ryu Jin Kyaku E: Flying Swallow Dragon God Leg M: Jump, then QCB + Kick H: Weak 1, Strong 1 D: Robert dives down with one leg extended. C: He'll jump away if the move is blocked. ------------------------------------------------------------------------- J: Kyokugenryuu RenBuKyaku E: Kyokugen-style Rapid Leg Dance M: HCF + K (near) H: Strong 4 D: Robert delivers four swift kicks in succession. C: You can juggle your opponent with a move after this attack ends. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ha-O ShoKoKen E: Supreme King Flying Roaring Fist M: F,HCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 5, Strong 5 (as a SDM) D: Robert hurls a wall of fire at his opponent. It's orange normally, and blue for the SDM. C: This projectile has a long range. It can negate and pass through certain smaller projectiles as well. ------------------------------------------------------------------------- J: RyuKo Ranbu E: Dragon/Tiger Boisterous Dance M: QCF,HCB + Punch / D,HCB + Punch H: Weak 15, Strong 15 (as a DM) Weak 28, Strong 28 (as a SDM) D: Robert dashes forward and begins punching and kicking his opponent. If they're blocking, he stops after a while, otherwise, he finishes with a RyuGa while being trailed by afterimages. C: n/a ------------------------------------------------------------------------- J: Mu Ei Shippu Jyu Dan Kyaku E: Shadowless Gale Heavy Steps Kick M: QCF,QCF + Kick H: Weak 7, Strong 7 (as a DM) Weak 12, Strong 12 (as a SDM) D: Robert kicks rapidly while flying forward. During the SDM, he performs a Hi En Senpu Kyaku before beginning the rapid kick attacks. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Robert fixes his gloves on either hand while saying his quote. Quote: "Hona, ikimase." Meaning: "Well then, let's go." VERSUS SIE KENSOU Robert performs his taunt, then speaks after Kensou finishes. Quote: "Bochi-bochi, dennaa." Meaning: "Pretty good, I guess." TAUNT Robert flexes his hand. Quote: "Donai shitan ya?" Meaning: "What's wrong?" WIN POSE (A) Robert holds his arm up, and gives a thumbs-up towards himself, then drops his arm. Quote: "Yosha!" Meaning: "All right!" WIN POSE (B) Robert tosses a coin into the air and catches it. WIN POSE (C) Quote: "Donai ya?" Meaning: "How's that?" TIME OUT Robert angrily throws one of his gloves at the floor. DRAW GAME Robert angrily throws one of his gloves at the floor. ROUND LOSS Quote: "Kusottare--!" Meaning: "Shit-head--!" RECOVERY ROLL "Ha!" PARTNER BACKGROUND POSE Robert shouts something. IF PLAYER HITS.... Crouches while clenching one hand. IF PLAYER IS DAMAGED.... Covers his forehead. IF PLAYER WINS THE ROUND.... Crouches, clenching one hand. IF PLAYER LOSES THE ROUND.... Covers his forehead. IF PLAYER LOST AND IS IN THE BACKGROUND.... Robert acts as if he was sleeping. PLAYER AVENGEMENT.... Robert looks at the stage. SPECIAL MOVE QUOTES RyuGekiKen "Ryuugekiken!" HiEnSenpuKyaku "Hiensenpuukyaku!" Ha-O ShoKoKen "Haoushoukouken!" RyuKo Ranbu Quote: "Kyokugen-ryuu Ougi!" then "Sorya Sorya Sorya.../Donai ya?!" Meaning: "Kyokugen-style Secret Technique!" (simply yelling as he attacks) "How's that!?" _________________________________________________________________________ YURI SAKAZAKI _________________________________________________________________________ NATIONALITY: Japanese/US HOBBIES: Karaoke BIRTH DATE: 12/7/76 FAVORITE FOOD: Sweet curry rice AGE: 20 FAVORITE SPORT: Softball HEIGHT: 168 cm MOST VALUABLE: Friends, Ronnet's earrings WEIGHT: 59 kg HATES THE MOST: Octopus BLOOD TYPE: A FIGHTING STYLE: Kyokugen-ryu Karate ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Oni Harite E: Demon Stretched Hand M: B / F + C button (near) ------------------------------------------------------------------------- J: Sairento Nage E: Silent Nage M: B / F + D button (near) ------------------------------------------------------------------------- J: Tsubame Otoshi E: Swallow Drop M: Jump, then U + C button / D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: En Yoku E: Swallow Wing M: F + B button H: Weak 1 D: Yuri turns around and leaps backward, bonging her opponent with her rear. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Ko-O Ken E: Tiger Gleam Fist M: QCF + Punch H: Weak 1, Strong 1 D: Yuri extends one arm and fires a blast of pink fire. C: This projectile moves further than Ryo's Ko-O Ken and has a small delay in dissapation time like Robert's RyuGekiKen. ------------------------------------------------------------------------- J: Rai-O Ken E: Thunder Gleam Fist M: QCF + Kick H: Weak 1, Strong 1 D: Yuri leaps forward and brings her hands down in front of her, creating a small swath of pink energy that strikes as she begins to descend from her jump. C: n/a ------------------------------------------------------------------------- J: Hyaku Retsu Binta E: Hundred Violent Slaps M: HCB + Punch H: Weak 100, Strong 100 :) D: Yuri will move forward a bit, grab her opponent, and slap them silly. C: Unlike KoF '96, there isn't much of a difference between the A- and C-button versions of this move. ------------------------------------------------------------------------- J: Yuri Cho Appaa (KuGa) E: Yuri Super Upper (Air Fang) M: F,D,DF + Punch H: Weak 2, Strong 2 D: Yuri leaps into the air and brings her fist up before her. C: Follow the C-button version with "Double Yuri Super Upper". ------------------------------------------------------------------------- J: Daburu Yuri Cho Appaa (Ura KuGa) E: Double Yuri Super Upper (Reverse Air Fang) M: F,D,DF + Punch H: Weak 1, Strong 1 D: Yuri faces the other way, then performs a Yuri Super Upper. C: Only hits if completed before the C-button Yuri Super Upper ends (when you're still in the air). Otherwise, she'll do this move too late and it won't connect. ------------------------------------------------------------------------- J: Yuri Cho Nakkuru (HiEnShipuKen) E: Yuri Super Knuckle (Flying Swallow Gale Fist) M: QCB + Punch H: Weak 1, Strong 1 D: Yuri leaps forward while punching with one extended fist. C: n/a ------------------------------------------------------------------------- J: Yuri Cho Mawashi Geri (HiEnSenpuKyaku) E: Yuri Super Revolving Kick (Flying Swallow Whirlwind Leg) M: QCB + Kick H: Weak 2, Strong 1 D: Yuri makes a high, broad jump while spinning and kicking with one leg out. C: Passes over most projectiles. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ha-O ShoKoKen E: Supreme King Flying Roaring Fist M: F,HCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 5, Strong 5 (as a SDM) D: Yuri hurls a large ball of pink flame at her opponent. C: This projectile has a long range and can negate/pass through other smaller projectiles. ------------------------------------------------------------------------- J: HiEn Ho-O Kyaku E: Flying Swallow Phoenix Leg M: QCF,HCB + Kick / D,HCB + Kick H: Weak 16, Strong 16 (as a DM) Weak 26, Strong 26 (as a SDM) D: Yuri dashes forward and "climbs" up her opponent's chest while kicking rapidly before jumping away. For the SDM, she finishes her attack with a Rai-O Ken instead. C: n/a ------------------------------------------------------------------------- J: HiEnRekko E: Flying Swallow Violent Pierce M: QCF,QCF + Punch H: Weak 11, Strong 11 (as a DM) Weak 21, Strong 21 (as a SDM) D: During the DM version, Yuri performs a Yuri Cho Upper and two Double Yuri Cho Uppers (A- then C-button versions, respectively). During the SDM version, she does two Cho Uppers (again, A- then C-button versions, respectively), two Double Yuri Cho Uppers (both A-button versions), and then a C-button Double Yuri Cho Upper. While performing either version, she is followed by shadows. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Stands with her hands on her hips. She points at her opponent with one hand. Quote: "Babbito yattsukechau zo!" Meaning: "I will defeat you quickly!" TAUNT Yuri puts her hands on her hips, says part of her quote, then bends forward and says the rest of it. Quote: "Anta" (then) "baka?" Meaning: "You stupid?" WIN POSE (A) Yuri spins one arm, jumps up, and makes a 'v for victory' sign twice with her hands. Quote: "Ei! Ei! Wo! Wo! Jump! V! V!" WIN POSE (B) Waves a finger at her opponent. Quote: "Service, service!" WIN POSE (C) Cools herself off with her gi, then turns and gives a thumbs-up. Quote: "Cho yoyutchi!" Meaning: "Super piece of cake [easy]!" TIME OUT Falls to her feet (facing the screen), and looks up towards the screen, then averts her gaze. Her clothing droops off on one side, showing her shoulder. DRAW GAME Yuri looks worried (initial animation of her Time Out stance). ROUND LOSS Quote: "Oto-san, gomen!" Meaning: "Father, sorry!" RECOVERY ROLL Quote: "Ho!" PARTNER BACKGROUND POSE Gleams. IF PLAYER HITS.... Excited cheers. IF PLAYER IS DAMAGED.... Surprised look. IF PLAYER WINS THE ROUND.... Jumps and gives a peace sign. IF PLAYER LOSES THE ROUND.... Covers her head with her hands. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down. PLAYER AVENGEMENT.... Sad smiles. SPECIAL MOVE QUOTES Ko-O Ken "Kououken!" Rai-O Ken "Raiouken!" Yuri Cho Upper "Chou Appaa! Yuri Double Upper "Double!" Yuri Cho Knuckle "Chou Nakkuru!" Yuri Cho Mawashi-geri "Chou Mawashi-geri!" HyakuRetsu Binta Quote: "Konno!" Meaning: "Why you...!" Yuri Mawashi-geri "Yuri Mawashi-geri!" Ha-O ShoKoKen "Haoushoukouken!" HiEn Ho-O Kyaku "Hienhououkyaku!" HiEn Rekko Quote: "Yuri...." (charging up, then) "Chou Reppa!" (for each uppercut). Meaning: "Super Violent Break!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): Ikari Tiimu Official SNK Name (English): Ikari Team Translation of Japanese Name: As is, also literally 'Angry' Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ LEONA _________________________________________________________________________ NATIONALITY: Unknown HOBBIES: None BIRTH DATE: 1/10/78 FAVORITE FOOD: Vegetables AGE: 18 FAVORITE SPORT: None HEIGHT: 176 cm MOST VALUABLE: None WEIGHT: 65 kg HATES THE MOST: Blood BLOOD TYPE: B + Orochi FIGHTING STYLE: Martial arts and Heidern style Assassin Techniques ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Reona Kurasshu E: Leona Crush M: B / F + C button (near) ------------------------------------------------------------------------- J: Ooder Bakkuraa E: Audel Buckler M: B / F + D button (near) ------------------------------------------------------------------------- J: Heiderun Inferuno E: Heidern Inferno M: Jump, then U + C button / D button (near) ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Muun Surasshaa E: Moon Slasher M: Charge D,U + Punch H: Weak 1, Strong 1 D: Leona stands up while swinging her arms in a circle. C: Often causes Critical Hits. ------------------------------------------------------------------------- J: X Karibaa E: X Caliber M: Charge D,U + Kick H: Weak 1, Strong 1 D: Leona leaps forward, an X-shaped mass of energy forming around her body. C: Goes over projectiles. ------------------------------------------------------------------------- J: Borutekku Ranchaa E: Baltic Launcher M: Charge B,F + Punch H: Weak 6, Strong 12 D: Leona rears her head back and yells, a ball of energy appearing before her. During the Strong version, she leaps forward as the ball forms (landing in front of it). The ball of energy then moves forward a short distance before fading. C: You can use any normal attack while the ball is hitting Leona's opponent. ------------------------------------------------------------------------- J: Gurando Seibaa E: Ground Saber M: Charge B,F + Kick H: Weak 1, Strong 1 D: Leona runs forward low to the ground, sliding as a crescent-shaped wedge of energy appears before her. C: Follow with 'Sonic Kick'. Since Leona is rushing so close to the ground, some attacks and long-ranged projectiles will pass over her. ------------------------------------------------------------------------- J: (unknown) E: Sonic Kick M: F + D button H: Strong 1 D: Leona flips into the air, creating circular shapes of blue energy as she leaps and kicks before landing on her feet. C: Only usable during the D-button version of 'Ground Saber'. ------------------------------------------------------------------------- J: Ai Surasshaa E: I Slasher M: QCB + Punch H: Weak 1, Strong 1 D: Leona grabs the hairpiece off her head and throws it like she would a boomerang. She remains immobile until it returns. C: I heard someone compare this to Dan Hibiki's 'Gadoken' once, in terms of usefulness. That sort of sums it up, don't you think? ^_^; ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: V Surasshaa E: V Slasher M: Jump, then QCF,HCB + Punch / D,HCB + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Leona dives downward, trailed by afterimages. If she hits her opponent, she draws a ragged 'V' in the air which damages her enemy. During the SDM, the 'V' is larger and better-drawn. C: This attack cannot be blocked in mid-air. ------------------------------------------------------------------------- J: Gurabidi Sutoomu E: Gravity Storm M: QCF,QCF + Punch H: Weak 3, Strong 3 (as a DM) Weak 5, Strong 5 (as a SDM) D: Leona throws several standing attacks followed by a kick that (if it hits) will launch her opponent into the air. She then jumps up, impales her challenger with a dagger, and then they explode as a result. C: Has a very bad range. Leona won't complete this attack unless the 'laucher' kick connects. ------------------------------------------------------------------------- J: Riboru Supaaku E: Rebel Spark M: QCB,HCF + Kick / D,HCF + Kick H: Weak 1, Strong 1 (as a DM/SDM) D: Leona rushes forward and grabs her opponent, then stabs them with a dagger. She shoves a stick of dynamite into their wound, then looks away as her enemy explodes. C: While Leona rushes forward, she is very low to the ground (think the initial animation for the Ground Saber). This means that she can avoid certain attacks and long-ranged projectiles while rushing. ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Leona appears wearing a cape over her normal clothes, which she tosses aside before the round begins. Quote: "Ninmu suikou shimasu." Meaning: "I shall perform my duty." or "I will begin the mission." INTRODUCTION Leona leaps on screen, takes out her dog tags, and uses them to tie her hair back. Quote: "Ninmu suikou shimasu." Meaning: "I shall perform my duty." or "I will begin the mission." TAUNT Leona turns away and fiddles with her gloves. Quote: "Nigeru no yo...." Meaning: "Run away...." WIN POSE (A) Waves hands over her head, then clasps them in front of herself. WIN POSE (B) Ties shoelaces, turns to look at opponent, then tosses hair out of her eyes and resumes tying. WIN POSE (C) Leona undoes her dog tags, letting them fall around her neck, and she looks at the screen. Quote: "Ninmu kanryou." Meaning: "Mission complete." TIME OUT Leona turns away from her opponent and looks angry. DRAW GAME Leona pulls at her shorts and looks angrily towards the screen. ROUND LOSS "Aaaa~~!" RECOVERY ROLL (Leona says nothing) PARTNER BACKGROUND POSE Leona on a military pose. IF PLAYER HITS.... No reaction. IF PLAYER IS DAMAGED.... No reaction. IF PLAYER WINS THE ROUND.... Looks at stage. IF PLAYER LOSES THE ROUND.... Looks at stage face down. IF PLAYER LOST AND IS IN THE BACKGROUND.... As if weeping. PLAYER AVENGEMENT.... Looks at the stage, face down. SPECIAL MOVE QUOTES Moon Slasher "Kill!" Rebel Spark "Sayonara!" V Slasher "Joa!" _________________________________________________________________________ RALF JONES _________________________________________________________________________ NATIONALITY: Brazilian HOBBIES: Collecting knives BIRTH DATE: 8/25/1958 FAVORITE FOOD: Bubble gum AGE: 39 FAVORITE SPORT: Baseball HEIGHT: 188 cm MOST VALUABLE: Badge of Honor WEIGHT: 100 kg HATES THE MOST: Snakes BLOOD TYPE: A FIGHTING STYLE: Martial arts and Heidern style Assassin Techniques ========================================================================= THROW TECHNIQUES ========================================================================= J: Dainamaito Heddobomu E: Dynamite Headbomb M: B / F + C button (near) ------------------------------------------------------------------------- J: Noozan Raito Bomu E: Northern Light Bomb M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Barukan Panchi E: Vulcan Punch M: Tap Punch repeatedly, then press F H: Weak 2, Strong 2 D: Ralf yells while punching the air repeatedly, generating explosive bursts as he does so. C: Causes exceptional block damage. ------------------------------------------------------------------------- J: Gatoringu Atakku E: Gatling Attack M: Charge B,F + Punch H: Weak 4, Heavy 4 D: Ralf spins while moving forward, punching three times. C: n/a ------------------------------------------------------------------------- J: Kyukoka Bakudan Panchi E: Diving Bomb Punch M: Charge D,U + Punch / Jump, then QCF + Punch H: Weak 1, Strong 1 (normally) Weak 2, Strong 3 (if Ralf hits on the way up; only works with the ground version) D: Ralf leaps up with one arm pulled back, then dives forward with both C: hands stretched forward. When he collides into the ground, an explosion occurs, and Ralf flips back onto his feet. The aerial version makes Ralf go directly into the dive. ------------------------------------------------------------------------- J: Rarufu Kikku E: Ralf Kick M: Charge B,F + Kick H: Weak 1, Strong 1 D: Ralf slams the ground with one fist, then yells and pushes his body forward, spinning with his feet outward. C: Often causes Critical Hits. ------------------------------------------------------------------------- J: Suupaa Aruzenchin Bakku Buriikaa E: Super Argentine Back Breaker M: HCF + Kick (near) H: Weak 1, Strong 1 D: Ralf picks up his opponent, tosses them into the air, then catches them on his back and drops them to the floor. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: BariBari Barukan Panchi E: Blazing Vulcan Punch M: QCF,HCB + Punch / D,HCB + Punch H: Weak 15, Strong 15 (as a DM) Weak 28, Strong 28 (as a SDM) D: Ralf spins forward (a la the Gatling Attack), and Vulcan Punches with one hand rapidly, performing a corny rising uppercut for the DM, and a triple uppercut for the SDM. C: Does _great_ block damage. You can really spaz with this move on Extra Mode. *Now with a machine-gun style sound effect!* ------------------------------------------------------------------------- J: Umanori Barukan Panchi E: Horse-Mounted Vulcan Punch M: QCB,HCF + Kick / D,HCF + Kick H: Weak 14, Strong 14 (as a DM) Weak 24, Strong 24 (as a SDM) D: Ralf runs forward, tackling his opponent to the ground. He sits astride their chest and Vulcan Punches them repeatedly in the head before finishing with a final punch that creates an explosion. The SDM makes Ralf punch faster and the screen shakes more violently than normal. C: When Ralf finishes this move, his opponent is left on the ground for a few moments, their body smoking. It's a perfect set-up for a close Galactica Phantom. ------------------------------------------------------------------------- J: Garakutika Fantomu E: Galactica Phantom M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Ralf pauses for a moment, then lunges forward with a punch. The SDM version includes a large blast of energy emanating from Ralf's arm as he punches. This will set his opponent on fire if it hits. C: This move is unblockable, but can be dodged or jumped over. If you perform a move with autoguard as Ralf strikes, the autoguard will block the hit for you! ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Ralf guzzles a bottle of beer and tosses it aside. Quote: "Oowah! Totto to kakatte koi!" Meaning: "Oowah! Come on, let's fight!" INTRODUCTION Ralf ties on his headband. Quote: "Oowah! Totto to kakatte koi!" Meaning: "Oo---! Hurry up and fight (come on)!" VERSUS CLARK STEEL Ralf and Clark do three synchronized poses, then a unique fourth pose. When they clench their fists in pose #2, a blue flash appears. Quote: "Ikuze, Clark!" (said by Ralf) "Ou!" (said by Clark) "Kurosu Chanjaa!" (both, together) Meaning: "Let's go, Clark!" "Yeah! / OK!" "Cross Changer!" TAUNT Ralf looks towards the floor, says the first word of his quote with a screaming expression on his face, then holds up his left hand and finishes the quote. Quote: "Yoshi, todome iku ka?" Meaning: "All right, shall I go in for the kill?" WIN POSE (A) Ralf smacks his fist with his other hand, then leans back. Quote: "Uwargh!" WIN POSE (B) Flips opponent off twice [not that I could tell] Quote: "...sshaa! Utsuwa ja nenda, koraa?!" Meaning: "All right! You don't got what it takes, you know!" WIN POSE (C) Ralf stands up straight with his arm out, then leans back with his arm against his shoulder. Quote: "Yay! Ninmu kanryou!" Meaning: "Yay! Mission Complete!" TIME OUT Ralf unties his bandanna and looks away in disgust. DRAW GAME Ralf stands with his head down and his arms apart (the first frames of his Taunt animation). ROUND LOSS "Uooooooooo!" RECOVERY ROLL "Uoo!" SPECIAL WAIT POSE PARTNER BACKGROUND POSE In a military stance. IF PLAYER HITS.... No reaction. IF PLAYER IS DAMAGED.... No reaction. IF PLAYER WINS THE ROUND.... Puts one fist to his free hand. IF PLAYER LOSES THE ROUND.... Puts his hands to his forehead. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouches down, bandanna covering his face. PLAYER AVENGEMENT.... Raises a hand, with a grin. SPECIAL MOVE QUOTES Ralf Kick "Ralf Kick!!" BariBari Barukan Panchi Quote: "Fire!! Hakairyokuuu!!!" Meaning: "Fire!! Destructive power!!!" Umanori Barukan Panchi Quote: "Totte oki daze!! Mouitcho!" Meaning: "I saved this one for last!! One more!" Galactica Phantom Quote: "Galactica Phantom...Dokkan!" Meaning: "Galactica Phantom...BOOM!" _________________________________________________________________________ CLARK STEEL _________________________________________________________________________ NATIONALITY: American HOBBIES: Collecting guns BIRTH DATE: 5/7/63 FAVORITE FOOD: Oatmeal AGE: 34 FAVORITE SPORT: Wrestling HEIGHT: 187 cm MOST VALUABLE: His sunglasses WEIGHT: 99 kg HATES THE MOST: Slugs BLOOD TYPE: A FIGHTING STYLE: Martial arts and Heidern style Assassin Techniques ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Nage-e Panashi Jaaman E: Throwing German M: B / F + C button (near) ------------------------------------------------------------------------- J: Desu Raiku Doroppu E: Death Lake Drop M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Sutonpingu E: Stomping M: F + B button H: Weak 1 D: Clark strikes out with a clumsy-looking kick (a la Shingo). C: This move acts as an overhead attack. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Barukan Panchi E: Vulcan Punch M: Tap Punch repeatedly, press F H: Weak 3, Strong 8 D: Clark punches the air in front of him rapidly. C: The duration of Clark punching isn't as long as Ralf's Vulcan Punch, but his version juggles hit/airborne opponents. ------------------------------------------------------------------------- J: Napaamu Sutorecchi E: Napalm Stretch M: F,D,DF + Punch H: Weak 1, Strong 1 D: Clark leaps into the air. If his opponent is in the air and is near to him, Clark grabst tem and throws them. C: Follow with 'Flashing Elbow'. ------------------------------------------------------------------------- J: Furankenshutainaa E: Frankensteiner M: F,D,DF + Kick H: Weak 1, Strong 1 D: Clark falls to the ground while sticking his legs up and outward. A challenger who is nearby will be grabbed around the neck by Clark's legs and be flipped onto the ground. Afterwards, Clark gets up on his knees in a victory pose, but if you inputted the command for the 'Flashing Elbow', this part of the move is omitted. C: Follow with 'Flashing Elbow'. ------------------------------------------------------------------------- J: Rooringu Kureidoru E: Rolling Cradle M: HCF + Punch H: Weak 1, Strong 1 D: Clark dashes forward with his arms out. He grabs his opponent and rolls around on the ground with them before letting them go. C: Follow with 'Flashing Elbow'. ------------------------------------------------------------------------- J: Suupaa Aruzenchin Bakku Buriikaa E: Super Argentine Back Breaker M: HCF + Kick (near) H: Weak 1, Strong 1 D: Clark picks up his opponent, tosses them into the air, then catches them on his back and drops them onto the floor. C: Follow with 'Flashing Elbow'. ------------------------------------------------------------------------- J: Furasshingu Eruboo E: Flashing Elbow M: QCF + Punch H: Weak 1, Strong 1 D: Clark runs forward and falls atop his fallen opponent with an elbow dive. C: Can only be used after a (non-DM/SDM) command throw. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Urutora Aruzenchin Bakku Buriikaa E: Ultra Argentine Back Breaker M: HCB,HCB + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Clark grabs his opponent and performs multiple Super Argentine Back Breakers on them. He finishes the SDM version with the 'Clark Spark', a move in which he jumps up, grabs his opponent in mid-fall, and holds them face-down, limbs out, with his feet and hands then lets them fall onto the ground. C: n/a ------------------------------------------------------------------------- J: Raningu Surii E: Running Three M: HCF,HCF + Kick H: Weak 1, Strong 1 (as a DM/SDM) D: Clark runs forward, grabs his challenger, points at the other end of the screen, and performs a running powerbomb on them that launches them in that direction. During the SDM, he picks them up after each launch, points in the opposite direction, and powerbombs them again for three attacks total. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Clark blows on his fingernails, then gets into his fighting stance. VERSUS RALF JONES Ralf and Clark do three synchronized poses, then a unique fourth pose. When they clench their fists in pose #2, a blue flash appears. Quote: "Ikuze, Clark!" (said by Ralf) "Ou!" (said by Clark) "Kurosu Chanjaa!" (both, together) Meaning: "Let's go, Clark!" "Yeah! / OK!" "Cross Changer!" TAUNT Clark flexes his hand. Quote: "Hey, c'mon!" WIN POSE (A) Clark does a silent salute, then gives a thumbs-up (modified from his pose in KoF '96) WIN POSE (B) Pulls out dog tags, and looks down at them while they shine. Quote: "Amai yo, na?" Meaning: "Naive, huh?" WIN POSE (C) Clark adjusts his sunglasses and gives a thumbs-up. Quote: "Hey! Ninmu kanryou!" Meaning: "Hey! Mission Complete!" TIME OUT Clark covers his head and looks down at the floor, then grunts. DRAW GAME Clark covers his head and looks down at the floor, then grunts. ROUND LOSS "Nuoooooo!" RECOVERY ROLL "Ho!" PARTNER BACKGROUND POSE In a military pose. IF PLAYER HITS.... No reaction. IF PLAYER IS DAMAGED.... No reaction. IF PLAYER WINS THE ROUND.... Raises both hands. IF PLAYER LOSES THE ROUND.... Covers his face. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down. PLAYER AVENGEMENT.... Pleased look. SPECIAL MOVE QUOTES Napalm Stretch "Napaamu Sutorecchi!" Frankensteiner "Hey!" Ultra Argentine Back Breaker (DM) "Death Valley Bomb!" Ultra Argentine Back Breaker (SDM) "Clark Spark!" Running Three "Raningu Suryaa!" "Running Threeyaa!