------------------------------------------------------------------------------
THE KING OF FIGHTERS XI MOVELIST/GUIDE ver O.6a
by Tel
------------------------------------------------------------------------------
LEGAL: This guide is intended for personal use only, and may not be sold,
distributed, printed or published for profit. You are not allowed to use
portions of this guide in your work without obtaining permission first. I
have only officially posted my guide in these sites:
www.GameFAQs.com
www.supercheats.com
www.cheatCC.com
www.neoseeker.com
The King of Fighters XI and its characters are the copyright of SNK Playmore
Corporation.
DISCLAIMER: While all effort is made to ensure accuracy, I do not claim this
guide to be free of errors and will bear no responsibility for such.
INDEX
1) Introduction
2) Version history
3) Game system
4) Movelist
5) Miscellaneous
6) Special thanks
7) Contact information
==============================================================================
1) INTRODUCTION
==============================================================================
Welcome to my King of Fighters XI (KOFXI) movelist/guide and thank you for
reading. This guide will attempt to document the various changes that have
taken place since KOF2003 (2k3), while providing a basic movelist and move
properties description where appropriate. Please note that this is NOT, and
will never be a combo guide, and whatever combos mentioned in here are as
examples to highlight a move's property.
ABOUT KOFXI
KOFXI is the first Atomiswave KOF game that continues the storyline from
where KOF2003 left off. There are many changes, such as:
- Blowback (CD) Attacks make a return, and are now done with the E button.
- You can now change team leaders if challenged.
- A new skill bar system. Super Cancels are now tied to the skill bar, so
you no longer need an extra stock bar for a Super Cancel.
- An improved tag system. You can now tag as often as needed. The Change
Attack (qcf+BC/CD) from 2k3 was removed, and in its place are the new Quick
Shift and Saving Shift moves.
- Dream Cancels allow your team leader to cancel a DM into their LDM for
improved combo and damage potential.
- 3 new characters join the cast: Elisabeth, Oswald and Momoko. Adelheid is
also officially made playable.
- Eiji Kisaragi returns after a 10-year hiatus, and is joined by Kasumi,
Vanessa, Ramon and Sie Kensou.
- Characters crossing over to KOF are Duck King from Fatal Fury and Bonne
Jenet from Garou: Mark of The Wolves. Also appearing as edit characters are
Gai Tendou and Silber from Buriki One and Sho Hayate and Jyazu from Kizuna
Encounter.
- Leona, Goro, Mai, Joe, Robert, Hinako, Chizuru, Jhun, Chang, Billy,
Yamazaki and Kusanagi are absent unfortunately (though Mai and Robert are
playable in the console version).
- A new judgment system for detemining the winner during timeouts, so having
more health is no longer a guarantee you'll win a match when time runs out.
- Significantly improved CPU AI. At high difficulty levels, the CPU puts up
pretty realistic fights.
- Many, many (sorry, B. Jenet got to me :P) changes to the game system and
characters' moves.
==============================================================================
2) VERSION HISTORY
==============================================================================
Version 0.1 beta (30 March 2006)
- First release. This is incomplete, so please don't e-mail me with any
requests until I get a proper first release out.
Version 0.1 beta 2 (8 April 2006)
- Made some corrections to various characters (I didn't keep track of them
all).
- Added in the notes for the bosses, and expanded the notes for Ash and
Shen Woo.
- Added in some notes for the game system at the end.
- This is still incomplete, but thank you to all the people who helped me
with corrections and additional notes.
Version 0.1 (21 May 2006)
- Corrected various errors in the movelist. The move commands should be
accurate now (I think).
- Finally completed Momoko's moves' description.
- Updated the notes for various characters and the game system. I apologize,
but I didn't keep track of the changes I made to this version. Some
characters' notes I remember updating were Oswald,Shen Woo,Duo Lon,Gato,
Ralf,Athena,Vanessa,Gai,Adel,Shion and Magaki.
Version 0.2 (27 May 2006)
- Added in cancel charts for all playable characters.
- Added in the combinations for Duck King.
- Made minor corrections to Duo Lon, Duck King, Clark and Silber's notes.
- Expanded the system notes and added in a moves' properties glossary.
Version 0.3 (22 June 2006)
- Updated the notes for Oswald,Shen,Elisabeth,Duo Lon,Terry,Kim,King,Gato,
Kensou,Momoko,Vanessa,Malin,Kasumi,Eiji,Maxima,Iori,Shingo,Jyazu,Silber,
Adel,Shion and Magaki.
- Corrected some of the system notes and Duck King's combination chart.
Version 0.4 (1 August 2006)
- Included the movelist for the PS2-exclusive characters as well as Shion and
Magaki.
- Various miscellaneous corrections to the characters' notes, most especially
Shion and Magaki.
- Added further notes regarding damage scaling.
Version 0.4a (4 August 2006)
- Made some corrections for Geese and added in the missing note description
for Shion's Futa Hazaki. Also added in Magaki's cancel chart, which was
accidentally left out from the previous update.
Version 0.4b (19 August 2006)
- Made some very minor corrections to the notes for Iori and Geese. No real
content changes.
Version 0.5 (21 October 2006)
- Made some additions/corrections to the notes for Ash,Shen Woo,Elisabeth,
Duo Lon,Kim,Duck King,Gato,Ralf,Maxima,Iori,Jyazu,Hayate,Silber,Adel,Shion,
Geese and Mai. Updated the system and glossary notes.
Version 0.5a (9 May 2007)
- Some additions and corrections for Ryo,Gato,Jyazu,Magaki and others (I
didn't keep track of this version's changes).
- Expanded the system notes at both the beginning and end, as well as at the
glossary.
Version 0.6 (20 July 2007)
- Minor updates for Shen Woo,Gato,Blue Mary,Vanessa,Maxima,Gai and Jyazu.
- Corrected Maxima's Bunker Buster DM and Adel's Prinzessin bug notes.
- Added further information on reversals at the glossary.
Version 0.6a (11 August 2008)
- Made a slight correction for Robert.
- Added in a small section regarding the PS2 Arrange Mode under the
'Micellaneous' section.
==============================================================================
3) GAME SYSTEM
==============================================================================
This diagram represents the joystick direction and commands for Player 1.
Reverse the forward/backward directions when using Player 2.
ub u uf ub = Up, backwards (Backward jump)
O O O u = Up (Vertical jump)
\ | / uf = Up, forward (Forward jump)
\|/ b = Backwards (Walk back/Block)
b O---n---O f n = Joystick neutral
/|\ f = Forwards (Walk forward)
/ | \ db = Down, backwards (Crouching block)
O 0 0 d = Down (Crouch)
db d df df = Down, forward (Crouch)
BUTTONS
A = Light Punch (LP)
B = Light Kick (LK)
C = Hard Punch (HP)
D = Hard Kick (HK)
E = Blowback (CD) attack
ACTION
tap lightly tap joystick/button
press push joystick/button
hold push and hold joystick/button
qcf (1/4 circle forward) motion joystick from d to f (d,df,f)
qcb (1/4 circle backward) motion joystick from d to b (d,db,b)
hcf (1/2 circle forward) motion joystick from b to f (b,db,d,df,f)
hcb (1/2 circle backward) motion joystick from f to b (f,df,d,db,b)
dp (dragon punch) motion joystick f,d,df
rdp (reverse dragon punch) motion joystick b,d,db
charge b,f + (button) hold back for 2 seconds, then push forward+button
charge d,u + (button) hold down for 2 seconds, then push up+button
P (Punch) Press A or C
K (Kick) Press B or D
any Press A/B/C/D
in air Move is done in mid-air (during a jump) *
(air) Move can be done on the ground or in mid-air *
* Some aerial moves can be launched during a backstep or used directly from
the ground by extending the command so it ends with a jump. For example,
K's aerial Minutes Spike can be done off the ground by motioning qcb,ub+K.
Keep in mind that you cannot cancel a ground normal attack into an aerial
special move.
BASIC MOVES ACTION
press Start Taunt opponent
push joystick f Walk forward
push joystick B Walk backward
tap f,f(hold) Forward dash
tap b,b Backstep
tap ub,u or uf Low jump (hop)
press ub,u or uf Normal jump
tap df-db then lightly ub-uf Fast hop
tap db-df then ub-uf High Jump
press b when attacked Standing Block
press db when attacked Crouching block
AB Emergency Evade (forward roll)
b+AB Emergency Evade (backwards)
AB while blocking (1 stock) Guard Cancel Emergency Evade (backward)
f+AB while blocking (1 stock) Guard Cancel Emergency Evade (forward)
AB while attacking (1 stock) Quick Emergency Evade
AB when knocked down Fallbreaker (recovery roll)
f+AB when knocked down Forward Fallbreaker (recovery roll)
E while blocking (1 stock) Guard Cancel Blowback Attack
b/f + C/D (near) Basic Throw (unblockable)
b/f + C/D when grabbed Throw Escape
AC/BD on ground Tag out
AC/BD while attacking Quick Shift (uses 1 skill bar)
AC/BD when hit Saving Shift (uses both skill bars)
* Please refer to the 'Miscellaneous' section after the movelist for further
details.
HIT LOCATION PROPERTIES
[O] - Overhead/High level attack, must be blocked standing.
[M] - Mid-level attack, can block standing or crouching.
[L] - Move hits low and must be blocked crouching.
[U] - Move is unblockable.
[-] - Move does not hit, see additional notes.
COMMAND ATTACK PROPERTIES
S - Cancelable into special moves and (L)DMs.
SC - Cancelable into (L)DMs only. Does not require skill stock.
X - Move can be canceled into, but it won't combo.
SPECIAL MOVES PROPERTIES
A - Autoguard.
KD - Knockdown, can be recovered using the Fallbreaker. (L)DMs, throws and
sweeps (crouching D) generally knock down upon hitting, so only the NR
property will be used if the move isn't recoverable.
NR - No Recovery Knockdown, cannot Fallbreaker from this move.
OTG - Over the Ground: Move can hit an opponent that has been knocked down.
J - Juggles opponent, can followup after move. Juggles always knock down.
so the KD notation won't be used. If no followup was done, a juggled
character may use the Fallbreaker upon landing.
T - Throw move, cannot be reversed. Basic throws will not be noted.
P - Projectile, cannot be reversed, though certain moves absorb or reflect
them.
CW - Counter Wire. On a Counter hit, the move will cause opponent to bounce
off the screen's edge and leave them open to juggles. Counter Wires are
no-recovery attacks on a normal, non-Counter hit.
RV - Reversal move. Works against non-throw, non-projectile moves only.
SC - Super Cancelable. Super Cancels require 1 skill bar, indicated by the
small bar above the stock bars. You can Super Cancel into LDMs as well.
DM - Desperation Move, requires 1 stock bar to use.
DC - Dream Cancelable DM. Can only be used by the team leader, and costs
1 skill bar in addition to the DM and LDM total cost of 3 stock bars.
LDM - Leader Desperation Move. Requires 2 stock bars and can only be done
by the team leader.
# - See notes.
CANCEL CHART NOTES
- I based my cancel charts off the KOFXI Conqeror's Guide, which may or may
not be accurate. These notations will be used:
r = repeatable into itself (LIGHT ATTACKS ONLY).
c = cancelable into command/special moves and (L)DMs.
s = cancelable into special/(L)DM moves but not command attacks.
sc = Super Cancelable only.
- = not cancelable or repeatable.
- To read the cancel chart, the first value in brackets [] indicate the
hit location, the second value for light attacks represent repeatability,
while the last value represents cancelabilty.
- E button attacks will only be noted twice, once for 'standing near' and
again for 'vertical jump' as there are only two versions, one each for
ground and air. The guide only specifies if E attacks are cancelable into
special moves. Ramon and Malin cannot cancel their standing E attacks.
- All cancelable ground E attacks can be empty canceled.
- All ground normal attacks can be Quick Switched out of.
