snk

SNK Playmore Corporation (株式会社SNKプレイモア, Kabushikigaisha Esu Enu Kei Pureimoa, also known as SNK or Playmore) is a Japanese video game hardware and software company. [read more at http://en.wikipedia.org/wiki/SNK_Playmore]

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             [   T h e  K i n g  O f  F i g h t e r s  ' 9 9   ]
    
                                 Episode 5
    
                          "The Millenium Battle" 
    
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                     FAQ -v5.01 REACTIVE FINAL- by Gunsmith
    
    -The last things that you want to know:
     - The Iori striker combos.  Iori's flame must hit the opponent
       as they land from a jump.  
     - Not all the combos work.  Please refer to Serpent Wave's
       combo FAQ.
     - ALL Infinite Bugs are explained here: 
       http://www.geocities.com/TimesSquare/8561/
     - Yes, Jhun is a big fan of Athena.  Calvin said he spotted
       confirmation in the Technical Mook.  This explains all the
       Manga frolics that you have seen.
     - All speech and vs introductions are in a updated form in 
       a seperate "Speech FAQ" available only at www.gamefaqs.com
     - Omake Teams COMPLETE!
     - There are one or two more bugs.  Bulletin Board will 
       advertise development.
     - Is something burning in your heart, that you feel you 
       need to tell the world through this FAQ?.... Email.
    
    -After Feb 1st, there will be no further updates to this FAQ.  
     Anything else of interest will be posted on the Bulletin Board.
     If you want to know a quote translation please email me or 
     post on the bulletin board.
    
    -Within this FAQ, you will find movelists, combos, infinites, bugs,
     story, bio, speech translations, winposes descrip, endings, neo geo
     CD info, and all manner of miscellaneous information on the game.
     This FAQ works as an companion to Kao Megura's FAQ, in which you 
     will find detailed move description (including which moves work 
     in combos in counter mode), movelist translation, dip switch info 
     and more!
     What you won't find in this FAQ is an attempt to copy from other
     FAQs.  This FAQ started on the 30th July and is ongoing.  I don't
     see how another FAQ on KOF'99 can possibly have "found out" their 
     own information as, to put it bluntly, it was here first.  Kao 
     Megura sent me a translation list which I have now removed as
     he has his own faq.  This FAQ is made from my own efforts of 
     researching information and helpful contributions sent to me or
     posted on the Bulletin Board at my homepage.  They get credit.
     We deserve credit.  Don't be fooled by FAQ's which are double-
     spaced in order to look bigger or claim to be working on getting
     info which IS ALREADY HERE.
    
     Beware of cheap imitations.
    
     "Innovate, don't imitate" (C) Hugo Boss 1998, 1999, 2000
    
    Updates-- 
    18th Jan  - I'm back but there isn't much more to add.
                Little corrections here and there... 
                I noticed Neo Geo Website has released quote
                info for the first time!  Taken out most 
                speech where it's just the character shouting
                the name of the move unless it's different
                translation to that of Kao or he never 
                translated it.  If you want to know translations
                of moves that have been in the game since
                KOF '97, simply refer to Kao Megura's '97 Faq.
                There are some differences with my translation,
                though... 
    19th Dec  - Released this version at Gamefaqs since no-one
                is obviously in touch with the minor updates
                at the homepage.  This version still needs some
                tidying up with the new info I got, but I'll
                be away till 10th January... Merry Christmas!
    17th Dec  - Woah, busy bee!  Sat down with Mai-chan and went
                through the soundtrack comparing notes with 
                Kao's KOF 97 Faq.  Mai gave up by the time we
                got to Women Team.  Anyway, we've updated the
                quotes.  Found some quotes I can't match to 
                the game.... hmmm..... well, some got translated
                and some didn't.  Time to call on Kao for some
                discussion.   David, I wan't my jishou back!
                Found another sleeper, oK'?  CPU Guide added. 
                Please read the translation notes.
    15th Dec  - Whoops, can't remember... bits here and there =p
    13th Dec  = Added Ralf and Clark translations!  Removed all move
                descriptions that were still hanging around...
                (Remember to refer to Kao Megura's FAQ for these).
                Reformat.  Neo Geo CD Omake Section added.
                Bye Bye Movelist Translation!
    10th Dec  - Bao sleeper (Misc).  Leona trap (Misc).  Bao 100%.  
                Iori Bug.  Realised Sting was a fake.
     3rd Dec  - Added Winposes all teams apart from Jhun and Edits.  
                Should have some translations ready for next update.
    22nd Nov  - Chang bug.  Bao DX "correction". Andy Bug.  Jhun Bug.
                K' and Whip Dodge info.  Terry most damaging SDM(again!)
                Throw off note.  Beni, Shingo Winposes. Takuma and 
                Athena unblockables.
    16th Nov  = New format.  Kyo 1 combo.  A Jhun combo from pyjaman
                (I have no idea what he's talking about but you can
                 try it).  Added Bao bug.  Corrected Jhun movename.
    13th Nov  - Added Air Cancel Chart from IorI.  Found a bug with 
                Clark!  Added Shortcut.  Added Clark Bug from Johnny.
                Found an Andy combo which I realised is the one I wrote
                down from the video, albeit wrongly.  Whip Taunt. 
                Added Kyo and Real Kyo combos from Simian.  Dodge Attack
                Command Attack follow up note added (thanks again Sim).
                Ryo Counter note.  Another Clark Bug.  Corrected Terry
                most damaging combos.  Whip Striker Note.  Ralf Dodge. 
    10th Nov  - After watching the videos I played around and made up
                some combos- nothing special I might add... heh heh
                Kyo 1.  Benimaru.  Joe corrections.  Chang combos.
                Tested Joe combos and discovered a new one. Ralf
                Striker Notes.  Leona bug corrected.  Bao speech.
                Chang combo and notes.
     9th Nov  - Maxima Bug, Takuma Combo Correction(?) Robert Combo 100% 
                Shingo combo 100%. Leona 100% Ryo infinite. AM and CM
                time limit correction.  The return of the cool Mai
                combo.  Benimaru cool combo.  A few other combos...
                Note some of the cool combos were tested vs Chang.
                Explained K'/Kyo1/Shin Kyo Striker Kasumi "infinite".
                Checked out videos from Actionman's site which
                explained a lot of combos.  (link added).  It looks
                like the author of the Jap KOF99 page hasn't tested
                all the combos he listed.... COOL RALF COMBO!! :)
                Whip speech listing.  Added Kyo 2 note Dwn B, Dwn C.
     6th Nov  - Well this is interesting.  Added some COOL combos.
                By my definition, I'm only adding COOL combos... 
                Terry, K', Yes... King is proving a popular striker..
                updated King vs Ryo intro.  Added all Whip's speech.
                Note that you can't hear it if you're outside Japan...
                Bao speech correction.  China Team intros speech 
                finished.  Kyo vs Iori speech finished.  All 
                translation work for this edition was done by me and 
                Mai. (Osaka dialect is her speciality!) Corrected 
                Athena tactics.  Some Kensou speech added. Finally got
                the K' taunt.  Unfortunately.... eheh.... can't 
                translate it yet *doh*.  Added Whip's fwd A note.
                King infinite vs Ryo correction.  Added Translation
                note.  Sorted out some of Whips' speech.  Finished 
                Kensou's winposes.  Added easy Mai combos.  Shingo
                opening speech correction.  Finished Athena winposes.
                Finished King Winposes.  Added Shortcut.  Bao taunt.
                Maxima Rumour Bug added.  Mary Rumour Bug added.  
                Combos added from a Japanese page I visited 
                (link added): K', Maxima, Joe, Ryo, Takuma, Mary...
                I recommend you REALLY check these combos!  BUT note
                some of them work and some of them seem like they're
                IMPOSSIBLE.... But hey, you could say that about a 
                lot of combos, ne?  
                Added Note to Legend about cancellable move notation.
    5th  Nov  - Happy Halloween and Guy Fawkes Night!  Updated Leona 
                Earring Bomb notes.  Leona bug.  King bug.  K' infinite.
                Ralf bug.  Ryo bug. Another way to defeat Krizalid form
                1. K' bug. Kyo er... bug... lots of insects... yes...
                very creepy edition of the faq eh?
    24th Oct  - Added Terry's best combos.  Removed K's move description
                Please refer to Kao Megura's faq for such information!
                corrected Xiangfei.  Ryo autoguard notes.  Started 
                reformat on opening speeches.  Added Maxima and Kyo's
                winposes.  Corrected Shingo Quote.  Added Notes on
                Leona's Earring Bomb.
    21st Oct  - Ahhh work has to be done.  Motivation returns.
                Added Seiyuus (voice actors).  Added exact Hero Team
                ending (pics at website).  Added all endquotes (pics.
                at website).  Updated Strikers.
    11th Oct  - Added new shortcut.  Corrected Krizalid's movenames.
                Added Whip vs Krizalid translation.  Clark CAN follow 
                [Dwn Dwn + C] with [QCF + A/C]!!! Added Andy's 
                "infinite" XP Added Ryo vs King.  Corrected King 
                Move.
    7th Oct   - Corrected "How to get Kyo and Iori" AGAIN.  Added 
                Krizalid's movenames.  Corrected some colours.
    6th Oct   - Added Mai's enquote and ending.  Clarified Terry and 
                Juhn's striker action + added new Striker combo for 
                Iori.  The Gamest Striker rankings are starting to
                make sense.... Added Andy's enquote and FF intros.
                Added some colours :)
    5th Oct   - Added extra ending texts.  Whip and K have an intro vs 
                Krizalid.  Whip and Leona's endquotes.  Corrected
                How to fight Iori and Kyo and how to use the code. 
                Added some strategies vs Krizalid from MJL.
                Some Strikers do two moves: One at close range and one 
                at far range.
    1st OCT   - Added Whip, Takuma, Kensou infintes.  Shortcut Control 
                Section.  Added a few combos (Iori) . Explained Mai's
                Air Grab.
    20th Sep  - Added some corrections and more endings.
    13th Sep  - Added all new command moves and all vs intros 
                (well, some dialogue still to be added).  Changed mind
                about reformat heh heh.  Name transition in progess.
    7th Sep   - Released but next update will have massive reformat
    3rd Sep   - Returned from trip to Japan.  Got Gamest Graphical Mook
                (scans available at the web-page) and KOF '99 OST CD.
                (mp3s available now).
                Added Roberts New DM, + Shingo CD +Mai's new throw Note.
                Gamest Striker Rankings.  
                You may have noticed I've mentioned infinites but 
                censored them.  I will reveal the infinites at a 
                certain date to be announced.
    11th Aug  - Most command throws added from Kao Megura's kof98 faq.
    10th Aug  - minor update: Added Takuma/Kyo-1's Floor hit moves +
                corrections
    9th August- All moves translated or at least got japanese names 
                apart from Real Kyo and Iori's new moves.
    6th August- Boss Descrip.  More endquotes.  Ending.
    5th August- 3rd release- finished reformat and added new moves and
                Clark VS Ralf Speech, Joe vs Andy etc.
    2nd August- 1st release
    30th July - Still in a mess.  Correcting stuff and adding.
    
    Original Movelist by Charles of PaoPao Cafe
    Pao Pao Cafe Presents . SNK NeoGeo Mook 005
    http://welcome.to/paopaocafe
    Visit for the latest SNK fighting game news!
    
    rewritten by Gunsmith of Wu-Tech Corp.
    I've taken ChaRle5!'s FAQ (with his permission) and replaced the
    keypad("236" etc) notation with joystick notation("QCF" etc.)
    
    What I've added: Extra Bios, more moves, story, endquotes, movenames
    and more technical info.
    
     -------------------------------------------------------------------
    ---------------Only one can surpass K. And that's K'!----------------
     -------------------------------------------------------------------
    
     [----------------------------Contents-----------------------------]
    
    -1. Translation notes
    --2.  Legend
    ---3.  Game System
    ----4.  Prologue Story
    -----5.  Movelist
    ------6.  Secret Characters
    -------7.  Air Cancel Movelist
    --------8.  Rankings
    ---------9.  Versus Intros
    ----------10. Colour Teams
    -----------11. CPU Guide
    ------------11. Boss Info
    -------------12. Story Spoiler and Endings
    --------------13. Neo Geo CD version
    ---------------14. Credits
    
    ====================================================================
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     [1. T R A N S L A T I O N  N O T E S-----------------------------]
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    ====================================================================
    
    The format of the faq is now in original Japanese names only. 
    I had started doing translations but I've erased them to give
    way to Kao Megura's FAQ.  Please refer to his FAQ for these.
    This season I've worked predominantly on quotes.  Of course,
    Kao Megura's KOF 97 FAQ gave me cause to double check the 
    translations I found using his research.  Great work, Kao!
    
    Originally, it was just me, Mai-chan and several dictionaries.
    Kao popped up and we discussed the transition of Japanese to
    English.  What you don't realise is that some official English 
    movenames from SNK USA are totally different to the original 
    japanese movename.  This gets confusing.  When we translate,
    we use literal meaning and common sense that's appropriate for
    fighters.  I didn't agree on some things with Kao, but now 
    that he has his own FAQ you can make up your own mind.  In some 
    cases we are both right, even though we give different 
    translations.
    
    Remember that Japanese has many meaning for the same word.  Same
    like other languages if you think about it.  If I write something
    different for the same word, don't worry; it's correct in that
    context -  Different meanings for different situations.  Of course
    there could still be some errors, so email me if you feel 
    perplexed that you're not imitating your favourite character
    correctly... 
    
    Once again, the japanese version has multiple end quotes for each
    character :(
    
    If the character says something when they do a move and it's not
    listed, that means they are shouting the actual name of the move
    which is in the movelist.  If you're not convinced, leave a 
    message on the bulletin board or email me.
    
    ====================================================================
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     [2. L E G E N D--------------------------------------------------]
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    ====================================================================
     
                         --Game Control--
    
    In a Neo Geo format,
    The buttons are arranged like thus:
    A B C D
    
    A            = light punch
    B            = light kick
    C            = hard punch
    D            = hard kick
    Start        = Taunt
    
                       --FAQ Terminology--
    
    Q            = Quarter
    H            = Half
    C            = Circle
    F            = Forward
    B            = Back 
    UF           = Up-Forward
    UB           = Up-Back
    Fwd          = Forward
    Bk           = Back
    DP           = Dragon Punch Motion (Fwd, Dwn, Dwn Fwd)
    RPD          = Reverse DP
    
    Special      = generally speaking, a fighting move that takes 
                   energy off opponent even if blocked and requires 
                   a input on the joystick and button.
    
    DM           = Desperation Move.  The last ditch, last resort move!  
                   Summon all your strength for one last try to blow 
                   away the opposition!  Well, that's how it used to 
                   be...  *reminisces Fatal Fury II - sigh*
    
    SDM          = Super Desperation Move
    
    Lag          = Delay Time
    
    Foe          = Your opponent, like P2 or whatever
    
    (A) Move     = Press a button and your character performs a move.
    
    Command Move = Press a button and joystick direction (eg Fwd) and
                   some characters do another move.
    
    Buffer       = Use a movement that doesn't execute a move but 
                   saves the input in preparation for the next.
    
    Juggle       = As an opponent is thrown into the air from a hit,
                   you can hit them again.
    
    Wake up      = As you are getting up from being knocked over.
    
    Hld/Hold/
    Charge       = Keep direction or button held down 
    
    Chain        = Link normal moves and optionally command moves
                   together in a combo.  Eg: Stand C, Fwd A.
    
    CM           = Counter Mode
    
    AM           = Armour Mode
    
    @CR          = Put opponent in corner
    
    @NCR         = Put opponent a pace away from corner 
                   (so striker can hit)
    
    x i          = repeat infintely
    
    ne?          = Japanese for "surely?" or "right?".  I say it all
                   the time and don't even notice.  
    
    ====================================================================
     ------------------------------------------------------------------
     [3. G A M E  S Y S T E M-----------------------------------------]
     ------------------------------------------------------------------
    ====================================================================
    
    (facing right)
    
    Running Dash         : Fwd Fwd
    
    Back Step            : Back Back
    
    Hop                  : Bk-Up or Up or Up-Fwd instantly
    
    Medium Jump          : When running : Bk-Up or Up or Up-Fwd.
                           From standing: Bk Down + Bk-Up or Up 
                           or Up-Fwd.
    
    Jump                 : Hold Bk-Up or Up or Up-Fwd.
    
    Guard Cancel         : when blocking AB or foward/ backward AB
                           (needs 1 power guage stock)
    
    Throw Forward        : When close, Bk/Fwd + C
    
    Throw Backward       : When close, Bk/Fwd + D
    
    Throw off            : At the instant of being thrown, Bk or Fwd +
                           any button.  Note that multihit throws such
                           as Joe's D throw and Bao's C throw cannot 
                           be thrown off.
    
    Heavy Attack         : C+D
    
    Guard Cancel Blow off: when blocking C+D(need 1 power guage stock)
    
    Guard Crush          : In general, block 13 hits in succession and 
                           your guard breaks!  If you can time it, you 
                           can get a free combo!
    
    Tech Roll            : A+B when landing after being hit.  You 
                           cannot Tech Roll some particular moves...
    
    Mid-Air block        : Bk-Up or Bk or Bk-Dwn when performing up 
                           /backward jump
    
    Slide Dodge (+Attack): forward/ backward + A+B 
                           (if fwd + any button to attack)
                           (NOTE: The slide backwards will automatically
                            force you forward again BUT you can stop
                            this with a special move)
    
    Striker System       : B+C
    
    Counter Mode Activate: A+B+C (need 3 power guage stocks)
    
    Armor Mode Activate  : B+C+D (need 3 power guage stocks)
    
                  --System Info: The CM and AM modes--
    
     -Counter Mode:
    
    You need 3 stocks for this.  In this mode, you can do DM/SDM 
    (depending on red energy bar) ad infinitum (Some DMs come out
    quicker than others, these are the ones you can combo with)
    Skilled players will prefer to use this mode in combos, as you can
    combo certain special moves into SDMs;eg:Terry QCF+A into QCFx2+B...
    Counter Mode lasts for approx 18 seconds.
    After that you can't charge stock for about 10 seconds.
    
     -Armor Mode:
    
    You need 3 stocks for this.  In this mode, when you get hit you don't
    get "damaged"- you don't get the animation and recovery time that you
    would normally.  You still lose energy though.  The real bonus is you
    won't suffer any tick damage from blocked specials in this mode.
    Note: You do get pushed back when you get hit so you can't try
    stupid stuff like walking through a fat combo to get in a throw-
    you will lose too much energy to compensate.
    Armour mode lasts for approx. 9 seconds.
    After that you can't charge stock for about 10 seconds.
    
     -Slide Dodge/ Attack:
    
    This is the combined Advanced and Extra Mode of KOF '98.
    If you press A+B + Back, you slide back but then hop forward
    automatically (You cannot Dodge Attack).  You can cancel the 
    hop forward by performing a special move.
    In counter mode you can combo a special move with dodge attack.
    If you press A+B while blocking you will cancel guard and slide
    forward/backward (costs 1 stock)
    In counter mode you can combo a Command attack with dodge attack.
    
