The King of Fighters XI, faq moves list part III

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view post Posted on 27/12/2008, 12:58




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GAI TENDOU [Edit Character]
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THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Oosotogari [U]

COMMAND ATTACKS
f+C Tenohira Soku Hook [O],#
f+D Middle Kick [M],#

SPECIAL MOVES
MIDDLE KICK EXCLUSIVE COMBINATIONS (started from Middle Kick)
b+D Back Tornado [M],NR,#
u Gai Wheel [O],NR,#
uf Gai Driller [M],KD,#
d Slider [L],KD,#
df Front Step [-],#
a> u Gai Driller [M],KD,#
b> uf Knee Upper [M],#

COMBINATIONS (started from Tenohira Soku Hook or Middle Kick)
f Migi Hook [M],#
A> f Tenohira Soku Hook [O],#
B> u Gai Wheel [O],NR,#
C> uf Gai Driller [M],KD,#
D> d Slider [L],KD,#
E> b Back Knuckle [M],SC,#
E1> f Tenohira Soku Hook [O],#
E2> u Gai Wheel [O],#
E2> uf Gai Driller [M],KD,#
E3> d Slider [L],KD,#
E4> df Front Step [-],#
E4a> u Gai Driller [M],KD,SC,#
E4b> uf Knee Upper [M],#

BRIDGE SWAY COMBINATIONS (started from Bridge Sway)
qcb+E Bridge Sway [-],#
a> u+P Bridge Sway Upper [M],KD,#
b> u+K Gai Wheel [O],NR,#
c> b+P Back Knuckle [M],SC,#
d> b+K Back Tornado [M],NR,#
e> d+K Slider [L],KD,#
f> f+any Front Step [-],#
f1> hcf+E (near) Gai Spider [U],T,NR,#
g> hcf+E (near) Gai Spider [U],T,NR,#
h> d+P Frog Down [-],#
h1> u Gai Driller [M],KD,#

FROG DOWN COMBINATION
d,d+P Frog Down [-],#
> u Gai Driller [M],KD,#

[DM]
qcf,qcf+P Kodoku no Ring [-],#
qcf,qcf+K Rush [M],#
> f,f,b,df,u,f,d,f Additional Attack [M,L],DC,#
> u/b/d Rush Finish [M/O/L],DC,#
[LDM]
qcf,qcf+E Timing Shoubu [M],NR,#
TIMING SHOUBU MOVES
df+B Slider [L],KD,#
df+D Knee Upper [M],#
dp+P Gai Driller [M],KD,#
qcb+K Gai Wheel [O],NR,#
hcf+E (near) Gai Spider [U],T,NR,#

Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/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]/-

#. Gai has no far standing A/B animations, but his far B is not cancelable.
#. Gai can dodge low attacks during his standing E.
#. None of Gai's moves do chipping damage.
#. All of Gai's non-starter chain moves are indicated with an afterimage
trailing behind him. His chains can be done regardless of whether they
hit or miss.
#. Gai's chain moves and Rush DM require you to push the joystick in the
appropriate direction for every hit. Rotating the joystick from one point
to another will not work.
#. Note that Gai's chain moves have a different command when used from the
Bridge Sway.
1. TENOHIRA SOKU HOOK: An overhead punch, unless canceled into. Used to start
his chains. Refer to his movelist above for the possible combinations.
Note that you can combo into this from normals but not from his chain
moves (but it retains its overhead property instead). This combos from
light attacks.
2. MIDDLE KICK: Gai does a forward kick. Used to start his combinations.
3. BACK TORNADO: Gai turns and does a no-recovery knockdown high kick.
4. GAI WHEEL: Gai flips forward, then crashes down with an overhead kick.
This can dodge low attacks and cannot be recovered from.
5. GAI DRILLER: Gai hops forward with a punch. Essentially his anti-air.
6. SLIDER: Gai slides forward with a low kick that knocks down. Gai has a
low profile during this move and can dodge high level attacks.
7. FRONT STEP: Gai hunches and steps forward. He can go under high and mid
level attacks during this move. When used from the Bridge Sway, Gai may
perform this as many times as needed, which can be canceled into the Gai
Spider, Gai Driller or Knee Upper.
8. KNEE UPPER: Gai crouches, then steps forward with a knee strike. He can
dodge high and some mid level attacks during the crouch. Has pretty poor
recovery time however.
9. HIGI HOOK: Gai does a short punch. This is used to continue his chains.
10. BACK KNUCKLE: Gai turns, then does a backfist. Gai is immune to high and
mid-level attacks while turning.
11. FROG DOWN: Gai goes prone to the ground. He has a very low profile and can
dodge high/mid level attacks, though you can't move Gai around.
12. BRIDGE SWAY: Gai dodges into the background. He is immune to high and mid
level attacks during this move.
13. BRIDGE SWAY UPPER: Gai does a standing 2-hit version of Gai Driller.
14. GAI SPIDER: Gai grab's opponent arm, climbs up to their back, then yanks
the arm backwards before hopping off (looks as painful as it sounds). This
is an unblockable short-range throw, and can be used during the Bridge
Sway or Front Step.
15. KODOKU NO RING: Powerup DM, increases Gai's attack damage.
16. RUSH: Manual combo DM. The initial hit does no damage. The remaining hits
can be done if the move is blocked, and one of the attacks hit low. You
have 3 finisher options, which are the Gai Driller(u), Gai Wheel(b) or
Slider (d). The move and the non-finisher hits are pretty safe on block,
but note that only the Gai Driller finisher will actually combo from the
chain. This won't get more than a couple of hits on an airborne opponent.
17. TIMING SHOUBU: Gai does a Bridge Sway Upper (does pathetic damage). If
the move hits cleanly (didn't trade hits), Gai poses with the LDM flash.
After that, neither character is able to tag or use the Quick/Saving Shift
until one character is KOed. Until either character is downed, Gai may use
the Slider, Knee Upper, Gai Driller, Gai Wheel and Gai Spider moves as
standalone special moves (these will not have the afterimage trailing,
unlike the chain versions).

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SHO HAYATE [Edit Character]
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THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Ate Otoshi [U]

COMMAND ATTACKS
f+C (near) Hitsue Kesa Kiri [M],S,#
f+C Hitsue Soku Kyaku [M],#
df+C (near) Hitsue Ashibarai [M],S,#
df+C Hitsue Naname Kiri [M],S,#
b+C in air Hitsue Otoshi Kiri [O],#
b+C Hiji Ate [M],SC,#

SPECIAL MOVES
qcf+P (air) Hitsue Nage Jutsu [M],P,KD,#
qcb+C Kyouretsu Kiri [M],KD,SC,#
> qcb+C Additional attack [M],KD,#
dp+K Hiten Shou Ou Kyaku [M],KD,SC,#
d+P in air Reppu Satsu [M],KD,#
qcb+K Asoka Kyaku [M],J,#
qcb+K in air Kuuchuu Asoka Kyaku [M],KD,#

[DM]
qcf,qcf+P Nendou Hitsue [M],P,DC,#
qcb,qcb+P Gen'ei Hitsue [M],P,DC,#
[LDM]
qcf,hcb+E or qcb,hcf+E Okugi! Musou Ranbu [L/M],#

