Garou -Mark of the Wolves- -- FAQ v5.0 For the MVS arcade system and Neo Geo home systems by James Kuroki (This email address is being protected from spambots. You need JavaScript enabled to view it.) Last update: 4/2/00 Unpublished work copyright 1999-2000 James Kuroki This is a document intended for free use. It may be reproduced, so long that this disclaimer or the above copyright is not removed, or modified in any way. This must also be free, and cannot be used to make a profit. This FAQ may not be used for promotional purposes, which include (but not limited to) prizes at tournaments, or magazine articles. Do not plagarize, as that is a sign of disrespect, and just plain stupid. If you are going to post this FAQ on your web page, email me, James Kuroki (This email address is being protected from spambots. You need JavaScript enabled to view it.) first, OK? Garou and all the charcters are copyrights of SNK of Japan and America. ------------------------------------------------------------------------- Latest versions of this FAQ can be found at: ------------------------------------------------------------------------- Gamefaqs www.gamefaqs.com About.com Guide to Video Game Strategies vgstrategies.about.com Under the Neo Geo Moon welcome.to/undertheneogeomoon King Of Fighters Millennium welcome.to/kofmillennium Cheat Heaven Cheat-Heaven.com Kazuya www.emuhp.com/kazuya/ Garou - Mark of the Wolves Studio chrisgado.free.fr/home.htm ================= TABLE OF CONTENTS ================= 1) HOW TO PLAY -FAQ Notations -Life and Power -New Game Features 2) PROFILES AND STORIES -Rock Howard -Terry Bogard -Kim Dong Hwan -Kim Jae Hoon -Hotaru Futaba -Gato -Bonne Jenet -Marco Rodriguez -Hokutomaru -Freeman -The Griffon Mask -Kevin Rian -Grant -Kain R. Heinlein 3) MOVE LIST -Rock Howard -Terry Bogard -Kim Dong Hwan -Kim Jae Hoon -Hotaru Futaba -Gato -Bonne Jenet -Marco Rodriguez -Hokutomaru -Freeman -The Griffon Mask -Kevin Rian -Grant -Kain R. Heinlein 4) MOVE ANALYSIS -Rock Howard -Terry Bogard -Kim Dong Hwan -Kim Jae Hoon -Hotaru Futaba -Gato -Bonne Jenet -Marco Rodriguez -Hokutomaru -Freeman -The Griffon Mask -Kevin Rian -Grant -Kain R. Heinlein 5) TAUNTS, POSES, AND PHRASES -Rock Howard -Terry Bogard -Kim Dong Hwan -Kim Jae Hoon -Hotaru Futaba -Gato -Bonne Jenet -Marco Rodriguez -Hokutomaru -Freeman -The Griffon Mask -Kevin Rian -Grant -Kain R. Heinlein 6) COMBINATION ATTACKS AND COMBOS -Rock Howard -Terry Bogard -Kim Dong Hwan -Kim Jae Hoon -Hotaru Futaba -Gato -Bonne Jenet -Marco Rodriguez -Hokutomaru -Freeman -The Griffon Mask -Kevin Rian -Grant -Kain R. Heinlein 7) SECRETS 8) MISCELLANEOUS 9) AUTHOR'S COMMENTS 10) SPECIAL THANKS 11) REVISION HISTORY NOTE: The official name of the game is "Garou: -Mark of the Wolves-" in both Japan and the US. It is not longer Fatal Fury. ========================================================================= 1. HOW TO PLAY ========================================================================= ---Joystick Layout------------------------------------------------------- ub u uf Jump Backward Jump Up Jump Forward \ | / (up-back) (up) (up-forward) b -- n -- f Walk Back / Block Neutral Walk Forward / | \ (back) (forward) db d df Crouch Block Crouch Crouch (down-back) (down) (down forward) ---Button Layout--------------------------------------------------------- B C D Weak Kick Strong Punch Strong Kick A Weak Punch ------------------------------------------------------------------------- ---Other Commands-------------------------------------------------------- AB - low dodge attack d + AB - high dodge attack during T. O. P. mode, CD - T. O. P. Attack f, f - dash (front step for some characters) b, b - back dash tap u quickly - small jump when close, f or b + C - throw right when grabbed, f or b + C - Throw Escape A, right before down - Down Evade - forward (small) B, right before down - Down Evade - back (small) C, right before down - Down Evade - forward (big) D, right before down - Down Evade - back (big) f + AC or d + AC - Feint Move Start Button - Taunt ---Move Notations-------------------------------------------------------- qcf : Roll the joystick from d to f (d,df,f) qcb : Roll the joystick from d to b (d,db,b) hcf : Roll the joystick from b to d to f (b,db,d,df,f) hcb : Roll the joystick from f to d to b (f,df,d,db,b) charge : hold listed direction for 2 or more seconds 360 : Roll the joystick in a circle, either way 720 : Roll the joystick in a circle twice, either way (air) : move is possible in air (BR) : move is a Brake Move, and is cancellable with AB ------------------------------------------------------------------------- Life Guage and Power Meter ------------------------------------------------------------------------- Your life guage is located at the top of your screen, and displays the amount of damage you can take. Each hit you take will decrease the guage, and when it is empty, you lose the round. You play best of 3 rounds with your opponent, and the winner moves on to the next match. Unlike the Real Bout series, you no longer have two bars, one overlapping the other. Once one bar is depleted, you lose. The power meter is located at the bottom of the screen. The bar can charge up twice, once for the S. Power (Supers) and twice for the P. Power (Potentials). There are no Break Shots (B. Power) in this game. Supers and Hidden Powers have been simplified. Every character has 2 Supers and 2 Potentials. It is qcf, qcf + A for Super number 1 and qcf, qcf + B or Super number 2, and qcf, qcf + C for Potential number 1, and qcf, qcf + D for Potential number 2. This goes with all characters, except for The Griffon, where the buttons are the same but his motion is a 720. Also the Potentials now seem to be just powered-up versions of the Supers (like the MAX Supers of KOF). There are some Hidden supers with certain characters. ------------------------------------------------------------------------- Guard Crush ------------------------------------------------------------------------- If you guard too often, your body will turn red, indicating that your Guard Crush meter is almost to its critical point. Another heavy hit, and you will be wide open for a big combo. To prevent this, use the Just Defense system explained below. ------------------------------------------------------------------------- Feint Moves ------------------------------------------------------------------------- As with previous installments of the Garou Densetsu series, each character has two feint moves. Do them by pressing either d + AC or f + AC. You can not only use this to fake the opponent out, but you can use the moves to combo. For example, Dong Hwan has nothing to connect after a Close C. But if you press Close C --> feint move --> A, it actually combos. Feint moves seem useless enough, but in fact are a very important factor to mastering the game. ------------------------------------------------------------------------- T. O. P. System ------------------------------------------------------------------------- The T. O. P. System is a completely new system incorporated into the latest installation of the Fatal Fury series. It stands for Tactical Offensive Position. Before each match, you adjust the T. O. P. meter about 3 places on the life meter (beginning, middle, end). When your life meter reaches the T. O. P. guage, your character flashes, and you get several advantages: 1) Offensive Power Up 2) Life recovery (slowly) 3) Ability to use T. O. P. attack When your life meter falls out a T. O. P. range, you return to normal. T. O. P. Attacks have several uses. One, it does heavy damage, same as a good special. Plus the guard crush power of the attacks are big. ------------------------------------------------------------------------- Just Defense ------------------------------------------------------------------------- If you defend a move at the last second, your character will flash blue, and you will gain health (the amount you gain back varies with the move). It is similar to parrying in Street Fighter 3. You can also do this in the air. Just Defense have these special advantages: 1) Life Recovery 2) Guard Stamina does not decrease 3) Ability to use Guard Cancel You can Just Defend anything, including Supers and anti-airs. Plus you can Just Defend multiple times, where otherwise you would get hit. For instance, you cannot air block Rock's Rising Tackle, but you can Just Defend it several times. Remember, this is not like Samurai Spirits or Gekka no Kenshi (Last Blade) where you make an opening, or like Street Fighter 3, where you can move first. Just think of it as a block where you gain energy. Just Defense is an essential to learn, as you gain energy back, allows you to block otherwise unblockable moves in the air, and it gives you a chance to counter-attack (Guard Canel). ------------------------------------------------------------------------- Braking ------------------------------------------------------------------------- You can stop certain special moves in the middle of it. Each character has at least one Brake-able move. For instance, during Terry's Power Dunk, pressing AB (same time) at a certain time will stop the move, and you can follow up with other moves. Also, Braking will allow you to recover quicker than if you didn't Brake. For example, Jae Hoon's Hien Zan leaves him wide open if he misses, but Braking it will set you right back onto the ground. ------------------------------------------------------------------------- Taunting ------------------------------------------------------------------------- It's not really new, but there are new parts added to this. I am not sure if taunts actually have any special meaning, but it's cool anyways. Hitting start during battle will taunt. You can cancel out by moving. Simple, huh? Here's the cool part: everyone has 3 taunts AT THE END OF THE ROUND! There's the normal in-fight taunt, and 2 special finishing taunts. You do them right after it says "KO" and one is done f + Start and the other b + Start. Some of these are really kick-ass! I will add a taunt list later. ========================================================================= 2. PROFILES AND STORIES ========================================================================= ------------------------------------------------------------------------- ROCK HOWARD ------------------------------------------------------------------------- Age: 17 years old Height: 178 cm Weight: 70 kg Birthday: June 24 Blood Type: B Nationality: America Fighting Style: Kobu-justu (Kobu) + Martial Arts Hobbies: Touring, playing the base (he can perfectly copy any song he hears once) Specialty: Cooking (in the midsts of making food for fast-food loving Terry he be a pro at it) Most Important: The hat the Terry gave him, his bike (Honda) Most Unpleasant: Women (growing up with a bunch of men, he's become a little shy) Likes: Driver Gloves Dislikes: People who boast all the time Favorite Food: Jumbalaya (but he doesn't like the sausages) Favorite Music: Hard Rock Best Sport: Street Basket (3 on 3) ------------------------------------------------------------------------- TERRY BOGARD ------------------------------------------------------------------------- Age: 35 years old Height: 182 cm Weight: 81 kg Birthday: March 15 Blood Type: O Nationality: America Fighting Style: Martial Arts Hobbies: Wall Paint Specialty: Making 50 3-point shots in a row Most Important: Ukkee, his monkey (ran away from home right now) Most Unpleasant: Cigar/cigarrettes Likes: Vintage Jeans Dislikes: Slugs Favorite Food: Rock's specialty Club House Sandwiches (he overate recently and is a littly chubby) Favorite Music: Country Best Sport: Basketball ------------------------------------------------------------------------- KIM DONG HWAN ------------------------------------------------------------------------- Age: 20 years old Height: 181 cm Weight: 78 kg Birthday: June 13 Blood Type: O Nationality: South Korea Fighting Style: Tae Kwon Do Hobbies: Hitting on girls Specialty: Gluttony (his record is 60 plates of clams) Most Important: His girlfriends Most Unpleasant: His father (although he does respect him) Likes: High-cut Sneakers Dislikes: Rats Favorite Food: Korean Barbeque Favorite Music: J-Pop Best Sport: Winter Sports (especially Snow Boarding) ------------------------------------------------------------------------- KIM JAE HOON ------------------------------------------------------------------------- Age: 19 years old Height: 177 cm Weight: 72 kg Birthday: December 29 Bloodtype: A Nationality: South Korea Fighting Style: Tae Kwon Do Hobbies: Study Tae Kwon Do's history Specialty: Reciting Pi to the 27th decimal place Most Important: His family Most Unpleasant: Really sweet candy Likes: Small animals (rabbits, hamsters, pharrots, etc.) Dislikes: Evil people Favorite Food: Really hot Chi ge Favorite Music: Techno Best Sport: Mat exercises ------------------------------------------------------------------------- HOTARU FUTABA ------------------------------------------------------------------------- Age: 16 years old Height: 156 cm Weight: 42 kg Three Sizes: B 78/ W 54/ H 80 Birthday: May 11 Blood Type: A Nationality: Japan Fighting Style: Chinese Kenpo "Juu-kei" (gentle lineage) (like Tai Kyoku Ken, Hakkake Shou) Hobbies: Cute ribbon collection Specialty: She can make any animal out of snow Most Important: Itokatsu, her ferrot Most Unpleasant: Strong alchohic beverages Likes: Dangling-style Linear Coasters Dislikes: Earthquakes Favorite Food: Chocolate Ice Cream Banana Parfet Favorite Music: Pops Best Sport: High jump ------------------------------------------------------------------------- GATO ------------------------------------------------------------------------- Age: 26 years old Height: 180 cm Weight: 82 kg Birthday: May 27 Blood Type: A Nationality: Unknown Fighting Style: Chinese Kenpo "Gou-kei" (firm lineage) (like Hakkyoku Ken, Shin-i Rokuai Ken) Hobbies: Calligraphy Specialty: He can hold his breath underwater for 10 minutes Most Important: Mother's necklage momento Most Unpleasant: Paying attention Likes: Anything grand, dynamite, beautiful Dislikes: Anyone who humbles himself Favorite Food: Tomyankun Favorite Music: Homey Best Sport: Swimming ------------------------------------------------------------------------- BONNE JENET ------------------------------------------------------------------------- Age: 19 years old Height: 167 cm Weight: 49 kg Three Sizes: B 86/ W 57 / H 89 Birthday: January 23 Blood Type: AB Nationality: England Fighting Style: LK Arts Hobbies: Nail Art, invading territorial waters Specialty: Her "internal clock" is never off by more than one minute Most Important: Her "Lilien Knights" companions, and the newest weapons of the "Lilien Knights". Most Unpleasant: Mornings Likes: The silence and stillness of 1000 meters deep in the sea. Dislikes: Diesel ships (because they stink) Favorite Food: Sirlion Steak (she saves them valuably in the galley) Favorite Music: Euro Beat Best Sport: Tennis, Equestrian ------------------------------------------------------------------------- MARCO RODRIGUEZ ------------------------------------------------------------------------- Age: 40 years old Height: 183 cm Weight: 91 kg Birthday: September 4 Blood Type: A Nationality: Brazil Fighting Style: Kyokugen-ryuu Karate (Kyokugen-style Karate) Hobbies: Reading picture books (he aways cries reading Disney stories) Specialty: Sewing, tailoring. Most Important: His black belt, his Kyokugen signboard Most Unpleasant: Sake Likes: His hut for training Dislikes: Cockroaches Favorite Food: Chicken curry, rakkyou, grilled (roasted) chicken Favorite Music: Samba (it boils his blood) Best Sport: Shotput ------------------------------------------------------------------------- HOKUTOMARU ------------------------------------------------------------------------- Age: 14 years old Height: 154 cm Weight: 40 kg Birthday: October 7 Blood Type: O Nationality: Japan Fighting Style: Koppou and Shiranui-ryuu Ninjustu (Shiranui-style Ninjustu) Hobbies: Going to the hot springs in the mountains with monkeys Specialty: He can climb the tallest tree in the mountains in 16.3 seconds (now attempting to break the record) Most Important: His master and all the Shiranui-ryuu people Most Unpleasant: Shiranui "Oneechan" (big sister) Likes: Hot springs Dislikes: Hairy caterpillars Favorite Food: Shabon Nabe (?) Favorite Music: Japanese Kotone (Shiranui Oneechan plays it for him) Best Sport: Athletics ------------------------------------------------------------------------- FREEMAN ------------------------------------------------------------------------- Age: 24 years old Height: 185 cm Weight: 80 kg Birthday: November 21 Blood Type: Unknown Nationality: England Fighting Style: Ga-ryuu Kakutoujustu (self-style fighting) "Zanki" Hobbies: Popping bubble wrap Specialty: As long as his head can fit, he can slip through anything Most Important: His drill necklace (he likes it) Most Unpleasant: Flowers with a lot of pollen Likes: The edges of needles and blades Dislikes: The middle of a big crowd Favorite Food: Fish & Chips Favorite Music: Heavy Metal Best Sport: none ------------------------------------------------------------------------- THE GRIFFON MASK ------------------------------------------------------------------------- Age: 27 years old Height: 215 cm Weight: 118 kg Birthday: April 25 Blood Type: O Nationality: Mexico Fighting Style: Pro Wrestling Hobbies: none Specialty: He can hold 5 average men on his bridge Most Important: His Griffon mask Most Unpleasant: Magazine interviews Likes: The smile of children Dislikes: Illegal moves, and the wrestlers who use them nonchalantly Favorite Food: "I eat anything a lot!" (quote from Griffon) Favorite Music: "The Theme of Griffon" (His entrance song in wrestling) Best Sport: Triathelon ------------------------------------------------------------------------- KEVIN RIAN ------------------------------------------------------------------------- Age: 37 years old Height: 187 cm Weight: 89 kg Birthday: December 17 Blood Type: B Nationality: America Fighting Style: SWAT Mercenary Techniques Hobbies: Collects goods of a certain Sci-Fi movie (he says he saw all 6 movies on the premier day) Specialty: Paint Ball Most Important: His best friend Most Unpleasant: Medicine (he refuses to take them even when he's sick) Likes: Loose, leisurely clothing Dislikes: Tight, formal clothing Favorite Food: Spare Ribs Favorite Music: Jazz Best Sport: Darts ------------------------------------------------------------------------- GRANT ------------------------------------------------------------------------- Age: Unknown Height: 201 cm Weight: 105 kg Birthday: January 8 Blood Type: A Nationality: America Fighting Style: Ankoku Karate Hobbies: Making China (plates) Specialty: He can hold any emotions to himself Most Important: A picture of him, Kain, and Merry from long ago Most Unpleasant: Hot places Likes: Nationalistic Masks Dislikes: Begging for life Favorite Food: Beef Stew Favorite Music: Doesn't listen to music Best Sport: Weightlifting ------------------------------------------------------------------------- KAIN R. HEINLEIN ------------------------------------------------------------------------- Age: 26 years old Height: 183 cm Weight: 76 kg Birthday: February 16 Blood Type: B Nationality: America Fighting Style: Ankoku Shinkuu-Ken Hobbies: Reading Specialty: He can tell others' emotions by looking at their eyes Most Important: All the people that surround him (his