     -Striker System:
    
    Press B+C to call out your striker.  You are invincible for the
    second that you call out the striker.
    You will taunt and then the striker appears, so forget about using
    them as part of a combo.  However you can use them as combo starters
    as some will hold the opponent or set up a juggle!  
    
    More on this in each teams section.
    
    Note: Some Strikers do more than one action depending on the 
          opponent's actions...
    
     -DM/SDM:
    
    The return of the red flashing energy! Woohoo!  You need
    1 stock to execute a DM.  Well, if you have 1/7 energy left, when
    you do DM it will be SDM.  Actually this is proving to be quite
    annoying; With 1 stock Terry can do some serious SDM damage if
    he can connect with a Stand C (arguably the easiest combo
    starter in the game)
    
     -Stocks:
    
    Every time you do a special move or block attacks, your bar
    fills up.  Once it is full, it empties and an icon appears
    next to indicate a stock.  You can build up to three.
    However, Stocks DO NOT transfer to the next player.  So you may
    as well use them like crazy if you are about to die.
    
     -Character Selection:
    
    The sequence is now secret to your opponent.  The characters
    are listed according to buttons A B C D respectively.
    Press the buttons in the order you want to play the characters.
    If you want to reveal your character order, hold start while
    selecting characters.
    
     -Color Selection: 
    
    Hit B when selecting characters.  Only two colours available
    this year :(
    
     -Selecting Winpose:
    
    Hold the corresponding button as soon as you've defeated your
    opponent.  This works for Timeout win also.
    
                       --Control Shortcuts--
    
    The shorcut control system still exists in '99.
    
     DP + P/K
     can be executed thus:
     Fwd, (neutral), Dwn-Fwd + P/K
     
     P + QCF + P
     can be executed thus:
     Fwd, Dwn-Fwd + P (hold P), Fwd
     
     P + QCFx2 + P 
     can be executed thus:
     QCF, Down, Down Forward + P (hold P), Fwd
      - The same method applies with HCF combos 
    
     Low B, Low A, QCFx2 + A
     can be exectued thus: 
     Dwn + B, QCF + A, QCF + A
    
     P, QCF HCB + P
     can be executed thus:
     QCF, Down-Forward, Down, Down-Back + P (hold P), Back
    
    Where there is no special move designated for a movement
    EG: HCB will not do anything for Clark
    use it to buffer a combo.
    EG: HCB + P, HCB + P (Clark)
    will execute
    P, HCBx2 + P 
    
    When you hold a button, no special moves can be performed
    and you cannot run.  However, it allows you to buffer moves.
    Eg Clark
    Hold A, HCF + C, (let go A), HCF + D
    will execute: 
     C, HCFx2 + D
    
     HCF etc
     can be executed thus:
     Back, Dwn, Fwd (only good for keyboard users o_O)
     note this doesn't work for QCF.
    
     Low x, x, QCFx2 DM/SDM
     Eg Ryo
     Do Dwn B, QCF + A, QCF + A
    
    In counter mode, motions which overlap DMs are effective.
     Eg Terry:  
     QCF + A, QCF + B will do: Power Wave, High Angle Geyser.
    
    While running, you can charge for a move.
     Eg Leona
     Fwd Fwd, Hold Down Fwd, then press Up + P when you want
     to execute Moonslasher.
    
                         --Illustration--
    
    I've noted that the guy/gal who illustrated the KOF 98 intro (not
    the match end graphics, which were horrible I might add) is now
    fully illustrating all the character potraits in KOF 99...
    which are niiiiice! :)
    
    ====================================================================
     ------------------------------------------------------------------
     [4. P R O L O G U E  S T O R Y-----------------------------------]
     ------------------------------------------------------------------
    ====================================================================
    
    Invitation cards were sent to fighters all over the world.
    A new King of Fighters tournament would be held.
    However, there was no grand media attention like last year
    The fighters wondered who was behind this years organisation?
    There was a new rule in the regulations:  Striker Match!
    Many couldn't conceal their bewilderment at this.  It had
    never been done before...
    Heidern felt suspicious and sends Ralf, to investigate the
    organisation behind the tournament.
    Benimaru is invited to KOF as a member of a special team: his
    team members include two names he had never heard before;
    K' and Maxima.... though Beni is perplexed as he had
    never heard of these names in the grapple field, he boldly
    accepted.
    
    What is the Striker match?
    Is there something hidden in the tournament?
    Various mysteries are conceived, and so the saga continues...
    
    ====================================================================
     ------------------------------------------------------------------
     [5. M O V E L I S T S--------------------------------------------]
     ------------------------------------------------------------------
    ====================================================================
    
    --------------------------------------------------------------------
                             Heroes Team
    --------------------------------------------------------------------
    
    Benimaru received the invitation to the King of Fighters Tournament
    again, as usual.  But he found that two boxes at his team entry are
    already occupied by two new names: K' and Maxima... What's the
    deal about that?
    
    -------------------------------------------------------------------\
    K'-----------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth  : Unknown
    Fighting Style  : Violence
    Age             : Between 16 and 18
    DOB             : Unknown
    Blood Type      : Unknown
    Height          : 183 cm
    Weight          : 65 kg
    Hobby           : None
    Favorite food   : Beef Jerky
    Best sport      : None (K' isn't good at sports)
    Important thing : None
    Hated thing     : KOF
    Winpose A       : Stands with right hand aflame.  With a grin,
                      he clenches his fist to snuff out the flame.
    Winpose B       : Puts on sunglasses and says "Anta ja 
                      yakubusokudaze"
    Winpose C       : Turns around and spits on the floor, then looks 
                      to the side saying "doitsumo koitsumo" (All you 
                      people, I'll take you on)
    Colour A        : Silver Grey Hair, Black Biker Suit, Red Glove.
    Colour B        : Red Suit, Blond Hair
    Seiyuu          : Yuuki Matsuda
    Endquote        : "Now, the finish.  Get up, fool!"
    
    o-K'--------------------------------------------Movelist-----------o
    
    Spot Pile        : When close, Bk / Fwd + C
    Knee Strike      : When close, Bk / Fwd + D
    One Inch         : Fwd + A
    Knee Assault     : Fwd + B
    Eine Trigger     : QCF + P
                        -Follow with either
                         1. Fwd + B = Second Shoot 
                         2. Fwd + D = Second Shell 
    Crow Bite        : DP + P
                        -C version can follow with Fwd D
    Minute Spike     : QCB + K 
                        -Can do in air
    Blackout         : QCF + K 
    DM: Chain Driver : QCF HCB + P
    DM: Heat Drive   : QCFx2 + P
    
    Striker: "Narrow Spike"
     1. Jumps in C, then does a slide (same animation as teleport).
         You can make the two hits combo if you hit the opponent 
         in between the jump C and the slide.
     2. If they opponent is jumping he'll do Crow Bite.
    
    o-K'--------------------------------------------Speech-------------o      
    [Round Start]
    Takes off sunglasses and says 
    "Ore hitori de, juubun da..." 
    (I'm just one person, but that's enough....)
    
    [Taunt]
    Stands up straight with his thumbs in his pockets, grins and says 
    "Namenjane-zo teme-!"
    
    [QCF + K] 
    "Black out!"
    
    [QCB + K]
    "Shydyaaaa!!"
    
    [Recovery Roll]
    "Yarujya ne ka"
    (Oh you're good eh?)
    
    [QCFx2 + P]
    "Owari ni suruze"
    (I'll finish it)
    
    Unsorted:
    "katazuketeyaruze"
    
    
    o-K'--------------------------------------------Miscellaneous------o
     
     -K's invincibility during his Dodge is instant.  He is only 
      invincible for the first frame of the AB Dodge.  Trying to dodge
      through attacks with more than 1 frame of attack is suicide.
      To dodge fireballs, K' has to dodge at the very last second.
    
     -If you charge K's QCFx2 + C DM or SDM, it's unblockable.
    
     -When K's idle, he goes to sleep too! (but the 'sleeping' 
      animation is not as nice as Bao) He will put his hands on his 
      hips, blinks slower and slower...and then his eyes will be shut.
    
    o-K'--------------------------------------------Interesting Combos-o
    
     -@CR:  Jump D, Stand C (1 hit), Fwd A, QCF+A, Fwd D, DP + C, Fwd D
    
     -@CR:  Jump D, Stand C (1 hit), Fwd A, QCF + A, Fwd D, QCF x 2 + P
    
     -@CR:  King Striker, QCF x 2 + P, QCF A, Fwd B, QCF x 2 + P
    
     -@CR:  Stand C, QCF + A, Fwd D, Walk Fwd into corner, Call 
            Kasumi so she comes in and juggles, QCF A, Fwd D, Call  
            Kasumi etc..
    
     -@NCR: King Striker, QCF x 2 + P SDM, walk back out of the 
            corner, QCFx2 + P SDM.
    
    Untested
     -QCF A, Fwd D, Maxima Striker, QCFx2 + P.
     -@NCR: Striker Robert, QCFx2 + P x3 (!!!)
    
    o-K'--------------------------------------------Bugs---------------o
    
     -High score of B.A. 2718 (bug): from MJL
      + Call your striker
      + Do K's Chain Driver (QCF,HCB+P)
      + Computer striker come out
      + K's Chain Driver hit the opponent
      + Whole system hang there until timeout with sounds of K' still 
        hitting the computer
      + Machine register a few thousand hits
       (want proof? goto arcade machine at Suntec and see high score)
    
     -vs Whip
       She does her dp  + any button move.  When she lands, throw 
       her with K`s b/f C throw,and she bounces high off the screen 
       from the impact. 
    
    o-K'--------------------------------------------Infinites----------o      
    
     -@NCR: Call a striker, eg Andy. QCF A, Fwd D. Repeat QCF A, Fwd D.
            -The thing is, the Trigger must not hit,only the fwd D.
             If you're in counter mode, it's easier. In armor mode, it 
             works too, but the gauge of this mode is shorter (and heck
             why not do the Dodge Attack Infinite instead?).  
    
     -@CR:  Juggle with eg: Andy Striker, AM Mode, Dodge Attack x i.
            -Many characters have this kind of infinite...
    
    -------------------------------------------------------------------\
    Maxima-------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Maxima is sent by the organisation behind KOF99.  His body
    has been totally integrated with his power suit.
    
    Place of Birth  : Canada
    Fighting Style  : "M type" Grapple Art
    Age             : 29
    DOB             : 2nd March
    Blood Type      : A
    Height          : 204 cm
    Weight          : 204 kg
    Hobby           : Motorcycles
    Favorite food   : Anything Sweet
    Best sport      : Rugby
    Important thing : His sideburns
    Hated thing     : Natto and people who want his opinion
    Winpose A       : Stands straight facing the screen and flicks
                      his left wrist, which emits exhaust.
    Winpose B       : Stands straight facing the screen and crosses 
                      his arms, then sighs.
    Winpose C       : Stands straight facing the screen and a lazer
                      line scans up his body.
    Colour A        : Dark Blue, White and Blue
    Colour B        : Black, Gold and Red
    Seiyuu          : Katsuyuki Konishi
    Endquote        : "I read your moves like the funny papers!"
    
    o-Maxima----------------------------------------Movelist-----------o
    
    Dynamite Drop                    : When close, Bk / Fwd + C
    Choking Vise                     : When close, Bk / Fwd + D
    Mongolian                        : Fwd + A
    M9 Kata Maxima Missile (Shisaku) : Dwn Fwd + C
    M-4 Kata Vapor Cannon            : QCB + P
    System 1: Maxima Scramble        : QCF + A
    Double Bomber                    : QCF + A from System 1
    Bulldog Press                    : QCF + A from System 1
    System 2: Maxima Scramble        : QCF + C
    Skull Crush                      : QCF + C from System 2
    Centoun Press                    : f + K from System 2
    M11 Kata Dangerous Arch          : When close, HCF + K
    Bunker Buster                    : QCF,HCB + P
    Maxima Revenger                  : When close, HCB,HCB + K
    
    Striker : "Maxima Gallows" 
     Grabs opponent anywhere on the screen, even if they are jumping.
    
    o-Maxima----------------------------------------Speech-------------o
    
    [Round Opening]
    Kneels down and scans the opponent while adjusting his wrist saying
    "Yoooku mieruze..." 
    (I can predict your next move....)
    
    [Round start other than 1st up]
    "Ikuzo"
    (Let's go!)
    
    "Choruze"
    
    "Tanze"
    
    "Ikisai bo"
    
    "sasugani yomene-na"
    
    o-Maxima----------------------------------------Miscellaneous------o
    
     -Maxima's normal C and CD moves have autoguard....
    
     -Natto is basically sticky fermented soya beans.  Have you
      ever eaten Mozarella cheese off Pizza?  You know the way
      it drags off when you bite?  Natto is the same way!  
    
    o-Maxima----------------------------------------Interesting Combos-o
    
    -Striker K', Stand C (2hit), Dwn Fwd C, HCF + K, QCF HCB + P SDM
    
    -Crossover Jump C, Terry Striker, Run Fwd, QCF + C, (Geyser Hits)
     Jump D, . QCF + C x2   (possible error in translation)
    
    -Striker Iori, QCF C, Striker Iori, QCB A, HCB x2 + K
    
    -HCBx2 + K SDM, Striker Chang
    
    -@CR: Ralf Striker, QCF A before they get hit, they launch, as they
          are about to hit the floor, QCF + Cx2, Fwd B
    
    -@CR: Ralf Striker, Stand C (2hit), Ralf hits, As they fall Stand C 
         (1hit) Dwn Fwd C, QCB + A cancelled into QCF HCB + A.
    
    -@CR: Striker Iori, QCF + Cx2 hits at same time, Opponent gets hit
          by Iori's puddle as they get up comboed into HCBx2 + K SDM
    
    -CM:  Fwd A, HCBx2 + K
    
    -CM:  Jump D, C, QCB A, HCB x2 + K
    
    o-Maxima----------------------------------------Infinites----------o
    
    -@CR: Dwn A combo with QCF A x infinite or finish with Dwn A, 
          HCBx2 + K... (there is a certain condition, yet to be 
          discovered as to why this does not work all the time...)
    
    o-Maxima----------------------------------------Bugs---------------o
    
     -Maxima doing HCF + K at the same time as opponent's DM (EG: Terry 
      Power Geyser) causing the machine to have a seizure....  Also 
      Maxima's Bunker Buster vs K's Stand C!
    
     -vs Robert:
      Robert do Hold Back + Fwd + P, Maxima runs in and HCF+ K just
      as the fireball leaves his hand.  Maxima gets hit by the fireball
      but still grabs Robert... Robert gets stuck....
    
    -------------------------------------------------------------------\
    Benimaru Nikaido---------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth  : Japan (but he's half American)
    Fighting Style  : Thai Kickboxing
    Age             : 21
    DOB             : 6th June
    Blood Type      : O
    Height          : 180 cm
    Weight          : 70 kg
    Hobby           : Sky cruising by Plane
    Favourite Food  : Pasta with Slices of Raw Fish
    Good Sport      : Clay pigeon shooting and high jump
    Important Thing : Himself
    Hated Thing     : Your own regret, Otaku
    Winpose A       : Turns around and point out at the audience
                      and says "Thank you!"
    Winpose B       : He stands up straight, with hands on hips and 
                      says "Understand"?
    Winpose C       : He gathers in lightning while doubling over
                      like his new '98 pose but says nothing.
    Colour A        : Black Top, White Jeans
    Colour B        : Orange Hair, Grey Jeans
    Seiyuu          : Monster Maetsuka
    Endquote        : "Watch me now.  A flower's life's brief."
    
    o-----------------------------------------------Movelist-----------o
    
    Catch and Shoot       : Bk / Fwd + C when close
    Front Suplex          : Bk / Fwd + D when close
    Spinning Knee Drop    : In air, any dir. but Up + C / D
    Jackknife Kick        : Fwd + B
    Flying Drill          : In Air, dwn + D
    Raijin Ken            : QCF +P 
                            -can do in air
    Iai Geri              : QCF + K
                            -Follow with
                             Handou San Dan Geri: Dwn Up + K
    Shinku Katategoma     : QCB + P 
    DM: Raikoken          : QCFx2 + P
    DM: Gen'ei Hurricane  : QCFx2 + K
    Striker               : Elec-trigger (grabs and electrifies
                            opponent)
    
    o-Benimaru--------------------------------------Speech-------------o
    
    [Round Start]
    "Hajimeoka." 
    (Let's Start.)
    
    [Taunt]
    "Yare Yare." 
    (Try harder.) or (Oh well...)
    
    -Unsorted
    
    "Kakugo wa deki takana?" 
    (Are you ready to do or die?)
    
    "Jo, yarou ka?" 
    (Are you ready?)
    
    "Kimatta na."
    (I did it, no?)
    
    o-Benimaru--------------------------------------Miscellaneous------o
    
    If you didn't already know, "Otaku" is a japanese animation
    hardcore fan.
    
    From Silver Khosla: "The majority of Benimaru's moves are based on 
    an old Tatsunoko character (which has recently been "updated") 
    named Hurricane Polymar. He's a type of "karate-man" that just beats
    on people and wears a costume (in traditional Tatsunoko style) 
    similar to Gatchaman a.k.a G-Force.  Hissatsu! Shinkuu Katate 
    Gomaaaaaaaaaaaaaaaa!"
    
    o-Benimaru--------------------------------------Interesting Combos-o
    
    Cool.Combos.
    
