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    Disabled Moves FAQ by Kao Megura

    Version: 0.7 | Updated: 05/11/03 | Printable Version | Search Guide | Bookmark Guide

     ------------------------------------------------------------------------
     THE KING OF FIGHTERS DISABLED MOVES FAQ v0.7
     by Chris MacDonald
     ------------------------------------------------------------------------
    
     Unpublished work Copyright (c) 1999-2003 Chris MacDonald
    
     The guidelines for using this faq are simple; don't sell it or give it
     away, don't reprint it without obtaining permission, and don't bother
     posting it on a website (I'm only releasing it for www.GameFAQs.com to
     host).  You may not incorporate any part of this FAQ into your own guide
     without obtaining my express written permission.
    
     Game magazine/guide/site authors are not allowed to use this FAQ, the
     following in particular: Ziff-Davis Video Game Group (publishers of
     Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
     (publishers of PlayStation Power, Official UK Play Station Magazine),
     Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
     Kibagami, and IGN.
     
     All characters are (c) SNK.
    
    
     =================
     TABLE OF CONTENTS
     =================
    
     1.  INTRODUCTION
           - Revision History
           - Special Thanks
     2.  INSTRUCTIONS
           - Debug Menu
           - Dip Switch Menu
     3.  ACT CODES
           - For KoF '96
           - For KoF '99
           - For KoF '00
           - For KoF '01
           - For KoF '02
     4.  PAR CODES
           - For KoF'96
     5.  IN CLOSING
    
    
     ========================================================================
     1.  INTRODUCTION
     ========================================================================
    
     This FAQ was written to provide some detailed information about moves
     from several KOF games that were, for reasons unknown, disabled and
     made unusable, but whose animations were left in the game.  Some of
     these moves were enabled later on (a good deal of the disabled moves
     in '96 were enabled in '97) while others never saw the light of day.
    
     However, it is still possible to view these moves, and this FAQ will
     explain how to do that.
    
    
     ------------------------------------------------------------------------
     REVISION HISTORY
     ------------------------------------------------------------------------
    
     VERSION 0.7  (May 10, 2003)
      - More contributor info. added for numerous characters.  Goes to show
        just how much I missed in the first place, ahehe! 
    
     VERSION 0.6  (January 12, 2003)
      - Some contributor info. was added about the "censored" animations
        for Mai, Whip, and K9999.
    
     VERSION 0.5  (December 27, 2002)
      - Information for KoF '02 was included.
    
     VERSION 0.4  (November 8, 2002)
      - A PAR code to view disabled moves in the Saturn version of KoF '96
        was added.
    
     VERSION 0.3  (July 9, 2002)
      - The FAQ was rewritten and expanded to include other KOF games.
    
     VERSION 0.2  (January 11, 2000)
      - The second release.
    
     VERSION 0.1  (December 10,1999)
      - The first release.
                  
    
     ------------------------------------------------------------------------
     SPECIAL THANKS
     ------------------------------------------------------------------------
    
     Alfredo Alejandro Catalan Segovia
      - For lots of additions, including more disabled moves and unused poses
        in KoF '02, Whip's unused (S)DM in '99, and the alternate listing for
        May Lee's name in '02.  Thanks a bunch!
    
     Mario M.N.
      - For information about Whip and K9999's censored moves, and Mai's
        censored "jiggle."
    
     IorI
      - For making the FAQ possible.
    
     The MadMan
      - For info about the disabled moves.
    
     The KoF Mailing List
      - For all kinds of good KoF info.
    
     Deuce
      - He was the first person to discover the disabled moves in the first
        place.
    
     Charles MacDonald
     - For letting me hog his computer while I wrote up this FAQ ;)
    
    
     ========================================================================
     2.  INSTRUCTIONS
     ========================================================================
    
     ------------------------------------------------------------------------
     DEBUG MENU
     ------------------------------------------------------------------------
    
     First off, this trick is not possible unless you have the Debug BIOS,
     so that you can access the dip switch menu.  Please don't ask me about
     how or where to get it, I don't know myself.
    
     To access the Debug menu, hold down the 2nd player pause button and
     press the 2nd player C button.  At least for the KOF games, you can't
     enter the Debug menu once you're already playing.  You could, however,
     do it at the menu screen (where you choose from Team Battle, Single
     Battle, etc.)
    
     Navigating the menu is a little odd.  Here are the controls, using the
     2nd player buttons:
    
    
            Up      Confirms a decision
            Left    Exit the Debug menu
            A       Moves the cursor up
            B       Moves the cursor down
            C       In the Dip Switch menu, moves the cursor to the left
    
     Once you're in the Debug menu, you should see an entry at the bottom
     of the screen that reads 'GAME DEBUG DIP'.  Use the A or B button
     to scroll down to that option and press Up to select it.
    
    
     ------------------------------------------------------------------------
     DIP SWITCH MENU
     ------------------------------------------------------------------------
    
     You will now see the Dip Switch menu, which looks like this:
    
                            1 2 3 4 5 6 7 8
    
                    DIP 1   0 0 0 0 0 0 0 0
                            ^
                    DIP 2   0 0 0 0 0 0 0 0
    
     You can use the A, B, and C buttons to move the triangular cursor left
     or right, or up and down between rows, and the Up button to turn a
     switch on or off.
    