==============================================================================
4) MOVELIST
==============================================================================
HERO TEAM | Ash Crimson | Oswald | Shen Woo
RIVAL TEAM | Elisabeth | Duo Lon | Benimaru
FATAL FURY TEAM | Terry Bogard | Kim Kaphwan | Duck King
ART OF FIGHTING TEAM | Ryo Sakazaki | Yuri Sakazaki | King
GAROU: MOTW TEAM | Bonne Jenet | Gato Futaba | Tizoc
IKARI WARRIORS TEAM | Ralf Jones | Clark Steel | Whip
PSYCHO SOLDIER TEAM | Athena Asamiya | Sie Kensou | Momoko
AGENTS TEAM | Vanessa | Blue Mary | Ramon
ANTI-KYOKUGENRYU TEAM | Malin | Kasumi Todoh | Eiji Kisaragi
K' TEAM | K' | Kula Diamond | Maxima
KYO AND IORI TEAM | Kyo Kusanagi | Iori Yagami | Shingo Yabuki
EDIT CHARACTERS (Mid bosses)
- Gai Tendou
- Sho Hayate
- Jyazu
- Silber
- Adelheid Bernstein
#. The edit characters are time locked and are only made selectable after the
arcade machine is left on for some time. Adel is the first to be unlocked,
followed by Gai, then Silber and Jyazu together, and finally Hayate. They
are selected by moving the joystick left at Ash or right at Benimaru,
indicated by the arrows in the character select screen. If the arrows
aren't visible, it means the edit characters are still locked.
BOSSES
- Shion (Sub boss)
- Magaki (Final boss)
PS2-EXCLUSIVE CHARACTERS
- EX Kyo Kusanagi
- Geese Howard
- Mai Shiranui
- Tung Fu Rue
- Hotaru Futaba
- Mr. Big
- Robert Garcia
#. 'Immune to' means a move cannot be harmed by a particular attack type.
'can dodge' only means the move is capable of avoiding a particular attack
type, but is not guaranteed of being able to do so.
------------------------------------------------------------------------------
ASH CRIMSON [Hero Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Brumaire [U]
COMMAND ATTACKS
f+A Messidor [O],#
b+B Floreal [M],#
b+D Prairial [M],#
SPECIAL MOVES
charge b,f+P Ventose [M],P,KD(C),#
charge d,u+K Nivose [M],SC(1st),#
hcf+C (near) Vendemiaire [U],T,J,SC(3rd),#
[DM]
qcf,qcf+P Thermidor [M],P,#
qcf,qcf+K Pluviose [M],DC
[LDM]
A,B,C,D Sans-Culottes [M],P,J,#
> qcf,qcf+E Germinal (costs 1 stock bar) [M],NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Ash's crouching A now has longer range, executes faster and links easier
from his crouching B.
1. MESSIDOR: Overhead punch, unless canceled into. Will combo only from light
attacks. No longer SCable.
2. FLOREAL: Ash steps forward with a kick. This can avoid some low attacks
but is unable to dodge ground-level projectiles. No longer combos from
light attacks, and the Pluviose will no longer combo from it.
3. PRAIRIAL: Ash hops back with a kick. This won't hit unless opponent was
very near Ash or jumping/hopping at him. The move's range is improved from
2k3 however.
4. VENTOSE: Ash does a quick launching but a slow-moving projectile for the A
version and can move shortly after. He throws a larger and faster 2-hit
knockdown projectile for the C version, but it launches and recovers
slower. The C version can no longer negate normal projectiles (it clashes
like normal), but it does significantly more damage and can hit as Ash
is creating the projectile. The A version recovers noticably faster now.
5. NIVOSE: An anti-air kick that can combo from light attacks. Move is SCable
on the 1st hit. D version does slightly more damage, goes higher and
further and still combos from light attacks but has longer reocvery time.
The move may only do one hit if opponent was too far away. While the
Sans-Culottes is active, you may also cancel this (if it hits) into any
command attack. Also, when used while his LDM is active, this will juggle
a mid-air or juggled opponent, allowing you to keep opponent perpetually
juggled using certain attack combinations until the LDM's effects ends.
6. VENDEMIARE: Ash grabs opponent and does a 3-hit autocombos that juggles
them. Now has a miss animation and can no longer be chained into, but
juggles higher, making followups easier. The Thermidor and Sans-Culottes
combos from this when SCed from the 3rd hit. Opponent can no longer escape
from this by rolling during the startup.
7. THERMIDOR: Multi-hit DM projectile. No longer has invincibility at startup.
If move hits a mid-air or juggled opponent, it will juggle repeatedly
while bringing opponent to the corner. Ash can move shortly after throwing
the projectile, which cannot be reflected, though hitting him before he
can launch it will abort the move.
8. PLUVIOSE: Triple Nivose. Move combos from light attacks and is DCable. May
not get full hits on a jumping/juggled opponent unless they were fairly
low and near/at the corner.
9. SANS-CULOTTES: Ash poses while green flames surround his body momentarily.
Ash glows yellow for about 5 seconds normally after that, during which he
can perform the Ventose and Nivose without charging, cancel his command
attacks into specials (if the Nivose hits, you can cancel it back into a
command attack) and can have multiple Ventose on-screen. The timing for
this move is much easier than in 2k3. Unlike Shen Woo and Duo Lon's LDMs,
this move can still hit when canceled into, and juggles upon hitting: the
Nivose can catch and juggle opponent repeatedly. This is no longer
invincible at startup and if Ash was hit before he glows, the move's
effects will not take place. Ash can perform either DM for free while this
is active, but doing so ends the mode.
10. GERMINAL: Ash ignites his hands, then teleports forward leaving behind a
trail of flames (looks and works similar to K's Heat Drive). Opponent will
be unable to use command/special/(L)DM moves for about 8 seconds if this
hits (the move's damage is pretty weak however). Using this ends the
Sans-Culottes, regardless of whether it hits or not. You may also Super or
Dream Cancel into this move while the San-Cullotes is active.
------------------------------------------------------------------------------
OSWALD [Hero Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) 2 [U]
COMMAND ATTACKS
f+A Jack [M],#
df+A 10 [M],KD,#
SPECIAL MOVES
qcb+P (can repeat) Spade [M],SC,#
qcf+P (can repeat) Diamond [M],#
qcb+K Club [O],NR,#
qcf+K Heart [M],J,#
> qcf+E Ace [M],KD/NR,#
dp+any Queen [M],P,#
rdp+K King [-],RV,#
[DM]
qcf,hcb+P (C can hold) Four Suits [M],DC,#
hcb,hcb+P Royal Flush [M],P,#
[LDM]
charge b,f,b,f+E Joker [M],NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/r/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Oswald's crouching A has ridiculous range and speed. Up close, it's
possible to score 4-5 hits before you cancel it.
#. Oswald's 'Suit' moves (Spade/Diamond/Club/Heart) can be canceled into
each other (but you cannot use the same move twice in a row) if they hit
or was blocked. You can link up to 3 moves this way, though using the Club
or a double Spade/Diamond ends the chain.
1. JACK: Oswald tosses a card at the ground directly in front of him. Combos
from hard attacks only and is cancelable when canceled into.
2. 10: Oswald does an upward aimed slash that knocks down and is cancelable.
When canceled into, no longer knocks down. This combos from light attacks
only. If it hits standalone, the Spade > Heart > Ace combination should
be able to launch opponent up the correct height for the Ace finisher to
launch (assuming you hit dead center with it).
3. SPADE: Oswald does a running slash. You may repeat the command to have
Oswald perform a second slash that knocks down. The 1st input is SCable,
and if it hits a mid-air or juggled opponent, his other specials and Joker
can combo off it. The 2nd input is not usable if the move misses.
4. DIAMOND: Oswald does a quick standing slash. You may repeat the command to
have Oswald perform another knockdown slash. Unlike the Spade, you can
perform the 2nd input even if the move misses.
5. CLUB: Oswald hops forward with an overhead slash that knocks down with no
recovery permitted.
6. HEART: Oswald does a slash that serves as a Critical Wire attack. If used
on its own, the move can reflect normal projectiles. You can only cancel
into his other 'Suit' moves if this was not used as the 3rd input. Oswald
poses after this move is performed, which is cancelable into the Ace.
7. ACE: Oswald jumps up and spins while stabbing upwards with a card. If move
hits opponent directly at the center while they are above a certain height
, Oswald will perform an extra slash that does massive damage and is not
recoverable. You may always cancel into this from the Heart, no matter if
it was done on its own or as part of a sequence of 'Suit' moves.
8. QUEEN: Oswald tosses a card upward, which then falls at an angle to the
floor. (A) lands the card nearest to him and D furthest. It's possible to
followup if the card hits. Once thrown, the card can hit at any point.
9. KING: Reversal move, Oswald teleports behind opponent if he meets a high
or mid level physical attack, including special moves/DMs. Does not work
against low attacks. (D) has Oswald appearing in mid-air.
10. FOUR SUITS: Autocombo move. If blocked, Oswald will continue to spin a few
times before stopping. Delaying the move will have Oswald spin in place,
during which he cannot hit, but can reflect projectiles (including DMs).
Any hit before the last is DCable.
11. ROYAL FLUSH: Oswald does a circular slash similar to Heidern's Moon
Slasher. Has full invincibility, and can hit opponent behind Oswald.
12. JOKER: Oswald dashes forward, pins opponent to the wall, then tosses a
full deck of 52 cards at them. Has high/mid-level invincibility for part
of the dash. If blocked, Oswald will push opponent back slightly. This can
hit a mid-air or juggled opponent even after a ground attack hits them,
such as after his standing A or Spade.
------------------------------------------------------------------------------
SHEN WOO [Hero Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Kyakuten Touchi [U],NR
COMMAND ATTACKS
f+B Fusen Kyaku [M],#
> f+C Fusen Gowan Ken [M],NR,#
SPECIAL MOVES
qcf+P (can hold) Geki Ken [M],SC,#
> D while holding Cancel [-],#
qcb+A Fuku Tora Geki [O],#
> qcf+A Kanyuu Ryugeki [M],KD
qcf+E Zenbuu Tenshin * [-],#
qcb+E Kouhau Tenshin * [-],#
> P during * moves Ten Ren Ken [M],KD
qcb+C Tama Ken [-],#
hcb,f+P (near) Koukuzure Geki [U],T,SC,#
[DM]
qcf,qcf+P Tatsu! Geki Ken [M],CW,DC,#
qcf,qcf+K Torahyou Rengeki [M],DC,NR,#
[LDM]
C,A,B,C Bakuten [M],P,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/-/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Shen lost his Tenren no Kamae (f+D) command attack from 2k3.
#. Shen's close and far standing C now have upper body autoguard before he
punches (the autoguard duration is shorter for the close version). He has
a new close C animation.
1. FUSEN KYAKU: Forward kick, will no longer miss in combos and is cancelable
when canceled into.
2. GOWAN KEN: Shen leans forward with a punch. No-recovery knockdown unless
the Fusen Kyaku was canceled into. This can be used even if the Fusen
Kyaku misses, and has almost no recovery time if blocked.
3. GEKI KEN: Shen steps forward with a punch. Will knock down if delayed (C
needs to be delayed longer, but goes further). Move is unblockable when
fully charged and is SCable. While being delayed, you may cancel the move
by pressing D.
4. ZENBUU/KOUHAU TENSHIN: Shen dodges forward/backward. Has no invincibility,
but can be interrupted by pressing P to perfrom the Ten Ren Ken, which is
a knockdown punch.
5. TAMA KEN: Absorbs projectiles and becomes cancelable in such a case. Move
does not hit.
6. KOUKUZURE GEKI: Unblockable throw, now does damage on both hits, but no
longer leaves opponent vulnerable. Is now SCable on either hit. This move
does not knock down.
7. TATSU! GEKI KEN: Shen does a very fast Geki Ken with energy covering his
fist. A is immune to low attacks, C to high/mid-level attacks. Move is a
Counter Wire or a no-recovery knockdown attack.
8. TORAHYOU RENGEKI: Shen does a headbutt, then does a short autocombo if it
hits. Now has longer range and will combo from the Fusen Kyaku, but has
lowered startup priority.
9. BAKUTEN: Increases the damage for all of Shen's moves for around 8 seconds
normally. Move cannot hit if canceled into. When used standalone, Shen is
fully invincible (even throws will miss) throughout the startup animation
until he roars, and the move now does severe damage if it hits (more so on
a Counter Hit). Note that Shen can be hit as the actual blast appears and
doing so will prevent him from powering up. This no longer pushes opponent
back when canceled into and recovers immediately after, allowing you to
combo afterward.
------------------------------------------------------------------------------
ELISABETH BRANCTORCHE [Rival Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Manier [U]
COMMAND ATTACKS
f+A Feiderite [M],S,#
f+B Fierra [O],#
SPECIAL MOVEs
qcf+P Etancher [M],P,KD,#
dp+P Coup De Veine [M],J,SC,#
qcb+K Platinum Mirage [-],RV,SC,#
[DM]
hcb,hcb+P (near) Shell Tware [U],DC,NR,#
qcf,hcb+P Grand Rafale [M],DC,NR,#
[LDM]
qcf,qcf+E Noble Brass [M],P,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. The Coup De Veine and Grand Rafale are fairly safe if blocked, since they
recover quickly and put her a slight distance away from opponent. Do note
that neither move will hit until Elisabeth punches, and she is open to
attacks while dashing forward.
