------------------------------------------------------------------------
THE KING OF FIGHTERS '03 FAQ v0.3
for the Neo*Geo / Arcade
by Chris MacDonald
------------------------------------------------------------------------
Unpublished work Copyright (c) 2004 Chris MacDonald
The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host). You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.
Game magazine/guide/website authors are not allowed to use my FAQs
without permission. People who have been caught doing this include:
Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th
Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation
Power, Official UK Play Station Magazine), Brady Games, Prima Games and
Eric Pratte, CheatCC.com, Shoryuken.com, Guardcrush.com, Kibagami,
DarkGuyver, and IGN. So leave my FAQs alone unless you want some bad
publicity.
All characters are (c) SNK / Playmore / SNK-Playmore.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Revision History
- Special Thanks
2. BASIC INFORMATION
- How to Play
- FAQ Notation
- Basic Commands
- Changes From '02
3. TEAM MOVELISTS
- Hero Team Ash | Duo Lon | Shen Woo
- Garou Team Terry | Joe | Griffon
- Kyokugen Team Ryo | Robert | Yuri
- Korea Team Kim | Chang | Jhun
- Ikari Team Leona | Ralf | Clark
- Edit Characters Iori | | Kyo
- Outlaw Team Gato | Billy | Yamazaki
- Women's Team King | Mai | Blue Mary
- Benimaru Team Benimaru | Shingo | Goro
- Schoolgirls' Team Athena | Hinako | Malin
- K' Team K' | Maxima | Whip
- Mid-Boss Characters Kusanagi | Chizuru | Maki
- Final Boss Characters Adel | | Mukai
4. GAMEPLAY NOTES
- Autoguard
- Change
- Change Attack
- Counter Hit
- Critical and Counter Wires
- Damage Scaling
- Down
- Guard Crush
- Knockdowns
- Overheads
- Power Gauge
- Reversals
- Rolling
- Super Cancels
- Throws
- Misc. Notes
5. SECRETS AND TRICKS
- Play as Kusanagi or Chizuru
- Play as a Boss Character
- Game Progression
- Demo List
- Endings
6. MISCELLANEOUS
- Special Intros
- Special Win Poses
- Translations
========================================================================
1. INTRODUCTION
========================================================================
Hi, welcome to my KoF '03 FAQ. If you have any comments or if you'd
like to contribute anything, feel free to reach me at <k.megura at
eudoramail dot com>. Just please don't ask me about emulators, I don't
know anything about using them.
Please don't use any part of this FAQ without getting permission first.
These things do take a lot of work to write, after all. I hate bringing
this sort of thing up, but it only takes a second to ask.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 0.3 (April 9, 2004)
- Added in the official move names for the bosses, as well as the
usual minor additions and corrections. Some great contributions
this time around, including a bunch from Tel (he seems to have
rewritten about half the FAQ by now :) I also added a section
on "damage scaling" after a contributor wrote in with a lot of
info. on this topic.
Version 0.2 (February 22, 2004)
- Rewrote and "condensed" the notes, so as to not take up so much
space. This resulted in a lot of additions and corrections. Also
added a list of super cancels for each character, expanded the
Gameplay Notes section, and fixed some translations for Malin.
Finally, some great contributions were added, as well as a slew
of notes from Tel that didn't make it into v0.1 in time.
Version 0.1 (February 11, 2004)
- The first release. Moveslists and other basic info. completed.
Some notes cleanup is needed for the next release, though (I can't
tell if I like the numbering format or not).
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
This FAQ would have not been possible without help from the following:
kenmastersx
- For the invincibility on Leona's (D) Gravity Spark, Gato moving
forward on the (D) Tatsu Kiba, and the difference between Terry's
Power Geyser strengths.
Raul Torrez
- Provided the official translation of the Mary vs. Terry quote.
<http://snk.suki.net/debug/kof2k3.html>
- For the complete official boss movenames.
<http://www.orochinagi.com>
- I read about the unblockable Eins Trigger bug in their forums. An
excellent site for fans of SNK games.
Amy Kou'ai
- Explained how damage scaling works in this game.
<http://dict.cc>
- Used for some of the German translations for Adel's moves.
<http://www.kokugakuin.ac.jp/ijcc/wp/bts/>
- Used for some of the Shinto term explanations for Maki's moves.
Wei Chen
- For some gameplay notes, character notes, misc. corrections,
ending notes, and corrections/translations of some of the Japanese
win quote conversations.
CJ Vossen
- For info on the Kagerou no Mai and reflecting the Under Venom with
Shen's Saikou Hougeki.
Imran Ali
- For the easier Kyouken command (A,A,f,B+C).
Kukbo
- For an exhaustive list of special intros and win poses posted
on the gamefaqs KOF '03 board.
Charles MacDonald
- For making the MAME boss codes and providing the list of endings.
Also for letting me hog his computer while I worked on this FAQ,
and for being an all-around good guy ;)
MGohan
- For letting me use some of Tel's notes for this FAQ.
(v0.2) Sent in some info. on Ash's movenames and translations.
Tel
- For a gigantic amount of contributed information. ;)
(v0.2) For lots of info. on many characters, and some gameplay
notes (like the anti-air Change Attack juggle).
(v0.3) Sent in a bunch of corrections and additions.
<http://snkplaymore.co.jp>
- For information taken from their KoF '03 section.
<http://www.wao.or.jp/user/freedom1/game/kof2003/>
<http://www.interq.or.jp/aquamarine/scarlet/kof2003/char.html>
<http://homepage3.nifty.com/gore/kof2003/>
<http://page.freett.com/g_i_m_s/kof2003-page.htm>
- For game-related information; moves and movelists, spellings,
system notes, other tips, etc.
- (v0.2) For some wire damage notes from GIMS's page.
<http://www.thefreedictionary.com/Revolutionary%20calendar>
http://www.mtholyoke.edu/courses/rschwart/hist255/la/sans-culottes.html
- Used to figure out some of Ash's move names.
<http://www.jedo.jp/daily.htm>
- Used to figure out some of Malin's move names.
<www.gamefaqs.com>
- For the Jhun glitch; from the KoF '03 message board.
<http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
<http://linear.mv.com/cgi-bin/j-e/dict>
<http://www.njstar.com>
- Used for some of the Japanese translations.
========================================================================
2. HOW TO PLAY
========================================================================
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
ub u uf Up-Back Up Up-Forward
\ | /
b -- n -- f Back Neutral Forward
/ | \
db d df Down-Back Down Down-Forward
P Press A / C.
K Press B / D.
Light attacks Press A / B.
Heavy attacks Press C / D.
AB / CD / BC Press the listed buttons together.
ABC / ABCD Press the listed buttons together.
any Press A / B / C / D.
~ _Immediately_ press the next button listed.
/ Optional command.
+ Press at the same time.
, Press in the listed order.
_ An optional, additional input.
qcf Input (d,df,f).
qcb Input (d,db,b).
hcf Input (b,db,d,df,f).
hcb Input (f,df,d,db,b).
dir. Any direction can be used.
a-u Any direction but ub / u / uf.
ub~uf Can use ub / u / uf.
db~df Can use db / d / df.
(can hold) You can hold the button, then release it.
when near Perform when next to your opponent.
(air) Can be used while airborne.
(x#) Perform x number of times.
GC Guard Crush.
D^ Desperation Move.
L^ Leader Desperation Move.
** Additional note.
For the cancel chart:
c Not cancelable into command attacks.
C Cancelable into anything.
S Only cancelable into S^ or L^ moves.
- Not cancelable.
/ Divides hits.
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Please see the "Gameplay Notes" section for more detailed information.
Hold b when attacked Standing Block
Hold db when attacked Crouching Block
Tap b,b Backstep
Tap f,f (hold f) Dash (hold f to run)
Tap ub~uf lightly Small Jump
Press ub~uf Normal Jump
Tap db~df,ub~uf Big Jump
Tap db~df, lightly tap ub~uf Low Big Jump
b / f + C / D when near Normal Throw
_b / f + same C or D if grabbed Normal Throw Escape
(f / df + ) AB Emergency Evade (Front)
b / d / db + AB Emergency Evade (Back)
ub / b / db + AB while blocking Guard Cancel Emergency Evade (Back)
uf / f / df + AB while blocking Guard Cancel Emergency Evade (Front)
Press CD while blocking Guard Cancel Blow Away Attack
Press AB when knocked down Down Evade
Press BC / CD Change
qcf + BC / CD (costs 1 level) Change Attack
Press Start Taunt
Enemy blocks multiple attacks Guard Crush
Hit enemy multiple times Dizzy
Tap dir. + any when dizzied Dizzy Recovery
- The Guard Cancel Blow Away Attack does no damage. It knocks an enemy
down while sending them across the screen.
- You have to use the same button to escape from a normal throw that
your opponent used (i.e. b / f + C will break you out of a b / f + C
throw).
- You can now roll while crouching.
- Another way to perform the Low Big Jump is to immediately hold in a
downward direction after tapping "db~df, lightly tap ub~uf."
- The Down Evade makes you land on your feet when knocked down.
- After a taunt begins, you can cancel it with a movement or action.
- The Guard Cancel moves and Change Attack cost one level to use.
------------------------------------------------------------------------
CHANGES FROM KOF '02
------------------------------------------------------------------------
- There are no more SDMs or HSDMs. Instead, there are L^ moves, or the
Leader DMs. The first character you choose is your lead character
(the order you put them later on doesn't matter, even though the
screen says "[A]...Leader" on it). That leader character is the
only one who can use their L^ move, and it costs 2 levels to use.
- You can tell who your leader is, since they will have a blue life
gauge.
- There is no more Quick Emergency Evade (AB when making an attack).
- There are no more ground or mid-air Blow Away Attacks (although
some characters now have them as command attacks).
- Characters will get dizzied if they take too many hits.
- You can now roll or Guard Cancel roll while crouching.
- Super cancels now cost one level to use, as in KOF '01.
Remember that this applies to SC'ing from a special move into a
D^ or L^ move, and not a normal or command attack.
- Characters now have "chip death" animations, for when they are killed
via block damage.
- There are no more moves that automatically drop an opponent's guard.
- There are no more "surefire juggles" (moves that juggle in non-juggle
situation).
- I noticed it's possible to hit an opponent twice in air if the first
hit connects (i.e. K's standing A x2 vs. Gato's Fuuga). This even
works against a normal jump-in. Whether this is a change to the
juggle system or is just easier to do in this KoF, I don't know.
- And of course (if you couldn't tell), the game has a tag system.
========================================================================
3. TEAM MOVELISTS
========================================================================
Teams are listed in the same order that they are on the Team Select
Screen. Moves are listed in this order: basic throws, command attacks,
special moves, then D^ and L^ moves.
Afterwards is a cancelable attack chart, and then a SC chart. A super
cancel with a "n/" listed before it requires no extra Power levels to
use (see Section 4 for details). Some moves are SC'able only under
certain circumstances, so please see their entry in the notes section
for details.
Speaking of, there are some notes for each character at the very end.
Notes correspond to the number written to the far right of each move.
------------------------------------------------------------------------
ASH CRIMSON [ Hero Team ]
------------------------------------------------------------------------
b / f + C / D when near Brumaire 1
f + A Messidor 2
b + B Floreal 3
b + D Prarial 4
Charge b,f + P Ventose 5
Charge d,u + K Nivose 6
hcf + C when near Vendemiaire 7
qcf,qcf + P D^ Thermidor 8
qcf,qcf + K D^ Pluviose 9
Tap A,B,C,D quickly L^ Sans-Culottes 10
Cancels A B C D
-----------------------------------------
stand near C C C C
stand far - - - -
crouching Cr Cr C -
Super Cancels (see notes for details)
--------------------------------------------------------------
n/Messidor Nivose (1st) Vendemiaire (3rd)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead, unless canceled into (which makes it SC'able and faster).