    Tested vs Chang
     -NCR: CM: Call Robert, Stand D, QCF + A, They launch,
               Hop Dwn + B, QCF + C, QCFx2 + C
    
     -An easier version: NCR+CM: Call Robert, A+B, (Behind Chang)
      QCF + A, (Chang flies to corner), QCF C, QCFx2 C
    
    o-Benimaru--------------------------------------Infinites----------o
    o-Benimaru--------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Shingo Yabuki------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth  : Japan
    Fighting Style  : (self-claimed) handed down Kusanagi Style
    Age             : 17
    DOB             : 8th April
    Blood Type      : O
    Height          : 179 cm
    Weight          : 69 kg
    Good Sport      : Swimming and Water Polo
    Hobby           : Exploration
    Favourite Food  : Refrigerated Udon (Noodle) and Sardines
    Important Thing : Life, Girlfriend, Student Pocketbook and Gloves
                      given to him by Kyo Kusanagi
    Hated Thing     : Milk
    Winpose A       : Gets out his notebook saying "Eh hito memo memo.. 
                      okay...." (This guy... note note... ok)
    Winpose B       : Stands with arms and legs outstretched saying
                      "Yoshi!" (Alright!), then turns around and 
                      looks at his fist saying "Yarimashita yo, 
                      Kusanagi-san!" (I've really done it, Mr. 
                      Kusanagi!)
    Winpose C       : Holds a fist up high and says "Ore no, Kachi da!"
                      (This is my victory!)
    Colour A        : Blue
    Colour B        : Brown
    Seiyuu          : Takehito Koyasu
    Endquote        : "I just get tougher!  Kyo, I'm coming for you!"
    
    o-Shingo----------------------------------------Movelist-----------o
    
    Hachi Tetsu                                : Bk / fwd + C (close)
    Issetsu Seoi Nage Fukanzen                 : Bk / fwd + D (close)
    Ge Shiki: Goufu Kakkodake                  : Fwd + B
    100 Shiki: Oniyaki Mikansei                : DP + P
    104 Shiki: Aragami Mikansei                : QCF + A
    105 Shiki: Dokugami Mikansei               : QCF+ C
    101 Shiki: Oboro Guruma Mikansei           : RDP + K
    202 Shiki: Kototsuki Mikansei              : HCB + K
    Shingo Kick                                : QCF + K
    Shingo Kinsei Ore Shiki: Nie Togi          : DP + K (when close)
    DM: Burning Shingo                         : QCB HCF + P
    DM: Ge Shiki: Kake Hourin                  : QCFx2 + P
    
    Striker: runs in and tries to grab opponent's legs (Blockable)
             but 2 hits if succesful.  This is probably the only
             way you will get to connect K's QCF HCB + P S/DM as
             a "combo"...
    
    o-Shingo---------------------------------------Speech--------------o
    
    [Round Opening]
    Shingo appears in his tracksuit top doing some squatting leg 
    stretches saying "O-ichi ni san shi" (1,2,3,4,) He then gets up 
    and takes off his top saying "Shingo, ichiban te ikkima~su!" 
    (Shingo, first up, here I come!)
    
    [Taunt]
    "Naguutaneanta oyanimo naguraretakotonainoni!" 
    (You hit me! My parents never hit me!)
    
    "Waza doko iita no, ne?"
    (Where are my moves?)
    
    [Striker]
    "Yacchatte Kudasai!" 
    (Lit: Go Go GO! Get him please!)
    
    [Dodge]
    "Sugoi abunai!" 
    (Very dangerous!)
    
    "Nankakita" 
    (Something coming!)
    
    "Kusanagi-saaaan!"
    
    "Nankatsushita!"
    
    [Round Start]
    "Kotoshiwa edit jyanaize Shingo!"
    
    "Ite" 
    (painful)
    
    "Totsugeki-!"
    (Charge!)
    
    o-Shingo----------------------------------------Miscellaneous------o
    
        -Lost his counter!!! ARGH! AND DP + D doesn't always connect
         on crouching opponents!  His Jump CD hits twice on counter.
         202 Shiki: Kototsuki Mikansei -This is his "new" move.  
         He rushes forward like Kyo's HCB + K but when he lifts 
         them up he does Kyo's Jump Dwn C to knock them down.
    
    o-Shingo----------------------------------------Interesting Combos-o
    
     -@CR: Iori Striker,QCFx2+P, Iori Striker, QCFx2+P, Iori Striker, 
           RDP+K.  
    
    Tested vs Kasumi
     -Opponent Jumping, Corner, Red Life:  Iori Striker + QCF x2 SDM
      hit at same time, QCB + B, QCF x2 + SDM, QCB + D (100%)
    
    o-Shingo----------------------------------------Infinites----------o
    o-Shingo----------------------------------------Bugs---------------o
    
    
    --------------------------------------------------------------------
                            Fatal Fury Team
    --------------------------------------------------------------------
    
    When Terry received the Invitation he found Joe.  They were both
    surprised about that 4-members team up regulation this year and
    they were worrying about that when suddenly a idea came into their
    minds...
    -------------------------------------------------------------------\
    Terry Bogard-------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : America
    Fighting Style : Jeff style + Street Fighting
    Age            : 24
    DOB            : 15th March
    Blood Type     : O
    Height         : 182 cm
    Weight         : 82 kg
    Hobby          : Video Games and Trolling
    Best sport     : Basketball
    Favourite Food : Junk Food
    Important Thing: Jeff Bogard's Gloves
    Hated Thing    : Slugs
    Winpose A      : Throws off cap "Okay!"
    Winpose B      : Tips cap "Good Luck!"
    Winpose C      : Stands with fist upraised.  Monkey comes out
                     and jumps up and down on his shoulder.  After
                     three jumps, Terry pats the monkey.  
    Colour A       : Red, White and Blue
    Colour B       : Blue and White
    Seiyuu         : Satoshi Hashimoto
    Enquote        : "That's what makes a legend!"
    Enquote (jap)  : "Spare me the sour grapes!"
                     "Stay Cool!"
                     "Stop moping!  Give me a smile!"
    
    o-Terry-----------------------------------------Movelist-----------o
    Grasping Upper          : Bk / Fwd + C when close
    Buster Throw            : Bk / Fwd + D when close
    Hammer Punch            : Fwd + A (overhead)
    Rising Upper            : Dwn-Fwd + C
    Burn Kunckle            : QCB + P
    Power Wave              : QCF + A
    Round Wave              : QCF + C (Hits low)
    Rising Tackle           : Hold Down 1 sec then Up + P
    Crack Shoot             : QCB + K
    Power Charge            : HCF + K
    Power Dunk              : DP + K during Power Charge
    Power Drive             : DP + P
    Power Shoot             : DP + K
    DM: Power Geyser        : QCB,Dwn-Back, Fwd + P
                              note: I can do it by QCB, Fwd + P
    DM: High Angle Geyser   : QCFx2 + K
    Striker                 : If close: High Angle Geyser (instant)
                              If not: "Dunk Geyser" (Power Geyser)
    
    o-Terry-----------------------------------------Speech-------------o
    
    [Round Start]
    Does two punches.
    
    [Round Entry]
    Does some shuffling then does Dodge Attack saying "Ha!"
    
    When possible, Terry shouts the name of his moves when
    executing them.
    
    [QCFx2 + K]
    "Overheat Geyser!" (but see Misc. Section)
    
    o-Terry-----------------------------------------Miscellaneous------o
    
    -Trolling is a form of fishing in which you trail the line behind a 
     slow-moving boat.  It's very popular for catching large, 
     ocean-going fish like marlin, wahoo, and tuna...
      (from Asako Hisamatsu)
    
    -Shortcut Power Geyser??: HCFx2 + P  (It's weird...)
    
    -The monkey has appeared in various episodes of Terry's stage in 
     the Fatal Fury and KOF series inc FF3, KOF 95... I don't want to 
     hear any jokes about spanking the monkey.  He pats the monkey,
     nothing more...
    
    -High Angle Geyser/Hawaii Angle Geyser: The latter is the official
     english name for the move.  What Terry actually says is debatable.
     I've checked the soundtrack and it still sounds like 
     "Oh my Shit...Geyser!!!" but this may be a joke started by Gamest
     magazine in '97.
    
    o-Terry-----------------------------------------Interesting Combos-o
    
    Most Damaging Standing non DM Combo:
    Stand C (2 hit), Dwn-Fwd C, HCF + D, DP + D
    Most Damaging Standing DM Combo:
    Stand D (1 hit), Fwd A, QCFx2 + D
    Most Damaging Standing SDM Combo:
    Stand D (1 hit), Dwn Fwd C, QCFx2 + D
    
    Note with the SDM-- does 70% damage.  But if your opponent is in
    the corner, they won't take all hits.
    
    Cool.Combos.
     -Call King Striker.  QCB + B, QCB + B, Power Geyser SDM
    
    o-Terry-----------------------------------------Infinites----------o
    o-Terry-----------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Andy Bogard--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth  : America
    Fighting Style  : Kopoken
    Age             : 23
    DOB             : 16th August
    Blood Type      : A
    Height          : 172 cm
    Weight          : 67 kg
    Hobby           : Shugyou (Training)
    Favourite Food  : Natto Spaghetti
    Important Thing : Photo of him and Hanzo Shiranui
    Hated Thing     : Dogs
    Winpose A       : Crosses his hands and brings them down to his 
                      hips saying "Yoshi!" (All right!)
    Winpose B       : Turns around with hair blowing in the wind.
    Winpose C       : Halfway squats in a martial arts pose and 
                      breathes heavily.
    Colour A        : White
    Colour B        : Dark Green
    Seiyuu          : Keiichi Nanba
    Endquote        : "On the whole, you're tough, but I transcend
                       tough!"
    
    o-Andy------------------------------------------Movelist-----------o
    
    Gourin Kai         : Bk / Fwd + C when close
    Kakaekomi Nage     : Bk / Fwd + D when close
    Jou Agito          : Fwd + B
    Age Omote          : Dwn Fwd + A
    Hi Sho Ken         : QCB + A
    Geki Hi Sho Ken    : QCB + C
    Sho Ryu Dan        : DP + P
    Zan Ei Ken         : Dwn-Back then Fwd + P
                         -Follow with Fwd + P
    Ha Sui Shou        : (near foe) HCF + P
    Ku Ha Dan          : HCF + K
    Gen'ei Shiranui    : (in air) QCF + K
                         -Follow with
                           Shimo Agito: P (sweep) (new kick)
                           Uwa Agito: K (overhead) (new kick)
    DM: Chou Reppo Dan : QCB HCF + K
    DM: Ryushi Ken     : QCB HCF + P
    Striker            : "Shippuu Zan'ei Ken" 
    
    o-Andy------------------------------------------Speech-------------o
     
    [Round Start]
    Holds back his hair and motions a "C'mon" with his hand saying 
    "Humph!".
    
    o-Andy------------------------------------------Miscellaneous------o
    
    Kao - I always saw "Koppou" translated as "bone breaking", but it
        actually means "knack" or "understanding".  Since Andy learned
        Shiranui ninjitsu from Hanzou, I suppose it means that he has
        learned the ninja arts, or else basic ninja techniques.
    
     -Andy can cancel his CD counter like Clark.  If you get a 
      Counter Message, you can combo with Dwn Fwd A....
    
     -Andy has a long standing animation.  He'll stop his fighting 
      stance and peer forward through his hands...
    
    o-Andy------------------------------------------Interesting Combos-o
    
     -@CR: Jump D, C, HCF + C, as they fall Dwn Fwd A (1 hit) 
           cancelled into QCB HCF + K SDM.
    
     -@CR: Jump D, C (1hit), HCF + C, Walk Fwd, Call Mai striker,
           DP + C.
    
     -@NCR:CM: Call Robert, Dwn C, Dwn-Bk Fwd + A, QCB + C, QCB HCF + C.
    
    o-Andy------------------------------------------Infinites----------o
    
     -vs Xiangfei, corner.  HCF + P, Xiangfei does recovery roll.  
      You can combo.  So anything + HCF + P and repeat.  
    
    o-Andy------------------------------------------Bugs---------------o
     
     -vs Real Kyo:  You'll need 2 players to test this out.
      Do an early jump D to hit Kyo on the top of the head (Kyo does 
      not block).  Because of the early hit, Kyo has time to recover
      and hit back.  Kyo does Dwn B x i (which goes right through Andy)
      useless really, but hey, it's a bug.
      
    
    -------------------------------------------------------------------\
    Joe Higashi--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Muetai Kickboxing
    Age            : 23
    DOB            : 29th March
    Blood Type     : AB
    Height         : 180 cm
    Weight         : 71 kg
    Hobby          : Fighting
    Favourite Food : Fried Wani (Alligator)
    Important Thing: His Hachimaki (headband)
    Best Sport     : Any kind of fighting
    Hated Thing    : Dressing up formally
    Winpose A      : Gets down on his knees and screams "Yosha!!!"
                     (I did it!)
    Winpose B      : Turns around and point at you on the floor and
                     says ""
    Winpose C      : Jumps into the air and says "Yosha!" then falls
                     down on his butt (his old background "Oh my God,
                     my team member lost!" animation) and starts
                     laughing.
    Colour A       : Red Shorts
    Colour B       : Blue Shorts
    Seiyuu         : Nobuyuki Hiyama
    Endquote       : (With mic. in hand) "You bring a song to mind.
                      Heard of 'The Loser Blues?'"
    
    o-Joe-------------------------------------------Movelist-----------o
    
    Hiza Jigoku                          : Bk / Fwd + C when close
    Leg Throw                            : Bk / Fwd + D when close
    Low Kick                             : Fwd + B
    Sliding                              : Dwn Fwd + B
    Hurricane Upper                      : HCF + P
    Tiger Kick                           : DP + K
    Slash Kick                           : HCF + K
    Ougon no Kakato                      : QCB + K
    Bakuretsu Ken                        : P repeatedly
                                           -Follow with
                                              QCF + A (overhead)
                                           or QCF + C (knockdown kick)
    DM: Screw Upper                      : QCFx2 + P
    DM: Bakuretsu Hurricane Tiger Kakato : QCF HCB + P
    DM: Shijou Saikyou no Low Kick       : QCFx2 + K
    
    Striker : "Ora Ora Bakuretsu Ken".
     If he connects, he'll end with an jumping uppercut and then 
     "moon" taunt!! ^_^
    
    o-Joe-------------------------------------------Speech-------------o
    
    [Taunt]
    Lifts one knee and rolls his right elbow saying 
    "Ohra Ohra!"
    (Well?)
    
    DURING SCREW UPPER  (SDM)
    "Ototoi Kieyare"
    (Take this!)  
    
    Win pose 
    Points at you on the floor.
    "Mou ikkai yattemiruka~?" 
    (Want to try once more?)
    
    o-Joe-------------------------------------------Miscellaneous------o
    
    -Has new Close D, Low C (now hits high but not
     an overhead) and all of his jump attacks
     except Jump A have new animation.
     His Jump B aims downward now, and is now much more
     useful for jump-ins (thank god). His Jump C has
     incredible downward range, and is good for beating
     down on crouching opponents. 
    
    o-Joe-------------------------------------------Interesting Combos-o
    
     -Stand C, Fwd B, QCF HCB + P
     -@NCR: King Striker, QCB + B x2, DP + K
     -@CR: QCF x2 + K (Counter), A Rapid
     -@NCR: King Striker, QCF x2 + P, QCF x2 + K
     -@NCR: Robert Striker, C, Fwd B, HCF + A, QCFx2 + K
     -vs Chang, CR: C, Fwd B, A rapid, HCF + C, A
    
    Unconfirmed
     -Stand C, Fwd B, A Rapid, QCF A, DP + K
     -Ralf Striker, DP + K, (Ralf hits), QCF x2 + K
    
    o-Joe-------------------------------------------Infinites----------o
    o-Joe-------------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Mai Shiranui-------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Shiranui-ryu Ninjitsu
    Age            : 21
    DOB            : 1st January
    Blood Type     : B
    Height         : 165 cm
    Weight         : 46 kg
    B87 W54 H90
    Best sport     : Badminton
    Hobby          : Cooking Bento box (lunch boxes)
    Favourite Food : Ozouni- (New Year's dish) Rice Cakes boiled with
                     vegetables
    Important Thing: Her Grandmother's kanzashi (ornamental hairpin)
    Hated Thing    : Spider
    Winpose A      : Tosses a fan into the air and catches it saying
                     "Nippon Ichi!" (I'm Japan's No.1!)
    Winpose B      : Holds a fan up to the air then brings it down
                     waving some confetti saying "Nippon Ichi!" 
                     (I'm Japan's No.1!)
    Winpose C      : Brings out a parasol and stands behind it saying
                     "Nippon Ichi!" (I'm Japan's No.1!)
    Colour A       : Red
    Colour B       : Purple
    Seiyuu         : Akoya Sogi
    Endquote       : "Were you too easy, you ask?  You were too weak
                      to be easy!"
    
    o-Mai-------------------------------------------Movelist-----------o
    Shiranui Gourin                 : Bk / Fwd + C when close
    Fuusha Kuzushi                  : Bk / Fwd + D when close
    Yume Zakura                     : In air, any dir. but up + C / D
    Benitsuru no Mai                : Dwn-Fwd + B
    Tsubakuro no Mai                : Fwd + B (when close)(overhead)
    Daiwa Fuusha Otoshi             : In air, Dwn + A
    Yurazaume                       : In air, Dwn + P (move possible)
                                     - Mai tries to "sit" on you
    Ukiha                           : In air, Dwn + K (move possible)
                                     - Mai comes down with her knee
                                       The two new moves are good for
                                       crossing up...
    Kachou Sen                      : QCF + P
    Ryuu Enbu                       : QCB + P
    Musasabi no Mai (Kuuchuu)       : in air QCB + P
    Musasabi no Mai (Chijou)        : Hold Down 1 sec then Up + P
                                     -follow with: Dwn + P
                                     -or Dwn + K
                                     -or QCB + K (Toki Tsubute)
    Hissatsu Shinobi Bachi          : HCF + K
    Koyasen Tori                    : QCB + K
    DM: Chou Hissatsu Shinobi Bachi : QCB HCF + K
    DM: Hou'ou no Mai               : QCBx2 + P
    DM: Mizutori no Mai             : QCFx2 + P
    
    Striker                         : Close: "Sakura Fubuki"
                                      Far  : Taunt (can be hit)
    
    o-Mai-------------------------------------------Speech-------------o
    [Round Start]
    "Kakatte rasshai!" 
    (Come at me!)
    
    "Hitotsu!  Futatsu!  Mittsu!"
    (One (fan)!  Two (fans)!  Three (fans)!)
    
    "Shiranui kugen Ougi!"
    (Shiranui style secret technique!)
    
    "Fuusakabushi" 
    
    "Yumetekura!"
    
    "Hora, ganbatte!"
    (hey now, don't give up!)
    
    "Nippon ichi!"
    (Japan's no 1!)
    
    o-Mai-------------------------------------------Miscellaneous------o
    
    -'kanzashi'is that little U-shaped thing Mai wears in her hair.
    
    -Toki Tsubute AKA Shermie Homage.  This is an air grab.  The 
     opponent must be in the air for it to work.  When it does
     work, Mai's hair suddenly covers her eyes - and I know why.
     This move is possibly the most erotic happiness throw I have
     ever seen.  Sorry, but that IS Shermie doing that move, not
     Mai.  Mai grabs the opponent's head, rams it to her crotch...
     I've watched it frame by frame using the pause button :)
    
    o-Mai-------------------------------------------Interesting Combos-o
    
    Easy Combos:
    
    Low/Stand C, Dwn Fwd B, QCB + B, QCB + A.
    Low/Stand C, Dwn Fwd B, QCB HCF + P
    
    Cool.Combos.
     -NCR + CM: Call Robert, Stand C, Dwn Fwd B, QCB + A, they launch
      QCBx2 + P, Before they hit the ground do QCB+A cancelled into
      QCB HCF + K (90% damage)
    
    o-Mai-------------------------------------------Infinites----------o
    
    o-Mai-------------------------------------------Bugs---------------o
    
    She has one.  Kind of like last years.  That's all I know right
    now.
    
    --------------------------------------------------------------------
                           Art of Fighting Team
    --------------------------------------------------------------------
    
    Takuma felt glad when he recieved the invitation to KOF99. As usual,
    he assigned Ryo, Robert and Yuri to enter, but they found that this
    time Takuma will accompany them...
    