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): Saiko Sorujyaa Tiimu Official SNK Name (English): Psycho Soldier Team Translation of Japanese Name: Psycho Soldier Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ ATHENA ASAMIYA _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Astrology BIRTH DATE: 3/14/1979 FAVORITE FOOD: Ichigo-daifuku AGE: 18 FAVORITE SPORT: Lacross HEIGHT: 163 cm MOST VALUABLE: Peter Rabbit teacup set WEIGHT: 49 kg HATES THE MOST: Grasshoppers BLOOD TYPE: B FIGHTING STYLE: Psychic Powers and Kung Fu ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Bitto Suruu E: Bit Throw M: B / F + C button (near) ------------------------------------------------------------------------- J: Saikikku Suruu E: Psychic Throw M: B / F + D button (near) ------------------------------------------------------------------------- J: Saikikku Shuuto E: Psychic Shoot M: U + C button / D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Renkan Tai E: Chain Thigh M: F + B button H: Weak 1 D: Athena hops forward while delivering a rising kick (it's practically a jumping splits kick). C: Has autoguard. ------------------------------------------------------------------------- J: Fenikkusu Bomu E: Phoenix Bomb M: Jump, then D + B button H: Weak 1 D: Athena sticks her rear out and bops her opponent on the head as she falls, then rebounds to her feet. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Saiko Booru Atakku E: Psycho Ball Attack M: QCB + Punch H: Weak 1, Strong 1 D: Athena waves her arms in front of her, creating a large ball of orange psychic energy which flies straight forward. C: A long-ranged projectile. ------------------------------------------------------------------------- J: (Kuchu) Saiko Soodo E: (Air) Psycho Sword M: F,D,DF + Punch / Jump, then F,D,DF + Punch H: Weak 6, Strong 6 D: Athena jumps up, spinning. She holds out one arm that has a blade of psychic force extending along it. C: n/a ------------------------------------------------------------------------- J: Fenikkusu Aroo E: Phoenix Arrow M: Jump, QCB + Punch H: Weak 7, Strong 9 D: Athena dives forward, surrounded by a bright ball of energy. When she lands, she'll add on a crouching kick that knocks down her opponent if the C-button version is used. C: Works well as a cross-up attack, especially because Athena will kick towards her opponent during the C-button version. ------------------------------------------------------------------------- J: Nuu Saiko Rifurekutaa E: Nu Psycho Reflector M: HCB + Kick H: Weak 4, Strong 7 D: During the Weak version, Athena creates a large barrier of psychic energy in front of her. During the Strong version, she leaps forward before creating the barrier. C: This move will reflect projectiles. No, the name isn't misspelled; this move is written with the Greek letter 'nu', which as far as I know, has no meaning in and of itself. ------------------------------------------------------------------------- J: Saikikku Terepooto E: Psychic Teleport M: QCF + Kick H: Weak 0, Strong 0 D: Athena appears to blur, then shows up some distance from her former position. C: The D version moves Athena further forward than the B version. ------------------------------------------------------------------------- J: Suupaa Saikikku Suruu E: Super Psychic Throw M: HCF + C button (near) H: Strong 1 D: Athena grabs her opponent and hurls them upward into the air with the aid of some psychic force. C: Your opponent is left open to attack after you perform this move. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Shainingu Kurisutaru Bitto E: Shining Crystal Bit M: B,HCB + Punch / Jump, then B,HCB + Punch H: Weak 2, Strong 2 (as a DM/SDM) D: Athena yells and the beads of her necklace grow larger and orbit around her body for a few moments before shattering. During the SDM, white light is also emanating from her body. C: Follow with 'Crystal Shoot'. You can cancel this attack by pressing A+B+C+D simultaneously. ------------------------------------------------------------------------- J: Kurisutaru Shuuto E: Crystal Shoot M: QCB + Punch (on the ground, or in the air) H: Weak 1, Strong 1 D: Athena collects the orbiting beads of her necklace into a swirling mass, that she then throws at her opponent. C: Only usable after 'Shining Crystal Bit'. You can hold down the button used to momentarily prevent Athena from throwing the beads. If used on the ground, the A-button version goes forward, and the C-button version flies diagonally upward. If used in the air, either version flies downward. This move takes up no extra Power Gauge energy. ------------------------------------------------------------------------- J: Fenikkusu Fangu Aroo E: Phoenix Fang Arrow M: Jump, then QCF,QCF + Kick H: Weak 10, Strong 11 (as a DM) Weak 25, Strong 32 (as a SDM) D: Athena performs four consecutive flaming Phoenix Arrows during the DM. For the SDM she does six flaming Phoenix Arrow attacks. C: Like Mai's 'Ho-O no Mai', this attack will hit more times against larger opponents, and against enemies who are close and in the air. ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Athena appears in an idol outfit (if on the 1st player side), or in a sailor-suit (if on the 2nd player side). She pulls off the outfit, revealing her normal clothes. Quote: "Athena, ikimasu!" Meaning: "Athena, ready!" INTRODUCTION Athena raises up her arms and then gets into her normal stance. Quote: "Athena, ikimasu!" Meaning: "Athena, ready!" VERSUS SIE KENSOU, IKARI TEAM, RYUJI YAMAZAKI or OROCHI LEONA Athena is wearing a pretty dress. Quote: "Athena, ikimasu!" Meaning: "Athena, ready!" TAUNT Athena sneezes, stands up straight and winks, holding her hands in a prayer position (she's asking for forgiveness). Quote: "Gusshi, gomenasai!" Meaning: "Achoo, excuse me!" WIN POSE (A) Quote: "Yatta! Gu!" Meaning: "I did it! Good!" WIN POSE (B) Quote: "Yay, kampeki!" Meaning: "Yay, perfect!" WIN POSE (C) Athena does her "Sailor Moon" pose, like in '96. Quote: "Watashi tachi wa makenai wa!" Meaning: "We won't be beaten!" TIME OUT Athena snaps her head from side to side three times, then buries her face in her hands, sobbing. DRAW GAME Athena snaps her head from side to side three times, then buries her face in her hands, sobbing. ROUND LOSS Quote: "Gomenasaaaaaaai!" Meaning: "I'm sorry-------!" RECOVERY ROLL "Ei!" PARTNER BACKGROUND POSE Athena cheers for the active partner. IF PLAYER HITS.... Raises a hand. IF PLAYER IS DAMAGED.... Winks. IF PLAYER WINS THE ROUND.... Raises her hands in a prayer-like motion, with a happy look. IF PLAYER LOSES THE ROUND.... Puts her hand on her forehead. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouches, head down. PLAYER AVENGEMENT.... Thumbs up and smiles. SPECIAL MOVE QUOTES Psycho Ball Attack "Psycho Ball!" Psycho Sword "Psycho Sword!" Phoenix Arrow "Phoenix...Arrow!" Psychic Teleport "Teleport!" Shiny Crystal Bit "Yaaaahhhh!" Crystal Shoot Quote: "Ikkee!" Meaning: "Go!" Phoenix Fang Arrow "Faaang....Arrow!" _________________________________________________________________________ SIE KENSOU _________________________________________________________________________ NATIONALITY: Chinese HOBBIES: Reading manga (yeah!) BIRTH DATE: 9/23/77 FAVORITE FOOD: Niku-man AGE: 19 FAVORITE SPORT: Soccer HEIGHT: 172 cm MOST VALUABLE: Debut Album of Yu Hayami WEIGHT: 61 kg HATES THE MOST: Practicing martial arts BLOOD TYPE: B FIGHTING STYLE: Psychic Powers and Kung Fu ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hakkei E: Strong Emission M: B / F + C button (near) ------------------------------------------------------------------------- J: Tomoe Nage E: Comma-design Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Ko Boku Shu E: Drunken Hand Slap M: F + A button H: Weak 1 D: Sie attacks downward with a double palm strike. C: Acts as an overhead attack. ------------------------------------------------------------------------- J: Gosen Tai E: Backward-Rotating Thigh M: F + B button H: Weak 1 D: Sie perfomers a flying, turning kick. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: ChoKyuDan E: Super Ball Bullet M: QCB + Punch H: Weak 1, Strong 1 D: Sie crouches while flinging his hands apart; this causes a ball of blue psychic energy to appear and fly forward. C: A long-ranged projectiles. ------------------------------------------------------------------------- J: RyuSoGeki E: Dragon Talon Attack M: Jump, then QCF + Punch H: Weak 4, Strong 4 D: Sie dives diagonally downward, blue energy trailing from his bared hand. C: n/a ------------------------------------------------------------------------- J: RyuRenGa: ChiRyu E: Rapid Dragon Fang: Earth Dragon M: HCF + A button H: Weak 3 D: Sie hops forward, attacking three times. C: Has autoguard. ------------------------------------------------------------------------- J: RyuRenGa: TenRyu E: Rapid Dragon Fang: Heaven Dragon M: HCF + C button H: Strong 3 D: Sie leaps up into the air, attacking three times. C: Has autoguard. ------------------------------------------------------------------------- J: Ryu Renda E: Dragon Barrage M: F,D,DF + Punch, tap Punch (near) H: Weak 12, Strong 12 D: Sie attacks his enemy while stepping from side to side. C: It's rumored that this attack has a finisher that's performed by tapping the C button. Anyone have information on this? ------------------------------------------------------------------------- J: RyuGakuSai E: Dragon Jaw Smash M: B,D,DB + Kick H: Weak 3, Strong 3 D: Sie flips upside-down and leaps into the air feet-first, kicking outwards and spinning around. C: Has autoguard. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: ShinRyu SeiKou Rekkyaku E: Dragon God Horrible Gleaming Tearing Leg M: QCF,HCB + B button / D,HCB + B button H: Weak 13 (as a DM) Weak 14 (as a SDM) D: Sie performs a RyuRenGa: ChiRyu, then a RyuGakiSai. During the SDM, Sie bursts into flame while attacking. C: Tap B rapidly to increase the damage done. ------------------------------------------------------------------------- J: ShinRyu TenBu Kyaku E: Dragon God Heavenly Leg Dance M: QCF,HCB + D button / D,HCB + D button H: Strong 14 (as a DM) Strong 15 (as a SDM) D: Sie performs a RyuRenGa: TenRyu, then a RyuGakiSai. During the SDM, he bursts into flame while attacking. C: Tap D rapidly to increase the damage Sie inflicts. ------------------------------------------------------------------------- J: SenKi Hakkei E: Hermit Energy Strong Emission M: QCF,QCF + Punch (near) H: Weak 5, Strong 5 (as a DM) Weak 12, Strong 12 (as a SDM) D: Sie kneels and holds one hand out, palm forward, while gripping his wrist with his other hand. A blast of energy discharges from his palm, sort of like an enhanced version of his 'Hakkei' throw. C: Tap Punch rapidly to increase the damage inflicted. ------------------------------------------------------------------------- J: Niku Man o Kuu E: Eat a Meat Bun M: QCB,QCB + Punch H: Weak 0, Strong 0 (as a DM/SDM) D: Sie pulls out a steaming meat bun and eats it. During the SDM, he'll choke on the bun while eating it. C: The A-button version restores a small amount of life. The C-button version doesn't, but there is a small chance that if Sie is hit, he will counterattack with the 'SenKi Hakkei' DM. You can also enter the command manually to make him perform this move if you are hit. During the SDM, Sie will lose life when he chokes on the bun, and this includes any life you gained if you used the A-button version. No matter what button or version you use, this move does have limited invincibility during some parts of the animation. ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Sie eats a bun, promptly chokes on it, then hits his chest to aid in swallowing it. When he starts choking, his face turns blue :) Quote: "Ka! Shinukato omotta!" Meaning: "Ka! I thought I was going to die!" INTRODUCTION Sie leaps onscreen and eats a steaming rice bun. VERSUS ROBERT GARCIA Sie does his taunt. Quote: "Donai de ka?" Meaning: "How's it going?" TAUNT Quote: "Benkyo shimasse!" Meaning: "Study!" WIN POSE (A) Sie turns and wags a finger at his enemy. Quote: "Mada mada shugyo ga taran na!" Meaning: "You need to practice more!" WIN POSE (B) Sie does a backflip. His shorts rip, and upon seeing them, he looks surprised and then flips out. WIN POSE (C) Sie does a backflip. Quote: "Yo! Yattade!" Meaning: "Yo! I did it!" (not "Yo!" as a greeting but said when doing something difficult, like lifting something heavy). TIME OUT Sie turns towards the screen and stomps his feet, waving his arms at the same time. DRAW GAME Sie turns towards the screen and stomps his feet, waving his arms at the same time. ROUND LOSS Quote: "Hona, sainaraaa...." Meaning: "Well then, goodbye----!" RECOVERY ROLL Quote: "Abuna!" Meaning: "Watch out!" PARTNER BACKGROUND POSE Sie punches one fist into the other. IF PLAYER HITS.... Raises a hand and grins. IF PLAYER IS DAMAGED.... Annoyed look. IF PLAYER WINS THE ROUND.... Raises a hand. IF PLAYER LOSES THE ROUND.... Puts his hands to his face. IF PLAYER LOST AND IS IN THE BACKGROUND.... PLAYER AVENGEMENT.... SPECIAL MOVE QUOTES ChoKyuDan "Choukyuudan-ya!" RyuGakiSai "Ryuugakisai-ya!" Ryu Renda Quote: "Younai, younai!" Meaning: "No good, no good!" (?) Shinryu TenBu Kyaku Quote: "Donaiya?!" Meaning: "How's that?!" SenKi Hakkei (DM) Quote: "Itadaki-ya!" Meaning "I'll take that!" SenKi Hakkei (SDM) Quote: "Mou, Akaaan!" Meaning: "It's beyond my control!" Niku Man o Kuu Quote: "Nikuman-ya!" Niku Man o Kuu (SDM) Quote: "Pizzaman-ya!" _________________________________________________________________________ CHIN GENTSAI _________________________________________________________________________ ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Kyo-In Sake E: Strong Sake Drink M: B / F + C button (near) ------------------------------------------------------------------------- J: Gyaku Kyaku Nage E: Reverse Leg Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Sui Ho Hyotan Shu E: Drunken Walk Gourd-basket Attack M: F + A button H: Weak 2 D: Chin strikes outward with his gourds and in doing so, loses his balance and falls on the floor. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Hotan Geki (Jaku/Kyo) E: Gourd-basket Attack (Weak/Strong) M: QCB + Punch (A for Weak, C for Strong) H: Weak 1, Strong 1 (x2) D: Chin hurls a gourd at his opponent, reeling it back. For the Strong version, he turns the other way and lobs a second gourd at his foe afterwards. C: The gourd can negate certain projectiles. ------------------------------------------------------------------------- J: RyuRinHoRai E: Willow Phosphorous Sagebrush Pigweed M: F,D,DF + Punch H: Weak 6, Strong 13 D: Chin jumps into the air while spinning, knocking his opponent around with his two gourds. During the C-button version, he spins forward while walking for a few steps before jumping. C: Has autoguard. ------------------------------------------------------------------------- J: SuiKan Kan-O E: Drunken Old Man's Pipe Coil M: QCF + Punch H: Weak 0, Strong 0 D: Chin staggers around in place, wobbling drunkenly. C: Follow with 'ChoShuRikuGyo' or 'Kaiten TekiKu Tokken'. Chin is partially invincible while standing around. You can cancel this move by pressing A+B+C+D all at once. ------------------------------------------------------------------------- J: ChoShuRikuGyo E: Butterfly Attack Land Fish M: F + Punch / QCF (hold F), tap Punch twice rapidly H: Weak 2, Strong 2 D: Chin leaps forward, performing a belly flop while holding his gourds out. C: The alternate way of performing this move bypasses the 'Suikan Kan-O' animation entirely and goes straight into this animation/action. ------------------------------------------------------------------------- J: Kaiten TekiKu Tokken E: Rotary Air Pierce Fist M: HCF + Kick / F + Kick (from SuiKan Kan-O) H: Weak 1, Strong 1 D: Chin rolls forward along the ground very quickly, stopping only to strike outward with one fist. C: The 'HCF + Kick' method can be used alone or during the 'BoGetsuSui'. The 'F + Kick' method is only usable during the 'SuiKan Kan-O'. ------------------------------------------------------------------------- J: Bogetsu Sui E: Full Moon Drunk M: QCB + Kick, press B / F H: Weak 0, Strong 0 D: Chin falls to the ground and lies there on his back. Pressing B or F makes him shimmy back or forward while still lying on the ground. C: Follow with 'RyuJa HanHo' or 'RiGyo HanHo'. You can cancel this move by pressing A+B+C+D simultaneously. Because Chin is so close to the ground, many attacks and projectiles will miss him entirely. ------------------------------------------------------------------------- J: RyuJa HanHo E: Dragon Snake Anti-Strike M: U + B button H: Weak 2 D: Chin leaps forward while kicking with his feet. C: Only usable during 'BoGetsuSui'. ------------------------------------------------------------------------- J: RiGyo HanHo E: Carp Fish Anti-Strike M: U + D button H: Strong 1 D: Chin kicks upward with his foot and rolls backward up to his feet. C: Only usable during 'BoGetsuSui'. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Go Ran En Ho E: Roaring Space Flame Burn M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Chin takes a drink from one gourd and then spits outward, a jet of flame shooting out of his mouth. During the SDM, flames are emitted in all forward directions. C: Using the A button makes Chin spit the flame in an upwards path. Using the C button makes him spit fire in a forward-directed path. Obviously, this has no bearing during the SDM. ------------------------------------------------------------------------- J: Go En Shorai E: Roaring Flame Invitation M: QCF,HCB + Punch / D,HCB + Punch H: Weak 9, Strong 13 (as a DM) Weak 26, Strong 26 (as a SDM) D: Chin's body explodes, and he performs a RyuRinHoRai while on fire. C: Chin is invincible during the animation of his body exploding into flames. ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Chin wakes up, while a moth flutters around him. He looks from side to side, then flips up to his feet. Quote: "Bochibochi, hajimerukanou?" Meaning: "Shall we begin slowly?" INTRODUCTION Chin dives onto the screen, falls on his face, then flips up so that he is standing. Quote: "Bochibochi, hajimerukanou?" Meaning: "Shall we begin slowly?" TAUNT Looks from side to side while shading his eyes. Quote: "Hate...doko itta ka nou?" Meaning: "Hmm...where did he go?" WIN POSE (A) Chin mumbles to himself while doing a drunken jig across the screen. Quote: "Skip, skip, lunlululun." Meaning: "Skip, skip, " WIN POSE (B) Chin gulps down the contents of one of hs gourds and then hiccups. WIN POSE (C) He takes out a pipe, inhales, then breathes out. Quote: "Nimaaa!" TIME OUT Chin falls backwards onto the floor. DRAW GAME Chin falls backwards onto the floor. ROUND LOSS Quote: "Dame ja, korya~...." Meaning: "This isn't good~...." RECOVERY ROLL "Horasa!" CHARACTER BACKGROUND POSE Chin smokes. IF PLAYER HITS.... IF PLAYER IS DAMAGED.... As if ground shakes. IF PLAYER WINS THE ROUND.... IF PLAYER LOSES THE ROUND.... Loses his balance. IF PLAYER LOST AND IS IN THE BACKGROUND.... PLAYER AVENGEMENT.... SPECIAL MOVE QUOTES Kyou-in Sake Quote: "Ma, nome nome!" Meaning: "C'mon, drink, drink!" Go En Shorai Quote: "Atchi, atchi, kurokogeja!" Meaning: "Ouch, ouch, burned black!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): Shin Josei Kakutou Ka Tiimu Official SNK Name (English): New Heroine Team Translation of Japanese Name: New Female Fighting Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ CHIZURU KAGURA _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Sleeping, Bike racing BIRTH DATE: 6/26/74 FAVORITE FOOD: Hot/spicy food AGE: 22 FAVORITE SPORT: Bike Racing HEIGHT: 169 cm MOST VALUABLE: Pet bird 'Chi-chan' WEIGHT: 52 kg HATES THE MOST: Irrational things BLOOD TYPE: AB FIGHTING STYLE: Kagura Style Ancient Martial Arts ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: ReiGetsu E: Moon Decree M: B / F + C button (near) ------------------------------------------------------------------------- J: KaiTen E: Revolving Heavens M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: HyaKatsu: Tenjin no Kotowari E: 100th Revival: Reasoning of the Heavenly Gods M: F,D,DF + Punch H: Weak 2, Strong 2 (or Weak 1, Strong 1 vs. an airborne foe) D: Chizuru jumps into the air with one hand outstretched. C: Use the A button for Chizuru's double, or the C button to use Chizuru herself. ------------------------------------------------------------------------- J: Hyaku Hachi Katsu: Tamayura no Shitsune E: 180th Revival: Sound of the Large Koto of the Trembling Jewel M: HCF + Punch H: Weak 1, Strong 1 D: Chizuru steps forward and slaps the ground with her hand. During the C-button version, she does a quick dance while moving forward before slapping the ground. C: This move will reflect certain projectiles. Chizuru is partially invulnerable while dancing during the C-button version. Also, the C-button version acts as an overhead attack and a knockdown attack. ------------------------------------------------------------------------- J: NiHyakuJuuNi Katsu: Jinsoku no Norito E: 202nd Revival: Quick Shinto Ritual Prayer M: HCB + Punch / Kick H: Weak 1, Strong 1 D: Chizuru rushes forward and attacks. C: Follow with 'TenZui'. Use the A- or B-buttons for Chizuru's double, or the C- or D-buttons to attack with Chizuru herself. Using Punch results in an upward attack, while Kick makes Chizuru strike out with a low attack. You can double-tap the button used to make Chizuru stop running and attack sooner. ------------------------------------------------------------------------- J: NiHyakuJuuNi Katsu: Jinsoku no Norito ~ Tenzui E: 202nd Revival: Quick Shinto Ritual Prayer ~ Heavenly Congratulation M: QCB + Punch / Kick H: Weak 1, Strong 1 D: Chizuru attacks in one of two ways. C: Only usable doing 'JinSoku no NoriTo'. Use the A- or B-buttons for Chizuru's double, or the C- or D-buttons to attack with Chizuru herself. Using the A- or B-button version makes Chizuru perform a frontal atttack, while the C- or D-button version makes her strike out with a low attack. ------------------------------------------------------------------------- J: NiHyakuJuuGo Katsu Oto-Shiki: Chomon no Isshin E: 205th Revival (Duplicate Style): Lone Needle of the Gates of the Peak M: QCF + Punch / Kick H: Weak 1, Strong 1 D: Chizuru leaps forward and attacks. C: Use the A- or B-buttons for Chizuru's double, or the C- or D-buttons to use Chizuru herself. Using the A- or B- button versions make Chizuru leap a small distance forward, then attack. Using the C- or D-button versions make her jump much further forward while attacking. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ichimen HachiJuuGo Katsu: Reigi no Ishizue E: One Phase 85th Revival: Foundation (of) Zero Skill M: QCB,HCB + Punch / D,HCF + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Chizuru lurches back, then leans forward while attacking with one outstretched hand. A ball of energy surrounds her hand while she moves and it expands when she strikes. C: A hit opponent changes color (they turn a purple hue) and cannot use their special moves or DMs/SDMs until their color returns to normal. They can still use regular throws and command attacks. ------------------------------------------------------------------------- J: Ichimen Ikkatsu: Sanrai no Fujin E: One Phase Self-Revival: Cloth Camp of the Three Rattling Winds M: QCF,QCF + Kick H: Weak 19, Strong 19 (as a DM) Weak 23, Strong 23 (as a SDM) D: Kagura creates a double that walks forward while spinning around and striking out with her arms. C: The double vanishes if you are hit or the double reaches the end of the screen. Kagura can only use normal attacks while her double is on-screen, but if in Extra Mode, she can still charge up her Power Gauge. If your opponent blocks the double's advance, you can force them into getting hit by crouching and attacking (if they blocked low), or jumping and attacking them (if they blocked high). Also, the last hit that the double makes will vault Chizuru's opponent into the air, giving you a small window of time in which to juggle them with an attack or special move. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Kagura faces her opponent, then gets into her fighting stance. Quote: "Sa, hajime masho?" Meaning: "Shall we start?" VERSUS OROCHI Kagura appears dressed as a Shinto priestess, then does a dance and ends up in her normal (Korean) outfit. Quote: "Sa, owari ni shimasho?" Meaning: "Shall we finish [this]?" TAUNT Kagura brushes her hair with one hand. Quote: "Mada owate-nai wayo." Meaning: "It's not over yet." WIN POSE (A) Kagura stretches one hand towards the sky. Quote: "Haa...." Meaning: "Haa...." WIN POSE (B) Kagura does a silly dance. WIN POSE (C) Quote: "Kagami no naka no honto no anata ga mieru." Meaning: "I see the real you in the mirror." TIME OUT Kagura lowers her hand and closes her eyes. DRAW GAME Kagura lowers her hand and closes her eyes. ROUND LOSS "Aaaaaaaa!" RECOVERY ROLL (She says nothing) SPECIAL WAIT POSE PARTNER BACKGROUND POSE Watches the partner. IF PLAYER HITS.... She gives a thumbs up. IF PLAYER IS DAMAGED.... Flat hands as if asking for alms. IF PLAYER WINS THE ROUND.... Puts her hands on hips. IF PLAYER LOSES THE ROUND.... Flat hands as if asking for alms. IF PLAYER LOST AND IS IN THE BACKGROUND.... Clutching her face. PLAYER AVENGEMENT.... Modest look, facing the winner. SPECIAL MOVE QUOTES Jinsoku no Norito Quote: "Sore!" Meaning: "Here!" Chomon no Isshin Quote: "Ugatsu!" Meaning: "Drill!" Tamayura no Shitsune Quote: "Harau!" Meaning: "Purify!" Reigi no Ishizue Quote: "Sono chikara...fuujimasu!" Meaning: "I will...seal that power!" Sanrai no Fujin Quote: "Kore ga mikirete?" Meaning: "Can you see through this?" "Can you read this?" (she's asking if her opponent will be able to tell what she's about to do.) Other special move quotes include: "Utsu!" "Strike!" "Zan!" "Slash!" _________________________________________________________________________ MAI SHIRANUI _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Making Osechi BIRTH DATE: 1/1/1976 FAVORITE FOOD: Ozouni AGE: 21 FAVORITE SPORT: Hane-Tsuki HEIGHT: 164 cm MOST VALUABLE: Dead Grandmother's Hairpin WEIGHT: 50 kg HATES THE MOST: Spiders BLOOD TYPE: B FIGHTING STYLE: Shiranui-style Ninjitsu ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Shiranui Gourin E: Shiranui Sturdy Confrontation M: B / F + C button (near) ------------------------------------------------------------------------- J: Fusha Kuzushi E: Windmill Demolisher M: B / F + D button (near) ------------------------------------------------------------------------- J: Yume Zakura E: Dreaming Cherry Tree M: Jump, then U + C button / D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Benitsuru no Mai E: Dance of the Flamingo M: DF + B button H: Weak 1 D: Mai slides forward and kicks. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: KaChoSen E: Flower Butterfly Fan M: QCF + Punch H: Weak 1, Strong 1 D: Mai takes out a fan and throws it towards her opponent. C: n/a ------------------------------------------------------------------------- J: RyuEnBu E: Blazing Dragon Dance M: QCB + Punch H: Weak 2, Strong 2 D: Mai swings the 'tails' of her outfit in front of her and they burst into flame. C: n/a ------------------------------------------------------------------------- J: Musasabi no Mai E: Dance of the Giant Flying Squirrel M: Charge D,U + Punch / Jump, then QCB + Punch H: Weak 1, Strong 1 D: Mai jumps towards the upper corner of the screen, then dives downward with her fan held between her teeth. The airborne version makes her immediately dive towards the ground. C: You must hold the button used during the ground version, or Mai will simply grab onto the corner of the screen, then drop down. ------------------------------------------------------------------------- J: Hakuro no Mai E: Dance of the White Crane M: F,D,DF + Punch H: Weak 10, Strong 10 D: Mai spins around with her arms held outward. She's holding one fan and one 'tail' of her outfit in either hand. C: n/a ------------------------------------------------------------------------- J: HishoRyuEnJin E: Flying Blazing Dragon Position M: F,D,DF + Kick H: Weak 2, Strong 2 D: Mai does a backflip while kicking outward, the 'tails' of her outfit bursting into flames. C: n/a ------------------------------------------------------------------------- J: Hissatsu Shinobi Bachi E: Deadly Ninja Bees M: HCF + Kick H: Weak 2, Strong 2 D: Mai rolls forward, then leaps and strikes with her elbow. