hide results

    FAQ/Move List by Tel

    Version: 0.6c | Updated: 10/29/08 | Search Guide | Bookmark Guide

                       NEOGEO BATTLE COLISEUM MOVELIST/GUIDE ver O.6c
                                           by Tel 
     LEGAL: This guide is intended for personal use only, and may not be sold,
     distributed, printed or published for profit. This guide will only be hosted
     at www.GameFAQs.com. You are not allowed to use portions of this guide in 
     your work without obtaining permission first. 
     NeoGeo Battle Coliseum and its characters are the copyright of SNK Playmore
     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 any losses
     resulting from mistakes.
     1) Introduction 
     2) Version history
     3) Special thanks
     4) Game system
     5) Movelist
     6) Miscellaneous
        - Additional Game System Information
        - Special Double Assaults
        - Moves Properties Glossary
     7) Contact information
        Welcome to my movelist/guide for NeoGeo Battle Coliseum and thank you for
     reading. This guide will attempt to document NeoGeo Battle Coliseum's (of 
     which I'll refer to as NGBC from now on) game system, character movelist and 
     move properties where possible. Please note that this is NOT a combo guide, 
     and whatever combos in here are to highlight a move's property only.
        Dedicated to Chris and Charles MacDonald.
     Version 0.1 beta (6 November 2005) 
     - First release. Lots more to be done. I left out the normal cancels on 
     purpose because I don't have everyone's cancel charts yet. A LOT of move 
     properties are not included yet; I hope to include notes or properties for 
     every special move whenever possible in future updates. I'm sure there are 
     many mistakes right now, so please e-mail me if you have any corrections or 
     additions that you would like to see in here.
     Version 0.2 (14 November 2005)
     - Updated many moves notes, and fixed up many errors. I forgot to keep track
       of all my changes, as there were a lot of them, but nearly every character 
       was updated. The system and miscellaneous notes have been slightly expanded
       as well.
     Version 0.2a (15 November 2005)
     - A minor update on Akari's movename (thanks to Circular's translation), as
       well as adding in the property for the Shikigami Tenku.
     - Fixed up a minor error for Geese's Mawashi Geri command.
     - Fixed up the numbering errors on certain characters' notes.
     Version 0.2b (20 November 2005)
     - Updated Ai,Yuki,Shiki,Kisarah,Choshu,Chonrei,Mr. Karate and Nakoruru's 
       notes, as well as the system notes.
     - Fixed up some spelling mistakes.
     Version 0.3 (3 December 2005)
     - Updated notes for the Jin brothers,Mai,Mr. Big,Robert,Akari,Kaede,Moriya,
       Kisarah, Shishioh and the bosses.
     - Made some minor changes to the additional game system notes.
     - Added in a move properties glossary under 'Miscellaneous'.
     Version 0.3a (20 December 2005)
     - Some corrections/additions for Ai,Yuki,Kyo,Geese,Tung,otaru,Haohmaru,
       Genjuro,Nakoruru,Mr. Karate,Akari,Hanzo,Marco,Athena,NEO-DIO and Mizuchi.
     - Made some minor changes to the general notes and fixed up some notes'
     Version 0.3b (25 December 2005)
     - Corrections for Geese (removed his missing moves),Hanzo,Marco,Goodman,Neo
       DIO and the notes for Guard Cancel Frontstep.
     - Added in a movelist for Goodman (thanks to N-Newtype).
     - Changed Hotaru, Lee and Marco's stance moves description to show their move
       commands instead of the move names.
     - Added in a note for Shiki's close D (thanks to Blastrezz).
     Version 0.3c (31 December 2005)
     - Corrected and expanded Yuki and Ai's Special D-Assault information to
       include Atomic Guy's movelist.
     - Minor additions/corrections for Geese, Washizuka, NEO-DIO, Goodman and 
       Cyber Woo.
     - Fixed up a couple of typos.
     - Corrected translations for Asura's movelist.
     Version 0.4 (14 January 2006)
     - Added in Super Cancel information for Ai,Iori,Shermie,Asura,Genjuro,Shiki,
       Tung,Terry,Kim,Mr. Big,Robert,Hanzo,Fuuma and Athena.
     - Updated the notes for Ai,Yuki,Asura,Haohmaru,Shiki,Geese,Kim,Mai,Hotaru,
       Terry,Mr. Big,Mr. Karate,Hanzo,Fuuma,Marco,Mars People,Athena,Cyber Woo,
       Kisarah,Kage/Shin Shishioh and Mizuchi. Very special thanks to HexElf and 
       BP for providing nearly all of the information contained in this update. 
     - Updated the information on bosses, autoguard, reversals and D-Assaults.
     Version 0.5 (20 February 2006)
     - Updated the system notes and just about every character thanks to a massive
       amount to information sent in by HexElf. Lots and lots of kudos to you!
     - Fixed various minor errors.
     Version 0.5a (27 February 2006)
     - Some corrections for Yuki,Asura,Shiki,Akari,Washizuka,Shin Shishioh and 
     - Fixed up some of the notes a little.
     Version 0.5b (13 March 2006)
     - Updated the notes for Iori, Asura, Nakoruru, Marco and Goodman.
     - Rewrote the note for triangle jumps in the glossary, and fixed up some of
       the miscellaneous notes.
     Version 0.5b (17 March 2006)
     - Shortened and rewrote some of the character notes a little.
     Version 0.5c (23 March 2006)
     - No real content change, just shortened and rewrote some of the notes.
     Version 0.6 (19 June 2006)
     - Made some changes based on contributor information for Yuki, Asura and
       Mizuchi's notes.
     Version 0.6a (21 October 2006)
     - Updated some information for Kage Shishioh and Mizuchi.
     Version 0.6b (25 June 2008)
     - Updated some information for Mizuchi based on contributor information.
      Version 0.6c (29 October 2008)
     - Updated some information for Kim's Sanren Geki/Sankuu Kyaku chains.
     Very special thank yous to all these people who made this guide possible:
     Charles MacDonald
     - For kindly giving me permission to use portions of Chris' works in this 
       guide, as well as in my previous (and hopefully upcoming) works. Thank you
       very much.
     Chris MacDonald (aka Kao Megura)
     - For setting the standard in FAQ writing and inspiring me to write this.
       I referred to Chris' notes for SNK vs Capcom: SVC Chaos, Samurai Spirits
       Zero and The King of Fighters 2003 when writing the notes for some 
     Bossman Jhun
     - For lots of tips and tricks regarding the game, and for all those rounds of
       trashing you gave me. :)
     - For giving me the translations for the Jin brothers' move names. Thanks for
       all the time and effort!
     (Version 0.2a)
     - For correcting Akari's move name.
     - For answering the questions I posted up on the GameFAQs boards, especially
       regarding the Double Assaults. Your help is much appreciated!
     (Version 0.2)
     - For correcting Terry's Buster Wolf command and on how to connect two Power
       Waves in a row on juggled opponent.
     - For some additions and corrections for Jin Chonrei, Moriya, Fuuma, Hanzo, 
       Mars People and Athena.
     (Version 0.2b)
     - For correcting Chonrei's Teiogyakurin Ken, as well as reminding me that
       Guard Cancel Tag Attacks give opponent stock if hit.
     - for some information regarding Athena and Ai.
     (Version 0.2b)
     - for corrections regarding Ai and Chonrei's Teiogyakurin Ken.
     - for corrections and info on Ai, Kisarah, Mai, Nakoruru, and Yuki. For 
       detailed information on Kisarah and NGBC's game system, do refer to his
       guide in GameFAQS. It covers combos and has detailed descriptions of all 
       her moves.
     Fernando Lee (ver 0.3a)
     - For some corrections and information for Haohmaru, Genjuro and NEO-DIO.
     Sean (version 0.3b)
     - For pointing out that Neo Geegus appears during DIO's Ultimate Illusion.
     HexElf (version 0.3c)
     - For doing a lot of research on Asura's movenames, and what they represent.
     (version 0.4)
     - For a LOT of information regarding the characters updated in this version.
     - (ver 0.5) Again, for providing most of the information in this version.
     Rusly Gunawan (version 0.3c)
     - For information on Geese's lvl-2 Rising Storm.
     Basel (version 0.3c)
     - For further information on Geese's lvl-2 Rising Storm. Check out his Geese
       FAQ if you want further details on Geese not covered in here, such as 
       combos and detailed moves analysis.
     - For information on Nakoruru's Kamui Sentek.
     GreatJustice (version 0.4)
     - For information regarding Fuuma, Shiki and Mars People.
     - For correction regarding Kaede & Moriya's Special Double Assault.
     - (ver 0.5) For details about Kim's Sanren Geki/Sankuu Kyaku combinations.
     Ryo (version 0.6)
     - For a lot of information regarding Yuki and Asura's moves properties.
     Alexis Rivera (version 0.6)
     - For information on linking the various versions of Mizuchi's Katakenawa.
     - For hosting my work. Some of the other guides I referred to for move names
       and commands include:
       1. James Kuroki's Garou: Mark of the Wolves guide.
       2. Deuce's Last Blade 2 and Samurai Shodown 4 guide.
       3. DJ Tigresa's NeoGeo Battle Coliseum guide. Most of my move names were
          taken from there. Thank you for giving me a complete movelist to work
     - Special thanks to everyone in the GameFAQs NGBC forums for all their posts
       and participation.
    (Version 0.2)
     Thanks to:
     - Ratix0 for pointing out some mistakes about the game system, Shermie and
     - Robo Mike for that bit about Athena's Homura/Kaze no Tsue DMs.
     - DJ Tigresa for details on NEO-DIO's CPU-only moves.
     (Version 0.3b)
     - N-Newtype and Shirakani for Goodman's move list and details.
     The Orochinagi Forums (http://kingoffighters.planets.gamespy.com/forums)
     - A lot of information regarding NGBC can be found there. 
     (Version 0.2)
     Thanks to: 
     - AcidicEnema for corrections and details for Rock, Lee, Hanzo and Fuuma's
     - Franz Bonaparte for information on how to chain Asura's Natas.
     - BossBass for testing out a lot of stuff regarding the Jin Brothers, Mr. 
       Big's command attacks and Shiki's teleports.
     (Version 0.3b)
     - Blastrezz for pointing out Shiki's close standing D being an overhead, and
       how to combo out of it.
     (Version 0.3c)
     - Fat Cat Lim for corrections regarding Yuki and Ai's special Double Assaults
       , for providing Atomic Guy's movelist, and an interesting note for Akari's
       Shikigami Hyakkiyakou.
     (Version 0.4)
     - L1R for Super Cancel information for many characters.
     - BP for Super Cancel information and other additional notes for many
     Carlos Quijas (ver 0.6b)
     - For some information on Mizuchi's moves.
     Aaron Crawford (ver 0.6c)
     - For giving a detailed breakdown of all of Kim's qcb+P chain combinations.
     The NeoGeo Battle Coliseum website at http://www.snkplaymore.jp/official/nbc/
     - for hosting a bunch of videos depicting the moves for various characters.
       NeoGeo Battle Coliseum is essentially SNK Playmore's take on a dream
     match featuring characters from its various games such as King of Fighters, 
     Last Blade, Samurai Shodown, Fatal Fury/Garou, Art of Fighting and many other
     titles, all pitted in a 2-on-2 tag team battle.
       Please read this segment, especially the moves properties because I use a
     lot of terminologies in the character movelist. Now, on to the 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)
     A = Light Punch (LP)
     B = Light Kick  (LK)
     C = Hard Punch  (HP)
     D = Hard Kick   (HK)
     E = Tag out
     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)
     360                        rotate joystick 360 degrees in any direction
     720                        rotate joystick 720 degrees in any direction
     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
     Here's how to read the movelist:
    | Notation | Example      | Action                                           |
    | ,        | A,B,f        | Press A then B then push joystick forward.       |
    | +        | 1)f+A,       | 1.Push joystick forward + press A together.      |
    |          | 2)qcf+A      | 2.Motion d,df,f then press button A while        |
    |          |              | joystick is at f.                                |
    | (None)   | AB           | Press A and B together                           |
    | >        | qcf+A        | First motion qcf+A, then either qcf+P or hcb+P.  | 
    |          | 1a> qcf+P    | Moves with a (>) symbol indicate it is a followup|
    |          | 1b> hcb+P    | to another move before that. A followup cannot be|
    |          |              | used on its own.                                 |
     press Start               Taunt opponent
     tap f,f (hold f)          Frontstep/Dash (hold f to run)
     tap b,b                   Backstep
     press ub,u or uf          Normal jump
     tap db-df then ub-uf      High Jump
     press b when attacked     Standing Block (hold to remain blocking)
     press db when attacked    Crouching block (hold to remain blocking)
     AB                        Tactical Step (requires 0.5 level)
     AB when knocked down      Fallbreaker (recovery roll)
     AB during normal attack   AC Tactical Step (requires 1 level) 
     tap f,f when blocking     Guard Cancel Frontstep (requires 0.5 level)
     tap f,f on Just Defence   Just Defence Frontstep (requires 0.25 level) 
     f/b+CD (near opponent)    Basic Throw
     CD when grabbed           Throw Escape
     Press E                   Tag Out (switches characters)
     qcf+E                     D-Assault (Double Assault)
     Press E when blocking     Guard Cancel Tag Attack (requires 1 stock)
     - In NGBC, you only gain stock from attacks if they hit or are blocked. 
       Whiffed attacks, including special moves do not build up your stock, though
       getting hit by enemy attacks or taking block damage increases your stock.
     - Your stock builds up on its own even when you're not attacking once the
       "D-Assault OK/Auto Charge OK" message appears. Using any moves that involve
       the E button will cause your stock bar to stop charging automatically until
       the message reappears.
     - If you hold the joystick forward during a frontstep, your character will
       run. You can cancel your frontstep or dash into an attack.
     - The High Jump goes further than a normal jump, and is faster. Characters
       cannot hop (low jump) in NGBC.
     - The Fallbreaker (recovery roll) allows a character to get up quicker by
       rolling backwards upon being knocked down. Note that not all attacks can be
       recovered from.
     - Characters are invincible during part of the Tactical Step and Guard Cancel 
       Frontstep, but not as it ends. The moves require a bit of stock to use.
       Both moves only travel forward, and can be canceled into an attack.
     - The Just Defence Frontstep is performed by blocking just before an attack
       hits, then immediately tapping f,f on the joystick. There is no visual 
       indicator for this, so you won't know you did it unless you were paying
       attention to your stock gauge. It works exactly the same as the Guard 
       Cancel Frontstep.
     - The AC Tactical Step cancels your attack (indicated by your character
       flashing blue for an instant, during which they are invulnerable). It's
       possible to extend combos using this move.
     - There is now a miss animation for basic throws.
     - Pressing E will cause you to switch characters. Characters switched out 
       will heal automatically after a while. Unlike in KOF2003, your character 
       will tag out immediately: your character will not taunt opponent first. 
       A character hit while tagging will not switch out.
     - Characters are invincible while tagging once they leave the ground , and
       the incoming character is invincible until they land. However, characters
       have a very brief pause before and after the tag, during which they are
     - Switching characters will not affect the amount of life they can heal. So,
       if your character has for example 70% life healable and has healed 30%
       before being tagged back in, you can still tag out and heal the remaining
       40%. That's assuming you didn't take any extra damage or a D-Assault.
     - If you connected with a D-Assault, your inactive character will not heal
       while on-screen to perform their attack.
     - While you can switch out normally as often as you want, doing so will cause
       the "D-Assault OK" message to disappear. The message will also disappear
       when you use a Guard Cancel Tag or a D-Assault, regardless whether they hit
       or not.
     - If you press E while blocking, your character will counterattack with a 
       knockdown attack that does no damage, then switch out. The move requires 1
       stock bar. Your character is invincible while flashing white during the
       attack, but your incoming partner is vulnerable to attacks. This move can 
       be done anywhere as long as you're blocking.
     - You do not need the "D-Assault OK" message on-screen to use the Guard 
       Cancel Tag Attack, but keep in mind if the move hits, your opponent will
       get 0.5 stock added to their gauge.
     - In a 2-player match, if one character was already KOed, the Guard Cancel 
       Tag Attack will only have your remaining character performing the knockdown
       attack, since there's no partner to tag with.
     - The Double Assault is performed with qcf+E, and it does not switch 
       characters. It does not require stock, and can be chained into. The move
       does little damage, but it reduces the amount of health your opponent can
       heal (indicated by the red areas at the lifebar).
     - D-Assaults cannot be reversed.
     - Upon connecting with the D-Assault, the screen background will turn blue.
       After the move ends, the screen resets to the center even if the move was
       done in the corner. The D-Assault ends with the hit character being sent
       flying across the opposite end of the screen, ending any corner traps.
     - You may only use the Double Assault when the message "D-Assault OK" appears 
       above your stock gauges. The message will reappear again after a short 
       while if you didn't use anything involving the E button.
     - The Double Assault can hit jumping or juggled opponents, but it has almost
       no priority, and can be defeated by just about any other attack.
     - Upon a successful D-Assault, your partner's lifebar will flash red for some
       time, which allows them to do more damage. Better yet, normal attacks will
       do block damage, and blocked attacks reduce opponent's guard meter more. 
       This is known as Hyper Charge mode.
     - The Hyper Charge mode lasts until your "D-Assault OK" message reappears,
       regardless of whether you switched characters or not.
     - A Double Assault will miss if you tried to combo a normal attack against a
       jumping/mid-air opponent, even if on a Counter hit.
     - Certain team combinations have access to special D-Assaults. Look under the
       'Miscellaneous' section for more information.
     - In NGBC, ALL damage from blocking special moves and DMs is recoverable
       by healing.
     - The motion 360 degree moves only need you to input four directions instead
       of inputting a full circle to get the move out. So, it's possible to launch
       moves like Geese's Shinkuu Nage by motioning hcb,ub,u+P to get it to launch
       from the ground without being canceled from first.
     - Many aerial special moves can be performed from the ground by extending the
       original command a little to include ub/u/uf in the input. For example,
       Kim's aerial Hou'ou Kyaku can be performed from the ground using 
       qcb,hcf,uf+K or qcb,ub,hcf+K. Not all aerial command/special moves can be
       used off the ground however. All aerial specials/DM are immune to low
     - Some aerial moves can also be performed during a backstep (b,b), though
       many of the moves capable of doing so in KOF lost this ability in NGBC.
     - The 'Counter On' option in Practice Mode doesn't work in NGBC, the 
       "Counter" message appears but doesn't have any actual effect on move 
     - Kyo and Iori's special intro sometimes causes a glitch where instead of a
       black background both characters turn invisible so only the flames can be 
       seen. Once the match starts both characters reappear but the background
       turns all white and stays that way throughout the match until a move that 
       affects the background color (such as a D-Assault and most DM's) comes
       into play. 
     - Hit locations are always noted first in brackets[], other properties later.
     - All jumping normal attacks must be blocked high. 
     - "In the corner" means your opponent should be backed to the screen's edge
       where they can't move backwards any further.
     - All cancelable moves, be it normal/command or Super Cancels can only be
       canceled if they hit or is blocked. Whiffed moves cannot be canceled.
     - (near) means the move can only hit or be launched when near an opponent. 
       'Near' in this sense means within range of your close standing attacks.
     - (air) means the move can be performed in mid-air as well as on the ground.
     - All overhead command attacks can be blocked low when canceled into from
       normal attacks, regardless if they actually combo or not. All overhead
       special moves retain their properties when canceled into.
     - A move that does extra hits on a Counter hit will also do extra chipping
       damage when blocked.
     [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.
     S   - Cancelable into special moves.
     SC  - Cancelable into DMs only.
     X   - Move can be canceled into, but it won't combo.
     A   - Move has autoguard.
     KD  - Move knocks down an opponent, but can use recovery roll (Fallbreaker).
           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: Move knocks down, opponent cannot use recovery roll. 
     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 a followup was not done, a juggled
           character may use the Fallbreaker upon landing.
     T   - Throw move, cannot be reversed. May or may not be unblockable. Throws
           do not do Counter damage. All special throws cannot be escaped from.
     P   - Projectile, cannot be reversed, although certain moves can negate, 
           absorb or reflect them. DM projectiles usually negate normal ones.
     CW  - Move is a Counter Wire, meaning on a Counter hit, the move will cause 
           opponent to bounce off the screen edge and leave them open to juggles.
     SC  - Super Cancelable. Special moves are SCable for free in NGBC: you do not
           need one extra stock bar.
     DM  - Super/Desperation move, requires 1 stock bar to use. Some characters'
           DMs require 2 bars or all 3 stock bars to perform. If so, they will
           be noted in parentheses () next to the move name. DMs are indicated by
           a red startup flash.
     #   - See notes.
     5) MOVELIST
     Normal characters will be sorted alphabetically based on the titles they 
     originally appeared in. Bosses are catalogued after the normal characters.
     - Ai
     - Yuki
     - Iori Yagami
     - K'
     - Kyo Kusanagi
     - Shermie
     - Asura
     - Genjuro Kibagami
     - Haohmaru
     - Nakoruru
     - Shiki
     - Geese Howard
     - Jin Chonrei
     - Jin Chonshu
     - Kim Kaphwan
     - Mai Shiranui
     - Tung Fu Rue
     - Hotaru Futaba
     - Rock Howard
     - Terry Bogard
     - Lee Pai Long
     - Mr. Big
     - Mr. Karate (Ryo Sakazaki)
     - Robert Garcia
     - Akari Ichijo
     - Kaede
     - Keiichiro Washizuka 
     - Moriya Minakata
     - Fuuma
     - Hanzo
     - Mudman
     - Marco Rossi
     - Mars People
     - Athena
     - Cyber Woo
     - Kisarah Westfield
     - Shishioh (King Lion)
     - Goodman
     - Mizuchi
     - NEO-DIO
     - Shin Shishioh (King Leo)
     - Ai's move names are less than subtle references to various MVS titles, 
       namely Top Hunter, Robo Army, Joy Joy Kid, Baseball Stars 2/Professional,
       Last Resort, and 2020 Super Baseball. I'm guessing Hyper Tackle is a
       reference to the Hyper NeoGeo 64 arcade board.
     - Yuki's move names are references to Beast Buster, Burning Fight, Riding
       Hero, Mutation Nation and Sengoku. His DMs refer to the MVS arcade board
       and Neo-Geo AES console. 
     AI                                                   [NeoGeo Battle Coliseum]
     THROW                  MOVE NAME                           PROPERTIES
     b/f+CD                 Top Hunting Throw                   [U]
     df+A                   Robo Arm                            [M],S,#
     b/f+C                  Whirlwind fist                      [M],KD,#
     db/df+D                Hyper Tackle                        [L],S,#
     qcf+P/AC (hold d)      Joy Joy Block                       [M],P,#
     qcb+A                  Baseball Stars                      [M],KD,CW,SC,#
     qcb+C                  Baseball Stars Professional         [M],KD,CW,SC,#
     qcb+AC                 Baseball Stars 2                    [M],P,#
     qcf+K                  Bushinken                           [-],SC,#
     hcb+K                  2020 Super Catch                    [-],#
     Press ABC (can move)   Joy Joy Balloon                     [-],#
      a> Press P            Joy Joy Treasure                    [M],P,#
      b> Press B            Joy Joy Kick                        [M],#	      
      c> qcf+P              Joy Joy Block                       [M],P,#
      d> Press ABC          Lightning Ball                      [M],P,#
      e> Press D            Cancel                              [-],#
       e1> Press P          Coma                                [M],KD,#
       e2> Press K          Moonsault                           [M],#
     qcf(x2)+P              Joy Joy Party                       [M],P,#
     hcb(x2)+P              Last Resort                         [M],P,#
      > qcb+P               Power! Unit!                        [M],P,#
     #. It seems Ai has no sweep. Motioning (d+D) has her performing a short
        Hyper Tackle that doesn't hit low or knock down, and is not cancelable.
     #. Ai's standing D knocks down.
     #. Ai has no far standing B animation. The move hits low and is cancelable.
     1. ROBO ARM: Ai crouches and does a short jab with a robotic arm. The move is
     2. WHIRLWIND FIST: Ai turns into a small tornado, knocking down opponent if
        it hits. Motioning f+C goes forward while b+C goes backward. This move's
        command overlaps with a dash, so if you press C while doing a frontstep
        or dash, you'll end up getting this instead of her standing C.
     3. HYPER TACKLE: Ai charges forward with a low attack. This move does not
        knock down, but is cancelable. 
     4. JOY JOY BLOCK: Ai summons a Tetris block (yes, a Tetris block), which
        appears at the top of the screen. After a while, the block falls down. The
        button used determine the block distance from Ai, with A being closest to
        her. You can hold the joystick on the down position to have the block fall
        faster. The block will disappear if Ai is hit, but she can move freely
        after the block appears. If the move is reflected, the block will be
        placed in front of opponent instead.
     5. BASEBALL STARS: Ai swings with her baseball bat. The move can hit normally
        as well as counter projectiles. The C version comes out slower, but does 
        2 hits, either which can counter projectiles. For the A and C versions, Ai
        bats out a baseball if it meets a normal projectile at any level. A 
        version sends the baseball straight forward while C has it travelling in 
        an arc. Both versions are also Counter Wires and are SCable.
     #. The (A) Baseball Stars normally returns a baseball straight forward, but
        against odd-angled projectiles like Marco's Black Grenade or Geese's 
        Shippu Ken, the baseball she returns will travel at a different angle. If
        you batted while the projectile while it was above the bat, the baseball 
        goes upwards. Otherwise, it travels directly behind Ai. For the (C) 
        version, the angle depends on which hit you batted the projectile with. If
        it batted on the first hit, the baseball goes forward, while it arcs as 
        normal if batted on the second hit.    
     6. BASEBALL STARS 2: The AC version has Ai summoning a Joy Joy Block, then
        batting it diagonally up-forward (it has slow startup time however). The
        block can hit on its own if opponent jumped toward Ai and touched it. Also
        , before Ai bats it forward, the block can negate projectiles, even DMs.
        Once she bats it however, the block can be reflected or negated like
        normal. If reflected, the block rebounds at a downward angle towards Ai.
     7. BUSHIN KEN: Ai creates a mirror image that slides forward to the end of 
        the screen before returning to her for the B version, working as a 
        fake-out. The mirror images cannot be harmed and attacks will pass right 
        through. D version is an actual teleport forward (Ai poses first). Ai can
        create multiple illusions using the B version, then mix it up with the D 
        version. She can move and attack freely while any illusions are on-screen. 
        Note that Ai is not invincble while teleporting during the D version. Both 
        versions are SCable.
     8. 2020 SUPER CATCH: Ai absorbs projectiles with this move, gaining plenty of 
        stock in the process. B version absorbs mid-level projectiles, while D 
        absorbs low and floor-level ones. Neither version can absorb DMs.
     9. JOY JOY BALLOON: Ai sits on a balloon, during which she can move around
        slowly but cannot block. Strangely, if Ai was fairly low to the ground, low
        attacks can hit her out of it. Pressing D or using a Joy Joy Block or 
        Lightning Ball will end this move. Ai will also drop off on her own after 
        5 seconds if you didn't do anything, or after 10 seconds if you moved or
        made an attack. You can perform this while jumping.
    10. JOY JOY TREASURE: Ai tosses random objects while on the balloon. (A) drops
        objects on a shallow arc directly in front of her, while (C) goes about
        1/3 screen and bounce once. The items she throws are (thanks to HexElf
        for this):
       (A) VERSION                (C) VERSION
        - Dynamite stick *         - Crate *
        - Bomb *                   - Bomb bonus item *
        - Star coin                - Last Resort Option item
        - Baseball                 - League Bowling logo
        Items marked with a * explode upon contact with opponent and knock down. 
        If you get two explosive items in a row, it's possible for the second item
        to OTG opponent. If opponent is hit by an item (explosive or not), you can
        combo the Coma or Moonsault from it if Ai is close enough to opponent.
    11. JOY JOY BLOCK (Joy Joy Balloon version): This version allows you to juggle
        a hit opponent, but using it ends the Joy Joy Balloon.
    12. LIGHTNING BALL: A field of electricity surrounds Ai's balloon. The move
        will only hit if opponent was near the balloon, but can negate normal
    13. COMA: Ai falls down with a flaming attack, knocking down opponent if it
        connects. If it his in the corner, you can juggle opponent before they
        land, and the Last Resort can combo and juggle repeatedly.
    14. MOONSAULT: Ai hops forward with a kiok. She can use this after the Coma as
        well, but the moves don't combo with each other.
    15. JOY JOY PARTY: Ai summons a screenful of Tetris blocks and they fall at
        different rates, exploding upon contact with opponent. A version starts
        with a block falling directly in front of Ai, while C has the first block
        falling at 1/2 screen distance.