    (editors note: So much for him retiring... BRING BACK SAISYU!!!)
    
    -------------------------------------------------------------------\
    Ryo Sakazaki-------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Kyokugenryu Karate
    Age            : 24
    DOB            : 2nd August
    Blood Type     : O
    Height         : 179 cm
    Weight         : 75 kg
    Hobby          : Sunday Carpentry
    Best sport     : Sumo Wrestling
    Favourite Food : Mochi (Rice Cake) and Natto
    Important Thing: Restored Motorcycle (perhaps the one from AOF 1?) 
                     and his horse, Maki Tatsu
    Hated Thing    : Bugs with many legs
    Winpose A      : Adjusts his suit with a grin then crosses his arms
                     and brings them down forcefully saying "Osu!"
    Winpose B      : Brings his hands to his sides in a karate pose and
                     breathes and looks to the side.
    Winpose C      : Does two punches, a kick, and then poses saying 
                     "Osu!"
    Colour A       : Orange
    Colour B       : Red
    Seiyuu         : Masaki Usui
    Endquote       : "Did Kyokugen Karate, will you?!  Now savor the 
                      pain it brings."
    
    o-Ryo-------------------------------------------Movelist-----------o
    
    Tani Otoshi           : Bk / Fwd + C when close
    Tomoe Nage            : Bk / Fwd + D when close
    Kouryuu Gokya Geri    : Bk / Fwd + A
    Ryuuhan Shuu          : Bk / Fwd + B (autoguard)
    Nidan Sokutou Geri    : Dwn-Fwd + B (autoguard)
    Ko Ou Ken             : QCF + P
    Ko Hou                : DP + P
    Hi En Senpuu Kyaku    : HCB + K
    Zan Retsu Ken         : Fwd Bk Fwd + P (autoguard)
    Ko Hou Senpuu Ken     : QCB + P (autoguard)
    Rai Jin Setsu         : QCF + K
    DM: Haou Shou Ko Ken  : Fwd, HCF + P
    DM: Ryu Ko Ranbu      : QCF HCB + P
    DM: Tenchi Haou Ken   : QCFx2 + P
    
    Striker : Mid-air Ko Ou Ken.  
     You can hit opponents on the floor with this AND then you can
     normal/special throw them.
    
    o-Ryo-------------------------------------------Speech-------------o
    
    [Round Start]
    "Osu!"
    (Lit: When a fighter is ready to do or has occomplished something)
    
    [Taunt]
    "Ohra Ohra!"
    (Well Well!)
    
    [QCFx2 + P]
    "Ichigeki Hissatsu!"
    (One-hit deadly finish!)
    
    "Kusouuuuu"
    (Damn)
    
    o-Ryo-------------------------------------------Miscellaneous------o
    
     -Standing B abusers can forget about it this year!  That's
      right: Ryo's stand B is no longer the best poke in the game.
      It's changed to a laggy poke.  
    
     -Fwd A, A can still combo...
    
     -QCFx2 DM as a counter takes 50% damage.  On SDM it takes
      like... Galactica Phantom proportions....!
    
     -Ryo's Fwd B is used with its autoguard properties to scare
      opponents.  After chaining it, either throw or DP the opponent.
      It also nullifies projectiles.
    
    o-Ryo-------------------------------------------Interesting Combos-o
    
     -Ryo can AB Dodge Attack + Stand A and combo.
    
     -@CR: Opponent Jumping: Striker Iori, Fwd Bk Fwd + P x3
           (The opponent has to hit the puddle first)
    
    o-Ryo-------------------------------------------Infinites----------o
    
     -@CR: Call Any Striker that launches opponent for juggle eg 
           King or Ralf, AM Mode, Dodge Attack x i
    
    o-Ryo-------------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Robert Garcia------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Italy
    Fighting Style : Kyokugenryu Karate
    Age            : 24
    DOB            : 25th December
    Blood Type     : AB
    Height         : 180 cm
    Weight         : 85 kg
    Hobby          : Collecting Cars
    Favourite food : Yakisoba, sushi
    Best sport     : Motor Sports
    Important Thing: Collection of Cars
    Hated Thing    : Rakkyou
    Winpose A      : Does a kick then stance, grinning.
    Winpose B      : Flips a coin and catches it.
    Winpose C      : Turns around and gives the thumnbs up saying 
                     "Dou-ya!" (How's that!)
    Colour A       : White Black and Brown
    Colour B       : Black Red and Brown
    Seiyuu         : Mantarou Koichi
    Enquote        : "If everyone loves a winner, I'm freakin
                      irresistable!"
    
    o-Robert----------------------------------------Movelist-----------o
    Nidan Sokutou Geri           : Dwn Fwd + B
                                   -Robert's version of Kyo's 
                                    Dwn Fwd D.  2 hits.
    Ryuutobi Kyaku               : Bk / Fwd + C when close
    Kubi Kiri Nage               : Bk / Fwd + D when close
    Ryuu Han Shuu                : Bk/Fwd + B
    Kou-ryuu Gokyageri           : Bk/Fwd + A
    Ryu Geki Ken                 : Hold Bk 1 sec then Fwd + P
    Su Jin Ren Bu Kyaku          : Hold Down 1 sec then Up + P
    Hi En Senpuu Kyaku           : Hold Bk 1 sec then Fwd K
    Hi En Ryu Jin Kyaku          : in air Dwn K
    Ryu Zan Chen                 : Hold Down 1 sec then Up K
    DM: Haou Shou Ko Ken         : Fwd, HCF + P
    DM: Ryu Ko Ranbu             : QCF HCB + P
    DM: Muei Senpuu Juudan Kyaku : QCB HCF + K
    Striker                      : perform Ryu Ko Ranbu
    
    o-Robert----------------------------------------Speech-------------o
    
    [Round Start]
    "Hona.. Ikimase!" 
    ("Well then, let's go!)
    
    "Donai shitan ya?"
    "What's wrong? What happened?"
    
    o-Robert----------------------------------------Miscellaneous------o
    
    -I ate Rakkyou while in Japan.  It's a bitter food.  Not bad..
     
    -Robert as a Striker is popular at the moment as you can join 
     in and combo with him.  If they block him you can cross up....
    
    o-Robert----------------------------------------Interesting Combos-o
    
     -NCR : Call King, Fwd HCF+P SDM (about 2/3 hits connect),
            walk Fwd, QCB HCF+K.
    
     -@CR: Fwd A, Low A, Hold Dwn + Up + P, Hold Dwn + Up + K
    
    o-Robert----------------------------------------Infinites----------o
    o-Robert----------------------------------------Bugs---------------o
                            
    -------------------------------------------------------------------\
    Yuri Sakazaki------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Kyokugenryu Karate
    Age            : 20
    DOB            : 7th December
    Blood Type     : A
    Height         : 168 cm
    Weight         : 54 kg
    B82 W58 H86
    Hobby          : Karoake
    Best Sport     : Softball
    Favourite Food : Sweet Curry with homemade Pickled Umeboshi (plums)
    Important thing: Friends, her late mother's pearl earrings
    Hated Thing    : Octopus, people who like Octopus, indecisive men
    Winpose A      : Adjusts her karate suit then looks up and stands
                     with thumbs saying "Chou yoyutchi!" 
                     (Super Easy Win!)
    Winpose B      : Does two punches, a kick and then stances saying
                     "Un!"
    Winpose C      : Does Ryo's Dwn Fwd B, then lifts fist in the air
                     standing on one foot saying "Ya-ii!" (Great!)
    Colour A       : Blue tights, White top
    Colour B       : Brown, White top, Orange Trainers (UGLIEEEE!).
    Seiyuu         : Kaori Horie
    Endquote       : "Skill over power, spirit over skill!  The 
                      secret to victory!"
    
    o-Yuri------------------------------------------Movelist-----------o
    
    Oni Harite             : Bk / Fwd + C when close
    Silent Nage            : Bk / Fwd + D when close
    Tsubame Otoshi         : In air, any dir. but u + C / D
    Senkai Kyaku           : Fwd + B,B (not an overhead.... why?)
    Butt Smash             : Fwd + A (overhead)
    Ko Ou Ken              : QCF + P
                             -hold and it will become Haou Shou Ko Ken
    Rai On Ken             : QCF + K
    Hyakuretsu Binta       : HCB, Fwd + K
    Yuri Chou Mawashi Geri : QCB + K
    Yuri Chou Upper        : DP + P
                             -C version can follow with Yuri Double
                              Chou Upper :DP + C
    Hien Shippuu Ken       : QCB + P
                             -Now has autoguard + Chargable -not
                              unblockable but if you go near her
                              you will be sucked in and suffer
                              multiple hits!
    Hyakuretsu Binta       : HCB + K
    DM: Hien Hou'ou Kyaku  : QCF HCB + K
    DM: Shin. Chou Upper   : QCFx2 + P
    DM: Hi En Upper        : QCFx2 + K
    Striker                : Close: Shin Chou Upper
                             Far:   Taunt (can be hit)
    
    o-Yuri------------------------------------------Speech-------------o
    
    [Round Start]
    "Babbito yattsukechau zo!" 
    (I will defeat you quickly!)
    
    o-Yuri------------------------------------------Miscellaneous------o
    
    Misc: In AOF 1, Mrs Sakazaki's name was Ronnet.
    
    The ultimate Capcom Parody: This Year, Yuri has Sakura's overhead
    kick, her HCB + K now parodies Ryu/Ken rather than Sakura and now
    she has both Ken and Ryu's Dragon Punch DMs.
    
    o-Yuri------------------------------------------Interesting Combos-o
    o-Yuri------------------------------------------Infinites----------o
    o-Yuri------------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Takuma Sakazaki----------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Kyokugenryu Karate
    Age            : 50
    DOB            : 4th February
    Blood Type     : O
    Height         : 180 cm
    Weight         : 88 kg
    Hobby          : Soba Strike
    Good Sport     : General Grappling
    Favourite Food : Washed (cooked) white rice and Miso Soup
    Important Thing: His two children, his pupil and Kyokugenryu!
    Hated Thing    : Snakes
    Winpose A      : Faces screen and does some martial arts practice
                     ending in a Haoh Shi Kou Ken pose then crosses 
                     hands and looks at the floor.
    Winpose B      : Puts his arms inside his Karate Suit and then pulls
                     it open revealing his muscled body and scarred 
                     chest.
    Winpose C      : Stands with Fist held at head level saying "Mada
                     Mada..."
    Colour A       : White
    Colour B       : Dark Green
    Seiyuu         : Eiji Tsuda
    Endquote       : "Kyokugen Karate is the true way of battle!"
    
    o-Takuma----------------------------------------Movelist-----------o
    
    Ibbon Seoi Nage              : Bk / Fwd + C when close
    Oosotogari                   : Bk / Fwd + D when close
    Oniguruma                    : Fwd + A (Knockdown)
    Higuruma Otoshi: Dan Tsubushi: Bk + A (Overhead)
    Kawara Wari                  : Fwd + B (Overhead)
    Downed Kick                  : Dwn Fwd B (when foe is on floor)
    Sanchin no Kata              : Dwn, Dwn + P, 
                                   -hold P to increase Power Gauge
    Ko Ou Ken                    : QCF + P
    Hi En Senpuu Kyaku           : Hold Bk-Dwn for 1 sec then Fwd + K
    Zan Retsu Ken                : Fwd Bk Fwd + P
    Mou Ko Murai Garai           : QCB + P
    Shoran Kyaku                 : HCB + K
    DM: Haou Chi Ko Ken          : Fwd, HCF + P
    DM: Ryuko Ranbu              : QCF HCB + P
    DM: Shin Gayshin Geki        : near foe QCFx2 + P
    Striker                      : perform Haou Chi Ko Ken
    
    o-Takuma----------------------------------------Speech-------------o
    [Round Start]
    "Madamada gen'eki deikeruwai!"
    (I'm still on active duty!)
    
    "migitawa shya"
    
    [SDM Ryoku Ranbu] 
    "Todomeja!"
    (THE last one!)
    
    [Shin Gayshin Geki]
    "Kijin geki... douja?" 
    (Cranky Attack!  how's that?)
    [Taunt]
    "Katatekunka?"
    (Wont you come and play?)
    
    o-Takuma----------------------------------------Miscellaneous------o
    o-Takuma----------------------------------------Interesting Combos-o
    
    Tested vs Ryo
     -Corner, Opponent Jumping, Striker Iori + Fwd Bk Fwd + P hits
      at the same time, Fwd Bk Fwd + P, Fwd Bk Fwd + P, Fwd Bk Fwd + P,
      Dwn Fwd B.   
     
    Tested vs Ryo
     -Corner, Jump D, Stand C, Fwd A, QCF HCB + P SDM, Call Ryo Striker,
      HCB + K (100%)
    
    -Striker Iori, Fwd HCF + P x2, Striker Iori, Fwd HCF + P, HCB + K
     Something wrong here I've got the translation wrong... argh...
    
    o-Takuma----------------------------------------Infinites----------o
    
    Armour Mode. Corner. Dodge Attack.  Repeat
    
    o-Takuma----------------------------------------Bugs---------------o
    
     -On fallen opponent.  QCF + A.  As the fireball approaches, do
      HCB + K.  They cannot block the fireball.
    
    --------------------------------------------------------------------
                              Ikari Team
    --------------------------------------------------------------------
    
    Since the battle, Heidern's instincts told him that many things of
    KOF99 are questionable, so he decided to send Leona, Ralf and Clark
    to enter the touranment, along with Whip, the specialist spy, to
    discover the mysteries of KOF99.
    
    -------------------------------------------------------------------\
    Leona--------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Unknown
    Fighting Style : Army-Training + Heidern Assault Skill
    Age            : 18
    DOB            : 10th January
    Blood Type     : B + Orochi
    Height         : 176 cm
    Weight         : 66 Kg
    B84 W60 H87
    Hobby          : Inspecting (weapons?) Factories
    Best sport     : None particularly
    Favourite Food : Vegetables
    Important Thing: None particularly
    Hated Thing    : Blood
    Winpose A      : She turns away from her fallen opponent and holds 
                     a hand up to her face.  A shadow flits across her 
                     face as her eye gleams, and she says "Chikara wa 
                     seigyo dekiru kedo, sore ni, tayoru tsumori wa 
                     nai."  (I can control my power but I have no 
                     intention of relying on it.) 
    Winpose B      : She crosses an arm over her midsection, holding 
                     her other just above the elbow, shakes her head, 
                     and says "Anata de wa katenai" (You cannot win).  
    Winpose C      : Leona speaks into her wristwatch communicator, 
                     saying the good old "Ninmu... kanryo."  
                     (Mission... complete.)  She then takes off her
                     hair tie and shakes her hair out, then turns her 
                     head partially away from the opponent, looking 
                     at him/her out of the corner of her eye. 
    Colour A       : Green
    Colour B       : Pink
    Seiyuu         : Masae Yumi
    Endquote       : "Why did you do it?  You never had a chance!"
    
    o-Leona----------------------------Moves---------------------------o
    
    Leona Crush        : Bk / Fwd + C when close
    Ordeal Buckler     : Bk / Fwd + D when close
    Heidern Inferno    : In air, any dir. but u + C / D
    Strike Arc         : Bk/fwd + B
    Moon Slasher       : Hold Down 1 sec then Up + P
    Grand Slasher      : Hold Bk 1 sec then Fwd K
    Gliding Buster     : while grand slasher (D button), Fwd + D
    X-Caliber          : in air QCB + P
    Baltic Launcher    : Hold Bk 1 sec then Fwd + P
    Earring Bomb 1     : QCB + K
    Earring Bomb 2     : RDP + K, then activate by RDP + K
                          -RDP + B makes Earring Bomb 1 short distance
                          -RDP + D makes Earring Bomb 1 long distance
    DM: V-Slasher      : in air QCF HCB + P
    DM: Rebel Spark    : QCB HCF + K
    DM: Grateful Dead  : QCFx2 + P
    Striker            : plants bomb on opponent 
    
    o-Leona-----------------------------------------Speech-------------o
    
    [Striker]
    "Heart Attack!"
    
    [Round Start]
    "Ninmu, suikou shimasu."
    (I will do my duty!)
    
    [Taunt]
    "Nigeru no yo" 
    (Run away)
    
    [Winpose A]
    "Chikara wa seigyo dekiru kedo, sore ni, tayoru tsumori wa nai." 
    (I can control my power but I have no intention of relying on it.)  
    
    [Winpose B]
    "Anata de wa katenai"
    (You cannot win)  
    
    [Winpose C]
    "Ninmu... kanryo."  
    (Mission... complete.)
    
    o-Leona-----------------------------------------Miscellaneous------o
    
     -Did you know?: "Ikari" translates as "Getting Angry"?
    
     -Orochi Leona is THERE.  Kind of.  Win pose and in her new DM 
      which is Heidern's Soul Drainer (but doesn't give her any energy).
    
     -Earring Bomb 1:  There are two types.  It depends on which 
      Earring Bomb 2 she uses first;
      RDP + B ---> QCB + B or D = Bomb is thrown short distance and
      can juggle.
      RDP + D ---> QCB + B or D = Bomb is thrown far.
      
     -Bomb 2 takes approx 3.48 to detonate but will defuse if Leona
      gets hit.  After attaching the bomb, you can continue to combo
      but it doesn't show on the combo meter.
    
     -There are ways to avoid getting hit by Bomb 2... I've jumped
      "out" of it with Clark once... there are other "freaky" 
      occasions....
    
     -Is Leona the only character with multiple animation for sitting
      down?  She sits down, flicks her hair, waits, then does a "I'm
      ready to catch" pose!  Also when she stands, she bounces around
      then stops, holds her hands out and freezes, then goes back to
      the bounce.  Well... it's not as bad as Andy eh?  OH NO! BAO!
    
