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aa. .aa
88 II `aaaaaaaaaaaaa' II 88
788. II `aaaaaaa` II ,88P ------------------------
?88 i `888' i 88P
788. 888 ,88P The King of Fighters '97
8. `?88 ,888. 88P' ,8
M?8__ `?8 ?88 .aaaaaaa. 88P 8P' __8FM ------------------------
`8AA888m. `78 8aaafF~~~?taaa8 8P' .m888AA8'
""788887m .aaf' `jaa8mmF8888F"" KOF '97 FAQ Version 3.0
)8maac )aam8(
mmJ8888Jm maaL, .jaa. mL8888L== ------------------------
.8UU888U' Jm8.aaaLL___Jjaaa~mmL `U888UU8.
mJ8~~ , 788` .aaaaaaa. '88F . ~~8Lm by K. Megura
iiii .J88F .J `888' L. J88L. iiii
IIII' 78F7F .JJ J8L LL. JF78L `IIII ------------------------
iIIII m8F 78 .J88F .8F8. 788L. 8F ?8m IIIIi
!!!!' .8' `8F F8F' 69`85 `787 78' `8. `!!!! <kmegura@yahoo.com>
8 8' FF J6f ?5L 77 `8 8
` ' F' 6F ?5 `7 ` ' ------------------------
l' `l
` '
Unpublished work Copyright 1997-1998 Kao Megura
This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way.
This FAQ was created and is owned by me, Kao Megura <kmegura@yahoo.com>.
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where it is due.
The King of Fighters series is (c) SNK Corporation and (c) SNK
Corporation of America.
(So whaddya think of the new title art, huh? I dunno, I can't decide if
I like it or the old title art better. Let me know what I should keep!)
-------------------------------------------------------------------------
This document can be found at the following locations:
-------------------------------------------------------------------------
Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/
GameFAQs www.gamefaqs.com
-------------------------------------------------------------------------
Sites concerning KoF that you really should check out:
-------------------------------------------------------------------------
Arcade Games Page home.pacific.net.sg/~lancer/
Chika's King of Fighters Zone members.aol.com/iorin/chika/
Mega Shock www.slip.net/~shrike/
YuRiMai's Trash Compactor mmcafe.telnet.or.jp/
MadMan's Cafe www.deathsdoor.com/mmcafe/
Gunsmith HQ www.geocities.com/Tokyo/Towers/3860/
The KoF Guide Page www.geocities.com/TimesSquare/Alley/4810/
---------------
c o n t e n t s
---------------
1. INTRODUCTION
2. HOW TO PLAY
3. THE TEAMS
- Hero Team
- Fatal Fury Team
- Art of Fighting Team
- Ikari Team
- Psycho Soldier Team
- New Female Fighting Team
- Kim's Team
- New Faces Team
- '97 Special Team
4. OTHER CHARACTERS
- Iori Yagami
- Shingo Yabuki
5. HIDDEN CHARACTERS
- '94 Style Kyo Kusanagi
- 'In the darkness, Orochi blood awakens Leona'
- 'On a moonlit night, Iori goes insane due to Orochi blood'
- Yashiro of the Parched Earth
- Shermie of the Insanely Violent Lightning
- Chris of the Flame of Destiny
- Orochi
6. TWO WAYS TO PLAY
7. FIGHTING TACTICS
8. MISCELLANEOUS
9. SPECIAL THANKS
10. REVISION HISTORY
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1. I N T R O D U C T I O N
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The King of Fighters series is back in it's fourth incarnation. Several
teams and characters have been dropped, including the Boss Team, Kasumi
Todo, Mature, Vice, and Goenitz. New additions include the New Faces
Team (consisting of all new characters), the '97 Special Team (which is
comprised of Ryuji Yamazaki, Blue Mary, and Billy Kane, all from the
Fatal Fury series), and Shingo Yabuki, the would-be student of Kyo.
Like Shingo, Iori Yagami returns as a solo contender in the latest KoF
tournament, which is being hosted by Chizuru Kagura. Incidentally,
Chizuru herself has joined the New Female Fighting Team in Kasumi's
absence. The new boss is Orochi, making his first appearance in a KoF
game since his introduction into the series in The King of Fighters '95.
Gameplay-wise, a lot has changed. First of all, there are two sets of
basic commands that are chosen before you pick your characters; one of
them, Advanced, is similar to the basic moves in KoF '96, while Extra
is more like the way gameplay used to be in KoF '94 and '95. Also,
most all of the characters have been given back their command attacks
from KoF '95, or gained new ones. Most of the characters have also
gained a new special move, and every character has at least one or two
new Desperation Moves.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2. H O W T O P L A Y
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Here's a brief explanation of the controls:
UB U UF Jump Backward Jump Up Jump Forward
\ | /
B -- N -- F Retreat/Block Neutral Approach
/ | \
DB D DF Defensive Crouch Crouch Offensive Crouch
B C D Weak Kick Strong Punch Strong Kick
A Weak Punch
All the moves in this FAQ are displayed using written notation. If you
are on the second player (right) side, you will be facing the other way,
so reverse all left- and right-based directions. Use the buttons to
inflict damage, and the joystick to maneuver yourself around the playing
field. Use a combination of joystick directions and buttons to perform
special moves and other various commands. Move notation includes:
QCF (Quarter Circle Forward) Rotate joystick from D to DF to F.
QCB (Quarter Circle Backward) Rotate joystick from D to DB to B.
HCF (Half Circle Forward) Rotate joystick from B to D to F.
HCB (Half Circle Backweard) Rotate joystick from F to D to B.
Otherwise, moves are performed by pressing in one of eight directions
(the 'neutral' position is not listed unless for an alternate joystick
command), then in another direction, and so on, before pressing a
button. 'HCF' is a simpler way to write 'B,DB,D,DF,F', for example.
Shortcut commands (ripped from EX Andy's Beginner's Reference FAQ) :)
You can use these in place of the 'standard' command. I already have
quite a few of these sprinkled throughout the FAQ and will add the
rest later as time allows. The shortcuts are:
HCF = DB,F
HCB = DF,B
F,D,DF = F,N,DF
QCB,HCF = D,HCF
QCF,HCB = D,HCB
HCB,HCB = DB,F,DB,F
HCF,HCF = DF,B,DF,B
After beginning the game, choose what mode of play your team will use.
Refer to Section 6 (Two Ways To Play) for more in-depth details. Then
pick the three members of your team, using the Punch buttons for one
costume color, or the Kick buttons for another. The mode of play you
selected will determine which of the two Punch or Kick colors you will
end up with. After that, select the order of your teammates for the
upcoming battle (to see what the characters think of each other <this
is important, really!> refer to Section 8), and then the battle will
begin.
The object of the battle is to beat all the members of your opponents'
team while keeping your own members alive for as long as possible. To
defeat an opponent's team member, reduce his/her Life bar to zero by
using attacks and special moves. Be careful, because this is your
opponent's goal as well. If you receive enough damage (and are using
Extra Mode), your Life bar will flash to let you know that you are
about to lose. Remember, you can gain life back after each round by
playing aggressively, so try not to be too defensive or you won't get
that much life back. The faster you defeat your opponent, the more
life you'll receive.
Each battle is broken down into rounds. A round ends when one person is
defeated, both are defeated at the same time, or the round timer reaches
00. When this happens, the person with more life remaining is declared
the winner. If both people have the same amount of life, a draw game
occurs, and the next set of teammates replace their allies (the same
thing happens in the event of two players losing at the same time). If
there are no teammates left, then the person with more previous
victories is the winner. If the number of victories is the same, then
those two characters must fight a final round in which they both have
less life (1/4th of a bar). If this round ends in a draw, both players
lose.
In addition to special moves that can be used during the rounds, there
are also the Desperation Moves (DMs) and Super Desperation Moves (SDMs).
The Desperation move can only be used when you have a flashing Life Bar
(in Extra Mode), or when you have a full Power Gauge, which increases
through manual charging, and by getting attacked. If you have a
flashing life bar _and_ a full Power Gauge, you can do your character's
SDM, which hits more often, is faster, and does more damage than a DM.
Keep in mind that you will lose your Power Gauge after performing a DM
or SDM, unless you have a flashing Life Bar, in which case you can
perform a DM as many times as you want until you get a full Power Gauge
(it then becomes an SDM). There is no way to perform your DM when you
have a flashing Life Bar and a full Power Gauge.
Should you be using Advanced Mode, your life bar won't flash when you are
about to lose. Instead, you can do DMs every time you get a stored Power
Gauge (a stock). If you want to perform a SDM, you can MAX out your
Power Gauge by activating it--this takes up one stock, but you can now
use any remaining stocks you have to perform SDMs. If you only have one
stock, and you use it, all that happens is that your Power Gauge maxes
out (not that that's bad :)). Advanced Mode players can store up to
three Power Gauges (have 3 stocks) at a time. At best, they can use
three DMs (using all three stocks), or two SDMs (activating a Power Gauge
and using the two stocks for the SDMs before the activated Gauge runs
out). To get a stock, simply fight and use special moves to fill your
Gauge. The only difference is that your DMs/SDMs aren't available until
you have at least one stock or (in the case of SDMs) two or three stocks.
This is sort of a tradeoff: while it takes longer to gain two Power
Gauges, you can then perform an SDM no matter how much life you have
left, whereas an Extra Mode character can only use SDMs when his/her
life is low (and has a full Power Gauge), but can also use DMs repeatedly
during this time as long as their Power Gauge isn't completely full.
Note that the Advanced Mode character will still have a MAX Power Gauge
even after hitting or missing with his DM or SDM.
Here's some extra information on in-game situations and move abilities:
GUARD CRUSH - Keep blocking attacks and this will happen to you (it's
not determined by total number of blocked hits, but how many hits were
blocked in a brief period). When it happens, you stop blocking and take
a small amount of damage. If this happened to you during a multi-hit
attack, you are open to other hits and these will inflict full damage.
Also, note that if you are a victim of Guard Crush, you will lose your
Power Gauge energy if it's MAXed (in Extra Mode), or lose your activated
stock (in Advanced Mode).
CRITICAL HIT - Moves will cause this at random, but some moves will
cause it more often than others. When it happens, the reaction time on
the move is cut, giving you a split-second to attack with another move
or even a DM, in some cases.
COUNTER - This occurs when your enemy is attacking, and you make an
attack that hits them out of their assault. When you counter, it
functions like the 'Critical' effect above. You can get a Critical Hit
and Counter at the same time, which gives you a larger window of time
in which to attack your opponent. If you're the victim of a Counter,
any move that you're hit with afterwards does more damage.
AUTOGUARD - Some moves have this, but most don't. When using a move with
autoguard, you will see the 'block sparks' and take block damage from
attacks if you're attacked while using that move, instead of being
knocked out of the attack. Autoguard doesn't always kick in, but in
some cases, it will block an otherwise unblockable move (such as Kyo's
OniYaki vs. Ralf's Galactica Phantom DM).
OVERHEAD - Usually, only Command Attacks are overheads, but some Special
moves and even normal attacks (like Yashiro's standing Strong kick), have
this ability. Normally, a person who is blocking high can be hit by low
attacks, and if they are blocking low, they are defended from high and
low attacks. However, a move with the 'overhead' ability will hit that
person if they are crouch blocking (it doesn't work against a person
who is in a high block). This is a useful way to deal with 'turtle'
players who block constantly, especially for characters who don't have
fast command throws.
THROWS - Every character has two normal throws perfomed using the same
command. These throws cause moderate damage, and are unblockable. In
fact, they will connect no matter what the other player is doing,
exluding rolling. However, players using 'Extra Mode' can escape from
throws and take no damage. Throws only work when you're close to
another character who's standing on the ground, although Goro has a
normal throw that will work from a small distance away (the Okuri Ashi
Barai). Throws cannot be reversed.
There are also air throws, which only a few characters have. These
players include Benimaru, Yuri, Leona, Athena, and Mai. Air throws
are unblockable, but they are rarely used in battle because you must
be close to your opponent while you're both jumping. Chances are,
you'll end up eating your opponent's jump attack. :)
Finally, there are command throws, so named because they are performed
by entering a joystick command and pressing the appropriate button.
Command throws are for the most part very similar in that they are
unblockable and unavoidable (unless you're in the middle of a roll),
and unescapable. Most command throws also need to performed when up
close, like normal throws, but their are exceptions to this, and there
are some command throws which are blockable. However, command throws,
like normal throws, cannot be reversed. Command throws vary greatly in
use, ranging from ones that can be followed up with other moves (Goro's
Arashi no Yama DM/SDM combination), to throws that inflict no damage
but leave a hit opponent open to attack (Iori's Scum Wind or Yashiro of
the Parched Earth's Kujiku Daichi).
REVERSALS - These are moves which will stop an enemy's attack and make
your character strike back with a move of their own. Usually, a reversal
only works if used prior to being attacked (Mary or Billy's reversals),
or just as your character is attacked (Kyo or Yashiro's reversals). On a
whole, reversals will do no damage by themselves, only when they are used
against an enemy's attack. There are some exceptions, though, such as
Kyo's Nue Tsumi, which functions as a regular move but will turn into a
reversal during an enemy attack. Yashiro and Shermie also have reverals
that can be used as normal moves, but unlike Kyo, their moves do not
change if used for the purposing of reversing an enemy attack. Reversals
are usually very specific in use (only working against high attacks, only
against projectiles, etc.) Don't confuse these types of reversals with
the 'Guard Reversal' ability (performing a CD attack while blocking) that
each character has.
(If a move can cause Critical Hits, has Autoguard or has an additional
function as an overhead attack, or is a command throw or reversal, that
information is noted in the 'Comments' section for that particular move.)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
3. T H E T E A M S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This section is set up as follows:
- Team Name
- Team Member
- Member's Stats.
- Throws
- Command Attacks
- Special Moves
- DMs/SDMs
The characters individual moves are written like this:
------------------------------------------------------
J: The name of the move in Japanese.
E: The name of the move translated into English.
M: The command used to perform the move.
H: The number of hits a move causes using the Weak
and Strong buttons.
D: A brief description of the move when performed.
C: Comments on the move: it's pros or cons, what
special abilities the move has, etc.
------------------------------------------------------
Throws use only the first three criteria, usually. Then comes the pose
and quote information:
INTRODUCTION (AS FIRST UP)
When that character is 1st in line to fight.
INTRODUCTION
When that character is 2nd or 3rd in line to fight.
INTRODUCTION (BOTH)
If the Introduction and Introuction (as first up) are the same.
VERSUS
If there's a different intro when two characters fight each other.
TAUNT
What is done and said when START is pressed.
WIN POSE (X)
Hold down the listed button to get the desired win pose and quote.
TIME OUT
What is done if a character loses by Time Over.
DRAW GAME
What is done if a character ends up in a Draw Game.
ROUND LOSS
What a character says as they lose the round.
RECOVERY ROLL
What a character says as they recover from being knocked out while
in the air.
SPECIAL WAIT POSE
For certain characters, what pose they perform if they wait around
in one place for a long enough time.
PARTNER BACKGROUND POSE
How an unused partner looks when in the background.
IF PLAYER HITS....
If the player hits his/her opponent, how his partner reacts.
IF PLAYER IS DAMAGED....
If the player loses life, how his partner reacts.
IF PLAYER WINS THE ROUND....
If the player wins the round, how his partner reacts.
IF PLAYER LOSES THE ROUND....
If the player loses the round, how his partner reacts.
IF PLAYER LOST AND IS IN THE BACKGROUND....
How the defeated partner looks when in the background.
PLAYER AVENGEMENT....
How a defeated partner reacts when the currently fighting player
attacks his opponent.
SPECIAL MOVE QUOTES
If a character says something when performing a special move or
DM/SDM, it's listed here.
About the win poses: remember that while pressing A, B, or C after
winning a round will produce the desired win pose and quote, pressing D
will pick a random win pose. You can also select the win pose of your
computer opponent if you lost (in which case, go for the least
insulting one! :))
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): Shujinkou Tiimu
Official SNK Name (English): Hero Team
Translation of Japanese Name: Hero/Protagonist Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
KYO KUSANAGI
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Writing poetry
BIRTH DATE: 12/12/76 FAVORITE FOOD: Barbecued fish
AGE: 20 FAVORITE SPORT: Ice hockey
HEIGHT: 181 cm MOST VALUABLE: Motorcycle, girlfriend (Yuki)
WEIGHT: 75 kg HATES THE MOST: Hard work
BLOOD TYPE: B FIGHTING STYLE: Kusanagi Style Ancient
Martial Arts
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hachi Tetsu
E: Forged Iron
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Issetsu Seoi Nage
E: Burden of the Lone Temple Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Ge Shiki: NaRaku Otoshi
E: Outside Style: Mysterious Drop
M: Jump, then D + C button
H: Strong 1
D: Kyo throws a hammer punch.
C: A hit opponent is slammed into the ground. Against an airborne
challenger, it knocks them out of their jump instantly. This
move has near-instant recovery, to boot.
-------------------------------------------------------------------------
J: Ge Shiki: GouFu You
E: Outside Style: Thunder Axe Positive
M: F + B button
H: Weak 1
D: Kyo performs an axe kick with one leg.
C: Acts as an overhead attack.
-------------------------------------------------------------------------
J: HachiJuuHachi Shiki
E: Style No. 88
M: DF + D button
H: Strong 2
D: Kyo falls to the ground and swings his legs outward, one after
the other.
C: Hits low.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HyakuJuuYon Shiki: AraGami
E: Style No. 105: Wild Bite
M: QCF + A button
H: Weak 1
D: Kyo performs a flaming fist attack with his right arm.
C: Follow with 'Ku Kizu' or 'Ya Sabi'.
-------------------------------------------------------------------------
J: HyakuNiJuuHachi Shiki: Ku Kizu
E: Style No. 128: Nine Wounds
M: QCF + Punch
H: Weak 1, Strong 1
D: Kyo performs a flaming fist attack with his left arm.
C: Follow with 'Nana Se' or 'Migiri Ugachi'.
-------------------------------------------------------------------------
J: I-HyakuNiJuuNana Shiki: Ya Sabi
E: Self-taught Style No. 127: Eight Tarnish
M: HCB + Punch / DF,B + Punch
H: Weak 1, Strong 1
D: Kyo throws a flaming downwards punch.
C: Follow with 'Nana Se' or 'Migiri Ugachi'.
-------------------------------------------------------------------------
J: I-HyakuNiJuuGo Shiki: Nana Se
E: Self-taught Style No. 125: Seven Torrents
M: Press Kick
H: Weak 1, Strong 1
D: A forward-directed, straight-legged kick.
C: Only usable after 'Ku Kizu' or 'Ya Sabi'.
-------------------------------------------------------------------------
J: Ge Shiki: Migiri Ugachi
E: Outside Style: Time Drill
M: Press Punch
H: Weak 1, Strong 1
D: Kyo throws a double flame punch knocking his foe into the ground.
C: Only usable after 'Ku Kizu' or 'Ya Sabi'.
-------------------------------------------------------------------------
J: HyakuJuuGo Shiki: DokuGami
E: Style No. 105: Poison Bite
M: QCF + C button
H: Strong 1
D: Kyo makes a flaming fist attack with his left arm.
C: Follow with 'TsumiYomi'.
-------------------------------------------------------------------------
J: YonHyaku-I Shiki: TsumiYomi
E: Style No. 401: Guilt Compose
M: HCB + Punch
H: Weak 1, Strong 1
D: Kyo throws a flaming punch.
C: Follow with 'BatsuYomi'.
-------------------------------------------------------------------------
J: YonHyakuJuuNi Shiki: BatsuYomi
E: Style No. 402: Penalty Compose
M: Forward + Punch
H: Weak 1, Strong 1
D: A spinning shoulder-barge attack.
C: Only usable after 'TsumiYomi'.
-------------------------------------------------------------------------
J: Hyaku Shiki: OniYaki
E: Style No. 100: Demon Scorcher
M: F,D,DF + Punch
H: Weak 2, Strong 2
D: A leaping, spinning uppercut attack.
C: Has autoguard.
-------------------------------------------------------------------------
J: KuHyakuJuuNi: NueTsumi
E: Style No. 902: Fabulous Night Bird Trimmer
M: QCB + Punch
H: Weak 1, Strong 1
D: Kyo pumps his arm outward, holding his forearm.
C: This move knocks a hit opponent into the air. If you perform
it while your enemy is attacking you, it behaves as a reversal
and becomes either the 'Tora Fuse' or 'Ryi-iri'.
-------------------------------------------------------------------------
J: Ge Shiki: Tora Fuse
E: Outside Style: Tiger Lay
M: QCB + Punch
H: Weak 1, Strong 1
D: Kyo performs a flaming downward punch.
C: Unless you use this move to reverse a high attack, you'll end
up performing the 'NueTsumi' instead.
-------------------------------------------------------------------------
J: Ge Shiki: Ryu-iri
E: Outside Style: Dragon Discharge
M: QCB + Punch
H: Weak 1, Strong 1
D: Kyo throws a flaming double punch attack.
C: Unless you use this move to reverse a low attack, you'll end up
performing the 'NueTsumi' instead.
-------------------------------------------------------------------------
J: NiHyakuJuuNi: KotoZuki You
E: Style No. 202: Koto Moon Positive
M: HCB + Kick
H: Weak 2, Strong 2
D: Kyo runs forward, grabs his enemy and lifts them into the air,
then sets them on fire.
C: n/a
-------------------------------------------------------------------------
J: NanaJuuGo Shiki: Kai
E: Style No. 75: Modified
M: QCF + Kick, Kick
H: Weak 1, Strong 1 (2 hits total using Weak, Strong, or both types)
D: Kyo jumps and makes two split-kick attacks.
C: You can juggle with most any move after the second kick.
-------------------------------------------------------------------------
J: NanaHyakuNana Shiki: Doku Gaku Tori (R.E.D. Kick)
E: Style No. 707: Single Ease Slaughter (Rainbow Energy Dynamite Kick)
M: B,D,DB + Kick
H: Weak 1, Strong 1
D: Kyo jumps and smashes into his opponent with his leg.
C: This move acts as an overhead and is a knockdown attack as well.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Hi-Ougi Ura HyakuHachi Shiki: OrochiNagi
E: Concealed Secret Reverse Style No. 180: Big Serpent Mow Down
M: QCB,HCF + Punch / D,HCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 5, Strong 5 (as a SDM)
D: Kyo holds up a hand, which bursts into flame. He then slides
forward while sweeping his hand before him, surrounding himself
in a flowing shield of fire. During the SDM, his body is covered
in orange fire before he begins the attack.
C: You can hold down the button used to delay this attack. Kyo's
upper body is immune to damage if the A button is used, and his
lower body is immune to damage if the C button is used. During
the SDM, an enemy will be hurt if they touch his flaming body
prior to him attacking.
-------------------------------------------------------------------------
J: Saishu Kessen Ougi "Mu Shiki"
(San ShinKi no Ichi)
E: Final Deciding Battle Concealed (Technique) "No Style"
(One of Three Divine Weapons)
M: QCF,QCF + Punch
H: Weak 5, Strong 5 (as a DM)
Weak 10, Strong 10 (as a SDM)
D: Kyo throws a YamiBarai which explodes into a column of energy.
He steps into it and then emerges with a DokuGami attack. For
the SDM, he emerges and does the full DokuGami/TsumiYomi/BatsuYomi
combo followed by an OniYaki. No matter which version is used,
afterimages follow him for the entirety of the move.
C: The column of energy can be used to catch an airborne foe.
Furthermore, an enemy hit by this move is momentarily stunned.
Also, a foe who blocks the DokuGami attack or the full combo will
end up as the victim of a 'Guard Crush'.
-------------------------------------------------------------------------
J: 'Reshiki ga chigaun da yo.'
E: 'History is different.' (literally)
M: Tap C button after connecting with 'Saishu Kessen Ougi "Mu Shiki"'
H: Heavy 0 (as a DM/SDM)
D: Kyo performs his taunt.
C: Can be cancelled like a normal taunt. You are defenseless while
taunting and can be hit.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Kyo raises his fist, then goes into his old power-up animation.
Quote: "Ikuze!"
Meaning: "Let's go!"
VERSUS IORI YAGAMI
Kyo turns away.
Quote: "Keri o tsukeyoze, Yagami."
Meaning: "Let's settle this, Yagami."
TAUNT
Kyo waves his index finger.
Quote: "Nani kusubu-ten da?"
Meaning: "Why are you down?" or "What'cha smokin' for?"
DM/SDM TAUNT
Kyo blows a tendril of flame off his index finger.
Quote: "Reshiki ga chiga-un dayo."
Meaning: "History is different" (literally)
or, "History proves otherwise" or "Your time is over."
WIN POSE (A)
Kyo lifts an arm, says part of his quote, then looks up towards the
screen and continues with the rest of it.
Quote: "Ore no..." then, "...kachi da!"
Meaning: "This is..." then, "...my victory!"
WIN POSE (B)
Kyo raises a finger as if to do win pose (C), then lowers his arm
and turns away.
Quote: "Anta ja moene na...."
Meaning: "You suck...."
also, "You won't burn," (lit.), interpreted as,
"You're so poor I don't even need to burn you."
WIN POSE (C)
Kyo raises an arm, and his extended index finger catches on fire.
He blows it out.
Quote: "Hehe...moetaro?"
Meaning: "Hehe...burned?"
TIME OUT
Kyo wipes his mouth with his fist, clenching his teeth.
DRAW GAME
Kyo puts his hand over his mouth (uses part of the Time Out frames).
ROUND LOSS
"Aaaaaaaaa...!"
RECOVERY ROLL
Quote: "Otto!"
Meaning: "Oh!"
PARTNER BACKGROUND POSE
Kyo watches the battle.
IF PLAYER HITS....
Clenches a fist and grins.
IF PLAYER IS DAMAGED....
Scratches his head.
IF PLAYER WINS THE ROUND....
Clenches a fist and grins.
IF PLAYER LOSES THE ROUND....
Shrugs one shoulder.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down, crouching.
PLAYER AVENGEMENT....
Raises a fist.
SPECIAL MOVE QUOTES
104 Shiki: AraGami Quote: "Body ga ame ze."
Meaning: "Your body is weak."
128 Shiki: Ku Kizu Quote: "Body ga garaaki da ze."
Meaning: "You've left yourself open."
lit. "Your body is open."
127 Shiki: Ya Sabi Quote: "Body ga orusu da ze."
Meaning: "You're not paying attention."
100 Shiki: OniYaki Quote: "Oriya!"
105 Shiki: Dokugami Quote: "Kurae!"
Meaning: "Eat this!"
902 Shiki: NueTsumi Quote: "Saseru ka!"
Meaning: "I won't let you do it!"
202 Shiki: KotoZuki You Quote: "Oriya! Chi!...Moero!"
Meaning: "Oriya! Chi!...Burn!"
108 Shiki: OrochiNagi Quote: "Kurai...yagare!"
Meaning: "Eat...this!"
Saishukessen Ougii Quote: "Kore da Kusanagi no ken da!"
(Mu Shiki) Meaning: "This is the fist of the Kusanagi!"
_________________________________________________________________________
BENIMARU NIKAIDO
_________________________________________________________________________
NATIONALITY: Japanese/US HOBBIES: Being the center of attention
BIRTH DATE: 6/6/76 FAVORITE FOOD: Sashimi
AGE: 21 FAVORITE SPORT: Clay Shooting
HEIGHT: 180 cm MOST VALUABLE: Himself
WEIGHT: 70 kg HATES THE MOST: Otaku
BLOOD TYPE: O FIGHTING STYLE: 'Shooting'
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Kacchi ando Shuuto
E: Catch and Shoot
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Furonto Suupurekkusu
E: Front Suplex
M: B / F + D button (near)
-------------------------------------------------------------------------
J: Supiningu Nii Doroppu
E: Spinning Knee Drop
M: Jump, then U + C button / D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Furaingu Doriru
E: Flying Drill
M: Jump, then D + D button
H: Strong 3 (vs. a ground opponent)
6 (vs. an airborne opponent)
D: Benimaru dives down at a diagonal angle while spinning.
C: n/a
-------------------------------------------------------------------------
J: Jakkunaifu Kikku
E: Jackknife Kick
M: F + B button
H: Weak 1
D:
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: RaiJinKen
E: Quivering Thunder Fist
M: QCF + A button
H: Weak 3
D: Benimaru strikes out with his arm and his fist is surrounded by an
oval-shaped ball of electricity.
C: Will negate some projectiles.
-------------------------------------------------------------------------
J: RaiJinKen (TaiKu)
E: Quivering Thunder Fist (Anti-Air)
M: QCF + C button
H: Strong 3
D: Benimaru holds his arm upward at an angle and his fist is surrounded
by an oval-shaped ball of electricity.
C: n/a
-------------------------------------------------------------------------
J: KuChu RaiJinKen
E: Air Quivering Thunder Fist
M: Jump, then QCF + Punch
H: Weak 3, Strong 3
D: Benimaru holds his arm downward at an angle and his fist is
surrounded by an oval-shaped ball of electricty.
C: Benimaru pauses momentarily upon landing.
-------------------------------------------------------------------------
J: ShinKu KataTeGoma
E: Vacuum One-Hand Top
M: QCB + Punch
H: Weak 3, Strong 6
D: Benimaru falls to the ground and hold himself above the floor with
one hand while spinning both legs around. He then jumps away.
C: n/a
-------------------------------------------------------------------------
J: Suupaa Inazuma Kikku
E: Super Lightning Flash Kick
M: F,D,DF + Kick
H: Weak 2, Heavy 2
D: Benimaru jumps and attacks with a knee- then leg- flip, as lightning
strikes the ground.
C: n/a
-------------------------------------------------------------------------
J: Iai Geri
E: Sword-Drawing Kick
M: QCF + Kick
H: Weak 1, Heavy 1
D: Benimaru jerks his knee out and draws his leg back in one quick
motion.
C: Follow with 'Hando SanDan Geri'
-------------------------------------------------------------------------
J: Hando SanDan Geri
E: Anti-Motion / Reaction Three Step Kick
M: D,U + Kick / HCB + Kick
H: Weak 3, Heavy 3
D: Benimaru faces away from his opponent and kicks behind him, then
performs a 'Super Inazuma Kick'. If done alone, he kicks outward
once before continuing with the rest of the move.
C: The HCB + Kick version can be done by itself or during the Iai Geri,
but the D,U + Kick version only works during the Iai Geri.
-------------------------------------------------------------------------
J: BeniMaru Koredaa
E: Benimaru Coleda
M: HCB,F + Punch (near)
H: Weak 1, Heavy 1
D: Benimaru grabs his opponent with both hands and holds them away from
him while charging them with an electric blast.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: RaiKoKen / RaiKoKen (TaiKu)
E: Lightning Gleam Fist / Lightning Gleam Fist (Anti-Air)
M: QCF,QCF + Punch
H: Weak 5, Strong 5 (as a DM)
Weak 10, Strong 10 (as a SDM)
D: Benimaru jerks his arm forward or upward and a large ball of
electricty surrounds his fist, expanding and shrinking for a few
moments. During the SDM version, the ball is red instead of blue.
C: Will negate most projectiles. Use the A version for a forward-
directed attack, and C for an upward directed attack.
-------------------------------------------------------------------------
J: Erekutorigaa
E: Elec-Trigger
M: HCB,HCB + Punch (near)
H: Weak 1, Strong 1 (as a DM/SDM)
D: Benimaru performs an enhanced 'Benimaru Coleda' on his challenger.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Runs a hand through his hair, then gets ready to fight.
TAUNT
Turns his back to the screen while flexing.
Quote: "Yare, yare."
Meaning: Mr. Kuroki describes this as the 'American equivalent
of a tired sigh or sigh of annoyance.'
WIN POSE (A)
Turns around and points at the screen with one hand.
Quote: "Thank you!"
WIN POSE (B)
Benimaru blows a kiss towards the screen.
Quote: "I love you!"
WIN POSE (C)
Raises his hand, and brings it in front of his face as lightning
strikes the ground.
TIME OUT
Holds his chin while shaking his head.
DRAW GAME
Puts his hand on the side of his head, then shakes his head.
ROUND LOSS
"Uaaaaaaaa!!"
RECOVERY ROLL
"Urya!"
PARTNER BACKGROUND POSE
Buffing his fingernails.
IF PLAYER HITS....
Flexes a hand with a smile.
IF PLAYER IS DAMAGED....
Covers his forehead.
IF PLAYER WINS THE ROUND....
Flexes a hand and smiles.
IF PLAYER LOSES THE ROUND....
Covers his forehead while flexing a hand.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down.
PLAYER AVENGEMENT....
Looks at stage.
SPECIAL MOVE QUOTES
Flying Drill "Flying Drill!"
RaiJinKen "Raijinken!"
ShinKu KataTeGoma "Shinkuu...Katategoma!"
HanDo SanDanGeri "HandouSanDanGeri!"
BeniMaru Coleda "Benimaru Coleda!"
RaiKoKen "Raikouken!"
Elec-Trigger "Elec-Trigger!"
_________________________________________________________________________
GORO DAIMON
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Be in unison with Nature
BIRTH DATE: 5/5/1968 FAVORITE FOOD: Zaru-Soba
AGE: 29 FAVORITE SPORT: Judo
HEIGHT: 204 cm MOST VALUABLE: Geta Sandals
WEIGHT: 138 kg HATES THE MOST: Complex Machinery
BLOOD TYPE: A FIGHTING STYLE: Judo; self-taught skills
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: JuJi Shime
E: Crossbar Choke
M: B / F + C button
-------------------------------------------------------------------------
J: Tsukami Tataki Tsuke
E: Tossing Strike Grip
M: B / F + D button
-------------------------------------------------------------------------
J: Okuri Ashi Barai
E: Escorting Foot Banish
M: B / F + D button
C: To perform this throw, get right next to your opponent, then take
one step back and enter the joystick command.
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Takara Tsubushi
E: Treasure Smash
M: DF + C button
H: Heavy 1
D: Goro leans forward and headbutts his opponent.
C: n/a
-------------------------------------------------------------------------
J: Zujo Barai
E: Overhead Banish
M: F + A button
H: Light 1
D: Goro reaches forward and makes a downward swipe.
C: This move acts as an overhead attack. It can also negate
projectiles.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: JiRaiShin
E: Mine Quake
M: F,D,DF + Punch
H: Light 1, Heavy 0
D: Goro roars, raises his arms, and then slams them into the ground.
The C version is a fake--Goro raises his arms but then stops.
C: When Goro strikes the ground, any person who is on the ground and
isn't blocking falls down.
-------------------------------------------------------------------------
J: Kumo Tsukami Nage
E: Cloud Grabbing Throw
M: HCF + A button / DB,F + A button
H: Light 1
D: Goro reaches outward and upward with his hand. If he connects, he
slams his opponent into the ground.
C: This move only hits airborne opponents, but some of the taller
characters can be hit by this move while standing.
-------------------------------------------------------------------------
J: KiriKabu Gaeshi
E: Slice Stump Return
M: HCF + C button / DB,F + C button
H: Heavy 1
D: Goro reaches downward with his hand. If he connects, he lifts his
opponent up and then slams them.
C: This move can also hit an opponent who has been knocked down and is
lying prone on the ground, but you must be _very_ close in order to
actually grab them.