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: SuiCho no Mai E: Dance of the Water Bird M: QCF,QCF + Punch H: Weak 3, Strong 3 (as a DM/SDM) D: Mai hurls forth three fans (just like the KaChoSen). During the SDM version, a challenger hit by the fans bursts into fire. C: n/a ------------------------------------------------------------------------- J: Ho-O no Mai E: Dance of the Phoenix M: QCB,QCB + Punch H: Weak 4, Strong 6 (as a DM) Weak 12, Strong 12 (as a SDM) D: Mai begins the animation of her RyuEnBu, then leaps into the air and performs a spinning dive while facing backward, surrounded by an aura of fire. C: This move hits more times against large opponents, and will hit many, many more times if her opponent is airborne and next to her when she bursts into flame and begins the spinning dive. ------------------------------------------------------------------------- J: Cho Hissatsu Shinobi Bachi E: Super Deadly Ninja Bees M: QCB,HCF + Kick / D,HCF + Kick H: Weak 6, Strong 6 (as a DM) Weak 12, Strong 12 (as a SDM) D: Mai rolls forward, then leaps and strikes with her body. During the move's duration, she is covered in flames. C: n/a ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Mai is wearing a kimono. She changes into her ninja outfit while waving her fans. Quote: "Shiranui Mai mairi masu!" Meaning: "Shiranui Mai, I'm coming!" INTRODUCTION Points her fan at her opponent. Quote: "Kakatte rasshai!" Meaning: "Come at me!" VERSUS ANDY BOGARD Mai is wearing a wedding dress. She has a bouquet of flowers, which she tosses to Andy. Quote: "Nengu no osame toki yo, Andy!" (from another) Meaning: "It's time for taxes, Andy!" "It's too late, Andy!" "Marry me now, Andy!" TAUNT Mai shakes a fan at her opponent. Quote: "Hora, ganbatte!" Meaning: "Put [in] more effort!" (from one source) "Hey there, cheer up/don't give up hope!" (from another) WIN POSE (A) Mai takes out an umbrella and opens it. Then, she turns with her back towards her opponent, and looks over her shoulder. Quote: "Nippon ichi!" Meaning: "I'm the best [number one] in Japan!" WIN POSE (B) Mai takes out an umbrella and opens it. When she swings it around, she's wearing a kimono and facing the screen. Quote: "Nippon ichi!" Meaning: "I'm the best [number one] in Japan!" WIN POSE (C) Mai tosses her fan into her other hand and opens it. Quote: "Nippon ichi!" Meaning: "I'm the best [number one] in Japan!" TIME OUT Mai turns around and wistfully swings her tails to and fro. DRAW GAME Mai turns around and wistfully swings her tails to and fro. ROUND LOSS Quote: "Andy~!" RECOVERY ROLL Quote: "Hah!" PARTNER BACKGROUND POSE Plays with her tail. She'll also dance around a little while waiting. IF PLAYER HITS.... Winks. IF PLAYER IS DAMAGED.... Surprised look. IF PLAYER WINS THE ROUND.... Flashes her fan open. IF PLAYER LOSES THE ROUND.... Sad look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crying look. PLAYER AVENGEMENT.... Looks at winner, her face covered with her fan. SPECIAL MOVE QUOTES Fusha Kuzushi "Fusha Kuzushi!" Yume Zakura "Yume Zakura!" KaChoSen "Kachousen!" RyuEnBu "Ryuuenbu!" Hishoryuenjin "Hauuu!" Hakuro no Mai "Hakuro no Mai!" Musasabi no Mai "Musasabi no Mai!" H. Shinobi Bachi "Hissatsu Shinobi-bachi!" C. H. S. Bachi "Chou Hissatsu Shinobi-bachi!" SuiCho no Mai Quote: "Hitotsu! Futatsu! Mittsu!" Meaning: "One! Two! Three!" _________________________________________________________________________ KING _________________________________________________________________________ NATIONALITY: French HOBBIES: Collecting wine glasses BIRTH DATE: 4/8/1973 FAVORITE FOOD: Vegetables AGE: 24 FAVORITE SPORT: Billiards HEIGHT: 175 cm MOST VALUABLE: Her own 'beauty' (?) WEIGHT: 58 kg HATES THE MOST: Gross people (Jack Turner) BLOOD TYPE: A FIGHTING STYLE: Muay Thai ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hoorudo Rasshu E: Hold Rush M: B / F + C button (near) ------------------------------------------------------------------------- J: Hukuu Basuta E: Hook Buster M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Suraidingu Kikku E: Sliding Kick M: DF + D button H: Weak 1 D: King turns her body away while sliding on the ground with one leg stretched back. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Benomu Sutoraiku E: Venom Strike M: QCF + Kick H: Weak 1, Strong 1 D: King swings her legs and a projectile of energy fires from her feet. C: n/a ------------------------------------------------------------------------- J: Daburu Sutoraiku E: Double Strike M: QCF,QCF + Kick H: Weak 2, Strong 2 D: King swings her legs and two projectiels of energy fly forth. C: The first projectile doesn't fly as far as the first one. ------------------------------------------------------------------------- J: Toruneedo Kikku E: Tornado Kick M: HCB + Kick H: Weak 4, Strong 6 D: King jumps diagonally into the air, spinning her body and striking out with a leg. C: n/a ------------------------------------------------------------------------- J: Miraaju Kikku E: Mirage Kick M: HCF + Kick H: Weak 4, Strong 4 D: King dashes forward and kicks several times when close. C: n/a ------------------------------------------------------------------------- J: Torappu Shooto E: Trap Shot M: F,D,DF + Kick H: Weak 5, Strong 7 D: King flips backwards while kicking. If her initial kick connects or is blocked, she lands on her feet and smacks her opponent several times with one leg. C: n/a ------------------------------------------------------------------------- J: Sepuraizu Roozu E: Surprise Rose M: F,D,DF + Kick H: Weak 4, Strong 4 D: King jumps into the air and falls diagonally downward while using her feet to 'step' through the air as she falls. C: Hits both on the way up and on the way down. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Iruujon Dansu E: Illusion Dance M: QCF,HCB + Kick / D,HCB + Kick H: Weak 13, Strong 13 (as a DM) Weak 20, Strong 20 (as a SDM) D: King makes a short hop backwards, then leaps forward. If she hits her opponent with her legs as the hop finishes, then she'll land on her feet and start kicking rapidly while moving forward. C: n/a ------------------------------------------------------------------------- J: Sairento Furasshu E: Silent Flash M: QCB,QCB + Kick H: Weak 3, Strong 3 (as a DM) Weak 11, Strong 11 (as a SDM) D: King attacks with a Trap Shot, then utilizes a kicking/flip-kicking combo. The SDM version makes her use four Trap Shots intially. C: This move is best used as an anti-air attack, and also works well against an opponent who is getting up. It is readily comboed from the first hit of a close, standing D-button kick, too. ------------------------------------------------------------------------- INTRODUCTION (BOTH) King cross her arms and flexes her hand at her opponent. Quote: "Aite ni naruwa." Meaning: "I'll let you be my opponent." TAUNT King cross her arms and flexes her hand at her opponent. Quote: "Honki de oide yo." Meaning: "Show me your real power." WIN POSE (A) King pulls a hankerchief from her breast-pocket and tosses it to the ground. Quote: "Hmph! Nasakenai." Meaning: "Hmph! Pathetic." WIN POSE (B) King closes her eyes, looking up and sighing, the air blowing her hair around a little. Quote: "Karui mono ne." Meaning: "That was easy." WIN POSE (C) King turns her back to the screen, holding a goblet out with one hand and looking back at the screen. Quote: "Tanoshikaata wa, mata oide." Meaning: "That was fun, come again." TIME OUT King snaps her fingers in disgust. DRAW GAME King snaps her fingers in disgust. ROUND LOSS "Uwaaaaaa!" RECOVERY ROLL Quote: "Mada-mada!" Meaning: "Not yet!" PARTNER BACKGROUND POSE Excited look. Like Mai, she'll dance a bit every so often. IF PLAYER HITS.... Raises a hand a bit. IF PLAYER IS DAMAGED.... Covers her forehead. IF PLAYER WINS THE ROUND.... Grins. IF PLAYER LOSES THE ROUND.... Covers her forehead. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down. PLAYER AVENGEMENT.... Looks at winner. SPECIAL MOVE QUOTES Venom Strike "Venom Strike!" Double Strike "Double Strike!" Trap Shot "Trap Shot!" Tornado Kick "Tornado Kick!" Surprise Rose "Surprise Rose!" Illusion Dance Quote: "Ikuyo!" Meaning: "Here I go!" Silent Flash Quote: "Tekagen shinai yo!" Meaning: "I'm making no allowances/holding nothing back!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): Kimu Tiimu Official SNK Name (English): Kim's Team Translation of Japanese Name: Kim Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ KIM KAPHWAN _________________________________________________________________________ NATIONALITY: South Korean HOBBIES: Karaoke BIRTH DATE: 12/21/1967 FAVORITE FOOD: Korean Barbecue AGE: 30 FAVORITE SPORT: Gymnastics HEIGHT: 176 cm MOST VALUABLE: His two sons WEIGHT: 78 kg HATES THE MOST: Evil BLOOD TYPE: A FIGHTING STYLE: Tae Kwon Do ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Kubi Kiwame Otoshi E: Extreme Neck Drop M: B / F + C button (near) ------------------------------------------------------------------------- J: Sakkyaku Nage E: Deadly Leg Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Tora Yopu Chagi (Dora Yup Chagi in Korean) E: Turning Side Kick M: F + A button H: Weak 1 D: C: ------------------------------------------------------------------------- J: Neri Chagi E: Descending Kick M: F + B H: Weak 1 D: Kim flings his leg upward, then drops it forward and down. C: This move acts as an overhead attack. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: HanGetsu Zan E: Half-Moon Slash M: QCB + B / D H: Weak 3, Strong 3 D: Kim performs a flying splits-kick while moving in a half-circle. C: n/a ------------------------------------------------------------------------- J: Hisho Kyaku E: Flying Leg M: Jump, then QCF + B / D H: Weak 4, Strong 5 D: Kim dives downward in the air while 'stepping' with his feet. C: n/a ------------------------------------------------------------------------- J: HiEnZan E: Flying Swallow Slash M: Charge D,U + Kick H: Weak 1, Strong 2 D: Kim vaults vertically into the air and kicks upward. C: Follow the D-button version with 'Tsuika Kougeki'. ------------------------------------------------------------------------- J: HiEnZan Tsuki Kougeki E: Flying Swallow Slash Added Attack M: Press D + D button H: Strong 1 D: Kim flips upside-down and kicks. C: Only usable during the D-button version of 'HiEnZen'. ------------------------------------------------------------------------- J: KuSaJin E: Sky Sand Dust M: Charge D,U + Punch H: Weak 2, Strong 3 D: Kim leaps upward while turning and kicking rapidly. C: n/a ------------------------------------------------------------------------- J: Ryusei Raku E: Meteor Drop M: Charge B,F + Punch H: Weak 2, Strong 2 D: Kim slides forward, then hops and performs a leg smash. C: It's possible for the slide to hit and the leg smash to miss. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ho-O Kyaku E: Phoenix Leg M: QCB,DB,F + Kick / Jump, then QCB,DB,F + Kick H: Weak 12, Strong 12 (as a DM) Weak 18, Strong 18 (as a SDM) D: Kim skims over the ground with one knee forward and one arm held behind him. If he connects with his enemy, he proceeds to kick them repeatedly while walking forward, finishing with a HiEnZan for the DM and a KuSaJin for the SDM. C: If performed in the air, Kim will fall downward at an angle while shooting through the sky. ------------------------------------------------------------------------- J: Ho-O TenBu Kyaku E: Heavenly Phoenix Leg Dance M: Jump, then QCF,HCB + Kick / Jump, then D,HCB + Kick H: Weak 12, Strong 12 (as a SDM) Weak 22, Strong 22 (as a SDM) D: Kim dives downwards while 'stepping' with his feet. If hie enemy is hit, Kim proceeds to pummel them with several flipping kicks in mid- air before kicking them away with a KuSaJin. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Kim tightens his rolled-up sleeves. Quote: "Ikuzo." Meaning: "Let's go!" VERSUS RYUJI, BILLY, IORI, CHOI, CHANG, NFT, O. NFT, OROCHI Kim appears with his back turned. His eyes glimmer and he gets into a 'junbi' stance. Quote: "Aku wa Yurusan!" Meaning: "Evil is unforgivable!" TAUNT Kim grins amiably and shrugs. Quote: "Kakatte koi yo!" Meaning: "Come at me!" WIN POSE (A) Kim exhales, wipes the sweat off his brow, then puts his hands on his hips. Quote: "Nakama kama ote maire." Meaning: "A good fight from a good friend." Quote: "Naka naka otemae de." Meaning: "Excellent manners!" WIN POSE (B) Kim gets into a front-view 'junbi' pose, with his eyes closed. Quote: "Hwah!" WIN POSE (C) Kim stands straight, clenches one fist, turns his head towards the screen and smiles, his teeth glinting. TIME OUT Kim falls to one knee and slams his hand into the ground. A tear falls from one eye as well. DRAW GAME Kim falls to one knee and slams his hand into the ground. ROUND LOSS "Uaaaaaaa!" RECOVERY ROLL "Fun!" PARTNER BACKGROUND POSE Arms folded. IF PLAYER HITS.... Raises a hand. IF PLAYER IS DAMAGED.... Shakes his head. IF PLAYER WINS THE ROUND.... Nods. IF PLAYER LOSES THE ROUND.... Falls down with a sad look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouches. PLAYER AVENGEMENT.... Looks at winner. SPECIAL MOVE QUOTES Neri Chagi "Neri Chagi!" HanGetsuZan "Hangetsuzan!" Hienzan "Hienzan!" Hisho Kyaku "Hishoukyaku!" KuSaJin "Kuusajin!" Ho-O Kyaku "Hououkyaku!" Ho-O TenBu Kyaku "Hououtenbuukyaku!" Dora Yup Chagi Quote: "Ho-o geki!" Meaning: "Phoenix Strike!" Neri Chagi Quote: "Ho-o geki!" Meaning: "Phoenix Strike!" _________________________________________________________________________ CHANG KOEHAN _________________________________________________________________________ NATIONALITY: Korean HOBBIES: Breaking things BIRTH DATE: 10/21/58 FAVORITE FOOD: Roasted whole sheep AGE: 39 FAVORITE SPORT: Table Tennis HEIGHT: 227 cm MOST VALUABLE: His iron ball WEIGHT: 203 kg HATES THE MOST: Centipedes BLOOD TYPE: B FIGHTING STYLE: Tae Kwon Do + Power Attacks ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Ha Gan Geki E: Frustrated Expression Attack M: B / F + C button (near) ------------------------------------------------------------------------- J: Kusari Jime E: Chain Choke M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Hiki Nige E: Pull Escape M: DF + A button H: 1 D: Chang slides along the ground. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Tekkyu Dai Kaiten E: Iron Ball Big Revolve M: Tap Punch repeatedly, move B / F H: Weak 2, Strong 2 D: Chang whirls his ball and chain over his head. C: Has autoguard. You can cancel this move by pressing A+B+C+D simultaneously. ------------------------------------------------------------------------- J: Tekkyu Funsai Geki E: Iron Ball Smashing Atack M: Charge B,F + Punch H: Weak 1, Strong 1 D: Chang rears back then hurls his iron ball at his opponent. C: Has autoguard. ------------------------------------------------------------------------- J: Tekkyu HiEnZan E: Iron Ball Flying Swallow Slash M: Charge D,U + Kick H: Weak 1, Strong 1 D: Chang vaults his body into the air and then lands on his back. C: Hits on the way up, and on the way down. ------------------------------------------------------------------------- J: Dai Hakai Nage E: Big Rending Destroyer Throw M: HCB,F + Punch (near) H: Weak 1, Strong 1 D: Chang grabs his foe by the leg and slams them to the ground on either side of him repeatedly. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Tekkyu Dai Boso E: Iron Ball Big Reckless Run M: QCF,HCB + Punch / D,HCB + Punch H: Weak 11, Strong 11 Weak 17, Strong 17 D: Chang bangs his head with his iron ball, then dashes forward and begins kicking and attacking his challenger with his iron ball. C: This attack can end in one of six ways: slide, belly bop, Tekkyu HiEnZan, body drop, Weak Kick, or a forward roll. All attacks cause the same amount of damage. ------------------------------------------------------------------------- J: Tekkyu Dai Assatsu E: Iron Ball Big Deadly Pressure M: QCF,QCF + Punch H: Weak 1, Strong 2 (only if close) (as a DM) Weak 1, Strong 1 (as a SDM) D: Chang jumps and performs a belly flop. If the C-button is used, he will dash forward before jumping. During the SDM, he jumps higher, and when he lands, it has the same effect as Goro's JiRaiShin. C: The intial animation of this move can hit an opponent as well as the belly flop. Chang lies on the ground for a long time after this move ends, leaving him open to attack. ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Chang hits his head with his iron ball, and grunts. INTRODUCTION Chang jumps onto the screen, hits his head with his iron ball, and grunts. TAUNT Chang pats his stomach. Quote: "Doshita?!" Meaning: "What's wrong?!" WIN POSE (A) Spins his iron ball around idly. Quote: "Ora, tsugi detekoi?!" Meaning: "Ora, who's next?!" or "Hey! Next one up!" WIN POSE (B) Chang hums and polishes the iron ball with his shirt. WIN POSE (C) Chang kneels, clenches his fist, and grunts. TIME OUT Chang looks worried, then stands and breaks his chains. DRAW GAME ROUND LOSS Quote: "Orororo~n." RECOVERY ROLL "Uho~~~!" PARTNER BACKGROUND POSE Is eating a bento pack. IF PLAYER HITS.... Grins. IF PLAYER IS DAMAGED.... Food goes bitter. IF PLAYER WINS THE ROUND.... Raises a shrimp. IF PLAYER LOSES THE ROUND.... Food tastes bitter. IF PLAYER LOST AND IS IN THE BACKGROUND.... PLAYER AVENGEMENT.... SPECIAL MOVE QUOTES HiEnZan "Hienzan!" Tekkyu DaiAssatsu Quote: "Dossei! Idee!" Meaning: "Look out! Ow!" _________________________________________________________________________ CHOI BOUNGE _________________________________________________________________________ NATIONALITY: Korean HOBBIES: Cutting things BIRTH DATE: 10/25/61 FAVORITE FOOD: Crabs AGE: 36 FAVORITE SPORT: Gymnastics HEIGHT: 153 cm MOST VALUABLE: His claws WEIGHT: 44 kg HATES THE MOST: Kongnyaku BLOOD TYPE: B FIGHTING STYLE: Tae Kwon Do + Self-taught fighting skills w/ claws ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Zujo Sashi E: Overhead Stab M: B / F + C button (near) ------------------------------------------------------------------------- J: Geketsu Tsuki E: Bloody Bowel Discharge Pierce M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: NiDanZan E: Double Step Slash M: F + A button H: Weak 2 D: Choi rolls forward and then slashes once with either hand. C: n/a ------------------------------------------------------------------------- J: TooRi MaGeri E: Passing Demon Kick M: F + B button H: Weak 2 D: Choi spins his body forward and performs a leg smash. C: This move acts as an overhead attack. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Tatsumaki ShippuZan E: Tornado Gale Slash M: Charge D,U + Punch H: Weak 7, Strong 8 D: Choi rises into the air and spins with his claws held outward, lifted up by a tornado. C: n/a ------------------------------------------------------------------------- J: Shisso HishoZan E: Dashing Soar Slash M: Charge B,F + Punch H: Weak 1, Strong 1 D: Choi runs forward, then leaps up, slashing out with his claws. C: n/a ------------------------------------------------------------------------- J: Hisho KuRetsuZan E: Flying Sky-Ripping Slash M: Charge D,UB/U/UF + Kick H: Weak 1, Strong 1 D: Choi leaps towards either edge of the screen, then jumps forward while spinning with his claws outstretched. He falls down slowly as he spins forward, so if you do this move close to the edge of the screen, he will fall to the ground before flying very far. C: Follow with 'Hoko Henkan'. Unless you hold down the button used to initiate this move, Choi will drop to the ground after grabbing the edge of the screen. ------------------------------------------------------------------------- J: SenpuHiEnSashi E: Tornado Flying Monkey Stab M: Charge B,F + Kick H: Weak 1, Strong 1 D: Choi leaps into the air and spins across the screen with his claws outstretched. C: Follow with 'Hoko Henkan'. ------------------------------------------------------------------------- J: Hoko Henkan E: Direction Change M: Press in any direction + Punch / Kick H: Weak 1, Strong 1 (x3) D: Choi flies around while spinning with his hands held before him in the desired direction. C: Only usable during 'HiSho KuRetsuZan' or 'SenPuHiEnSashi'. ------------------------------------------------------------------------- J: Hisho Kyaku E: Flying Kick M: Jump, then QCF + Kick H: Weak 4, Strong 5 D: Choi dives diagonally forward while 'stepping' with his feet. C: Works very well in cross-ups, especially after a triangle jump. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Shin! Chouzetsu Tatsumaki Shinku Zan E: True! Super-Suppressed Vacuum Slash M: HCB,HCB + Punch, move B / F H: Weak 1, Strong 1 (as a DM) Weak 3, Strong 3 (as a SDM) D: Choi twirls around is surrounded by a column of roaring wind. During the SDM, lightning flashes within the wind column. C: Choi is left open to attack when this move ends. However, the column of wind can negate almost any projectile directed at Choi. ------------------------------------------------------------------------- J: Ho-O Kyaku E: Phoenix Leg M: QCF,HCB + Kick / D,HCB + Kick H: Weak 14, Strong 14 (as a DM) Weak 28, Strong 28 (as a SDM) D: A faster imitation of Kim's Ho-O Kyaku. If Choi doesn't connect during the forward dash, he falls flat on his face. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Choi licks his claws while talking. Quote: "Kakugo suru de yansu!" Meaning: "Prepare yourself (de yansu)!" TAUNT Choi pats his rear, covering his mouth and laughing. WIN POSE (A) Choi does a little dorky spin and holds his final pose. Quote: "Ka-i-ka-n!" Meaning: "Pleasant!" (this literally means 'a pleasant feeling', not that something is pleasant.) WIN POSE (B) Choi does a little dorky spin and holds out his arms in the end. Quote: "Kachi de yansu!" Meaning: "I won!" WIN POSE (C) Choi pats his rear with his claws, his eyes glimmering. Quote: "Upuu?" Meaning: An expression with no real meaning. TIME OUT Choi falls on his back, waving and kicking. DRAW GAME Choi falls on his back, waving and kicking. ROUND LOSS Quote: "Ai wo choudaai de yansuuu!" Meaning: "Please, give me love!" RECOVERY ROLL "Uhyo!" PARTNER BACKGROUND POSE Watches the battle. IF PLAYER HITS.... IF PLAYER IS DAMAGED.... IF PLAYER WINS THE ROUND.... Jumps around. IF PLAYER LOSES THE ROUND.... Jumps one time, freezing his animation. IF PLAYER LOST AND IS IN THE BACKGROUND.... Lies face flat on the floor. PLAYER AVENGEMENT.... Looks at winner with grin. SPECIAL MOVE QUOTES Tatsumaki ShippuZan Quote: "Kiru de yansu!" Meaning: "Cut (de yansu)!" Shisso HishoZan Quote: "Iku de yansu!" Meaning: "Here I go (de yansu)!" SenPuHiEnSashi Quote: "Sasu de yansu!" Meaning: "Stab (de yansu!)" Shin! Chozetsu Quote: "Kirikirimaimai! Uki!" Tatsumaki Shinku Zan Meaning: "Cutcutwhirlwhirl! Uki!" Ho-O Kyaku Quote: "Shinu de yansu! Uhyo!" Meaning: "Die (de yansu)! Uhyo!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): Nuu Feisu Tiimu Official SNK Name (English): New Faces Team Translation of Japanese Name: New Face Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ YASHIRO NANAKASE _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Band, Traveling BIRTH DATE: 12/31/73 FAVORITE FOOD: Menma AGE: 23 FAVORITE SPORT: Swimming HEIGHT: 190 cm MOST VALUABLE: Amber WEIGHT: 99 kg HATES THE MOST: Eggplants, narrow places BLOOD TYPE: O + Orochi FIGHTING STYLE: No particular style, mainly power-based attacks ========================================================================= THROW TECHNIQUES ========================================================================= J: Rebaa Burou E: Lever Blow M: B / F + C button (near) ------------------------------------------------------------------------- J: Hachetto Suruu E: Hachet Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Suteppu Saido Kikku E: Step Side Kick M: F + B button H: Weak 1 D: Yashiro hops forward and throws a side kick. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Appaa Dueru E: Upper Duel M: F,D,DF + Punch H: Weak 2, Strong 2 D: Yashiro delivers an upward punch, followed by an uppercut with his other hand. C: Has autoguard. This move is a reversal as well as a normal attack. ------------------------------------------------------------------------- J: Surejihanmaa E: Sledgehammer M: QCB + Punch H: Weak 1, Strong 1 D: Yashiro lunges forward and attacks with a forearm smash. C: This move acts as an overhead attack. ------------------------------------------------------------------------- J: Misairu Maito Basshu E: Missile Might Bash M: HCB + Punch H: Weak 4, Strong 4 D: Yashiro strikes out with a series of quick rushing punches. C: n/a ------------------------------------------------------------------------- J: Jetto Kauntaa E: Jet Counter M: HCF + Punch H: Weak 1, Strong 1 D: Yashiro teleports forward and delivers a gut punch to his opponent. C: The Strong version is slower, but moves Yashiro farther forward than the Weak version. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Mirion Basshu Sutoriimu E: Million Bash Stream M: QCB,HCF + Punch / D,HCF + Punch H: Weak 14, Strong 14 (as a DM) Weak 26, Strong 26 (as a SDM) D: Yashiro attacks his challenger with a extended version of the Missile Might Bash. C: n/a ------------------------------------------------------------------------- J: Fainaru Inpakuto E: Final Impact M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM or SDM) D: Yashiro gets into his 'power collect' stance, then leans forward and delivers a lunging punch. C: You can hold down the button used to increase the damage that this attack inflicts. Normally, blocking this attack results in a Guard Crush, but at full power, the move is unblockable. It takes about three seconds to reach full power. Another interesting note is that since this move looks like Yashiro is charging his power, you may be able to trick an opponent into thinking that you're in Extra Mode, so when they try to attack you, release the button and strike! ------------------------------------------------------------------------- INTRODUCTION (BOTH) Yashiro shakes his shoulders and jumps around a bit before settling into his fighting stance. TAUNT Yashiro twists his neck and flexes his hands. Quote: "Muki ni naru na yo." Meaning: "Don't get so serious." WIN POSE (A) Yashiro holds his closed fist up to his face, then waves it past his face, unclenching it to reveal a cruel smile. Quote: "Kenka ga tsuyoi ue ni, otokomae." Meaning: "On top of being strong at fighting, I'm handsome!" WIN POSE (B) Whistles, then hold his arm up. A large hawk swoops up from the bottom of the screen and lands on his shoulder. WIN POSE (C) Puts a hand in his pocket, turns, and points towards the screen, and winks. Quote: "Tanoshinderu?" Meaning: "Are you having fun?" TIME OUT Yashiro folds his arms and faces his opponent a bit. DRAW GAME Yashiro folds his arms and faces his opponent a bit. ROUND LOSS Quote: "Naaannniii!?" Meaning: "What!?" RECOVERY ROLL Quote: "Chi!" PARTNER BACKGROUND POSE Jumps around. IF PLAYER HITS.... Clenches a fist and cheers. IF PLAYER IS DAMAGED.... Annoyed look. IF PLAYER WINS THE ROUND.... Clenches a fist and cheers. IF PLAYER LOSES THE ROUND.... Annoyed look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouching down. PLAYER AVENGEMENT.... Looks at winner, with a relieved look. SPECIAL MOVE QUOTES Upper Duel "Ora!" Million Bash Stream "Icchimai na!" "Go away!" Final Impact Quote: "Otonashiku netero!" Meaning: "Just stay down!" (lit. "behave and sleep!") _________________________________________________________________________ SHERMIE _________________________________________________________________________ NATIONALITY: French HOBBIES: Band, watching French movies BIRTH DATE: 2/13/76 FAVORITE FOOD: Fish AGE: 21 FAVORITE SPORT: Ice Skating HEIGHT: 173 cm MOST VALUABLE: Personal Computer WEIGHT: 68 kg HATES THE MOST: Stew, Celery, H.S. Baseball BLOOD TYPE: B + Orochi FIGHTING STYLE: No particular style, mainly throws and holds ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Sherumii Furasshu Orijinaru E: Shermie Flash Original M: B / F + C button (near) ------------------------------------------------------------------------- J: Furonto Furasshu E: Front Flash M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Sherumii Sutando E: Shermie Stand M: F + B button H: Weak 2 D: C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Sherumii Supairaru E: Shermie Spiral M: HCF + Punch (near) H: Weak 1, Strong 1 D: Shermie swings herself up onto her opponent, squeezing her foe's head with her thighs. She then spirals around them and flips them to the ground. C: n/a ------------------------------------------------------------------------- J: Sherumii Shuuto E: Shermie Shoot M: HCF + Kick H: Weak 1, Strong 1 D: Shermie dashes forward. If she hits her opponent, she'll grab them, flip over their shoulders and then press her knees against their back, knocking them to the ground. C: n/a ------------------------------------------------------------------------- J: Sherumii Hoippu E: Shermie Whip M: F,D,DF + Kick H: Weak 1, Strong 1 D: Shermie 'whips' her legs forward. C: Has autoguard. Can be used as a normal attack or as a reversal. ------------------------------------------------------------------------- J: Akuseru Supin Kikku E: Axle Spin-Kick M: QCB + Kick H: Weak 1, Strong 1 D: Shermie spins and attacks a la Benimaru's 'Flying Drill'. Shermie's version has more of a downward angle though, and finishes with a boot attack. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Sherumii Furasshu E: Shermie Flash M: HCB,HCB + Punch (near) H: Weak 1, Strong 1 (as a DM/SDM) D: Shermie performs a backdrop on her opponent, but remains in position instead of finishing it for a period of time. C: During the SDM, Shermie counts during the move. While she's counting, her enemy takes damage. You can tap any button to make her count slower, inflicting more damage on your opponent, while your challenger can tap his/her buttons to escape from the move faster. ------------------------------------------------------------------------- J: Sherumii Kaaniburu E: Shermie Carnival M: HCF,HCF + Punch (near) H: Weak 1, Strong 1 (as a DM/SDM) D: Shermie attacks her enemy with two German suplexes and a throw. During the SDM, she uses more suplexes and finishes with an aerial throw. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Shermie points at her opponent with one hand. Quote: "Hajimete da kara, yasashikushitene." Meaning: "Since this is my first time, please be gentle." (I had always assumed that this was an implied reference to having sex, but Mr. Kuroki assures me that it shouldn't be taken that way. Still, isn't SNK getting risque with their character designs!) TAUNT She takes out a cellular phone and puts it to her ear. Quote: "Moshi moshi...aa, mata ato de ne?" Meaning: "Hello...oh, I'll see you later, okay?" WIN POSE (A) She stands up straight and looks at the screen. WIN POSE (B) Shermie dances around. Quote: "Saiko no kibun!" Meaning: "This feels sooooo good!" WIN POSE (C) Shermie bends forward. Quote: "Aha! Nante kao!" Meaning: "Aha! What a face!" TIME OUT Shermie faces away from the screen. DRAW GAME Shermie faces away from the screen. ROUND LOSS "AAaaaaaaaaaaa...!" RECOVERY ROLL (She says nothing) PARTNER BACKGROUND POSE Faces the side. IF PLAYER HITS.... Looks at the stage. IF PLAYER IS DAMAGED.... Looks at the stage. IF PLAYER WINS THE ROUND.... IF PLAYER LOSES THE ROUND.... Puts one hand over her hips. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits sideways. PLAYER AVENGEMENT.... Looks at winner. SPECIAL MOVE QUOTES Shermie Spiral "Shitsurei! (giggle)" "Excuse _me_! (giggle)" Shermie Flash "Nigecha dame yo! One! Two! Three!" "You musn't run away! 1! 2! 3!" Shermie Carnival (DM) "Watashi kara no present!" "A present from me!" Shermie Carnival (SDM) "Omake!" "A little bonus!" _________________________________________________________________________ CHRIS _________________________________________________________________________ NATIONALITY: Swedish HOBBIES: Cooking BIRTH DATE: 5/3/1983 FAVORITE FOOD: Butan AGE: 14 FAVORITE SPORT: Orienteering HEIGHT: 160 cm MOST VALUABLE: Nature WEIGHT: 48 kg HATES THE MOST: Gummy candy, people who BLOOD TYPE: AB + Orochi touch his head FIGHTING STYLE: No particular style, mainly speed-based attacks ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Suteppu Taan E: Step Turn M: B / F + C button (near) ------------------------------------------------------------------------- J: Eriaru Doroppu E: Aerial Drop M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Supiningu Arei E: Spinning Array M: F + A H: Weak 1 D: Chris utilizes a spinning two-handed smash. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Suraido Taachi E: Slide Touch M: QCF + Punch H: Weak 1, Strong 1 D: Chris slides forward and attacks with an inverted palm strike. C: Use the Weak version to attack with Chris himself, or the Strong version to strike with an 'image' of Chris instead. You can double- tap the button used to make Chris stop his slide and attack earlier. ------------------------------------------------------------------------- J: Shuutingu Dansaa Surasuto E: Shooting Dancer Thrust M: HCB + A / C H: Weak 1, Strong 1 D: Chris dashes forward and delivers a crouching kick (A-button), or a turning mid-level kick (C-button). C: Unless your crouch-blocking, you'll be hit by this attack. ------------------------------------------------------------------------- J: Shuuting Dansaa Suteppu E: Shooting Dancer Thrust M: HCB + B / D H: Weak 1, Strong 1 D: Chris dashes forward and makes a flip-kick attack. C: This move acts as an overhead. ------------------------------------------------------------------------- J: Hantingu Ea E: Hunting Air M: F,D,DF + Kick H: Weak 2, Strong 2 D: Chris attacks his foe with a vertical knee strike followed by an upward kick. C: The D version will miss if Chris' enemy is too close. ------------------------------------------------------------------------- J: Guraidaa Sutanpu E: Glider Stamp M: Jump, then QCF + Kick H: Weak 1, Strong 1 D: Chris utilizes a diving kick attack in mid-air. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Cheen Suraido Taachi E: Chain Slide Touch M: QCF,QCF + Punch H: Weak 5, Strong 5 (as a DM) Weak 8, Strong 8 (as a SDM) D: Chris attacks with an upward palm strike once. Images of him keep coming out of his body and attacking with palm strikes afterwards. During the SDM version, Chris will have a large sphere of red energy surrounding his palm for each attack. C: n/a ------------------------------------------------------------------------- J: Tsuisutaa Doraibu E: Twister Drive M: QCB,QCB + Kick H: Weak 9, Strong 9 (as a DM) Weak 12, Strong 12 (as a SDM) D: Chris jump and performs a cross-cutter kick multiple times before diving back to the ground. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Chris stands with his hands back. Quote: "Yadanaa, tsuyosou." Meaning: "Oh no, he/she looks strong...." TAUNT Chris snaps his fingers together and hits his foot against the floor. WIN POSE (A) Chris looks up at the sky, and turns his back to the screen. Quote: "Ashita mo hareru kana?" Meaning: "Will it be sunny again tomorrow?" WIN POSE (B) Chris has a happy look on his face. He puts his hands in front of him. Quote: "Tanoshikatta desu, hai." Meaning: "It was fun, yes." WIN POSE (C) Chris smiles and laughs quietly. TIME OUT Chris faces away from his opponent. DRAW GAME Chris faces away from his opponent. ROUND LOSS Quote: "Ah----hikari ga..." Meaning: "Ah-----the light is...." (As in, "the light is fading" or "it's getting dark.") RECOVERY ROLL (He says nothing) PARTNER BACKGROUND POSE Taps his feet. IF PLAYER HITS.... Looks at the stage. IF PLAYER IS DAMAGED.... Looks. IF PLAYER WINS THE ROUND.... Surprised look. IF PLAYER LOSES THE ROUND.... Shrugs shoulder. IF PLAYER LOST AND IS IN THE BACKGROUND.... His clothing droops (like Yuri's). PLAYER AVENGEMENT.... Smiles like a child. SPECIAL MOVE QUOTES Shooting Dance Thrust Quote: "Ue da yo!" Meaning: "Above you!" Shooting Dance Step Quote: "Shita da yo!" Meaning: "Below you!" Twister Drive Quote: "Honki dashimasu ne." Meaning: "I'm putting forth seriously." Chain Slide Touch Quote: "Enryonaku Ikimasu!" Meaning: "Without hesitation, here I come!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Official SNK Name (Japanese): '97 Supesharu Tiimu Official SNK Name (English): '97 Special Team Translation of Japanese Name: '97 Special Team %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _________________________________________________________________________ RYUJI YAMAZAKI _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Collecting Knives BIRTH DATE: 8/8/64 FAVORITE FOOD: Basashi AGE: 33 FAVORITE SPORT: None HEIGHT: 192 cm MOST VALUABLE: Anything that will WEIGHT: 96 kg financially benefit him BLOOD TYPE: A + Orochi HATES THE MOST: Labor FIGHTING STYLE: Self-taught brawling karate ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Shime-age E: Strangle Lift M: B / F + C button (near) ------------------------------------------------------------------------- J: Bun-nage E: (see Comments) M: B / F + D button (near) C: "'Bun' is somewhat an adjective that means something like 'get the f*ck outta here'. It empasizes 'Nage' and thus makes it stronger." Since 'nage' means 'throw', interpret this as you will. ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Bussashi E: (see Comments) M: F + A button H: Weak 2 D: Ryuji attacks with a downward finger rake. C: This move acts as an overhead. As for the name, 'sashi' means 'poke' and 'butsu' emphasizes 'sashi' (similar to 'Bun Nage'). ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Hebi-Tsukai (Joudan) E: Snake Tamer (Upper Level) M: QCB + A button H: Weak 2 D: Ryuji takes his hand out of his pocket and jerks it upward into the air so fast that it is only a blur. C: You can delay this attack by holding down the A button. While delaying it, you can use 'Hebi Damashi'. ------------------------------------------------------------------------- J: Hebi-Tsukai (Chudan) E: Snake Tamer (Middle Level) M: QCB + B button H: Weak 2 D: Ryuji takes his hand out of his pocket and jerks it forward so fast that it is only a blur. C: You can delay this attack by holding down the B button. While delaying it, you can use 'Hebi Damashi'. ------------------------------------------------------------------------- J: Hebi-Tsukai (Gedan) E: Snake Tamer (Lower Level) M: QCB + C button H: Strong 2 D: Ryuji takes his hand out of his pocket and jerks it downwards towards the ground so fast that it is only a blur. C: You can delay this attack by holding down the C button. While delaying it, you can use 'Hebi Damashi'. ------------------------------------------------------------------------- J: Hebi Damashi E: Snake Trick M: Press D button H: Strong 0 D: When delaying the 'Hebi-Tsukai', Ryuji will swing his arm back and forth. Performing this move makes him stop and put his hand back in his pocket. C: This move is used to cancel the 'Hebi-Tsukai' attack when you don't want to use it. You can use the 'Hebi-Tsukai' repeatedly and then cancel it with this move to increase your Power Gauge rapidly. ------------------------------------------------------------------------- J: Dai Hebi E: Great Snake M: Perform any version of the 'Hebi-Tsukai' while you have a stock activated/your Power Gauge is at MAXimum. H: D: C: ------------------------------------------------------------------------- J: Bai Gaeshi (Kyushu) E: Double Return (Absorb) M: QCF + A H: Weak 1 (from up close) D: Ryuji lifts up his arms before him and then brings the back down. While they're raised, any projectile thrown at him is absorbed harmlessly. C: You can use the A button to keep Ryuji holding up his arms for a little longer than normally. When Ryuji absorbs a projectile, he gains Power Gauge energy equal to the amount of damage the attack would have caused had it hit. The Bai Gaeshi (Kyushu) will absorb these projectile attacks: PROJECTILE PERSON WHO CAN USE IT --------------------------------------------------------------------- I Slasher Leona ChoKyuDan Sie Kensou Ha-O ShoKoKen Ryo Sakazaki Hurricane Upper Joe Higashi KaChoSen Mai Shiranui Mugetsu no Raigumi Orochi Shermie Psycho Ball Attack Athena Asamiya Venom Strike King YamiBarai Iori Yagami, '94 Kyo Kusanagi 'Black Plasma Bolt' Orochi Other projectiles will hit Ryuji and damage him. ------------------------------------------------------------------------- J: Bai Gaeshi (Dan Hasha) E: Double Return (Bullet Discharge) M: QCF + C H: Strong 1 (from up close) Strong 1 (as a returned projectile) D: Ryuji lifts up his arms before him and then brings the back down. While they're raised, any projectile thrown at him is turned into a large fireball that Ryuji hurls back at his opponent at breakneck speed. C: You can use the C button to keep Ryuji holding up his arms for a little longer than normally. The Bai Gaeshi (Dan Hasha) will return these projectile attacks: PROJECTILE PERSON WHO CAN USE IT --------------------------------------------------------------------- I Slasher Leona ChoKyuDan Sie Kensou Ha-O ShoKoKen Ryo Sakazaki Hurricane Upper Joe Higashi KaChoSen Mai Shiranui Mugetsu no Raigumi Orochi Shermie Psycho Ball Attack Athena Asamiya Venom Strike King YamiBarai Iori Yagami, '94 Kyo Kusanagi 'Black Plasma Bolt' Orochi Other projectiles will hit Ryuji and damage him. ------------------------------------------------------------------------- J: Sabaki no Aikuchi E: Judging Dagger M: F,D,DF + Punch H: Weak 2, Strong 4 D: Ryuji darts forward and slashes two times with his dagger. C: n/a ------------------------------------------------------------------------- J: Bakudan Pachiki E: Bomb Headbutt M: HCF + Punch (near) H: Weak 1, Strong 1 D: Ryuji headbutts his opponent. The impact causes an explosion. C: n/a ------------------------------------------------------------------------- J: Sadomazo E: Sadism/Masochism M: HCF + Kick H: Weak 0, Strong 0 (normally) Weak 1, Strong 1 (as a reversal) D: Ryji puts his hands in his pockets, leans forward, and sticks out his tongue while insulting his opponent. If he is hit, white shadows follow him as he laughs and uppercuts his opponent. C: This move can reverse almost any attack, except projectiles, low sweeps, and throws. ------------------------------------------------------------------------- J: Sunakake E: Sand Sprayer M: F,D,DF + Kick H: Weak 1, Strong 1 D: Ryuji kicks the ground, sending a spray of sand into his enemy's face. C: Since Ryuji's opponent is stunned after getting hit by the sand, Ryuji has a small amount of time in which to attack his opponent without fear of retaliation. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Girochin E: Guillotine M: QCF,QCF + Punch H: Weak 3, Strong 7 (as a DM/SDM) D: Ryuji uppercuts his opponent into the air, then jump and catches them with a downward grab. If this second hit connects, he lands, drags his opponent across the ground, then kicks him/her up into the air. During the SDM version, he stomps on his opponent repeatedly before kicking them into the sky. C: Can pass over projectiles and some attacks during this move. This move hits more times if you're close to Ryuji. ------------------------------------------------------------------------- J: (Yon Dan) Doriru E: (Four-Level) Drill M: HCB,HCB + Punch, tap Punch repeatedly (near) H: Varies (see Comments) D: Ryuji grabs his challenger, performs a double-hit uppercut on them, then stands there laughing until they are about to fall down to the ground. He grabs them and hurls them into the floor, then attacks them in one of eight different ways depending on how many times Punch was pressed during the move (see Comments). C: The charts below show the names of each level of the Drill. Also shown are the number of times you need to press Punch in order to get the desired level, and how many hits each level inflicts. Shown last is 'Level', which lists which level is the most damaging. While the DM Drill goes in order (1 is the worst, 4 is the best in terms of causing damage), the SDM Drill's weakest level is 3, and it's most damaging level is 2. NAME (DM VERSION) PRESSES HITS LEVEL --------------------------------------------------------------------- Punch Ranbu (Crazy Dance) A/C x0-4 11 hits Worst Kick Ranbu (Crazy Dance) A/C x5-8 12 hits Standard Rapid Pachiki A/C x9-12 16 hits Better Repeated Hebi-Tsukai A/C x13+ 27 hits Best NAME (SDM VERSION) PRESSES HITS LEVEL --------------------------------------------------------------------- Rapid Stomps A/C x0-4 20 hits Standard Rapid Aikuchi A/C x5-8 23 hits Best Rapid Shime-age A/C x9-12 27 hits Worst Super Repeated (Cho) Hebi-Tsukai A/C x13+ 43 hits Better The computer counts the number of times you press A _and_ C, so you can double the number of total button presses by tapping A+C rapidly at the same time. ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Ryuji is wearing his white fur coat. He takes his coat off, then changes into his normal stance. Quote: "Kono zako ga...." Meaning: "You guppy, you...." INTRODUCTION Yamazaki clenches his fist while talking, then gets into his normal stance. Quote: "Kono zako ga...." Meaning: "You guppy, you...." TAUNT Ryuji twists his neck and flexes his free hand. Quote: "Mono tarine na!" Meaning: "I'm not satisfied!" WIN POSE (A) Yamazaki turns away from the screen, towards his downed opponent. Quote: "Che, kudaran." Meaning: "Hmph, you ain't shit." (according to one source) "What a joke!" (according to another) WIN POSE (B) Tosses his knife into the ground. Quote: "Hyaku nen haiyain da yo!" Meaning: "You're 100 years too early!" (lit.) or "It would take you 100 years [from now] to be able to beat me!" WIN POSE (C) Ryuji goes crazy :) Quote: "Yah hah hah...eeEEEEEE!!!!!!" TIME OUT Ryuji crouches a bit and shakes his head with his hand. DRAW GAME Ryuji crouches a bit and shakes his head with his hand. ROUND LOSS I'm quoting this from Orochi Herman because it's so funny: "A generic yell, albeit, like a maniac being dragged to the mental hospital." Mr. Kuroki says it's "Kieeeee..." RECOVERY ROLL (He says nothing) PARTNER BACKGROUND POSE Ryuji sleeps. IF PLAYER HITS.... One hand blown by the wind. IF PLAYER IS DAMAGED.... Stirs from slumber. IF PLAYER WINS THE ROUND.... Puts both hands in pockets and grins. IF PLAYER LOSES THE ROUND.... Brandishes a dagger with an angry look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Face down on the pavement. PLAYER AVENGEMENT.... Tries to get up but is either too weak or sleepy, so he gives a thumbs-up instead and goes back to dozing. SPECIAL MOVE QUOTES Hebi Tsukai Quote: "Shiaa!" (normally) Quote: "Ikuzo...ikuzo...ikuzo...shiaa!" (if delayed) Meaning: "Here we go...here we go...here we go ...shaaa!" Sadomazo Quote: "Kakattekoiyo..." (if hit) "ITEE DARO GA YO!!!" Meaning: "Come on...." (if hit) "THAT HURTS, YOU KNOW!" Bakudan Pachiki Quote: "Keshi tobi na!" Meaning: "Buzz off!" Guillotine Quote: "Sharakusee!" (then) "Kono amateur ga!" Meaning: "How impertinent!" (then) "You amateur you!" B. G. Kyushu Quote: "Hore!" Meaning: "Here!" B. G. Dan Hasha Quote: "Kaesu ze!" Meaning "Take it back!" (Yon Dan) Drill Quote: "Ippen shinde koi!" (for the finisher) Meaning "Shrivel up and die!" (as if saying "Go out and rethink this!") _________________________________________________________________________ BLUE MARY _________________________________________________________________________ NATIONALITY: American HOBBIES: Bike touring BIRTH DATE: 2/4/1974 FAVORITE FOOD: Beef cup AGE: 23 FAVORITE SPORT: Baseball HEIGHT: 168 cm MOST VALUABLE: Her leather jacket WEIGHT: 49 kg HATES THE MOST: Cats BLOOD TYPE: AB FIGHTING STYLE: Commando Sambo ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Bikutoru Nage E: Victor Throw M: B / F + C (near) ------------------------------------------------------------------------- J: Heddo Suruu E: Head Throw M: B / F + D (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Hanmaa Aachi E: Hammer Arch M: F + A button H: Weak 1 D: Mary hops forward and performs a two-fisted downward punch. C: n/a ------------------------------------------------------------------------- J: Kuraimingu Aroo E: Climing Arrow M: DF + B button H: Weak 2 D: Mary leans against the ground and stretches out a leg, kicking away her opponent. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: M. Supaidaa E: M. Spider M: QCF + Punch H: Weak 1, Strong 1 D: Mary jumps through the air, grabs her opponent, then falls on her back and drags them down with her, getting them into a hold and snapping his/her arm. C: This attack is a command throw. That being said, it will only miss you if you are rolling. ------------------------------------------------------------------------- J: Supin Fooru E: Spin Fall M: QCF + Kick H: Weak 1, Strong 1 D: Mary leaps forward and attacks with a heel smash. C: This move acts as an overhead attack. ------------------------------------------------------------------------- J: Baatikaru Aroo E: Vertical Arrow M: F,D,DF + Kick H: Weak 1, Strong 2 D: Mary leaps while performing a turning jump kick. C: Follow with 'M. Snatcher'. ------------------------------------------------------------------------- J: M. Sunacchaa E: M. Snatcher M: F,D,DF + Kick H: Weak 1, Strong 1 D: Mary grabs her opponent with her legs and slams them to the ground. C: Only usable during 'M. Snatcher'. ------------------------------------------------------------------------- J: Sutoreeto Suraisaa E: Straight Slicer M: Charge B,F + Kick H: Weak 1, Strong 1 D: Mary slides forward along the ground, her legs extended. C: Follow with 'Crab Clutch'. ------------------------------------------------------------------------- J: Kurabu Kuracchi E: Crab Clutch M: QCF + Kick H: Weak 1, Strong 1 D: Mary grabs her opponent and gets them in a leg-snapping hold. C: Only usable during 'Straight Slicer'. ------------------------------------------------------------------------- J: M. Ribaasu Feisurokku E: M. Reverse Facelock M: QCB + B button H: Weak 1 D: Mary changes her stance. If attacked, she grips her opponent and gets them into a facelock. C: Only usable as a reversal against jumping attacks. ------------------------------------------------------------------------- J: M. Heddo Basutaa E: M. Head Buster M: QCB + D button H: Strong 1 D: Mary changes her stance. If attacked, she grips her opponent and backdrops them. C: Only usable as a reversal against standing attacks. ------------------------------------------------------------------------- J: Bakkudoroppu Riaru E: Backdrop Real M: HCF + Punch (near) H: Weak 1, Strong 1 D: Mary grabs her opponent and performs a German suplex on them. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: M. Supurasshu Roozu E: M. Splash Rose M: QCF,HCB + Punch / D,HCB + Punch H: Weak 9, Strong 9 (as a DM) Weak 28, Strong 28 (as a SDM) D: Mary dashes forward, running around her opponent and kicking them repeatedly before leaping into the air and kicking them as flashing circles of energy trail her leg. For the SDM version, she uses punches isntead of kicks and finishes with two jumping uppercuts. C: n/a ------------------------------------------------------------------------- J: M. Dainomaito Singu E: M. Dynamite Swing M: QCF,QCF + Kick H: Weak 1, Strong 1 (as a DM/SDM) D: Mary knees her opponent, knocking them into the air. She jumps up after them and tries to with a powerbomb and if she does, she uses that to drop her opponent back to the ground. They stand up and become dizzied, and Mary takes that time to taunt them before grabbing their head, spinning around them multiple times, and then tossing them away. During the SDM, she she uses two German suplexes on them before grabbing their head and continuing with the move. C: n/a ------------------------------------------------------------------------- J: M. Taifuun E: M. Typhoon M: HCB,HCB + Kick (near) H: Weak 1, Strong 1 (as a DM/SDM) D: Mary grabs her opponents, stands on top of their shoulders, then slams them into the ground by flipping them with her legs. C: n/a ------------------------------------------------------------------------- INTRODUCTION (AS FIRST UP) Mary has her jacket on. She tosses it to her dog, Anton, then jumps up and down a bit while saying her quote. Quote: "Are you ready?" INTRODUCTION Mary stretches her arm and points at her opponent. Quote: "Are you ready?" VERSUS TERRY BOGARD Quote: "Hi...handsome boy." TAUNT Mary spins her belt around like a hula hoop. Quote: "Kakatte kinasai...." Meaning: "Come on and fight...." WIN POSE (A) She fans herself with her hands, crosses her arms, and grins. Quote: "Whew. I did." WIN POSE (B) Points finger at opponent like a 'gun'. Quote: "Bakyuun!" Meaning: (Japanese equivalent of "Bang, bang!") WIN POSE (C) Mary bends down and beckons her dog over to her, who approaches and licks her face. Quote: "Come on...Anton." TIME OUT Mary shrugs her shoulders. DRAW GAME Mary shrugs her shoulders. ROUND LOSS "I shall return...." RECOVERY ROLL (She says nothing) SPECIAL WAIT POSE PARTNER BACKGROUND POSE Watches dreamily. IF PLAYER HITS.... Cheers. IF PLAYER IS DAMAGED.... Closes her eyes and clenches her fists like someone was about to hit her. IF PLAYER WINS THE ROUND.... Happy. IF PLAYER LOSES THE ROUND.... Jumping a bit. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouches, facing the background. PLAYER AVENGEMENT.... Looks back at the stage, with a mad yet contented look. SPECIAL MOVE QUOTES Spin Fall "Spin Fall!" M. Spider "Spider!" Straight Slicer "Hey!" Crab Clutch "Clutch!" Vertical Arrow "Vertical Arrow!" M. Snatcher "Snatch!" Backdrop Real "Goodnight!" M. Typhoon "Mary's...Typhoon!" M. Splash Rose "Hey hey hey....finish!" M. Dynamite Swing "Mary's Dynamite Swing!" _________________________________________________________________________ BILLY KANE _________________________________________________________________________ NATIONALITY: British HOBBIES: Washing clothes BIRTH DATE: 12/25/69 FAVORITE FOOD: Food with eggs AGE: 28 FAVORITE SPORT: High-jump with Rod HEIGHT: 179 cm MOST VALUABLE: His little sister Lilly WEIGHT: 77 kg HATES THE MOST: Commands BLOOD TYPE: B FIGHTING STYLE: Fighting Tech. w/ Long Rod ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Jigoku Otoshi E: Hell Drop M: B / F + C button (near) ------------------------------------------------------------------------- J: Ibbon Zuri Nage E: Single Hook Throw (see Comments) M: B / F + D button (near) C: The literal meaning of this name is 'snare on a fishing rod'. ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Dai Kaiten Geri E: Big Revolving Kick M: F + A button H: Weak 1 D: Billy turns in the air and strikes with his cane and a flying side kick. C: n/a ------------------------------------------------------------------------- J: Boko Tobi Geri E: Pole Vault Kick M: F + B button H: Weak 1 D: Billy leans against his cane and attacks with a flying side kick. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Senpu Kon E: Whirlwind Cane M: Tap A repeatedly H: Weak 8 D: Billy lowers his stance and spins his cane rapidly. C: n/a ------------------------------------------------------------------------- J: ShuTenRenHa Kon E: Focus Point Rapid Wave Cane M: Tap C repeatedly H: Strong 8 D: Billy jabs his cane forward rapidly. C: n/a ------------------------------------------------------------------------- J: SanSetsu Kon: Chudan Uchi E: Three-Part Cane: Mid-Level Strike M: HCF + Punch H: Weak 1, Strong 1 D: Billy stabs forward with his cane and the three seconds expand for added reach. C: Follow with 'Kaen SanSetsu Kon: Chudan Tsuki'. ------------------------------------------------------------------------- J: Kaen SanSetsu Kon: Chudan Tsuki E: Flaming Three-Part Cane: Mid-Level Strike M: QCF + Punch H: Weak 1, Strong 1 D: Billy's cane hits one more time and his opponent burst into flame. C: Only usable during 'SanSetsuKon: ChuDanUchi'. ------------------------------------------------------------------------- J: Sen En Satsu Kon E: Rotating Circle Slice Cane M: F,D,DF + A/C H: Weak 2, Strong 2 D: Billy makes a vertical leap upward, holding his cane horizontally. C: ------------------------------------------------------------------------- J: Kyoshu Hisho Kon E: Strong Attack Flying Cane M: F,D,DF + B/D H: Weak 2, Strong 2 D: Billy pole-vaults into the air and then dives down, spinning his cane. C: Billy automatically homes in on his opponent's location, but you can make him fall more to the left or right by holding B / F during this move. ------------------------------------------------------------------------- J: KaRyu Tsuigeki Kon E: Fire Dragon Pursuit Cane M: QCB + B H: D: Billy gets in a defensive pose. If attacked, he reverses the attack with several cane swings. C: Only usable as a reversal, against jumping and standing attacks. ------------------------------------------------------------------------- J: Mizuryu Tsuigeki Kon E: Water Dragon Pursuit Cane M: QCB + D H: D: Billy gets in a defensive pose. If attacked, he reverses the attack with a cane swing. C: Only usable as a reversal, against crouching / low attacks. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Cho Kaen Senpu Kon E: Super Flaming Whirlwind Cane M: QCF,HCB + Punch / D,HCB + Punch H: Weak 6, Strong 6 (DM; near) Weak 1, Strong 1 (DM; far) Weak 10, Strong 10 (SDM; near) Weak 5, Strong 5 (SDM; far) D: Billy spins his cane rapidly, setting on fire. After a moment, the fire condenses into a fire wheel (DM) or ball of fire (SDM), which Billy then flings at his challenger. C: This move can hit many times from up close. ------------------------------------------------------------------------- J: Dai Senpu E: Great Whirlwind M: QCF,QCF + Punch H: Weak 3, Strong 3 (DM; near) Weak 2, Strong 2 (DM; far) Weak 5, Strong 5 (SDM; near) Weak 4, Strong 4 (SDM; far) D: Billy swings his cane upward, then sweeps it close to the ground. For the SDM, he sweeps it three times in succession. Each of those hits sets his opponent on fire. C: The first attack hits twice if Billy's close to his opponent. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Billy mutters something while pointing at his enemy, then gets into his fighting stance. VERSUS IORI YAGAMI or OROCHI IORI Billy points his pole at Iori. Quote: "I wish I could tear him apart!" Note from Mr. Kuroki: "The Japanese translation of this poorly written saying is "Omae o mechakucha ni shiyaruze!" which, in turn, is translated back to English, it actually means, "I'm gonna tear you apart!" TAUNT Billy points at his opponent. Quote: "Hey hey hey!" WIN POSE (A) Billy rolls his cane, taps it on the ground, and faces towards the background. WIN POSE (B) Billy taps his cane on his shoulder, then shrugs. WIN POSE (C) He folds his cane into it's three respective sections, then pulls off his bandana to reveal a head of blonde hair. Quote: "Whose turn is it?" TIME OUT Billy breaks his cane in two. DRAW GAME Billy breaks his cane in two. ROUND LOSS "Ugyaaaaaaaaa----" RECOVERY ROLL "Ha!" PARTNER BACKGROUND POSE Billy taps his cane once in a while. IF PLAYER HITS.... Looks at the stage IF PLAYER IS DAMAGED.... Bows down. IF PLAYER WINS THE ROUND.... Grins, holding both side of the cane. IF PLAYER LOSES THE ROUND.... One part of his cane collapses. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouches down. PLAYER AVENGEMENT.... SPECIAL MOVE QUOTES Kaen SanSetsu Kon: Chudan Uchi "Fire!" Kyoshu Hisho Kon "Kill you!" Chou Kaen Senpu Kon "Hrreeeeeee....Fire!" Dai Senpu "Go to hell!" +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4. O T H E R C H A R A C T E R S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ _________________________________________________________________________ IORI YAGAMI _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: Band BIRTH DATE: 3/25/76 FAVORITE FOOD: Meat AGE: 21 FAVORITE SPORT: All HEIGHT: 182 cm MOST VALUABLE: Base guitar of Rickenbacher WEIGHT: 76 kg HATES THE MOST: Violence BLOOD TYPE: O + Orochi FIGHTING STYLE: Yagami Style Ancient Martial Arts and Instinct ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Saka Hagi E: Reverse Rip M: B / F + C button (near) ------------------------------------------------------------------------- J: Saka Saka Hagi E: Reversed Reverse Rip M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Ge Shiki: Yumebiki E: Outside Style: Dream Bullet M: F + A button, A button H: Weak 1 (x2) D: Iori makes a claw swipe with one hand and then delivers a punch. C: n/a ------------------------------------------------------------------------- J: Ge Shiki: GouFu In 'Shinigami' E: Outside Style: Thunder Axe Negative 'Death God' M: F + B button H: Weak 1 D: Iori lifts up one leg and performs an axe kick. C: This move acts as an overhead attack. ------------------------------------------------------------------------- J: Yuri Ori E: Lily Break M: Jump, then B + B button H: Weak 1 D: Iori extends his leg out in the other direction while jumping. C: A perfect move for cross-ups. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: HyakuHachi Shiki: Yami Barai E: Style No. 100: Dark Sweep M: QCF + Punch H: Weak 1, Strong 1 D: Iori gestures towards the ground and a spout of purple flame appears on the ground and speeds across the floor. C: A long-ranged projectile attack. ------------------------------------------------------------------------- J: HyakuHachi Shiki: Oni Yaki E: Style No. 180: Demon Scorcher M: F,D,DF + Punch H: Weak 2, Strong 3 D: Iori leaps up while spinning, surrounded by wafts of purple flame. C: n/a ------------------------------------------------------------------------- J: HyakuNiJuuNana Shiki: Aoi Hana E: Style No. 207: Hollyhock Flower M: QCB + Punch H: Weak 1, Strong 1 (x3; see Comments) D: Iori dashes forward and punches with one hand, then the other, then leaps and performs a mid-air hammer punch. C: You can get 2 hits from the first 'AoiHana' if you perform it from up close. ------------------------------------------------------------------------- J: Kuzukaze E: Scum Wind M: HCF + Punch H: Weak 0, Strong 0 D: Iori grabs his opponent and shoves them past him. C: This move causes no damage but does change places with Iori and his foe (so if Iori was facing left, he'll now be facing right, and his enemy will have his/her position reversed, too). ------------------------------------------------------------------------- J: NiHyakuJuuNi Shiki: KotoZuki In E: Style No. 202: Koto Moon Negative M: HCB + Kick H: Weak 2, Strong 2 D: Iori runs forward, grabs his opponent, and slams them into the ground in a shower of purple flame. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Kin SenNiHyakuJuu Isshiki: Ya Otome E: Forbidden Style No. 1201: Eight Maidens M: QCF,HCB + Punch / D,HCB + Punch H: Weak 8, Strong 8 (as a DM) Weak 1, Strong 1 (as a SDM) D: Iori slides forward, moving low to the ground. He grabs his opponent and attacks them with several rapid strikes before holding them with both hands, filling them with purple fire. He then tosses them away as they explode. For the SDM, Iori knocks his enemy to the ground, crouches down, and starts clawing them. He looks behind him with an evil look, then hits his downed foe with three double-fisted punches. After the last punch, his opponent explodes into purple fire. C: n/a ------------------------------------------------------------------------- J: Ura Hyaku Hachi Shiki: Ya Sakazuki E: Reverse Style No. 180: Eight Wine Goblets M: QCB,HCF + Punch / D,HCF + Punch H: Weak 1, Strong 1 (as a DM or SDM) D: Iori tosses a YamiBarai that homes in on his opponent's location. It then explodes into a large column of purple light. The SDM version has many columns explode one after another. C: When you're hit by this attack, you'll be stunned and will slowly begin to lose life. Iori's opponent is stunned for about six seconds, but they can get out faster by tapping the buttons rapidly. You can delay the throwing of the YamiBarai by holding CD after completing the command for this DM/SDM. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Iori appears with his back towards the enemy. He then turns to face them. Quote: "Sugu raku ni shite yaru." Meaning: "I shall soon end your pain." or "I'll put you out of your misery quickly." VERSUS KYO KUSANAGI (once Kyo finishes his quote) Quote: "Kimisama no [shi] o motte na!" Meaning: "Yeah, with your death." (said in response to Kyo asking Iori to settle their rivalry) TAUNT Iori stands up straight with his hands at his side. Quote: "Ore ga kowaii no ka?" Meaning: "Are you afraid of me?" WIN POSE (A) Iori laughs maniacally, running a hand through his hair. WIN POSE (B) Iori sticks his hands in his pockets and leans over his opponent. Quote: "Sono mama shine!" Meaning: "Die just like that!" WIN POSE (C) Iori lifts his hand over his head with his index finger extended and holds it there. Quote: "Tsuki wo miru tabe omoidae!" Meaning: "Remember upon seeing the moon!" (Iori wants his foe to remember the fear he inspired when they see the moon ) TIME OUT Iori lifts his arm up and rips off part of his shirt sleeve with his teeth. DRAW GAME Iori puts a wrist to his head (first part of his Time Out animation). ROUND LOSS Quote: "Kono mama de wa owaranzo!" Meaning: "It won't end like this!" RECOVERY ROLL Quote: "Bakame!" Meaning: "Fool!" (for his Extra Mode dodge and Advanced Mode Escape Roll, he says) Quote: "Mudada." Meaning: "It's useless." PARTNER BACKGROUND POSE Looking at the background. IF PLAYER HITS.... Looks at the stage. IF PLAYER IS DAMAGED.... Turns away. IF PLAYER WINS THE ROUND.... Looks at stage. IF PLAYER LOSES THE ROUND.... Turns away. IF PLAYER LOST AND IS IN THE BACKGROUND.... As if sleeping. PLAYER AVENGEMENT.... Looks at stage. SPECIAL MOVE QUOTES SakaHagi Quote: "Jama da!" Meaning: "Nuisance!" or "Out of my way!" KotoZuki In Quote: "Goooooh....shine!" Meaning: "Goooooh....die!" Yami Barai Quote: "Doushita?!" Meaning: "How's this?!" F. 1201 Style: Ya Otome (DM) Quote: "Asobi wa, owari da! Shine!" Meaning: "Playtime is over! Die!" F. 1201 Style: Ya Otome (SDM) Quote: "Gwoooo! (slam) Gwooo!! (slam)" S. 180 Style: Ya Sakazuki Quote: "Raku ni wa shineenzo!" Meaning: "You won't die easily!" _________________________________________________________________________ SHINGO YABUKI _________________________________________________________________________ NATIONALITY: Japanese HOBBIES: He's a 'Lizard Man' freak BIRTH DATE: 4/9/1980 FAVORITE FOOD: Microwavable dishes AGE: 17 FAVORITE SPORT: Water polo, swimming HEIGHT: 178 cm MOST VALUABLE: Life, his girlfriend, his WEIGHT: 69 kg student handbook BLOOD TYPE: O HATES THE MOST: Milk FIGHTING STYLE: Kusanagi style ancient martial arts taught directly to him by Kyo Kusanagi ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hachi Tetsu E: Forged Iron M: B / F + C button (near) ------------------------------------------------------------------------- J: Ibbon Seoi Nage Fukanzen E: Incomplete Burden of Single Truth Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Ge Shiki: GouFu Kakkodake E: Outside Style: Thunder Axe Only in Looks M: F + B button H: Weak 1 D: Shingo performs an axe kick like Kyo/Iori's 'Ge Shiki: GouFu...' attacks. C: Like the name indicates, this move looks like Kyo/Iori's command attack, but isn't an overhead attack. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: HyakuJuuYon Shiki: Ara Gami Mikansei E: Style No. 104: Incomplete Wild Bite M: QCF + A button H: Weak 1 D: Shingo performs an 'AraGami' but without the flame. C: n/a ------------------------------------------------------------------------- J: HyakuJuuGo Shiki: Doku Gami Mikansei E: Style No. 105: Incomplete Poison Bite M: QCF + C button H: Strong 2 D: Shingo steps forward while turning, and then strikes with his fist. He follows up with a hook blow using his other hand. C: The second hit is a knockdown attack and may cause a 'Critical Hit'. ------------------------------------------------------------------------- J: Hyaku Shiki: Oni Yaki Mikansei E: Style No. 100: Incomplete Demon Scorcher M: F,D,DF + Punch H: Weak 1, Strong 1 Weak 2, Strong 2 (as a 'Counter') D: Shingo leaps upward while spinning with his arms out. C: When used, this move may cause a Critical Hit. If performed as Shingo is attacked, it can easily cause a Counter if so, the move will hit twice. ------------------------------------------------------------------------- J: Hyaku-I Shiki: Oboroguruma Mikansei E: Style No. 101: Incomplete Indistinct Wheel M: QCB + Kick H: Weak 1, Strong 3 D: Shingo jumps forward while kicking three times. C: There's a chance that Shingo will randomly fall on his face during the third hit of the D-button version. If that happens, the third hit becomes an overhead attack. ------------------------------------------------------------------------- J: Shingo Kiiku E: Shingo Kick M: HCF + Kick H: Weak 1, Strong 1 D: Shingo jumps and smashes into his opponent with his leg. C: This move acts as an overhead attack and is a knockdown attack, too. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ge Shiki: Kake Horin E: Outside Style: Phosphorous Driving Phoenix M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Shingo dashes forward and performs an enhanced Futtobashi Kougeki. C: This attack causes a Guard Break if it is blocked. You can juggle your opponent with this move as well. The SDM version, if blocked, will negate your opponent's guard, leaving them open to another attack of your choice. This move will often cause Critical Hits. ------------------------------------------------------------------------- J: Baaningu Shingo E: Burning Shingo M: QCB,HCF + Punch / D,HCF + Punch H: Weak 4, Strong 4 (as a DM) Weak 7, Strong 7 (as a SDM) D: Shingo rushes forward and attacks his opponent with multiple punches. C: Shingo is partially invincible during the beginning of this move, if you use the C-button version. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Puts a hand to his face. Quote: "Cool ni ikoze, Shingo!" Meaning: "Let's keep it cool, Shingo!" or "Stay cool, Shingo!" TAUNT Shingo turns his back on his opponent while searching for something in his notebook. Quote: "Eeto, AraGami wa...?" Meaning: "Uh...how do you do the AraGami...?" WIN POSE (A) Shingo imitates Kyo's "Oreno kachida!" win pose, but without the pause. He's smiling, too. Quote: "Oreno kachi da!" Meaning: "This is my victory!" WIN POSE (B) Positions himself so that he's facing towards the screen, then looks upward with his fist on his chest. Quote: "Yooshi! Yarimashita yo, Kusanagi-san!" Meaning: "Alright! I did it, Kusanagi-san!" WIN POSE (C) Falls to his knees and catches his breath. Quote: "Kate ta!" Meaning: "I was able to win!" TIME OUT Puts his hand behind his head in a relaxed manner and looks upward. DRAW GAME ROUND LOSS Quote: "Kusanagi-san, gomenasai!" Meaning: "Kusanagi-san, I'm sorry!" RECOVERY ROLL Quote: "Otto!" Meaning: "Oh!" PARTNER BACKGROUND POSE Shingo cheers madly. IF PLAYER HITS.... Raises hands. IF PLAYER IS DAMAGED.... Covers his forehead. IF PLAYER WINS THE ROUND.... Raises both hands. IF PLAYER LOSES THE ROUND.... Covers his head in frustration. IF PLAYER LOST AND IS IN THE BACKGROUND.... Weeping, banging the pavement. PLAYER AVENGEMENT.... Clutching his bandanna, looks at the winner. SPECIAL MOVE QUOTES 104 Shiki: Ara Gami Mikansei Quote: "Body ga amai ze!" Meaning: "Your body is weak!" 105 Shiki: Doku Gami Mikansei Quote: "Kurae!" Meaning: "Eat this!" 100 Shiki: Oniyaki Mikansei Quote: "Oriya!" Meaning: (just a yell) Shingo Kick "Shiiiiingo Kiiiiku!" Burning Shingo Quote: "Makerarenaindayo!!" Meaning: "I can't afford to lose!" Ge-Shiki: Kake Horin Quote: "Moerou, Shingo!" Meaning: "Burn, Shingo!" (if it hits) "Oriya!" (is just yelling) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 5. H I D D E N C H A R A C T E R S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ _________________________________________________________________________ '94 STYLE KYO KUSANAGI _________________________________________________________________________ To play as KoF '94-style Kyo Kusanagi, highlight Kyo, press and hold START, then press any button. ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hachi Tetsu E: Forged Iron M: B / F + C button (near) ------------------------------------------------------------------------- J: Issetsu Seoi Nage E: Burden of the Lone Temple Throw M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Ge Shiki: Na Raku Otoshi E: Outside Style: Mysterious Drop M: Jump, then D + C button H: Strong 1 D: Kyo throws a hammer punch. C: A hit opponent is slammed into the ground. Against an airborne challenger, it knocks them out of their jump instantly. This move has near-instant recovery, to boot. ------------------------------------------------------------------------- J: Ge Shiki: GouFu You E: Outside Style: Thunder Axe Positive M: F + B button H: Weak 1 D: Kyo performs an axe kick with one leg. C: Acts as an overhead attack. ------------------------------------------------------------------------- J: HachiJuuHachi Shiki E: Style No. 88 M: DF + D button H: Strong 2 D: Kyo falls to the ground and swings his legs outward, one after the other. C: Hits low. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: HyakuHachi Shiki: Yami Barai E: Style No. 100: Dark Sweep M: QCF + Punch H: Weak 1, Strong 1 D: Kyo gestures towards the ground and a spout of orange flame appears on the ground and speeds across the floor. C: A long-ranged projectile attack. ------------------------------------------------------------------------- J: Hyaku Shiki: Oni Yaki E: Style No. 100: Demon Scorcher M: F,D,DF + Punch H: Weak 1, Strong 1 D: A leaping, spinning uppercut attack. C: Has autoguard. ------------------------------------------------------------------------- J: Hyaku-I Shiki: Oboroguruma E: Style No. 101: Indistinct Wheel M: QCB + Kick H: Weak 1, Strong 3 D: Kyo jumps forward while kicking three times. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ura HyakuHachi Shiki: Orochi Nagi E: Reverse Style No. 180: Big Serpent Mow Down M: QCB,HCF + Punch / D,HCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 5, Strong 5 (as a SDM) D: Kyo holds up a hand, which bursts into flame. He then slides forward while sweeping his hand before him, surrounding himself in a flowing shield of fire. During the SDM, his body is covered in orange fire before he begins the attack. C: You can hold down the button used to delay this attack. Kyo's upper body is immune to damage if the A button is used, and his lower body is immune to damage if the C button is used. During the SDM, an enemy will be hurt if they touch his flaming body prior to him attacking. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Kyo raises his fist, then goes into his old power-up animation. Quote: "Ikuze!" Meaning: "Let's go!" VERSUS IORI YAGAMI Kyo turns away. Quote: "Keri o tsukeyoze, Yagami." Meaning: "Let's settle this, Yagami." TAUNT Kyo waves his index finger. Quote: "Nani kusubu-ten da?" Meaning: "Why are you down?" or "What'cha smokin' for?" WIN POSE (A) Kyo's finger catches on fire. He looks at it, then blows it out. Quote: "Hehe...moetaro?" Meaning: "Hehe...burned?" WIN POSE (B) Kyo's finger catches on fire. He looks at it, then blows it out. Quote: "Hehe...moetaro?" Meaning: "Hehe...burned?" WIN POSE (C) Kyo's finger catches on fire. He looks at it, then blows it out. Quote: "Hehe...moetaro?" Meaning: "Hehe...burned?" TIME OUT Kyo wipes his mouth with his fist, clenching his teeth. DRAW GAME Kyo puts his hand over his mouth (uses part of the Time Out frames). ROUND LOSS "Aaaaaaaaa...!" RECOVERY ROLL Quote: "Otto!" Meaning: "Oh!" PARTNER BACKGROUND POSE Kyo watches the battle. IF PLAYER HITS.... Clenches a fist and grins. IF PLAYER IS DAMAGED.... Scratches his head. IF PLAYER WINS THE ROUND.... Clenches a fist and grins. IF PLAYER LOSES THE ROUND.... Shrugs one shoulder. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits down, crouching. PLAYER AVENGEMENT.... Raises a fist. SPECIAL MOVE QUOTES 180 Shiki: YamiBarai Quote: "Kurae!" Meaning: "Eat this!" 100 Shiki: OniYaki Quote: "Oriya! Rev. 180: OrochiNagi Quote: "Kurai...yagare!" Meaning: "Eat...this!" _________________________________________________________________________ 'IN THE DARKNESS, OROCHI BLOOD AWAKENS LEONA' _________________________________________________________________________ (in Japanese: 'Yami no Naka Orochi no Chi ni Mezameru Leona') better known as 'Orochi Leona' To play as Orochi Leona, press and hold START, then from anywhere on the screen, tap U,D,U,D,U,D + BD. Notes on 'In the darkness, Orochi blood Awakens Leona': - She has the same moves as normal Leona, so they're not listed here. - Her 'Ground Saber' can hit an opponent lying prone on the ground. - She has a faster walking/recovery speed. - All her moves come out faster and do more damage. - She has better move recovery time and so can do combos/juggles that the normal Leona can't do (such as juggling a crouching D kick into the Rebel Spark DM). - She has new poses, etc. as listed. INTRODUCTION (BOTH) Leona stands with her feet apart and knees bent. She puts her arms up by her head, tilts her head back (with her fists in front of her face) and screams. TAUNT Leona raises her head slightly and meows like a cat :) WIN POSE (A) Leona throws back her head and blood bursts from her face. (If you don't agree with my description, well, face covers the forehead, mouth, nose, etc., so I'm not changing it!) WIN POSE (B) Leona stands with her feet apart and knees bent. She puts her arms up by her head, tilts her head back (with her fists in front of her face) and screams. WIN POSE (C) Leona stands with her feet apart and knees bent. She puts her arms up by her head, tilts her head back (with her fists in front of her face) and screams. TIME OUT Leona stays in her normal stance. DRAW GAME Leona stays in her normal stance. ROUND LOSS "Aaaa~~!" RECOVERY ROLL Leona yells gibberish. PARTNER BACKGROUND POSE Final frame of her first pose. IF PLAYER HITS.... Final frame of her first pose. IF PLAYER IS DAMAGED.... Final frame of her first pose. IF PLAYER WINS THE ROUND.... Final frame of her first pose. IF PLAYER LOSES THE ROUND.... Final frame of her first pose. IF PLAYER LOST AND IS IN THE BACKGROUND.... As if weeping. PLAYER AVENGEMENT.... Looks at the stage, face down. SPECIAL MOVE QUOTES Leona yells gibberish for her special moves. _________________________________________________________________________ 'ON A MOONLIT NIGHT, IORI GOES INSANE DUE TO OROCHI BLOOD' _________________________________________________________________________ (in Japanese: 'Tsuki no Yoru Orochi no Chi ni Kurufu Iori') better known as 'Orochi Iori' To play as 'Orochi Iori', press and hold START, then from anywhere on the screen, tap B,F,B,F,B,F + AC. Notes on 'On a moonlit night, Iori goes insane due to Orochi blood': - He has the same moves as normal Iori, so they're not listed here. - He gets an extra hit during his 'AoiHana' attack. - He gains Power Gauge energy when performing command attacks (the Yumebiki, GouFu In 'Shinigami', or the Yumebiki). - He has a faster walking/recovery speed. - He has better move recovery time and can do combos/juggles that the normal Iori can't do (such as having two YamiBarais on screen at one time). - His jumps are different and now are closer to the ground (his Middle Jump is similar to normal Iori's Small Jump). - All his moves come out faster and do more damage. - He has new poses, etc. as listed. INTRODUCTION (BOTH) Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!" TAUNT Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!" WIN POSE (A) Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!" WIN POSE (B) Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!" WIN POSE (C) Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!" TIME OUT Iori retains his normal stance. DRAW GAME Iori retains his normal stance. ROUND LOSS Quote: "Kono mama de wa owaranzo!" Meaning: "It won't end like this!" RECOVERY ROLL Iori yells gibberish. PARTNER BACKGROUND POSE Looking at the background. IF PLAYER HITS.... Looks at the stage. IF PLAYER IS DAMAGED.... Turns away. IF PLAYER WINS THE ROUND.... Looks at stage. IF PLAYER LOSES THE ROUND.... Turns away. IF PLAYER LOST AND IS IN THE BACKGROUND.... As if sleeping. PLAYER AVENGEMENT.... Looks at stage. SPECIAL MOVE QUOTES Yami Barai "Hrrrrh!" Oni Yaki "Haarrrrrhh!" Aoi Hana "Hmmmhh, hmmmh, Hmmhhh!" F. 1201 Style: Ya-otome (DM) "Gwoooo! (slam) Gwooo!!" _________________________________________________________________________ YASHIRO OF THE PARCHED EARTH _________________________________________________________________________ (in Japanese: Inui ta Daichi no Yashiro) better known as 'Orochi Yashiro' To play as Yashiro of the Parched Earth, Shermie of the Insanely Violent Lightning, or Chris of the Flame of Destiny, first enter the code to play as 'Orochi Leona'. Then from anywhere on the screen, press and hold START, and tap U,B,D,F,U,D + BC. ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Baku E: Rave M: B / F + C button (near) ------------------------------------------------------------------------- J: Beki E: Power M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Bu E: Scorn M: F + B button H: Weak 1 D: Yashiro hops forward and throws a side kick. C: ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Kujiku Daichi E: Wrenching Earth M: QCB + Punch H: Weak 0, Strong 0 D: Yashiro leaps forward. If he manages to jump above his opponent, he'll grab them by the head and land behind them. C: The Weak version covers about 1/2 of the screen; the Strong version covers 3/4ths of the screen. Yashiro can leap over projectiles with this move. While this attack causes no damage, it does leave Yashiro's enemy open to attack. Also, it only hits an opponent on the ground, so you can jump to avoid it if need be. ------------------------------------------------------------------------- J: Musebu Daichi E: Smothering Earth M: HCB,F + Punch (near) H: Weak 1, Strong 1 D: Yashiro slams his opponent against the ground three times then leaps into the air and slams them to the floor once more. C: n/a ------------------------------------------------------------------------- J: Niragu Daichi E: Authority of the Earth M: HCF + Punch (near) H: Weak 1, Strong 1 D: Yashiro grabs his opponent, leaps over their shoulders, and then slams them backwards over his knee. C: n/a ------------------------------------------------------------------------- J: Odoru Daichi E: Dancing Earth M: HCF + Kick H: Weak 1, Strong 1 D: Yashiro runs forward, steps behind his opponent, grabs them around the waist, then leaps into the air and suplexes them. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: AnKoku Jigoku Gokuraku Otoshi E: Darkness Hell Paradise Drop M: HCB,HCB + Punch (near) H: Weak 1, Strong 1 (as a DM/SDM) (it will show 2 for a moment, then go back to one) D: Yashiro grabs his opponent by the neck, tosses them on the ground, then performs a standing Strong kick on them while they are down. He then attacks them with several Musebu Daichi attacks before tossing them high into the air. For the SDM, he performs more Musebu Daichi attacks then usual, and hold his arms up after tossing his opponent into the air. As they come down, he strikes the ground, and a column of purple energy containing an image of a skull rises up from the ground and smacks Yashiro's foe as he is falling. C: n/a ------------------------------------------------------------------------- J: Araburu Daichi E: Wild Earth Warrior M: HCF,HCF + Punch (near) H: Weak 1, Strong 1 (as a DM/SDM) D: Yashiro grabs his challenger by the head, leaps into the air, and tosses them to the ground. He picks them off the floor, jumps up, and tosses them into the air, then forms a large blast of energy which he fires up at his foe as they are falling. C: n/a ------------------------------------------------------------------------- J: Hoeru Daichi E: Dancing Earth M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM/SDM) D: Yashiro goes into the first few frames of his 'Introduction' pose while charging up his energy, then performs an open-handed attack. A large blast of energy is fired from his palm that is either white (DM) or gold (SDM) in color. C: The blast's range covers about 3/4ths of the screen. You can hold down the button used to increase the damage that this attack inflicts. Normally, blocking this attack results in a Guard Crush, but at full power, the move is unblockable. It takes about three seconds to reach full power. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Yashiro crouches, then rises, stomping the ground once (this has an effect like Goro's Jiraishin), and then gets into his stance, saying his quote while rising. Quote: "Mezamerou, daichi yo!" Meaning: "I command you, Earth, awaken!" TAUNT Quote: "Namaiki da!" Meaning: "How impertinent!" WIN POSE (A) Yashiro bends towards the ground, shaking and growling. WIN POSE (B) Yashiro bends towards the ground, shaking and growling. WIN POSE (C) Yashiro bends towards the ground, shaking and growling. TIME OUT Yashiro folds his arms and faces his opponent a bit. DRAW GAME Yashiro folds his arms and faces his opponent a bit. ROUND LOSS Quote: "Naaannniii!?" Meaning: "What!?" RECOVERY ROLL Quote: "Chi!" PARTNER BACKGROUND POSE Jumps around. IF PLAYER HITS.... Clenches a fist and cheers. IF PLAYER IS DAMAGED.... Annoyed look. IF PLAYER WINS THE ROUND.... Clenches a fist and cheers. IF PLAYER LOSES THE ROUND.... Annoyed look. IF PLAYER LOST AND IS IN THE BACKGROUND.... Crouching down. PLAYER AVENGEMENT.... Looks at winner, with a relieved look. SPECIAL MOVE QUOTES Kujiku Daichi Quote: "Tottaa!" Meaning: "I got ya!" Odoru Daichi Quote: "Ugokuna!" (miss) "...tendarou ga!" Meaning: "Don't move! (miss) "...that's what I said!" (in actual English "I said don't move!") Ankoku Jigoku Gokuraku Quote: "Choshi koi ten jane zo, kora! Otoshi Hore!" Meaning: "Hey! I never said to get cokcy! Here!" A. J. G. O. (SDM finish) Quote: "Sono inochi, morata!" Meaning: "I'll take that life!" Araburu Daichi Quote: "Otonashiku, shitero yo, sugu owaru kara yo!" Meaning: "Just keep still, 'cuz it'll be over soon!" Hoeru Daichi Quote: "Nuooooaaaaaa! Ichimai na!" Meaning: "Nuooooaaaaaa! Go away!" _________________________________________________________________________ SHERMIE OF THE INSANELY VIOLENT LIGHTNING _________________________________________________________________________ (in Japanese, Arakuru Inakou no Sherumii) better known as 'Orochi Shermie' To play as Yashiro of the Parched Earth, Shermie of the Insanely Violent Lightning, or Chris of the Flame of Destiny, first enter the code to play as 'Orochi Leona'. Then from anywhere on the screen, press and hold START, and tap U,B,D,F,U,D + BC. ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Hagu Rai E: Fearsome Lightning Wave M: B / F + C button (near) ------------------------------------------------------------------------- J: En Rai E: Blazing Lightning M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Kou Rai E: Lightning Ray? M: F + B button H: Weak 2 D: C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Mugetsu no Raigumi E: Thunder Cloud of the New Moon M: HCF + Punch / Kick H: Weak 1, Strong 1 D: Shermie blows a kiss and a small field of electricity forms somewhere on the screen. C: The button used determines the location of the electric field (A - closest...D - farthest). This move negates most projectiles but not '94 Kyo's YamiBarai. Also, some attacks can pass through it (such as Iori's YaOtome DM/SDM). ------------------------------------------------------------------------- J: Yatanagi no Muchi E: Mowing Whip of the Yata Clan M: QCB + Punch H: Weak 2, Strong 2 (from up close) Weak 1, Strong 1 (from further away) D: Shermie fires a blade of revolving electricity at her opponent. C: n/a ------------------------------------------------------------------------- J: Shajitsu no Odori E: Dance of Realism M: QCB + Kick H: Weak 5, Strong 5 (from up close) Weak 1, Strong 1 (from further away) D: Resembles Shermie's 'Axle Spin-Kick', but Shermie's leg is covered in a swath of electricity. C: This move is faster and has a better range than the 'Axle Spin-Kick'. ------------------------------------------------------------------------- J: Raijin no Tsue E: Cane of the Thunder God M: Jump, then QCF + Kick H: Weak 1, Strong 1 D: Shermie flips in mid-air, making an arc of electricity with her legs. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: Ankoku RaiKoKen E: Darkness Lightning Gleam Fist M: QCF,QCF + Punch H: Weak 5, Strong 5 (as a DM) Weak 8, Strong 8 (as a SDM) D: Shermie sticks out her fist and a expanding and shrinking ball of gray lightning surrounds her hand. C: No matter what button you use, this move is always directed straight forward. ------------------------------------------------------------------------- J: Shukumei, Gen'ei, Shinshi E: Destiny, Illusion, Sincerity? M: QCB,HCF + Kick / D,HCF + Kick H: Weak 2, Strong 2 (as a DM) Weak 6, Strong 6 (as a SDM) D: Shermie crouches and then attacks with a forward-directed Shajitsu no Odori. C: n/a ------------------------------------------------------------------------- INTRODUCTION (BOTH) Shermie goes into her 'power-up' stance. Lightning falls from the sky, and then she goes into her normal stance. Quote: "Oritekinasai!" Meaning: "Get down here!" (referring to her lightning) TAUNT Shermie points at her opponent. Quote: "Anata shinuwa." Meaning: "You will die." WIN POSE (A) Shermie stands upright and holds her arm over her head. After she says her quote, lightning flies towards her hand as she clenches it. Quote: "Sore ga anata no unmei yo...Oyasuminasai..." Meaning: "That is your fate...Goodnight..." WIN POSE (B) Shermie stands upright and holds her arm over her head. After she says her quote, lightning flies towards her hand as she clenches it. Quote: "Sore ga anata no unmei yo." Meaning: "This is your fate." WIN POSE (C) Shermie stands upright and holds her arm over her head. After she says her quote, lightning flies towards her hand as she clenches it. Quote: "Sore ga anata no unmei yo." Meaning: "This is your fate." TIME OUT Shermie faces away from the screen. DRAW GAME Shermie faces away from the screen. ROUND LOSS "AAaaaaaaaaaaa...!" RECOVERY ROLL (She says nothing) PARTNER BACKGROUND POSE Faces the side. IF PLAYER HITS.... Looks at the stage. IF PLAYER IS DAMAGED.... Looks at the stage. IF PLAYER WINS THE ROUND.... IF PLAYER LOSES THE ROUND.... Puts one hand over her hips. IF PLAYER LOST AND IS IN THE BACKGROUND.... Sits sideward. PLAYER AVENGEMENT.... Looks at winner. SPECIAL MOVE QUOTES AnKoku RaiKoKen Quote: "Ankoku Raikouken!" Meaning: "Ankoku RaiKoken!" Shukumei, Gen'ei, Quote: "Iiwane? Ikuwayo!" Shinshi Meaning: "Is that clear? Here I go!" _________________________________________________________________________ CHRIS OF THE FLAME OF DESTINY _________________________________________________________________________ (in Japanese: Honoo no Sadame no Kurisu) better known as 'Orochi Chris' To play as Yashiro of the Parched Earth, Shermie of the Insanely Violent Lightning, or Chris of the Flame of Destiny, first enter the code to play as 'Orochi Leona'. Then from anywhere on the screen, press and hold START, and tap U,B,D,F,U,D + BC. ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: Chi no Batsu E: Blood Punishment M: B / F + C button (near) ------------------------------------------------------------------------- J: Ten no Tsumi E: Sin of Heaven M: B / F + D button (near) ------------------------------------------------------------------------- ========================================================================= SPECIAL TECHNIQUES (COMMAND ATTACKS) ========================================================================= ------------------------------------------------------------------------- J: Muyo no Ono E: Futile Axe M: F + A H: Weak 1 D: Chris utilizes a spinning two-handed smash. C: n/a ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: Tai You wo Iru Honoo E: Sun-Frying Flame M: QCF + Punch H: Weak 3, Strong 3 D: Chris bends backwards, then leans forward, firing an elongated cloud of purple flame from his fingers. C: The Weak version is faster than the Strong version. If his opponent is close to him when Chris performs this attack, it may miss him entirely, just like Robert's RyuGekiKen. This move can trade hits with many special moves, DMs, and even SDMs! ------------------------------------------------------------------------- J: Tsuki wo Tsumu Honoo E: Moon-Clipping Flame M: F,D,DF + Punch H: Weak 1, Strong 4 D: Chris throws an arching uppercut trailed by fire. Using the C-button makes him follow that attack with a second flaming uppercut attack. C: n/a ------------------------------------------------------------------------- J: Kagami wo Hofuru Honoo E: Mirror-Slaying Flame M: QCB + Punch H: Weak 1, Strong 1 D: Chris flips forward into the air and makes an arc of purple flame using one hand. C: n/a ------------------------------------------------------------------------- J: Shishi wo Kamu Honoo E: Lion's Biting Blaze M: HCF + Punch H: Weak 6, Strong 6 D: Chris jabs his opponent repeatedly in the gut, setting them ablaze with purple fire before kicking them away. C: The first hit of this attack acts as a Guard Crush, so even if you block the first hit, you'll still take damage. ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: AnKoku Orochinagi E: Darkness Big Serpent Mow Down M: QCB,HCF + Punch / D,HCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 3, Strong 3 (as a SDM) D: Chris holds up a spark of purple flame for a moment, then slides forward, thusting his hand downward and surrounding himself with a barrier of roaring purple fire. C: You can hold the button used to delay this attack momentarily. ------------------------------------------------------------------------- J: Daichi wo Harau Gou Ka E: Earth-Cleansing Art of Fire M: QCF,QCF + Punch H: Weak 1, Strong 1 (as a DM) Weak 2, Strong 2 (as a SDM) D: Chris charges forward and attacks, surrounded by purple energy. In the SDM version, he will turn and charge in the opposite direction, then run towards his opponent again after the initial charge forward. C: This move has a very long recovery time. However, it causes massive damage and can easily take off over 50% of a life bar if it hits off of a 'Counter'. ------------------------------------------------------------------------- INTRODUCTION (BOTH) Chris is standing in his normal stance, then he cross his hands at his hips with the palms forward, purple flame coming up from the palms. Quote: "Deteoide, boku no honoo!" Meaning: "Come, my flames!" TAUNT Chris puts his hands before him and smiles. Quote: "Izure, minna shinundesuyo." Meaning: "Sooner or later, everyone dies." WIN POSE (A) Chris grins, slouches his body to one side, and creates a purple flame in his hand. Quote: "Mushikera ni shite wa, yoku ganbatte ne." Meaning "For a worm, you did well." WIN POSE (B) Chris grins, slouches his body to one side, and creates a purple flame in his hand. Quote: "Mushikera ni shite wa, yoku ganbatte ne." Meaning "Even though you're a mere worm, you did OK." WIN POSE (C) Chris grins, slouches his body to one side, and creates a purple flame in his hand. Quote: "Mushikera ni shite wa, yoku ganbatte ne." Meaning "Even though you're a mere worm, you did OK." TIME OUT Chris faces away from his opponent. DRAW GAME Chris faces away from his opponent. ROUND LOSS Quote: "Ah----hikari ga..." Meaning: "Ah-----the light is...." RECOVERY ROLL (He says nothing) PARTNER BACKGROUND POSE Taps his feet. IF PLAYER HITS.... Looks at the stage. IF PLAYER IS DAMAGED.... Looks. IF PLAYER WINS THE ROUND.... Surprised look. IF PLAYER LOSES THE ROUND.... Shrugs shoulder. IF PLAYER LOST AND IS IN THE BACKGROUND.... His clothing droops (like Yuri's). PLAYER AVENGEMENT.... Smiles like a child. SPECIAL MOVE QUOTES TaiYou wo Iru Honoo Quote: "Sore!" Meaning: "There!" Tsuki wo Tsumu Honoo Quote: "Saa, yakitsukusone." Meaning "Come now, let's burn up." AnKoku OrochiNagi Quote: "Hai, shindekudasai." Meaning: "Here, die please." Daichi wo Harau Gou Ka Quote: "Saa, yakitsukone." Meaning: "C'mon, burn to a crisp." _________________________________________________________________________ OROCHI _________________________________________________________________________ ========================================================================= THROW TECHNIQUES ========================================================================= ------------------------------------------------------------------------- J: E: M: Orochi's opponent is lifted into the air and blood spews from their chest. ------------------------------------------------------------------------- ========================================================================= DEADLY TECHNIQUES (SPECIAL MOVES) ========================================================================= ------------------------------------------------------------------------- J: E: M: H: Weak 8, Strong 8 (from up close) Weak 1, Strong 1 (from a distance) D: Orochi hurls a bolt of black plasma at his enemy. C: This projectile is long-ranged. It can negate and pass through certain other projectiles. ------------------------------------------------------------------------- J: E: M: H: Weak 1, Strong 1 D: Orochi summons a pillar of white lightning to strike the floor. C: Orochi recovers from this move before it ends. The pillars can appear in one of four locations, and Orochi can delay the actual summoning of the lightning pillar for a few moments. ------------------------------------------------------------------------- J: E: M: H: Weak 1, Strong 1 D: Orochi holds his arm either straight forwards or upwards and a thin transparent barrier made of gray crystal forms in his hand. It shatters when his opponent touches it. C: You're not actually damaged by this move until you hit the ground. Orochi often uses the upward-angled version as defense against jump attacks. ------------------------------------------------------------------------- J: E: M: H: D: Orochi swings his leg above him, then outwards, creating a wave of energy. It more or less resembles Omega Rugal's "Genocide Cutter" special. C: n/a ------------------------------------------------------------------------- J: E: M: H: Weak 0, Strong 0 D: Orochi teleports himself to another area of the screen. C: n/a ------------------------------------------------------------------------- ========================================================================= SUPER DEADLY TECHNIQUES (DMs / SDMs) ========================================================================= ------------------------------------------------------------------------- J: E: M: H: D: Orochi draws his challenger toward him. When they're close enough, he picks them up with one hand and stabs the center of their body with his other hand, pulling out their spirit and crushing it with his fingers. His enemy is then flung away by a powerful force. C: Orochi can also suck your character into his grasp if you're behind him, too. You can make some distance between your character and Orochi by jumping backwards quickly, since this move will also end after a while. ------------------------------------------------------------------------- J: E: M: H: D: Orochi holds his hands over the upper half of his torso, and his body begins to waver. The background changes to a white screen and Orochi's enemy is hit multiple times no matter where they are on the screen. C: This move cannot be blocked in the air. It causes heavy damage (usually 60% or more). Orochi often uses it after the 'drawing towards' DM. ------------------------------------------------------------------------- INTRODUCTION Chris is in a crouching stance. He tears his shirt off, growing into the form of Orochi. Quote: "Kusanagi o yabari, chou ha mau." Meaning: "After defeating the Kusanagi, the leader will dance." " '' '' '' '' , the Dynasty will dance." TAUNT Orochi acts as if he was doing the 'crystal shield' move, but using his left hand. WIN POSE (?) Orochi wipes his chest with both of his bloodied hands. WIN POSE (?) He points a hand towards the sky, and the other one to the ground. Quote: "Ware yori sugure mono wa nashi." Meaning: "There are none greater than I." WIN POSE (?) He moves both hands up and down, with multiple images trailing them. Quote: "Ware, 'gaia' to tomori ari." Meaning: "I am one with 'gaia'." TIME OUT Orochi sits Indian-style (cross-legged) towards his opponent. DRAW GAME Orochi sits Indian-style (cross-legged) towards his opponent. ROUND LOSS Orochi doesn't say anything. RECOVERY ROLL Orochi floats, so no rolling :) SPECIAL MOVE QUOTES (DM One [drawing towards]) Quote: "Hakaru mono ka." Meaning: "It's such a short-lived life." (DM Two [bright backdrop}) Quote: "Saa, mu ni kaerou." Meaning: "Come, let's return to ...nothing." More notes from Orochi Herman: Orochi floats instead of walking, and he dashes instead of rolling. BEATING OROCHI... ______________________________________________________ A brand new addition to the FAQ (which is far too big as is!) Any combos or tricks you use to teach Orochi a lesson? Send them in! ...WITH KYO KUSANAGI - Use his Ara-gami after his attacks, especially the lightning pillars. If he does his 'drawing towards' DM, do a far jump back and perform an Orochi-nagi. Hold the button until you are about two inches apart from Orochi, and release. ...WITH BENIMARU NIKAIDO - Just after his 'bright background' DM, you can hit him easily with a RaiKoKen. ...WITH IORI YAGAMI OR OROCHI IORI (only using Extra Mode) - Go to the far corner and charge your Power Gauge. Dodge if Orochi fires his projectile at you. Wait for Orochi to throw another projectile at you when the Gauge is charged and then do the Ya Otome DM/SDM. Then repeat. If Orochi approaches you, walk up to him and throw him. If he does the 'bright background' DM, dodge repeatedly. ...WITH GORO DAIMON, RALF JONES, CLARK STEEL, YASHIRO NANAKASE, OROCHI YASHIRO - Step back a little, then walk forward and perform the special throw of your choice. Step back, and repeat. Takes a lot of practice. ...USING ANYBODY - If he does his 'drawing towards' DM, you can do a jumping Heavy Attack, a light attack to knock him out of the DM (only works initially). Things to watch out for when fighting the last boss: - Orochi will usually follow a Black Plasma Bolt attack with his 'bright background' DM. He also knocks away jump attacks with his crystal shield move. - He also uses the BPB to raise his Power Gauge. - If he dashes forward, he'll usually go for a throw or the "Genocide Cutter". +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 6. T W O W A Y S T O P L A Y +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Prior to picking your team members, you will be asked to select the type of controls you wish to use for the remainder of the game. What you select not only determines the techniques available to you in the game, but changes the colors of your characters' clothing as well. The two control types are: ========================================================================= ADVANCED MODE ========================================================================= This mode is similar to the one found in King of Fighters '96. In this mode, your character's attack power increases by 25% when his or her Power Bar is at maximum. ------------------------------------------------------------------------- J: Gaado E: Guard M: Hold B / DF while on the ground or in mid-air. C: Not all moves can be blocked. Also, guarding repeatedly results in Guard Crush which you don't want to have happen to yourself. Use the first type to block high attacks and overheads, and the second type to block low attacks. ------------------------------------------------------------------------- J: Dasshu E: Dash M: Tap F,F (or F,DF for 'Charge Dash') C: Using the Charge Dash, your character will dash forward normally, but if your character has a charge style move, you can begin charging it. This allows you to, for example, dash forward and then use a KuSaJin with Kim. ------------------------------------------------------------------------- E: Run M: Tap F,F (hold second press) ------------------------------------------------------------------------- J: Bakkusuteppu E: Backstep M: Tap B,B ------------------------------------------------------------------------- J: Sho Janpu E: Small Jump M: Tap UB/U/UF ------------------------------------------------------------------------- J: Chu Janpu E: Middle Jump M: Press UB/U/UF ------------------------------------------------------------------------- J: Dai Janpu E: Big Jump M: D, then UB,U,UF ------------------------------------------------------------------------- E: Afterimage Jump (Small) M: Dash, then tap UB/U/UF ------------------------------------------------------------------------- E: Afterimage Jump (Medium) M: Dash, then press UB/U/UF ------------------------------------------------------------------------- E: Afterimage Jump (Big) M: Tap DB,UF / DF,UB ------------------------------------------------------------------------- E: Instant Afterimage Jump (Small) M: Tap UB,UB / UF,UF ------------------------------------------------------------------------- E: Instant Afterimage Jump (Middle) M: Press QCB,UB / QCF,UF ------------------------------------------------------------------------- J: Kinkyu Kaihi Zen E: Emergency Evade Front M: Press A+B buttons C: You are immune to some attacks while rolling. ------------------------------------------------------------------------- J: Kinkyu Kaihi Go E: Emergency Evade Behind M: Press B + A+B buttons C: You are immune to some attacks while rolling. ------------------------------------------------------------------------- J: Daun Kaihi E: Down Evade M: Press A+B buttons while falling in air. C: You'll roll as you land and take less damage. ------------------------------------------------------------------------- J: Gaado Kanseru Kinkyu Kaihi Go / Zen E: Guard Cancel Emergency Evade Front / Behind M: Block an attack, then press A+B / B + A+B to roll forward or backward. C: Requires one unused stock or one active stock to perform. ------------------------------------------------------------------------- E: Guard Reversal M: Block an attack, then press C+D. C: Requires one unused stock or one active stock to perform. ------------------------------------------------------------------------- E: Throw Escape M: Press A+B just as your opponent tries to perform a normal throw on you (watch for the throw sparks). C: You'll take no damage and will be pushed away from your enemy. ------------------------------------------------------------------------- J: Futtobashi Kougeki E: Strike Attack M: Press C+D while standing or jumping. C: Has a brief lag, but will knockdown a hit opponent. If you hit an enemy with this move while they are attacking you and get the 'Counter' message, you can easily use the Strike Attack in a combo. ------------------------------------------------------------------------- J: Engo Kougeki E: Cover Attack M: Tap A+B+C repeatedly when dizzied or when in an opponent's grab (not a throw) or repeated attack. C: There are four requirements in order for the Engo Kougeki to work: 1. Your Life Gauge must be at 50% or lower. 2. You must be dizzy or being in a grab/repeated attack. Grabs include Chang's Kusari Jime or Choi's Zujo Sashi, while repeated attacks include Kensou's RyuRenDa or Joe's BakuRetsuKen. 3. You must have an undefeated teammate left in your party, and you must be near them (they have to be on-screen) in order for this attack to work. That teammate must also have a friendly relationship with the character you're using. 