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

#. Sho Hayate is spelled as "Syo Hayate" in KOF XI.
#. With the exception of the Hiji Ate, Hayate's other command attacks are his
old C button boomerang attacks from Kizuna Encounter.
#. Hayate can link his crouching B into a close standing or crouching D.
#. Hayate may not re-use the Hitsue Nage Jutsu or Nendou Hitsue until he
regains his boomerang. While his boomerang is out from either move, Hayate
is also unable to perform the Kyouretsu Kiri, any (L)DMs or any of his
command attacks except for the Hiji Ate, though he's able to move, use
normal attacks, the Reppu Satsu and (Kuuchuu) Asoka Kyaku.
1. KESA KIRI: Hayate smashes forward with his boomerang. This is cancelable,
and is done in close range.
2. SOKU KYAKU: Has the same animation as the Kesa Kiri, but is not cancelable
and is done outside his close normals' attack range.
3. ASHIBARAI: Hayate crouches and swings with his boomerang upwards. This is
cancelable and is done in close range.
4. NANAME KIRI: Similar to the Ashibarai, but is done outside his close
normal attacks' range. This is cancelable.
5. OTOSHI KIRI: Hayate swings downward with his boomerang while in mid-air.
6. HIJI ATE: A short-ranged elbow strike. This is not an overhead, but is
SCable. Is very slow to launch, but Hayate dodges before he strikes,
during which he is immune to non-throw attacks.
7. HITSUE NAGE JUTSU: Hayate throws his boomerang out. As in Kizuna Encounter
, he is free to move about and use a normal attack or the Reppu Satsu
while the boomerang is out. The C version has Hayate throw the boomerang
while crouching. The boomerang cannot hit on its return path and if it
clashes with a projectile, the boomerang remains on-screen but cannot hit.
Note that there is a slight delay before Hayate throws out his boomerang
during the mid-air version, more so with the C version.
8. KYOURETSU KIRI: Hayate runs forward and swings his boomerang upward
covered with blue energy. This is SCable. Repeating the command has Hayate
jumping after with another boomerang swing. This can be done if the
Kyouretsu Kiri was blocked, but not if it misses.
9. SHOU OU KYAKU: Hayate does two ballerina spins (which can hit and is
SCable), then hops forward with a knee strike. He no can no longer cancel
the spin into the autocombo > sweep like in Kizuna Encounter.
10. REPPU SATSU: Hayate dives diagonally downwards with a punch, and if it
hits or is blocked, he performs a short autocombo on opponent. The d+A
knockdown finisher from Kizuna Encounter has been incorporated into this
move, but it may miss. This can hit an opponent in mid-air and still get
full hits.
11. ASOKA KYAKU: Hayate leaps upward to the top of the screen with a kick.
This can hit during any part of the animation, and can be followed with
the Kuuchuu Asoka Kyaku even if it misses to return Hayate to the ground
quickly. Move is a Critical Wire.
12. KUUCHUU ASOKA KYAKU: Hayate does a diving kick straight down. This is a
Critical Wire when used on its own, and can be used on its own or after
the Asoka Kyaku.
13. NENDOU HITSUE: Hayate charges, then throws his boomerang. This has slow
launch time, but the boomerang homes in on opponent's location and will
follow them around, even if Hayate is hit. The boomerang will disappear
once blocked however.
14. GEN'EI HITSUE: Hayate's charge d,u+A/B/C move from Kizuna Encounter: he
throws out 3 boomerangs (one forward, one straight up, and one diagonally
upward). Only one boomerang may hit, but this move launches quickly and
does very good damage, more so on a Counter Hit. Hitting Hayate will cause
the boomerangs to disappear however, and the boomerangs only seem to be
able to hit as they're travelling out, before they reach maximum range.
15. OKUGI! MOSOU RANBU: The qcf,hcb+E version has Hayate doing a ground-level
autocombo before finishing with a boomerang swing. This version can hit
low. The qcb,hcf+E version is almost identical to his Kizuna Encounter DM.
Both versions are anywhere juggles, and if you have sufficient stocks, you
can link the qcb,hcf version into the qcf,hcb version.

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JYAZU [Edit Character]
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THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Kubi Ori Nage [U]

COMMAND ATTACKS
f+C Buki Kougeki Tachi [M],S,#
df+C Buki Kougeki Shagami [L],#

SPECIAL MOVES
qcf+A Haisui Kyoukan Satsu [-],RV,NR,#
d,u+P Yokoshima Koori Ma [M],P,NR,#
dp+A/B/C Gouen Dan [M],P,#
hcb+K Mudou Suiryuu Nami [M],P,J,#
qcf+C Mikadzuki [M],P,#
qcb+P Gohten [M],KD,SC,#
rdp+K Kama Itachi [M],KD,#
b+C in air at wall Mudou Utata Rin Tsume [M],KD,#

[DM]
hcb,f+P Youen Ken [M],DC,#
hcb,f+K Youen Kyaku [M],DC,#
[LDM]
hcb,f+E Yokoshima'a Setsumei Hashira [M],P,#

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

#. Jyazu is spelt as "Jazu" in KOF XI.
#. Jyazu can triangle jump.
#. Jyazu can link from light to hard attacks (A>B>C>D).
#. None of Jyazu's (L)DMs can be reversed.
1. KOUGEKI TACHI: Jyazu does a non-knockdown standing E (a claw stab) that is
cancelable.
2. KOUGEKI SHAGAMI: Jyazu's df+C from Kizuna Encounter: he does a low kick,
followed by a claw stab. This is cancelable during the first hit.
3. KYOUKEN SATSU: Reversal move, counters high and mid-level physical attacks
, including special moves and (L)DMs.
4. KOORI HA: Jyazu slams a fist to the ground, and an ice spike falls from
above opponent's location. This works surprisingly well against a jumping
opponent.
5. GOUEN DAN: Jyazu points his wrist forward/diagonally upward/upward (A/B/C)
and fires out 3 bullets. All 3 bullets will disappear if they clash with a
normal projectile, while floor-level projectiles will go under them.
Certain characters may also crouch under the (A) version. The bullets will
clash with each other if reflected, with the 3rd shot being reflected.
Adel's reflector absorbs the entire move however.
6. SUIRYUU NAMI: Jyazu throws a small tornado across the ground which expands
and engulfs opponent in flames if it connects. The D version goes further.
You can juggle opponent after the move hits.
7. MIKADZUKI: Jyazu slashes out a large projectile that covers almost the
entire vertical screen area. The projectile's hit area is smaller than it
looks, and can be jumped over. The initial slash can hit and negate normal
projectiles, and the projectile will still launch.
8. GOHTEN: Jyazu rolls forward with his claws extended. If it hits or is
blocked, he rolls on top of opponent before leaping away. Move is Scable.
9. KAMA ITACHI: Jyazu hops forward with a very quick flip kick.
10. MUDOU UTATA RIN TSUME: Jyazu does an aerial version of the Gohten. This
can only be done at the screen's edge, and has Jyazu performing the Gohten
diagonally downwards at a fairly steep angle.
11. YOUEN KEN: Jyazu's tap+P move from Kizuna Encounter: he stabs forward
repeatedly with his hands, covering his front with flames. This does more
damage than the Youen Kyaku, but pushes opponent back with each hit.
Move is DCable. This doesn't knock down.
12. YOUEN KYAKU: Jyazu's tap+K move from Kizuna Encounter. This is similar to
the Youen Ken, except Jyazu kicks out instead. This juggles opponent
repeatedy instead of pushing them back, but does noticably less damage
than the Youen Ken. Unlike in Kizuna Encounter, this can no longer negate
projectiles. Move is DCable. Note that this starts slightly slower than
the Youen Ken.
#. Jyazu is invincible during the startup of the Youen Ken/Kyaku, before he
attacks. Both moves can hit an opponent behind him if they were very close
to him.
13. SETSUMEI HASHIRA: Jyazu's DM from Kizuna Enounter: he crouches and summons
3 pairs of flame columns (think Terry's Triple Geyser, except it explodes
in front and behind Jyazu). This is pretty slow to start, and there is
some delay between each explosion, but does massive damage if all 3 sets
managed to hit. The columns after the first won't appear if Jyazu was hit.