people) Most Unpleasant: Emotions Likes: A starry night sky Dislikes: Emotions Favorite Food: Apple Pie Favorite Music: Classic Best Sport: None (he can do anything, though) ========================================================================= 3. MOVE LIST ========================================================================= ??? - Tentative name BR - Brake move Supers - wastes 1 bar on power guage Hidden - wastes 2 bars on power guage T. O. P. Attack - CD in the middle of T. O. P. mode Note: when the name is tentative I did 1 of 3 things: 1) Put the description of the move as the name 2) Put what they say (or what I think they say) as the name 3) The name of a move that look similar to the move ------------------------------------------------------------------------- ROCK HOWARD ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Kokuu Sen when close, f or b + C ----------------------------[ Special Moves ]---------------------------- Reppu Ken qcf + A Double Reppu Ken qcf + C Crack Counter Jou-dan (high) qcf + B Crack Counter Ge-dan (low) qcf + D Rising Tackle (weak) charge d, u + A Rising Tackle (strong) charge d, u + C Hard Edge (weak) qcb + A Hard Edge (strong) qcb + C Rage Run - Type "Dunk" qcb + B Rage Run - Type "Shift" qcb + D Shinkuu Nage (BR) when close, 360 + C Rasetsu after Braking Shinkuu Nage, hold AB and let go -----------------------------[ Super Moves ]----------------------------- Raging Storm qcf, qcf + A Shine Knuckle qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Raging Storm qcf, qcf + C (holdable) Shine Knuckle qcf, qcf + D Deadly Rave - Neo hcb, f + A, A, A, B, B, C, C, D, D, qcb + C ---------------------------[ T. O. P. Attack ]--------------------------- OVERHEAD KICK -----------------------------[ Feint Moves ]----------------------------- f + AC Shine Knuckle d + AC Reppu Ken ------------------------------------------------------------------------- TERRY BOGARD ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Buster Throw when close, f or b + C ----------------------------[ Special Moves ]---------------------------- Power Wave (weak) qcf + A Power Wave (strong) qcf + C Burn Knuckle (weak) qcb + A Burn Knuckle (strong) qcb + C Power Dunk (weak) (BR) f, d, df + B Power Dunk (strong) (BR) f, d, df + D Crack Shoot (weak) qcb + B Crack Shoot (strong) qcb + D Power Charge (weak) f, f + A (up to 3 times) Power Charge (strong) f, f + C (up to 3 times) -----------------------------[ Super Moves ]----------------------------- Power Geyser qcf, qcf + A Buster Wolf qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Power Geyser qcf, qcf + C Buster Wolf qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- MAX DUNK -----------------------------[ Feint Moves ]----------------------------- f + AC Burn Knuckle (weak) d + AC Burn Knuckle (strong) ------------------------------------------------------------------------- KIM DONG HWAN ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Tai-otoshi when close, f or b + C Tai-hineri in air close, anything but u + C ----------------------------[ Command Moves ]---------------------------- Super Jump d, then quickly jump (ub, u, or uf) Sankaku-tobi in air by wall, opposite direction Ushiro-geri in air, b + C ----------------------------[ Special Moves ]---------------------------- Raimei Zan (weak) qcb + B Raimei Zan (strong) qcb + D Kuu Sa Jin (weak) (BR) f, d, df + A Kuu Sa Jin (strong) (BR) f, d, df + C Hishou Kyaku (weak) in air, d + B Hishou Kyaku (strong) in air, d + D Shiden Kyaku (weak) qcf + B Shiden Kyaku (strong) qcf + D Ashi Binta hcf + C -----------------------------[ Super Moves ]----------------------------- Super Dong Hwan Kyaku in air, qcf, qcf + A Raimei Dan qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Super Dong Hwan Kyaku in air, qcf, qcf + C Raimei Dan qcf, qcf + D (hold) Ore-sama Hou-Ou Kyaku qcf, qcf, qcf + C ---------------------------[ T. O. P. Attack ]--------------------------- KAITEN DONG HWAN -----------------------------[ Feint Moves ]----------------------------- f + AC Shiden Kyaku (weak) d + AC Shiden Kyaku (strong) ------------------------------------------------------------------------- KIM JAE HOON ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Tai-otoshi when close, f or b + C ----------------------------[ Command Moves ]---------------------------- Shou-Kyaku Hou during backstep, B ----------------------------[ Special Moves ]---------------------------- Hien Zan (weak) (BR) charge d, u + B Hien Zan (strong) (BR) charge d, u + D Hangetsu Zan (weak) qcb + B Hangetsu Zan (strong) qcb + D, follow up w/ d + D Hishou Kyaku (weak) in air, d + B Hishou Kyaku (weak) Hassei Waza >from Hishou Kyaku (weak), df + B >from Hishou Kuaku (weak), qcb + B Hishou Kyaku (strong) in air, d + D Hishou Kyaku (strong) Hassei Waza >from Hishou Kyaku (strong), df + D >from Hishou Kuaku (strong), qcb + D Ryuusei Raku (weak) qcf + B Ryuusei Raku (strong) qcf + D Shakka Shuu (weak) qcf + A (hold) Shakka Shuu (strong) qcf + C (hold) -----------------------------[ Super Moves ]----------------------------- Hou-yoku Ten-Shou Kyaku qcf, qcf + A Hou-ou Kyaku qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Hou-yoku Ten-Shou Kyaku qcf, qcf + C (hold - let go) Hou-ou Kyaku qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- HIGH-ANGLE NERI-CHAGI -----------------------------[ Feint Moves ]----------------------------- f + AC Shakka Shuu d + AC Hou-ou Kyaku ------------------------------------------------------------------------- HOTARU FUTABA ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Ten Raku-tou when close, f or b + C Hanten-tou in air close, anything but u + C ----------------------------[ Command Moves ]---------------------------- Kuuchuu Furi-Muki in air, CD (same time) Kou-shuu Da in air, d + B ----------------------------[ Special Moves ]---------------------------- Hakki Shou (weak) qcf + A Hakki Shou (strong) qcf + C Ren-geki Shuu (weak) in air, qcb + B Ren-geki Shuu (strong) in air, qcb + D Ten-shin Shou (weak) f, d, df + B Ten-shin Shou (strong) f, d, df + D Sou-Shou Shin (weak) qcb + A Sou-Shou Shin (strong) qcb + C Sha-jou Tai when close, hcf + D Ko-bi Kyaku (weak) (BR) qcb + B Ko-bi Kyaku (strong) (BR) qcb + D -----------------------------[ Super Moves ]----------------------------- Sou-Shou Ten-Ren-Ge qcf, qcf + A Ten-Shou Ran-Ki qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Sou-Shou Ten-Ren-Ge qcf, qcf + C (hold) Ten-Shou Ran-Ki qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- SEN-KAI EN -----------------------------[ Feint Moves ]----------------------------- f + AC Hakki Shou d + AC Sou-Shou Shin ------------------------------------------------------------------------- GATO ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Dai-en Shin when close, f or b + C Dan-Zetsu Tai when close, f or b + D ----------------------------[ Command Moves ]---------------------------- Mu-ran-Geri f + B Kuuchuu Furi-Muki in air, CD (same time) Sai-Gaku f + A ----------------------------[ Special Moves ]---------------------------- Shin-Ga (weak) qcf + A Shin-Ga (weak) Tsuika Kougeki >from Shin-Ga (weak), f, f + A Shin-Ga (strong) qcf + C Shin-Ga (strong) Tsuika Kougeki >from Shin-Ga (strong), f, f + C Rai-Ga (weak) (BR) f, d, df + B Rai-Ga (strong) (BR) f, d, df + D Fuu-Ga (weak) qcb + B Fuu-Ga (strong) qcb + D Kou-Ga >during Fuu-Ga, A Sen-Ga >during Fuu-Ga, B Kyuu-Ga >during Fuu-Ga, C Katsu-Ga >during Fuu-Ga, D Hou-zan Sai Heki-Ga charge d, u + C -----------------------------[ Super Moves ]----------------------------- Zero Kiba qcf, qcf + A Tatsu Kiba qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Zero Kiba qcf, qcf + C Tatsu Kiba qcf, qcf + D Ten-Ryuu Retsu-Kiba f, d, df + AB (up to 3 times) ---------------------------[ T. O. P. Attack ]--------------------------- MOU-KO KOU HAZAN -----------------------------[ Feint Moves ]----------------------------- f + AC Shin-Ga d + AC Rai-Ga ------------------------------------------------------------------------- BONNE JENET ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Bye-Bye Boo when close, f or b + C Falling Crush in air close, anything but u + C ----------------------------[ Command Moves ]---------------------------- Super Jump d, then quickly jump (ub, u, or uf) ----------------------------[ Special Moves ]---------------------------- Crazy Ivan (weak) qcb + A Crazy Ivan (strong) qcb + C Gulf Tomahawk (weak) qcb + B Gulf Tomahawk (strong) qcb + D The Hind (weak) (BR) qcf + B The Hind (strong) (BR) qcf + D Buffrass (weak) qcf + A Buffrass (strong) qcf + C Harrier Bee (weak) in air, d + B, then B, B, B, B Harrier Bee (strong) in air, d + D, then D, D, D, D -----------------------------[ Super Moves ]----------------------------- Many Many Torpedo qcf, qcf + A Aurora qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Many Many Torpedo qcf, qcf + C Aurora qcf, qcf + D An Oi Mademoiselle during Just Defense, A then B, then C (quickly) ---------------------------[ T. O. P. Attack ]--------------------------- ROLLING THUNDER -----------------------------[ Feint Moves ]----------------------------- f + AC Many Many Torpedo d + AC Aurora ------------------------------------------------------------------------- MARCO RODRIGUEZ ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Kyokugen Zu-Tsuki when close, f or b + C ----------------------------[ Command Moves ]---------------------------- Kyokugen Hiji f + A ----------------------------[ Special Moves ]---------------------------- Ko-ou Ken (weak) qcf + A Ko-ou Ken (strong) qcf + C Hien Shippu Kyaku (weak) qcf + B Hien Shippu Kyaku (strong) qcf + D Ryuu-Sen Ken hold C and let go (4-level power up) Ko-Sen Kyaku hold D and let go (4-level power up) Jou-dan Harai qcb + A Ge-dan Harai qcb + B Ko Hou (weak) (BR) f, d, df + A Ko Hou (strong) (BR) f, d, df + C -----------------------------[ Super Moves ]----------------------------- Haou Shoukou Ken qcf, qcf + A Kyokugen Ko Hou qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Haou Shoukou Ken qcf, qcf + A Kyokugen Ko Hou qcf, qcf + B Ryuuko Ranbu qcf, qcf, qcf + C (C repeatedly) Level 1: 0 -- 2 times Level 2: 3 -- 6 times Level 3: 7 -- 9 times Level 4: 10 or more times ---------------------------[ T. O. P. Attack ]--------------------------- ZAN-RETSU KEN -----------------------------[ Feint Moves ]----------------------------- f + AC Haou Shoukou Ken d + AC Kyokugen Ko Hou ------------------------------------------------------------------------- HOKUTOMARU ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Hikkaki when close, f or b + C Non-men Tsukuri in air close, anything but u + C ----------------------------[ Command Moves ]---------------------------- Sliding df + B Kuuten Keri df + D Ni-dan Jump in air, jump again ----------------------------[ Special Moves ]---------------------------- Karakusa-Giri (weak) qcb + A (hold just for dash) Karakusa-Giri (strong) qcb + C (hold just for dash) Rakka-Zan - Kyou qcb + B (air) Rakka-Zan - Jitsu qcb + D (air) Kuu Ha Dan (weak) (BR) qcf + B Kuu Ha Dan (strong) (BR) qcf + D Shuriken (weak) qcf + A Shuriken (strong) qcf + C Kuuchuu Shuriken (weak) in air, qcf + A Kuuchuu Shuriken (strong) in air, qcf + C -----------------------------[ Super Moves ]----------------------------- Chou Hissatsu Shuriken qcf, qcf + A (AB to finish) Ougi - Chou Hissatsu Tatsumaki qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Chou Baku-en Kunai qcf, qcf + C (AB to finish) Kyuukyoku Ougi - Chou Bakuen Tatsumaki qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- NIN-POU BAKUEN JUMP -----------------------------[ Feint Moves ]----------------------------- f + AC Karakusa-Giri d + AC Shuriken ------------------------------------------------------------------------- FREEMAN ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Gore Fest when close, f or b + C ----------------------------[ Special Moves ]---------------------------- Nightmare (weak) qcf + A Nightmare (strong) qcf + C Crow (weak) qcb + B Crow (strong) qcb + D Phobia (weak) f, d, df + A Phobia (strong) f, d, df + C V. O. D. (weak) qcb + A (up to 3 times) V. O. D. (strong) qcb + C (up to 3 times) Morbid Angel (weak) (BR) hcf + B Morbid Angel (strong) (BR) hcf + D -----------------------------[ Super Moves ]----------------------------- Full Blast qcf, qcf + A (hold) Creeping Death qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Full Blast qcf, qcf + C (hold) Creeping Death qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- OVERKILL -----------------------------[ Feint Moves ]----------------------------- f + AC Full Blast d + AC Phobia ------------------------------------------------------------------------- THE GRIFFON MASK ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Griffon Tower when close, f or b + C Grif-Fall >after Griffon Tower, df, df + C Gri-Hug when close, f or b + D ----------------------------[ Special Moves ]---------------------------- Justice Hurricane (weak) when close, 360 + A Justice Hurricane (strong) when close, 360 + C Olympus Over (weak) qcb + B Olympus Over (strong) (BR) qcb + D Poseidon Wave (weak) b, d, db + A Poseidon Wave (strong) (BR) d, d, db + C Active Tupon (weak) f, d, df + A Active Tupon (strong) f, d, df + C Hercules Throw when close hcf + B Icarus Crash in air, qcf + A -----------------------------[ Super Moves ]----------------------------- Big Fall Griffon when close, 720 + A Daedalus Attack qcf,qcf + B --------------------------[ Potential Powers ]-------------------------- Big Fall Griffon when close, 720 + C Daedalus Attack qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- GRI-DRO SUPER KICK -----------------------------[ Feint Moves ]----------------------------- f + AC Hercules Throw d + AC Daedalus Attack ------------------------------------------------------------------------- KEVIN RIAN ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Poli-Throw when close, f or b + C ----------------------------[ Command Moves ]---------------------------- Poli-Kick f + B ----------------------------[ Special Moves ]---------------------------- Hell Rotor (weak) qcb + A (hold for 3-level power up, D to cancel) Hell Rotor (strong) qcb + C (hold for 3-level power up, D to cancel) Hell Arrest (weak) when close, hcf + A Hell Arrest (strong) when close, hcf + C Hell Trap (weak) (BR) qcf + B Hell Trap (strong) (BR) qcf + D Hell Snipe (weak) f, d, df + A Hell Snipe (strong) f, d, df + C Abide Mine qcb + D Creeper qcb + B >cancel >during Creeper, C >low attack >during Creeper, A >mid attack (overhead) >during Creeper, B -----------------------------[ Super Moves ]----------------------------- Lucky Strike qcf, qcf + A Gattling Freezer qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Lucky Strike qcf, qcf + C (hold) Gatling Freezer qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- BLAST CHARGE -----------------------------[ Feint Moves ]----------------------------- f + AC Hell Rotor d + AC Hell Arrest (?) ------------------------------------------------------------------------- GRANT ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Ankoku Otoshi when close, f or b + C ----------------------------[ Command Moves ]---------------------------- Ma-Heki df + C ----------------------------[ Special Moves ]---------------------------- Kokuen-Ryuu (weak) qcb + A Kokuen-Ryuu (strong) qcb + C Kyou Chou-Jin (weak) (BR) f, d, df + A Kyou Chou-Jin (strong) (BR) f, d, df + C Messhou Hisetsu (weak) in air, d + B >during Rising Palm, d + B Messhou Hisetsu (strong) in air, d + D >during Rising Palm, d + D Gou Dangai (weak) qcf + B Gou Dangai (strong) qcf + D Gou Retsu-Shou (weak) f, b, f + A Gou Retsu-Shou (strong) f, b, f + C -----------------------------[ Super Moves ]----------------------------- Majin Haten Dan qcf, qcf + A Majin Engetsu Rin qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Majin Haten Dan qcf, qcf + C Majin Engetsu Rin qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- MAJIN GAN -----------------------------[ Feint Moves ]----------------------------- f + AC Kokuen-Ryuu d + AC Majin Haten Dan ------------------------------------------------------------------------- KAIN R. HEINLEIN ------------------------------------------------------------------------- --------------------------[ Throws and Holds ]--------------------------- Schwarze Mond when close, f or b + C ----------------------------[ Special Moves ]---------------------------- Schwarze Flamme (weak) charge b, f + A Schwarze Flamme (strong) charge b, f + C Schwarzer Panzer (weak) charge b, f + B Schwarzer Panzer (strong) (BR) charge b, f + D Schwarze Lanze (weak) (BR) charge d, u + B Schwarze Lanze (strong) (BR) charge d, u + D -----------------------------[ Super Moves ]----------------------------- Himmlischer Atem qcf, qcf + A Himmlische Seele qcf, qcf + B --------------------------[ Potential Powers ]-------------------------- Himmlischer Atem qcf, qcf + C Himmlische Seele qcf, qcf + D ---------------------------[ T. O. P. Attack ]--------------------------- SCHWARZER STOß -----------------------------[ Feint Moves ]----------------------------- f + AC Schwarzer Panzer d + AC Himmlisher Atem ========================================================================= 4. MOVE ANALYSIS ========================================================================= ------------------------------------------------------------------------- ROCK HOWARD ------------------------------------------------------------------------- Move Name: Kokuu Sen Command: when close, f or b + C Description: a typical throw Move Name: Reppuu Ken Command: qcf + A Description: Like Geese's, a projectile that hugs the ground. Quick recovery time, too. You'll be using this a lot. Move Name: Double Reppu Ken Command: qcf + C Description: Also like Geese, shoots one out, then powers it up with another, making a big Reppu Ken. Use to throw off timing. Also, works good in close combos. Move Name: Crack Counter Jou-dan Command: qcf + B Description: Rock goes into a guarding position, and if hit with a high or mid attack, he will counter with a quick Crack Shoot that goes nowhere. Not as good as Geese's because unlike Geese's, the counter will not always connect when initiated. Normally, the hit will slam the opponent down, but counters do not, so aim for follow-ups after. Move Name: Crack Counter Ge-dan Command: qcf + D Description: Exact same as the Jou-dan except it is a low counter. Rock does crouch pretty low, and can dodge attack otherwise would hit him. Move Name: Rising Tackle Command: charge d, u + A or C Description: Terry's key anti-air. Works the same way as always. Good move, but not to be overused. If you're going to use it, use the strong. If you miss, strong or weak, you're screwed, so go for broke. Move Name: Hard Edge Command: qcb + A or C Description: A mix between Burn Knuckle and Ja-ei Ken. Weak is quick and should be used often (elbow). Strong, Rock does an elbow followed by a palm. Powerful. Can be used in combos, but needs to be started at point blank range. Move Name: Rage Run - Type "Dunk" Command: qcb + B Description: Rock runs up at a high speed, and if he reaches the opponent, he will hop and perform a Power Dunk-like move. It is an overhead. A good surprise attack. Move Name: Rage Run - Type "Shift" Command: qcb + D Description: Rock runs up at a high speed, and if he reaches the opponent, he will teleport right behind him. You can do the Shinkuu Nage and it will connect most of the time (it's not a combo, but it works well). Move Name: Shinkuu Nage