-------------------------------------------------------------------------
J: TenChi Gaeshi
E: Heaven and Hell Return
M: HCB,F + Punch (near)
H: Light 1, Heavy 1
D: Goro grabs his challenger, slams them once, then flips them up into
the air.
C: n/a
-------------------------------------------------------------------------
J: Ichi Nage
E: Single Throw
M: HCB,F + Kick
H: Light 1, Heavy 1
D: Goro moves forward, grabs his enemy, and throws them.
C: Goro is left open to attack if his advance is blocked.
-------------------------------------------------------------------------
J: Cho Oosotogari
E: Super Big Outside Cutter
M: F,D,DF + Kick
H: Weak 1, Strong 1
D: Goro leans forward, grabs his opponent, and trips them with his leg.
C: This is one of the few blockable throws in the game.
-------------------------------------------------------------------------
J: Nekko Gaeshi
E: Root Return
M: QCF + Kick
H: Weak 1, Strong 1
D: Goro changes his stance. If he is hit during this time, he throws
his to the ground and then lands on top of them.
C: Use the B version to reverse high attacks, and the D version to
reverse low attacks.
-------------------------------------------------------------------------
J: Cho Ukemi
E: Super Tumble
M: QCB + Kick
H: Weak 0, Strong 0
D: Goro tumbles forward.
C: He's partially invincible while tumbling.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: JiGoku GokuRaku Otoshi
E: Hell Paradise Drop
M: HCB,HCB + Punch (near)
H: Weak 1, Strong 1 (as a DM)
Weak 1, Strong 1 (as a SDM)
D: Goro performs a Cho Oosotogari on his opponent, flips them back and
forth repeatedly, and ends with a TenChi Gaeshi (DM), or that and a
JiRaiShin (SDM).
C: n/a
-------------------------------------------------------------------------
J: Arashi no Yama Kombineeshon: Nekko Meki
E: Mountain of Storms Combination: Root Puller
M: HCF,HCF + Kick (near)
H: Weak 1, Strong 1 (as a DM/SDM)
D: Goro throws you in a manner similar to the latter part of the 'Ichi
Nage'.
C: Follow with 'Zoku-KiriKabu Gaeshi'.
-------------------------------------------------------------------------
J: Arashi no Yama Kombineeshon: Zoku-KiriKabu Gaeshi
E: Mountain of Storms Combination: Continued Slice Stump Return
M: HCF + Kick
H: Weak 1, Strong 1 (as a DM/SDM)
D: Goro slams his opponent using the same animation as the 'KiriKabu
Gaeshi' attack.
C: Follow with 'Nekko Meki Ichi Nage' or 'Zoku-TenChi Gaeshi'. You can
also use a command throw: 'KiriKabu Gaeshi'.
-------------------------------------------------------------------------
J: Arashi no Yama Kombineeshon: Nekko Meki Ichi Nage
E: Mountain of Storms Combination: Root Pull Single Throw
M: F,D,DF + Kick
H: Weak 1, Strong 1 (as a DM only)
D: Goro picks his foe off the floor and performs a backdrop.
C: This move can be used if the 'Arashi no Yama' combination was
collectively performed as a DM.
-------------------------------------------------------------------------
J: Arashi no Yama Kombineeshon: Zoku-TenChi Gaeshi
E: Mountain of Storms Combination: Continued Heaven Hell Return
M: F,D,DF + Kick
H: Weak 1, Strong 1 (as a SDM only)
D: Goro picks his challenger up, slams them from side to side, then
throws them vertically up into the air and catches them with a
'Kumo Tsukami Nage'.
C: This move can be used if the 'Arashi no Yama' combination was
collectively performed as a SDM.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Goro holds his arms apart and claps his hands together.
TAUNT
He holds his hands outward and grunts.
WIN POSE (A)
Raises one fist into the air, accompanied by a 'thunderclap' sound
effect.
WIN POSE (B)
Goro steps forward, puts his legs far apart, and roars.
WIN POSE (C)
Goro makes a fist at chest level, looks at the screen, and smiles.
TIME OUT
Goro kneels on one knee and lowers his head, a surprised look on his
face as he is kneeling.
DRAW GAME
Goro draws away from his opponent. His arms are raised and he has
an annoyed look to him.
ROUND LOSS
"Uoooooooo."
RECOVERY ROLL
Quote: "Nan-no!"
Meaning: "That's nothing!"
PARTNER BACKGROUND POSE
Goro watches the battle facing the pavement.
IF PLAYER HITS....
Grins, clenching one hand.
IF PLAYER IS DAMAGED....
Annoyed look.
IF PLAYER WINS THE ROUND....
Grins clenching one hand.
IF PLAYER LOSES THE ROUND....
Annoyed look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down.
PLAYER AVENGEMENT....
Raises a fist and grins.
SPECIAL MOVE QUOTES
None! (unless you count growling)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): GaRou DenSetsu Tiimu
Official SNK Name (English): Fatal Fury Team
Translation of Japanese Name: Legend [of] Hungry Wolf Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
TERRY BOGARD
_________________________________________________________________________
NATIONALITY: American HOBBIES: Video games
BIRTH DATE: 3/15/1973 FAVORITE FOOD: Junk food
AGE: 24 FAVORITE SPORT: Basketball
HEIGHT: 182 cm MOST VALUABLE: His father's (Jeff's) gloves
WEIGHT: 77 kg HATES THE MOST: Slugs
BLOOD TYPE: O FIGHTING STYLE: Learned from his father;
various martial arts.
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Gurasupingu Appaa
E: Grasping Upper
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Basutaa Suruu
E: Buster Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Bakku Nakkuru
E: Back Knuckle
M: F + A button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
J: Raisingu Appaa
E: Rising Upper
M: DF + C button
H: Strong 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Pawaa Ueibu
E: Power Wave
M: QCF + Punch
H: Weak 1, Strong 1
D: Terry strikes the ground and a small wave of energy shoots forward.
C: n/a
-------------------------------------------------------------------------
J: Baan Nakkuru
E: Burn Knuckle
M: QCB + Punch
H: Weak 1, Strong 1
D: Terry poses quickly, then leaps forward with one arm outward, his
fist covered in blue energy.
C: n/a
-------------------------------------------------------------------------
J: Raisingu Takkuru
E: Rising Tackle
M: F,D,DF + Punch
H: Weak 6, Strong 7
D: Terry vaults upward, spinning feet-first with his arms held outward.
C: Has autoguard.
-------------------------------------------------------------------------
J: Pawaa Danku
E: Power Dunk
M: F,D,DF + Kick
H: Weak 2, Strong 2
D: Terry leaps upward and strike out with his fist. Notice his hat :)
C: n/a
-------------------------------------------------------------------------
J: Kurakku Shuuto
E: Crack Shoot
M: QCB + Kick
H: Weak 3, Strong 2
D: Terry jumps forward, swinging one leg up and then forward.
C: n/a
-------------------------------------------------------------------------
J: Pawaa Chaaji
E: Power Charge
M: HCF + Kick
H: Weak 1, Strong 1
D: Terry runs forward and attacks.
C: You can use a special move/DM/SDM after connecting with this move.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Pawaa Geizaa
E: Power Geyser
M: QCB,DB,F + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 3, Strong 3 (as a SDM)
D: Terry strikes the ground and an energy wave shoots up. During the
SDM, Terry hits the ground three times and the energy waves appear
further and further down the screen.
C: The SDM version can juggle a hit character.
-------------------------------------------------------------------------
J: Hai Anguru Geizaa
E: High-Angle Geyser
M: QCF,QCF + Kick
H: Weak 3, Strong 3 (as a DM)
Weak 5, Strong 7 (as a SDM)
D: A dashing elbow attack followed by a Power Dunk, then a Power
Geyser performed as Terry lands.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Gestures at opponent.
Quote: "Hey, come on, come on!"
VERSUS BLUE MARY
Terry is wearing his cap backwards, standing still.
TAUNT
Adjusts his cap, then whistles.
WIN POSE (A)
Terry takes off his cap, dusts it off on his knees, and puts it
back on, the brim covering his eyes.
Quote: "Hmmph!"
WIN POSE (B)
Terry turns around and throws his cap into the air.
Quote: "Okay!"
WIN POSE (C)
Terry faces towards the screen, and throws off his cap.
Quote: "All right!"
TIME OUT
Terry falls down into a crouching stnace.
DRAW GAME
Terry turns away from his opponent.
ROUND LOSS
"Uwaaaaaaaa!"
RECOVERY ROLL
"Fu!"
PARTNER BACKGROUND POSE
Poses, tapping a foot, his hat backwards.
IF PLAYER HITS....
Gives a thumbs up.
IF PLAYER IS DAMAGED....
Sad look.
IF PLAYER WINS THE ROUND....
Thumbs up.
IF PLAYER LOSES THE ROUND....
Sad look, his hat falls.
IF PLAYER LOST AND IS IN THE BACKGROUND....
His hat's missing.
PLAYER AVENGEMENT....
Raises his hand.
SPECIAL MOVE QUOTES
Power Wave "Power Wave!"
Power Dunk "Power Dunk!"
Rising Tackle "Raising Tackle!"
Crack Shoot "Crack Shoot!"
Power Geyser "Power Geyser!"
High Angle Geyser "Oh, my shit! Geyser!" (yes, REALLY!)
_________________________________________________________________________
ANDY BOGARD
_________________________________________________________________________
NATIONALITY: American HOBBIES: Practicing martial arts
BIRTH DATE: 8/16/74 FAVORITE FOOD: Natto Spaghetti
AGE: 23 FAVORITE SPORT: Short track
HEIGHT: 171 cm MOST VALUABLE: Picture of him and Hanzou S.
WEIGHT: 69 kg HATES THE MOST: Dogs
BLOOD TYPE: A FIGHTING STYLE: Kopo-ken, Shiranui Ninjitsu
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: GouRin Kai
E: Sturdy Confrontation (Modified)
M: B / F + C button (near)
-------------------------------------------------------------------------
J: KakaeKomi Nage
E: Mixed Hug Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Uwa Agito
E: Upper Jaw
M: F + B button
H: Light 1
D: Andy swings his leg up, then brings it down.
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HiShoKen
E: Flying Fist
M: QCB + Punch
H: Weak 1, Strong 1
D: Andy holds one arm forward, and grabs his wrist with his other hand.
A blast of blue energy emits from his palm as he leans forward.
C: n/a
-------------------------------------------------------------------------
J: ShoRyuDan
E: Rising Dragon Bullet
M: F,D,DF + Punch
H: Weak 5, Strong 5
D: Andy rises into the air, holding his arms out as he spins his body
around.
C: n/a
-------------------------------------------------------------------------
J: ZanEiKen
E: Phantom Fist Slash
M: DB,F + Punch
H: Weak 1, Strong 1
D: Andy dashes forward, delivering an elbow thrust. His body is trailed
by shadows as he moves.
C: Follow with 'GaDanKo'.
-------------------------------------------------------------------------
J: GaDanKo
E: Blessed Body Bullet
M: QCF + Punch
H: Weak 1, Strong 1
D: Andy leans towards his enemy and delivers a shoulder tackle.
C: Can only be used during 'ZanEiKen'.
-------------------------------------------------------------------------
J: KuHaDan
E: Sky-Ripping Bullet
M: HCF + Kick
H: Weak 3, Strong 5
D: Andy uses his hands to vault his body into the air, striking out
with his legs as he flies through the air, then lands on his feet.
C: Causes the most damage during the inital animation of this move.
-------------------------------------------------------------------------
J: Gen'ei Shiranui
E: Phantom Shiranui
M: Jump, then QCF + Kick
H: Weak 0, Strong 0
D: Andy dives downward and rolls forward a bit upon hitting the ground,
followed by shadows as he moves.
C: Follow with 'Shimo Agito' or 'Uwa Agito'.
-------------------------------------------------------------------------
J: Gen'ei Shiranui Shimo Agito
E: Phantom Shiranui Upper Jaw
M: F + Punch
H: Weak 1, Strong 1
D: Andy rises to one knee and strikes out with his palm.
C: Only usable after landing from 'Gen'ei Shiranui'.
-------------------------------------------------------------------------
J: Gen'ei Shiranui Uwa Agito
E: Phantom Shiranui Lower Jaw
M: F + Kick
H: Weak 1, Strong 1
D: Andy performs a falling leg smash.
C: Only usable after landing from 'Gen'ei Shiranui'.
-------------------------------------------------------------------------
J: Geki Heki Hai Sui Sho
E: Manipulating Dam Attack
M: HCF + Punch (close)
H: Weak 4, Strong 4
D: Andy delivers four swift punches.
C: You can juggle an opponent with a move after this attack ends.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Cho Reppa Dan
E: Super Violent Rending Bullet
M: QCB,HCF + Kick / D,HCF + Kick
H: Weak 8, Strong 11 (as a DM)
Weak 18, Strong 20 (as a SDM)
D: Andy performs a 'KuHaDan' while surrounded by golden fire.
C: n/a
-------------------------------------------------------------------------
J: Hisho Ryusei Ken
E: Flying Meteor Fist
M: QCF,QCF + Punch
H: Weak 4, Strong 4 (as a DM)
Weak 7, Strong 7 (as a SDM)
D: Andy throws 3-4 punches, revolves his hands around (like in his
C-button win pose) then attacks with a huge HiShoKen. The SDM
version has him throw three gold HiShoKens instead.
C: The first punch must connect for Andy to follow through with the
rest of the move.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Andy steps back, runs a hand through his hair, and motions for his
opponent to come at him.
Quote: "Hmmph!"
VERSUS MAI SHIRANUI
Andy catches the wedding bouquet Mai tosses at him and hides it in
his gi (or whatever you call his outfit). He then pats his face
with his hands twice, in embarrassment.
Quote: "Mai!"
TAUNT
Pulls back his hair and gestures at his opponent.
Quote: "Hmmph!"
WIN POSE (A)
Andy faces the screen, holding his forearms out and against his side.
Quote: "Yosh!"
Meaning: "Alright!"
WIN POSE (B)
Andy steps back and puts his fist in his palm, standing silently.
WIN POSE (C)
Andy leans back, breathing sharply while revolving his arms, which
are trailed by multiple images.
TIME OUT
Andy turns away from the screen and covers his face.
DRAW GAME
Andy changes his stance (as if he had been hurt).
ROUND LOSS
"Nuaaaaaaaa!"
RECOVERY ROLL
"Fu!"
SPECIAL WAIT POSE
<incomplete>
PARTNER BACKGROUND POSE
Watches the battle.
IF PLAYER HITS....
Scratches his hair.
IF PLAYER IS DAMAGED....
Mad look.
IF PLAYER WINS THE ROUND....
Scratches his hair.
IF PLAYER LOSES THE ROUND....
Mad look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Covering his forehead; crouches, facing the pavement.
PLAYER AVENGEMENT....
Looks at stage.
SPECIAL MOVE QUOTES
ShoRyuDan "Shouryuudan!"
KuHaDan "Kuuhadan!"
HiShoKen "Hishouken!"
ZanEiKen "Zaneiken!"
GaDanKo "Hah!"
Gen'ei S. Uwa Agito "Soyaa!"
Gen'ei S. Shimo Agito "Uriyaa!"
GekiHekiHaiSuiSho "Fu, fu, fu, soyaa!"
ChoReppaDan "Choureppadan!"
Hisho Ryusei Ken "Haaa.../Retsu!"
_________________________________________________________________________
JOE HIGASHI
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Brawling
BIRTH DATE: 3/29/74 FAVORITE FOOD: Deep-fried alligator meat
AGE: 23 FAVORITE SPORT: All martial arts
HEIGHT: 180 cm MOST VALUABLE: Hachimaki (bandanna)
WEIGHT: 72 kg HATES THE MOST: School
BLOOD TYPE: AB FIGHTING STYLE: Muay Thai (Thai kick boxing)
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hiza JiGoku
E: Knee Hell
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Reggu Suruu
E: Leg Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Roo Kikku
E: Low Kick
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
J: Suraidingu
E: Sliding
M: DF + B button
H: Weak 1
D: Joe slides along the ground with his knees out.
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Harikeen Appaa
E: Hurricane Upper
M: HCF + Punch
H: Weak 1, Strong 2
D: Joe throws an uppercut with his fists and a single gray hurricane
appears and slides forward a short distance. During the C version,
he throws two uppercuts, and two hurricanes slide forward, one
after the other. The second one will go further than the first one.
C: n/a
-------------------------------------------------------------------------
J: BakuRetsuKen
E: Exploding Fist
M: Tap Punch repeatedly
H: Weak 12, Strong 12
D: Joe moves forward while punching rapidly.
C: Follow with 'BakuRetsuKen Finish'.
-------------------------------------------------------------------------
J: BakuRetsuKen Finisshu
E: Exploding Fist Finish
M: QCF + Punch
H: Weak 1, Strong 1
D: Joe leaps forward and throws a downward punch, or attacks with a
thrusting kick.
C: Only usable during 'BakuRetsuKen'.
-------------------------------------------------------------------------
J: Taigaa Kikku
E: Tiger Kick
M: F,D,DF + Kick
H: Weak 2, Strong 2
D: Joe leaps into the air with one knee extended.
C: n/a
-------------------------------------------------------------------------
J: Surasshu Kikku
E: Slash Kick
M: HCF + Kick
H: Weak 1, Strong 1
D: Joe leaps forward with one foot outward.
C: n/a
-------------------------------------------------------------------------
J: OuGon no Kakato
E: Golden Heel
M: QCB + Kick
H: Weak 2, Strong 2
D: Joe jumps forward and strikes out with his heel.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Sukuruu Appaa
E: Screw Upper
M: QCF,QCF + Punch
H: Weak 10, Strong 10 (vs. a foe on the ground) (as a DM/SDM)
Weak 2, Strong 1 (vs. a foe in the air) (as a DM/SDM)
D: Joe swings his arm once, then throws an uppercut that lifts him
up into the air, creating a huge gray hurricane that's as tall as
the screen at the same time. In the SDM version, it's orange.
C: The DM version is stationary, while the SDM moves across the ground.
-------------------------------------------------------------------------
J: BakuRetsu Harikeen Taigaa Kakato
E: Exploding Hurricane Tiger Heel
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 8, Heavy 8 (as a DM)
Weak 12, Heavy 12 (as a DM)
D: Joe does part of the BakuRetsuKen, then performs a Hurricane Upper
twice, then does a Tiger Kick, and finally an OuGon no Kakato.
During the SDM, Joe throws 3 red Hurricane Uppers during this move.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Joe goes into his 'power-up' pose, then gets into his normal fighting
stance.
INTRODUCTION
Joe hits his palm with his other hand.
Quote: "Saku saku ikuze."
Meaning: "Let's do this quick."
TAUNT
Joe turns his back to his opponent, crouches, and pulls down his
shorts.
Quote: "Ora, ora!"
Meaning: "Hey, hey!"
WIN POSE (A)
Joe falls to his knees and holds up his arms.
Quote: "Yoshaa!"
Meaning: "Alright!"
WIN POSE (B)
Joe punches his fist into his other hand.
Quote: "Tate!"
Meaning: "Get up!"
WIN POSE (C)
Joe hunches forward and throws a few punches, curling his arm inward
for the final punch.
TIME OUT
Joe falls down and starts sulking.
DRAW GAME
Joe falls on his butt, holding one hand to his head.
ROUND LOSS
"Uwaaaaaaaaa!!"
RECOVERY ROLL
"Shi!"
PARTNER BACKGROUND POSE
Joe punches once in a while.
IF PLAYER HITS....
Looks at character.
IF PLAYER IS DAMAGED....
Surprised look.
IF PLAYER WINS THE ROUND....
Raises both hands.
IF PLAYER LOSES THE ROUND....
Points at enemy.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Falls down, facing floor.
PLAYER AVENGEMENT....
Looks at stage.
SPECIAL MOVE QUOTES
Hurricane Upper "Hurricane Upper!"
Tiger Kick "Tiger Kick!"
Slash Kick "Slash Kick!"
BakuRetsuKen Finish Quote: "Kurae--------i!"
Meaning: "Eat thi------s!"
Screw Upper "Screw Upper!"
BakuRetsu Hurricane T.K.: "Ora ora! / O--sha!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): RyuuKo no Ken Tiimu
Official SNK Name (English): Art of Fighting Team
Translation of Japanese Name: Fist of the Dragon/Tiger Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
RYO SAKAZAKI
_________________________________________________________________________
NATIONALITY: Japanese/US HOBBIES: Weekend carpentry
BIRTH DATE: 8/2/73 FAVORITE FOOD: Mochi, natto
AGE: 24 FAVORITE SPORT: Sumo Wrestling
HEIGHT: 179 cm MOST VALUABLE: Restored motorcycle, horse
WEIGHT: 68 kg HATES THE MOST: Bugs with many legs
BLOOD TYPE: O FIGHTING STYLE: Kyokugen-ryu Karate
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Tani Otoshi
E: Valley Drop
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Tomoe Nage
E: Comma-design Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: HyoChu Wari
E: Ice Pillar Split
M: F + A button
H: Weak 1
D: Ryo delivers a quick forward chop.
C: Acts as an overhead attack.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Ko-O Ken
E: Tiger Gleam Fist
M: QCF + Punch
H: Weak 1, Strong 1
D: Ryo punches forward and a blast of blue energy emanates from his
hand and flies forward.
C: The A-button version has a shorter range than the C-button version.
-------------------------------------------------------------------------
J: KoHo
E: Tiger Cannon
M: F,D,DF + Punch
H: Weak 2, Strong 3 (as anti-air, Weak 1, Strong 2)
D: Ryo jumps into the air and performs an uppercut while spinning.
C: Also works as a knockdown attack. Can be used independantly, or
after 'MoKoRaiJinGo'.
-------------------------------------------------------------------------
J: MoKoRaiJinGo
E: Wild Tiger Thunder God's Strength
M: QCB + Punch
H: Weak 3, Strong 3
D: Ryo slides forward and bends down, bringing his whole body up as
he performs an uppercut.
C: Follow with 'KoHo'. Has autoguard.
-------------------------------------------------------------------------
J: MoKoRaiJinSetsu
E: Wild Tiger Thunder God's Temple
M: QCF + Kick
H: Weak 1, Strong 1
D: Ryo jumps forward and delivers a downward chop.
C: This move is an overhead attack. The B-button version covers about
half of the screen, while the D-button version goes almost 3/4ths
across. It will hit an airborne enemy, too.
-------------------------------------------------------------------------
J: HiEnShippuKyaku
E: Flying Swallow Gale Leg
M: HCB + Kick
H: Weak 2, Strong 3
D: Ryo leaps forward and throws a kick, then turns and kicks with his
other leg.
C: You can combo the D version after the RenBuKen, but you'll only hit
one time.
-------------------------------------------------------------------------
J: Kyokugenryuu RenBuKen
E: Kyokugen-style Rapid Fist Dance
M: HCF + Punch (near)
H: Strong 4
D: Ryo throws a series of swift punches.
C: You can juggle your opponent with a move after this attack ends.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Ha-O ShoKoKen
E: Supreme King Flying Roaring Fist
M: F,HCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 5, Strong 5 (as a SDM)
D: Ryo hurls a wall of fire at his opponent.
C: This move is long-ranged and will negate and pass through some
normal projectiles.
-------------------------------------------------------------------------
J: RyuKo RanBu
E: Dragon/Tiger Boisterous Dance
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 15, Strong 15 (as a DM)
Weak 28, Strong 28 (as a SDM)
D: Ryo dashes forward and starts punching and kicking rapidly while
walking forward. If his opponent blocked, he'll stop after a
while, but if they didn't, he'll perform a KoHo as afterimages
follow his attack.
C: n/a
-------------------------------------------------------------------------
J: TenChi HaKoKen
E: Heaven and Earth Supreme Gleaming Fist
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Ryo throws a punch directly in front of him. A hit opponent will
fly across the screen.
C: Done as a SDM, this move will dizzy a hit opponent.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Ryo fixes his gi.
Quote: "Ora, ora!"
Meaning: "Come on, come on!"
TAUNT
Ryo gestures at his opponent.
Quote: "Ora, ora!"
Meaning: "Come on, come on!"
WIN POSE (A)
Ryo grins, and straightens his gi.
Quote: "Osu!"
Meaning: (no real meaning; said from one fighter to another)
WIN POSE (B)
Ryo stands up straight and tightens his belt.
Quote: "Yosh!"
Meaning: "Congratulations!" or "Good!"
WIN POSE (C)
Ryo does a few punches and kicks.
Quote: "Osu!"
Meaning: (no real meaning; said from one fighter to another)
TIME OUT
Ryo gets down in a cross-legged position and covers his forehead.
DRAW GAME
Ryo gets down in a cross-legged position and looks away.
ROUND LOSS
Quote: "Shikujitta...."
Meaning: "I failed--!"
RECOVERY ROLL
Quote: "Ha!"
PARTNER BACKGROUND POSE
Hands manipulating his stomach.
IF PLAYER HITS....
Raises a hand.
IF PLAYER IS DAMAGED....
Covers his foreheand.
IF PLAYER WINS THE ROUND....
Raises a hand.
IF PLAYER LOSES THE ROUND....
Covers his forehead.
IF PLAYER LOST AND IS IN THE BACKGROUND....
He crouches and covers his forehead.
PLAYER AVENGEMENT....
<incomplete>
SPECIAL MOVE QUOTES
Ko-O Ken "Kououken!"
HiEnShippuKyaku "Hienshippuukyaku!"
Ha-O ShoKoKen "Haoushoukouken!"
MokoRaiJinSetsu "Raijinsetsu!"
RyuKoRanBu Quote: "Kyoukugen-ryuu Ougi!" then
"Ora! Ora! Ora! .... / Morata!"
Meaning: "Kyoukugen-style Secret Technique!"
(simply yelling as he attacks)
"I got it!"
TenChi HaKouKen Quote: "Ichigeki Hissatsu!"
Meaning: "One-hit finish!"
_________________________________________________________________________
ROBERT GARCIA
_________________________________________________________________________
NATIONALITY: Italian HOBBIES: Collecting cars
BIRTH DATE: 12/25/73 FAVORITE FOOD: Sushi, yakisoba
AGE: 24 FAVORITE SPORT: Motor sports
HEIGHT: 180 cm MOST VALUABLE: His collection of cars
WEIGHT: 85 kg HATES THE MOST: Rakkyou
BLOOD TYPE: AB FIGHTING STYLE: Kyokugen-ryu Karate
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: RyuChoKyaku
E: Hopping Dragon Leg
M: B / F + C button (near)
-------------------------------------------------------------------------
J: KubiKiri Nage
E: Neck-cutting Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: RyuHanShu
E: Dragon Flip Kick
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: RyuGekiKen
E: Dragon Attack Fist
M: QCF + Punch
H: Weak 1, Strong 1
D: Robert extends his arms and fires a large blast of golden energy.
C: Robert stretches out his arms so far that most characters will be
missed by the projectile if they are right next to him when he
throws it (don't back away or you'll be hit, though). The fireball
is short-ranged, but has a considerable duration and will remain
on screen long enough to negate even double projectiles (like King's
Double Strike or Joe's C Hurricane Upper). It will also stay on the
screen even if Robert is knocked down or hit just after throwing it.
-------------------------------------------------------------------------
J: RyuGa
E: Dragon Fang
M: F,D,DF + Punch
H: Weak 1, Strong 2
D: Robert leaps into the air and throws an uppercut a la Ryo's 'KoHo'.
C: n/a
-------------------------------------------------------------------------
J: RyuZanSho
E: Dragon Slice Flight
M: F,D,DF + Kick
H: Weak 1, Strong 1
D: A flipping kick attack.
C: n/a
-------------------------------------------------------------------------
J: HiEnSenPuKyaku
E: Flying Swallow Whirlwind Leg
M: HCB + Kick
H: Weak 2, Strong 4
D: Robert leaps forward while turning and kicking repeatedly.
C: The B version will knock an opponent down if it hits. This move
is performed too low to the ground to pass over projectiles.
-------------------------------------------------------------------------
J: HiEnRyuJinKyaku
E: Flying Swallow Dragon God Leg
M: Jump, then QCB + Kick
H: Weak 1, Strong 1
D: Robert dives down with one leg extended.
C: He'll jump away if the move is blocked.
-------------------------------------------------------------------------
J: Kyokugenryuu RenBuKyaku
E: Kyokugen-style Rapid Leg Dance
M: HCF + K (near)
H: Strong 4
D: Robert delivers four swift kicks in succession.
C: You can juggle your opponent with a move after this attack ends.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Ha-O ShoKoKen
E: Supreme King Flying Roaring Fist
M: F,HCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 5, Strong 5 (as a SDM)
D: Robert hurls a wall of fire at his opponent.
C: This projectile has a long range. It can negate and pass through
certain smaller projectiles as well.
-------------------------------------------------------------------------
J: RyuKo RanBu
E: Dragon/Tiger Boisterous Dance
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 13, Strong 16 (as a DM)
Weak 25, Strong 28 (as a SDM)
D: Robert dashes forward and begins punching and kicking his opponent.
If they're blocking, he stops after a while, otherwise, he finishes
with a RyuGa while being trailed by afterimages.
C: n/a
-------------------------------------------------------------------------
J: MuEi Shippu JyuDan Kyaku
E: Shadowless Gale Heavy Steps Kick
M: QCF,QCF + Kick
H: Weak 7, Strong 11 (as a DM/SDM)
D: Robert kicks rapidly while flying forward. During the SDM, he
performs a HiEnSenPuKyaku before beginning the rapid kick attacks.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Robert fixes his gloves on either hand while saying his quote.
Quote: "Hona, ikimase."
Meaning: "Well then, let's go."
VERSUS SIE KENSOU
Robert performs his taunt, then speaks after Kensou finishes.
Quote: "Bochi-bochi, dennaa."
Meaning: "Pretty good, I guess."
TAUNT
Robert flexes his hand.
Quote: "Donai shitan ya?"
Meaning: "What's wrong?"
WIN POSE (A)
Robert holds his arm up, and gives a thumbs-up towards himself,
then drops his arm.
Quote: "Yosha!"
Meaning: "All right!"
WIN POSE (B)
Robert tosses a coin into the air and catches it.
WIN POSE (C)
Quote: "Donai ya?"
Meaning: "How's that?"
TIME OUT
Robert angrily throws one of his gloves at the floor.
DRAW GAME
Robert angrily throws one of his gloves at the floor.
ROUND LOSS
Quote: "Kusottare--!"
Meaning: "Shit-head--!"
RECOVERY ROLL
"Ha!"
PARTNER BACKGROUND POSE
Robert shouts something.
IF PLAYER HITS....
Crouches while clenching one hand.
IF PLAYER IS DAMAGED....
Covers his forehead.
IF PLAYER WINS THE ROUND....
Crouches, clenching one hand.
IF PLAYER LOSES THE ROUND....
Covers his forehead.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Robert acts as if he was sleeping.
PLAYER AVENGEMENT....
Robert looks at the stage.
SPECIAL MOVE QUOTES
RyuGekiKen "Ryuugekiken!"
HiEnSenPuKyaku "Hiensenpuukyaku!"
Ha-O ShoKoKen "Haoushoukouken!"
RyuKoRanBu Quote: "Kyokugen-ryuu Ougi!" then
"Sorya Sorya Sorya.../Donai ya?!"
Meaning: "Kyokugen-style Secret Technique!"
(simply yelling as he attacks)
"How's that!?"
_________________________________________________________________________
YURI SAKAZAKI
_________________________________________________________________________
NATIONALITY: Japanese/US HOBBIES: Karaoke
BIRTH DATE: 12/7/76 FAVORITE FOOD: Sweet curry rice
AGE: 20 FAVORITE SPORT: Softball
HEIGHT: 168 cm MOST VALUABLE: Friends, Ronnet's earrings
WEIGHT: 59 kg HATES THE MOST: Octopus
BLOOD TYPE: A FIGHTING STYLE: Kyokugen-ryu Karate
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Oni Harite
E: Demon Stretched Hand
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Sairento Nage
E: Silent Nage
M: B / F + D button (near)
-------------------------------------------------------------------------
J: Tsubame Otoshi
E: Swallow Drop
M: Jump, then U + C button / D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: En Yoku
E: Swallow Wing
M: F + B button
H: Weak 1
D: Yuri turns around and leaps backward, bonging her opponent with her
rear.
C: This move is an overhead attack.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Ko-O Ken
E: Tiger Gleam Fist
M: QCF + Punch
H: Weak 1, Strong 1
D: Yuri extends one arm and fires a blast of pink fire.
C: This projectile moves further than Ryo's Ko-O Ken and has a small
delay in dissapation time like Robert's RyuGekiKen.
-------------------------------------------------------------------------
J: Rai-O Ken
E: Thunder Gleam Fist
M: QCF + Kick
H: Weak 1, Strong 1
D: Yuri leaps forward and brings her hands down in front of her,
creating a small swath of pink energy that strikes as she begins
to descend from her jump.
C: n/a
-------------------------------------------------------------------------
J: HyakuRetsu Binta
E: Hundred Violent Slaps
M: HCB + Punch
H: Weak 100, Strong 100 :)
D: Yuri will move forward a bit, grab her opponent, and slap them silly.
C: Unlike KoF '96, there isn't much of a difference between the A- and
C-button versions of this move.
-------------------------------------------------------------------------
J: Yuri Cho Appaa (KuGa)
E: Yuri Super Upper (Air Fang)
M: F,D,DF + Punch
H: Weak 2, Strong 2
D: Yuri leaps into the air and brings her fist up before her.
C: Follow the C-button version with "Double Yuri Super Upper".
-------------------------------------------------------------------------
J: Daburu Yuri Cho Appaa (Ura KuGa)
E: Double Yuri Super Upper (Reverse Air Fang)
M: F,D,DF + Punch
H: Weak 1, Strong 1
D: Yuri faces the other way, then performs a Yuri Super Upper.
C: Only usable if completed _as you hit the ground_ from a C-button
Yuri Super Upper. Otherwise, she'll do this move too late and it
won't connect.
-------------------------------------------------------------------------
J: Yuri Cho Nakkuru (HiEnShiPuKen)
E: Yuri Super Knuckle (Flying Swallow Gale Fist)
M: QCB + Punch
H: Weak 1, Strong 1
D: Yuri leaps forward while punching with one extended fist.
C: n/a
-------------------------------------------------------------------------
J: Yuri Cho Mawashi Geri (HiEnSenPuKyaku)
E: Yuri Super Revolving Kick (Flying Swallow Whirlwind Leg)
M: QCB + Kick
H: Weak 2, Strong 1
D: Yuri makes a high, broad jump while spinning and kicking with one
leg out.
C: Passes over most projectiles.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Ha-O ShoKoKen
E: Supreme King Flying Roaring Fist
M: F,HCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 5, Strong 5 (as a SDM)
D: Yuri hurls a large ball of pink flame at her opponent.
C: This projectile has a long range and can negate/pass through other
smaller projectiles.
-------------------------------------------------------------------------
J: HiEn Ho-O Kyaku
E: Flying Swallow Phoenix Leg
M: QCF,HCB + Kick / D,HCB + Kick
H: Weak 15, Strong 15 (as a DM)
Weak 28, Strong 28 (as a SDM)
D: Yuri dashes forward and "climbs" up her opponent's chest while
kicking rapidly before jumping away. For the SDM, she finishes
her attack with a Rai-O Ken instead.