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SILBER [Edit Character]
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THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Tatakitsukaru [U]

COMMAND ATTACKS
f+A Back Tenohira Soko [M],CW,SC,#
f+B,B Tobi Hiza Kyaku [M,O],NR,#

SPECIAL MOVES
charge b,f+K Chou Saru Kyaku [M],KD,#
charge d,u+K Kyukohka Kakato Otoshiana [O],NR,SC,#
qcb+P Oni Fudou Fukujimashi [-],RV,NR,#

[DM]
hcb,f+P Chou Oni Fudou Fukujimashi [-],RV,DC,#
qcf,hcb+P Rangeki [M],DC,#
qcf,qcf+K Eruta Kakato Otoshiana [O],NR,OTG,DC,#
press ABCD ??? [-],#
[LDM]
charge b,f,b,f+E Chougetsu Saru Kyaku [M],#

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

#. The Conqueror's Guide lists him as 'Silver', but the game spells his name
as 'Silber' so I'm following the in-game spelling instead. I'd appreciate
it if anyone who's played Buriki One could give me the correct name.
#. Silber's dashing speed is significantly slower than the other characters.
#. Silber's jumping C is a no-recovery knockdown attack if it hits while
Silber's fist is above his opponent (meaning it won't knock down if it
hits a jumping opponent who's at the same level or higher than Silber).
You can follow it with the (D) Eruta Kakato Otoshiana.
1. BACK TENOHIRA SOKO: A palm attack that is SCable. Is slow to launch, but
does high damage. This is a no-recovery knockdown or a Counter Wire when
used standalone. Move combos from light attacks.
2. TOBI HIZA KYAKU: Silber hops forward with a knee strike, then an overhead
flying kick that cannot be recovered from. The move can dodge low attacks.
The 2nd kick is always an overhead, even when canceled into. The initial
knee strike may miss when canceled into, especially when used after a
jump-in.
3. CHOU SARU KYAKU: Silber flies forward with a kick that knocks down (think
Takuma's old db,f+B Hien Shippu Kyaku). This will pass through opponent
if blocked, but has heavy recovery time. Move is immune to low attacks.
4. KYUKOHKA KAKATO OTOSHIANA: Silber leaps up, then stomps downwards. Only
the stomp can hit, and is a no-recovery overhead. Move is SCable upon
landing and the Eruta Kakato Otoshiana will OTG opponent from this. This
has a pretty large hit area, and all of Silber's body can hit, not just
his foot (meaning it can hit an opponent behind Silber if nearby).
5. ONI FUDOU FUKUJIMASHI: Reversal move, counters high and mid-level attacks,
including special moves/(L)DMs. Silber grabs opponent and bashes them to
the ground. This move cannot reverse low attacks.
6. CHOU ONI FUDOU FUKUJIMASHI: Reversal move, counters all physical attacks
of any level. Silber does two punches on opponent, then knocks them away
with a roar (his standing E animation). Unlike the normal Oni Fudou
Fukujimashi, this can reverse attacks at startup.
7. RANGEKI: A short autocombo move. There is a pause before Silber dashes
forward. Silber seems to be immune to high attacks during the dash. You
can combo this from a canceled Back Tenohira Soko. 1st and 2nd hits are
DCable.
8. ERUTA KAKATO OTOSHIANA: A very fast version of the Kyukohka Kakato
Otoshiana. This can hit a floored opponent and Guard Crushes a blocking
opponent, useful for DCing into his LDM. The (D) version descends faster
and lands Silber slightly in front of his original launch location. The
move has a larger hit area than the Kyukohka Kakato Otoshiana, and the
'splash radius' when he lands can hit.
9. <???> : Silber poses with the DM flash momentarily. I'm not sure what this
does, but once activated, the move cannot be reused for the remainder of
the round.
10. CHOUGETSU SARU KYAKU: Silber flies forward with a kick, and continues to
push oppponent until they hit the wall. Silber then jumps off and does two
more kicks that do massive damage. Launches very quickly, and is immune
to low attacks. Silber will not perform the remaining kicks if the move
misses or is blocked. This has a larger hit area than it looks, and can
hit an opponent who's trying to jump over Silber.
#. Strangely, Silber gives one-word answers in his win quotes except when he
beats Oswald.

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ADELHEID BERNSTEIN [Edit Character]
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THROWS MOVE NAME PROPERTIES
b/f+C/D (near) Drucken [U]

COMMAND ATTACKS
df+A A. Kunst Ein [M],S,J,X,#
f+B A. Kunst Zwei [M,O],S,#
b+B A. Kunst Vier [M],S,KD,#

SPECIAL MOVES
qcf+K G. Kicken [M],SC,#
hcb+P G. Drucken [O],T,NR,#
qcf+P G. Wand [M],P,KD,#
qcf+Start G. Prinzessin [-],#

[DM]
qcf,qcf+K G. Kreis [#],DC(D),P
f,hcf+P (can hold) G. Kronprinz [M],P,#
[LDM]
qcf,hcb+E or qcb,hcf+E G. Sklaven [M],T,#

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

#. The names in parentheses () indicate the original move (I assume) Adel
inherited from Rugal.
1. EIN (standing CD): Adel does a high kick. You can't seem to combo into
this, but the move juggles opponent and is cancelable.
2. ZWEI (Double Tomahawk): The first kick is cancelable, while the 2nd is now
a no-recovery overhead attack. This launches faster than in 2k3 and combos
from light attacks.
3. VIER (Beads Destruction): Adel does a 2-hit kick, then steps forward with
a high kick that knocks down. The 2nd hit is cancelable. The 3rd kick will
now combo from the first two hits, and is cancelable as well.
4. KICKEN (Reppu Ken): Adel kicks out a floor-level projectile. If canceled
into, Adel hops forward with a kick instead. For the canceled D version,
Adel performs an extra overhead, no-recovery kick. Only the canceled B
version is SCable. Both versions combo from light attacks.
5. DRUCKEN (God Press): A ranged unblockable grab. This cannot hit a jumping
opponent. The C version dashes much faster and further than (A) does, but
will miss when canceled into from a blocked attack.
6. WAND (Dark Barrier): Projectile reflector. This can reflect some DM
projectiles, but is slow to recover.
7. PRINZESSIN: A taunt. Rose walks out while holding an umbrella. Adel can
move freely during this.
8. KREIS (Genocide Cutter): The B version is similar to Rugal's, but cannot
be reversed and negates projectiles, including some DMs. The D version
has Adel performing a sliding kick before doing the Genocide Cutter. Adel
can avoid high level attacks during the slide. If blocked, Adel will land
a safe distance away. Only the (D) version is DCable (during the slide).
9. KRONPRINZ (Kaiser Wave): Delaying the move has no effect on its damage.
Does significantly more damage on a Counter Hit.
10. SKLAVEN (Gigantic Pressure): Adel is fully invincible during the forward
dash for the qcf,hcb+E version. The qcb,hcf+E version has invincibility
for only part of the dash. This move cannot be reversed. Strangely, this
can hit an opponent behind Adel if they were very close to him.

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SHION STAGE NAME: THE FINAL HALL [Sub-Boss]
------------------------------------------------------------------------------

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

SPECIAL MOVES (Performable in either mode)
qcf+P Botsu Hane Yasaki [M],P,#
qcf+P in air Kuuchuu Botsu Hane Yasaki [M],P,#
qcb+K Kouhou Tenshin [-],#

SUDE (UNARMED) MODE MOVES
COMMAND ATTACKS
f+E Zensou Momo [M],S,#
d+B,d+B,d+D Ugatsu Yumi Momo [L],J,#
f+D during D or b+D Ryu Tsumu Yasaki (Joudan) [M],KD,#
b+D during D or f+D Ryu Tsumu Yasaki (Gedan) [O],KD,#
df+D Ryu Tsumu Yasaki [M],KD,#
SPECIAL MOVES
qcb+P Nan Ken [M],KD,#
dp+P Mukade Daihou Ken [M],NR,#
dp+K Ryusei Kyaku [M],KD,#
qcb+E Futa Hazaki [L],KD,#
d,d+E Hase Mi [-],#
charge d,u+K Kuuchuu Tsukami [M],#
qcf+E Yari Tsukami [L],NR,#
[DM]
qcf,qcf+P Futa Sui Sen [M],DC,#
[LDM]
qcf,qcf+E Ryusei Hekireki Ka [U],P,NR,#

YARI (SPEAR) STYLE MOVES
COMMAND ATTACKS
f+A Zen Tsuki [M],S,#
df+D Ashibarai [L],KD,#
SPECIAL MOVES
qcb+P Tataki Tsuke [O],SC,#
qcf+K Tate Kiri [O],SC,#
qcf+Start Engo Kyousha [M],KD,P,#
dp+E Yarinage [-],#
dp+Start Kuzure Tsui Yari [U],P,NR,#
[DM]
qcf,qcf+K Hanebi Ugatsu Yari [M],NR,#