1. FEIDERITE: A cancelable slap. Combos from light attacks. Up close, you
can follow this with Elisabeth's close standing A, then cancel into this
again.
2. FIERRA: Elisabeth bashes her riding crop forward (this is an overhead).
Becomes cancelable when canceled into, and can cancel into the Feiderite.
3. ETANCHER: 3-hit close ranged projectile. Negates normal projectiles and
knocks down. C starts slower, but goes further and does more damage/hits.
In the corner, you can follow this with a standing A > Grand Rafale.
4. COUP DE VEINE: Elisabeth steps forward with an upward aimed punch. The
C version is slower and can't be chained into, but goes further. The A
version only allows you to follow with the Grand Rafale. The C version is
a proper juggle and can be followed with normal attacks, or into the (A)
version > Grand Rafale . Move is SCable, but the Grand Rafale can combo
without needing to SC.
5. PLATINUM MIRAGE: Reversal move. It seems both versions can only counter
mid-level normal/command attacks. The B version has Elisabeth teleporting
two sprites' distance forward, while D has her teleporting directly behind
opponent. Unlike most reversals, Elisabeth cannot catch attacks during the
initial animation frames, only after the silver trail of energy from her
arm is out (meaning this needs to be done well in advance of an opponent's
attack). If triggered, the move is SCable while Elisabeth reappears, and
the Shell Tware will connect from the D version.
6. SHELL TWARE: Elisabeth grabs opponent, covers them with silver energy and
tosses them away. The Noble Brass will only combo if this is DCed in the
corner. Even if this misses at startup, the move can still hit if opponent
steps within range of Elisabeth's arm shortly after.
7. GRAND RAFALE: Elisabeth dashes forward and performs a Coup De Veine that
sends opponent high up in a column of silver energy, then jumps after and
smashes her riding crop down on opponent. If you Quick Switch during the
first punch, opponent will be juggled. Move is DCable and is an anywhere
juggle: if Elisabeth hits a mid-air opponent with a jumping attack of her
own, she can followup with this to catch opponent before they land.
8. NOBLE BRASS: Elisabeth creates a large 34-hit shimmering silver projectile
in front of her. Negates projectiles (including some DMs), and launches
and recovers very quickly, but has no invincibility throughout the entire
duration. The projectile has a larger hit area than it looks, and covers
Elisabeth entirely from the front and top, meaning opponent will be hit
if they tried to jump over her. If you DCed this from the Shell Tware, the
Grand Rafale can catch opponent in the corner.
------------------------------------------------------------------------------
DUO LON [Rival Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Suite Shoukou [U]
COMMAND ATTACKS
f+A Benpatsuken [M],S,#
df+D Kazeka Matome Ito [L],#
> E Ikazuchika Matome Ito [M],CW,#
SPECIAL MOVES
dp+K Habarushimu Kyaku [M],P,OTG,#
qcf+K Hike Kyaku [-],#
qcb+K in air Genma Hishoukei Kou [M],NR(B),#
hcb,f+P (near) Suite Ma-ashiho [U],T,#
qcf+P (perform 3x) Sutemi Juuryuu [M],#
> f+B On-fukuo Ryuume-Wa [M],SC,#
> qcb+C Shiryou Kunhotsu Seikin [M],SC,#
[DM]
qcf,qcf+K Hiden Genmu Kyaku [M],P,#
qcb,hcf+P Hiden Genmu Juon Shikon [M],P,#
hcb,hcb+P Hiden Genmu On-Ryou Kabe [M],P,DC,#
[LDM]
A,C,B,D Ougi: Tajuu Genmu Ankei [#]
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Duo Lon can triangle jump.
#. Duo Lon lost his Hika Tenshi (B,D in air) aerial command attack.
1. BENPATSUKEN: A pigtail attack similar to Lin's. Move is cancelable.
2. KAZEKA/IKAZUCHIKA MATOME ITO: A low kick followed by a mid-level kick that
knocks down. The 1st kick is cancelable while the 2nd kick is a Counter
Wire or no-recovery attack.
3. HABARUSHIMU KYAKU: D goes further than B. Duo Lon no longer has the rdp+K
version, and this no longer juggles opponent but can OTG instead. This
will not clash with projectiles, but cannot be negated.
4. HIKE KYAKU: Forward teleport, D goes further. The move is slower than in
2k3.
5. HISHOUKEI KOU: Is now performed in mid-air and has no invincibility; Duo
Lon dives down directly with a series of kicks. B version always knocks
down with no-recovery allowed, while D does not.
6. SUITE MA-ASHIHO: Unblockable throw. Does no damage, but leaves opponent
vulnerable for a moment. This comes out slower than in 2k3. You can no
longer motion qcb+P after connecting with this to have Duo Lon switch
sides with opponent.
7. SUTEMI JUURYU: 3rd input is cancelable into the Hike Kyaku, but no longer
knocks down (sends opponent flying back, but they land on their feet) and
is no longer SCable.
8. RYUUME-WA: Knee attack. The timing to launch this is different from 2k3
(is performed the instant the 1st input of the Sutemi Juuryu hits). Can no
longer be done if the Sutemi Juryuu misses, but is still cancelable into
other special moves.
9. KUNHOTSU SEIKIN: Stuns opponent upon hitting. This is now done when the
Ryuume-Wa hits, and not after like in 2k3. Move is SCable. You can still
follow with a crouching A > Sutemi Juuryu (x3) after this hits (the Ryuume
Wa > this will miss, so no more infinites). This move has very short range
and will miss unless the Sutemi Juuryu was done very close to opponent or
the input was delayed slightly. If SCed into his LDM, opponent will remain
stunned long enough for you to combo after.
10. GENMU KYAKU: Duo Lon does multiple Habarushimu Kyaku that expand outwards
to the end of the screen. Move does less hits and damage the further away
opponent is. This won't negate projectiles, but cannot be negated either.
11. JUON SHIKON: Projectile move, no longer does 2 hits up close. Launches
much faster than in 2k3 and can now be chained into from hard attacks. C
version travels faster, while A version travels slowly but recovers quick
enough that Duo Lon can move shortly after.
12. ON-RYOE KABE: The ghosts circling around Duo Lon can negate projectiles
(even DMs), but Duo Lon is no longer invincible. Move now does chipping
damage on every hit and is DCable (though it knocks down, preventing you
to combo the Genmu Ankei after).
13. GENMU ANKEI: Duo Lon creates several mirror images that imitate his normal
and special moves (lasts for about 5 seconds normally). Many of Duo Lon's
attacks also have more range (he can hit from half-screen's length with
some moves). The startup animation cannot hit if move is canceled into,
and Duo Lon is no longer invincible when launched standalone. If he was
hit during the startup, the move's effects will not take place. Since each
of Duo Lon's attacks are mirrored several times, it's possible to keep
opponent in continuous hitstun with certain attack combinations, thus
creating a semi-infinite combo until the move's effect wears out. Note
that the Habarushimu Kyaku and Suite Ma-ashiho will not be mirrored.
------------------------------------------------------------------------------
BENIMARU NIKAIDO [Rival Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Front Suplex [U],NR
COMMAND ATTACKS
d+D in air Flying Drill [M],X
f+B Jackknife Kick [M],S,#
SPECIAL MOVES
qcf+P Raijin Ken [M],P,KD,#
qcf+P in air Kuuchuu Raijin Ken [M],P,KD,#
qcb+P (can hold) Raimei Tou [M],P,KD,#
qcb+K Shinkuu Katategoma [M],SC,#
qcf+K Iai Geri [M],SC,#
> qcf+K Handou Sandan Geri [M],KD,SC,#
[DM]
qcb,qcf+K Gen'ei Hurricane [M],#
qcf,qcf+P Raikou Ken [M],P,DC,#
[LDM]
qcf,qcf+E Raikou Ken [M],P,OTG,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/s [O]/-
#. Benimaru lost his Spinning Knee Drop air throw (it was removed in 2k3).
1. JACKKNIFE KICK: Cancelable kick. Will combo from hard attacks.
2. RAIJIN KEN: Now does one hit and knocks down, like in KOF'94/95. Launches
faster than before, and negates normal projectiles.
3. KUUCHUU RAIJIN KEN: Benimaru no longer floats during this move (continues
falling instead). Move is much faster to launch and C version knocks down.
If the C version hits in the corner, you can juggle opponent: the (A),
then (C) Raijin Ken make easy followups.
4. RAIMEI TOU: Negates projectiles, and will continue to hit even after
Benimaru has stopped. C is slower, but does more hits and damage. Delaying
the move has no effect on damage, but allows it to hit an opponent behind
Benimaru while being delayed.
5. SHINKUU KATATEGOMA: Both versions are SCable on any hit. The move can hit
in front and behind Benimaru as he's spinning.
6. IAI GERI: Move is now SCable without having to hit late. If it hits late
(when done standalone), move becomes a no-recovery knockdown.
7. HANDOU SANDAN GERI: Can no longer be performed if the Iai Geri misses. Is
now slower and has longer recovery time. The 1st hit is SCable.
8. GEN'EI HURRICANE: Cannot be reversed. This will now combo and catch
opponent in mid-air when SCed from the last hit of the Shinkuu Katategoma.
9. RAIKOU KEN: A version goes forward, C version diagonally upward. Move is
DCable. Negates projectiles, including some DMs. LDM version can combo off
Benimaru's crouching D and is aimed forward.
------------------------------------------------------------------------------
TERRY BOGARD [Fatal Fury Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Buster Throw [U],NR
COMMAND ATTACKS
E during close C Combination Blow [M]
df+C Rising Upper [M],S
SPECIAL MOVES
qcf+P Power Wave [M],P
qcb+P Burning Knuckle [M],KD,#
hcf+K > f,f+K twice Power Charge [M],KD,SC(2nd),#
qcb+K Crack Shoot [O],NR,#
dp+K Power Dunk [M,O],NR,#
> Press AB during 1st hit Breaking [-],#
[DM]
qcf,qcf+K Buster Wolf [M],DC(1st)
qcb,db,f+P Power Geyser [M],P,#
[LDM]
qcb,hcf+E Power Stream [M],P,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Since Terry's most recent appearance was in NeoGeo Battle Coliseum (NGBC),
I will be drawing some comparisons from there.
#. Terry can now properly dodge low attacks with a well-timed standing E. In
previous games, the invincibility window was so short that you could only
avoid light attacks with it.
1. BURNING KNUCKLE: A version starts slower now, and does not combo from
light attacks, unlike in NGBC.
2. POWER CHARGE: B version now combos from light attacks. D is slower, but
goes further and does slightly more damage. The 2nd input is SCable.
3. CRACK SHOOT: Is similar to the 2k3 version (does multiple hits and is
faster than the MOTW version). Is a no-recovery overhead.
4. POWER DUNK: Is similar to the NGBC version (launches very quickly, and
B version goes low and has short range). The 'dunk' is an overhead, and
move cannot be recovered from if both rising and descending parts hit.
5. BREAKING: Leaves opponent juggled while Terry steps forward. Can now be
done if the Power Dunk was blocked. In the corner, you can follow this
with the Power Charge (1st input) 3 times if the Power Dunk hit.
6. BUSTER WOLF: Launches very quickly, and combos from light attacks. The
'blast' may miss if the move connected against a mid-air/juggled opponent.
Terry is invincible during the 'blast' animation, but he can be hit before
it triggers, even if the move hits opponent (this usually happens against
Magaki). The 1st hit is DCable.
7. POWER GEYSER: Is slower to launch now (the speed is about the same as the
NGBC version). The geyser cannot be negated, and if this move traded hits,
it's possible to juggle opponent. C version has a bit of pause, during
which Terry is invincible, and this version also does slightly more damage
. Does massive damage on a Counter Hit.
8. POWER STREAM: Launches much faster now. Terry is fully invincible once
covered by the energy dome, which juggles a hit opponent, allowing the
rest of the move to connect. This no longer does far less damage against
a mid-air/juggled opponent.