Command: when close, 360 + C Description: Command throw. Rock grab the opponent and spins his arm in a circle launching the opponent into the air. Slow to come out, and range is limited. Plus if you mess up, it becomes a Double Reppu Ken or a Strong Hard Edge, leaving you open. It also has a miss animation. Do not use this too often. Best when used after the Rage Run - Type "Shift". A Brake move, good to set up for a big move. Move Name: Rasetsu Command: after braking Shinkuu Nage, hold AB and let go Description: A Brake-only move. It is an energy shot. Hard to do, plus timing is very tight. It is best not to use this, but to brake the Shinkuu Nage and follow up with a different move. Doesn't do very good amount of damage, so brake into another move. Move Name: Raging Storm (S) Command: qcf, qcf + A (with S power) Description: Rock hits the ground, launching a gust of energy upwards. Although similar to Geese's, but not as wide. A little slow to come out, and not a good anti-air. He has ni invincibility time right when he does it, and it is easily crushed. Move Name: Shine Knuckle (S) Command: qcf, qcf + B (with S power) Description: Does a Burn Knuckle-like fist, with flashy effects. This move has no invicibility time, but is quick, and can be used in a combo as well as a counter. If you are aiming for a hit in the air, the timing is right when the opponent is in front of you, or else you will fly right underneath your opponent. Also useful to attack opponent when he messes up (due to the Shine Knuckle's speed) but most times both of you will get hit, and there is very little damage. Move Name: Raging Storm (P) Command: qcf, qcf + C (hold) (with P power) Description: Like the S. version, but this one has more range. It is also slower to come out compared to the S. version. You can hold it to throw off Just Defense timings. In general use the S. one. Move Name: Shine Knuckle (P) Command: qcf, qcf + D (with P power) Description: Hard Edge elbow --> d + AB (elbow) --> Rising Tackle. This is best if used in combos. The first elbow needs to hit for the rest to come out. As an air hit, the second elbow and R. Tackle misses (R. Tackle hits in corner). Better off with the S. version as an air counter or combo. Move Name: Deadly Rave - Neo Command: hcb, f + A, ,A, A, B, B, C, C, D, D, qcb + C Description: Geese's rememberable command ranbu. The key to timing is to keep hitting the same button until you see the hit register, then go to next button. Most times the finish will never be seen (you'll see later). The frame rate is zero at the beginning, which makes it good. Move Name: Overhead Kick Command: During T. O. P. mode, CD Description: Slow to come out, and if has a slow recovery. But it works well as a cross-up. A mind-game move. ------------------------------------------------------------------------- TERRY BOGARD ------------------------------------------------------------------------- Move Name: Buster Throw Command: when close, f or b + C Description: A typical shoulder throw. Move Name: Power Wave Command: qcf + A or C Description: The use of this projectile is same as always. Don't overuse it, due to Just Defense. You can use this to hit opponents on the ground if the first hits as a counter. Weak travels slower, and has quick recovery time, while strong is just the opposite. Move Name: Burn Knuckle Command: qcb + A or C Description: Terry's trademark banzai --> flying fist. The weak can be used in combos (no banzai) and strong for long-range attacking, as it is fast. Use the weak one as your main. Either way, if blocked, prepare for a counter-attack. Try it just get the tip to hit. Move Name: Power Dunk Command: f, d, df + B or D Description: Shoulder charge up, jumping fist down. Difference between weak and strong is the height of his jump, the recovery time (is they block the duck part of the weak one he has almost no opening), and the power (strong is more powerful). The range on the beginning is tiny, though. Time it right and this move makes a decent anti-air. Use this as a Brake move and you can get in some damage, plus you have little openings. For strong or weak, the Brake recovery is tha same, so use strong, which has longer invincibility time. Move Name: Crack Shoot Command: qcb + B or D Description: Spinning heel kick. Difference between the buttons is mainly height, and some distance. It's an overhead. Use the weak one more, and try to get the tip to hit, that way it'll be harder to be countered. Move Name: Power Charge Command: f, f + A or C (up to 3 times) Description: Elbow --> Swipe --> Charge. Distance is the main difference. Combo-able. Guard crushes damage like hell. Weak is quick to come out, while strong has quick recovery time. Move Name: Power Geyser (S) Command: qcf, qcf + A (with S power) Description: Terry hits the ground, the launches a "geyser" of energy. Good anti-air. Move Name: Buster Wolf (S) Command: qcf, qcf + B (with S power) Description: Knuckle --> Energy wave. Quick, and can be used as a counter. VERY combo-able too. If the first hit is well-placed, the entire move will hit in the air. Move Name: Power Geyser (P) Command: qcf, qcf + C (with P power) Description: The Triple Geyser. Decent anti-air, but second tends to miss. For anti-air and air juggles, use the S. Power Geyser. It does come out quicker than the S. version, though. Move Name: Buster Wolf (P) Command: qcf, qcf + D (with P power) Description: Exactly the same as S. version, but deals more damage and hits a little earlier. Use just like the S. version. Move Name: MAX Dunk Command: During T. O. P. mode, CD Description: Charge forward --> Power Dunk. Deals good damage, and can be combo-ed. But it is slow to come out, and if blocked, you're screwed. ------------------------------------------------------------------------- KIM DONG HWAN ------------------------------------------------------------------------- Move Name: Tai-Otoshi Command: when close, f or b + C Description: Another shoulder throw. Move Name: Tai-Hineri Command: in air close, anything but u + C Description: Grabs opponent is the air with his legs, Dong Hwan twists, falling along with lightning. Move Name: Super Jump Command: d, then quickly jump (ub, u, or uf) Description: He jumps higher than usual. You can tell be a shadow following him. Move Name: Sankaku-tobi Command: in air by wall, opposite direction Description: Triangle jump. Need I say more? Move Name: Ushiro-geri Command: in air, b + C Description: Move made for cross-ups, but it's ability is limited. Move Name: Raimei Zan Command: qcb + B or D Description: Dong Hwan hops forward with a lightning Neri-chagi. Overhead attack. Weak is a little quicker than strong, but does not go as far. Move Name: Kuu Sa Jin Command: f, d, df + A or C Description: Dong Hwans spin up diagnolly, kicking each time. Completely different from Kim's version. This move has absolutely no range, and is a decent anti-air only if you wait until the last second.. Difference between weak and strong is whether or not Dong Hwan finishes it. If you use this move, use the strong one. It also is a Brake move, but you do not have much time, and you still would be hit if blocked, but I guess it's better than flying in the air waiting to be hit. Move Name: Hishou Kyaku Command: in air, d + B or D Description: Pierces downwards with his leg (like Robert's Hien Ryuujin Kyaku), and when it hits (hit or block) he will keep stabbing with his other foot (left, right, left...). Works good if you can read what the opponent is doing next. Quick, too. Move Name: Shiden Kyaku Command: qcf + B or D Description: In weak, Dong steps with his front foot, lighting appearing when his foot hits the ground. It stuns the opponent briefly, so aim for combos. It has no range, but constantly doing it can build up the power meter fast. In strong, he steps with his back foot, and lightning comes out. Slower than the weak one, but has more range and knocks opponent up. Both are low hitting, and are slow to come out, so don't overuse them. Move Name: Ashi Binta Command: hcf + C Description: In simple terms, Gen-ei Kyaku. No range, and not good in combos. Only good use is Guard Cancelling. Move Name: Super Dong Hwan Kyaku (S) Command: in air, qcf, qcf + A (hold) (with S power) Description: Dong hits opponent with a dive kick, and hit or block, he will do a bunch of spin kicks upward. Great when you are in the air and you see that the opponent messes up. You can follow-up after this move connects. Move Name: Raimei Dan (S) Command: qcf, qcf + B (with S power) Description: Dong does a quick Riamei Zan. A move with good invincibility, but otherwise useless, due to the fact that it's not an overhead. Move Name: Super Dong Hwan Kyaku (P) Command: in air, qcf, qcf + C (hold) (with P power) Description: Same as the S, version, but with lightning with each kick. Can't follow-up because he knocks them down at the end. Move Name: Raimei Dan (hold) (P) Command: qcf, qcf + D (with P power) Description: Two Raimei Dans. The first hit is shorter than the S. version, but is an overhead. You can hold it, charging the move up. Second level does 3, and Third (MAX) does 4 Raimei Zans. If you charge it up all the way and the opponent blocks all of them, it is an automatic guard crush! Use the super if the opponent is weak and starts turtling. Move Name: Ore-sama Hou-ou Kyaku Command: qcf, qcf, qcf + C (with P power) Description: Dong runs up quickly and performs his own version of the Houou Kyaku. Major damage. Good to use if the opponent screws up because it is fast. Move Name: Kaiten Dong Hwan Command: During T. O. P. mode, CD Description: Dong kicks --> spins, hitting five times. Comes out with decent time, and recovers somewhat average. Deals major damage to opponent, but has crappy guard crush ability. ------------------------------------------------------------------------- KIM JAE HOON ------------------------------------------------------------------------- Move Name: Tai-otoshi Command: when close, f or b + C Description: Ashoulder throw, same as Dong's. Move Name: Shou-Kyaku Hou Command: during backstep, B Description: After performing the command, Jae Hoon will hop forward and kick up. Great surprise attack, plus it knocks the opponent up. Cancel into a special after. Move Name: Hien Zan Command: charge d, u + B or D Description: Kim's original trademark anti-air somersault kick, with an added fire effect. If you use the strong one, you can follow up with d + D, and Jae Hoon does a Neri-chagi in the air. The range on this move is very short, and combos into this move are rare. It is Brake-able, and you can start great combos with it. Also Braking this move will help, because if the opponent blocks it, you still are on the ground and can move about the same time the opponent does. Move Name: Hangetsu Zan Command: qcb + B or D Description: Spin kick with fire. Difference between weak and strong is the distance and how fast it comes out. The weak version can combo from a standing C or D. Strong works as a decent anti-air, so long as you aim more ahead of you than above you. Move Name: Hishou Kyaku Command: in air, d + B or D Description: Exactly like Kim's Hishou Kyaku. After it hits, df + B or D will go into a low sliding attack, and qcb + B or D will do a downwards flame kick. Use the df + B or D if the original move hits, as the qcb + B or D does not combo. If blocked, mix it up, since one is high and the other low. The only problem is that the high attack is slow and can be read easily, plus half the time it will right over ducking opponents. Do the low slide only if the Hishou Kyaku hits. Move Name: Ryuusei Raku Command: qcf + B or D Description: Sweep --> jumping Neri-chagi. Low hit --> overhead. Similar to Kim's KOF Ryuusei Raku, but not as much range due to the fact that Jae Hoon does not slide. If the first hit is blocked, the overhead misses half the time. Can combo from a standing C or D. Use the strong in combos, because he jumps forward farther. Move Name: Shakka Shuu Command: qcf + A or C (hold) Description: Jae Hoon raises his leg, then slides forward a bit, throwing four rapid kicks. Can combo, again, from a strong attack. If you hold the button down, Jae Hoon will stay with his knee raised. The knee has a guard point, but there is an opening from the start to that point, so it is not that good against opponents jumping in. Can also guard special moves. Move Name: Hou-yoku Ten-Shou Kyaku (S) Command: qcf, qcf + A (with S power) Description: Hangetsu Zan --> two or three Hien Zan (in the air). This move has no range, and should be used at point blank range. It is quick, plus it is an overhead and can be used as an anti-air. Move Name: Hou-ou Kyaku (S) Command: qcf, qcf + B (with S power) Description: Jae Hoon runs forward, and if it hits, will start beating down his opponent. If the opponent misses, or you see an opening, use this move, as it is very quick. Move Name: Hou-yoku Ten-Shou Kyaku (P) Command: qcf, qcf + C (hold -- let go) (with P power) Description: Use exactly like the S. version. If it hits, keep holding the C button down, and let go after he lands. If you time it right, Jae Hoon will add an extra kick. Move Name: Hou-ou Kyaku (P) Command: qcf, qcf + D (hold) (with P power) Description: Even more flashier version of the Hou-ou Kyaku. Use same as the S. version. Move Name: High-Angle Neri-chagi Command: During T. O. P. mode, CD Description: Jae Hoon turns around, brings up is legs, turns toward the opponent, and does a Neri-chagi (axe kick). Very slow to come out, but absolutely no lag afterward and guard crushes in just three! ------------------------------------------------------------------------- HOTARU FUTABA ------------------------------------------------------------------------- Move Name: Ten Raku-tou Command: when close, f or b + C Description: Shoulder throw --> flips over. You have to watch it for this throw. You throw left, and Hotaru will flip over and end up on the left side. The throw is not good for getting opponent into the corner, but is good for getting yourself out. Move Name: Hanten-tou Command: in air close, anything but u + C Description: Hotaru throws opponent toward the ground. Pretty good throw. Move Name: Kuuchuu Furi-muki Command: in air, CD Description: She will turn around in mid-air. Great for crossing-up. Move Name: Kou-shuu Da Command: in air, d + B Description: Heel stomp, like Chun-Li's of Street Fighter fame. Cannot pull it off again, so no Jhun infinite. Can do other moves afterwards... Move Name: Hakki Shou Command: qcf + A or C Description: Projectile. Weak and strong adjust the speed. Quick recovery time for a projectile. Move Name: Ren-geki Shuu Command: in air, qcb + B or D Description: Hotaru flies down-forward, and if she hits (or blocks) she does a double kick (think Ibuki's Hien). If it is blocked, expect a counter-attack... Weak goes down more, but comes out quick. Strong goes more forward, and has speed. Move Name: Ten-Shin Shou Command: f, d, df + B or D Description: Hotaru spins up-forward, hitting multiple times. Anti-air attack. Weak does not fly far, and hits 3 or so times. Strong hits a lot, and flies very high. It comes out quick, but like all anti-air, you're wide open if you miss. Not too useful as an anti-air, because it is crushed often. Move Name: Sou-Shou Shin Command: qcb + A or C Description: Hotaru hops forward, spinning her arms, and when she lands, she finishes with a palm. Great combo move. Weak hops a little forward, and strong hops farther (and hits more). Weak also comes out quicker than the strong version. Surprisingly, the strong can be combo-ed from a standing C. Although it is hard to tell, she actually it able to move an instant before the opponent when blocked. Move Name: Sha-jou Tai Command: when close, hcf + D Description: Command throw. She runs up the opponent, stepping on their face. Range is tiny, but the move has its uses. Move Name: Ko-bi Kyaku Command: qcb + B or D Description: Hotaru turns around and kicks up (a la Tekken's Xiao Yu) and an energy field appears. This move can reflect projectiles. Its range is short, and is hard to combo. It is a Brake move, but unless in the corner, there is nothing to follow up with. Use the weak one, as it has better priority. Always brake this move. Move Name: Sou-Shou Ten-Ren-Ge (S) Command: qcf, qcf + A (with S power) Description: Sou-Shou Shin x2 --> Ten-Shin Shou --> mid air AB (heel kick). Good in combos and counter-attack move when there is an opening. Move Name: Ten-Shou Ran-Ki (S) Command: qcf, qcf + B (with S power) Description: Sen-Kai En (with a lot of "ki") --> she flies on top of opponent and releases all her "ki" (energy) at once (thus the appearance of her having an orgasm). Works good as anti-air, just don't do it too early. Major invincibility at the start too. Move Name: Sou-Shou Ten-Ren-Ge (P) Command: qcf, qcf + C (hold) (with P power) Description: Sou-Shou Shin x2 --> Ten-Shin Shou --> Rengeki Shuu (just the knee). Use the same as the S. version. But you should use this one as guard damage move. Plus, the last knee can hit people on the ground, unlike the S. version. Use that as a surprise attack. Move Name: Ten-Shou Ran-Ki (P) Command: qcf, qcf + D (with P power) Description: She just releases an even greater amount of "ki" with this version. Use exactly like S. version. Some major damage. Move Name: Sen-Kai En Command: During T. O. P. mode, CD Description: Hotaru does a flip kcik. This looks like a better anti-air than the Ten-Shin Shou, but it actually is worse. ------------------------------------------------------------------------- GATO ------------------------------------------------------------------------- Move Name: Dai-en Shin Command: when close, f or b + C Description: Picks them up and slams them. Move Name: Dan-Zetsu Tai Command: when close, f or b + D Description: Gato lift the opponent up with his foot and stomps on them. I don't why he has two throws, but maybe you can't get out of this one. Move Name: Mu-ran-Geri Command: f + B Description: Gato does a hop kick, a la Bruce Lee jump kick. It misses crouching opponents, but has no opening if blocked. Move Name: Kuuchuu Furi-muki Command: in air, CD (same time) Description: Like Hotaru, he turns around in mid-air. For cross-up. Move Name: Sai-Gaku Command: f + A Description: Gato swipes downward. Overhead. Move Name: Shin-Ga Command: qcf + A or C (follow with f, f + A or C) Description: Gato stomps (steps on opponent's feet?) and does a palm. Follows up with a hop punch (like Tung's or Kensou's). Works best in combos. Strong has more range, but has more recovery time, too. Move Name: Rai-Ga Command: f, d, df + B or D Description: Anti-air kick, like Tung's Ressen Kyaku. Aim more forward than up, otherwise you'll go straight under. Strong does a finishing downward kick. Either way, if you miss, you still jump the same height, so just use the strong one. Useful as a Brake move, because you are wide open if you miss, plus he has good combos. Move Name: Fuu-Ga Command: qcb + B or D Description: Gato stomps, then jumps up. Strong jumps higher than weak. Also, Strong knocks the opponent into the air if the stomps connects, while weak does not. In the air, Gato can perform several different moves, as listed below. Move Name: Kou-ga Command: during Fuu-Ga, A Description: A Rai-ou Ken-like move. Gato pushes his hands out and at about a 45 degree angle on the ground a blast of energy appears. Only that will hit. If the opponent is in the air right next to you, it will not hit. If you