The King of Fighters '95, faq moves list

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view post Posted on 27/12/2008, 12:33




THE KING OF FIGHTERS '95 FAQ
FOR SEGA SATURN VERSION
BY FFOGALVATRON 2005


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CONTENTS

1) INTRODUCTION


2) ABOUT THIS VERISON


3) SETTING UP


4) STORY


5) CONTROLS


6) GAME MODES

-Game start
-Single play
-Team play
-Single VS
-Team VS
-Single All


-Options
-Level
-Pad set
-BGM
-Voice
-Sound


7) BASIC MOVES

-Blocking

-Throwing

-Taunting

-Dashing

-Power attack

-Evade

-Evade attack

-Power up charge

-Team mate attack

-Super jumps

-Guard cancel

-Crouching walk


8) GAME PLAY

-The super desperation move system

-Super Desperation moves (SDM)


9) TEAM MOVES LIST

-Japan's greatest warriors team (Kyo, Benimaru and Daimon)

-Women's team (Yuri, Mai and King)

-Revenge team (Iori, Eiji and Billy)

-Fatal Fury team (Terry, Andy and Joe)

-Art of Fighting team (Ryo, Robert and Takuma)

-Psycho Solider team (Athena, Chin and Kensou)

-Ikari Warriors team (Heidern, Ralf and Clark)

-Korean team (Kim, Chang and Choi)


10) HIDDEN CHARACTERS MOVES LIST

-Saisyu

-Omega Rugal


11) CHEAT CODES AND SECRETS


12) TRIVIA


13) FAQ


14) DISCLAIMER

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1) INTRODUCTION

Welcome to my FAQ for the SEGA Saturn version of The King of
Fighters '95. This FAQ will include everything you need to know
about the game, including a complete moves list, cheat codes,
trivia and more.

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2) ABOUT THIS VERSION

In 1995, SNK released a sequel to there popular game, the King
of Fighters '94. The King of Fighters '95 improved on the original
in almost every way, with new characters, new special moves,
better graphics and more animation etc. This was probably the
last popular King of Fighters game in the US and Europe.

Hence why it appeared on the SEGA Saturn and Sony Playstation
consoles in 1996. This Saturn version was instantly classed as
the better version, due to it coming with a special cartridge
which minimised loading times and let it load much faster than
the Playstation version.

However, because the game came with the cart the price was much
higher than your average Saturn game. When it was first released,
the asking price was around the £70 mark, which was £20-30
steeper than usual.

The price did eventually drop but a lot of people had bought
other games like Street Fighter Alpha and Virtua Fighter 2
instead.

The prices for this game today are around the £20-30 mark, if
they are complete and depending on the condition.

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3) SETTING UP

Right, let me make one thing clear right off the bat:


YOU NEED THE ROM CART TO PLAY THIS GAME.


Got that? Without it, if you try to load the CD up, you'll get a
message after the initial loading screen (with a picture of
either Kyo or Iori behind it) which goes like this:


ROM cartridge is not inserted
correctly.

Please turn off the power and
insert the ROM cartridge again.


"But I don't have a ROM cartridge!" you may be saying right now.
Well, you need to get one. It HAS to be the King of Fighters '95
rom cart, no other carts will work. From what I can tell, all
KoF '95 ROM carts have a picture of Kyo on them and the KoF '95
logo somewhere on there, so it will be easy to tell which one
you should get.


So, now you have the ROM cartridge, insert it into the back of
the Saturn, then put the CD into the drive and turn the power
on. If you get the ROM cart error message after the initial
loading screen, turn the Saturn off and remove the ROM cart.
Now gently blow into the underneath of the ROM cart, then
insert the cart into the Saturn again and turn the power on.
Repeat this process until the game actually works (be aware,
this can take MANY times to get working if it's the first
time you play the game, it took me around 20 reties until
it finally did work).

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4) STORY

From the manual:

"1994 saw the first King of Fighters tournament. It was an epic
contest that came to a sudden, shocking end when the event's
organizer, a psychotic genius named Omega Rugal, blew himself
and his defeated team to pieces in the ultimate statement of
humiliation and rage...or so it seemed.

It is now 1995 and something strange has happened. Those who
took part in the first King of Fighters tournament have all
received invitations to a second contest. The invitations all
bear the same seal, marked with the initial "R" - a seal that no
one ever expected to see again: Rugal's seal.

Until his apparent death, Rugal was the head of a powerful and
sinister international black market organization. He was also
the owner of an impressive collection of incredibly life-like
bronze statues of fighters. It has been said that his reasons
for sponsoring and fighting in the first King of Fighters were
closely linked to this collection and his desire to expand it...

So what are the fighters being rounded up again? What incredible
prize awaits the victorious team? Within the twisted mystery of
the King of Fighters '95 many dark corners await illumination.

Maybe you can find all the answers.

Maybe you'll just find excruciating pain..."


My version:

The next King of Fighters tournament has started. All the teams
from the last tournament have been given invites and the
tournament works in the same way as before: teams of 3 fighters
compete against each other to see who is the strongest. But who
is the organiser this year?

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5) CONTROLS

D-pad functions (when facing right, reverse when facing left):

Up: Jump directly upward

Up right: Jump at an opponent

Right: Move right

Down right: Crouching walk (applies to certain characters only)

Down: Duck

Down left: Defensive crouching block

Left: Move left/block

Up left: Jump backward




PAD TYPES
This game has several pad set ups (see game modes section) which
you can use. All of the d-pad functions are the same, but the
button layouts are all very different. My personal pick is type
B.