    16. LAST RESORT: Ai summons a small robot drone that shoots tiny projectiles.
        Note that the drone itself can hit opponent, and if it hits a mid-air or
        juggled opponent, the move can juggle repeatedly as long as the drone 
        touches opponent. Ai can move freely while the drone is active, but if
        hit, the drone will disappear. It will also disappear on its own after 7
        shots, after hitting 4 times, or if you used the Power! Unit!, which sends
        it for a kamikaze attack. The little drone fires seven shots in total; 2
        diagonally upwards, 2 straight ahead, 2 diagonally downwards, then pauses
        for a moment before firing one last shot diagonally downward. There are no
        variations between button version. With good timing you can use the Power!
        Unit! to combo with the shots even at a distance.
     #. Ai is holding a Neo-Geo Pocket during some of her moves, such as during
        her standing A. The little creatures running with Ai during her dash
        animation are from the cult NeoGeo Pocket "pet sim" called "Ganbare Neo 
        Pocke-Kun!". Ai's Robo Arm and the transforming SUV in her intro are 
        references to Robo Army, an MVS game.
     YUKI                                                 [NeoGeo Battle Coliseum]
     THROW                  MOVE NAME                           PROPERTIES
     b/f+CD                 Fire Suplex                         [U]
     f+A,df+C,b+B,f+D       Mutation Combination                [M],KD,#
     f+C during close C     Dogou Sou Ken                       [M],S,#
     qcf+P                  Beast Buster                        [M].P,#
     f,d,df+P               Submarine Screw                     [M],KD,P,#
     qcb+P                  Bakuretsu Ken                       [M],KD,SC,P,#	
     hcb+K                  SENGOKU Denshou                     [-],J,#
     qcb+P in air           Riding Hero                         [-],#
     qcb+K in air           Lightning Fist                      [M],KD,P,#
     d,d+Start/any          Memory Card Slash                   [-],#
      > hcb,f+P (near)      Fire Suplex Hold                    [U],T,NR,#
     qcb(x2)+P              Chodokyu Mega Beam 100              [M],P,#
     qcf,hcb+P              Chodokyu Neo Geo Ranbu (2)          [M],#
     qcf(x2)+K              Chodokyu Status Up (2)              [-],#
     qcb(x2)+ABC            Chodokyu MAX 330 Mega Beam (3)      [M],P,#
     #. Yuki's far standing D takes him off the ground, and can be canceled into
        the Riding Hero, but not the Lightning fist.
     1. MUTATION COMBINATION: 5-hit combination command attack. You need to input
        the commands pretty fast to get all the hits in. You can perform all the
        hits even if the move misses.
     2. DOGOU SOU KEN: Additional hit for Yuki's close standing C, usable only if
        it hits or is blocked. The move is cancelable.
     3. BEAST BUSTER: Yuki points forward, and fires an invisible projectile from
        his wrist. The move is aimed slightly upward, so it will miss opponent if
        they were at the opposite end of screen or was crouching. There is a short
        delay before the move hits after Yuki fires, but the projectile hits at 
        any range, and can hit mid-air opponents. The (A) version launches slower,
        but can hit crouching opponents if they aren't more than 1/2 screen away.
        (C) version can be ducked under by most characters, but launches faster.
        Move does 3 hits when powered with the (A) Memory Card Slash, and is able
        to hit nearby crouching opponent and launches at the (C) version's speed.
        The further away opponent is, the longer it takes for the move to hit. 
        Although invisible, the projectile can be reflected, though the powered-up
        version will still get the last hit in. The powered-up version can also be
        used to follow up after the Submarine Screw (unpowered) or the 2nd or 3rd
        hits of the Mutation Combination.
     3. SUBMARINE SCREW: Yuki punches diagonally upward with a column of blue 
        flames from his hand, serving as his anti-air. In the corner, the move 
        juggles a mid-air opponent. It can also negate normal projectiles at any
        level. When powered with the (C) Memory Card Slash, Yuki literally does
        Duke Edwards'(from Burning Fight) Submarine Screw, during which he is 
        invincible and the move does 7 hits (6 on a mid-air opponent). The powered
        version can also OTG opponent on the 1st hit. Note that the unpowered 
        version cannot be reversed, but the powered version is reversible. The
        powered version is an anywhere juggle move, meaning it can always hit an
        opponent who is off the ground, even if they were in hitstun such as after
        a sweep.
     4. BAKURETSU KEN: Yuki rushes forward with a knockdown lightning punch (which
        is odd considering the move's name). The move won't hit during the forward
        dash: only during the actual punch can hit when Yuki stops. Move is SCable
        , and either Chodokyu Mega Beam will combo from it in the open. This move
        cannot be reversed and negates normal projectiles.
     5. SENGOKU DENSHOU: Yuki hops forward. This move works as a reversal. (A)
        version counters high/mid level normal and command attacks, while (C)
        counters low hitting normal and command attacks. The move can only reverse
        attacks as Yuki is rising, so he's vulnerable while falling. Upon hitting,
        Yuki stabs downwards with energy from his wrists, juggling opponent 
        (though only the Submarine Screw will hit). When powered with the (B)
        Memory Card Slash, the move can reverse attacks of any level including
        special moves and DMs. The powered up version also does 4 hits, and still
        juggles opponent, but only the powered-up Submarine Screw will combo.
     6. RIDING HERO: Yuki turns around and shoots a small beam from his wrist 
        while in mid-air, the recoil pushing him forward. Basically, it's an air 
        dash (this move does not hit opponent). Can be interrupted into the 
        Lightning Fist. Strangely, you can cancel into this from a close C or far
        D by motioning qcb,ub+P.
     7. LIGHTNING FIST: Yuki teleports and reappears back on the ground directly
        below where the move was launched with bolts of lightning streaking around
        his body. The (D) Memory Card Slash gives the move more range and hits.
        This move knocks down and negate normal projectiles. You can juggle 
        opponent in the corner after hitting with the powered up version (the 
        Submarine Screw works well). This move can be performed during a backdash.
        Unlike the Riding Hero, you cannot perform this move from his close C/far 
        D. However, this move will always launch from a Riding Hero, no matter how
        low it was. In this case, move may not have invincibility, since Yuki 
        appears on the ground directly without teleporting (he is immune to 
        attacks while teleporting). The powered version can also OTG opponent.
     8. MEMORY CARD SLASH: Powers up Yuki's special moves, causing them to do more
        hits and damage, as well as having other properties:
        (A) - Beast Buster
        (B) - SENGOKU Denshou
        (C) - Submarine Screw
        (D) - Lightning Fist
        (Start) - Enables use of Fire Suplex Hold
        You can stack different versions of this move, but repeating the command
        for a powered move will not allow you to perform two powered moves in a
        row. Instead, it resets the duration before the powerup effects wears off,
        which is 10 seconds normally. The move is successfully activated once Yuki
        flashes blue, even if he is hit. There are no differences between button 
        versions for powered up moves.
     9. FIRE SUPLEX HOLD: Unblockable command throw. You MUST have used the Start
        version Memory Card Slash first to be able to use this move. Tap the P
        button rapidly to increase the move's damage and duration.
    10. CHODOKYU MEGA BEAM 100: Yuki hops up and fire a beam from his wrist. Move
        comes out fairly fast, but you can't seem to combo into it from normals.
        This only combos when SCed from the (C) Bakuretsu Ken.
    11. CHODOKYU NEO GEO RANBU: Standard autocombo DM. Costs 2 stock bars to use.
        Yuki is invincible during the startup flash, but since it lasts for such
        a short time, it's unlikely the move will be able to avoid projectiles.
    12. CHODOKYU STATUS UP: Yuki glows red for the B version, during which his 
        attacks do increased damage. He glows yellow for the D version, during
        which he takes less damage. Considering this move costs 2 levels, its
        effects don't last very long (about 7-8 seconds at best).
    13. MAX 330 MEGA BEAM: Yuki fires a pink version of his Mega Beam 100. For
        a move that costs all 3 levels, the damage from this move is only so-so.
        This version launches faster than the Mega Beam 100 and combos when SCed
        from either Bakuretsu Ken version. It suffers heavily from damage scaling
        in combos however.
     #. Yuki is invincible shortly before he fires the beam during either of his
        Mega Beam DMs, and while the beam is being fired. The invincibility time
        on his Max 330 Mega Beam is shorter due to the faster execution speed.
     #. Pay attention to the wordings that appear very briefly during the Mega
        Beam 100 and Max 330 Mega Beam. Talk about self-promotion eh? :)
     - Iori, K' and Kyo are based (somewhat) off their KOF2003 versions.
     IORI YAGAMI                                                [King of Fighters]
     THROW                  MOVE NAME                      PROPERTIES
     b/f+CD                 Sakahagi                       [U]
     f+A,A                  Geshiki: Yumebiki              [M].SC(1st),S(2nd),#
     f+B                    Geshiki: Goufu In "Shinigame"  [O],X,#
     b+B in air             Geshiki: Yuri Ori              [M],#
     qcf+P                  108 Shiki: Yami Barai          [M],P,OTG,#
     qcb+P (perform 3x)     147 Shiki: Aoi Hana            [M,O-3rd],NR,#
     hcb+K                  212 Shiki: Kototsuki In        [M],NR,SC(1st),#
     f,d,df+P               100 Shiki: Oniyaki             [M],SC(C),KD,#
     hcb,f+P (near)         Kuzukaze                       [U],#
     qcf,hcb+P              Kin 1211 Shiki: Ya Otome       [M],#
     qcb,hcf+P (can hold)   Ura 108 Shiki: Ya Sakazuki     [M],P,#
     qcf,hcb+K              Chi No Busou                   [U],T,NR,#		
     1. YUMEBIKI: The 1st hit is only cancelable into DMs or a D-Assault, while
        the 2nd hit is cancelable into specials. Move combos from light attacks. 
        The 2nd hit won't connect if canceled from a standing/crouching C.
     2. SHINIGAME: Overhead kick, cannot be chained into. Becomes cancelable if 
        canceled into.
     3. YURI ORI: This move is a cross-up attack and cannot hit unless used while
        jumping over opponent. Despite being an air attack, this move can be 
        blocked low. This move can no longer be done during a backstep.
     4. YAMI BARAI: Move can now hit an opponent lying on the floor.
     5. AOI HANA: A version is faster, while C goes further. The 2nd hit knocks 
        down, while the 3rd hit is an overhead and cannot be recovered from. You
        can OTG your opponent with a Yami Barai after the A version hits.
     6. KOTOTSUKI IN: Move is only chainable from his close/crouching C or a
        canceled Shinigame. The 2nd hit may miss against jumping opponents. If 
        blocked, Iori stops at the 1st hit, which has little recovery time. The
        move is now SCable on the 1st hit, but only the Ya Otome will combo.
     7. ONIYAKI: A version does one hit, while C version does 3 hits and will only 
        knock down on the 3rd hit. C version is SCable on the 1st and 2nd hits.
     8. KUZUKAZE: Short ranged unblockable throw. Does no damage, but switches 
        sides and leaves opponent vulnerable momentarily. Opponent recovers from
        this move faster now.
     8. YA OTOME: Iori can go under mid-level projectiles during this move. He no
        longer has the Saika followup.	
    10. YA SAKAZUKI: If move hits, opponent will be unable to move. Move will
        trigger under a mid-air opponent and negates normal projectiles. Unlike in
        KOF2003, the move damages opponent. You still can't combo into this move, 
        but the projectile travels faster now, and Iori recovers faster as well. 
        While opponent is immobilized, you cannot repeat this move, but now throw
        moves can hit opponent, meaning the Kuzukaze and Chi No Busou can hit.
        Opponent can no longer mash joystick and buttons to escape from this move
        , but they will not take gradual damage while immobilized. The (A) version
        explodes at 1/2 screen distance, while (C) explodes at 90% screen range.
    11. CHI NO BUSOU: Iori leaps forward, and upon landing, grabs opponent and
        performs a flameless Saika (his Exceed from SNK vs Capcom). The move is an
        unblockable throw, cannot hit a mid-air opponent and only hits when Iori 
        lands. The B version lands Iori slightly in front of his launch location,
        while D version takes him about 1/3 screen distance. Iori is immune to any
        on-screen attacks while he slashes if the move hits. The only way to combo
        into this move is by connecting the Ya Sakazuki, but this is Iori's most
        damaging DM.
     K'                                                         [King of Fighters]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Spot Pile                     [U],NR
     f+A                            An Inch                       [O],SC,NR,CW,#
     f+B                            Knee Assault                  [M],S,#
     qcf+P                          Iron Trigger                  [M],P,KD(A),#
      a> f+B                        Second Shoot                  [M],P,#
      b> f+D                        Second Shell                  [M],J,#
      c> b+K                        Blackout                      [-],#
     f,d,df+P                       Crow Bites                    [M],KD,#
      > f+K during (C) Crow Bites   Crow Bites Plus               [M],NR
     qcf+K                          Blackout                      [-],#
     qcf+K in air                   Air Trigger                   [M],P
     qcb+K in air                   Minutes Spike (aerial)        [M],KD,#
     qcb+K                          Minutes Spike                 [M],KD,#
      a> qcb+K                      Narrow Spike                  [L],SC,J,#
      b> qcf+K                      Air Trigger                   [M],P
     qcf(x2)+P (can hold)           Heat Drive                    [M],#
     qcf(x2)+K                      Heaven's Drive                [M],#
     qcf,hcb+P                      Chain Drive (2)               [M],#
     1. AN INCH: Overhead with no-recovery knockdown when used standalone. Is also
        SCable when used standalone, although you can't combo into it. On a 
        Counter hit, it becomes a Counter Wire, and can combo with a delayed Heat 
        Drive. When canceled into, move becomes cancelable.
     2. KNEE ASSAULT: Move is cancelable into the Minutes Spike (aerial) or Air
        Trigger and combos from light attacks. It's now easier to cancel this move
        compared with KOF2003.
     3. IRON TRIGGER: Short range projectile, can followup with Second Shoot or
        Second shell regardless of whether the Iron Trigger hits or not. The A 
        version knocks down, while the C version pushes opponent back. Move cannot 
        hit a juggled opponent, so you can't use this to followup a Second Shell 
        or a Counter Hit An Inch. Move only chains from hard attacks.
     4. SECOND SHOOT: Projectile; the move can hit from up close like in KOF2003.
     5. SECOND SHELL: Upward aimed flaming kick that juggles a hit opponent. Can
        follow with any DM in the corner, while the Heat Drive will combo in the
        open. The move can negate normal projectiles. while this combos from the
        Iron Trigger, the Iron Trigger won't hit an opponent juggled by this.
     6. CROW BITES: K' stops in mid-air during the C version, and you can followup
        with the Crow Bites Plus. A version is SCable on the 2nd hit. When SCed,
        the move no longer juggles, so the Heaven's Drive will connect properly.
     7. BLACKOUT: Teleport move, D version goes further than B. The move has a 
        very short period of invincibility about halfway through the slide, but K'
        is vulnerable during the startup and when he reappears.
     8. MINUTES SPIKE: Forward jumping kick, can avoid low attacks. D version goes
        further than B. Can be used in mid-air, or during a backstep. If a jumping
        C or D hits a mid-air opponent, you can followup with this. You can now 
        use the Air Trigger after a ground-launched Minutes Spike if it hits or is 
        blocked. If you managed to hit an opponent in mid-air with this, it's 
        possible to hit opponent again before they land.
     9. NARROW SPIKE: Low hitting knockdown move; can only be launched from a
        ground-launched Minutes Spike. The Minutes Spike must travel forward a
        little before you can launch this move. If the move hits in the corner,
        you can followup before opponent lands: try using the (A) Crow Bites. You
        can use this move regardless of whether the Minutes Spike hits or not.
        Move is SCable: The Heat Drive hits in the open, while the Chain/Heaven's
        Drive works in the corner.
    10. HEAT DRIVE: C version launches faster than A, and is easier to combo into.
        If blocked, K' stops in front of opponent.
    11. HEAVEN'S DRIVE: This move can combo from light attacks. If chained into,
        the move will not do its full 11 hits. 
    12. CHAIN DRIVE: Autocombo move: K' throws his sunglasses, and if it hits or
        is blocked, K' dashes forward with an autocombo attack. The glasses are 
        treated as a projectile, so it can clash with other normal projectiles;
        and K' will still rush forward. A low projectile may still go under the 
        glasses and hit K' out of this move. Move can hit a juggled opponent at
        or near the corner. This move requires 2 levels to use but the animation 
        is the KOF2002 DM version. 
     KYO KUSANAGI                                               [King of Fighters]
     THROWS                         MOVE NAME                     PROPERTIES     
     b/f+CD                         Issetsu Seoi Nage             [U],NR    
     COMMAND ATTACKS                                                          
     d+C in mid-air                 Geshiki: Naraku Otoshi        [O],#            
     f+B                            Geshiki: Goufu You            [O],#      
     df+D                           88 Shiki                      [L-2hits],#
     f,d,df+P                       100 Shiki: Oniyaki            [M],A,SC(C),#
     qcf+K,K                        75 Shiki Kai                  [M],#
     hcb+K                          412 Shiki: Hikigane           [M],J,#
     b,d,db+K                       R.E.D. Kick                   [M],NR,#
     qcb+K in air                   Kuuchuu R.E.D. Kick           [M],NR,#
     qcf+A                          114 Shiki: Aragami            [M],A,SC,#
      1a> qcf+P                     128 Shiki: Konokizu           [M],KD
       2a> P                        127 Shiki: Yanosabi           [O],NR
       2b> K                        125 Shiki: Nanase             [M],KD 
      1b> hcb+P                     127 Shiki: Yanosabi           [O],NR
       2a> P                        Geshiki: Migiri Ugachi        [L],NR,OTG
       2b> K                        125 Shiki: Nanase             [M],KD
     qcf+C                          115 Shiki: Dokugami           [M],#
      a1> hcb+C                     401 Shiki: Tsumi Yomi         [M]      
       a2> f+C                      402 Shiki: Batsu Yomi         [M],KD
        a3> f,d,df+C                100 Shiki: Oniyaki            [M],KD 
      b1> qcf+C                     114 Shiki: Aragami            [#],A
       b2> qcf+A                    128 Shiki: Konokizu           [#],KD
        b3> qcf+K                   125 Shiki: Nanase             [#],KD
         b4> hcb+C                  123 Shiki: Shaku En           [#],J,#     
     qcb,hcf+P (can hold)           Ura 108 Shiki: Orochi Nagi    [M],#
     qcf(x2)+P (can hold)           182 Shiki                     [M,U],#
     qcf(x2)+K                      Saishu Kessen Ougi: Mu Shiki  [M],#
      > Tap any as move ends        Chouhatsu                     [-],#
     #. Kyo's crouching B isn't cancelable into special moves, but the 88 Shiki
        comes out fast enough to combo from it.
     #. Kyo's far C is now cancelable.
     #. Kyo lost his Kototsuki You followup for the Yanosabi.
     1. NARAKU OTOSHI: Knocks down an airborne opponent. No longer usable during
        a backstep. 
     2. GOUFU YOU: Is an overhead when used on its own. When canceled into it 
        becomes cancelable and does 2 hits. The move's speed and range has been 
        increased, and it will now combo from light attacks. 
     3. 88 SHIKI: Both hits are low attacks. The move now has longer recovery.
     4. ONIYAKI: C version hits twice, but only knocks down on the 2nd hit, which
        may miss when chained into. A version hits twice on a Counter hit and is
        an anywhere juggle. C version is SCable on the 1st hit.
     5. 75 SHIKI KAI: 2nd hit of D version juggles opponent but may miss if done 
        too far from opponent. B version does not juggle, but chains from light
     6. HIKIGANE: B version is immune to low attacks, while D version is immune to
        high/mid level attacks when Kyo hunches before he attacks. Both versions 
        now juggle opponent. B version is no longer SCable, but D version is now
        SCable on the 2nd hit. The 2nd hit of the D version may be crouched under.
     7. R.E.D KICK: The move can now be performed in mid-air. Opponent cannot
        recovery roll from this move.
     8. ARAGAMI: The followups can be performed regardless of whether the Aragami 
        hits or not. The Aragami can negate normal projectiles if Kyo's fist 
        connects with it. The move has autoguard as Kyo steps forward, before he 
        strikes. Move is SCable, but only the Mu Shiki and Orochi Nagi will combo
        from it. The (A) 182 Shiki command overlaps with this, so you need to use
        the C version if you want to SC into it.
     9. DOKUGAMI: The Dokugami can negate normal projectiles if Kyo's fist connects
        with it. Kyo's standard Dokugami chain (qcf+C> hcb+C> f+C> f,d,df+C) can
        be performed regardless of whether the Dokugami hits or not. However, his
        new chain (qcf+C> qcf+C> qcf+A> qcf+K> hcb+C) can only be done if the 
        Dokugami hits opponent. Like in KOF2003, Kyo's standard Dokugami chain can
        only be done using the C button now.
    10. SHAKU EN: Finisher for the new alternate Dokugami chain. Kyo raises his
        arm and clenches his fist (his win pose from KOF2000), igniting his
        opponent. You can juggle opponent in the corner after the move hits using 
        the D Hikigane, and continue with the (A) Oniyaki 3 times in a row, or
        using a Double Assault.
    11. OROCHI NAGI: A version is immune to most low attacks, C version is immune
        to mid/high attacks. The immunity begins while Kyo is holding up a flaming
        hand, and lasts while the move is being delayed. Kyo is vulnerable as he
        slides forward to attack. The flame wave can destroy normal/DM projectiles
        and cannot be negated. The move is faster now, and will combo from the 
        Goufu You. As with KOF, delaying the move until the startup flash 
        disappears will make Kyo slide faster when released.
    12. 182 SHIKI: The move does more damage and becomes unblockable when fully
        charged. Kyo is invincible during the startup flash, but not while being
        delayed or as he punches.
    13. MU SHIKI: The column of flames during the startup can negate normal and DM
        projectiles. The multiple punches can negate normal projectiles, and an
        opponent touching Kyo's body will be drawn in and will take damage even
        if they were behind him. Kyo is not invincible during this move, so long
        ranged attacks (such as Mizuchi's energy columns) may be able to hit him
        out of it. The pillar of fire is a projectile and cannot be negated, but
        Kyo's punches can be reversed. This is the DM version from KOF'97/98, so
        it stops at 5 hits. Move combos from light attacks.
    14. CHOUHATSU: Kyo taunts opponent. Upon completing the taunt, Kyo's body 
        glows yellow for about 5 seconds or so, during which he can cancel his
        special moves into other specials. Kyo MUST complete the taunt animation
        for this to take effect. If he gets interrupted even as he finishes the
        taunt, Kyo won't glow yellow. Unlike in KOF'97/98 however, this can be
        done even if the Mu Shiki misses altogether (previously at least one of
        the punches needed to connect first).
     SHERMIE                                                    [King of Fighters]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Front Flash                   [U]
     f+B                            Shermie Stand                 [O-2nd],#        
     f+C                            Baku New Suplex               [U],X,T,NR,#
     f+D                            Shermie Kick                  [M],S,#
     hcf+P (near)                   Shermie Spiral *              [U],T,NR
     hcf+K                          Diamond Bust                  [U],T,NR,SC,#
     qcb+P (repeat if move hits)    Shermie Whip *                [M],T,NR
     qcb+K (air)                    Axle Spinning Kick            [O],KD,#
     f,d,df+K                       Shermie Clutch *              [#]
     qcf+K after * moves            Shermie Cute                  [#],OTG
     hcb,f+P                        F-Captured                    [-],#
     f,d,df+P                       Shermie Catch                 [U],T,#
      1> hcf+P                      Additional Throw              [U],T,NR,#
       2> tap P repeatedly          Hold                          [#]
     hcf(x2)+P (near)               Shermie Carnival              [U],T,NR,#
      > f,d,df+K                    Additional Attack             [#],NR
     qcf(x2)+K                      Thunder Leg Lariat            [M],NR,#
     #. Shermie has no far standing A,B and D animations.
     #. You can combo Shermie's standing/crouching A into her standing B (then
        into the Shermie Stand).
     #. Shermie's far C is now cancelable.
     #. Shermie's crouching B is slightly slower, but still cancelable.
     1. SHERMIE STAND: Move is an overhead on the 2nd hit. If canceled into, it
        becomes cancelable on the 2nd hit. This combos from light attacks.
     2. BAKU NEW SUPLEX: Command throw, will grab any nearby opponent, including
        mid-air opponents. Move cannot be chained into, but is now unblockable. 
        Note the command is now f+C instead of f+A.
     3. SHERMIE KICK: Shermie's standing CD from KOF2002/NeoWave. It knocks back
        (doesn't knock down), but is cancelable, and the Thunder Leg Lariat will
        combo from it.
     4. DIAMOND BUST: Long ranged unblockable command throw. Cannot hit mid-air
        opponents. The move comes out much faster now, and can be chained into.
        The dash is SCable, though the throw won't hit in this case.
     5. SHERMIE WHIP: Blockable throw: can grab standing or jumping opponents. Has
        long recovery time if it misses. The move is now split into two sections:
        the first qcb+P is the initial grab. Upon hitting, motion qcb+P again for
        the suplex. Shermie moves backward during this move, so it tends to miss
        in combos unless done very near opponent.
     6. AXLE SPINNING KICK: An overhead kick that doesn't combo from normals. (D) 
        version goes higher than B version. Both versions have invincibility at 
        the beginning, but Shermie is vulnerable as she kicks. This move can now
        be done in mid-air, making for some nasty cross-up potential.
     7. SHERMIE CLUTCH: Anti-air throw, cannot hit opponents on the ground. D 
        version goes higher than B does.
     8. SHERMIE CUTE: Followup attack for Shermie Spiral, Shermie Whip and Shermie
        Clutch. May miss when used at corners.
     9. F-CAPTURED: Reversal move, can counter jumping, high and mid-level attacks 
        including special moves and DMs.
    10. SHERMIE CATCH: Shermie leaps forward and reaches for opponent's head. Move
        does no damage, but Shermie switches sides with opponent while leaving 
        them vulnerable momentarily. Upon connecting, you can motion hcf+P to have
        Shermie perform a suplex. Tap P to have her extend the duration of the 
        hold (to deal more damage). The Shermie Carnival combos from this move.
    11. SHERMIE CARNIVAL: Short ranged unblockable throw. The move launches faster
        now, and Shermie is invincible during the startup flash. Shermie now has a
        followup for this move, performed with f,d,df+K (the Shermie Clutch she
        uses to end the SDM version in KOF).
    12. THUNDER LEG LARIAT: Shermie's HSDM from KOF2002/NeoWave. This move is no
        longer a throw: Shermie rushes forward with the lightning knee directly.
        This move comes out very quickly, but its damage is fairly low in combos
        due to damage scaling. Shermie now has a recovery animation after the move
        is performed.
     - All the Samurai Spirits characters have their A/B/C attack buttons as
       Light/Medium/Hard Slashes while D serves as the only Kick button.
     - Haohmaru and Genjuro's special moves still follow the standard notations,
       meaning Slash is A/C and Kick is B/D.
     - Asura and Nakoruru's special moves however use A/B/C for Slash and D for 
       Kick. Shiki has been changed to follow this rule as well.
     - Most of the SS characters' command attacks cannot be canceled into from 
       their normal attacks, and must be used standalone. Asura and Haohmaru do
       have some command attacks that can be canceled into.
     ASURA                                                       [Samurai Spirits]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Travui (Iuvart)               [U]
     db+C                           Nolliennos (Sonneillon)       [L],KD,S,#
     b+D                            Reirrev (Verrier)             [M],#
     db+D                           Reisor (Rosier)               [L],S,#
     f+D                            Enirrev (Verrine)             [M],#
     d+D in air                     Lisserg (Gressil)             [O],#		  
     qcf+A/B/C                      Shedomusa (Asmodeus)          [M],P,#
     f,d,df+A/B/C                   Rojeref (Belphegor)           [M],P,J,SC,OTG,#
     hcb+A/B/C                      Nommamu (Mammon)              [-],KD,#
     qcb(x2)+A/B                    Eresu (Usiel)                 [U],KD,#
     qcb(x2)+C                      Bubezuleeb (Beelzebub)        [U],KD,#
     qcb,hcf+D (near)               Legna-Hcra (Archangel)        [U],T,#
     qcb,hcf+A/B/C                  Natas (Satan) (2)             [M],#						  
     #. Asura's move names are reversed off the names of fallen angels and demons. 
        The original names are represented in parentheses ().
     #. Asura's far C knocks opponent back upon hitting.
     #. Asura can link his close B into his far B.