do this immediately after the Fuu-Ga, Gato will not jump in the air (like it canceled). Move Name: Sen-Ga Command: during Fuu-Ga, B Description: Gato does a kick up, working as an anti-air. Use when the opponent tries to jump over you, or to avoid getting when landing (ex: floating over a projectile), since he hops up a bit when kicking. Use mostly as a combo (when Fuu-Ga hits). Weak you must do immediately, while strong is easy enough. Move Name: Kyuu-Ga Command: during Fuu-Ga, C Description: Gato pierces down-forward with a kick. Opponent must block high. Try to hit deep, or else you still be countered. Move Name: Katsu-Ga Command: during Fuu-Ga, D Description: Gato lands and instantly does a low hit. Switch off Between this, Kyuu-Ga, and just landing and throwing. You're dead if blocked, though. Move Name: Hou-zan Sai Heki-Ga Command: charge d, u + C Description: He puts his hands out to take the opponent's move, and if it hits, he shifts his weight up and his fists at his sides. An atemi (counter) move. Great against cross-ups, since he hits on both sides. But otherwise not too useful. Move Name: Zero Kiba (S) Command: qcf, qcf + A (with S power) Description: Shin-Ga --> jumps on opponent and twists their neck with his legs. Somewhat powerful, best if used in combos. Move Name: Tatsu Kiba (S) Command: qcf, qcf + B (with S power) Description: Gato kicks straight up, and continues to do so Until he reaches the top of the screen. Great anti-air and reversal, due to the invincibility time he has. Move Name: Zero Kiba (P) Command: qcf, qcf + C (with P power) Description: Shin-Ga --> jumps on opponent and twists their neck with his legs --> slams them down with his legs and punches them at the same time. Looks great, does good damage, but the P. version has almost no use. Just use it as a Guard Cancel, or air juggles. Move Name: Tatsu Kiba (P) Command: qcf, qcf + D (with P power) Description: Same as he S. version, only the "ki" is yellow (S. is blue) and he spins. Otherwise same uses as the S. version, like anti-air and reversals. Move Name: Ten-Ryuu Retsu-Kiba Command: f, d, df + AB (up to 3 times) (with P power) Description: Shoulder --> double palm --> pose into an energy fist. Major damage. Use in combos for best outcome. Move Name: Mou-Ko Kou Hazan Command: During T. O. P. mode, CD Description: A hard palm as Gato steps forward. Slow, don't even bother using this move. ------------------------------------------------------------------------- BONNE JENET ------------------------------------------------------------------------- Move Name: Bye-Bye Boo Command: when close, f or b + C Description: Slap --> kicks opponent back. A good taunt as well as a throw. Move Name: Falling Crush Command: in air close, anything but u + C Description: Air throw. Looks like Rugal's Dead End Screamer, as she spins on them with her high heels, then jumps back blowing a kiss. Remember you switch sides after the throw. Move Name: Super Jump Command: d, then quickly jump (ub, u, or uf) Description: A higher jump. You can tell by a shadow following her. Move Name: Crazy Ivan Command: qcb + A or C Description: Simply Ryuu-En Bu. Jenet spins around, hitting the opponent with her dress's blades. Weak is quick to come out, while strong moves forward and is powerful. Use the weak one in combos. Move Name: Gulf Tomahawk Command: qcb + B or D Description: Spin Fall-type move. Jenet jumps up, and comes down with her heel and dress. An overhead. The difference between weak and strong is the height of the jump, and some distance. She does not go very far forward on on this move. If you read the opponents moves, you can use as an anticipated anti-air. If blocked, she still has a advantage, but expect a counter-attack if you miss. Move Name: The Hind Command: qcf + B or D Description: Jenet hops forward with her knee, then spins upward, Hitting with her dress. An OK charging move, but The best part is the fact that it is Brake-able. You can move about the same time as the opponent, plus if it hits, you can follow it up with some good moves. Weak hops shorter while strong hits more. Weak can be used in combos, while strong has shorter recovery time in Braking. Move Name: Buffrass Command: qcf + A or C Description: A mini version of KOF 99's Krizalid's Tornado(?). Weak goes nowhere (stays in place), and strong Goes across the screen. Gets in 3 hits. Move Name: Harrier Bee Command: in air, d + B, B, B, B, B or D, D, D, D, D Description: A move very similar to Alfred's Mayday! Mayday! Jenet flies down, and you can hits up to 4 times. On the fourth hit, she kicks up while popping back up, so you can use this to avoid stuff on the ground. Weak has a sharper angle. Move Name: Many Many Torpedo (S) Command: qcf, qcf + A (with S power) Description: Jenet jumps forward, spinning and kicking, giving the illusion of many (many) torpedoes. Good use in ground combos. Does nice block damage, too. Plus invicibility time is long (until she starts attacking) and the frame rate is zero (is the try to block after the flash, they still get hit). Move Name: Aurora (S) Command: qcf, qcf + B (with S power) Description: Jenet turns around and spins up (like the end of The Hind) 3 times then finishes it off with a blown kiss. Great anti-air super. Move Name: Many Many Torpedo (P) Command: qcf, qcf + C (with P power) Description: A longer, more powerful version of the S. power. Use the same as the S. version. Move Name: Aurora (P) Command: qcf, qcf + A (with P power) Description: Five spins --> blown kiss. In general, works the same as the S. version. Just be careful of the timing and positioning, because the wrong timing or position can cause the last spin (and the kiss). Move Name: An Oi Mademoiselle Command: during Just Defense, A then B, then C (quickly) Description: Just Defense-only Hidden. Jenet loses it, takes off one of her high heels and starts beating the opponent with it, swinging up at the end. She then realizes what she did, turns bright red, saying "Gomen asobase!" (I beg my pardon!). Great as a counter (of course, that's the only thing you can aim for). The timing for the button pressing is like sliding your hand across quickly. Does at least 60% damage ground hits, and about 40% juggling the opponent in the air. Move Name: Rolling Thunder Command: During T. O. P. mode, CD Description: Jenet flips up, and if the flip kick hits the opponent (only hit, nothing happens if she misses or is blocked), she dives forward (the pose is taken from the jump D), knocking the opponent down. Range is incredibly short, and she can be knocked out the air easily from the air, so it looks like it has no use, but in fact it works great as an anti-air Guard Cancel or in combos. ------------------------------------------------------------------------- MARCO RODRIGUEZ ------------------------------------------------------------------------- Move Name: Kyokugen Zu-Tsuki Command: when close, f or b + C Description: Headbutt. Nothing too special. Move Name: Kyokugen Hiji Command: f + A Description: Marco thrust his elbow downwards. An overhead with limited range. Move Name: Ko-ou Ken Command: qcf + A or C Description: Typical projectile, like Takuma's. Strong travels quicker than weak. Do not overuse, due to the Just Defense. Knocks opponent down from close range, and deals more damage. Move Name: Hien Shippu Kyaku Command: qcf + B or D Description: Marco flies half the screen with a kick with weak. If he hits, he will do another kick. Use this in combos. The strong goes up, like Joe's Tiger Kick, and swings his heel downwards. Not exactly sure on its uses, but maybe useful in air juggles. Do not use for anti-air; the Ko Hou works 200% better than this (it has no priority or invincibility). Move Name: Ryuu-Sen Ken Command: hold C and let go (4-level power up) Description: Marco charges forward with a straight fist. Very powerful if charged up. Useful in combos. Move Name: Ko-Sen Kyaku Command: hold D and let go (4-level power up) Description: Performs a move similar to the beginning of the weak Hien Shippu Kyaku. Also powerful if charged up and combo-ed. Can also dodge low attacks. Use this more often, as the specials with punch (Ko-ou Ken, Ko Hou) are more useful than the kick special (Hien Shippu Kyaku). Move Name: Jou-dan Harai Command: qcb + A Description: Marco dashes forward with his shoulder lowered. If the opponent hits high or mid, Marco will counter with an uppercut. Works well as an anti-air counter, or to get in close. You can follow-up with a Ryuu-Sen Ken or Ko-Sen Kyaku (level 3 or higher) or a P. Haou Shoukou Ken. Move Name: Ge-Dan Harai Command: qcb + B Description: Jou-dan Harai low version. Mix with the Jou-dan Harai. Move Name: Ko Hou Command: f, d, df + A or C Description: Jumping uppercut. Good anti-air, but range is limited. Switch between this and the Jou-dan Harai. Weak is a smaller jump. If the second hit misses on a ground hit, opponent will not get knocked down, and you will be wide open. Timing for the Brake is tough, as you have no time to do so. Best if used mainly as an anti-air, but always try to brake. Move Name: Haou Shoukou Ken (S) Command: qcf, qcf + A (with S power) Description: Kyogen style's trademark super projectile. Wind up is a bit slow, and there is no invinciblity time, so be sure to use it anticipating the opponent's moves. Fast, though. Move Name: Kyokugen Ko Hou (S) Command: qcf, qcf + B (with S power) Description: Super uppercut, with flashy effect. Decent anti-air, but it loses some damage that way. Best if in a combo, or a reversal, since it is quick and invincible at the beginning. Move Name: Haou Shoukou Ken (P) Command: qcf, qcf + C (with P power) Description: Same as S. Power, but even faster to fly across the screen, has invincibility time, and can even vaporize Super projectiles. Move Name: Kyokugen Ko Hou (P) Command: qcf, qcf + D (with P power) Description: Slightly flashier than the S. version. Same strategies with it. Move Name: Ryuuko Ranbu Command: qcf, qcf, qcf + C (hit buttons repeatedly) (with P power) Description: This Hidden is very different from Ryo's or Robert's. Marco does not jump forward, and start his Ranbu when he hits, but instead starts then and there, and start to progress forward (like Joe's Bakuretsu Hurrican Tiger Kakato). By hitting the buttons, you can charge up to four levels (like Yamazaki's Guillotine). Major damage, and if blocked, it will automatically bring the opponent's Guard Crush meter to the red. Once I figure out the difference between the levels (what he does on each level), I'll post it. Move Name: Zan-Retsu Ken Command: During T. O. P. mode, CD Description: Marco does a flurry of punches, then an uppercut with the other fist. Unlike Ryo's it does this from the start, whereas Ryo's starts up only after the arm hits. Not too useful as the range is short, and is slow to come out, so Guard Cancels do connect all the time. ------------------------------------------------------------------------- HOKUTOMARU ------------------------------------------------------------------------- Move Name: Hikkaki Command: when close, f or b + C Description: Monkey stratch. Enough said. Move Name: Non-men Tsukuri Command: in air close, anything but u + C Description: Hokutomaru grabs the opponent's head with both hands and pushes it into the ground. Move Name: Sliding Command: df + B Description: Fairly long range low attack. It is low enough to go under flying projectiles, and is good from mid-range. Move Name: Kuuten Keri Command: df + D Description: Hopping double-kick, similar to Athena's Renkan Tai. Very useful becuase you can cancel into a Kuuchuu Shuriken or a Rakka Zan. Move Name: Ni-dan Jump Command: in air, jump again Description: Double jump. Move Name: Karakusa-Giri Command: qcb + A or C (hold for just movement) Description: Hokutomaru hops forward, slicing with his wooden sword at the end. Difference between weak and strong is the distance (slightly) and number of slices (one for weak, two for strong). The weak is quick enough to combo. Holding down the button will make Hokutomaru just flip forward. A throw after that works good. Move Name: Rakka Zan - Kyou Command: qcb + B (air) Description: Hokutomaru teleports, appearing in a puff of smoke in the air just above where he was. Basically a fake move. Possible in the air. Useless. Move Name: Rakka Zan - Jitsu Command: qcb + D (air) Description: Teleports above opponent, slashing with his wooden sword. Good surprise attack, but you are wide openn if the opponent blocks it. You can do in the air, too. Move Name: Kuu Ha Dan Command: qcf + B or D Description: Andy's trademark move. Hokutomaru pushes off a handstand and hits with both feet put together. Weak is shorter while strong Hokutomaru does a forward flip first, is longer and hits more times. This is a great Brake move. If it hits, you can set up for a combo and if it is blocked, you recover and aren't left wide open. Move Name: Shuriken Command: qcf + A or C Description: Hokutomaru throws a four-pointed ninja star (shuriken). Weak throws 1 and strong throws 3 in a row (3-rapid Just Defense). Move Name: Kuuchuu Shuriken Command: in air, qcf + A or C Description: Same as the normal one, but in the air, and strong just throws a fast star. Move Name: Chou Hissatsu Shuriken Command: qcf, qcf + A (AB to finish) (with S power) Description: Throws a bunch of shurikens, finishing with a big one. Use in ground combos, or if the opponent messes up, because this move is quick to come out. Pressing AB will cause Hokutomaru to finish his move early (throw the giant Shuriken). Move Name: Ougi - Chou Hissatsu Tatsumaki Command: qcf, qcf + B (with S power) Description: Hokutomaru puts a scroll in his mouth, and spins straight up, with wind swirling around him. Good anti-air, but you must wait until the last second for maximum damage. It doesn't matter, because this move has no invincibility time but has major priority. Move Name: Chou Baku-en Kunai Command: qcf, qcf + C (AB ot finish) (with P power) Description: Throws a bunch of kunais (like Zantestu or Ibuki) that are on fire, finishing with an exploding one. Use the same as the Chou Hissatsu Shuriken. Like it, the Kunais can be finished by pressing AB. Move Name: Kyuukyoku Ougi - Chou Hissatsu Tatsumaki Command: qcf, qcf + D (with P power) Description: Hokutomaru puts a scroll in his mouth, and spins straight up, with fire swirling around him. Again wait until the last second for damage. Move Name: Nin-pou Baku-en Jump Command: During T. O. P. mode, CD Description: He puts a scroll in his mouth and poses, then the ground explodes, pushing him up-forward. Good anticipating anti-air. ------------------------------------------------------------------------- FREEMAN ------------------------------------------------------------------------- Move Name: Gore Fest Command: when close, f or b + C Description: Grabs their face, and slashes outward with his hand. Move Name: Nightmare Command: qcf + A or C Description: Freeman slides back a little, then slides forward a lot, doing an upward slash. He is invincible during the back part. Strong goes farther forward than weak. Move Name: Crow Command: qcb + B or D Description: Freeman does a small jump, spinning, and does two swipes with his claw. An overhead. Strong jumps farther forward than weak. Move Name: Phobia Command: f, d, df + A or C Description: Freeman leans back then slashes downward. Weak uses one, while strong uses two hands. Not too useful. Move Name: V. O. D. Command: qcb + A or C (up to 3 times) Description: Three swipes, like Mature's. The weak goes normal hit --> low --> push back hit and the strong goes normal hit --> normal hit --> swipe up. You can switch buttons in the middle. For minimal openings, use A --> A --> C. Move Name: Morbid Angel Command: hcf + B or D Description: Freeman flips toward the opponent. If they are standing and in range (which is actually tiny), Freeman will grab the opponent, and stab him with his hand. It will not hit in the corner, no matter what. Use in mixture with Crow, since the have crouch to avoid this and stand to block Crow. Brake this move right when he grabs the opponent, and it's a free combo. Strong just flies farther forward than weak. Move Name: Full Blast (S) Command: qcf, qcf + A (hold) (with S power) Description: Giant slash horizontally. Works as a good anti-air (aim in front). Hold to delay the timing. Move Name: Creeping Death (S) Command: qcf, qcf + B (with S power) Description: Freeman walks forward with a shadow, and if the opponent tries to hit him, he will then flash (like all other supers) and grab the opponent. In the dark, you only see shadows as Freemman beats on his opponent. Basically a counter move. Use after doing a rush or blocked combo and it works well. Move Name: Full Blast (P) Command: qcf, qcf + C (hold) (with P power) Description: Horizontal --> Vertical slash. Otherwise use the same way, and you still can hold to delay it. Move Name: Creeping Death (P) Command: qcf, qcf + D (with P power) Description: Exactly the same as the S. version, but has different beating sequence, and does more damage. Move Name: Overkill Command: During T. O. P. mode, CD Description: Freeman swings his hands by his waist, and a half-circle appears right above him. Fairly good anti-air, but best if used as a Guard Cancel. Otherwise useless. ------------------------------------------------------------------------- THE GRIFFON MASK ------------------------------------------------------------------------- Move Name: Griffon Tower Command: when close, f or b + C Description: Brain Buster. Move Name: Grif-fall Command: after Griffon Tower, df, df + C Description: Pin move. Always remember to do this when you do the Griffon Tower. The df is the direction you used to pull off hte Griffon Tower. Move Name: Gri-Hug Command: when close, f or b + D Description: Grabs the opponent, and bear hugs. I think it's one of those rapid button grabs. Move Name: Justice Hurricane Command: when close, 360 + A or C Description: Grabs the opponent and does a spinning suplex. Damaging. Use often, but don't overuse it. Learn to pull it off without jumping. A has range, while C has power. Use the strong one often, and the weak version as Guard Cancel and Reversals. Move Name: Olympus Over Command: qcb + B or D Description: Jumping elbow drop. Overhead. Works great to jump over projectiles while attacking. In the strong version, he hops back and then elbows. Only useful if you start out next to the opponent. You can Brake only the strong version during the jump back, but a backstep would work better due to the invincibility time. Move Name: Poseidon Wave Command: b, d, db + A or C Description: Griffon slides forward and does a lariat. Weak comes out quick while strong jumps back and goes farther forward. The strong works really well, because the opponent may think that it is a backstep and get hit by it. Again, you can Brake at the hop back (on strong only) but the use is minimal. Move Name: Active Tupon Command: f, d, df + A or C Description: Griffon flips forward, and if the opponent is standing, he will grab the opponent with his legs and flip back, slamming the opponent into the ground. A jumping throw. Strong flies farther than weak (weak only goes to right next to him). Use in combination with the Olympus Over, to vary it (they have block high for the Olympus Over, but the have to duck for Active Tupon). Move Name: Hercules Throw Command: when close, hcf + B Description: Griffon grabs the opponent, and throws him against the wall