------------------------------------------------------------------------------
KIM KAPHWAN [Fatal Fury Team]
------------------------------------------------------------------------------
THROW MOVE NAME PROPERTIES
b/f+C/D (near) Sakkyaku Nage [U]
COMMAND ATTACKS
f+B Neri Chagi [O],X,#
f+A,A during dash Tsugio Karageki [M],SC,KD,#
SPECIAL MOVES
qcb+A (perform 3x) Sanren Geki [M],KD,SC(C),#
> f,f+A,A for 3rd hit Tsugio Karageki [M],KD,#
qcb+P > uf+K > d+K Sankuu Kyaku [M],NR,#
qcb+K Hangetsu Zan [M],KD,SC,#
d,d+K Haki Kyaku [L],SC(B),OTG,#
d+K in air Hishou Kyaku [M],#
charge b,f+K > d+K Ryusei Raku [L,O],NR,SC,#
charge d,u+K Hien Zan [M],KD,SC,#
> d+D during D version Tenshou Zan [O],NR,#
[DM]
qcf,qcf+K Hou'ou Hiten Kyaku [M],J,#
qcb,db,f+K (air) Hou'ou Kyaku [M],NR,DC
[LDM]
qcb,db,f+E (air) Hiden Hou'ou Kyaku [M],#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/- [M]/-/- [M]/- [M]/-
Crouching [M]/-/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Kim has a new basic throw animation (it's the one he had from NGBC).
#. Kim's jumping normals are no longer cancelable.
#. Kim can link his crouching B into his close standing C.
1. NERI CHAGI: Overhead kick. Does not combo from normal attacks. Becomes
cancelable when canceled into.
2. TSUGIO KARAGEKI: Double kick that sends Kim in mid-air. Move is cancelable
into the (Hiden) Hou'ou Kyaku. Alternately, you can input this as f,f+A,A
to perform this without dashing. You may also perform this after the 2nd
input of the Sanren Geki as an alternate finisher, though it is not SCable
in such a case.
3. SANREN GEKI: A version now ends with a low kick. C version ends with the
Double Dechagi, which is SCable into the Hou'ou Kyaku or his LDM. You may
also interrupt the 2nd input into the Tsugio Karageki. The Double Dechagi
may miss when chained into at the open, especially when started from a
jump-in.
4. SANKUU KYAKU: 3rd input is a no-recovery overhead. 2nd input knocks down.
Kim can dodge low attacks during the 2nd and 3rd hits.
5. HANGETSU ZAN: B does one hit and is SCable, D does 3. Move knocks down.
6. HAKI KYAKU: Both versions hit low. B is SCable, while D is a no-recovery
knockdown that can hit a floored opponent. Both versions negate normal
floor-level projectiles and cannot be reversed.
7. HISHOU KYAKU: Is slightly faster than in 2k3. The command has returned to
its KOF'94 motion.
8. RYUSEI RAKU: Is faster than in 2k3. The move is now split into two parts:
the initial b,f+K is the first low kick, then motion d+K for the 2nd kick,
which is a no-recovery attack. B version's 1st input launches faster,
while the D version's 2nd input is an overhead.
9. HIEN ZAN: D version is SCable into the (Hiden) Hou'ou Kyaku on the 3rd
hit. The Tenshou Zan can only be used if move hits or all 3 hits were
blocked, and is an overhead, no-recovery knockdown attack.
10. HOU'OU HITEN KYAKU: This is now slower (speed is about the same as the
NGBC version) and the D version can no longer be chained into, but does
2 hits when blocked.
10. HIDEN HOU'OU KYAKU: Launches significantly faster than in 2k3 and is now
an anywhere juggle. The last hit no longer juggles, but you can follow
with a (D) Haki Kyaku in the corner.
------------------------------------------------------------------------------
DUCK KING [Fatal Fury Team]
------------------------------------------------------------------------------
THROW MOVE NAME PROPERTIES
b/f+C/D (near) Rolling Neck Throw [U]
AIR THROW
anywhere but u+C/D N-Release Breaker [#],NR
COMMAND ATTACKS
f+A Mad Spin Hammer [O],#
df+B Needle Low [L],KD,#
d+C on downed foe Choking Ball [#],OTG
df+C while dashing Duck Feint (ground) [-],#
d,d in air Duck Feint (air) [-],#
SPECIAL MOVES
qcf+P Headspin Attack [M],#
> C during C version Overhead Kick [M],NR,#
qcb+P in air Flying Spin Attack [M],#
qcb+K Dancing Dive [M],KD,#
dp+K Break Storm [M],KD,#
[DM]
hcf,uf,d+K (near) Break Spiral [U],T,NR,#
hcb,f+P Beat Rush [M],#
> A,A,B,A,C,C,D,C Follow [M]
> dp+E Finish [M]
d,d+CDE Duck Dance [M],J,#
a> qcb,qcb+P in air Diving Punisher [M],#
b> qcf,qcf+P Rolling Punisher [M],#
c> qcb,qcb+K Dancing Caliper [M],DC,#
d> qcf,qcf+K Break Hurricane [M],DC,#
[LDM]
hcb,hcb+E in air (near) High Bound Spiral [#],T,NR
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/s [M]/s [M]/s
Standing far [M]/r/s [M]/-/sc [M]/- [M]/-
Crouching [M]/r/s [L]/r/s [M]/s [L]/s
Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/s [O]/-
Combinations
------------
Standing A (near) ---\ |----> C
| /-> B ->
Standing A (far) ----| | |----> f+C (cancelable)
}----> |
Standing B (near) ---| | |----> df+D (juggles)
| \-> d+B ->
Crouching B ---------| |----> db+D or d+D
|
Crouching A ---------/
|
\-----------> df+C (feint)
#. I'm not sure if Duck's cancel charts are correct, but I'm following the
guide anyway. If the guide is accurate, it means the bulk of his normals
cannot be canceled into his command attacks.
#. As this is Duck's first KOF appearance, I will be drawing references from
Real Bout Fatal Fury 2 (RBFF2).
#. Duck's far B takes him off the ground, making him immune to low attacks
during that time. It's pretty slow however.
1. MAD SPIN HAMMER: An overhead punch. This is always an overhead, even when
canceled into.
2. NEEDLE LOW: Sliding kick. Duck has a very low profile during this move,
and can dodge some high and mid-level attacks. Knocks down unless canceled
into, which makes it cancelable instead.
3. CHOKING BALL: Duck rolls on opponent while they're down. This can only be
done as opponent is bouncing on the floor when knocked down.
4. DUCK FEINT (GROUND): Interrupts Duck's dash into a slide. Duck seems to be
invincible during the move, and can go past opponent.
5. DUCK FEINT (AIR): Duck pauses in mid-air before falling straight down. Can
be interrupted with an attack, and is usable after the Dancing Dive.
6. HEADSPIN ATTACK: Duck rolls forward in mid-air with an attack. (A) does 1
hit and lands Duck about sweep distance away from opponent, while C does
3 hits and stops in front of opponent. You can press C anytime during the
C version to perform an extra kick that cannot be recovered from. The kick
may miss when done late, but puts Duck at a distance from opponent if
blocked. Move can avoid low attacks, but does not knock down.
7. FLYING SPIN ATTACK: Duck does a Headspin Attack diagonally downwards. Does
not knock down.
8. DANCING DIVE: Duck hops forward with a knee attack. B chains from light
attacks. Duck no longer has the qcf+K followup from RBFF2.
9. BREAK STORM: Duck jumps up with an upward aimed kick that knocks down.
You cannot tap K to increase the number of hits and damage like in RBFF2.
B chains from light attacks.
10. BREAK SPIRAL: Ducks grabs opponent, tosses them upwards, then catches them
with his feet and breakdances. There is no DM spark if the move misses,
though Duck will still lose one stock bar.
11. BEAT RUSH: Manual combo DM. The remaining hits can only be performed if
this hits or is blocked. The sequence has to be tapped fairly quickly, but
almost no timing is needed: you can just tap the buttons quickly without
paying attention to the hit counter and still get full hits.
12. DUCK DANCE: Duck dances (duh), which can hit a nearby opponent for minor
damage. Using this allows access to 4 other DMs. Once any of the 4 DMs are
used, this move must be repeated to reuse them. He no longer has the Duck
Rave followup from RBFF2, and this no longer builds up stock. Duck has to
glow yellow for this move to gain access to his other DMs, which won't
happen if he was hit during startup. This juggles in the corner, allowing
the Dancing Caliper or Break Hurricane to hit after (and as a setup for
Duck's Dream Cancel).
13. DIVING PUNISHER: A multi-hitting Flying Spin Attack.
14. ROLLING PUNISHER: A multi-hitting Headspin Attack.
15. DANCING CALIPER: A multi-hit Break Storm (essentially his old RBFF2 Break
Storm tapped for multiple hits). Move is DCable.
16. BREAK HURRICANE: Duck performs a Dancing Dive, then follows with a series
of kicks in mid-air. Move is DCable.
17. HIGH BOUND SPIRAL: Air throw, Duck grabs opponent, slams them down to the
ground, catches them with his feet and breakdances. Can only hit if
opponent is on the same level or slightly higher than Duck.
------------------------------------------------------------------------------
RYO SAKAZAKI [Art of Fighting Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Tomoe Nage [U]
COMMAND ATTACKS
f+A Hyouchuu Wari [O],#
f+B Joudan Uke [-],A,#
df+B Gedan Uke [-],A,#
SPECIAL MOVES
qcf+P Ko'oh Ken [M],P,KD,#
qcb+P Kohou Shippu Ken [M],A,KD(C),SC,#
dp+P Kohou [M],KD,SC(C),#
f,b,f+P Zanretsu Ken [M],A,KD,#
dp+K Moh Koh Raijin Satsu [O],NR
hcb+K Hien Shippu Kyaku [M],KD,#
hcf+K Biiru Bin Kiri [M],#
hcb,f+K Ryoute Tsuki [#],KD,SC
[DM]
f,hcf+P Haoh Shokou Ken [M],P,#
qcf,hcb+P Ryuko Ranbu [M],DC,#
[LDM]
qcf,qcf+E Tenchi Haoh Ken [M],NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. As with previous KOF, Ryo can combo his crouching B into his crouching C.
Virtually no timing is required now, you can just tap d+B,C like in NGBC.
1. HYOUCHUU WARI: Overhead chop, unless canceled into.
2. JOUDAN/GEDAN UKE: Parry moves, cannot hit opponent. Joudan Uke parries
jumping, high and mid-level attacks. Gedan Uke parries low or crouching
mid-level attacks and floor level projectiles. Both versions can parry
mid-level projectiles. Move is cancelable if it parried an attack, and
you can now parry multiple attacks by using the appropriate move again.
3. KO'OH KEN: Short ranged projectile that negates normal projectiles. The
move cannot be negated, but it cannot hit if Ryo is struck with a DM
projectile.
4. KOHOU SHIPPU KEN: Has autoguard once Ryo turns away and as he's stepping
forward. C does 2 hits and knocks down. Both versions are SCable.
5. KOHOU: 1st hit of C version is SCable. (A) version now has less priority,
but the C version now a larger hit area and when used standalone, both
hits are more likely to connect now.
6. ZANRETSU KEN: Move can now be chained into from hard attacks. If Quick
Switched out of during the last hit, opponent will be juggled.
7. HIEN SHIPPU KYAKU: B does 2 hits up close and chains from light attacks. D
does 3 hits up close. Move no longer does one less hit when chained into
in the open.
8. BIIRU BIN KIRI: Ryo steps forward and does a mid-level punch. This chains
from hard attacks and knocks down (recovers pretty quickly too). This can
only hit after Ryo has traveled forward a bit.
9. RYOUTE TSUKI: Ryo charges up, then performs a short ranged punch that
knocks down. D version is slower, but Guard Crushes a blocking opponent
and is SCable.
10. HAOH SHOKOU KEN: Is the 2k3 version and launches very quickly. C version
launches slower, but travels faster. The projectile can be negated or
reflected by certain moves.
11. RYUKO RANBU: Is immune to high/mid-level attacks during the forward dash.
Loses invincibility once move hits or at the end of the dash. DCable, and
the 14h hit is QSable.
12. TENCHI HAOH KEN: Dizzies opponent upon hitting, but not if they were
already dizzied. Is far slower than before, and no longer combos from
light attacks. The move launches immediately when DCed into, but does
far less damage (almost none, in fact). Unlike other LDMs, you can Quick
Switch out of this. Ryo is invicible during the startup flash.
