The King of Fighters XI, faq moves list part II

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view post Posted on 27/12/2008, 12:57




#. Clark has no far standing A animation. His standing A isn't cancelable,
but the Super/Ultra Argentine Backbreaker will combo from it. You can now
combo into the Super/Ultra Argentine Backbreaker from Clark's crouching
A/B/C attacks.
#. Clark is immune to low attacks during his close standing D.
1. STOMPING: Cancelable command attack. Only chains from the 1st hit of
his close standing C. The Mount Tackle combos from this. This hits low
when used standalone, but can be blocked standing if canceled into.
2. MOUNT TACKLE: Move can hit low jumping opponents. Does no damage, but can
be followed with the Clark Lift, Reverse D.D.T or Rolling Cradle. This
cannot hit rolling opponents but cannot be reversed. Move is now SCable,
and is SCed when Clark reaches opponent, before he pins them (making this
useful as a means of connecting the Ultra Argentine Backbreaker from a
distance).
3. CLARK LIFT/REVERSE D.D.T/ROLLING CRADLE: Followups for the Mount Tackle.
You can use the Flashing Elbow after the D.D.T. Opponent can escape from
the followups by pressing the same button used for the followup once (any
further inputs won't be recognized, so if opponent guessed wrongly, button
mashing won't allow them to escape). At later stages, the CPU cheats by
reading your input, and will escape pretty often.
4. NAPALM STRETCH: Anti-air throw, does not hit standing opponents at all.
5. FRANKENSTEINER: Short ranged unblockable throw. Is now immune to low and
mid-level attacks, and launches faster as well.
6. SHINING WIZARD: Only hits crouching opponents; This move can combo from
light attacks and the 1st hit of his close standing C if you hit a
crouching opponent. Note that opponent will not go into blocking animation
when this is executed, and Clark will simply stop in front of a standing
opponent, leaving him wide open to attacks (although the move does recover
pretty quickly).
7. FLASHING ELBOW: Followup for the moves indicated with a (*). This doesn't
seem to miss in corners anymore.
8. RUNNING THREE: Clark is invincible for a very brief moment during the
startup flash.
9. SPECIAL GATLING ATTACK: Clark does a 7-hit version of his KOF'99 Gatling
Attack, except this doesn't juggle. This has the same startup animation
as the Ultra Argentine Backbreaker (useful for mind games). Move is DCable.

-------------------------------------------------------------------------------
WHIP [Ikari Warriors Team]
-------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+D (near) Zed [U],NR

COMMAND ATTACKS
hold f+A (tap A 3x) Whip Shot [M],S,KD,#

SPECIAL MOVES
hcf+P Boomerang Shot "CODE: SC" [M],NR,SC(1st),#
qcb+P during jump Hook Shot "CODE: TEMPEST" [M],KD,#
hcb+A (can hold) Strings Shot Type A "CODE: SUPERIOR" [O],NR,SC(1st)
hcb+B (can hold) Strings Shot Type B "CODE: POWER" [M],#,SC(1st)
hcb+C (can hold) Strings Shot Type C "CODE: VICTORY" [L],NR,SC(1st)
> b/f while holding Move forward/backward [-]
> D when holding Strings Shot Type D "CODE: RAIN" [-],#
rdp+P (tap P 7x) Desert Eagle [L],P,KD,OTG,#

[DM]
qcb,hcf+P Sonic Slaughter "CODE: DP" [M],DC,#
qcf,qcf+P Red Whip Genocide [M],DC,#
[LDM]
qcb,hcf+E Sonic Slaughter "CODE: KW" [M],#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/s
Standing far [M]/-/c [M]/-/c [M]/s [M]/c
Crouching [M]/-/- [L]/-/c [M]/c [L]/s
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Whip's crouching A cannot hit up close but can hit a floored opponent,
such as after her throw or sweep.
#. Whip's close D is not cancelable once she begins retracting her leg.
#. Whip's crouching D has shorter range, but launches much faster now.
#. Whip's far C is now cancelable on the 2nd hit, and the Strings Shot Type C
can combo from it.
1. WHIP SHOT: Tap A once per hit. Any hit is cancelable, but the 3th knocks
down. This is slower than in 2k3, and Whip only lashes 3 times now. The
2nd hit combos into the Strings Shot, while the 3rd combos into the
Boomerang Shot or Red Whip Genocide.
2. BOOMERANG SHOT: The 2nd hit is a no-recovery attack. The move's priority
is reduced from 2k3, but it launches very quickly. 1st hit is SCable, but
the Sonic Slaughter tends to miss.
3. HOOK SHOT: Like 2k3, travels in a higher arc, so may miss when too near
or too far from opponent, more so against the shorter characters. This
tends to put Whip behind opponent unless they were far away.
3. STRINGS SHOT: A is an overhead, while C hits low (both are no-recovery
attacks). B does no damage, but pulls opponent closer to Whip and stuns
them for a moment. All versions are SCable on the 1st hit. While being
delayed, you can move Whip around and/or cancel the move by pressing D.
Whip walks much faster now while delaying this move.
4. DESERT EAGLE: Low hitting fixed-range projectile. Can hit a floored
opponent again, and launches much faster now. Whip must reload after every
7 shots. Each shot does far more damage now, more so on a Counter Hit.
5. SONIC SLAUGHTER DP: Whip stops at the first hit if move misses. Has no
invincibility, unlike the LDM version. Move is DCable.
6. RED WHIP GENOCIDE: New DM, Whip dashes forward with a series of whiplashes
. Move is DCable and combos from hard attacks. This is fairly safe if
blocked.
7. SONIC SLAUGHTER KW: Whip is invincible during the startup flash. The move
now stops at the first hit if it misses or is blocked.

-------------------------------------------------------------------------------
ATHENA ASAMIYA [Psycho Soldier Team]
-------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Psychic Throw [U]
AIR THROW
anywhere but u+C/D Psychic Shoot [U],T,NR

COMMAND ATTACKS
f+B Renkantai [M],S,J(2nd),#
d+B in air Phoenix Bomb [O],KD,S,#

SPECIAL MOVES
qcb+P Psycho Ball [M],P,#
qcb+B Psycho Reflector [M],KD,P,#
hcf+P (near) Super Psychic Throw [U],T,J,#
qcb+K in air Phoenix Arrow [M],KD(D),SC,#
qcf+K (air) Psychic Teleport [-],SC,#
dp+P (air) Psycho Sword [M],KD,#

[DM]
qcf,qcf+K in air Phoenix Fang Arrow [M],DC,#
hcb,hcb+P (air) Shining Crystal Bit [M,L],P,DC,#
a> qcb+P (can hold) Crystal Shoot [M],P,#
b> press ABCD Cancel [-]
[LDM]
qcf,qcf+E Super Phoenix Infinity [M,U],NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/- [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/-
Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/c [O]/- [O]/- [O]/-