2 However, it will only combo from an A or B attack.
3 Can link into Pluviose, since that move comes out so quickly.
4 Has a short range, so you will (D) throw instead if not careful.
5 You can move about freely after the (A) Ventose, as it is very slow.
5 (C) is created in two "waves", like Geese's Double Reppuu Ken. It
can hit twice from up close, but you can block or move out of the
way of the 2nd wave (once fired, the projectile hits twice and
will actually combo).
5 The first wave can also destroy projectiles, without affecting the
outcome of the projectile (you will still get the 2-hit version).
This move can pass through projectiles.
5 The (C) Ventose can in fact be reflected, but this is difficult,
because it moves so fast. What's more, even if reflected, the
projectile may cancel itself out, like King's Double Venom Strike
(since it is technically two fireballs layered together). Another
possibility is that the first fireball hits you, but you manage
to reflect the second one. The Bai Gaeshi can absorb/respond to
this move normally, though.
6 1st hit is SC'able.
7 1st hit is unblockable. Has no miss animation. Can juggle
afterwards. 3rd hit is SC'able.
7 Not all the hits will combo, in some situations (i.e, Chang is
running into the corner, and you attempt stand C > hcf + C). It's
usually the 3rd hit that misses, since it has a short range.
8 Has invincibility upon start-up, when Ash is creating the ball.
The Thermidor travels slowly enough for you to walk around
afterwards, and does plenty of chip damage. You can use a Thermidor
while a Ventose is on-screen, but not the other way around.
8 The Thermidor cannot be reflected, and can negate and pass through
projectiles and even some D^ projectiles. What's really cool is
that the Bai Gaeshi can absorb this move, although if you use the
(C) version, Yamazaki will not "respond" with a projectile.
9 --
10 The "activation" glow of this move can knock down a foe. Attacks
will also pass through you during the activation phase.
10 The surest way to perform this move is to complete it either as
a cancelable attack hits or is blocked, or as the recovery of
said attack ends, so that you have returned to a neutral state as
you are pressing the final button (not once you are pressing the
final button, as this will just result in a normal attack). This
means you have to do the motion very quickly (if attempting it
during a move that hits or recovers quickly), or somewhat slowly
(if attempting it during a move that takes a while to come out or
recover from). This can be used with any attack, from normal
attacks to command moves or specials or supers.
10 When used, you glow for five counts. During this time, there is no
charge time for your charge moves (i.e. you can just input b,f + P
or d,u + K). This allows you to have multiple Ventoses on screen.
------------------------------------------------------------------------
DUO LON [ Hero Team ]
------------------------------------------------------------------------
b / f + C / D when near Suishu: Shoukou 1
uf when near a wall in air Sankaku Tobi 2
jump uf + B,D Hika Tenshi 3
df + D Fuuka Tenshi 4
_press D Raika Tenshi 5
qcf + P (x3) Jaki Juuryuu 6
_f + K from qcf + P (x1) Onpei Ryuujin Ha 7
_qcb + P Shiryou Hassei Kin 8
qcf + K Himou Kyaku 9
qcb + K Genma Hishou Keikou 10
f,d,df + K Genmu Kyaku: Naiga 11
b,d,db + K Genmu Kyaku: Gaiga 12
hcb,f + P when near Suishu: Makyakuho 13
_qcb + P Suishu: Ransaiki 14
qcb,hcf + P D^ Hiden: Genmu Juon Shikon 15
hcb,hcb + P D^ Hiden: Genmu Onryou Heki 16
Tap A,C,B,D quickly L^ Ougi: Tajuu Genmu Ankei 17
Cancels A B C D
-----------------------------------------
stand near Cr C C C
stand far -r - - -
crouching Cr Cr C S
Super Cancels (see notes for details)
--------------------------------------------------------------
Jaki Juuryuu (3rd) Shiryou Hassei Kin
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 --
3 Cannot use during a low or high jump.
4 Hits low.
5 Counter Wire (if Fuuka Tenshi didn't hit, obviously). Will combo
from Fuuka Tenshi.
6 You can perform all three inputs, even if one of them misses.
In fact, you can hit with only the 1st and 3rd hits for a 2-hit
combo.
6 1st input can cancel into Himou Kyaku. 3rd input can cancel into
Himou Kyaku, Genmu Kyaku, or Genma Hishou Kyaku. It's a good thing,
since the Himou Kyaku is really the only way to juggle off the
third input without super canceling.
6 3rd input is SC'able, and will juggle with Genmu Onryou Heki
or (A) Genmu Juon Shikon in the corner. In the open, only the
(C) Genmu Juon Shikon will connect.
7 Can cancel into even if the 1st Jaki Juryuu is blocked. Can be
canceled into Fuuka Tenshi, Himou Kyaku, or Genmu Kyaku.
8 You must perform this move after the knee strike hits, and not as
it hits (as you usually would). SC'able. You can combo after
this move if you're fast enough (e.g. into c A > Jaki Juuryuu).
9 You can be hit while teleporting (D) moves you further than (B).
You will "re-warp" if you move near your opponent, even if this
occurs at the end of the initial warp.
9 It seems like the "re-warp" can be canceled into itself rapidly.
10 Overhead. (D) moves you further than (B). Both versions hit
twice, but (D) only does this vs. tall opponents. Only the 2nd
hit will knock down an enemy.
10 Your enemy can't Down Evade if hit by this move.
10 You are invincible once you turn into a skeleton and are crumbling
downward, although you can be thrown at any point while falling
apart.
11 Can juggle afterwards. (D) strikes further ahead than (B).
12 Has slightly more range than the corresponding strength Naiga.
12 If your enemy is near, this move hits "inward" instead of outward,
knocking your enemy towards you.
13 Unblockable. Does no damage. Leaves opponent open to attack.
14 As above, but switches sides with your enemy in mid-grab.
15 Hits twice from up close. (C) version goes much faster than (A).
15 Negates projectiles (but not D^ projectiles).
16 Only does block damage at the end, and for less than you'd think.
16 Negates normal and D^ projectiles. Like Terry's Power Stream, it
seems like nothing will hit Duo Lon out of this move.
17 The "activation" glow of this move can knock down a foe. Attacks
will also pass through you during the activation phase.
17 The surest way to perform this move is to complete it either as
a cancelable attack hits or is blocked, or as the recovery of
said attack ends, so that you have returned to a neutral state as
you are pressing the final button (not once you are pressing the
final button, as this will just result in a normal attack). This
means you have to do the motion very quickly (if attempting it
during a move that hits or recovers quickly), or somewhat slowly
(if attempting it during a move that takes a while to come out or
recover from). This can be used with any attack, from normal
attacks to command moves or specials or supers.
17 When used, you glow for five counts. During this time, you are
followed by a duplicate that imitates your moves and can hit your
opponent. It can't imitate D^ moves, though, and it's imitation
feature seems pretty dodgy (i.e. the Jaki Juuryuu won't get full
hits, etc.)
17 Also during this move, your attacks will not knock an opponent
away. This sets up for some unique combo situations (and an easy
infinite--standing or crouching A repeatedly).
17 It also has the odd effect of causing moves that knock an opponent
aside to simply drop them to the floor (such as the Fuuka Tenshi,
Suishu: Shoukou, or Genmu Onryou Heki). It also makes the Genmu
Kyaku knock an opponent straight up, instead of at an angle.
** Look at Duo Lon's feet. Notice anything odd? :)
** For the confused, here is a quick list of Duo Lon's Jaki Juuryuu
chains:
1st input > 2nd input > 3rd input > 4th input
-------------------------------------------------------------
qcf + P > qcf + K > --------- > ---------
qcf + P > f + K > qcf + K > ---------
qcf + P > f + K > f,d,df + K > ---------
qcf + P > f + K > b,d,db + K > ---------
qcf + P > f + K > df + D > press D
qcf + P > f + K > qcb + P > supercancel
qcf + P > qcf + P > qcf + P > qcf + K
qcf + P > qcf + P > qcf + P > qcb + K
qcf + P > qcf + P > qcf + P > f,d,df + K
qcf + P > qcf + P > qcf + P > b,d,db + K
qcf + P > qcf + P > qcf + P > supercancel
** As you can see, you have a lot of options to choose from ;)
------------------------------------------------------------------------
SHEN WOO [ Hero Team ]
------------------------------------------------------------------------
b / f + C / D when near Kyakuten Zuchi 1
f + B Fusen Kyaku 2
f + hold D Tenren no Kamae 3
f + D Tenren Shuu 3
qcf + P (can hold) Gekiken 4
_K while holding P Cancel 5
qcb + A Fukuko Geki 6
_qcf + A Kouryuu Geki 7
hcb,f + C when near Saikou Hougeki 8
qcf,qcf + P D^ Zetsu! Gekiken 9
qcf,qcf + K D^ Kohyou Rengeki 10
Tap C,A,B,C quickly L^ Bakushin 11
Cancels A B C D
-----------------------------------------
stand near C - C C
stand far cr - - -
crouching Cr -r C -
Super Cancels (see notes for details)
------------------------------------------------------------------------
(A) Gekiken (if not charged) (C) Gekiken (if not fully charged)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead, unless canceled into (which makes it cancelable).
3 Knockdown. Shen spins without attacking if the button is held.
4 (A) does not knock down, but is SC'able. If delayed for even a
little bit, it will knock down, but is no longer SC'able. However,
you can juggle an opponent afterwards in this case, even out in
the open (Kohyou Rengeki works well).
4 (C) does not not knock down, but is SC'able until Shen completes
the yell. After that, it becomes a knockdown attack, but is not
SC'able. However, you can juggle an opponent afterwards, even
out in the open (again, try following with Kohyou Rengeki).
4 If delayed until a while after the yell, the (C) Gekiken becomes
an unblockable attack that knocks the enemy away, although you
can't juggle them.
4 In either case, delaying the move increases the damage a little.
5 You can press K to cancel the Gekiken while it is being delayed.
6 --
7 Can cancel into this move before the Fukuko Geki hits.
8 Unblockable. Leaves foe open to attack. Miss animation reflects
projectiles, oddly enough.
9 Counter Wire. (A) gives immunity to mid- and low-level attacks.
(C) gives immunity for high attacks.
9 Your enemy can't Down Evade if hit by this move.
10 Your enemy can't Down Evade if hit by this move.
11 The "activation" glow of this move can knock down a foe.
11 The surest way to perform this move is to complete it either as
a cancelable attack hits or is blocked, or as the recovery of
said attack ends, so that you have returned to a neutral state as
you are pressing the final button (not once you are pressing the
final button, as this will just result in a normal attack). This
means you have to do the motion very quickly (if attempting it
during a move that hits or recovers quickly), or somewhat slowly
(if attempting it during a move that takes a while to come out or
recover from). This can be used with any attack, from normal
attacks to command moves or specials or supers.
11 When used, you glow for 8 counts. During this time, your attack
power increases. Before this move begins, there is a delay as
Shen messes with his gloves. However, if you combo into this
move, he will instantly "activate" it.
** Shen can follow his close standing C with a far standing B.
------------------------------------------------------------------------
TERRY BOGARD [ Garou Team ]
------------------------------------------------------------------------
b / f + C / D when near Buster Throw 1
df + C Rising Upper 2
df + D Backspin Kick 3
f + C from close standing C Combination Blow 4
qcb + P Burn Knuckle 5
qcb + K Crack Shoot 6
qcf + P Power Wave 7
hcf + K Power Charge 8
_f,f + same button (x2) Tsuika Nyuuryoku 9
f,d,df + K Power Dunk 10
_press AB after 1st hit Breaking 11
_qcb + B Break Shoot 12
qcb,db,f + P D^ Power Geyser 13
qcf,qcf + K D^ Buster Wolf 14
qcb,hcf + AC L^ Power Stream 15
Cancels A B C D
-----------------------------------------
stand near Cr - C C/C
stand far cr - - -
crouching Cr C C c
Super Cancels (see notes for details)
--------------------------------------------------------------
Tsuika Nyuuryoku (1st)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Cancelable. Has less range than before.
3 Knockdown, unless canceled into (which makes it cancelable and
faster).