YARI (SPEAR) MODE
Cancel chart A B C D E
----------------------------------------------------------------
Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s
Standing far [M]/-/- [M]/-/- [M]/- [M]/-
Crouching [L]/-/- [L]/-/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [O]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

SUDE (UNARMED) MODE
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]/c
Crouching [L]/-/c [L]/r/c [L]/s [L]/-
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. I haven't seen bulk of Shion's moves, and I can't read the kanji for the
movenames, so this is from a lot of guesswork and is presumed to be
inaccurate at best. Very special thanks to Sayaka Nakada for providing
the possible interpretations for most of Shion's moves.
#. Shion is not playable in the arcade version. The CPU Shion always starts
with her spear, while the playable version does not. She will lose her
spear if hit.
#. Shion has autoguard before striking during her crouching C.
1. BOTSU HANA YASAKI: Shion pushes out a palm. This serves as an invisible
projectile that can hit anywhere along the same horizontal line as her
palm.
2. KUUCHUU BOTSU HANA YASAKI: Shion pushes out a palm diagonally downwards
in mid-air. This is an invisible projectile that hits at a line from her
palm to the ground.
#. Both Botsu Hana Yasaki negate normal mid-level projectiles, but they won't
negate floor-level ones. However, they launch quickly enough to usually
hit opponent before they can throw out a projectile (and even if they
managed to, Shion probably has time to block).
3. KOHOU TENSHIN: Shion rolls backwards. Doesn't seem to have invincibility
though.
4. ZENSOU MOMO: Shion does a non-knockdown version of her standing E that
is cancelable.
5. UGATSU YUMI MOMO: A double low kick followed by a third kick that juggles
opponent. Any of the hits are cancelable.
6. RYU TSUMU YASAKI (JOUDAN): Shion swings a weighted disc on a rope in a
high arc over her head. After that, she swings the disc around her in
a circle repeatedly. This negates normal projectiles and covers the area
around her. It's almost impossible to hit her out of this using normal
attacks.
7. RYU TSUMU YASAKI (GEDAN): Shion kicks out her rope/disc combination,
then spins it around her similar to the Joudan version of this move.
8. RYU TSUMU YASAKI: Shion throws her weighted disc forward, then swings
the disc around her repeatedly.
#. During any Ryuu Tsumu Yasaki, you may press D to have Shion swing out her
rope/disc combination (her D attack), or E to stop spinning the disc.
9. NAN KEN: Shion hops forward with two palm strikes, knocking down opponent
if it hits. The 1st hit Guard Crushes opponent, effectively making the
2nd hit unblockable.
10. MUKADE DAIHOU KEN: Shion does a series of palm strikes using both hands,
knocking opponent high up. The Ryuusei Hekireki Ka can combo after this.
11. RYUSEI KYAKU: Shion leaps up with a kick. Shion has autoguard on her
leg, making it virtually impossible to hit her out of it from the front.
12. FUTA HAZAKI: Shion crouches and does a low punch that knocks opponent
down. Can be comboed into. Shion seems to be invincible during the move's
startup, before she punches.
13. HASE MI: Shion goes prone to the ground, during which she is fully
invincible until she stands back up.
14. KUUCHUU TSUKAMI: Shion jumps (B goes straight up while D goes forward a
little) and catches her spear in mid-air, then spins it as she's falling
before slamming it down upon landing. Move is SCable into the Hanebi
Ugatsu Yari.
15. YARI TSUKAMI: Shion does a leg sweep, then catches her spear regardless
whether the sweep hits or not.
16. ZEN TSUKI: Shion bends back while stabbing her spear forward. Has very
long range and is cancelable.
17. ASHIBARAI: Shion slides forward with a low kick that knocks down. This
serves as her sweep while armed.
18. TATAKI TSUKE: Shion does several overhead spear stabs that do not knock
down. Move is SCable.
19. TATE KIRI: Shion runs forward while slamming her spear down in an arc
twice. This is an overhead. Move is SCable.
20. ENGO KYOUSHA: Shion points at opponent, and 7 arrows fly in from behind
her. Move knocks down.
21. YARINAGE: Shion tosses her spear upwards and returns to unarmed stance.
Move does not hit.
22. KUZURE TSUI YARI: Shion tosses her spear upwards and returns to unarmed
stance. Shortly after, an unblockable boulder will fall from the ceiling,
similar to her LDM.
23. FUTA SUI SEN: Shion does an autoombo by swinging a pair of flags. This
launches and recovers very quickly, and does loads of damage. The first
hit is a low attack. Move is DCable, and Shion can hit an opponent behind
her if they were fairly close to her.
24. HANEBI UGATSU YARI: Shion crouches and stabs forward with her spear. Has
very long range and does impressive damage.
25. RYUSEI HEKIREKI KA: Shion does a Ryusei Kyaku, sending three slabs of
rocks falling from the ceiling, which are unblockable. There is a bit of
delay between Shion kicking and the rocks falling, so opponent has time to
escape if the move is done standalone. Note that only the rocks can hit:
her kick does not connect.

------------------------------------------------------------------------------
MAGAKI STAGE NAME: THE DIFFERENT SPACE [Final Boss]
------------------------------------------------------------------------------

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

COMMAND ATTACKS
f+A Death Vice [M],#

SPECIAL MOVES
f,hcf+A/B/C Phantom Sphere [#],P,KD/NR
dp+P Exploding Sphere [M],P,KD,#
qcf+P Dimension Sphere [M],P,KD,#
qcf+K Dimension Claw [M],T,NR,#
hcb+any (air) Somewhere Hole [-],#

[DM]
d,d+K Vanish [-],#
[LDM]
qcf,hcb+E Universe Distortion [M],P,#

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

- Magaki is not playable in the arcade version. Typical of SNK bosses, he has
no crouching animation. He does have crouching normal attacks however.
- Magaki has no Super or Dream cancelable moves.

1. DEATH VICE
- Magaki does a slap downwards. Has very long range and can hit a mid-air
opponent.

2. PHANTOM SPHERE
- Magaki generates a slow moving, semi-transparent gas cloud that cannot be
negated (and negates any negateable projectile, including DMs). There are
3 variants, and he can have multiple versions on-screen along with his
other projectiles and LDM:
A: Starts out at Magaki's foot level, then floats diagonally upwards. This
is a mid-level attack and travels faster than the other versions, but
will miss an opponent standing on the far end of the screen. Note that
this version can chip up to 3 times when blocked, and can Guard Crush
you then continue on to hit.
B: Flies down from above opponent. This is an overhead, and cannot be
recovered from.
C: Starts out at Magaki's head level, then floats forward across the
ground.
- Magaki may teleport behind opponent just before the gas cloud reaches them,
causing the move to cross-up.
- Magaki's other projectiles and LDM can juggle off this move (except for the
B version).
#. The A version renders Magaki immune to most mid and low attacks from the
front until the cloud has floated high enough; it will defeat moves that
can usually go past the other versions like Ash's Thermidor, Oswald's
Joker, Adel's G. Sklaven or King's Illusion Dance.
#. For some reason, Ash's Thermidor can pass through this move (when it eats
King's Phantom Strike) though the Exploding Sphere will negate it.

3. EXPLODING SPHERE
- Magaki creates a multi-hit pink barrier in front of him that reflects or
negates projectiles, depending on whether they can be reflected or not.
This cannot be negated even if Magaki is hit. The move does up to 8 hits up
close, and if all the hits connected, opponent will take massive stun
damage (if it hits twice in a row, it's very likely opponent will be
dizzied).

4. DIMENSION SPHERE
- Magaki throws a fast-moving pink sphere. A version appears from above his
head and travels 45 degrees downward while C version comes in from behind
opponent. He can have multiple versions of this on-ecreen at once. The move
negates normal projectiles but not DM ones. The sphere can only hit once it
begins travelling, so hitting Magaki before it launches will abort the move
though any ones that are already moving will remain on-screen.