#. Athena can triangle jump.
#. Athena has no far standing B animation.
#. Athena's jumping C is no longer cancelable. Her jumping A will combo with
any of her aerial specials except for the (D) Phoenix Arrow.
#. Athena's movement speed is slower now.
1. RENKANTAI: Cancelable command attack, can combo from light attacks. The
(C) Psycho Sword will not hit properly when this is used to follow a hard
attack. If only the 2nd kick connects, the move juggles opponent.
2. PHOENIX BOMB: Cancelable overhead attack that knocks down. Combos from her
jumping A.
3. PSYCHO BALL: Launches slightly slower than before.
4. PSYCHO REFLECTOR: Reflects normal projectiles only. Can followup in the
corner if it Counter Hits.
5. SUPER PSYCHIC THROW: Athena's command throw from KOF'98. Juggles opponent
upon hitting, but the move is slightly slower now.
6. PHOENIX ARROW: B does 3 hits, while D does 5, with the last hit being a
knockdown kick. Any hit before the last is SCable for both versions. For
the D version, Athena will turn around and perform the last kick if
opponent managed to get behind her during the move. D version now launches
and recovers faster, with the last hit being SCable as well.
7. PSYCHIC TELEPORT: Teleport move, has no invincibility, but has no recovery
time either, so Athena can attack immediately upon stopping. (D) goes
further than B. Can now be done in mid-air, and returns Athena to the
ground quickly. For the mid-air version, the button used determines her
diving angle, with B having a steeper angle. Athena dashes slightly slower
during the ground versions now. Move is SCable.
8. PSYCHO SWORD: A does 3 hits, C does 7. Knocks down and is SCable. The
move can be done in mid-air. Note that the C version may miss after the
1st hit in combos. Move has less priority than before, and may trade hits
with jumping attacks.
9. PHOENIX FANG ARROW: When done too high or low, the move may not combo
after the initial Phoenix Arrow. Move is DCable.
10. SHINING CRYSTAL BIT: Move can hit twice on a Counter Hit. The crystals
orbiting around Athena can hit low and negate normal/DM projectiles. It
can only negate low-level projectiles when the crystals orbit low. You may
only (Dream) cancel the move if you didn't use the Crystal Shoot. Both
ground and air versions are DCable. The move's priority is somewhat lower
now, and Athena can even be hit out of it at startup. On the other hand,
the move can still hit if you used the Cancel, and it's possible to
perform this (and hit) twice in a row after the Super Psychic Throw in
the corner.
11. SUPER PHOENIX INFINITY: Athena jumps straight up with her body covered
with pink energy shaped like wings, then dives diagonally downward with
the image of a phoenix surrounding her. The diving attack is unblockable.
The ascending attack has longer range than it looks and can hit from
outside Athena's sweep distance. Athena is invincible while rising.
#. Athena's designer must've 'Writhed In Pain' thinking up the aerial Psycho
Teleport and Super Phoenix Infinity. :P

-------------------------------------------------------------------------------
SIE KENSOU [Psycho Soldier Team]
-------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Tomoe Nage [U]

COMMAND ATTACKS
f+A Kobokushu [O],#
f+B Kousentai [M],S.#

SPECIAL MOVES
qcb+P Cho Kyudan [M],P,#
qcb+P in air Ryu Sogeki [M]
qcf+P Yasaki Tsugio Fu [M],KD,#
dp+P (near) Tatsu Renda [U],T,J,#
dp+K Senkyutai [M],A,J,#
hcf+B Ryu Renga: Chiryu [M],KD,#
hcf+D Ryu Renga: Tenryu [M],KD,#
rdp+K Ryu Gakusai [M],KD,SC,#

[DM]
qcf,hcb+B Shinryu Seioh Rekkyaku [#],DC
qcf,hcb+D Shinryu Tenbu Kyaku [#],DC
qcf,qcf+P (near) Senki Hakkei [U],T,DC,#
[LDM]
qcb,hcf+E Sumio Hanako Rai Tatsu [M],P,NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/c [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Kensou's jumping attacks are no longer cancelable into the Ryu Sogeki.
1. KOBOKUSHU: Overhead palm strike. Becomes cancelable when canceled into.
Has a new animation, and Kensou's specials combo easier from this compared
with the old version. The range for this move is shorter now, but it
combos off light attacks.
2. KOUSENTAI: Hopping kick, cancelable into the Ryu Sogeki. The Shinryu Tenbu
Kyaku can hit a mid-air opponent after this hits in the corner (say when
used after the Tatsu Renda). Kensou is off ground during the move, thus
immune to low attacks and throws.
3. CHO KYUDAN: Kensou crouches during this move, allowing him to duck under
some high attacks. A version has a short pause, but recovers faster. The
C version launches and travels very quickly, but is slower to recover.
4. RYU SOGEKI: C version has a short pause before Kensou dives down, but now
does 6 hits and goes further. This juggles if it hits a mid-air opponent,
and the C version allows you to combo after it hits an opponent on the
ground.
5. TSUGIO FU: Kensou does his qcb+P move from KOF'99; he leaps forward with
a knockdown punch. C goes further.
6. TATSU RENDA: New command throw; Kensou grabs opponent and performs a short
autocombo that juggles them.
7. SENKYUTAI: Move has autoguard and juggles upon hitting. This launches
slower now, but can combo from a hard attack canceled into the Kobukushu.
8. RYU RENGA: The Chiryu goes straight forward, while the Tenryu goes upward
diagonally. The Tenryu can avoid low attacks. Both versions knock down.
9. RYU GAKUSAI: Anti-air kick, combos from light attacks. Both versions are
SCable, but only the D version allows you to combo into the Seioh Rekkyaku
and Senki Hakkei.
10. SHINRYU SEIOH REKKYAKU: The 2nd and 3rd hits are overheads. Move can avoid
low attacks and launches faster than in 2k2.
11. SHINRYU TENBU KYAKU: The initial 3 hits are aimed diagonally upwards and
may miss a crouching opponent. Move can avoid low attacks and is faster
compared with 2k2.
12. SENKI HAKKEI: Move is now a proper throw, and opponent can no longer roll
away during the startup when used standalone. The range is shorter than in
2k2, and it now has a miss animation. Move is DCable.
13. RAI TATSU: Kensou throws a floor-level projectile. After the projectile
leaves the screen, a stream of energy shaped like a dragon returns to him.
If he manages to receive the energy stream without being interrupted,
Kensou's body will glow for about 10 seconds, during which his attack
damage is increased. Note that the move is a negateable DM projectile.
Unlike other mode activation DMs, the duration of the powerup is fixed.
When DCed into, Kensou will always power up so long as this hits.

-------------------------------------------------------------------------------
MOMOKO [Psycho Soldier Team]
-------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Iyan [U]

COMMAND ATTACKS
u,u or uf,uf Segunda Pulo [-],#
d+K in air Fumi Fumi Atakki [M],#
f+A Cabegada [M],KD,#
f+B Au Pachidou [O],#
df+B Rasteira [M],S,#
f+D Aumada Materu [M],#
df+D or D during dash Caveirinha [O],NR,#

MOMOKONBA LOOP MOVES (started with close/crouching C or Au Pachidou)
f+K Aumada Porarta [M],#
b+P Essui Doburarta [O],#
d+K Torukka E Piiao [L],#
u+K Bananeira Dois Golpes [M],#
f+P Heberusaon Sen Man [O],KD,#

MOMOKONBA LOOP FINISHERS
qcf+P Cabegada [M],KD,#
qcf+B Borya [M],#
qcf+D Caveirinha [O],#
qcb+K Autoshu Taru [#],T,NR,#

SPECIAL MOVES
dp+K Bananeira Dois Golpes [M],SC,#
qcf+K Borya [M],KD,#
qcb+K Phenickus Aru [M],KD,#
qcf+P (perform 3x) Pechi Atakki [M],KD,#