4 Cancelable on 2nd hit.
5 Knockdown.
6 Overhead. (D) can hit from up close before overhead hit, though.
The (D) version will completely miss some crouching foes.
7 --
8 --
9 1st input (f,f + K) is SC'able, though seemingly not into the
Power Stream. 2nd input knocks down. 3rd input is a Counter Wire
if the previous hits missed. You can do the full three inputs
even if the first one is hit or blocked.
9 You cannot Down Evade as you land from the 2nd input.
10 (B) button can cross-up, but your enemy can still block backward
to defend against the last hit.
10 You cannot Down Evade as you land from this move, unless Terry
used the Breaking.
11 Only works if 1st hit connects and doesn't miss or get blocked.
Terry dashes forward a little, setting up an easy juggle situation.
12 For some reason the (B) Crack Shoot cancels directly from #11.
13 The (C) version has start-up invicibility, but is slower than the
(A) version. If hit out of this move, Terry can juggle his foe if
the geyser still hit his opponent.
13 Can negate projectiles (even D^ moves and the Thermidor). Terry
now does the "Garou" version instead of the old KOF version.
14 Won't finish if it is blocked.
15 The official command works, but it seems that (qcb,db,f + AC) works
as well. The "dome" created in the start can juggle an opponent for
the remaining hits. This move can negate practically any projectile
and can outhit most attacks; maybe Mukai's L^ move would beat it?
------------------------------------------------------------------------
JOE HIGASHI [ Garou Team ]
------------------------------------------------------------------------
b / f + C / D when near Hiza Jigoku 1
f + B Low Kick 2
df + B Sliding 3
hcf + P Hurricane Upper 4
hcf + K Slash Kick 5
f,d,df + K Tiger Kick 6
qcb + K Ougon no Kakato 7
Tap P rapidly Bakuretsu Ken 8
_qcf + A Bakuretsu Elbow 9
_qcf + C Bakuretsu Finish 10
qcf,qcf + P D^ Screw Upper 11
qcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakato 12
qcb,qcb + AC L^ Shijou Saikyou no Bakuretsu Straight 13
Cancels A B C D
-----------------------------------------
stand near C C C C
stand far -r C - -
crouching Cr -r C c
Super Cancels (see notes for details)
--------------------------------------------------------------
Tiger Kick (1st) Bakuretsu Elbow
1 Unblockable. (D) switches sides with your enemy.
2 Cancelable.
3 Hits low. Travels further than before.
4 Will miss characters who are right next to Joe.
4 (C) has a further range and fires two hurricanes instead of one.
The 2nd hurricane will knock down. However, this move will not
combo, and it's possible to block after the 1st hurricane in
some situations (but never if you're in the corner).
5 Knockdown.
6 1st hit is SC'able.
7 Last hit of (D) knocks down.
7 You can juggle your opponent after this move if they are hit in
mid-air, and you land first. Works best in the corner.
8 --
9 Overhead. SC'able.
10 Hits low.
11 The intial hurricane will miss if Joe's enemy is near him. If hit
out of this first hurricane, the move won't continue.
11 If this move connects, but you don't get the full 7 hits, you can
juggle a falling opponent.
12 Your enemy can't Down Evade if hit by this move.
13 Unblockable. Has autoguard on Joe's body; against jumping, high,
and mid-level attacks. The autoguard lasts until Joe strikes
and starts up even before the L^ "activation" flash occurs.
------------------------------------------------------------------------
GRIFFON MASK ("Tizoc" if language is set to English) [ Garou Team ]
------------------------------------------------------------------------
b / f + C / D * Griffon Tower 1
d + AB Joudan Yoke Kougeki 2
d + CD Gridro Super Kick 3
qcb + K * Olympus Over 4
f,d,df + P Active Tupon 5
b,d,db + P * Poseidon Wave 6
hcb + P when near Justice Hurricane 7
hcf + B when near Hercule(s) Throw 8
qcf + A when near in air Icarus Crash 9
df,df + C from any * move Griffall 10
qcf,qcf + K D^ Dadaleus Attack 11
hcb,hcb + P when near D^ Big Fall Griffon 12
hcb,hcb + AC when near L^ Big Fall Griffon 13
Cancels A B C D
-----------------------------------------
stand near Cr - c -
stand far Cr C c -
crouching C - - -
jumping c c c c
Super Cancels (see notes for details)
--------------------------------------------------------------
n/Joudan Yoke Kougeki (2nd/3rd) Poseidon Wave
1 Unblockable. (C) switches sides with your enemy.
2 Will dodge high attacks. 2nd-3rd hit is SC'able. Dadaleus Attack
can combo, and in the corner, the first and last hits will even
juggle if you SC'd from the 3rd hit of the Joudan Yoke Kougeki.
2 So obviously, you must use db / df + AB to roll while crouching.
3 Will dodge low attacks for the moment you leave the ground (though
you can be hit before you jump). Does a lot of GC damage.
4 Overhead. (D) makes you backstep first.
4 Your enemy can't Down Evade if hit by this move.
5 Unblockable. (C) moves you further than (A) does.
5 Only grabs standing opponents, and not those who are crouching or
are in mid-air.
6 SC'able. (C) makes you backstep first.
6 You cannot Down Evade as you land from the (C) version.
7 Unblockable.
8 Unblockable. Does little damage and can't be comboed into, but
sets opponent up for a juggle as they bounce off the wall.
9 Unblockable. Only grabs mid-air foes. Can use during a backstep.
10 A follow-up to the Griffon Tower, Olympus Over, Poseidon Wave, or
a crouching D that knocks down. Can hit an opponent on the floor.
10 Must be done early to hit, although you can do it right after the
Griffon Tower connects, meaning you don't reverse the input.
11 1st hit is an overhead attack. Has startup invincibility.
12 Unblockable. Has limited startup invincibility.
13 Unblockable. Has limited startup invincibility.
** Griffon's forward walk is faster than his forward run.
** You can always hold d, then press AB or CD for the respective move.
** None of Griffon's throws can be recovered from using the Down Evade.
** During the beta test, Griffon was said to have an alternate taunt
said to be (b + Start). However, this doesn't seem to work.
------------------------------------------------------------------------
RYO SAKAZAKI [ Kyokugen Team ]
------------------------------------------------------------------------
b / f + C / D when near Tomoe Nage 1
f + A Hyouchuu Wari 2
f + B Joudan Uke 3
df + B Gedan Uke 4
qcf + P Ko'ou Ken 5
qcf + K Mouko Raijin Setsu 6
qcb + P Kohou Shippuu Ken 7
hcb + K Hien Shippuu Kyaku 8
f,b,f + P Zanretsu Ken 9
f,d,df + P Kohou 10
f,hcf + P D^ Haou Shoukou Ken 11
qcf,hcb + P D^ Ryuuko Ranbu 12
qcf,qcf + AC L^ Tenchi Haou Ken 13
Cancels A B C D
-----------------------------------------
stand near Cr C C C
stand far - - - -
crouching Cr -r C C
Super Cancels (see notes for details)
--------------------------------------------------------------
Kohou Shippuu Ken (1st-2nd) (A) Kohou
(C) Kohou (1st)
1 Unblockable. (C) switches sides with your enemy.
2 Overhead, unless canceled into.
3 Autoguard on arm vs. jumping and high attacks. Becomes cancelable
if autoguard is triggered.
4 Same as Joudan Uke, but only autoguards mid- and low-level attacks.
5 Knockdown. Negates projectiles.
6 Overhead and knockdown attack.
6 Your enemy can't Down Evade if hit by this move.
7 SC'able on either hit. (A) has more invincibility when it comes
to dodging attacks at the beginning.
7 (C) has autoguard on body when Ryo has fully turned away, vs.
jumping, high, and mid-level attacks. A knockdown attack.
8 Knockdown.
9 Has autoguard on Ryo's reared fist (before he attacks) vs. high-
and mid-level attacks.
9 Either version ends differently, but it seems to have no tactical
difference. Your enemy can't Down Evade if hit by this move.
10 (A) is SC'able. (C) is SC'able on 1st hit only.
11 Negates and passes through normal projectiles. Faster than before,
sort of like the old SDM version.
12 (C) makes you leap further forward than (A). Ryo is immune to
attacks at the start of the lunge, but not for the whole distance.
13 Dizzies a hit opponent, but cannot re-dizzy twice in a row.
13 Your enemy can't Down Evade if hit by this move.
** Ryo can follow a crouching B with a standing or crouching C.
------------------------------------------------------------------------
ROBERT GARCIA [ Kyokugen Team ]
------------------------------------------------------------------------
b / f + C / D when near Kubikiri Nage 1
b / f + B Ryuu Hanshuu 2
b + A Uraken 3
f + A Kouryuu Koukyaku Geri 4
qcf + P Ryuugeki Ken 5
qcb + K (x4) Hien Senpuu Kyaku 6
qcb + K in air Hien Ryuujin Kyaku 7
hcf + K when near Kyokugen-ryuu Renbu Kyaku 8
f,d,df + K Ryuu Zanshou 9
f,b,f + K Gen'ei Kyaku 10
f,hcf + P (can hold) D^ Haou Shoukou Ken 11
qcf,hcb + P D^ Ryuuko Ranbu 12
qcb,qcb + B in air L^ Jiryuu Haisen Kyaku 13
qcb,qcb + D in air L^ Hiryuu Choushuu Kyaku 14
Cancels A B C D
-----------------------------------------
stand near Cr C C C/-
stand far -r - - -
crouching Cr Cr C C
jumping - - c c
Super Cancels (see notes for details)
--------------------------------------------------------------
(B) Hien Senpuu Kyaku (2nd-3rd) (B) Ryuu Zanshou
(D) Ryuu Zanshou (1st)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Becomes cancelable if canceled into.
3 Can juggle afterwards, unless canceled into (which makes the move
cancelable).
4 Overhead, unless canceled into (which makes it cancelable into any
mid-air move).
4 It used to be that you could link this move into a Ryuuga, but
none of Robert's moves are fast enough to link anymore.
5 Even though the (D) version is fired low to the ground, either
version can be blocked high and will miss from up close. The
(D) version also comes out slower than the (B) version.
6 (B) is SC'able into Hiryuu Choushuu Kyaku on the 2nd or 3rd input.
7 (B) has a steeper descent than (D) does. Can use during a backstep.
8 1st hit is unblockable. Can juggle afterwards. This move is now
performed slowly, and Robert has a slower recovery. Also, your
opponent is knocked further away. This makes the timing for juggles
difficult, and limits your options when not in the corner.
8 The best follow-ups when in the open seem to be a standing (D), a
dash into either strength Ryuu Zanshou, or else a Hiryuu Choushuu
Kyaku performed just off the ground (qcb,qcb,ub + D). Not much else
will connect, though a (D) Ryuu Zanshou can combo if your timing is
good (you might as well just dash to ensure that it hits).
8 It might seem like (hcf + K > f,f > f,d,df + B > qcb,qcb + D)
would work, but the Hiryuu Choushuu Kyaku will miss. Too bad ;(
9 (B) is pretty much vertical, while (D) carries you forward slightly.
9 (B) is SC'able into either L^ move. If blocked, the 2nd or 3rd
hit are SC'able. On a counter hit, the 2nd hit is SC'able.
9 (D) is SC'able on the 1st hit, but only into Ryuuko Ranbu.
10 Comes out very quickly, and seems to recover faster, too.
11 Negates and passes through normal projectiles. Delaying it seems
to have no effect. If you cancel into this move (say, from a
standing C), it combos, but the damage is greatly reduced.
12 (C) makes you leap further than (A) does, although it is slower
and only (A) will combo from an attack (such as a standing C).
12 Unlike Ryo, you can't pass through attacks while lunging forward.
13 A sort of super Hien Ryuujin Kyaku. There is a recovery period
after it hits, like Ryo's Tenchi Haou Ken.