4. If your Life Gauge is lower than your opponent's, or is _very_ low, that increases the chance of the attack working. Translated and adapted from the KoF '96 Saturn Instruction Manual. ------------------------------------------------------------------------- E: Activate Power Gauge M: Press A+B+C once C: You have to have at least one stock in reserve in order to do this. Once a stock is activated, you gain all the benefits of having a full Power Gauge and can perform a DM, or if you have more stocks in reserve, SDMs. ------------------------------------------------------------------------- J: Chohatsu E: Provoke / Taunt M: Press Start C: You can cancel taunt animation by pressing twice in any direction. ------------------------------------------------------------------------- ========================================================================= EXTRA MODE ========================================================================= This mode is comparable to the controls in the first two King of Fighters games ('94 and '95). Unlike 'Advanced' mode, your character's attack power will be boosted by 50% (!) when his/her Power Bar is at maximum. ------------------------------------------------------------------------- J: Gaado E: Guard M: Hold B / DF while on the ground or in mid-air. C: Not all moves can be blocked. Also, guarding repeatedly results in Guard Crush which you don't want to have happen to yourself. Use the first type to block high attacks and overheads, and the second type to block low attacks. ------------------------------------------------------------------------- E: Hop M: Tap F,F ------------------------------------------------------------------------- J: Bakkusuteppu E: Backstep M: Tap B,B ------------------------------------------------------------------------- J: Chu Janpu E: Middle Jump M: Press UB/U/UF ------------------------------------------------------------------------- E: Instant Afterimage Jump (Small) M: Tap UB,UB / UF,UF ------------------------------------------------------------------------- E: Instant Afterimage Jump (Middle) M: Press QCB,UB / QCF,UF ------------------------------------------------------------------------- J: Kougeki Sake E: Attack Evade M: Press A+B C: You can still be hit by normal throws and command throws. ------------------------------------------------------------------------- J: Daun Kaihi E: Down Evade M: Press A+B buttons while falling in air. C: You'll roll as you land and take less damage. ------------------------------------------------------------------------- J: Gaado Kanseru Kinkyu Kaihi Go E: Guard Cancel Emergency Evade Front M: Block an attack, then press A+B to roll forward C: Requires you to have a MAXed out Power Gauge. ------------------------------------------------------------------------- E: Guard Reversal M: Block an attack, then press C+D. C: Requires you to have a MAXed out Power Gauge. ------------------------------------------------------------------------- J: Futtobashi Kougeki E: Strike Attack M: Press C+D while standing or jumping. C: Has a brief lag, but will knockdown a hit opponent. If you hit an enemy with this move while they are attacking you and get the 'Counter' message, you can easily use the Strike Attack in a combo. ------------------------------------------------------------------------- J: Engo Kougeki E: Cover Attack M: Tap A+B+C repeatedly when dizzied or when in an opponent's grab (not a throw) or repeated attack. C: There are four requirements in order for the Engo Kougeki to work: 1. Your Life Gauge must be at 50% or lower. 2. You must be dizzy or being in a grab/repeated attack. Grabs include Chang's Kusari Jime or Choi's Zujo Sashi, while repeated attacks include Kensou's RyuRenDa or Joe's BakuRetsuKen. 3. You must have an undefeated teammate left in your party, and you must be near them (they have to be on-screen) in order for this attack to work. That teammate must also have a friendly relationship with the character you're using. 4. If your Life Gauge is lower than your opponent's, or is _very_ low, that increases the chance of the attack working. Translated and adapted from the KoF '96 Saturn Instruction Manual. ------------------------------------------------------------------------- J: Chikara Tame E: Power Collect M: Press and hold A+B+C C: When you do this, you can MAX out your Power Gauge. When that happens, you can perform DMs and gain other benefits. If your life is low and flashing red, you can also use SDMs. ------------------------------------------------------------------------- J: Chohatsu E: Provoke / Taunt M: Press Start C: You can cancel taunt animation by pressing twice in any direction. ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 7. F I G H T I N G T A C T I C S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================= JUGGLE AND FOLLOW-UP CHART ========================================================================= KEY | = followed by. If written below, that means it can be done after that move. If written afterwards, that means that there is another move/set of moves this one can be done into. CD = Heavy or Knockdown attack. ANDY BOGARD _____________________________________________________________ hcf+C | f,d,df+A/C (dash forward, or do in corner) | hcf+B/D | db,f+A/C | d,hcf+B/D | jumping A B C D CD | standing A D db,f+A/C | qcf+A/C qcf+B/D (air) | f+A/C | f+B/D ATHENA ASAMIYA _________________________________________________________ b,hcb+A/C | qcb+A/C hcf+C | qcb+A/C | qcb+A/C (air) | f,d,df+A/C (in corner, or dash forward and perform) | b,hcb+A/C (air) | qcf,qcf+A/C (air) BENIMARU NIKAIDO _______________________________________________________ d+D (air) | f+B f+B | qcb+A/C qcf+B/D | d,u+B/D | hcb+B/D BILLY KANE _____________________________________________________________ hcf+A/C | qcf+A/C BLUE MARY ______________________________________________________________ cbf+B/D | qcf+B/D f,d,df+B/D | f,d,df+B/D hcf+A/C | f,d,df+B/D (in corner only) d,hcb,+A/C | f,d,df+B/D (in corner only) | d,df,f+B/D qcb+D | d,hcb+A/C (if qcb+D reverses) | f,d,df+B/D (if qcb+D reverses) CHANG KOEHAN ___________________________________________________________ qcf,hcb+A/C | qcf,qcf+C (only if last hit of qcf,hcb+A/C is a B kick). CHIN GENTSAI ___________________________________________________________ qcf+A/C | f+A/C | f+B/D qcb+B/D | u+B | u+D | hcf+B/D CHIZURU KAGURA _________________________________________________________ hcb+A/C_B/D | qcb+A/C_B/D qcf,qcf+B/D | jumping A B C D CD (repeat) | standing A B C D CD (repeat) | crouching A B C D CD (repeat) CHOI BOUNGE ____________________________________________________________ cbf+B/D | direction + button | d,hcf+B/D (air) | crouching D cdu+B/D | direction + button | crouching D direction + button | direction + button | direction + button | crouching D CHRIS ___________________________________________________________________ hcb+B/D | qcf+B/D (air) CLARK STEEL _____________________________________________________________ f,d,df+A/C | qcf+A/C f,d,df+B/D | qcf+A/C hcf+A/C | qcf+A/C hcf+B/D | qcf+A/C GORO DAIMON _____________________________________________________________ crouch D | hcf+C CD | hcf+C jumping CD | hcf+A (only if CD hit as a Counter) f+A | hcf+C hcf,hcf+B/D | hcf+B/D | hcf+C | f,d,df+B/D (on DM) | f,d,df+B/D (on SDM) IORI YAGAMI ____________________________________________________________ qcb+A/C | qcb+A/C | qcb+A/C qcb+A | qcb+A | f,d,df+A/C | f,d,df+A/C hcf+A/C | qcb+A/C | d,hcb+A/C d,hcf+A/C | d,hcb+A/C (if d,hcf+A/C hit opponent in air) (...yes, this is a double-DM juggle!) JOE HIGASHI _____________________________________________________________ Tap A/C | qcf+A/C qcb+B/D | hcf+B qcf,qcf+A/C | qcb+B/D KIM KAPHWAN ____________________________________________________________ f+A | d,hcf+K | d,hcb+K (will not combo) | qcf+K (will not combo) cdu+B/D | d+D qcf+B/D (air) | cdu+A/C (qcf+B/D must have connected in air) standing C | f+A (after 1st hit of C) | d,hcb+B/D (air) | f+B (after 1st hit of C) KING ___________________________________________________________________ f,d,df+A/C | f,d,df+A/C | hcb+B/D qcb,qcb+B/D | standing D "terminator kick" (I'm not on the kof-ml anymore , so I don't know what this is, maybe Tornado Kick, ???) KYO KUSANAGI ___________________________________________________________ qcf+A | qcf+A/C | A/C | hcb+A/C | B/D qcf+C | hcb+A/C | f+A/C qcb+A/C | f,d,df+A/C | jumping A B C D | standing C | crouching C qcf+B/D,B/D | f,d,df+A/C | qcf+C (max) | b,d,db+B | hcb+B/D | standing A B C D | crouching C qcf+B,B | d,hcf+A/C (qcf+B,B must hit deep) LEONA ___________________________________________________________________ cbf+B/D | f+D (off of D version) | qcf,qcf+A/C (corner of the screen only) | d,hcf + K (corner of the screen only) | cdu+A/C | standing A B C D | crouching C D cbf+A/C | cdu+A/C | cbf+B/D | f+D (off of D version) | cdu+B/D | d,hcb,ub+A/C (in corner, or if you hit foe in air with A-ver.) | jump, then d,hcb+A/C (as above) | jumping A B C D CD | standing A B C D CD | crouching A C D MAI SHIRANUI ____________________________________________________________ hcf+B/D | hcf+B/D (from a distance) RALF JONES ______________________________________________________________ cbf+B/D* | cbf+A/C | cdu+A/C | d,hcf+B/D * Must hit as a Couter for these juggles to work, or you must do them in the corner of the screen. ROBERT GARCIA __________________________________________________________ hcf+B/D | f,d,df+A/C | f,hcf,A (DM only) | jumping A B C D CD | standing D | crouching C RYO SAKAZAKI ____________________________________________________________ qcb+A/C | f,d,df+A/C hcf+A/C | qcf+A/C | f,d,df+A/C | jumping A B C D CD | crouching C RYUJI YAMAZAKI _________________________________________________________ f,d,df+B/D | qcb+B | f,d,df+A/C hcf+B/D | qcb+A (only on a Counter) SIE KENSOU _____________________________________________________________ f,d,df+A/C | hcf+A hcf+A | hcf+C qcb,qcb,D | qcf,qcf+A/C SHINGO YABUKI ___________________________________________________________ qcf,qcf+A/C | qcf,qcf+A/C (SDM strength only, must get a Critical reading for the first SDM). TERRY BOGARD ____________________________________________________________ hcf+B/D | qcf+A/C | qcb+A/C | qcb+B/D | f,d,df+A/C | f,d,df+B/D | qcb,db,f+A/C | qcf,qcf+B/D f,d,df+B | qcb,db,f+A/C qcb+B/D | f,d,df+A YURI SAKAZAKI ___________________________________________________________ f,d,df+C | f,d,df+A/C OROCHI CHRIS ___________________________________________________________ hcf+A/C | f,d,df+A/C | qcf,qcf+A | d,hcf+A | jumping CD | standing CD OROCHI IORI ____________________________________________________________ qcf+A | qcf,hcb+A/C OROCHI YASHIRO _________________________________________________________ hcb,hcb+A/C . qcf,qcf+A/C (not a juggle...just a tactic, like Ralf's Umanori Vulcan P., then Galactica Phantom) qcb+A/C | hcf+A/C | hcb,f+A/C | hcb,hcb+A/C | hcf,hcf+A/C ========================================================================= BASIC COMBOS AND COMMAND ATTACKS ========================================================================= There are seven 'basic' combos you can use; I refer to them as such because they can be used by more than one person. After performing this part of the combo, a player can use one or more of his character's 'semi- special' attacks, special moves, or DM/SDMs against his opponent; they aren't limited to only using one move. - Jumping D, Standing C, ... Used by: Andy, Athena, Blue Mary, Clark, Iori, Joe, Kim, Mai, Ryuji, Shermie, (Orochi Iori) - Jumping D, Crouching C, ... Used by: Billy, Mai, Ryuji, Shermie, (Orochi Shermie) - Jumping D, Standing D, ... Used by: King, Mai, Leona. - Jumping D, Standing C/D, ... Used by: Kagura, Kensou, Shingo, Yashiro, Yuri, (Orochi Yashiro) - Jumping C/D, Standing C, ... Used by: Chin, Chris, Ralf, Robert, Terry, (Orochi Chris) - Jumping C/D, Crouching C, ... Used by: Choi, Chang, Kyo, Ralf, Robert, ('94 Kyo) - Jumping C/D, Standing C/D, ... Used by: Benimaru, Goro, Kyo, Ryo, ('94 Kyo) Certain characters also have moves that can be used after the first two steps of the 'basic' combos above, after which they can still use more than one special move. They are listed below: NAME MOVE NAME MOVE COMMAND Andy Bogard Geki Heki Hai Sui Sho hcf+C Athena Asamiya Super Psychic Throw hcf+C Kyo Kusanagi Style No. 75: Modified qcf,B/D,B/D Robert Garcia Kyokugen-ryu RenBuKyaku hcf+B/D Ryo Sakazaki Kyokugen-ryu RenBuKen hcf+A/C Terry Bogard Power Charge hcf+B/D Iori Yagami Kuzukaze hcf+C Ryuji Yamazaki Sunakake f,d,df+B/D Among the command attacks (usually forward + A or B, but not always), there are some that are chainable (can be done after a normal attack), and some that can be cancelled (can be followed by a special move). There are also overheads (these will hit opponents who are blocking low), and finally, command attacks that have no extra use aside from causing damage. Here is a listing of all the command attacks and their uses: NAME COMMAND PRECEEDED BY FOLLOWED BY MOVE NOTES Andy f+B Stand C -- Overhead Athena jump, d+B -- -- -- f+B -- -- Autoguard Benimaru jump, d+D An air attack f+B also follow w/ a normal attack or special move. f+B jump,d+D qcb+A/C -- Billy f+A -- -- -- f+B -- -- -- Blue Mary f+A -- -- Overhead df+B -- -- -- Chang df+A -- -- Doesn't hit low Chin f+A -- -- -- Choi f+A -- -- Hits 2 times f+B -- -- Hits 3 times Chris f+A Stand C (1st) qcf+A -- Clark f+B Stand C hcf+D -- hcb,hcb+A/C Goro f+A -- hcf+C Stops fireballs df+C Stand D hcb,f+A/C Hits low, follow with anything Iori f+A,A -- -- Hits 2 times f+B -- -- Overhead jump, b+B -- -- Cross-up Joe f+B Stand C hcf+B -- d,hcf+A/C df+B -- -- Hits low f+B -- -- Overhead Kim f+A Stand C (1st) d,hcf+K Bufferable, can chain from normal attacks. f+B* Crouch C -- Overhead; hits two times. King df+D -- -- Hits low Kyo jump, d+C -- -- Knockdown f+B -- -- Overhead df+D -- -- 2 attacks Mai df+B -- -- Hits low Ryo f+A -- -- Overhead Robert f+B Stand or hcb+D -- Crouch C d,hcb+A Ryuji f+A -- -- Overhead Shermie f+B -- -- Overhead Shingo f+B -- qcf+A/C -- qcf,qcf+A Sie Kensou f+A -- -- Overhead f+B -- -- -- Terry f+A Stand D qcb,db,f+A/C Hits 2 times df+C -- -- Hits low Yashiro f+B -- -- -- Yuri f+B -- -- -- O. Chris f+A Stand C (1st) f,d,df+A/C -- hcf+A/C * If you chain this move from a bufferable normal, the second hit also becomes bufferable (into a special move). ========================================================================= INTERRUPTIBLE MOVES LIST ========================================================================= Standing Standing Crouching Close Far ------------------------------------------------------------ Andy Bogard A B C - - - - - A B C - Athena Asamiya A B C D A - - - A B C D Benimaru Nikaido A B C D A - - - A B C D Billy Kane A B C D A - - - - - C - Blue Mary A B C D - - - - A - C - Chang Koehan A B - D - B - - A B C D Chin Gentsai A B C D A B C - A - C - Chizuru Kagura A B C D A - - - A - C D Choi Bounge A B C - - B C - A - C - Chris A B C D A - C - A - C - Clark Steel A B C - A - - - A - - - Goro Daimon A B C D A B - - A - - D Iori Yagami A B C - - - C - A B C - Joe Higashi A B C - A B - - A - C D Kim Kaphwan A B C - - - - - A - C - King A B C D - - - - A - C - Kyo Kusanagi A B C D A - C - A - C D Leona A B C D - - - - A - C - Mai Shiranui A B C D - - - - - - C - Ralf Jones - B C - - - - - A - C - Robert Garcia - B C - - - - - A B C D Ryo Sakazaki A B C D - - - - A - C D Ryuji Yamazaki A B C D - - - - A - C - Shermie A B C - - B - - A - C - Shingo Yabuki A B C D A - - - A - C D Sie Kensou A B C D A - C - A - C D Terry Bogard A B C D A - - - A - C D Yashiro Nanakase A B C D A - - - A - C D Yuri Sakazaki A B C D - - - - A - C - +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 8. M I S C E L L A N E O U S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ================ GAME PROGRESSION ================ After selecting your team, you fight six other teams, then a battle with either Orochi Leona or Orochi Leona, depending on the following: You'll fight Orochi Leona if: - Iori is in your team. - You're playing with the 'Ralf and Clark' team. You'll fight Orochi Iori if: - Iori is _not_ in your team. - You're playing with the 'Iori and Leona' team. After fighting either of them, there's a battle with the Orochi New Faces Team, then a battle against Orochi (Orochi Chris with the power of Orochi). Note that the teams you fight are often edited teams, and you may have notice that the edited teams that you can fight are _never_ the edited teams with special endings. Orochi Leona and Orochi Iori look like their normal selves, but with some minor tweaking (O. Leona looks like a zombie, and Iori looks like he has gone insane). Both of them have different poses than the 'normal' Leona and Iori. Orochi resembles Chris, but he is very tall and has white hair. He also has on white jeans, and there is a large pattern on his chest (it's the same one found in the title of this FAQ). ====== CAMEOS ====== In every stage there is a camera man watching the fight (excluding any team with Orochi characters in it, and Orochi's stage). China Stage - When someone is slammed or Orochi Yashiro shakes during his winning stance, firecrackers go off in the background. There's a dragon in the background that moves around at the same time as well. In the China stage, on the left edge of the screen, familiar faces will be watching you fight. They include (randomly): - Tung Fue Rue, Jubei Yamada (both eathing something), Lee Pai Long. (FF, FF2, AOF) - Eiji Kisaragi and Sokaku Mochizuki. (AOF2 / FF3) - Bob Wilson and two girls. (FF3) - Roddy, Cathy, and Captian Klapton. (Top Hunter) - Todo, Duck King (who's trying to catch a duckling), and some guy with a USA fan t-shirt. (AOF / FFS / ???) - The Sports Team. (KOF '94) - Two girls with a panther (maybe Rugal's panther)? Steffen Kupfer (who spent nine hours getting the China list above, so you better give him props), also notes that there's a bad spelling error in the Monaco Stage: it says 'RUSCASS CORNER' but should read 'Rascasse Corner'. It's a corner in the Monaco Grand Prix named after a seafood restaurant called 'La Rascasse'. Bali Stage - Whenever someone is slammed, the infamous Bali chicken in the background loses some feathers. When Orochi Yashiro is in his 'shaking' winning pose, the tribesmen in the background bow and wave their fingers. During Round 3, a plane from Aero Fighters 2 can be seen flying by in the far background. USA Stage - Again, when someone is slammed to the ground, the confetti in the background shakes around and water splashes about. Confetti also falls when someone wins a round. Korea Stage - When someone is slammed to the ground in the left corner of the screen, the drummer here falls down and groans. Also, the dancers here stop spinning around and instead swing from side to side. Italy Stage - The stack of tires in the corner shake when someone is slammed. Water also splashes up onto the boat in the background. =============== BUGS AND TRICKS =============== FROM DARKLANCER: Kensou's opponent can't block his 'ChoKyuDan' attack while Kensou is performing the 'Niku Man' DM/SDM (Example: down + D, ChoKyuDan, Meat Bun). FROM TONY W.: Ryo's C throw (Tani Otoshi) cannot be escaped from under any circumstances! FROM SCRUB: If you perform Chang's Tekkyu FunSai Geki, and your opponent jumps over him during his 'spinning the ball' animation that he does before hurling the ball forward, your oppoenent will get hit for almost 75% damage! luaP oH suggests that this could kill your opponent if Chang was MAXed out in Extra Mode (since you get a higher damage bonus than in Advanced Mode). FROM JAMES KUROKI: Using LEONA (Riot of Blood): Use the C button version of the I Slasher. Have the opponent dodge it, roll past it, or guard it (so it will pass by them) and walk right up to you. Immediately have the opponent attack with a weak attack. Right before the I Slasher returns, have Leona throw the opponent. This will freeze the charcter and will follow you around (like Guile's handcuff trick in SFII). If you use the C button throw (Leona Crush), certain normal attacks (like standing weak kick) will drain the opponent's energy. From there you can just wait until the KO, or you can do the I Slasher again to get out. With the D button throw (Ooderu Bakuraa), the only move that will damage the opponent is the the air "Futobashi Kougeki" and that will knock 'em out of the hold. The I Slasher can be done again to get out of this, too. (I haven't done this myself yet but it was in a reliable magazine.) IORI (Either form): First, the opponent must be a quick dasher (like Choi). Now, have the opponent dash toward Iorin and continue dashing. Have Iori roll past 'em till they reach the edge (never stop dashing). From edge-to-edge range, have Iori throw a weak YamiBarai. Immediately dash and catch up to it. When you get oh-so-close to the dashing opponent (he should be facing away from you), use the Yaotome (normal only) so that the YamiBarai hits after, or at the same time, the Yaotome begins. If done correctly, when the YamiBarai hits, Iori should be pushed outwards continue the Yaotome (even though it doesn't hit anyone), and stop right before the finish pose. He is then 120% invincible (although he can't move). Projectiles go straight through him. If they get close...he finishes the Yaotome. (I haven't done this myself yet but it was in a reliable magazine.) IORI (Both), '94 KYO, ATHENA, KENSOU, MAI: Like the above this has to do with projectiles. Throw a weak one, run up and throw 'em. If you throw at the same time the projectile hits, they will take both damage. BILLY: If he is thrown out of the Cho Kaen Senpu Kon, it will stay on him forever. You can jump in and get a 99 Rush combo! TERRY: Infinite Combo! Weak Power Charge --> Ducking weak punch Empty Cancel (miss, then cancel) --> Weak Power Charge... KYO: Infinte Combo! Strong 75 Shiki Kai (2 hits) --> Ducking strong punch Empty Cancel --> Strong 75 Shiki Kai (2 hits)... (The 75 Shiki Kai, on the second hit, should be delayed) CLARK: Frankensteiner mystery. Normally it is slow, but has a long invincibility time period. But, if you input the motion for the Weak Super Argentine Back Breaker (for short, SAB), the Frankensteiner becomes quicker, but has a short invincibility time period. To reverse it, do the command for the Strong SAB anywhere, even in the air, from long range, when down, or while attacking. Also if you use the Rolling Cradle or Ultra Argentine Back Breaker it will return to normal. (I haven't done this myself yet but it was in a reliable magazine.) FROM MAI (and from earlier posts by m00nrun): KING: Infinite - (in corner) Surprise Rose w/ A button, whiffed down + A, Suprise Rose w/A button, whiffed down + A.... IORI: Infinite - Hollyhock Flower w/ A button, then w/ C button, wait, then whiffed down + A, Hollyhock Flower w/A button.... ======================== CHECK OUT YOUR TEAMMATES ======================== During the Order Select (after you pick your characters, you choose the order in which they will fight), press C after picking your first or second character. As long as you hold C, you'll see a set of faces showing you what your team members think of each other. The faces determine how your stocks are affected between rounds (if you're using Advanced Mode), and if your teammates will help you by attacking when you input an Assistance Attack (for either play mode). The faces include: Smiley: These two characters like each other*. One stock will be added when it is the second character's turn to play. Neutral: These two characters are indifferent to each other. No change occurs in terms of stocks. Angry: These two characters hate each other. If there are any stocks in reserve, they will all be depleted. Remember, this is only for Advanced Mode. The faces also determine the chance of an Assistance Attack (using Advanced or Extra mode): Smiley: The two characters like each other. If undefeated, they will always help in an Assistance Attack. Neutral: These two characters are indifferent to each other. If undefeated, they may or may not help in an Assistance Attack depending on various conditions. Angry: These two characters hate each other. Even if undefeated, they will never help the active character. The faces do not affect your Power Bar, only your stored Power Bars (stocks). The relation between characters is dependent on the order you have them lined up in, so if your line up was: Kyo, Shingo, then Iori, Kyo and Shingo would get a 'smiley' reaction while Shingo and Iori would get an 'angry' reaction. Seem unimportant? Well, if you arrange the characters like so: Kyo, Iori, Shingo, then you'd get an 'angry' reaction for both Kyo / Iori and Iori / Shingo. In other words, no bonus, and you couldn't use the Assistance Attack since no one likes each other. So, plan your team's fighting order carefully! You can also use this to see the relationship between your opponent's teammates if they've chosen their first character already. ======================= RELATION (SMILEYS) LIST ======================= Additions and corrections are welcome. KEY KK Kyo RG Robert CG Chin YN Yashiro SY Shingo BN Benimaru YS Yuri CK Chizuru S Shermie OL O.Leona GD Goro L Leona MS Mai C Chris OI O.Iori TB Terry RJ Ralf K King RY Ryuji OY O.Yashiro AB Andy CS Clark KH Kim BM Mary OS O.Shermie JH Joe AA Athena CK Chang BK Billy OC O.Chris RS Ryo SK Sie CB Choi IY Iori X = Character can't be chosen when X character is in your team. f = Character relation is friendly (smiley face, gain extra stock). a = Character relation is angry (frowning face, loss of stock). . = Character relation is neutral (bored face, no change in stock). K B G T A J R R Y L R C A S C C M K K C C Y S C R B B I S O O O O O K N D B B H S G S J S A K G K S H K B N Y M K Y Y L I Y S C ------------------------------------------------------------------------- K K X . . . . . . . . . . . . . . . . . . . . a a a a . . a f a a a a a B N . X . . . . . . f f . . f . . f f f . . . a . a a . a a . f a a a a G D . . X . . . . . . . . . . . . . . . . . . a a a a . . a . a a a . a T B . . . X f f . . . . . . . . . . . . . . . a a a a f a a . a a a a a A B . . . f X f . . . . . . . . . . f . . . . a a a a . a a . a a a a a J H . . . . . X . . . . . . . . . . . . . . . a a a a . . a . a a a a a R S . . . . . . X . f . . . . . . . . f . . . a a a a . . a . a a a a a R G . . . . . . . X . . . . . . . . . . . . . a a a a . . a . a a a a a Y S . f . . . . f . X . . . . . . . f f . . . a a a a . . a . a a a a a L . a . . . . . . . X f f . . . . . . . . . a a a a . . a . X a a a a R J . . . . . . . . . . X f . . . . . . . . . a a a a . . a . a a a a a C S . . . . . . . . . . f X . . . . . . . . . a a a a . . a . a a a a a A A . f . . . . . . . . . . X f f . . . . . . a a a a . . a . a a a a a S K . . . . . . . . . . . . f X f . . . . . . a a a a . . a . a a a a a C G . . . . . . . . . . . . f f X . . . . . . a a a a . . a . a a a a a C K f f . . . . . . . . . . . . . X f f . . . a a a a . . a . a a a a a M S . f . . f . . . f . . . . . . f X f . . . a a a a . . a . a a a a a K . f . . . . f . f . . . . . . f f X . . . a a a a . . a . a a a a a K H . . . . . . . . . . . . . . . . . . X a a a a a a . . a . a a a a a C K . . . . . . . . . . . . . . . . . . . X f a a a a . . a . a n a a a C B . . . . . . . . . . . . . . . . . . . f X a a a a . . a . a n a a a Y N a a a a a a a a a a a a a a a a a a a f f X f f a a a a . a a X f f S a . a a a a a a a a a a a a a a a a a f f f X f a a a a . a a f X f C a a a a a a a a a a a a a a a a a a a f f f f X a a a a . a a f f X R Y . . . a a . . . . . . . . . . . . . a f f . . . X . . a . . . . . . B M . f . f . . . . . . . . . . . . . . . . . . . . a X . a . . a a a a B K . . . a a . . . . . . . . . . . . . . . . . . . a . X a . . a a a a I Y a a a a a a a a a a a a a a a a a a a f f a a a a a a X a . X a a a S Y . . . . . . . . . . . . . . . . . . . . . a a a a . . a X . a a a a O L . . . . . . . . . . f f . . . . . . . . . . . . . . . . . X . . . . O I . a a a a a a a a a a a a a a a a a a f f a a a a a a X a . X a a a O Y a a a a a a a a a a a a a a a a a a a f f X f f a a a a a a a X f f O S a . a a a a a a a a a a a a a a a a a f f f X f a a a a a a a f X f O C a a a a a a a a a a a a a a a a a a a f f f f X a a a a a a a f f X _________________________________________________________________________ ========================= INTERMISSIONS AND ENDINGS ========================= If you play with a team, you'll get their unique ending. Play with a mix of characters (an edited team), and you'll get a generic ending. However, just like the two special team combinations in KoF '96 (Goenitz Team and Weapons of God Team), there are special teams in KoF '97, too, with their own endings. Here are the normal teams: ------------------------------------------------------------------------- HERO TEAM A Kyo Kusanagi, Benimaru Nikaido, Goro Daimon ------------------------------------------------------------------------- Japan - after the usual conversation that ensues about the Orochi's, Benimaru brings up the fact that it was odd that it was the fourth time they'd teamed up. Kyo tells him that he's nagging and starting to sound like an old coot, and they end up insulting each other. Goro gets them to stop bickering, and then they all decide to go their separate ways. First it shows Benimaru, who travelled around the world, winning contest after contest. No longer second fiddle, he let everyone know his stuff! Then Goro, who became the leader of Japan's Judo team, leading them to victory. Then it shows Kyo, standing on a cliff, thinking about everything that has gone on in the past few years. In the sky you can see the faces of Rugal and the rest of the Hakkeshu, and then Orochi... "surely, a lot in such a short time..." ... then he realizes he is not alone. "You've come." he says. Who else would show up? "Let's end this here." "This is only the beginning..." ------------------------------------------------------------------------- HERO TEAM B Kyo Kusanagi, Benimaru Nikaido, Goro Daimon ------------------------------------------------------------------------- Here's what's neat though... if you used Benimaru or Goro to beat Orochi, the ending is over here (see Hero Team A). If you used Kyo, however, then you get a special one-round bonus battle vs. Iori! As far as I know, winning or losing has no effect on what happens next. Which is just Kyo and Iori taunting, trash-talking, vowing to destroy each other, and actually doing a little fighting too. Goes on for quite a while. ------------------------------------------------------------------------- FATAL FURY TEAM Terry Bogard, Andy Bogard, Joe Higashi ------------------------------------------------------------------------- Italy (After the generic ending): The three meet in a locker room. They discuss their plans for the future. Joe says that he thinks he's prepared for anything. "Just call me the Master of the Universe!" he boasts. They say goodbye to each other. As Terry leaves, he meets Blue Mary who's standing be a motorcycle. She greets him and gives him her number telling him to call her sometime. He responds by throwing his hat at her and saying "OK!" (like he does in one of his winning poses). ------------------------------------------------------------------------- ART OF FIGHTING TEAM Ryo Sakazaki, Robert Garcia, Yuri Sakazaki ------------------------------------------------------------------------- Kyokugenryu Team (After generic ending): The trio starts walking home. They wonder if Takuma has caught the mysterious person. They also agree that they have proved that kyokugenryu is the strongest and have defended the dojo's honor. On the way they meet a man in a mask. It's Mr. Karate! They groan saying "Oh no, not again!" Mr. Karate says "You kids did o.k."