     I recommend you turn on switches 1-1 and 1-3.  In other words, the
     dip switches should now look like this:
    
                            1 0 1 0 0 0 0 0
                             
                            0 0 0 0 0 0 0 0
    
     Switch 1-1 turns on the character viewer, while switch 1-3 disables the
     timer, which is useful for games like KoF '96, where there is no option
     for infinite time and no Practice Mode.  For other games, switch 1-1
     is the only one you need to turn on.
    
     Now, press Left twice to exit out and back into the game.  If you're
     using an emulator with save states (like NeoRageX), you may want to
     make a save so that you don't have to mess with the dip switches every
     time you want to use the character viewer.
    
     The next thing to do is actually begin the game.  If the game you're
     playing doesn't have a Practice Mode, I recommend picking "Single Vs."
     and joining in on the 2nd player side, so that you won't have to worry
     about the CPU beating up on you.  You should notice that a character is
     now standing in the center of the screen, near the bottom.  For now,
     don't worry about that--just pick the character whose moves you want to
     see.
    
     Once the game begins, you'll notice that the character in the middle
     may have the wrong colors.  This is because that character uses the
     same palette as whoever you picked.  However, this is easily fixed.
    
     To use the character viewer, press the 1st player pause button.  Now
     press it again to unpause, but keep holding the button down.  This
     alters your controls so that you are now controlling the character in
     the middle of the screen like so:
    
           Joystick         Moves the character around
           Button A         Cycles forward through the animations
           Button B         Cycles back through the animations
           Button C         Cycles forward through the characters
           Button D         Cycles back through the characters
    
     Note that you can hold each button for rapid cycling.
    
     At the bottom of the screen, you'll see two lines of text.  One of
     them is the CH CODE, and the other is the ACT CODE.  You can use
     these to help find the exact character and animations that you want.
    
     Let's say you're playing KoF '96, and you want to see Ryo's "multi-
     fireball" move.  You can just press C to cycle through the characters
     until Ryo comes up.  Since his CH CODE is 0006, just press C six times
     until he appears.
    
     You'll notice that since you picked Ryo, the Ryo in the middle of
     the screen has the proper colors.  Of course, you can always view the
     other characters, but their colors will be off unless you're playing
     with that particular character.
    
     Looking at the next section, we can see that the ACT CODE for Ryo's
     disabled super goes from 00B4 to 00C5.  Press A (or hold A), until the
     ACT CODE reaches 00B4.  Now, you can press A to watch each sequence of
     this move.
    
     Voila!  That's about all there is to it.  The next section lists the
     characters and act codes necessary to see the hidden moves, so just
     consult the list below and have some fun.
    
    
     ========================================================================
     3.  ACT CODES
     ========================================================================
    
     Some moves may appear more than once in the list.  When I list a command
     for a move (like qcf,qcf+P), this doesn't mean that you can actually
     perform the move, but rather, that is it's command in another KOF game.
     
     ------------------------------------------------------------------------
     ACT CODE NUMBERS FOR KOF '96
     ------------------------------------------------------------------------
                                 
     [ KYO KUSANAGI ]  ------------------------------------------------------
    
     1.  002C-002F  Nie Togi
     1.  0076-007F  Nie Togi
     2.  00F0-00FE  Saishuu Kessen Ougi "Mu Shiki" (S)DM
    
     Notes:
     1.  Looks like a stand alone version of his Batsu Yomi.  I guess you
         could compare it to Kyo-1's Aoki or Shingo's Nie Togi, but I'm
         not sure what this move is supposed to be.
     2.  His (qcf,qcf+P) fire column combo.  It doesn't seem to have the
         optional taunt that is in '97 (tap P after the DM version of this
         move).
     
     [ BENIMARU NIKAIDO ]  --------------------------------------------------
    
     1.  002B-002F  Taikuu Raijin Ken
     1.  0076-007F  Taikuu Raijin Ken
     2.  00AD       Jackknife Kick
     3.  00AE-00B7  Electrigger SDM
     4.  00BD-00BF  Flying Drill
     5.  00C0       Jackknife Kick
    
     Notes:
     1.  His upwards-angled Raijin Ken.  There's no lightning animation for
         this move--so it could be for the Taikuu Raikou Ken as well.
     2.  His (f+B) command attack.  The Jackknife Kick looks slightly
         different from the '97 ver.  Note that Benimaru does this move
         following the Benimaru Corridor.
     3.  His (hcb,hcb+P) grab move.  Seems to be SDM-only (with orange
         lightning, etc.)
     4.  His (d+D in air) command attack.
     5.  A stand-alone version of #2.
    