13 Your enemy can't Down Evade if hit by this move.
14 An upward flying kick. Has no recovery period, unlike (B) version.
------------------------------------------------------------------------
YURI SAKAZAKI [ Kyokugen Team ]
------------------------------------------------------------------------
b / f + C / D when near Silent Nage 1
a-u + C / D when near in air Izuna Otoshi 2
b + B in air Yuri Ori 3
f + A En Yoku 4
f + B Shiyoku 5
df + D Shouyoku 6
qcf + P Ko'ou Ken 7
_hold same button Haou Shoukou Ken 8
qcf + K in air Raiou Ken 9
qcb + P Saifa 10
hcb + K Hyakuretsu Binta 11
f,d,df + P Kuuga (Yuri Chou Upper) 12
f,d,df + C (x2) Ura Kuuga (Double Yuri Chou Upper) 13
qcf,hcb + K D^ Hien Hou'ou Kyaku 14
qcf,qcf + K D^ Mekki Zan Kuuga (Shin! Chou Upper) 15
qcf,qcf + P (can hold) L^ Denjin Haou Shoukou Ken 16
_tap any dir. rapidly <charge time reduce> 17
Cancels A B C D
-----------------------------------------
stand near Cr C C C
stand far Cr - - -
crouching Cr Cr C -
jumping - - - -
Super Cancels (see notes for details)
--------------------------------------------------------------
(C) Kuuga (1st) Ura Kuuga (1st-2nd)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Unblockable. Will only hit opponents in mid-air.
2 Your enemy can't Down Evade if hit by this move.
3 A parody of Iori's Yuri Ori. Can be used to start a cross-up
combo when you jump over your opponent. You can use this move
during a backstep to sail back even further, but you have to
do the motion once you're actually in air.
4 Overhead, unless canceled into.
5 Cancelable. Hits low.
6 Cancelable. Can juggle afterwards (try Shin! Chou Upper when
in the corner).
7 Knockdown.
8 Knockdown.
9 Faster than before. (D) has more range than (B) does. Can hit
someone lying on the ground.
9 You cannot perform this move as (qcf,uf + K), or use it during
a backstep.
10 Knockdown. There is a delay before the (C) version. Either
version reflects projectiles.
11 Unblockable.
12 (C) is SC'able on the 1st hit.
13 SC'able on either hit, but only into Shin! Chou Upper. It seems
as if the 2nd hit is only SC'able if the first Kuuga hits.
14 --
15 A parody of Ryu's Shin Shouryuu Ken. If the first hit doesn't
connect deeply enough, Yuri does a multi-hit uppercut instead of
the normal 3-hit version.
16 A parody of Ryu's Denjin Hadou Ken. Unblockable. Charging the
move increases the hits and damage, and makes it automatically
dizzy a hit foe. You don't need to fully charge it in order to
get this effect. Negates and passes through normal projectiles,
but will be negated by other D^ projectiles. Does low damage.
16 If you hit a mid-air opponent with this move, they will fall
straight up. I haven't been able to juggle off of this, but it
is an easy set up for a Raiou Ken ground hit (i.e. (C) Yuri
Chou Upper > super cancel Denjin HSK > ground hit Raiou Ken).
17 While delaying this move, you can shake the joystick rapidy
reduce the amount of time it takes to charge it to full.
------------------------------------------------------------------------
KIM KAPHWAN [ Korea Team ]
------------------------------------------------------------------------
b / f + C / D when near Kassatsu Nage 1
f + B Neri Chagi 2
d + K in air Hishou Kyaku 3
d,d + K Haki Kyaku 4
qcb + K Hangetsu Zan 5
qcb + P (x2) Sanren Geki 6
_qcb + A Neri Chagi 7
_qcb + C Double Dechagi 8
qcb + P _uf + B _d + B Sankuu Geki 9
Charge b,f + K Ryuusei Raku 10
Charge d,u + K Hien Zan 11
Charge d,u + D _d + D Tenshou Zan 12
qcf,qcf + K D^ Hou'ou Hiten Kyaku 13
qcb,db,f + K (air) D^ Hou'ou Kyaku 14
qcb,db,f + BD (air) L^ Hiden Hou'ou Kyaku 15
Cancels A B C D
-----------------------------------------
stand near C C/C -/C C/C
stand far - - - -/-
crouching Cr cr C C
jumping S - - -
Super Cancels (see notes for details)
------------------------------------------------------------------
n/Neri Chagi (f+B ver.) (B) Haki Kyaku (B) Hangetsu Zan
Neri Chagi (qcb+A ver.) Double Dechagi (2nd) Ryuusei Raku (1st)
(D) Hien Zan (3rd)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead, unless canceled into (which makes it SC'able on either
hit).
3 Is now the "descending" style Hishou Kyaku, but is a little slower
than the old "single hit" version.
4 (B) is SC'able, but only into the Hou'ou Kyaku. (D) knocks down.
Both versions hit low.
4 Kim retains an old bug from previous games; if you try to super
cancel the (B) Haki Kyaku into the Hou'ou Kyaku without enough
levels to do so, Kim simply cancels out of the Haki Kyaku without
doing anything. This allows you to combo your opponent before
they recover from the Haki Kyaku hit.
5 (B) is SC'able and combos into any D^ or L^ move.
6 --
7 Overhead on either hit. 2nd hit is SC'able.
8 2nd hit is SC'able. If done in the corner, you can SC into the
Hou'ou Kyaku or Hiden Hou'ou Kyaku for an easy juggle.
9 The 2nd input can be canceled into the 3rd input either immediately
or after a moment, giving you slightly more range. However, if you
wait too long, you can't cancel into the last hit. The 3rd input
is an overhead attack.
9 This series is slower than before, and Kim is closer to the ground
when performing it.
10 1st hit hits low and is SC'able. 2nd hit of (D) version is an
overhead. This move is slower now, and has more recovery time.
10 The 2nd hit of the (D) version won't always combo with the
previous hit, meaning you can roll or otherwise avoid it.
10 Your enemy can't Down Evade if hit by this move.
11 3rd hit of (D) is SC'able. In the corner, you can SC into the
Hou'ou Kyaku for a juggle (though the Hiden Hou'ou Kyaku will miss).
12 Your enemy can't Down Evade if hit by this move.
13 Can juggle afterwards.
14 Can juggle afterwards, but only in the corner.
14 Your enemy can't Down Evade if hit by this move.
** Both hits of Kim's far standing D will combo now, unlike last year.
------------------------------------------------------------------------
CHANG KOEHAN [ Korea Team ]
------------------------------------------------------------------------
b / f + C / D when near Hagan Geki 1
uf~df + C in air Tekkyuu Geki 2
df + A Hiki Nige 3
qcf + K Tekkyuu Dai Bokusatsu 4
Charge b,f + P Tekkyuu Funsai Geki 5
Tap P rapidly, move b / f Tekkyuu Dai Kaiten 6
_press AC Cancel 7
hcb,f + P when near Dai Hakai Nage 8
qcf,hcb + P D^ Tekkyuu Dai Bousou 9
qcb,qcb + P D^ Tekkyuu Dai Funsai Geki 10
qcf,qcf + AC L^ Tekkyuu Dai Assatsu 11
Cancels A B C D
-----------------------------------------
stand near C C -/- C
stand far - C - -
crouching Cr Cr C C
jumping - - - -
Super Cancels (see notes for details)
---------------------------------------------------------------------
n/Hiki Nige (A) Tekkyuu Funsai Geki
(C) Tekkyuu Funsai Geki (forward hit only)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Knockdown. If this move counter hits, you can juggle your opponent
(works best in the corner). Can use during a backstep.
3 Hits low, unless canceled into (which makes it SC'able).
4 Overhead. Can hit someone lying on the ground. Has autoguard on
Chang's belly, when he is slapping it. The autoguard will block
jumping, high, and mid-level attacks.
4 Your enemy can't Down Evade if hit by this move.
5 Knockdown. Has autoguard on Chang's front against jumping, high,
and mid-level attacks. The autoguard only lasts before Chang
strikes, meaning you can hit him out of the move before he hits
you.
5 The (C) version is delayed while Chang swings his ball over his
head. You still have autoguard during this time, and a jumping
opponent can get hit by the spinning ball.
5 Either version is SC'able, but only on the forward ball swing
(and not when Chang holds it over his head).
6 Knockdown. Can negate normal and D^ projectiles while the ball
is spinning. Chang moves much faster and can travel further
during this move.
7 Only requires two buttons to cancel this move.
8 Unblockable. Chang only does four slams now.
8 Your enemy can't Down Evade if hit by this move.
9 Only has one finish now, which is a Funsai Geki attack.
10 A multi-hit (A) Funsai Geki. Does lots of block damage, and
can be easily comboed into. Has no autoguard, though.
10 If this move counter hits from up close, it's possible for it to
knock the enemy away after only 2-3 hits (results in less damage).
11 Chang doesn't run forward during this move. He doesn't have
autoguard while falling, and the move cannot hit an opponent lying
on the ground (unless the first hit on the way up connected). This
move no longer hits low once Chang lands, either.
11 This move can still hit twice on the way up and the way down,
although your opponent can roll to avoid the last hit if they
were hit on the way up. Chang performs this move much faster
than before.
** Chang cannot jump over most standing opponents unless he uses the
Big Jump (tap db~df,ub~uf).
** Chang's crouching (C) can hit at three points. The two lowest
points are cancelable, while the 3rd point is SC'able.
------------------------------------------------------------------------
JHUN HOON [ Korea Team ]
------------------------------------------------------------------------
b / f + C / D when near Kai Senpuu 1
f + A Soshuu Geki > Soshuu Jin 2
f + B Ryouko Geki > Ryouko Jin 3
d + B in air Ryuurou Shuu 4
qcb + A Haiki Geki > Soshuu Jin 5
qcb + C Haiki Geki 6
qcb + B Mangetsu Zan > Ryouko Jin 7
qcb + D Mangetsu Zan 8
Charge d,u + A Kuu Sajin > Soshuu Jin 9
Charge d,u + C Kuu Sajin 10
d,d + A Soshuu Jin 11
_move b / f Zengo Idou 12
_b,b / f,f Hikikomi / Fumikomi 13
_press D Cancel 14
_press A Kirikae Kougeki > Ryouko Jin 15
_press B Mangetsu Zan > Ryouko Jin 16
_press C Shuusou Kyaku: Gedan 17
_u + C Shuusou Kyaku: Joudan 18
_b + B Koshuu Ha 19
_qcf,qcf + B D^ Hou'ou Ressou Kyaku 20
d,d + B Ryouko Jin 21
_move b / f Zengo Idou 22
_b,b / f,f Hikikomi / Fumikomi 23
_press D Cancel 24
_press A Kirikae Kougeki > Soshuu Jin 25
_press B Ko Ressou 26
_press C Mouko Geki: Naka 27
_u + C Hiko Geki: Ue 28
_d + C Shuuko Geki: Shimo 29
_u + A Kuu Sajin > Soshuu Jin 30
_qcf,qcf + C L^ Jhun Shiki: Hou'ou Ressou Kyaku 31
qcf,qcf + K D^ Hou'ou Ressou Kyaku 32
qcf,qcf + K in air D^ Hou'ou Tenbu Kyaku 33
qcf,qcf + AC L^ Jhun Shiki: Ressou Hiten Kyaku 34
Cancels A B C D
-----------------------------------------
stand near C C C C
stand far - - C C
crouching Cr - C C
jumping - - - -
Super Cancels (see notes for details)
--------------------------------------------------------------
n/Ryouko Geki n/Ryuurou Shuu (D) Mangetsu Zan (6th)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Knockdown and a Counter Wire. Leaves you in Soshuu stance.
3 SC'able into Jhun Shiki: Hiten Ressou Kyaku. Leaves you in Ryouko
stance.
4 SC'able into Hou'ou Tenbu Kyaku. You can make an attack while
rebounding from this move.
4 There is a glitch with this move; try to AB roll in mid-air
immediately after this move hits or is blocked, and Jhun will
roll. You can now move around and attack while "walking" in
mid-air, although you can only use the Ryuurou Shou or Hou'ou
Tenbu Kyaku in addition to a normal P or K attack.