TYPE A
X: Weak punch
Y: Weak kick
Z: Evade
A: Strong punch
B: Strong kick
C: Power attack
L: Power up charge
R: Taunt


TYPE B
X: Weak punch
Y: Strong punch
Z: Evade
A: Weak kick
B: Strong kick
C: Power attack
L: Power up charge
R: Taunt


TYPE C
X: Weak punch
Y: Weak kick
Z: Taunt
A: Strong punch
B: Strong kick
C: Power up charge
L: Evade
R: Power attack


TYPE D
X: Weak punch
Y: Strong punch
Z: Taunt
A: Weak kick
B: Strong kick
C: Power up charge
L: Evade
R: Power attack


TYPE E
X: Weak punch
Y: Strong punch
Z: Weak kick
A: Taunt
B: Power up charge
C: Strong kick
L: Evade
R: Power attack


TYPE F
X: Weak punch
Y: Evade
Z: Power up charge
A: Weak punch
B: Weak kick
C: Power attack
L: Strong punch
R: Strong kick


TYPE G
X: Weak punch
Y: Weak kick
Z: Power up charge
A: Power attack
B: Strong punch
C: Strong kick
L: Evade
R: Taunt


TYPE H
X: Taunt
Y: Power up charge
Z: Strong kick
A: Weak punch
B: Weak kick
C: Strong punch
L: Evade
R: Power attack


TYPE I
X: Strong punch
Y: Strong kick
Z: Evade
A: Weak punch
B: Weak kick
C: Power attack
L: Taunt
R: Power up charge


NOTE: If none of the above controls appeal to you, then you can
customise. After type I there are "USER" controls layouts which
you get to make. Up to 7 "USER" button layouts can be made for
each player.


CONTROL LEGEND
For the moves list:

QCF: Quarter circle forward
QCB: Quarter circle backward
DPM: Dragon Punch motion (F,D,DF)
HCF: Half circle forward (B,DB,D,DF,F)
HCB: Half circle backward (F, DF, D, DB, B)
QCFX: Quarter circle forward extended (D, DR, F, UF)
QCBX: Quarter circle backward extended (D, DB, B, UB)
Charge: Hold direction for 2 seconds
Close: Move can only be done close to opponent

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6) GAME MODES

MAIN GAME PLAY MODES

After your press start at the intro, you'll be taken to the main
menu. Here you can choose either "game start" or "option". By
choosing "game start" you'll be taken to the main modes screen
which has the following options on it:

SINGLE PLAY

TEAM PLAY

SINGLE VS

TEAM VS

SINGLE ALL

Here is a description of each one:


SINGLE PLAY
Pick a single character to represent an entire team. Then fight
CPU controlled characters in 2 round matches. Win 2 rounds to win
the fight. You only have to fight one opponent from each team to
beat the entire team.


TEAM PLAY
Pick a team of 3 fighters. You can either pick a pre-selected
team of 3, or make your own team out of any of the fighters
available. Beat all of the other CPU controlled teams to move
into the bosses Beat the bosses to see your team's ending.


SINGLE VS
2 players can fight each other, picking single characters each.


TEAM VS
2 players pick teams of fighters and then fight each other.


SINGLE ALL
Pick a single character, then fight EVERYONE! You have to beat
every single character in the game (who are CPU controlled)
to win. This is easily a mode for any KoF pro to try out. You
have to win 2 rounds to win a fight.



OPTION
By choosing the "option" choice at the main menu you can
change and do certain settings, these being:

LEVEL
PAD SET
BGM
VOICE
SOUND
EXIT

Here is a description of each one:


LEVEL
Choose how hard the CPU opponents are. You can choose either
beginner, easy, normal, MVS, hard, very hard, hardest or
expert.


PAD SET
Lets you change the button layout of your pad (see the
controls section for more information on this).


BGM
Listen to any background music in the game.


VOICE
Listen to any voice heard in the game.


SOUND
Select either Stereo or Monaural.


EXIT
Go back to the main menu screen.

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7) BASIC MOVES

BLOCKING
The most important element of the game, and most beat 'em ups in
general. Hold left when facing right and vice versa to block.
Bloacking means that you will not take damage from normal
attacks like punches or kicks. If you block a special or super
desperation move, you will take a little damage.



THROWING
To throw the opponent, move close to them, hold right or left,
then press either the strong punch or strong kick button (this
depends on the character). Throws do a good amount of damage.
The following characters can throw in the air: Yuri, Mai,
Heidern and Benimaru.



TAUNTING
Pressing the taunt button makes your character do a taunt. This
lowers the opponent's power bar (unless it is full). If you
press taunt you are opening yourself up to attack, but you can
simply cancel a taunt by pressing any button. Taunting also has
the added advantage of copying you, as in "Oh no! They've
taunted! I'd better taunt too!" (works on human players only!).

NOTE: Taunting can also be done by pressing the weak kick and
strong punch buttons together.


DASHING
Press forward or backward twice quickly to dash forward or
backward. Very useful to evade an attack or suddenly appear
close to your opponent.


POWER ATTACK
By pressing the power attack button, your character will do a
move which does good damage and will always knock the opponent
over. They are somewhat slow to do but still very useful.

NOTE: Power attacks can also be done by pressing strong punch
and strong kick buttons together.


EVADE
Press the evade button to dodge an attack. To see what I mean
easily, press the evade button just as a projectile is coming
at you to avoid it. Very useful for avoiding many attacks,
especially projectiles.

NOTE: Evade can also be done by pressing the weak punch and
weak kick buttons together.


EVADE ATTACK
Whilst your character is in the evading animation, press
any button to do an extra attack.


POWER UP CHARGE
Hold down the power up charge button to make your character
charge up. This charges up power in your power bar, but
leaves you open to attack. You cannot charge the power bar if
it is already fully charged.