     [ GORO DAIMON ]  -------------------------------------------------------
    
     1.  0092-0094  Nekko Gaeshi
     2.  0095-009A  Ura Nage
     3.  00A9-00B6  Arashi no Yama (S)DM series
     4.  00B7-00CF  Zujou Barai
     4.  00F0       Zujou Barai
     5.  00F1       Tama Tsubushi
    
     Notes:
     1.  His (qcf+K) reversal.  Shows both the counter pose and following
         throw animation.
     2.  His (hcb,f+K) running throw.  Shows it if it successfully connects
         and if it misses.
     3.  His (hcf,hcf+K > hcf+K > f,d,df+K) series of grabs.
     4.  His (f+A) command attack.
     5.  His (df+C) command attack.
     
     [ TERRY BOGARD ]  ------------------------------------------------------
    
     1.  002C-002F  Back Knuckle
     2.  005B-0060  A flying kick with Terry's ponytail flying behind him.
     3.  0075       A downwards-angled jumping kick.
     1.  0076-007F  Back Knuckle
     4.  00AA-00C5  Running Power Dunk (S)DM
    
     Notes:
     1.  His (f+A) command attack.
     2.  Seems to be a normal jump attack (or possibly jumping CD).
     3.  Seems to be a normal jump attack (or possibly jumping CD).
     4.  (DM version)  Terry crouches down as the super flash occurs.
         After the super flash, Terry runs forward, then does a Power
         Dunk, ending in a Power Geyser pose (but no geyser)?
         (SDM version)  As above, but Terry's arm has energy coming off
         of it.  As he lands from the dunk, he hits the ground and does
         an actual Power Geyser.  Note that this move is different from
         the "High Angle Geyser" (S)DM that Terry got in '97.
    
     [ ANDY BOGARD ]  -------------------------------------------------------
    
     1.  006D-0072  A downwards-angled jumping kick. 
     2.  00AE-00B9  Hishou Ryuusei Ken (S)DM
     3.  00BC       A standing backspin kick.
     4.  00BD-00DF  Uwa Agito
    
     Notes:
     1.  Seems to be a normal jump attack (or possibly jumping CD).
     2.  His (qcf,qcf+P) energy blast.  Unlike the '97 incarnation, the DM
         version is just the blue energy blast, while the SDM version has
         Andy doing one elbow attack and then an orange energy blast.
     3.  Seems to be an unused command attack.
     4.  His (f+B) command attack.
    
     [ JOE HIGASHI ]  -------------------------------------------------------
    
     1.  00B7-00C3  Bakuretsu Hurricane Tiger Kakato (S)DM
     2.  00CB-00CF  (A) Bakuretsu Finish
     3.  00EF-00F1  Straight Punch, (A) Bakuretsu Finish, standing kick
     2.  00F2       (A) Bakuretsu Finish
     4.  00F3-00F5  Sliding 
    
     Notes:
     1.  This move isn't exactly like the '97 version...there's no hurricane
         toss.  Joe just does the forward rush into a Tiger Kick, into an
         Ougon no Kakato.
     2.  This move (the elbow smash) seems to be a stand-alone move.
         Perhaps it was going to be made into a command attack?
     3.  I'm not sure why these three attacks come after each other.
         It could be for an unused win pose (like Ryo's win pose where he
         does some attacks first), or maybe not.
     4.  Joe's (df+B) command attack.
    
     [ RYO SAKAZAKI ]  ------------------------------------------------------
    
     1.  00AA-00AD  Ryo rears his arm back and does an elbow-first tackle.
     2.  00B2-00B3  Ryo's Tani Otoshi, followed with a punch to his grounded
                    foe.
     3.  00B4-00C5  Multi-fireball (S)DM.
    
     Notes:
     1.  This move seems pretty quick for a special...it could be a CD
         attack, but it's grouped with the special moves.
     2.  Ryo's punch is exactly like Takuma's Oosotogari finish.
     3.  For the DM version, Ryo throws four gold Ko'ou Kens.  For the
         SDM version, he throws one Ko'ou Ken, then a Haou Shoukou Ken,
         then repeats it again.  The "super flash" pose is the same as
         the first frame of animation for his Mouko Raijin Gou.  I almost
         wonder if "Tenchi Haou Ken" was the original title for this move,
         since the "ha" is the same as in "Haou Shoukou Ken", and the "ou"
         is the same as in "Ko'ou Ken."
    
     [ ROBERT GARCIA ]  -----------------------------------------------------
    
     1.  00A9-00AE  Ryuu Zanshou
     2.  00B4-00C7  Muei Shippuu Juudan Kyaku (S)DM
    
     Notes:
     1.  Robert's (f,d,df+K) flip kick.
     2.  Robert's (qcf,qcf+K) multiple mid-air kicks move.
    
     [ YURI SAKAZAKI ]  -----------------------------------------------------
    
     1.  009F-00AB  Hien Rekkou (S)DM
     2.  00BD-00C2  Hyakuretsu Binta
     3.  00C3       Uppercut animation (similar to Yuri Chou Upper)
    
     Notes:
     1.  Her (qcf,qcf+P) multiple uppercuts move
     2.  Her "hundred slaps" move.
     3.  This animation comes right after the Hyakuretsu Binta, which is
         weird.  I just can't see her following that move with an uppercut.
    