4 In this state, if the Ryuurou Shuu misses, Jhun will freeze until
he is hit. However, you can use a crouching (A) or Ryuurou Shuu
repeatedly for an infinite combo.
5 Can combo your opponent afterwards. Leaves you in Soshuu stance.
6 Can combo your opponent afterwards.
7 Leaves you in Ryouko stance.
8 SC'able on the last hit. I find it odd that this is his only
special move SC. He had a bunch of them in previous games.
9 Leaves you in Soshuu stance.
10 --
11 Puts you in Soshuu stance. In this stance, you cannot block or
roll, and are limited to using only certain moves. If hit, the
stance will end.
12 --
13 --
14 Returns you to your normal stance.
15 Knockdown. Leaves you in Ryouko stance. Has autoguard on Jhun's
lifted knee (before he kicks) vs. high and mid-level attacks.
16 Leaves you in Ryouko stance.
17 Can link into Hou'ou Ressou Kyaku.
18 Knockdown. Your enemy can't Down Evade if hit by this move.
18 Knockdown. Your enemy can't Down Evade if hit by this move.
19 A Counter Wire. Has autoguard while Jhun is kicking. Does a
high amount of GC damage if blocked.
20 --
21 Puts you in Ryouko stance. In this stance, you cannot block or
roll, and are limited to using only certain moves. If hit, the
stance will end.
22 --
23 --
24 Returns you to your normal stance.
25 Knockdown. Leaves you in Soshuu stance. Has autoguard just before
Jhun backflips, against jumping, high, and mid-level attacks.
25 Can hit someone lying on the ground.
26 Knockdown. Your enemy can't Down Evade if hit by this move.
26 Reflects projectiles.
27 Hits low. Can juggle afterwards.
28 Overhead. Your enemy can't Down Evade if hit by this move.
29 Hits low.
30 Leaves you in Soshuu stance.
31 Hits low. Can juggle afterwards.
32 --
33 --
34 Hits low. Can juggle afterwards.
** Must be in the Soshuu stance (e.g. d,d + A) to use #12-#20.
** Must be in the Ryouko stance (e.g. d,d + A) to use #22-#31.
** A simple combo in the Ryouko stance is: C > B > u + A.
------------------------------------------------------------------------
LEONA HEIDERN [ Ikari Team ]
------------------------------------------------------------------------
b / f + C / D Ordeal Buckler 1
b / f + B Strike Arch 2
Press CD in air Leo Kick 3
Charge d,u + P Moon Slasher 4
Charge b,f + P Vortex Launcher 5
Charge b,f + K Ground Saber 6
Charge b,f + D _f + D Gliding Buster 7
qcb + P in air X Calibur 8
qcb + K Earring Bakudan 1 9
b,d,db + K Earring Bakudan 2: Heart Attack 10
_b,d,db + K Kibaku 11
qcb,hcf + K D^ Rebel Spark 12
qcf,hcb + P in air D^ V Slasher 13
qcf,qcf + AC L^ V Slasher: Aerial 14
Cancels A B C D
-----------------------------------------
stand near Cr C C/C C/S
stand far -r - C -
crouching Cr -r C -
jump up C C - C
jump diag. - C - C
Super Cancels (see notes for details)
--------------------------------------------------------------
(B) Ground Saber Gliding Buster
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead and knockdown, unless canceled into (which makes it
cancelable into any mid-air move).
2 Your enemy can't Down Evade if hit by this move.
3 A cancelable, knockdown attack.
3 Can juggle if the move counter hits (works best in corner).
4 Knockdown.
5 Can juggle afterwards.
6 Can juggle in corner, if opponent is hit in mid-air near the end
of the move.
6 (B) is SC'able, but only into the V Slasher: Aerial.
7 SC'able only into V Slasher.
8 Knockdown. (A) makes you fall forward, (C) makes you fall backward.
9 (B) hits low once the earring hits the ground. You can combo your
opponent after either version, since Leona recovers first.
10 Misses unless performed when near. Also blockable (resulting in a
nice bit of animation if blocked).
10 You can combo after this move, since Leona recovers first. Using
this move plants a bomb on her opponent that explodes in two counts
(you can tell when this will occur, since the "glint" increases in
frequency).
10 The bomb is unblockable when it explodes, and can hit an opponent
even if they are on the floor. However, it won't hit them if they
are in an invincible state (getting up or rolling, etc.) The
bomb vanishes if Leona is hit, or if she connects with a throw,
D^, or L^ move, or leaves the battle (i.e. via the Change).
12 (D) has a delay that prevents you from comboing into it, though it
also has start-up invincibility before Leona starts running.
12 Your enemy can't Down Evade if hit by this move.
13 --
14 If blocked, Leona retreats all the way across the screen.
------------------------------------------------------------------------
RALF JONES [ Ikari Team ]
------------------------------------------------------------------------
b / f + C / D when near Dynamite Headbutt 1
f,d,df + P Unblock 2
Charge b,f + P Gatling Attack 3
Charge d,u + P Kyuukouka Bakudan Punch (Chijou) 4
qcf + P in air Kyuukouka Bakudan Punch (Kuuchuu) 5
hcf + K when near Super Argentine Backbreaker 6
hcb + B Teikuu Ralf Kick 7
hcb + D Ralf Kick 8
Tap P rapidly, move f Vulcan Punch 9
qcf,hcb + P D^ Baribari Vulcan Punch 10
qcb,hcf + K D^ Umanori Vulcan Punch 11
qcf,qcf + AC L^ Galactica Phantom 12
Cancels A B C D
-----------------------------------------
stand near - - C -
stand far - - C -
crouching Cr - C C
jump up - - C -
jump diag. - - - -
Super Cancels (see notes for details)
--------------------------------------------------------------
Gatling Attack (2nd)
1 Unblockable. (D) switches sides with your enemy.
2 Unblockable, unless canceled into (which makes it come out faster).
2 I've managed to cancel a canceled Unblock into a Ralf Kick (i.e.
c A > f,d,df + C > hcb + D), but it seems very difficult to do.
Perhaps there is a trick or timing element I haven't figured out.
2 Your enemy can't Down Evade if hit by this move.
3 2nd hit is SC'able.
4 Can hit on the way up, and the way down.
5 --
6 Unblockable. Now has a start-up delay, but during this time, Ralf
has autoguard on his mid-body against jumping and high attacks
(right before he grabs you).
7 Hits low.
8 Overhead. Can juggle afterwards, if your foe is in the corner
and you land soon enough after hitting them.
8 Your enemy can't Down Evade if hit by this move.
9 You don't move forward as far or as fast as you used to if you
hold f during this move. This is really noticable if you perform
the move by alternating between tapping A and C.
9 Hits twice on a counter hit.
10 Your enemy can't Down Evade if hit by this move.
11 Your enemy can't Down Evade if hit by this move.
12 Your enemy can't Down Evade if hit by this move.
12 Unblockable and a Counter Wire. Ralf has autoguard on his body
once he crouches down, and keeps the autoguard while moving forward
to attack. He can autoguard jumping, high, and mid-level attacks
this way. Comes out somewhat faster than before.
------------------------------------------------------------------------
CLARK STEEL [ Ikari Team ]
------------------------------------------------------------------------
b / f + C / D when near Nageppanashi German 1
a-u + C / D when near in air Death Lake Drive 2
f + B Stomping 3
f,d,df + P * Napalm Stretch 4
f,d,df + K when near * Frankensteiner 5
hcb + P Shining Wizard 6
hcf + P Mount Tackle 7
_d,d + A Clark Lift 8
_d,d + C * Reverse DDT 9
_d,d + K Rolling Cradle 10
hcf + K when near * Super Argentine Backbreaker 11
qcf + C from any * move Flashing Elbow 12
hcf,hcf + K D^ Running Three 13
hcb,hcb + P when near D^ Ultra Argentine Backbreaker 14
hcb,hcb + AC when near L^ Ultra Argentine Backbreaker 15
Cancels A B C D
-----------------------------------------
stand near - C C/- -
stand far - - - -
crouching C -r - -
Super Cancels
--------------------------------------------------------------
(none.)
1 Unblockable. (D) switches sides with your enemy.
2 Unblockable. Will only hit opponents in mid-air.
2 Your enemy can't Down Evade if hit by this move.
3 Cancelable.
4 Blockable. Will only hit opponents in mid-air, excluding some
tall standing opponents, like Mukai.
5 Unblockable. Your enemy can't Down Evade if hit by this move.
6 Unblockable if your opponent is crouching. Otherwise, Clark
will run forward but do nothing. Incidentally, this means that
you can't hit Mukai with this move (since he can't crouch).
6 Your enemy can't Down Evade if hit by this move.
7 Blockable, and does no damage. If you attempt a follow-up, your
foe can press the same button to escape (i.e., they can break
out of your (D) Rolling Cradle by pressing D before the move
begins). Noticeably slower than last year.
7 Your enemy can't Down Evade if hit by this move.
8 Your enemy can't Down Evade if hit by this move.
9 Your enemy can't Down Evade if hit by this move.
10 Your enemy can't Down Evade if hit by this move.
11 Unblockable. Your enemy can't Down Evade if hit by this move.
12 Can be used after Napalm Stretch, Frankensteiner, Reverse DDT, or
Super Argentine Backbreaker. Seems to have much more range than
before, making it harder to miss (though in obvious situations
like Down Evading out of a Napalm Stretch, it will still miss).
13 Unblockable. A running throw.
14 Unblockable. Your enemy can't Down Evade if hit by this move.
15 Unblockable. Your enemy can't Down Evade if hit by this move.
15 Has a new ending animation in which Clark ends up standing on his
hands and holding the opponent between his legs. What a show-off!
------------------------------------------------------------------------
IORI YAGAMI [ Edit Character ]
------------------------------------------------------------------------
b / f + C / D when near Sakahagi 1
f + A,A Geshiki: Yumebiki 2
f + B Geshiki: Goufu In "Shinigame" 3
b + B in air Geshiki: Yuri Ori 4
qcf + P 108 Shiki: Yamibarai 5
f,d,df + P 100 Shiki: Oniyaki 6
qcb + P (x3) 127 Shiki: Aoihana 7
hcb + K 212 Shiki: Kototsuki In 8
hcb,f + P when near Kuzukaze 9
qcf,hcb + P D^ Kin 1211 Shiki: Yaotome 10
_qcf,qcf,qcf,qcf + AC D^ Ura 316 Shiki: Saika 11
qcb,hcf + P D^ Ura 108 Shiki: Ya Sakazuki 12
qcf,hcb + AC L^ San Shingi no Ni 13
Cancels A B C D
-----------------------------------------
stand near Cr C C -
stand far -r - C -
crouching Cr -r C -
Super Cancels (see notes for details)
--------------------------------------------------------------
(C) Oniyaki (1st-2nd)
1 Unblockable. (C) switches sides with your enemy.
2 2nd hit is cancelable. In previous games, the 1st hit was SC'able,
but I can't get this to work myself.
3 Overhead, unless canceled into (which makes it cancelable).
4 Can cross-up an opponent, or be used to start a combo. If used
during a backstep, you will sail back further than usual.
5 --
6 (C) is SC'able on 1st or 2nd hit. 3rd hit knocks down.
7 3rd input is an overhead attack. Recovery from 1st-2nd input is
slightly slower than before. However, since the hits can be
canceled even if they miss, you can still combo off a missed hit.
An example would be (f + A,A > qcb+ P (misses) > qcb + P > qcb + P)
for a 4-hit combo.
7 You cannot Down Evade as you land from the 3rd input.
8 Iori won't continue this move if the 1st hit is blocked, and this
move is faster. If the 1st hit connects against an airborne foe,
the 2nd hit will probably miss, unless your opponent is low enough.
8 Your enemy can't Down Evade if hit by this move.
9 Unblockable and does no damage. However, it switches sides with
your opponent and leaves them open to attack.
9 This move seems to come out faster than before, but Iori has
less invincibility (if any) while trying to grab you.
10 --
11 Only costs 1 level to use, but can only be performed when you are
the Leader character (think of it as an L^ move).