behind him. You can then follow up. The only good moves I know are the weak Poseidon Wave and the Gri-Dro Super Kick. This move comes out slower than the Justice Hurricane, so it is best not to use it. Move Name: Icarus Crash Command: in air, qcf + A Description: Air throw. Griffon grabs the opponent and does an air suplex. Incredibly hard to pull off due to the fact that the move just will not come out on command (I got it off 1 out of every 5 times). Damage isn't that good, either. Move Name: Big Fall Griffon (S) Command: when close, 720 + A (with S power) Description: Griffon grabs the opponent, jumps, and pushes their head into the ceiling, then puts them under his feet and lands on them. Does major damage, and the opponent cannot escape after the flash appears. If you can, I would suggest waiting until the P. power bar if full. Move Name: Daedalus Attack (S) Command: qcf, qcf + B (with S power) Description: Griffon points up, then does 3 lariats, and each hit has a giant impact to it (reminds me fo Yashiro's Million Bash Stream). This move has decent invincibility time, so use it as a reversal, but doesn't go great damage. Move Name: Big Fall Griffon (P) Command: when close, 720 + C (with P power) Description: Slams opponent's head into the ceiling, then does a Justice Hurricane. Major damage (60% normal, 75% or so on T. O. P.). Aim for it as a surprise attack, or just as you get up. Feint move (d + AC) --> Big Fall works good, too. Move Name: Daedalus Attack (P) Command: qcf, qcf + C (with P power) Description: Five lariats now. Otherwise the same as the S. version. Still has invincibility time, so aim for the reversal. This one actually deals good damage, too. Move Name: Gri-Dro Super Kick Command: During T. O. P. mode, CD Description: A drop kick in the forward direction. Slow to start, but if blocked it will push the opponent back and has almost no recovery time. Use from long range for the guard crush (only 2!), then a Justice Hurricane. ------------------------------------------------------------------------- KEVIN RIAN ------------------------------------------------------------------------- Move Name: Poli-Throw Command: when close, f or b + C Description: Shoulder throw. Move Name: Poli-Kick Command: f + B Description: Does a low kick and then with the same leg, a side kick. Both can be blocked high or low, I think, and the two hits don't even combo. Move Name: Hell Rotor (hold for 3-level power up, D to cancel) Command: qcb + A or C Description: Kevin turns his back, and spins toward the opponent. Weak is a straight backhand, and strong is an overhead backhand, but it has less range than the weak version, and cannot be combo-ed. Charging it up will make it stronger, but not unblockable. Pressing D while holding it will cancel it, but you will automatically kick (or do an Abide Mine is you cancel early). Move Name: Hell Arrest Command: when close, hcf + A or C Description: A command throw. Kevin does an uppercut followed by a straight, knocking the opponent back. Good against those who keep blocking. Use often as a Guard Cancel, it's easy to do(since it starts from back) and effective. Use the strong due to it's damage (weak has longer range). Move Name: Hell Trap Command: qcf + B or D Description: Low kick --> grab and knee. You must block the low kick low. The grab can grab in the air, but it's not worth it (timing's too hard and damage not enough). Good to use in combos, but watch out; the range is a little short, so no long combos. Braking into a Hell Snipe works good. Also, Braking works good if the opponent blocks the low kick, since you cancel the miss animation. The difference between weak and strong is the change in range. Strong can only connect from strong attacks, but weak can combo from weak attacks. Move Name: Hell Snipe Command: f, d, df + A or C Description: Kevin jumps up, and punches downward. Weak does a small hops while strong does a normal jump. At first it looks useless, but in fact is a great anti-air. Unlike the normal anti-air where you do it when you see the opponent jump, you must anticipate the opponent's movement. It seems hard, but it is very useful, as well as this move. Move Name: Abide Mine Command: qcb + D Description: Kevin rolls forward. He is invincible only at the very beginning of this teleport move (I think). You can roll around the opponent, cofusing them by switching block directions. Move Name: Creeper Command: qcb + B Description: Kevin starts to crawl a la army style. It can go under a lot of move. Pressing A during Cleaver does a low attack (sweeps with his hand). Use this often, especially when dodging moves, since it comes out the quickest. Also you can follow up if it is a counter hit. Pressing B makes Kevin do a spinning heel kick (overhead). It comes out quick, but not as quick as the low attack. Pressing C cancels Cleaver. Cancelling into the Hell Arrest is a good strategy. Move Name: Lucky Strike (S) Command: qcf, qcf + A (with S power) Description: Kevin rolls forward (the roll hits) and pulls off a punch and an uppercut (with explosions) knocking the opponent into the air. You can follow up after this move. Great in combos, since he goes forward in this attack. Invincible in the beginning. Move Name: Gatling Freezer (S) Command: qcf, qcf + B (with S power) Description: Kevin kicks up, with a bunch of explosions. If it hits on the ground the opponent is frozen for a short time, giving you a chance to combo. If it hits in the air, the opponent SLOWLY (I mean slowly) fall to the ground, giving you a chance to follow up. Decent in ground combos, but range is very limited (and I think it can be ducked under). As an anti-air, you cannot do it too early (it's quick, so you'll miss) or too late (for a split-second Kevin poses, and can be hit out of the super), so watch it. Move Name: Lucky Strike (P) Command: qcf, qcf + C (hold) (with P power) Description: Same as the S. version, but with an added explosive straight after the uppercut, which means no follow up. You will probably not use this Potential (or the other, you'll see...). Move Name: Gatling Freezer (P) Command: qcf, qcf + D (with P power) Description: Exactly the same as the Super version, but more explosions. Plus a frame rate of zero. Move Name: Blast Charge Command: During T. O. P. mode, CD Description: Shoulder charge --> spinning heel kick. Quick to come out, but a little slow to recover. Pretty good in combos, but lower guard crush damage. ------------------------------------------------------------------------- GRANT ------------------------------------------------------------------------- Move Name: Ankoku Otoshi Command: when close, f or b + C Description: Body slam. Move Name: Ma-Heki Command: df + C Description: Grant dashes forward a little, and does a pose that looks like Leona's Botlic launcher. Move Name: Kokuen-Ryuu Command: qcb + A or C Description: Grant does an uppercut motion, and a blast of energy shoot from the ground. Useful as a shield. Weak is quick, and strong lasts longer. Move Name: Kyou Chou-Jin Command: f, d, df + A or C Description: Anti-air uppercut move. Weak goes halfway up while strong goes out of the screen, then he punches the ground (which is unblockable, but jumping will avoid it). You can cancel into Messhou Hisetsu for a combo. Also it is a break move, easy to do and has many uses. Move Name: Messhou Hisetsu Command: in air, d + B or D, or during Rising Palm, d + B or D Description: Pierces downward with a kick. Weak has a sharper angle. Good suprise move, or escape move. Move Name: Gou Dangai Command: qcf + B or D Description: Grant charges with his face forward very quick. Move Name: Gou Retsu-Shou Command: f, b, f + A or C Description: Grant does a punch into the ground, then an uppercut, launching the opponent into the air. I believe that weak is quicker to come out, while strong launches higher. Move Name: Majin Haten-Dan (S) Command: qcf, qcf + A (with S power) Description: Grant kicks up-forward and launches a projectile at an angle. Nice invincibility time, and a great anti-air. Best if used as an air juggle. Move Name: Majin Engetsu-Rin (S) Command: qcf, qcf + B (with S power) Description: With his leg, he spins it in a circle several times, very similar to Haomaru's Tenma Fuujin Zan, and ends with a Charge (if the kicks hit, otherwise he just stops). Good for ground combos. Move Name: Majin Haten-Dan (P) Command: qcf, qcf + C (with P power) Description: Looks and acts exactly the same as S. version, but with yellow "ki" (S. has purple). Move Name: Majin Engestu-Rin (P) Command: qcf, qcf + D (with P power) Description: More spins. Use the same way as the Super version. Move Name: Majin Gan Command: During T. O. P. mode, CD Description: Grant quickly dos a kick while sliding forward, and if it connect (or is blocked), he does a shoulder into a palm. A bit slow to come out, but has good recovery time. Can be used in combos, though. ------------------------------------------------------------------------- KAIN R. HEINLEIN ------------------------------------------------------------------------- Move Name: Schwarzer Mond Command: when close, f or b + C Description: Grabs, then a flaming somersault kick. In or near the corner, you can actually combo after the throw. Move Name: Schwarze Flamme Command: charge b, f + A or C Description: Flame projectile. Kain hops back when doing it. Weak goes forward and strong goes at about a 45 degree angle. Move Name: Schwarz Cutter Command: charge b, f + B or D Description: A charge move. Kain dashes forward with flames around his elbow. Weak comes out quick, while in strong Kain sets a flame in front of him, then charges forward. I think that the weak version in combo-able. Only the strong version is breakable. Move Name: Schwarze Lanze Command: charge d, u + B or D Description: Kain kicks flames from the ground, knocking the opponent up, jumps up, and shoot fire down, hitting the floating enemy. Works as an anti-air, and has very little opening due to the fact that on the way down, Kain throws a projectile. The difference between weak and strong is the angle he throws the projectile; weak has a sharper angle than strong. Brake this to minimize openings when blocked, and to set up combos. Move Name: Himmlischer Atem (S) Command: qcf, qcf + A (with S power) Description: Kain does a motion like a slash, and a fire (energy?) rains from the sky in front of him. Pretty useful as as anti-air, but not much of range. Move Name: Himmlische Seele (S) Command: qcf, qcf + B (with S power) Description: Kain shoot out a ball of energy that floats slowly forward. Hits multiple times. Good for air juggles. Move Name: Himmlischer Atem (P) Command: qcf, qcf + C (with P power) Description: Same as before, but with three projectiles. Move Name: Himmlische Seele (P) Command: qcf, qcf + D (with P power) Description: Kain shoots a yellow ball (the S. was blue I think) of energy. Same as the S. version, but hit more times. Move Name: Schwarzer Stoß Command: During T. O. P. mode, CD Description: Performs a move similar to Joe's Slash Kick, but with a fire effect. A little slow to come out, and not too quick on the recovery side, but the movement is quick as hell. Nice damage, so use in combos. ========================================================================= 5. TAUNTS, POSES, AND PHRASES ========================================================================= I was in a rush to do this, so it's still incomplete. I forgot some characters poses, or forgot what they said. Sometimes I put what I think I hear them saying. If you remember, or have a correction, email me. ------------------------------------------------------------------------- ROCK HOWARD ------------------------------------------------------------------------- Entrance: "Genkai made tobasu ze...!" (I gonna speed till the limit...!) as he zips down his sleeves. Entrance 2: (vs Terry) "Tekagen nashi daze, Terry!" (I'm not gonna lay off, Terry!" Entrance 3: (vs Kain) "Chi ga...uzuku noka? Ku!" (My blood...is boiling? Ku!) Win: "Kono teido jane--daro?" Rock takes off a glove with his mouth and shakes his hads. Final Win 1: "Dokomademo...agaite yaru..!" (No matter how far...I will fight it..!" Turns around, and wings of energy briefly appears. Final Win 2: (T.O.P. or Shine Knucklu finish) Throws his jacket on the fallen opponent. "...Abayo." (...So long.) Final Win 3: (Geese move finish) Holds his wrist, trying to control the evil power flowing from his other hand, "Kuuuu...! Ha, ha, ha..." and falls to his knees, breathing hard. Taunt: "Shanto shina!" (Do it right!) He points his hand to the opponent. Post-Win Taunt 1: "Chi...dase--na..." (Hmph...pathetic...) Rock shrugs his shoulders and puts his hand on his forehead. Post-Win Taunt 2: "Nige-chimai yo..." (Run away...) as Rock pushes his hair back. Small KO: "Ko...Kokomade ka..." Flying KO: "Uwaaaaaaaa!" Draw: "Chi..." Time Loss: "Souka yo..." Reppuu Ken: "Reppuu Ken!" Double Reppu Ken: "Double Reppu Ken!" Rising Tackle: "Rising Tackle!" Rasetsu: "Haaaa...Morata" Rage Run Type D: "Du--nk!" Shine Knuckle (S): "Kurai na! Urya--!" Shine Knuckle (P): "Kurai na! Urya Sei! Iyaa--!" Raging Storm (S): "Raging Storm!" Raging Storm (P): "Raging...Stooorm!" Deadly Rave - Neo "Deadly Rave!" ------------------------------------------------------------------------- TERRY BOGARD ------------------------------------------------------------------------- Entrance: Hops up and down, getting warmed up, pushes his hair back, then beckons the opponent "C'mon get serious!" Entrance 2: (vs Rock) Puts his hands on his hand, relaxed, "Hey, rookie!" Win: Points his finger to the downed opponent, "Stand up!" Final Win 1: "OK!" Terry tosses his jacket up and catches it, putting it over his shoulders. Final Win 2: (vs Rock) "Tsk, tsk, tsk" as he waves his finger "All right!" takes a guts pose (raises an arm) Taunt: "Hey, c'mon, c'mon!" motioning to get over here Post-Win Taunt 1: Bows courteously, "Sorry" Post-Win Taunt 2: Wipes his forehead with his arm, "Good going!" Small KO: "Shit!" Flying KO: "Uwaaaaaaaa!" Draw: "....." Time Loss: "You're dead!" MAX Dunk: "Crash!" Power Wave: "Rock you!" Crack Shoot: "Kick bat!" Burn Knuckle: "Burning!" Power Charge: "Shoo! Ha! Charging!" Power Geyser (S): "Go bang!" Power Geyser (P): "Live wire! (Gin-gin daze!) Go bang! Buster Wolf: "Are you OK?" >hit "Buster Wolf!" ------------------------------------------------------------------------- KIM DONG HWAN ------------------------------------------------------------------------- Entrance: "Nja, karu--ku ikouka." (Now, let's go very lightly) Dong stretches his legs over his head, and flips into fighting position. Entrance 2: (vs Jae Hoon) "Ganbaru ne!" (You're working hard!) as he picks his ear. "Honja ma---, yaru ka!" (Well, I guess we should fight!) Dong stretches lazily. Win: "Ko--nna kanji de...dou?" (How's it like this?) Final Win 1: "Koko no deki ga chigaun dayo!" (This's made differently!) as he slaps his leg. Final Win 2: (Perfect) "Touzen no kekka te yatsu?" (Is this what you call an expected outcome?" Dong says, smiling. "Amai!" (Not enough!) Kim jumps out of nowhere behind Dong. "Giku!" (the sound one makes when one is scared or guilty, no real translation) Dong starts sweating. Taunt: "Oni-san, kochi da!" (Devil, over here!) (the devil he means here is the equivalent of being "it") waves his foot around. Post-Win Taunt 1: "Pompe, pompe." as Dong shrugs his shoulder and does a taunting dance Post-Win Taunt 2: "Makeru no mo akitarou?!" (You're tired of losing, huh?!) Dong says while squatting down. Small KO: "Ma..maji kayo..." Flying KO: "Sonnan ari kayo--!!" Draw: "Gege!" Time Loss: "Yabe..!!" Kaiten Dong Hwan: "Douyo?: Shiden Kyaku (weak): "Yo!" Shiden KYaku (strong): "Sora YO!" Raimei Zan: "So---Ra!" Ashi Binta: "Uryaryaryaryarya, sei!" Kuu Sa Jin (weak): "Sorya!" Kuu Sa Jin (strong): "Sorya! Omake!" Super Dong Hwan Kyaku (S): "Iku ze!? Ora, ora, ora, ora---!!" Super Dong Hwan Kyaku (P): "Iku ze!? Ora, ora, ora, ora--! Kurae-tteno!" Raimei Dan (S): "So--...re!" Raimei Dan (P): "Ora! Ittoke!" Ore-sama Hou-ou Kyaku: "Hajimaru ze! Ore no hitori butai..hyahoooo!" ------------------------------------------------------------------------- KIM JAE HOON ------------------------------------------------------------------------- Entrance: "Ichi, ni, san, shi...shobu desu!" (One, two, three, four...I challenge you!) Jae Hoon stretches, then jumps up into fighting position. Entrance 2: (vs Dong Hwan) "Honki dashte kure yo, Niisan!" (Please be serious, Big Brother!" Jae Hoon points toward Dong. Entrance 3: (vs evil) Back to opponent "Aku wa, yurushimasen!" (Evil cannot be forgiven!) Turns around, foot on fire. Win: Jae Hoon snaps his fingers, and a girl comes out with a kettle. Jae Hoon drinks the water, and the girl starts clapping Final Win 1: "Ii shobu deshta...Yosh!" (It was a good battle) Jae Hoon wipes his head with a towel. Final Win 2: (Perfect) "Okega wa arimasen ka?" (Are you injured?) Jae Hoon runs toward the fallen opponent, checking for injuries. Taunt: "Dame janai deska." (That's no good.) Jae Hoons turns around, shrugging his sholders. Post-Win Taunt 1: Jae Hoon turns around for a seconds, "Douda!" (How's this!) Jae Hoon flashes a smile, teeth sparkling. Post-Win Taunt 2: "Omigoto desu!" (Wonderful!) Jae Hoon claps. Small KO: "Munen...desu..." Flying KO: "Mairimashta---!" Draw: "Yarimasu ne." Time Loss: "Shimatta!" High-Angle Neri-chagi: "Neri-chagi!" Hien Zan: "Hien Zan!" Ryuusei Raku: "Ryuusei Raku!" Hangetsu Zan: "Hangsetsu Zan!" Shakka Shuu: "Shakka Shuu!" Hishou Kyaku: "Hishou Kyaku!" >kick "Ue!" >slide "Shita!" Hou-Yoku Ten-Shou Kyaku: "Hou-Yoku...Ten-Shou---Kyaku!" Hou-ou Kyaku: "Ikimasu!" >hit "Watatatata....Hou-ou Kyaku!" ------------------------------------------------------------------------- HOTARU FUTABA ------------------------------------------------------------------------- Entrance: "Oniichan..." (Big Brother) Back to her opponent, sad. Itokatsu hisses at the opponent, and Hotaru turns around. "Ima, iku kara ne!" (I'm coming right now (to find you)!) She wipes her tears. Entrance 2: (vs Gato) "A! Itokatsu!" Her pet runs around Gato, friendly. "Onii..chan..?" (Big..Brother..?) looking very serious. Entrance 3: (her stage) "Are? Arere?" (Huh? Huh?) As the doves fly about her, taking off her coat. "Minna arigatou!" (Thank you everyone) Win: "(giggles)" while spinning around. She bends down while a big smile on her face "Ehehe!" Final Win 1: She looks sad, "Kitto..." (We will...), and Itokatsu jumps into her "Kya! Aeruno ne!" (...meet him!) Final Win 2: (vs Gato) "Onichan...gomen ne..." (Big Brother... I'm sorry...) She says dissapointed. Final Win 3: (perfect) She turns around. "Oide!" (Come here!) Itokatsu runs into her arms, and she falls over with a smile. "Kyahaha..." Taunt: "Gambaranakya!" (I must do my best) She smacks her cheeks and shakes her face. Post-Win Taunt 1: "I---da!" Hotaru sticks her tongue out, in a sense that she dislikes the opponent. Post-Win Taunt 2: Hotaru puts her fingers in her mouth, whistles, and Itokatsu, her ferrot, drops from the sky, landing on the opponent, and runs behind her. Small KO: "Sonna..." Flying KO: "Onicha-----nn!!" Draw: "Nmou!" Time Loss: "Uso!" Hakki Shou: "Nrya!" Ko-bi Kyaku: "Hai!" Ten-Shin Shou (weak): "Ei!" Ten-Shin Shou (strong): "E---i!" Sou-Shou Shin: "Sou-Shou Shin!" Rengeki Shuu: "Rengeki Shuu!" Sha-jou Tai: "Yayaya!" Sou-Shou Ten-Ren-Ge: "Sou-Shou Ten-Ren-Ge! Ei!" Ten-Shou Ran-Ki (S): "Kakugo shite ne! Yaa-----h!" Ten-Shou