     [ LEONA HEIDERN ]  -----------------------------------------------------
    
     1.  002C-002F  Ending sequence of Rebel Spark (S)DM.
     1.  0076-007F  Ending sequence of Rebel Spark.
     2.  00B4-00C6  Gravity Storm (S)DM.
     3.  00C7-00CF  Beginning and middle sequence of Rebel Spark.
     4.  00F0-00F7  'sparking' part of Rebel Spark.
    
     Notes:
     1.  Her (qcb,hcf+K) rushing dynamite move.
     2.  Her (qcf,qcf+P) mid-air blast move.
    
     [ RALF JONES ]  --------------------------------------------------------
    
     1.  00A6-00AB  Galactica Phantom (S)DM
     2.  00AC-00B1  Ralf Kick
    
     Notes:
     1.  His (qcf,qcf+P) dashing punch.  This version has a different
         animation; Ralf's back is more towards the screen as he dashes
         forward and punches, and his arm is at a slightly upwards angle
         as opposed to a straight punch.
     2.  His (charge b,f+K) flying kick.
    
     [ CLARK STEEL ]  -------------------------------------------------------
    
     1.  00A6-00B0  Running Three (S)DM
    
     Notes:
     1.  His (hcf,hcf+K) running throw move.
    
     [ CHIZURU KAGURA ]  ----------------------------------------------------
    
     1.  00B0-00B1  Fast walking animation
    
     Notes:
     1.  I have no idea what this is supposed to be.  B0 shows her walking
         slightly faster than normal, while B1 is much faster.
    
     [ ATHENA ASAMIYA ]  ----------------------------------------------------
    
     1.  0079-007F  Renkantai
     2.  00C5-00CF  Phoenix Fang Arrow (S)DM
    
     Notes:
     1.  Her (f+B) command attack.
     2.  Her (qcf,qcf+K in air) multiple Phoenix Arrow move.
    
     [ SIE KENSOU ]  --------------------------------------------------------
    
     1.  00AE-00B9  Senki Hakkei (S)DM
     2.  00BA-00BC  Niku Man o Kuu (S)DM
     3.  00BD-00C0  Ryuu Renda
    
     Notes:
     1.  His (qcf,qcf+P when close) energy blast move.
     2.  His (qcb,qcb+P) meat bun move.
     3.  His (f,d,df+P when close) rapid punch move.
    
     [ CHIN GENTSAI ]  ------------------------------------------------------
    
     1.  00AD-00B7  Gou'en Shourai (S)DM
    
     Notes:
     1.  Chin's (qcf,hcb+P) rushing move.  However, this version has no
         flame, and both versions end with a Ryuurin Hourai.
    
     [ GEESE HOWARD ]  ------------------------------------------------------
    
     1.  0076-007F  Three attacks done in succession.
     1.  00F6-00FF  Three attacks done in succession.
     2.  009D-00AB  Deadly Rave (S)DM
    
     Notes:
     1.  Geese does a standing A, close C, and a jumping CD attack (but all
         while standing).  Most likely, this is a special move.
     2.  Geese's infamous Deadly Rave.  There are both DM and SDM versions.
         Geese runs forward a la his Jaei Ken, then does a rapid series of
         attacks ending with a energy blast.
    
     [ WOLFGANG KRAUSER ]  --------------------------------------------------
    
     1.  009F-00AD  Krauser cartwheels forward and does a body press (S)DM
    
     Notes:
     1.  This (S)DM is sort of like Bob Wilson's Dangerous Wolf, but Wolfgang
         comes out of the cartwheel into his jumping C body press.  I don't
         mind that this move was unused, as it just looks goofy :)
    
     [ MR. BIG ]  -----------------------------------------------------------
    
     1.  00A4-00B4  Mr. Big does a series of attacks into an uppercut (S)DM
    
     Notes:
     1.  For the DM version, Mr. Big starts off with his Crazy Drum Jam, which
         is continued into the Spinning Lancer, and is finished off with the
         California Romance uppercut.  The SDM version is the same, but ends
         in an impressive-looking spinning uppercut (like the end of Ryo's
         Ryuuko Ranbu).
    
     [ KIM KAPHWAN ]  -------------------------------------------------------
    
     1.  00AB-00B7  Hou'ou Tenbu Kyaku (S)DM
     2.  00CD-00C4  Early ver. of Sanren Geki?
    
     Notes:
     1.  Kim's (qcf,hcb+K) mid-air kicks move.
     2.  This move is a lot like Kim's Sanren Geki from '98.  He does a
         series of kicks, then ends with a sort of Neri Chagi-like kick
         (for the weak version), or a mid-air kick that is basically the
         2nd part of the Ryuusei Raku done in air (for the strong version).
    
     [ CHANG KOEHAN ]  ------------------------------------------------------
    
     1.  008A-0090  Tekkyuu Dai Assatsu
     2.  00C2-00C4  Hiki Nige
    
     Notes:
     1.  Strangely enough, this appears to be a special move and not a (S)DM.
         Chang runs forward and does a bellyflop low to the ground, then
         flops forward when he lands (sort of a cross between the (C) DM
         version of the Assatsu and his Tekkyuu Dai Kourin striker attack).
     2.  Chang's (df+A) sliding command attack.
    