NOTE: Charging can also be done by pressing and holding the
strong punch, weak punch and weak kick buttons.


TEAM MATE ATTACK
If you are being attacked by an opponent in a certain way
(such as Chang doing his chain throw hold on you) you can get
a team mate (the team mate must NOT have been knocked out in
a previous fight though) to leap on screen and attack the
opponent with a weak attack, but it will at least stop them
from attacking you. The conditions for this to happen are:

*You must have a none-knocked out team mate on screen (duh).
*Your power bar must be less charged than the opponents.

Press the power up charge button to get a team mate to
attack.


SUPER JUMPS
These are odd. Press up up, left up left up, or right up right
up to jump, but you can also see a few after images of your
character. However, it does not appear that your character
jumps any higher than usual.


GUARD CANCEL
When the power bar is at maximum, you can break out of the
guard freeze to attack the opponent.


CROUCHING WALK
The following characters can move forward when crouching:
Terry, Andy, Joe, Mai, Kim and Billy.

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8) GAME PLAY

This is of course a 2D fighting game. The aim is to simply keep
knocking opponents out by using punches, kicks, throws, special
moves etc until there are no more opponents to beat.


THE SUPER DESPERATION MOVE SYSTEM
You have a power bar which you can charge up by holding down the
power up charge button. Also, every time the opponent attacks
you (even if you block) the power bar will go up. When it is
full, the bar will say "MAXIMUM" and flash red and yellow. This
will allow you to do a super desperation move. You cannot
charge the bar when it is at max. When the bar is charged,
your normal and special moves will do more damage than usual.
When you do charge the bar up fully, it will last for around
25 seconds, or when you do a super desperation move.


SUPER DESPERATION MOVES
You can only do your character's super desperation move (SDM)
when:

*The power bar is fully charged up.

*Your character's health bar is flashing red and yellow.

*Both.


If you do a SDM when the bar is fully charged up AND your
character's health bar is flashing red and yellow, and the
SDM hits the opponent, it will do more damage than usual.

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9) MOVES LIST

Here's what you are probably REALLY here for: the complete moves
list for each team. If you do not understand any of the move
commands, go to the control section for the legend.

Please note that all move commands are for when the character is
facing right. Reverse when facing left.


*****************************************************************
JAPAN'S GREATEST WARRIORS TEAM
*****************************************************************

KYO KUSANAGI
"This is what a real blast of Hades feels like!"


SPECIAL MOVES:

Dark thrust: QCF+P
A ground traveling projectile which will set the opponent on fire
if it hits them. However, the opponent can easily jump it due
to it traveling so low.


Fireball: DPM+P
This flying attack is basically a dragon punch is design. It also
sets the opponent on fire if it hits them. Use this when the
opponent jumps at you.


Spinning kicks: DPMB+K
A combo of flying kicks. This does good damage and is fairly fast,
although the opponent can simply duck to avoid it.


Crescent smash: HCB+K
This new move has Kyo running towards the opponent. If he grabs
them, he'll blast them with a flame. If the opponent blocks this
move, Kyo will be left very vulnerable to attacks.


Wave smash: QCF+K, K
This is a jump forward kick attack. If you want to do two kicks,
press either kick button twice. Not a very useful move due to
it being weak and slow to do, plus his other moves are much
better.


SUPER DESPERATION MOVE:

Serpent wave: QCB, HCF+SP (hold)
Hold down strong punch to continue to charge up the move, then
release. The longer you charge the move up, the more damage it
does. Kyo will hold a flame above him, and when you release
the button, he'll make a short dash forward, surrounded by
flame to damage the opponent with.




BENIMARU NIKAIDO
"Hey, all you fight groupies!"


SPECIAL MOVES:

Lightning fist: DPM+P
A short range blast of electricity. Use only at close range.


Sinku katategoma: HCB+K
Benimaru spins and if he hits the opponent with his legs
they will be sent flying across the screen. This is a very good
move due to it sending the opponent far way from you and also
how fast it is.


Iaido kick: QCF+Y
This is a quick knee to the opponent which is a good move due
to how fast it is, and is bound to annoy the opponent. It
also does good damage for how fast it is.


Triple resist kick: D, U+K (during Iaido kick)
If you hit the opponent with a Iaido kick, do this command
to add an extra combo doing 2 extra hits and more damage!


Super lightning kick: D, U+K
This is a flip kick which also electrocutes the opponent if
it hits them.


SUPER DESPERATION MOVE:

Heaven blast flash: QCF, QCF+SP
A super version of the lightning fist which does more hits
and is much larger. It covers more or a range, too.




GORO DAIMON
"Whoa!"


SPECIAL MOVES:

Minelayer: DPM+P
Possibly the most awesome move ever, Daimon smashes the ground
with his fists, knocking over the opponent if they are also
on the ground (anywhere on the screen!) and are not blocking.
If you do this move with the strong punch button, Daimon will
raise his arms, but not actually slam down, so confuse your
opponent as much as possible with this attack.


Super ukemi: QCB+K
An evasive forward roll you can use for cheap throw attempts.


Super Ohsotogari: F, QCF+SK (Close)
This is a throw technique which has to be done when close to
the opponent to allow Daimon to grab them.


Earth mover: QCB, F+SP (Close)
Another throw technique.


Cloud tosser: HCF+WP
Do this if the opponent is jumping. If Daimon manages to grab
the opponent, he will slam them.


Stump throw: HCF+SP
Another throw technique, Daimon grabs for the opponent at a
low level, and if he gets them, he will slam them.