C: n/a
-------------------------------------------------------------------------
J: HiEnRekko
E: Flying Swallow Violent Pierce
M: QCF,QCF + Punch
H: Weak 11, Strong 11 (as a DM)
Weak 21, Strong 21 (as a SDM)
D: During the DM version, Yuri performs a Yuri Cho Upper and two
Double Yuri Cho Uppers (A- then C-button versions, respectively).
During the SDM version, she does two Cho Uppers (again, A- then
C-button versions, respectively), two Double Yuri Cho Uppers (both
A-button versions), and then a C-button Double Yuri Cho Upper.
While performing either version, she is followed by shadows.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Stands with her hands on her hips. She points at her opponent with one
hand.
Quote: "Babbito yattsukechau zo!"
Meaning: "I will defeat you quickly!"
TAUNT
Yuri puts her hands on her hips, says part of her quote, then bends
forward and says the rest of it.
Quote: "Anta" (then) "baka?"
Meaning: "You stupid?"
WIN POSE (A)
Yuri spins one arm, jumps up, and makes a 'v for victory' sign twice
with her hands.
Quote: "Ei! Ei! Wo! Wo! Jump! V! V!"
WIN POSE (B)
Waves a finger at her opponent.
Quote: "Service, service!"
WIN POSE (C)
Cools herself off with her gi, then turns and gives a thumbs-up.
Quote: "Cho yoyutchi!"
Meaning: "Super piece of cake [easy]!"
TIME OUT
Falls to her feet (facing the screen), and looks up towards the
screen, then averts her gaze. Her clothing droops off on one
side, showing her shoulder.
DRAW GAME
Yuri looks worried (initial animation of her Time Out stance).
ROUND LOSS
Quote: "Oto-san, gomen!"
Meaning: "Father, sorry!"
RECOVERY ROLL
Quote: "Ho!"
PARTNER BACKGROUND POSE
Gleams.
IF PLAYER HITS....
Excited cheers.
IF PLAYER IS DAMAGED....
Surprised look.
IF PLAYER WINS THE ROUND....
Jumps and gives a peace sign.
IF PLAYER LOSES THE ROUND....
Covers her head with her hands.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down.
PLAYER AVENGEMENT....
Sad smiles.
SPECIAL MOVE QUOTES
Ko-O Ken "Kououken!"
Rai-O Ken "Raiouken!"
Yuri Cho Upper "Yuri Chou Appaa!
Yuri Double Upper "Double!"
Yuri Cho Knuckle "Yuri Chou Nakkuru!"
HyakuRetsu Binta Quote: "Konno!"
Meaning: "Why you...!"
Yuri Mawashi-geri "Yuri Mawashi-geri!"
Ha-O ShoKoKen "Haoushoukouken!"
HiEn Ho-O Kyaku "Hienhououkyaku!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): Ikari Tiimu
Official SNK Name (English): Ikari Team
Translation of Japanese Name: As is, also literally 'Angry' Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
LEONA
_________________________________________________________________________
NATIONALITY: Unknown HOBBIES: None
BIRTH DATE: 1/10/78 FAVORITE FOOD: Vegetables
AGE: 18 FAVORITE SPORT: None
HEIGHT: 176 cm MOST VALUABLE: None
WEIGHT: 65 kg HATES THE MOST: Blood
BLOOD TYPE: B + Orochi FIGHTING STYLE: Martial arts and Heidern
style Assassin Techniques
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Reona Kurasshu
E: Leona Crush
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Ooder Bakkuraa
E: Audel Buckler
M: B / F + D button (near)
-------------------------------------------------------------------------
J: Heiderun Inferuno
E: Heidern Inferno
M: Jump, then U + C button / D button (near)
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Muun Surasshaa
E: Moon Slasher
M: Charge D,U + Punch
H: Weak 1, Strong 1
D: Leona stands up while swinging her arms in a circle.
C: Often causes Critical Hits.
-------------------------------------------------------------------------
J: X Karibaa
E: X Caliber
M: Charge D,U + Kick
H: Weak 1, Strong 1
D: Leona leaps forward, an X-shaped mass of energy forming around her
body.
C: Goes over projectiles.
-------------------------------------------------------------------------
J: Borutekku Ranchaa
E: Baltic Launcher
M: Charge B,F + Punch
H: Weak 5, Strong 10
D: Leona rears her head back and yells, a ball of energy appearing
before her. During the Strong version, she leaps forward as the
ball forms (landing in front of it). The ball of energy then moves
forward a short distance before fading.
C: You can use any normal attack while the ball is hitting Leona's
opponent.
-------------------------------------------------------------------------
J: Gurando Seibaa
E: Ground Saber
M: Charge B,F + Kick
H: Weak 1, Strong 1
D: Leona runs forward low to the ground, sliding as a crescent-shaped
wedge of energy appears before her.
C: Follow with 'Sonic Kick'. Since Leona is rushing so close to the
ground, some attacks and long-ranged projectiles will pass over her.
-------------------------------------------------------------------------
J: (unknown)
E: Sonic Kick
M: F + D button
H: Strong 1
D: Leona flips into the air, creating circular shapes of blue energy
as she leaps and kicks before landing on her feet.
C: Only usable during the D-button version of 'Ground Saber'.
-------------------------------------------------------------------------
J: Ai Surasshaa
E: I Slasher
M: QCB + Punch
H: Weak 1, Strong 1
D: Leona grabs the hairpiece off her head and throws it like she would
a boomerang. She remains immobile until it returns.
C: I heard someone compare this to Dan Hibiki's 'Gadoken' once, in terms
of usefulness. That sort of sums it up, don't you think? ^_^;
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: V Surasshaa
E: V Slasher
M: Jump, then QCF,HCB + Punch / D,HCB + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Leona dives downward, trailed by afterimages. If she hits her
opponent, she draws a ragged 'V' in the air which damages her enemy.
During the SDM, the 'V' is larger and better-drawn.
C: This attack cannot be blocked in mid-air.
-------------------------------------------------------------------------
J: Gurabidi Sutoomu
E: Gravity Storm
M: QCF,QCF + Punch
H: Weak 3, Strong 3 (as a DM)
Weak 5, Strong 5 (as a SDM)
D: Leona throws several standing attacks followed by a kick that (if it
hits) will launch her opponent into the air. She then jumps up,
impales her challenger with a dagger, and then they explode as a
result.
C: Has a very bad range. Leona won't complete this attack unless the
'laucher' kick connects.
-------------------------------------------------------------------------
J: Riboru Supaaku
E: Rebel Spark
M: QCB,HCF + Kick / D,HCF + Kick
H: Weak 1, Strong 1 (as a DM/SDM)
D: Leona rushes forward and grabs her opponent, then stabs them with a
dagger. She shoves a stick of dynamite into their wound, then looks
away as her enemy explodes.
C: While Leona rushes forward, she is very low to the ground (think the
initial animation for the Ground Saber). This means that she can
avoid certain attacks and long-ranged projectiles while rushing.
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Leona appears wearing a cape over her normal clothes, which she
tosses aside before the round begins.
Quote: "Ninmu suikou shimasu."
Meaning: "I shall perform my duty." or "I will begin the mission."
INTRODUCTION
Leona leaps on screen, takes out her dog tags, and uses them to tie
her hair back.
Quote: "Ninmu suikou shimasu."
Meaning: "I shall perform my duty." or "I will begin the mission."
TAUNT
Leona turns away and fiddles with her gloves.
Quote: "Nigeru no yo...."
Meaning: "Run away...."
WIN POSE (A)
Waves hands over her head, then clasps them in front of herself.
WIN POSE (B)
Ties shoelaces, turns to look at opponent, then tosses hair out of
her eyes and resumes tying.
WIN POSE (C)
Leona undoes her dog tags, letting them fall around her neck, and
she looks at the screen.
Quote: "Ninmu kanryou."
Meaning: "Mission complete."
TIME OUT
Leona turns away from her opponent and looks angry.
DRAW GAME
Leona pulls at her shorts and looks angrily towards the screen.
ROUND LOSS
"Aaaa~~!"
RECOVERY ROLL
(Leona says nothing)
PARTNER BACKGROUND POSE
Leona on a military pose.
IF PLAYER HITS....
No reaction.
IF PLAYER IS DAMAGED....
No reaction.
IF PLAYER WINS THE ROUND....
Looks at stage.
IF PLAYER LOSES THE ROUND....
Looks at stage face down.
IF PLAYER LOST AND IS IN THE BACKGROUND....
As if weeping.
PLAYER AVENGEMENT....
Looks at the stage, face down.
SPECIAL MOVE QUOTES
Moon Slasher "Kill!"
Rebel Spark "Sayonara!"
V Slasher "Joa!"
_________________________________________________________________________
RALF JONES
_________________________________________________________________________
NATIONALITY: Brazilian HOBBIES: Collecting knives
BIRTH DATE: 8/25/1958 FAVORITE FOOD: Bubble gum
AGE: 39 FAVORITE SPORT: Baseball
HEIGHT: 188 cm MOST VALUABLE: Badge of Honor
WEIGHT: 100 kg HATES THE MOST: Snakes
BLOOD TYPE: A FIGHTING STYLE: Martial arts and Heidern
style Assassin Techniques
=========================================================================
THROW TECHNIQUES
=========================================================================
J: Dainamaito Heddobomu
E: Dynamite Headbomb
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Noozan Raito Bomu
E: Northern Light Bomb
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Barukan Panchi
E: Vulcan Punch
M: Tap Punch repeatedly, then press F
H: Weak 2, Strong 2
D: Ralf yells while punching the air repeatedly, generating explosive
bursts as he does so.
C: Causes exceptional block damage.
-------------------------------------------------------------------------
J: Gatoringu Atakku
E: Gatling Attack
M: Charge B,F + Punch
H: Weak 4, Heavy 4
D: Ralf spins while moving forward, punching three times.
C: n/a
-------------------------------------------------------------------------
J: KyuKoKa BakuDan Panchi
E: Diving Bomb Punch
M: Charge D,U + Punch / Jump, then QCF + Punch
H: Weak 1, Strong 1 (normally)
Weak 2, Strong 3 (if Ralf hits on the way up; only works with the
ground version)
D: Ralf leaps up with one arm pulled back, then dives forward with both
C: hands stretched forward. When he collides into the ground, an
explosion occurs, and Ralf flips back onto his feet. The aerial
version makes Ralf go directly into the dive.
-------------------------------------------------------------------------
J: Rarufu Kikku
E: Ralf Kick
M: Charge B,F + Kick
H: Weak 1, Strong 1
D: Ralf slams the ground with one fist, then yells and pushes his body
forward, spinning with his feet outward.
C: Often causes Critical Hits.
-------------------------------------------------------------------------
J: Suupaa Aruzenchin Bakku Buriikaa
E: Super Argentine Back Breaker
M: HCF + Kick (near)
H: Weak 1, Strong 1
D: Ralf picks up his opponent, tosses them into the air, then catches
them on his back and drops them to the floor.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: BariBari Barukan Panchi
E: Blazing Vulcan Punch
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 15, Strong 15 (as a DM)
Weak 25, Strong 25 (as a SDM)
D: Ralf spins forward (a la the Gatling Attack), and Vulcan Punches
with one hand rapidly, performing a corny rising uppercut for the
DM, and a triple uppercut for the SDM.
C: Does _great_ block damage. You can really spaz with this move on
Extra Mode. *Now with a machine-gun style sound effect!*
-------------------------------------------------------------------------
J: UmaNori Barukan Panchi
E: Horse-Mounted Vulcan Punch
M: QCB,HCF + Kick / D,HCF + Kick
H: Weak 14, Strong 14 (as a DM)
Weak 24, Strong 24 (as a SDM)
D: Ralf runs forward, tackling his opponent to the ground. He sits
astride their chest and Vulcan Punches them repeatedly in the
head before finishing with a final punch that creates an explosion.
The SDM makes Ralf punch faster and the screen shakes more violently
than normal.
C: When Ralf finishes this move, his opponent is left on the ground for
a few moments, their body smoking. It's a perfect set-up for a close
Galactica Phantom.
-------------------------------------------------------------------------
J: Garakutika Fantomu
E: Galactica Phantom
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Ralf pauses for a moment, then lunges forward with a punch. The
SDM version includes a large blast of energy emanating from Ralf's
arm as he punches. This will set his opponent on fire if it hits.
C: This move is unblockable, but can be dodged or jumped over. If you
perform a move with autoguard as Ralf strikes, the autoguard will
block the hit for you!
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Ralf guzzles a bottle of beer and tosses it aside.
Quote: "Oowah! Totto to kakatte koi!"
Meaning: "Oowah! Come on, let's fight!"
INTRODUCTION
Ralf ties on his headband.
Quote: "Oowah! Totto to kakatte koi!"
Meaning: "Oo---! Hurry up and fight (come on)!"
VERSUS CLARK STEEL
Ralf and Clark do three synchronized poses, then a unique fourth
pose. When they clench their fists in pose #2, a blue flash
appears.
Quote: "Ikuze, Clark!" (said by Ralf)
"Ou!" (said by Clark)
"Kurosu Chanjaa!" (both, together)
Meaning: "Let's go, Clark!"
"Yeah! / OK!"
"Cross Changer!"
TAUNT
Ralf looks towards the floor, says the first word of his quote with
a screaming expression on his face, then holds up his left hand and
finishes the quote.
Quote: "Yoshi, todome iku ka?"
Meaning: "All right, shall I go in for the kill?"
WIN POSE (A)
Ralf smacks his fist with his other hand, then leans back.
Quote: "Uwargh!"
WIN POSE (B)
Flips opponent off twice [not that I could tell]
Quote: "...sshaa! Utsuwa ja nenda, koraa?!"
Meaning: "All right! You don't got what it takes, you know!"
WIN POSE (C)
Ralf stands up straight with his arm out, then leans back with his
arm against his shoulder.
Quote: "Yay! Ninmu kanryou!"
Meaning: "Yay! Mission Complete!"
TIME OUT
Ralf unties his bandanna and looks away in disgust.
DRAW GAME
Ralf stands with his head down and his arms apart (the first frames
of his Taunt animation).
ROUND LOSS
"Uooooooooo!"
RECOVERY ROLL
"Uoo!"
SPECIAL WAIT POSE
<incomplete>
PARTNER BACKGROUND POSE
In a military stance.
IF PLAYER HITS....
No reaction.
IF PLAYER IS DAMAGED....
No reaction.
IF PLAYER WINS THE ROUND....
Puts one fist to his free hand.
IF PLAYER LOSES THE ROUND....
Puts his hands to his forehead.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouches down, bandanna covering his face.
PLAYER AVENGEMENT....
Raises a hand, with a grin.
SPECIAL MOVE QUOTES
Ralf Kick "Ralf Kick!!"
BariBari Barukan Panchi Quote: "Fire!! Hakairyokuuu!!!"
Meaning: "Fire!! Destructive power!!!"
UmaNori Barukan Panchi Quote: "Totte oki daze!! Mouitcho!"
Meaning: "I saved this one for last!!
One more!"
Galactica Phantom Quote: "Galactica Phantom...Dokkan!"
Meaning: "Galactica Phantom...BOOM!"
_________________________________________________________________________
CLARK STEEL
_________________________________________________________________________
NATIONALITY: American HOBBIES: Collecting guns
BIRTH DATE: 5/7/63 FAVORITE FOOD: Oatmeal
AGE: 34 FAVORITE SPORT: Wrestling
HEIGHT: 187 cm MOST VALUABLE: His sunglasses
WEIGHT: 99 kg HATES THE MOST: Slugs
BLOOD TYPE: A FIGHTING STYLE: Martial arts and Heidern
style Assassin Techniques
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Nage-e Panashi Jaaman
E: Throwing German
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Desu Raiku Doroppu
E: Death Lake Drop
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Sutonpingu
E: Stomping
M: F + B button
H: Weak 1
D:
C: This move acts as an overhead attack.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Barukan Panchi
E: Vulcan Punch
M: Tap Punch repeatedly, press F
H: Weak 3, Strong 8
D: Clark punches the air in front of him rapidly.
C: The duration of Clark punching isn't as long as Ralf's Vulcan Punch,
but his version juggles hit/airborne opponents.
-------------------------------------------------------------------------
J: Napaamu Sutorecchi
E: Napalm Stretch
M: F,D,DF + Punch
H: Weak 1, Strong 1
D: Clark leaps into the air. If his opponent is in the air and is near
to him, Clark grabst tem and throws them.
C: Follow with 'Flashing Elbow'.
-------------------------------------------------------------------------
J: Furankenshutainaa
E: Frankensteiner
M: F,D,DF + Kick
H: Weak 1, Strong 1
D: Clark falls to the ground while sticking his legs up and outward.
A challenger who is nearby will be grabbed around the neck by Clark's
legs and be flipped onto the ground. Afterwards, Clark gets up on
his knees in a victory pose, but if you inputted the command for the
'Flashing Elbow', this part of the move is omitted.
C: Follow with 'Flashing Elbow'.
-------------------------------------------------------------------------
J: Rooringu Kureidoru
E: Rolling Cradle
M: HCF + Punch
H: Weak 1, Strong 1
D: Clark dashes forward with his arms out. He grabs his opponent and
rolls around on the ground with them before letting them go.
C: Follow with 'Flashing Elbow'.
-------------------------------------------------------------------------
J: Suupaa Aruzenchin Bakku Buriikaa
E: Super Argentine Back Breaker
M: HCF + Kick (near)
H: Weak 1, Strong 1
D: Clark picks up his opponent, tosses them into the air, then catches
them on his back and drops them onto the floor.
C: Follow with 'Flashing Elbow'.
-------------------------------------------------------------------------
J: Furasshingu Eruboo
E: Flashing Elbow
M: QCF + Punch
H: Weak 1, Strong 1
D: Clark runs forward and falls atop his fallen opponent with an elbow
dive.
C: Can only be used after a (non-DM/SDM) command throw.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Urutora Aruzenchin Bakku Buriikaa
E: Ultra Argentine Back Breaker
M: HCB,HCB + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Clark grabs his opponent and performs multiple Super Argentine
Back Breakers on them. He finishes the SDM version with the 'Clark
Spark', a move in which he jumps up, grabs his opponent in mid-fall,
and holds them face-down, limbs out, with his feet and hands then
lets them fall onto the ground.
C: n/a
-------------------------------------------------------------------------
J: Raningu Surii
E: Running Three
M: HCF,HCF + Kick
H: Weak 1, Strong 1 (as a DM/SDM)
D: Clark runs forward, grabs his challenger, points at the other end of
the screen, and performs a running powerbomb on them that launches
them in that direction. During the SDM, he picks them up after each
launch, points in the opposite direction, and powerbombs them again
for three attacks total.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Clark blows on his fingernails, then gets into his fighting stance.
VERSUS RALF JONES
Ralf and Clark do three synchronized poses, then a unique fourth
pose. When they clench their fists in pose #2, a blue flash
appears.
Quote: "Ikuze, Clark!" (said by Ralf)
"Ou!" (said by Clark)
"Kurosu Chanjaa!" (both, together)
Meaning: "Let's go, Clark!"
"Yeah! / OK!"
"Cross Changer!"
TAUNT
Clark flexes his hand.
Quote: "Hey, c'mon!"
WIN POSE (A)
Clark does a silent salute, then gives a thumbs-up (modified from
his pose in KoF '96)
WIN POSE (B)
Pulls out dog tags, and looks down at them while they shine.
Quote: "Amai yo, na?"
Meaning: "Naive, huh?"
WIN POSE (C)
Clark adjusts his sunglasses and gives a thumbs-up.
Quote: "Hey! Ninmu kanryou!"
Meaning: "Hey! Mission Complete!"
TIME OUT
Clark covers his head and looks down at the floor, then grunts.
DRAW GAME
Clark covers his head and looks down at the floor, then grunts.
ROUND LOSS
"Nuoooooo!"
RECOVERY ROLL
"Ho!"
PARTNER BACKGROUND POSE
In a military pose.
IF PLAYER HITS....
No reaction.
IF PLAYER IS DAMAGED....
No reaction.
IF PLAYER WINS THE ROUND....
Raises both hands.
IF PLAYER LOSES THE ROUND....
Covers his face.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down.
PLAYER AVENGEMENT....
Pleased look.
SPECIAL MOVE QUOTES
Napalm Stretch "Napaamu Sutorecchi!"
Frankensteiner "Hey!"
Ultra Argentine Back Breaker (DM) "Death Valley Bomb!"
Ultra Argentine Back Breaker (SDM) "Clark Spark!"
Running Three "Raningu Suryaa!"
"Running Threeyaa!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): Saiko Sorujyaa Tiimu
Official SNK Name (English): Psycho Soldier Team
Translation of Japanese Name: Psycho Soldier Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
ATHENA ASAMIYA
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Astrology
BIRTH DATE: 3/14/1979 FAVORITE FOOD: Ichigo-daifuku
AGE: 18 FAVORITE SPORT: Lacross
HEIGHT: 163 cm MOST VALUABLE: Peter Rabbit teacup set
WEIGHT: 49 kg HATES THE MOST: Grasshoppers
BLOOD TYPE: B FIGHTING STYLE: Psychic Powers and Kung Fu
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Bitto Suruu
E: Bit Throw
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Saikikku Suruu
E: Psychic Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
J: Saikikku Shuuto
E: Psychic Shoot
M: U + C button / D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: RenKan Tai
E: Chain Thigh
M: F + B button
H: Weak 1
D:
C: Has autoguard.
-------------------------------------------------------------------------
J: Fenikkusu Bomu
E: Phoenix Bomb
M: Jump, then D + B button
H: Weak 1
D: Athena sticks her rear out and bops her opponent on the head as she
falls, then rebounds to her feet.
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Saiko Booru Atakku
E: Psycho Ball Attack
M: QCB + Punch
H: Weak 1, Strong 1
D: Athena waves her arms in front of her, creating a large ball of
orange psychic energy which flies straight forward.
C: A long-ranged projectile.
-------------------------------------------------------------------------
J: (KuChu) Saiko Soodo
E: (Air) Psycho Sword
M: F,D,DF + Punch / Jump, then F,D,DF + Punch
H: Weak 5, Strong 6
D: Athena jumps up, spinning. She holds out one arm that has a blade
of psychic force extending along it.
C: n/a
-------------------------------------------------------------------------
J: Fenikkusu Aroo
E: Phoenix Arrow
M: Jump, QCB + Punch
H: Weak 7, Strong 9
D: Athena dives forward, surrounded by a bright ball of energy. When
she lands, she'll add on a crouching kick that knocks down her
opponent if the C-button version is used.
C: Works well as a cross-up attack, especially because Athena will kick
towards her opponent during the C-button version.
-------------------------------------------------------------------------
J: Nuu Saiko Rifurekutaa
E: Nu Psycho Reflector
M: HCB + Kick
H: Weak 4, Strong 7
D: During the Weak version, Athena creates a large barrier of psychic
energy in front of her. During the Strong version, she leaps
forward before creating the barrier.
C: This move will reflect projectiles. No, the name isn't misspelled;
this move is written with the Greek letter 'nu', which as far as I
know, has no meaning in and of itself.
-------------------------------------------------------------------------
J: Saikikku Terepooto
E: Psychic Teleport
M: QCF + Kick
H: Weak 0, Strong 0
D: Athena appears to blur, then shows up some distance from her former
position.
C: The D version moves Athena further forward than the B version.
-------------------------------------------------------------------------
J: Suupaa Saikikku Suruu
E: Super Psychic Throw
M: HCF + C button (near)
H: Strong 1
D: Athena grabs her opponent and hurls them upward into the air with the
aid of some psychic force.
C: Your opponent is left open to attack after you perform this move.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Shainingu Kurisutaru Bitto
E: Shining Crystal Bit
M: B,HCB + Punch / Jump, then B,HCB + Punch
H: Weak 2, Strong 2 (as a DM/SDM)
D: Athena yells and the beads of her necklace grow larger and orbit
around her body for a few moments before shattering. During the
SDM, white light is also emanating from her body.
C: Follow with 'Crystal Shoot'. You can cancel this attack by pressing
A+B+C+D simultaneously.
-------------------------------------------------------------------------
J: Kurisutaru Shuuto
E: Crystal Shoot
M: QCB + Punch (on the ground, or in the air)
H: Weak 1, Strong 1
D: Athena collects the orbiting beads of her necklace into a swirling
mass, that she then throws at her opponent.
C: Only usable after 'Shining Crystal Bit'. You can hold down the
button used to momentarily prevent Athena from throwing the beads.
If used on the ground, the A-button version goes forward, and the
C-button version flies diagonally upward. If used in the air,
either version flies downward. This move takes up no extra Power
Gauge energy.
-------------------------------------------------------------------------
J: Fenikkusu Fangu Aroo
E: Phoenix Fang Arrow
M: Jump, then QCF,QCF + Kick
H: Weak 10, Strong 11 (as a DM)
Weak 25, Strong 32 (as a SDM)
D: Athena performs four consecutive flaming Phoenix Arrows during the
DM. For the SDM she does six flaming Phoenix Arrow attacks.
C: Like Mai's 'Ho-O no Mai', this attack will hit more times against
larger opponents, and against enemies who are close and in the air.
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Athena appears in an idol outfit (if on the 1st player side), or in
a sailor-suit (if on the 2nd player side). She pulls off the outfit,
revealing her normal clothes.
Quote: "Athena, ikimasu!"
Meaning: "Athena, ready!"
INTRODUCTION
Athena raises up her arms and then gets into her normal stance.
Quote: "Athena, ikimasu!"
Meaning: "Athena, ready!"
VERSUS SIE KENSOU, IKARI TEAM, RYUJI YAMAZAKI or OROCHI LEONA
Athena is wearing a pretty dress.
Quote: "Athena, ikimasu!"
Meaning: "Athena, ready!"
TAUNT
Athena sneezes, stands up straight and winks, holding her hands in
a prayer position (she's asking for forgiveness).
Quote: "Gusshi, gomenasai!"
Meaning: "Achoo, excuse me!"
WIN POSE (A)
Quote: "Yatta! Gu!"
Meaning: "I did it! Good!"
WIN POSE (B)
Quote: "Yay, kampeki!"
Meaning: "Yay, perfect!"
WIN POSE (C)
Athena does her "Sailor Moon" pose, like in '96.
Quote: "Watashi tachi wa makenai wa!"
Meaning: "We won't be beaten!"
TIME OUT
Athena snaps her head from side to side three times, then buries her
face in her hands, sobbing.
DRAW GAME
Athena snaps her head from side to side three times, then buries her
face in her hands, sobbing.
ROUND LOSS
Quote: "Gomenasaaaaaaai!"
Meaning: "I'm sorry-------!"
RECOVERY ROLL
"Ei!"
PARTNER BACKGROUND POSE
Athena cheers for the active partner.
IF PLAYER HITS....
Raises a hand.
IF PLAYER IS DAMAGED....
Winks.
IF PLAYER WINS THE ROUND....
Raises her hands in a prayer-like motion, with a happy look.
IF PLAYER LOSES THE ROUND....
Puts her hand on her forehead.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouches, head down.
PLAYER AVENGEMENT....
Thumbs up and smiles.
SPECIAL MOVE QUOTES
Psycho Ball Attack "Psycho Ball!"
Psycho Sword "Psycho Sword!"
Phoenix Arrow "Phoenix...Arrow!"
Psychic Teleport "Teleport!"
Shiny Crystal Bit "Yaaaahhhh!"
Crystal Shoot Quote: "Ikkee!"
Meaning: "Go!"
Phoenix Fang Arrow "Faaang....Arrow!"
_________________________________________________________________________
SIE KENSOU
_________________________________________________________________________
NATIONALITY: Chinese HOBBIES: Reading manga (yeah!)
BIRTH DATE: 9/23/77 FAVORITE FOOD: Niku-man
AGE: 19 FAVORITE SPORT: Soccer
HEIGHT: 172 cm MOST VALUABLE: Debut Album of Yu Hayami
WEIGHT: 61 kg HATES THE MOST: Practicing martial arts
BLOOD TYPE: B FIGHTING STYLE: Psychic Powers and Kung Fu
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hakkei
E: Strong Emission
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Tomoe Nage
E: Comma-design Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Ko Boku Shu
E: Drunken Hand Slap
M: F + A button
H: Weak 1
D:
C: Acts as an overhead attack.
-------------------------------------------------------------------------
J: Go Sen Tai
E: Backward-Rotating Thigh
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: ChoKyuDan
E: Super Ball Bullet
M: QCB + Punch
H: Weak 1, Strong 1
D: Sie crouches while flinging his hands apart; this causes a ball of
blue psychic energy to appear and fly forward.
C: A long-ranged projectiles.
-------------------------------------------------------------------------
J: RyuSoGeki
E: Dragon Talon Attack
M: Jump, then QCF + Punch
H: Weak 4, Strong 4
D: Sie dives diagonally downward, blue energy trailing from his bared
hand.
C: n/a
-------------------------------------------------------------------------
J: RyuRenGa: ChiRyu
E: Rapid Dragon Fang: Earth Dragon
M: HCF + A button
H: Weak 3
D: Sie hops forward, attacking three times.
C: Has autoguard.
-------------------------------------------------------------------------
J: RyuRenGa: TenRyu
E: Rapid Dragon Fang: Heaven Dragon
M: HCF + C button
H: Strong 3
D: Sie leaps up into the air, attacking three times.
C: Has autoguard.
-------------------------------------------------------------------------
J: RyuRenDa
E: Dragon Barrage
M: F,D,DF + Punch, tap Punch (near)
H: Weak 12, Strong 12
D: Sie attacks his enemy while stepping from side to side.
C: It's rumored that this attack has a finisher that's performed by
tapping the C button. Anyone have information on this?
-------------------------------------------------------------------------
J: RyuGakuSai
E: Dragon Jaw Smash
M: B,D,DB + Kick
H: Weak 3, Strong 3
D: Sie flips upside-down and leaps into the air feet-first, kicking
outwards and spinning around.
C: Has autoguard.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: ShinRyu SeiKou Rekkyaku
E: Dragon God Horrible Gleaming Tearing Leg
M: QCF,HCB + B button / D,HCB + B button
H: Weak 13 (as a DM)
Weak 14 (as a SDM)
D: Sie performs a RyuRenGa: ChiRyu, then a RyuGakiSai. During the SDM,
Sie bursts into flame while attacking.
C: Tap B rapidly to increase the damage done.
-------------------------------------------------------------------------
J: ShinRyu TenBu Kyaku
E: Dragon God Heavenly Leg Dance
M: QCF,HCB + D button / D,HCB + D button
H: Strong 14 (as a DM)
Strong 15 (as a SDM)
D: Sie performs a RyuRenGa: TenRyu, then a RyuGakiSai. During the SDM,
he bursts into flame while attacking.
C: Tap D rapidly to increase the damage Sie inflicts.
-------------------------------------------------------------------------
J: SenKi Hakkei
E: Hermit Energy Strong Emission
M: QCF,QCF + Punch (near)
H: Weak 5, Strong 5 (as a DM)
Weak 12, Strong 12 (as a SDM)
D: Sie kneels and holds one hand out, palm forward, while gripping his
wrist with his other hand. A blast of energy discharges from his
palm, sort of like an enhanced version of his 'Hakkei' throw.
C: Tap Punch rapidly to increase the damage inflicted.
-------------------------------------------------------------------------
J: Niku-Man o Kuu
E: Eat a Meat Bun
M: QCB,QCB + Punch
H: Weak 0, Strong 0 (as a DM/SDM)
D: Sie pulls out a steaming meat bun and eats it. During the SDM, he'll
choke on the bun while eating it.
C: The A-button version restores a small amount of life. The C-button
version doesn't, but there is a small chance that if Sie is hit, he
will counterattack with the 'SenKi Hakkei' DM. You can also enter
the command manually to make him perform this move if you are hit.
During the SDM, Sie will lose life when he chokes on the bun, and
this includes any life you gained if you used the A-button version.
No matter what button or version you use, this move does have limited
invincibility during some parts of the animation.
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Sie eats a bun, promptly chokes on it, then hits his chest to aid
in swallowing it. When he starts choking, his face turns blue :)
Quote: "Ka! Shinukato omotta!"
Meaning: "Ka! I thought I was going to die!"
INTRODUCTION
Sie leaps onscreen and eats a steaming rice bun.
VERSUS ROBERT GARCIA
Sie does his taunt.
Quote: "Donai de ka?"
Meaning: "How's it going?"
TAUNT
Quote: "Benkyo shimasse!"
Meaning: "Study!"
WIN POSE (A)
Sie turns and wags a finger at his enemy.
Quote: "Mada mada shugyo ga taran na!"
Meaning: "You need to practice more!"
WIN POSE (B)
Sie does a backflip. His shorts rip, and upon seeing them, he
looks surprised and then flips out.
WIN POSE (C)
Sie does a backflip.
Quote: "Yo! Yattade!"
Meaning: "Yo! I did it!"
(not "Yo!" as a greeting but said when doing something difficult,
like lifting something heavy).
TIME OUT
Sie turns towards the screen and stomps his feet, waving his arms
at the same time.
DRAW GAME
Sie turns towards the screen and stomps his feet, waving his arms
at the same time.
ROUND LOSS
Quote: "Hona, sainaraaa...."
Meaning: "Well then, goodbye----!"
RECOVERY ROLL
Quote: "Abuna!"
Meaning: "Watch out!"
PARTNER BACKGROUND POSE
Sie punches one fist into the other.
IF PLAYER HITS....
Raises a hand and grins.
IF PLAYER IS DAMAGED....
Annoyed look.
IF PLAYER WINS THE ROUND....
Raises a hand.
IF PLAYER LOSES THE ROUND....
Puts his hands to his face.
IF PLAYER LOST AND IS IN THE BACKGROUND....
<incomplete>
PLAYER AVENGEMENT....
<incomplete>
SPECIAL MOVE QUOTES
ChoKyuDan "Choukyuudan-ya!"
RyuGakiSai "Ryuugakisai-ya!"
RyuRenda Quote: "Younai, younai!"
Meaning: "No good, no good!" (?)
Shinryu TenBu Kyaku Quote: "Donaiya?!"
Meaning: "How's that?!"
SenKi Hakkei (DM) Quote: "Itadaki-ya!"
Meaning "I'll take that!"
SenKi Hakkei (SDM) Quote: "Mou, Akaaan!"
Meaning: "It's beyond my control!"
Niku Man o Kuu Quote: "Nikuman-ya!"
Niku Man o Kuu (SDM) Quote: "Pizzaman-ya!"
_________________________________________________________________________
CHIN GENTSAI
_________________________________________________________________________
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Kyo-In Sake
E: Strong Sake Drink
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Sakkyaku Nage
E: Reverse Leg Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: SuiHoHyuDanShu
E: Drunken Walk Gourd/Lunchbox Advance
M: F + A button
H: Weak 2
D: Chin strikes outward with his gourds and in doing so, loses his
balance and falls on the floor.