[DM]
qcf,qcf+P (near) Ohashi Samaninacchae [U],T,NR,DC,J,#
qcf,qcf+B Momoko no DoReMi Canto [M],#
a> A,C,E,B,A,C,E Do Re Mi Canto Shiki (1) [M]
b> A,C,E,B,A,C,D Do Re Mi Canto Shiki (2) [M]
c> A,C,E,B,D,C,E Do Re Mi Canto Shiki (3) [L,O]
d> A,C,E,D,A,B,D Do Re Mi Canto Shiki (4) [M,L]
e> A,C,E,D,A,C,E Do Re Mi Canto Shiki (5) [O,M]
f> A,C,E,C,D,B,D Do Re Mi Canto Shiki (6) [M]
g> A,C,D,D,D,D Do Re Mi Canto Shiki (7) [M]
[LDM]
qcf,qcf+E Esper~! [U],P,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Since Momoko is such a tiny character, she can crouch under most jumping
attacks. On the other hand, her small size also means most of her attacks
have pretty short range.
#. Momoko's standing E can avoid low attacks and hit opponent behind her.
#. Momoko can use her loop moves as many times as you want, although you
cannot use the same loop move twice in a row. You can interrupt any loop
move with another non-finisher loop move at any point of its animation,
but note that not all the loop moves combo into each other.
#. Momoko's loop moves do not do chipping damage.
1. SEGUNDO PULO: Double jump, usable from a vertical or forward jump if you
didn't make an attack during the initial jump.
2. FUMI FUMI ATAKI: Stomp move, can be repeated if it hits or blocked. If
this hits, you can stomp easily 3-4 times before Momoko ends up behind
opponent. You can also perform an aerial attack when Momoko is hopping off
after the stomp hits or is blocked. Momoko rebounds backwards for the B
version and forward for the D version.
3. CABEGADA: Momoko hops forward with a headbutt. This knocks down, and can
be done as a command attack or as a Loop finisher. Momoko's close standing
D can be used to followup after this move hits.
4. AU PACHIDOU: Overhead handstand Capoeira kick, similar to Bob Wilson's
Wild Wolf. This is a starter for her Loop moves.
5. RASTEIRA: A cancelable sweep kick. This doesn't hit low.
6. AUMADA MATEIRU: Momoko hops forward with a kick.
7. CAVEIRINHA: Momoko hops forward with an overhead drop that cannot be
recovered from. This can be done as a command attack or as a finisher for
her Loop moves.
8. AUMADA PORARTA: Momoko steps forward with a multiple hit spinning kick.
Launches and recovers very quickly.
9. ESSUI DOBURARTA: Momoko does a handstand then spins out with her legs
upwards (looks and works like Bob Wilson's Rolling Turtle). This is an
overhead.
10. TORUKKA E PIIAO: Momoko does a handstand, then spins out with her legs
at ground level (looks and works like Bob Wilson's Sidewinder). This hits
low.
11. BANANEIRA DOISE GOLPES: Momoko does a handstand, while kicking out in an
arc. Has very short range.
12. HEBERUSAON SEN MAN: Momoko flips forward, then does an overhead kick that
knocks down.
13. BORYA: Momoko hops forward with a 2-hit, knockdown kick. This can avoid
low attacks, but has short range.
14. AUTOSHU TARU: Momoko grabs opponent, climbs on them, then kicks off and
flips away. This is supposed to be an unblockable throw, but if her loop
move was blocked when you launched this, you'll get the miss animation
instead, so you can only connect this in combos.
15. PHENICKUS ARU: Momoko rolls across the ground doing multiple hits, and
does an extra kick for the D version. Momoko has a very low profile during
this move, and can avoid high/mid-level attacks.
16. PECHI ATTACKI: Momoko hops forward with a butt attack. This can be done
up to 3 times, with the last input knocking down.
17. OHASHI SAMANINACCHAE: Momoko grabs opponent and throws them high up. This
juggles opponent, though you can only followup with a jumping attack. Move
is DCable, and is the only reliable way to connect her LDM. Move combos
from light attacks.
18. MOMOKO NO DOREMI CANTO: A manual combo. The hits can be done if the move
is blocked, and the different variations result in different attacks
during the combo (opponent must block appropriately). The type (1) and (3)
versions do the most damage. Note that this move will end prematurely if
it hits a mid-air opponent.
19. ESPER~!: Momoko charges up, then fires a huge energy beam forward. This
is unblockable, but slow to launch. Hitting Momoko before she can launch
the beam will cause her to abort the move, and she still loses her stocks.
The beam cannot be negated, and can even hit Magaki when his projectiles
are on-screen.

-------------------------------------------------------------------------------
VANESSA [Agents Team]
-------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Dynamite Puncher [U]

COMMAND ATTACKS
f+A One-Two Puncher [M,O],S,NR,#
df+B Slide Punch [L],KD,#

SPECIAL MOVES
hcf+P (tap P) Machine Gun Puncher [M],CW,#
dp+P Forbidden Eagle [M],J(C),#
charge b,f+P Dash Puncher [M],J,#

qcf+K Puncher Vision (forward) [-],#
qcb+K Puncher Vision (backward) [-],#
a> f+A during Puncher Vision Puncher Upper [M],J,SC,#
b> f+C during Puncher Vision Puncher Straight [#],NR,#
c> b+P (can hold) Puncher Weaving [-],#

qcb+P (can hold) Puncher Weaving [-],#
a> f+P Dash Puncher [M],KD,#
b> b+P Parrying Puncher [M],A,KD,#
c> f+K Puncher Vision (forward) [-],#
d> b+K Puncher Vision (backward) [-],#

[DM]
qcf,qcf+P Champion Puncher [M],DC,#
qcb,hcf+P Crazy Puncher [M],DC,#
[LDM]
qcf,qcf+E MAX Puncher [-],#
qcf,qcf+CE (Dream Cancel only) Puncher Finish [#]

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/c [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Vanessa's Parrying Puncher is a followup only, and can no longer be
launched standalone.
1. ONE-TWO PUNCHER: The 1st hit is cancelable, while the 2nd is a no-recovery
overhead attack. Has a new animation, and launches much faster now. The
move is always an overhead, even when canceled into.
2. SLIDE PUNCH: Knockdown sliding attack, combos from light attacks. Vanessa
has a very low profile during this move and can go under some high/mid
level attacks.
3. MACHINE GUN PUNCHER: Each hit is performed slower now, and the move's
animation has changed a little. Move combos from light attacks. Tap P to
increase the number of hits (A-4/C-6) the move does. The last hit is a
Counter Wire or no-recovery knockdown.
4. FORBIDDEN EAGLE: C version launches slower, but juggles upon hitting and
is an anywhere juggle. Negates normal projectiles, but can be reversed.
5. DASH PUNCHER: Juggles opponent upon hitting. C goes further, but is a
little slower. When used from a Puncher Weaving, Vanessa performs this
standing still. The followup version is no longer SCable (not that you
have to SC anyway, as you can simply perform a Forward Puncher Vision
> Crazy Puncher after this hits). This launches and recovers significantly
faster now.
6. FORWARD/BACKWARD PUNCHER VISION: Vanessa is immune to high and mid-level
attacks for part of the dash. Both versions dash faster now. Vanessa will
dash forward first before attacking if the Puncher Upper/Straight was used
from the Backward Puncher Vision.
7. PUNCHER UPPER: Juggles upon hitting and is SCable. You can now cancel this
into the Puncher Vision.
8. PUNCHER STRAIGHT: Guard Crushes opponent if blocked, and can now be
canceled into the Puncher Vision.
9. PUNCHER WEAVING: Vanessa crouches for a moment, allowing her to dodge some
high/mid level attacks. This recovers much faster than before.
10. PARRYING PUNCHER: Move has autoguard before Vanessa punches. The move's
animation has changed slightly.
11. CHAMPION PUNCHER: Move is now blockable and is treated as a physical
attack, meaning it can be reversed. This can catch an opponent juggled
from the Forbidden Eagle or Dash Puncher.
12. CRAZY PUNCHER: Has a new animation. Vanessa is invincible during the
startup flash. This can now go under a jumping/mid-air opponent. Vanessa
dashes much faster than before.
13. MAX PUNCHER: Move does not hit; Vanessa goes into MAX mode for about 5
seconds normally, during which she can cancel her normally uncancelable
attacks, and allows her to cancel one special move into another. She can
also launch either DM without requiring additional stocks while the mode
is active, though doing so ends the mode. In the corner, she can juggle
opponent repeatedly by canceling the C Forbidden Eagle. Has almost no
launch and recovery time, so you can combo into and out of this move.
14. PUNCHER FINISH: Dream Cancel move only, and can only be used if either
DM hits. Has a different animation for each DM.