     -After you knock down the opponent, or throw them across the 
      screen, throw the earning bomb, then immediately run and jump B 
      at them. This is a guarantee hit because the bomb hits low and 
      the air attack must hit high!
     
    o-Leona-----------------------------------------Interesting Combos-o
    
     -CM:@CR: Jump C/D, D(first hit),RDP+D,D (1 hit), Fwd+B, QCB+A, 
              QCF HCB + A button, the bomb will explode... 100%
    
     -@CR: Stand near the opposite end of the screen and make sure your
           earring bomb is the short one (so do RDP + B).
           Striker Ralf, QCB + B, Jump QCF HCB + C OR HCFx2 + C
    
    o-Leona-----------------------------------------Infinites----------o
    
     -vs Ryo: 
      @CR: Hold Back, Fwd + A, Repeat
    
    o-Leona-----------------------------------------Bugs---------------o
    
     -QCFx2 SDM on Benimaru, Ryo or Yuri.  90%+ damage!!!
      -a consequent 100% combo would be:
       -@CR: Jump D, HCF + D, HCF + C (SDM) 
      
    -------------------------------------------------------------------\
    Ralf Jones---------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth  : America
    Fighting Style  : Army-Training + Heidern Assasination Skill
    Age             : 39
    DOB             : 25th August
    Blood Type      : A
    Height          : 188 cm
    Weight          : 110 kg
    Hobby           : Collecting Knives
    Best sport      : Baseball
    Favourite Food  : Chewing Gum
    Important Thing : Medal given to him from the President
    Hated Thing     : Snakes
    Round Start     : Rolls back his arms a few times then stands
                      with arms back and fists front saying "Woooah!"
    Winpose A       : Raises a fist into the air then brings it down
                      and leans to the side saying "Yeyy!"
    Winpose B       : He does a traditional "F*** you!" gesture and 
                      says "Ketaga chigauze!" (This time we see whose
                      power is greater!)
    Winpose C       : Smacks his fist into his palm twice then brings 
                      his arms back and says "Woaah!"
    Colour A        : Green
    Colour B        : Orange
    Seiyuu          : Monster Maetsuka
    Enquote         : "I can survive anything-- including Nukes!"
    
    o-Ralf------------------------------------------Movelist-----------o
    
    Dynamite Head Bomb         : Bk / Fwd + C when close
    Northern Light Bomb        : Bk / Fwd + D when close
    Gatling Attack             : Hold Bk 1 sec then Fwd + P
    Super Argentina BackBreaker: near foe then HCF + K
    Vulcan Punch               : P repeatly (move possible)
    Fast Bombing Punch         : Hold Down 1 sec then Up + P
                                 or in air QCF + P
    Ralf Kick                  : Hold B or D for 5 secs
                                 - you can't run while charging.
                                 - you can't do special move
                                 - charge is reset if Ralf gets hit or
                                   blocks a hit
    Ralf Tackle                : HCB + K (autoguard)
    DM: Flash Vulcan Punch     : QCF HCB + P
    DM: Mount Vulcan Punch     : QCB HCF + K
    DM: Galactica Phantom      : QCFx2 + P
    
    Striker : Fast bombing punch first then galactica phantom 
              (blockable).  
    
    o-Ralf------------------------------------------Speech-------------o
    
    [Striker] 
    "Totte oki da ze!" 
    (I saved this one for last!)
    
    [HCB + K]
    "Toriya Toriya!!!" 
    (Equivalent of "Take this!")
    
    [QCB HCF + K]
    "Taiman hataatara... Dachija!!!" 
    (You were careless... my friend!)
    
    [SDM QCFx2 + P]
    "Otokono iipatsuda korya!!!" 
    (This is it! THE punch!)
               
    o-Ralf------------------------------------------Miscellaneous------o
    
     -No Max damage Backhand (Far C) for Ralf this year (T-T)
     
     -But the 100% GP Counter is still there (^_^) QCFx2+P SDM, hold P
     ... Terry does QCB + A... autoguard .. BOOM.
    
     -Blue Mary, Ralf and Lucky Glauber share a passion for Baseball...
    
     -HCB+ K knocks out sweeps too!!!
    
     -Ralf's Galactica Phantom has full autoguard (as you know) but it 
      can be knocked out by a [Dwn + D sweep].  This was true with 
      Iori in '97 (haven't checked it for 2 years eheh).  However...
      some characters cannot knock him out with their down D sweep if 
      it hits Ralf knee area, such as Shingo and Terry.  Galactica 
      Phantom can be avoided by some crouching characters.  The 
      Galactica Phantom will just pass over their heads.  Only five 
      characters can crouch to avoid it: 
      Xiangfei, Bao, Chin, Choi, and Jhun (Yes! Jhun!).
    
    o-Ralf------------------------------------------Interesting Combos-o
    
     -vs Chang: Ralf can dodge attack and low D.
    
    Cool.Combos.
     -Jump C, C, qcb hcf+b/d(SDM), striker ryo, hcf+b/d (100%)
     -Call Robert, Dwn C, QCFx2 + P SDM!!! (Easier with QCF + Cx2) 
     -Call King, Hold K, King juggles, Release K, QCB HCF + K SDM!!!
     -@CR: Ryo Striker, Jump C, Dwn C, QCB HCF + K SDM, Ryo Striker,
           HCF + K (101%)
    
    o-Ralf------------------------------------------Infinites----------o
    o-Ralf------------------------------------------Bugs---------------o
    
     -Chin Striker. Wait for Chin to Taunt.  HCF + B/D.  Chin should
      hit opponent before they land on your hands.  You will freeze.
    
     -Using Ralf as a Striker: When the opponent flies into the air 
      after using Ralf as a Striker you can standing combo them just 
      as they hit the ground (the bug is that they are suddenly 
      standing when you hit them)
    
    -------------------------------------------------------------------\
    Clark Steel--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : America
    Fighting Style : Army-Training + Heidern Assasination Skill
    Age            : 34
    DOB            : 7th May
    Blood Type     : A
    Height         : 187 cm
    Weight         : 105 kg
    Hobby          : Guns Collection
    Best sport     : Wrestling  -Heh Heh you bet ;)
    Favourite Food : Oatmeal
    Important Thing: His Sunglasses
    Hated Thing    : Slugs
    Winpose A      : Lifts his cap a little and gives the thumbs up 
                     saying "Heyy!"
    Winpose B      : Wipes his mouth with his gloved hand and says
    Winpose C      : Looks down and draws a line across the front of 
                     his cap saying "Nimrou Kanyou!" (Mission 
                     Accomplished!)
    Colour A       : Dark Blue
    Colour B       : Dark Green
    Seiyuu         : Yoshinori Shima
    Endquote       : "I had fun.  For about 5 seconds.  A new low."
    
    o-Clark-----------------------------------------Movelist-----------o
    
    Nageppanashi German            : Bk / Fwd + C when close
    Fisherman Buster               : Bk / Fwd + D when close
    Death Lake Drive               : In air, any dir. but u + C / D
    Stomping                       : Fwd + B
    Gatling Attack                 : Hold Bk 1 sec then Fwd + P
                                     -can follow with Napalm Stretch
    Napalm Stretch                 : DP + P
    Frankensteiner                 : DP + K
    Flashing Elbow                 : after Napalm Stretch,
                                     Frankensteiner or SAB: QCF + P
    Mount Tackle                   : HCF + P (blockable- so use in combo)
                                     -Follow with:
                                      Rolling Cradle: Down Down + K
                                      Clark Lift: Down Down + A
                                      Super Lift: Down Down + C
                                       -ONLY Super Lift --> QCF + A/C
    Super Argentina BackBreaker    : HCF + K (throw)
    DM: Ultra Argentina BackBreaker: near foe then HCBx2 + P
    DM: Running Three              : HCFx2 + K
    Striker                        : grabs opponent and throws into air
                                    (yes you can juggle!)
    
    o-Clark-----------------------------------------Speech-------------o
     
    [Round Start]
    "Anta, senaka ga susuketeruze." 
    (I'll make your back dirty!)
    
    [Winpose ]
    "Otaku Shibui ne..." 
    (You're really cool) (Obvious sarcasm hehe)
    
    [Dodge]
    "Ima da!" 
    (Do it now!)
    
    [SDM HCBx2 + P]
    "Clark Spark!"
    
    [SDM HCFx2 + K]
    "Running Threyaaaaaaa!" 
    (Running three plus screaming)
    
    At the moment there's one phrase TOTALLY puzzling me as I can't
    find it in the game.  It may be a case of '96 all over again, as
    it may be a speech not used for kof '99.  I'll add the phrase
    anyway next update.
    
    o-Clark-----------------------------------------Miscellaneous------o
    
     -Clark's CD Counter is cancellable.  If you get "COUNTER" msg
      after you do the CD counter, you can combo with QCF + C, etc.
    
    o-Clark-----------------------------------------Interesting Combos-o
     
     -Jump D, C (1 hit), Hld Bk + Fwd C, DP + A, QCF + A
    
    o-Clark-----------------------------------------Infinites----------o
    o-Clark-----------------------------------------Bugs---------------o
    
     -Practise Mode:  Clark, Whip vs Shingo, Terry.  Action: Stand
      Counter: On Attack: On.  Put Clark in corner.  Taunt Shingo to 
      stand next to him.  CD Counter Shingo's attack and do QCF + A, 
      Dwn Dwn A.  Clark slides back to the corner.... 
    
     -Chin Striker. Wait for Chin to Taunt.  HCF + B/D.  Chin should
      hit opponent before they land on your hands.  You will freeze.
      Also works with SDM [HCBx2 + P]
    
     -Ryo/ Robert: Clark as a striker. Clark grabs and throws,
      Robert does QCF HCB, or Ryo does QCFx2 + P... Clark gets "hit"!
    
    -------------------------------------------------------------------\
    Whip---------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Unknown
    Fighting Style : Whip mastering + Heidern Assault Skill
    Age            : 16
    DOB            : 12th October
    Blood Type     : O
    Height         : 173 cm
    Weight         : 59 kg
    B? W? H?
    Hobby          : None
    Favorite food  : Honey
    Best sport     : None
    Important thing: "Uddodou" (name of whip)
    Hated thing    : Angels, Abuse of the Internet, corruption.
    Colour A       : Biege/Grey
    Colour B       : Dark Blue/Purple
    Round Start    : Whip whips her whip saying "Koko ga, anata no 
                     deadline." (This is your deadline)
    Winpose A      : She brings her whip to her wrapped up and 
                     says "Gokigen ne, Udoddu"
    Winpose B      : Lays the whip on the floor and flicks it slightly, 
                     saying "Hiyagare ba, ito wa tare teru wa"
    Winpose C      : Wraps Uddodu around her wrist and kisses it.
    Seiyuu         : Shiho Kikuchi
    Enquote        : "All show.  No substance!"
    
    o-Whip------------------------------------------Movelist-----------o
    
    Whip Shot               : Fwd + A (can be extended up to 5 times)
    Bommerang Shoot "SC"    : HCF + P
    Assassin's Strike "BB"  : DP  A or B or C or D
    Strength Shot "Superior": HCB A (can hold)
    Strength Shot "Power"   : HCB B (can hold)
    Strength Shot "Victory" : HCB C (can hold)
    Strength Shot Cancel    : D (while holding A,B or C Strength Shot)
    Hook Shot "Wind"        : in air QCB + P
    Desert Eagle Shot       : RDP + P repeatly
    DM: Sonic Slaughter "KW": QCB HCF + P
    Striker                 : Far   : Whips (large range!)
                              Close : Jump Hit and HCF + C
    
    o-Whip------------------------------------------Speech-------------o
    
    [Round Start] 
    "Koko wa anata no deadline" 
    (Here is your deadline)
    
    [Round entry other than 1st up] 
    "Kaku go wa ii? Watashi wa dekiteru"  
    (Ready? I'm already ready!)
    
    [Taunt] 
    "Kyou gaso garetawa."
    
    [D Throw] 
    "Yame!" 
    
    [Fwd A x5] 
    "Ukete minnasai, Shureno, muchio! Hora!"  
    (Take this!..?? Here!)
    
    [Stand C or D]
    "Te" 
    (used like "go away")
    
    [HCB + A]
    "Watashi wa anato no tekidakara"
    
    [HCB + A/B/C then D]
    "Muchio!"
    
    [HCF + P]
    "Boomerang!" 
    
    [QCF HCB + P]
    "Hiyagare ba.... Shall we dance?" 
    She only says "Shall we dance?" if the DM connects.
    
    [If DM doesn't connect]
    "Makanai" 
    (I wont lose.)
    
    -Unsorted-
    
    "Attack!"
    
    o-Whip------------------------------------------Miscellaneous------o
    
     -My favourite character :)
    
     -Whip has SEVEN shots in her gun.  Use them all in any round
      and she will take a LONG time to reload.
    
     -Whip's invincibility during his Dodge is instant.  She is only 
      invincible for the first frame of the AB Dodge.  Trying to dodge
      through attacks with more than 1 frame of attack is suicide.
      To dodge fireballs, Whip has to dodge at the very last second.
    
    o-Whip------------------------------------------Interesting Combos-o
    
     -Whip can Dodge Attack and Low B combo
    
     -vs Chang
      @CR: CM: (Stand at other end of the screen).
      Jump QCB + C, Jump D (2 hit), Stand Bx3, HCF + C, QCB HCF + C, 
      Of course, Dwn A to finish !
    
    o-Whip------------------------------------------Infinites----------o
    
     -Armour Mode. Corner. Dodge Attack.  Repeat
    
    o-Whip------------------------------------------Bugs---------------o
    
     -See K' section
    
    --------------------------------------------------------------------
                          Psycho Soldier Team
    --------------------------------------------------------------------
    
    Chin begin his training on Bao, a 12 year old boy who born on the
    200 years anniversary of the baddest day.. is it a sign of evil?...
    Meanwhile Kensou is worrying about his fading off Psycho Powers...
    
    -------------------------------------------------------------------\
    Athena Asamiya-----------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : ESP
    Age            : 18
    DOB            : 14th March
    Blood Type     : B
    Height         : 163 cm
    Weight         : 49 kg
    B83 W57 H82
    Hobby          : Astrology
    Best sport     : Lacross
    Favourite Food : Strawberry rice cake stuffed with bean jam
    Important Thing: Peter Rabbit Tea Set and a certain letter from a
                     fan -that letter was the one sent to her in '97
                     that made her join the tournament.  That fan's
                     name is Kaoru Watanabe, you can recognise 
                     her big glasses from endpics in 98...
    Hated Thing    : Grasshoppers
    Colour A       : Red
    Colour B       : Dark Blue
    Round Start    : Does her Sailormoon transformation and says
                     "Athena Ikimasu!" (lit: Here comes Athena!)
    Winpose A      : Jumps up and down then holds up one fist saying
                     "Yatta!  Gu!" (I did it! Good!)
    Winpose B      : Turns around and puts one foot on its heel with
                     her hands around her back saying "Ganba Ganba!"
                     (Don't give up!)
    Winpose C      : Salutes and winks saying "Athena makenai!"
                     (Athena can't lose!)
    Timeout loss   : Holds her hands to her face, sobbing.
    Seiyuu         : Haruna Ikezawa 
    Enquote        : "Everyone got so strong!  I gotta train harder!"
    
    o-Athena----------------------------------------Movelist-----------o
    
    Bit Throw              : Bk / Fwd + C when close
    Psychic Throw          : Bk / Fwd + D when close
    Psychic Shoot          : In air, any dir. but u + C / D
    Renkantai              : Fwd + B
    Phoenix Bomb           : Jump, d + B
    Psycho Sword           : DP + P (air ok)
    Psycho Ball            : QCB + P
    Phoenix Arrow          : in air QCB + K
    Psycho Reflector       : HCB + K
    Psycho Shoot           : HCF + P
    Psycho Teleport        : HCF + K
    DM: Phoenix Fang Arrow : in air QCFx2 + K
    DM: Shining Crystal Bit: HCBx2 + P (air ok)
    DM: Crystal Shoot      : QCF + P while SCB
    Striker                : SCB + small amount of healing
                             -this can be used cheaply as you can hide
                              behind her
    
    o-Athena----------------------------------------Speech-------------o
    
    [Winpose]
    "Athena ni omakase"
    (I've done it!)
    
    [Striker]
    "Totoke Kokoroni Gambatte!"
    (This is for your heart so don't give up!)
    
    If you get hit she'll say "Gomen ne" (sorry)
    
    o-Athena----------------------------------------Miscellaneous------o
    
      -Against grab happy grapplers try this tactic...
       Jump C or CD,(still in air) dwn B, then next time Jump C or CD, 
       (still in air) dwn B, QCB + D
    
      -Apart from this year, every year Athena has changed Voice Actor.
                            KOF 94: Fukui Reiko
                            KOF 95: Nagasaki Moe
                            KOF 96: Satou Tamao
                            KOF 97: Kurisu Yukina
                            KOF 98/99: Ikezawa Haruna
    
      -She still has the random bikini when she does SCB.
      
    o-Athena----------------------------------------Interesting Combos-o
    o-Athena----------------------------------------Infinites----------o
    
    -I know what it is, just not allowed to tell.  Await m00nrun's faq.
    
    o-Athena----------------------------------------Bugs---------------o
    
     -On fallen opponent.  HCB + A.  As the fireball approaches, do
      HCF + K.  They cannot block the fireball.
    
     -@CR: HCBx2 + P.  It will hit opponent as they get up and count
           on the combo meter.
    
    -------------------------------------------------------------------\
    Sie Kensou---------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : China
    Fighting Style : Chinese Martial Arts
    Age            : 19
    DOB            : 23rd September
    Blood Type     : B
    Height         : 172 cm
    Weight         : 61 kg
    Hobby          : Manga
    Best sport     : Soccer
    Favourite Food : Chinese Meat (Niku-Man) Bun
    Important Thing: Hayami Yu Debut Album, Stuffed Animal from fan
    Hated Thing    : Shugyou (Training)
    Winpose A      : Looks grim and holds his fist clenched saying
                     "Mada ya, mada totokai"  (I can't reach it).  He 
                     looks up at the sky.
    Winpose B      : Stands on one foot, the other scratching his shin
                     saying "Ore no kachi a na" (I won this!).
    Winpose C      : Hops and somersaults into the air, landing in 
                     a pose saying "Yattade!" (I did it!)
    Colour A       : Blue
    Colour B       : Red
    Seiyuu         : Eiji Yano
    Enquote        : "I'm not a pyschic but I am a psycho!"
    
    o-----------------------------------------------Movelist-----------o
    Hakkei                      : Bk / Fwd + C when close
    Tomoe Nage                  : Bk / Fwd + D when close
    Ko Bokute                   : Fwd + A
    Gosentai                    : Fwd + B
    SenShippo                   : QCB + P
                          -Imagine Tung Fu Rue's "bare knuckle" move...
                           Fast and safe poke if you range it properly.
    Senkyuutai                  : QCF + K
    Ryu Gen Ga . Chi Ryu        : HCF + A 
    Ryu Gen Ga . Ten Ryu        : HCF + C 
    Ryu Geki Sai                : RDP + K 
    Dragon Talon Attack         : (air) QCB + P
    Ryu Renda                   : DP + P repeatly
                          - This is his DP "throw" from '98.  It now
                            has no recovery time.
                            You can repeat this infintely with
                            low/stand A until the opponent does a CD
                            counter or AB slide counter....
    DM: Shin Ryu Sei Ou Rekkyaku: QCF HCB + B
    DM: Shin Ryu Ten Bu Kyaku   : QCF HCB + D
    DM: Sen Ki Hakkai           : (near foe) QCFx2 + P
    DM: Niku Man                : QCBx2 + P
    Striker                     : He will eat his bun and heals you.
    
    o-Kensou----------------------------------------Speech-------------o
    
    [DP+ A/C]
    "Younai younai!"
    (lit: I don't need to use power)
    
    [Taunt]
    "Nandeyanen" 
    (Why/ Why not?)
    