11 The timing seems more strict than before. Try to end up finishing
the command right after Iori "explodes" his opponent away.
11 Your enemy can't Down Evade if hit by this move.
12 You can no longer delay this move, and it does no damage. Also,
(A) has a shorter range than (C), and Iori only throws one "pillar"
instead of multiple ones.
12 However, this move leaves an opponent open to attack, even if
they're in mid-air, and they cannot escape from it as if they
were dizzy. You can't use another Ya Sakazuki while the first
one is in effect, but you can use a throw move or Yamibarai.
13 An overhead attack.
** Both the Yaotome and San Shingi no Ni have a pretty far reach,
so a combo like (stand A > f + A,A > qcf,hcb + P / AC) is possible
even out in the open (preceed it with a Yuri Ori, if you want).
------------------------------------------------------------------------
KYO KUSANAGI [ Edit Character ]
------------------------------------------------------------------------
b / f + C / D when near Issetsu Seoi Nage 1
d + C in air Geshiki: Naraku Otoshi 2
f + B Geshiki: Goufu You 3
df + D 88 Shiki 4
qcf + A 114 Shiki: Aragami 5
_qcf + A 128 Shiki: Konokizu 6
_press A 127 Shiki: Yanosabi 7
_press K 125 Shiki: Nanase 8
_hcb + A 127 Shiki: Yanosabi 9
_press A Geshiki: Migiri Ugachi 10
_press K 125 Shiki: Nanase 11
qcf + C 115 Shiki: Dokugami 12
_hcb + C 401 Shiki: Tsumi Yomi 13
_f + C 402 Shiki: Batsu Yomi 14
_f,d,df + C 100 Shiki: Oniyaki 15
f,d,df + P 100 Shiki: Oniyaki 16
b,d,db + K 717 Shiki: Koma Hofuri 17
qcf + K,K 75 Shiki Kai 18
hcb + K 412 Shiki: Hikigane 19
qcf,qcf + P (can hold) D^ 182 Shiki 20
qcb,hcf + P (can hold) D^ Ura 108 Shiki: Orochinagi 21
qcf,qcf + AC L^ San Shingi no Ichi 22
Cancels A B C D
-----------------------------------------
stand near Cr Cr C C
stand far Cr - - -
crouching Cr -r C C
jumping - - - -
Super Cancels (see notes for details)
--------------------------------------------------------------
(A) Oniyaki (B) Hikigane
(C) Oniyaki (1st)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead. Can use during a backstep. Knocks down a foe who is in
mid-air, in which case they cannot use the Down Evade while landing.
3 Overhead, unless canceled into (which makes it faster and causes
it to hit twice, the 2nd hit being cancelable).
4 Both attacks hit low. If only the 1st hit connects, your opponent
will recover before you do, so be careful. This happens more often
in the corners, obviously.
5 Has autoguard on Kyo's upper body as he attacks, vs. high and mid-
level attacks. The "flame" can negate projectiles.
6 --
7 Overhead. Your enemy can't Down Evade if hit by this move.
8 --
9 Overhead. Your enemy can't Down Evade if hit by this move.
10 Hits low. Can hit an opponent on the floor.
11 --
12 The "flame" can negate projectiles, though it's difficult to time.
13 --
14 --
15 Doesn't have any autoguard.
16 (A) is SC'able. (C) is SC'able on the 1st hit.
16 (A) hits twice on a counter hit, but is only SC'able on the 1st hit.
17 Your enemy can't Down Evade if hit by this move.
18 Can juggle after 2nd hit of the (D) version. Orochinagi is now
too slow to juggle with afterwards (unlike Kusanagi's Orochinagi).
18 (B) pushes an enemy away on the 1st hit, but doesn't knock them
down. The second (B) hit will then knock them away instead of
upward. If you combo into this move, you have to do the second
press late for it to combo (e.g. stand C > qcf + B,B) will only
get you two hits if you don't delay the last B press).
18 This move will combo from any cancelable light attack.
19 (B) is SC'able. Can juggle afterwards.
19 (B) avoids low attacks, while (D) dodges high attacks, but only
for the brief moment when Kyo ducks down in the beginning.
20 Delaying the move increases the damage slightly, and makes the
move unblockable if fully delayed. Also, delaying the move makes
you immune to jumping and high attacks during that time.
21 (A) gives you immunity to low attacks if delayed. (C) gives you
immunity to jumping, high, and mid-level attacks if delayed. This
move comes out slower than before.
22 This move has no start-up invicibility, although it comes out very
quickly. You can chain into it from most light attacks.
22 The "pillar" can negate normal and D^ projectiles, but after that,
Kyo's flame attacks can only negate normal projectiles.
------------------------------------------------------------------------
GATO [ Outlaw Team ]
------------------------------------------------------------------------
b / f + C / D Danzetsu Tai 1
f + A Saigaku 2
f + B Muran Geri 3
qcf + P Shinga 4
_f,f + same button Totsuga 5
qcb + P Ura Fuuga 6
_press A Shunga 7
_press B Ouga 8
_press C when near Muga 9
_press D Rouga 10
qcb + K Fuuga 11
_press A Kouga 12
_press B Senga 13
_press C Kyuuga 14
_press D Katsuga 15
qcf,qcf + P D^ Zero Kiba 16
qcf,qcf + K D^ Tatsu Kiba 17
f,d,df + AB (x3) L^ Tenryuu Retsu Kiba 18
Cancels A B C D
-----------------------------------------
stand near Cr C C C/-
stand far Cr - - -
crouching Cr -r C -
Super Cancels (see notes for details)
--------------------------------------------------------------
Shinga Katsuga
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead.
3 Can avoid low attacks.
4 SC'able.
5 Knockdown. Input after the Shinga hits (not during).
6 (A) carries your further and higher than (C). This move is
faster than the Fuuga.
7 A mid-air dash. It can't hit your opponent or be canceled out of.
8 Reverses jumping, high, and mid-level attacks, as well as special
moves, D^, and L^ moves. Gato will respond with a flying kick.
19 Unblockable. Can grab standing, crouching, or jumping enemies.
10 A fake version of the Katsuga. It cannot actually hit, and you
are not immune to attack when warping away.
11 (B) carries you further and higher than (D) does. This move can
hit from up close, and the (D) version knocks down, as well.
12 Can hit a falling opponent, and combos from a close (D) Fuuga.
However, it won't hit an opponent lying on the floor.
13 Combos from a close Fuuga. Can juggle afterwards in the corner
(the Tatsu Kiba works well).
14 Overhead. Combos from a close Fuuga.
15 Hits low. It's SC'able, too (Tatsu Kiba will combo in that case).
16 In Garou, the "neckbreaker" part could miss, but I haven't seen
that happen yet in this game.
17 The (D) version moves slightly forward when used, and goes higher
than the (B) version.
17 You won't get full hits against a mid-air opponent.
18 Costs 2 levels to use, even though the L^ flash only appears
during the 3rd input.
** Gato didn't carry over all his moves from Garou, but check out
his CD counter. Familiar?
------------------------------------------------------------------------
BILLY KANE [ Outlaw Team ]
------------------------------------------------------------------------
b / f + C / D when near Ippon Zuri Nage 1
f + A Dai Kaiten Geri 2
f + B Boutaka Tobigeri 3
df + A Hishou Kon 4
Tap A rapidly Senpuu Kon 5
qcb + P Suzume Otoshi 6
qcb + B Karyuu Tsuigeki Kon 7
qcb + D Suiryuu Tsuigeki Kon 8
hcf + P Sansetsu Kon: Chuudan Uchi 9
_qcf + P Kaen Sansetsu Kon: Chuudan Zuki 10
f,d,df + K Kyoushuu Hishou Kon 11
qcf,hcb + P D^ Chou Kaen Senpuu Kon 12
qcf,qcf + P D^ Dai Senpuu 13
qcf,qcf + BD L^ Senkuu Sakkon 14
Cancels A B C D
-----------------------------------------
stand near C Cr C C
stand far C - - -
crouching - Cr C -
Super Cancels (see notes for details)
--------------------------------------------------------------
Suiryuu Tsuigeki Kon (1st-3rd if triggered)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 --
3 --
4 Overhead.
5 Oddly enough, this move hits fewer times than before, yet can hit
up to 32 times if your opponent gets "caught" in it. This most
often occurs if they try to roll through Billy, but the roll's
invincibility ends before they've passed through him, resulting
in them being in the center of the spinning cane's radius.
5 However, this move still does very low damage for each hit.
6 Knockdown. Can hit some tall characters who are standing.
7 Reverses jumping attacks, special moves, and D^ and L^ moves.
8 Reverses high, mid-, and low-level moves. If the reversal is
triggered, it's SC'able on the 1st-3rd hits.
9 --
10 Knockdown. Can only be used if the Chuudan Uchi hits.
11 If this move hits on the way up, the remaining hits will juggle.
In this case, you can juggle after the (B) version. However, they
have to be in the corner in order for you to juggle them (Billy's
Chou Kaen Senpuu Kon works well).
11 It doesn't seem like this move is controllable anymore, although
Billy can home in on his opponent's location a little (try
rolling through the move on the way up to see what I mean).
12 Negates normal and D^ projectiles.
13 Your enemy can't Down Evade if hit by this move.
14 Your enemy can't Down Evade if hit by this move.
14 Can juggle afterwards. Considering how nice the Liar Elemental
looked last year, this move has really crappy animation ;)
** Billy's crouching (A) is a little slower than last year.
------------------------------------------------------------------------
RYUJI YAMAZAKI [ Outlaw Team ]
------------------------------------------------------------------------
b / f + C / D when near Bun Nage 1
f + A Bussashi 2
qcb + A (can hold) Hebi Tsukai (Joudan) 3
qcb + B (can hold) Hebi Tsukai (Chuudan) 4
qcb + C (can hold) Hebi Tsukai (Gedan) 5
D during delayed Hebi Tsukai Hebi Damashi 6
qcf + A Bai Gaeshi (Kyuushuu) 7
qcf + C Bai Gaeshi (Dan Hassha) 8
hcf + K Sadomazo 9
f,d,df + P Sabaki no Aikuchi 10
f,d,df + B Yakiire 11
f,d,df + D Sunakake 12
hcb,f + P Bakudan Pachiki 13
qcf,qcf + P D^ Guillotine 14
hcb,hcb + P when near D^ Drill 15
_tap P 0-5 times Punch Ranbu 16
_tap P 6-9 times Kick Ranbu 17
_tap P 10-14 times Rapid Pachiki 18
_tap P 15+ times Repeated Hebi Tsukai 19
_tap P rapidly Chouhatsu 20
Tap A,A,f,B,C L^ Kyouken 21
Cancels A B C D
-----------------------------------------
stand near C C C C/-
stand far - - - -
crouching C C C -
Super Cancels (see notes for details)
--------------------------------------------------------------
Sabaki no Aikuchi (1st) Sadomazo (if triggered)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead on either hit, unless canceled into (which makes it
cancelable).
3 --
4 --
5 Hits low.
6 If the Hebi Tsukai is delayed, pressing D will cancel out of it.
7 Absorbs normal and D^ projectiles, resulting in a Power Gauge
increase.
8 Absorbs normal and D^ projectiles. Yamazaki then responds with
a projectile of his own.
9 Reverses jumping, high, and mid-level attacks, as well as special
moves and D^ and L^ moves. SC'able if the reversal is triggered.
10 1st hit is SC'able.
11 2nd hit is an overhead attack.
11 Your enemy can't Down Evade if hit by this move.
12 Can be canceled into any Hebi Tsukai.
13 Unblockable.
14 (A) travels higher and further than (C). This move has a higher
arc than before.
15 Unblockable. You can tap P after Yamazaki starts laughing to change
the Drill's outcome. Damage-wise, there isn't much of a difference
between the levels except for the Repeated Hebi Tsukai version.