------------------------------------------------------------------------------
BLUE MARY [Agents Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Head Throw [U]

COMMAND ATTACKS
f+A Hammer Arch [0],SC,#
f+B Double Rolling [M,L],S(2nd),#

SPECIAL MOVES
qcf+P Spin Fall [O],#
> qcf+P M. Spider [#],T,NR
qcb+B M. Reverse Facelock [-],RV,NR,#
qcb+D M. Head Buster [-],RV,J,#
qcb+P Real Counter [-],#
> qcf+P (near) Backdrop Real [U],T,NR,#
dp+K Vertical Arrow [M],KD,#
> dp+K M. Snatcher [#],T,NR
charge b,f+K Straight Slicer [L],SC,#
> qcf+K Crab Clutch [#],T,NR

[DM]
qcf,hcb+P M. Splash Rose [M],DC,#
qcf,qcf+K M. Dynamite Swing [M],NR,#
[LDM]
hcb,hcb+E M. Typhoon [U],T,NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/c [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/sc
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Mary lost her Twister Rose LDM from 2k3.
1. HAMMER ARCH: SCable overhead punch. Becomes cancelable when canceled into.
Can no longer be done with b+A, so you can't use this to charge the
Straight Slicer anymore.
2. DOUBLE ROLLING: Both hits will connect when canceled into from hard
attacks again, unlike in 2k3. The 2nd kick hits low and is cancelable.
3. SPIN FALL: Both versions are now overheads, and can follow with the
M. Spider if it hits.
4. REVERSE FACELOCK: Reversal move, counters jumping or high level normal and
command attacks, or high/mid-level physical special moves/(L)DMs.
5. HEAD BUSTER: Reversal move, counters mid/low level normal/command attacks
or low specials/(L)DMs. This juggles a hit opponent.
6. REAL COUNTER: Mary taunts, during which she is immune to non-throw attacks
and can use the Backdrop Real against a nearby opponent. You can now
cancel the dodge animation at any stage into the Backdrop Real.
7. BACKDROP REAL: Now has a miss animation, but launches faster. You can
combo into this move by canceling the Real Counter into this immediately
after hitting opponent.
8. VERTICAL ARROW: Anti-air move, has improved speed and priority now. The
M. Snatcher can grab a mid-air opponent if they were nearby even if the
Vertical Arrow misses. This is no longer SCable, except (apparently) into
her LDM.
9. STRAIGHT SLICER: Low hitting kick, can follow with the Crab Clutch if it
hits. Both versions are now SCable. D goes further, but launches slower.
The Straight Slicer can now hit a jumping opponent if they are low to the
ground. The damage for this and the Crab Clutch is pretty low however.
If blocked, Mary now stops at a slight distance away from her opponent.
10. SPLASH ROSE: Like in KOF'97, you can followup with the Vertical Arrow >
M. Snatcher after it hits. Move is DCable before the 6th hit. This now has
significant recovery time if blocked.
11. DYNAMITE SWING: Launches very quickly. The D version goes higher and
further. The grab may miss even if the initial knee strike connects if
opponent was too high or too far away.
12. M. TYPHOON: Is her 2k3 DM turned into an LDM; Mary dashes forward with an
unblockable grab. This cannot hit an opponent in mid-air.

------------------------------------------------------------------------------
RAMON [Agents Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Arm Whip [U],NR

COMMAND ATTACKS
f+A Headbutt [O],NR,#
> d,d+P (standalone hit only) Hikiokoshi [#],OTG,SC
df+B Stealth Drop Kick [L],#

SPECIAL MOVES
hcf+P (near) Tiger Neck Chancery [U],T,NR
hcf+E (near) Rope Fury [U],T,KD,#
hcf+K Somersault [U],T,NR,#
> E Cancel [-]
qcb+P (can hold) Feint Step [M],CW,#

dp+K Rolling Sobat [O],NR,SC,#
> dp+K Flying Body Attack [#],OTG
> d,d+P Hikiokoshi [#],OTG,SC

qcb+K Tiger Lord [-],#
a> qcf+P at wall Force of Will [U],T,NR,#
b> qcf+K at wall Cross Chop [O],KD,#
c> qcb+P at wall Bird of Paradise [O],KD,#
d> qcb,hcf+E at wall Savage Fire Cat [DM] [U],NR,#
d> E during dash Feint Dash [-],#

[DM]
qcb,hcf+K El Diablo Amarillo Ramon [M],NR,DC,#
hcb,hcb+P (near) Tiger Spin [U],T,NR
[LDM]
hcb,hcb+E (near) Tiger Combination [U],T,NR,#
> qcb + E Flying Mayor [#],T,OTG
> qcf + E Arm Whip [#],T,OTG
> hcb + E Tiger Spin [#],T,OTG

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/-
Standing far [M]/r/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/s
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Ramon can triangle jump.
#. Ramon has a new far C animation.
#. Ramon is immune to low attacks during part of his standing E.
1. HEADBUTT: New command attack, Ramon does an overhead headbutt. Becomes
cancelable when canceled into. When used standalone, the move is a no
recovery knockdown, and allows you to follow with the Hikiokoshi.
2. STEALTH DROP KICK: Low hitting kick, no longer SCable when used on its
own. Becomes cancelable when canceled into.
3. ROPE FURY: New command throw, Ramon grabs his opponent and pushes them to
the wall where they rebound off and are open to further attacks. This has
the same grab animation as the Tiger Neck Chancery, but is slower.
4. SOMERSAULT: Ranged throw. Cannot hit a jumping opponent, and can no
longer be chained into. You can press E during the dash to cancel it.
5. FEINT STEP: Ramon dashes back and forth, and will continue to do so while
the button is held. He stops dashing during the C version when the button
is released. For the A version, he performs a drop kick that knocks down.
The drop kick is faster and now a no-recovery knockdown or Counter Wire.
6. ROLLING SOBAT: Ramon performs a no-recovery overhead kick, during which
he is immune to low attacks. The followups can only be performed if the
move hits. The Hikiokoshi has a new animation and is SCable.
7. TIGER LORD: Ramon dashes to the wall behind him, jumps to it and rebounds
off. If no followup was motioned, Ramon can perform an aerial normal as
he's rebounding (he no longer stumbles and falls). You can press E during
the dash to cancel the move (only possible before Ramon reaches the wall.
Opponent can disrupt this move in the open by dashing towards Ramon to
cause him to be unable to reach the wall.
8. FORCE OF WILL: Ramon leaps off the wall with an unblockable but reversible
grab that can hit mid-air opponents. This has a new hit animation. This
will not go full-screen distance, unlike the Cross Chop.
9. CROSS CHOP: Ramon leaps off the wall with an overhead cross body attack.
I'm not sure what's the advantage of using this, since the Force of Will
does about the same thing and is unblockable.
10. BIRD OF PARADISE: Ramon flips off the wall. This is an overhead attack.
I'm not sure if this can still OTG opponent.
11. SAVAGE FIRE CAT: Ramon leaps off the wall with an unblockable Cross Chop,
and if it hits, he performs an autocombo on them. Since this is now a
followup for the Tiger Lord, this can only be motioned during the wall
rebound. On the other hand, it also means Ramon will no longer lose a
stock bar if the Tiger Lord dash was interrupted.
12. EL DIABLO AMARILLO RAMON: Ramon is invincible for a very brief moment
during the startup flash. Move DCable.
13. TIGER COMBINATION: New LDM move. Has a series of followups that is only
usable if this hits.