    [Striker]
    "Umaide!" 
    (lit: I'm a good fighter)
    
    [Sen Ki Hakkai]
    "Kore de... kimariya!"
    (This is the finish!) 
    
    o-Kensou----------------------------------------Miscellaneous------o
    
    His new DM is a super version of his [DP + P]
    
    o-Kensou----------------------------------------Interesting Combos-o
    o-Kensou----------------------------------------Infinites----------o
     
    @CR: DP + P (unblocked) QCF + D then QCF + B x infinite
    
    o-Kensou----------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Chin Genstai-------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : China
    Fighting Style : Chinese Martial Arts(mainly Drunken Fists)
    Age            : 89
    DOB            : 27th April
    Blood Type     : A
    Heightb        : 164 cm
    Weight         : 53 kg
    Hobby          : Mah Jong
    Best sport     : Yoyo and walking
    Favourite Food : Fried Tang and Nagasaki boiled cream sukiyaki.
                     Fried Boiled Noodle.  Turkish Rice.  Lemon Salmon
                     with lettuce and fried rice.  Banana roll.
                     Chicken.  Octopus Rice.  Soba.  Sake...
                     (there's more...)
    Important Thing: Sake
    Hated Thing    : Panda
    Winpose A      : Gets out his gourd and whips it around like a yoyo
                     so it lands on his open hand.
    Winpose B      : Takes a drink from his gourd and hiccups.
    Winpose C      : Takes a puff from his pipe and says "Nii-maa-!"
    Colour A       : Dark Green
    Colour B       : Purple
    Seiyuu         : Toshikazu Nisimura
    Endquote       : "How about that Kid?  I still got the stuff!"
    
    o-Chin------------------------------------------Movelist-----------o
    
    Kyouin Sake              : Bk / Fwd + C when close
    Gyaku Kyaku Nage         : Bk / Fwd + D when close
    Suiho Hyoutan Shuu       : Fwd + A
    Hyoutan Geki             : QCB + P
    Fun'en Kou               : (after Hyoutan Geki) QCF + P 
    Gou'en Shourai: Kai*     : (after Hyoutan Geki) DP + P    
    Ryu Rin Hou Rai          : DP + P
    Kaiten Tekikuu Totsuken  : HCF + K  
    Suikan kanou             : Down Down + P (ABCD to cancel)
     Choushuu Rikugyo        : Fwd + P from Suikan Kanou
     Kaiten Tekikuu Totsuken : Fwd + K during Suikan Kanou
    Bougetsu Sui             : Down Down + D 
                              (you can move or press ABCD to cancel)
     Ryuuja Hanhou           : Up + B from Bougetsu Sui
     Choushuu Rikugyo        : Up + D from Bougetsu Sui
     Kaiten Tekikuu Totsuken : Fwd + K during Bougetsu Sui
    Suihai Kou               : QCF + P
     Fun'en Kou              : QCF + P from Suihai Kou
     Gou'en Shourai: Kai     :  DP + P from Suihai Kou        
    Totsu Ken                : HCF + K
    DM: Gau Ran Enpou        : QCFx2 + P
    DM: Gau En Shourai       : QCF HCB + K
    Striker                  : Close: Ryu Rin Hou Rai.
                               Far:   Taunt, then Ryu Rin Hou Rai.
    
    o-Chin------------------------------------------Speech-------------o
    
    
    [Round Start]
    "Bochi Bochi, hajimerukanou!" 
    (Let's begin slowly!)
    
    o-Chin------------------------------------------Miscellaneous------o
    
     Hyoutan Geki             : QCB + P
      -Here, Chin drinks from his gourd.  This move hits.
    
     Fun'en Kou               : (after Hyoutan Geki) QCF + P 
      -This is his "spit" move.  You can only do this after he drinks
       and only once (you have to drink again).  A button is 1 flame
       spit, C button is multiple flame spits.
    
     Gou'en Shourai: Kai*     : (after Hyoutan Geki) DP + P    
      -After he drinks, his DP move is like his DM (he's on fire).
    
    o-Chin------------------------------------------Interesting Combos-o
    o-Chin------------------------------------------Infinites----------o
    o-Chin------------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Bao----------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : China
    Fighting Style : ESP
    Age            : 12
    DOB            : 18th July
    Blood Type     : Unknown
    Height         : 153 cm
    Weight         : 40 kg
    Hobby          : Home Game
    Favourite food : Hot milk with no sugar
    Best sport     : River Fishing
    Important Thing: B class game and Family Games
    Hated Thing    : Role Playing Games
    Colour A       : Orange
    Colour B       : Pink
    Seiyuu         : Kanako Nakano
    Endquote       : "Oh yes! I am victorious! And happy as an oyster!"
    
    o-Bao-------------------------------------------Movelist-----------o
    
    Gen'ei Tougi                    : (Close) Bk / Fwd + C
    Critical Throw                  : (Close) Bk / Fwd + D
    Soushou                         : In air, d + A
    Ban Hebi                        : In air, d + B
    Kakugi                          : f + A
    Senheki Shuu                    : f + B
    Senshou Shuu                    : df + B
    Rikotsu Shuu                    : df + D
    Psycho Ball Attack . Front      : QCB + A
    Psycho Ball Attack . Air Front  : in air QCB + A
    Psycho Ball Crash . Front       : QCB + C
    Psycho Ball Crash . Air Front   : in air QCB + C
    Psycho Ball Attack . Rise       : QCF + A
    Psycho Ball Crash . Rise        : QCF + C
    Psycho Ball Attack . Reflect    : QCB + K
    Psycho Ball Attack . Bound      : QCF + K
    Psycho Ball Attack . Air Bound  : in air QCF + B
    Psycho Ball Attack . Bound      : QCF + B
    Psycho Ball Crash . Air Bound   : in air QCF + D
    Psycho Ball Crash . Aerial Bound: in air QCF + D
    DM: Psycho Ball Attack . Max    : QCBx2 + P
    DM: Psycho Ball Attack . DX     : F, HCF + K
    DM: Psycho Ball Attack . SP     : QCBx2 + K
    Striker                         : Jumps in C, does QCBx2+P DM
    
    o-Bao-------------------------------------------Speech-------------o
    
    [Round Start] 
    "Oteyawarakani!" 
    (not so hard please!)
    
    [Taunt]
    "Tsumanmai!"
    (Boring!)
    
    [Winpose A] 
    "Teleport o shimasu...Yappari murika!"
    (I'm going to teleport!...ah, I really can't do it!)
    
    [Winpose B]
    "Are? Datta no?"
    (literally: "What happened?)
    
    [Winpose C]
    Scratches the ground humming to himself.
    
    o-Bao-------------------------------------------Miscellaneous------o
    
     -Hold Down.  Bao sits down...Bao starts to get tired...Bao feels
      sleepy...Bao...zzzzzzzz...
      
    o-Bao-------------------------------------------Interesting Combos-o
    
     -Cross up with DF+B, Terry Striker, QCB x2 +A/C DM
    
     -There are various combos using his F, HCF + K DM, but the best
      one I've seen is below...
    
     -The opponent must be near the corner.  Set yourself on the other
      end of the screen.  F, HCF + K SDM.  Run and jump D, call King
      Striker, HCBx2 + P and HCBx2 + P again to juggle and claim 100%!!
    
    o-Bao-------------------------------------------Infinites----------o
    
    o-Bao-------------------------------------------Bugs---------------o
    Same as Athena, Mai in theory.  Just bounce of the wall and do a
    HCB + C in one fluid motion so that Bao jumps off the floor straight
    onto the wall and off again and does HCB + C but ends up doing 
    Fwd + A.  Thus he is in the air.
    
    Vs Whip (From the Bao faq by Edwin "Shinji" Chow)
    -Have Bao execute Psycho Ball Attack.Rise. At that exact spit second
     time, have Whip grab Bao with her Boomerang Shot special move. This 
     will result in Whip getting hit by the projectile before she can 
     step on Bao. As a result, Whip is bounced off and Bao is still 
     hanging in the air with his face still with that suffering look! 
     Whip can move but not Bao. All of Whip's move both special and 
     normal can't hit Bao. The only thing that can inflict damge on Bao 
     is her Sonic Slaughter DM.
    
    --------------------------------------------------------------------
                             Women Fighters Team
    --------------------------------------------------------------------
    
    Mary approached King when they received the invitation of KOF99.
    King was worryed about the team member problem since Mai and Yuri
    were not available. Then they found two familiar figures fighting
    inside China Town...
    
    -------------------------------------------------------------------\
    King---------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : France
    Fighting Style : Muetai Kickboxing
    Age            : 24
    DOB            : 8th April
    Blood Type     : A
    Height         : 175 cm
    Weight         : 58 kg
    B86 W56 H85
    Hobby          : Collecting Wineglasses
    Best sport     : Billiards
    Favourite Food : Vegetables and Wine
    Important Thing: Younger Brother, Jean
    Hated Thing    : Dirty people like Jack from AOF
    Colour A       : White top Brown Trousers
    Colour B       : Blue Trousers
    Round Start    : One of her waitresses hands her a cup of wine.
    Winpose A      : Flick her hankerchief onto the floor, folds her
                     arms and says "Nasakenai" (Pathetic)
    Winpose B      : Smells a rose then throws it saying 
                     "Tanoshikatta wa, mata oide!" (That was fun, come 
                     again).
    Winpose C      : Adjusts her bow tie, runs her hand through her
                     hair and sighs.
    Timeout Loss   : Stands with hands on hips looking down.
    Seiyuu         : Harumi Ikoma
    Endquote       : "I said don't mess with me! Now get lost, limpy!"
    
    o-King------------------------------------------Movelist-----------o
    
    Hold Rush         : Bk / Fwd + C when close
    Hook Buster       : Bk / Fwd + D when close
    Sliding Kick      : df + D
    Trap Kick         : f + B (overhead)
    Venom Strike      : QCF + B
    Double Strike     : QCF + D
    Suprise Rose      : DP + P
    Trap Shot         : DP + K
    Miracle Kick      : near foe then HCF + P
    Tornado Kick      : HCB + P
    DM: Silent Flash  : QCBx2 + K
    DM: Illusion Dance: QCF HCB + K
    Striker           : Slides then if the opponent gets hit she
                        does Silent Flash ending move (the kick where
                        she flies up), knocking the opponent up
                        for a juggle opportunity.
    
    o-King------------------------------------------Speech-------------o
    
    "mikirerukai?"
    (Can you think what I'm going to do?)
    
    [Silent Flash]
    (Kore de owari yo)
    "This is over"
    
    o-King------------------------------------------Miscellaneous------o
    o-King------------------------------------------Interesting Combos-o
    o-King------------------------------------------Infinites----------o
    
    Infinite vs Ryo   : (Corner) DP + A to start. Then DP + C (Repeat).
    
    o-----------------------------------------------Bugs---------------o
    
    
    -------------------------------------------------------------------\
    Blue Mary----------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : America
    Fighting Style : Sanbo
    Age            : 23
    DOB            : 2/4
    Blood Type     : AB
    Height         : 168 cm
    Weight         : 49 kg
    B86 W54 H85
    Hobby          : Riding Motorycles
    Best sport     : Baseball
    Favourite Food : Beef Cup
    Important Thing: Her Leather Jacket
    Hated Thing    : Cats
    Winpose A      : Fans at her face with her hair, sighs then grins,
                     then gets um... pleasantly suprised by her dog.
    Winpose B      : Points a finger and uses it like a gun, blowing it
                     out saying "Bakyuun!" (Bang Bang!)
    Winpose C      : Turns around and looks to the side, running her 
                     hand out from under her chin saying "Phew, I did."
    Colour A       : Red and Blue
    Colour B       : Red (Silver Hair)
    Seiyuu         : Harumi Ikoma
    Endquote       : "A first-rate warrior wins without lifting a 
                      finger."
    
    o-Mary------------------------------------------Movelist-----------o
    
    Victor Nage         : Bk / Fwd + C when close
    Head Throw          : Bk / Fwd + D when close
    Hammer Arc          : Bk / Fwd + A
    Double Rolling      : Bk / Fwd + B
    Climbing Arrow      : df + B
    Double Rolling      : Fwd + B
    Spin Fall           : QCF + P
    M.Spider            : QCF + P after Spin Fall
    Straight Slicer     : Hold Bk 1 sec then Fwd + K 
    Crab Clutch         : QCF + K after Straight Slicer
    Real Counter        : QCB + P
                          -Follow with: HCF + P or K
    Vertical Arrow      : DP + K 
    M.Snatcher          : DP + K after Vertical Arrow
    M.Headlock          : QCB + B
    M.Headbuster        : QCB + D
    DM: M.Splash Rose   : QCF HCB + P
    DM: M.Dynamite Swing: QCFx2 + K
    DM: M.Typhoon       : (near foe) HCBx2 + K
    Striker             : Straight slicer first and then spider
    
    o-Mary------------------------------------------Speech-------------o
    
    [Round Start /Entry]
    "Are You Ready?"
    
    "Shit"
    
    o-Mary------------------------------------------Miscellaneous------o
    o-Mary------------------------------------------Interesting Combos-o
    
     -Striker K', Stand Bx3, Stand C, Fwd A, HCBx2 + K
     -Striker Real Kyo, QCF HCB + P, DP + K
     -QCB + D, Hold Bk + Fwd + K, QCF + K, HCBx2 + K
     -CM: DP + K, QCFx2 + K (1 hit), HCBx2 + K
    
    o-Mary------------------------------------------Infinites----------o
    o-Mary------------------------------------------Bugs---------------o
    
    Bug: Something to do with her Real Counter....
    
    -------------------------------------------------------------------\
    Kasumi Todo--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : TodohRyu Kobujutsu
    Age            : 16
    DOB            : 3/29
    Blood Type     : B
    Height         : 154 cm
    Weight         : 45 kg
    B75 W54 H74
    Hobby          : Video Films, especially horror
    Best sport     : Aikido
    Favourite Food : Croquette (fried potato with meat) given by a 
                     Butcher on way home from school
    Important Thing: Charm given to her by a certain person
    Hated Thing    : Training (Flower arranging, dance and
                     Tea ceremony) from her mother in preparation
                     for marriage.
    Round Start    : Stands with parasol which she puts on the floor 
                     and says "Ikimasu!" (I'm coming!)
    Winpose A      : Punches and kicks with a shot of "Ha!" finishing
                     with a return to stance saying "Ae!"
    Winpose B      : Pulls up her trousers a little then folds her 
                     arms and takes the piss out of Ryu.
    Winpose C      : Takes off headband and looks at it saying ""
    Colour A       : White Top, Blue Dress
    Colour B       : Dark Green Dress
    Seiyuu         : Masae Yumi
    Endquote       : "The way of Todoh Prevails!  The Martial Arts!  
                      They Kick!"
    
    o-----------------------------------------------Movelist-----------o
    Maki Age            : (Close) Bk / Fwd + C
    Aiki Nage           : (Close) Bk / Fwd + D
    Hiji Ate            : f + A
    Kasane Ate          : QCF + P (air ok)
    Messhin Mutoh       : HCF + B
    Sassho Iinshuu      : HCF + D
    Hakuzantoh          : QCB + K
    Tatsumakisouda      : HCB + P
    Senkou Sagashi      : QCB + P (can preform 3-level attacks)
    DM: Super Kasane Ate: QCFx2 + P
    DM: AtemiNage       : QCF HCB + P
    Striker             : counter and throw
    
    o-Kasumi----------------------------------------Speech-------------o
    
    [Round Start]
    "Honki dekita kudasai!" 
    ("Please come seriously!")
    
    [Round Entry]
    "Onegaishimasu!" 
    (Please!)
    
    "Mata kachimashita"
    (I've won again)
    
    o-Kasumi----------------------------------------Miscellaneous------o
    o-Kasumi----------------------------------------Interesting Combos-o
    o-Kasumi----------------------------------------Infinites----------o
    o-Kasumi----------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Li Xiangfei--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth: America
    Fighting Style : Chinese Martial Arts + Drunken Master
    Age            : 17
    DOB            : 5/25
    Blood Type     : B
    Height         : 160 cm
    Weight         : 45 kg
    B77 W54 H79
    Hobby          : Catnap
    Favourite Food : Chaozu (fried parcels) with Prawn inside
    Best sport     : Short Distance Running
    Important Thing: Friend
    Hated Thing    : Etiquette
    Winpose A      : Pose with Two Swords.
    Winpose B      : Crane Stance.
    Winpose C      : Takes out a pile of Dim Sum containers and 
                     almost drops them.
    Colour A       : Red and White
    Colour B       : Yellow and White
    Seiyuu         : Mami Kingetsu
    Endquote       : "Since I win, you buy dinner.  First, some dim 
                      sum, then..."
    
    o-Xiangfei--------------------------------------Movelist-----------o
    
    Kadoma                  : When close, Bk / Fwd + C
    Ryokuchi Kou'en         : When close, Bk / Fwd + D
    Sou Shouda              : Fwd + A
    Kyuupo: Gosentai        : Fwd + B
    Fukupo: Gosentai        : Dwn-Fwd + D
    Tenbau Zan              : DP + K
    Nanpa                   : QCF + P
    Senri Chuu'ou           : QCF + B
    Kanku                   : QCF + B after Zen Chu-oh
    Senri Chuu'ou: Shinsaiha: QCF + D 
    Counter                 : QCB + P
    Throw                   : HCB Fwd + P
    DM: Taitetsujin         : QCF HCB + K
    DM: Majinga             : (near foe) HCBx2 + P (has range!!!)
    DM: Chou Pairon         : QCFx2 + P (P to taunt after)
    Striker                 : Taunt. Acts as a shield and will lower the
                             opponents special meter almost down to zero
    
    o-Xiangfei--------------------------------------Speech-------------o
    o-Xiangfei--------------------------------------Miscellaneous------o
    o-Xiangfei--------------------------------------Interesting Combos-o
    o-Xiangfei--------------------------------------Infinites----------o
    o-Xiangfei--------------------------------------Bugs---------------o
    
    --------------------------------------------------------------------
                                Korea Team
    --------------------------------------------------------------------
    
    "To tell you the truth, your method of re-education is out-date and
    useless, Kim", said Jhun Hoon, Kim's colleague.  After witnessing
    Kim's action for years, the bad tempered Jhun decided to enter
    Kim's team and show Kim what is the real meaning of "re-educate"....
    