------------------------------------------------------------------------------
YURI SAKAZAKI [Art of Fighting Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Silent Nage [U],NR
AIR THROW
anywhere but u+C/D Tsubame Otoshi [#],NR
COMMAND ATTACKS
f+A En Yoku [O],X,#
df+B Shiyoku [L],S,#
df+D Shouyoku [M],J,#
b+B in air Yuri Ori [M],#
SPECIAL MOVES
qcf+P Ko'oh Ken [M],P,KD,#
> hold P Haoh Shokou Ken [M],P,KD,#
qcf+K in air Rai'oh Ken [M],#
qcb+P Saifa [M],P,KD/J,#
hcb+K Hyakuretsu Binta [U],T,NR
dp+P Yuri Chou Upper (Kuuga) [M],KD,SC(C),#
> dp+C during C version Double Yuri Chou Upper (Ura Kuuga) [M],KD,SC,#
[DM]
qcf,hcb+K Hien Hou'ou Kyaku [M],DC,#
qcf,qcf+K Shin! Chou Upper [M],#
[LDM]
qcf,hcb+E in air Kuuchuu Hien Hou'ou Kyaku [M],NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
1. EN YOKU: Overhead attack. Does not combo from normals. You can cancel this
into her LDM only when used standalone, or into her Rai'oh Ken or LDM when
canceled into.
2. SHIYOKU: Cancelable low kick, combos from light attacks.
3. SHOUYOKU: Upward aimed kick, juggles a hit opponent.
4. YURI ORI: Cross-up kick. Will not hit unless used while jumping over
opponent. Is NOT an overhead.
5. KO'OH KEN: Short ranged projectile that negates normal projectiles. The
projectile cannot be negated even if Yuri is hit, but will not hit if Yuri
is struck with a DM projectile. Hold down the button to perform the Haoh
Shokou Ken instead. C version starts slower, but goes further.
6. HAOH SHOKOU KEN: Works as a DM projectile and negates normal projectiles.
C travels faster than A version. Like in 2k3, the move can hit from up
close, but Yuri can no longer followup after it hits.
7. RAI'OH KEN: Is the 2k3 version; launches very quickly, but Yuri can no
longer followup after it hits. Although it doesn't seem possible, the move
can be reflected.
8. SAIFA: Short range knockdown projectile. Reflects projectiles and cannot
be negated. C version has significant startup delay, but juggles opponent.
9. HYAKURETSU BINTA: You can now combo into this move from hard attacks.
10. KUUGA: (A) does one hit while (C) does 2 and is SCable on the 1st hit. The
C version will combo from light attacks again, while the (A) Kuuga
juggles a mid-air opponent, say after being hit by the (C) Saifa. You
can use Ura Kuuga even if this misses, and it is SCable on the 1st
hit.
11. SHIN! CHOU UPPER: Can hit juggled and jumping opponents, but may not get
full hits. If the first hit misses, Yuri performs a multi-hit Kuuga.
12. KUUCHUU HIEN HOU'OU KYAKU: Yuri does a diving kick, and upon hitting,
performs her old autocombo SDM, ending with a KOF'96-style Rai'oh Ken.
------------------------------------------------------------------------------
KING [Art of Fighting Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Hold Rush [U]
COMMAND ATTACKS
f+B,f+D Trap Kick [M,O],NR(2nd),#
df+D Sliding Kick [L],#
SPECIAL MOVES
qcf+P Top Venom [M],P,#
qcf+P Under Venom [L],P,#
qcf,qcf+K Double Venom Strike [M],KD(2nd),#
qcb+K Tornado Kick [M],J/KD(B/D),#
rdp+K Trap Shot [M],KD,SC,#
[DM]
qcf,hcb+K Illusion Dance [M],DC,#
qcb,qcb+K Silent Slash [M],#
[LDM]
qcf,qcf+E or qcb,qcb+E Phantom Strike [M,L],P,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. King is immune to low attacks for a very brief moment during her standing
E. The invincibility window is too short to avoid floor-level projectiles
however.
1. TRAP KICK: King's old f+B overhead split into two parts. The 1st input is
a hopping knee strike, while the 2nd is the overhead kick, which is now
a no-recovery knockdown. The 2nd input is always an overhead even when
canceled into. King can avoid low attacks during this.
2. SLIDING KICK: Low slide kick that knocks back when used on its own. Is
cancelable when canceled into and combos from light attacks, but will not
hit low in such a case.
3. TOP VENOM: Knocks down a mid-air opponent. Move can avoid low attacks.
4. UNDER VENOM: Low hitting projectile. Comes out slower than the Top Venom,
but launches slightly faster than in 2k3. D version is faster to launch
than the B version.
5. DOUBLE VENOM STRIKE: If reflected, the 2nd projectile will negate the 1st
one, effectively cancelling the move out. The 2nd projectile knocks down.
Launches much faster than in 2k3, and the different buttons versions now
result in different projectile speeds.
6. TORNADO KICK: B does one hit which juggles opponent. D does 2 and knocks
down. B version now pushes opponent back, and the Silent Slash will only
combo near or at the corner. The B version does very little damage now.
Both versions can go past low attacks.
7. TRAP SHOT: Can now combo from her close D (1st hit) or from a canceled
Sliding Kick. Move is SCable, but the Illusion Dance will only combo when
SCed from the 10th hit.
8. ILLUSION DANCE: King is fully invincible the instant she leaves the ground
until the move hits or just before she lands. It launches faster now, and
will combo from a single hard attack when up close.
9. SILENT SLASH: Comes out slightly slower now, and has less priority.
10. PHANTOM STRIKE: King now kicks out out eight Venom Strikes, mixing up her
Top, Under and Double Strikes. The different versions launch the Strikes
in different order. Each Strike is considered a DM, so the first one will
clash with a negateable DM projectile, while the other 7 goes on to hit.
Magaki's projectiles can negate the entire move however.
------------------------------------------------------------------------------
BONNE JENET [Garou:MOTW Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Bye-Bye Boo [U],NR
AIR THROW
anywhere but u+C/D Falling Crush [#],NR
COMMAND ATTACKS
A,A during close A Combination A [M],S,#
C during close A or far C Combination C [M],S,#
df+D Rolling Thunder [M],KD,#
SPECIAL MOVES
qcf+P Buffrass [M],P,#
qcb+P Crazy Ivan [M],KD,SC,#
qcf+K The Hind [M],KD,#
qcb+K Gulf Tomahawk [O],#
d+K,K,K,K,K in air Harrier Bee [M],KD,#
[DM]
qcf,qcf+P Many Many Torpedoes [M],DC,#
qcf,qcf+K Aurora [M],#
[LDM]
hcb,hcb+E An Oi Mademoiselle [-],RV,NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/-/c [M]/c [M]/- [M]/s
Standing far [M]/-/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/sc
Vertical jump [O]/- [O]/s [O]/- [O]/- [M]/s
Diagonal jump [O]/- [O]/s [O]/- [O]/-
#. Jenet cannot Break her Hind, unlike in Garou.
1. COMBINATION A: Jenet does 3 quick slaps. This can only be done if her
close A hits or is blocked. Move is cancelable.
2. COMBINATION C: Jenet follows her close A or far C with a slap using the
other hand. This is now cancelable.
3. ROLLING THUNDER: Jenet's T.O.P In CD attack from Garou. She flips upwards,
and if it hits, she follows with a downward knee strike that knocks down.
4. BUFRASS: Jenet throws a gust of wind across the ground. A stops in front
of Jenet, while C goes full screen and travels faster.
5. CRAZY IVAN: Jenet swings out with the tip of her dress, knocking down if
it hits. A is done stationary, while she steps forward during the C
version. The A version is now slower to launch than in Garou. SCable.
6. THE HIND: Jenet hops forward with a knee strike, then swings out with the
tip of her dress. B combos from light attacks, while D does more hits and
is cancelable into the Harrier Bee.
7. GULF TOMAHAWK: Jenet hops up and does an overhead kick. This hits twice up
close and can avoid low attacks. D version goes higher and further. Jenet
stops at a fairly safe distance if this is blocked. This is a no-recovery
attack if it hits a mid-air opponent.
8. HARRIER BEE: Jenet dives down (B has a steeper angle), then performs four
kicks (one for each input). The initial dive cannot hit, and any kick
after the first will knock down if the remaining kicks miss.
9. MANY MANY TORPEDOES: Jenet rushes forward and kicks repeatedly while
surrounded by many, many torpedoes (sorry, I couldn't resist :P). Move no
longer has invincibility at startup.
10. AURORA: Jenet jumps diagonally upwards while spinning out with her dress
3 times, doing multiple hits for each spin. If move hits, she blows a kiss
at opponent at the end (which does damage but may miss in the corner).
11. AN OI MADEMOISELLE: Jenet does her Just Defence pose, and if struck with
a physical attack of any level (including specials/[L]DMs), she takes
off her shoe and smacks opponent on the head repeatedly with it before
putting it back on and blushing. Looks pretty hilarious. :) This move will
not lose hits when reversing an aerial attack, unlike in Garou.
------------------------------------------------------------------------------
GATO FUTABA [Garou:MOTW Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Danzetsu Tai [U]
COMMAND ATTACKS
f+A Saigaku [O],X,#
f+B Muran Geri [M],#
SPECIAL MOVES
qcf+P Shin-Ga [M],SC,#
> f,f+P Totsuga [M],KD,#
qcb+P Ura Fuuga [M],#
a> A Shunga [-],#
b> B Ouga [-],RV,NR,#
c> C (near) Muga [U],T,KD,#
d> D Rouga [-],#
qcb+K Fuuga [M],KD(D),#
a> A Kouga [M],P,KD,#
b> B Senga [M],J,#
c> C Kyuuga [O],#
d> D Katsuga [L],KD,#
[DM]
qcf,qcf+P Rei Kiba [M],NR,DC,#
qcf,qcf+K Tatsu Kiba [M],DC,#
[LDM]
dp+E (perform 3x) Tenryuu Retsu Kiba [M],#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/c [M]/-/c [M]/- [M]/-
Crouching [M]/-/c [L]/-/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Gato can link the 2nd hit of his close D with his crouching B again like
in MOTW. His close D is faster, so the 1st hit is canceled faster as well.
#. Gato's crouching B isn't cancelable, but it launches and recovers so
quickly that you can combo the Rei Kiba off it. You can also link his
crouching B into his close C.
#. Gato's standing E is his old T.O.P In CD attack, but no longer does insane
amounts of Guard Meter damage.
#. Gato is immune to low attacks during the Fuuga and Ura Fuuga, as well as
during all the followups except the Kyuuga (when he reaches ground level)
and Katsuga.
1. SAIGAKU: Overhead punch. Doesn't combo from normals and is not cancelable,
but his crouching B and LDM come out fast enough to combo from this.
2. MURAN GERI: Quick hopping kick. Can combo from light attacks and avoids
low attacks.
3. SHIN-GA: A version comes out faster and is now chainable from light
attacks. C only chains from hard attacks, but does more damage and goes
further. You need to use the same button for the Totsuga followup. SCable.
4. URA FUUGA: Gato stomps, then leaps up (C goes higher and knocks down).
This move will now hit, making it virtually identical to the Fuuga. The
followups can be used at any point before Gato lands. Note that the Muga
will miss if this hits.
5. SHUNGA: Air dash. You can now attack at the end of the dash. This can
avoid low attacks even when done low to the ground. Gato is invincible
during the dash itself, but not at the start or end of the dash.
6. OUGA: Reversal move. Gato counters high and mid-level attacks, including
specials/(L)DMs. Has a new animation, and no longer juggles. Unlike other
reversals, it's possible for opponent to trigger this and block Gato's
counter-attack (which can happen if this move met with a light attack).
7. MUGA: Unblockable throw. Switches sides and sends opponent to the far end
of the screen. Opponent can recovery roll from this move, unlike most
special throws. This can now hit an opponent in mid-air if they were very
low to the ground, such as during the beginning or end of a hop/jump; so
long as Gato is above opponent.
8. ROUGA: Gato feints a Katsuga, then teleports back to the original launch
location of the Ura Fuuga. Gato is invincible during this move.
9. FUUGA: Gato stomps, then leaps up (D goes higher and knocks down). Move
combos from the 1st hit of his close D. The followups can be used at any
point before Gato lands, and with the exception of the Katsuga, will combo
from the D version of this move.
10. KOUGA: Gato throws an energy blast on the ground. The location of the blast
varies depending on the height and distance Gato was during the Fuuga when
you launched this. This now knocks opponent high up (the Tatsu Kiba can
combo off it), builds a ridiculous amount of stock and combos from either
Fuuga, but no longer negates normal projectiles (though it doesn't get
negated either).