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HoTanGeki (Jaku/Kyo)
E: Gourd Basket Attack (Weak/Strong)
M: QCB + Punch (A for Weak, C for Strong)
H: Weak 1, Strong 1 (x2)
D: Chin hurls a gourd at his opponent, reeling it back. For the Strong
version, he turns the other way and lobs a second gourd at his foe
afterwards.
C: The gourd can negate certain projectiles.
-------------------------------------------------------------------------
J: RyuRinHoRai
E: Willow Phosphorous Sagebrush Pigweed
M: F,D,DF + Punch
H: Weak 6, Strong 13
D: Chin jumps into the air while spinning, knocking his opponent around
with his two gourds. During the C-button version, he spins forward
while walking for a few steps before jumping.
C: Has autoguard.
-------------------------------------------------------------------------
J: SuiKan Kan-O
E: Drunken Old Man's Pipe Coil
M: QCF + Punch
H: Weak 0, Strong 0
D: Chin staggers around in place, wobbling drunkenly.
C: Follow with 'ChoShuRikuGyo' or 'KaiTen TekiKu Tokken'. Chin is
partially invincible while standing around. You can cancel this
move by pressing A+B+C+D all at once.
-------------------------------------------------------------------------
J: ChoShuRikuGyo
E: Butterfly Attack Land Fish
M: F + Punch / QCF (hold F), tap Punch twice rapidly
H: Weak 2, Strong 2
D: Chin leaps forward, performing a belly flop while holding his
gourds out.
C: The alternate way of performing this move bypasses the 'Suikan Kan-O'
animation entirely and goes straight into this animation/action.
-------------------------------------------------------------------------
J: KaiTen TekiKu Tokken
E: Rotary Air Pierce Fist
M: HCF + Kick / F + Kick (from SuiKan Kan-O)
H: Weak 1, Strong 1
D: Chin rolls forward along the ground very quickly, stopping only to
strike outward with one fist.
C: The 'HCF + Kick' method can be used alone or during the 'BoGetsuSui'.
The 'F + Kick' method is only usable during the 'SuiKan Kan-O'.
-------------------------------------------------------------------------
J: BoGetsuSui
E: Full Moon Drunk
M: QCB + Kick, press B / F
H: Weak 0, Strong 0
D: Chin falls to the ground and lies there on his back. Pressing B or
F makes him shimmy back or forward while still lying on the ground.
C: Follow with 'RyuJa HanHo' or 'RiGyo HanHo'. You can cancel this
move by pressing A+B+C+D simultaneously. Because Chin is so close
to the ground, many attacks and projectiles will miss him entirely.
-------------------------------------------------------------------------
J: RyuJa HanHo
E: Dragon Snake Anti-Strike
M: U + B button
H: Weak 2
D: Chin leaps forward while kicking with his feet.
C: Only usable during 'BoGetsuSui'.
-------------------------------------------------------------------------
J: RiGyo HanHo
E: Carp Fish Anti-Strike
M: U + D button
H: Strong 1
D: Chin kicks upward with his foot and rolls backward up to his feet.
C: Only usable during 'BoGetsuSui'.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: GoRan EnHo
E: Roaring Space Flame Burn
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Chin takes a drink from one gourd and then spits outward, a jet of
flame shooting out of his mouth. During the SDM, flames are emitted
in all forward directions.
C: Using the A button makes Chin spit the flame in an upwards path.
Using the C button makes him spit fire in a forward-directed path.
Obviously, this has no bearing during the SDM.
-------------------------------------------------------------------------
J: GoEn ShoRai
E: Roaring Flame Invitation
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 13, Strong 13 (as a DM)
Weak 26, Strong 26 (as a SDM)
D: Chin's body explodes, and he performs a RyuRinHoRai while on fire.
C: Chin is invincible during the animation of his body exploding into
flames.
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Chin wakes up, while a moth flutters around him. He looks from side
to side, then flips up to his feet.
Quote: "Bochibochi, hajimerukanou?"
Meaning: "Shall we begin slowly?"
INTRODUCTION
Chin dives onto the screen, falls on his face, then flips up so that
he is standing.
Quote: "Bochibochi, hajimerukanou?"
Meaning: "Shall we begin slowly?"
TAUNT
Looks from side to side while shading his eyes.
Quote: "Hate...doko itta ka nou?"
Meaning: "Hmm...where did he go?"
WIN POSE (A)
Chin mumbles to himself while doing a drunken jig across the screen.
Quote: "Skip, skip, lunlululun."
Meaning: "Skip, skip, <gibberish, I guess>"
WIN POSE (B)
Chin gulps down the contents of one of hs gourds and then hiccups.
WIN POSE (C)
He takes out a pipe, inhales, then breathes out.
Quote: "Nimaaa!"
TIME OUT
Chin falls backwards onto the floor.
DRAW GAME
Chin falls backwards onto the floor.
ROUND LOSS
Quote: "Dame ja, korya~...."
Meaning: "This isn't good~...."
RECOVERY ROLL
"Horasa!"
CHARACTER BACKGROUND POSE
Chin smokes.
IF PLAYER HITS....
<incomplete>
IF PLAYER IS DAMAGED....
As if ground shakes.
IF PLAYER WINS THE ROUND....
<incomplete>
IF PLAYER LOSES THE ROUND....
Loses his balance.
IF PLAYER LOST AND IS IN THE BACKGROUND....
<incomplete>
PLAYER AVENGEMENT....
<incomplete>
SPECIAL MOVE QUOTES
Kyou-in Sake Quote: "Ma, nome nome!"
Meaning: "C'mon, drink, drink!"
Go En ShoRai Quote: "Atchi, atchi, kurokogeja!"
Meaning: "Ouch, ouch, burned black!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): Shin Josei Kakutou Ka Tiimu
Official SNK Name (English): New Heroine Team
Translation of Japanese Name: New Female Fighting Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
CHIZURU KAGURA
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Sleeping, Bike racing
BIRTH DATE: 6/26/74 FAVORITE FOOD: Hot/spicy food
AGE: 22 FAVORITE SPORT: Bike Racing
HEIGHT: 169 cm MOST VALUABLE: Pet bird 'Chi-chan'
WEIGHT: 52 kg HATES THE MOST: Irrational things
BLOOD TYPE: AB FIGHTING STYLE: Kagura Style Ancient
Martial Arts
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: ReiGetsu
E: Moon Decree
M: B / F + C button (near)
-------------------------------------------------------------------------
J: KaiTen
E: Revolving Heavens
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HyaKatsu: TenJin no Kotowari
E: 100th Revival: Reasoning of the Heavenly Gods
M: F,D,DF + Punch
H: Weak 2, Strong 2 (or Weak 1, Strong 1 vs. an airborne foe)
D: Chizuru jumps into the air with one hand outstretched.
C: Use the A button for Chizuru's double, or the C button to use
Chizuru herself.
-------------------------------------------------------------------------
J: Hyaku Hachi Katsu: TamaYura no ShitsuNe
E: 180th Revival: Sound of the Large Koto of the Trembling Jewel
M: HCF + Punch
H: Weak 1, Strong 1
D: Chizuru steps forward and slaps the ground with her hand. During
the C-button version, she does a quick dance while moving forward
before slapping the ground.
C: This move will reflect certain projectiles. Chizuru is partially
invulnerable while dancing during the C-button version. Also, the
C-button version acts as an overhead attack and a knockdown attack.
-------------------------------------------------------------------------
J: NiHyakuJuuNi Katsu: JinSoku no NoriTo
E: 202nd Revival: Quick Shinto Ritual Prayer
M: HCB + Punch / Kick
H: Weak 1, Strong 1
D: Chizuru rushes forward and attacks.
C: Follow with 'TenZui'. Use the A- or B-buttons for Chizuru's double,
or the C- or D-buttons to attack with Chizuru herself. Using Punch
results in an upward attack, while Kick makes Chizuru strike out with
a low attack. You can double-tap the button used to make Chizuru
stop running and attack sooner.
-------------------------------------------------------------------------
J: NiHyakuJuuNi Katsu: JinSoku no NoriTo ~ TenZui
E: 202nd Revival: Quick Shinto Ritual Prayer ~ Heavenly Congratulation
M: QCB + Punch / Kick
H: Weak 1, Strong 1
D: Chizuru attacks in one of two ways.
C: Only usable doing 'JinSoku no NoriTo'. Use the A- or B-buttons for
Chizuru's double, or the C- or D-buttons to attack with Chizuru
herself. Using the A- or B-button version makes Chizuru perform a
frontal atttack, while the C- or D-button version makes her strike
out with a low attack.
-------------------------------------------------------------------------
J: NiHyakuJuuGo Katsu Oto-Shiki: ChoMon no Isshin
E: 205th Revival (Duplicate Style): Lone Needle of the Gates of the Peak
M: QCF + Punch / Kick
H: Weak 1, Strong 1
D: Chizuru leaps forward and attacks.
C: Use the A- or B-buttons for Chizuru's double, or the C- or D-buttons
to use Chizuru herself. Using the A- or B- button versions make
Chizuru leap a small distance forward, then attack. Using the C- or
D-button versions make her jump much further forward while attacking.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: I-Men HachiJuuGo Katsu: ReiGi no Ishizue
E: One Phase 85th Revival: Foundation (of) Zero Skill
M: QCB,HCB + Punch / D,HCF + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Chizuru lurches back, then leans forward while attacking with one
outstretched hand. A ball of energy surrounds her hand while she
moves and it expands when she strikes.
C: A hit opponent changes color (they turn a purple hue) and cannot
use their special moves or DMs/SDMs until their color returns to
normal. They can still use regular throws and command attacks.
-------------------------------------------------------------------------
J: I-Men Ikkatsu: SanRai no FuJin
E: One Phase Self-Revival: Cloth Camp of the Three Rattling Winds
M: QCF,QCF + Kick
H: Weak 6, Strong 6 (as a DM)
Weak 30, Strong 30 (as a SDM)
D: Kagura creates a double that walks forward while spinning around and
striking out with her arms.
C: The double vanishes if you are hit or the double reaches the end of
the screen. Kagura can only use normal attacks while her double is
on-screen, but if in Extra Mode, she can still charge up her Power
Gauge. If your opponent blocks the double's advance, you can force
them into getting hit by crouching and attacking (if they blocked
low), or jumping and attacking them (if they blocked high). Also,
the last hit that the double makes will vault Chizuru's opponent into
the air, giving you a small window of time in which to juggle them
with an attack or special move.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Kagura faces her opponent, then gets into her fighting stance.
Quote: "Sa, hajime masho?"
Meaning: "Shall we start?"
VERSUS OROCHI
Kagura appears dressed as a Shinto priestess, then does a dance and
ends up in her normal (Korean) outfit.
Quote: "Sa, owari ni shimasho?"
Meaning: "Shall we finish [this]?"
TAUNT
Kagura brushes her hair with one hand.
Quote: "Mada owate-nai wayo."
Meaning: "It's not over yet."
WIN POSE (A)
Kagura does a silly dance.
WIN POSE (B)
Kagura stretches one hand towards the sky.
Quote: "Haa...."
Meaning: "Haa...."
WIN POSE (C)
Quote: "Kagami no naka no honto no anata ga mieru."
Meaning: "I see the real you in the mirror."
TIME OUT
Kagura lowers her hand and closes her eyes.
DRAW GAME
Kagura lowers her hand and closes her eyes.
ROUND LOSS
"Aaaaaaaa!"
RECOVERY ROLL
(She says nothing)
SPECIAL WAIT POSE
<incomplete>
PARTNER BACKGROUND POSE
Watches the partner.
IF PLAYER HITS....
She gives a thumbs up.
IF PLAYER IS DAMAGED....
Flat hands as if asking for alms.
IF PLAYER WINS THE ROUND....
Puts her hands on hips.
IF PLAYER LOSES THE ROUND....
Flat hands as if asking for alms.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Clutching her face.
PLAYER AVENGEMENT....
Modest look, facing the winner.
SPECIAL MOVE QUOTES
JinSoku no NoriTo Quote: "Sore!"
Meaning: "Here!"
ChoMon no Isshin Quote: "Ugatsu!"
Meaning: "Drill!"
TamaYura no ShitsuNe Quote: "Harau!"
Meaning: "Purify!"
ReiGi no IshiZue Quote: "Sono chikara...fuujimasu!"
Meaning: "I will...seal that power!"
SanRai no FuJin Quote: "Kore ga mikirete?"
Meaning: "Can you see through this?"
"Can you read this?"
(she's asking if her opponent will be
able to tell what she's about to do.)
Other special move quotes include:
"Utsu!" "Strike!"
"Zan!" "Slash!"
_________________________________________________________________________
MAI SHIRANUI
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Making Osechi
BIRTH DATE: 1/1/1976 FAVORITE FOOD: Ozouni
AGE: 21 FAVORITE SPORT: Hane-Tsuki
HEIGHT: 164 cm MOST VALUABLE: Dead Grandmother's Hairpin
WEIGHT: 50 kg HATES THE MOST: Spiders
BLOOD TYPE: B FIGHTING STYLE: Shiranui-style Ninjitsu
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Shiranui GouRin
E: Shiranui Sturdy Confrontation
M: B / F + C button (near)
-------------------------------------------------------------------------
J: FuSha Kuzushi
E: Windmill Demolisher
M: B / F + D button (near)
-------------------------------------------------------------------------
J: Yume Zakura
E: Dreaming Cherry Tree
M: Jump, then U + C button / D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: BeniTsuru no Mai
E: Dance of the Flamingo
M: DF + B button
H: Weak 1
D: Mai slides forward and kicks.
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: KaChoSen
E: Flower Butterfly Fan
M: QCF + Punch
H: Weak 1, Strong 1
D: Mai takes out a fan and throws it towards her opponent.
C: n/a
-------------------------------------------------------------------------
J: RyuEnBu
E: Blazing Dragon Dance
M: QCB + Punch
H: Weak 2, Strong 2
D: Mai swings the 'tails' of her outfit in front of her and they burst
into flame.
C: n/a
-------------------------------------------------------------------------
J: Musasabi no Mai
E: Dance of the Giant Flying Squirrel
M: Charge D,U + Punch / Jump, then QCB + Punch
H: Weak 1, Strong 1
D: Mai jumps towards the upper corner of the screen, then dives downward
with her fan held between her teeth. The airborne version makes her
immediately dive towards the ground.
C: You must hold the button used during the ground version, or Mai will
simply grab onto the corner of the screen, then drop down.
-------------------------------------------------------------------------
J: Hakuro no Mai
E: Dance of the White Crane
M: F,D,DF + Punch
H: Weak 10, Strong 10
D: Mai spins around with her arms held outward. She's holding one fan
and one 'tail' of her outfit in either hand.
C: n/a
-------------------------------------------------------------------------
J: HishoRyuEnJin
E: Flying Blazing Dragon Position
M: F,D,DF + Kick
H: Weak 2, Strong 2
D: Mai does a backflip while kicking outward, the 'tails' of her outfit
bursting into flames.
C: n/a
-------------------------------------------------------------------------
J: Hissatsu Shinobi Bachi
E: Deadly Ninja Bees
M: HCF + Kick
H: Weak 2, Strong 2
D: Mai rolls forward, then leaps and strikes with her elbow.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: SuiCho no Mai
E: Dance of the Water Bird
M: QCF,QCF + Punch
H: Weak 3, Strong 3 (as a DM/SDM)
D: Mai hurls forth three fans (just like the KaChoSen). During the
SDM version, a challenger hit by the fans bursts into fire.
C: n/a
-------------------------------------------------------------------------
J: Ho-O no Mai
E: Dance of the Phoenix
M: QCB,QCB + Punch
H: Weak 4, Strong 6 (as a DM)
Weak 12, Strong 12 (as a SDM)
D: Mai begins the animation of her RyuEnBu, then leaps into the air
and performs a spinning dive while facing backward, surrounded by
an aura of fire.
C: This move hits more times against large opponents, and will hit
many, many more times if her opponent is airborne and next to her
when she bursts into flame and begins the spinning dive.
-------------------------------------------------------------------------
J: Cho Hissatsu Shinobi Bachi
E: Ultra Deadly Ninja Bees
M: QCB,HCF + Kick / D,HCF + Kick
H: Weak 5, Strong 5 (as a DM)
Weak 14, Strong 14 (as a SDM)
D: Mai rolls forward, then leaps and strikes with her body. During
the move's duration, she is covered in flames.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Mai is wearing a kimono. She changes into her ninja outfit while
waving her fans.
Quote: "Shiranui Mai mairi masu!"
Meaning: "Shiranui Mai, I'm coming!"
INTRODUCTION
Points her fan at her opponent.
Quote: "Kakatte rasshai!"
Meaning: "Come at me!"
VERSUS ANDY BOGARD
Mai is wearing a wedding dress. She has a bouquet of flowers, which
she tosses to Andy.
Quote: "Nengu no osame toki yo, Andy!" (from another)
Meaning: "It's time for taxes, Andy!" <lit.>
"It's too late, Andy!" <idiom>
"Marry me now, Andy!" <meaning>
TAUNT
Mai shakes a fan at her opponent.
Quote: "Hora, ganbatte!"
Meaning: "Put [in] more effort!" (from one source)
"Hey there, cheer up/don't give up hope!" (from another)
WIN POSE (A)
Mai takes out an umbrella and opens it. Then, she turns with her back
towards her opponent, and looks over her shoulder.
Quote: "Nippon ichi!"
Meaning: "I'm the best [number one] in Japan!"
WIN POSE (B)
Mai takes out an umbrella and opens it. When she swings it around,
she's wearing a kimono and facing the screen.
Quote: "Nippon ichi!"
Meaning: "I'm the best [number one] in Japan!"
WIN POSE (C)
Mai tosses her fan into her other hand and opens it.
Quote: "Nippon ichi!"
Meaning: "I'm the best [number one] in Japan!"
TIME OUT
Mai turns around and wistfully swings her tails to and fro.
DRAW GAME
Mai turns around and wistfully swings her tails to and fro.
ROUND LOSS
Quote: "Andy~!"
RECOVERY ROLL
Quote: "Hah!"
PARTNER BACKGROUND POSE
Plays with her tail. She'll also dance around a little while waiting.
IF PLAYER HITS....
Winks.
IF PLAYER IS DAMAGED....
Surprised look.
IF PLAYER WINS THE ROUND....
Flashes her fan open.
IF PLAYER LOSES THE ROUND....
Sad look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crying look.
PLAYER AVENGEMENT....
Looks at winner, her face covered with her fan.
SPECIAL MOVE QUOTES
Yume Zakura "Yume Zakura!"
KaChoSen "Kachousen!"
RyuEnBu "Ryuuenbu!"
Hakuro no Mai "Hakuro no Mai!"
Musasabi no Mai "Musasabi no Mai!"
HishoRyuEnJin "Hishouryuuenjin!"
H. ShinobiBachi "Hissatsu Shinobi-bachi!"
C. H. S. Bachi "Chou Hissatsu Shinobi-bachi!"
SuiCho no Mai Quote: "Hitotsu! Futatsu! Mittsu!"
Meaning: "One! Two! Three!"
_________________________________________________________________________
KING
_________________________________________________________________________
NATIONALITY: French HOBBIES: Collecting wine glasses
BIRTH DATE: 4/8/1973 FAVORITE FOOD: Vegetables
AGE: 24 FAVORITE SPORT: Billiards
HEIGHT: 175 cm MOST VALUABLE: Her own 'beauty' (?)
WEIGHT: 58 kg HATES THE MOST: Gross people (Jack Turner)
BLOOD TYPE: A FIGHTING STYLE: Muay Thai
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hoorudo Rasshu
E: Hold Rush
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Hukuu Basuta
E: Hook Buster
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Suraidingu Kikku
E: Sliding Kick
M: DF + D button
H: Weak 1
D: King turns her body away while sliding on the ground with one leg
stretched back.
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Benomu Sutoraiku
E: Venom Strike
M: QCF + Kick
H: Weak 1, Strong 1
D: King swings her legs and a projectile of energy fires from her feet.
C: n/a
-------------------------------------------------------------------------
J: Daburu Sutoraiku
E: Double Strike
M: QCF,QCF + Kick
H: Weak 2, Strong 2
D: King swings her legs and two projectiels of energy fly forth.
C: The first projectile doesn't fly as far as the first one.
-------------------------------------------------------------------------
J: Toruneedo Kikku
E: Tornado Kick
M: HCB + Kick
H: Weak 4, Strong 6
D: King jumps diagonally into the air, spinning her body and striking
out with a leg.
C: n/a
-------------------------------------------------------------------------
J: Miraaju Kikku
E: Mirage Kick
M: HCF + Kick
H: Weak 4, Strong 4
D: King dashes forward and kicks several times when close.
C: n/a
-------------------------------------------------------------------------
J: Torappu Shooto
E: Trap Shot
M: F,D,DF + Kick
H: Weak 5, Strong 7
D: King flips backwards while kicking. If her initial kick connects or
is blocked, she lands on her feet and smacks her opponent several
times with one leg.
C: n/a
-------------------------------------------------------------------------
J: Sepuraizu Roozu
E: Surprise Rose
M: F,D,DF + Kick
H: Weak 4, Strong 4
D: King jumps into the air and falls diagonally downward while using her
feet to 'step' through the air as she falls.
C: Hits both on the way up and on the way down.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Iruujon Dansu
E: Illusion Dance
M: QCF,HCB + Kick / D,HCB + Kick
H: Weak 14, Strong 14 (as a DM)
Weak 20, Strong 20 (as a SDM)
D: King makes a short hop backwards, then leaps forward. If she hits
her opponent with her legs as the hop finishes, then she'll land
on her feet and start kicking rapidly while moving forward.
C: n/a
-------------------------------------------------------------------------
J: Sairento Furasshu
E: Silent Flash
M: QCB,QCB + Kick
H: Weak 3, Strong 3 (as a DM)
Weak 11, Strong 11 (as a SDM)
D: King attacks with a Trap Shot, then utilizes a kicking/flip-kicking
combo. The SDM version makes her use four Trap Shots intially.
C: This move is best used as an anti-air attack, and also works well
against an opponent who is getting up. It is readily comboed from
the first hit of a close, standing D-button kick, too.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
King cross her arms and flexes her hand at her opponent.
Quote: "Aite ni naruwa."
Meaning: "I'll let you be my opponent."
TAUNT
King cross her arms and flexes her hand at her opponent.
Quote: "Honki de oide yo."
Meaning: "Show me your real power."
WIN POSE (A)
King pulls a hankerchief from her breast-pocket and tosses it to
the ground.
Quote: "Hmph! Nasakenai."
Meaning: "Hmph! Pathetic."
WIN POSE (B)
King closes her eyes, looking up and sighing, the air blowing her
hair around a little.
Quote: "Karui mono ne."
Meaning: "That was easy."
WIN POSE (C)
King turns her back to the screen, holding a goblet out with one
hand and looking back at the screen.
Quote: "Tanoshikaata wa, mata oide."
Meaning: "That was fun, come again."
TIME OUT
King snaps her fingers in disgust.
DRAW GAME
King snaps her fingers in disgust.
ROUND LOSS
"Uwaaaaaa!"
RECOVERY ROLL
Quote: "Mada-mada!"
Meaning: "Not yet!"
PARTNER BACKGROUND POSE
Excited look. Like Mai, she'll dance a bit every so often.
IF PLAYER HITS....
Raises a hand a bit.
IF PLAYER IS DAMAGED....
Covers her forehead.
IF PLAYER WINS THE ROUND....
Grins.
IF PLAYER LOSES THE ROUND....
Covers her forehead.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down.
PLAYER AVENGEMENT....
Looks at winner.
SPECIAL MOVE QUOTES
Venom Strike "Venom Strike!"
Double Strike "Double Strike!"
Trap Shot "Trap Shot!"
Tornado Kick "Tornado Kick!"
Surprise Rose "Surprise Rose!"
Illusion Dance Quote: "Ikuyo!"
Meaning: "Here I go!"
Silent Flash Quote: "Tekagen shinai yo!"
Meaning: "I'm making no allowances/holding
nothing back!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): Kimu Tiimu
Official SNK Name (English): Kim's Team
Translation of Japanese Name: Kim Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
KIM KAPHWAN
_________________________________________________________________________
NATIONALITY: South Korean HOBBIES: Karaoke
BIRTH DATE: 12/21/1967 FAVORITE FOOD: Korean Barbecue
AGE: 30 FAVORITE SPORT: Gymnastics
HEIGHT: 176 cm MOST VALUABLE: His two sons
WEIGHT: 78 kg HATES THE MOST: Evil
BLOOD TYPE: A FIGHTING STYLE: Tae Kwon Do
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Kubi Kiwame Otoshi
E: High Neck Drop
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Sakkyaku Nage
E: Deadly Leg Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Tora Yopu Chagi (Dora Yup Chagi in Korean)
E: Turning Side Kick
M: F + A button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
J: Neri Chagi
E: Descending Kick
M: F + B
H: Weak 1
D: Kim flings his leg upward, then drops it forward and down.
C: This move acts as an overhead attack.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HanGetsu Zan
E: Half-Moon Slash
M: QCB + B / D
H: Weak 3, Strong 3
D: Kim performs a flying splits-kick while moving in a half-circle.
C: n/a
-------------------------------------------------------------------------
J: Hisho Kyaku
E: Flying Leg
M: Jump, then QCF + B / D
H: Weak 4, Strong 5
D: Kim dives downward in the air while 'stepping' with his feet.
C: n/a
-------------------------------------------------------------------------
J: HiEnZan
E: Flying Swallow Slash
M: Charge D,U + Kick
H: Weak 1, Strong 2
D: Kim vaults vertically into the air and kicks upward.
C: Follow the D-button version with 'Tsuika Kougeki'.
-------------------------------------------------------------------------
J: HiEnZan Tsuki KouGeki
E: Flying Swallow Slash Added Attack
M: Press D + D button
H: Strong 1
D: Kim flips upside-down and kicks.
C: Only usable during the D-button version of 'HiEnZen'.
-------------------------------------------------------------------------
J: KuSaJin
E: Sky Sand Dust
M: Charge D,U + Punch
H: Weak 2, Strong 3
D: Kim leaps upward while turning and kicking rapidly.
C: n/a
-------------------------------------------------------------------------
J: RyuSei Raku
E: Meteor Drop
M: Charge B,F + Punch
H: Weak 2, Strong 2
D: Kim slides forward, then hops and performs a leg smash.
C: It's possible for the slide to hit and the leg smash to miss.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Ho-O Kyaku
E: Phoenix Leg
M: QCB,DB,F + Kick / Jump, then QCB,DB,F + Kick
H: Weak 12, Strong 12 (as a DM)
Weak 18, Strong 18 (as a SDM)
D: Kim skims over the ground with one knee forward and one arm held
behind him. If he connects with his enemy, he proceeds to kick
them repeatedly while walking forward, finishing with a HiEnZan
for the DM and a KuSaJin for the SDM.
C: If performed in the air, Kim will fall downward at an angle while
shooting through the sky.
-------------------------------------------------------------------------
J: Ho-O TenBu Kyaku
E: Heavenly Phoenix Leg Dance
M: Jump, then QCF,HCB + Kick / Jump, then D,HCB + Kick
H: Weak 12, Strong 12 (as a SDM)
Weak 22, Strong 22 (as a SDM)
D: Kim dives downwards while 'stepping' with his feet. If hie enemy is
hit, Kim proceeds to pummel them with several flipping kicks in mid-
air before kicking them away with a KuSaJin.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Kim tightens his rolled-up sleeves.
Quote: "Ikuzo."
Meaning: "Let's go!"
VERSUS RYUJI, BILLY, IORI, CHOI, CHANG, NFT, O. NFT, OROCHI
Kim appears with his back turned. His eyes glimmer and he
gets into a 'junbi' stance.
Quote: "Aku wa Yurusan!"
Meaning: "Evil is unforgivable!"
TAUNT
Kim grins amiably and shrugs.
Quote: "Kakatte koi yo!"
Meaning: "Come at me!"
WIN POSE (A)
Kim exhales, wipes the sweat off his brow, then puts his hands on
his hips.
Quote: "Nakama kama ote maire."
Meaning: "A good fight from a good friend."
Quote: "Naka naka otemae de."
Meaning: "Excellent manners!"
WIN POSE (B)
Kim gets into a front-view 'junbi' pose, with his eyes closed.
Quote: "Hwah!"
WIN POSE (C)
Kim stands straight, clenches one fist, turns his head towards
the screen and smiles, his teeth glinting.
TIME OUT
Kim falls to one knee and slams his hand into the ground. A tear
falls from one eye as well.
DRAW GAME
<incomplete>
ROUND LOSS
"Uaaaaaaa!"
RECOVERY ROLL
"Fun!"
PARTNER BACKGROUND POSE
Arms folded.
IF PLAYER HITS....
Raises a hand.
IF PLAYER IS DAMAGED....
Shakes his head.
IF PLAYER WINS THE ROUND....
Nods.
IF PLAYER LOSES THE ROUND....
Falls down with a sad look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouches.
PLAYER AVENGEMENT....
Looks at winner.
SPECIAL MOVE QUOTES
Neri Chagi "Neri Chagi!"
HanGetsuZan "Hangetsuzan!"
Hienzan "Hienzan!"
HiShoKyaku "Hishoukyaku!"
KuSaJin "Kuusajin!"
Ho-O Kyaku "Hououkyaku!"
Ho-O TenBu Kyaku "Hououtenbuukyaku!"
Dora Yup Chagi Quote: "Ho-o geki!"
Meaning: "Phoenix Strike!"
Neri Chagi Quote: "Ho-o geki!"
Meaning: "Phoenix Strike!"
_________________________________________________________________________
CHANG KOEHAN
_________________________________________________________________________
NATIONALITY: Korean HOBBIES: Breaking things
BIRTH DATE: 10/21/58 FAVORITE FOOD: Roasted whole sheep
AGE: 39 FAVORITE SPORT: Table Tennis
HEIGHT: 227 cm MOST VALUABLE: His iron ball
WEIGHT: 203 kg HATES THE MOST: Centipedes
BLOOD TYPE: B FIGHTING STYLE: Tae Kwon Do + Power Attacks
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Ha Gan Geki
E: Frustrated Expression Attack
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Kusari Jime
E: Chain Choke
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Hiki Nige
E: Pull Escape
M: DF + A button
H: 1
D: Chang slides along the ground.
C: n/a
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Tekkyu Dai KaiTen
E: Iron Ball Big Revolve
M: Tap Punch repeatedly, move B / F
H: Weak 2, Strong 2
D: Chang whirls his ball and chain over his head.
C: Has autoguard. You can cancel this move by pressing A+B+C+D
simultaneously.
-------------------------------------------------------------------------
J: Tekkyu FunSai Geki
E: Iron Ball Smashing Atack
M: Charge B,F + Punch
H: Weak 1, Strong 1
D: Chang rears back then hurls his iron ball at his opponent.
C: Has autoguard.
-------------------------------------------------------------------------
J: Tekkyu HiEnZan
E: Iron Ball Flying Swallow Slash
M: Charge D,U + Kick
H: Weak 1, Strong 1
D: Chang vaults his body into the air and then lands on his back.
C: Hits on the way up, and on the way down.
-------------------------------------------------------------------------
J: DaiHaKai Nage
E: Big Rending Destroyer Throw
M: HCB,F + Punch (near)
H: Weak 1, Strong 1
D: Chang grabs his foe by the leg and slams them to the ground on either
side of him repeatedly.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Tekkyu DaiBoSo
E: Iron Ball Big Reckless Run
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 11, Strong 11
Weak 17, Strong 17
D: Chang bangs his head with his iron ball, then dashes forward and
begins kicking and attacking his challenger with his iron ball.
C: This attack can end in one of six ways: slide, belly bop, Tekkyu
HiEnZan, body drop, Weak Kick, or a forward roll. All attacks cause
the same amount of damage.
-------------------------------------------------------------------------
J: Tekkyu Dai Assatsu
E: Iron Ball Big Deadly Pressure
M: QCF,QCF + Punch
H: Weak 1, Strong 2 (only if close) (as a DM)
Weak 1, Strong 1 (as a SDM)
D: Chang jumps and performs a belly flop. If the C-button is used, he
will dash forward before jumping. During the SDM, he jumps higher,
and when he lands, it has the same effect as Goro's JiRaiShin.
C: The intial animation of this move can hit an opponent as well as the
belly flop. Chang lies on the ground for a long time after this move
ends, leaving him open to attack.
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Chang hits his head with his iron ball, and grunts.
INTRODUCTION
Chang jumps onto the screen, hits his head with his iron ball, and
grunts.
TAUNT
Chang pats his stomach.
Quote: "Doshita?!"
Meaning: "What's wrong?!"
WIN POSE (A)
Spins his iron ball around idly.
Quote: "Ora, tsugi detekoi?!"
Meaning: "Ora, who's next?!" or "Hey! Next one up!"
WIN POSE (B)
Chang hums and polishes the iron ball with his shirt.
WIN POSE (C)
Chang kneels, clenches his fist, and grunts.
TIME OUT
Chang looks worried, then stands and breaks his chains.
DRAW GAME
<incomplete>
ROUND LOSS
Quote: "Orororo~n."
RECOVERY ROLL
"Uho~~~!"
PARTNER BACKGROUND POSE
Is eating a bento pack.
IF PLAYER HITS....
Grins.
IF PLAYER IS DAMAGED....
Food goes bitter.
IF PLAYER WINS THE ROUND....
Raises a shrimp.
IF PLAYER LOSES THE ROUND....
Food tastes bitter.
IF PLAYER LOST AND IS IN THE BACKGROUND....
<incomplete>
PLAYER AVENGEMENT....
<incomplete>
SPECIAL MOVE QUOTES
HiEnZan "Hienzan!"
Tekkyu DaiAssatsu Quote: "Dossei! Idee!"
Meaning: "Look out! Ow!"
_________________________________________________________________________
CHOI BOUNGE
_________________________________________________________________________
NATIONALITY: Korean HOBBIES: Cutting things
BIRTH DATE: 10/25/61 FAVORITE FOOD: Crabs
AGE: 36 FAVORITE SPORT: Gymnastics
HEIGHT: 153 cm MOST VALUABLE: His claws
WEIGHT: 44 kg HATES THE MOST: Kongnyaku
BLOOD TYPE: B FIGHTING STYLE: Tae Kwon Do + Self-taught
fighting skills w/ claws
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Zujo Sashi
E: Overhead Stab
M: B / F + C button (near)
-------------------------------------------------------------------------
J: GeKetsu Tsuki
E: Bloody Bowel Discharge Pierce
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: NiDanZan
E: Double Step Slash
M: F + A button
H: Weak 2
D: Choi rolls forward and then slashes once with either hand.
C: n/a
-------------------------------------------------------------------------
J: TooRi MaGeri
E: Passing Demon Kick
M: F + B button
H: Weak 2
D: Choi spins his body forward and performs a leg smash.
C: This move acts as an overhead attack.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: TatsuMaki ShippuZan
E: Tornado Gale Slash
M: Charge D,U + Punch
H: Weak 2, Strong 13
D: Choi rises into the air and spins with his claws held outward, lifted
up by a tornado.
C: n/a
-------------------------------------------------------------------------
J: Shisso HishoZan
E: Dashing Soar Slash
M: Charge B,F + Punch
H: Weak 1, Strong 1
D: Choi runs forward, then leaps up, slashing out with his claws.