    -------------------------------------------------------------------\
    Kim Kaphwan--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Korea
    Fighting Style : Tae Kwon Do
    Age            : 30
    DOB            : 21st December
    Blood Type     : A
    Height         : 176 cm
    Weight         : 78 kg
    Hobby          : Karaoke
    Best sport     : Aerobic Exercises
    Favourite Food : Yakiniku (Korean BBQ)
    Important Thing: His Wife and Two Sons
    Hated Thing    : Evil
    Winpose A      : Does a few upward kicks then stance saying "Ha!"
    Winpose B      : Wipes his brow then stands with hands on hips 
                     saying "Nakama kama ote maire." (A good fight from 
                     a good friend).
    Winpose C      : Runs his hand through his hair and his teeth
                     sparkle...
    Colour A       : White
    Colour B       : Dark Green
    Seiyuu         : Satoshi Hashimoto
    Endquote       : "What a boring opponent!  Too overconfident..."
    
    o-Kim-------------------------------------------Movelist-----------o
    
    Kubi Kiwame Otoshi     : Bk / Fwd + C when close
    Sakkyaku Nage          : Bk / Fwd + D when close
    Kuuren Geki            : Fwd + A
    Neri Chagi             : Fwd + B
    Haki Kyaku             : d,d + K
    Ryuusei Raku           : Hold Bk 1 sec then Fwd K
    Hi En Zan              : Hold Down 1 sec then Up K
    Ten Sou San            : Down D after D Hi En Zan
    Han Getsu Zan          : QCB + K
    Hishou Kyaku           : in air QCF + K
    Haki Kyaku Down        : Down Down + K
    DM: Hou Ou Kyaku       : QCB, Dwn Back, Fwd + K (air ok)
    DM: Hou'ou Hiten Kyaku : QCFx2 + K
    Striker                : Hishou Kyaku 
    
    o-Kim-------------------------------------------Speech-------------o
    
    Round Start: Shakes each foot then stances saying 
                 "Ikuzoo!" (Let's go!)
    
    o-Kim-------------------------------------------Miscellaneous------o
    
     -Yep, he's lost his old air DM and got a new one.
    
    o-Kim-------------------------------------------Interesting Combos-o
    o-Kim-------------------------------------------Infinites----------o
    
     -@CR: Opponent in air: Hop QCF + K, QCF UF + B x i
    
    o-Kim-------------------------------------------Bugs---------------o
    
    --------------------------------------------------------------------
    Chang Koehan----------------------------------------"Okawariikuka?"-
    -------------------------------------------"Want a second helping?"-
    --------------------------------------------------------------------
    
    Place of Birth : Korea
    Fighting Style : Tae Kwon Do + Weapons
    Age            : 39
    DOB            : 10/21
    Blood Type     : B
    Height         : 227 cm
    Weight         : 303 kg
    Hobby          : Destruction
    Best sport     : Table Tennis
    Favourite Food : Whole Roasted Cow then an egg afterwards
    Important Thing: His Iron Ball
    Hated Thing    : Centipedes
    Winpose A      : Gets down on one knee and holds his ball in one 
                     hand, the other hand stretched out to the sky and
                     says ""
    Winpose B      : Lifts up his shirt and shines his ball.
    Winpose C      : Gets down on one knee, grabs his belly with both
                     hands and shakes, saying ""
    Colour A       : White
    Colour B       : Dark Blue
    Seiyuu         : Hiroyuki Arita
    Endquote       : "You're potential energy.  I'm irresistable force!"
    
    o-Chang-----------------------------------------Movelist-----------o
    
    Hagan Geki              : Bk / Fwd + C when close
    Kusari Jime             : Bk / Fwd + D when close
    Hiki Nige               : df + A
    Tekkyuu Dai Kaiten      : P repeatedly
    Tekkyuu Funsai Geki     : Hold Bk 1 sec then Fwd + P
    Dai hakai nage          : HCF + K
    Dai Hakai Nage          : near foe then HCB Fwd + P
    DM: Tekkyuu Dai Bousou  : QCF HCB + P
    DM: Tekkyuu Dai Assatsu : QCFx2 + K
    DM: Tekkyuu Dai Bousatsu: QCFx2 + P
    Striker                 : Body Splash
    
    o-Chang-----------------------------------------Speech-------------o
    o-Chang-----------------------------------------Miscellaneous------o
    
     -Do his counter 2 times succesfully, the 3rd time he'll do the 
      full damage.
    
    o-Chang-----------------------------------------Interesting Combos-o
    
     -Kim striker, immediately do qcfx2+P SDM, 4hits 80% damage, last 
      hit maybe avoided, has to be confirmed...
    
    o-Chang-----------------------------------------Infinites----------o
    o-Chang-----------------------------------------Bugs---------------o
    
     -vs K'
      Do HCB,F + P.  It just takes more damage than against other 
      characters (1/4 of your bar!).
    
    -------------------------------------------------------------------\
    Choi Bounge--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Korea
    Fighting Style : Tae Kwon Do + Weapons
    Age            : 36
    DOB            : 10/25
    Blood Type     : B
    Height         : 153 cm
    Weight         : 44 kg
    Hobby          : Cutting things to pieces
    Best sport     : Gymnastics
    Favourite Food : Crab
    Important Thing: His claws that he made himself
    Hated Thing    : Arum Root Paste/ Cognac
    Winpose A      : Spins around and says "Ka ii ka n!" (Lit: A
                     pleasant feeling)
    Winpose B      : Spins around and says "Kochi de yansu!" (I won!)
    Winpose C      : Scratches his nails together to create a spark 
                     on his index claw which he blows out and grins 
                     while saying ""
    Colour A       : White top, Brown Trousers
    Colour B       : Dark Blue
    Seiyuu         : Monster Maetsuka
    Endquote       : "I'm a little monster that kicks big butt!"
    
    o-Choi------------------------------------------Movelist-----------o
    
    Zujou Sashi                          : Bk / Fwd + C when close
    Geketsu Tsuki                        : Bk / Fwd + D when close
    Toorima Geri                         : Bk/ Fwd + B
    Mukuro Tsuki                         : Bk/ Fwd + A 
                                 (causes Guard Crush- Free combo!)
    Tatsumaki Shippuu Zan                : Hold Down 1 sec then Up + P
    Shissou Hishou Zan                   : Hold Bk 1 sec then Fwd + P
                                 -can change direction after perform
    Hishou Kuu Retsu Zan                 : Hold Down 1 sec then Up K
                                 -can change direction after perform
    Hishou Kyaku                         : in air, QCF + K
    Shin! Chouzetsu Tatsumaki Shinkuu Zan: QCF HCB + K
    DM: Shin! Chouzetsu Rinkaiten Toppa  : QCFx2 + P
    Striker                              : Close: Tatsumaki Shippu Zan. 
                                           Far  : Taunt
    
    o-Choi------------------------------------------Speech-------------o
    
     "Kaikan~!" (lit. "a pleasant feeling")
    
    o-Choi------------------------------------------Miscellaneous------o
    o-Choi------------------------------------------Interesting Combos-o
    o-Choi------------------------------------------Infinites----------o
    o-Choi------------------------------------------Bugs---------------o
    
     -@CR: Catch opponent in air: QCF + B, QCF UF + Bx i
    
    -------------------------------------------------------------------\
    Jhun Hoon----------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Korea
    Fighting Style : Tae Kwon Do
    Age            : 32
    DOB            : 7/26
    Blood Type     : O
    Height         : 177 cm
    Weight         : 77 kg
    Hobby          : Collecting Perfume, chasing Idols.
    Favourite Food : Asari Eel and Arrowroot starch gruel
    Best sport     : Billiards
    Important Thing: All Mimori Yusas CDs. Seagulls Ornament.
    Hated Thing    : Prawn and his own family name
    Colour A       : Blue Top, White Trousers
    Colour B       : Red Top, Dark Green Trousers
    Seiyuu         : Kazuya Ichijo
    Endquote       : "You are really weak.  Throw in the towel!"
    
    o-Juhn------------------------------------------Movelist-----------o
    
    Handou Geki              : When close, bk / fwd + C
    Kaisen Kaze              : When close, bk / fwd + D
    Ryuurou Shuu             : In air, dwn + B 
    Rakko Geki ~ Rakko Jin   : fwd + B
    Exhaust Attack           : QCB + P
    Han Getsu Zan            : QCB + K
    Soshuu Jin               : Down Down + A
    Rakko Jin                : Down Down + B
    Ku Sajin                 : Hold Down 1 sec then Up + P
    
    Soshuu Jin               : Hold A after doing special with A
     Juzuma Kyaku: Joudan    :   -Up + C
     Juzuma Kyaku: Gedan     :   -Dwn + C
     Juzuma Kyaku: Chuudan   :   -C
     Taikyoku Ha             :   -D
     Kirikae Dousa: Omote - Ura: -B 
     Kirikae Kougeki         : b / f + B, hold B to change to Rakko Jin
    
    Rakko Jin                : Hold B after doing special with B
     Hiko Geki: Ue           :   -Up C
     Shuuko Geki: Shimo      :   -Dwn C
     Mouko Geki: Naka        :   -C
     Taikyoku Hi             :   -D  (Dodge)
     Kirikae Dousa: Ura - Omote: -A 
     Kirikae Kougeki         : b / f + A, hold A to change to Soshuu Jin
    
    DM: Hou Ou Ten Bu Kyaku  : in air, QCFx2 + K
    DM: Chinese Phoenix Dance: QCFx2 + K
    Striker                : Close: Ku Sajin (instant) 
                             Far:   Hops forward and does 
                             an overhead kick.
    
    o-Juhn------------------------------------------Speech-------------o
    
    [Round Start]
    "Soredewa, hajimemasuyo." 
    (Well, let's begin.)
    
    o-Juhn------------------------------------------Miscellaneous------o
    
     -You cannot guard crush combo Jhun.  His recovery is too quick.
    
    o-Juhn------------------------------------------Interesting Combos-o
    
      -do hb a,(a guard) c,( no guard) c ,sdm. 18 hits
      -you do striker ryo hb a,(a guard) c,( no guard) c ,sdm.20 hits
      -counter mode hb a,(a guard) c,( no guard) c ,hb d, dm 21 hits
      -counter mode striker ryo hb a,(a guard) c,( no guard) c ,hb d, 
       dm 22 hits (you can use iori striker instead of ryo and you win 
       2 hits)
    
     -@CR: catch opponent jumping or use striker, jump Dwn B x i
    
    o-Juhn------------------------------------------Infinites----------o
    o-Juhn------------------------------------------Bugs---------------o
    
      <from Kao Megura>
     -You have to activate Counter Mode, get into his d,d +
      B stance (Soshuu Jin), then press D for the evade
      move.  Supercancel that into his Hou'ou Ressou Kyaku
      (qcf,qcf + K)--but don't forget that you have to
      release B first, and that you have to do the motion
      really early or it won't supercancel.
      Anyway, once the super's over, Jhun will be able to
      walk right through his opponent!  He can keep doing
      this until you use either slide, you throw your
      opponent, use the evade move (taikyoku-hi) again, or
      if your opponent hits you.  Kinda useless, but fun.
                                                
    --------------------------------------------------------------------
                         Team Edit Characters
    --------------------------------------------------------------------
    
    -------------------------------------------------------------------\
    Kyo - 1------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Ancient Kusanagi Skills + Self Made
    Age            : 20
    DOB            : 5th July
    Blood Type     : B (RH-)
    Height         : 181 cm
    Weight         : 75 kg
    Hobby          : Arranging techniques
    Best sport     : None
    Favourite Food : Mero
    Important Thing: Genes
    Hated Thing    : Originals
    Colour A       : Blue
    Colour B       : Silver
    Seiyuu         : Masahiro Nonaka
    Endquote       : "Victory is mine... was there any doubt?"
    
    o-Kyo1------------------------------------------Movelist-----------o
    
    Hatsugane                : (Close) Bk / Fwd + C
     Issetsu Seoi Nage       : (Close) Bk / Fwd + D
     Kurogami                : f + A
     Arashin                 : f + B
    Migiri Ugachi            : Dwn Fwd + C (when foe is on floor)
    108 Shiki Yami Barai     : QCF + P
    110 Shiki Oboro Gurumal  : DP + K
    75 Shiki Kai             : QCF + BB/DD
    Souki                    : QCB + P
    DM: S108 Shiki Orochinagi: QCB HCF + P
    Striker                  : Comes in, RED Kick then does 75 Shiki Kai
                               You can juggle after the 75 Shiki Kai.
                               If they are hit with the RED Kick, Kyo 1
                               will taunt.  
    o-Kyo1------------------------------------------Speech-------------o
    o-Kyo1------------------------------------------Miscellaneous------o
    o-Kyo1------------------------------------------Interesting Combos-o
    
    -@CR: QCF D D, Walk Fwd into corner, Call Kasumi so she comes 
             in and juggles, QCF A, Fwd D, Call Kasumi etc..
    
    -NCR: Call Robert, Dodge Behind, QCB HCF + C SDM (hold), let go(70%)
    -@CR: Call Iori, C Throw, Walk Fwd into corner, (The puddle will hit 
         them as they get up) QCB HCF + C (SDM) hold and then let go... 
    
    -@CR:  Jump C, C, QCF D D, Call Mai, RDP D
    
    -@CR: Ralf -let them fly up and just before they hit the ground, 
         QCF A, QCF A or Dwn Fwd C, Dwn Fwd C  
    
    Cool.Combos.
     -Stand C, QCF D D, DP D, Dwn Fwd C.
     -@CR:  Jump C, C, QCF D D, Call Kasumi, Walk Out, DP D, QCF A
    
     -Kyo1 in the corner: (Orochinagi Madness!) from "Ryo"
      <full setup instructions>
      While NOT close of any corner, the 2 player at each edge of the 
      screen; walk to your opp. until you reach the point of when you 
      do a A+B escape, you will barely pass throught you opp. and 
      switch sides. Then WAIT a little before calling Shin Kyo striker. 
      If you don't wait, Kyo-1 will call the striker while being 
      turned away and this will mess the placement.
      While you call, do the FULL QCB, HCF+P motion and hold P until 
      the hit meter reaches 6 (unlucky) or 9 (lucky! ^^), release, 
      and finish with QCF+C. 13 Hits, 98% damage, I think it would be
      100% with a counter...
    
    o-Kyo1------------------------------------------Infinites----------o
    o-Kyo1------------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Kyo - 2------------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Place of Birth : Japan
    Fighting Style : Ancient Kusanagi Skills + Self Made
    Age            : 20
    DOB            : 5th July
    Blood Type     : B (RH-)
    Height         : 181 cm
    Weight         : 75 kg
    Hobby          : Copying Techniques
    Best sport     : None
    Favourite Food : Hoki
    Important Thing: Genes
    Hated Thing    : Originals
    Colour A       : Brown
    Colour B       : Grey
    Seiyuu         : Masahiro Nonaka
    Endquote       : "Victory is mine... was there any doubt?"
    
    o-Kyo2------------------------------------------Movelist-----------o
    
    Hatsugane                     : (Close) Bk / Fwd + C
    Issetsu Seoi Nage             : (Close) Bk / Fwd + D
    Naraku Otoshi                 : In air, d + C
    Goufu You                     : f + B
    114 Shiki Ara Kami            : QCF + A, then
                                    - 128 Shiki Kono Kizu: QCF + P
                                or  - 127 Shiki Yano Sabi: HCB + P
    127 Shiki Yano Sabi           : P after 128 Shiki Kono Kizu
    125 Shiki Nana Se             : K after Shiki Kono Kizu or Yano Sabi
    115 Shiki Doku Kami           : QCF + C, follow with
                                    -401 Shiki Tumi Yomi : HCB + P
                                 then -402 Shiki Batu Yomi : Fwd + P
    R.E.D Kick                    : RDP + K
    100 Shiki Oniyaki             : DP + P
    212 Shiki Kototuki You        : HCB + K
    DM: Mu Shiki                  : QCFx2 + P
    Striker                  : Comes in, RED Kick then does 75 Shiki Kai
                               You can juggle after the 75 Shiki Kai.
                               If they are hit with the RED Kick, Kyo 2
                               will taunt.  
    
    o-Kyo2------------------------------------------Speech-------------o
    o-Kyo2------------------------------------------Miscellaneous------o
    o-Kyo2------------------------------------------Interesting Combos-o
    
     -Kyo2 can do Jump B, Dwn C in the air and then Standing Combo..
    
    o-Kyo2------------------------------------------Infinites----------o
    o-Kyo2------------------------------------------Bugs---------------o
    
    
    ====================================================================
     ------------------------------------------------------------------
     [6. S E C R E T  C H A R A C T E R S : K Y O  A N D  I O R I-----]
     ------------------------------------------------------------------
    ====================================================================
    
    You need to get <K.I> on the logo screen to be able to use
    Kyo or Iori.
    
    ======> The machine MUST be on Level 5 or above.
    You must select a whole roulette team.  At any time, if you get
    a selection of the characters below in one team and defeat the
    CPU or Human team, the code will appear and the relevant mark
    <K>, <I> or <K·I> will appear on the title screen.
    
    for Kyo: K', Maxima, Whip, Kyo-1, Kyo-2, Shingo and Benimaru
    
    for Iori: Bao, Jhun, Li Xiangfei, Kasumi Todo, Athena, Kim and Leona
    
    Once you have the "<K.I>" symbol below the KOF logo at the logo 
    screen..then goto the player select screen, and reach the 
    Roulette select box, hold start and press
    
    Kyo: left, right, up, left, down, right.
    Iori: right, left, up, right,down, left.
    
    
    To fight Real Kyo or Iori after defeating Kryzalid
    
    1. Choose one of the 7 full teams to battle with the computer.
    2. After clearing the 5th stage (Just before meeting Kryzalid), 
    take note of your Battle Ability. 
    3. Defeat Kryzalid.
    4. After finishing the Boss Stage, if the Battle Ability after 
    the 5th stage is between 200 and 280 points Iori will appear. 
    Otherwise if the Battle Ability is above 280 points Kyo will appear.
    
    
    -------------------------------------------------------------------\
    Shin (The Real) Kyo Kusanagi---------------------------------------|
    -------------------------------------------------------------------/
    
    Fighting Style : Kusanagi-ryuu Kobujutsu and Garyuu Kempo
                     (Kusanagi-style weapon fighting and Chinese 
                      art of self-defense with own variations)
    Birthday       : 12 / 12
    Age            : 20
    Birthplace     : Japan
    Blood Type     : B (RH-)
    Height         : 181cm
    Weight         : 75kg
    Hobby          : Writing poetry
    Favorite Food  : Yakizakana (grilled fish)
    Best Sport     : Ice hockey
    Most Important : His motorcycle and his girlfriend (Yuki)
    Dislikes       : Exertion / hard work
    Round Opening  : Standing with one knee bent, takes off his head
                     band and burns it.
    Winpose A      : Lights a flame on the end of his finger then 
                     blows it out saying "Hehe...moetaro?" 
                     "Hehe...burned?"
    Winpose B      : He's about to light the end of his finger but 
                     changes his mind and says "Anta ja moene na...."
                     "You're so bad I don't even need to burn you...."
    Winpose C      : Holds his fist in the air aflame, then closes his
                     fist, snuffing the fire saying "Ore no...kachi da!"
                     "This is...my victory!"
    Colour A       : Blue Jeans, White Jacket, Black T-shirt
    Colour B       : Black Jeans
    Seiyuu         : Masahiro Nonaka
    Endquote       : "Huh? Don't tell me, think I was a clone?"
    
    o-Kyo-------------------------------------------Movelist-----------o
    
    Hatsugane                : Bk / f + C when close
    Issetsu Seoi Nage        : Bk / Fwd + D when close
    Ge Shiki Naraku Otoshi   : Jump, d + C
    Ge Shiki Gou Fu You      : Fwd + B
    88 Shiki                 : df + D
    114 Shiki Ara Kami       : QCF + A, then
                               - 128 Shiki Kono Kizu: QCF + P
                          or   - 127 Shiki Yano Sabi: HCB + P
    127 Shiki Yano Sabi      : + P after 128 Shiki Kono Kizu
    125 Shiki Nana Se        : K after Shiki Kono Kizu or Yano Sabi
    115 Shiki Doku Kami      : QCF + C, follow with
                                -401 Shiki Tumi Yomi : HCB + P
                             then -402 Shiki Batu Yomi : Fwd + P
    707 Koma Ho Furi         : RDP + K  
    910 Shiki Nue Tumi       : QCB + P
    100 Shiki Oniyaki        : DP + P
    212 Shiki Kototuki You   : HCB + K
                               His new move.  He dodge-hops forward
                               then gut punches the opponent.
                               D version pops them into the air and 
                               flames them after the punch.  You can
                               juggle a Stand C in the corner.
    75 Shiki Kai             : QCF + K
    DM: 182 Shiki            : QCFx2 + P
                                   -Kyo rushes forward and hits opponent
                                    then ends with his new move.
                                    Chargable- Unblockable at MAX.
    DM: S108 Shiki Orochinagi: QCB HCF + P
    Striker                  : Does SDM Orochinagi (Good for crossups!)
    
    o-Kyo-------------------------------------------Speech-------------o
    o-Kyo-------------------------------------------Miscellaneous------o
    o-Kyo-------------------------------------------Interesting Combos-o
    
    -@CR: QCF A, QCF A, B/D, Stand C 
    
    -@CR: HCB + D, Stand C, QCF D D, Walk Fwd, Kasumi Striker, HCB + D...
    