------------------------------------------------------------------------------
MALIN [Anti-Kyokugenryu Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Malin Rocket [U]

COMMAND ATTACKS
f+B Beni Sasori [O],#

SPECIAL MOVES
qcf+P Suzume Bachi (Taikuu) * [M],SC,#
dp+P Suzume Bachi (Chijou) [M],J,#
direction+AC in air Suzume Bachi (Kuuchuu) * [M],SC,#
direction+AC during * moves Houkou Tenkan [M],#
qcb+P Onigumo [M],P,#
qcf+K Doku Sasori [M],KD,SC,#

[DM]
qcf,qcf+P in air Jo'ou Bachi [M],#
qcf,qcf+K Kagerou [M],DC,#
[LDM]
qcf,qcf+E Mizuchi * [O],OTG,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/-
Standing far [M]/r/c [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/s [O]/-

#. Malin can no longer triangle jump.
#. Malin's jumping D and crouching C are slower now. Her crouching D has been
slowed down slightly as well.
1. BENI SASORI: Malin hops forward and stabs downward with her tazers. This
is an overhead, and can avoid low attacks. Becomes cancelable when
canceled into.
2. SUZUME BACHI (TAIKUU): Malin glides forward with a stab. Move is SCable.
You can use the Houkou Tenkan twice to follow this move, unlike her other
Suzume Bachi moves.
3. SUZUME BACHI (CHIJOU) Malin jumps up with a stab. A goes straight up while
C goes diagonally forward. You can no longer follow this up with the
Houkou Tenkan.
4. SUZUME BACHI (KUUCHUU): Move is now SCable into the Jo'ou Bachi.
5. HOUKOU TENKAN: Can now only be done once after the Suzume Bachi Kuuchuu or
Mizuchi. Launches significantly slower than in 2k3, as she must now spin
first before performing the stab.
6. ONIGUMO: Malin throws out a yo-yo that stays on a fixed location. C is
fixed further away. Malin can move shortly after launching the yo-yo, and
hitting her will not cause it to disappear. She can only have one yo-yo
on-screen at a time now, and it doesn't last as long as in 2k3.
7. DOKU SASORI: Malin steps forward and stabs with her tazers. This knocks
down. Comes out much faster now, and will combo from a canceled Beni
Sasori. Move is SCable into the Kagerou. This has virtually no recovery
time if blocked.
8. JO'OU BACHI: Launches noticably slower now, but Malin is invincible during
the startup flash and if it hits, she remains invincible throughout the
hit animation.
9. KAGEROU: The kick will juggle opponent if Malin traded hits with opponent.
She will not perform the remaining animation if the move misses or is
blocked. This is DCable during the initial kick.
10. MIZUCHI: Malin smashes down with a huge mallet. This is an overhead and
launches VERY quickly. Move can hit a floored opponent if they didn't
recovery roll. The move does massive damage on a Counter Hit, but suffers
from heavy damage scaling when used in combos. If Malin traded hits with
with this, opponent will be juggled.

------------------------------------------------------------------------------
KASUMI TODOH [Anti-Kyokugenryu Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Maki Age [U]

COMMAND ATTACKS
f+A Hiji Ate [O],#

SPECIAL MOVES
qcf+P (air) Kasane Ate [M],P,KD,#
qcb+P (perform 4x) Senkou Nagashi [M],KD,#
> qcb K after 3rd input Ougi Mizo Takayori Mukuru [-],#
hcb,f+P (near) Tatsumaki Souda [U],T,J,SC,#
hcf+B Messhin Mutou [-],RV,KD,#
hcf+D Sasshou Inshuu [-],RV,KD,#
hcf+E Hanshin: Morote Gaeshi [-],RV,KD,#
hcb+K Tenchi Shuuten [#],T,#

[DM]
qcf,qcf+P Chou Kasane Ate [M],P,#
hcb,hcb+P (near) Shiranui [U],T,NR,DC,#
[LDM]
qcf,hcb+E Shingan Kazura Otoshi [-],RV,NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/s
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Kasumi's crouching D is slightly slower now.
1. HIJI ATE: Overhead elbow strike, unless canceled into, which makes it
cancelable on either hit.
2. KASANE ATE: Short ranged projectile that knocks down. Can be done in mid
air. The move does NOT negate normal projectiles, but can hit even if
Kasumi was struck.
3. SENKOU NAGASHI: Is now split into 4 inputs instead of 3. The last input
knocks down. The Takayori Mukuru can only be done after the 3rd input and
is a dodge/frontstep move (useful as a setup for the Shiranui). It has no
invincibility however.
4. TATSUMAKI SOUDA: Command throw that juggles opponent. Now has a miss
animation, and opponent can no longer escape by rolling during the startup
when used standalone. This is SCable.
5. MESSHIN MUTOU: Reversal, counters jumping, high and overhead normal and
command attacks. Also reverses high/mid-level physical specials/(L)LDMs.
6. SASSHOU INSHUU: Reverses mid-level normal/command attacks only.
7. MOROTE GAESHI: Reverses low-level normal/command attacks only.
8. TENCHI SHUUTEN: New anti-air throw move, Kasumi grabs an aerial opponent
and tosses them to the other side. This combos from her sweep or Kasane
Ate up close. The range is fairly short however.
9. CHOU KASANE ATE: Once launched, the waves cannot be negated even if Kasumi
was hit. The move will do less hits the further away opponent is from
Kasumi. Neither version goes full-screen now (A version has shorter range)
, and the C version has a short pause before the waves launch.
10. SHIRANUI: Unblockable command throw. You can DC this before Kasumi pushes
opponent away.
11. SHINGAN KAZURA OTOSHI: Reversal move, counters physical attacks at all
levels, including specials and (L)DMs. When DCed into, Kasumi performs the
trigger animation automatically.

------------------------------------------------------------------------------
EIJI KISARAGI [Anti-Kyokugenryu Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Kuuchuu Ippan Seoi [U]

SPECIAL MOVES
qcf+P Kikou Hau [M],P,CW,#
qcb+P Kasumi Kiri [M],P,SC,#
dp+P Ryuu Kagejin [M],P,KD,SC,#
qcf+K Kage Utsushi [-],#
hcb+K Kotsu Hazaki Kiri [M],NR,P,#
rdp+K Tenba Kyaku [M],KD/J,#

[DM]
qcf,hcb+P Kiritetsu Nami [M],P,#
hcf,df,d+K or qcf,hcb+K Kiritetsu Kamakiriken [M],DC,#
[LDM]
hcb,hcb+E (near) Yami Kari [U],T,NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/s [M]/-/s [M]/s [M]/s [M]/s
Standing far [M]/r/s [M]/-/- [M]/s [M]/-
Crouching [M]/r/s [L]/r/s [M]/s [L]/s
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Since Eiji has no command attacks, only the 's' notation will be used for
his cancelable moves.
#. Opponent can only attempt to escape from Eiji's throw the instant he grabs
them, and lose the opportunity to do so once he is off the ground, making
it far more difficult to escape from than the other characters' throws.
#. The Kikou Hau, Kasumi Kiri, Ryuu Kagejin, Kotsu Hazaki Kiri and Kiritetsu
Nami all have projectile properties and cannot be reversed, even though
the Kotsu Hazaki Kiri doesn't clash with or negate projectiles.
1. KIKOU HAU: Eiji does a palm attack with a burst of energy on it. This is a
no-recovery attack that sends opponent flying back upon hitting. This is
also a Counter Wire. I've never tried, but it seems you can combo the
Kiritetsu Nami from this even without a Counter Hit when near the corner.
2. KASUMI KIRI: Eiji does a quick energy slash downwards. This doesn't knock
down, but combos from light attacks, is SCable and can negate normal
projectiles.
3. RYUU KAGEJIN: Eiji creates a crescent-shape projectile in front of him
that reflects projectiles, including some DMs. This can combo from light
attacks and has virtually no recovery time if blocked. Move is SCable.
4. KAGE UTSUSHI: Eiji does a quick dash forward (doesn't have invincibility).
D goes further.
5. KOTSU HAZAKI KIRI: Eiji dashes forward with a no-recovery slash. This
combos from light attacks and launches and recovers very quickly.
6. TENBA KYAKU: Eiji hops forward with a multi-hit kick. D goes higher and
further, and can juggle a hit opponent, but will miss most opponents on the
ground unless they were far away or cornered. Move avoids low attacks.
7. KIRITETSU NAMI: Eiji throws a DM projectile, with the C version travelling
faster. The move launches VERY quickly.
8. KIRITETSU KAMAKIRIKEN: Autocombo DM. Launches very quickly and combos from
light attacks. Move is DCable, and Eiji is immune to low attacks during
the dash.
9. YAMI KARI: Eiji performs Zantetsu's (from Last Blade) SDM; he grabs
opponent, lifts them up and performs 3 double slashes before finishing
with a downward slash. This is an unblockable throw. Eiji is wielding a
pair of knives during this move (presumably Zantetsu's).