11. SENGA: Gato does an upward kick. Can juggle in the corner. This won't combo
from either Fuuga if done too late. This launches much faster than before
and is an anywhere juggle (it can combo with itself in the corner).
12. KYUUGA: Gato dives diagonally downward with an overhead kick. This won't
combo from the B Fuuga if done too late.
13. KATSUGA: Gato lands and does a low sliding kick that knocks down. This
does not combo from the Fuuga.
14. REI KIBA: Combos from light attacks and can hit a mid-air opponent if they
weren't too high up. Seems to have improved priority from 2k3. 1st hit is
DCable. If this move traded hits, opponent will be juggled.
15. TATSU KIBA: Vertical anti-air kick. B is launched on the spot immediately,
while D has a little forward range and goes higher. 1st hit is DCable. The
move is an anywhere juggle.
16. TENRYUU RETSU KIBA: The move does heavy Guard Meter damage; if used when
opponent's lifebar was blinking red, it's likely opponent will be Guard
Crushed during the 1st or 2nd input. Once the 1st input is motioned,
Gato's stock bars will drain regardless of whether the subsequent inputs
are entered or not, though the LDM flash only appears on the 3rd input.
When DCed into, this can catch juggled or mid-air opponents even if his DM
missed. The move will only knock down on the 3rd input, so if you have
the stock bars, you may stop at the 2nd input and motion the Rei Kiba
instead (and Dream Cancel off it as well). The remaining inputs cannot be
done if this misses altogether.
------------------------------------------------------------------------------
TIZOC/GRIFFON MASK [Garou:MOTW Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Griffon Tower [U],NR
COMMAND ATTACKS
df+C Joudan Yoke Kougeki [M],SC,#
df+D Gridro Super Kick [M],KD,#
SPECIAL MOVES
qcf+A in air (near) Icarus Crush [#],T,NR,#
qcb+K (air) Olympus Over * [O],NR,OTG,#
dp+P Active Toupon [U],T,NR,#
rdp+P Poseidon Wave * [M],KD,SC,#
AB during * moves Breaking [-],#
hcb+P (near) Justice Hurricane [U],T,NR,#
hcf+B (near) Hercules Throw [U],T,NR,#
[DM]
qcf,qcf+K Daedalus Attack [O-1st],DC,#
hcb,hcb+P (near) Big Fall Griffon [U],T,NR,#
[LDM]
hcb,hcb+E (near) Big Fall Griffon [U],T,NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/c [M]/-/c [M]/c [M]/c
Crouching [M]/-/c [L]/r/- [M]/- [L]/s
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Since Tizoc is shorter than Griffon Mask, I'll be using that name to
describe his moves (I'm lazy that way :P).
#. Tizoc lost his Griffall (df+C) OTG followup.
#. Tizoc's dashing speed has been corrected, and he now dashes faster than
he walks.
1. JOUDAN YOKE KOUGEKI: Tizoc steps forward with a headbutt (or beak attack,
depending on how you see it). Does 3 hits, and is SCable. Tizoc is immune
to jumping/high attacks during this move (not mid-level attacks though).
2. GRIDRO SUPER KICK: Move knocks down and can avoid low attacks while Tizoc
is leaping forward with the drop kick, before he reaches ground level.
Like in Garou: MOTW, this move does a lot of Guard Meter damage. Launches
faster now.
3. ICARUS CRUSH: Air throw, cannot hit opponent on the ground. Has a miss
animation.
4. OLYMPUS OVER: Jumping elbow attack. D has Tizoc doing a backstep first,
but he jumps higher and further. Is an overhead and can now be done in
mid-air (the mid-air version is slower). Move is a no-recovery attack and
can hit a floored opponent.
5. ACTIVE TOUPON: Ranged throw; Tizoc jumps forward and grabs opponent with
his legs before flipping over and slamming them to the ground. C goes
further than A. Move cannot hit opponent in mid-air. Switches sides upon
hitting.
6. POSEIDON WAVE: Tizoc steps forward with a knockdown punch. C version has
him doing a backstep first, but goes further and recovers faster. Move is
SCable.
7. BREAKING: Can only be used during the D Olympus Over or C Poseidon Wave,
when Tizoc backsteps. This returns Tizoc to neutral stance.
8. JUSTICE HURRICANE: C version does more damage than A, but no longer combos
from light attacks.
9. HERCULES THROW: Has shorter range than the Justice Hurricane, but can
followup after it hits. This combos from hard attacks.
10. DAEDALUS ATTACK: The first hit is an overhead. Move is DCable.
11. BIG FALL GRIFFON (both versions): Tizoc is invincible during the startup
flash.
-------------------------------------------------------------------------------
RALF JONES [Ikari Warriors Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Dynamite Headbutt [U]
SPECIAL MOVES
tap P repeatedly (move f) Vulcan Punch [M],KD,#
charge b,f+P Gatling Attack [M],KD,SC,#
charge d,u+P or qcf+P in air Kyukohka Bakudan Punch [M,O],NR,OTG,#
dp+P Unblock [U/M],NR,#
hcb+B Teikuu Ralf Kick [L],KD,#
hcb+D Ralf Kick [O],KD,#
hcf+K (near) Super Argentine Backbreaker [U],T,NR,A(D),#
[DM]
qcb,hcf+K Umanori Vulcan Punch [M],NR,#
qcf,hcb+P Baribari Vulcan Punch [M],NR,DC,#
[LDM]
qcf,qcf+E Galactica Phantom [U],A,NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/- [M]/-/- [M]/s [M]/- [M]/s
Standing far [M]/-/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/s [L]/r/- [M]/s [L]/s
Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Since Ralf has no command attacks, only the 's' notation will be used for
his cancelable moves.
1. VULCAN PUNCH: Hits twice on a Counter Hit. You can move Ralf forward
during this. You now have to tap at a faster pace than before for the move
to launch.
2. GATLING ATTACK: A does 3 hits, C does 4 and goes slightly further. Both
versions combo from light attacks and are now SCable on any hit after the
first.
3. KYUKOHKA BAKUDAN PUNCH: The rising attack will now combo into the
descending punch. The descending punch is an overhead and can now hit
a floored opponent (you can use this to followup the Unblock).
4. UNBLOCK: Ralf charges up, then does an unblockable punch. When canceled
into, becomes much faster and can combo from light attacks, but does less
damage and is blockable. Move is a no-recovery attack. Since Ralf recovers
well before opponent, it's possible to setup another Unblock so that it
hits as opponent is getting up (the timing is pretty difficult though).
5. TEIKUU RALF KICK: Ralf has a very low profile, and can avoid some high/mid
level attacks during this move. Move hits low and knocks down.
6. RALF KICK: Overhead kick that knocks down. Move can avoid low attacks. The
move can now hit the moment Ralf is off the ground (in 2k3 the move could
only hit after Ralf has fully kicked out), and will do 2 hits up close.
This juggles if it hits a crouching opponent.
#. During either Ralf Kick, Ralf is immune to non-throw attacks as he braces
his hand on the ground before kicking out (I've seen a Haoh Sho Koh Ken
fly past him during that point).
7. SUPER ARGENTINE BACKBREAKER: Ralf autoguards high/mid level attacks while
grabbing for the D version (this version is slower), while the B version
can combo from hard attacks.
8. UMANORI VULCAN PUNCH: Opponent cannot recover from this move, but like in
2k3, wakes up faster, so you can no longer time a Galactica Phantom to hit
just as opponent is standing up.
9. BARIBARI VULCAN PUNCH: As with 2k3, move only does 7 hits, but the last
hit cannot be recovered from. Ralf is invincible during the startup flash.
Any hit before the 7th is DCable.
10. GALACTICA PHANTOM: Has upper body autoguard once Ralf turns away. Like in
2k3, the punch launches faster and cannot be recovered from. Launches
instantly when DCed into, but becomes blockable and does less damage. This
does 100% damage on a Counter Hit against a non-boss character.
-------------------------------------------------------------------------------
CLARK STEEL [Ikari Warriors Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Gallanting German [U]
AIR THROW
anywhere but u+C/D Death Lake Driver [U],NR
COMMAND ATTACKS
f+B Stomping [L],S,#
SPECIAL MOVES
hcf+P Mount Tackle [M],NR,SC,#
a> d,d+A Clark Lift [#],T,NR
b> d,d+K Rolling Cradle [#],T,NR
c> d,d+C Reverse D.D.T * [#],T,NR
hcf+K (near) Super Argentine Backbreaker * [U],T,NR
dp+P Napalm Stretch * [#],T,NR,#
dp+K (near) Frankensteiner * [U],T,NR,#
hcb+P Shining Wizard [O],T,#
qcf+P after * moves Flashing Elbow [#],OTG
[DM]
hcb,hcb+P (near) Ultra Argentine Backbreaker [U],T,NR
hcf,hcf+K Running Three [U],T,NR,#
qcb,qcb+K Special Gatling Attack [M],DC,NR,#
[LDM]
hcb,hcb+E (near) Ultra Argentine Backbreaker [U],T,NR
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/- [M]/-/c [M]/c [M]/- [M]/s
Standing far [M]/r/- [M]/r/- [M]/- [M]/-
Crouching [M]/r/c [L]/-/- [M]/s [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Clark has no far standing A animation. His standing A isn't cancelable,
but the Super/Ultra Argentine Backbreaker will combo from it. You can now
combo into the Super/Ultra Argentine Backbreaker from Clark's crouching
A/B/C attacks.
#. Clark is immune to low attacks during his close standing D.
1. STOMPING: Cancelable command attack. Only chains from the 1st hit of
his close standing C. The Mount Tackle combos from this. This hits low
when used standalone, but can be blocked standing if canceled into.
2. MOUNT TACKLE: Move can hit low jumping opponents. Does no damage, but can
be followed with the Clark Lift, Reverse D.D.T or Rolling Cradle. This
cannot hit rolling opponents but cannot be reversed. Move is now SCable,
and is SCed when Clark reaches opponent, before he pins them (making this
useful as a means of connecting the Ultra Argentine Backbreaker from a
distance).
3. CLARK LIFT/REVERSE D.D.T/ROLLING CRADLE: Followups for the Mount Tackle.
You can use the Flashing Elbow after the D.D.T. Opponent can escape from
the followups by pressing the same button used for the followup once (any
further inputs won't be recognized, so if opponent guessed wrongly, button
mashing won't allow them to escape). At later stages, the CPU cheats by
reading your input, and will escape pretty often.
4. NAPALM STRETCH: Anti-air throw, does not hit standing opponents at all.
5. FRANKENSTEINER: Short ranged unblockable throw. Is now immune to low and
mid-level attacks, and launches faster as well.
6. SHINING WIZARD: Only hits crouching opponents; This move can combo from
light attacks and the 1st hit of his close standing C if you hit a
crouching opponent. Note that opponent will not go into blocking animation
when this is executed, and Clark will simply stop in front of a standing
opponent, leaving him wide open to attacks (although the move does recover
pretty quickly).
7. FLASHING ELBOW: Followup for the moves indicated with a (*). This doesn't
seem to miss in corners anymore.
8. RUNNING THREE: Clark is invincible for a very brief moment during the
startup flash.
9. SPECIAL GATLING ATTACK: Clark does a 7-hit version of his KOF'99 Gatling
Attack, except this doesn't juggle. This has the same startup animation
as the Ultra Argentine Backbreaker (useful for mind games). Move is DCable.
-------------------------------------------------------------------------------
WHIP [Ikari Warriors Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+D (near) Zed [U],NR
COMMAND ATTACKS
hold f+A (tap A 3x) Whip Shot [M],S,KD,#
SPECIAL MOVES
hcf+P Boomerang Shot "CODE: SC" [M],NR,SC(1st),#
qcb+P during jump Hook Shot "CODE: TEMPEST" [M],KD,#
hcb+A (can hold) Strings Shot Type A "CODE: SUPERIOR" [O],NR,SC(1st)
hcb+B (can hold) Strings Shot Type B "CODE: POWER" [M],#,SC(1st)
hcb+C (can hold) Strings Shot Type C "CODE: VICTORY" [L],NR,SC(1st)
> b/f while holding Move forward/backward [-]
> D when holding Strings Shot Type D "CODE: RAIN" [-],#
rdp+P (tap P 7x) Desert Eagle [L],P,KD,OTG,#
[DM]
qcb,hcf+P Sonic Slaughter "CODE: DP" [M],DC,#
qcf,qcf+P Red Whip Genocide [M],DC,#
[LDM]
qcb,hcf+E Sonic Slaughter "CODE: KW" [M],#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/s
Standing far [M]/-/c [M]/-/c [M]/s [M]/c
Crouching [M]/-/- [L]/-/c [M]/c [L]/s
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Whip's crouching A cannot hit up close but can hit a floored opponent,
such as after her throw or sweep.