5. DIMENSION CLAW
- Magaki sticks his hand into a portal, and three other portals appear in
front of him (one at every 1/4 screen distance or so). If any of them hit
opponent, Magaki's arm will appear through the appropriate portal, grab
opponent, and slam them down to the floor. This can be crouched under.

6. SOMEWHERE HOLE
- Magaki teleports. He is fully invincible throughout the entire animation,
and can teleport in mid-air. Button used determines his teleport distance:
A: Reappears about 1/3 screen distance in front of opponent.
B: Reappears directly in front of opponent.
C: Reappears about 1/3 screen distance behind opponent.
D: Reappears directly behind opponent.

7. VANISH
- Magaki snaps his fingers and his body turns semi-invisible. He has full
access to his other moves, but using his LDM or getting hit makes him
visible again. Magaki is fully invincible while vanishing, and there is no
startup flash when he activates this.

8. UNIVERSE DISTORTION
- Magaki raises and crosses his arms, and a white portal opens behind him,
filling the screen with pink energy (this hits at any range). While its
hitting damage is about the same as most LDMs, this does loads of chipping
and Guard Meter damage, and lasts for about 5 seconds or so, during which
Magaki is fully invincible. The move launches VERY quickly.
- This move combos from Magaki's sweep/throw. Ouch!
- Since this lasts for so long, it's possible for it to KO one character,
then continue on to hit the incoming character if they weren't blocking.
#. If you're desperate to avoid being chipped from this move, you can expend
your stock bars to Guard Cancel Emergency Evade. You have time to block
after the roll, and if you wish, you may perform another Guard Cancel
Emergency Evade. This significantly reduces the amount of chipping damage
you take, but will cost least 3 stock bars to avoid the entire duration of
the LDM.
#. Oddly, this move doesn't negate projectiles, not even normal ones. But
since this outlasts every move in the game and Magaki is fully invincible,
any projectile on-screen will simply continue past him.
#. The playable Magaki in the PS2 version does far less damage with this move
than the CPU does.

==============================================================================
PS2-EXCLUSIVE CHARACTERS
==============================================================================

- The PS2 version has several characters from NeoGeo Battle Coliseum (NGBC)
ported over. They are: Kyo, Robert, Mai, Geese, Mr. Big, Tung Fu Rue and
Hotaru Futaba. Shion and Magaki are also made playable.
# I don't have a PS2, nor have I played the PS2 version, so please do not
ask me anything about the NGBC characters or how to unlock them. Very
special thanks to the various contributors from www.orochinagi.com who
provided me with the necessary information to write this section.
# If you've unlocked everything in the PS2, the words 'Complete' should
appear at the bottom right of your menu screen. Aside from the NGBC
characters, there is also a picture gallery to unlock. There are also
several new ending pictures (displayed after the end credits) for beating
the game using certain character combinations.

------------------------------------------------------------------------------
EX KYO KUSANAGI [PS2 Edit]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D Issetsu Seoi Nage [U],NR

COMMAND ATTACKS
d+C in mid-air Geshiki: Naraku Otoshi [O],#
f+B Geshiki: Goufu You [O],#
df+D 88 Shiki [L-2hits],#

SPECIAL MOVES
dp+P 100 Shiki: Oniyaki [M],A,SC(C),#
qcf+K,K 75 Shiki Kai [M],#
hcb+K 412 Shiki: Hikigane [M],J,#
rdp+K R.E.D. Kick [M],NR,#
qcb+K in air Kuuchuu R.E.D. Kick [M],NR,#

qcf+A 114 Shiki: Aragami [M],A,SC,#
1a> qcf+P 128 Shiki: Konokizu [M],KD
2a> P 127 Shiki: Yanosabi [O],NR
2b> K 125 Shiki: Nanase [M],KD
OR
1b> hcb+P 127 Shiki: Yanosabi [O],NR
2a> P Geshiki: Migiri Ugachi [L],NR,OTG
2b> K 125 Shiki: Nanase [M],KD

qcf+C 115 Shiki: Dokugami [M],#
a1> hcb+C 401 Shiki: Tsumi Yomi [M]
a2> f+C 402 Shiki: Batsu Yomi [M],KD
a3> dp+C 100 Shiki: Oniyaki [M],KD
OR
b1> qcf+C 114 Shiki: Aragami [#],A
b2> qcf+A 128 Shiki: Konokizu [#],KD
b3> qcf+K 125 Shiki: Nanase [#],KD
b4> hcb+C 123 Shiki: Shaku En [DM] [#],J,#

[DM]
qcb,hcf+P (can hold) Ura 108 Shiki: Orochi Nagi [M],#
qcf,qcf+P (can hold) 182 Shiki [M,U],DC,#
[LDM]
qcf,qcf+E Saishu Kessen Ougi: Mu Shiki [M],P,#
> tap E as move ends Chouhatsu [-],#

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]/c
Crouching [M]/r/c [L]/r/- [M]/c [L]/c
Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/-
Diagonal jump [O]/- [O]/- [O]/- [O]/-

#. You cannot have both versions of Kyo in the same team.
#. Unlike in NGBC, Kyo's far C isn't cancelable, but his far D is now
cancelable.
#. EX Kyo has a different jumping E animation than the KOFXI Kyo.
1. NARAKU OTOSHI: Knocks down an airborne opponent. Is usable during a
backstep.
2. GOUFU YOU: Is an overhead when used on its own. When canceled into it
becomes cancelable and does 2 hits. This can combo from a single light
attack, and you can combo into the Orochi Nagi afterward.
3. 88 SHIKI: Both hits are low attacks. The 1st hit isn't cancelable unlike
the normal Kyo's version.
4. ONIYAKI: C version hits twice, but only knocks down on the 2nd hit, which
may miss when chained into, and is SCable on the 1st hit. A version always
knocks down, hits twice on a Counter Hit and is an anywhere juggle.
5. 75 SHIKI KAI: 2nd hit of D version juggles opponent but may miss if done
too far from opponent. B version does not juggle, but chains from light
attacks.
6. HIKIGANE: B version is immune to low attacks, while D version is immune to
high/mid-level attacks when Kyo hunches before he attacks. Both versions
juggle opponent, and the D version is SCable.
7. R.E.D KICK: Can be performed in mid-air, which can cross-up at certain
distance. The aerial version cannot be performed from a backstep, and has
slightly longer recovery time than in NGBC.
8. ARAGAMI: The followups can be performed regardless of whether the Aragami
hits or not. The Aragami can negate normal projectiles if Kyo's fist
connects with it. The move has autoguard as Kyo steps forward, before he
strikes, and is SCable.
9. DOKUGAMI: The Dokugami can negate normal projectiles if Kyo's fist connects
with it. Kyo's standard Dokugami chain (qcf+C> hcb+C> f+C> dp+C) can be
performed regardless of whether it hits or not. However, his new chain
(qcf+C> qcf+C> qcf+A> qcf+K> hcb+C) can only be done if the Dokugami hits
opponent.
10. SHAKU EN: Finisher for the new alternate Dokugami chain. Kyo raises his
arm and clenches his fist (his win pose from KOF2000), igniting his
opponent. You can juggle opponent in the corner with a (D) 75 Shiki: Kai
and 3 (A) Oniyaki. This is now a DM.
11. OROCHI NAGI: A version is immune to most low attacks, C version is immune
to mid/high attacks. The immunity begins while Kyo is holding up a flaming
hand, and lasts while the move is being delayed. Kyo is vulnerable as he
slides forward to attack. The flame wave can destroy normal/DM projectiles
and cannot be negated. Delaying the move until the startup flash
disappears will make Kyo slide faster when released, though this version
of Kyo can combo into the Orochi Nagi without having to delay it.
12. 182 SHIKI: The move does more damage and becomes unblockable when fully
charged. Kyo is invincible during the startup flash, but not while being
delayed or as he punches. Move is DCable, and like the normal Kyo's
version, his LDM will return opponent to the ground if DCed against a
mid-air or juggled opponent. The A version launches slightly faster and
combos from a SCed (C) Oniyaki.
13. MU SHIKI: The column of flames during the startup can negate normal and DM
projectiles. The multiple punches can negate normal projectiles, and an
opponent touching Kyo's body will be drawn in and will take damage even
if they were behind him. Kyo is not invincible during this move, so long
ranged attacks may be able to hit him out of it. The fire column is a
projectile and cannot be negated, but Kyo's punches can be reversed. This
is the DM version from KOF'97/98, so it stops at 5 hits. Move combos from
light attacks.
14. CHOUHATSU: Kyo taunts opponent. Upon completing the taunt, Kyo's body
glows yellow for about 5 seconds or so, during which he can cancel his
special moves into other specials. Kyo MUST complete the taunt animation
for this to take effect. Unlike in KOF'97/98 however, this can be done
even if the Mu Shiki misses altogether (previously at least one of the
punches needed to connect first). If he gets interrupted even as he
finishes the taunt, Kyo won't glow yellow. Unlike Vanessa's MAX mode,
Kyo does not get to perform a DM for free, and you cannot repeat the Mu
Shiki until the mode ends.