------------------------------------------------------------------------------
K' [K' Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Spike Ride [U],NR

COMMAND ATTACKS
f+A An Inch [M],SC,CW,#
f+B Sniper Side [M],S,#
df+D Knee Assault [O],S,KD,#

SPECIAL MOVES
qcf+P Iron Trigger [M],P,KD(A),#
a> f+B Second Shoot [M],P,#
b> f+D Second Shell [M],P,J,#
c> b+K Blackout [-],#
d> qcb+K Narrow Spike [L],J,#

dp+P Crow Bites [M],KD,SC,#
> f+K during (C) version Crow Bites Plus [M],NR
> qcb+K Minutes Spike (aerial) [#]

qcf+K Blackout [-],#
qcf+K in air Air Trigger [M],P,NR(B),#
qcb+K in air Minutes Spike (aerial) [M],KD,#
qcb+K Minutes Spike [M],KD,#
a> qcb+K Narrow Spike [L],J,#
b> qcf+K Air Trigger [M],P,NR,#

[DM]
qcf,qcf+P (can hold) Heat Drive [M],#
qcf,qcf+K Heaven's Drive [M],DC,NR,#
[LDM]
qcf,hcb+E Chain Drive [M],P,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/- [M]/c [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/s [O]/s [M]/-
Diagonal jump [O]/- [O]/- [O]/s [O]/s

#. K' has a new far D, standing E and basic throw animation.
1. AN INCH: No longer an overhead, but still SCable. Becomes cancelable when
canceled into. This is also a Counter Wire or a no-recovery knockdown.
2. SNIPER SIDE: New command attack, K' steps forward with a high kick that
is cancelable. This combos only from hard attacks, but stuns opponent long
enough that just about any ground special move will combo. Do note that
this move will miss against most crouching opponents, even in a combo.
3. KNEE ASSAULT: Overhead kick, cancelable into the aerial Minutes Spike or
Air Trigger. This combos from light attacks, always knocks down and is
cancelable even when used standalone. When used standalone, this move is
canceled AFTER it hits (when K' begins falling), like in 2k3.
4. IRON TRIGGER: A version is faster and will combo from light attacks again.
A version knocks down, while C pushes back. You can now follow this with
the Narrow Spike (the B version has shorter range but launches faster).
5, SECOND SHOOT: Now has longer recovery time.
6. SECOND SHELL: Move cannot be reversed, negates normal projectiles and
juggles upon hitting. The recovery time is longer now, and you regain
control of K' when opponent is slightly above his head level.
7. CROW BITES: C version is back to the pre-2k3 version, meaning K' no longer
stops in mid-air after the 3rd hit. Like in KOF'01, you can perform an
aerial Minutes Spike after the Crow Bites Plus hits (only the B version
can hit though). K' is immune to mid-level attacks during the start of the
(C) version. Both versions are SCable.
8. 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.
9. AIR TRIGGER: K' no longer floats in mid-air during this move (he continues
falling instead), and the B version is now a no-recovery attack. You can
combo into this from his hard jumping normals against opponent on the
ground.
10. 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. The aerial
version can juggle with itself in the corner (repeatedly), like in KOF'01.
11. NARROW SPIKE: Low hitting kick that juggles opponent. This is back to the
pre-2k3 version, meaning you can launch this directly by motioning qcb+K
twice to forgo the Minutes Spike animation. In the open, the A Crow Bites
or Heat Drive combos from this, while all his (L)DMs combo in the corner.
12. HEAT DRIVE: K' now teleports (like the KOF'99 SDM version) instead of
sliding forward, making this move MUCH faster than before. Either version
is chainable, but delaying the move no longer makes it unblockable. If
blocked, K' passes through his opponent again. This does LDM-level damage
on a Counter Hit and will now combo from light attacks. Also, the hit area
now covers K's entire body and not just his hands, so it can hit opponent
rolling or jumping behind him.
13. HEAVEN'S DRIVE: This move combos from light attacks. This only does 9 hits
now as opposed to 11 previously, but will no longer lose hits when chained
into. The double Crow Bites will stick on opponent, making this pretty
effective as an anti-air, though the last kick may miss. Move is DCable
before the 6th hit, but the Chain Drive may miss against a mid-air
opponent.
14. CHAIN DRIVE: Launches much faster than before (will combo from the 2nd hit
of his close C again), and the sunglasses are now treated as a DM
projectile (meaning they negate normal projectiles). If the glasses hit,
there is a short pause before K' begins the autocombo after teleporting
forward, so it's possible for the autocombo to miss high jumping or
juggled opponents. This combos from K's sweep. You can followup after it
hits with the aerial Minutes Spike, or even with another Chain Drive.

------------------------------------------------------------------------------
KULA DIAMOND [K' Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Ice Coffin [U],T

COMMAND ATTACKS
f+A An Inch [M],SC,CW,#
df+B Slider Shoot [L],KD
df+C Critical Ice [M],NR,#

SPECIAL MOVES
qcf+P Diamond Breath [M],P,KD(A),#
qcb+P Counter Shell [M],CW,#
dp+P Crow Bites [M],KD/NR,SC,#
qcb+K Ray Spin [M],#
a> f+B Stand [M],P,J,#
b> f+D Sit [L],J,#
qcf+K in air Diamond Shoot [M],P,KD,#

[DM]
qcf,qcf+P Diamond Edge [M],DC,P,#
qcf,qcf+E MAX Diamond Edge (2 stocks) [M],DC,P,#
[LDM]
hcb,hcb+E Freeze Execution [M],P,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s
Standing far [M]/r/c [M]/r/c [M]/c [M]/-
Crouching [M]/-/c [L]/r/c [M]/- [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/s
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. You can no longer increase the Ice Coffin's damage by mashing the buttons.
1. AN INCH: SCable no-recovery punch. Becomes cancelable when canceled into.
2. SLIDER SHOOT: Low-hitting slide kick that combos from light attacks.
3. CRITICAL ICE: Long-ranged no-recovery ice spike attack. This is not a
projectile despite its looks, and can be reversed.
4. DIAMOND BREATH: A launches quickly and knocks down (can juggle in the
corner). C version has a slight startup pause (as well as different
startup sound), but goes further and stuns opponent instead. Move negates
normal projectiles.
5. COUNTER SHELL: Is a no-recovery knockdown attack or a Counter Wire. Move
can also reflect projectiles (including some DMs); Kula will counter with
a very fast projectile of her own that negates normal projectiles and
knocks down.
6. CROW BITES: C version now does 3 hits and is a no-recovery attack. C
version is SCable on the 1st hit, and has massively improved priority.
7. RAY SPIN: Move can avoid low attacks. The D version knocks down and
goes higher/further.
8. STAND: Kula kicks out a slow projectile that knocks down. This juggles
in the corner, but doesn't combo from the Ray Spin unless used after the
(A) Diamond Breath.
9. SIT: Low hitting kick that juggles opponent.
10. DIAMOND SHOOT: New air projectile move; Kula kicks out a large snowflake
that knocks down. B travels diagonally downwards, while D goes forward.
11. DIAMOND EDGE: Negates projectiles, and cannot be negated once launched.
Does significantly more damage on a Counter Hit and is DCable. Note that
the move will not hit an opponent who is directly above the ice spike or
Kula.
12. MAX DIAMOND EDGE: This is her SDM version and costs 2 stock bars to use.
Kula launches 3 ice spikes. Move is DCable, though you can connect
the Freeze Execution after the 3rd ice spike without using a Dream Cancel.
13. FREEZE EXECUTION: Kula will no longer perform the full-screen attack if
Diana's charge is blocked or misses. Diana's charge cannot be negated,
even against non-negateable projectiles. Kula is fully invincible during
the 'freeze' animation. This is an anywhere juggle.