16 --
17 --
18 --
19 --
20 Won't raise your foe's Power Gauge if used.
21 Your enemy can't Down Evade if hit by this move.
21 When used, Yamazaki dashes forward and performs an unblockable
attack. However, if he hasn't reached his opponent after the dash
(or if they move out of the way), then he will clutch his head and
be left open to attack (just like his old qcf + ABCD move). Can
even hit airborne foes, as long as they aren't too high.
21 You don't have to enter the command as fast as you do for the
Hero Team's "button-press" moves. You can try using A,A,f,B+C
if you want (it's easier to do than the official motion).
** Has a creepy new animation if you stand in place for a while.
** None of the Hebi Tsukai moves will combo from light attacks anymore.
------------------------------------------------------------------------
KING [ Women's Team ]
------------------------------------------------------------------------
b / f + C / D when near Hold Rush 1
df + D Sliding Kick 2
qcf + P Top Venom 3
qcf + K Under Venom 4
qcf,qcf + K Double Venom Strike 5
hcb + B Tornado Kick 6
hcb + D Tornado Kick '95 7
b,d,db + K Trap Shot 8
qcb,qcb + K D^ Silent Slash 9
qcf,hcb + K D^ Illusion Dance 10
qcf,qcf + P L^ Phantom Strike 11
Cancels A B C D
-----------------------------------------
stand near Cr C C C/C
stand far -r - - -
crouching Cr -r C C
Super Cancels
--------------------------------------------------------------
(none.)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Hits low, unless canceled into (which makes it cancelable).
2 You can cancel this move as it starts, or once King has finished
sliding, which puts you a little closer to the enemy and makes
comboing off of it easier.
3 --
4 Hits low. Only the Saikou Hougeki, Psycho Reflector, Ko Ressou,
and Tamayura no Shitsune can reflect this move. Neither Bai Gaeshi
will work, either.
5 2nd fireball is a knockdown attack.
6 Can juggle afterwards (Silent Slash works well). If this move
hits at the end of the "rising" animation, King lands a little
earlier and has more juggle options (like a standing attack or
even an (A) Top Venom, although that is very difficult to do).
7 Hits twice.
8 --
9 Combos much better than the old Silent Flash would.
9 There is an interesting property of this move in that the last hit
knocks down your opponent. So, if you manage to have the last hit
miss, you can juggle your opponent upon landing, even with another
Silent Slash (and if the last hit of that one misses, you can do a
third one, etc.) An example set-up would be a character in the
corner who small jumps straight upward. If you perform the Silent
Slash during this time, you won't get in the full number of hits
and can juggle your opponent.
10 --
11 (A) makes King fire an Under Venom for the 2nd hit, while (C) makes
her fire one for the 1st hit. Either version has to be blocked low,
which means that if it isn't, the remaining hits (there are four
total) will combo.
** I've seen King do a series of kicks up close, like her old Mirage
Dance. It may have just been the end of the Illusion Dance, though.
------------------------------------------------------------------------
MAI SHIRANUI [ Women's Team ]
------------------------------------------------------------------------
b / f + C / D when near Fuusha Kuzushi 1
a-u + C / D when near in air Yume Zakura 2
uf when near a wall in air Sankaku Tobi 3
d + A in air Dairin Fuusha Otoshi 4
d + B in air Ukihane 5
d + D in air Yusura Ume 6
f + B Kokuen no Mai 7
df + B Koukaku no Mai 8
qcf + P Kachou Sen 9
hcf + K Hissatsu Shinobi Bachi 10
qcb + P Ryuu Enbu 11
qcb + K Sayo Chidori 12
qcb + P in air Musasabi no Mai (Kuuchuu) 13
Charge d,ub~uf + P Musasabi no Mai (Chijou) 14
_move b / f Kuuchuu Idou 14
_hold P Musasabi no Mai 15
_qcb + P Musasabi no Mai (Kuuchuu) 16
_d + P Yusura Ume 17
_d + K Ukihane 18
_d + D when near in air Toki Tsubute 19
qcf,qcf + P D^ Kagerou no Mai 20
qcb,hcf + K D^ Chou Hissatsu Shinobi Bachi 21
qcb,hcf + BD L^ Chou Hissatsu Shinobi Bachi 22
Cancels A B C D
-----------------------------------------
stand near C Cr C C
stand far C - - -
crouching -r -r C C
jump up - - - D
jump diag. A - C D
Super Cancels (see notes for details)
--------------------------------------------------------------
(C) Ryuu Enbu (1st-2nd) (D) Sayo Chidori
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Unblockable. Will only hit opponents in mid-air.
2 Your enemy can't Down Evade if hit by this move.
3 --
4 Overhead. Knocks down a foe who is in mid-air, in which case they
cannot use the Down Evade while landing. Can be canceled into the
mid-air Musasabi no Mai in either case.
5 An overhead and knockdown attack. Can use during a backstep.
5 Your enemy can't Down Evade if hit by this move.
6 An overhead and knockdown attack.
7 Overhead, unless canceled into (which makes it cancelable into the
mid-air Musasabi no Mai).
8 Hits low, unless canceled into (in which case, the 2nd hit becomes
cancelable). Either way, the 2nd hit knocks down. The 2nd hit
is a Counter Wire if the first hit misses.
8 Your enemy can't Down Evade if hit by this move.
9 --
10 --
11 (C) is SC'able on either hit. Can negate projectiles.
12 Knockdown. (D) is SC'able. Can negate projectiles if done early.
13 --
14 Mai leaps to the wall behind her unless uf is used. You can move
backward or forward after bouncing off the wall.
15 --
16 --
17 An overhead and knockdown attack.
18 An overhead and knockdown attack.
18 Your enemy can't Down Evade if hit by this move.
19 Your enemy can't Down Evade if hit by this move.
19 Unblockable. Can grab standing, crouching, or jumping enemies.
20 (C) lets you juggle afterwards, since your foe is knocked straight
up. You can't juggle them after (A), even in the corner.
20 Even if Mai is hit out of this move at the start, the flames will
still come out and can hit your opponent.
21 --
22 --
------------------------------------------------------------------------
BLUE MARY [ Women's Team ]
------------------------------------------------------------------------
b / f + C / D when near Head Throw 1
b / f + A Hammer Arch 2
b / f + B Double Rolling 3
Press CD in air M.B.S.C. 4
qcf + P Spin Fall 5
_qcf + P M. Spider 6
f,d,df + K Vertical Arrow 7
_f,d,df + K M. Snatcher 8
Charge b,f + K Straight Slicer 9
_qcf + K Crab Clutch 10
hcb + B M. Reverse Facelock 11
hcb + D M. Head Buster 12
qcb + P M. Real Counter 13
_qcf + same button Backdrop Real 14
qcf,qcf + K D^ M. Dynamite Swing 15
hcb,hcb + K D^ M. Typhoon 16
qcf,hcb + AC L^ M. Twister Rose 17
Cancels A B C D
-----------------------------------------
stand near Cr Cr C/C -/C
stand far Cr - C/C -
crouching Cr Cr C -
Super Cancels (see notes for details)
--------------------------------------------------------------
n/Hammer Arch (B) Straight Slicer
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Overhead, unless canceled into (which makes it cancelable).
2 Either way, this move is SC'able. I noticed that if you cancel
into the M. Typhoon, the opponent can't roll or jump out of the
way, or attack you in time. So, even though it doesn't register
as a 2-hit combo, that's what it essentially is.
3 2nd hit is a low attack and is cancelable.
4 Knockdown. If this move counter hits, you can juggle your opponent
(works best in the corner). Can use during a backstep.
5 Overhead.
6 Can only be used if the Spin Fall hits.
6 Your enemy can't Down Evade if hit by this move.
7 --
8 Your enemy can't Down Evade if hit by this move.
8 Can only be used if the Vertical Arrow hits.
9 Hits low. (B) is SC'able, but only into the M. Twister Rose.
10 Can only be used if the Straight Slicer hits.
10 Your enemy can't Down Evade if hit by this move.
11 Reverses jumping attacks, special moves, and D^ and L^ moves.
11 Your enemy can't Down Evade if hit by this move.
12 Your enemy can't Down Evade if hit by this move.
12 Reverses high and mid-level attacks.
13 You are invincible until Mary starts to stand up, although you
can still be grabbed or thrown at any point.
14 Unblockable. Only grabs from up close.
14 Your enemy can't Down Evade if hit by this move.
15 (B) has a shorter range than (D), so it won't combo from some
attacks (like a close standing C or D). However, both versions
rise much higher than before.
15 Mary says "Mary's Dynamite Swinging!" during this move, oddly
enough. Your enemy can't Down Evade if hit by this move.
16 Unblockable. Mary now dashes forward before the actual throw
attempt, so you can't combo into it anymore, except from the
Hammer Arch (or a combo ending in the Hammer Arch, like the
1st hit of a standing C).
16 Tel says this move can also be comboed into from a close standing
D, although in my tests, the opponent was able to jump out of the
way between moves. Perhaps it works under a particular setup.
16 Your enemy can't Down Evade if hit by this move.
17 Your enemy can't Down Evade if hit by this move.
------------------------------------------------------------------------
BENIMARU NIKAIDO [ Benimaru Team ]
------------------------------------------------------------------------
b / f + C / D when near Front Suplex 1
d + D in air Flying Drill 2
f + B Jackknife Kick 3
qcf + A Raijin Ken 4
qcf + C Taikuu Raijin Ken 5
qcf + P in air Kuuchuu Raijin Ken 6
qcb + P (can hold) Raimei Tou 7
qcb + K Shinkuu Katategoma 8
qcf + K Iai Geri 9
_qcf + K Handou Sandan Geri 10
qcf,qcf + A D^ Raikou Ken 11
qcf,qcf + C D^ Taikuu Raikou Ken 12
qcb,qcb + K D^ Gen'ei Hurricane 13
qcf,qcf + AC L^ Raikou Ken 14
Cancels A B C D
-----------------------------------------
stand near Cr Cr c c
stand far - - - -
crouching Cr Cr c C
jumping - - C -
Super Cancels (see notes for details)
-----------------------------------------------------------------
(B) Shinkuu Katategoma (1st-3rd) Iai Geri (as leg retracts)
(D) Shinkuu Katategoma (1st-5th) Handou Sandan Geri (1st)
1 Unblockable. (C) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Can be blocked low, even though it's a mid-air attack.
3 Cancelable. Can't cancel from a close C or D anymore.
4 Negates projectiles.
5 Negates projectiles.
6 Negates projectiles. Can use during a backstep.
7 Negates projectiles. Hits a 2nd time after the intial lightning
strike. The (C) version hits many times in a very short period,
which doesn't exactly defeat autoguard, but will outdo it in
some situations.
7 If delayed, the "orb" that appears behind Benimaru can hit his
opponent (not the lightning flowing into it). This makes a great
defense for someone who tries to roll through you, although they
can't be hit by the forward strike if you release the button.
8 (B) is SC'able on any hit. (D) is SC'able on 1st-5th hit.
8 Since (B) knocks away on the 3rd hit, only the Taikuu Raikou Ken
makes a decent follow-up. The first two hits can't combo into
the Gen'ei Hurricane, unfortunately.
8 You can combo the Gen'ei Hurricane from the (D) version, but this
must be done quickly, or the supercancel won't combo.
9 If this move hits as Benimaru's leg retracts, it is SC'able and
knocks down.
10 SC'able on the first hit. It's much easier to cancel into the
Raikou Ken with the new motion (qcf + K _qcf + K _qcf + P).