------------------------------------------------------------------------------
GEESE HOWARD [PS2 Edit]
------------------------------------------------------------------------------

THROW MOVE NAME PROPERTIES
b/f+C/D Tate Katate Nage [U]

COMMAND ATTACKS
df+C on downed foe Raimei Gouha Nage [#],OTG,T,NR

SPECIAL MOVES
qcf+A Reppu Ken [M],P,#
qcf+C Double Reppu Ken [M],P,KD,#
qcb+P in air Shippu Ken [M],P,KD,#
hcb+P Jaei Ken [M],KD,SC,#
hcb+B Joudan Atemi Nage [-],RV,NR,SC,#
hcb+D Chuudan Atemi Nage [-],RV,NR,SC,#
hcb+E Gedan Atemi Nage [-],RV,SC,#
hcb,f+C (near) Shinkuu Nage [U],T,NR

[DM]
hcb,hcb+P (near) Rashoumon [U],T,NR,DC,#
db,hcb,df+P Rising Storm [M],P,DC,#
[LDM]
db,hcb,df+E Rising Storm [M],P,#
hcb,f+E Deadly Rave (3 stocks) [M],#
> A,A,B,B,C,C,D,D,qcb+E Deadly Rave Finish [M]

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

#. Geese has been reworked significantly, and some moves work like in KOF'96
rather than in NGBC.
#. Note that the commands for the Jaei Ken, Shinkuu Nage and Rashoumon have
changed from NGBC. The button placements for his reversals have also
changed (again).
#. Geese lost his Fudou Sakatsu Uraken command attack from NGBC. It's now his
standing E, thus no longer an overhead and cannot be canceled into.
#. Geese can link his crouching B into a close standing C.
1. RAIMEI GOUHA NAGE: This move can only be used on an opponent who's lying
down on the floor, and Geese has to be standing over opponent's torso for
it to launch. Switches sides with opponent. Now has a miss animation.
2. REPPU/DOUBLE REPPU KEN: Is back to the KOF'96 style short range projectile
and both versions combo from light attacks. The Double Reppu Ken knocks
down and both hits will now connect properly, unlike in SVC/KOF'96.
3. SHIPPU KEN: Is back to the KOF'96 version (negates normal projectiles, but
does not travel all the way to the end of the screen). Geese no longer
pauses in mid-air during this: he continues falling instead, similar to
K's Air Trigger, except there is a slight pause before Geese throws the
wave.
4. JAEI KEN: (A) is faster and can be chained into (the C version is not
chainable but goes further). The 1st hit is SCable.
5. ATEMI NAGE: (B) counters jumping normals, and any high or mid-level
physical specials/DMs. (D) counters mid-level normal and command attacks
only. (E) counters low hitting attacks, including special moves/DMs.
Geese's counterattacks cannot be escaped from if triggered, and only the
E version can be recovery rolled from. All versions are now SCable if
triggered, though only the Rising Storm will connect reliably.
6. RASHOUMON: Move is DCable after Geese smashes his palms into opponent.
7. RISING STORM: Is back to the KOF'96 "cage" style animation. The move can
negate normal and DM projectiles, and Geese is invincible for a brief
moment during the C version (A version has no invincibility, but launches
and recovers faster). Move is DCable.
8. RISING STORM (LDM): This version is the Real Bout "claw" style animation,
and not the unblcckable one from NGBC. Unlike the DM version, Geese is
fully invincibile while surrounded by the energy claw. This does one hit
again like in RBFF2, though it chips multiple times when blocked.
9. DEADLY RAVE: Geese is invincible during the startup and for part of the
dash. The remaining hits can be performed if the Deadly Rave is blocked,
but not if it misses. Each hit is done faster, similar to Duck King's
Beat Rush timing. This requires 3 stock bars to perform, so you can't
Dream Cancel into it until you lose a team member.

------------------------------------------------------------------------------
MAI SHIRANUI [[PS2 Edit]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D Fuusha Kuzushi [U],NR
b/f+C/D in air Yume Zakura [U],NR

COMMAND ATTACKS
d+A in air Dairin Fusha Otoshi [M],c,#
d+B in air Ukihane [O],x,NR
d+D in air Yusura Ume [O],KD
f+K Kuro Tsubame no Mai [O],KD,#
df+B Koukaku no Mai [L],KD,#

SPECIAL MOVES
qcf+P Kacho Sen [M]
qcb+P Ryu Enbu [M],SC(C-1st),#
qcb+K Sayo Chidori [M],SC,#
hcf+K Hissatsu Shinobi Bachi [M],KD
qcb+P in air Musasabi no Mai (Kuuchuu) [M],KD,SC,#
charge d,u/uf/ub+P Musasabi no Mai (Chijou) [-],#
a> hold P Musasabi no Mai (Kuuchuu) [M],KD,SC,#
Perform after wall rebound
b> qcb+P Musasabi no Mai (Kuuchuu) [M],KD
c> d+P Yusura Ume [O],KD
d> d+K Ukihane [O],NR,#
e> E (near) Tokitsubute [U],T,NR,#

[DM]
qcf,qcf+P Kagerou no Mai [M],P,J,#
qcb,hcf+K Chou Hissatsu Shinobi Bachi [M],DC,#
[LDM]
qcf,qcf+E in air Kuuchuu Gekka Botan [M],#

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

#. Mai can triangle jump. She can no longer cancel her aerial normals.
1. DAIRIN FUSHA OTOSHI: Move knocks down if it hits an opponent in mid-air.
This move is NOT an overhead, and the Musasabi no Mai (Kuuchuu) no longer
combos from it.
2. UKIHANE (command move): Overhead move. Can be canceled into, but won't
combo. Opponent cannot recovery roll from this move.
3. KURO TSUBAME NO MAI: Overhead kick, knockdown. When canceled into, the
move becomes cancelable into aerial specials. Mai can avoid low attacks
during this move. B and D versions have different animations when used
standalone, with B doing 2 hits. This move is cancelable even if it
misses.
4. KOUKAKU NO MAI: 1st hit always hit low, and 2nd hit always knocks down,
even when move is canceled into. 1st hit is cancelable if canceled into.
Move can combo from light attacks.
5. RYU ENBU: Can negate normal projectiles. A does 1 hit, C version does 2
hits and is SCable on the 1st hit. Apparently the 1st hit of the C
version juggles opponent now.
6. SAYO CHIDORI: Can negate normal projectiles. Only B version is chainable.
Move is SCable, or cancelable into the Ryu Enbu.
7. MUSASABI NO MAI (Kuuchuu): This move is no longer an overhead. You can
SC this into the Kuchuu Gekka Botan. If it hits in the corner, opponent
will be juggled.
8. MUSASABI NO MAI (Chijou): Mai leaps toward the wall (ub-behind her,
u-nearest, uf-opposite wall) and if you held down the P button, she
launches a Musasabi no Mai (Kuuchuu) off the wall. Otherwise, you can
perform the other followups after she rebounds from the wall. Mai jumps
faster now.
9. TOKITSUBUTE: Unblockable throw, can hit opponent on the ground or in
mid-air. Now has a miss animation. Since the Musasabi No Mai (Chijou) arcs
higher now, it's much harder to connect this on an opponent on the ground.
10. KAGEROU NO MAI: Mai's flame spiral DM from RBFF and KOF2003. The flames
cannot be negated and will launch even if Mai is hit. You can't combo into
this move, but it juggles on a Counter Hit.
11. CHOU HISSATSU SHINOBI BACHI: Any hit once Mai begins the elbow attack
(when she is ablaze) is DCable.
11. KUUCHUU GEKKA BOTAN: Mai dives with a Musasabi no Mai (Kuuchuu) and upon
hitting, zigzags past her opponent several times before leaping away with
an explosion (she lost the A version from NGBC). When DCed into, the move
will always hit so long as the Chou Hissatsu Shinobi Bachi hits, even if
Mai is at a position where the move would miss normally.