------------------------------------------------------------------------------
MAXIMA [K' Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Dynamite Drop [U]

COMMAND ATTACKS
f+A Mongolian [O],SC,#
df+C M9 Maxima Missile (Prototype) [M],S,#
db/d/df+A in air Flying Shoulder [M],NR,#

SPECIAL MOVES
qcb+P (hold to feint) M4 Vapor Cannon [M],CW,P,#
qcf+P SYSTEM 1-2: Maxima Scramble [M],#
> qcf+P Double Bomber [M],SC(2nd)
> qcf+P Bulldog Press [M],NR
dp+K M19 Blitz Cannon [#],T,NR
hcf+K (near) M11 Dangerous Arch [U],T,NR
hcb+K SYSTEM 3: Maxima Lift [U],T,NR,#
> b/f+K Centaur Press [M],#

[DM]
hcb,hcb+P (near) Maxima Revenger [U],T,NR,DC
qcf,qcf+K Bunker Buster [M,O],NR,A,DC,#
[LDM]
hcb,f+E MX-IIb Final Cannon [M],P,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/-/# [M]/- [M]/-
Crouching [M]/r/c [L]/-/c [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Maxima's far B is cancelable into the Final Cannon only.
#. Maxima's crouching B is cancelable like in KOF'99, while his crouching A
is repeatable again.
#. Maxima's standing C (near/far), crouching C and standing E all have
autoguard just before he punches. The autoguard only covers his arm, so
Maxima can still be hit by attacks above or below his arm level.
#. Maxima has a new jumping E animation.
1. MONGOLIAN: Overhead chop, SCable. Becomes cancelable when canceled into.
2. MAXIMA MISSILE: Diagonally upward punch that is cancelable. Juggles a
mid-air opponent in the corner. This no longer combos from light attacks.
3. FLYING SHOULDER: Maxima's old jumping CD shoulder tackle. This is now a
no-recovery knockdown.
4. VAPOR CANNON: The 'vapour' negates normal projectiles. The move is a
no-recovery knockdown attack or Counter Wire. You can now hold down the
button used to feint this move. Note that you must motion qcb+P and not
hcb+P for the move to launch.
5. MAXIMA SCRAMBLE: (A) version has slightly less range, and may not hit if
used from several repeated crouching A. The C version is slower, but goes
slightly further. The Double Bomber is SCable on the 2nd hit.
6. BLITZ CANNON: Anti-air throw, cannot hit opponent on the ground. D goes
higher and further. This launches faster now.
7. MAXIMA LIFT: Like in 2k3, will no longer miss when canceled into. Maxima
is immune to some low attacks during the dash.
8. CENTAUR PRESS: Is done BEFORE opponent lands from the Maxima Lift to catch
opponent as they are falling. This is now a mid-level attack, and can be
done even if the Maxima Lift misses. Note that neither the Maxima Lift nor
this will hit (and do damage) if you cancel into this before Maxima can
slam opponent after connecting the Maxima Lift.
8. BUNKER BUSTER: Maxima has autoguard before he rises, and while recovering,
but is vulnerable while rising and descending. The descending attack is
an overhead. B version now lands at the initial launch spot, while D lands
Maxima about 2/3 screen distance forward. The D version will hit far more
accurately now if the move catches a jumping or juggled opponent. Since
(B) version lands at the same spot, it will not get full hits against a
mid-air opponent in the open. Move is DCable during the landing recovery.
9. FINAL CANNON: Maxima now fires a beam of energy instead of a projectile
(meaning this can't be rolled past), and the move does far more damage
than in 2k3. Only the beam can hit however, so this move will miss if
opponent was standing right in front of Maxima. This can hit Magaki while
his Phantom Sphere is out, but will not negate them.

------------------------------------------------------------------------------
KYO KUSANAGI [Kyo and Iori Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) 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],S(1st),#

SPECIAL MOVES
qcb+P 108 Shiki: Yami Barai [M],P,#
dp+P 100 Shiki: Oniyaki [M],A,SC(C),#
qcf+K,K 75 Shiki Kai [M],NR/J,#
rdp+K R.E.D. Kick [M],NR

qcf+A 114 Shiki: Aragami [M],A,SC(C),#
1> hcb+K 412 Shiki: Hikigane [M],J,#
2> qcf+P 128 Shiki: Konokizu [M],KD
2a> P 127 Shiki: Yanosabi [O],NR,#
2b> K 125 Shiki: Nanase [M],KD
2c> hcb+K 412 Shiki: Hikigane [M],J,#
3> hcb+P 127 Shiki: Yanosabi [O],NR,#
3a> P Geshiki: Migiri Ugachi [L],NR,OTG
3b> B Geshiki: Goufu You [O]
3c> D 88 Shiki [L]

qcf+C 115 Shiki: Dokugami [M],#
> hcb+C 401 Shiki: Tsumi Yomi [M]
> f+C 402 Shiki: Batsu Yomi [M],KD
> dp+C 100 Shiki: Oniyaki [M],KD

[DM]
qcb,hcf+P (can hold) Ura 108 Shiki: Orochi Nagi [M],#
qcf,qcf+P (can hold) 182 Shiki [M,U],DC,#
[LDM]
hcb,hcb+E (near) 524 Shiki: Kami Gomi [U],T,NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/- [M]/-/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Kyo can link his crouching B into his close standing C.
#. Kyo's far standing D takes him off the ground, and if hit during that time
, he will be knocked down. It can avoid low attacks for a very brief
moment, but is unable to dodge floor-level projectiles.
#. Kyo's Hikigane is now a followup and can no longer be used on its own.
The version launched is now determined by which move you followed this
from, and there is no difference between button versions.
1. NARAKU OTOSHI: Knocks down an airborne opponent. Is usable during a
backstep.
2. GOUFU YOU: Is an overhead when used on its own. Becomes cancelable when
canceled into. No longer pushes opponent as far back as in 2k3, so you can
now combo the 182 Shiki from this.
3. 88 SHIKI: Both hits are low attacks. The 1st hit is now cancelable. The
2nd kick has a tendency to miss when chained into, even at the corner.
4. YAMI BARAI: Kyo's floor-hugging projectile from KOF'95 returns. This is
a little slower than Kusanagi's version from 2k3.
5. ONIYAKI: C version hits twice, and is SCable on the 1st hit. The C version
knocks down on the 2nd hit, which may miss in combos. The A version hits
twice on a Counter Hit (does far more damage now) and always knocks down.
6. 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
attacks and cannot be recovered from.
7. ARAGAMI: The followups can be performed regardless of whether this hits or
not. The move can negate normal projectiles. Kyo has autoguard again as he
steps forward, before he strikes. This has a significantly larger hit area
than it looks and can hit an opponent above Kyo's fist.
8. HIKIGANE: Now done standing still. When used after the Aragami, Kyo does
the D version from previous games. When used after the Konokizu, he does
the B version (which is slower). Either way, the move juggles upon hitting
and is no longer SCable. Kyo is immune to high attacks when done from the
Aragami and low attacks when done from the Konokizu.
9. YANOSABI: Is a no-recovery knockdown punch. Can be used as a finisher for
the Konokizu, or as a followup for the Aragami (won't combo however) with
its own set of followups. The Nanase is no longer a finisher for this.
Kyo now has the Goufu You and 88 Shiki as finishers, but they are not
cancelable.
10. DOKUGAMI: Kyo's punch can negate normal projectiles. The followups can
be done regardless whether this hits or not.
11. OROCHI NAGI: A version is immune to most low attacks, C version is immune
to mid/high attacks. The immunity begins when 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 is not negateable. Delaying the move until the startup flash vanishes
will make Kyo slide faster when the button is released.
12. 182 SHIKI: Does more damage and becomes unblockable when fully charged.
Kyo is no longer invincible during this move. This is Dream Canceled the
moment it connects, before opponent is sent flying away. The A version
launches slightly faster and combos from a SCed (C) Oniyaki.
13. KAMI GOMI: Unblockable throw LDM. Kyo grabs opponent, ignites his hands,
then performs an autocombo ending with a 75 Shiki: Kai followed with the
Orochi Nagi. This combos from light attacks.