C: n/a
-------------------------------------------------------------------------
J: HiSho KuRetsuZan
E: Flying Sky-Ripping Slash
M: Charge D,UB/U/UF + Kick
H: Weak 1, Strong 1
D: Choi leaps towards either edge of the screen, then jumps forward
while spinning with his claws outstretched. He falls down slowly
as he spins forward, so if you do this move close to the edge of
the screen, he will fall to the ground before flying very far.
C: Follow with 'Hoko Henkan'. Unless you hold down the button used to
initiate this move, Choi will drop to the ground after grabbing the
edge of the screen.
-------------------------------------------------------------------------
J: SenPuHiEnSashi
E: Tornado Flying Monkey Stab
M: Charge B,F + Kick
H: Weak 1, Strong 1
D: Choi leaps into the air and spins across the screen with his claws
outstretched.
C: Follow with 'Hoko Henkan'.
-------------------------------------------------------------------------
J: Hoko Henkan
E: Direction Change
M: Press in any direction + Punch / Kick
H: Weak 1, Strong 1 (x3)
D: Choi flies around while spinning with his hands held before him in
the desired direction.
C: Only usable during 'HiSho KuRetsuZan' or 'SenPuHiEnSashi'.
-------------------------------------------------------------------------
J: Hisho Kyaku
E: Flying Kick
M: Jump, then QCF + Kick
H: Weak 4, Strong 5
D: Choi dives diagonally forward while 'stepping' with his feet.
C: Works very well in cross-ups, especially after a triangle jump.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Shin! ChouZetsu TatsuMaki ShinKuZan
E: True! Super-Suppressed Vacuum Slash
M: HCB,HCB + Punch, move B / F
H: Weak 1, Strong 1 (as a DM)
Weak 3, Strong 3 (as a SDM)
D: Choi twirls around is surrounded by a column of roaring wind.
During the SDM, lightning flashes within the wind column.
C: Choi is left open to attack when this move ends. However, the
column of wind can negate almost any projectile directed at Choi.
-------------------------------------------------------------------------
J: Ho-O Kyaku
E: Phoenix Leg
M: QCF,HCB + Kick / D,HCB + Kick
H: Weak 14, Strong 14 (as a DM)
Weak 28, Strong 28 (as a SDM)
D: A faster imitation of Kim's Ho-O Kyaku. If Choi doesn't connect
during the forward dash, he falls flat on his face.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Choi licks his claws while talking.
Quote: "Kakugo suru de yansu!"
Meaning: "Prepare yourself (de yansu)!"
TAUNT
Choi pats his rear, covering his mouth and laughing.
WIN POSE (A)
Choi does a little dorky spin and holds his final pose.
Quote: "Ka-i-ka-n!"
Meaning: "Pleasant!"
(this literally means 'a pleasant feeling', not that something
is pleasant.)
WIN POSE (B)
Choi does a little dorky spin and holds out his arms in the end.
Quote: "Kachi de yansu!"
Meaning: "I won!"
WIN POSE (C)
Choi pats his rear with his claws, his eyes glimmering.
Quote: "Upuu?"
Meaning: An expression with no real meaning.
TIME OUT
Choi falls on his back, waving and kicking.
DRAW GAME
Choi falls on his back, waving and kicking.
ROUND LOSS
Quote: "Ai wo choudaai de yansuuu!"
Meaning: "Please, give me love!"
RECOVERY ROLL
"Uhyo!"
PARTNER BACKGROUND POSE
Watches the battle.
IF PLAYER HITS....
<incomplete>
IF PLAYER IS DAMAGED....
<incomplete>
IF PLAYER WINS THE ROUND....
Jumps around.
IF PLAYER LOSES THE ROUND....
Jumps one time, freezing his animation.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Lies face flat on the floor.
PLAYER AVENGEMENT....
Looks at winner with grin.
SPECIAL MOVE QUOTES
TatsuMaki ShippuZan Quote: "Kiru de yansu!"
Meaning: "Cut (de yansu)!"
Shisso HishoZan Quote: "Iku de yansu!"
Meaning: "Here I go (de yansu)!"
SenPuHiEn Sashi Quote: "Sasu de yansu!"
Meaning: "Stab (de yansu!)"
Shin! ChouZetsu Quote: "Kirikirimaimai! Uki!"
TatsuMaki ShinKuZan Meaning: "Cutcutwhirlwhirl! Uki!"
Ho-O Kyaku Quote: "Shinu de yansu! Uhyo!"
Meaning: "Die (de yansu)! Uhyo!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): Nuu Feisu Tiimu
Official SNK Name (English): New Faces Team
Translation of Japanese Name: New Face Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
YASHIRO NANAKASE
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Band, Traveling
BIRTH DATE: 12/31/73 FAVORITE FOOD: Menma
AGE: 23 FAVORITE SPORT: Swimming
HEIGHT: 190 cm MOST VALUABLE: Amber
WEIGHT: 99 kg HATES THE MOST: Eggplants, narrow places
BLOOD TYPE: O + Orochi FIGHTING STYLE: No particular style, mainly
power-based attacks
=========================================================================
THROW TECHNIQUES
=========================================================================
J: Rebaa Burou
E: Lever Blow
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Hachetto Suruu
E: Hachet Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Suteppu Saido Kikku
E: Step Side Kick
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Appaa Dueru
E: Upper Duel
M: F,D,DF + Punch
H: Weak 2, Strong 2
D: Yashiro delivers an upward punch, followed by an uppercut with his
other hand.
C: Has autoguard. This move is a reversal as well as a normal attack.
-------------------------------------------------------------------------
J: Surejihanmaa
E: Sledgehammer
M: QCB + Punch
H: Weak 1, Strong 1
D:
C: This move acts as an overhead attack.
-------------------------------------------------------------------------
J: Misairu Maito Basshu
E: Missile Might Bash
M: HCB + Punch
H: Weak 4, Strong 4
D: Yashiro strikes out with a series of quick rushing punches.
C: n/a
-------------------------------------------------------------------------
J: Jetto Kauntaa
E: Jet Counter
M: HCF + Punch
H: Weak 1, Strong 1
D: Yashiro teleports forward and delivers a gut punch to his opponent.
C: The Strong version is slower, but moves Yashiro farther forward than
the Weak version.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Mirion Basshu Sutoriimu
E: Million Bash Stream
M: QCB,HCF + Punch / D,HCF + Punch
H: Weak 14, Strong 14 (as a DM)
Weak 26, Strong 26 (as a SDM)
D: Yashiro attacks his challenger with a extended version of the Missile
Might Bash.
C: n/a
-------------------------------------------------------------------------
J: Fainaru Inpakuto
E: Final Impact
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM or SDM)
D: Yashiro gets into his 'power collect' stance, then leans forward and
delivers a lunging punch.
C: You can hold down the button used to increase the damage that this
attack inflicts. Normally, blocking this attack results in a Guard
Crush, but at full power, the move is unblockable. It takes about
three seconds to reach full power. Another interesting note is that
since this move looks like Yashiro is charging his power, you may
be able to trick an opponent into thinking that you're in Extra Mode,
so when they try to attack you, release the button and strike!
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Yashiro shakes his shoulders and jumps around a bit before settling
into his fighting stance.
TAUNT
Yashiro twists his neck and flexes his hands.
Quote: "Muki ni naru na yo."
Meaning: "Don't get so serious."
WIN POSE (A)
Yashiro holds his closed fist up to his face, then waves it past his
face, unclenching it to reveal a cruel smile.
Quote: "Kenka ga tsuyoi ue ni, otokomae."
Meaning: "On top of being strong at fighting, I'm handsome!"
WIN POSE (B)
Whistles, then hold his arm up. A large hawk swoops up from the
bottom of the screen and lands on his shoulder.
WIN POSE (C)
Puts a hand in his pocket, turns, and points towards the screen,
and winks.
Quote: "Tanoshinderu?"
Meaning: "Are you having fun?"
TIME OUT
Yashiro folds his arms and faces his opponent a bit.
DRAW GAME
Yashiro folds his arms and faces his opponent a bit.
ROUND LOSS
Quote: "Naaannniii!?"
Meaning: "What!?"
RECOVERY ROLL
Quote: "Chi!"
PARTNER BACKGROUND POSE
Jumps around.
IF PLAYER HITS....
Clenches a fist and cheers.
IF PLAYER IS DAMAGED....
Annoyed look.
IF PLAYER WINS THE ROUND....
Clenches a fist and cheers.
IF PLAYER LOSES THE ROUND....
Annoyed look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouching down.
PLAYER AVENGEMENT....
Looks at winner, with a relieved look.
SPECIAL MOVE QUOTES
Upper Duel "Ora!"
Million Bash Stream "Icchimai na!"
"Go away!"
Final Impact Quote: "Otonashiku netero!"
Meaning: "Just stay down!"
(lit. "behave and sleep!")
_________________________________________________________________________
SHERMIE
_________________________________________________________________________
NATIONALITY: French HOBBIES: Band, watching French movies
BIRTH DATE: 2/13/76 FAVORITE FOOD: Fish
AGE: 21 FAVORITE SPORT: Ice Skating
HEIGHT: 173 cm MOST VALUABLE: Personal Computer
WEIGHT: 68 kg HATES THE MOST: Stew, Celery, H.S. Baseball
BLOOD TYPE: B + Orochi FIGHTING STYLE: No particular style, mainly
throws and holds
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Sherumii Furasshu Orijinaru
E: Shermie Flash Original
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Furonto Furasshu
E: Front Flash
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Sherumii Sutando
E: Shermie Stand
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Sherumii Supairaru
E: Shermie Spiral
M: HCF + Punch (near)
H: Weak 1, Strong 1
D: Shermie swings herself up onto her opponent, squeezing her foe's
head with her thighs. She then spirals around them and flips them
to the ground.
C: n/a
-------------------------------------------------------------------------
J: Sherumii Shuuto
E: Shermie Shoot
M: HCF + Kick
H: Weak 1, Strong 1
D: Shermie dashes forward. If she hits her opponent, she'll grab them,
flip over their shoulders and then press her knees against their
back, knocking them to the ground.
C: n/a
-------------------------------------------------------------------------
J: Sherumii Hoippu
E: Shermie Whip
M: F,D,DF + Kick
H: Weak 1, Strong 1
D: Shermie 'whips' her legs forward.
C: Has autoguard. Can be used as a normal attack or as a reversal.
-------------------------------------------------------------------------
J: Akuseru Supin Kikku
E: Axle Spin-Kick
M: QCB + Kick
H: Weak 1, Strong 1
D: Shermie spins and attacks a la Benimaru's 'Flying Drill'. Shermie's
version has more of a downward angle though, and finishes with a
boot attack.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Sherumii Furasshu
E: Shermie Flash
M: HCB,HCB + Punch (near)
H: Weak 1, Strong 1 (as a DM/SDM)
D: Shermie performs a backdrop on her opponent, but remains in position
instead of finishing it for a period of time.
C: During the SDM, Shermie counts during the move. While she's
counting, her enemy takes damage. You can tap any button to make
her count slower, inflicting more damage on your opponent, while
your challenger can tap his/her buttons to escape from the move
faster.
-------------------------------------------------------------------------
J: Sherumii Kaaniburu
E: Shermie Carnival
M: HCF,HCF + Punch (near)
H: Weak 1, Strong 1 (as a DM/SDM)
D: Shermie attacks her enemy with two German suplexes and a throw.
During the SDM, she uses more suplexes and finishes with an aerial
throw.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Shermie points at her opponent with one hand.
Quote: "Hajimete da kara, yasashikushitene."
Meaning: "Since this is my first time, please be gentle."
(I had always assumed that this was an implied reference to having
sex, but Mr. Kuroki assures me that it shouldn't be taken that way.
Still, isn't SNK getting risque with their character designs!)
TAUNT
She takes out a cellular phone and puts it to her ear.
Quote: "Moshi moshi...aa, mata ato de ne?"
Meaning: "Hello...oh, I'll see you later, okay?"
WIN POSE (A)
She stands up straight and looks at the screen.
WIN POSE (B)
Shermie dances around.
Quote: "Saiko no kibun!"
Meaning: "This feels sooooo good!"
WIN POSE (C)
Shermie bends forward.
Quote: "Aha! Nante kao!"
Meaning: "Aha! What a face!"
TIME OUT
Shermie faces away from the screen.
DRAW GAME
Shermie faces away from the screen.
ROUND LOSS
"AAaaaaaaaaaaa...!"
RECOVERY ROLL
(She says nothing)
PARTNER BACKGROUND POSE
Faces the side.
IF PLAYER HITS....
Looks at the stage.
IF PLAYER IS DAMAGED....
Looks at the stage.
IF PLAYER WINS THE ROUND....
<incomplete>
IF PLAYER LOSES THE ROUND....
Puts one hand over her hips.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits sideward.
PLAYER AVENGEMENT....
Looks at winner.
SPECIAL MOVE QUOTES
Shermie Spiral "Shitsurei! (giggle)"
"Excuse _me_! (giggle)"
Shermie Flash "Nigecha dame yo! One! Two! Three!"
"You musn't run away! 1! 2! 3!"
Shermie Carnival (DM) "Watashi kara no present!"
"A present from me!"
Shermie Carnival (SDM) "Omake!"
"A little bonus!"
_________________________________________________________________________
CHRIS
_________________________________________________________________________
NATIONALITY: Swedish HOBBIES: Cooking
BIRTH DATE: 5/3/1983 FAVORITE FOOD: Butan
AGE: 14 FAVORITE SPORT: Orienteering
HEIGHT: 160 cm MOST VALUABLE: Nature
WEIGHT: 48 kg HATES THE MOST: Gummy candy, people who
BLOOD TYPE: AB + Orochi touch his head
FIGHTING STYLE: No particular style, mainly
speed-based attacks
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Suteppu Taan
E: Step Turn
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Eriaru Doroppu
E: Aerial Drop
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Supiningu Arei
E: Spinning Array
M: F + A
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Suraido Taachi
E: Slide Touch
M: QCF + Punch
H: Weak 1, Strong 1
D: Chris slides forward and attacks with an inverted palm strike.
C: Use the Weak version to attack with Chris himself, or the Strong
version to strike with an 'image' of Chris instead. You can double-
tap the button used to make Chris stop his slide and attack earlier.
-------------------------------------------------------------------------
J: Shuutingu Dansaa Surasuto
E: Shooting Dancer Thrust
M: HCB + A / C
H: Weak 1, Strong 1
D: Chris dashes forward and delivers a crouching kick (A-button), or a
turning mid-level kick (C-button).
C: Unless your crouch-blocking, you'll be hit by this attack.
-------------------------------------------------------------------------
J: Shuuting Dansaa Suteppu
E: Shooting Dancer Thrust
M: HCB + B / D
H: Weak 1, Strong 1
D: Chris dashes forward and makes a flip-kick attack.
C: This move acts as an overhead.
-------------------------------------------------------------------------
J: Hantingu Ea
E: Hunting Air
M: F,D,DF + Kick
H: Weak 2, Strong 2
D: Chris attacks his foe with a vertical knee strike followed by an
upward kick.
C: n/a
-------------------------------------------------------------------------
J: Guraidaa Sutanpu
E: Glider Stamp
M: Jump, then QCF + Kick
H: Weak 1, Strong 1
D: Chris utilizes a diving kick attack in mid-air.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Cheen Suraido Taachi
E: Chain Slide Touch
M: QCF,QCF + Punch
H: Weak 5, Strong 5 (as a DM)
Weak 8, Strong 8 (as a SDM)
D: Chris attacks with an upward palm strike once. Images of him keep
coming out of his body and attacking with palm strikes afterwards.
During the SDM version, Chris will have a large sphere of red energy
surrounding his palm for each attack.
C: n/a
-------------------------------------------------------------------------
J: Tsuisutaa Doraibu
E: Twister Drive
M: QCB,QCB + Kick
H: Weak 9, Strong 9 (as a DM)
Weak 12, Strong 12 (as a SDM)
D: Chris jump and performs a cross-cutter kick multiple times before
diving back to the ground.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Chris stands with his hands back.
Quote: "Yadanaa, tsuyosou."
Meaning: "Oh no, he/she looks strong...."
TAUNT
Chris snaps his fingers together and hits his foot against the floor.
WIN POSE (A)
Chris looks up at the sky, and turns his back to the screen.
Quote: "Ashita mo hareru kana?"
Meaning: "Will it be sunny again tomorrow?"
WIN POSE (B)
Chris has a happy look on his face. He puts his hands in front of
him.
Quote: "Tanoshikatta desu, hai."
Meaning: "It was fun, yes."
WIN POSE (C)
Chris smiles and laughs quietly.
TIME OUT
Chris faces away from his opponent.
DRAW GAME
Chris faces away from his opponent.
ROUND LOSS
Quote: "Ah----hikari ga..."
Meaning: "Ah-----the light is...."
(As in, "the light is fading" or "it's getting dark.")
RECOVERY ROLL
(He says nothing)
PARTNER BACKGROUND POSE
Taps his feet.
IF PLAYER HITS....
Looks at the stage.
IF PLAYER IS DAMAGED....
Looks.
IF PLAYER WINS THE ROUND....
Surprised look.
IF PLAYER LOSES THE ROUND....
Shrugs shoulder.
IF PLAYER LOST AND IS IN THE BACKGROUND....
His clothing droops (like Yuri's).
PLAYER AVENGEMENT....
Smiles like a child.
SPECIAL MOVE QUOTES
Shooting Dance Thrust Quote: "Ue da yo!"
Meaning: "Above you!"
Shooting Dance Step Quote: "Shita da yo!"
Meaning: "Below you!"
Twister Drive Quote: "Honki dashimasu ne."
Meaning: "I'm putting forth seriously."
Chain Slide Touch Quote: "Enryonaku Ikimasu!"
Meaning: "Without hesitation, here I
come!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Official SNK Name (Japanese): '97 Supesharu Tiimu
Official SNK Name (English): '97 Special Team
Translation of Japanese Name: '97 Special Team
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_________________________________________________________________________
RYUJI YAMAZAKI
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Collecting Knives
BIRTH DATE: 8/8/64 FAVORITE FOOD: Basashi
AGE: 33 FAVORITE SPORT: None
HEIGHT: 192 cm MOST VALUABLE: Anything that will
WEIGHT: 96 kg financially benefit him
BLOOD TYPE: A + Orochi HATES THE MOST: Labor
FIGHTING STYLE: Self-taught brawling karate
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Shime-age
E: Strangle Lift
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Bun-nage
E: (see Comments)
M: B / F + D button (near)
C: "'Bun' is somewhat an adjective that means something like 'get the
f*ck outta here'. It empasizes 'Nage' and thus makes it stronger."
Since 'nage' means 'throw', interpret this as you will.
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Bussashi
E: (see Comments)
M: F + A button
H: Weak 2
D: Ryuji attacks with a downward finger rake.
C: This move acts as an overhead. As for the name, 'sashi' means 'poke'
and 'butsu' emphasizes 'sashi' (similar to 'Bun Nage').
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Hebi-Tsukai (JouDan)
E: Snake Tamer (Upper Level)
M: QCB + A button
H: Weak 2
D: Ryuji takes his hand out of his pocket and jerks it upward into the
air so fast that it is only a blur.
C: You can delay this attack by holding down the A button. While
delaying it, you can use 'Hebi Damashi'.
-------------------------------------------------------------------------
J: Hebi-Tsukai (ChuDan)
E: Snake Tamer (Middle Level)
M: QCB + B button
H: Weak 2
D: Ryuji takes his hand out of his pocket and jerks it forward so fast
that it is only a blur.
C: You can delay this attack by holding down the B button. While
delaying it, you can use 'Hebi Damashi'.
-------------------------------------------------------------------------
J: Hebi-Tsukai (GeDan)
E: Snake Tamer (Lower Level)
M: QCB + C button
H: Strong 2
D: Ryuji takes his hand out of his pocket and jerks it downwards towards
the ground so fast that it is only a blur.
C: You can delay this attack by holding down the C button. While
delaying it, you can use 'Hebi Damashi'.
-------------------------------------------------------------------------
J: Hebi Damashi
E: Snake Trick
M: Press D button
H: Strong 0
D: When delaying the 'Hebi-Tsukai', Ryuji will swing his arm back and
forth. Performing this move makes him stop and put his hand back
in his pocket.
C: This move is used to cancel the 'Hebi-Tsukai' attack when you don't
want to use it. You can use the 'Hebi-Tsukai' repeatedly and then
cancel it with this move to increase your Power Gauge rapidly.
-------------------------------------------------------------------------
J: Dai Hebi
E: Great Snake
M: Perform any version of the 'Hebi-Tsukai' while you have a stock
activated/your Power Gauge is at MAXimum.
H:
D:
C:
-------------------------------------------------------------------------
J: Bai Gaeshi (Kyushu)
E: Double Return (Absorb)
M: QCF + A
H: Weak 1 (from up close)
D: Ryuji lifts up his arms before him and then brings the back down.
While they're raised, any projectile thrown at him is absorbed
harmlessly.
C: You can use the A button to keep Ryuji holding up his arms for a
little longer than normally. When Ryuji absorbs a projectile, he
gains Power Gauge energy equal to the amount of damage the attack
would have caused had it hit. The Bai Gaeshi (Kyushu) will absorb
these projectile attacks:
PROJECTILE PERSON WHO CAN USE IT
---------------------------------------------------------------------
I Slasher Leona
ChoKyuDan Sie Kensou
Ha-O ShoKoKen Ryo Sakazaki
Hurricane Upper Joe Higashi
KaChoSen Mai Shiranui
MuGetsu no RaiGumi Orochi Shermie
Psycho Ball Attack Athena Asamiya
Venom Strike King
YamiBarai Iori Yagami, '94 Kyo Kusanagi
'Black Plasma Bolt' Orochi
Other projectiles will hit Ryuji and damage him.
-------------------------------------------------------------------------
J: Bai Gaeshi (Dan Hasha)
E: Double Return (Bullet Discharge)
M: QCF + C
H: Strong 1 (from up close)
Strong 1 (as a returned projectile)
D: Ryuji lifts up his arms before him and then brings the back down.
While they're raised, any projectile thrown at him is turned into
a large fireball that Ryuji hurls back at his opponent at breakneck
speed.
C: You can use the C button to keep Ryuji holding up his arms for a
little longer than normally. The Bai Gaeshi (Dan Hasha) will return
these projectile attacks:
PROJECTILE PERSON WHO CAN USE IT
---------------------------------------------------------------------
I Slasher Leona
ChoKyuDan Sie Kensou
Ha-O ShoKoKen Ryo Sakazaki
Hurricane Upper Joe Higashi
KaChoSen Mai Shiranui
MuGetsu no RaiGumi Orochi Shermie
Psycho Ball Attack Athena Asamiya
Venom Strike King
YamiBarai Iori Yagami, '94 Kyo Kusanagi
'Black Plasma Bolt' Orochi
Other projectiles will hit Ryuji and damage him.
-------------------------------------------------------------------------
J: Sabaki no Aikuchi
E: Judging Dagger
M: F,D,DF + Punch
H: Weak 2, Strong 4
D: Ryuji darts forward and slashes two times with his dagger.
C: n/a
-------------------------------------------------------------------------
J: Bakudan Pachiki
E: Bomb Headbutt
M: HCF + Punch (near)
H: Weak 1, Strong 1
D: Ryuji headbutts his opponent. The impact causes an explosion.
C: n/a
-------------------------------------------------------------------------
J: Sadomazo
E: Sadism/Masochism
M: HCF + Kick
H: Weak 0, Strong 0 (normally)
Weak 1, Strong 1 (as a reversal)
D: Ryji puts his hands in his pockets, leans forward, and sticks out
his tongue while insulting his opponent. If he is hit, white
shadows follow him as he laughs and uppercuts his opponent.
C: This move can reverse almost any attack, except projectiles, low
sweeps, and throws.
-------------------------------------------------------------------------
J: SunaKake
E: Sand Sprayer
M: F,D,DF + Kick
H: Weak 1, Strong 1
D: Ryuji kicks the ground, sending a spray of sand into his enemy's
face.
C: Since Ryuji's opponent is stunned after getting hit by the sand,
Ryuji has a small amount of time in which to attack his opponent
without fear of retaliation.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Girochin
E: Guillotine
M: QCF,QCF + Punch
H: Weak 2, Strong 2 (as a DM/SDM)
D: Ryuji uppercuts his opponent into the air, then jump and catches
them with a downward grab. If this second hit connects, he lands,
drags his opponent across the ground, then kicks him/her up into
the air. During the SDM version, he stomps on his opponent
repeatedly before kicking them into the sky.
C: Can pass over projectiles and some attacks during this move.
-------------------------------------------------------------------------
J: (YonDan) Doriru
E: (Four-Level) Drill
M: HCB,HCB + Punch, tap Punch repeatedly (near)
H: Varies (see Comments)
D: Ryuji grabs his challenger, performs a double-hit uppercut on them,
then stands there laughing until they are about to fall down to the
ground. He grabs them and hurls them into the floor, then attacks
them in one of eight different ways depending on how many times
Punch was pressed during the move (see Comments).
C: The charts below show the names of each level of the Drill. Also
shown are the number of times you need to press Punch in order to
get the desired level, and how many hits each level inflicts.
Shown last is 'Level', which lists which level is the most damaging.
While the DM Drill goes in order (1 is the worst, 4 is the best in
terms of causing damage), the SDM Drill's weakest level is 3, and
it's most damaging level is 2.
NAME (DM VERSION) PRESSES HITS LEVEL
---------------------------------------------------------------------
Punch Ranbu (Crazy Dance) A/C x0-4 11 hits Worst
Kick Ranbu (Crazy Dance) A/C x5-8 12 hits Standard
Rapid Pachiki A/C x9-12 16 hits Better
Repeated Hebi-Tsukai A/C x13+ 27 hits Best
NAME (SDM VERSION) PRESSES HITS LEVEL
---------------------------------------------------------------------
Rapid Stomps A/C x0-4 20 hits Standard
Rapid Aikuchi A/C x5-8 23 hits Best
Rapid Shime-age A/C x9-12 27 hits Worst
Super Repeated (Cho) Hebi-Tsukai A/C x13+ 43 hits Better
The computer counts the number of times you press A _and_ C, so you
can double the number of total button presses by tapping A+C rapidly
at the same time.
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Ryuji is wearing his white fur coat. He takes his coat off, then
changes into his normal stance.
Quote: "Kono zako ga...."
Meaning: "You guppy, you...."
INTRODUCTION
Yamazaki clenches his fist while talking, then gets into his normal
stance.
Quote: "Kono zako ga...."
Meaning: "You guppy, you...."
TAUNT
Ryuji twists his neck and flexes his free hand.
Quote: "Mono tarine na!"
Meaning: "I'm not satisfied!"
WIN POSE (A)
Yamazaki turns away from the screen, towards his downed opponent.
Quote: "Che, kudaran."
Meaning: "Hmph, you ain't shit." (according to one source)
"What a joke!" (according to another)
WIN POSE (B)
Tosses his knife into the ground.
Quote: "Hyaku nen haiyain da yo!"
Meaning: "You're 100 years too early!" (lit.) or "It would take you
100 years [from now] to be able to beat me!"
WIN POSE (C)
Ryuji goes crazy :)
Quote: "Yah hah hah...eeEEEEEE!!!!!!"
TIME OUT
Ryuji crouches a bit and shakes his head with his hand.
DRAW GAME
Ryuji crouches a bit and shakes his head with his hand.
ROUND LOSS
I'm quoting this from Orochi Herman because it's so funny:
"A generic yell, albeit, like a maniac being dragged to the mental
hospital." Mr. Kuroki says it's "Kieeeee..."
RECOVERY ROLL
(He says nothing)
PARTNER BACKGROUND POSE
Ryuji sleeps.
IF PLAYER HITS....
One hand blown by the wind.
IF PLAYER IS DAMAGED....
Stirs from slumber.
IF PLAYER WINS THE ROUND....
Puts both hands in pockets and grins.
IF PLAYER LOSES THE ROUND....
Brandishes a dagger with an angry look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Face down on the pavement.
PLAYER AVENGEMENT....
Tries to get up but is either too weak or sleepy, so he gives
a thumbs-up instead and goes back to dozing.
SPECIAL MOVE QUOTES
Hebi Tsukai Quote: "Shiaa!" (normally)
Quote: "Ikuzo...ikuzo...ikuzo...shiaa!"
(if delayed)
Meaning: "Here we go...here we go...here we go
...shaaa!"
Sadomazo Quote: "Kakattekoiyo..." (if hit)
"ITEE DARO GA YO!!!"
Meaning: "Come on...." (if hit)
"THAT HURTS, YOU KNOW!"
Bakudan Pachiki Quote: "Keshi tobi na!"
Meaning: "Buzz off!"
Guillotine Quote: "Sharakusee!" (then) "Kono amateur ga!"
Meaning: "How impertinent!" (then) "You amateur
you!"
B. G. Kyushu Quote: "Hore!"
Meaning: "Here!"
B. G. Dan Hasha Quote: "Kaesu ze!"
Meaning "Take it back!"
(YonDan) Drill Quote: "Ippen shinde koi!" (for the finisher)
Meaning "Shrivel up and die!"
(as if saying "Go out and rethink this!")
_________________________________________________________________________
BLUE MARY
_________________________________________________________________________
NATIONALITY: American HOBBIES: Bike touring
BIRTH DATE: 2/4/1974 FAVORITE FOOD: Beef cup
AGE: 23 FAVORITE SPORT: Baseball
HEIGHT: 168 cm MOST VALUABLE: Her leather jacket
WEIGHT: 49 kg HATES THE MOST: Cats
BLOOD TYPE: AB FIGHTING STYLE: Commando Sambo
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Bikutoru Nage
E: Victor Throw
M: B / F + C (near)
-------------------------------------------------------------------------
J: Heddo Suruu
E: Head Throw
M: B / F + D (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Hanmaa Aachi
E: Hammer Arch
M: F + A button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
J: Kuraimingu Aroo
E: Climing Arrow
M: DF + B button
H: Weak 2
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: M. Supaidaa
E: M. Spider
M: QCF + Punch
H: Weak 1, Strong 1
D: Mary jumps through the air, grabs her opponent, then falls on her
back and drags them down with her, getting them into a hold and
snapping his/her arm.
C: This attack is a command throw. That being said, it will only miss
you if you are rolling.
-------------------------------------------------------------------------
J: Supin Fooru
E: Spin Fall
M: QCF + Kick
H: Weak 1, Strong 1
D: Mary leaps forward and attacks with a heel smash.
C: This move acts as an overhead attack.
-------------------------------------------------------------------------
J: Baatikaru Aroo
E: Vertical Arrow
M: F,D,DF + Kick
H: Weak 1, Strong 2
D: Mary leaps while performing a turning jump kick.
C: Follow with 'M. Snatcher'.
-------------------------------------------------------------------------
J: M. Sunacchaa
E: M. Snatcher
M: F,D,DF + Kick
H: Weak 1, Strong 1
D: Mary grabs her opponent with her legs and slams them to the ground.
C: Only usable during 'M. Snatcher'.
-------------------------------------------------------------------------
J: Sutoreeto Suraisaa
E: Straight Slicer
M: Charge B,F + Kick
H: Weak 1, Strong 1
D: Mary slides forward along the ground, her legs extended.
C: Follow with 'Crab Clutch'.
-------------------------------------------------------------------------
J: Kurabu Kuracchi
E: Crab Clutch
M: QCF + Kick
H: Weak 1, Strong 1
D: Mary grabs her opponent and gets them in a leg-snapping hold.
C: Only usable during 'Straight Slicer'.
-------------------------------------------------------------------------
J: M. Ribaasu Feisurokku
E: M. Reverse Facelock
M: QCB + B button
H: Weak 1
D: Mary changes her stance. If attacked, she grips her opponent and
gets them into a facelock.
C: Only usable as a reversal against jumping attacks.
-------------------------------------------------------------------------
J: M. Heddo Basutaa
E: M. Head Buster
M: QCB + D button
H: Strong 1
D: Mary changes her stance. If attacked, she grips her opponent and
backdrops them.
C: Only usable as a reversal against standing attacks.
-------------------------------------------------------------------------
J: Bakkudoroppu Riaru
E: Backdrop Real
M: HCF + Punch (near)
H:
D: Mary grabs her opponent and performs a German suplex on them.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: M. Supurasshu Roozu
E: M. Splash Rose
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 9, Strong 9 (as a DM)
Weak 28, Strong 28 (as a SDM)
D: Mary dashes forward, running around her opponent and kicking them
repeatedly before leaping into the air and kicking them as flashing
circles of energy trail her leg. For the SDM version, she uses
punches isntead of kicks and finishes with two jumping uppercuts.
C: n/a
-------------------------------------------------------------------------
J: M. Dainomaito Singu
E: M. Dynamite Swing
M: QCF,QCF + Kick
H: Weak 1, Strong 1 (as a DM/SDM)
D: Mary knees her opponent, knocking them into the air. She jumps up
after them and tries to with a powerbomb and if she does, she uses
that to drop her opponent back to the ground. They stand up and
become dizzied, and Mary takes that time to taunt them before
grabbing their head, spinning around them multiple times, and then
tossing them away. During the SDM, she she uses two German suplexes
on them before grabbing their head and continuing with the move.
C: n/a
-------------------------------------------------------------------------
J: M. Taifuun
E: M. Typhoon
M: HCB,HCB + Kick (near)
H: Weak 1, Strong 1 (as a DM/SDM)
D: Mary grabs her opponents, stands on top of their shoulders, then
slams them into the ground by flipping them with her legs.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (AS FIRST UP)
Mary has her jacket on. She tosses it to her dog, Anton, then jumps
up and down a bit while saying her quote.
Quote: "Are you ready?"
INTRODUCTION
Mary stretches her arm and points at her opponent.
Quote: "Are you ready?"
VERSUS TERRY BOGARD
Quote: "Hi...handsome boy."
TAUNT
Mary spins her belt around like a hula hoop.
Quote: "Kakatte kinasai...."
Meaning: "Come on and fight...."
WIN POSE (A)
She fans herself with her hands, crosses her arms, and grins.
Quote: "Whew. I did."
WIN POSE (B)
Points finger at opponent like a 'gun'.
Quote: "Bakyuun!"
Meaning: (Japanese equivalent of "Bang, bang!")
WIN POSE (C)
Mary bends down and beckons her dog over to her, who approaches and
licks her face.
Quote: "Come on...Anton."
TIME OUT
Mary shrugs her shoulders.
DRAW GAME
Mary shrugs her shoulders.
ROUND LOSS
"I shall return...."
RECOVERY ROLL
(She says nothing)
SPECIAL WAIT POSE
<incomplete>
PARTNER BACKGROUND POSE
Watches dreamily.
IF PLAYER HITS....
Cheers.
IF PLAYER IS DAMAGED....
Closes her eyes and clenches her fists like someone was about to
hit her.
IF PLAYER WINS THE ROUND....
Happy.
IF PLAYER LOSES THE ROUND....
Jumping a bit.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouches, facing the background.
PLAYER AVENGEMENT....
Looks back at the stage, with a mad yet contented look.