SUPER DESPERATION MOVE:

Heaven to hell drop: HCB, HCF+SP (Close)
Lots of slams, then a super toss to finish the opponent off.
Looks good, but remember you have to be close for Daimon to
grab the opponent in the first place.










*****************************************************************
WOMEN'S TEAM
*****************************************************************
YURI SAKAZAKI
"Sorry, everyone, the prize money is mine."


SPECIAL MOVES:

Fireball: QCF+P
Yuri's fireball is quick and travels across the screen in the
air.


Saiha: QCB+P
This is a short shield which can stop some projectiles from
hitting Yuri, and at close range will hurt the opponent.


Air fireball: QCF+K
Yuri jumps up and throws a ball shaped projectile downwards
diagonally. This can be a useful move, but do not over use it
since the opponent can simply use a jump kick to knock Yuri
out of the move.


Hundred blows: QCB+P
Yuri will slide forward, and is she grabs the opponent, will
proceed to slap them around the face a few times, then hit
them again and knock the opponent away. Do this move at close
range, since it is very easy for the opponent to do a counter
move to Yuri as she slides if this move is done at long range.


Yuri super upper: DPM+P
This is a dashing uppercut. If the opponent jumps at you, do
this move, but make sure to do it with a weak punch and not
a strong punch.


Haoh-shoko-ken: F, HCF+P
A big, red projectile which takes a while for Yuri to do but
it's size and power is very good. Use at long range for the
best results.


SUPER DESPERATION MOVE:

Flying phoenix kick: D, B, HCB+WK+SP
Yuri dashes forward, and if she hits the opponent, she'll
stomp all over them. Yuri is very vunerable if the opponent
blocks this move, but the speed at which Yuri dashes is
fairly good.




MAI SHIRANUI
"A girl as pretty and tough as I am just has to win!"


SPECIAL MOVES:

Flying fan attack: QCF+P
Mai throws a chi powered fan at the opponent. This is
her "projectile" which moves fairly fast, although it is a
little weak.


Dragon flame dance: QCB+P
Mai spins around, and sends out a blast of fire. Use this
move at close range at the range of it is not that great.


Deadly ninja bees: HCF+K
Mai cartwheels and does a flying elbow attack. At long
range the opponent can easily avoid this move, so it's
better to try and do it at close range.


Flying squirrel dance: D (charge) U+P, P
Mai jumps up to the wall, then press punch again to send
Mai into a dive straight into the opponent. This is a
good mvoe as you can often fake it to confuse the
opponent.


Flying squirrel dance: QCB+P (Whilst jumping)
Mai will spin around into a dive, straight into the
opponent.


Flying dragon dance: DPM+K
This new move has Mai spinning in a flip, and sends out
a burst of fire. Use at close range, although it can
also be used when the opponent is jumping at you.


SUPER DESPERATION MOVE:

Super deadly ninja bees: F, DB, F+WK+SP
This is like the regular deadly ninja bees, only this time
Mai is on fire, and the move itself does more hits than
usual.




KING
"Just pack up and go home if you don't want to get hurt!"


SPECIAL MOVES:

Venom strike: QCF+K
This is a fast projectile attack which travels across the
air. King can do this move very quickly.


Tornado kick: HCB+K
A two hit combo kick which is fast and damaging, great
at close range when the opponent is about to do a move.


Trap shot: DPM+K
King does a cartwheel and a stroke of light appears after
it. If the opponent gets hit by this stroke of light,
King will then entrap the opponent and do a combo of
kicks on them.


Double strike: F, B F, DF, D+K
Two venom strikes in a row for more damage, but King takes
longer to do this move of course. It still isn't the
easiest move to avoid though.


Surprise rose: QCBX+K
King will jump forward like she is doing a normal jump,
but then strike down with a few kicks. A good move to
surprise the opponent with.


SUPER DESPERATION MOVE:

Illusion dance: B, HCB+WK+SK
King will roll backward, then suddenly dash forward. If
she hits the opponent, she'll do a big combo of kicks
then finish the opponent off with a tornado kick.










*****************************************************************
REVENGE TEAM
*****************************************************************

IORI YAGAMI
"Eat this losers, it's called skill."


SPECIAL MOVES:

Dark thrust: QCF+P
Like Kyo's dark thrust, this is a projectile attack which is
purple and travels across the ground.


Fireball: DPM+P
This flying attack is basically a dragon punch is design. Use this
when the opponent jumps at you.


Deadly flower: QCB+P (Up to three times)
A combo of up to three hits. Iori will dash forward for each
strike, so if you place the first hit, always try to do the next
two as well for more damage.


Dark crescent slice: HCB+K
Iori runs forward, and if he hits the opponent, he'll grab them,
slam them to the ground then blasts them with a wave of power.
If the opponent blocks the dash, this move is easy to counter.


SUPER DESPERATION MOVE:

Maiden masher: QCB, HCF+C
Iori dashes forward, and if he grabs the opponent, he'll do a big
combo on them, then grab the opponent and give them a blast of
energy to knock them away.




EIJI KISARAGI
"To all the enemies of Kyokugen Karate: beware! The end is near!"


SPECIAL MOVES:

Spirit blast: QCF+P
This is a short range blast of energy, so use it at close range
only.


Shadow slicer: HCF+P
An incredibly useful attack where Eiji makes a barrier in front of
him for a couple of seconds. This barrier can deflect all
projectiles back the way they came from. If an opponent touches
the barrier, they will be hurt.


Stallion kick: QCBX+K
Eiji jumps forward and kicks the opponent a good few times. An
opponent with an anti air move will easily be able to counter
this attack, but it's still fairly good.


Mist slash: QCB+P
Use this attack at close range. Eiji slashes like he is holding a
sword, and a rim of energy will appear to slice the opponent.