------------------------------------------------------------------------------
IORI YAGAMI [Kyo and Iori Team]
------------------------------------------------------------------------------

THROW MOVE NAME PROPERTIES
b/f+C/D Sakahagi [U]

COMMAND ATTACKS
f+A,A Geshiki: Yumebiki [M],SC-1st,S-2nd,#
f+B Geshiki: Goufu In "Shinigame" [O],#
b+B in air Geshiki: Yuri Ori [M],#

SPECIAL MOVES
qcf+P 108 Shiki: Yami Barai [M],P
qcb+P (perform 3x) 147 Shiki: Aoi Hana [M,M,O],NR,#
hcb+K 212 Shiki: Kototsuki In [M],NR,#
dp+P 100 Shiki: Oniyaki [M],SC(C),KD,#
hcb,f+P (near) Kuzukaze [U],#

[DM]
qcf,hcb+P Kin 1211 Shiki: Ya Otome [M],DC,#
qcf,qcf+P Ura 316 Shiki: Hana [M],P,#
[LDM]
qcf,hcb+E Sanshin Waza Korefutatsu [O],#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/# [M]/s
Standing far [M]/r/- [M]/-/- [M]/s [M]/-
Crouching [M]/r/c [L]/r/- [M]/c [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Iori's crouching A has slightly longer range and it can hit twice after
his crouching B up close.
#. Iori's close D isn't cancelable, but a crouching light attack will combo
off it.
1. YUMEBIKI: The 1st hit is SCable, while 2nd is cancelable. Move chains from
light attacks. The 1st hit is back to its pre-2k3 speed, and is SCed upon
hitting again instead of being SCed as Iori is retracting his arm. The 2nd
hit will now combo from Iori's close C, but its reach has been shortened,
so it will miss even when chained into from light attacks in the open
unless used very close to opponent (inside Iori's throw distance).
2. SHINIGAME: Overhead kick. You can now combo into this from hard attacks,
but this is no longer cancelable when canceled into. This is now always an
overhead, even when canceled into.
3. YURI ORI: Cross-up attack, cannot hit unless used while jumping over
opponent. This is NOT an overhead. Iori can use this during a backstep.
The move lasts far shorter than before, so you have to launch it very late
in order to combo after it hits.
4. AOI HANA: A version is faster and chains from light attacks, while C goes
further. The 2nd hit knocks down, while the 3rd hit is an overhead and
cannot be recovered from. The first two inputs have significant recovery
time if they miss and the entire sequence wasn't performed.
5. KOTOTSUKI IN: Iori dashes far slower now, but this does significantly more
damage than before. Move is not SCable, unlike in NGBC.
6. ONIYAKI: A version does one hit, while C does 3 hits and will only knock
down on the 3rd hit. C version is SCable on the 1st and 2nd hits. The (C)
version has improved hit properties, and can get all 3 hits even against
a jumping opponent.
7. KUZUKAZE: Short ranged unblockable throw. Does no damage, but switches
sides and leaves opponent vulnerable momentarily. Opponent recovers from
this much faster now: in the open, you can only combo this with a far or
crouching C.
8. YA OTOME: Iori can go under mid-level projectiles during this move. He no
longer has the Saika followup. Move is DCable before the 8th hit.
9. HANA: Iori throws a purple flame column in front of him (essentially the
last hit of his Saika). The move has a larger hit area than it looks, and
can hit an opponent directly above Iori's head, even when the column
didn't connect. If you comboed into this and opponent uses a Saving Shift
before the DM launches, the incoming character will get hit by this.
10. SANSHIN WAZA KOREFUTATSU: This move is an overhead and cannot be reversed.
Launches far slower than in 2k3 and will no longer combo from normal
attacks or a Super Cancel. The move also has shorter reach than before,
but Iori is now fully invincible as he claws forward, when the LDM flash
appears.

------------------------------------------------------------------------------
SHINGO YABUKI [Kyo and Iori Team]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Hatsugane [U]

COMMAND ATTACKS
f+B Geshiki: Goufu "Kakkodake" [M],SC,#

SPECIAL MOVES
qcf+A 114 Shiki: Aragami Mikansei [M],SC,#
qcf+C 115 Shiki: Dokugami Mikansei [M],KD,#
dp+P 100 Shiki: Oniyaki Mikansei [M],KD
dp+K (near) Shingo Kinsei Oreshiki: Nie Togi [U],J,SC,#
hcf+K (air) Shingo Kick [M],KD,#
hcb+K 212 Shiki: Kototsuki Mikansei [O],,NR,#
qcb+P Idou Yoke [-],#

[DM]
qcf,qcf+P Kake Hourin [M],J,DC,#
qcb,hcf+P Burning Shingo [M],A,DC,#
[LDM]
qcf,qcf+E Shingo Kinsei Oreshiki: Rouka Guruma [M,O],NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s
Standing far [M]/r/- [M]/r/- [M]/- [M]/-
Crouching [M]/r/c [L]/r/c [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. Shingo's crouching B is a little slower now, but you can combo it into his
close standing C.
#. With the exception of the Nie Togi, all of Shingo's special moves and the
Kake Hourin do far more damage on a Counter Hit. The sparking Dokugami
Mikansei does LDM damage on a Counter Hit if both hits connect.
1. GOUFU "KAKKODAKE": No longer cancelable when used standalone, but is
SCable. This no longer pushes back as far, so Shingo's special moves will
no longer miss when this is canceled from a hard attack, though the
Dokugami Mikansei will only do one hit if you get the sparking version.
This no longer combo from light attacks.
2. ARAGAMI MIKANSEI: Combos from light attacks and is SCable. May miss if
done from a hard attack canceled into the Goufu Kakkodake.
3. DOKUGAMI MIKANSEI: Move is SCable, but none of his (L)DMs will connect
except on a Counter Hit. Has a random chance of doing 2 hits, which does
far more damage and cannot be recovery rolled from. The 2-hit version also
has upper body autoguard as Shingo is stepping forward, but is not SCable.
4. NIE TOGI: Move is SCable before the 3rd hit, and juggles opponent. Unlike
other throw moves, the 1st hit can do Counter damage, but only the 1st hit
is unblockable, and opponent can still roll away from it at the start when
used standalone. In the open, this combos from light attacks only.
5. SHINGO KICK: All versions knock down, but (D) goes further. This can be
done in mid-air, but has shorter range.
6. KOTOTSUKI MIKANSEI: Move is no longer SCable. This combos from light
attacks, and the 2nd hit is a no-recovery overhead.
7. IDOU YOKE: Shingo peforms a forward roll. This is essentially the same as
the standard AB Emergency Evade, except it can be canceled into.
8. KAKE HOURIN: Both versions juggle opponent. Move is DCable, but it's
pointless since his LDM will combo from the juggle anyway. It seems you
can no longer press P during the dash to have Shingo attack earlier. The
startup is noticably slower than in 2k3, and you can no longer combo this
from a canceled Goufu "Kakkodake", though it still chains when canceled
directly from a hard attack.
9. BURNING SHINGO: The initial Aragami has upper body autoguard. Move is
DCable and combos from light attacks. Shingo will perform the entire
autocmbo regardless of whether it hits or not.
10. ROUKA GURUMA: Shingo does a very fast 5-hit Oboroguruma. If the move
misses or is blocked, Shingo's fall can hit, and is an overhead that
cannot be reocvered from. There is also a chance that the fall can hit
if the kicks connect in the corner, causing the move to do noticably more
damage.
 
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0 replies since 27/12/2008, 12:57   75 views
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