#. Whip's close D is not cancelable once she begins retracting her leg.
#. Whip's crouching D has shorter range, but launches much faster now.
#. Whip's far C is now cancelable on the 2nd hit, and the Strings Shot Type C
can combo from it.
1. WHIP SHOT: Tap A once per hit. Any hit is cancelable, but the 3th knocks
down. This is slower than in 2k3, and Whip only lashes 3 times now. The
2nd hit combos into the Strings Shot, while the 3rd combos into the
Boomerang Shot or Red Whip Genocide.
2. BOOMERANG SHOT: The 2nd hit is a no-recovery attack. The move's priority
is reduced from 2k3, but it launches very quickly. 1st hit is SCable, but
the Sonic Slaughter tends to miss.
3. HOOK SHOT: Like 2k3, travels in a higher arc, so may miss when too near
or too far from opponent, more so against the shorter characters. This
tends to put Whip behind opponent unless they were far away.
3. STRINGS SHOT: A is an overhead, while C hits low (both are no-recovery
attacks). B does no damage, but pulls opponent closer to Whip and stuns
them for a moment. All versions are SCable on the 1st hit. While being
delayed, you can move Whip around and/or cancel the move by pressing D.
Whip walks much faster now while delaying this move.
4. DESERT EAGLE: Low hitting fixed-range projectile. Can hit a floored
opponent again, and launches much faster now. Whip must reload after every
7 shots. Each shot does far more damage now, more so on a Counter Hit.
5. SONIC SLAUGHTER DP: Whip stops at the first hit if move misses. Has no
invincibility, unlike the LDM version. Move is DCable.
6. RED WHIP GENOCIDE: New DM, Whip dashes forward with a series of whiplashes
. Move is DCable and combos from hard attacks. This is fairly safe if
blocked.
7. SONIC SLAUGHTER KW: Whip is invincible during the startup flash. The move
now stops at the first hit if it misses or is blocked.
-------------------------------------------------------------------------------
ATHENA ASAMIYA [Psycho Soldier Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Psychic Throw [U]
AIR THROW
anywhere but u+C/D Psychic Shoot [U],T,NR
COMMAND ATTACKS
f+B Renkantai [M],S,J(2nd),#
d+B in air Phoenix Bomb [O],KD,S,#
SPECIAL MOVES
qcb+P Psycho Ball [M],P,#
qcb+B Psycho Reflector [M],KD,P,#
hcf+P (near) Super Psychic Throw [U],T,J,#
qcb+K in air Phoenix Arrow [M],KD(D),SC,#
qcf+K (air) Psychic Teleport [-],SC,#
dp+P (air) Psycho Sword [M],KD,#
[DM]
qcf,qcf+K in air Phoenix Fang Arrow [M],DC,#
hcb,hcb+P (air) Shining Crystal Bit [M,L],P,DC,#
a> qcb+P (can hold) Crystal Shoot [M],P,#
b> press ABCD Cancel [-]
[LDM]
qcf,qcf+E Super Phoenix Infinity [M,U],NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/- [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/-
Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/c [O]/- [O]/- [O]/-
#. Athena can triangle jump.
#. Athena has no far standing B animation.
#. Athena's jumping C is no longer cancelable. Her jumping A will combo with
any of her aerial specials except for the (D) Phoenix Arrow.
#. Athena's movement speed is slower now.
1. RENKANTAI: Cancelable command attack, can combo from light attacks. The
(C) Psycho Sword will not hit properly when this is used to follow a hard
attack. If only the 2nd kick connects, the move juggles opponent.
2. PHOENIX BOMB: Cancelable overhead attack that knocks down. Combos from her
jumping A.
3. PSYCHO BALL: Launches slightly slower than before.
4. PSYCHO REFLECTOR: Reflects normal projectiles only. Can followup in the
corner if it Counter Hits.
5. SUPER PSYCHIC THROW: Athena's command throw from KOF'98. Juggles opponent
upon hitting, but the move is slightly slower now.
6. PHOENIX ARROW: B does 3 hits, while D does 5, with the last hit being a
knockdown kick. Any hit before the last is SCable for both versions. For
the D version, Athena will turn around and perform the last kick if
opponent managed to get behind her during the move. D version now launches
and recovers faster, with the last hit being SCable as well.
7. PSYCHIC TELEPORT: Teleport move, has no invincibility, but has no recovery
time either, so Athena can attack immediately upon stopping. (D) goes
further than B. Can now be done in mid-air, and returns Athena to the
ground quickly. For the mid-air version, the button used determines her
diving angle, with B having a steeper angle. Athena dashes slightly slower
during the ground versions now. Move is SCable.
8. PSYCHO SWORD: A does 3 hits, C does 7. Knocks down and is SCable. The
move can be done in mid-air. Note that the C version may miss after the
1st hit in combos. Move has less priority than before, and may trade hits
with jumping attacks.
9. PHOENIX FANG ARROW: When done too high or low, the move may not combo
after the initial Phoenix Arrow. Move is DCable.
10. SHINING CRYSTAL BIT: Move can hit twice on a Counter Hit. The crystals
orbiting around Athena can hit low and negate normal/DM projectiles. It
can only negate low-level projectiles when the crystals orbit low. You may
only (Dream) cancel the move if you didn't use the Crystal Shoot. Both
ground and air versions are DCable. The move's priority is somewhat lower
now, and Athena can even be hit out of it at startup. On the other hand,
the move can still hit if you used the Cancel, and it's possible to
perform this (and hit) twice in a row after the Super Psychic Throw in
the corner.
11. SUPER PHOENIX INFINITY: Athena jumps straight up with her body covered
with pink energy shaped like wings, then dives diagonally downward with
the image of a phoenix surrounding her. The diving attack is unblockable.
The ascending attack has longer range than it looks and can hit from
outside Athena's sweep distance. Athena is invincible while rising.
#. Athena's designer must've 'Writhed In Pain' thinking up the aerial Psycho
Teleport and Super Phoenix Infinity. :P
-------------------------------------------------------------------------------
SIE KENSOU [Psycho Soldier Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Tomoe Nage [U]
COMMAND ATTACKS
f+A Kobokushu [O],#
f+B Kousentai [M],S.#
SPECIAL MOVES
qcb+P Cho Kyudan [M],P,#
qcb+P in air Ryu Sogeki [M]
qcf+P Yasaki Tsugio Fu [M],KD,#
dp+P (near) Tatsu Renda [U],T,J,#
dp+K Senkyutai [M],A,J,#
hcf+B Ryu Renga: Chiryu [M],KD,#
hcf+D Ryu Renga: Tenryu [M],KD,#
rdp+K Ryu Gakusai [M],KD,SC,#
[DM]
qcf,hcb+B Shinryu Seioh Rekkyaku [#],DC
qcf,hcb+D Shinryu Tenbu Kyaku [#],DC
qcf,qcf+P (near) Senki Hakkei [U],T,DC,#
[LDM]
qcb,hcf+E Sumio Hanako Rai Tatsu [M],P,NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/c [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Kensou's jumping attacks are no longer cancelable into the Ryu Sogeki.
1. KOBOKUSHU: Overhead palm strike. Becomes cancelable when canceled into.
Has a new animation, and Kensou's specials combo easier from this compared
with the old version. The range for this move is shorter now, but it
combos off light attacks.
2. KOUSENTAI: Hopping kick, cancelable into the Ryu Sogeki. The Shinryu Tenbu
Kyaku can hit a mid-air opponent after this hits in the corner (say when
used after the Tatsu Renda). Kensou is off ground during the move, thus
immune to low attacks and throws.
3. CHO KYUDAN: Kensou crouches during this move, allowing him to duck under
some high attacks. A version has a short pause, but recovers faster. The
C version launches and travels very quickly, but is slower to recover.
4. RYU SOGEKI: C version has a short pause before Kensou dives down, but now
does 6 hits and goes further. This juggles if it hits a mid-air opponent,
and the C version allows you to combo after it hits an opponent on the
ground.
5. TSUGIO FU: Kensou does his qcb+P move from KOF'99; he leaps forward with
a knockdown punch. C goes further.
6. TATSU RENDA: New command throw; Kensou grabs opponent and performs a short
autocombo that juggles them.
7. SENKYUTAI: Move has autoguard and juggles upon hitting. This launches
slower now, but can combo from a hard attack canceled into the Kobukushu.
8. RYU RENGA: The Chiryu goes straight forward, while the Tenryu goes upward
diagonally. The Tenryu can avoid low attacks. Both versions knock down.
9. RYU GAKUSAI: Anti-air kick, combos from light attacks. Both versions are
SCable, but only the D version allows you to combo into the Seioh Rekkyaku
and Senki Hakkei.
10. SHINRYU SEIOH REKKYAKU: The 2nd and 3rd hits are overheads. Move can avoid
low attacks and launches faster than in 2k2.
11. SHINRYU TENBU KYAKU: The initial 3 hits are aimed diagonally upwards and
may miss a crouching opponent. Move can avoid low attacks and is faster
compared with 2k2.
12. SENKI HAKKEI: Move is now a proper throw, and opponent can no longer roll
away during the startup when used standalone. The range is shorter than in
2k2, and it now has a miss animation. Move is DCable.
13. RAI TATSU: Kensou throws a floor-level projectile. After the projectile
leaves the screen, a stream of energy shaped like a dragon returns to him.
If he manages to receive the energy stream without being interrupted,
Kensou's body will glow for about 10 seconds, during which his attack
damage is increased. Note that the move is a negateable DM projectile.
Unlike other mode activation DMs, the duration of the powerup is fixed.
When DCed into, Kensou will always power up so long as this hits.
-------------------------------------------------------------------------------
MOMOKO [Psycho Soldier Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Iyan [U]
COMMAND ATTACKS
u,u or uf,uf Segunda Pulo [-],#
d+K in air Fumi Fumi Atakki [M],#
f+A Cabegada [M],KD,#
f+B Au Pachidou [O],#
df+B Rasteira [M],S,#
f+D Aumada Materu [M],#
df+D or D during dash Caveirinha [O],NR,#
MOMOKONBA LOOP MOVES (started with close/crouching C or Au Pachidou)
f+K Aumada Porarta [M],#
b+P Essui Doburarta [O],#
d+K Torukka E Piiao [L],#
u+K Bananeira Dois Golpes [M],#
f+P Heberusaon Sen Man [O],KD,#
MOMOKONBA LOOP FINISHERS
qcf+P Cabegada [M],KD,#
qcf+B Borya [M],#
qcf+D Caveirinha [O],#
qcb+K Autoshu Taru [#],T,NR,#
SPECIAL MOVES
dp+K Bananeira Dois Golpes [M],SC,#
qcf+K Borya [M],KD,#
qcb+K Phenickus Aru [M],KD,#
qcf+P (perform 3x) Pechi Atakki [M],KD,#
[DM]
qcf,qcf+P (near) Ohashi Samaninacchae [U],T,NR,DC,J,#
qcf,qcf+B Momoko no DoReMi Canto [M],#
a> A,C,E,B,A,C,E Do Re Mi Canto Shiki (1) [M]
b> A,C,E,B,A,C,D Do Re Mi Canto Shiki (2) [M]
c> A,C,E,B,D,C,E Do Re Mi Canto Shiki (3) [L,O]
d> A,C,E,D,A,B,D Do Re Mi Canto Shiki (4) [M,L]
e> A,C,E,D,A,C,E Do Re Mi Canto Shiki (5) [O,M]
f> A,C,E,C,D,B,D Do Re Mi Canto Shiki (6) [M]
g> A,C,D,D,D,D Do Re Mi Canto Shiki (7) [M]
[LDM]
qcf,qcf+E Esper~! [U],P,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Since Momoko is such a tiny character, she can crouch under most jumping
attacks. On the other hand, her small size also means most of her attacks
have pretty short range.
#. Momoko's standing E can avoid low attacks and hit opponent behind her.
#. Momoko can use her loop moves as many times as you want, although you
cannot use the same loop move twice in a row. You can interrupt any loop
move with another non-finisher loop move at any point of its animation,
but note that not all the loop moves combo into each other.
#. Momoko's loop moves do not do chipping damage.