     [ CHOI BOUNGE ]  -------------------------------------------------------
    
     1.  00A7-00AE  Hou'ou Kyaku (S)DM
    
     Notes:
     1.  Choi's (qcf,hcb+K) rush (S)DM.  It ends with a Shissou Hishou Zan.
    
     [ KASUMI TODO ]  -------------------------------------------------------
    
     1.  0075-007F  Senkou Nagashi
     2.  00A0-00A1  Series of rapid attacks.
    
     Notes:
     1.  This move is somewhat different from the '99 version.  It seems to
         only have one input (instead of three separate ones), and the
         order of attacks are different; she does a standing C, a close C,
         and then a downward chop.
     2.  This move has no startup animation--Kasumi just does a bunch of
         rapid attacks (like Ryo's Ryuuko Ranbu), and in the next sequence,
         ends it with a side kick.  Possibly intended to be another DM?
    
     [ MAI SHIRANUI ]  ------------------------------------------------------
    
     1.  00A9-00B0  Hou'ou no Mai (S)DM
     2.  00B1-00B7  Mizudori no Mai (S)DM
     3.  00B9-00BE  Hakuro no Mai
    
     Notes:
     1.  Her (qcb,qcb+P) (S)DM.  It seems as if the DM version has no flames,
         while the SDM version does.
     2.  Her (qcf,qcf+P) fan toss (S)DM.
     3.  Her (f,d,df+P) spinning fans move.
    
     [ IORI YAGAMI ]  -------------------------------------------------------
    
     1.  00A2-00B0  Ura 108 Shiki: Ya Sakazuki (S)DM
    
     Notes:
     1.  A (S)DM that is almost completely different from the '97 version.
         Iori does his 'power charge' pose, then tosses a Yami Barai that
         leaves a spiralling swirl of purple energy on the ground (or else
         the swirl is for the SDM version only, it's hard to tell), that
         then bursts into a cloud of purple flame.  Oddly enough, even
         though the Saturn version of KoF '96 has a picture of Iori doing
         his Ya Sakazuki intro pose (the one where he holds a flame in his
         hand), he does not actually do that during this move.
    
     [ MATURE ]  ------------------------------------------------------------
    
     1.  00BC-00C2  Multiple Despair DM
    
     Notes:
     1.  Mature crouches down, then leaps into the air and does three
         Despair-like attacks that make her spin in a full circle each time.
         Apparently, there's no SDM version (unless they look the same).
    
     [ VICE ]  --------------------------------------------------------------
    
     1.  0082-0094  Heaven's Gate (S)DM
     2.  00B0       Single Negative Gain
    
     Notes:
     1.  This is simply Vice doing Mature's Heaven's Gate (S)DM.
     2.  Vice does a single revolution of the Negative Gain, spinning around
         and landing with a standing stomp.  Perhaps it was intended to be
         another special move throw?
          
    
     ------------------------------------------------------------------------
     ACT CODE NUMBERS FOR KOF '99
     ------------------------------------------------------------------------
    
     [ WHIP ]  --------------------------------------------------------------
    
     1.  00D0-00D9  Whip Shot (S)DM
    
     Notes:
     1.  An unused (S)DM for Whip, in which she does a rapid series of whip
         attacks a la the Whip Shot.  This move has a ridiculously huge
         range, which kind of explains why they didn't use it.
         
     [ SIE KENSOU ]  --------------------------------------------------------
    
     1.  00F9-00FF  Senki Hakkei DM
    
     Notes:
     1.  His (qcf,qcf+P when close) DM.  It's just the "blast animation"
         though, not him actually doing it.
    
    
     ------------------------------------------------------------------------
     ACT CODE NUMBERS FOR KOF '00
     ------------------------------------------------------------------------
    
     [ MAI SHIRANUI ]  ------------------------------------------------------
    
     1.  0000  Standing animation (with jiggle)
     2.  00F8  Standing animation (without jiggle)
    
     Notes:
     1.  From 2000 onward, Mai's standing animation has no "jiggle" when the
         region is set outside of Japan.
    
    
     ------------------------------------------------------------------------
     ACT CODE NUMBERS FOR KOF '01
     ------------------------------------------------------------------------
         
     [ LIN ]  ---------------------------------------------------------------
    
     1.  00D0-00D5  Hizoku Ougi Yougou DM
    
     Notes:
     1.  His (hcf,hcf+K) walking forward move from '00.
    
     [ WHIP ]  --------------------------------------------------------------
    
     1.  00CD-00DB  Alternate Desert Eagle
    
     Notes:
     1.  Whip's "gunfire" animation for the Desert Eagle is replaced with
         this animation, in which she takes off what I presume is an earring
         and flicks her hand downward, causing gunfire to rise from the
         ground.  She then puts the earring back on when she is done.  This
         occurs if the region is set outside of Japan.
    