     #. Asura's command kicks can be canceled in these sequences: 
        a) b + D, db + D, f + D
        b) b + D, f + D
        c) db + D, f + D 
     1. NOLLIENNOS: Low hitting Slash that knocks down and is cancelable. His 
        crouching C is an upward aimed swing. This move can be canceled into from
        Asura's other normals, unlike other SS command attacks. The (A) Rojeref 
        or Natas will combo from this move.
     2. REIRREV: Short ranged kick that comes out fairly quickly. Basically a
        standing LK.
     3. REISOR: A short kick that hits low, basically Asura's crouching LK. You
        can cancel this into his Nolliennos.
     4. ENIRREV: A longer ranged kick than Asura's standing D, but is slower.
     5. LISSERG: An alternate jumping kick. Has slightly more range than his
        normal jumping D.
     6. SHEDOMUSA: Asura shoots 1/2/3 arrows depending on the button pressed. Each
        arrow is considered a separate projectile, so the B and C versions can 
        negate normal projectiles at the cost of doing less hits and damage. The 
        stronger the Slash used, the slower the move's startup is. The arrows will
        weave up and down slightly during flight.
     7. ROJEREF: Asura creates a lance that stabs out from the ground. Distance
        varies according to button used, with A being Asura's sweep distance, B 
        about half screen, and C about 80% screen distance. You can combo into the 
        A version, and the move juggles a hit opponent in the corner, though 
        followups are difficult. Move is SCable, but you can only combo into the 
        Natas from the A version, and only if fairly near or at the corner. Once
        launched, the lance cannot be negated, even if Asura was hit. This move can
        hit a floored opponent.
     8. NONMMAMU: Asura raises a shield, and if it meets a physical attack, spikes
        protrude from his shield, knocking down opponent. Note that the spikes'
        counterattack is a physical attack, and can be blocked if opponent 
        recovered soon enough. The button used determines which types of attacks 
        the move can reverse (this move cannot reverse low physical attacks):
        (A): High/jumping normal and command attacks. Cannot reverse specials/DMs.
        (B): Mid-level normal and command attacks. Cannot reverse specials/DMs. If
        this version reverses an attack, you may cancel this into a special move
        or the Natas (though it'll only hit up close). This version also juggles
        (C): High/jumping attacks, including special moves and DMs. This version
        can also reflect projectiles of any level, including some DMs. During the
        initial frames, this can also reverse mid-level attacks, and if it meets
        a projectile, the spikes will trigger (instead of reflecting it).
     9. ERESU: Asura turns his back to the screen as the background turns black.
        After a short pause, he steps forward and performs an unblockable sword 
        slash that knocks down and does quite a bit of damage. Asura lunges 
        forward during the B version, giving it much more range.
    10. BUBEZULEEB: Asura summons a huge axe and smashes it down with a massive
        explosion. This move has significant startup time, but is unblockable and
        has full screen range. Opponent must jump to avoid taking damage, but the 
        axe itself cannot hit. If it hits up close, the explosion can connect and
        will do an extra hit.
    11. LEGNA-HCRA: Asura impales his opponent with a lance from his Rojeref which
        burns opponent while holding them in place, then finishes with his Eresu. 
        This move is unblockable, and works like a throw, though it doesn't look
        like one. Upon hitting with the lance at startup, you may cancel this into
        another special move (but not the Natas). The (A) Eresu and Bebezuleeb
        will combo when canceled this way.
    12. NATAS: Asuta summons his axe and slams it in front of him, creating a
        a small shockwave which has about 1/2 screen range. If it hits, he does a
        far C (a stab from his lance), traps his opponent in chains, performs a 
        fast Bubezuleeb, then finishes with several lances from his Rojeref. The
        different versions have different properties:
        (A): Launches the quickest, but has shortest range. Will combo from his 
        close/crouching A, crouching B (1st hit), b+D, or db+D.
        (B): Has longer range and hits twice when blocked. Both hits must be
        blocked or the entire animation will trigger. It's possible for the 1st
        hit to Guard Crush opponent, allowing the remainder of the move to hit.
        This version combos from his close/crouching A, close B (1st hit), 
        crouching B (1st hit), close C, db+C, close D, b+D, and db+D. Do note
        that you have to cancel quicker than the (A) version to combo from his
        A attacks and db+D.
        (C): Has longest range due to the shockwave effect when Asura slams his
        axe to the ground, but cannot hit a mid-air opponent at all. This version
        combos from his close B (1st/2nd/3rd hit), crouching B (either hit), cr C
        (1st hit) and close D.
     #. Very special thanks to HexElf for providing a list of the fallen angels
        and demons Asura's movenames represent:
        Travui (Iuvart) – A fallen prince of angels.
        Nolliennos (Sonneillon) – The demon of hatred.
        Reirrev (Verrier) – The demon of treachery.
        Reisor (Rosier) – The demon of tainted love and seduction.
        Enirrev (Verrine) – The demon of impatience.
        Lisserg (Gressil) – The demon of impurity and dirtiness.
        Shedomusa (Asmodeus) – The prince of wantons and demon of luxury. Overseer
        of gambling in Hell.
        Rojeref (Belphegor) - Demon of discovery, invention, and riches.
        Nommamu (Mammon) – Biblical term for wealth. Also the demon of greed and
        Eresu (Usiel) – fallen angel of virtue, now serving in hell.
        Bubzuleeb (Beelzebub) – Fallen prince of the seraphim and the second of 
        three rulers in hell (Lucifer was the first and Leviathan is the third).
        Legna-Hcra (Archangel) – A high ranking angel. They are basically the 
        overseers of humans.
        Natas (Satan) – The title bestowed upon the current ruler of hell.
        Literally means “to oppose” or “act as an adversary”.
     GENJURO KIBAGAMI                                            [Samurai Spirits]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Ashige                        [U]
     df+C                           Gekikaze                      [M],S,#
     f+D                            Suso Kosuri                   [L],KD,S,#
     qcf+P                          Sanren Satsu: Kiba            [M],#
      > qcf/qcb+P                   Sanren Satsu: Tsuno           [M],KD,#
       >  qcf/qcb+P                 Sanren Satsu: Rin             [M],KD,#
     qcb+P                          Ouka Zan                      [M],P,SC,#
     hcb,f+P                        Hyakki Satsu                  [M],KD,#
     f,d,df+P                       Touha Kouyouku Jin            [M],KD,SC(C),#
     qcb+B (can hold)               Gashin Totsu                  [M],KD,#
     f,d,df+B (near)                Gekka Zan                     [U],#
     qcf(x2)+A                      Ura Gokou                     [M],NR,#
     qcf(x2)+C                      Gokou Zan                     [M],NR,#
     qcb(x2)+P                      Sakura Kiri Ayame             [M,O],P
     Press ABC                      Ikari Bakuha (3)              [M],KD,#
     #. Like in SVC, Genjuro is spelt as "Genjyuro" in NGBC.
     #. Genjuro has no crouching C (the animation is the same as his far C).
     #. Genjuro's crouching D knocks down, but does not hit low. 
     1. GEKIKAZE: Upward aimed slash. The move is cancelable into specials/DMS,
        but you cannot cancel into this move.
     2. SUSO KOSURI: Low hitting kick that knocks down. You cannot cancel into
        this move. The move is cancelable into specials and DMs, but since it
        knocks down, any followups won't hit even on a Counter Hit.
     3. SANREN SATSU: C versions of Kiba and Tsuno can cross-up unless opponent
        is too far away. Unlike in SS, both versions do the same amount of damage,
        and you can now followup the C version even if it did not cross-up. Also,
        if you started with the A Kiba, using C for the Tsuno will not cause it to
        cross-up but if you started with C, using the A Tsuno will not cross up
        as well. The move comes out faster now.
     4. OUKA ZAN: Genjuro throws out a hanafuda card forward, serving as his
        projectile. The move is SCable. Note that the card will not travel all
        the way to the end of the screen, and if reflected, the card will vanish
        halfway. The C version goes further, but is slower to start.
     5. HYAKKI SATSU: Genjuro steps forward with 2(A) or 6(C) slashes. If any of
        them hit, he stabs his katana into opponent, yanks it out and kicks them
        away. C version has longer range while A is faster.
     6. KOYOUKU JIN: C goes higher than A version. Both hit twice up close on
        an opponent on the ground. C version is SCable on the first hit.
     7. GASHIN TOTSU: Genjuro charges up, then stabs forward. The move comes out
        much faster than it did in SVC, but its range is shorter and is now
        blockable. Delaying the move has no effect on its damage, but makes it 
     8. GEKKA ZAN: This move no longer juggles opponent, and is performed only
        with the B button now.
     9. URA GOKOU: Genjuro is invincible for a short moment during the startup.
        This move does not negate projectiles, and Genjuro is vulnerable even if 
        the card at the startup connects, but if he manages to finish the initial
        swing and hit opponent, Genjuro is invincible for the remainder of the 
        move's animation. This is the Bust/Rasetsu version of Genjuro's SS3/SS4 
        Weapon-Flipping Technique. It seems to come out slightly faster now.
    10. GOKOU ZAN: This is the Slash/Shura version of Genjuro's SS3/SS4 
        Weapon-Flipping Technique. The move has the same properties as the Ura 
        Gokou; only the hit animation is different.
    11. AYAME: This is Genjuro's Bust/Rasetsu qcb+S projectile: he performs the
        Ouka Zan, except that the card will rebound upon connecting with opponent,
        descending again for another hit. Unlike in SS, the card will rebound even
        if it hits opponent. The rebound is an overhead, and Genjuro recovers upon
        the initial hit, so you can hit opponent in between and after both hits.
        The A version will dissipate halfway when reflected, and it rebounds in
        front of opponent, while C version rebounds behind them.
    12. IKARI BAKUHA: Costs all 3 levels to perform. Genjuro's skin turns red,
        during which he does more damage. The startup of this move can hit 
        opponent. Genjuro no longer has the Issen as a follow-up. Genjuro always
        powers up from this move, even if he is hit out of it.
     HAOHMARU                                                    [Samurai Spirits]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Nadareshi ~ Hien Kiri         [U]
     db+B                           Knee Thrust                   [L]
     df+D                           Sliding Thrust                [L],KD,#
     qcf+P                          Ougi Senpuu Retsu Zan         [M],P,NR(C),#
     qcf+K                          Ougi Senpuu Retsu Zan (fake)  [-]
     qcb+P                          Ougi Resshin Zan              [O],NR,OTG,#
     hcb+K                          Zankousen                     [U],KD,#
     f,d,df+P                       Ougi Kogetsu Zan              [M],KD,SC,#
     f,d,df+P while dashing         Ougi Shippu Kogetsu Zan       [M],KD,#
     hcb,f+P                        Tenha Seiou Zan               [M],P,#
     qcf(x2)+P                      Hiougi Tenha Fuujin Zan (2)   [M],#
     Press ABC                      Ikari Bakuha (3)              [M],KD,#
     #. Haohmaru's close C is cancelable.
     #. Haohmaru can cancel into his Sliding Thrust, but not into the Knee Thrust.
     #. Haohmaru's far C has ridiculous stun time on a Counter hit. Even if he
        clashes with an opponent's attack, opponent remains stunned longer than
        Haohmaru, and it's possible to combo with another far C for major damage.
     1. SENPUU RETSU ZAN: Haohmaru throws a small tornado (range depends on button
        used, but neither version reaches the end of the screen). C version goes
        further and sends opponent high up (but you cannot juggle after). The
        Resshin Zan can OTG opponent after the C version hits, or you can set up
        a Zankousen instead, since opponent can't recovery roll. The Kick versions
        are fakes.
     2. RESSHIN ZAN: Haohmaru leaps forward and smashes his sword down. Move is an
        overhead and can hit opponent on the floor. (A) is faster while C goes
        further. A version does NOT knock down.
     3. ZANKOUSEN: Haohmaru charges up, then performs an unblockable far C that 
        knocks down and does quite a bit of damage. D version takes longer to
        charge up, but does insane damage (more than most level-2 DMs).
     4. KOGETSU ZAN: The move has no invincibility during the 1st swing unlike in 
        SS. The (A) version combos from light attacks. Both versions are SCable
        on the 1st hit. In a Super Cancel, (A) version combos into the Fuujin Zan 
        , while (C) version combos into the Seiou Zan. 
     5. SHIPPU KOGETSU ZAN: This move comes out faster than the normal Kogetsu Zan
        and Haohmaru goes forward a little instead of jumping staight up.
     6. TENHA SEIOU ZAN: Haohmaru performs a downward slash with a huge cone of
        energy that negates projectiles. You can't combo into this move normally,
        but it does a lot of damage even when blocked. This is Haohmaru's Weapon
        Destroyer from SS2.
     7. TENHA FUUJIN ZAN: Haohmaru does 6 continuous Kogetsu Zan. The move will
        not get full hits against an opponent in mid-air, and costs 2 levels to
     8. IKARI BAKUHA: Costs all 3 levels to perform. Haohmaru's skin turns red,
        during which he does more damage. Haohmaru can hit a nearby opponent as
        he is posing during the move's activation. Haohmaru always powers up 
        from this move, even if he is hit out of it.
     NAKORURU                                                    [Samurai Spirits]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Nadareshi ~ Yoko Retsukiri    [U]
     b/f+CD in air (near)           Hiten Taka Kachi              [U]
     db+D                           Kyaku Kasane                  [L],#
     f+D                            Renshiba Kyaku                [M],#
     d+D in air                     Kosara Retsu Kyaku            [O],KD,#
     qcf+A/B/C                      Annu Mutsube                  [L],KD,SC,#
     f,d,df+A/B/C                   Rera Mutsube                  [M],KD,#
     b,d,db+A/B/C                   Kamui Rimse                   [M],#
      > Press A/B/C                 Additional Attack             [M],KD,#
     hcb+A/B/C                      Shichikapu Etu                [M],P,KD,#
     qcb+D (can move)               Taka ni tsukamaru             [-],#
      a> Press A/C                  Taka tsukamari kougeki        [O],#
      b> Press B                    Yatoro Pok                    [O],#
      c> Press D                    Taka ni oriru                 [-],#
      d> Press AB                   Kamui Mutsube                 [O],KD,#
      e> qcb(x2)+A/B/C              Elerush Kamui Rimse (1)       [M],#
     hcb(x2)+A/B/C                  Elerush Kamui Rimse           [M],#
     qcf(x2)+A/B/C (ABC to stop)    Kamui Sentek (2)              [-],#
     #. Nakoruru can triangle jump.
     #. Nakoruru's damage is somewhat below average when compared with the other
     1. KYAKU KASANE: A short crouching kick. This is basically her crouching LK.
     2. RENSHIBA KYAKE: Nakoruru does a kick, then hops up and flips backwards.
     3, KOSARA RETSU KYAKU: Nakoruru flips, then stomps in mid-air. The move 
        knocks down.
     4. ANNU MUTSUBE: The distance of the move varies with the button used. All
        versions will not go past opponent if blocked. The stronger the Slash
        button used, the slower the startup is, but all versions are chainable.
        Move hits low, and is SCable into the Kamui Sentek.
     5. RERA MUTSUBE: The move now does multiple hits. The stronger the button
        used, the higher and further Nakoruru goes.
     6. KAMUI RIMSE: Nakoruru swings her cape out 1/2/3 times depending on the
        button used. She can reflect projectiles with this move. Press A/B/C 
        again to perform another 2 hits that knock down opponent. 
     7. SHICHIKAPU ETU: Nakoruru calls in Mamahaha to dive in and attack. This 
        works as a projectile. You cannot repeat this move until Mamahaha returns 
        to Nakoruru.
     8. TAKA NI TSUKAMARU: Nakoruru hangs on to Mamahaha. You can move freely
        during this move. Pressing A or C will have Nakoruru slash in mid-air (the
        Elerush Kamui Rimse can combo off this move). The Yatoro Pok (B) will have
        Nakoruru jump off with a rolling slash that is an overhead, but does not
        knock down. The Kamui Mutsube (AB) is an overhead diving stab that knocks
        down. Pressing D will have Nakoruru let go and drop down without attacking
        . You can perform the Elerush Kamui Rimse while Nakoruru is hanging on to
        Mamahaha: she will dive down immediately, reducing the startup time.
        The move will end if Nakoruru goes too high or too low.
     9. ELERUSH KAMUI RIMSE: Nakoruru hops up and hangs on to Mamahaha (if she 
        isn't already on it), then dives down with a Kamui Mutsube. If it hits, 
        she does a Kamui Rimse and finishes off with a Shichikapu Etu. The command
        is qcbx2+P instead when done from the Taka Ni Tsukamaru. Nakoruru is 
        invincible as she hops up toward Mamahaha when move is done from the
        ground, and is also invincible when landing if the move misses. This move
        will get full hits against a mid-air opponent.
    10. KAMUI SENTEK: Nakoruru heals, during which she is vulnerable. Nakoruru
        heals at a pretty fast rate, and this move also extends her red bar. 
        Nakoruru regains about 25% health if she completes the move. You can press
        ABC to end the move prematurely.
     SHIKI                                                       [Samurai Spirits]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Kokuu                         [U]
     f,d,df+A/B/C (air)             Tenhourin                     [M],#
     qcb+A/B/C                      Tsuyuharai                    [L],SC,#
      > Press A/B/C                 Shizuku Gari                  [M],KD,#
     qcb+A/B/C in air               Kourin                        [M],M,#
     qcb+D                          Meika                         [O],NR,#
     hcb,f+D (near)                 Mumyou                        [U],T,#
     d,d+A/B/C/D (air)              Setsuna                       [-],#
     qcb,hcf+A/B/C                  Tenma Hajun                   [M],#
     qcb,hcf+D                      Shikiju (2)                   [M],#
     #. Shiki's special moves are now performed with A/B/C for Slash and only D
        for Kick.
     #. Shiki lost her Tsurane Giri (f+A/B) command attacks from SVC. She can
        still link several slashes together, such as A>B>B or A>B>A. During such
        links, only the Shikiju will connect, and only from a link ending with a
        (B) Slash. 
     #. Shiki's crouching A can combo into another normal attack, such as her
        crouching C/D.
     #. Shiki's close C is now cancelable on the 2nd hit. Previously in SVC, it
        was SCable only.
     #. Shiki's far C is now cancelable and no longer knocks down.
     #. Shiki's crouching D does not hit low or knock down. It is cancelable on
        either hit. It comes out faster now, but has a little less range.
     #. Shiki's crouching C serves as her sweep, and its range has been shortened,
        but it comes out much faster now.
     #. Shiki's close standing D is an overhead, and while it comes out slowly,
        you can combo it into her close standing C, then into a Shikiju (the Tenma
        Hajun won't connect).
     1. TENHOURIN: Shiki jumps up while spinning out her wakizashi blades. She can
        now cancel the 1st hit of the mid-air version into the Kourin.
     2. TSUYUHARAI: Shiki dashes forward with a stab. The move hits low, and is 
        much faster than it was in SVC. The stronger the Slash button used, the 
        further it goes. Move is SCable upon hitting. During the dash, Shiki has
        a very low profile, and can go under many high and mid-level attacks.
        This invincibility ends as the stabs with her wakizashi blades. 
     3. SHIZUKU GARI: Shiki flips in mid-air with her blades swung out. You MUST
        use the same button used in the Tsuyuharai, meaning qcb+A > A and so on. 
        The stronger the Slash button used, the more hits and damage this move
        does. You can cancel this into her Tenhourin or Kourin on the 1st hit.
     4. KOURIN: Shiki slashes out while descending quickly. The Slash button 
        determines the diving angle, with A being straight down, B nearly 
        vertical and C about 45 degrees. The move is NOT an overhead. Note that
        the command is now qcb+S instead of qcf.
     5. MEIKA: Shiki hops forward with an overhead kick that knocks down with no
        recovery allowed. Shiki can avoid low attacks during this move. This is 
        the D version from SVC, so it has longer range, but is slower and cannot
        be chained into.
     6. MUMYOU: Shiki grabs opponent and slits their throat. This move is an 
        unblockable throw and causes opponent's directional controls to be 
        reversed. Opponent can switch out, but unlike in SVC, the effects of this
        move stay even if either character is hit. While the effect is active, 
        there will be a skull image floating above opponent, and you cannot repeat
        the move. The skull will disappear on its own after about 7 seconds. The 
        move's command has changed, and you can no longer combo into it.
     7. SETSUNA: Shiki teleports, then reappears (the teleport distance is fixed
        and is not determined by opponent's location):
        (A) - About 1/3 screen distance in front of her.
        (B) - About 2/3 screen distance in front of her.
        (C) - About 1/4 screen distance in front of her in mid-air.
        (D) - About 2/3 screen distance in front of her in mid-air.
        Shiki is no longer invincible during the startup: she is invincible only 
        when completely disappeared, and is vulnerable again as she reappears. The
        C and D versions leave Shiki in mid-air: she can perform aerial specials 
        when you regain control of her. If Shiki materializes at opponent's 
        location, opponent will be moved back. Shiki can never teleport behind a
        cornered opponent. This move can now be done in mid-air, and the A and B
        versions will return her to ground level.
     8. SHIKIJU: Shiki regains life if this move connects, and it can also extend
        her healable life (the red bar). However, she won't heal if the move was 
        used to KO opponent.
     #. Shiki can now go under a jumping opponent during her Tenma Hajun and 
        Shikiju dash, and maintains her invincibility from SVC while dashing.
        She is NOT invincible during the startup flash however, and is vulnerable
        upon reaching her opponent.
     - Kim and Mai play like their KOF incarnations, not the RBFF versions.
     GEESE HOWARD                                                     [Fatal Fury]
     THROW                    MOVE NAME                           PROPERTIES
     b/f+CD                   Tate Katate Nage                    [U]
     f+C                      Fudou Sakkatsu Uraken               [O],KD,S,X,#
     df+C on downed foe       Raimei Gouha Nage                   [#],OTG,T,NR
     qcf+A                    Reppu Ken                           [M],P,#
     qcf+C                    Double Reppu Ken                    [M],P,#
     qcb+P in air             Shippu Ken                          [M],P,#
     charge b,f+K             Jaei Ken                            [M],KD,#
     hcb+A                    Joudan Atemi Nage                   [-],T,NR,#
     hcb+B                    Chuudan Atemi Nage                  [-],T,NR,SC,#
     hcb+C                    Gedan Atemi Nage                    [-],T,#
     360+C (near)             Shinkuu Nage                        [U],T,NR
     720+P (near)             Rashoumon                           [U],T,NR
     db,hcb,df+P              Rising Storm                        [M],P,#
     db,hcb,df+AC (see notes) Rising Storm (2)                    [M],#
     hcb,f+A                  Deadly Rave (3)                     [M],#
      > A,A,B,B,C,C,D,D,qcb+C Deadly Rave Finish                  [M]          
     #. Geese's Reppu/Double Reppu/Shippu Ken and level 1 Rising Storm have 
        different colours depending his outfit colour. His (C) colour scheme makes
        both Rising Storm versions look identical, except for the black background
        during the level 2 Rising Storm.
     #. Geese lost his Hishou Nichiran Zan, as well as the KOF'96 versions of his
        (Double) Reppu Ken from SVC (although you can still see the effects when 
        performing the Reppu/Double Reppu Ken). His Raikou Mawashi Geri is now his
        far standing D.
     #. The Shinkuu Nage is now a special move, performed with 360+C, while the
        Rashoumon's command has been changed to 720+P.
     #. Note that Geese's reversal moves have different button placements now (A
        for high, B for mid and C for low).
     1. FUDOU SAKKATSU URAKEN: Knockdown punch. Move is now an overhead. The move
        is cancelable, but nothing will combo into or from it.
     2. RAIMEI GOUHA NAGE: This move can only be used on an opponent who's lying
        down on the floor, and Geese has to be standing over opponent's torso for
        it to launch. This move switches sides with opponent. You can use this
        after the Rising Storm hits.
     3. REPPU KEN: The move now recovers faster than it did in SVC, and you can
        follow-up with another attack if it hits when thrown at a distance. 
     4. DOUBLE REPPU KEN: The first hit can negate normal projectiles, and Geese
        will still continue to throw the 2nd projectile. In the corner, Geese
        recovers while opponent is still stunned, so you can follow this up with
        another attack.
     5. SHIPPU KEN: The projectile now travels all the way to the end of the 
        screen but can no longer negate normal projectiles unlike in SVC (it 
        clashes like normal).
     6. JAEI KEN: D has longer range and can be chained into (B version is no
        longer chainable). The move's command has returned to its Fatal Fury 
     7. ATEMI NAGE: A version counters jumping normals, and any high or mid-level
        physical specials/DMs (even if they are unblockable). B version counters
        mid-level normal and command attacks only. C version counters low hitting
        attacks, including special moves/DMs. Geese's counterattacks are throws 
        and cannot be escaped from if triggered, and only the C version can be 
        recovery rolled from. The moves launch slightly slower now. You can SC
        the B version into the level-2 Rising Storm.
     8. RISING STORM: Is back to the KOF'96 "cage" style animation. The move can
        negate normal and DM projectiles, though Geese isn't actually invincible.
        The old alternate command (hcb,hcb,df+P) works here. Compared with KOF
        NeoWave, this move is much easier to exacute now (though still not as 
        forgiving as in SVC).
     9. RISING STORM (AC): The AC version cannot be launched standalone, and must
        be chained from Geese's crouching (A) or SCed from his Chuudan Atemi Nage. 
        It costs 2 levels to use. This version is indicated with the screen 
        turning black, and the energy cage is red in colour.
    10. DEADLY RAVE: Geese is invincible during the startup and for part of the
        dash. The remaining hits can be performed if the Deadly Rave is blocked,
        but not if it misses. You can interrupt the move with a Double Assault. 
        It's pretty easy to get the entire sequence to hit now as there's a slight
        delay between hit, and the move is pretty tolerant of input timings now.
        The move costs all 3 stock bars to use.  
     #. There's been plenty of debate over the Rising Storm's actual name, with
        the most common alternatives being Raging Storm and Raising Storm. I got 
        the move name from the official KOF10th website, the KOF EX in-game move 
        list, as well as the Real Bout Fatal Fury and KOF'96 move cards.
     JIN CHONREI                                                      [Fatal Fury]
     THROW                    MOVE NAME                           PROPERTIES
     b/f+CD                   Hatsukubi Tatsu                     [U]
     f+B                      Tatsu Satsu Ashi                    [O],X,#
     A,B                      Combination A                       [M]
     A,C                      Combination B                       [M]
     B,C                      Combination C                       [M]
     C,C                      Combination D                       [M]
     f,f+P                    Jinsoku Ken                         [M].SC.#
     qcf+P                    Tengan Ken                          [M],P
     f,d,df+P                 Tenji Ken                           [M],KD,SC,#
     qcb+P                    Tashin Ken                          [-],#
     qcf+K                    Ryu Tenshin                         [-],#
     qcb+K                    Tatsu Tenshin Kouhou                [-],#
     qcb,f+P                  Rojin Ken                           [M],P,#
     qcf(x2)+P (hold P)       Shukmyo Ken                         [M],P,#
     qcb(x2)+P                Ryusei Ken                          [M],#  
     qcb,hcf+P                Teiou Gyakurin Ken                  [M,L-6th],#
     #. Chonrei is able to link some normal attacks together like in Real Bout 
        Fatal Fury.
     1. TATSU SATSU ASHI: Chonrei hops forward with an overhead hick. It's pretty
        slow however, and does not combo from normals.
     2. JINSOKU KEN: Chonrei steps forward with an elbow attack that does not 
        knock down. Move is SCable.
     3. TENGAN KEN: The projectile starts out slowly, but accelerates in speed as
        it travels.
     4. TENJI KEN: Chonrei spins upward with energy spiraling around him. His
        version hits once, but Chonrei jumps diagonally, giving it more range than
        Chonshu's. Move is SCable.
     5. TASHIN KEN: Chonrei reflects projectiles; this move does not hit opponent.
     6. RYU TENSHIN: Chonrei rolls forward. Move does not hit and has no 
     7. TATSU TENSHIN KOUHOU: Chonrei rolls backward. Move does not hit and has no 
     8. ROJIN KEN: If the move hits, Chonrei regains some health. However, this
        move will not heal Chonrei beyond his red bar. Note that Chonrei will not
        heal if he is struck by an attack even if the projectile hits opponent.
     9. SHUKMYO KEN: Chonrei throws a projectile. Hold P to have it continue, and
        when released it will explode into several other ball lightning and trap
        opponent in place. The explosion negates multiple projectiles (even DMs).