1. SEGUNDO PULO: Double jump, usable from a vertical or forward jump if you
didn't make an attack during the initial jump.
2. FUMI FUMI ATAKI: Stomp move, can be repeated if it hits or blocked. If
this hits, you can stomp easily 3-4 times before Momoko ends up behind
opponent. You can also perform an aerial attack when Momoko is hopping off
after the stomp hits or is blocked. Momoko rebounds backwards for the B
version and forward for the D version.
3. CABEGADA: Momoko hops forward with a headbutt. This knocks down, and can
be done as a command attack or as a Loop finisher. Momoko's close standing
D can be used to followup after this move hits.
4. AU PACHIDOU: Overhead handstand Capoeira kick, similar to Bob Wilson's
Wild Wolf. This is a starter for her Loop moves.
5. RASTEIRA: A cancelable sweep kick. This doesn't hit low.
6. AUMADA MATEIRU: Momoko hops forward with a kick.
7. CAVEIRINHA: Momoko hops forward with an overhead drop that cannot be
recovered from. This can be done as a command attack or as a finisher for
her Loop moves.
8. AUMADA PORARTA: Momoko steps forward with a multiple hit spinning kick.
Launches and recovers very quickly.
9. ESSUI DOBURARTA: Momoko does a handstand then spins out with her legs
upwards (looks and works like Bob Wilson's Rolling Turtle). This is an
overhead.
10. TORUKKA E PIIAO: Momoko does a handstand, then spins out with her legs
at ground level (looks and works like Bob Wilson's Sidewinder). This hits
low.
11. BANANEIRA DOISE GOLPES: Momoko does a handstand, while kicking out in an
arc. Has very short range.
12. HEBERUSAON SEN MAN: Momoko flips forward, then does an overhead kick that
knocks down.
13. BORYA: Momoko hops forward with a 2-hit, knockdown kick. This can avoid
low attacks, but has short range.
14. AUTOSHU TARU: Momoko grabs opponent, climbs on them, then kicks off and
flips away. This is supposed to be an unblockable throw, but if her loop
move was blocked when you launched this, you'll get the miss animation
instead, so you can only connect this in combos.
15. PHENICKUS ARU: Momoko rolls across the ground doing multiple hits, and
does an extra kick for the D version. Momoko has a very low profile during
this move, and can avoid high/mid-level attacks.
16. PECHI ATTACKI: Momoko hops forward with a butt attack. This can be done
up to 3 times, with the last input knocking down.
17. OHASHI SAMANINACCHAE: Momoko grabs opponent and throws them high up. This
juggles opponent, though you can only followup with a jumping attack. Move
is DCable, and is the only reliable way to connect her LDM. Move combos
from light attacks.
18. MOMOKO NO DOREMI CANTO: A manual combo. The hits can be done if the move
is blocked, and the different variations result in different attacks
during the combo (opponent must block appropriately). The type (1) and (3)
versions do the most damage. Note that this move will end prematurely if
it hits a mid-air opponent.
19. ESPER~!: Momoko charges up, then fires a huge energy beam forward. This
is unblockable, but slow to launch. Hitting Momoko before she can launch
the beam will cause her to abort the move, and she still loses her stocks.
The beam cannot be negated, and can even hit Magaki when his projectiles
are on-screen.
-------------------------------------------------------------------------------
VANESSA [Agents Team]
-------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Dynamite Puncher [U]
COMMAND ATTACKS
f+A One-Two Puncher [M,O],S,NR,#
df+B Slide Punch [L],KD,#
SPECIAL MOVES
hcf+P (tap P) Machine Gun Puncher [M],CW,#
dp+P Forbidden Eagle [M],J(C),#
charge b,f+P Dash Puncher [M],J,#
qcf+K Puncher Vision (forward) [-],#
qcb+K Puncher Vision (backward) [-],#
a> f+A during Puncher Vision Puncher Upper [M],J,SC,#
b> f+C during Puncher Vision Puncher Straight [#],NR,#
c> b+P (can hold) Puncher Weaving [-],#
qcb+P (can hold) Puncher Weaving [-],#
a> f+P Dash Puncher [M],KD,#
b> b+P Parrying Puncher [M],A,KD,#
c> f+K Puncher Vision (forward) [-],#
d> b+K Puncher Vision (backward) [-],#
[DM]
qcf,qcf+P Champion Puncher [M],DC,#
qcb,hcf+P Crazy Puncher [M],DC,#
[LDM]
qcf,qcf+E MAX Puncher [-],#
qcf,qcf+CE (Dream Cancel only) Puncher Finish [#]
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/c [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Vanessa's Parrying Puncher is a followup only, and can no longer be
launched standalone.
1. ONE-TWO PUNCHER: The 1st hit is cancelable, while the 2nd is a no-recovery
overhead attack. Has a new animation, and launches much faster now. The
move is always an overhead, even when canceled into.
2. SLIDE PUNCH: Knockdown sliding attack, combos from light attacks. Vanessa
has a very low profile during this move and can go under some high/mid
level attacks.
3. MACHINE GUN PUNCHER: Each hit is performed slower now, and the move's
animation has changed a little. Move combos from light attacks. Tap P to
increase the number of hits (A-4/C-6) the move does. The last hit is a
Counter Wire or no-recovery knockdown.
4. FORBIDDEN EAGLE: C version launches slower, but juggles upon hitting and
is an anywhere juggle. Negates normal projectiles, but can be reversed.
5. DASH PUNCHER: Juggles opponent upon hitting. C goes further, but is a
little slower. When used from a Puncher Weaving, Vanessa performs this
standing still. The followup version is no longer SCable (not that you
have to SC anyway, as you can simply perform a Forward Puncher Vision
> Crazy Puncher after this hits). This launches and recovers significantly
faster now.
6. FORWARD/BACKWARD PUNCHER VISION: Vanessa is immune to high and mid-level
attacks for part of the dash. Both versions dash faster now. Vanessa will
dash forward first before attacking if the Puncher Upper/Straight was used
from the Backward Puncher Vision.
7. PUNCHER UPPER: Juggles upon hitting and is SCable. You can now cancel this
into the Puncher Vision.
8. PUNCHER STRAIGHT: Guard Crushes opponent if blocked, and can now be
canceled into the Puncher Vision.
9. PUNCHER WEAVING: Vanessa crouches for a moment, allowing her to dodge some
high/mid level attacks. This recovers much faster than before.
10. PARRYING PUNCHER: Move has autoguard before Vanessa punches. The move's
animation has changed slightly.
11. CHAMPION PUNCHER: Move is now blockable and is treated as a physical
attack, meaning it can be reversed. This can catch an opponent juggled
from the Forbidden Eagle or Dash Puncher.
12. CRAZY PUNCHER: Has a new animation. Vanessa is invincible during the
startup flash. This can now go under a jumping/mid-air opponent. Vanessa
dashes much faster than before.
13. MAX PUNCHER: Move does not hit; Vanessa goes into MAX mode for about 5
seconds normally, during which she can cancel her normally uncancelable
attacks, and allows her to cancel one special move into another. She can
also launch either DM without requiring additional stocks while the mode
is active, though doing so ends the mode. In the corner, she can juggle
opponent repeatedly by canceling the C Forbidden Eagle. Has almost no
launch and recovery time, so you can combo into and out of this move.
14. PUNCHER FINISH: Dream Cancel move only, and can only be used if either
DM hits. Has a different animation for each DM.
------------------------------------------------------------------------------
BLUE MARY [Agents Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Head Throw [U]
COMMAND ATTACKS
f+A Hammer Arch [0],SC,#
f+B Double Rolling [M,L],S(2nd),#
SPECIAL MOVES
qcf+P Spin Fall [O],#
> qcf+P M. Spider [#],T,NR
qcb+B M. Reverse Facelock [-],RV,NR,#
qcb+D M. Head Buster [-],RV,J,#
qcb+P Real Counter [-],#
> qcf+P (near) Backdrop Real [U],T,NR,#
dp+K Vertical Arrow [M],KD,#
> dp+K M. Snatcher [#],T,NR
charge b,f+K Straight Slicer [L],SC,#
> qcf+K Crab Clutch [#],T,NR
[DM]
qcf,hcb+P M. Splash Rose [M],DC,#
qcf,qcf+K M. Dynamite Swing [M],NR,#
[LDM]
hcb,hcb+E M. Typhoon [U],T,NR,#
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/c [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/sc
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Mary lost her Twister Rose LDM from 2k3.
1. HAMMER ARCH: SCable overhead punch. Becomes cancelable when canceled into.
Can no longer be done with b+A, so you can't use this to charge the
Straight Slicer anymore.
2. DOUBLE ROLLING: Both hits will connect when canceled into from hard
attacks again, unlike in 2k3. The 2nd kick hits low and is cancelable.
3. SPIN FALL: Both versions are now overheads, and can follow with the
M. Spider if it hits.
4. REVERSE FACELOCK: Reversal move, counters jumping or high level normal and
command attacks, or high/mid-level physical special moves/(L)DMs.
5. HEAD BUSTER: Reversal move, counters mid/low level normal/command attacks
or low specials/(L)DMs. This juggles a hit opponent.
6. REAL COUNTER: Mary taunts, during which she is immune to non-throw attacks
and can use the Backdrop Real against a nearby opponent. You can now
cancel the dodge animation at any stage into the Backdrop Real.
7. BACKDROP REAL: Now has a miss animation, but launches faster. You can
combo into this move by canceling the Real Counter into this immediately
after hitting opponent.
8. VERTICAL ARROW: Anti-air move, has improved speed and priority now. The
M. Snatcher can grab a mid-air opponent if they were nearby even if the
Vertical Arrow misses. This is no longer SCable, except (apparently) into
her LDM.
9. STRAIGHT SLICER: Low hitting kick, can follow with the Crab Clutch if it
hits. Both versions are now SCable. D goes further, but launches slower.
The Straight Slicer can now hit a jumping opponent if they are low to the
ground. The damage for this and the Crab Clutch is pretty low however.
If blocked, Mary now stops at a slight distance away from her opponent.
10. SPLASH ROSE: Like in KOF'97, you can followup with the Vertical Arrow >
M. Snatcher after it hits. Move is DCable before the 6th hit. This now has
significant recovery time if blocked.
11. DYNAMITE SWING: Launches very quickly. The D version goes higher and
further. The grab may miss even if the initial knee strike connects if
opponent was too high or too far away.
12. M. TYPHOON: Is her 2k3 DM turned into an LDM; Mary dashes forward with an
unblockable grab. This cannot hit an opponent in mid-air.
------------------------------------------------------------------------------
RAMON [Agents Team]
------------------------------------------------------------------------------
THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Arm Whip [U],NR
COMMAND ATTACKS
f+A Headbutt [O],NR,#
> d,d+P (standalone hit only) Hikiokoshi [#],OTG,SC
df+B Stealth Drop Kick [L],#
SPECIAL MOVES
hcf+P (near) Tiger Neck Chancery [U],T,NR
hcf+E (near) Rope Fury [U],T,KD,#
hcf+K Somersault [U],T,NR,#
> E Cancel [-]
qcb+P (can hold) Feint Step [M],CW,#
dp+K Rolling Sobat [O],NR,SC,#
> dp+K Flying Body Attack [#],OTG
> d,d+P Hikiokoshi [#],OTG,SC
qcb+K Tiger Lord [-],#
a> qcf+P at wall Force of Will [U],T,NR,#
b> qcf+K at wall Cross Chop [O],KD,#
c> qcb+P at wall Bird of Paradise [O],KD,#
d> qcb,hcf+E at wall Savage Fire Cat [DM] [U],NR,#
d> E during dash Feint Dash [-],#
[DM]
qcb,hcf+K El Diablo Amarillo Ramon [M],NR,DC,#
hcb,hcb+P (near) Tiger Spin [U],T,NR
[LDM]
hcb,hcb+E (near) Tiger Combination [U],T,NR,#
> qcb + E Flying Mayor [#],T,OTG
> qcf + E Arm Whip [#],T,OTG
> hcb + E Tiger Spin [#],T,OTG
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/-
Standing far [M]/r/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/s
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-
#. Ramon can triangle jump.
#. Ramon has a new far C animation.
#. Ramon is immune to low attacks during part of his standing E.
1. HEADBUTT: New command attack, Ramon does an overhead headbutt. Becomes
cancelable when canceled into. When used standalone, the move is a no
recovery knockdown, and allows you to follow with the Hikiokoshi.
2. STEALTH DROP KICK: Low hitting