Ran-Ki: "Kakugo shite ne! So-...Re! Yayayayayayaya! Yaaaaah! Fu-----..." ------------------------------------------------------------------------- GATO ------------------------------------------------------------------------- Entrance: "Kisama no ougi wo...misetemiro!" (Show me your... secret technique!), flips and his clothes are magically tied. Entrance 2: (own stage) Same poses as above, but he says, "Komono wo aite suru ki wa nai!" (I don't feel like dealing with small fish!" Entrance 3: (vs Hotaru) With Itokatsu walking around him, Gato grips his fists. "Komusume ga...usero!" (Little girl...be gone!" Win: "Zuibun to tanoshimasete kureru..." (You're making this enjoyable..." As he turns his back. Final Win 1: "Sono teido nara, yameteshimae!" (If that's all, then quit (fighting)!) Pops off his top, showing a giant bear scratch on his back. Final Win 2: (vs Hotaru) "Tatakai kara mi wo hike..." (Leave the world of fighting...) Taunt: Sits down and says "Tsumaran yatsu da!" (You're an uninteresting person!) Post-Win Taunt 1: "Kudaranu! Shouke Shiai da." Folds his arms. Post-Win Taunt 2: "Koshi-nuke ga!" (Coward!) Looks back. Small KO: "O...Onore..." Flying KO: "Aitsu wo taosu madewa-!" Draw: "....." Time Loss: "Inochi-biroi shita na..." Mou-ko Kou Ha-Zan "Kono katonpo ga!" Shin-Ga: "Torya-!" >follow up: "Tei!" Rai-Ga: "Haihaihaihaihai!" Fuu-Ga: "Fuun!" Kou-Ga: "Haaa!" Sen-Ga: "Cherya!" Katsu-Ga: "Torya!" Kyuu-Ga: "Tsuea!" Hou-zan Sai Heki-Ga: "Baka ga!" Zero Kiba: "Mezawari da! Kiero! Fuun! Zako ga!" Tatsu Kiba: "Ho--! Nameruna!" Ten-Ryuu Rettsu-Kiba: "Fuun! Sei! Kudakero!" ------------------------------------------------------------------------- BONNE JENET ------------------------------------------------------------------------- Entrance: "Viva! Lilien Nights!" All her comrades take a gulp and they all throw the mugs on the ground, breaking it. Entrance 2: (vs Kain, Grant) "Hontou no anata wo oshiete ageru." (I'll show you the real you.) Win: "A--n Daru" (A--n I'm tired) as she stratches her head. Final Win 1: "Beautiful victory!" She says as she puts her hands out toward the screen. Final Win 2: (Perfect) "Very good! Ahaha!" Jenet takes a guts pose, and the rest of the Lilien Nights throw her up and down. "Kanchou!" (Captain!) Taunt: "Non, non!" Jenet taunts in French. Post-Win Taunt 1: "Be---!" Jenet sticks out her toungue and makes a face with her fingers. Post-Win Taunt 2: "Da--me da!" (You're no good!) She says as she points to the opponent with both her fingers at her waist. Small KO: "Funi--" Flying KO: "Zen-in tetai---!" (All troops fall back!) Draw: "....." Time Loss: "Boo!" Rolling Thunder: "Rolling...Thunder!" Crazy Ivan: "Hi-Ho!" Gulf Tomahawk: "Hello!" The Hind: "Yahoo!" >Brake "Hi---!" Buffrass: "Sore---!" Harrier Bee: "Hyu Hyu!" Many Many Torapedo: "Danmaku! Final Goodnight!" Aurora: "Lock on! Gekitsu--i!" An Oi Mademoiselle: "Koitsu...Mukatsuku! Mukatsuku! Makatsuku! Muki---! Gomen asobase." ------------------------------------------------------------------------- MARCO RODRIGUEZ ------------------------------------------------------------------------- Entrance: "N----!" Marco charges his "ki". "Iku zo!" (Let's go!) Entrance 2: (own stage) "Chesto--!" Win: "Kyokugen fight!" (Go Kyokugen!) Marco becomes too buff for his shirt. Final Win 1: "Mitaka, Kyokugen-ryuu!" (Did you see it, (this is) Kyokugen-style!) Marco brings out his Kyokugen signboard. Taunt: "Ocharakeruna!" (Don't screw around!) Points. Post-Win Taunt 1: Marco shakes his head and has his arms folded. "Nattoran na..." (You're not "into" it...) Post-Win Taunt 2: "Osu!" He bows. Small KO: "Chi.ka..ra..yo..." Flying KO: "Shishou--!!" Draw: "...." Time Loss: "Naze da?!" Ko-ou Ken: "Ko-ou Ken!" Zan-Retsu Ken: "Zan-Retsu Ken!" Hien Shippu Kyaku: "Hien Shippu Kyaku!" Ko Hou: "Urya!" Jou(Ge)-Dan Harai: "Amai!" >fail: "Nanto!" Ryuu-Sen Ken: "Dosei!" Ko-Sen Kyaku: "Chesto--!" Haou Shoukou Ken: "Haou Shoukou Ken!" Kyokugen Ko Hou: "Kowappa ga---!" Ryuuko Ranbu: "Kitta-! Tsue! Tsuetsue! Todome!" Ryuuko Ranbu Lv 4: "Oryaryaryaryaryaryarya!" ------------------------------------------------------------------------- HOKUTOMARU ------------------------------------------------------------------------- Entrance: Appears in a cloud of smoke. "Mi--kke! Uhya! Arya?" (I found you! Heh! Huh?) He's all black, and puffs out smoke, then shakes off the black. Entrance 2: (his level only) "Ko-natta no mo ome-- no sei da zo!" (It's your fault that this happened!) A tire hits him on the head. "Aitta---!" (Ow--!) Win: "Kore zo! Shiranui Ninpo..." (This is Shiranui Ar...) He says flipping over and taking a pose, but his cape gets in his face. "te ne..." He laughs it off. Final Win 1: Juggles apples, and eats two, and then accidentally eats a bomb, smoking his mouth. "Kore ga...oira no...jitsuryoku da! Ge?!" (This is...my...skills! Huh?!) He says while eating. Final Win 2: (perfect) "DA! I! SHOU! RI!" Hokutomaru acts like a cheerleader while spelling out "Big Victory" Taunt: Flips up, and dances like a monkey. Post-Win Taunt 1: Hokutomaru sneeze, then rubs his nose, a little embarrassed. Post-Win Taunt 2: He teleports in front of the opponent, steps on him, raising his wooden sword, "Uchi tottari!" (I won!) Small KO: "Oira..maketa no?" Flying KO: "Makechatta yo--!" Draw: "..." Time Loss: "Accha--!" Ninpo Bakuen Jump: "Shwachu!" Kuu Ha Dan: "Kuu Ha Dan!" Karakusa-giri: "Darya!" Rakka Zan: "Kocchi da yo-!" Shuriken (weak): "Sha!" Shuriken (strong): "Shashasha!" Chou Hissatsu Shuriken: "Ikkuzo! Ryaryaryarya... Oddoroke-!" Chou Bakuen Kunai: "Attsui zo-!" Ougi - Chou Hissatsu Tatsumaki: "Koitsu ga...oku no te da-!" Kyuukyoku Ougi Chou Bakuen Tatsumaki: "Shiranui...Kyuukyoku Ougi-!" ------------------------------------------------------------------------- FREEMAN ------------------------------------------------------------------------- Entrance: (his level) "Jitsu ni...Subarashi yoru da." (What a wonderful night) Dressed up in a pierot costume bowing, he cuts it up. Entrance 2: "Kono kawaki wo...iyashitekure" (Heal this thirst), doing his taunt pose. Win: "Kono akumu he youkouso..." (Welcome to this nightmare...) Freeman bows, snickering. Final Win 1: (perfect) Takes this weird pose. "Kore ga...ai aru satsuriku da..." (This is murder with love...) Final Win 2: Stretches back (like the Overkill pose) and says "Gokujou no shi ni kansha shiro..." (Thank me for the best death...) Taunt: "Tomadou na." (Don't hold back.) Siging with both hands to come here. Post-Win Taunt 1: "Subarashi zo..." (It's wonderful) I forgot what he does. Post-Win Taunt 2: "Ima sugu messarero...!" (Die right now...!) Thumb across the throat. Small KO: "Subarashi..i.." Flying KO: "Ushaaaaoooo!" Draw: "Kore dewa...dame da..." Time Loss: "....ku!" Overkill: "I-sakero-!" Nightmare: "Shaaa!" Crow: "Shine--!" Morbid Angel: "Iidarou? Kukuku..." V. O. D.: "Shu! Sha! Chire--!" Full Blast: "Uuu-----aaaaa a a a a...Shaaaoo!" Creeping Death (S): "Ikuzo..kukuku" Creeping Death (P): "Ikuzo..u.a.a.a.A.A.AA! NModaero!!" ------------------------------------------------------------------------- THE GRIFFON MASK ------------------------------------------------------------------------- Entrance: Takes off his cape, "Muteki ni iku zo!" (I'm going in invincible!) Entrance 2: (vs Grant) "Yukuzo ko-akutou!" (Here I come, evil-doer!) Entrance 3: (vs Kain) "Kakugo dai-akutou!" (Prepare yourself, villain!) Win: Raises both hands and yells "Daah!" Final Win 1: Points forward and says "Kono mune ni toukon ga aru kagiri!" (As long as there is a fighting spirit in this chest!" Taunt: Spins around "Hey hey!" Guts pose with one hand. Post-Win Taunt 1: "Miyo kono fukukin!" (Look at these abdominal muscles!) Griffon does a bridge, and gets back up. Post-Win Taunt 2: Puts his hand to his chest "Ouen arigatou!" (Thanks for the support!) Small KO: "Guho!" Flying KO: "Kodomo-tachi yo, sumanu--!" Draw: "..." Time Loss: "Sonna baka na..!" Gri-Dro Super Kick: "Ki-----ck!" Poseidon Wave: "Poseidon Wave!" Olympus Over: "Olympus Over!" Active Tupon: "Active Tupon!" Justice Hurricane: "Justice Hurricane!" Icarus Crash: "Icarus Crash!" Daedalus Attack: "Daedalus Attack!" Big Fall Griffon: "Big! Fa---ll!" ------------------------------------------------------------------------- KEVIN RIAN ------------------------------------------------------------------------- Entrance: (with Marky) He reads the paper. "O! Yaru kai!" (Oh! Let's do it!) Marky: "Cool ni Kate yo!" (Win cool, ok?) Kevin: "Ryoukai!" (Roger!) They knock fists. Marky jumps into the background. Entrance 2: (without Marky) "Kyou wa hiban daze!" (Today's my day off!) Win: (with Marky) Puts his hands on his waist. "Ochitsuke yo." (Calm down) Win 2: (without Marky) "Fun! Kono akutou me!" (You punk!) Final Win 1: (with Marky) Marky: "Mission!" Kevin: "Complete!" They high five. Final Win 2: (without Marky) "Mitaka! Koumuin ni iji wo!" (Did you see that! The pride of a government worker!" Taunt: Pulls his gloves up and says "Chanto nerai na!" (Aim correctly) Post-Win Taunt 1: Salutes and says "Hettare da ne!" (You suck) Post-Win Taunt 2: "N! N! N--!" As he winds up his arm. Blast Charge: "O--ra!" Hell Trap: "Sorayotto!" Abide Mine: "Ikuze!" Hell Snipe: "Ochina!" Hell Rotor: "Dodai?!" Hell Arrest: "Au?" >hit: "Tsukame..ta!" Creeper: "Hmm, hm, hm, hmm" (Humming) >A "Ora!" >B "Ame!" Lucky Strike: "Yokete mi na!" >P finish: "Bakuha!" Gatling Freezer: "Bingo!" ------------------------------------------------------------------------- GRANT ------------------------------------------------------------------------- Entrance: Powers up. "Kukugo---!" (Prepare yourself) Entrance 2: Busts out from a pile a rock with a skull on top. "Nanji no sadame...'Horobi' nari!" (Thoust fate is destruction!) Entrance 3: (vs Kain) Points to Kain "Warera wa chikawan, yuukyuu no kizuna wo!" (We pledge an eternal alliegence) Win: "Ware wa tatakai no gakyousha nari..." (I am the martyr of battle...) Final Win 1: "Mada da...mada shinan zo!" (Not yet...I will not die yet!) Taking a guts pose. Final Win 2: (vs Kain) "Doushita...ude ga namatta ka..." (What's wrong...Your skill has fallen...) Taunt: "Kisama wa katenu!" (You cannot beat me!) Post-Win Taunt 1: Hits the ground, shaking the earth. Post-Win Taunt 2: Covers himself with his mantle, and says . Small KO: "Mada mada..." Flying KO: "Kain yo----!" Draw: "..." Time Loss: "Kuchi oshi ya..." Kyou Chou-Jin: "Kurae!" Messhou Hisetsu: "Ochiyou!" Kokuen-Ryuu: "Funka kase!" Gou Retsu-Shou: "Kudakero!" Gou Dan-Gai: "Tsuranuke!" Majin Haten Dan S: "Haten Dan!" Majin Haten Dan P: "Unare...Majin Haten Dan!" Majin Engetsu Rin S: "Engetsu Rin!" Majin Engetsu Rin P: "Unare...Majin Engetsu Rin!" ------------------------------------------------------------------------- KAIN R. HEINLEIN ------------------------------------------------------------------------- Entrance: Holds his hand up, flames coming out, then brings it back. "Omoi shiru ga ii, onore no mijuku-sa wo!" (Realize your own weakness!) Entrance 2: (vs Grant) Points to Grant. "Warera wa chikawan, yuukyuu no kizuna wo!" (We pledge an eternal alliegence) Win: "Make-inu ni wa you wa nai...!" (I have no business with losers!) Kain turns his back. Final Win 1: "Osore ononoke, waga honou no mae ni!" (Shudder in fear before my flames!) Kain spreads his arms out and flames come out, in the shape of a cross. Final Win 2: (vs Rock) "Kimi wa mou...watashi no mono da." (You are now...mine) Same pose as the other win. Final Win 3: (vs Terry) "Shosen sono teido da." (In the end, that is all you have.) Taunt: "Sate, tsugi no te wa?" (So, what's your next move?) Kain points to the opponent. Post-Win Taunt 1: "Yume wo misugita you da na..." (You seemed to have dreamed too much...) Post-Win Taunt 2: "Buzama na!" (How pathetic!) Kain brushes back his hair. Small KO: "Yaru na..." Flying KO: "Uoooo---------!" Draw: "Kyouzameda..." Time Loss: "Miayamatta ka?" Special CPU loss: "Fu, tsuyoi na...ku!" schwarzer Stoß: "Moratta!" Schwarz Flamme: "Schwarze Flamme" Schwarzer Panzer: "Schwarzer Panzer" Schwarze Lanze: "Schwarze Lanze" Himmlischer Atem (S.): "Himmlischer Atem!" Himmlischer Atem (P.): "Owari da! Fieln!" (?) Himmlische Seele (S.): "Himmlische Seele!" Himmlische Seele (P.): "Otonashiku shite moraouka...Himmlische Seele!" ========================================================================= 6. COMBINATION ATTACKS AND COMBOS ========================================================================= Tell me any more combination attacks, since I can't remember all in one sitting. I'll add strategies later. Jump - do while jumping Standing - do standing Close - do while standing close to the opponent Crouching - do while crouching (Brake) - Brake the special move indicated (x#) - do move as many times as indicated (#) (counter hit) - combo can only initiate if the first hit is a counter hit. (mid-air hit) - hit the opponent while he is in the air (BGH) - Both the opponent and you get hit at the same time (corner) - Must do while opponent is in the corner (near corner) - Do combo while close to corner, but not starting in it ------------------------------------------------------------------------- ROCK HOWARD ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Jump A --> C -Not too useful, because the other mid-air combination attack works better. Jump C --> B -A mid-air combination attack. Useful because most people will automatically crouch after the first hit. Note that there are certain characters that the 2nd hit will miss in mid-air. Close D --> f + D -Normal kick into and overhead. -------------------------------[ Combos ]-------------------------------- Jump D --> Crouching C --> weak Hard Edge -Basic combo starting from a jumping attack. If blocked try a Reppuu Ken, or a combo with the Rage Run - Type "Shift". Crouching B (x2) --> Shine Knuckle -Nice combo, especially since it starts from a low hit, and it does good damage. Either Shine Knuckle will do, since they both start the same. If the crouching B is blocked, cancel into a Rage Run - Type "Dunk" to throw the opponent off. Rage Run - Type "Shift" --> Shinkuu Nage (Brake) --> Raging Storm -Not really a combo, but if the opponent does not react quick enough, the Shinkuu Nage will grab them. If you have your back to the corner when you start the combo, a P. Raging Storm, delayed a little can do massive damage (still does with it), but this combo can be done anywhere. If you don't have a bar, a Double Reppuu Ken works well, because the opponent will land afterwards, allow you to continue on your attack. This combo is great because it can be started off a blocked combo (Jump D (blocked) --> Standing C (blocked) --> Rage Run Type "Shift"..., etc.). Jump D --> Close C --> Deadly Rave - Neo (up to ninth hit) --> Crouching C --> strong Hard Edge -Major damage combo, plus it take skill. Like Geese, Rock will never finish the Deadly Rave, but instead continue into another combo. It deals about 70% or so (on a human opponent). You must do the strong Hard Edge immediately after the Crouching C, but if you do it too quick, the C won't even connect (because it cancels into the Hard Edge. Reppu Ken or Double Reppu Ken (counter hit) --> Reppu Ken -Somewhat of a useless combo, but good if the first hits from across the screen, since you can't follow up from far away. weak Hard Edge (counter hit) --> Raging Storm -Not too bad of a combo, does good damage off a counter. Use another weak Hard Edge if you don't have a bar. Shine Knuckle (S.) (BGH) --> Crouching B (x2) --> Shine Knuckle (S.) -Works only if you get hit while doing the first Shine Knuckle. You can exclude the two crouching B's. (corner) Jump strong attack (C or D) --> high dodge attack (d + AB) --> cancel feint move (d + AC) --> close standing A --> close standing or crouching C --> special moves -Best to use Shine Knuckle or Deadly Rave Neo. If you have no bar, Reppu Ken or Hard Edge will work good. After using the feint, you have to walk up a little or the A won't be close. Jump strong attack (C or D) --> high dodge attack (d + AB) --> cancel Rising Tackle -A variation of the combo above, remixed for the mid-screen battles. (corner) Shinkuu Nage (Brake) --> Double Reppu Ken (2 hits) --> Deadly Rave Neo (P.) -When you do the Shikuu Nage, you must have your back to the wall. Try doing this off of a Rage Run Type Shift. Do the Deadly Rave just as the opponent lands, and they cannot block! ------------------------------------------------------------------------- TERRY BOGARD ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Close C --> f + C -Double upper. Does OK damage, but you can't cancel into a special, so I'd refrain from using this combo. -------------------------------[ Combos ]-------------------------------- Jump D (deep) --> Close C --> feint move --> Close C --> weak Burn Knuckle -A technical combo, but more useful (and damaging) than the typical jump attack --> stand attack --> special combo. Standing A (x2) --> weak Power Charge (x3) -A good combo starting from a jab. strong Power Charge (x1) --> Standing C --> Power Dunk (Brake) --> Power Geyser or Buster Wolf -Nice because the Power Charge allows you to get in close. I suggest a Power Geyser for S. and Buster Wolf for P. (make sure you delay the Buster Wolf to get all the hits). Power Wave (counter hit) --> strong Power Wave -Only useful if the first Power Wave hits from across the screen, otherwise you'd want to follow up with another move. Burn Knuckle or Crack Shoot (counter hit) --> Power Geyser -Another useful counter combo. Close C --> f + C --> (no cancel) Power Geyser (P.) -The Potential Triple Geyser is quick enough to combo without cancelling. (corner) close standing C --> feint move (f + AC) close standing C --> feint move (f + AC) --> close standing C --> feint move (f + AC) --> crouching C --> cancel Power Wave (strong) or a S. or P. -If you can master this combo, Terry will become a force to reckon with. After each feint, you have to walk a bit forward, or the standing C will become a far C and not a close C. (near corner) Power Dunk (brake) (counter hit) --> Buster Wolf (S.) --> Power Geyser (S.) or Buster Wolf (S.) -Right after landing from the Brake, quickly do the B. Wolf, and the instant you can move, do it again or the Geyser. I prefer the Geyser because it's giving the opponent a full course. Power Dunk (brake) (counter hit) --> Power Dunk (brake) --> weak Burn Knuckle -A no bar, no corner remix of the above combo. ------------------------------------------------------------------------- KIM DONG HWAN ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Jump A --> C -Pretty good mid-air combination attack, at least you can combo it. Jump B --> C -Same as above. -------------------------------[ Combos ]-------------------------------- (corner) Super Dong Hwan Kyaku (S.) --> Super Dong Hwan Kyaku (S.) --> strong Kuu Sa Jin -A maniac combo, but does major damage, and is cool to watch. strong Shiden Kyaku --> strong Raimei Zan -A combo that starts from a low hit. Just time the Raimei Zan right. Does a good amount of damage. But watch the opening, since the Shiden Kyaku comes out slow. strong Shiden Kyaku --> Ore-sama Hou-ou Kyaku -Make sure you do the Hou-ou Kyaku late, because he runs fast. The trick is to roll the joystick slowly, not too fast, so it will come out. Jump D --> Crouching C --> Kuu Sa Jin (Brake) --> Ore-sama Hou-ou Kyaku -It does not matter what strength you use for the Kuu Sa Jin, but you have very little time to do the Hou-ou Kyaku. Close C --> Kaiten Dong Hwan (T. O. P.) -Simple, yet damaging