Bone cutter: HCB+K
A teleport move which makes Eiji suddenly dash forward a distance
with lots of after images behind him. Good for getting out of the
way of things.


Shadow attack: QCF+K
This new attack has Eiji dashing forward and slicing the opponent.
Due to it's speed it's a fairly good attack.


Steel wave slasher: QCF, HCB+P
This is a big energy projectile attack which is good due to it's
size, speed and power.


SUPER DESPERATION MOVE:

Mantis punch: HCF, F, DF, D+WK
Eiji dashes forward, and if he hits the opponent, he'll proceed to
do a massive combo on them, then finish them off with a mist slash.
The dash forward is the part of the attack the opponent can avoid
easily, but the speed of the dash makes it more difficult.




BILLY KANE:
"Terry, this pole's for you!"


SPECIAL MOVES:

Club twist: WP+SP together, rapidly
Billy spins his pole around him, and if the opponent gets to close
they will be hit by it. Use at close range, and it can also work
if the opponent jumps at you.


Sparrow drop: QCBX+P
Billy quickly stabs with his cane up into the air to hit opponents
which jump at him.


Club blow: HCF+P
This time Billy stabs with his cane directly in front of him to
hit far away opponents.


Super power club: HCF+K
Stabbing his cane into the ground, Billy leaps high into the air
and off the screen, then comes back down, cane spinning
beneath him, to land on the opponent and cause damage. This is
a fast move and hard to counter.


SUPER DESPERATION MOVE:

Flaming hurricane: QCF, HCB+WP+SP
Like the club twist special attack, only that Billy's cane is on
fire! If the opponent gets to close they will be burnt and
take damage. After a few spins, Billy will let the flame fly
of the cane, and send it as a projectile at the opponent! The
projectile does not have that great of a range though.










*****************************************************************
FATAL FURY TEAM
*****************************************************************

TERRY BOGARD
"King Of Fighters? Well sign me up and call me a winner!"


SPECIAL MOVES:


Power wave: QCF+P
This projectile travels across the ground and is a yellow wave of
energy.


Crack shot: QCBX+K
A very useful overhead kick attack. The SK variant travels a good
distance.


Burning knuckle: QCB+P
Terry puts energy into one of his fists and then charges at the
opponent. This move can leave Terry very open if the opponent
blocks it, but if they don't it will knock them over.


Rising tackle: D (Charge) U+P
A great anti air move where Terry kicks upwards with his legs,
spinning around.


Power dunk: DPM+K
A great move to do at close range. Terry will "catch" the
opponent with one hit, raising them into the air, then slam
them back down to earth with a second hit.


SUPER DESPERATION MOVE:

Power Geyser: QCB, HCF+WK+SP
A tall blast of yellow energy in front of Terry. Use when the
opponent is jumping at you or is close to you.




ANDY BOGARD
"What, again? Well this time I walk away victorious!"


SPECIAL MOVES:

Fireball: QCB+P
Andy's large standard projectile attack is a blue ball of
power.


Shoryudan: DPM+P
This is Andy's take on the classic dragon punch. Great for
using on opponents who are jumping at you, and can
catch opponents near you, too.


Sonic split: DB, UF+K
This is a flying kick attack which Andy does in an arc
like motion, and can be used to avoid projectiles and land
a hit on the opponent as they recover from throwing their
projectile, among other things.


Zan ei ken: DB, F+P
This move isn't as good as it was in Fatal Fury 2, because
it doesn't knock the opponent down. Andy will dash forward
and hit the opponent with an elbow attack.


Dam breaker punch: QCB+K (Up to three times)
A new move which can be a combo of hits. If the first hit
connects with the opponent and they do not block it,
do the next 2 hits.


SUPER DESPERATION MOVE:

Super sonic swirl: D (Charge) DF, F+WK+SK
A more powerful version of the sonic split, with Andy on
fire as he does the move this time.




JOE HIGASHI
"Yo-shaaa! The fighting genius Joe Higashi is about to twirl
like a typhoon!"


SPECIAL MOVES:

Hurricane upper: HCF+P
A tall hurricane projectile which moves fast, and Joe also
does this move fairly quickly.


Slash kick: DB, UF+K
Joe does a flying kick at the opponent. If they block it
they can quickly counter, but if they don't the attack
will knock them over.


Tiger kick: QCFX+K
A great anti air move where Joe does a flying knee attack
upwards.


TNT punch: WP+SP together, rapidly
A combo of punches. Use at close range, otherwise Joe will
miss and be a sitting duck for the opponent to attack.


TNT punch finisher: QCF+P (during TNT punch)
A knock down blow to the TNT punch attack.


Golden heel hurter: QCB+K
This new kick attack is quite good, and is kind of similar
to Terry's crack shot move. The SK variant of it has a
very good range.


SUPER DESPERATION MOVE:

Screw upper: F, HCF+ WK+SP
A golden super hurricane upper which does not travel very
far forward, but is very large. Great to do when the
opponent is near you or jumps at you.










*****************************************************************
ART OF FIGHTING TEAM
*****************************************************************

RYO SAKAZAKI
"I will be victorious! They don't call me the Invincible dragon
for nothing!"


SPECIAL MOVES:

Fireball: QCF+P
Ryo's fireball is quick and travels across the screen in the
air.


Air fireball: QCF+P (in the air)
Ryo throws a fireball diagonally downwards. If the opponent
jump forwards/backwards the same time as you jump backwards/
forwards, do this move.


Deep uppercut: DPM+P
Ryo's "dragon punch" attack Use when the opponent jump at
you to hit them out of the air.