------------------------------------------------------------------------------
TUNG FU RUE [PS2 Edit]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D Thousand Palms [U]

COMMAND ATTACKS
f+A Kourin Hazaki [O],#

SPECIAL MOVES
qcb+P Senshippo [M],KD
qcb+E Senshippo EX [M],KD,#
charge b,f+A Shou Ha [M],P,#
charge b,f+C Daishou Ha [M],P,KD,#
dp+K Ressen Kyaku [M],KD,SC,#
dp+E Ressen Kyaku EX [M],KD,SC,#
Tap P repeatedly Gekihou [M],SC,#
qcb+B in air Raimei Kyaku [O],#
qcb+C in air Joujiken [M],KD,#
qcf+P in air Kuuchuu Senpuuken [M],#

[DM]
f,hcf+P Senpuu Gouken [M],#
qcf,qcf+K Teigeki Ken [M],DC,#
[LDM[
qcf,qcf+E (can hold) Chou Shou Nami [M],P,#

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

#. Tung has a very low profile, and can avoid certain high or mid-level
attacks just by standing.
#. The muscular form that appears above Tung during his Gekihou and both DMs
can hit opponent. You have to hit Tung directly to knock him out of those
moves: attacks hitting the muscular form but not Tung's body will not harm
him. Projectiles can hit Tung as normal however. Tung is vulnerable to low
attacks during the Gekihou and Teigeki Ken, though opponent may get hit
trying to sweep him.
#. Unlike in NGBC, Tung's EX Senshippo and Ressen Kyaku moves do not require
stock to use, but are slower to start and cannot be chained into.
1. KOURIN HAZAKI: Tung steps forward and does an overhead chop while holding
a Shou Ha. Becomes cancelable when canceled into. Note that the command
has changed from NGBC. Despite its looks, this is NOT a projectile and can
be reversed.
2. SENSHIPPO: Tung hops forward with a knockdown punch (it looks rather like
Gato's Shin-Ga). The EX version does multiple hits, and juggles a cornered
opponent.
3. SHOU HA: Tung tosses a gray ball-shaped projectile forward that does not
leave his hands. This move doesn't knock down.
4. DAISHOU HA: Tung fires a gray beam forward that has about 1/2 screen range
and knocks down.
5. RESSEN KYAKU: Tung kicks upward, then jumps up with multiple kicks. The
EX version does more damage and goes slightly further. Both normal and EX
versions are SCable on the 1st hit. When SCed, the move launches opponent
straight up,
6. GEKIHOU: Tung charges up into his muscular form, which can hit as he's
transforming. Works pretty well as an anti-air. Move is SCable on any hit
, but neither DM will hit unless the move hits an airborne opponent. This
does fewer hits than in NGBC.
7. RAIMEI KYAKU: Tung does a diving kick at steep angle (similar to Akuma's).
This move is an overhead.
8. JOUJIKEN: Tung dives diagonally downward with a punch that knocks down.
This is NOT an overhead.
9. KUUCHUU SENPUUKEN: Tung spins with arms extended (like Zangief's Double
Lariat) while traveling in an arc. If it hits late on an opponent on the
ground, it's possible to followup with another attack. When used from a
diagonal jump, Tung goes to the far end of the screen, so it can only
cross-up when used from a vertical jump. For some reason, you cannot
launch this from the ground by motioning qcf,uf+P unlike most other
aerial special moves.
10. SENPUU GOUKEN: Tung hops up and spins forward with arms extended and as
he spins, he turns into his muscular form. Tung is immune to low attacks
during this move. The 1st hit has a larger hit area than it looks and
can hit as though Tung was already in his muscular form.
11. TEIGEKI KEN: Tung turns into his muscular form (the move can hit as he's
changing), steps forward and smashes downwards with one arm on each side.
Move is DCable.
12. CHOU SHOU NAMI: Tung turns into his muscular form, charges up, and
releases a beam of energy (parodying a certain character from Dragon Ball
Z). Note that Tung is NOT immune to attacks during the charging phase and
unlike his other transformation moves, Tung's body cannot hit opponent.
This launches much faster than in NGBC, can be chained into, and can also
be delayed now. The hit area has also been altered, and Tung can now hit
an opponent standing directly in front of him.

------------------------------------------------------------------------------
HOTARU FUTABA [PS2 EDIT]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D Ten Rankutou [U]
b/f+C/D in air Hantentou [U]

COMMAND ATTACKS
f+B Sengeki Shuu [M],A,NR,#
df+C Sengeki Shu [M],#
d+B in air Koushuu Da [O],S,#

SPECIAL MOVES
qcf+P Hakki Shou [M],P
qcb+P Soushou Shin * [M],KD,#
qcb+K Kobi Kyaku * [M],J,#
qcb+K in air Rengeki Shou [M],KD,#
dp+P Tenshin Shou [M],KD,#
hcf+K (near) Shinjou Tai [U],T,KD
AB during * moves Breaking [-],#

d,d+A (can move) En Un Juurokushu no Kamae [-],#
a> A Tanshou Shin [M],KD,#
b> B En Un Kasou [L],SC,#
c> C,A Engan Soushou Da [M],KD(2nd),CW,#
d> D Ryuu Ensen Kyaku [O],#
e> d+D,f+B Zensou Enbu [L],#
f> u+K Senkai En [M],KD,#
g> tap b,b Kamae Kaijo [-],#

d,d+B Ri En no Kamae [-].#
a> A Enryuu Banda [M],#
b> B Enjin Kyaku [M],#
c> C Haigeki Shu [M],SC,#
d> D Enbi Kyaku * [M],J,#
e> qcf+P (near) Haishin Tenrakutou [U],T,#
f> qcf+K Ri En Ryuubu [O],#
g> d,d+A En Un Juurokushu no Kamae [-],#
h> tap b,b Kamae Kaijo [-],#

[DM]
qcf,qcf+P Soushou Tenrenge [M],DC,#
[LDM]
qcf,qcf+E Tenshou Ranki [M],NR,OTG,#