combo. Jump D --> Hishou Kyaku or Super Dong Hwan Kyaku -Easy combo to do, and into a Super or Potential. Nice. (corner) weak Shiden Kyaku or (Jump A --> Jump C) --> Jump A (rising) --> cancel Super Dong Hwan Kyaku (S.) --> Super Dong Hwan Kyaku (S.) --> Kuu Sa Jin (strong) -A great combo, but it is hard to master. When you do the Jump A (rising), do while doing (d, df, f, uf) so it makes the S. Dong Hwan Kyaku easier to do. (corner) (close standing D (1st hit) --> cancel feint) x n --> follow up -Remember to walk forward after the feint move. The "n" should be anywhere from 3 to 7 times, whatever you feel you're capable of. As for the follow up, crouching B --> crouching C (if you're too far, just the use the crouching B) --> a special move or rising jump A. From the rising jump A, you can do the S. Dong Hwan combo. ------------------------------------------------------------------------- KIM JAE HOON ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Jump A --> C -You don't need this. If the opponent is on the ground and crouching, the second hit will completely miss. Jump B --> C -You don't need this either. If the opponent is on the ground, you can't come out with the second hit. -------------------------------[ Combos ]-------------------------------- Jump D --> Close C --> Shakka Shuu or weak Hangetsu Zan or strong Ryuusei Raku -Either way, it does good damage. Just pick whatever you feel like at the time. Jump D --> Hisshou Kyaku --> Slide -Simple combo, but not too damaging. Hien Zan (Brake) --> strong Hien Zan --> finish -A decent combo, but I have not found a really good way to incorporate it into my strategy besides as a wake-up move. Hien Zan (Brake) --> Hou-ou Kyaku -Either S. or P. will do, but make sure you do it late, because Jae Hoon runs up fast. Hou-yoku Ten-Shou Kyaku (S.) (mid-air hit) --> Hou-ou Kyaku (S.) -I haven't tried this combo yet, but it looks kind of useful. ------------------------------------------------------------------------- HOTARU FUTABA ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Jump A --> B -This is your main mid-air combination attack. Jump A --> C -The second hit misses crouching opponents, so use the other one. -------------------------------[ Combos ]-------------------------------- Jump D --> Close C --> Ten-Shou Ran-Ki or Sou-Shou Ten-Ren-Ge -I'd use the Sou-Shou Ten-Ren-Ge just to be safe, since the Ten-Shou Ran-Ki might miss if you take too long. (corner) Jump D --> close standing D --> cancel weak Ko-bi Kyaku (Brake) --> strong Rengeki Shuu (rising) --> Ten-Shou Ran-Ki -You can use the Jump A --> C to start up, but it's not worth the effort. Kou-shuu Da --> Kuuchuu Furi-muki --> Rengeki Shuu -Not really a combo, but it works good as a cross-up. (corner) close standing D --> cancel weak Ko-bi Kyaku (Brake) --> strong Hakki-Shou --> Ten-Shou Ran-Ki -Hotaru's main combo. Aim for the Ten-Shou Ran-ki right as they land. Ten-Shin Shou (mid-air hit) (BGH) --> strong Ten-Shin Shou ------------------------------------------------------------------------- GATO ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Jump B --> A -A useful air combination attack. -------------------------------[ Combos ]-------------------------------- Jump D --> Close C --> Shin-Ga (--> f, f + A or C) or Ten-Ryuu Retsu-Kiba -Use the Ten-Tyuu Retsu-Kiba as often as possible, as it does, in the combo, major damage. (corner) Jump C --> crouching A --> cancel strong Fuu-Ga --> Sen-Ga --> weak Fuu-Ga --> Sen-Ga --> Zero Kiba -If you use the Potential Zero Kiba, it's an instant death 100% combo. After the Fuu-Gas, do the Sen-Ga IMMEDIATELY. If you just do the Fuu-Ga once, you can do the Zero Kiba from the middle of the screen. (corner) Jump D --> Close C --> Rai-Ga (Brake) --> Tatsu Kiba -Good damage, and easy to do. (corner) Jump C --> close standing C --> cancel weak Rai-Ga (Brake) --> weak Rai-Ga --> Zero Kiba -A great combo, plus it's easy to aim for. Sai Gaku --> Zero Kiba -Overhead start. Jump D --> Close C --> Rai-Ga (Brake) --> walk forward --> Zero Kiba -You need to walk up a little before doing the Zero Kiba, or you will miss. You have little time to do so, so do it quick. Jump D --> Close C --> strong Fuu-Ga --> Sen-Ga --> Zero Kiba -Not sure if this all works, but at least if does from the strong Fuu-Ga. ------------------------------------------------------------------------- BONNE JENET ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- close standing A --> A --> A -Good for pushing away the opponent, or aiming for guard crush. far standing C --> C -Good for zoning and guard crush. Straight Jump D --> A -Not very useful, since you can only do it on a straight jump. -------------------------------[ Combos ]-------------------------------- (cross-up) Jump C --> Close C --> weak Crazy Ivan or Many Many Torpedo -Great due to the cross-up. Crouching B (x2) --> weak Crazy Ivan or Many Many Torpedo -Starts from a low hit. Nice. strong The Hind (Brake) --> strong The Hind -Good damage for just two moves. (corner) strong The Hind (Brake) --> weak Gulf Tomahawk or Aurora -At least in the corner you can get in a Super or Potential. strong The Hind (Brake) --> weak Crazy Ivan --> Aurora -You'll be using this combo a lot. Aim the Aurora for when they land. (corner) crouching B --> weak The Hind (Brake) --> Aurora -Works well. (corner) Harrier Bee (until the third hit)--> Aurora -Looks like it will not connect, but it picks the opponent up right before it hits the ground. (corner) crouching B --> close standing D (1st hit) --> cancel feint (d + AC) --> high dodge attack (d + AB) --> cancel Many Many Torpedo -A great combo. (corner) (high dodge attack (d + AB) --> cancel feint (d + AC)) x 3 --> high dodge attack (d + aB) --> cancel Many Many Torpedo -I'd stick with the above combo. ------------------------------------------------------------------------- MARCO RODRIGUEZ ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- Jump B --> A Jump B --> C -------------------------------[ Combos ]-------------------------------- Jump D --> Close C --> weak Hien Shippu Kyaku or Ryuu-Sen Ken or Ko-Sen Kyaku -If you charged up a while, use the Ryuu-Sen Ken or Ko-Sen Kyaku. If blocked try the Ko-ou Ken, or a Harai, aiming for a counter. Close C --> Ko Hou (Brake) --> Zan-Retsu Ken (T. O. P.) or Haou Shoukou Ken -Incredibly difficult to do, because the Ko Hou is extremely difficult to Brake. Jou-dan Harai or Ge-dan Harai --> Haoh Shoukou Ken (P.) -Great for aiming for the counter. close standing A --> crouching C --> specials -What can connect are Ko-ou Ken, weak Hien Shippu Kyaku, Ko-Sen Kyaku, Haoh Shoukou Ken, and Ryuuko Ranbu. I'd stick with Ko-ou Ken. Try aiming for it after a dash. Kyokugen Hiji --> Ryuuko Ranbu -Major damage from a quick overhead (as long as you do Level 4). (corner) Jump D --> crouching C --> cancel weak Ko Hou (Brake) --> weak Hien Shippu Kyaku --> Kyokugen Ko Hou -A combo to aim for. You have to do the Kyokugen Ko Hou right after the Hien Shippu Kyaku. (corner) Jump D --> crouching C --> cancel weak Ko Hou (Brake) --> Zan-Retsu Ken --> Kyokugen Ko Hou or Haoh Shoukou Ken or Ryuuko Ranbu -A T.O.P. remix of the above. Right after the Ko Hou, you should do the Zan-Retsu Ken. The supers have to be potentials. Damage! ------------------------------------------------------------------------- HOKUTOMARU ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- GROUND *note* Hokutomaru has mess up poses at the end of some combination attacks. I mark them as (&) stand A --> stand C --> C (&) crouching A or B --> crouching C --> C (&) standing B --> standing D --> C (&) crouching B --> crouching D --> C (&) standing A --> standing B crouching A --> crouching B high dodge attack --> BC MID-AIR Jump A --> B Jump A --> C Jump A --> D Jump B --> A Jump B --> C Jump B --> D Jump C --> A Jump C --> B Jump C --> D Straight Jump D --> A Straight Jump D --> B Straight Jump D --> C -------------------------------[ Combos ]-------------------------------- Kuuten Geri --> Kuuchuu Shuriken -If blocked, try cancelling into a mid-air Rakka Zan - Jitsu, or just landing and throwing the opponent. Jump D --> B --> D --> cancel weak Karakusa-Giri or Chou Hissatsu Shuriken or Chou Baku-en Kunai -Good standard combo. Will be Hokutomaru's main combo. Jump D --> Crouching C --> strong Kuu Ha Dan (Brake) --> strong Kuu Ha Dan -Use to push the opponent into the corner. Plus, if the block the combo, stop at the first Kuu Ha Dan. (corner) Jump D --> Crouching C --> strong Kuu Ha Dan (Brake) --> Ougi - Chou Hissatsu Tatsumaki or Kyuukyoku Ougi - Chou Hissatsu Tatsumaki -Wait until the last second to do the Tatsumaki. close standing D --> cancel strong Kuu Ha Dan (Brake) --> Kuuten Geri (only the 2nd hit hits) --> Rakka Zan - Jitsu -Good combo. (corner) Jump D --> close standing D --> cancel strong Kuu Ha Dan (Brake) --> Kuuten Geri (only 2nd hit hits) --> Tatsumaki (S.) or (P.) -Do the Tatsumaki as soon as you land. A --> A --> B --> cancel Ougi - Chou Hissatsu Shuriken or P. version -Aim for it while dashing in. ------------------------------------------------------------------------- FREEMAN ------------------------------------------------------------------------- ------------------------[ Combination Attacks ]------------------------- close standing A --> A --> A -Easy to do. far A --> A -------------------------------[ Combos ]-------------------------------- Jump C --> Close A --> V. O. D. (x3) -I believe the a C will knock the opponent too far back. Use Creeping Death if the beginning is blocked once in a while to catch the counter-attacking opponents. crouching B --> cancel V. O. D. (x3) -Main Freeman combo. crouching B x 2 --> Full Blast (S.) or (P.) -Use if you have a meter or two. high dodge attack --> cancel V. O. D. (x3) or Full Blast -This is useful, too. strong V. O. D.(3rd hit counters) --> Full Blast or C -The third hit of the V. O. D. must be the first hit. strong Phobia (mid-air counter hit) --> C or Full Blast -Similar to the above, but you'll use this one more. (corner) Creeping Death --> crouching C -You hit them when they're kneeling. Nightmare or Phobia (counter hit) --> Full Blast -Easy damage off a counter hit. Morbid Angel (Brake) --> Close C --> V. O. D. (x3) or Full Blast -Once the Morbid Angel connects, it's a free combo! ------------------------------------------------------------------------- THE GRIFFON MASK ------------------------------------------------------------------------- -------------------------------[ Combos ]-------------------------------- Hercules Throw --> weak Poseidon Wave or Gri-Dro Super Kick (T. O. P.) -The Daedalus Attack works, but not all the hits connect. (back to corner) Hercules Throw --> Icarus Crash -Just a cool looking combo. No use. feint move (d + AC) --> Big Fall Griffon -Not a combo, but allows you to spin 720 without jumping. An A --> feint --> BF Griffon works well. ------------------------------------------------------------------------- KEVIN RIAN ------------------------------------------------------------------------- -------------------------------[ Combos ]-------------------------------- Crouching C --> Hell Trap (Brake) --> weak Hell Snipe -If you start with the Jump C, the grab of the Hell Trap will not connect, so Brake it. Jump C (deep) --> Crouching C --> Gatling Freezer (S.) --> Jump C (deep) --> Crouching C --> Gatling Freezer (S.) --> Jump C (deep)--> Crouching C --> strong Hell Trap (Brake) --> weak Hell Snipe -Big combo here! Instant death! close standing C --> feint (d + AC) --> crouching C --> specials -strong Hell Trap (Brake) --> weak Hell Snipe or one of the potentials works. Jump C --> Crouching C --> Lucky Strike (S.) --> Gatling Freezer (S.) --> weak Hell Snipe -A much easier combo, due to the fact that the Lucky Strike can combo from a Jump C --> Crouching C, without hitting deep. ------------------------------------------------------------------------- GRANT ------------------------------------------------------------------------- -------------------------------[ Combos ]-------------------------------- Jump D --> Close C --> Kyou Chou-Jin (Brake) --> Kyou Chou-Jin (--> Messhou Hisetsu) --> Majin Haten-Dan -Good, damaging combo. Gou Retsu-Shou --> Kyou Chou-Jin (--> Messhou Hisetsu) or Majin Haten-Dan or Kokuen-Ryuu -Not a combo to be aimed for, but when the Double Kong hits, go for it. Jump D --> Close C --> Majin Engetsu-Rin -Does major damage as a Potential. ------------------------------------------------------------------------- KAIN R. HEINLEIN ------------------------------------------------------------------------- -------------------------------[ Combos ]-------------------------------- strong Schwarze Flamme (counter hit) --> weak Schwarze Flamme -Good for tricking the opponent by using the weak a lot, then throwing in a strong Flame, and combo-ing from across the screen. (corner) Schwarzer Mond --> Shwartz Lanze -One of the only combos from a throw. Schwarze Lanze (Brake) --> Schwarze Lanze -Typical Brake combo. (near corner) Schwarze Lanze (Brake) --> Himmlische Seele (S.) --> Himmlischer Atem (S.) --> Schwarze Lanze -Crappy damage. But a great crowd-pleasure. You're sure to get "Oohs" and "Ahhs". ========================================================================= 7. SECRETS ========================================================================= Different Colors -OK, so not much of a secret, but each character has 4 colors, corresponding to each button. Survival Mode -After inserting coins, hold ABCD down while pressing start. You will fight all characters with one life bar, gaining some back after each match. Roulette -to get a random character every match, hold start and hit a button. Play as Grant -At Dong Hwan, hold start, and hit u, u, d, d, u, d and Grant appears. Play as Kain -At Jae Hoon, hold start, and hit d, d, u, u, d, u and Kain appears. ========================================================================= 8. MISCELLANEOUS ========================================================================= There are several interesting things in Hokutomaru's stage. 1) In the background in the middle, a signboard with Mai and Andy holding hands is there. 2) In the background, at the very left, there is a signboard of the Real Bout 2 advertisement (Terry with his hat on the ground and Rick's leg). 3) At the left, a little right of the RB2 advertisement, there is the Real Bout advertisement (Geese sitting in his chair with Billy, Ripper, and Hopper on both sides). 4) In the middle of the level, Kaede and Moriya from Gekka no Kenshi (Last Blade). In round one, they are both in the car, with their heads out of the car. In round two, Moriya looks in the hood while Kaede is held back by an officer (he's awakened, with blonde hair). In round three, they are both sitting on the hood of the car (Kaede is back to normal). 5) Below the Mai and Andy board, there is a board of Alfred. I'm not sure if this is true or not, but my friend pointed out some very strange coincidences. That Bonne Jenet is a play on Jean Bonet, of that baffling murder case. The pronunciation is very, very similar, just with the front letter switched around. And Jenet is blonde. Plus, I believe that Jean Benet, 10 years from now (which Garou takes place) she would be more or less 19. Maybe it's just coincidence, but that's kind of eerie. In Kim Jae Hoon's stage. if his opponent is not Dong Hwan, then Dong is in the background. All the Tae Kwon Do students and Dong clap and cheer for Jae Hoon when he wins, and are disappointed when he loses. If Dong Hwan is the opponent, then he is not in the background, and the students in black cheer for Dong Hwan while those white are for Jae Hoon. They clap and are sad when their side wins or loses, respectively. In the stage openings, if you are Dong Hwan and the computer Jae Hoon, there is a special stage opening. At first it looks the same, but if you keep watching... Each character has his or her own win mark. Rock - Wing Terry - Star Dong Hwan - Lightning Jae Hoon - Flame Hotaru - Ribbon Gato - Fist Jenet - Skull Marco - The character "Kyoku" from Kyokugen Hokutomaru - Four-pointed Shuriken Freeman - Spider Griffon - Feather Kevin - Bullet Grant - Silver Sun (his pin) Kain - King of Fighters Maximum Mayhem logo Taunting causes something in the stage to move. Try it! Very minor but I like this detail! When you win a certain amount of matches against other players, a handicap is initialized (the store can turn it on/off). 10 wins - challenger can charge guage with taunts 20 wins - challenger starts match with full guage 30 wins - challenger's bar goes up quicker 40 wins - challenger's bar automatically refills 50 wins - challenger's life bar is one big T. O. P. area To fight Kain, your Fighting Level average must be AAA. Pick the first player side as much as possible. The first player side has slight advantages. For instance, if Jae Hoon did a strong Hien Zan (Brake) and backstepped immediately after while the opponent goes for a normal grab, 1st player will get away but the 2nd player Jae Hoon will be thrown. There are exceptions to this, keep in mind. SNK has a secret Garou website up. The secret address is: http://www.neogeo.co.jp/garou/gsp0125/garo_pwd.html The password is: trikara Try it, and check out some of the stratched character designs! Plus the endings! ========================================================================= 9. AUTHOR'S COMMENTS ========================================================================= Tell me if I'm wrong with the names of the moves, though I know that most are right (I'm Japanese). Not sure of The Griffon's T. O. P. Attack. I had fun searching the net for some of those Greek Gods.... Well, the "B" in Jenet means "good" not "beautiful," and it's her last name, so that doesn't really count (I think she uses her last name first just as a pun). There's one more Kain saying that's in German... Anyone know German? ========================================================================= 10. SPECIAL THANKS ========================================================================= Here is a list of all the people I must thank for this FAQ. If you feel you deserve credit, email me, James Kuroki (This email address is being protected from spambots. You need JavaScript enabled to view it.), making sure you put why you deserve credit (sometimes I forget, so you need to remind me), and I'll stick you on the list. But remember, it's first-come, first-serve, and I may be the first to find stuff out. SNK of Japan (www.neogeo.co.jp) -as of now, they are my only resource for the moves! Of course, they also made the game.... Neo Geo Freak -this magazine keeps me updated, as well as teaches me some combos that are near impossible! This has given me some crazy combos. Arcadia -this magazine gave me the mook, with the sayings and some bugs, plus it had some cool fan art (really erotic, hehe). Kao Megura -he was the reason why I'm writing FAQs, so I must thank him. I also stole his FAQ layout, so I guess he deserves credit (just kidding, man, you DO deserve it). cHaNgFuI <This email address is being protected from spambots. You need JavaScript enabled to view it.> -he played the game before I did....and gave me some extra info on some moves. Lord Pyron Ikari <This email address is being protected from spambots. You need JavaScript enabled to view it.>
   -he's really my friend, but he wants to be credited this way. He got
    Grant and Kain on Roulette enough times for me to get down an 
    accurate move list.