Zanretsuken: HCB+P
Toned down from the last game, Ryo will do lots of quick
punches. If the opponent gets too close, they will be
punched a lot then Ryo will finish them off with a uppercut.


Lightning legs knockout kick: DB (Charge) F+K
Ryo does a flying karate kick at the opponent, and (SK
version only) another kick. If the opponent blocks this it
is very easy to counter attack Ryo, but it's a very fast
special move.


Punch combo: HCF+SP (Close)
A new attack where Ryo does a combo of four attacks
on the opponent. Whenever this move hits the opponent, do
a deep uppercut after to get another hit and cause more
damage!


Hoah-shoko-ken: F, HCF+P
A large, orange projectile which takes a while for Ryo to do
but it's size and power is very good. Use at long range for
the best results.


SUPER DESPERATION MOVE:

Ryuko Ranbu: QCF, HCB+SP (can also be done in the air)
Ryo dashes forward, and if the opponent does not block Ryo
will do a massive combo of punches and kicks, then finish
the opponent off with a deep uppercut.




ROBERT GARICA
"The King of Kyokugen Karate is about co clean up."


SPECIAL MOVES

Fireball:
Robert's fireball is quick and travels across the screen in
the air.


Deep uppercut: DPM+P
Robert's "dragon punch" attack Use when the opponent jump at
you to hit them out of the air.


Great spirit kick: HCB+K
Toned down from the last game, Robert will do lots of quick
kicks. If the opponent gets too close, they will be
kicked a lot then Ryo will finish them off with a roundhouse
kick.


Lightning legs knockout kick: DB (Charge) F+K
Robert does a flying karate kick at the opponent, and (SK
version only) another kick. If the opponent blocks this it
is very easy to counter attack Robert, but it's a very fast
special move.


Homing dragon kick: QCB+K (In the air)
This is a great downward kick attack. If the opponent
jump forwards/backwards the same time as you jump backwards/
forwards, do this move.


Kick combo: HCF+K (Close)
A new attack where Robert does a combo of four kicks
on the opponent. Whenever this move hits the opponent, do
a deep uppercut after to get another hit and cause more
damage!


Haoh-shoko-ken: F, HCF+P
A large, orange projectile which takes a while for Robert to
do but it's size and power is very good. Use at long range
for the best results.


SUPER DESPERATION MOVE:

Ryuko Ranbu: QCF, HCB+SP
Robert dashes forward, and if the opponent does not block
Robert will do a massive combo of punches and kicks, then
finish the opponent off with a deep uppercut.




TAKUMA SAKAZAKI
"My Kyokugen skills are unbeatable. Meet your new master!"


SPECIAL MOVES:

Fireball: QCF+P
Takuma's fireball is quick and travels across the screen in
the air.


Lightning legs knockout kick: DB (Charge) F+K
Takuma does a flying karate kick at the opponent, and (SK
version only) another kick. If the opponent blocks this it
is very easy to counter attack Takuma, but it's a very fast
special move. If you do the SK version and it hits the
opponent, do a Zanretsuken to start hitting the opponent
again to do more damage!



Zanretsuken: HCB+P
Toned down from the last game, Takuma will do lots of quick
punches. If the opponent gets too close, they will be
punched a lot then Takuma will finish them off with a uppercut.


Shorankyaku: HCB+SK
Takuma grabs the opponent, then starts to knee them a lot in
the chest. Takuma will dash forward when he does this move,
which the opponent can easily hit him out of, so try doing
the move at close range more often than doing it far away.


Haoh-shoko-ken: F, HCF+P
A large, orange projectile which takes a while for Takuma to
do but it's size and power is very good. Use at long range
for the best results.


SUPER DESPERATION MOVE:

Ryuko Ranbu: QCF, B, F+WP+SP
Takuma dashes forward, and if the opponent does not block
Takuma will do a massive combo of punches and kicks, then
finish the opponent off with a Hoah-shoko-ken.










*****************************************************************
PSYCHO SOLDIER TEAM
*****************************************************************

ATHENA ASAMIYA
"No one's going to take my place as superstar of the fighting
right!"


SPECIAL MOVES:

Psycho ball attack: QCB+P
Athena's projectile move is a big red ball which travels across
the screen.


Psycho reflector: HCF+K
This is a very useful move. Athena will summon a barrier in
front of her for a couple of seconds. If the opponent touches
the barrier, they will be hurt. It also reflects most projectiles
back the way they came from!


Phoenix arrow: QCB+P (in air)
Athena spins diagonally downwards to hit the opponent a good few
times. If you do the SK version of this move, Athena will also
do a kick which knocks the opponent over.


Psycho sword: DPM+P
Putting psychic energy into one of her arms, Anthe does a jumping
uppercut (think of this move as a dragon punch). Use when the
opponent jumps at you to knock them out of the air.


SUPER DESPERATION MOVE:

Shining crystal charge: F, HCBX+WK+SP
Athena will start to charge up energy, and if the opponent gets to
close they will get hurt. Then...


Crystal shoot: QCB+P (hold) (during shining crystal charge)
Athena throws the power crystal she has been charging up straight
at the opponent. This is a small projectile attack. By holding
down the punch button, you can make Athena charge the projectile
up.




CHIN GENZAI
"I'm comin' home a winner, honey!"


SPECIAL MOVES:

Gourd attack: QCB+P
This is kind of like Billy's club blow attack, and Chin will
throw his gourd forward at the opponent. It has fairly good
range.


Rolling punch: HCF+K
Rolling forward, Chin will strike out with a punch which will
knock the opponent over. This is probably his best move due to
how fast it is.