10 Lightning bolt can hit an opponent lying on the floor.
12 Negates projectiles.
13 Benimaru now stays in place if this move is blocked.
14 Negates projectiles.
------------------------------------------------------------------------
SHINGO YABUKI [ Benimaru Team ]
------------------------------------------------------------------------
b / f + C / D when near Hatsugane 1
f + B Geshiki: Goufu "Kakkodake" 2
qcf + A 114 Shiki: Aragami Mikansei 3
qcf + C 115 Shiki: Dokugami Mikansei 4
hcb + K 212 Shiki: Kototsuki Mikansei 5
f,d,df + P 100 Shiki: Oniyaki Mikansei 6
f,d,df + K when near Shingo Kinsei Oreshiki: Nie Togi 7
hcf + K Shingo Kick 8
qcf + K in air Shingo Kick: Air 9
qcb + P Idou Yoke 10
qcf,qcf + P D^ Geshiki: Kake Hourin 11
_press P Idou Teishi 12
qcb,hcf + P D^ Burning Shingo 13
qcf,qcf + BD L^ Shingo Kinsei Oreshiki: Rouka Guruma 14
Cancels A B C D
-----------------------------------------
stand near Cr C C C
stand far -r - - -
crouching Cr Cr C C
jumping - - - -
Super Cancels (see notes for details)
-----------------------------------------------------------------
Aragami Mikansei Dokugami Mikansei (non-spark ver.)
Kototsuki Mikansei (1st) Nie Togi (1st-2nd)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Cancelable. Becomes faster if canceled into.
3 SC'able.
4 Knockdown. SC'able unless you get the "spark" effect (see below).
4 Randomly, this move produces a "spark" when used. In this case,
it hits twice and has autoguard against high and mid-level attacks
just before Shingo hits (when his back is to the screen). If this
move hits, Shingo freaks out afterwards (his old Striker Call
animation), but this won't happen if it misses or is blocked.
5 1st hit is SC'able. 2nd hit is an overhead.
5 Your enemy can't Down Evade if hit by this move.
6 (A) hits twice on a counter hit.
7 1st hit is unblockable and functions as a throw. This move now has
a ridiculously huge range and can be done from so far away that some
or all of the hits will miss (try stand B > f + B > f,d,df + K in
the corner to see what I mean). The range is reduced if your
opponent is already blocking, though.
7 SC able on 1st-2nd hits. Can juggle afterward.
8 Always knocks down, unlike previous games.
9 Has a shorter range. Can be used during a backstep (which is
quite handy) or as you start to jump (i.e. qcf,uf + K).
10 Invincible at the beginning, but not at the end...and you can
be thrown at any time. You can pass through your opponent with
this move, and can cancel into it, of course.
11 Can juggle afterwards. Won't drop an opponent's guard anymore.
12 Makes Shingo attack early, before he finishes running.
13 It seems like you can't SC into this move from the Aragami or the
1st hit of the Nie Togi. You just get the Kake Hourin instead.
14 Shingo's old (D) Oboroguruma. He will fall down at the end of
this move, and the fall acts as an overhead attack. The last
kick (prior to the fall) does the most damage.
------------------------------------------------------------------------
GORO DAIMON [ Benimaru Team ]
------------------------------------------------------------------------
b / f + C / D when near Okuri Ashibarai 1
df + C Zujou Barai 2
f,d,df + P Jiraishin 3
f,d,df + K when near Chou Oosotogari 4
hcb,f + P when near Tenchi Gaeshi 5
qcb + K Chou Ukemi 6
hcf + A Kumo Tsukami Nage 7
hcf + C Kirikabu Gaeshi 8
hcf + K D^ Meido Otoshi 9
hcb,hcb + P when near D^ Jigoku Gokuraku Otoshi 10
hcb,hcb + AC when near L^ Kyokudai Jigoku Gokuraku Otoshi 11
Cancels A B C D
-----------------------------------------
stand near C C C C
stand far C C - -
crouching C - - S
Super Cancels (see notes for details)
--------------------------------------------------------------
n/Zujou Barai (initial animation only)
1 Unblockable. (C) switches sides with your enemy.
2 Knocks a mid-air opponent high into the air, though you can't
juggle them afterwards (though you could pick them off the floor
with a Kirikabu Gaeshi).
2 The intial animation is SC'able (before Goro raises his arm up).
3 (C) is a fake-out. (A) hits low and affects anyone who is standing
or crouching (so they must block low to defend against it).
4 Unblockable. Combos from a light attack, but not a strong one, due
to it's short range.
5 Unblockable. If you throw your opponent into the corner with the
(C) version of this move, you can pick them up with the Kirikabu
Gaeshi.
6 Invincible at the beginning, but not while recovering. You can't
pass through your opponent with this move, though it's useful for
avoiding attacks while moving in for a throw attempt.
7 Blockable. An anti-air move that can hit some tall standing foes.
8 Blockable. Can pick up an enemy lying on the floor.
9 Reverses jumping, high, and mid-level attacks. Low attacks will
not trigger it, though Goro is invincible for a split second at
the beginning, causing early low attacks to pass through him.
9 Can follow with a Kirikabu Gaeshi if foe is thrown into the corner.
10 Unblockable.
11 Unblockable.
** Your enemy can't Down Evade out of any of Goro's throws, except
the triggered Meido Otoshi.
------------------------------------------------------------------------
ATHENA ASAMIYA [ High School Girls Team ]
------------------------------------------------------------------------
b / f + C / D when near Psychic Throw 1
a-u + C / D when near in air Psychic Shoot 2
uf when near a wall in air Sankaku Tobi 3
d + B in air Phoenix Bomb 4
f + B Renkantai 5
f + AC Star Debut 6
qcb + P Psycho Ball Attack 7
qcb + B Psycho Reflector 8
qcf + K Psycho Teleport 9
f,d,df + P (air) Psycho Sword 10
qcb + K in air Phoenix Arrow 11
qcb,qcb + K in air D^ Phoenix Fang Arrow 12
hcb,hcb + P (air) D^ Shining Crystal Bit 13
_press ABCD Cancel 14
_qcb + P (can hold) Crystal Shoot 15
hcb,f + AC L^ Psychic 10 16
_qcf + P Sailor Finish 17
_qcb + P Fire Sword Finish 18
_f,d,df + P Psycho Sword Finish 19
_qcf + AB D^ Healing Athena 20
_qcb + CD D^ Chu- Psycho Bomber 21
_press ABCD Random Finish 22
Cancels A B C D
-----------------------------------------
stand near Cr C C C
stand far Cr C - -
crouching Cr Cr C -
jumping C - C -
Super Cancels (see notes for details)
--------------------------------------------------------------------
(A) Psycho Sword (3rd) (A) Mid-Air Psycho Sword (3rd)
(C) Psycho Sword (4th-5th) (C) Mid-Air Psycho Sword (3rd-5th)
Phoenix Arrow (except last hit)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Unblockable. Will only hit opponents in mid-air.
2 Your enemy can't Down Evade if hit by this move.
3 --
4 Overhead. Cancelable as it hits or is blocked, but not while
Athena is rebounding.
5 Can use during a backstep.
5 2nd hit is cancelable.
6 Knockdown. If this move counter hits, you can juggle your opponent
(works best in the corner). Cancelable in either case.
7 --
8 Knockdown. Reflects projectiles, but no longer reflects D^ or L^
projectiles. You can't juggle afterwards anymore.
9 A teleport. (D) carries you further than (B). Athena is invincible
only when she begins to move forward--she can be hit before the
actual teleport (while twirling) or once she has traveled forward
a certain distance.
10 (A) is SC'able on 3rd hit. (C) is SC'able on 4th-5th hit. The mid-
air version works the same, but (C) is SC'able on the 3rd-5th hit.
10 Can use during a backstep (same with the Phoenix Arrow).
10 No longer combos from a strong attack (A and B still work, though).
11 (D) knocks down (and is always aimed towards your opponent).
Either version is SC'able until Athena reaches the ground.
12 (D) knocks down (and is always aimed towards your opponent).
13 Knockdown. You can cancel it or interrupt with the Crystal Shoot.
The spinning crystals will negate normal, D^ and L^ projectiles.
14 --
15 On the ground, (A) travels forward, while (C) rises into the air
after a while. In the air, both travel downward, then horizontally
above the ground.
16 Now, Athena does all the hits automatically. You can cancel the
3rd-10th hits into any of her finishers.
17 Knockdown. Your enemy can't Down Evade if hit by this move.
18 Can juggle afterwards.
19 --
20 Costs 1 level to use. Restores a small amount of lost life.
21 Costs 1 level to use.
22 Results in a random finish, though Athena may just fall on her
behind instead. If she does the Healing Athena or Psycho Bomber,
they cost no extra levels and are performed for free.
** Athena's (C) and (D) attacks push an enemy away, preventing most
special moves from comboing afterwards (although a weak Psycho
Sword vs. a large opponent will still combo).
------------------------------------------------------------------------
HINAKO SHIJOU [ High School Girls Team ]
------------------------------------------------------------------------
b / f + C / D when near Tasuki Nage 1
df + A Maemitsu Tataki 2
df + D EH Kick 3
Tap P rapidly Tsukidashi 4
qcb + A Tsukiage 5
qcb + C Tsukiotoshi 6
hcf + P Chou Zutsuki 7
hcf + K when near Kote Nage 8
hcb,f + P when near Gaburi Yori 9
_qcf + A Tsuki Hanashi 10
_qcf + B Kake Nage 11
_qcf + C Uwate Nage 12
_qcf + D Yorigiri 13
qcf,qcf + P D^ Ooichiban 14
qcf,qcf + K D^ Gasshou Hineri 15
qcb,hcf + AC L^ Morote Zuki 16
Cancels A B C D
-----------------------------------------
stand near C C C C
stand far - - S C
crouching C -r C C
jumping - - - -/-/-
Super Cancels (see notes for details)
--------------------------------------------------------------
(A) Tsukidashi (3rd) Tsukiage (2nd)
(C) Tsukidashi (5th) Tsukiotoshi (2nd)
1 Unblockable. (D) switches sides with your enemy.
1 Your enemy can't Down Evade if hit by this move.
2 Cancelable on either hit.
3 Knockdown. Hits low.
4 (A) is SC'able on the 3rd hit. (C) is SC'able on the 5th hit.
4 The last hit does the most damage.
5 Knockdown. 2nd hit is SC'able. Has autoguard on Hinako's upper
body, just before the first hit (will defend against jumping
and high level attacks only).
6 Same properties as the Tsukiage, but you can't Down Evade if hit
by this move.
7 Knockdown. Hits multiple times if blocked. Hits twice on a
counter hit. The (A) version has one measly frame of autoguard
on Hinako's head at the very beginning.
8 Blockable. Switches sides with your opponent.
8 Your enemy can't Down Evade if hit by this move.
9 Unblockable. Hinako will rush forward during this move. Once
she grabs her foe, they knock her away and take no damage.
9 However, you can use a follow-up move once the red "hit spark"
appears to prevent them from escaping. If you mis-time the
follow-up, they will escape anyway. You can no longer "cancel"
the end of this move directly into another attack (use the
Tsuki Hanashi if you want to use a follow-up).
10 Does no damage, but leaves foe open to attack (try following with
the Ooichiban or Morote Zuki).
11 Your enemy can't Down Evade if hit by this move.
12 Switches sides with your opponent.
12 Your enemy can't Down Evade if hit by this move.
13 Hinako pushes you across the playing field during this move.
13 Your enemy can't Down Evade if hit by this move.
14 Has mid-level invulnerability at the beginning.
15 Blockable. Can grab opponents who are in mid-air.
16 A Critical Wire. Obviously, you can't juggle your opponent if
they are too close to the wall when used. If you have your power
set to MAX, you can juggle them repeatedly for an infinite.
16 Your enemy can't Down Evade if hit by this move.
** An interesting property of Hinako's standing A is that if you try
to perform the (A) Tsukidashi during this move, it won't come out
afterwards. In fact, even rapidly tapping A will just result in
repeated standing As.
** For the curious, Hinako has two intros against her opponent; one
where she throws salt, and the cool new one where she punches
herself on the arms and poses, then smiles.
------------------------------------------------------------------------
MALIN [ High School Girls Team ]
------------------------------------------------------------------------
b / f + C / D when near Malin Rocket 1
uf when near a wall in air Sankaku Tobi 2
f + B Beni Sasori 3
qcf + K Doku Sasori 4
qcf + P * Suzume Bachi (Chijou) 5
f,d,df + P * Suzume Bachi (Taikuu) 6
dir. + AC