Ura no Ura                               <http://www2.airnet.ne.jp/~tac/>
   -a sight that I frequent.  Got some of the Hiddens there, and will 
    take some combos later on.  Great place!

Famitsu
   -I got some other Hiddens from this magazine, plus Kain and Grant's
    move names.

OKmen
   -He's the first to tell me of the Kain/Grant codes.  He pulled them
    off a newsgroup, which in turn pulled them off a Japanese web site.

Tough Sutsune (spelling?)
   -For telling me what Chi ge is.

Katica Puljic & Dragon4S
   -Both gave my Kain's spellings.  And it helped a load!

Gunsmith
   -For giving me a bunch of combos.  I'm only putting up the ones you
    should know, or if it looks cool (so mostly from NG Freak).  Sorry
    bout that, Gunsmith, but I'll leave the combo stuff to you.

=========================================================================
11.  REVISION HISTORY
=========================================================================


Version 0.5               (November 30, 1999)
    -Whew!  All this in one day!  And before the game reaches most
     arcades (official Japan release date was 11/26/99).  Still gotta
     help my friend work on his KOF 99 FAQ....and now this...  I'm a 
     busy man!

Version 0.6               (December 2, 1999)
   -Some minor changes and corrections.  Still need to add profiles...

Version 1.0               (December 6, 1999)
   -Still need the profiles, dammit.  But I did get in a preliminary
    move list for Grant and Kain.  Now for the profiles and taunts...

Version 3.0               (December 16, 1999)
   -What happend to 2.0, you say?  I don't know!  I typed so much, I
    say that it deserves a 3!  I even brought a laptop to the arcade!
    Almost all the stuff, was done by pure research.  Took out stress
    by beating down the people who only picked Rock (one of those
    one-character people who steal any combos you show them the instant
    they see it) with Roullette!!

Version 3.5               (December 17, 1999)
   -Got the names of Grant's and Kain's moves.  Last minute update
    right before I go on my snowboard trip to Utah!  Next update after
    X-Mas.

Version 3.8               (January 11, 2000)
   -Corrected some minor mistakes, and that's about all.  Changed the
    code for Grant and Kain, to the SNK one.  Sorry it took so long,
    but after I got back, Garou was gone (should be getting the final
    version soon), so I kind of lost the will.  This FAQ will blow up
    at the end of February, though, when I get the home version...

Version 5.0               (April 2, 2000)
   -I'm eating my words right now.  I got kinda lazy, plus finals and
    all this other stuff to do, and once finals are over, the flow of
    games increase, cutting my time again!  I'm hooked on Gekka no
    Kenshi and Metal Slug 2nd Mission for the NGP!  I noticed a flood of
    emails for me to update my FAQ once the ROM was released on the
    net...  Sheesh, greedy bastards, you want more after getting
    something for free (^_^:).  KOF 99 Evolution is great!  They
    actually fixed some bugs!  Looks like 2000's gonna be a great one!
    But it will take a lot to surpass Garou IMHO!  You know, I always
    write FAQs when I am into the game like hell, then get lazy later on.
    I don't know why I keep writing FAQs...  Oh, well.  I started it, I
    have to finish it.  Gotta wipe your own ass in this world...


*************************************************************************
Unpublished work Copyright 1999-2000 James Kuroki
*************************************************************************
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