        Unlike in RBFF, Chonrei will not throw a gold Tengan Ken if you didn't
        hold down the P button; the ball lightning will just appear directly in
        front of him instead. This was Chonrei's S Power Special in RBFF. Note
        that the projectile cannot hit on its own until released. Chonrei is
        immune to high/mid level attacks from startup flash until the move is
        released. You can continue holding it until it flies off-screen, and it
        can even be triggered even if slightly outside the screen.
    10. RYUSEI KEN: An image of a dragon's head appears as Chonrei fires out a 
        beam. This move comes out very quickly and has about 1/3 screen range.
        This was his P Power Special in RBFF, but is now a level 1 DM. The beam
        cannot be negated, and will defeat any negateable projectile.
    11. TEIOU GYAKURIN KEN: Autocombo DM. Has very short range as the move is done
        standing still, and Chonrei will not perform the entire animation if the
        move misses (but all the hits will launch if move is blocked). The 6th
        hit is a low attack.
     JIN CHONSHU                                                      [Fatal Fury]
     THROW                          MOVE NAME                     PROPERTIES
     b/f+CD                         Hatsugei Tatsu                [U]
     f+A                            Chop                          [O],#
     df+C                           Tatsukai Atama                [L],#
     C,C,f,b+C during close C(1st)  Combination A                 [M],KD,#
     A,B,C                          Combination B                 [M]
     A,C                            Combination C                 [M]
     B,C                            Combination D                 [M]
     f,f+P                 Jinsoku Ken                            [M],NR,#
     qcf+P                 Tengan Ken                             [M],P,#
     qcf+K                 Tatsu Tomoshibi                        [M],KD,#
      > hcb+K              Tatsu Tomoshibi Genmetsu               [#]
     f,d,df+P              Tenji Ken                              [M],KD,#
     hcb+A/B/C             Jingan Ken                             [-],#
      > Any during B ver.  Hagane Kachi                           [O],#
     hcb+D in air          Teiou Karasatsu Kami Manako Kobushi    [-]
      > Press any          Hagane Kachi                           [O],#
     qcb,f+P (air)         Teiou Rojin Ken                        [M],P,#
     qcf(x2)+P             Shukmyo Ken                            [M],P,#
     qcb,hcf+P             Kairyu Shorin (2)                      [M],P,#
     #. Chonshu is able to link some normal attacks together like in RBFF (his
        links are different from Chonrei's).
     #, Chonshu's Combination A will switch sides if the last hit connects unless
        opponent was in the corner, but it does not cross-up. The last hit also 
        knocks down, and in the corner, you can juggle opponent. None of the hits
        after the first are cancelable.
     1. CHOP: Chonshu does an overhead chop. When canceled into it becomes 
     2. TETSUKAI ATAMA: Chonshu rolls forward. This is a low attack.
     3. JINSOKU KEN: Choshu steps forward with an elbow strike. If it connects,
        he will throw opponent, switching sides in the process.
     4. TENGAN KEN: Chonshu's projectile can be crouched under, and it will not 
        clash with floor-level projectiles, so both will pass through each other.
        This travels at a constant speed, unlike Chonrei's.
     5. TATSU TOMOSHIBI: Chonshu does a downward chop (has rather short range) 
        with an energy-filled hand, then tosses them upward. If move hits, you 
        can motion hcb+K to have Chonshu teleport after and hit opponent several
        times in mid-air, teleporting between each hit. The move will now combo
        from light attacks, and while opponent is stunned from the Tomoshibi, 
        Chonshu is invincible to any other on-screen attacks.
     6. TENJI KEN: Chonshu spins upward with energy spiraling around him, doing
        multiple hits. In the corner, you can juggle opponent after this hits.
        Chonshu's version goes straight up.
     7. JINGAN KEN: Teleport move. Chonshu reappears:
        (A): At the same spot
        (B): In mid-air above opponent.
        (C): Behind opponent, unless they were at the corner (appears in front of
             opponent in this case).
        You can press any button to have Chonshu perform a downward rolling attack
        after he reappears during the B version.
     8. KOBUSHI: Mid-air teleport move: Chonshu reappears in mid-air above 
        opponent. You can press any button to have Chonshu perform a downward 
        rolling attack after he reappears.
     9. ROJIN KEN: If the move hits, Chonshu regains some health (it extends his
        red bar). His version can be done in mid-air. If it KOed opponent, Chonshu
        will not heal from this move. This was his S Power Special from RBFF. Note 
        that Chonshu will not heal if he is struck by an attack even if the 
        projectile hits opponent.
    10. SHUKMYO KEN: Chonshu throws a multi-hit projectile directly in front of 
        him. The move negates multiple projectiles (even DMs), and if it hits 
        opponent in the corner, you can follow-up with another attack, such as the
        Tenji Ken. A version is faster, while (C) has high/mid-level invincibility
        from startup until he throws the projectile. If move is done at the corner
        and too much of the projectile is off-screen, the move will cancel by
    11. KAIRYU SHORIN: Chonshu hops slightly, and fires a streak of energy in the 
        form of a dragon in front of him. The energy streak cannot be negated.
        This was his P Power Special in RBFF. For a level 2 DM, this move's damage
        is rather weak.
     KIM KAPHWAN                                                      [Fatal Fury]
     THROW                    MOVE NAME                           PROPERTIES
     b/f+CD                   Sakkyaku Nage                       [U]
     f+B                      Neri Chagi                          [O],X,#
     qcb+A (perform 3x)       Sanren Geki                         [M],KD,#
     qcb+C (perform 3x)       Sankuu Kyaku                        [M,O-3rd],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             Ryusei Raku                         [L,O],NR,SC,#
     charge d,u+K             Hien Zan                            [M],KD,SC,#
      > d+D during D version  Tenshou Zan                         [O],NR,#
     charge d,u+P             Kuu Sajin                           [M],KD,SC,#
     d,u+A in air             Kuu Sajin (aerial)                  [M],KD,SC,#
     qcf(x2)+K                Hou'ou Hiten Kyaku                  [M],J,#
     qcb,db,f+K (air)         Hou'ou Kyaku                        [M],NR
     #. Kim's jumping C is now cancelable into the Kuu Sajin or Hou'ou Kyaku.
     1. NERI CHAGI: Overhead kick, won't combo from normal attacks. If canceled
        into, the move does 2 hits and is cancelable on the 2nd hit.
     2. SANREN GEKI: This ends with the Double Dechagi. This was his qcb(x3)+C in
     3. SANKUU KYAKU: Kim's qcb+P,uf+K,d+K move from 2002/2003/NeoWave. The 3rd
        hit is an overhead that cannot be recovered from. Kim is off the ground
        during the 2nd hit and any of the followups, making him immune to low
        attacks and floor-level projectiles.
     #. Kim has several combinations for his Sanren Geki/Sankuu Kyaku mixups.
        Below is a detailed breakdown of all his possible combination:
        qcb+P           - Sanren Geki/Sankuu Kyaku (1st hit)
         1> qcb+A       - Sanren Geki (2nd hit)
           1a> qcb+A    - Double Dechagi (NOT SCable)
           1b> qcb+C    - Neri Chagi (overhead, does not combo from previous hit)
          2> qcb+C      - Sankuu Kyaku (2nd hit, immune to low attacks)
           2a> qcb+A    - Double Dechagi (SCable on 2nd hit)
           2b> qcb+C    - Sankuu Kyaku (3rd hit, overhead, no-recovery knockdown)
           2c> d,u+A    - Kuu Sajin (SCable on 2nd hit) 
     4. HANGETSU ZAN: B version does one hit while (D) does 3. Both versions knock
        down, and B version is SCable.
     5. HAKI KYAKU: Low attack; D version knocks down, while B version is SCable.
        D version can hit a floored opponent. Move negates normal floor-level 
        projectiles and cannot be reversed.
     6. HISHOU KYAKU: Kim's descending version from KOF95-2001 and 2003. You can
        no longer cancel into this move from Kim's normals.
     7. RYUSEI RAKU: 1st hit is a low attack and his SCable. 2nd hit knocks down
        with no recovery permitted, and D version is an overhead. The move is 
        slightly faster from KOF2003, but still slower than it was in KOF2000.
     8. HIEN ZAN: 3rd hit of D version is SCable into the Hou'ou Kyaku.
     9. TENSHOU ZAN: Usable only from a (D) Hien Zan if it hits or is blocked. The
        move is an overhead that knocks down with no recovery permitted.
    10. KUU SAJIN: A does 2 hits, C does 3. The move can now be done in mid-air. 
        Note that C version will miss after the 1st hit when used on an opponent 
        on the ground, leaving Kim wide open to attacks. The move comes out faster
        than it did in KOF98. Both ground and air versions are SCable.
    10. HOU'OU HITEN KYAKU: An upward aimed kick that launches opponent. The 
        Hou'ou Kyaku or a D-Assault make good followups. The move now hits twice
        when blocked, but it comes out slightly slower. The B version sends
        opponent flying back, so only the Hou'ou Kyaku will combo reliably in the
        open. D version works like KOF versions and launches opponent straight up.
     MAI SHIRANUI                                                     [Fatal Fury]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Fuusha Kuzushi                [U],NR
     b/f+CD in air                  Yume Zakura                   [U],NR
     d+A in air                     Dairin Fusha Otoshi           [M],S,#
     d+B in air                     Ukihane                       [O],X,NR
     d+D in air                     Yusura Ume                    [O],KD
     f+K                            Kuro Tsubame no Mai           [O],KD,#
     df+B                           Koukaku no Mai                [L],KD,#
     qcf+P                          Kacho Sen                     [M]
     qcb+P                          Ryu Enbu                      [M],SC(C-1st),#
     qcb+K                          Sayo Chidori                  [M],SC,#
     hcf+K                          Hissatsu Shinobi Bachi        [M],KD
     qcb+P in air                   Musasabi no Mai (Kuuchuu)     [O],KD,SC,#
     charge d,u/uf/ub+P             Musasabi no Mai (Chijou)      [-],#
      a> hold P                     Musasabi no Mai (Kuuchuu)     [M],KD,SC,#
      Perform after wall rebound
      b> qcb+P                      Musasabi no Mai (Kuuchuu)     [M],KD
      c> d+P                        Yusura Ume                    [O],KD
      d> d+K                        Ukihane                       [O],NR,#
      e> CD (near)                  Tokitsubute                   [U],T,NR,#
     qcf(x2)+P                      Kagerou no Mai                [M],P,J,#
     qcf(x2)+P in air               Kuuchuu Gekka Botan (2)       [M],#
     qcb,hcf+K                      Chou Hissatsu Shinobi Bachi   [M],#
     #. Mai's sprite has been slightly changed from her KOF version, and she has
        more animations for some of her moves.
     #. Mai can triangle jump.
     1. DAIRIN FUSHA OTOSHI: Move knocks down if it hits an opponent in mid-air.
        Can be canceled into the Musasabi no Mai. This move is NOT an overhead.
     2. UKIHANE (command move): Overhead move. Can be canceled into, but won't
        combo. Opponent cannot use recovery roll from this move.
     3. KURO TSUBAME NO MAI: Overhead kick, knockdown. When canceled into, the
        move becomes cancelable into aerial specials. Mai can avoid low attacks
        during this move. B and D versions have different animations when used 
        standalone, with B doing 2 hits. This move is cancelable even if it 
     4. KOUKAKU NO MAI: 1st hit always hit low, and 2nd hit always knocks down,
        even when move is canceled into. 1st hit is cancelable if canceled into.
        This move can combo from light attacks. The timing to cancel the move is
        very lax now: as long as you perform your specials/DM before the 2nd hit
        connects, you should be able to cancel this move.
     5. RYU ENBU: Can negate normal projectiles. A does 1 hit, C version does 2 
        hits and is SCable on the 1st hit.
     6. SAYO CHIDORI: Can negate normal projectiles. Only B version is chainable.
        Move is SCable.
     7. MUSASABI NO MAI (Kuuchuu): This move is no longer an overhead. You can
        SC this into the Kuchuu Gekka Botan.
     8. MUSASABI NO MAI (Chijou): Mai leaps toward the wall (ub-behind her, 
        u-nearest, uf-opposite wall) and if you held down the P button, she 
        launches a Musasabi no Mai (Kuuchuu). Otherwise, you can perform the
        other followups after she rebounds from the wall. Mai jumps faster now.
     9. TOKITSUBUTE: Unblockable throw, this move has the unique property of
        being able to hit opponent on the ground or mid-air. It now has a miss
        animation. Since the Musasabi No Mai (Chijou) arcs higher now, it's much
        harder to connect this move on an opponent on the ground.
    10. KAGEROU NO MAI: Mai's flame spiral DM from RBFF and KOF2003. The flames
        cannot be negated and will launch even if Mai is hit. You can't combo into
        this move, but it juggles a hit opponent on a Counter Hit.
    11. KUUCHUU GEKKA BOTAN: Mai dives with an attack, and upon hitting, zigzags
        past her opponent several times before leaping away with an explosion. B
        and D versions have different startup animations, with (B) being a diving
        kick at a sharp angle, while (D) starts with a Musasabi no Mai (Kuuchuu).
        This move costs 2 levels to use.
     TUNG FU RUE                                                      [Fatal Fury]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Thousand Palms                [U]
     f+C                            Kourin Hazaki                 [O],#
     qcb+P                          Senshippo                     [M],KD
     qcb+AC                         Senshippo EX (0.5)            [M],KD,#
     charge b,f+A                   Shou Ha                       [M],P,#
     charge b,f+C                   Daishou Ha                    [M],P,KD,#
     f,d,df+K                       Ressen Kyaku                  [M],KD,SC,#
     f,d,df+BD                      Ressen Kyaku EX (0.5)         [M],KD,SC,#
     Tap P repeatedly               Gekihou                       [M],SC,#
     qcb+B in air                   Raimei Kyaku                  [O],#
     qcb+C in air                   Joujiken                      [M],KD,#
     qcf+P in air                   Kuuchuu Senpuuken             [M],#
     f,hcf+P                        Senpuu Gouken                 [M],#
     qcf(x2)+K                      Teigeki Ken                   [M],#
     qcf(x2)+P                      Chou Shou Nami (3)            [M],P,#
     #. Tung has a very low profile, and at a distance Mizuchi's Kaijo or Yuki's 
        Beast Buster will miss Tung while he's on the ground.
     #. The muscular form that appears above Tung during his Gekihou and both 
        level 1 DMs can hit opponent. You have to hit Tung directly to knock him 
        out of those moves: attacks hitting the muscular form but not Tung's body
        will not harm him. Projectiles can hit Tung as normal however. Tung is 
        vulnerable to low attacks during the Gekihou and Teigeki Ken, though 
        opponent may get hit trying to sweep him.
     1. KOURIN HAZAKI: Tung steps forward and does an overhead chop while holding
        a Shou Ha. The move becomes cancelable when canceled into.
     2. SENSHIPPO: Tung hops forward with a punch. It looks rather like Gato's
        Shin-Ga. The EX version costs 0.5 levels to use, but does more hits and
        damage. In the corner, you can followup after the EX version hits; the
        Ressen Kyaku works well.
     3. SHOU HA: Tung tosses a gray ball-shaped projectile forward that does not
        leave his hands. This move doesn't knock down.
     4. DAISHOU HA: Tung fires a gray beam forward that has about 1/2 screen range
        and knocks down.
     5. RESSEN KYAKU: Tung kicks upward, then jumps up with multiple kicks. The
        EX version does more damage and goes slightly further, but requires 0.5
        levels to use. Both normal and EX versions are SCable on the 1st hit.
        When SCed, the move launches opponent straight up, 
     6. GEKIHOU: Tung charges up into his muscular form, which can hit as he's
        transforming. Works pretty well as an anti-air. Move is SCable on any hit
        , but neither DM will hit unless the move hits an airborne opponent.
     7. RAIMEI KYAKU: Tung does a diving kick at steep angle (similar to Akuma's).
        This move is an overhead.
     8. JOUJIKEN: Tung dives diagonally downward with a punch that knocks down.
        This is NOT an overhead.
     9. KUUCHUU SENPUUKEN: Tung spins with arms extended (like Zangief's Double
        Lariat) while traveling in an arc. If it hits late on an opponent on the
        ground, it's possible to followup with another attack.
    10. SENPUU GOUKEN: Tung hops up and spins forward with arms extended and as 
        he spins, he turns into his muscular form. Tung is immune to low attacks 
        during this move. This was Tung's S Power Special in RBFF.
    11. TEIGEKI KEN: Tung turns into his muscular form (the move can hit as he's
        changing), steps forward and smashes downwards with one arm on each side.
        This move can hit an opponent who's behind Tung and was his P Power 
        Special in RBFF.
    12. CHOU SHOU NAMI: Tung turns into his muscular form, charges up, and
        releases a beam of energy (parodying a certain character from Dragon Ball
        Z). Note that Tung is NOT immune to attacks during the charging phase.
        Unlike his other transformation moves, Tung's body cannot hit opponent.
        Surprisingly, the beam doesn't negate projectiles, but cannot be negated.
        Also, the move must be blocked in its entirety: if opponent somehow got 
        hit during any part of the move, they take full hits and damage. This move
        costs all 3 levels to perform.
     - The MOTW characters do not have their T.O.P In CD attacks here (except for
       Hotaru as a special move), as well as their Feint moves.
     - As in MOTW, Hotaru and Rock's command throws cannot be chained into.
     - Only Rock has full access to all his S and P Power Specials from Garou.
       Hotaru and Terry have one S and one P Power move each.
     - The MOTW characters are able to Break certain special moves. This basically
       cuts short the move's animation, allowing your character to recover faster,
       and possibly setting up for another attack. Unlike in MOTW, you cannot 
       Break a whiffed move.
     HOTARU FUTABA                                                   [GAROU: MOTW]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Ten Rankutou                  [U]
     b/f+CD in air                  Hantentou                     [U]
     f+B                            Sengeki Shuu                  [M],A,NR,#
     df+C                           Sengeki Shu                   [M],#
     d+B in air                     Koushuu Da                    [O],S,#
     qcf+P                          Hakki Shou                    [M],P
     qcb+P                          Soushou Shin *                [M],KD,#
     qcb+K                          Kobi Kyaku *                  [M],J,#
     qcb+K in air                   Rengeki Shou                  [M],KD,#
     f,d,df+P                       Tenshin Shou                  [M],KD,#
     hcf+K (near)                   Shinjou Tai                   [U],T,KD
     AB during * moves              Breaking                      [-],#
     d+AC (can move)                En Un Juurokushu no Kamae     [-],#
      a> A                          Tanshou Shin                  [M],KD,#
      b> B                          En Un Kasou                   [L],#
      c> C,A                        Engan Soushou Da              [M],KD(2nd),CW,#
      d> D                          Ryuu Ensen Kyaku              [O],#
      e> d+D,f+B                    Zensou Enbu                   [L],#
      f> u+K                        Senkai En                     [M],KD,# 
      g> tap b,b                    Kamae Kaijo                   [-],#
     b+BD during Juurokohu no Kamae Ri En no Kamae                [-].#
      a> A                          Enryuu Banda                  [M],#
      b> B                          Enjin Kyaku                   [M],#
      c> C                          Haigeki Shu                   [M],SC,#
      d> D                          Enbi Kyaku *                  [M],J,#
      e> CD                         Haishin Tenrakutou            [U],T,#
      f> f,f+BD                     Ri En Ryuubu                  [O],#
      g> d+AC                       En Un Juurokushu no Kamae     [-],#
      h> tap b,b                    Kamae Kaijo                   [-],#
     qcf(x2)+P                      Soushou Tenrenge (2)          [M],#
     qcf(x2)+K                      Tenshou Ranki                 [M],NR,#
     #. The Hakki Shou and Soushou Shin are slower now.
     #. Getting hit automatically ends Hotaru's stances.
     #. Unless stated, making a stance attack will end Hotaru's stance,
     #. The Hantentou air throw has a miss animation, and she will turn around in
        mid-air without being able to do anything until she lands in such a case.
        You cannot air throw an opponent behind Hotaru.
     #. Hotaru has a very low profile during her En Un Juurokushu stance, allowing 
        her to avoid most high attacks and some mid-level attacks.
     1. SENGEKI SHUU: Hotaru does a far standing D, and goes into En Un Juurokushu
        stance after that. She won't go into stance if this move is canceled into,
        but move becomes cancelable instead. The move has autoguard before she 
        kicks, and knocks down with no recovery permitted, unless canceled into.
     2. SENGEKI SHU: Hotaru does a crouching C and goes into Ri En stance after 
        that. This move combos from light attacks.
     3. KOUSHUU DA: Hotaru stomps down (which is an overhead attack). The move is
        cancelable into an aerial normal or special.
     4. SOUSHOU SHIN: Hotaru hops forward while spinning with two palm attacks 
        that knock down. The move now comes out far slower than it did in Garou, 
        and only A version is chainable.
     5. KOBI KYAKU: Upward aimed kick, can reflect projectiles (even DMs). Juggles 
        opponent upon hitting. You can Break this move. 
     6. RENGEKI SHOU: Hotaru dives down with a knee attack followed by a kick
        that knocks down. Button used determines the diving angle (B is steeper).
     7. TENSHIN SHOU: Hotaru hops up while spinning, serving as her anti-air.
        A does 2 hits while C does 6. This was originally f,d,df+K in MOTW. The
        move's command requires fairly strict motioning or you'll get her Hakki 
        Shou instead.
     8. SHINJOU TAI: Hotaru step forward onto opponent and kicks them away. This
        move is an unblockable throw, but you cannot combo into it.
     9. BREAKING: Cancels the moves marked with a *. You can no longer Break a 
        move if it misses; only if it hits or is blocked.
    10. EN UN JUUROKUSHU NO KAMAE: Stance move, during which Hotaru can move
        back and forth slowly and dash, but cannot jump or block. You can press 
        b+BD to switch into the Ri En stance.
        (A): Hotaru does a palm strike from the last hit of her Soushou Shin. 
        (B): Hotaru does a quick low kick that combos into itself. She remains in 
        stance after this move.
        (C,A): Hotaru does a chop, then a palm strike (looks like her Hakki Shou
        without the projectile) that knocks down. The 1st punch is a Counter
        (D): Overhead kick (Hotaru's AB from MOTW). You can no longer cancel this
        into a Rengeki Shou before she kicks.
        (d+D,f+B): Hotaru does a low kick followed by a standing kick.
        (u+K): Hotaru flips up with a kick (her T.O.P In CD attack from MOTW). 
        This move knocks down. The D version goes higher.
        (b,b): Ends stance without attacking.    
    11. RI EN NO KAMAE: You can only enter this stance through the Sengeki Shu or
        b+BD while in Juurukushu stance. Hotaru cannot move normally or block, and
        can only dash forward. You can press d+AC to switch back to the En Un 
        Juurokushu stance. Hotaru will also end this stance after a while if no
        attack was made.
        (A): Hotaru does the spin from her Soushou Shin. Using this puts Hotaru in
        the En Un Juurokushu stance.
        (B): Hotaru does her standing B.
        (C): Hotaru does a backward palm chop similar to her df+C, except she 
        performs it standing. She remains in stance after this move, and you can 
        combo another move after it hits. Move is also SCable, but only into the
        Soushou Tenrenge.
        (D): Hotaru does a kick similar to her Kobi Kyaku without the blue glow;
        this move cannot reflect projectiles. This move juggles a hit opponent and
        is Breakable. Surprisingly, her Hantentou air throw can combo from this if
        you Break it.
        (CD): Hotaru's basic throw, usable in this stance.
        (f,f+BD): Hotaru hops forward and flips with an overhead kick downwards.
        This move cannot hit from up close, and does not hit until Hotaru kicks.
        (b,b): Ends stance without attacking.
    12. SOUSHOU TENRENGE: Hotaru does 2 Shoushou Shin, followed by a Tenshin Shou
        before finishing with a diving knee attack. The last hit is an overhead if
        it connects on its own, but it will not knock down. This is the P Power 
        version, and costs 2 stock bars to use.
    13. TENSHOU RANKI: The move can hit opponent while rising and descending,
        though it will do less damage if only the descending part hits. It's 
        possible for the descending attack to cross-up. D version descends at a
        shallower angle. The screen resets to center after this move hits.
     ROCK HOWARD                                                     [GAROU: MOTW]
     THROWS                   MOVE NAME                           PROPERTIES
     b/f+CD                   Kokuusen                            [U]
     AC                       Upper Evade                         [M],S,#
     BD                       Lower Evade                         [O],#
     f+D during close D       Overhead                            [O],S,#
     qcf+A                    Reppu Ken                           [M],P,#
     qcf+C                    Double Reppu Ken                    [M],P,#
     qcb+P                    Hard Edge                           [M],KD,SC,#
     charge d,u+P             Rising Tackle                       [M],KD,SC,#
     qcf+B                    Counter Crack: Joudan               [-],NR,#
     qcf+D                    Counter Crack: Gedan                [-],NR,#
     qcb+B                    Rage Run: Type Dunk                 [O],NR,#
     qcb+D                    Rage Run: Type Shift                [-],#
     360+C (near)             Shinkuu Nage                        [U],T,NR,J,#
      1> Press AB             Breaking                            [-],#
      2> Hold AB and release  Rasetsu                             [#]
     qcf(x2)+P (C can hold)   Rising Storm  (C-2)                 [M],P,J,#
     qcf(x2)+K                Shine Knuckle (D-2)                 [M],#
     hcb,f+A                  Deadly Rave Neo (3)                 [M],#
      > A,A,B,B,C,C,D,D,qcb+C Deadly Rave Finish                  [M] 
     #. The Upper and Lower Evade are not immune to mid-level attacks, and you
        cannot cancel into them from normals (but the Upper Evade is cancelable).
     1. UPPER EVADE: Rock does an elbow attack, and is immune to high attacks
        during that time. The move comes out slower than it did in Garou.
     2. LOWER EVADE: Rock steps forward with an overhead kick, and is immune to
        low attacks during that time. The move has less range now, but you can
        cancel the move before Rock kicks out, working as a fake-out.
     3. OVERHEAD: Overhead kick, followup for Rock's close D. This move cannot be
        used on its own: his close standing D must hit or be blocked to be able to
        use it. It now combos from his standing D, and is cancelable, but the kick
        pushes opponent pretty far back upon hitting, so only the (D) Shine 
        Knuckle will reliably combo from it in the open.
     4. REPPU KEN: The move is slower than it was in Garou and may not combo from
        a jump-in followed by a hard attack. The Shine Knuckle (both versions)
        will no longer combo from this move when used at a certain distance.
     5. DOUBLE REPPU KEN: The first hit can negate normal projectiles, and Rock
        will still continue to throw the 2nd projectile. The move is now slower
        and will not combo from Rock's normals, even when done in the corner.
     6. HARD EDGE: Rock rushes forward with an elbow attack that knocks down. C
        version has Rock performing an additional palm strike. A version is SCable
        (only the Rising Storm will hit properly, and only in the corner). (C) 
        version is slower and will only combo from a single hard attack but cannot
        be recovered from. The (A) version no longer combos from light attacks.
     7. RISING TACKLE: A does 3 hits, while C does 4 and goes higher. The move
        is SCable on the 1st or 2nd hits.
     8. COUNTER CRACK: B counters high and mid-level attacks, including specials
        and DMs. D version counters low-hitting normal and command attacks only.
        Rock's counterattack is a physical attack, and can be blocked if opponent 
        recovered soon enough (which can happen if opponent used a light attack).
     9. RAGE RUN: B version is a no-recovery overhead attack that cannot be
        chained into (but comes out pretty fast). D version does not hit, but Rock
        switches sides with opponent upon reaching them. The D version now has a
        bit of recovery after Rock has switched directions, and you cannot perform
        a Shinkuu Nage immediately after. Rock is invincible for a very brief 
        moment halfway during the dash for the D version.
    10. SHINKUU NAGE: Unblockable command throw. You cannot combo into this move.
        Upon hitting, you can press AB before Rock poses to cancel the recovery 
        allowing you to followup with another move (the Rising Storm works well).
        Alternately, hold down AB and release to have Rock launch a beam (the 
        Rasetsu) at opponent. The timing for the Rasetsu is easier now, and will
        hit so long as the beam touches opponent. Jumping attacks cannot hit 
        opponent unless Rock was cornered: you have to use a ground attack or
        special move to followup the Breaking. 
    11. RISING STORM (A): The move can negate normal and DM projectiles, but Rock
        has no invincibility throughout the entire duration. The move juggles a
        hit opponent.
    12. RISING STORM (C): This is the P Power version from Garou, and costs 2
        levels to use. It can be delayed, covers a larger screen area and does 4
        hits. As with the A version, Rock has no invincibility. The move juggles a
        hit opponent, but is slightly slower to start compared with the A version.
    13. SHINE KNUCKLE (B): Rock dashes forward with a 5-hit punch. The move does 
        less hits and damage the further away Rock is from opponent.