Burning sake belch: DPM+P
Do this with a WP and Chin will leap and roll forward to hit
the opponent with multiple hits. Do this with a SP and Chin
will spin around a few times, hitting the opponent, then do
a leaping roll to do more hits.


SUPER DESPERATION MOVE:

Thunder blast: QCF, QCF+SP
Chin will blow lots of fire out of his mouth. This has a
weedy range so try to do it when the opponent is close to
you. This attack also aims up in the air, and so can be
used on opponents who jump at you.




SIE KENSOU
"Athena, just sit back and watch my stuff!"


SPECIAL MOVES:

Psycho ball attack: QCB+P
Kensou's projectile move is a big blue ball which travels across
the screen.


Dragon uppercut: DPMB+K
A rising kick strike move which is great to do on opponents who
are jumping at you.


Dragon's fang: HCF+P
Kensou will dash forward with an elbow attack. If the elbow hits
the opponent, Kensou will then do another 2 attacks, with the
final attack knocking the opponent down.


Dragon talon tear: QCB+P (In air)
Kensou will charge downwards with lots of physic energy in one of
his fists to strike the opponent with. This move can do multiple
hits.


SUPER DESPERATION MOVE:

Dragon god drubbing: QCF, B, F+SK
This is a combo of kicks at first, then Kensou will also do a
more powerful version of the dragon uppercut attack.










*****************************************************************
IKARI WARRIORS TEAM
*****************************************************************

HEIDERN
"If you want to walk away alive, you'll have to win!"


SPECIAL MOVES:

Moon slasher: D (Charge) U+P
A very useful move. Heidern will slash with one of his arms,
creating a blue wave of energy that damages the opponent if they
get hit by it. Use at close range.


Cross cutter: B (Charge) F+P
A projectile of blue energy which travels towards the opponent
across the screen.


Neck roller: D (charge) U+K
Good lord this is an effective move. Heidern will jump forward,
high in the air, and at the opponent. If he grabs them, he'll
grab them by their neck and spin around causing damage. This
is a very useful move to do as the opponent throws a
projectile, since Heidern will leap well over it and will grab
the opponent as they are recovering.


Storm force: HCB+SP (Close)
Heidern will grab the opponent, then start sucking energy out
of them...which adds to Heidern's health bar! Obviously this
is a good move to do.


SUPER DESPERATION MOVE:

Final bringer: B (charge) D, U+WK+SP
A super version of the storm force, which does much more damage
and adds more health to Heidern. However, when you do the move,
Heidern will leap high into the air just like he is doing his
neck roller move. Remember that.




RALF
"To live, to die...the face of a mercenary is simple."


SPECIAL MOVES:

Vulcan punch: WP and SP together, rapidly
Some very quick punches with explosions. Use at close range or
when the opponent jumps at you. You can also move Ralf when he
does this move by pressing down the forwards direction.


Gatling attack: B (charge) F+P
A combo of 2 punching attacks, then one uppercut move to knock
down the opponent. Use at close range, as the opponent can
easily avoid this move otherwise.


Super Argentine back breaker: BCF+SK (Close)
Grabbing the opponent, Ralf will throw them up high into the
air, then as they land, smash their back. He'll then throw
the opponent to the floor to cause more damage.


Blitzkrieg punch: D (Charge) U+P
This new attack has Ralf jumping up into the air, then diving
downwards into the opponent to knock them over. A fairly good
move.


SUPER DESPERATION MOVE:

Super vulcan punch: DB (Charge) F, B+SP
This combines both the vulcan punch and gatling attack moves.
Ralf will charge forward with 2 punches, then do a longer
version of the vulcan punch, then hit the opponent away with
an uppercut.




CLARK
"If you're that conceited, I guess I'll have to rough you up."


SPECIAL MOVES:

Vulcan punch: WP and SP together, rapidly
Some very quick punches. You cannot move Clark when he does
this move, but unlike Ralf's version, Clark's Vulcan punch
will do multiple hits.


Gatling attack: B (charge) F+P
A combo of 2 punching attacks, then one uppercut move to knock
down the opponent. Use at close range, as the opponent can
easily avoid this move otherwise.


Super Argentine back breaker: BCF+SK (Close)
Grabbing the opponent, Clark will throw them up high into the
air, then as they land, smash their back. He'll then throw
the opponent to the floor to cause more damage.


Super Arabian back breaker: HCF+SP (Close)
Grabbing the opponent, Clark will slam them into one of his
knees.


SUPER DESPERATION MOVE:

Ultra Argentine back breaker: HCB, HCB+SP (Close)
Grabbing the opponent, Clark will proceed to do three
Super Argentine back breakers on the opponent, then do one
Super Arabian back breaker to finish the opponent off. He'll
also do a taunt after the final move.










*****************************************************************
KOREAN TEAM
*****************************************************************

KIM KAPWHAN
"Hey, everyone, follow me into battle!"


SPECIAL MOVES:

Crescent moon slash: QCB+K
A flipping splits kick. If the opponent blocks this, they will
take more damage then when they usually block a special move, it
seems to do more hits.


Flying slice: D (charge) U+K
Think "flash kick" because that's exactly what it is. Use when
the opponent jumps at you.


Flying kick: QCF+K (In air)
Kim will charge diagonally downward, kicking the opponent.


Comet cruncher: B (Charge) F+K
This is a new sliding kick attack. Kim will do a slide kick
across the ground, then do another kick to knock the opponent
down.


SUPER DESPERATION MOVE:

Phoenix Flattener: QCB, HCF+WK+SK (can also be done in the air)
Kim will dash across the screen. If the opponent doesn't block,
Kim will do a massive combo on the opponent, then finish them
off with a flying slice.




CHANG KOEHAN
"I'm really getting tired of that Kim goodie-two-shoes guy."