     [ GORO DAIMON ]  -------------------------------------------------------
    
     1.  0082-0084  Sake
    
     Notes:
     1.  His (BCD) dodge from '96!
    
     [ CHANG KOEHAN ]  ------------------------------------------------------
    
     1.  00E0-00EC  Tekkyuu Dai Bokusatsu (S)DM
    
     Notes:
     1.  His (qcf,qcf+K) iron ball attack.
    
     [ CHOI BOUNGE ]  -------------------------------------------------------
    
     1.  004F       Mukuro Zuki
     2.  00DE-00DF  Mukuro Zuki
    
     Notes:
     1.  His (f+A) claw pierce.  This one shows only the startup, but with
         sound.
     2.  This is the remainder of the Mukuro Zuki, with no sound.
    
     [ BLUE MARY ]  ---------------------------------------------------------
    
     1.  00B0-00B5  M. Typhoon (S)DM
    
     Notes:
     1.  Her (hcb,hcb+K when close) leg grab.
    
     [ YURI SAKAZAKI ]  -----------------------------------------------------
    
     1.  00B0-00CB  Hien Rekkou (S)DM
    
     Notes:
     1.  Her "multiple-uppercuts" (S)DM.
    
     [ MAI SHIRANUI ]  ------------------------------------------------------
    
     1.  0000  Standing animation (with jiggle)
     2.  00F8  Standing animation (without jiggle)
    
     Notes:
     1.  From 2000 onward, Mai's standing animation has no "jiggle" when the
         region is set outside of Japan.
    
     [ TAKUMA SAKAZAKI ]  ---------------------------------------------------
    
     1.  00AE-00AF  Shin Kishin Geki SDM
    
     Notes:
     1.  This is the SDM version that ends with a taunt (which was removed
         in '00).
    
     [ K9999 ]  -------------------------------------------------------------
    
     1.  0095,9B-9C  Alternate "Temee mo oucchimae!!"
    
     Notes:
     1.  K9999's (db,hcb,df + K) DM.  Instead of his arm turning into a gun,
         he simply points his fist at the opponent and gunfire emerges from
         it.  This occurs when the region is set outside of Japan.
              
     [ SIE KENSOU ]  --------------------------------------------------------
    
     1.  00CA  Niku Man o Kuu DM
    
     Notes:
     1.  His (qcb,qcb+P) DM.  I had read somewhere in a Japanese beta report
         that he had gotten this move back, but obviously it's not in the
         final version.  Then again, there's no (S)DM version, so this could
         just be his old "Niku Man 4 U" Striker animation from '00.
    
    
     ------------------------------------------------------------------------
     ACT CODE NUMBERS FOR KOF '02
     ------------------------------------------------------------------------
    
     It's worth mentioning that Shingo (who was rumored to be in the beta
     version of this game) is not in the actual release of the game.
    
     [ KYO KUSANAGI ]  ------------------------------------------------------
    
     1.  0200-0204   R.E.D. KicK Striker Animation
    
     Notes
     1.  Part of his "R.E.D. KicK -> Hikigane" Striker attack, including
         the finishing taunt and leap away.
    
     [ BENIMARU NIKAIDO ]  --------------------------------------------------
    
     1.  00C8-00CE  Super Inazuma Kick
    
     Notes:
     1.  His (f,d,df + K) move from '00.
    
     [ GORO DAIMON ]  -------------------------------------------------------
    
     1.  0077     Uppercut punch
     2.  0082-84  Sake
     3.  0026-2A  Mid-air blocking animation
     4.  00C9-CD  New earthquake DM.
    
     Notes:
     1.  It looks like a standing C attack, but Goro's arm is aimed more
         upward.
     2.  Goro's (BCD) dodge from KOF '96.
     3.  Obviously Goro cannot block in mid-air normally :)
     4.  A DM in which Goro does multiple Jirai Shins followed by a
         stomp and a bow.  Think of his HSDM (the f,d,df,b,d,db + BC
         move), but without the throw part in the middle.
                               
     [ TERRY BOGARD ]  ------------------------------------------------------
    
     1. 00C5       Back Knuckle
     2. 01D1-01E1  Power Charge
     3. 0227       End of Dunk Geyser
    
     Notes:
     1.  His (f+A) command attack from '98.
     2.  His (hcf + K) shoulder ram from '98.
     3.  His Striker attack from '01.
                                     
     [ JOE HIGASHI ]  -------------------------------------------------------
    
     1.  00EC-00ED  (A) Bakuretsu Finish
    
     Notes:
     1.  Appears to be a stand-alone command attack.
    
     [ KIM KAPHWAN ]  -------------------------------------------------------
    
     1.  00AC-00AF  Series of kicks
     2.  00DF       Kuuren Geki
     3.  00FC-00FD  Alternate version of third Sanren Geki ending.
     
     Notes:
     1.  A series of normal-looking kicks, but they are grouped together with
         the other DMs, which seems odd.
     2.  His (f + A) spin kick from '99.
     3.  You can input (uf + K, d + K) during the first input of the Sanren
         Geki for an alternate ending.  These kicks are repeated twice in
         the animation list, and the second time, there is a white cross
         shape that appears briefly during the last downward kick.
    