    14. SHINE KNUCKLE (D): Rock dashes forward with a single hit punch. Upon
        hitting, he does an elbow attack, followed by a 9-hit Rising Tackle. This
        version will stop at the first hit if blocked, and will not get full hits
        against a mid-air opponent. Move costs 2 stock bars to use.
    15. DEADLY RAVE NEO: Unlike Geese, Rock is not invincible during this move,
        but he dashes faster. You can now perform the remaining hits if the move
        is blocked. The move can be interrupted only with a Double Assault. The
        sequence timing is far more lenient than in Garou, and you must tap at a
        far slower pace now for the hits to even launch. Move costs all 3 stock 
        bars to use. 
     TERRY BOGARD                                                    [GAROU: MOTW]
     THROWS                      MOVE NAME                        PROPERTIES
     b/f+CD                      Buster Throw                     [U],NR
     f+C during close C          Combination Blow                 [M]
     df+C                        Rising Upper                     [M],S
     qcf+P                       Power Wave                       [M],P,OTG,#
     qcb+P                       Burning Knuckle                  [M],KD
     f,f+K (perform 3x)          Power Charge                     [M],KD,SC(2nd),#
     qcb+K                       Crack Shoot                      [O],#
     f,d,df+K                    Power Dunk                       [M,O],NR,#
      > Press AB during 1st hit  Breaking                         [-],#
     hcf+K                       Charge Run                       [-],#
      > Press K                  Charge Kick                      [L],KD
     qcf(x2)+K                   Buster Wolf                      [M],#
     qcb,hcf+P                   Power Geyser                     [M],P,#
       1> qcf+P                  Double Geyser (0.5)              [M],P,J,#
       2> qcf+AC                 Triple Geyser (0.5)              [M],P,#
     #. Terry does not have the Backspin Kick and Power Stream moves from KOF2003,
        though the Power Stream makes a cameo appearance during his Special Double
        Assault with Rock.
     #. Terry's far C is now cancelable, but his crouching B and Combination Blow 
        are no longer cancelable.
     1. POWER WAVE: Move can now hit opponent lying on the ground. If you used
        this to follow up his Breaking, you can connect another Power Wave while
        opponent is lying on the ground in the corner.
     2. POWER CHARGE: B version comes out faster and is chainable (though it may 
        not get full hits in the open). D version only chains from a single hard 
        attack, but has longer range. The second hit is SCable, though only the 
        Buster Wolf will reliably combo from it in the open.
     3. CRACK SHOOT: Move is an overhead and works like the KOF2003 version (does
        multiple hits but does not knock down). It comes out slower now, but the B
        version is still chainable.
     4. POWER DUNK: The 2nd hit (the dunk) is an overhead. If all 3 hits connect,
        the move cannot be recovered from. The move executes much faster now. The
        D version goes higher and further.
     5. BREAKING: You can use this move if the first hit of the Power Dunk hits or
        is blocked to cancel the Power Dunk into a forward dodge. Terry recovers 
        faster now. If you used this after the Power Dunk hits, opponent will be
     6. CHARGE RUN/KICK: Terry dashes forward. If you press B or D, he performs a
        low-hitting kick that knocks down (although the animation looks like an
     7. BUSTER WOLF: Terry will stop if the 1st hit is blocked. This move can hit
        a juggled/mid-air opponent, though the 'blast' may miss if opponent was
        too high up. Terry is immune to other on-screen attacks during the 'blast'
        animation, which won't occur if the move traded hits with opponent.
     8. POWER GEYSER: The geyser(s) cannot be negated, even if Terry is struck
        (which juggles a hit opponent in this case). The Double Geyser juggles 
        opponent: you can follow up with another special or the Buster Wolf.
     LEE PAI LONG                                                [Art of Fighting]
     THROWS                      MOVE NAME                        PROPERTIES
     b/f+CD                      Mashizume Souen                  [U]
     A,B,C                       Combination                      [M],S,#
     A,B,C in air                Kuuchuu Combination              [#]
     b+D in air                  Kashira Sai Kyaku                [M],#
     charge b,f+P                Kuuten Tsume                     [M],KD,#
     f,b,f+P                     Hyakuretsu Ken                   [M],KD,#
      > qcf+P if move hits       Finish                           [M],J,#
     hcf+K                       100 Ren Ashi                     [M],KD,#
     360+P (near)                Hisaru Hapaki                    [U],T,#
     charge d,u+P                Hisaru Kabekake *                [-],# 
     charge d,u+K                Sei Shin Hisaru Kabekake *       [-],#
     Followups for * moves
     a1> Press P                 Kachou Hidaka Kasane             [-],#
      a2> Press P                Kachou Takashime Geki            [O],#
     b> Press K                  Kachou Takeshi Ashi Kasane       [O],#
     c> qcf+K                    Kabekake Tenshin                 [M],#
     d> qcf(x2)+P                Shinkuu Kuuten Tsume             [M],#            
     qcf(x2)+P                   Kachou Hi Mashizume              [M],#
     qcb(x2)+P                   Hishou Shouten Hi Mashizume      [M],#
     qcf(x2)+P in air            Shinkuu Kuuten Tsume             [M],#
     #. Lee can link his standing close A,B and C attacks (Combination), and the
        Combination is cancelable.
     #. You can only use the Kuuchuu Combination to followup his close standing D
        or his Hyakuretsu Ken Finish if they hit.
     #. Lee's close standing D juggles opponent.
     1. KASHIRA SAI KYAKU: Lee does a kick in the opposite direction, serving as
        a cross-up attack similar to Iori's Yuri Ori. This knocks down if it hits
        an opponent in mid-air.
     2. KUUTEN TSUME: Lee hops up and spins forward with a multi-hit claw attack.
        C version has a short pause before Lee attacks, but goes further and does
        more hits. The move knocks down.
     3. HYAKURETSU KEN: Lee punches forward, and if it hits, he does a multiple
        claw strike similar to Ryo's Zanretsu Ken. For the qcf+P finish, you need
        to use the same button you used for the Hyakuretsu Ken. It interrupts the
        Hyakuretsu Ken with an upward aimed punch that juggles opponent: you can
        jump immediately after to follow with a Kuuchuu Combination.
     4. 100 REN ASHI: Lee hops forward while kicking repeatedly (it looks a little
        like Gato's Rai-Ga from Garou:MOTW, except this move goes mostly forward).
        This move is SCable into the Shinkuu Kuuten Tsume.
     5. HISARU HAPAKI: Lee grabs opponent and switches side with them. This move
        does no damage but leaves opponent open to attacks for a moment.
     6. HISARU KABEKAKE: Lee hops up to the wall opposite him for the P version
        and rebounds off at the screen's ceiling. If you used the K version, Lee 
        jumps to the wall behind him and rebounds off at half-screen height. This
        move does not attack on its own.
        (P): Lee hops again in mid-air. Does not attack.
        (P,P): Lee stabs his claws downwards, knocking down opponent. This is an
        (K): Lee does a downward aimed kick.
        (qcf+K): Lee flies forward with a kick while upside-down.
        (qcf,qcf+P): Lee dives down while spinning with his claws out. If the move 
        hits, he switches into a autocombo attack. Note that this version is 
        different from the normally launched version despite having the same name.
     7. KACHOU HI MASHIZUME: Lee rolls forward in mid-air with his claws extended.
        Lee can avoid low attacks during this move.
     8. HISHOU SHOUTEN HI MASHIZUME: Similar to the Kachou Hi Mashizume, except
        Lee jumps diagonally upwards with the rolling slash. C version has a bit
        of startup pause, during which Lee is invincible. 
     9. SHINKUU KUUTEN TSUME: Lee performs a Kuuten Tsume while falling diagonally
        forward. The move will not get full hits on an opponent on the ground. 
     MR. BIG                                                     [Art of Fighting]
     THROWS                      MOVE NAME                        PROPERTIES
     b/f+CD                      High Lift Throw                  [U]
     f+A                         Chopstick                        [M],#
     f+C                         Stab Stick                       [M],X,#
     qcf+P                       Ground Blaster                   [M],P,SC,#
     qcf+K (tap button used)     Crazy Drum                       [M],KD,#
     f,d,df+P                    Californian Romance              [M],KD,SC(C),#
     hcb+P                       Cross Diving                     [M],KD,#
     Press AC or BD (can move)   Spinning Lancer                  [M],KD,#
     qcf(x2)+P                   Blaster Wave                     [M],P,#
     qcb,hcf+P                   Drum Shot Typhoon                [M],#
     qcf(x2)+K (near)            Raging Spear (2)                 [U],T,NR,#
     #. Mr. Big's crouching C serves as his sweep. His crouching D does not knock
        down, but is a low attack and cancelable.
     1. CHOPSTICK: Mr. Big swings one baton upward, then the other downward. The
        move will only hit once on its own, then Mr. Big slides back. If canceled
        into, both hits will connect. This move has pretty short range however.
     2. STAB STICK: Mr. Big pauses a moment, then stabs forward with one baton.
        This is essentially his CD attack from KOF'96. This move won't combo from
        normal attacks.
     3. GROUND BLASTER: Short ranged ground level projectile that knocks down. You
        can't seem to combo into this move from normal attacks. The C version
        knocks down. Either version is SCable, but unlike most Super Cancels,
        SCing early will not launch the projectile. This makes SCing the C version
        somewhat difficult, as you have to SC after the projectile launches and 
        hits, but before opponent lands.
     4. CRAZY DRUM: Mr. Big steps forward while swinging his batons repeatedly.
        The move now knocks down. D version does more hits and goes further, but
        the move's hitting range is still pretty short. There is a short pause
        during the D version, during which Mr. Big seems to be invincible. You
        can tap the button used to increase the number of hits before he does the
        last knockdown hit.
     5. CALIFORNIAN ROMANCE: Uppercut move. (A) is performed standing still, while
        Mr. Big dashes forward before launching the uppercut for the C version. C
        version is SCable on the 3rd hit, and any of his DMs will combo.
     6. CROSS DIVING: Mr. Big dives forward with his batons extended. This move
        knocks down and can avoid low attacks.
     7. SPINNING LANCER: Mr. Big spins while holding out his batons. BD spins more
        times and goes further. The move does one hit (unless used up close, where
        it hits twice), and knocks down. He no longer stabs forward at the end of
        the move unlike KOF'96. Move is immune to high/mid-level attacks at the 
        start, and you can move Mr. Big around while he's spinning.
     8. BLASTER WAVE: Short ranged projectile similar to Benimaru's Raikou Ken.
        The move can negate normal/DM projectiles, but cannot hit an opponent who
        is very close to Mr. Big and inside the range of the ball lightning.
     9. DRUM SHOT TYPHOON: Mr. Big rushes forward with an autocombo attack using
        his batons before finishing with his Californian Romance.
    10. RAGING SPEAR: Mr. Big reaches out to grab opponent (this is unblockable). 
        If it hits, he throws opponent high up, and catches them upon landing with
        his batons and sort of shakes opponent rapidly before slamming them to the
        ground. This move comes out pretty quickly, and can be chained into.
     MR. KARATE (RYO SAKAZAKI)                                        [Buriki One]
     THROWS                      MOVE NAME                        PROPERTIES
     b/f+CD                      Tomoe Nage                       [U]
     f+A                         Hyouchuu Wari                    [O],#
     f+B                         Joudan Uke                       [-],A,#
     df+B                        Gedan Uke                        [-],A,#
     qcf+P                       Ko'oh Ken                        [M],KD,#
     f,d,df+P                    Kohou                            [M],KD,#
     f,d,df+K                    Moh Koh Raijin Satsu             [O],NR,OTG,#
     hcb+P                       Kohou Shippuu Ken                [M],A,KD(C),#
     hcb+K or db,f+K             Hien Shippu Kyaku                [M],NR/KD,#
     f,b,f+P                     Zanretsu Ken                     [M],A,KD,#
     f,hcf+P                     Haoh Shokou Ken                  [M],P,#
     qcf,qcf+P                   Tenchi Haoh Ken                  [M],#
     qcf,hcb+K                   Tenchi no Joge Kamae             [-],A,#
      1> f,uf,f,f,df,uf,uf       Buryoko Ranbu                    [M],A,#
       2> f                      Suburu ou Shou Kabushi (1)       [M],#
     qcf,hcb+P                   Ryuko Ranbu (2)                  [M],#
     #. For convenience (on my part), I will refer to Mr. Karate as Ryo.
     #. Ryo can chain his crouching B with a crouching C. It's now ridiculously
        easy to do so: you can just tap B,C without having to wait for Ryo to
        retract his leg first.
     #. Note that the Moh Koh Raijin Satsu's command has changed, and Ryo has
        two different versions of the Hien Shippu Kyaku.
     #. Ryo's normal attacks have different animations from his KOF version. 
     1. HYOUCHUU WARI: Overhead chop, unless canceled into.
     2. JOUDAN/GEDAN UKE: Both moves cannot hit opponent and is used to parry
        incoming attacks. Joudan Uke autoguards jumping, high and mid-level
        attacks, while Gedan Uke works against low and crouching mid-level
        attacks and floor level projectiles. Both versions can parry mid-level
        projectiles of any type. The move is cancelable if it autoguards an 
     3. KO'OH KEN: Short ranged projectile that negates normal projectiles. The 
        move cannot be negated, but it won't hit if Ryo is struck with a DM 
        projectile. C version is no longer chainable.
     4. KOHOU: Is back to the AOF/KOF94-2001 version where Ryo performs it facing
        the screen.
     5. MOH KOH RAIJIN SATSU: Overhead chop. The move can now hit an opponent
        lying on the floor, and will combo from his crouching D if opponent did
        not use a recovery roll (and you can repeat the move to hit opponent while
        they're down).
     6. KOHOU SHIPPU KEN: Ryo steps back a little, then lunges forward with a
        punch (the move looks rather like Takuma's KOF2002 Ko'oh Ken). A version
        does not knock down, but is chainable and SCable. C version does 2 hits,
        knocks down, and is SCable on either hit. Ryo has autoguard while moving
        forward. You can cancel this into the db,f+K Hien Shippu Kyaku of the same
        strength type, meaning hcb+A -> db,f+B and hcb+C -> cb,f+D.
     7. HIEN SHIPPU KYAKU (db,f+K): This is Ryo's standard version from KOF. B is 
        faster, chainable from light buttons, and does 2 hits up close. D version
        goes further and does 3 hits up close. The move no longer loses hits when
        chained into at the open. You can also perform this move with hcf+K, and
        move can go past low attacks.
     8. HIEN SHIPPU KYAKU (hcb+K): This is similar to Takuma's version in KOF2002.
        B version is very fast and is stationary, while D version goes forward a
        little. Both versions hit twice and knock down. This can't go past low
        attacks, but cannot be recovered from. The move's damage is pretty poor
     9. ZANRETSU KEN: Either version has autoguard just before he attacks. You
        cannot combo into this move from normal attacks.
    10. HAOH SHOKOU KEN: DM projectile, negates normal projectiles. Can be negated
        by certain non-negateable projectiles. C version is no longer chainable
        from normal attacks. The move is slightly slower now, and will not combo 
        from a SCed (A) Kohou Shippu Ken. Ryo is now immune to high and mid-level
        attacks during the startup flash.
    11. TENCHI HAOH KEN: The move no longer dizzies a hit opponent, nor does it do
        far more damage on a Counter Hit. Ryo can negate normal projectiles if his
        fist connects with it, but the move has no autoguard. This launches slower
        now, and no longer combo from light attacks, but knocks off a significant
        chunk of your opponent's Guard Meter if blocked.
    12. TENCHI NO JOGE KAMAE: This move does do damage on its own, and you have 
        to push the joystick direction individually for each hit (which means 
        rotating the joystick between directions will not work). Ryo has full body
        autoguard during each hit of the Buryoko Ranbu, but not during the startup
        flash of this move (he gains autoguard as he inhales to prepare for the
        1st hit).
    13. RYUKO RANBU: Ryo is immune to high and mid-level attacks during the
        forward dash, but not during the startup flash. The invincibilitiy ends as
        soon as Ryo reaches opponent, or at the end of the dash. The move can now
        hit juggled opponents, such as after the the (C) Kohou Shippu Ken. Move
        costs 2 levels to use, but the animation is the DM version (single hit
        Kohou finisher). 
     ROBERT GARCIA                                               [Art of Fighting]
     THROWS                         MOVE NAME                     PROPERTIES
     b/f+CD                         Kubikiri Nage                 [U],NR
     b+A                            Kouryuu Koukyaku Geri         [O],#
     b+B                            Ryuu Hanshuu                  [M],S
     f+B (hold B to fake)           Mach Geri                     [O],X,#
     b+C                            Ura Ken                       [M],J,X,#
     f+D                            Kaiten Geri                   [M],KD,X,#
     charge b,f+P                   Ryu-Geki Ken (high)           [M],P,SC,#
     charge b,f+K                   Ryu-Geki Ken (low)            [L],P,SC,#
     charge d,u+K                   Ryu Zanshou                   [M],KD,#
     qcb+K in air                   Hien Ryuujin Kyaku            [M],KD
     f,b,f+K                        Gen'ei Kyaku                  [M],KD,#
     qcb+K (perform 4x)             Hien Senpuu Kyaku             [M],KD,#
      > qcf+K                       Finisher                      [M],KD
     f,hcf+P (can hold)             Haoh Shokou Ken               [M],#
     qcf,hcb+P                      Ryuko Ranbu                   [M],#
     charge db,df,db,uf+K           Kuzuryu Sen (2)               [M],#
     #. Robert has been completely redone, and some of his moves look and work 
        differently from his AOF or KOF versions.
     #. Robert's attacks generally have less range than in KOF.
     #. Robert's crouching B is not cancelable in NGBC.
     1. KOURYUU KOUKYAKU GERI: Robert's f+A overhead attack from KOF. The move is
        a little slower now. When canceled into, you can cancel this into the Hien
        Ryujin Kyaku.
     2. RYU HANSHUU: Robert's cancelable b/f+B kick from KOF.
     3. MAOH GERI: Robert does a slow kick (which appears to be an overhead). If
        you hold down the B button, Robert will feint this move. You can't seem
        to combo into this move.
     4. URA KEN: Robert's b+A backfist attack from KOF. Move juggles upon hitting.
     5. KAITEN GERI: Robert does a roundhouse kick that knocks down. You can't
        combo into this move.
     6. RYU-GEKI KEN: The P version can be crouched under. The K version hits low
        , but is slightly slower to launch. Both P and K versions are SCable, and
        you can have both versions on-screen at once, together with the Haoh Sho
        Koh Ken. Unlike other Super Cancels, you can SC this move regardless of
        whether it hits or not, and the projectile will still launch.
     7. RYU ZANSHOU: D version goes higher than B and goes slightly forward. It 
        seems both versions only do one hit now.
     8. GEN'EI KYAKU: The move can now be chained into, but its range is shorter
        compared with the KOF version. Robert now does a single kick, and he'll 
        only perform the remaining kicks if the move hits.
     9. HIEN SENPUU KYAKU: B version is faster while D goes slightly further. The
        move has very short range compared with his KOF version. Robert can avoid
        low attacks during this move.
    10. HAOH SHOKOU KEN: DM projectile, negates normal projectiles. Can be negated
        by certain non-negateable projectiles. Robert's version can be delayed,
        and he has upper body invincibility during the startup flash.
    11. RYUKO RANBU: Robert is invincible during the startup flash, but is 
        vulnerable during the forward dash. C version has a slight delay before
        Robert rushes forward, during which he is immune to non-throw attacks.
        The move can now hit juggled opponents, so it can now combo from his Ura
    12. KUZURYU SEN: Robert's qcf,qcf+K DM from KOF2000. The move will not get 
        full hits against a jumping opponent, and costs 2 levels to use. It only
        does 3 hits now, which is a total rip-off considering the move's name. :)
     - All Last Blade characters have A/C for Slash while B/D are used for Kicks.
     - Characters are based off their Power Mode versions, so they can't link
       from light to hard Slashes. 
     - Characters' Slashes also do not chip a blocking opponent's health. Only
       Washizuka has the unblockable BC attack from Last Blade as a special move. 
     - With the exception of Akari, the other Last Blade characters can still
       stab an opponent on the ground (the Pounce Attack), performed with df+C. 
       Pounce Attacks can only be launched when opponent is knocked down.
     - Repels are now a special move. Repels are counter moves that leave opponent
       stunned when successfully done. The f+BD command Repels high and mid-level
       attacks, including special moves/DMs, while the b+BD command Repels low 
       attacks. You can only Repel physical attacks. The default counterattack 
       upon a successful Repel is now done by pressing BD. All ground Repels are
       SCable when triggered.
     - Kaede and Akari can Repel in mid-air. They knock down without doing any
       damage. Air Repels can work against special moves, even ground-launched
     - You can now SC into moves that were SDMs in Last Blade 2.
     AKARI ICHIJO                                                     [Last Blade]
     THROWS                      MOVE NAME                         PROPERTIES
     b/f+CD                      Fu Reisen                         [U]
     b/f+CD in air               Denmen Katsuru Yadoyou            [U]
     b+C                         Akiru Hae Hataki                  [M],#
      a> f+C                     Akiru Makineri                    [M],#
      b> d+C                     Tendon Hodou no Hakushin          [M],KD,#
     qcf+P                       Shikigami Tenku                   [M],P,#
     d,u+K                       Tenmon Hoshi No Meguri            [M],KD
      > d,u+K                    Tenmon Tenzuru Hokuto             [M],KD,SC,#
     hcb+P (near)                Gaiki KiyoHime                    [U],NR,#
     b,d,db+A/B/C                Koumyou Isoi (0.5)                [M],OTG,# 
     d+B in air                  Akiru Homitsuke                   [O],#
      a> u/uf/ub+A               Akiru Shaban Tobashi              [M],#
      b> u+B                     Akiru Mari                        [-],#
      c> d+B                     Akiru Mari Otoshi                 [O],KD,#
      d> u+D                     Akiru Bonchinri                   [O],NR,#
     qcb+K                       Akiru Hayakuke                    [-]
      a> Press P                 Kagetsu Tsudodo Shippori          [M],SC,#
      b> Press K                 Kagetsu Tsukaiyako no Haukibashi  [O],NR,#
      c> Press CD (near)         Kagetsu Tsureisen                 [U],T
      d> b,b                     Akiru Sokukage Yamu               [-],#       
     f,d,df+A/B/C/D              Fushimei Gobau Reikoujin          [-],#
      > Hold A/B/C               Akiru Mari Koroge                 [L],#
     f+BD                        Tenmon Yadoyou no Shizuko         [-]
     a> BD on successful Repel   Tenmon Shikosei no Douhyou        [M],NR
     b> qcf+AC on Repel          Rantayuu 13                       [M],KD
     b+BD                        Tenmon Tenkyuu no Kazuato         [-]
      > BD on successful Repel   Tenmon Shousei no Douhyou         [M],NR
     f+BD in air                 Tenmon Shouyou no Hirameki        [#],KD
     qcb,hcf+P                   Shikigami Rikugou                 [M],OTG,#
     qcf(x2)+P                   Shikigami Hyakkiyakou (2)         [M],#
     #. Akari can link her crouching B into her crouching C.
     #. Akari lost her ability to mimic opponents with the Henka HitoGata, and her
        Kawari Hitogata reversal move.
     #. The Hataki, Hakineru and Hakushin are variants of her C attacks, and can
        be used standalone. You can cancel the Hataki into the Hakineru and 
        Hakushin, but not the other way round.
     1. AKIRU HAE HATAKI: Akari swings her staff forward. Move is cancelable and
        can be canceled into from normals. The followups can be done regardless of
        whether this hits or not. The followups can also performed on their ownn.
     2. AKIRU HAKINERU: Akari smashes her staff down (has pretty long range). This
        move doesn't knock down, but combos from the Mae Hataki.
     3. TENDON HODOU NO HAKUSHIN: Akari spins her staff upwards, doing two hits
        on a nearby opponent. The 1st hit is cancelable into specials/DMs and
        juggles opponent. The range for this is pretty short, and it will 
        only combo from the Hataki when used standalone in the corner, doing only
        one hit in this case. This is also her crouching C, and it can be linked
        from her other normals. Interestingly, move can also cancel from itself.
     4. SHIKIGAMI TENKU: Akari's projectile move. Surprisingly, the C version is
        faster than the A version in both launch and projectile speed.
     5. HOSHI NO MEGURI: Akari hops up and spins while blue energy surrounds her.
        Can follow-up with the Tenzuro Hokuto. Akari lost her Kakageshi Tenshin
        alternate followup for this move.
     6. TENZURO HOKUTO: is usable regardless of whether the Hoshi No Meguri hits 
        or not. Akari raises a hand, knocking down opponent if it hits. There is
        no lightning effect when the move hits now. This move is SCable.
     7. GAIKI KIYOHIME: Akari stabs her staff down (this is unblockable), and if
        it hits, she traps her opponent in a bell, which then rumbles around before
        releasing opponent.
     8. AKIRU HOMITSUKE: Akari stomps downward with both legs. This doesn't knock
        down, but stuns opponent as Akari rebounds off. You can only use the
        followups if the move hits or is blocked.
     9. SHABAN TOBASHI: Akari rolls upward, then falls while rolling, doing 
        multiple hits. Using ub or uf will have her roll in the appropriate
        direction before falling. The upward roll will combo from the Homitsuke,
        but the descending portion does not.
    10. AKIRU MARI: Akari rolls away from opponent to land quickly. This move 
        doesn't hit.
    11. AKIRU MARI OTOSHI: Akari rolls downward quickly, knocking down opponent. 
        This move combos from the Homitsuke.
    12. AKIRU BONCHIRI: Akari stomps downward quickly with both legs. This move
        doesn't combo from the Homitsuke, but it is a no-recovery knockdown, and
        crosses up.
    13. AKIRU HAYAKUKE: Akari runs forward without attacking. Pressing P has her
        slapping a palm forward, which doesn't knock down, but is SCable. Pressing
        K has her hopping forward with a kick that knocks down and is an overhead
        (her f+K from Last Blade). She can also use her normal throw during this 
        move. Tapping b,b on the joystick will stop the dash.
    14. KOUMYOU ISOI: Akari slaps a talisman on her opponent, and the button used 
        determines the effects:
        (A Reifu Wosaou) - Opponent's left/right controls are reversed.
        (B Reifu Tenchimuyou) - Opponent's up/down controls are reversed.
        (C Reifu Anchoumosako) - Opponent cannot use special moves.
        You can have more than one effect active, which only goes away after 
        enough time has passed, or if opponent switches out. The (B) version 
        requires somewhat strict motioning as its command ovelaps with the Akiru 
        Hayakuke. If this move misses, Akari will stumble and fall, during which
        you can have Akari roll forward/backward by pushing the respective
        direction on the joystick. Move can hit a floored opponent, but its effect
        will not take place. The move has very short range, and is best chained 
        from her crouching C. This move cannot be reversed and costs 1/2 bar of 
        stock to use.
    15. REIKOUJIN: Akari vanishes into a portal on the ground, then reappears with
        a rolling attack. For the A/B/C versions, ehe rolls diagonally downwards,
        and can follow with the Mari Koroge.
        (A) - lands at 1/4 screen distance.
        (B) - lands at 1/2 screen distance.
        (C) - lands at 3/4 screen distance.
        (D) - rolling straight down on opponent. No-recovery knockdown.
        Akari now reappears on her own (you don't see a monster spitting her out
        anymore). The D version requires fairly precise motioning.
    16. MARI KOROGE: You can hold a button to have her roll after she lands during
        the A/B/C Reikoujin (keep button held down to extend the roll duration). 
        The roll now hits low.  
        (A) - Akari rolls forward.
        (B) - Akari rolls backward.
        (C) - Akari rolls in place.   
        The C version is pretty suicidal, as the move only hits once, and Akari
        still continues rolling after that.
    17. RENTAYUU 13: Upon a successful Repel, you can motion qcf+AC to have Juzoh
        drop in and swing his club at opponent before leaping away. This move
        knocks down.
    18. RIKUGOU: Akari hops forward and slaps a talisman. If move hits, a giant
        centipede lifts both characters off-screen before spitting opponent back 
        out. This move can be blocked low although it looks like an overhead. The
        (C) version can hit an opponent lying on the floor. Move has very short 
        range, but comes out quickly, more so with the (A) version. This move 
        cannot be reversed, but will not connect against a mid-air opponent.
    19. HYAKKIYAKOU: Akari does her Hakushin. If it hits, she throws her opponent
        to the ground and summons a huge parade of Japanese ghosts and demons to
        stampede on her opponent (Akari gets caught in it too, but takes no damage
        of course). The move comes out fast, but its range is pretty short. Akari 
        is fully invincible during the startup flash. Move costs 2 levels to use.