SPECIAL MOVE QUOTES
Spin Fall "Spin Fall!"
M. Spider "Spider!"
Straight Slicer "Hey!"
Crab Clutch "Clutch!"
Vertical Arrow "Vertical Arrow!"
M. Snatcher "Snatch!"
Backdrop Real "Goodnight!"
M. Typhoon "Mary's...Typhoon!"
M. Splash Rose "Hey hey hey....finish!"
M. Dynamite Swing "Mary's Dynamite Swing!"
_________________________________________________________________________
BILLY KANE
_________________________________________________________________________
NATIONALITY: British HOBBIES: Washing clothes
BIRTH DATE: 12/25/69 FAVORITE FOOD: Food with eggs
AGE: 28 FAVORITE SPORT: High-jump with Rod
HEIGHT: 179 cm MOST VALUABLE: His little sister Lilly
WEIGHT: 77 kg HATES THE MOST: Commands
BLOOD TYPE: B FIGHTING STYLE: Fighting Tech. w/ Long Rod
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: JiGoku Otoshi
E: Hell Drop
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Ibbon Zuri Nage
E: Single Hook Throw (see Comments)
M: B / F + D button (near)
C: The literal meaning of this name is 'snare on a fishing rod'.
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Dai KaiTen Geri
E: Big Revolving Kick
M: F + A button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
J: BoKo Tobi Geri
E: Pole Vault Kick
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: SenPu Kon
E: Whirlwind Cane
M: Tap A repeatedly
H: Weak 8
D: Billy lowers his stance and spins his cane rapidly.
C: n/a
-------------------------------------------------------------------------
J: ShuTenRenHa Kon
E: Focus Point Rapid Wave Cane
M: Tap C repeatedly
H: Strong 8
D: Billy jabs his cane forward rapidly.
C: n/a
-------------------------------------------------------------------------
J: SanSetsuKon: ChuDanUchi
E: Three-Part Cane: Mid-Level Strike
M: HCF + Punch
H: Weak 1, Strong 1
D: Billy stabs forward with his cane and the three seconds expand for
added reach.
C: Follow with 'Kaen SanSetsuKon: ChuDanTsuki'.
-------------------------------------------------------------------------
J: Kaen SanSetsuKon: ChuDanUchi
E: Flaming Three-Part Cane: Mid-Level Thrust
M: QCF + Punch
H: Weak 1, Strong 1
D: Billy's cane hits one more time and his opponent burst into flame.
C: Only usable during 'SanSetsuKon: ChuDanUchi'.
-------------------------------------------------------------------------
J: SenEn Satsu Kon
E: Rotating Circle Slice Cane
M: F,D,DF + A/C
H: Weak 2, Strong 2
D: Billy makes a vertical leap upward, holding his cane horizontally.
C:
-------------------------------------------------------------------------
J: KyoShu Hisho Kon
E: Strong Attack Flying Cane
M: F,D,DF + B/D
H:
D: Billy pole-vaults into the air and then dives down, spinning his
cane.
C: Billy automatically homes in on his opponent's location, but you
can make him fall more to the left or right by holding B / F during
this move.
-------------------------------------------------------------------------
J: KaRyu TsuiGeki Kon
E: Fire Dragon Pursuit Cane
M: QCB + B
H:
D: Billy gets in a defensive pose. If attacked, he reverses the attack
with several cane swings.
C: Only usable as a reversal, against jumping and standing attacks.
-------------------------------------------------------------------------
J: SuiRyu TsuiGeki Kon
E: Water Dragon Pursuit Cane
M: QCB + D
H:
D: Billy gets in a defensive pose. If attacked, he reverses the attack
with a cane swing.
C: Only usable as a reversal, against crouching / low attacks.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Cho Kaen SenPu Kon
E: Super Flaming Whirlwind Cane
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Billy spins his cane rapidly, setting on fire. After a moment, the
fire condenses into a fire wheel (DM) or ball of fire (SDM), which
Billy then flings at his challenger.
C: This move can hit many times from up close.
-------------------------------------------------------------------------
J: Dai SenPu
E: Great Whirlwind
M: QCF,QCF + Punch
H: Weak 2, Strong 2 (as a DM)
Weak 4, Strong 4 (as a SDM)
D: Billy swings his cane upward, then sweeps it close to the ground.
For the SDM, he sweeps it three times in succession. Each of those
hits sets his opponent on fire.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Billy mutters something while pointing at his enemy, then gets into
his fighting stance.
VERSUS IORI YAGAMI or OROCHI IORI
Billy points his pole at Iori.
Quote: "I wish I could tear him apart!"
Note from Mr. Kuroki: "The Japanese translation of this poorly
written saying is "Omae o mechakucha ni shiyaruze!" which, in
turn, is translated back to English, it actually means, "I'm
gonna tear you apart!"
TAUNT
Billy points at his opponent.
Quote: "Hey hey hey!"
WIN POSE (A)
Billy rolls his cane, taps it on the ground, and faces towards the
background.
WIN POSE (B)
Billy taps his cane on his shoulder, then shrugs.
WIN POSE (C)
He folds his cane into it's three respective sections, then pulls
off his bandana to reveal a head of blonde hair.
Quote: "Whose turn is it?"
TIME OUT
Billy breaks his cane in two.
DRAW GAME
Billy breaks his cane in two.
ROUND LOSS
"Ugyaaaaaaaaa----"
RECOVERY ROLL
"Ha!"
PARTNER BACKGROUND POSE
Billy taps his cane once in a while.
IF PLAYER HITS....
Looks at the stage
IF PLAYER IS DAMAGED....
Bows down.
IF PLAYER WINS THE ROUND....
Grins, holding both side of the cane.
IF PLAYER LOSES THE ROUND....
One part of his cane collapses.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouches down.
PLAYER AVENGEMENT....
<incomplete>
SPECIAL MOVE QUOTES
Kaen SanSetsu Kon: ChuDanUchi "Fire!"
KyoShuHisho Kon "Kill you!"
Chou Kaen SenPu Kon "Hrreeeeeee....Fire!"
Dai SenPu "Go to hell!"
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4. O T H E R C H A R A C T E R S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
_________________________________________________________________________
IORI YAGAMI
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: Band
BIRTH DATE: 3/25/76 FAVORITE FOOD: Meat
AGE: 21 FAVORITE SPORT: All
HEIGHT: 182 cm MOST VALUABLE: Base guitar of Rickenbacher
WEIGHT: 76 kg HATES THE MOST: Violence
BLOOD TYPE: O + Orochi FIGHTING STYLE: Yagami Style Ancient Martial
Arts and Instinct
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Saka Hagi
E: Reverse Rip
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Saka Saka Hagi
E: Reversed Reverse Rip
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Ge Shiki: YumeBiki
E: Outside Style: Dream Bullet
M: F + A button, A button
H: Weak 1 (x2)
D: Iori makes a claw swipe with one hand and then delivers a punch.
C: n/a
-------------------------------------------------------------------------
J: Ge Shiki: GouFu In 'Shinigami'
E: Outside Style: Thunder Axe Negative 'Death God'
M: F + B button
H: Weak 1
D: Iori lifts up one leg and performs an axe kick.
C: This move acts as an overhead attack.
-------------------------------------------------------------------------
J: YuriOri
E: Lily Break
M: Jump, then B + B button
H: Weak 1
D: Iori extends his leg out in the other direction while jumping.
C: A perfect move for cross-ups.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HyakuHachi Shiki: YamiBarai
E: Style No. 100: Dark Sweep
M: QCF + Punch
H: Weak 1, Strong 1
D: Iori gestures towards the ground and a spout of purple flame appears
on the ground and speeds across the floor.
C: A long-ranged projectile attack.
-------------------------------------------------------------------------
J: HyakuHachi Shiki: OniYaki
E: Style No. 180: Demon Scorcher
M: F,D,DF + Punch
H: Weak 2, Strong 3
D: Iori leaps up while spinning, surrounded by wafts of purple flame.
C: n/a
-------------------------------------------------------------------------
J: HyakuNiJuuNana Shiki: AoiHana
E: Style No. 207: Hollyhock Flower
M: QCB + Punch
H: Weak 1, Strong 1 (x3; see Comments)
D: Iori dashes forward and punches with one hand, then the other, then
leaps and performs a mid-air hammer punch.
C: You can get 2 hits from the first 'AoiHana' if you perform it from
up close.
-------------------------------------------------------------------------
J: Kuzu Kaze
E: Scum Wind
M: HCF + Punch
H: Weak 0, Strong 0
D: Iori grabs his opponent and shoves them past him.
C: This move causes no damage but does change places with Iori and his
foe (so if Iori was facing left, he'll now be facing right, and
his enemy will have his/her position reversed, too).
-------------------------------------------------------------------------
J: NiHyakuJuuNi ShikI: KotoZuki In
E: Style No. 202: Koto Moon Negative
M: HCB + Kick
H: Weak 2, Strong 2
D: Iori runs forward, grabs his opponent, and slams them into the
ground in a shower of purple flame.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Kin SenNiHyakuJuu Isshiki: YaOtome
E: Forbidden Style No. 1201: Eight Maidens
M: QCF,HCB + Punch / D,HCB + Punch
H: Weak 8, Strong 8 (as a DM)
Weak 1, Strong 1 (as a SDM)
D: Iori slides forward, moving low to the ground. He grabs his opponent
and attacks them with several rapid strikes before holding them with
both hands, filling them with purple fire. He then tosses them away
as they explode. For the SDM, Iori knocks his enemy to the ground,
crouches down, and starts clawing them. He looks behind him with an
evil look, then hits his downed foe with three double-fisted punches.
After the last punch, his opponent explodes into purple fire.
C: n/a
-------------------------------------------------------------------------
J: Ura HyakuHachi Shiki: Ya Sakazuki
E: Reverse Style No. 180: Eight Wine Goblets
M: QCB,HCF + Punch / D,HCF + Punch
H: Weak 1, Strong 1 (as a DM or SDM)
D: Iori tosses a YamiBarai that homes in on his opponent's location.
It then explodes into a large column of purple light. The SDM
version has many columns explode one after another.
C: When you're hit by this attack, you'll be stunned and will slowly
begin to lose life. Iori's opponent is stunned for about six
seconds, but they can get out faster by tapping the buttons rapidly.
You can delay the throwing of the YamiBarai by holding CD after
completing the command for this DM/SDM.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Iori appears with his back towards the enemy. He then turns to face
them.
Quote: "Sugu raku ni shite yaru."
Meaning: "I shall soon end your pain."
or "I'll put you out of your misery quickly."
VERSUS KYO KUSANAGI
(once Kyo finishes his quote)
Quote: "Kimisama no [shi] o motte na!"
Meaning: "Yeah, with your death."
(said in response to Kyo asking Iori to settle their rivalry)
TAUNT
Iori stands up straight with his hands at his side.
Quote: "Ore ga kowaii no ka?"
Meaning: "Are you afraid of me?"
WIN POSE (A)
Iori laughs maniacally, running a hand through his hair.
WIN POSE (B)
Iori sticks his hands in his pockets and leans over his
opponent.
Quote: "Sono mama shine!"
Meaning: "Die just like that!"
WIN POSE (C)
Iori lifts his hand over his head with his index finger extended
and holds it there.
Quote: "Tsuki wo miru tabe omoidae!"
Meaning: "Remember upon seeing the moon!"
(Iori wants his foe to remember the fear he inspired when they see
the moon <according to Gamest>)
TIME OUT
Iori lifts his arm up and rips off part of his shirt sleeve with his
teeth.
DRAW GAME
Iori puts a wrist to his head (first part of his Time Out animation).
ROUND LOSS
Quote: "Kono mama de wa owaranzo!"
Meaning: "It won't end like this!"
RECOVERY ROLL
Quote: "Bakame!"
Meaning: "Fool!"
(for his Extra Mode dodge and Advanced Mode Escape Roll, he says)
Quote: "Mudada."
Meaning: "It's useless."
PARTNER BACKGROUND POSE
Looking at the background.
IF PLAYER HITS....
Looks at the stage.
IF PLAYER IS DAMAGED....
Turns away.
IF PLAYER WINS THE ROUND....
Looks at stage.
IF PLAYER LOSES THE ROUND....
Turns away.
IF PLAYER LOST AND IS IN THE BACKGROUND....
As if sleeping.
PLAYER AVENGEMENT....
Looks at stage.
SPECIAL MOVE QUOTES
SakaHagi Quote: "Jama da!"
Meaning: "Nuisance!"
or "Out of my way!"
KotoZuki In Quote: "Goooooh....shine!"
Meaning: "Goooooh....die!"
YamiBarai Quote: "Doushita?!"
Meaning: "How's this?!"
F. 1201 Style: Ya-otome (DM) Quote: (yelling as he attacks)
F. 1201 Style: Ya-otome (SDM) Quote: "Gwoooo! (slam)
Gwooo!! (slam)"
S. 180 Style: Ya Sakazuki Quote: "Raku ni wa shineenzo!"
Meaning: "You won't die easily!"
_________________________________________________________________________
SHINGO YABUKI
_________________________________________________________________________
NATIONALITY: Japanese HOBBIES: He's a 'Lizard Man' freak
BIRTH DATE: 4/9/1980 FAVORITE FOOD: Microwavable dishes
AGE: 17 FAVORITE SPORT: Water polo, swimming
HEIGHT: 178 cm MOST VALUABLE: Life, his girlfriend, his
WEIGHT: 69 kg student handbook
BLOOD TYPE: O HATES THE MOST: Milk
FIGHTING STYLE: Kusanagi style ancient
martial arts taught directly
to him by Kyo Kusanagi
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hachi Tetsu
E: Forged Iron
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Ibbon Seoi Nage Fukanzen
E: Incomplete Burden of Single Truth Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Ge Shiki: GouFu Kakkodake
E: Outside Style: Thunder Axe Only in Looks
M: F + B button
H: Weak 1
D: Shingo performs an axe kick like Kyo/Iori's 'Ge Shiki: GouFu...'
attacks.
C: Like the name indicates, this move looks like Kyo/Iori's command
attack, but isn't an overhead attack.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HyakuJuuYon Shiki: AraGami Mikansei
E: Style No. 104: Incomplete Wild Bite
M: QCF + A button
H: Weak 1
D: Shingo performs an 'AraGami' but without the flame.
C: n/a
-------------------------------------------------------------------------
J: HyakuJuuGo Shiki: DokuGami Mikansei
E: Style No. 105: Incomplete Poison Bite
M: QCF + C button
H: Strong 2
D: Shingo steps forward while turning, and then strikes with his fist.
He follows up with a hook blow using his other hand.
C: The second hit is a knockdown attack and may cause a 'Critical Hit'.
-------------------------------------------------------------------------
J: Hyaku Shiki: OniYaki Mikansei
E: Style No. 100: Incomplete Demon Scorcher
M: F,D,DF + Punch
H: Weak 1, Strong 1
Weak 2, Strong 2 (as a 'Counter')
D: Shingo leaps upward while spinning with his arms out.
C: When used, this move may cause a Critical Hit. If performed as
Shingo is attacked, it can easily cause a Counter if so, the move
will hit twice.
-------------------------------------------------------------------------
J: Hyaku-I Shiki: OboroGuruma Mikansei
E: Style No. 101: Incomplete Indistinct Wheel
M: QCB + Kick
H: Weak 1, Strong 3
D: Shingo jumps forward while kicking three times.
C: There's a chance that Shingo will randomly fall on his face during
the third hit of the D-button version. If that happens, the third
hit becomes an overhead attack.
-------------------------------------------------------------------------
J: ShinGo Kiiku
E: Shingo Kick
M: HCF + Kick
H: Weak 1, Strong 1
D: Shingo jumps and smashes into his opponent with his leg.
C: This move acts as an overhead attack and is a knockdown attack, too.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Ge Shiki: Kake HoRin
E: Outside Style: Phosphorous Driving Phoenix
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Shingo dashes forward and performs an enhanced Futtobashi Kougeki.
C: This attack causes a Guard Break if it is blocked. You can juggle
your opponent with this move as well. The SDM version, if blocked,
will negate your opponent's guard, leaving them open to another
attack of your choice. This move will often cause Critical Hits.
-------------------------------------------------------------------------
J: Baaningu SHINGO
E: Burning SHINGO
M: QCB,HCF + Punch / D,HCF + Punch
H: Weak 4, Strong 4 (as a DM)
Weak 7, Strong 7 (as a SDM)
D: Shingo rushes forward and attacks his opponent with multiple punches.
C: Shingo is partially invincible during the beginning of this move, if
you use the C-button version.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Puts a hand to his face.
Quote: <inhales deeply> "Cool ni ikoze, Shingo!"
Meaning: "Let's keep it cool, Shingo!"
or "Stay cool, Shingo!"
TAUNT
Shingo turns his back on his opponent while searching for
something in his notebook.
Quote: "Eeto, AraGami wa...?"
Meaning: "Uh...how do you do the AraGami...?"
WIN POSE (A)
Shingo imitates Kyo's "Oreno kachida!" win pose, but without the
pause. He's smiling, too.
Quote: "Oreno kachi da!"
Meaning: "This is my victory!"
WIN POSE (B)
Positions himself so that he's facing towards the screen, then
looks upward with his fist on his chest.
Quote: "Yooshi! Yarimashita yo, Kusanagi-san!"
Meaning: "Alright! I did it, Kusanagi-san!"
WIN POSE (C)
Falls to his knees and catches his breath.
Quote: "Kate ta!"
Meaning: "I was able to win!"
TIME OUT
Puts his hand behind his head in a relaxed manner and looks upward.
DRAW GAME
<incomplete>
ROUND LOSS
Quote: "Kusanagi-san, gomenasai!"
Meaning: "Kusanagi-san, I'm sorry!"
RECOVERY ROLL
Quote: "Otto!"
Meaning: "Oh!"
PARTNER BACKGROUND POSE
Shingo cheers madly.
IF PLAYER HITS....
Raises hands.
IF PLAYER IS DAMAGED....
Covers his forehead.
IF PLAYER WINS THE ROUND....
Raises both hands.
IF PLAYER LOSES THE ROUND....
Covers his head in frustration.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Weeping, banging the pavement.
PLAYER AVENGEMENT....
Clutching his bandanna, looks at the winner.
SPECIAL MOVE QUOTES
104 Shiki: AraGami Mikansei Quote: "Body ga amai ze!"
Meaning: "Your body is weak!"
105 Shiki: DokuGami Mikansei Quote: "Kurae!"
Meaning: "Eat this!"
100 Shiki: Oniyaki Mikansei Quote: "Oriya!"
Meaning: (just a yell)
Shingo Kick "Shiiiiingo Kiiiiku!"
Burning SHINGO Quote: "Makerarenaindayo!!"
Meaning: "I can't afford to lose!"
Ge-Shiki: Kake HoRin Quote: "Moerou, Shingo!"
Meaning: "Burn, Shingo!"
(if it hits) "Oriya!"
(is just yelling)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
5. H I D D E N C H A R A C T E R S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
_________________________________________________________________________
'94 STYLE KYO KUSANAGI
_________________________________________________________________________
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hachi Tetsu
E: Forged Iron
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Issetsu Seoi Nage
E: Burden of the Lone Temple Throw
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Ge Shiki: NaRaku Otoshi
E: Outside Style: Mysterious Drop
M: Jump, then D + C button
H: Strong 1
D: Kyo throws a hammer punch.
C: A hit opponent is slammed into the ground. Against an airborne
challenger, it knocks them out of their jump instantly. This
move has near-instant recovery, to boot.
-------------------------------------------------------------------------
J: Ge Shiki: GouFu You
E: Outside Style: Thunder Axe Positive
M: F + B button
H: Weak 1
D: Kyo performs an axe kick with one leg.
C: Acts as an overhead attack.
-------------------------------------------------------------------------
J: HachiJuuHachi Shiki
E: Style No. 88
M: DF + D button
H: Strong 2
D: Kyo falls to the ground and swings his legs outward, one after
the other.
C: Hits low.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: HyakuHachi Shiki: YamiBarai
E: Style No. 100: Dark Sweep
M: QCF + Punch
H: Weak 1, Strong 1
D: Kyo gestures towards the ground and a spout of orange flame appears
on the ground and speeds across the floor.
C: A long-ranged projectile attack.
-------------------------------------------------------------------------
J: Hyaku Shiki: OniYaki
E: Style No. 100: Demon Scorcher
M: F,D,DF + Punch
H: Weak 2, Strong 2
D: A leaping, spinning uppercut attack.
C: Has autoguard.
-------------------------------------------------------------------------
J: Hyaku-I Shiki: OboroGuruma
E: Style No. 101: Indistinct Wheel
M: QCB + Kick
H: Weak 1, Strong 3
D: Kyo jumps forward while kicking three times.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: Ura HyakuHachi Shiki: OrochiNagi
E: Reverse Style No. 180: Big Serpent Mow Down
M: QCB,HCF + Punch / D,HCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 5, Strong 5 (as a SDM)
D: Kyo holds up a hand, which bursts into flame. He then slides
forward while sweeping his hand before him, surrounding himself
in a flowing shield of fire. During the SDM, his body is covered
in orange fire before he begins the attack.
C: You can hold down the button used to delay this attack. Kyo's
upper body is immune to damage if the A button is used, and his
lower body is immune to damage if the C button is used. During
the SDM, an enemy will be hurt if they touch his flaming body
prior to him attacking.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Kyo raises his fist, then goes into his old power-up animation.
Quote: "Ikuze!"
Meaning: "Let's go!"
VERSUS IORI YAGAMI
Kyo turns away.
Quote: "Keri o tsukeyoze, Yagami."
Meaning: "Let's settle this, Yagami."
TAUNT
Kyo waves his index finger.
Quote: "Nani kusubu-ten da?"
Meaning: "Why are you down?" or "What'cha smokin' for?"
WIN POSE (A)
Kyo's finger catches on fire. He looks at it, then blows it out.
Quote: "Hehe...moetaro?"
Meaning: "Hehe...burned?"
WIN POSE (B)
Kyo's finger catches on fire. He looks at it, then blows it out.
Quote: "Hehe...moetaro?"
Meaning: "Hehe...burned?"
WIN POSE (C)
Kyo's finger catches on fire. He looks at it, then blows it out.
Quote: "Hehe...moetaro?"
Meaning: "Hehe...burned?"
TIME OUT
Kyo wipes his mouth with his fist, clenching his teeth.
DRAW GAME
Kyo puts his hand over his mouth (uses part of the Time Out frames).
ROUND LOSS
"Aaaaaaaaa...!"
RECOVERY ROLL
Quote: "Otto!"
Meaning: "Oh!"
PARTNER BACKGROUND POSE
Kyo watches the battle.
IF PLAYER HITS....
Clenches a fist and grins.
IF PLAYER IS DAMAGED....
Scratches his head.
IF PLAYER WINS THE ROUND....
Clenches a fist and grins.
IF PLAYER LOSES THE ROUND....
Shrugs one shoulder.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits down, crouching.
PLAYER AVENGEMENT....
Raises a fist.
SPECIAL MOVE QUOTES
180 Shiki: YamiBarai Quote: "Kurae!"
Meaning: "Eat this!"
100 Shiki: OniYaki Quote: "Oriya!
Rev. 180: OrochiNagi Quote: "Kurai...yagare!"
Meaning: "Eat...this!"
_________________________________________________________________________
'IN THE DARKNESS, OROCHI BLOOD AWAKENS LEONA'
_________________________________________________________________________
(in Japanese: 'Yami no Naka Orochi no Chi ni Mezameru Leona')
better known as 'Orochi Leona'
Notes on 'In the darkness, Orochi blood Awakens Leona':
- She has the same moves as normal Leona, so they're not listed here.
- Her 'Ground Saber' can hit an opponent lying prone on the ground.
- She has a faster walking/recovery speed.
- All her moves come out faster and do more damage.
- She has better move recovery time and so can do combos/juggles that
the normal Leona can't do (such as juggling a crouching D kick into
the Rebel Spark DM).
- She has new poses, etc. as listed.
INTRODUCTION (BOTH)
Leona stands with her feet apart and knees bent. She puts her arms
up by her head, tilts her head back (with her fists in front of her
face) and screams.
TAUNT
Leona raises her head slightly and meows like a cat :)
WIN POSE (A)
Leona throws back her head and blood bursts from her face.
(If you don't agree with my description, well, face covers the
forehead, mouth, nose, etc., so I'm not changing it!)
WIN POSE (B)
Leona stands with her feet apart and knees bent. She puts her arms
up by her head, tilts her head back (with her fists in front of her
face) and screams.
WIN POSE (C)
Leona stands with her feet apart and knees bent. She puts her arms
up by her head, tilts her head back (with her fists in front of her
face) and screams.
TIME OUT
Leona stays in her normal stance.
DRAW GAME
Leona stays in her normal stance.
ROUND LOSS
"Aaaa~~!"
RECOVERY ROLL
Leona yells gibberish.
PARTNER BACKGROUND POSE
Final frame of her first pose.
IF PLAYER HITS....
Final frame of her first pose.
IF PLAYER IS DAMAGED....
Final frame of her first pose.
IF PLAYER WINS THE ROUND....
Final frame of her first pose.
IF PLAYER LOSES THE ROUND....
Final frame of her first pose.
IF PLAYER LOST AND IS IN THE BACKGROUND....
As if weeping.
PLAYER AVENGEMENT....
Looks at the stage, face down.
SPECIAL MOVE QUOTES
Leona yells gibberish for her special moves.
_________________________________________________________________________
'ON A MOONLIT NIGHT, IORI GOES INSANE DUE TO OROCHI BLOOD'
_________________________________________________________________________
(in Japanese: 'Tsuki no Yoru Orochi no Chi ni Kurufu Iori')
better known as 'Orochi Iori'
Notes on 'On a moonlit night, Iori goes insane due to Orochi blood':
- He has the same moves as normal Iori, so they're not listed here.
- He gets an extra hit during his 'AoiHana' attack.
- He gains Power Gauge energy when performing command attacks (the
Yumebiki, GouFu In 'Shinigami', or the Yumebiki).
- He has a faster walking/recovery speed.
- He has better move recovery time and can do combos/juggles that
the normal Iori can't do (such as having two YamiBarais on screen
at one time).
- His jumps are different and now are closer to the ground (his
Middle Jump is similar to normal Iori's Small Jump).
- All his moves come out faster and do more damage.
- He has new poses, etc. as listed.
INTRODUCTION (BOTH)
Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!"
TAUNT
Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!"
WIN POSE (A)
Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!"
WIN POSE (B)
Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!"
WIN POSE (C)
Leaps back and yells, "Kyoooooooooooooooooooooo~~~~~~~~!!!"
TIME OUT
Iori retains his normal stance.
DRAW GAME
Iori retains his normal stance.
ROUND LOSS
Quote: "Kono mama de wa owaranzo!"
Meaning: "It won't end like this!"
RECOVERY ROLL
Iori yells gibberish.
PARTNER BACKGROUND POSE
Looking at the background.
IF PLAYER HITS....
Looks at the stage.
IF PLAYER IS DAMAGED....
Turns away.
IF PLAYER WINS THE ROUND....
Looks at stage.
IF PLAYER LOSES THE ROUND....
Turns away.
IF PLAYER LOST AND IS IN THE BACKGROUND....
As if sleeping.
PLAYER AVENGEMENT....
Looks at stage.
SPECIAL MOVE QUOTES
YamiBarai "Hrrrrh!"
OniYaki "Haarrrrrhh!"
AoiHana "Hmmmhh, hmmmh, Hmmhhh!"
F. 1201 Style: Ya-otome (DM) "Gwoooo! (slam) Gwooo!!"
_________________________________________________________________________
NANAKASE OF THE PARCHED EARTH
_________________________________________________________________________
(in Japanese: Inui ta Daichi no Yashiro)
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Baku
E: Rave
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Beki
E: Power
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Bu
E: Scorn
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: Kujiku Daichi
E: Wrenching Earth
M: QCB + Punch
H: Weak 0, Strong 0
D: Yashiro leaps forward. If he manages to jump above his opponent,
he'll grab them by the head and land behind them.
C: The Weak version covers about 1/2 of the screen; the Strong version
covers 3/4ths of the screen. Yashiro can leap over projectiles with
this move. While this attack causes no damage, it does leave
Yashiro's enemy open to attack. Also, it only hits an opponent on
the ground, so you can jump to avoid it if need be.
-------------------------------------------------------------------------
J: Musebu Daichi
E: Smothering Earth
M: HCB,F + Punch (near)
H: Weak 1, Strong 1
D: Yashiro slams his opponent against the ground three times then leaps
into the air and slams them to the floor once more.
C: n/a
-------------------------------------------------------------------------
J: Niragu Daichi
E: Authority of the Earth
M: HCF + Punch (near)
H: Weak 1, Strong 1
D: Yashiro grabs his opponent, leaps over their shoulders, and then
slams them backwards over his knee.
C: n/a
-------------------------------------------------------------------------
J: Odoru Daichi
E: Dancing Earth
M: HCF + Kick
H: Weak 1, Strong 1
D: Yashiro runs forward, steps behind his opponent, grabs them around
the waist, then leaps into the air and suplexes them.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: AnKoku JiGoku GokuRaku Otoshi
E: Darkness Hell Paradise Drop
M: HCB,HCB + Punch (near)
H: Weak 1, Strong 1 (as a DM/SDM)
(it will show 2 for a moment, then go back to one)
D: Yashiro grabs his opponent by the neck, tosses them on the ground,
then performs a standing Strong kick on them while they are down.
He then attacks them with several Musebu Daichi attacks before
tossing them high into the air. For the SDM, he performs more
Musebu Daichi attacks then usual, and hold his arms up after tossing
his opponent into the air. As they come down, he strikes the ground,
and a column of purple energy containing an image of a skull rises
up from the ground and smacks Yashiro's foe as he is falling.
C: n/a
-------------------------------------------------------------------------
J: Araburu Daichi
E: Wild Earth Warrior
M: HCF,HCF + Punch (near)
H: Weak 1, Strong 1 (as a DM/SDM)
D: Yashiro grabs his challenger by the head, leaps into the air, and
tosses them to the ground. He picks them off the floor, jumps up,
and tosses them into the air, then forms a large blast of energy
which he fires up at his foe as they are falling.
C: n/a
-------------------------------------------------------------------------
J: Hoeru Daichi
E: Dancing Earth
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM/SDM)
D: Yashiro goes into the first few frames of his 'Introduction' pose
while charging up his energy, then performs an open-handed attack.
A large blast of energy is fired from his palm that is either white
(DM) or gold (SDM) in color.
C: The blast's range covers about 3/4ths of the screen. You can hold
down the button used to increase the damage that this attack
inflicts. Normally, blocking this attack results in a Guard Crush,
but at full power, the move is unblockable. It takes about three
seconds to reach full power.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Yashiro crouches, then rises, stomping the ground once (this has an
effect like Goro's Jiraishin), and then gets into his stance, saying
his quote while rising.
Quote: "Mezamerou, daichi yo!"
Meaning: "I command you, Earth, awaken!"
TAUNT
Quote: "Namaiki da!"
Meaning: "How impertinent!"
WIN POSE (A)
Yashiro bends towards the ground, shaking and growling.
WIN POSE (B)
Yashiro bends towards the ground, shaking and growling.
WIN POSE (C)
Yashiro bends towards the ground, shaking and growling.
TIME OUT
Yashiro folds his arms and faces his opponent a bit.
DRAW GAME
Yashiro folds his arms and faces his opponent a bit.
ROUND LOSS
Quote: "Naaannniii!?"
Meaning: "What!?"
RECOVERY ROLL
Quote: "Chi!"
PARTNER BACKGROUND POSE
Jumps around.
IF PLAYER HITS....
Clenches a fist and cheers.
IF PLAYER IS DAMAGED....
Annoyed look.
IF PLAYER WINS THE ROUND....
Clenches a fist and cheers.
IF PLAYER LOSES THE ROUND....
Annoyed look.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Crouching down.
PLAYER AVENGEMENT....
Looks at winner, with a relieved look.
SPECIAL MOVE QUOTES
Kujiku Daichi Quote: "Tottaa!"
Meaning: "I got ya!"
Odoru Daichi Quote: "Ugokuna!" (miss) "...tendarou ga!"
Meaning: "Don't move! (miss) "...that's what
I said!"
(in actual English "I said don't move!")
Ankoku Jigoku Gokuraku Quote: "Choshi koi ten jane zo, kora!
Otoshi Hore!"
Meaning: "Hey! I never said to get cokcy!
Here!"
A. J. G. O. (SDM finish) Quote: "Sono inochi, morata!"
Meaning: "I'll take that life!"
Araburu Daichi Quote: "Otonashiku, shitero yo, sugu
owaru kara yo!"
Meaning: "Just keep still, 'cuz it'll be
over soon!"
Hoeru Daichi Quote: "Nuooooaaaaaa! Ichimai na!"
Meaning: "Nuooooaaaaaa! Go away!"
_________________________________________________________________________
SHERMIE OF THE INSANELY VIOLENT LIGHTNING
_________________________________________________________________________
(in Japanese, Arakuru Inakou no Sherumii)
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Hagu Rai
E: Fearsome Lightning Wave
M: B / F + C button (near)
-------------------------------------------------------------------------
J: En Rai
E: Blazing Lightning
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Kou Rai
E: Lightning Ray?
M: F + B button
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: MuGetsu no RaiGumi
E: Thunder Cloud of the New Moon
M: HCF + Punch / Kick
H: Weak 1, Strong 1
D: Shermie blows a kiss and a small field of electricity forms somewhere
on the screen.
C: The button used determines the location of the electric field (A -
closest...D - farthest). This move negates most projectiles but not
'94 Kyo's YamiBarai. Also, some attacks can pass through it (such
as Iori's YaOtome DM/SDM).
-------------------------------------------------------------------------
J: Yatanagi no Muchi
E: Mowing Whip of the Yata Clan
M: QCB + Punch
H: Weak 2, Strong 2 (from up close)
Weak 1, Strong 1 (from further away)
D: Shermie fires a blade of revolving electricity at her opponent.
C: n/a
-------------------------------------------------------------------------
J: Shajitsu no Odori
E: Dance of Realism
M: QCB + Kick
H: Weak 5, Strong 5 (from up close)
Weak 1, Strong 1 (from further away)
D: Resembles Shermie's 'Axle Spin-Kick', but Shermie's leg is covered
in a swath of electricity.
C: This move is faster and has a better range than the 'Axle Spin-Kick'.
-------------------------------------------------------------------------
J: RaiJin no Tsue
E: Cane of the Thunder God
M: Jump, then QCF + Kick
H: Weak 1, Strong 1
D: Shermie flips in mid-air, making an arc of electricity with her legs.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: AnKoku RaiKoKen
E: Darkness Lightning Gleam Fist
M: QCF,QCF + Punch
H: Weak 5, Strong 5 (as a DM)
Weak 8, Strong 8 (as a SDM)
D: Shermie sticks out her fist and a expanding and shrinking ball of
gray lightning surrounds her hand.
C: No matter what button you use, this move is always directed straight
forward.
-------------------------------------------------------------------------
J: Shukumei, Gen'ei, Shinshi
E: Destiny, Illusion, Sincerity?