     [ SIE KENSOU ]  --------------------------------------------------------
    
     1.  00AF-00B8  Shinryuu Seiou Rekkyaku SDM
     2.  00C6-00CA  Niku Man o Kuu DM
    
     Notes:
     1.  The SDM version of Kensou's (qcf,hcb + B) super, which doesn't seem
         to be available in 2002.
     2.  The old DM version of Sie's meat bun super.  It's possible that
         this is the old Striker "Niku Man 4 U" animation as well.
    
     [ CLARK STEEL ]  -------------------------------------------------------
    
     1.  007D-007F  Striker Call animation.
     2.  00E8-00E9  End of piledriver animation.
    
     2.  I can't tell what move this is from.  It's Clark performing
         the end of what appears to be a piledriver.
                     
     [ RYO SAKAZAKI ]  ------------------------------------------------------
    
     1.  007D-007F  Kohou Shippuu Ken
     2.  00CC-00CE  Tenchi Haou Ken DM
     3.  00E3-00E8  Slow Ryuuko Ranbu
     4.  0161-0162  Vs. King Intro
    
     Notes:
     1.  Ryo's (qcb + P) animation from 2001.  Dust now rises up from Ryo's
         feet as he moves forward.
     2.  The DM version of Ryo's HSDM.
     3.  This is a slower version of the Ryuuko Ranbu that brings to mind the
         original AoF version.  Perhaps it was intended to be like Yuri's
         HSDM, which is an original AoF version of her Hien Hou'ou Kyaku?
     4.  Ryo's old intro against King, where he looks away uncomfortably.
     
     [ ROBERT GARCIA ]  -----------------------------------------------------
    
     1.  00A2-00A7  Ryuuko Ranbu (w/ Taunt)
     2.  00C8-00C9  Kuzuryuu Sen DM beginning
     3.  00DD       Old mid-air CD attack
    
     Notes:
     1.  An alternate version of the Ryuuko Ranbu.  It ends with a taunt
         after Robert lands from the uppercut.  Like Ryo's slow Ryuuko
         Ranbu, it has no startup flash either.
     2.  A pose similar to Robert's crouching block, but with a DM flash
         accompanying it.  The start of his qcf,qcf + K DM in 2000.
     3.  Robert's old mid-air CD attack from '99.
    
     [ TAKUMA SAKAZAKI ]  ---------------------------------------------------
    
     1.  00AE-00AF  Shin Kishin Geki SDM
    
     Notes:
     1.  The SDM version of the Shin Kishin Geki (removed in '00.)
    
     [ YURI SAKAZAKI ]  -----------------------------------------------------
    
     1.  00A9-00AD  Old Raiou Ken
     2.  00E2-00E3  Hien Hou'ou Kyaku SDM ending
     3.  00E4       Win Pose
    
     Notes:
     1.  Her old Raiou Ken from '01.
     2.  The Hien Hou'ou Kyaku is only a DM in 2002, but the SDM version used
         to end with a '96 style Raiou Ken, as shown here.
     3.  Yuri posing and pointing towards the ground.  It seems strange to
         find it here among the DMs.
    
     [ MAI SHIRANUI ]  ------------------------------------------------------
    
     1.  0000       Standing animation (with jiggle)
     2.  00F8       Standing animation (without jiggle)
     3.  00B4-00BB  End of Hou'ou no Mai DM.
    
     Notes:
     1.  From 2000 onward, Mai's standing animation has no "jiggle" when the
         region is set outside of Japan.
     3.  Her old (qcb,qcb + P) DM from '98.
     
     [ MAY LEE ]  -----------------------------------------------------------
    
     1.  00A9-00AB  Ushiro Mawashi Geri
     2.  007F       (D) Mawashi Geri
     3.  00AF-00B1  (D) Mawashi Geri
    
     Notes:
     1.  May Lee's old (hcb + K) attack, with both the normal ending and
         the Hero Stance change ending.
     2.  May Lee's old (qcf + D) knee attack.
    
     [ MATURE ]  ------------------------------------------------------------
    
     1.  00D2-00E0  New DM
     2.  00D8       Close standing C from '96
    
     Notes:
     1.  A DM that begins with the Ebony Tears startup pose.  Mature then
         does part of her Sacrilege spin, followed by the Heaven's Gate
         slam, but it is accompanied by electric sparks.
    
     [ BLUE MARY ]  ---------------------------------------------------------
    
     1.  00B3-00B5  M. Typhoon DM
    
     Notes:
     1.  Mary's (hcb,hcb + K when close) DM, which is an HSDM in 2002.
    
     [ BILLY KANE ]  --------------------------------------------------------
    
     1.  0154-0155  Old C button win pose.
     2.  0156       Old D button win pose.
    
     Notes:
     1.  The win pose where he takes off his bandanna.
     2.  The win pose where he points his staff at his opponent.
    