     #. Have fun spotting the SNK characters taking part in the parade during the 
        Shikigami Hyakkiyakou!
     #. Both of Akari's DMs reset the screen to center after hitting.
     KAEDE                                                            [Last Blade]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Taitou Tani Otoshi             [U]
     b/f+CD in air                  Taitou                         [U]
     df+C on downed foe             Pounce Attack                  [#],OTG
     qcf+P                          Shinmei Hayate                 [M],P,#
     qcf+P in air                   Shinmei Oite                   [M],P
     f,d,df+P                       Shinmei Kuga                   [M],KD,#
     qcb+P                          Shinmei Renjin Zan             [M],KD/NR,SC,#
     qcb+K                          Shinmei Tabakaze               [-],#
     hcf+K (near)                   Shinmei Arashi Uchi            [U],J,#
     f+BD                           Setsuna Shunretsu              [-]
     b+BD                           Setsuna Shunrai                [-]
     BD on successful Repel         Itsutou Kagura Nobari          [M],KD
     f+BD in air                    Setsuna Shundan                [-]
     qcb,hcf+P                      Kasshin Fukuryu                [M].P,#
     qcf(x2)+P (can hold)           Kasshin Seiryu (2)             [M],#
     #. Kaede is the Awakened version available by default in Last Blade 2. None
        of his SDMs from LB2 are available in NGBC however.
     1. SHINMEI HAYATE: Kaede's standard floor-hugging projectile.
     2. SHINMEI OITE: Air projectile that travels diagonally downward. Kaede
        continues falling during the A version, while C version has him jumping
        in mid-air before launching the projectile.
     3. SHINMEI KUGA: Anti-air move, C goes higher than A. You can no longer
        repeat the motion during the C version to do an extra hit.
     4. RENJIN ZAN: A version is faster and chainable (even from light attacks).
        C version is slower and cannot be chained into, but Kaede is invincible
        during the startup pause and the move is a no-recovery knockdown. Either
        version is SCable on the 1st/2nd hit. If the C version is SCed on the 2nd
        hit, either DM will combo (since the C version juggles on the 2nd hit). 
        The 3rd (last) hit of the C version is an overhead, but does not knock 
        down if it hits on its own. Note that the Kasshin Seiryu suffers from
        heavy damage scaling when this move is SCed from the 2nd hit of the A
     5. TABAKAZE: Kaede does a forward roll. Move has no invincibility, but he
        can use this to go behind opponent (as a setup for the Arashi Uchi).
     6. ARASHI UCHI: Unblockable attack that leaves opponent juggled. You can
        now combo into this move, unlike in Last Blade.
     7. KASSHIN FUKURYU: Kaede stabs the tip of his sword to the ground, summoning
        5 bolts of lightning. Kaede is invincible from the startup flash until his
        sword touches the ground (but he loses his invincibility just before the
        bolt of lightning comes out, so it is possible to hit Kaede out of it).
     8. KASSHIN SEIRYU: Kaede's sword glows with light (looking rather like a 
        lightsaber) as he raises it and slams it down. This move is NOT an
        overhead though it looks like one. This move can be delayed for a short
        while, though it has no effect on the damage. Now costs 2 levels to use.
     KEIICHIRO WASHIZUKA                                              [Last Blade]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Seoi Nage                      [U]
     df+C on downed foe             Pounce Attack                  [#],OTG
     Charge b,f+P                   Shikku Satsu                   [M],P,#
     Charge d,u+P                   Koku Satsu                     [M],KD,#
     Charge b,f+K                   Rouga                          [M],SC,#
      a> qcf+K                      Rouga Onshiki                  [M],KD,SC,#
      b> qcf+A                      Rouga Shashiki                 [O],KD 
      c> qcf+C                      Rouga Fukushiki                [L],KD 
      d> qcb+any                    Rouga Hanshiki                 [#],NR,SC,#
     qcb+P                          Shun Satsu                     [M],#
      > qcb+P (tap repeatedly)      Shun Satsu - Ren               [M]
     qcb+BC (can hold)              Koshiki                        [U],KD,SC,# 
     f+BD                           Mensuriage                     [-]
     b+BD                           Dousuriage                     [-]
     BD on successful Repel         Naname Joudan Giri             [M],KD
     qcb,hcf+P                      Shin Rouga                     [M],#
     qcb(x2)+AC (can hold)          Saishu Rouga (2)               [M,U],NR,#
     #. The commands for Washizuka's Ren, Shashiki, Fukushiki and Saishu Rouga
        have changed, and he has a new followup for his Rouga.
     1. SHIKKU SATSU: Washizuka throws 1(A) or 2(C) projectiles. A version is
        faster, but the projectile does not travel full-screen.
     2. KOKU SATSU: Washizuka stabs diagonally upward with a column of energy
        surrounding his sword. A version deals slightly less damage, but is a
        little faster.
     3. ROUGA: Washizuka dashes forward with a shoulder charge. Move is SCable.
        The D version will travel all the way to opponent's location. The
        followups can now be used even if the move misses, and all of them knock
        down. The Onshiki followup juggles opponent: you can SC into the Shin 
        Rouga to catch opponent as they fall.
     4. HANSHIKI: New followup for the Rouga. Washizuka performs a stab forward,
        similar to his Koshiki, except only the D version is unblockable. Unlike
        the other followups, this move does not combo from the Rouga. The button
        used determine the pause time before Washizuka stabs forward, with A being
        the quickest. It is SCable, and is a no-recovery attack, so you can try 
        SCing this into the Saishu Rouga and delaying it.
     5. SHUN SATSU/REN: Washizuka does a quick stab forward. Repeating qcb+P has
        him performing several more stabs in various directions. The Ren followup
        can only be used if the Shun Satsu hits or blocked. The (C) Shun Satsu is 
        slower to launch, but the Ren does more hits.
     6. KOSHIKI: Washizuka steps back and draws back his sword before stabbing
        forward. This move is unblockable and knocks down, but has slow startup
        time. This is his BC unblockable attack from Last Blade. Delaying the move
        increases its damage and range, while making it launch faster and becoming
        a no-recovery attack. Move is SCable when delayed.
     7. SHIN ROUGA: Washizuka starts with a Rouga, rams opponent to the corner,
        and performs a 5-hit Shun Satsu before finishing with a 10-hit Koku Satsu.
        C version has a short pause before Washizuka charges, so you can't combo
        into it, but during which Washizuka is invincible.
     8. SAISHU ROUGA: Washizuka charges forward with a powerful stab. Delaying
        the move makes it unblockable, and increases its damage significantly.
        Move is unblockable only when Washizuka completes charging and attacks on
        his own (he no longer glows red while delaying this move). Move costs 2
        levels to use.
     MORIYA MINAKATA                                                  [Last Blade]
     THROWS                         MOVE NAME                       PROPERTIES
     b/f+CD                         Satsukiame                      [U]
     df+C on downed foe             Pounce Attack                   [#],OTG
     df+A                           Ittou                           [M],S,#
     qcb+A/B/C (can hold)           Ittou Oboro                     [M/C-L]
      a> Hold A/B/C after slash     Ittou Getsuei                   [M/C-L]
      b> Press A/B/C/D on 1st hit   Cancel (quick retract)          [-],#       
      c> Press D while holding      Cancel                          [-],#
     f,d,df+A                       Ittou Shingetsu                 [M],KD,#
      > f,d,df+C                    Ittou Sogetsu                   [M],KD,#
     f,d,df+C                       Ittou Shingetsu Ura             [M],KD,#
     qcf+P (Perform A-3x/C-4x)      Ittou Tsukikage                 [M],KD,SC,#
     b,d,db+A/B/C                   Taitou Hogetsu                  [-],# 
     f+BD                           Tsukuyomi Chougen               [-]
     b+BD                           Tsukuyomi Kagen                 [-]           
     BD on successful Repel         Hana Zan Oisaki                 [M],KD
     qcb(x2)+P (can hold)           Kassatsu Izayoi Gekka           [M],#
     qcf,hcb+P                      Kassatsu Midare Setsu Gekka (2) [M],#
     #. The command for Moriya's Taitou Hogetsu has changed.
     #. Moriya's close C now knocks opponent back and is only cancelable before he
        completes the animation.
     #. Moriya's crouching B is cancelable. The (A) Tsukikage will combo from it.
     1. ITTOU: Moriya does a downward slash that is cancelable.
     2. ITTOU OBORO: Moriya slashes high/forward/low depending on button used. The
        C version hits low. All versions can be delayed, and if held until Moriya
        flashes white, the move goes further, does more damage and up to 3 hits. 
        While holding, you can press D to cancel the move. You can press a button
        to have Moriya retract his sword on the 1st hit, and this can be done
        regardless of whether the move hits or misses. Alternately, you can
        also hold down the A/B/C buttons the moment he strikes to have Moriya 
        prepare another Ittou Oboro (this can be done even if the move misses). 
        You need to hold down the button for a short while before Moriya will 
        attack in this case. You can repeat this as many times as you want, and
        switch between button versions. Also, if you delayed the Ittou Oboro 
        until Moriya flashes white, you can cancel or prepare another strike on 
        the 2nd hit instead of the 1st (though the timing is pretty strict). The 
        slash can negate projectiles, though it depends on the version used (the C 
        version negates floor level projectiles).
     3. ITTOU SHINGETSU: The A version can be followed with the C version if it
        hits. The Ittou Shingetsu Ura (C version) is slightly slower than the A
        version but goes further and does slightly more damage. Interestingly, the
        C version will cross-up when used up close, and if it connects in such a
        case, you can juggle opponent before they land. The move requires fairly
        precise motioning or you'll get the Tsukikage instead (but it's not as
        strict as the Taitou Hogetsu's command).
     4. ITTOU TSUKIKAGE: Moriya steps forward with a series of slashes. A version
        does 3 hits while C version does 4 hits but cannot be chained into from
        normals. Both versions now knock down. The 2nd input for A version is 
        cancelable into another special move, while the 3rd input is an overhead
        knockdown attack. Any input before the last is SCable for both versions.
     5. TAITOU HOGETSU: Moriya slides forward and reappears:
        (A) - Near the corner behind him. If Moriya was already near the corner, 
        he will reappear at the same spot.
        (B) - In front of opponent at sweep distance (cannot go past opponent).
        Will always put Moriya in front of opponent, so he will remain in place if
        done while cornered. Otherwise, he tends to appear at center screen.
        (C) - Behind opponent (will always switch sides). Always goes behind 
        opponent even if cornered, though the distance from opponent varies 
        depending on how far away they were from Moriya. If opponent was at/near
        the center, this tends to put Moriya at the opposite corner.
        Moriya is invincible for a moment when he disappears, but is vulnerable 
        during the start and end of the move. This move requires very precise
        motioning or you'll get the Ittou Oboro instead. You can no longer cancel
        this move into the Ittou Oboro by holding A/B/C, but while delaying the 
        Ittou Oboro, you can cancel into this move.
     6. IZAYOI GEKKA: Moriya's DM from Last Blade: he performs 16 rapid Ittou 
        Oboro, using all 3 versions (but the move doesn't hit low). The move will
        not get full hits unless used up close, and no longer knocks down even if
        all 16 slashes connected.
     7. MIDARE SETSU GEKKA: Moriya's autocombo SDM from Last Blade. Move costs 2
        levels to use, and resets the screen to center if it hits.
     FUUMA                                                          [World Heroes]
     THROWS                   MOVE NAME                            PROPERTIES
     b/f+CD                   Ura Nage                             [U]
     b/f+CD in air            Izuna Ochitoshi                      [U]
     qcf+P                    Reppu Zan                            [M],P,#
     qcf(x2)+P                Double Reppu Zan (0.5)               [M],P,#
     f,d,df+P (air)           Enryu Ha                             [M],KD,#
     qcb+K                    Ninpo Furin Kazan                    [M],#
     hcb+P (near/far)         Satsu Chouken                        [M],T/P,KD/NR
     hcf+K                    Densosetsuka no Jotsu Kiri Mai       [M],J,SC,#
     qcb(x2)+P                Baku Honoo Haukou Tama               [M],P,#
     qcb,hcf+P                Bakuretsu Kyuukyokuken (2)           [O],#
     #. Fuuma is spelt as 'Fuma' in NGBC.
     1. REPPU ZAN: The projectile can be crouched under.
     2. DOUBLE REPPU ZAN: Fuuma pauses, then throws 2 projectiles. The move has
        a rather slow startup time, but this version can't be crouched under. The
        move costs 1/2 stock bar to use.
     3. ENRYU HA: Standard uppercut move. Can be used in mid-air. You can cancel
        the ground version into the air version.
     4. NINPO FURIN KAZAN: Fuuma hops forward while spinning sideways, hitting
        multiple times. You can cancel this into the mid-air Enryu Ha. This move
        does not knock down an opponent on the ground.
     5. SATSU CHOUKEN: Fuuma punches out a small burst of energy. The move can be
        chained into and is a no-recovery knockdown. When performed up close, it
        becomes a blockable throw move that can be chained into. In this case, the
        move does more damage, but can be recovered from.
     6. KIRI MAI: Fuuma does a downward punch with his arm covered in energy. (B)
        version has long startup pause and is done stationary. When canceled into
        or performed inside Fuuma's throw range, the D version comes out very fast
        , and Fuuma performs this on the spot. When used standalone at a distance,
        it has long startup pause, but Fuuma charges forward across the screen 
        very quickly after that. Either way, the D version juggles a hit opponent
        (though you can only hit opponent with special moves). Fuuma seems to be
        immune to high/mid level attacks during the move's startup pause. Move is
     7. HAUKOU TAMA: Fuuma creates a large trail of fire that travels across the 
        ground. The move is slow to launch, but does multiple hits and negates
        projectiles. Fuuma can move shortly after throwing the (A) version, thus
        allowing him to combo after this move hits. The move will lose hits over
     8. KYUUKOKUKEN: Fuuma ignites both his hands, jumps up, then dives diagonally
        downward with his body covered in flames. If the dive hits or is blocked,
        there is a massive explosion upon impact. The move can hit at any point
        once Fuuma's hands are ablaze, and not just during the dive (which does
        pathetic damage on its own). In the corner, the (D) Kiri Mai will combo
        into this when used standalone. Fuuma is invincible while rising. This
        suffers from heavy damage scaling: there isn't much difference in damage
        if the move hits entirely, or only during the dive and explosion.
     HANZO                                                          [World Heroes]
     THROWS            MOVE NAME                                   PROPERTIES
     b/f+CD            Ura Nage                                    [U] 
     f+C               Tanagokoro                                  [M],NR,CW,#
     d+A in air        Izuna Kiri                                  [O],KD
     qcf+P             Rekko Zan                                   [M],P,#
     qcf(x2)+P         Double Rekko Zan (0.5)                      [M],P,KD,#
     f,d,df+P          Kouryu Ha                                   [M],KD
     qcb+any           Ninpo Kohrin Kazan                          [M],KD,#
     b,d,db+K          Ninja Leg Lariat                            [M],KD,SC(D),#
     d,u+any (air)     Mijin Komoru no Subi                        [-],#
     qcf(x2)+K         Iga Ninja Okugi Hachi Kadodan Hikari Kiri   [M],P,#
     qcb(x2)+P in air  Iga Ninja Okugi Banten Senkoujin (2)        [M],#
     1. TANAGAKORO: Hanzo does a palm strike with a burst of energy on it, similar
        to Fuuma's Satsu Chouken. Move is a Counter Wire when used standalone.
        When canceled into, it becomes cancelable and does not knock down.
     2. IZUNA KIRI: Hanzo stabs downward with his knives. This move knocks down.
     3. REKKO ZAN: Hanzo throws a shuriken. The move can't be crouched under, 
        unlike Fuuma's Reppu Zan.
     4. DOUBLE REKKO ZAN: Hanzo throws two shurikens, knocking down opponent if
        both of them hit. In the corner, you can follow-up after the move hits
        before opponent lands. The Kouryu Ha is an easy follow-up.
     5. NINPO KOHRIN KAZAN: Hanzo hops up and spins sideways while slashing out.
        Hanzo's version knocks down immediately upon hitting once. The K versions
        are done horizontally, while the P versions travel in a gentle arc, 
        starting with Hanzo jumping up, floating downwards midway before floating
        up again. The stronger the button used, the further Hanzo spins.
     6. NINJA LEG LARIAT: Hanzo jumps diagonally forward with a series of kicks,
        similar to Kyo/Shingo's Oboroguruma. Hanzo jumps fairly low and does one
        hit for the B version, while D does 3 hits and goes higher and further. 
        You can SC the D version into the Senkoujin on the 2nd hit.
     7. KOMORO NO SUBI: Hanzo's teleport moves. Where he reappears is determined
        by the button pressed:
        (A) - Reappears at the same spot.
        (B) - In air directly in front of opponent.
        (C) - About 1/2 screen distance away.
        (D) - In air about 1/2 screen distance away.
        You can use an air attack after the B and D versions. You can also perform
        this move in mid-air, or during the 2nd hit of the Ninja Leg Lariat. All
        versions are SCable, with P versions into the Hikari Kiri and K versions
        into the Senkoujin. 
     8. HIKARI KIRI: Hanzo throws a shuriken. If it hits, Hanzo throws several 
        more shurikens at opponent. This move can combo from light attacks, but
        it clashes with other normal projectiles. Note that only Ai can absorb or
        reflect this move using her Baseball Stars and 2020 Super Catch moves.
     9. BANTEN SENKOUJIN: Hanzo's Hero move from World Heroes; he dives diagonally
        downwards with a slash. If it hits, a kanji character appears on opponent
        and Hanzo performs 6 more slashes, teleporting between hits, with a kanji
        character appearing on opponent during every hit. This move can cross-up 
        at certain distance from opponent.
     MUDMAN                                                         [World Heroes]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Dakitsuki Punch                [U] 
     df+D                           Mud Slider                     [L],KD
     f+D                            Mud Kick                       [M]
     d+B in air                     Mud Air Rider                  [O],#
     ABC in air                     Mud Flight                     [-],#
     d,d+ABC                        Mud Dance                      [-],#
     qcf+P                          Mud Attack                     [M],P,SC,#
     qcf+K                          Mud Launcher                   [M],P,#
     qcb+K (air)                    Mud Cutter                     [M],KD,#
     charge d,u+P                   Mud Gyro                       [M],KD,#
     qcf(x2)+P                      Super Mudman Attack            [M].P.#
     qcf(x2)+K                      Seirei Kyuu                    [M],P,#
     hcb,f+A/B/C/D                  Heaven's Cross (2)             [U],P,#
     1. MUD AIR RIDER: Mudman dives down with a knee attack. This is an overhead,
        and you can perform a ground combo after it hits.
     2. MUD FLIGHT: Mudman flaps his arms and glides in mid-air, delaying his 
        landing time. You can attack following this move. Keep tapping ABC to
        glide longer.
     3. MUD DANCE: Mudman dances, during which he is vulnerable, but it builds up
        his stock gauge.
     4. MUD ATTACK: Mudman creates a blue spirit creature from his mask who then
        runs forward and pops on impact with opponent. It's basically Mudman's 
        standard projectile. Move is SCable.
     5. MUD LAUNCHER: Mudman throws a spirit creature upwards in an arc, which
        pops upon landing. You can have a Mud Attack on-screen together with this.
        D version arcs higher and further.
     6. MUD CUTTER: Mudman hops and spins in place, slashing any nearby opponents.
        This move can avoid low attacks, and can also be done in the air. If used
        in mid-air, you can move around and use the Mud Air Rider after that. It
        almost looks like Mudman's body disappears during this move, as all you 
        see is his mask and loincloth.
     7. MUD GYRO: Mudman jumps up while spinning and holding out his arms, with
        green energy surrounding him. Move comes out quickly, but has almost no 
        forward range.
     8. SUPER MUDMAN ATTACK: Mudman performs a Mud Attack, except the spirit he
        summons his much larger and negates normal projectiles.
     9. SEIREI KYUU: Mudman summons a sphere of blue energy that descends slowly
        to opponent's location.
    10. HEAVEN'S CROSS: Mudman creates a column of energy, with the location
        depending on the button pressed:    
        (A): Directly behind Mudman
        (B): Directly in front of Mudman
        (C): About 1/2 screen distance in front of Mudman
        (D): About 80% screen distance in front of Mudman
        If the move connects, the energy column expands, and a pair of muscular
        spirits lift opponent to the top of screen before dropping them. The 
        column is unblockable, and the B/C versions can be chained into. The move
        launches and recovers quickly, but Mudman is vulnerable throughout the
        entire animation (which means he's in big trouble if the wrong version was
        used and opponent manages to get past the column). This move costs 2 stock
        bars to use and was his Hero move from WHP. 
     MARCO ROSSI                                                      [Metal Slug]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Marco's Kick Combination       [U]  
     df+C                           Secret Blow                    [M],NR,CW,#
     f,hcf+P                        Heavy Machine Gun              [M],P,#
     f,hcf+K                        Iron Lizard                    [L],P,#
     qcb+P (air)                    Rocket Pack                    [M],KD,#
     qcb+K                          Black Grenade                  [#],P,KD,#
     d,d+BD                         Move Shift                     [-],#
     Press BD                       Combat Shift                   [-],#
     Combat Shift mode moves
     Press P                        Combat Code STK                [M],#
     df+K                           Metal Sliding                  [L],SC(D),#
     qcf+P                          Combat Code JAE                [M],#
     qcb+P                          Combat Code DSB                [M],KD,#
     f,d,df+P                       Combat Code JUW                [M],KD,SC,#
     f+K                            Combat Code KKF                [-],#
     b+K                            Combat Code KKB                [-],#
     Press AC                       Combat Code UKE                [-],A,#         
     d,d+AC                         Breakfast                      [-],#
     b,b                            Combat Style Cancel            [-],#
     hcb(x2)+P                      Common Fixture                 [M],#
     hcf(x2)+B                      Metal Slug Attack *            [M],P,OTG,#
     hcf(x2)+D                      Metal Slug Back Attack (2) *   [M],P,OTG,#
      > qcf+K during * moves        Metal Slug Cannon              [M],P,#
     qcf(x2)+AC                     Energy Emission (2)            [M],P,#
     #. Marco's gun attacks (his P attacks) range is as far as the tiny bullet
        that he shoots (which is just past the gun barrel).
     1. SECRET BLOW: Marco crouches, and a boxing glove springs out from his 
        backpack. This move is cancelable when canceled into, and combos from 
        light attacks. When used standalone, the move knocks down with no recovery
        allowed, and is also a Counter Wire.
     2. HEAVY MACHINE GUN: Marco pulls out a machine gun and fires several rounds.
        The projectiles are invisible, hit instantly and have about half-screen
        range. The move can hit a jumping opponent if they were slightly above the
        machine gun rounds' path. The bullets cannot be reflected or negated, but
        will lose to most DM projectiles. Interestingly, this move can negate 
        Iori's Ya Sakazuki DM.
     3. IRON LIZARD: Marco pulls out a bazooka, and shoots out a missile that 
        travels across the ground after a short pause. The move hits low, and
        Marco can move shortly after launching this move, though it has slow
        startup time. The move can be reflected, though not with Ai's Baseball
        Stars (the D version 2020 Super Catch can absorb it though).
     4. BLACK GRENADE: Marco tosses a grenade in an arc (D version goes further).
        Upon reaching ground level, the move hits low. This move knocks down, and
        you can have this on-screen with an Iron Lizard or Heavy Machine Gun.
        The move can be reflected, even when at ground level, strangely enough.
     5. ROCKET PACK: Marco dives forward while strapped on a jetpack. Move knocks
        down and Marco can avoid low attacks with it. This move can be done in 
     6. MOVE SHIFT/COMBAT SHIFT: Places Marco in Combat Style mode, during which
        he is unable to move normally or block, and his attacks are different. If
        hit, Marco will return to normal stance. The Move Shift has Marco rolling
        forward first before going into Combat Style.
     7. COMBAT CODE: Marco's Combat Style modes. Press b,b to return to normal
        stance. Note that only the Metal Sliding is a low attack, though the (A)
        STK and JAE look like low attacks.
        (P): Marco slashes with a knife. Move is cancelable. A version is a short, 
        quick slash forward, while C has Marco slashing upwards. You can link the 
        moves into each other (you can even link A,C then A again). Despite
        working like a normal attack, the move does chipping damage.
        (df+K): Marco slides forward with a low kick. D version is SCable, while
        B version knocks down.
        (qcf+P): Knife slash, similar to his (A) STK, except it will combo from 
        his STK and knocks down. Marco steps forward a little before slashing. C
        version goes further, but is a little slower.
        (qcb+P): Marco stands up with a knife slash similar to his STK. C version
        can hit twice when comboed from the (A) STK. The A version always does one
        (f,d,df+P): Marco jumps up with a knife slash. Essentially an uppercut.
        Move is SCable.
        (f+K): Marco rolls forward. 
        (b+K): Marco rolls backward, during which he is invincible.
        (AC): Parry move, Marco autoguards incoming attacks with his knife. This 
        move parries any physical or projectile attack at any level, though the 
        timing is pretty strict. Move is cancelable if it autoguards an attack.
        (d,d+AC): Marco eats some food, then turns fat for a moment. If he completes
        the animation, Marco regains some health.
     8. COMMON FIXTURE: Marco summons a POW from Metal Slug. The POW will walk 
        around, and cannot be hit by any attacks, but hitting Marco will cause the
        POW to go away (just like in Metal Slug). After a while, the POW will 
        shoot a fireball, salute, then run away. Marco is free to move and attack
        while the POW is on-screen. Though the move does a LOT of damage, when 
        the POW actually attacks is random: he may attack immediately upon being
        summoned, or he may stroll around for a long while before attacking.
     9. METAL SLUG: Marco crouches and waves for Metal Slug, which charges in 
        across the screen, ramming opponent in the process. The D version appears
        from behind opponent, but costs 2 levels to use. Metal Slug cannot be 
        negated, and will negate enemy projectiles as well as hit opponent lying
        on the ground (like after they were hit by the Black Grenade).
    10. METAL SLUG CANNON: You can motion qcf+K to have Metal Slug stop and fire 
        its cannon instead (timed right, Metal Slug's charge can combo into the 
        cannon). The cannon shell travels in a short arc, making it a nasty
        surprise against opponent trying to jump over Metal Slug.
    11. ENERGY EMISSION: Marco transforms into a zombie, then vomits out a gout of
        blood forward. Marco uses a first-aid kit and returns to normal after that
        . Works as a decent anti-air, and negates projectiles, including DMs. Move
        costs 2 levels to use. Note that Marco is NOT invincible while in zombie
     #. During the Metal Slug Attack DMs, Metal Slug will still come out charging
        if Marco is hit while waving, so long as he actually gets to wave.
     #. You can time the Metal Slug Cannon so that Metal Slug stops and covers 
        Marco entirely, which renders him immune to most on-screen attacks (though
        I doubt it'll work against Mizuchi's Kon).
     MARS PEOPLE                                                      [Metal Slug]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Million Leg Lariat             [U]
     df+D                           Mars Slider                    [L],KD
     qcf+P                          Mars Shot                      [M],P,#
     b,d,db+P                       Roswell Vanish                 [M],P,#
     hcb+P (near)                   Plasma Abduction               [U],T,NR,#
     qcf+K                          Area 801                       [O],NR,#
     f,d,df+K                       Plasma Spin                    [M],J,#
     hcf(x2)+P                      Not Independence               [M],P,J,#
     hcb(x2)+P                      MP12                           [M],P,J,#
     qcb(x2)+K                      Bronze After                   [M],P,J,#
     d,d+BD                         Flat Woods March (2)           [L],P,#
     d,d+AC                         Tungus Incident (3)            [O],P,#
     #. Mars People lost its Slide Head and Hopping Knee command attacks from
        SVC, and its Roswell Vanish and MP12's commands have changed.
     #. The Mars Slider has a different animation now: Mars People sticks out its
        tendrils across the ground instead rushing forward with a spinning tendril
     1. MARS SHOT: A version is a slow projectile that gains speed as it travels,
        while C version travels slowly while bobbing up and down slightly.
     2. ROSWELL VANISH: Mars People disappears with an explosion then reappears
        (A): At the same spot.
        (C): About 1/2 screen behind him.
        Mars People is now only invincible when fully disappeared, not during the
        explosion itself unlike in SVC. Also, the explosion range is shorter, and
        opponent must be caught in the explosion and not just at the edge for the
        move to hit. It also comes out slower now.
     3. PLASMA ABDUCTION: Unblockable throw; Mars People grabs opponent, levitates
        them up a little, then a bolt of lightning strikes down on opponent. The
        move has short range, but can still combo from a single normal attack.