M: QCB,HCF + Kick / D,HCF + Kick
H: Weak 2, Strong 2 (as a DM)
Weak 6, Strong 6 (as a SDM)
D: Shermie crouches and then attacks with a forward-directed Shajitsu
no Odori.
C: n/a
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Shermie goes into her 'power-up' stance. Lightning falls from the
sky, and then she goes into her normal stance.
Quote: "Oritekinasai!"
Meaning: "Get down here!" (referring to her lightning)
TAUNT
Shermie points at her opponent.
Quote: "Anata shinuwa."
Meaning: "You will die."
WIN POSE (A)
Shermie stands upright and holds her arm over her head. After
she says her quote, lightning flies towards her hand as she
clenches it.
Quote: "Sore ga anata no unmei yo...Oyasuminasai..."
Meaning: "That is your fate...Goodnight..."
WIN POSE (B)
Shermie stands upright and holds her arm over her head. After
she says her quote, lightning flies towards her hand as she
clenches it.
Quote: "Sore ga anata no unmei yo."
Meaning: "This is your fate."
WIN POSE (C)
Shermie stands upright and holds her arm over her head. After
she says her quote, lightning flies towards her hand as she
clenches it.
Quote: "Sore ga anata no unmei yo."
Meaning: "This is your fate."
TIME OUT
Shermie faces away from the screen.
DRAW GAME
Shermie faces away from the screen.
ROUND LOSS
"AAaaaaaaaaaaa...!"
RECOVERY ROLL
(She says nothing)
PARTNER BACKGROUND POSE
Faces the side.
IF PLAYER HITS....
Looks at the stage.
IF PLAYER IS DAMAGED....
Looks at the stage.
IF PLAYER WINS THE ROUND....
<incomplete>
IF PLAYER LOSES THE ROUND....
Puts one hand over her hips.
IF PLAYER LOST AND IS IN THE BACKGROUND....
Sits sideward.
PLAYER AVENGEMENT....
Looks at winner.
SPECIAL MOVE QUOTES
AnKoku RaiKoKen Quote: "Ankoku Raikouken!"
Meaning: "Ankoku RaiKoken!"
Shukumei, Gen'ei, Quote: "Iiwane? Ikuwayo!"
Shinshi Meaning: "Is that clear? Here I go!"
_________________________________________________________________________
CHRIS OF THE FLAME OF DESTINY
_________________________________________________________________________
(in Japanese: Honoo no Sadame no Kurisu)
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J: Chi no Batsu
E: Blood Punishment
M: B / F + C button (near)
-------------------------------------------------------------------------
J: Ten no Tsumi
E: Sin of Heaven
M: B / F + D button (near)
-------------------------------------------------------------------------
=========================================================================
SPECIAL TECHNIQUES (COMMAND ATTACKS)
=========================================================================
-------------------------------------------------------------------------
J: Muyo no Ono
E: Futile Axe
M: F + A
H: Weak 1
D:
C:
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J: TaiYou wo Iru Honoo
E: Sun-Frying Flame
M: QCF + Punch
H: Weak 3, Strong 3
D: Chris bends backwards, then leans forward, firing an elongated cloud
of purple flame from his fingers.
C: The Weak version is faster than the Strong version. If his opponent
is close to him when Chris performs this attack, it may miss him
entirely, just like Robert's RyuGekiKen. This move can trade hits
with many special moves, DMs, and even SDMs!
-------------------------------------------------------------------------
J: Tsuki wo Tsumu Honoo
E: Moon-Clipping Flame
M: F,D,DF + Punch
H: Weak 1, Strong 5
D: Chris throws an arching uppercut trailed by fire. Using the C-button
makes him follow that attack with a second flaming uppercut attack.
C: n/a
-------------------------------------------------------------------------
J: Kagami wo Hofuru Honoo
E: Mirror-Slaying Flame
M: QCB + Punch
H: Weak 1, Strong 1
D: Chris flips forward into the air and makes an arc of purple flame
using one hand.
C: n/a
-------------------------------------------------------------------------
J: Shishi wo Kamu Honoo
E: Lion's Biting Blaze
M: HCF + Punch
H: Weak 6, Strong 6
D: Chris jabs his opponent repeatedly in the gut, setting them ablaze
with purple fire before kicking them away.
C: The first hit of this attack acts as a Guard Crush, so even if you
block the first hit, you'll still take damage.
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J: AnKoku OrochiNagi
E: Darkness Big Serpent Mow Down
M: QCB,HCF + Punch / D,HCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 3, Strong 3 (as a SDM)
D: Chris holds up a spark of purple flame for a moment, then slides
forward, thusting his hand downward and surrounding himself with a
barrier of roaring purple fire.
C: You can hold the button used to delay this attack momentarily.
-------------------------------------------------------------------------
J: Daichi wo Harau Gou Ka
E: Earth-Banishing Art of Fire
M: QCF,QCF + Punch
H: Weak 1, Strong 1 (as a DM)
Weak 2, Strong 2 (as a SDM)
D: Chris charges forward and attacks, surrounded by purple energy. In
the SDM version, he will turn and charge in the opposite direction,
then run towards his opponent again after the initial charge forward.
C: This move has a very long recovery time. However, it causes massive
damage and can easily take off over 50% of a life bar if it hits off
of a 'Counter'.
-------------------------------------------------------------------------
INTRODUCTION (BOTH)
Chris is standing in his normal stance, then he cross his hands at
his hips with the palms forward, purple flame coming up from the
palms.
Quote: "Deteoide, boku no honoo!"
Meaning: "Come, my flames!"
TAUNT
Chris puts his hands before him and smiles.
Quote: "Izure, minna shinundesuyo."
Meaning: "Sooner or later, everyone dies."
WIN POSE (A)
Chris grins, slouches his body to one side, and creates a purple
flame in his hand.
Quote: "Mushikera ni shite wa, yoku ganbatte ne."
Meaning "For a worm, you did well."
WIN POSE (B)
Chris grins, slouches his body to one side, and creates a purple
flame in his hand.
Quote: "Mushikera ni shite wa, yoku ganbatte ne."
Meaning "Even though you're a mere worm, you did OK."
WIN POSE (C)
Chris grins, slouches his body to one side, and creates a purple
flame in his hand.
Quote: "Mushikera ni shite wa, yoku ganbatte ne."
Meaning "Even though you're a mere worm, you did OK."
TIME OUT
Chris faces away from his opponent.
DRAW GAME
Chris faces away from his opponent.
ROUND LOSS
Quote: "Ah----hikari ga..."
Meaning: "Ah-----the light is...."
RECOVERY ROLL
(He says nothing)
PARTNER BACKGROUND POSE
Taps his feet.
IF PLAYER HITS....
Looks at the stage.
IF PLAYER IS DAMAGED....
Looks.
IF PLAYER WINS THE ROUND....
Surprised look.
IF PLAYER LOSES THE ROUND....
Shrugs shoulder.
IF PLAYER LOST AND IS IN THE BACKGROUND....
His clothing droops (like Yuri's).
PLAYER AVENGEMENT....
Smiles like a child.
SPECIAL MOVE QUOTES
TaiYou wo Iru Honoo Quote: "Sore!"
Meaning: "There!"
Tsuki wo Tsumu Honoo Quote: "Saa, yakitsukusone."
Meaning "Come now, let's burn up."
AnKoku OrochiNagi Quote: "Hai, shindekudasai."
Meaning: "Here, die please."
Daichi wo Harau Gou Ka Quote: "Saa, yakitsukone."
Meaning: "C'mon, burn to a crisp."
_________________________________________________________________________
OROCHI
_________________________________________________________________________
=========================================================================
THROW TECHNIQUES
=========================================================================
-------------------------------------------------------------------------
J:
E:
M: Orochi's opponent is lifted into the air and blood spews from their
chest.
-------------------------------------------------------------------------
=========================================================================
DEADLY TECHNIQUES (SPECIAL MOVES)
=========================================================================
-------------------------------------------------------------------------
J:
E:
M:
H: Weak 8, Strong 8 (from up close)
Weak 1, Strong 1 (from a distance)
D: Orochi hurls a bolt of black plasma at his enemy.
C: This projectile is long-ranged. It can negate and pass through
certain other projectiles.
-------------------------------------------------------------------------
J:
E:
M:
H: Weak 1, Strong 1
D: Orochi summons a pillar of white lightning to strike the floor.
C: Orochi recovers from this move before it ends. The pillars can
appear in one of four locations, and Orochi can delay the actual
summoning of the lightning pillar for a few moments.
-------------------------------------------------------------------------
J:
E:
M:
H: Weak 1, Strong 1
D: Orochi holds his arm either straight forwards or upwards and a thin
transparent barrier made of gray crystal forms in his hand. It
shatters when his opponent touches it.
C: You're not actually damaged by this move until you hit the ground.
Orochi often uses the upward-angled version as defense against
jump attacks.
-------------------------------------------------------------------------
J:
E:
M:
H:
D: Orochi swings his leg above him, then outwards, creating a wave of
energy. It more or less resembles Omega Rugal's "Genocide Cutter"
special.
C: n/a
-------------------------------------------------------------------------
J:
E:
M:
H: Weak 0, Strong 0
D: Orochi teleports himself to another area of the screen.
C: n/a
-------------------------------------------------------------------------
=========================================================================
SUPER DEADLY TECHNIQUES (DMs / SDMs)
=========================================================================
-------------------------------------------------------------------------
J:
E:
M:
H:
D: Orochi draws his challenger toward him. When they're close enough,
he picks them up with one hand and stabs the center of their body
with his other hand, pulling out their spirit and crushing it with
his fingers. His enemy is then flung away by a powerful force.
C: Orochi can also suck your character into his grasp if you're behind
him, too. You can make some distance between your character and
Orochi by jumping backwards quickly, since this move will also end
after a while.
-------------------------------------------------------------------------
J:
E:
M:
H:
D: Orochi holds his hands over the upper half of his torso, and his body
begins to waver. The background changes to a white screen and
Orochi's enemy is hit multiple times no matter where they are on the
screen.
C: This move cannot be blocked in the air. It causes heavy damage
(usually 60% or more). Orochi often uses it after the 'drawing
towards' DM.
-------------------------------------------------------------------------
INTRODUCTION
Chris is in a crouching stance. He tears his shirt off, growing
into the form of Orochi.
Quote: "Kusanagi o yabari, chou ha mau."
Meaning: "After defeating the Kusanagi, the leader will dance."
" '' '' '' '' , the Dynasty will dance."
TAUNT
Orochi acts as if he was doing the 'crystal shield' move, but using his
left hand.
WIN POSE (?)
Orochi wipes his chest with both of his bloodied hands.
WIN POSE (?)
He points a hand towards the sky, and the other one to the ground.
Quote: "Ware yori sugure mono wa nashi."
Meaning: "There are none greater than I."
WIN POSE (?)
He moves both hands up and down, with multiple images trailing
them.
Quote: "Ware, 'gaia' to tomori ari."
Meaning: "I am one with 'gaia'."
TIME OUT
Orochi sits Indian-style (cross-legged) towards his opponent.
DRAW GAME
Orochi sits Indian-style (cross-legged) towards his opponent.
ROUND LOSS
Orochi doesn't say anything.
RECOVERY ROLL
<incomplete>
SPECIAL MOVE QUOTES
(DM One [drawing towards]) Quote: "Hakaru mono ka."
Meaning: "It's such a short-lived life."
(DM Two [bright backdrop}) Quote: "Saa, mu ni kaerou."
Meaning: "Come, let's return to
...nothing."
More notes from Orochi Herman:
Orochi floats instead of walking, and he dashes instead of rolling.
BEATING OROCHI... ______________________________________________________
A brand new addition to the FAQ (which is far too big as is!) Any combos
or tricks you use to teach Orochi a lesson? Send them in!
...WITH KYO KUSANAGI
- Use his Ara-gami after his attacks, especially the lightning
pillars. If he does his 'drawing towards' DM, do a far jump
back and perform an Orochi-nagi. Hold the button until you
are about two inches apart from Orochi, and release.
...WITH BENIMARU NIKAIDO
- Just after his 'bright background' DM, you can hit him easily with
a RaiKoKen.
...USING ANYBODY
- If he does his 'drawing towards' DM, you can do a jumping Heavy
Attack, a light attack to knock him out of the DM (only works
initially).
Things to watch out for when fighting the last boss:
- Orochi will usually follow a Black Plasma Bolt attack with his
'bright background' DM. He also knocks away jump attacks with
his crystal shield move.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
6. T W O W A Y S T O P L A Y
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Prior to picking your team members, you will be asked to select the type
of controls you wish to use for the remainder of the game. What you
select not only determines the techniques available to you in the game,
but changes the colors of your characters' clothing as well. The two
control types are:
=========================================================================
ADVANCED MODE
=========================================================================
This mode is similar to the one found in King of Fighters '96. In this
mode, your character's attack power increases by 25% when his or her
Power Bar is at maximum.
-------------------------------------------------------------------------
J: Gaado
E: Guard <or Block>
M: Hold B / DF while on the ground or in mid-air.
C: Not all moves can be blocked. Also, guarding repeatedly results in
Guard Crush which you don't want to have happen to yourself. Use the
first type to block high attacks and overheads, and the second type
to block low attacks.
-------------------------------------------------------------------------
J: Dasshu
E: Dash
M: Tap F,F (or F,DF for 'Charge Dash')
C: Using the Charge Dash, your character will dash forward normally,
but if your character has a charge style move, you can begin charging
it. This allows you to, for example, dash forward and then use a
KuSaJin with Kim.
-------------------------------------------------------------------------
E: Run
M: Tap F,F (hold second press)
-------------------------------------------------------------------------
J: Bakkusuteppu
E: Backstep
M: Tap B,B
-------------------------------------------------------------------------
J: Sho Janpu
E: Small Jump
M: Tap UB/U/UF
-------------------------------------------------------------------------
J: Chu Janpu
E: Middle Jump
M: Press UB/U/UF
-------------------------------------------------------------------------
J: Dai Janpu
E: Big Jump
M: D, then UB,U,UF
-------------------------------------------------------------------------
E: Afterimage Jump (Small)
M: Dash, then tap UB/U/UF
-------------------------------------------------------------------------
E: Afterimage Jump (Medium)
M: Dash, then press UB/U/UF
-------------------------------------------------------------------------
E: Afterimage Jump (Big)
M: Tap DB,UF / DF,UB
-------------------------------------------------------------------------
E: Instant Afterimage Jump (Small)
M: Tap UB,UB / UF,UF
-------------------------------------------------------------------------
E: Instant Afterimage Jump (Middle)
M: Press QCB,UB / QCF,UF
-------------------------------------------------------------------------
J: Kinkyu Kaihi Zen
E: Emergency Evade Front
M: Press A+B buttons
C: You are immune to some attacks while rolling.
-------------------------------------------------------------------------
J: Kinkyu Kaihi Go
E: Emergency Evade Behind
M: Press B + A+B buttons
C: You are immune to some attacks while rolling.
-------------------------------------------------------------------------
J: Daun Kaihi
E: Down Evade
M: Press A+B buttons while falling in air.
C: You'll roll as you land and take less damage.
-------------------------------------------------------------------------
J: Gaado Kanseru Kinkyu Kaihi Go / Zen
E: Guard Cancel Emergency Evade Front / Behind
M: Block an attack, then press A+B / B + A+B to roll forward or
backward.
C: Requires one unused stock or one active stock to perform.
-------------------------------------------------------------------------
E: Guard Reversal
M: Block an attack, then press C+D.
C: Requires one unused stock or one active stock to perform.
-------------------------------------------------------------------------
E: Throw Escape
M: Press A+B just as your opponent tries to perform a normal throw
on you (watch for the throw sparks).
C: You'll take no damage and will be pushed away from your enemy.
-------------------------------------------------------------------------
J: Futtobashi Kougeki
E: Strike Attack
M: Press C+D while standing or jumping.
C: Has a brief lag, but will knockdown a hit opponent. If you hit an
enemy with this move while they are attacking you and get the
'Counter' message, you can easily use the Strike Attack in a combo.
-------------------------------------------------------------------------
J: Engo Kougeki
E: Cover Attack
M: Tap A+B+C repeatedly when dizzied or when in an opponent's grab (not
a throw) or repeated attack.
C: There are four requirements in order for the Engo Kougeki to work:
1. Your Life Gauge must be at 50% or lower.
2. You must be dizzy or being in a grab/repeated attack. Grabs
include Chang's Kusari Jime or Choi's Zujo Sashi, while
repeated attacks include Kensou's RyuRenDa or Joe's
BakuRetsuKen.
3. You must have an undefeated teammate left in your party, and
you must be near them (they have to be on-screen) in order for
this attack to work. That teammate must also have a friendly
relationship with the character you're using.
4. If your Life Gauge is lower than your opponent's, or is _very_
low, that increases the chance of the attack working.
Translated and adapted from the KoF '96 Saturn Instruction Manual.
-------------------------------------------------------------------------
E: Activate Power Gauge
M: Press A+B+C once
C: You have to have at least one stock in reserve in order to do this.
Once a stock is activated, you gain all the benefits of having a
full Power Gauge and can perform a DM, or if you have more stocks
in reserve, SDMs.
-------------------------------------------------------------------------
J: ChoHatsu
E: Provoke / Taunt
M: Press Start
C: You can cancel taunt animation by pressing twice in any direction.
-------------------------------------------------------------------------
=========================================================================
EXTRA MODE
=========================================================================
This mode is comparable to the controls in the first two King of
Fighters games ('94 and '95). Unlike 'Advanced' mode, your character's
attack power will be boosted by 50% (!) when his/her Power Bar is at
maximum.
-------------------------------------------------------------------------
J: Gaado
E: Guard <or Block>
M: Hold B / DF while on the ground or in mid-air.
C: Not all moves can be blocked. Also, guarding repeatedly results in
Guard Crush which you don't want to have happen to yourself. Use the
first type to block high attacks and overheads, and the second type
to block low attacks.
-------------------------------------------------------------------------
E: Hop
M: Tap F,F
-------------------------------------------------------------------------
J: Bakkusuteppu
E: Backstep
M: Tap B,B
-------------------------------------------------------------------------
J: Chu Janpu
E: Middle Jump
M: Press UB/U/UF
-------------------------------------------------------------------------
E: Instant Afterimage Jump (Small)
M: Tap UB,UB / UF,UF
-------------------------------------------------------------------------
E: Instant Afterimage Jump (Middle)
M: Press QCB,UB / QCF,UF
-------------------------------------------------------------------------
J: Kougeki Sake
E: Attack Evade
M: Press A+B
C: You can still be hit by normal throws and command throws.
-------------------------------------------------------------------------
J: Daun Kaihi
E: Down Evade
M: Press A+B buttons while falling in air.
C: You'll roll as you land and take less damage.
-------------------------------------------------------------------------
J: Gaado Kanseru Kinkyu Kaihi Go
E: Guard Cancel Emergency Evade Front
M: Block an attack, then press A+B to roll forward
C: Requires you to have a MAXed out Power Gauge.
-------------------------------------------------------------------------
E: Guard Reversal
M: Block an attack, then press C+D.
C: Requires you to have a MAXed out Power Gauge.
-------------------------------------------------------------------------
J: Futtobashi Kougeki
E: Strike Attack
M: Press C+D while standing or jumping.
C: Has a brief lag, but will knockdown a hit opponent. If you hit an
enemy with this move while they are attacking you and get the
'Counter' message, you can easily use the Strike Attack in a combo.
-------------------------------------------------------------------------
J: Engo Kougeki
E: Cover Attack
M: Tap A+B+C repeatedly when dizzied or when in an opponent's grab (not
a throw) or repeated attack.
C: There are four requirements in order for the Engo Kougeki to work:
1. Your Life Gauge must be at 50% or lower.
2. You must be dizzy or being in a grab/repeated attack. Grabs
include Chang's Kusari Jime or Choi's Zujo Sashi, while
repeated attacks include Kensou's RyuRenDa or Joe's
BakuRetsuKen.
3. You must have an undefeated teammate left in your party, and
you must be near them (they have to be on-screen) in order for
this attack to work. That teammate must also have a friendly
relationship with the character you're using.
4. If your Life Gauge is lower than your opponent's, or is _very_
low, that increases the chance of the attack working.
Translated and adapted from the KoF '96 Saturn Instruction Manual.
-------------------------------------------------------------------------
J: Chikara Tame
E: Power Collect
M: Press and hold A+B+C
C: When you do this, you can MAX out your Power Gauge. When that
happens, you can perform DMs and gain other benefits. If your
life is low and flashing red, you can also use SDMs.
-------------------------------------------------------------------------
J: ChoHatsu
E: Provoke / Taunt
M: Press Start
C: You can cancel taunt animation by pressing twice in any direction.
-------------------------------------------------------------------------
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
7. F I G H T I N G T A C T I C S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=========================================================================
JUGGLE AND FOLLOW-UP CHART
=========================================================================
KEY
| = followed by. If written below, that means it can be done after
that move. If written afterwards, that means that there is
another move/set of moves this one can be done into.
CD = Heavy or Knockdown attack.
ANDY BOGARD _____________________________________________________________
hcf+C | f,d,df+A/C (dash forward, or do in corner)
| hcf+B/D
| db,f+A/C
| d,hcf+B/D
| jumping A B C D CD
| standing A D
db,f+A/C | qcf+A/C
qcf+B/D (air) | f+A/C
| f+B/D
ATHENA ASAMIYA _________________________________________________________
b,hcb+A/C | qcb+A/C
hcf+C | qcb+A/C
| qcb+A/C (air)
| f,d,df+A/C (in corner, or dash forward and perform)
| b,hcb+A/C (air)
| qcf,qcf+A/C (air)
BENIMARU NIKAIDO _______________________________________________________
d+D (air) | f+B
f+B | qcb+A/C
qcf+B/D | d,u+B/D
| hcb+B/D
BILLY KANE _____________________________________________________________
hcf+A/C | qcf+A/C
BLUE MARY ______________________________________________________________
cbf+B/D | qcf+B/D
f,d,df+B/D | f,d,df+B/D
hcf+A/C | f,d,df+B/D (in corner only)
d,hcb,+A/C | f,d,df+B/D (in corner only)
| d,df,f+B/D
qcb+D | d,hcb+A/C (if qcb+D reverses)
| f,d,df+B/D (if qcb+D reverses)
CHANG KOEHAN ___________________________________________________________
qcf,hcb+A/C | qcf,qcf+C (only if last hit of qcf,hcb+A/C is a B kick).
CHIN GENTSAI ___________________________________________________________
qcf+A/C | f+A/C
| f+B/D
qcb+B/D | u+B
| u+D
| hcf+B/D
CHIZURU KAGURA _________________________________________________________
hcb+A/C_B/D | qcb+A/C_B/D
qcf,qcf+B/D | jumping A B C D CD (repeat)
| standing A B C D CD (repeat)
| crouching A B C D CD (repeat)
CHOI BOUNGE ____________________________________________________________
cbf+B/D | direction + button
| d,hcf+B/D (air)
| crouching D
cdu+B/D | direction + button
| crouching D
direction + button | direction + button | direction + button
| crouching D
CHRIS ___________________________________________________________________
hcb+B/D | qcf+B/D (air)
CLARK STEEL _____________________________________________________________
f,d,df+A/C | qcf+A/C
f,d,df+B/D | qcf+A/C
hcf+A/C | qcf+A/C
hcf+B/D | qcf+A/C
GORO DAIMON _____________________________________________________________
crouch D | hcf+C
CD | hcf+C
jumping CD | hcf+A (only if CD hit as a Counter)
f+A | hcf+C
hcf,hcf+B/D | hcf+B/D | hcf+C
| f,d,df+B/D (on DM)
| f,d,df+B/D (on SDM)
IORI YAGAMI ____________________________________________________________
qcb+A/C | qcb+A/C | qcb+A/C
qcb+A | qcb+A | f,d,df+A/C
| f,d,df+A/C
hcf+A/C | qcb+A/C
| d,hcb+A/C
d,hcf+A/C | d,hcb+A/C (if d,hcf+A/C hit opponent in air)
(...yes, this is a double-DM juggle!)
JOE HIGASHI _____________________________________________________________
Tap A/C | qcf+A/C
qcb+B/D | hcf+B
qcf,qcf+A/C | qcb+B/D
KIM KAPHWAN ____________________________________________________________
f+A | d,hcf+K
| d,hcb+K (will not combo)
| qcf+K (will not combo)
cdu+B/D | d+D
qcf+B/D (air) | cdu+A/C (qcf+B/D must have connected in air)
standing C | f+A (after 1st hit of C) | d,hcb+B/D (air)
| f+B (after 1st hit of C)
KING ___________________________________________________________________
f,d,df+A/C | f,d,df+A/C
| hcb+B/D
KYO KUSANAGI ___________________________________________________________
qcf+A | qcf+A/C | A/C
| hcb+A/C | B/D
qcf+C | hcb+A/C | f+A/C
qcb+A/C | f,d,df+A/C
| jumping A B C D
| standing C
| crouching C
qcf+B/D,B/D | f,d,df+A/C
| qcf+C (max)
| b,d,db+B
| hcb+B/D
| standing A B C D
| crouching C
qcf+B,B | d,hcf+A/C (qcf+B,B must hit deep)
LEONA ___________________________________________________________________
cbf+B/D | f+D (off of D version)
| qcf,qcf+A/C (corner of the screen only)
| d,hcf + K (corner of the screen only)
| cdu+A/C
| standing A B C D
| crouching C D
cbf+A/C | cdu+A/C
| cbf+B/D | f+D (off of D version)
| cdu+B/D
| d,hcb,ub+A/C (in corner, or if you hit foe in air with A-ver.)
| jump, then d,hcb+A/C (as above)
| jumping A B C D CD
| standing A B C D CD
| crouching A C D
MAI SHIRANUI ____________________________________________________________
hcf+B/D | hcf+B/D (from a distance)
RALF JONES ______________________________________________________________
cbf+B/D* | cbf+A/C
| cdu+A/C
| d,hcf+B/D
* Must hit as a Couter for these juggles to work, or you must do them
in the corner of the screen.
ROBERT GARCIA __________________________________________________________
hcf+B/D | f,d,df+A/C
| f,hcf,A (DM only)
| jumping A B C D CD
| standing D
| crouching C
RYO SAKAZAKI ____________________________________________________________
qcb+A/C | f,d,df+A/C
hcf+A/C | qcf+A/C
| f,d,df+A/C
| jumping A B C D CD
| crouching C
RYUJI YAMAZAKI _________________________________________________________
f,d,df+B/D | qcb+B
| f,d,df+A/C
hcf+B/D | qcb+A (only on a Counter)
SIE KENSOU _____________________________________________________________
f,d,df+A/C | hcf+A
hcf+A | hcf+C
qcb,qcb,D | qcf,qcf+A/C
SHINGO YABUKI ___________________________________________________________
qcf,qcf+A/C | qcf,qcf+A/C (SDM strength only, must get a Critical reading
for the first SDM).
TERRY BOGARD ____________________________________________________________
hcf+B/D | qcf+A/C
| qcb+A/C
| qcb+B/D
| f,d,df+A/C
| f,d,df+B/D
| qcb,db,f+A/C
| qcf,qcf+B/D
f,d,df+B | qcb,db,f+A/C
qcb+B/D | f,d,df+A
YURI SAKAZAKI ___________________________________________________________
f,d,df+C | f,d,df+A/C
OROCHI CHRIS ___________________________________________________________
hcf+A/C | f,d,df+A/C
| qcf,qcf+A
| d,hcf+A
| jumping CD
| standing CD
OROCHI IORI ____________________________________________________________
qcf+A | qcf,hcb+A/C
OROCHI YASHIRO _________________________________________________________
hcb,hcb+A/C . qcf,qcf+A/C (not a juggle...just a tactic, like Ralf's
Umanori BariBari VP, then Galactica Phantom)
qcb+A/C | hcf+A/C
| hcb,f+A/C
| hcb,hcb+A/C
| hcf,hcf+A/C
=========================================================================
BASIC COMBOS AND COMMAND ATTACKS
=========================================================================
There are seven 'basic' combos you can use; I refer to them as such
because they can be used by more than one person. After performing this
part of the combo, a player can use one or more of his character's 'semi-
special' attacks, special moves, or DM/SDMs against his opponent; they
aren't limited to only using one move.
- Jumping D, Standing C, ...
Used by: Andy, Athena, Blue Mary, Clark, Iori, Joe, Kim, Mai,
Ryuji, Shermie, (Orochi Iori)
- Jumping D, Crouching C, ...
Used by: Billy, Mai, Ryuji, Shermie, (Orochi Shermie)
- Jumping D, Standing D, ...
Used by: King, Mai, Leona.
- Jumping D, Standing C/D, ...
Used by: Kagura, Kensou, Shingo, Yashiro, Yuri, (Orochi Yashiro)
- Jumping C/D, Standing C, ...
Used by: Chin, Chris, Ralf, Robert, Terry, (Orochi Chris)
- Jumping C/D, Crouching C, ...
Used by: Choi, Chang, Kyo, Ralf, Robert, ('94 Kyo)
- Jumping C/D, Standing C/D, ...
Used by: Benimaru, Goro, Kyo, Ryo, ('94 Kyo)
Certain characters also have moves that can be used after the first
two steps of the 'basic' combos above, after which they can still
use more than one special move. They are listed below:
NAME MOVE NAME MOVE COMMAND
Andy Bogard Manipulating Dam Attack hcf+C
Athena Asamiya Super Psychic Throw hcf+C
Kyo Kusanagi Style No. 75: Modified qcf,B/D,B/D
Robert Garcia Kyokugen-ryu RenBuKyaku hcf+B/D
Ryo Sakazaki Kyokugen-ryu RenBuKen hcf+A/C
Terry Bogard Power Charge hcf+B/D
Iori Yagami Kuzu Kaze hcf+C
Ryuji Yamazaki SunaKake f,d,df+B/D
Among the command attacks (usually forward + A or B, but not always),
there are some that are chainable (can be done after a normal attack),
and some that can be cancelled (can be followed by a special move).
There are also overheads (these will hit opponents who are blocking
low), and finally, command attacks that have no extra use aside from
causing damage. Here is a listing of all the command attacks and their
uses:
NAME COMMAND PRECEEDED BY FOLLOWED BY MOVE NOTES
Andy f+B Stand C -- Overhead
Athena jump, d+B -- -- --
f+B -- -- Autoguard
Benimaru jump, d+D -- f+B Hits 4 times
f+B jump,d+D qcb+A/C --
Billy f+A -- -- --
Blue Mary f+A -- -- Overhead
f+B -- -- --
Chang df+A -- -- Doesn't hit low
Chin f+A -- -- --
Choi f+A -- -- Hits 2 times
f+B -- -- Hits 3 times
Chris f+A Stand C (1st) qcf+A --
Clark f+B Stand C hcf+D --
hcb,hcb+A/C
Goro f+A -- hcf+C Overhead
df+C Stand D hcb,f+A/C Hits low
Iori f+A,A -- -- Hits 2 times
f+B -- -- Overhead
jump, b+B -- -- Cross-up
Joe f+B Stand C hcf+B --
d,hcf+A/C
df+B -- -- Hits low
f+B -- -- Overhead
Kim f+A Stand C (1st) d,hcf+K Bufferable,
can chain from
normal attacks.
f+B* Crouch C -- Overhead; hits
two times.
King df+D -- -- Hits low
Kyo jump, d+C -- -- Knockdown
f+B -- -- Overhead
df+D -- -- 2 attacks
Mai df+B -- -- Hits low
df+B -- -- Hits low
Ryo f+A -- -- Overhead
Robert f+B Stand or hcb+D --
Crouch C d,hcb+A
Ryuji f+A -- -- Overhead
Shermie f+B -- -- Overhead
Shingo f+B -- qcf+A/C --
qcf,qcf+A
Sie Kensou f+A -- -- Overhead
f+B -- -- --
Terry f+A Stand D qcb,db,f+A/C Hits 2 times
df+C -- -- Hits low
Yashiro f+B -- -- --
Yuri f+B -- -- --
O. Chris f+A Stand C (1st) f,d,df+A/C --
hcf+A/C
* If you chain this move from a bufferable normal, the second hit also
becomes bufferable (into a special move).
=========================================================================
INTERRUPTIBLE MOVES LIST
=========================================================================
Standing Standing Crouching
Close Far
------------------------------------------------------------
Andy Bogard A B C - - - - - A B C -
Athena Asamiya A B C D A - - - A B C D
Benimaru Nikaido A B C D A - - - A B C D
Billy Kane A B C D A - - - - - C -
Blue Mary A B C D - - - - A - C -
Chang Koehan A B - D - B - - A B C D
Chin Gentsai A B C D A B C - A - C -
Chizuru Kagura A B C D A - - - A - C D
Choi Bounge A B C - - B C - A - C -
Chris A B C D A - C - A - C -
Clark Steel A B C - A - - - A - - -
Goro Daimon A B C D A B - - A - - D
Iori Yagami A B C - - - C - A B C -
Joe Higashi A B C - A B - - A - C D
Kim Kaphwan A B C - - - - - A - C -
King A B C D - - - - A - C -
Kyo Kusanagi A B C D A - C - A - C D
Leona A B C D - - - - A - C -
Mai Shiranui A B C D - - - - - - C -
Ralf Jones - B C - - - - - A - C -
Robert Garcia - B C - - - - - A B C D
Ryo Sakazaki A B C D - - - - A - C D
Ryuji Yamazaki A B C D - - - - A - C -
Shermie A B C - - B - - A - C -
Shingo Yabuki A B C D A - - - A - C D
Sie Kensou A B C D A - C - A - C D
Terry Bogard A B C D A - - - A - C D
Yashiro Nanakase A B C D A - - - A - C D
Yuri Sakazaki A B C D - - - - A - C -
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
8. M I S C E L L A N E O U S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
================
GAME PROGRESSION
================
After selecting your team, you fight six other teams, then a battle
with either Orochi Leona or Orochi Leona, depending on the following:
You'll fight Orochi Leona if:
- Iori is in your team.
- You're playing with the 'Ralf and Clark' team.
You'll fight Orochi Iori if:
- Iori is _not_ in your team.
- You're playing with the 'Iori and Leona' team.
After fighting either of them, there's a battle with the Orochi New
Faces Team, then a battle against Orochi (Orochi Chris with the power
of Orochi).
Note that the teams you fight are often edited teams, and you may have
notice that the edited teams that you can fight are _never_ the edited
teams with special endings.
Orochi Leona and Orochi Iori look like their normal selves, but with some
minor tweaking (O. Leona looks like a zombie, and Iori looks like he has
gone insane). Both of them have different poses than the 'normal' Leona
and Iori. Orochi resembles Chris, but he is very tall and has white
hair. He also has on white jeans, and there is a large pattern on his
chest (it's the same one found in the title of this FAQ).
======
CAMEOS
======
With a little help, this could be made into a stage-description section.
Anyway, here's what I got so far:
In the China stage, on the left edge of the screen, familiar faces will
be watching. They include (randomly):
- The American Sports Team
- Ryuhaku Todo
- Characters for Gunners Heaven (I think)
- Tung Fu Rue, Jubei Yamada, Lawrence Blood
and others
===============
BUGS AND TRICKS
===============
FROM DARKLANCER:
Kensou's opponent can't block his 'ChoKyuDan' attack while Kensou is
performing the 'Niku Man' DM/SDM (Example: down + D, ChoKyuDan,
Meat Bun).