     [ SHERMIE ] ------------------------------------------------------------
    
     1.  0086-008D  Shermie Shoot
    
     Notes:
     1.  Her old (hcf + K) move from '98, with miss and hit animations.
    
     [ K' ]  ----------------------------------------------------------------
    
     1.  00E0-00E5  Eins Trigger to Blackout
    
     Notes:
     1.  His old Eins Trigger follow-up from '01.
     
     [ WHIP ]  --------------------------------------------------------------
    
     1.  00CD-00DB  Alternate Desert Eagle
     2.  00DE       Alternate Super Black Hawk
     3.  00E0-00E9  Whip Shot (S)DM
    
     Notes:
     1.  Whip's "gunfire" animation for the Desert Eagle is replaced with
         this animation, in which she takes off what I presume is an earring
         and flicks her hand downward, causing gunfire to rise from the
         ground.  She then puts the earring back on when she is done.  This
         occurs if the region is set outside of Japan.
     2.  Another "censored" move that is seen if the region is set outside
         of Japan.  For this one, Whip's black pistol is replaced by a white
         gun with a flanged head, with the coiled whip making up the back of
         the gun.
     3.  Whip's unused (S)DM from '99, although now it is rather glitchy
         after the intial startup animation.
    
     [ VANESSA ]  -----------------------------------------------------------
    
     1.  00A8-00AA  (A) Parrying Puncher
    
     Notes:
     1.  Vanessa's (f,d,df + A) move from '01.
    
     [ SETH ]  --------------------------------------------------------------
    
     1.  00CD-00D6  Doh-Tori-Shichimonsatsu DM
     2.  015F-0160  Old vs. Zero intro pose.
    
     Notes:
     1.  Seth's (qcf,hcb + P) move, which is SDM-only in 2002.
     2.  Beginning part of Seth's pose vs. Zero from 2001.
           
     [ RAMON ]  -------------------------------------------------------------
    
     1.  009B-009C  Wall spring pose
     2.  01E4       Two-part kick
    
     Notes:
     1.  Ramon flies off the wall, then apparently does some sort of falling
         grab on his opponent.  There are white lines drawn throughout the
         animation, similar to Kim's Sanren Geki entry.
     2.  Ramon does a close standing D into a far standing D.
    
     [ K9999 ]  -------------------------------------------------------------
    
     1.  0094,95,9B-9C  Alternate "Temee mo oucchimae!!"
    
     Notes:
     1.  K9999's (db,hcb,df + K) DM.  Instead of his arm turning into a gun,
         he simply points his fist at the opponent and gunfire emerges from
         it.  This occurs when the region is set outside of Japan.
    
     [ KUSANAGI ]  ----------------------------------------------------------
    
     1   00F2  Aoki
     2.  0156  Kyo-1's win pose
    
     Notes:
     1.  Looks like Kyo-1's Aoki from '99.
     2.  Kyo-1's "facing away" win pose.
     
     [ MISC. ]  -------------------------------------------------------------
    
     1.  00F5-00F6  A name display for "Lee Jinju" instead of "May Lee."
    
     Notes:
     1.  To see this, set the ACT CODE to 00F5 first, then go backwards
         from 00 to 2D (you can do this by pressing D when the CH CODE is
         at 00).
    
    
     ========================================================================
     4.  PAR CODES
     ========================================================================
    
     It had always been my hope that the disabled moves would be in a more
     usable format in the Sega Saturn version of KoF '96.  I finally managed
     to make a Pro Action Replay code to enable the moves, but not too
     surprisingly, it works exactly like the Neo*Geo version.  The code is
     as follows:
    
            Animation Select                060F42F8 xxxx
    
     Replace 'xx' with the appropriate numbers to see that character's
     animations.  You can even use the ACT Code numbers above--the animation
     data is stored in the a similar manner.  For example, this means that if
     you enter the code and replace xxxx with 00B4 through 00C5, you can see
     the animation frames for Ryo's disabled (S)DM.  Obviously, if you don't
     have a Comms Link, trying to view the animation frames in this manner is
     rather cumbersome.
    
     I tried looking at various character's animations and didn't notice much
     of a difference from the Neo*Geo version.  The only real benefit from
     using the Sega Saturn version was that you could make the CPU perform an
     animation and then test it's functions (unlike the Neo*Geo version,
     where making the CPU perform a disabled move wasn't possible).
    
     This was kind of neat because some of the disabled moves still had their
     correct properties (i.e. Goro's f+A animation is a knockdown attack and
     will negate normal and super projectiles).
    
     It might be possible to create several codes to make the disabled moves
     more usable, but I personally don't know how to do this.  Just making
     one-line codes is difficult enough for me ;)
    
    
     ========================================================================
     5.  IN CLOSING
     ========================================================================
    
     There are some other things I have to look in to, like unused poses,
     (for example, Xiangfei still has her vs. Kensou "hungry" pose in '01),
     which I hope to add in a future revision.
    
     Thanks for reading.
    
     ------------------------------------------------------------------------
     KOF DISABLED MOVES FAQ v0.7          Copyright 1999-2003 Chris MacDonald
     ------------------------------------------------------------------------