     4. AREA 801: Mars People hops forward with tendrils extended diagonally
        downward (D version goes higher and further, and hits twice). This move is
        an overhead with no recovery permitted. Unlike in SVC, both version are
        aimed diagonally downward now (the B version went mostly downward in SVC).
     5. PLASMA SPIN: Mars People leaps off-screen, then descends with a multi-hit
        tendril attack. The D version can hit while rising and descending, and if
        it connects both ways, an opponent is juggled. D version has a pause before
        Mars People leaps, but does more hits. 
     6. NOT INDEPENDENCE: Mars people summons a UFO (C version comes from behind),
        which fires 3 rings as it passes. The rings are now smaller but can still
        be dodged by standing directly in the middle (so long as your character
        can fit inside the ring), but the move is now blockable. The rings will
        now combo into the other (doing major damage in the process) and it seems
        you can juggle opponent after the rings hit. Note that the C version's
        rings won't combo into each other except at the corner, and you can only
        get 2 hits.
     7. MP12: Mars People Summons 3 waves of 4 little Mars People, with the 1st
        wave coming diagonally downward from Mars People' corner, the 2nd wave
        diagonally upward from the same corner, and the last wave in a J-shaped
        arc from the top center of the screen. Unlike SVC, all 3 waves can hit
        opponent, but it's still impossible to get full hits from this move. The
        move juggles upon hitting.
     8. BRONZE AFTER: Mars People hops forward, then fires a ring directly below
        it while in mid-air. The move can cross-up, and juggles a hit opponent.
        Mars People hops further for the D version. Note that it's possible for
        opponent to stand right in the middle of the ring to avoid it, though this
        is very rare.
     9. FLAT WOODS MARCH: Mars People spews out five eggs that hatch into tiny  
        Mars People, which then run forward (gaining more speed as they travel) 
        and explode on contact with opponent. If Mars People is hit during this 
        move, it will stop creating more eggs, but any eggs already on the ground 
        will still hatch. You regain control of Mars People after it finishes 
        laying the eggs, so you can hit opponent if they were caught in the 
        explosions. This move costs 2 levels to use, and all the little Mars 
        People's explosions hit low. The move cannot be reflected and negates 
        normal projectiles.
    10. TUNGUS INCIDENT: Mars People summons a UFO to crash down on opponent. This
        move is an overhead, and is always aimed at opponent now. Moves costs all
        3 levels to use.
     #. Mars People's Not Independence and Tungus Incident DMs will continue even
        if hit.
     ATHENA                                                               [Athena]
     THROWS                MOVE NAME                                   PROPERTIES
     b/f+CD                Silky Throw                                 [U]
     d,d+D                 Icarus no Kutsu                             [-],#
     qcf+P (air,can hold)  Hamadrias Buster                            [M],P,SC,#
     f,d,df+K              Neptune Killer                              [M],KD,#
     qcb+A                 Morning Star Attack                         [O],KD,#
     qcb+C                 Morning Star Crash                          [O],KD,#
     hcb+K                 Lion's Shield                               [M],P,#
     d,d+AC                Life Flower: Yakusouka Tairyokume Corpse    [-],#
     d,d+BD                Yakusouka Tairyokume Pneuma                 [-],#
     d,d+BC                Yakusouka Bakutenme Pure Blossom            [M],P,KD,#
     Press BD in air       Pukapuka Hovering                           [-],#
      a> Press P           Unicorn Horn                                [M],KD,#
      b> Press B           Typhoon Sing                                [U],T,NR,#
      c> Press D           Cancel                                      [-],#
     qcb,hcf+K             Poseidon's Rage                             [M],#
     f,hcf+P               Heaven's Gate (2)                           [M],P,MR,#
     qcf,hcb+K             Pegasus Fantasy (3)                         [M],#
     qcf(x2)+A             Homura no Tsue                              [M],P,#
      a> qcf(x2)+A         Flying Fire                                 [M],P,#
      b> qcf(x2)+C         Fire Storm (1)                              [M],P,#
     qcf(x2)+C             Kaze no Tsue                                [M],P,#
      a> qcf(x2)+C         Flying Hurricane                            [M],P,#
      b> qcf(x2)+A         Storm Fire (1)                              [M],P,#
     #. Athena is the 'Goddess' version that served as one of the bosses in SVC.
     #. Athena's crouching C hits low, and can combo into her crouching D.
     1. ICARUS NO KUTSU: Athena jumps forward, which goes twice as far as a
        normal jump. You can cancel this into the Hamadrias Buster or Pukapuka 
        Hovering, but not into her normal attacks. You can cancel into this move.
     2. HAMADRIAS BUSTER: Athena fires an arrow in arc. C version arcs higher and
        further. This move can be delayed and performed in the air. When delayed,
        the arrow is set ablaze to do more hits and stun longer. Also, when
        delayed the arrows does not disappear immediately upon hitting the ground,
        and can hit a nearby opponent, and negate normal projectiles. The ground
        version is SCable. All versions are mid-level attacks and blockable low.
     3. NEPTUNE KILLER: Athena turns into a siren and leaps forward tail first. D
        version goes higher and further, but does only one hit except when blocked
        or on a Counter Hit while B version always does 2 hits. The move comes out
        very quickly and combos from light attacks.
     4. MORNING STAR ATTACK/CRASH: Athena jumps forward in a high arc while 
        smashing down with a morning star. This move is an overhead and can 
        cross-up. C version goes further.
     5. LION'S SHIELD: Athena creates an energy barrier in front of her that can
        reflect projectiles of all types, including DMs and moves that don't seem
        to be reflectable, such as Ai's Joy Joy Block or Marco's Black Grenade.
        This move can work as a decent anti-air, as the shield covers Athena
        entirely from the front.
     6. LIFE FLOWER: Athena pulls out a watering can, waters an area of the ground
        and a flower emerges. She is unable to do anything else while this move is
        active. The button combinations used determine the effect of the flower:  
        (AC) - The flower heals Athena (does not restore beyond the red portion).
        (BD) - The flower increases Athena's stock gauge.
        (BC) - The flower explodes on contact when either character touches it.
               Athena will take damage too if she comes in contact with this.
     6. PUKAKPUKA HOVERING: Athena sits in mid-air. You can use the Hamadrias 
        Buster during this move, or its designated followups:
       (P)- has Athena diving diagonally downward with a sword stab that knocks
       (B)- has her diving down and throwing opponent away (opponent is covered in
            a gust of wind). This move is unblockable, but cannot hit an opponent
            in mid-air.
       (D)- causes her stop hovering and fall.
     7. POSEIDON'S RAGE: Athena turns into a siren, then rushes forward riding on
        a wave and smacks her opponent repeatedly with her tail. The move will
        stop at the first hit if blocked. Athena is invincible as she's moving
     8. HEAVEN'S GATE: Athena hops on a golden lion, which shoots out 1(A) or 2(C)
        fireballs (the lion itself can hit a nearby opponent). Athena is now only
        invincible as the lion shoots. The fireball(s) cannot be negated, and now
        do multiple hits. This move costs 2 levels to use.
     9. HOMURA NO TSUE: Athena creates flames in front of her. The flames stays 
        with her and damages and stuns opponent if it touches them. It works
        similar to Benimaru's Raimei Tou HSDM from KOF2002/NeoWave, but the flame
        will disappear after a few seconds. Repeating the command will have Athena
        launch the flames forward as a DM projectile. If you perform qcf,qcf+C, 
        she launches a flaming tornado in front of her instead (it requires 1 
        extra stock to use). 
    10. KAZE NO TSUE: Similar to her Homura no Tsue, except she summons a mini 
        tornado instead, and using the qcf,qcf+A followup has her creating a
        fiery tornado that travels forward (again, requires 1 extra stock bar).
        The Storm Fire cannot be reflected or negated, but will lose hits against
        other DM projectiles.
    11. PEGASUS FANTASY: Athena mounts Pegasus, then charges forward and rams
        opponent. This move costs all 3 levels to use, and Athena is invincible
        throughout the entire animation. The move does more hits and damage the
        closer Athena is to opponent.
     #. Both the Homura and Kaze no Tsue negate normal projectiles, but will end
        if Athena is hit.
     CYBER WOO                                              [King of the Monsters]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Body Slam                      [U]
     f+D                            Shoulder Tackle                [M],KD
     ABC in air                     Air Break                      [-],#
     Press C during Air Break       Halo Jump                      [O],KD,#
     qcf+P                          Hammer Punch                   [L],KD,SC,OTG,#
     hcb,f+P (near)                 Rocket Bazooka                 [U],T,J,A,#
     360+P (near)                   Flying Tornado                 [U],T,NR,#
     f,d,df+K                       Flying Powerbomb               [#],T,NR,SC
     qcf+K                          Roller Dash                    [-],A,#
      a> f+B                        Hasei - Shoulder Tackle        [M],A,KD,#
      b> Press D                    Hasei - Kinkyuu Teishi         [-],#
     qcf(x2)+P                      Missile Attack                 [M],#
     qcb(x2)+A/B/C/D                Laser Gattling (2)             [U],#
     qcf(x2)+K (can move)           Split Attack (3)               [#]
     #. Since Cyber Woo such a large character, he's unable to crouch under high
        or mid-level attacks in the game. He also takes the same amount of damage
        as the other characters in the game despite being a robot.
     #. Cyber Woo's far standing D knocks down, while his close standing D has
        lower body autoguard when he's leaning back.
     1. AIR BREAK: Cyber Woo jumps straight up while in mid-air. You can press
        C to have him perform a diving attack (the Halo Jump). Upon landing
        from the Halo Jump, Cybe Woo will backdash a little.
     2. HAMMER PUNCH: Cyber Woo hits the ground, creating an earthquake effect
        that can hit at any range and must be blocked low or jumped over. The 
        punch itself can hit opponent and is SCable, but in this case, the
        quake effect won't occur, and the punch itself can be reversed. The (C)
        version can hit a floored opponent, but since it's so slow, you'll only
        be able to do so from a previous Hammer Punch, the Halo Jump or Rocket
     3. ROCKET BAZOOKA: Cyber Woo grabs opponent and blasts them with a bazooka,
        acting as a Critical Wire. The Flying Powerbomb makes an easy followup
        for this move. There is a bit of pause before Cyber Woo actually grabs
        opponent, but he has full-body autoguard during that time, making it
        virtually impossible to hit him out of this move.
     3. FLYING TORNADO: Cyber Woo grabs and lifts opponent to the top of the 
        screen, then tosses them back down. Does a LOT of damage upon hitting.
     4. FLYING POWERBOMB: Anti-air throw; Cyber Woo leaps forward and catches
        any mid-air opponent and slams them back to the ground. The move comes
        out VERY quickly, but will not hit an opponent on the ground. You can
        SC the move after Cyber Woo slams opponent to the ground.
     5. ROLLER DASH; Cyber Woo dashes forward, during which he has autoguard.
        You can press D to have Cyber Woo end the dash prematurely (as he has
        a bit of recovery time upon stopping).
     6. MISSILE ATTACK: Cyber Woo rushes forward a little (has short range, but
        comes out very fast). If he hits, he grabs opponent and pushes them to
        the corner, then hops back and fires a barrage of missiles at them.
     7. LASER GATTLING: Cyber Woo turns into a Gattling gun and projects a 
        targeting grid forward (location depends on button pressed, with A being
        closest to him). Cyber Woo then opens fire with a hail of Gattling gun 
        rounds. This move is unblockable but will not hit if opponent was outside 
        the targeting grid, unless they come into contact with Cyber Woo's body 
        directly. In this case, the move automatically hits regardless of the
        button used, though it will not get full hits. Only the (C) version can
        hit a mid-air opponent inside the grid. Move costs 2 levels to use.
     8. SPLIT ATTACK: Cyber Woo splits his body, with the upper half flying. 
        You can move the upper body around freely during this time, and the lower
        body will attempt to follow automatically. Button pressed determines Cyber
        Woo's actions:
        (A): will cause the upper body to extend his arms sideways while spinning.
        (B): has the lower body doing a short kick that hits low and knocks down.
        (C): has the upper body doing a downward aimed punch using both hands. In
        the corner, this can combo into itself repeatedly with good timing.
        (D): has the lower body shooting a small projectile. This can combo off his
        C attack.
        Cyber Woo has full body autoguard for the duration of the move and cannot
        be thrown, reversed or stunned from hits. He will still take block damage
        though. This move costs all 3 levels to use. Interestingly, if both parts
        are too far from each other at the end of the move, the legs will explode
        (but cannot hit), while the upper body returns to ground level with a new
        pair of legs. The move lasts for about 5 seconds on the timer, and the
        only way to stop Cyber Woo is to hit him during the startup flash.
     KISARAH WESTFIELD                                 [Aggressors of Dark Kombat]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Swearing Smash                 [U]
     f+D                            Round Heel Kick                [O],KD,#
     b+D                            Snapping Stamp Kick            [O],KD,#
     qcb+A                          Hearty Brandisher Type A       [O],#
      > qcf+A                       Hearty Brandisher Type F       [M],KD,#
     qcb+B                          Hearty Brandisher Type B       [L],KD,#
     qcb+C (can hold, D to cancel)  Hearty Brandisher Type C       [#]
     qcb+D (can hold, C to cancel)  Hearty Brandisher Type D       [L],#
     qcf+P                          Hip Bazooka                    [O],#
      1> Press any                  Rhythmic Bound                 [-],#
       2> Press any                 Rhythmic Kick                  [M],KD,SC,#
     hcb,f+P (near)                 Vaulting Over                  [U],T,#
     qcf+K                          Cheerleader Kick               [M],KD,SC,#
     f,d,df+K                       Cutey Rainbow                  [M],A,KD,SC,#
      > tap K repeatedly            Happy Presser                  [#],T,NR,
     qcf(x2)+K (air)                Splash Air Dance               [M],NR,#
     hcf(x2)+P (near)               Jealousy Bomber (3)            [U],T,#
     #. You can combo the Hearty Brandisher Type A from Kisarah's sweep. Her
        sweep can be chained into from a crouching C.
     #. Kisarah can link her Hearty Brandisher moves together in this order:
        Type D > Type C > Type B > Type A > Type F. Meaning, connecting with a
        Type D allows you to follow with all the other types, while connecting
        with a Type B only allows you to follow with the Type A > F chain.
     #. During the Hearty Brandisher Type C and D, Kisarah will be unable to
        reverse attacks if the move is delayed until she attacks automatically.
        The different charge levels are indicated by Kisarah blinking once per
        level, with the Type D charging at a faster rate.
     1. ROUND HEEL KICK: Overhead kick that knocks down. The move launches faster
        when canceled into, but you can only cancel this into the Snapping Stamp 
     2. SNAPPING STAMP KICK: Kisarah leans forward and raises a leg backwards and
        kicks using her heel in an arc above her. This move is an overhead and 
        knocks down, though its range is rather short, and it works better as an 
        anti cross-up attack.
     3. BRANDISHER A: Kisarah swings her bag in a downward arc. If qcf+A is
        motioned, she does another upward swing, knocking down opponent. The move
        is an overhead.
     4. BRANDISHER B: Kisarah swings her bag at ground level. This move hits low
        and knocks down. You can follow this with the Hearty Brandisher Type A.
     5. BRANDISHER C: Reversal move, move does no damage, but switches sides with 
        opponent while leaving them vulnerable. The move reverses high/mid-level
        normal and command attacks only. If Kisarah did not reverse opponent, she
        swings out with her bag instead. This attack brings opponent closer to her
        even if the move is blocked. If the attack hits, it's possible to followup
        with a Brandisher B-> Brandisher A chain. Delaying the move will have her
        attack directly with the bag swing very quickly, but move will no longer 
        serve as a reversal. While being delayed, you can press D to cancel the
     6. BRANDISHER D: Kisarah pauses, then hops forward and does a low kick and
        swings her bag. You can't combo into this move. Kisarah can reverse low
        low normal/command attacks as she raises her leg slightly at the start of
        this move. Delaying the move slightly will have the move juggle opponent.
        If delayed for a longer period, the move can no longer reverse attacks, 
        but her attack comes out much faster, and still juggles opponent. While
        being delayed, you can press C to cancel the move.
     7. HIP BAZOOKA: Kisarah hops forward with a kick aimed diagonally upward. You 
        can't combo into this move, but if it hits or is blocked, you can press P
        to have her vault over opponent (the Rhythmic Bound) and perform a split
        kick while in mid-air (the Rhythmic Kick). The Rythmic Kick can hit in
        front and behind Kisarah (since it is a split kick), and it's possible to
        cross-up with it after the Rythmic Bound.
     8. VAULTING OVER: Unblockable throw. Does no damage, but Kisarah switches 
        sides with opponent while leaving them vulnerable. Move is SCable, and you
        can connect the Jealousy Bomber from this.
     9. CHEERLEADER KICK: Kisarah hops up with a split kick. B version combos from 
        light attacks, while D version juggles a hit opponent. Both versions are
        SCable. The move hits in front and behind Kisarah.
    10. CUTEY RAINBOW/HAPPY PRESSER: Kisarah jumps forward with her legs pointing
        up, looking rather like Andy Bogard's Kuuha Dan. If this move hits, tap
        K repeatedly to have her grab her opponent and slam them down with a 
        no-recovery attack. The Cutey Rainbow is SCable, and the D version has
        autoguard and is immune to high/mid level attacks at the start.
    11. SPLASH AIR DANCE: Multi-hitting version of her Cheerleader Kick ending
        with her smacking her bag on opponent (which cannot be recovered from). 
        This move can be done in mid-air.
    12. JEALOUSY BOMBER: Kisarah creates a heart shape in front of opponent, and 
        kisses her boyfriend who appears out of nowhere. This breaks the heart,
        causing it to explode. This move is unblockable and costs all 3 levels to
        use. When used outside her throw range, the heart shape becomes an
        unblockable projectile that knocks down and cannot be reflected/negated, 
        but it does no damage.
     (KAGE) SHISHIOH/KING LION                     [Savage Reign/Kizuna Encounter]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Body & Upper                   [U]
     f+A                            Upper                          [M],J,#
     f+C                            Chopping Right                 [O],C,#
     qcf+P                          Silent Storm                   [M],P,KD(C),#
     f,d,df+P                       Earth Chopper                  [M],NR,OTG(A),#
     qcb+P                          Beast Blow                     [M],NR,#
     qcf+K                          Nightmare                      [-],KD,SC,#
     hcb,f+P                        King Straight                  [M],P,#
     #. Kage Shishioh is a player-only character, and you will never fight a CPU
        controlled version of him.
     #. If Shishioh is unlocked, you can select him by pushing left at K' or right
        at Shermie (or down at Mizuchi).
     #. Shishioh lost his God Bless (d,u+C) sword throw and Minimum Upper punch.
     #. Shishioh can link a single close standing A into his close standing C.
     #. Shishioh can cancel his sweep into the (A) Earth Chopper only, which can
        OTG opponent if they did not recovery roll.
     1. UPPER: Shishioh does an uppercut similar to his absent Minimum Upper,
        except without the energy glow on his fist. The move juggles opponent,
        and can follow with another special move, such as the Earth Chopper. On
        its own, it is cancelable into the Chopping Right only.   
     2. CHOPPING RIGHT: Overhead punch. The move becomes cancelable when canceled
        into. You can only cancel this into the Upper when used standalone.
     3. SILENT STORM: Shishioh swings out a gust of wind from his sword similar
        to Krizalid's (C) Typhoon Rage from KOF99 (he no longer throws his sword).
        The move negates normal/DM projectiles. A version does not knock down 
        except on a Counter Hit or against a jumping/juggled opponent, and covers
        Shishioh's ground and mid-level. C version knocks down and covers his high
        and mid-level (this version travels diagonally upward). You can't followup
        after the C version hits although it looks like a juggle.
     4. EARTH CHOPPER: Shishioh swings his sword in a downward arc, knocking down
        opponent with no recovery allowed. C version has a bit of startup pause, 
        but goes further and does more damage. The move negates normal projectiles
        and has pretty long range. I'm not sure, but it seems the C version is an
        overhead (I've never seen the CPU block low against it). You can see the 
        image of a lion's head at the sword arc. 
     5. BEAST BLOW: Shishioh charges forward with a shoulder tackle and if it
        hits, he follows up with a punch. This move can snag jumping/juggled
        opponents. Unlike Shin Shishioh's, the move can be blocked standing, and
        has no invincibility. Move recovers very quickly, and is a no-recovery
     6. NIGHTMARE: Shishioh's body turns into a shadowy silhouette, and if struck
        with a physical attack of any level (including specials/DMs), he performs
        an autocombo on opponent (his Kizuna Encounter Beast Blow). If triggered,
        move is SCable on any hit, though the (C) King Straight may not combo on
        certain hits. Once triggered, the autocombo cannot be escaped from and 
        will always hit. Damage scaling makes the King Straight's damage very 
        weak, so it's recommended you SC by the 3rd hit. Kage Shishioh is not
        immune to projectiles and throws during this move, unlike Shin Shishioh.
     7. KING STRAIGHT (A): Shishioh punches forward very quickly with his arm 
        shrouded in energy. The move's range does not extend beyond Shishioh's 
        glowing fist. Move has no invincibility. Opponent must block for the
        entire duration of the move or take full damage. Only the energy 
        surrounding Shishioh's arm can negate projectiles: his arm itself is
        vulnerable to projectiles, and getting hit will abort the move.
     8. KING STRAIGHT (C): Shishioh punches forward with his arm, and a massive
        spiral of energy shoots across the screen very quickly. Shishioh has no 
        invincibility, but the move can negate normal/DM projectiles and cannot
        be negated once it launches, even if Shishioh was hit. Unlike in Kizuna
        Encounter, Shishioh performs this standing still. This version starts 
        slower, but does 3 hits and more damage.
     #. Thanks to HexElf for this note: for some reason, the Nightmare won't work
        against any of these normally reversible moves in Yuki's movelist; NeoGeo
        Ranbu DM, crouching D, close B and crouching B. In contrast, NEO-DIO can
        reverse all of these.
     - Once the timer runs out, you will be whisked off to a boss match. See the
       chart below for the requirements to face each boss.
     - Both characters' health will be fully restored before a boss fight, but
       you start the battle with no stock.
     - All bosses heal automatically (and at a ridiculously fast rate). Multi-hit
       moves do very little damage against bosses because of their healing rate
       (they heal during every hit, so the end damage is almost negligible). 
     - It is possible to KO the boss with a high damage single-hit move when they
       have low health, since the move depletes their available health before
       they can heal. For example, say Goodman has 15% health left, and you
       connected Haohmaru's (D) Zankousen on him, Goodman should KO instantly as
       the Zankousen does 30% damage, which is more than his total health. On
       the other hand, say you used Iori's Ya Otome, Goodman heals during each 
       hit, so only the last hit does noticable damage. In this case, he should
       still have about 10% health left, when the move would've KOed a normal
     - The usable versions of Mizuchi and NEO-DIO do less damage than the CPU
       versions, be it with normal or special moves.
     |Goodman       |  8+  | 6+ that hit|  None |   None    | avg health >50% |
     |Shin Shishioh |  6+  | none used  |   1   |   1 max   |      none       |  
     |NEO-DIO       |  6+  | 4+ that hit|   2   |   None    |      none       |
     - You will automatically fight Mizuchi if you fail to meet any of these
     GOODMAN                                              [NeoGeo Battle Coliseum]
     #. Goodman is playable only in the console versions. He cannot jump or 
        crouch, and you always use him on his own: you cannot tag out with him,
        and he has no D-Assault or Hyper Charge mode.
     #. The selectable Goodman can't heal as well, since he has no partner to tag
        out with.
     #. To select Goodman after he's unlocked, go to the space above the timer, 
        which is in between Ai and Yuki's portraits.
     #. Goodman can cancel from one Saru Ou move to another.
     #. Goodman's Saru Ou moves do ridiculous amounts of block damage.
     #. Below is a description of Goodman's special moves:
     SPECIAL MOVES       MOVE NAME                                   PROPERTIES   
     1. qcf+any          Saru Ou - Haubotsusen Kougeki               [M],P,KD,#
     2. qcb+any          Saru Ou - Rakka Kougeki                     [O],P,KD,#
     3. f,d,df+any       Saru Ou - Higashira Kougeki                 [M],P,KD,#
     4. b,d,db+any       Reflector                                   [U],P,KD,A,#
     5. Press ABC        Power Up (3)                                [-],#
     1. Saru Ou - Haubotsusen Kougeki [Monkey King - Parabola Strike]
      - Goodman holds his flame whip to his chest, and the flame spirit next to
        him arcs forward very quickly, knocking down opponent. If the command is
        repeated as the spirit lands, it will arc backwards toward Goodman, 
        working as a nasty surprise. Move cannot be negated, but can be crouched 
        under at the right distance (it's easier with the longer arcing versions).
        The button used determines the arc distance, with A being in front of 
        Goodman, B at full screen range, C at about 1/3 screen distance and D at
        opponent's location.
     2. Saru Ou - Rakka Kougeki [Monkey King - Falling Strike]
      - Goodman cracks his flame whip (which can hit, and is a low attack) and 
        sends the flame spirit away, then descending on location depending on
        button used (with A being closest to him and D furthest). The flames
        knock down and is an overhead attack that cannot be negated. When the 
        flames are at ground level, Goodman may cancel this into the other Saru
        Ou moves as a surprise. If Goodman is hit before he can detach the flame
        spirit, the move won't launch, though if it was already away, hitting
        Goodman won't stop the flames from descending. The flames combo with the
        whip lash.
     3. Saru Ou - Higashira Kougeki [Monkey King - Blazing Column Strike]
      - Goodman lifts his whip (which can also hit, and is a low attack), and the
        flame spirit explodes into multiple columns, similar to Terry's Triple 
        Geyser. The explosions knock down and cannot be negated. Goodman can 
        cancel this into another Saru Ou move in between explosions.
     4. Reflector 
      - Goodman creates an energy barrier in front of him that counters any 
        physical attack at any level. The move can also hit a nearby opponent 
        and is unblockable. The initial animation frames also allow this move to
        reflect projectiles. Upon hitting, the move sends opponent to the far end
        of the screen. Since the move can hit on its own, it can hit an opponent
        performing a D-Assault or throw move. Goodman is completely invincible
        while the barrier is out (throws cannot hit him). As the barrier is
        vanishing, the move can no longer hit or reverse attacks, but Goodman
        has full body autoguard, and can only be thrown.
     5. Power Up (DM)
      - Goodman turns purple, during which his Saru Ou moves do increased damage.
        It lasts for about 20 seconds or so, and costs all 3 levels to use.
     #. The flaming spirit next to Goodman is actually shaped like an ape, which
        explains his move names.
     MIZUCHI                                                [King of Fighters '97]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Kadokyakujin                   [U]
     f,d,df+D during near/far D     Seiyaku (0.5)                  [M],SC,KD,#
     f,hcf+P                        Kaijo                          [M],P,J,#
     hcb,f+K                        Rei                            [M],KD,P,#
     f,d,df+P                       Ken Imi                        [M],J,#
     hcb+any                        Katakenawa                     [M],P,J,#
     qcb+P in air                   Ontai                          [#],KD,CW
     hcb(x2)+P (near)               Ookami                         [U],T,#
     qcf(x2)+P                      Kon (2)                        [M],P,OTG,#
     #. If Mizuchi is unlocked, you can select him by pushing left at Kyo or
        right at Iori (or up at Shishioh/King Lion).
     #. The Katakenawa columns' colours are determined by his colour scheme.
     #. Some of Mizuchi's normal attacks (such as his far B) have an energy effect
        in front of him. The energy can hit opponent, but also counts as part of
        Mizuchi's body, so an attack that hits that energy effect will damage him.
     #. Mizuchi's close standing D is cancelable on either hit, but if canceled
        too late during the 1st hit, your attack won't combo. 
     1. SEIYAKU: Mizuchi cancels his D animation into a knockdown version of his
        far D. You may cancel both his close and far D into this, but only on the
        first hit. Move is SCable, but only into the Kon. This costs half a stock
        bar to use.
     2. KAIJO: Mizuchi throws a multi-hit sun-shaped disc across the screen. The
        disc clashes with normal mid-level projectiles, and goes past low 
        level projectiles without negating them. The disc can be crouched under
        by most characters. The move will automatically hit if Mizuchi's finger
        touches opponent. The CPU Mizuchi is completely invincible while throwing
        out the disc, and can defeat other moves with invincibility, like Shiki's
        Tenma Hajun. The CPU can also reflect projectiles as he's pointing out,
        before the disc appears. The move juggles upon hitting, though the usable
        Mizuchi recovers slower, giving you less followup options than the CPU.