FROM TONY W.:
Ryo's C throw (Tani Otoshi) cannot be escaped from under any
circumstances!
FROM SCRUB:
If you perform Chang's Tekkyu FunSai Geki, and your opponent jumps
over him during his 'spinning the ball' animation that he does
before hurling the ball forward, your oppoenent will get hit for
almost 75% damage! luaP oH suggests that this could kill your
opponent if Chang was MAXed out in Extra Mode (since you get a
higher damage bonus than in Advanced Mode).
FROM JAMES KUROKI:
Using LEONA (Riot of Blood): Use the C button version of the I
Slasher. Have the opponent dodge it, roll past it, or guard it (so it
will pass by them) and walk right up to you. Immediately have the
opponent attack with a weak attack. Right before the I Slasher
returns, have Leona throw the opponent. This will freeze the charcter
and will follow you around (like Guile's handcuff trick in SFII). If
you use the C button throw (Leona Crush), certain normal attacks (like
standing weak kick) will drain the opponent's energy. From there you
can just wait until the KO, or you can do the I Slasher again to get
out. With the D button throw (Ooderu Bakuraa), the only move that will
damage the opponent is the the air "Futobashi Kougeki" and that will
knock 'em out of the hold. The I Slasher can be done again to get out
of this, too. (I haven't done this myself yet but it was in a reliable
magazine.)
IORI (Either form): First, the opponent must be a quick dasher (like
Choi). Now, have the opponent dash toward Iorin and continue dashing.
Have Iori roll past 'em till they reach the edge (never stop dashing).
From edge-to-edge range, have Iori throw a weak YamiBarai. Immediately
dash and catch up to it. When you get oh-so-close to the dashing
opponent (he should be facing away from you), use the Yaotome (normal
only) so that the YamiBarai hits after, or at the same time, the
Yaotome begins. If done correctly, when the YamiBarai hits, Iori
should be pushed outwards continue the Yaotome (even though it doesn't
hit anyone), and stop right before the finish pose. He is then 120%
invincible (although he can't move). Projectiles go straight through
him. If they get close...he finishes the Yaotome. (I haven't done this
myself yet but it was in a reliable magazine.)
IORI (Both), '94 KYO, ATHENA, KENSOU, MAI: Like the above this has to
do with projectiles. Throw a weak one, run up and throw 'em. If you
throw at the same time the projectile hits, they will take both damage.
BILLY: If he is thrown out of the Cho Kaen Senpu Kon, it will stay on
him forever. You can jump in and get a 99 Rush combo!
TERRY: Infinite Combo! Weak Power Charge --> Ducking weak punch
Empty Cancel (miss, then cancel) --> Weak Power Charge...
KYO: Infinte Combo! Strong 75 Shiki Kai (2 hits) --> Ducking strong
punch Empty Cancel --> Strong 75 Shiki Kai (2 hits)... (The 75 Shiki
Kai, on the second hit, should be delayed)
CLARK: Frankensteiner mystery. Normally it is slow, but has a long
invincibility time period. But, if you input the motion for the Weak
Super Argentine Back Breaker (for short, SAB), the Frankensteiner
becomes quicker, but has a short invincibility time period. To reverse
it, do the command for the Strong SAB anywhere, even in the air, from
long range, when down, or while attacking. Also if you use the Rolling
Cradle or Ultra Argentine Back Breaker it will return to normal. (I
haven't done this myself yet but it was in a reliable magazine.)
========================
CHECK OUT YOUR TEAMMATES
========================
During the Order Select (after you pick your characters, you choose
the order in which they will fight), press C after picking your first
or second character. As long as you hold C, you'll see a set of
faces showing you what your team members think of each other. The
faces determine how your stocks are affected between rounds (if you're
using Advanced Mode), and if your teammates will help you by attacking
when you input an Assistance Attack (for either play mode). The
faces include:
Smiley: These two characters like each other*. One stock will be
added when it is the second character's turn to play.
Neutral: These two characters are indifferent to each other. No
change occurs in terms of stocks.
Angry: These two characters hate each other. If there are any
stocks in reserve, they will all be depleted.
Remember, this is only for Advanced Mode. The faces also determine
the chance of an Assistance Attack (using Advanced or Extra mode):
Smiley: The two characters like each other. If undefeated, they
will always help in an Assistance Attack.
Neutral: These two characters are indifferent to each other. If
undefeated, they may or may not help in an Assistance Attack
depending on various conditions.
Angry: These two characters hate each other. Even if undefeated,
they will never help the active character.
The faces do not affect your Power Bar, only your stored Power Bars
(stocks). The relation between characters is dependent on the order
you have them lined up in, so if your line up was: Kyo, Shingo, then
Iori, Kyo and Shingo would get a 'smiley' reaction while Shingo and
Iori would get an 'angry' reaction. Seem unimportant? Well, if you
arrange the characters like so: Kyo, Iori, Shingo, then you'd get an
'angry' reaction for both Kyo / Iori and Iori / Shingo. In other
words, no bonus, and you couldn't use the Assistance Attack since no
one likes each other. So, plan your team's fighting order carefully!
You can also use this to see the relationship between your opponent's
teammates if they've chosen their first character already.
=======================
RELATION (SMILEYS) LIST
=======================
Additions and corrections are welcome.
KEY
KK Kyo RG Robert CG Chin YN Yashiro SY Shingo
BN Benimaru YS Yuri CK Chizuru S Shermie OL O.Leona
GD Goro L Leona MS Mai C Chris OI O.Iori
TB Terry RJ Ralf K King RY Ryuji OY O.Yashiro
AB Andy CS Clark KH Kim BM Mary OS O.Shermie
JH Joe AA Athena CK Chang BK Billy OC O.Chris
RS Ryo SK Sie CB Choi IY Iori
X = Character can't be chosen when X character is in your team.
f = Character relation is friendly (smiley face, gain extra stock).
a = Character relation is angry (frowning face, loss of stock).
. = Character relation is neutral (bored face, no change in stock).
K B G T A J R R Y L R C A S C C M K K C C Y S C R B B I S O O O O O
K N D B B H S G S J S A K G K S H K B N Y M K Y Y L I Y S C
-------------------------------------------------------------------------
K K X . . . . . . . . . . . . . . . . . . . . a a a a . . a f a a a a a
B N . X . . . . . . f f . . f . . f f f . . . a . a a . a a . f a a a a
G D . . X . . . . . . . . . . . . . . . . . . a a a a . . a . a a a . a
T B . . . X f f . . . . . . . . . . . . . . . a a a a f a a . a a a a a
A B . . . f X f . . . . . . . . . . f . . . . a a a a . a a . a a a a a
J H . . . . . X . . . . . . . . . . . . . . . a a a a . . a . a a a a a
R S . . . . . . X . f . . . . . . . . f . . . a a a a . . a . a a a a a
R G . . . . . . . X . . . . . . . . . . . . . a a a a . . a . a a a a a
Y S . f . . . . f . X . . . . . . . f f . . . a a a a . . a . a a a a a
L . a . . . . . . . X f f . . . . . . . . . a a a a . . a . X a a a a
R J . . . . . . . . . . X f . . . . . . . . . a a a a . . a . a a a a a
C S . . . . . . . . . . f X . . . . . . . . . a a a a . . a . a a a a a
A A . f . . . . . . . . . . X f f . . . . . . a a a a . . a . a a a a a
S K . . . . . . . . . . . . f X f . . . . . . a a a a . . a . a a a a a
C G . . . . . . . . . . . . f f X . . . . . . a a a a . . a . a a a a a
C K f f . . . . . . . . . . . . . X f f . . . a a a a . . a . a a a a a
M S . f . . f . . . f . . . . . . f X f . . . a a a a . . a . a a a a a
K . f . . . . f . f . . . . . . f f X . . . a a a a . . a . a a a a a
K H . . . . . . . . . . . . . . . . . . X a a a a a a . . a . a a a a a
C K . . . . . . . . . . . . . . . . . . . X f a a a a . . a . a n a a a
C B . . . . . . . . . . . . . . . . . . . f X a a a a . . a . a n a a a
Y N a a a a a a a a a a a a a a a a a a a f f X f f a a a a . a a X f f
S a . a a a a a a a a a a a a a a a a a f f f X f a a a a . a a f X f
C a a a a a a a a a a a a a a a a a a a f f f f X a a a a . a a f f X
R Y . . . a a . . . . . . . . . . . . . a f f . . . X . . a . . . . . .
B M . f . f . . . . . . . . . . . . . . . . . . . . a X . a . . a a a a
B K . . . a a . . . . . . . . . . . . . . . . . . . a . X a . . a a a a
I Y a a a a a a a a a a a a a a a a a a a f f a a a a a a X a . X a a a
S Y . . . . . . . . . . . . . . . . . . . . . a a a a . . a X . a a a a
O L . . . . . . . . . . f f . . . . . . . . . . . . . . . . . X . . . .
O I . a a a a a a a a a a a a a a a a a a f f a a a a a a X a . X a a a
O Y a a a a a a a a a a a a a a a a a a a f f X f f a a a a a a a X f f
O S a . a a a a a a a a a a a a a a a a a f f f X f a a a a a a a f X f
O C a a a a a a a a a a a a a a a a a a a f f f f X a a a a a a a f f X
_________________________________________________________________________
=========================
INTERMISSIONS AND ENDINGS
=========================
If you play with a team, you'll get their unique ending. Play with a
mix of characters (an edited team), and you'll get a generic ending.
However, just like the two special team combinations in KoF '96 (Goenitz
Team and Weapons of God Team), there are special teams in KoF '97, too,
with their own endings.
Here are the normal teams:
-------------------------------------------------------------------------
HERO TEAM A Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
-------------------------------------------------------------------------
<submitted by Matt Hall>
Japan - after the usual conversation that ensues about the Orochi's,
Benimaru brings up the fact that it was odd that it was the fourth time
they'd teamed up. Kyo tells him that he's nagging and starting to sound
like an old coot, and they end up insulting each other. Goro gets them
to stop bickering, and then they all decide to go their separate ways.
First it shows Benimaru, who travelled around the world, winning contest
after contest. No longer second fiddle, he let everyone know his stuff!
Then Goro, who became the leader of Japan's Judo team, leading them to
victory. Then it shows Kyo, standing on a cliff, thinking about
everything that has gone on in the past few years. In the sky you can
see the faces of Rugal and the rest of the Hakkeshu, and then Orochi...
"surely, a lot in such a short time..." ... then he realizes he is not
alone. "You've come." he says. Who else would show up? "Let's end this
here." "This is only the beginning..."
-------------------------------------------------------------------------
HERO TEAM B Kyo Kusanagi, Benimaru Nikaido, Goro Daimon
-------------------------------------------------------------------------
<submitted by Matt Hall>
Here's what's neat though... if you used Benimaru or Goro to beat Orochi,
the ending is over here (see Hero Team A). If you used Kyo, however, then
you get a special one-round bonus battle vs. Iori! As far as I know,
winning or losing has no effect on what happens next. Which is just Kyo
and Iori taunting, trash-talking, vowing to destroy each other, and
actually doing a little fighting too. Goes on for quite a while.
-------------------------------------------------------------------------
FATAL FURY TEAM Terry Bogard, Andy Bogard, Joe Higashi
-------------------------------------------------------------------------
<submitted by Gar Hong>
Italy (After the generic ending): The three meet in a locker room. They
discuss their plans for the future. Joe says that he thinks he's
prepared for anything. "Just call me the Master of the Universe!" he
boasts. They say goodbye to each other. As Terry leaves, he meets Blue
Mary who's standing be a motorcycle. She greets him and gives him her
number telling him to call her sometime. He responds by throwing his
hat at her and saying "OK!" (like he does in one of his winning poses).
-------------------------------------------------------------------------
ART OF FIGHTING TEAM Ryo Sakazaki, Robert Garcia, Yuri Sakazaki
-------------------------------------------------------------------------
<submitted by Gar Hong>
Kyokugenryu Team (After generic ending): The trio starts walking home.
They wonder if Takuma has caught the mysterious person. They also agree
that they have proved that kyokugenryu is the strongest and have
defended the dojo's honor. On the way they meet a man in a mask. It's
Mr. Karate! They groan saying "Oh no, not again!" Mr. Karate says "You
kids did o.k."(in the tournament). He then beckons them to guess his
identity. They respond with "Gee, I wonder who it could be..." Mr.
Karate then says (throw off his mask) "You guessed it! It's the Super
Takuma Sakazaki!' The team punches him into the sky (all you see is the
sky with a trail of smoke) saying "Get out of town you senile coot!"
-------------------------------------------------------------------------
IKARI TEAM Leona, Ralf Jones, Clark Steel
-------------------------------------------------------------------------
<submitted by Matt Hall>
Ikari Warriors - Leona thinks back to how she is supposed to be
"destined" to be of Orochi blood, and thinks back to when she killed her
parents (I think). She takes the boomerang blade/hairband out of her hair
and plans on killing herself, but then Ralf stops her. Ralf tells her
that before she was alone, but now she has them to rely on. Leona thinks
back to when her father said that you make your own destiny, and she
thanks him. Ralf then gives her his bandanna, which she puts in her hair.
Umm, yeah.
-------------------------------------------------------------------------
PSYCHO SOLDIER TEAM Athena Asamiya, Sie Kensou, Chin Gentsai
-------------------------------------------------------------------------
<submitted by Matt Hall>
Psycho Soldier - they talk about the Orochi and how they'll be the only
ones who can stop him if he awakes from his sleep. Then they're
interrupted by a girl in a wheelchair wearing glasses who introduces
herself as Kaoru Watabe. Athena remembers that Kaoru was the fan who
wrote to them and ended up encouraging them to enter the KoF '97
tournament. Kaoru thanks them for the letter and the tickets, and Kensou
asks "What tickets?" Athena sent Kaoru tickets to the Finals match, and
of course Kaoru had fun cheering them on. Kaoru announces that she's been
training hard herself ever since she got out of the hospital, and then
attempts to walk. However, she falls, and Kensou attempts to dash over to
catch her, but ends up with his face in the dirt. Athena winds up
catching her instead, and after asking if each other are ok, they start
laughing. Kensou then starts saying that he'll "never be noticed. Sniff,
boo hoo".
-------------------------------------------------------------------------
NEW FEMALE FIGHTING TEAM Chizuru Kagura, Mai Shiranui, King
-------------------------------------------------------------------------
<submitted by Matt Hall>
England - Mai, Chizuru, King, and Jan are at an amusement park. While
the rest have fun, Chizuru is looking at a lake or something, thinking
of her big sister and the Orochi. Jan comes up to her and says that he
feels safe and secure around here, and then Mai and King pop up saying
"Hey, didn't you just say that to us?" and Jan gets really nervous.
As they plan on riding the ferris wheel or something, Chizuru starts
talking to her sister again in spirit or something. Overall, somewhat
lame ending, but the mistranslation team strikes again - Jan calls Mai
"Mail"!!
-------------------------------------------------------------------------
KIM'S TEAM Kim Kaphwan, Choi Bounge, Chang Koehan
-------------------------------------------------------------------------
<submitted by Matt Hall>
Korea - Kim is shown being interviewed by... uh, some Korean news show
I guess. He says that with their victory in the KoF Tournament, he is
releasing Chang and Choi, and that they're free to do whatever they want.
After an emotional moment, they take off... the next scene shows an
airplane headed for Japan. Chang and Choi are on the plane, wearing
suits (looks funny). Turns out that they're ready to go back into crime,
and plan on starting in Japan. They then start making fun of Kim and one
of them says that he'll scream if he ever sees Kim's ugly face again.
Then someone behind them says "Naive, huh?". Yup, it's Kim! Chang and
Choi are freaked out. Kim explains that he was going to Japan to
represent Korea in a Taekwondo tournament. He realizes that he has not
spent enough time reforming Chang and Choi. He states that he will devote
his entire life to doing just that! Chang and Choi are definitely not
happy. (and neither are KoF'ers around the world... looks like they'll
be back for '98.)
-------------------------------------------------------------------------
NEW FACES TEAM Yashiro Nanakase, Shermie, Chris
-------------------------------------------------------------------------
<submitted by Gar Hong>
New Faces Team (No generic ending): After fighting Orochi, they believe
that they have killed him. Yashiro says that something must be
missing. The lights go out and a sound is heard. When the lights come
back on, Chris has been killed by Yashiro and he has his hand on
Shermie's throat. Shermie says "CHRIS!!!". She asks him why. Yashiro
explains that it is the only way and says "See you on the other side."
Shermie asks "You promise?" Yashiro than kills her and says "Orochi! I
have killed Chris and Shermie! Take our blood and flesh! Take us
now!" He then rips his own throat out. Orochi glows and his eyes
open. It then says "the Orochi lives again".
-------------------------------------------------------------------------
'97 SPECIAL TEAM Ryuji Yamazaki, Blue Mary, Billy Kane
-------------------------------------------------------------------------
<submitted by Gar Hong>
KoF '97 Special Team (After generic ending): Yamazaki disappears (not
literally but I mean leaves and isn't found again). Blue Mary writes in
her journal that she believes that Yamazaki was Orochi (of the Orochi
race) all along. Billy Kane (wearing a suit and that thing on his head)
reports to Geese and explains how Yamazaki got away. He also says
that he used Blue Mary. As the conversation ends, (I'm not sure of this
part cause I was confused) either Orochi Iori or Yamazaki (couldn't tell
by picture or text, sorry) appears and demands "Where's my pay!".
Geese exclaims "You have a lot of nerve showing up here!" Orochi
Iori/Yamazaki (whichever it was) leaps at Geese, fingers outstretched
(as if he were clawing at him).
-------------------------------------------------------------------------
'OROCHI' NEW FACES TEAM O. Yashiro, O. Shermie, O. Chris
-------------------------------------------------------------------------
<submitted by Gar Hong>
Orochi New Faces Team (same as NFT): After fighting Orochi, they believe
that they have killed him. Yashiro says that something must be
missing. The lights go out and a sound is heard. When the lights come
back on, Chris has been killed by Yashiro and he has his hand on
Shermie's throat. Shermie says "CHRIS!!!". She asks him why. Yashiro
explains that it is the only way and says "See you on the other side."
Shermie asks "You promise?" Yashiro than kills her and says "Orochi! I
have killed Chris and Shermie! Take our blood and flesh! Take us
now!" He then rips his own throat out. Orochi glows and his eyes
open. It then says "the Orochi lives again".
And here are the special edited team combinations:
-------------------------------------------------------------------------
EDITED TEAM Any combination not listed
-------------------------------------------------------------------------
<submitted by Dark Blaze>
Orochi asks the characters why they insisted on attacking him. He
warns them about the end of humankind and his eventual revival before
dying.
-------------------------------------------------------------------------
SACRED FORCE TEAM Chizuru Kagura, Kyo Kusanagi, Iori Yagami
-------------------------------------------------------------------------
<submitted by Matt Hall>
God's Caliber Team - Pretty neat. Preceding the Orochi battle, they
talk about (anyone who's seen Blue Seed will experience deja vu) the 8
Kushinada girls who were meant to be sacrificed, but one was left alive,
and guess who it is? Yup, it's Yuki. Once Orochi is beaten, he says he's
going to release all his power, and then Iori freaks out (Riot of the
Blood?) and leaps at Orochi and grabs him, and they start flashing and
glowing and crap like that. Chizuru tells Kyo that he must help Iori seal
the Orochi, and then it shows him firefisting Orochi. Either before he
firefists or after (I can't remember), it shows some black-and-white
sketch of Yuki, and she DOES say something. Wow, they found a voice actor
for one whole line :P
<submitted by Gar Hong>
After Orochi appears he says that he will never cease to exist. "As
long as those of my blood survive, I will live on!" Kyo, Kagura, and
then Iori is shown in turn. When it gets to Iori, the screen flashes
and he becomes Orochi Iori. Orochi says "Go my Orochi son! Destroy
Kusanagi and Yata!" Orochi Iori then freaks out and grabs Orochi. Power
is channeling between the two. After Orochi Iori grabs Orochi, Kyo
says "Yagami!". A woman (Yuki?) communicates with Kyo. She explains that
there has been a 600 year error with Kyo's and Iori's clan (yes,
apparently they are part of the same clan). She also says that Yagami
must not suffer this error alone and says that Orochi must be sealed.
Kusanagi tells Kagura to trap Orochi. Kagura says "As keeper of the
mirror, it is my duty to ... he (Orochi) is too strong! Kusanagi now!"
Kyo tenses and leaps forward punching right into Iori's belly.
-------------------------------------------------------------------------
SNK SUPERHERO TEAM Kyo Kusanagi, Ryo Sakazaki, Terry Bogard
-------------------------------------------------------------------------
<submitted by Matt Hall>
"Superhero Team" - Kyo says something like "Yeah, we're the strongest!"
Ryo says "Yeah, we ain't whistling Dixie!". Terry replies with "Funny,
that's not what Robert said". Ryo: "Why, you...!!" ???
-------------------------------------------------------------------------
'94 GIRLS TEAM King, Mai Shiranui, Yuri Sakazaki
-------------------------------------------------------------------------
<submitted by Matt Hall>
Old England Team - A beach scene. Jan is running off with Yuri's bikini
top, with Mai laughing at the situation. King can be seen at the front of
the screen, with a "My god, they're the definition of bimbos" look on her
face.
-------------------------------------------------------------------------
OLD HERO TEAM Athena Asamiya, Ralf Jones, Clark Steel
-------------------------------------------------------------------------
<submitted by Matt Hall>
Old SNK Hero Team - Ralf and Clark are seen as Ikari Warriors...
shirtless and with guns. They say "Mission accomplished!" and other such
things. A strange-looking Athena (I guess that's what she looks like in
Psycho Soldier) is looking at her body and says "This is... me?" A
weird-looking Kensou is seen in the background saying "Have you
forgotten...?"
-------------------------------------------------------------------------
SIDEKICK TEAM Benimaru Nikaido, Joe Higashi, Kim Kaphwan
-------------------------------------------------------------------------
<submitted by EX Andy>
After they beat Orochi, Benimaru starts talking about how hella great he
is. Joe threatens to humble him by beating him up, and so does Kim, so
they jump at him. That's it. That's their ending.
Chen Ding Ming Benedict explains that there are other teams, according
to the Neo*CD version of KoF '97:
TEAM NAME TEAM MEMBERS EXCEPT
-------------------------------------------------------------------------
Kyo and Shingo Team Kyo, Shingo --
Iori Team Iori Leona or Ralf _and_ Clark
Leona Team Leona Iori, or Ralf _and_ Clark
Ralf and Clark Team Ralf, Clark Iori, Leona
Iori and Leona Team Iori, Leona --
This includes O. Iori and O. Leona, too. According to Mr. Benedict,
these work like the standard edited teams, but their are extra lines
of dialogue during the intermissions exclusively for these characters.
These teams and their endings are listed below:
-------------------------------------------------------------------------
KYO AND SHINGO TEAM Kyo Kusanagi, Shingo Yabuki, <any>
-------------------------------------------------------------------------
<submitted by Chen Ding Ming Benedict>
Finally, here is the Kyo and Shingo Team Ending: Shingo meets Kyo resting
under a tree in the schoolyard. He calls him and tells him that he is
going to get some food. As he is about to leave, Kyo throw a pair of his
gloves right into Shingo's face, and tells him that he has gone a long
way, and that was a reward for his efforts. As Kyo is about to leave,
Shingo shouts, "I still can't blast flames!" Kyo then replies, "You're
going to try it again?" The picture then zooms a bit upwards towards the
tree. After that, Kyo then says, "I knew it." (Probably failed again I
suppose.) As a leaf falls from the tree, Shingo then puts on Kyo's
gloves, and then we see a picture of Shingo with the gloves (posing just
like Kyo in his Heh,heh, moetarou, stance) and saying,"Burn, baby, burn!"
Note that following special teams only work on the Japanese version of
KoF '97:
-------------------------------------------------------------------------
FIRE GENKI TEAM Billy Kane, Kyo Kusanagi, Mai Shiranui
-------------------------------------------------------------------------
<submitted by Chen Ding Ming Benedict>
A single picture is shown, drawn in a very strange manga style of the
three team members. Beneath this is a short quip about the team itself
(Somone want to translate it?)
-------------------------------------------------------------------------
NEO GEO FREAK TEAM Ryuji Yamazaki, Choi Bounge, Chang Koehan
-------------------------------------------------------------------------
<submitted by Chen Ding Ming Benedict>
A single picture is shown, drawn in a very strange manga style of the
three team members. Beneath this is a short quip about the team itself
(Somone want to translate it?)
-------------------------------------------------------------------------
GAMEST TEAM Terry Bogard, Blue Mary, Joe Higashi
-------------------------------------------------------------------------
<submitted by Chen Ding Ming Benedict>
A single picture is shown, drawn in a very strange manga style of the
three team members. Beneath this is a short quip about the team itself
(Somone want to translate it?)
The order in which you pick your characters is unimportant. For the
special endings (edited teams), you'll have to wait for the 'normal'
ending sequence to run it's course before the special ending starts up.
From my understanding of it, Shingo will always have a special ending
as long as he is paired with Kyo. The third character is unimportant
(unless it's Benimaru, but it can't be Iori). Furthermore, the Japan
Team has an additional ending sequence if you beat Orochi using only Kyo.
Finally, note that the 'Fire Genki Team', 'Evil Men Team' and 'Real
Bout Team' will only get a special ending if you are playing the
Japanese version of KoF '97. Otherwise, all of the other special
teams have special endings in both the Japanese and English versions.
Also note that for the NEO*CD version--you can't see these endings if
you set the language to English!
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
9. S P E C I A L T H A N K S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Due to the fact that the list of contributors was getting far too big
for it's own good, I've changed the format. If any of you contributors
out there feel shortchanged by it, let me know and I'll change it back
pronto.
Stefano Frigerio <ixiataaga@iol.it>
AKUMA HOKORU <chibiakuma@hotmail.com>
Lusifer <6lugarci@rigel.deusto.es>
??? <sakuya@alphatec.or.jp>
(www.alphatec.or.jp/~sakuya/)
Orochi Herman <orochi_herman@hotmail.com>
Chen Ding Ming Benedict <96161@@acs.sh.edu.sg>
Vice A. Jackson <vice@voyager.net>
sCruB <cklcjjjm@cyberway.com.sg>
Chika <iorin@aol.com>
(members.aol.com/~iorin/chika/)
Phaethon Helieides <freedlee@ucla.edu>
Gar Hong <gxh138@psu.edu>
Nick Des Barres <nickrox@ix.netcom.com>
Young Kwon Kim <undead@koa.pdc.net>
Tony W. <miku@camtech.net.au>
Dark Blaze <DBLAZE890@hotmail.com>
Fernando Kuo (Kamykaze) <kamak_zye@hotmail.com>
(www.geocities.com/Tokyo/Ginza/9495/)
Giann Velasquez Marchena <gvelasquezm@rocketmail.com>
"Yosha!" <rossetti@alpes-net.fr>
Joe Higashi <wada@khi.compol.com>
(www.geocities.com/TimesSquare/Alley/2453/)
Alan Goh Chek Chye <AH7442002@ntu.edu.sg>
Mark Del Castillo <mcastillo@microtek.com>
John (TMC) <a7k2tsingnet.com.sg>
or <rm0101@tmc.com.sg>
Kee Chi <kchi@minyos.its.rmit.EDU.AU>
Matt Hall <kensou@aol.com>
(ftp://users.aol.com/kensou/)
Greg Kasavin <shrike@slip.net>
(www.slip.net/~shrike)
Alan 'Shlomo' Abraham <72604.551@compuserve.com>
Andrew Seyoon Park <asp@uclink2.berkeley.edu>
(www.geocities.com/TimesSquare/Alley/4810/)
Jerome G. Ebuenga <jerogebu@USTCC.ust.edu.ph>
James Kuroki <Gundam3108@aol.com>
Mai <YuRiMai@netcom.ca>
(tor-pw1.netcom.ca/~yurimai/)
Onaje Everett <oeverett@rohan.sdsu.edu>
Rodrigo Ishizaka Ciarlini <phantasy@thepentagon.com>
"fengji" <jshlj@singnet.com.sg>
Christopher Harback <karasu@mail.bcpl.lib.md.us>
Min <chern.min@cynosure.com.sg>
Mohd Adisa Mahadi <mahadim@lincoln.ac.nz>
Galen Tatsu Komatsu <gkomatsu@hawaii.edu>
GUNSMITH <thegunsmith@hotmail.com>
(www.geocities.com/Tokyo/Towers/3860/)
Lazaro (DOC) <super.juegos@mad.servicom.es>
Howlin' Mad -H- <madmanscafe@geocities.com>
(www.geocities.com/Alley/6070/)
Joe Palanca <JGPalanca@aol.com>
(www.geocities.com/TimesSquare/9673/)
Mark O'Neill * FLEA * <o_neill@ultra.demon.co.uk>
(www.wlv.ac.uk/~c9479612)
Sephiroth <gokou@pacific.net.sg>
Darklancer <gamer@technologist.com>
(home.pacific.net.sg/~lancer)
Moonrun <moonrun@pacific.net.sg>
(home.pacific.net.sg/~moonrun)
In particular, I'd like to thank Andrew Seyoon Park (EX Andy), Chika,
Chen Ding Ming Benedict, Darklancer, Gar Hong, Gunsmith, James Kuroki,
Matt Hall, Orochi Herman, Rodrigo Ishizaka Ciarlini, and Yosha for
going above and beyond the call of duty when it came to contributing
information. Please give proper credit to the author and contributors!
Also, a note to contributors; if you see your name up here and don't
know why, it's because while I always ask if I can use stuff beforehand
(unless it's to be used freely), if I get no response, I'll use it
anyway. So if you don't want your stuff to be in here, you should've
checked your e-mail! Anyway, I believe in giving proper credit to
contributors, so if you have a problem with something in the FAQ that
I got from your site, post, etc., drop me a line and tell me what's up.
BTW, whoever sends in the info. first gets credit. In the case of two
pieces of similar info (such as the win quotes), I simply choose the
one that seems the most correct, or list both of them if they both sound
plausible. No offense intended towards contributors in this situation;
it's just that I can't really judge between the two or three of you. :)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10. R E V I S I O N H I S T O R Y
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Again, due to the fact that the in-depth revision history was getting too
large, I've changed the format. If you don't like it, let me know.
Version 3.0 (December 27, 1997)
- The FAQ has been rewritten again; ASCII art names removed. Many move
names and quotes fixed, thanks to James Kuroki's very large and much-
needed contribution. Also, thanks to Stefano Frigerio for filling
out most all of the 'Hit' listings.
Version 2.7 (December 22, 1997)
- Minor updates, many small mistakes fixed.
Version 2.6 (December 14, 1997)
- Many updates and glaring errors fixed. Special thanks to
Orochi Herman.
Version 2.5 (December 7, 1997)
- Translations tweaked. Pose and quote info almost completed.
Special thanks to Orochi Herman.
Version 2.4x (November 29, 1997)
- Many special move and DM names confirmed. Special thanks to
??? <sakuya@alphatec.or.jp>.
Version 2.4 (November 27, 1997)
- Team name and move name info. Special thanks to Chern Ding Ming
Benedict and Chika.
Version 2.3 (November 12, 1997)
- Many overall corrections.
Version 2.2 (November 6, 1997)
- Endings have been added, character stats. have been added.
Special thanks goes to Chika.
Version 2.1x (October 29, 1997)
- Many more quotes and corrections made. Special thanks goes to
Nick Des Barres.
Version 2.1 (October 28, 1997)
- Win quotes, poses now in a reorganized section. Special thanks
goes to Darklancer and EX Andy.
Version 2.0 (October 10, 1997)
- Removed false 'Orochi' code. Several section rewritten.
Version 1.8 (September 27, 1997)
- Various touch-ups and additions. Added 'Orochi' code. Special
thanks goes to Darklancer.
Version 1.7 (September 25, 1997)
- Added the correct names for the alternate New Faces Team.
Version 1.6 (September 21, 1997)
- Starting to add poses, win quotes. Special thanks goes to EX Andy,
Mai, and Kee Chi.
Version 1.5 (September 14, 1997)
- Confirmed the correct 'alternate New Faces Team' code.
Version 1.4 (September 7, 1997)
- Added lots of new information, and made many corrections.
Version 1.3 (August 31, 1997)
- The FAQ has been completely rewritten. Japanese text romanized.
Version 1.2 (August 27, 1997)
- Information on the alternate 'New Faces Team' has been added.
Version 1.1 (August 24, 1997)
- Added the juggle and combo chart, added Kyo's NaRaku Otoshi.
Version 1.0 (August 22, 1997)
- Added more and fixed up command attack and relationship information.
Version 0.9 (August 16, 1997)
- Made major corrections to most of the special move names.
Version 0.8 (August 12, 1997)
- Added the shortened 'New Faces Team' code.
Version 0.7 (August 10, 1997)
- Added the code to play as the alternate forms of the New Faces Team.
Version 0.6 (August 8, 1997)
- Added codes to play as the alternate forms of Iori and Leona.
Version 0.5 (August 7, 1997)
- Added code to play as '94 Style Kyo Kusanagi.
Version 0.4 (July 31, 1997)
- Added information about the hidden characters.
Version 0.3 (July 30, 1997)
- Corrected several Extra Mode moves; added names for Shingo.
Version 0.2 (July 18, 1997)
- Added Cover Attack info. and throw names for most teams.
Version 0.1 (July 14, 1997)
- Information mostly based on my KoF '95 and KoF '96 FAQs.
VERSION 0.0 (Began construction on July 2, 1997)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
11. A U T H O R ' S N O T E
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
First off, the majority of the moves and move names were taken from my
KOF '95 and KOF '96 Saturn FAQs. I also translated the names from both
game's instruction booklets to get the exact Japanese and English names
(not counting the 'basic' controls, which are better off in English :))
I've also translated Japanese names from other sources into English.
However, Japanese is not my main language, so if you spot any mistakes,
please let me know.
Lately, a lot of people have been asking me about this or that, or
wondering why some of my mistakes are so stupid ^_^; It's because I
haven't played the game yet; it's not available where I live (in
Northern California), and as I don't have a home Neo*Geo system or a
Neo CD system, I won't be owning this game anytime soon unless someone
wants to send me the arcade cart (hehe). Don't be worried; I try my
best to insure that only accurate info. is in the FAQ. It's just that
I began the FAQ thinking that I'd be playing the game within a few
weeks of it's initial release, but that didn't exactly work out.... :)
Anyway, I hope this document is of use to everyone. Let's hope that
Ryuji (my fave), Billy and Mary make it to '98. All this series needs
now is to get Takuma back, and then it really _would_ be the King of
Fighters. :) You can e-mail me via <kmegura@yahoo.com> if you have any
comments, complaints, questions or corrections, and be sure to check
out my homepage:
www.geocities.com/Tokyo/Pagoda/4610/
That's about it...oh, what do you think of the FAQ minus the names
ASCII art? If you want it back, drop me a line.
Unpublished work Copyright 1997-1998 Kao Megura