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

#. Hotaru can now enter her Ri En stance on her own without needing to peform
the Sengeki Shu or being in En En Juurokushu stance first. Her stance
activation commands have changed.
#. Also note that the commands for the Haishin Tenrakutsu, Ri En Ryuubu and
stance switching while in Ri En stance have changed from NGBC.
#. The Hakki Shou and Soushou Shin are slower than in Garou: MOTW.
#. Getting hit automatically ends Hotaru's stances.
#. Unless stated, making a stance attack will end Hotaru's stance,
#. The Hantentou air throw has a miss animation, and she will turn around in
mid-air without being able to do anything until she lands in such a case.
You cannot air throw an opponent behind Hotaru.
#. Hotaru has a very low profile during her En Un Juurokushu stance, allowing
her to avoid most high attacks and some mid-level attacks.
1. SENGEKI SHUU: Hotaru does a far standing D, and goes into En Un Juurokushu
stance after that. She won't go into stance if this move is canceled into,
but move becomes cancelable instead. The move has autoguard before she
kicks, and knocks down with no recovery permitted, unless canceled into.
2. SENGEKI SHU: Hotaru does a crouching C and goes into Ri En stance after
that. This move combos from light attacks.
3. KOUSHUU DA: Hotaru stomps down (which is an overhead attack). The move is
cancelable into an aerial normal or special.
4. SOUSHOU SHIN: Hotaru hops forward while spinning with two palm attacks
that knock down. The move now comes out far slower than it did in Garou,
and only A version is chainable.
5. KOBI KYAKU: Upward aimed kick, can reflect projectiles (even DMs). Juggles
opponent upon hitting. You can Break this move.
6. RENGEKI SHOU: Hotaru dives down with a knee attack followed by a kick
that knocks down. Button used determines the diving angle (B is steeper).
7. TENSHIN SHOU: Hotaru hops up while spinning, serving as her anti-air.
A does 2 hits while C does 6. This was originally f,d,df+K in MOTW. The
move's command requires fairly strict motioning or you'll get her Hakki
Shou instead.
8. SHINJOU TAI: Hotaru steps forward onto opponent and kicks them away. This
move is an unblockable throw, but you cannot combo into it.
9. BREAKING: Cancels the moves marked with a *. You can no longer Break a
move if it misses; only if it hits or is blocked.
10. EN UN JUUROKUSHU NO KAMAE: Stance move, during which Hotaru can move
back and forth slowly and dash, but cannot jump or block. Motion d,d+B
to switch into the Ri En stance.

(A): Hotaru does a palm strike from the last hit of her Soushou Shin.
(B): Hotaru does a quick low kick that combos into itself. She remains in
stance after this move. Move is now SCable.
(C,A): Hotaru does a chop, then a palm strike (looks like her Hakki Shou
without the projectile) that knocks down. The 1st punch is a Counter
Wire.
(D): Overhead kick (Hotaru's AB from MOTW). You can no longer cancel this
into a Rengeki Shou before she kicks.
(d+D,f+B): Hotaru does a low kick followed by a standing kick.
(u+K): Hotaru flips up with a kick (her T.O.P In CD attack from MOTW).
This move knocks down. The D version goes higher.
(b,b): Ends stance without attacking.

11. RI EN NO KAMAE: Hotaru cannot move normally or block, and can only dash
forward. Motion d,d+A to switch to the En Un Juurokushu stance. Hotaru
will also end this stance after a while if no attack was made.

(A): Hotaru does the spin from her Soushou Shin. Using this puts Hotaru in
the En Un Juurokushu stance.
(B): Hotaru does her standing B.
(C): Hotaru does a backward palm chop similar to her df+C, except she
performs it standing. She remains in stance after this move, and you can
combo another move after it hits. Move is also SCable, but only into the
Soushou Tenrenge.
(D): Hotaru does a kick similar to her Kobi Kyaku without the blue glow;
this move cannot reflect projectiles. This move juggles a hit opponent and
is Breakable.
(qcf+P): Hotaru's basic throw, usable in this stance.
(qcf+K): Hotaru hops forward and flips with an overhead kick downwards.
This move cannot hit from up close, and does not hit until Hotaru kicks.
(b,b): Ends stance without attacking.

12. SOUSHOU TENRENGE: Hotaru does 2 Shoushou Shin, followed by a Tenshin Shou
before finishing with a diving knee attack. The last hit is an overhead if
it connects on its own, but it will not knock down. This is now a DM and
any hit before the 7th is DCable.
13. TENSHOU RANKI: The move can hit opponent while rising and descending,
though it will do less damage if only the descending part hits. It's also
possible for the descending attack to cross-up. The descending attack can
also OTG opponent, though it's only possible to do so via Quick Switch
combos.

------------------------------------------------------------------------------
MR. BIG [PS2 EDIT]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D High Lift Throw [U]

COMMAND ATTACKS
f+A Chopstick [M],#
f+C Stab Stick [M],X,#

SPECIAL MOVES
qcf+P Ground Blaster [M],P,KD(C),#
qcf+K (tap button used) Crazy Drum [M],KD,#
dp+P Californian Romance [M],KD,SC(C),#
hcb+P Cross Diving [M],KD,#
hcb+K (can move) Spinning Lancer [M],KD,#

[DM]
qcf,qcf+P Blaster Wave [M],P,#
qcb,hcf+P Drum Shot Typhoon [M],DC,#
[LDM]
qcf,qcf+E (near) Raging Spear [U],T,NR,#

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

#. Mr. Big's crouching C serves as his sweep. His crouching D does not knock
down, but is a low attack and cancelable. His crouching A isn't repeatable
but will combo from his (repeated) crouching B.
1. CHOPSTICK: Mr. Big swings one baton upward, then the other downward. The
move will only hit once on its own, then Mr. Big slides back. If canceled
into, both hits will connect. This move has pretty short range however.
2. STAB STICK: Mr. Big pauses a moment, then stabs forward with one baton.
This is essentially his CD attack from KOF'96. This move won't combo from
normal attacks.
3. GROUND BLASTER: Short ranged ground level projectile that knocks down. You
can't seem to combo into this move from normal attacks. The C version
knocks down. Move is no longer SCable.
4. CRAZY DRUM: Mr. Big steps forward while swinging his batons repeatedly.
The move now knocks down. D version does more hits and goes further, but
the move's hitting range is still pretty short. There is a short pause
during the D version, during which Mr. Big seems to be invincible. You
can tap the button used to increase the number of hits before he does the
last knockdown hit, though it seems much harder to do so now.
5. CALIFORNIAN ROMANCE: Uppercut move. (A) is performed standing still, while
Mr. Big dashes forward before launching the uppercut for the C version. C
version is SCable on the 3rd hit, and any of his (L)DMs will combo.
6. CROSS DIVING: Mr. Big dives forward with his batons extended. This move
knocks down and can avoid low attacks.
7. SPINNING LANCER: Mr. Big spins while holding out his batons. D spins more
times and goes further. The move does one hit (unless used up close, where
it hits twice), and knocks down. He no longer stabs forward at the end of
the move unlike KOF'96. Move is immune to high/mid-level attacks at the
start, and you can move Mr. Big around while he's spinning. Note that the
command has returned to its KOF'96 motion.
8. BLASTER WAVE: Short ranged projectile similar to Benimaru's Raikou Ken.
The move can negate normal/DM projectiles, but cannot hit an opponent who
is very close to Mr. Big and inside the range of the ball lightning.
9. DRUM SHOT TYPHOON: Mr. Big rushes forward with an autocombo attack using
his batons before finishing with his Californian Romance. Any hit before
the 8th is DCable.
10. RAGING SPEAR: Mr. Big reaches out to grab opponent (this is unblockable).
If it hits, he throws opponent high up, and catches them upon landing with
his batons and sort of shakes opponent rapidly before slamming them to the
ground. This move comes out pretty quickly, and can be chained into.

------------------------------------------------------------------------------
ROBERT GARCIA [PS2 EDIT]
------------------------------------------------------------------------------

THROWS MOVE NAME PROPERTIES
b/f+C/D Kubikiri Nage [U],NR

COMMAND ATTACKS
f+A Kouryuu Koukyaku Geri [O],#
f+B Ryuu Hanshuu [M],S
b+B (hold B to fake) Mach Geri [M],#
b+C Ura Ken [M],J,X,#
b+D Kaiten Geri [M],KD,X,#

SPECIAL MOVES
charge b,f+P Ryu-Geki Ken (high) [M],P,#
charge b,f+K Ryu-Geki Ken (low) [L],P,#
charge d,u+K Ryu Zanshou [M],KD,#
qcb+K in air Hien Ryuujin Kyaku [M],KD,#
f,b,f+K Gen'ei Kyaku [M],KD,SC,#
qcb+K (perform 4x) Hien Senpuu Kyaku [M],KD,#
> qcf+K Finisher [M],KD

[DM]
f,hcf+P (can hold) Haoh Shokou Ken [M],#
qcf,hcb+P Ryuko Ranbu [M],DC,#
[LDM]
qcf,qcf+E Kuzuryu Sen [M],#

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