SPECIAL MOVES:

Spinning iron ball: WP and SP together, rapidly
Change spins his iron ball above his head for a few seconds. As
he does this move, you can move Chang around by holding down a
direction.


Breaking iron ball: B (Charge) F+P
Change will send his iron ball forward a bit to hit the opponent.
This move does a lot of damage so use it whenever you can.


Flying slice: D (Charge) U+K
Think "flash kick" because that's exactly what it is. Use when
the opponent jumps at you.


SUPER DESPERATION MOVE:

Wild ball attack: QCF, HCB+SP
Change will dash forward, and if the opponent doesn't block,
Chang will do a huge combo of punches and kicks, then hit the
opponent a few times with a spinning iron ball attack, then finish
the opponent off with a flying slice. This move is good but the
opponent can easily see it coming.




CHOI BOUNGE
"Give me a reak, Kim. Let me sharpen my nails first!"


SPECIAL MOVES:

Hisho kuretsuzan: D (Charge) U+K (Hold K)
Choi will leap up to the wall. If you keep the kick button held
down, he'll leap off the wall and dive at the opponents head,
cutting it up with his claws (if they don't block the move, that
is). If you do not hold down the kick button, Choi will drop from
the wall and not do the move.


Hurricane cutter: D (Charge) U+P
Spinning upwards in a little hurricane, Choi will slash the
opponent.


Kaiten Hienzan: B (charge) F+P
This is a very slow rolling move that does multiple hits. Choi
will travel across the ground when you do this move. It's very
slow but will certainly annoy the opponent if they get hit by
it.


Flying kick: QCF+K (in air)
Choi will charge diagonally downward, kicking the opponent.


Flying monkey slice: B (Charge) F+K
A psycho crusher style attack, Choi will spin forward into the
opponent. If this move hits the opponent, it will always knock
them over.


SUPER DESPERATION MOVE:

Tornado ripper: B (Charge) D, U+WK+SP
Surrounded by a tornado, if the opponent tries to touch Choi
they will be caught and thrown up into the air. You can also
move Choi around as he does this move by holding down one of
the directions.

-----------------------------------------------------------------





-----------------------------------------------------------------

10) HIDDEN CHARACTERS MOVES LIST

The following two characters have to be unlocked. See the cheats
section for more details on how to go around unlocking them.


SAISYU KUSANAGI
"That's all you have? Get a life pal. Now shove off!"


SPECIAL MOVES:

Dark thrust: QCF+P
A ground traveling projectile which will set the opponent on fire
if it hits them. However, the opponent can easily jump it due
to it traveling so low.


Fireball: DPM+P
This flying attack is basically a dragon punch is design. It also
sets the opponent on fire if it hits them. Use this when the
opponent jumps at you.


Wave smash: HCB+P
Making a short dash forward, Saisyu will do a punching attack
with one of his fists on fire.


SUPER DESPERATION MOVE:

Serpent wave: QCB, HCF+SP (hold)
Hold down strong punch to continue to charge up the move, then
release. The longer you charge the move up, the more damage it
does. Saisyu will hold a flame above him, and when you release
the button, he'll make a short dash forward, surrounded by
flame to damage the opponent with.




OMEGA RUGAL
"I'm more than a god! I'm a superstar! Hah, hah!"


SPECIAL MOVES:

Repuken: QCF+P
A ground traveling projectile which is a blue wave of energy.


Genocide cutter: QCBX+K
An excellent anti air super kick attack. Use when the
opponent jumps at you, or at close range.


Kaiser wave: F, HCF+P
A large blue wave of power which takes up a good portion of
the screen.


Dark Crystal Reflector: QCF+K
This is a very useful move. Rugal will summon a barrier in
front of him for a couple of seconds. If the opponent touches
the barrier, they will be hurt. It also reflects most
projectiles back the way they came from!


God press: HCB+P
Rugal will slide forward, and if the opponent does not block,
he'll grab the opponent and slam them into the wall.



SUPER DESPERATION MOVE:

Demon press: HCB, F, DF, D+WK+SP
A super version of the god press.

-----------------------------------------------------------------





-----------------------------------------------------------------

11) CHEAT CODES AND SECRETS

Unlock Saisyu Kusanagi and Omega Rugal:
To get these extra characters, complete the game with any team
or team combination. These extra characters will be save to
the memory.


Alternative way of unlocking Saisyu Kusanagi and Omega Rugal:
At the character select screen, when the "TEAM EDIT" option
appears, do this code: Up + Y, Right + A, Left + X, Down + B.


Blood code:
Wait for the demo to start. When the high scores appear and
the demo window gets smaller, put in the following code:

X + B on player 1's controller

Y + A on player 2's controller

This code does NOT save to the memory though, so every time
you turn start the game up you'll have to enter the code
again.


Best ending:
Complete the game without using a continue. You'll get to see
a picture of all the characters after the credits.


Ryo's double fireball:
Throw a normal fireball with Ryo, using the weak punch button.
As he recovers from throwing that, do this motion:

HCF+SP

To throw another fireball whilst the first is still on screen!


Omega Rugal's double projectile:
Throw a normal repuken with Omega Rugal, using the weak punch
button. As he recovers from throwing that, do this motion:

F, HCF+SP

To throw a Kaiser wave whilst the repuken is still on screen!


Rip clothes:

Finish Yuri or King off in the winning round with a special or
SDM move and their clothes will rip.


Edit controls:

Pause the game, then press A or C to bring up the control menu.


Extra music and sound effects
Put the game disc is a CD player, and you'll be able to
listen to sound effects and music you cannot usually listen to
in the in-game sound test options, such as Athena's song.
 
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