(in the tournament). He then beckons them to guess his identity. They respond with "Gee, I wonder who it could be..." Mr. Karate then says (throw off his mask) "You guessed it! It's the Super Takuma Sakazaki!' The team punches him into the sky (all you see is the sky with a trail of smoke) saying "Get out of town you senile coot!" ------------------------------------------------------------------------- IKARI TEAM Leona, Ralf Jones, Clark Steel ------------------------------------------------------------------------- Ikari Warriors - Leona thinks back to how she is supposed to be "destined" to be of Orochi blood, and thinks back to when she killed her parents (I think). She takes the boomerang blade/hairband out of her hair and plans on killing herself, but then Ralf stops her. Ralf tells her that before she was alone, but now she has them to rely on. Leona thinks back to when her father said that you make your own destiny, and she thanks him. Ralf then gives her his bandanna, which she puts in her hair. Umm, yeah. ------------------------------------------------------------------------- PSYCHO SOLDIER TEAM Athena Asamiya, Sie Kensou, Chin Gentsai ------------------------------------------------------------------------- Psycho Soldier - they talk about the Orochi and how they'll be the only ones who can stop him if he awakes from his sleep. Then they're interrupted by a girl in a wheelchair wearing glasses who introduces herself as Kaoru Watabe. Athena remembers that Kaoru was the fan who wrote to them and ended up encouraging them to enter the KoF '97 tournament. Kaoru thanks them for the letter and the tickets, and Kensou asks "What tickets?" Athena sent Kaoru tickets to the Finals match, and of course Kaoru had fun cheering them on. Kaoru announces that she's been training hard herself ever since she got out of the hospital, and then attempts to walk. However, she falls, and Kensou attempts to dash over to catch her, but ends up with his face in the dirt. Athena winds up catching her instead, and after asking if each other are ok, they start laughing. Kensou then starts saying that he'll "never be noticed. Sniff, boo hoo". ------------------------------------------------------------------------- NEW FEMALE FIGHTING TEAM Chizuru Kagura, Mai Shiranui, King ------------------------------------------------------------------------- England - Mai, Chizuru, King, and Jan are at an amusement park. While the rest have fun, Chizuru is looking at a lake or something, thinking of her big sister and the Orochi. Jan comes up to her and says that he feels safe and secure around here, and then Mai and King pop up saying "Hey, didn't you just say that to us?" and Jan gets really nervous. As they plan on riding the ferris wheel or something, Chizuru starts talking to her sister again in spirit or something. Overall, somewhat lame ending, but the mistranslation team strikes again - Jan calls Mai "Mail"!! ------------------------------------------------------------------------- KIM'S TEAM Kim Kaphwan, Choi Bounge, Chang Koehan ------------------------------------------------------------------------- Korea - Kim is shown being interviewed by... uh, some Korean news show I guess. He says that with their victory in the KoF Tournament, he is releasing Chang and Choi, and that they're free to do whatever they want. After an emotional moment, they take off... the next scene shows an airplane headed for Japan. Chang and Choi are on the plane, wearing suits (looks funny). Turns out that they're ready to go back into crime, and plan on starting in Japan. They then start making fun of Kim and one of them says that he'll scream if he ever sees Kim's ugly face again. Then someone behind them says "Naive, huh?". Yup, it's Kim! Chang and Choi are freaked out. Kim explains that he was going to Japan to represent Korea in a Taekwondo tournament. He realizes that he has not spent enough time reforming Chang and Choi. He states that he will devote his entire life to doing just that! Chang and Choi are definitely not happy. (and neither are KoF'ers around the world... looks like they'll be back for '98.) ------------------------------------------------------------------------- NEW FACES TEAM Yashiro Nanakase, Shermie, Chris ------------------------------------------------------------------------- New Faces Team (No generic ending): After fighting Orochi, they believe that they have killed him. Yashiro says that something must be missing. The lights go out and a sound is heard. When the lights come back on, Chris has been killed by Yashiro and he has his hand on Shermie's throat. Shermie says "CHRIS!!!". She asks him why. Yashiro explains that it is the only way and says "See you on the other side." Shermie asks "You promise?" Yashiro than kills her and says "Orochi! I have killed Chris and Shermie! Take our blood and flesh! Take us now!" He then rips his own throat out. Orochi glows and his eyes open. It then says "the Orochi lives again". ------------------------------------------------------------------------- '97 SPECIAL TEAM Ryuji Yamazaki, Blue Mary, Billy Kane ------------------------------------------------------------------------- KoF '97 Special Team (After generic ending): Yamazaki disappears (not literally but I mean leaves and isn't found again). Blue Mary writes in her journal that she believes that Yamazaki was Orochi (of the Orochi race) all along. Billy Kane (wearing a suit and that thing on his head) reports to Geese and explains how Yamazaki got away. He also says that he used Blue Mary. As the conversation ends, (I'm not sure of this part cause I was confused) either Orochi Iori or Yamazaki (couldn't tell by picture or text, sorry) appears and demands "Where's my pay!". Geese exclaims "You have a lot of nerve showing up here!" Orochi Iori/Yamazaki (whichever it was) leaps at Geese, fingers outstretched (as if he were clawing at him). ------------------------------------------------------------------------- 'OROCHI' NEW FACES TEAM O. Yashiro, O. Shermie, O. Chris ------------------------------------------------------------------------- Orochi New Faces Team (same as NFT): After fighting Orochi, they believe that they have killed him. Yashiro says that something must be missing. The lights go out and a sound is heard. When the lights come back on, Chris has been killed by Yashiro and he has his hand on Shermie's throat. Shermie says "CHRIS!!!". She asks him why. Yashiro explains that it is the only way and says "See you on the other side." Shermie asks "You promise?" Yashiro than kills her and says "Orochi! I have killed Chris and Shermie! Take our blood and flesh! Take us now!" He then rips his own throat out. Orochi glows and his eyes open. It then says "the Orochi lives again". And here are the special edited team combinations: ------------------------------------------------------------------------- EDITED TEAM Any combination not listed ------------------------------------------------------------------------- Orochi asks the characters why they insisted on attacking him. He warns them about the end of humankind and his eventual revival before dying. ------------------------------------------------------------------------- SACRED FORCE TEAM Chizuru Kagura, Kyo Kusanagi, Iori Yagami ------------------------------------------------------------------------- God's Caliber Team - Pretty neat. Preceding the Orochi battle, they talk about (anyone who's seen Blue Seed will experience deja vu) the 8 Kushinada girls who were meant to be sacrificed, but one was left alive, and guess who it is? Yup, it's Yuki. Once Orochi is beaten, he says he's going to release all his power, and then Iori freaks out (Riot of the Blood?) and leaps at Orochi and grabs him, and they start flashing and glowing and crap like that. Chizuru tells Kyo that he must help Iori seal the Orochi, and then it shows him firefisting Orochi. Either before he firefists or after (I can't remember), it shows some black-and-white sketch of Yuki, and she DOES say something. Wow, they found a voice actor for one whole line :P After Orochi appears he says that he will never cease to exist. "As long as those of my blood survive, I will live on!" Kyo, Kagura, and then Iori is shown in turn. When it gets to Iori, the screen flashes and he becomes Orochi Iori. Orochi says "Go my Orochi son! Destroy Kusanagi and Yata!" Orochi Iori then freaks out and grabs Orochi. Power is channeling between the two. After Orochi Iori grabs Orochi, Kyo says "Yagami!". A woman (Yuki?) communicates with Kyo. She explains that there has been a 600 year error with Kyo's and Iori's clan (yes, apparently they are part of the same clan). She also says that Yagami must not suffer this error alone and says that Orochi must be sealed. Kusanagi tells Kagura to trap Orochi. Kagura says "As keeper of the mirror, it is my duty to ... he (Orochi) is too strong! Kusanagi now!" Kyo tenses and leaps forward punching right into Iori's belly. ------------------------------------------------------------------------- SNK SUPERHERO TEAM Kyo Kusanagi, Ryo Sakazaki, Terry Bogard ------------------------------------------------------------------------- "Superhero Team" - Kyo says something like "Yeah, we're the strongest!" Ryo says "Yeah, we ain't whistling Dixie!". Terry replies with "Funny, that's not what Robert said". Ryo: "Why, you...!!" ??? ------------------------------------------------------------------------- '94 GIRLS TEAM King, Mai Shiranui, Yuri Sakazaki ------------------------------------------------------------------------- Old England Team - A beach scene. Jan is running off with Yuri's bikini top, with Mai laughing at the situation. King can be seen at the front of the screen, with a "My god, they're the definition of bimbos" look on her face. ------------------------------------------------------------------------- OLD HERO TEAM Athena Asamiya, Ralf Jones, Clark Steel ------------------------------------------------------------------------- Old SNK Hero Team - Ralf and Clark are seen as Ikari Warriors... shirtless and with guns. They say "Mission accomplished!" and other such things. A strange-looking Athena (I guess that's what she looks like in Psycho Soldier) is looking at her body and says "This is... me?" A weird-looking Kensou is seen in the background saying "Have you forgotten...?" ------------------------------------------------------------------------- SIDEKICK TEAM Benimaru Nikaido, Joe Higashi, Kim Kaphwan ------------------------------------------------------------------------- After they beat Orochi, Benimaru starts talking about how hella great he is. Joe threatens to humble him by beating him up, and so does Kim, so they jump at him. That's it. That's their ending. Chen Ding Ming Benedict explains that there are other teams, according to the Neo*CD version of KoF '97: TEAM NAME TEAM MEMBERS EXCEPT ------------------------------------------------------------------------- Kyo and Shingo Team Kyo, Shingo -- Iori Team Iori Leona or Ralf _and_ Clark Leona Team Leona Iori, or Ralf _and_ Clark Ralf and Clark Team Ralf, Clark Iori, Leona Iori and Leona Team Iori, Leona -- This includes O. Iori and O. Leona, too. According to Mr. Benedict, these work like the standard edited teams, but their are extra lines of dialogue during the intermissions exclusively for these characters. These teams and their endings are listed below: ------------------------------------------------------------------------- KYO AND SHINGO TEAM Kyo Kusanagi, Shingo Yabuki, ------------------------------------------------------------------------- Finally, here is the Kyo and Shingo Team Ending: Shingo meets Kyo resting under a tree in the schoolyard. He calls him and tells him that he is going to get some food. As he is about to leave, Kyo throw a pair of his gloves right into Shingo's face, and tells him that he has gone a long way, and that was a reward for his efforts. As Kyo is about to leave, Shingo shouts, "I still can't blast flames!" Kyo then replies, "You're going to try it again?" The picture then zooms a bit upwards towards the tree. After that, Kyo then says, "I knew it." (Probably failed again I suppose.) As a leaf falls from the tree, Shingo then puts on Kyo's gloves, and then we see a picture of Shingo with the gloves (posing just like Kyo in his Heh,heh, moetarou, stance) and saying,"Burn, baby, burn!" IMPORTANT: The arcade version of KoF '97 has a language select! So if you want to see these three 'magazine' endings, convince (or coerce) your arcade operator into setting the soft DIP to Japanese! This info. comes from Arturo Rocha, who is lucky enough to own an American arcade cabinet and the arcade ver. of KoF '97! Otherwise, remember that you can't see these three endings unless you've set the language to JAPANESE on whatever ver. of KoF '97 you play/own. ------------------------------------------------------------------------- FIRE GENKI TEAM Billy Kane, Kyo Kusanagi, Mai Shiranui ------------------------------------------------------------------------- A single picture is shown, drawn in a very strange manga style of the three team members. Beneath this is a short quip about the team itself (Somone want to translate it?) ------------------------------------------------------------------------- NEO GEO FREAK TEAM Ryuji Yamazaki, Choi Bounge, Chang Koehan ------------------------------------------------------------------------- A single picture is shown, drawn in a very strange manga style of the three team members. Beneath this is a short quip about the team itself (Somone want to translate it?) ------------------------------------------------------------------------- GAMEST TEAM Terry Bogard, Blue Mary, Joe Higashi ------------------------------------------------------------------------- A single picture is shown, drawn in a very strange manga style of the three team members. Beneath this is a short quip about the team itself (Somone want to translate it?) The order in which you pick your characters is unimportant. For the special endings (edited teams), you'll have to wait for the 'normal' ending sequence to run it's course before the special ending starts up. From my understanding of it, Shingo will always have a special ending as long as he is paired with Kyo. The third character is unimportant (unless it's Benimaru, but it can't be Iori). Furthermore, the Japan Team has an additional ending sequence if you beat Orochi using only Kyo. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 9. S P E C I A L T H A N K S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Due to the fact that the list of contributors was getting far too big for it's own good, I've changed the format. If any of you contributors out there feel shortchanged by it, let me know and I'll change it back pronto. Steffen Kupfer Arturo Rocha Stefano Frigerio AKUMA HOKORU Lusifer <6lugarci@rigel.deusto.es> ??? (www.alphatec.or.jp/~sakuya/) Orochi Herman Chen Ding Ming Benedict <96161@@acs.sh.edu.sg> Vice A. Jackson sCruB Chika (members.aol.com/~iorin/chika/) Phaethon Helieides Gar Hong Nick Des Barres Young Kwon Kim Tony W. Dark Blaze Fernando Kuo (Kamykaze) (www.geocities.com/Tokyo/Ginza/9495/) Giann Velasquez Marchena "Yosha!" Joe Higashi (www.geocities.com/TimesSquare/Alley/2453/) Alan Goh Chek Chye Mark Del Castillo John (TMC) or Kee Chi Matt Hall (ftp://users.aol.com/kensou/) Greg Kasavin (www.slip.net/~shrike) Alan 'Shlomo' Abraham <72604.551@compuserve.com> Andrew Seyoon Park (www.geocities.com/TimesSquare/Alley/4810/) Jerome G. Ebuenga James Kuroki Mai (tor-pw1.netcom.ca/~yurimai/) Onaje Everett Rodrigo Ishizaka Ciarlini "fengji" Christopher Harback Min Mohd Adisa Mahadi Galen Tatsu Komatsu GUNSMITH (www.geocities.com/Tokyo/Towers/3860/) Lazaro (DOC) Howlin' Mad -H- (www.geocities.com/Alley/6070/) Joe Palanca (www.geocities.com/TimesSquare/9673/) Mark O'Neill * FLEA * (www.wlv.ac.uk/~c9479612) Sephiroth Darklancer (home.pacific.net.sg/~lancer) Moonrun (home.pacific.net.sg/~moonrun) In particular, I'd like to thank Andrew Seyoon Park (EX Andy), Chika, Chen Ding Ming Benedict, Darklancer, Gar Hong, Gunsmith, James Kuroki, Matt Hall, Orochi Herman, Rodrigo Ishizaka Ciarlini, and Yosha for going above and beyond the call of duty when it came to contributing information. Please give proper credit to the author and contributors! Also, a note to contributors; if you see your name up here and don't know why, it's because while I always ask if I can use stuff beforehand (unless it's to be used freely), if I get no response, I'll use it anyway. So if you don't want your stuff to be in here, you should've checked your e-mail! Anyway, I believe in giving proper credit to contributors, so if you have a problem with something in the FAQ that I got from your site, post, etc., drop me a line and tell me what's up. BTW, whoever sends in the info. first gets credit. In the case of two pieces of similar info (such as the win quotes), I simply choose the one that seems the most correct, or list both of them if they both sound plausible. No offense intended towards contributors in this situation; it's just that I can't really judge between the two or three of you. :) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 10. R E V I S I O N H I S T O R Y +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Again, due to the fact that the in-depth revision history was getting too large, I've changed the format. If you don't like it, let me know. Version 3.1 (January 22, 1998) - Quite a while since the last update, since most everything's in that I can manage. Mostly just corrections and fill-ins for hit counts, descriptions, etc. Great contributions from Steffen Kupher, Stefano Frigerio, Mai, and Orochi Herman. Version 3.0 (December 27, 1997) - The FAQ has been rewritten again; ASCII art names removed. Many move names and quotes fixed, thanks to James Kuroki's very large and much- needed contribution. Also, thanks to Stefano Frigerio for filling out most all of the 'Hit' listings. Version 2.7 (December 22, 1997) - Minor updates, many small mistakes fixed. Version 2.6 (December 14, 1997) - Many updates and glaring errors fixed. Special thanks to Orochi Herman. Version 2.5 (December 7, 1997) - Translations tweaked. Pose and quote info almost completed. Special thanks to Orochi Herman. Version 2.4x (November 29, 1997) - Many special move and DM names confirmed. Special thanks to ??? . Version 2.4 (November 27, 1997) - Team name and move name info. Special thanks to Chern Ding Ming Benedict and Chika. Version 2.3 (November 12, 1997) - Many overall corrections. Version 2.2 (November 6, 1997) - Endings have been added, character stats. have been added. Special thanks goes to Chika. Version 2.1x (October 29, 1997) - Many more quotes and corrections made. Special thanks goes to Nick Des Barres. Version 2.1 (October 28, 1997) - Win quotes, poses now in a reorganized section. Special thanks goes to Darklancer and EX Andy. Version 2.0 (October 10, 1997) - Removed false 'Orochi' code. Several section rewritten. Version 1.8 (September 27, 1997) - Various touch-ups and additions. Added 'Orochi' code. Special thanks goes to Darklancer. Version 1.7 (September 25, 1997) - Added the correct names for the alternate New Faces Team. Version 1.6 (September 21, 1997) - Starting to add poses, win quotes. Special thanks goes to EX Andy, Mai, and Kee Chi. Version 1.5 (September 14, 1997) - Confirmed the correct 'alternate New Faces Team' code. Version 1.4 (September 7, 1997) - Added lots of new information, and made many corrections. Version 1.3 (August 31, 1997) - The FAQ has been completely rewritten. Japanese text romanized. Version 1.2 (August 27, 1997) - Information on the alternate 'New Faces Team' has been added. Version 1.1 (August 24, 1997) - Added the juggle and combo chart, added Kyo's NaRaku Otoshi. Version 1.0 (August 22, 1997) - Added more and fixed up command attack and relationship information. Version 0.9 (August 16, 1997) - Made major corrections to most of the special move names. Version 0.8 (August 12, 1997) - Added the shortened 'New Faces Team' code. Version 0.7 (August 10, 1997) - Added the code to play as the alternate forms of the New Faces Team. Version 0.6 (August 8, 1997) - Added codes to play as the alternate forms of Iori and Leona. Version 0.5 (August 7, 1997) - Added code to play as '94 Style Kyo Kusanagi. Version 0.4 (July 31, 1997) - Added information about the hidden characters. Version 0.3 (July 30, 1997) - Corrected several Extra Mode moves; added names for Shingo. Version 0.2 (July 18, 1997) - Added Cover Attack info. and throw names for most teams. Version 0.1 (July 14, 1997) - Information mostly based on my KoF '95 and KoF '96 FAQs. VERSION 0.0 (Began construction on July 2, 1997) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 11. A U T H O R ' S N O T E +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ First off, the majority of the moves and move names were taken from my KOF '95 and KOF '96 Saturn FAQs. I also translated the names from both game's instruction booklets to get the exact Japanese and English names (not counting the 'basic' controls, which are better off in English :)) I've also translated Japanese names from other sources into English. However, Japanese is not my main language, so if you spot any mistakes, please let me know. Lately, a lot of people have been asking me about this or that, or wondering why some of my mistakes are so stupid ^_^; It's because I haven't played the game yet; it's not available where I live (in Northern California), and as I don't have a home Neo*Geo system or a Neo CD system, I won't be owning this game anytime soon unless someone wants to send me the arcade cart (hehe). Don't be worried; I try my best to insure that only accurate info. is in the FAQ. It's just that I began the FAQ thinking that I'd be playing the game within a few weeks of it's initial release, but that didn't exactly work out.... :) Anyway, I hope this document is of use to everyone. Let's hope that Ryuji (my fave), Billy and Mary make it to '98. All this series needs now is to get Takuma back, and then it really _would_ be the King of Fighters. :) You can e-mail me via if you have any comments, complaints, questions or corrections, and be sure to check out my homepage: www.geocities.com/Tokyo/Pagoda/4610/ Oh, and because Artuo Rocha asked nicely, here's the Top Ten High Score List (didn't know they had scoring in '97!): 1. Artuo Rocha - 639,700 points. :) aa. .aa 88 II `aaaaaaaaaaaaa' II 88 788. II `aaaaaaa` II ,88P ------------------------ ?88 i `888' i 88P 788. 888 ,88P The King of Fighters '97 8. `?88 ,888. 88P' ,8 M?8__ `?8 ?88 .aaaaaaa. 88P 8P' __8FM ------------------------ `8AA888m. `78 8aaafF~~~?taaa8 8P' .m888AA8' ""788887m .aaf' `jaa8mmF8888F"" KOF '97 FAQ Version 3.1 )8maac )aam8( mmJ8888Jm maaL, .jaa. mL8888L== ------------------------ .8UU888U' Jm8.aaaLL___Jjaaa~mmL `U888UU8. mJ8~~ , 788` .aaaaaaa. '88F . ~~8Lm by K. Megura iiii .J88F .J `888' L. J88L. iiii IIII' 78F7F .JJ J8L LL. JF78L `IIII ------------------------ iIIII m8F 78 .J88F .8F8. 788L. 8F ?8m IIIIi !!!!' .8' `8F F8F' 69`85 `787 78' `8. `!!!! 8 8' FF J6f ?5L 77 `8 8 ` ' F' 6F ?5 `7 ` ' ------------------------ l' `l ` ' Unpublished work Copyright 1997-1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The King of Fighters series is (c) SNK Corporation and (c) SNK Corporation of America. ------------------------------------------------------------------------- Sites concerning KoF that you really should check out: ------------------------------------------------------------------------- Arcade Games Page home.pacific.net.sg/~lancer/ Chika's King of Fighters Zone members.aol.com/iorin/chika/ Mega Shock www.slip.net/~shrike/ YuRiMai's Trash Compactor www.deathsdoor.com/mai/ MadMan's Cafe www.deathsdoor.com/mmcafe/ Gunsmith HQ www.geocities.com/Tokyo/Towers/3860/ The KoF Guide Page www.geocities.com/TimesSquare/Alley/4810/ Unpublished work Copyright 1997-1998 Kao Megura |
Please note that A.P.I shall not be held responsible for the accuracy of this article. |
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