        The shockwave that appears when the disc clashes with a projectile will
        negate other projectiles, including some DMs.
     3. REI: Mizuchi sticks out his chest and creates a shield in front of him,
        knocking down a nearby opponent. He is invincible while creating the 
        shield (which can also negate projectiles). It's pretty slow to launch
        however. The B version can also be used to counter projectiles: if the
        shield meets a projectile, Mizuchi will counter with a projectile of his
     4. KEN IMI: Mizuchi points a finger (A-forward/C-diagonally upward). If it
        touches opponent or meets a physical attack, a white disc appears on his
        fingertips and shatters, juggling a hit opponent. The CPU Mizuchi is 
        completely invincible while extending his arm, and has an alternate
        version where he launches a Kaijo upon meeting a physical attack or
        projectile instead.
     5. KATAKENAWA: Mizuchi creates a column of energy (location depends on the
        button used, with A being closest to him). The column cannot be negated,
        and will juggle a hit opponent. The CPU can have several columns on-screen
        to juggle multiple times. You can tell where the column will appear from
        the glowing spot on the floor. If the A version hits in the open, you may
        link the B > C > D versions afterward to juggle opponent. You may also
        juggle this way if either Ken Imi connects.
     6. ONTAI: This is an aerial version of the Rei, with Mizuchi travelling
        forward slightly with the shield on his chest before falling. It cannot
        hit most opponents on the ground, but Mizuchi seems to be invincible 
        during part of the move. Launches faster than the Rei and is also a 
        Counter Wire, but you can't followup due to its poor recovery.
     7. OOKAMI: Mizuchi vanishes, then reappears. If opponent was near him, he
        stabs his hand into opponent, pulls out a blue ball of energy from their
        chest and crushes it. Mizuchi is invincible during the startup and when
        disappearing, but is vulnerable when reappearing to attack. This does not
        suck in opponent like in Orochi's version, and does far less damaage. The
        CPU's version executes faster, and can juggle with the Kon for major
        damage. Note that the screen will not change colour and the DM flash will
        not appear if the move misses, though your stock bar will still drain.
     8. KON: Mizuchi raises his arms, and flashes occur at opponent's location.
        If the move hits, a sun symbol covers opponent as they are lifted to the
        top of the screen. This move can hit a floored opponent to do one hit, or
        as they are juggled/bouncing on the floor to do full hits. This costs 2 
        levels to use, does less damage than Orochi's and is a little slower to
        start (you have time to stop and block if you were dashing during the
        startup). The CPU Mizuchi is vulnerable during the startup, but is
        completely invincible once the attack begins. The playable Mizuchi is
        vulnerable for the duration of the move. The usable Mizuchi's version also
        starts up slower (but can still combo off his juggles and OTG opponent).
     #. The screen turns black during both of Mizuchi's DMs, though it returns
        to normal during the Ookami as he reappears, and turns black again if the
        move hits.
     NEO-DIO                                                        [World Heroes]
     THROWS                         MOVE NAME                      PROPERTIES
     b/f+CD                         Rolling Throw                  [U]
     f+C                            Rokotsuna Abarabane            [M],#
     df+K/BD                        Sliding                        [L],KD,#
     qcf+P                          Sonic Saber                    [M],#
     qcf+K                          Grand Saber                    [M],KD,#
     hcb,f+P (near)                 Burning Claw                   [U],T,#
     hcb,f+K (near)                 Freezing Claw                  [U],T,#
     d,u+K                          Rolling Smash                  [M],KD
     qcf+K in air                   Meteor Smash                   [O],#
     f,d,df+P                       Thunder Blow                   [M],#
     b,d,db+P                       Muteki no Teppeki              [-],SC,#         
     qcf(x2)+P                      Ultimate Cannon                [M],P
     qcf(x2)+K                      Ultimate Beast (2)             [M],#
     A,B,C                          Ultimate Illusion (3)          [U],A,#
     #. If NEO-DIO is unlocked, you can select him by pushing left at Athena or
        right at Mars People (or up at Mizuchi/down at Shishioh).
     #, The CPU NEO-DIO has two exclusive moves: Nikuhen and Haimaru Haigaku. 
     #. The Nikuhen has NEO-DIO shooting out 3 feather-like projectiles covering
        his upper torso. The projectiles negate normal projectiles (even Asura's
        C version Shedomusa) but will lose out to DM projectiles, even if they
        are negateable like the Haoh Sho Koh Ken.
     #. The Haimaru Haigaku has NEO-DIO creating a mirror image who appears out of 
        the ground to grab your character's legs, leaving him/her vulnerable. The
        move is unblockable, but has fairly short range (about sweep distance).
        You can tell when he's launching this, as DIO will stand straight for a
        moment before the mirror image appears.
     #. NEO-DIO can triangle jump.
     1. ROKOTSUNA ABARABANE: DIO sticks out his chest and spikes protrude from it.
     2. SLIDING: NEO-DIO slides across the ground; move knocks down. You cannot
        cancel into this from normal attacks. B does one hit, D does 2 and goes
        further, while BD does 3 hits. All versions hit low.
     3. SONIC SABER: NEO-DIO rushes forward with an elbow attack. The move comes
        out very fast, but does not knock down. A does one hit, while C does 3.
     4. GRAND SABER: Similar to the Sonic Saber, except DIO punches upwards 
        instead, knocking down upon hitting.
     5. BURNING CLAW: DIO grabs his opponent, then ignites them and tosses them
     6. FREEZING CLAW: Similar to the Burning Claw, except DIO freezes opponent
        instead, leaving them vulnerable to further attacks. This move comes out
        noticably slower than the Burning Claw.
     7. ROLLING SMASH: NEO-DIO curls up into a ball and hops diagonally upward.
     8. METEOR SMASH: Similar to the Rolling Smash, except NEO-DIO dives downward
        from mid-air.
     9. THUNDER BLOW: NEO-DIO extends the spikes on his head forward and charges
        it with electricity. This move doesn't knock down.
    10. MUTEKI NO TEPPEKI: Reversal move, NEO-DIO causes opponent to pause during
        their attack while he teleports behind them, leaving them open to counter
        attacks. The move counters physical attacks at any level, including 
        special moves and DMs. The move comes out pretty slowly however, and it's
        possible for opponent to escape or block before a counterattack hits.
        The CPU tends to follow with a Thunder Blow; if you were performing a move
        that causes your character to rush forward quickly (like a D-Assault),
        your character will be unstuck and continue on with the attack before the
        Thunder Blow can hit. The playable DIO can only reverse attacks as he
        stretches his arms backwards, and not as the move launches/ends unlike 
        the CPU. The CPU's version launches faster and leaves opponent immobilized
        longer. Move is SCable.
    11. ULTIMATE CANNON: NEO-DIO pauses a moment, then launches out a ball of
        lightning that cannot be negated. The CPU's version travels faster and 
        does more damage.
    12. ULTIMATE BEAST: Autocombo move. There is a short pause during startup,
        during which NEO-DIO is invincible. The CPU's version is unblockable and
        does significantly more damage. Move requires 2 levels to use. Since DIO
        is so tall, it's quite difficult to jump over him to avoid to this move,
        making it a rather effective anti-air.
    13. ULTIMATE ILLUSION: DIO rushes forward about 1/2 screen distance. If DIO
        touches opponent during the dash, he stops and summons Neo Geegus from WH2
        and both of them perform a short autocombo on opponent (the move looks 
        rather like a parody of Morrigan's Darkness Illusion). This move is
        unblockable and costs all 3 levels to use, but its damage is pretty poor,
        and cannot hit a jumping opponent. DIO has full body autoguard during the
        startup and initial part of the dash. This move will reset the screen to
        center upon hitting.
     #. The playable NEO-DIO's DMs do significantly less damage than the CPU's.
        The Ultimate Cannon does especially poor damage for a DM.
     SHIN SHISHIOH/KING LEO                        [Savage Reign/Kizuna Encounter]
        MOVE NAME                      PROPERTIES
        Body & Upper                   [U]
        Upper                          [M],KD,#
        Chopping Right                 [O],#
        Silent Storm                   [M],P,#
        Earth Chopper                  [M,U-C],NR,OTG,#
        Beast Blow                     [L],NR,#
        Nightmare                      [-],KD,SC,#
        Hunter Killer                  [O],J,#
        King Straight                  [M],P,#
        King Upper                     [M],P,#
     #. Shin Shishioh is a CPU-only character and is not usable. He's still listed
        as 'Shishioh' when you fight him ('King Lion' in English versions).
     #. For full descriptions of his moves, please refer to Shishioh's movelist.
     #. Like in Kizuna Encounter, Shin Shishioh has two exclusive moves: the
        Hunter Killer and King Upper.
     1. SILENT STORM: Similar to Kage Shishioh's version, except it does slightly
        more damage.
     2. EARTH CHOPPER: Shin Shishioh's (C) version is unblockable. Either version
        can hit opponent lying on the floor. 
     3. BEAST BLOW: Shin Shishioh's version hits low. He is immune to high and 
        mid-level attacks during the initial part of the dash. The CPU will use 
        this to go past mid-level projectiles. After this hits, the CPU tends to
        OTG with the (A) Earth Chopper (ouch!).
     4. NIGHTMARE: Similar to Kage Shishioh's version, except it does far more 
        damage. The CPU will SC this into a King Straight if he has stock. Shin
        Shishioh is also fully invincible during this move, so he cannot be hit
        by throws or projectiles (a D-Assault will simply stop in front of him). 
        Shin Shishioh is only vulnerable as he's returning to his normal colour.
     5. HUNTER KILLER: Shin Shishioh jumps forward with two kicks similar to Mr.
        Karate's (hcb+D) Hien Shippu Kyaku, except this move is an overhead, does 
        more damage and goes further. Move can avoid low attacks and juggles upon
        hitting. Shin Shishioh will turn around to perform the 2nd kick if 
        opponent somehow managed to get behind him during the 1st hit.
     6. KING STRAIGHT: Shin Shishioh's version is identical to Kage Shishioh's 
        version and is not the autocombo DM from Kizuna Encounter. The CPU will
        use the (C) version to punish projectiles. Shin Shishioh's versions do 
        significantly more damage than Kage Shishioh's.
     7. KING UPPER: Shin Shishioh no longer performs the triple Minimum Upper from
        Kizuna Encounter. Instead, has punches out a spiral of energy upwards,
        similar to his (C) King Straight. This move comes out very quickly and 
        does ridiculously high damage for a level 1 DM (almost 50%). The move 
        cannot be negated, and if it traded hits with an airborne opponent,
        opponent will be juggled, and he can followup with another King Upper.
     The single-player rules for NGBC are as follows:
     - You start with 300 seconds on the timer. The timer will not refill unless
       you used the Increase Time bonus or if you continued.
     - In single-player, only one character needs to be KOed to end the match. So
       switch out if your character's health is low.
     - Your character will heal to the limit of their red bar between battles.
       Only Nakoruru, Shiki, Jin Chonshu and Marco can restore their health above
       the red bar through the use of their healing moves.
     - You carry over whatever stock you have between battles, except during boss 
       fights or if you were challenged. However, after every 3 battles, your
       "D-Assault OK" message will be reset and you need to wait for it to be
       displayed again.
     - After every 3 battles, a bonus screen will appear with several options:
       1. No Service
       2. Life Recovery (heals about 25% for each character)
       3. Increase Power Gauges (gives you full stock bars on your next match)
       4. Increase Time (adds 25 seconds to the timer)
       If you used a bonus, it will be grayed out and unavailable to you during
       the next bonus screen (if you've KOed another 3 opponents before timeout).
       Keep in mind that you have to take bonuses if you want to fight NEO-DIO or
       Shin Shishioh.
     - Only actual (green), and not healable (red) health is taken into account 
       during timeouts (and determining if you get to fight Goodman or not). 
     - Once you run out of time, you will face the boss depending on what criteria
       you met. It doesn't matter if your combined health was lower than the CPU's
       during timeout; you still get to fight the boss (though if your combined
       health was less than one full bar, you won't be able to fight Goodman even
       if you've met the other criteria).
     - You start a boss fight with 120 seconds on the timer.
     - In the case of a timeout during a boss fight, your combined health is
       measured with the boss'. So long as your combined health bar is longer than
       the boss', you will win the match regardless of how little health your 
       active character had.
     - Once you face the boss, you can continue as many times as you want if you
       lose. The continue tally is only taken into account when fighting the CPU
     - You MUST reach Goodman and defeat him to view the end credits and have the
       chance to enter your initials into the high score. There are no individual
       endings, but you do get a character-specific text crawl after Goodman's
       exit scene. Amazingly, the English is pretty good this time, considering
       how long the text scene is, and SNKP's history of funny 'Engrish'. :)
     - In a vs 2P battle, the timer starts counting down from 160 seconds.
     - In a 2P battle, both characters need to be KOed to end the match.
     - In the event of a timeout, total health of both characters are tallied,
       and the match is awarded to whoever that has the most combined health.
     - If a challenger appears while one player is fighting the CPU, the winner
       will resume the CPU battle with the amount of time left at the beginning
       of the round before being challenged together with the number of CPU
     - If one character is already knocked out, using a Guard Cancel Tag Attack
       (E while blocking) will cause that character to perform only the knockdown
       attack. Obviously, you also lose access to D-Assaults.
     - The Roulette will randomize your selected character after every 3 battles
       when fighting the CPU, and after every battle against a human opponent.
       Note that even if they were unlocked, you will never get Mizuchi, NEO-DIO
       and Kage Shisioh through the Roulette.
     - Your character's colour is determined by the attack button used.
     - Beating Goodman using certain team combinations will also display a special
       portrait of your team before the end credits roll. The known combinations 
       Mr. Karate/Robert
       Mr. Big/Shermie
       Marco/Mars People
       Cyber Woo/Mudman
       Tung Fu Rue/Lee Pai Long
       Jin Chonshu/Jin Chonrei
     - Using certain character combinations give you access to special versions of
       the Double Assault.
     - You will also need use a special move (or even have it hit) before you have
       access to the Special Double Assault. There is also a time constraint: you 
       have about 10 seconds or so after using/hitting with the required move to 
       perform the move before you lose the opportunity to do so.
     - Once performed, you will need to meet the required conditions again to use
       the Special D-Assault again, regardless of whether it hit or not.
     - Special D-Assaults do slightly more damage than a regular D-Assault and are
       indicated by a gold startup flash instead of the regular blue version, as
       well as a different startup attack (which still has almost no priority).
     Here are the known combinations:
     #. I haven't tried all the Special Double Assaults noted here, so I apologize
        for any errors that may be present.
     #. 'Connect' means you need to get that move to hit. 'Perform' only requires
        you to perform the move without being interrupted.
     YUKI & AI
     YUKI: Perform the A,B, and Start Memory Card Slash(d,d+A/B/Start) moves, then 
     motion qcf,hcb+AE before any of the Memory Card Slashes wear off.
     * Yuki starts with a ground-launched Riding Hero. Upon hitting, Yuki and Ai
       form Atomic Guy, while opponent is left juggled.
     * You can move around and attack with Atomic Guy, but he splits back to Yuki
       and Ai automatically after around 5 seconds, or if he is hit.
     * All of Atomic Guy's moves are unblockable. The Megaton Spark works similar
       to Ai's Lightning Ball and Atomic Guy is invincible during the move. Using
       it returns Yuki to normal.
     Press P      Atomic Punch
     Press K      Atomic Sliding
     any in air   Atomic Straight
     Press ABC    Megaton Spark
     b,b          Cancel (Returns Yuki to normal)
     * After transforming in the corner, you can connect an Atomic Sliding into an
       Atomic Punch and finish off with the Megaton Spark for an easy combo.
     AI: Perform a Lightning Ball (ABC while on Joy Joy Balloon), then motion 
     qcb,qcb+CE after getting off the balloon.
     * Ai starts by pulling out a gun similar to Marco's Heavy Machine gun, except
       this needs to hit up close.
     KYO & IORI
     KYO: Connect with new Dokugami chain (qcf+C,qcf+C,qcf+A,qcf+K,hcb+C), then
     motion qcb,hcf+AE.
     * Kyo starts with a dashing (D) Hikigane, which can combo from his Dokugami
       chain in the corner.
     IORI: Connect with his Ya Sakazuki DM (qcb,hcf+P), then motion qcf,qcf+CE. 
     * Iori starts with his LDM from KOF2003 (except this isn't an overhead). This
       is probably the easiest Special D-Assault to connect with, since opponent 
       is unable to move.
     KAEDE: Super Cancel his Shinmei Renjin Zan (qcb+P) into either DM (which does
     not have to hit), then motion d,d+AE anytime after.
     * Kaede starts with a close C slash.
     MORIYA: Perform his Taitou Hogetsu (b,d,db+A/B/C), then motion f,hcf+CE. 
     * Moriya starts with his Ittou (df+A) slash.
     * Good luck getting the Taitou Hogetsu to launch in the first place, as it
       requires very strict motioning.
     TERRY: Perform a Charge Run (hcf+K) without the Charge Kick, then motion
     b,f,f+AE anytime after. Terry must complete the run animation.
     * Terry starts with a Rising Upper, which has poor range, but comes out
       pretty fast.
     ROCK: Perform a Rage Run: Type Shift (qcb+D) and successfully switch sides,
     then motion b,d,db+CE anytime after.
     * Rock starts with the (A) Rising Tackle, and all 3 hits must connect on
       opponent on the ground for the rest of the move to launch. Despite the
       animation, the move has no priority whatsoever.
     HAOHMARU: Activate the Ikari Bakuha (ABC), then motion df,df+AE before its
     effects wear off.
     * Haohmaru starts with his close C slash.
     GENJURO: Activate the Ikari Bakuha (ABC), then motion f,b,f+CE before its
     effects wear off.
     * Genjuro starts with a far B slash.
     MR. KARATE: Connect a Tenchi Haoh Ken (qcf,qcf+P), then motion qcf,b,f+AE
     anytime after.
     * Mr. Karate starts by stepping forward with a punch (the 1st hit of his
       Buryoko Ranbu minus the autoguard).
     ROBERT: Connect a Hien Senpuu Kyaku Finisher (qcb+K 4 times, qcf+K), then 
     motion qcb,f,b+CE anytime after.
     * Robert starts with his Ura Ken backfist.
     HANZO: Connect with his C/D Ninpo Kohrin Kazan (qcb+any), then motion 
     f,d,df+AE anytime after.
     * Hanzo starts with a close range knife slash.
     FUUMA: Connect with his Satsu Chouken throw (hcb+C when near), then motion 
     qcf,qcf+CE anytime after.
     * Fuuma starts with a close range knife slash.
     Special thanks to DJ Tigresa for compiling them, and to the people at the 
     GameFAQs and Orochinagi forums for posting them up in the first place.
     Here is an advanced move property glossary:
     Certain characters have basic throws that can be performed in the air. These
     throws cannot be escaped from, but must be done very close to opponent. Air
     throws can work if an opponent is on the same level or slightly higher than
     your character, but not on opponents who are on a lower level. It's also
     possible to air throw an opponent performing a move that takes them off
     the ground, such as during Yuki's SENGOKU Denshou.
     Moves with autoguard can block incoming attacks during certain frames of 
     their animation. Autoguard can block normally unblockable attacks, so long
     as they are physical or projectile attacks and not throws (an example would
     be Kisarah's missed Jealousy Bomber). Certain moves have autoguard in a 
     specific area only, such as Ryo's Joudan/Gedan Uke moves (his arm) while some
     moves have full body autoguard (Ryo's Buryoko Ranbu). You will still take 
     blocking damage from autoguarding special moves, but being able to hit 
     opponent while they're vulnerable makes it worthwhile. Autoguarding does not
     lower your Guard Meter, but note that while you can autoguard moves that do
     multiple hits, the autoguard frames may end before it's finished blocking the
     entire attack, so you may end up taking the remaining hits.
     Command attacks can be canceled into from normal attacks, and may be 
     cancelable into special moves when done so. If used on its own, command moves
     may have additional properties such as knockdown or being an overhead. Low 
     hitting command attacks may retain their property, but overheads are always 
     blockable low if canceled into, regardless of whether the overhead will combo
     or not. Not all commands attacks will combo from normal attacks, and most 
     command attacks only combo from hard attacks, while some can only combo from
     light attacks. Also, some command attacks like Rock's Upper Evade cannot be
     canceled into from normal attacks, and must be launched standalone.
     A Counter Hit occurs if both characters are attacking at the same time, and 
     one character manages to hit the other, or both characters get hit at the 
     same time. Counter hits generally do more damage than usual, and if opponent
     was hit in mid-air, it may be possible to hit them again before they land. 
     Throws of any kind do not do Counter damage. Multi-hit moves only do Counter 
     Damage on the connecting hit. Counter Hits do not apply to normal attacks; 
     you can only Counter Hit an opponent performing command, special or DM moves. 
     Moves with Critical Wire property will cause an opponent to rebound off the 
     wall and leave them open to juggles. Counter Wires have the same property
     on a Counter Hit.
     NGBC uses a damage scaling system. This means all moves will do less damage
     in combos if they add to the hit counter (which also means throws do not
     suffer from damage scaling). The longer your combo is, the more significant
     damage scaling becomes. While this isn't a huge factor with special moves,
     DMs may do far less damage in a long combo followed by a Super Cancel.
     The Double Assault, or D-Assault is a fast autocombo attack peformed with
     qcf+E. You may only use a D-Assault when the "D-Assault OK" message is
     flashing above your stock gauges. The move comes out very quickly and can
     combo off light attacks, but does little damage. However, it takes off a
     noticable chunk of your opponent's red health, meaning they won't be able to 
     heal as much upon tagging out. Double Assaults have no priority to speak of,
     and just about any attack can beat it, though it cannot be reversed. It also
     has poor recovery time. After a D-Assault connects, your partner's health bar
     will start flashing red, giving them increased attack and Guard meter damage,
     and their basic attacks will do chipping damage. D-Assaults can hit a jumping
     or juggled opponent, but it won't connect if you hit an opponent in mid-air
     with a ground attack first (even on a Counter Hit). Against the CPU, you must
     connect the D-Assault a certain number of times in order to fight Goodman or
     NEO-DIO. To fight Shin Shishioh, you shouldn't have used any D-Assaults at 
     all (including Special D-Assaults). Double Assaults are treated as special
     moves, so you cannot Super Cancel into them.
     FRONTSTEP (all special versions)
     The Tactical Step, Guard Cancel Frontstep and Just Defence Frontstep will
     cause your character to dodge, then dash forward. During a frontstep, your
     character is fully invincible (even throws will miss) while flashing white, 
     and for about half the dash animation, so they are vulnerable while stopping.
     Unlike KOF's recovery roll, you may cancel your frontstep into an attack, but
     doing so will end your invincibility. The Just Defence Frontstep looks and 
     works exactly the same as the Guard Cancel Frontstep, and there are no visual
     indicators to show you did this version, except you only drain 1/4 bar of 
     stock instead of the usual 1/2 bar. Other than that, there doesn't seem to be
     any use for Just Defence in NGBC.
     Guard Crush happens when a character blocks too much until their Guard Meter 
     is depleted; the character will be stunned for a moment when they block. Upon
     being Guard Crushed, that character's Guard Meter will be refilled.
     Moves that have invincibility mean physical and projectile attacks will miss
     against them. Throws and reversals may still be able to work though. Certain
     moves have full invincibility, while others may be only immune to low or high
     attacks. For example, Ryo's Ryuko Ranbu is only immune to high and mid-level 
     attacks during the dash, while CPU Mizuchi is completely invincible while 
     throwing out his Kaijo projectile.
     Projectile moves are not considered physical attacks, and cannot be countered
     by most reversal moves, although certain moves can reflect or absorb them.
     Normal projectiles generally clash with each other (there are some normal
     projectiles that cannot be negated), while DM projectiles will negate normal
     projectiles. Certain DM projectiles will clash with other DM projectiles, 
     while others are not negateable and will defeat them. In NGBC, certain normal
     mid-level projectiles can be crouched under by most normal-sized characters, 
     such as Chonshu's Tengan Ken or Robert's (P) Ryu-Geki Ken. Note that all
     floor-level projectiles can hit a move with high-mid/level invincibility
     or autoguard, even if the projectile doesn't hit low. So, Iori's Yami Barai
     can hit Ryo out of his Ryuko Ranbu dash.
     Some negateable DM projectiles: Ryo/Robert's Haoh Sho Koh Ken, Genjuro's 
     Some non-negateable DM projectiles: Marco's Metal Slug Attack DMs, Tung's
     Chou Shou Nami, NEO-DIO's ultimate Cannon, Shin/Kage Shishioh's (C) King 
     Reversals are passive moves that do not attack on its own (Goodman's 
     Reflector is an exception, and can hit on its own). However, if a reversal
     move is struck by a physical attack within certain animation frames, the 
     character will 'catch' the incoming attack and launch a counter-attack of 
     their own. Not all reversals have the same property: Rock's Counter Crack:
     Joudan can counter special moves, but the Gedan version cannot. Goodman and
     Asura can also reflect projectiles with their reversal moves. Note that most
     reversals only counter moves that hit at a certain level, though Shishioh and
     NEO-DIO's reversals can counter physical attacks at any level. All Last Blade
     characters have Repel moves that serve as reversals. Also note that reversal
     moves can counter physical attacks that have invincibility or full-body 
     autoguard, such as Ryo's Ryuko/Buryoko Ranbu moves.
     Many characters in NGBC can cancel special moves into DMs. This does not
     require any extra stock, unlike in KOF. Do note that being able to SC a 
     special move doesn't mean the DM will combo or get full hits. On the other
     hand, there are some DMs that will only combo reliably when used in SCs,
     like Haohmaru's Tenha Seiou Zan. Damage scaling has a huge effect on a DM's
     damage in Super Cancels, so don't assume more hits guarantee more damage. 
     For example, Kaede's Kasshin Seiryu does far LESS damage when SCed from the 
     2nd hit of his Shinmei Renjin Zan as compared to SCing from the 1st hit.
     Note that some projectile moves such as Robert's Ryu-Geki Ken are SCable. 
     Unlike standard SCs, projectile moves are SCable even if they miss.
     You can press E anytime your character is on the ground to switch characters.
     There is a short pause before your character jumps out, and another pause 
     when the incoming character lands, during which they are vulnerable to
     attacks. You will need to tag to take advantage of the Hyper Charge Mode,
     gained from successfully connecting a Double Assault. A character tagged out
     will heal automatically at a moderate rate after a few seconds. You can tag
     as often as needed, though doing so will disrupt your character's healing and
     prevent you from using D-Assaults or gaining stock automatically.
     Throws cannot be reversed, and will not do Counter damage. All special throws
     cannot be escaped from in NGBC. Most throws can only hit a grounded opponent,
     and some anti-air throws can only hit a mid-air opponent (an exception is the
     Shermie Whip, which can hit both ground and air opponents). Most, but not all
     special throws cannot be recovered from if they knock down. The CPU is pretty
     good at breaking normal throws in NGBC.
     Certain characters like Mai and NEO-DIO can triangle jump by jumping towards
     either edge of the screen, then jumping off in the opposite direction. This
     means, if you jumped backwards, push uf at the screen edge, and if you jumped
     forward, push ub instead. You character will stop at the screen's edge, then
     hop off in the opposite direction. You can only use a triangle jump if you 
     didn't make an attack while jumping, but you can attack following a triangle
     jump. You do not have to be at the corner to use a triangle jump: this can be
     done as long as your character can reach the screen's edge.
     You are free to e-mail me to contribute information, correct mistakes or just
     to give comments about this guide. But please do follow some rules:
     1) NO FLAMING of any kind and no foul language WHATSOEVER. If you want to
        criticize my work, be constructive about it.
     2) NO L337 $pe@k and SMS lingo. These will be deleted on sight.
     3) Mails are to be in ENGLISH ONLY. You don't have to be grammatically 
        perfect, just as long as I can understand it.
     4) DON'T send me basic combos. This is a move list, not a combo guide.
     5) Do NOT send me anything you aren't sure of. Only mail me if you've seen it
        being done or if you've tried it yourself. I don't put anything in here
        that I haven't seen or couldn't do, and neither should you.
     6) Please check the most current version of the guide first before sending 
        me a question or contribution.
     PLEASE include the word 'faq' (without the inverted commas) in your subject
     when you mail me, as I'm running filters. You can mail me at:
     <remove this>{ragestreak(at)yahoo[dot]com}<remove this too>
     Sorry for making this hard to read, but I'm paranoid about junk mail. :)
     If you've actually read all of this, thank you for reading. :)

    FAQ Display Options: Printable Version