    -@CR: QCF D D, Walk Fwd into corner, Call Kasumi so she comes 
             in and juggles,QCF D D, Call Kasumi etc..
    
    o-Kyo-------------------------------------------Infinites----------o
    o-Kyo-------------------------------------------Bugs---------------o
    
    -------------------------------------------------------------------\
    Iori Yagami--------------------------------------------------------|
    -------------------------------------------------------------------/
    
    Fighting Style : Yagami-ryuu Kobujutsu and Honnou
                     (Yagami-style weapon fighting and his instinct)
    Birthday       : 25th March
    Age            : 20
    Birthplace     : Japan
    Blood Type     : O (+ Orochi)
    Height         : 182cm
    Weight         : 76kg
    Hobby          : Band
    Favorite Food  : Meat
    Best Sport     : Any sport
    Most Important : His new girlfriend
    Dislikes       : Violence
    Colour A       : Red Hair + Jeans, White shirt, Black Suit Top.
    Colour B       : Black Hair + Jeans
    Seiyuu         : Kunihiko Yasui
    Endquote       : "Do as you like. It's not my job to kill you."
    
    o-Iori------------------------------------------Movelist-----------o
    
    Sakahagi                           : Bk / Fwd + C when close
    Gyaku Sakahagi                     : Bk / Fwd + D when close
    Ge Shiki Yumebiki                  : Fwd + A,A
    Ge Shiki Gou Fu In "Shinigami"     : Fwd + B
    Ge Shiki Yuri Ori                  : Jump, b + B
    108 Yami Barai                     : QCF + P
    100 Shiki Oniyaki                  : DP + P
    127 Shiki Aoi Hana                 : QCB + P x3
    212 Shiki Kotokuti                 : HCB + K
    311 Sou Kushi                      : DP  K
    Kuzukaze                           : near foe then HCB Fwd + P
    DM: 1211 Shiki Yaotome             : QCF HCB + P
    DM: Ura 301 Shiki: Saku Tsumagushi : QCFx2 + K (overhead)
    
    Striker : Yami Barai. If opponent hit, it will stun them.  If 
    opponent doesn't touch fireball, it will make a purple puddle. 
    If opponent touches puddle then they will get stunned. The
    "puddle" does not appear if opponent blocks the fireball when 
    Iori shoots it.
    
    o-Iori------------------------------------------Speech-------------o
    o-Iori------------------------------------------Miscellaneous------o
    
     -Iori's QCFx2 DM can also grab airbourne opponents.
     -Iori can still do use his jump Bk+ B to hyper hop back...
     -Fwd + B now cancels into any special move (no combos yet
      I'm afraid).
    
    o-Iori------------------------------------------Interesting Combos-o
    
     -Jump Bk + B (Crossover), Call Terry Striker, QCF HCB + A, 
      QCF x2 + B (but wait for the Geyser to send opponent into the air)
    
    /------------Bk + B longest combos section from "Ryo"-------------\
    | 1-You're cornered then:                                         |
    |  jump Bk+B, St C, Fw+A, A, QCF+Cx3                              |
    | 2-Anywhere:                                                     |
    |  jump Bk+B, St C, Fw+A, A, QCF,HCB+P (S)DM                      |
    |                                                                 |
    | Details on Bk + B longest combos:                               |
    |  -Bk+B has to be a true cross-up, I mean you hit them, you land |
    |   and they're not facing you while they take the hit.           |
    |  -Combo 1 and 2 will fully work on:                             |
    |   Terry, Joe, Mai, Ralf, Athena, Kensou, Bao, Kasumi, Kim.      |
    |  -Only combo 2 will work on:                                    |
    |   K', Benimaru, Shingo, Ryo, Takuma, Kyo-1, Kyo-2, Kyo.         |
    |  -Combo will stop working at Fw+A on:                           |
    |   Maxima, Andy, Robert, Leona, Clark, King, Mary, Xiangfei,     |
    |   Chang, Jhun, Iori.                                            |
    |  -Cross-up Bk+B won't work on:                                  |
    |   Chin, Choi.                                                   |
    \-----------------------------------------------------------------/
    
    o-Iori------------------------------------------Infinites----------o
    o-Iori------------------------------------------Bugs---------------o
    
      -Only against Krizalid 1st form : Perform his QCF, HCB + P SDM,
       when the SDM is about to finish Iori releases Krizalid is still 
       covered with the purple flames.
    
    ====================================================================
     ----------------------------------
  • From: This email address is being protected from spambots. You need JavaScript enabled to view it. Date: Tue, 28 Jan 1997 17:28:14 -1000 ______ __ _ ____ _____ _____ Kizuna | ____| | | | \| ___| \ Encounter _____ _|____ | |_| | _/| __|| /__ _ ____ /|_ _|// |______|______|__|/ |_____|__|__\ _| |\ | __|\ |/_/| | || |_| | |--_ || |_| | |_| |-| |\- | | | || | |_ _\| | | | || _ | ||| ||| _ <| _ ||| || | ||| || | _|\ | | | || |/| | |_| ||| |_| | | | ||| || | ||| ||_| |__\| | |_| ||_|||_|\__,_|||____/|_|||_|||_|| |_|||____|____|\ |/_/ /_/ /_/ -- - -~~~~ ~~ ~- -- -- \____\____\| _____________________ Fu'un Super Tag Battle _______________________ | | | Basic Attacks & Grappling release 3 97a23 | | A Punch | | B Kick | | C Weapon strike | | hold forward for strong strikes | | hold down-forward for crouching medium strikes | | \ A Low level strike | | O | | BC Medium level strike | | CD Taunt | | | | close -O C Throw forward | | close O- C Throw back | | throw -O C Throw add on (Joker and Gordon only) | | jump O or O or O Double jump (Gozu, Mezu, Chung, Jyazu, only) | | \ | / | | | | Special Movement | | -O -O Dash | | O- O- Backstep | | AB Sway | | -O AB Sway around | | knockdown -O -O Forward rise | | knockdown O- O- Backward rise | | | | Partner Interaction | | D Tag (within tag-zone) | | O- | / A Surprise cooperation attack | | O O (strength low, within tag-zone) | | | | * Super attack, doable when strength is low | | GC Guard Cancel attack. | | atemi Reversal attack (strikes only of opponent hits you) | | ------------------------------------------------------------------ | | 789 Reading the Rush combos: (UNTESTED) | | 4 6 I'm not sure If I've quite read it quite right, but if I | | 123 did... do the moves as noted (joystick directions given in | | tenkey, see left). Semicolons ";" indicate when you land | | from your jump, in other words, moves prior to the semicolon are | | done during your jump, the moves after are on the ground. | | Greater-than signs ">" mean to cancel into the next move noted | | (usually a special attack). | |____________________________________________________________________| ||:- Kim <suiru> ____________________________________________________ | | O C HisenZan | | O. | | |----------------------------- | | hisenzan | C HisenZan add on | | O | |--------------------------------------------------------------------| | | B HishuuKyaku [Flying Kick] | | jump O | |----------------------------- | | hishuukyaku | B HishuuKyaku add on | | O | |--------------------------------------------------------------------| | | / O- B DangetsuZan GC | | O O | |--------------------------------------------------------------------| | | \ -O C SanrenGeki [Triple Threat] | | standing O O | |----------------------------- | | | \ -O C SanrenGeki add on | | O O | |----------------------------- | | | \ -O C SanrenGeki add on 2 | | O O | |--------------------------------------------------------------------| | -O \ | / O- -O A HououKyaku [Phoenix Kick] * | | O O O | |====================================================================| | Rush Combos | | jump A B; 2A 2B 2C> Hisenzan | | jump A C; 3A 6B 3C> Hisenzan/Dangetsuzan | | jump A B; A B 3A 6B 2C 6C> HououKyaku/Dangetsuzan | |____________________________________________________________________| ||:- Rosa ___________________________________________________________ | -O | \ C Weltics(sp) Rosa | | O O | |----------------------------- | | | / O- C Weltics(sp) Rosa add on | | O O | |--------------------------------------------------------------------| | -O | \ C Weltics(sp) Rosa | | unarmed O O | |--------------------------------------------------------------------| | | / O- B <meteooru angrurifu> GC | | O O | |----------------------------- | | | \ -O B <meteooru angrurifu> add on | | O O | |----------------------------- | | | / O- B <meteooru angurifu> add on 2 | | O O | |--------------------------------------------------------------------| | | C Surprise Task | | jump O | |----------------------------- | | | C Surprise Task add on | | O | |--------------------------------------------------------------------| | O- | / C Bee Needle | | O O | |--------------------------------------------------------------------| | O- | / C Bee Needle | | unarmed O O | |--------------------------------------------------------------------| | jump O- B Turning Air Kick | | towards wall | |--------------------------------------------------------------------| | -O \ | / O- C Roses Sanction | | O O O | |--------------------------------------------------------------------| | | \ -O C Crescent Slicer | | standing O O | |--------------------------------------------------------------------| | -O \ | / O- -O A Shori-no Akatsuki * | | O O O [Dawn of Victory] | |====================================================================| | Rush Combos | | jump B A; 2A 2B 2C> meteo | | (opponent in air) jump B A 6B 6A> Surprise Task | | jump B A; A B 6A 6B C 6C> meteo | |____________________________________________________________________| ||:- Hayate _________________________________________________________ | O- / | \ -O A KyoretsuZan | | O O O [Violent Slash] | |----------------------------- | | O- / | \ -O A KyoretsuZan add on | | O O O | |--------------------------------------------------------------------| | -O | \ B HiTenshoOhKyaku GC | | O O | |----------------------------- | | -O B HiTenshoOhKyaku add on | |----------------------------- | | \ B HiTenshoOhKyaku add on 2 | | O | |--------------------------------------------------------------------| | | A ReppuuSatsu | | jump O | |----------------------------- | | | A ReppuuSatsu add on | | O | |--------------------------------------------------------------------| | | O A Genei Hikon - side | | O. | B diagonal | | C upward | |--------------------------------------------------------------------| | -O \ | / O- C Nendou Hikon | | O O O | |--------------------------------------------------------------------| | | \ -O C Hikon Nagejutsu | | O O [Boomerang Toss] | |--------------------------------------------------------------------| | | \ -O C Hikon Nagejutsu | | jump O O | |--------------------------------------------------------------------| | -O \ | / O- -O A Hioh!MusouRanbu * | | O O O [Super Fury] | |====================================================================| | Rush Combos | | jump C; A N C> KyoretsuZan | | 6A 6B 3C> KyoretsuZan | | jump B; 2B 6B 3C> MusouRanbu | |____________________________________________________________________| ||:- Eagle __________________________________________________________ | | B American Screw | | jump O | |--------------------------------------------------------------------| | -O | \ B Flash Wing GC | | O O | |----------------------------- | | \ B Flash Wing add on | | O | |--------------------------------------------------------------------| | O- / | \ -O A Front Suplex | | O O O | |----------------------------- | | O- / | \ -O A Front Suplex add on | | O O O | |--------------------------------------------------------------------| | jump O- A Diving Body Attack | | towards wall | |--------------------------------------------------------------------| | | / O- C Axe Boom | | O O | |--------------------------------------------------------------------| | | \ -O C Axe Throw | | standing O O | |--------------------------------------------------------------------| | | \ -O C Axe Throw | | jump O O | |--------------------------------------------------------------------| | -O \ | / O- -O A Eagle Special * | | O O O | |====================================================================| | Rush Combos | | jump C; A B C> Front Suplex | | jump B; A B 6A 6C> Front Suplex | | jump B; 6A 6B 6C> Eagle Special | |____________________________________________________________________| ||:- Joker __________________________________________________________ | -O | \ C Crazy Toy | | O O | |--------------------------------------------------------------------| | | A Blood Parasol | | jump O | |--------------------------------------------------------------------| | O- / | \ -O A Roller Dash GC | | O O O | |----------------------------- | | O- / | \ -O A Roller Dash add on | | O O O | |--------------------------------------------------------------------| | | / O- A Transporter - close | | O O B air | | C far | |--------------------------------------------------------------------| | -O \ | / O- C Murder Hat | | O O O | |--------------------------------------------------------------------| | / B Scare Claw | | O | |--------------------------------------------------------------------| | | \ -O C Magician's Card | | standing O O | |--------------------------------------------------------------------| | -O \ | / O- -O A Good Face * | | O O O | |====================================================================| | Rush Combos | | jump B; 6A 6B 6C> Roller Dash | | jump B; A B C 6C> Roller Dash | | jump A B> Blood Parasol | |____________________________________________________________________| ||:- Gozu ___________________________________________________________ | tap A YouenKen GC | |----------------------------- | | | \ -O A YouenKen add on | | O O | |--------------------------------------------------------------------| | | / O- C Gohten | | O O | |--------------------------------------------------------------------| | | O C MetsuSassou | | O. | | |--------------------------------------------------------------------| | -O | \ A GouenDan - side | | O O B diagonal | | C upward | |--------------------------------------------------------------------| | jump O- C Mudoh TenrinSou | |--------------------------------------------------------------------| | O- / | \ -O A Gokuenkai [Hellfire] | | O O O | |--------------------------------------------------------------------| | | O A Mudoh Goenha | | O. | | |--------------------------------------------------------------------| | | \ -O C MikkaTsuki | | standing O O | |--------------------------------------------------------------------| | | \ -O C MikkaTsuki | | jump O O | |--------------------------------------------------------------------| | -O \ | / O- -O A JagaRangekiShoh * | | O O O | |====================================================================| | Rush Combos | | jump A 6A; 6A> YouenKen/MikkaTsuki | | jump A B; 2B 6A 3C> Gohten | | jump A B; 2B 6A 3C> JagaRangekiShoh | |____________________________________________________________________| ||:- Mezu ___________________________________________________________ | tap B YouenKyaku GC | |----------------------------- | | | \ -O B YouenKyaku add on | | O O | |--------------------------------------------------------------------| | | / O- C Gohten | | O O | |--------------------------------------------------------------------| | -O \ | / O- B Higoromo | | O O O | |--------------------------------------------------------------------| | O- / | \ -O B RyuuhyouDan | | O O O | |--------------------------------------------------------------------| | jump O- C Mudoh TenrinSou | |--------------------------------------------------------------------| | / B Kamaitachi | | O | |--------------------------------------------------------------------| | -O | \ B Mudoh SuiryuuHa | | O O | |--------------------------------------------------------------------| | | \ -O C MikkaTsuki | | standing O O | |--------------------------------------------------------------------| | -O \ | / O- -O A JagaRangekiKyaku * | | O O O | |====================================================================| | Rush Combos | | jump A B; B> YouenKyaku | | jump A B; 2B 6A 3C> SuiryuHa | | jump A B; 6A 3C> JagaRangekiKyaku | |____________________________________________________________________| ||:- Chung __________________________________________________________ | -O | \ A SenShushouUchi [Thousand Palms] | | O O | |--------------------------------------------------------------------| | -O | \ B HakukohDan [White Tiger] | | O O | |--------------------------------------------------------------------| | | / O- A KidenDama GC | | O O | |----------------------------- | | -O A KidenDama add on | |--------------------------------------------------------------------| | -O \ | / O- C ShienRyu [Violet Dragon] | | O O O | |--------------------------------------------------------------------| | | \ -O C ChinKaen [Fire Shot] | | standing O O | |--------------------------------------------------------------------| | The following moves may only be done when Chung is angered, | | indicated by removal of his cap. | |--------------------------------------------------------------------| | -O O- -O C ChochoHenka [Butterfly Mutation] | |--------------------------------------------------------------------| | | C SenpuuEnbu [Firewind Spin] | | jump O | |--------------------------------------------------------------------| | -O \ | / O- -O A SenninHappa [Hermit Blast] * | | O O O | |====================================================================| | Rush Combos | | jump A B; 2A 2B 2C> Kidendama | | 2B 6A 6C> HakuKohdan | | jump 6A 6B 6C> SenpuuEnbu (air rush) | |____________________________________________________________________| ||:- Gordon _________________________________________________________ | -O | \ A Friction Heat GC | | O O | |--------------------------------------------------------------------| | | \ -O A Launch Upper | | O O | |----------------------------- | | | \ -O A Launch Upper add on | | O O | |--------------------------------------------------------------------| | | B Hip Bomber | | jump O | |--------------------------------------------------------------------| | | C Hard Pressure | | jump O | |--------------------------------------------------------------------| | | O C Spark Bolt | | O. | | |--------------------------------------------------------------------| | | \ -O C Cyclone Tonfa | | standing O O | |--------------------------------------------------------------------| | -O \ | / O- -O A Mad Police * | | O O O | |====================================================================| | Rush Combos | | jump A B; A B C> Launch Upper | | jump B C; Friction Heat | | A B 3A 3B jump Hip Bomber | |____________________________________________________________________| ||:- Kage Shishioh (King Lion) ______________________________________ | O- / | \ -O A Nightmare | | O O O | |----------------------------- | | | A Nightmare add on | | O | |--------------------------------------------------------------------| | | / O- A Beast Blow | | O O | |--------------------------------------------------------------------| | -O | \ A Minimum Upper GC | | O O | |--------------------------------------------------------------------| | -O \ | / O- C Silent Storm | | O O O | |--------------------------------------------------------------------| | | O C God Bless | | O | | |--------------------------------------------------------------------| | | \ -O C Earth Chopper | | standing O O | |--------------------------------------------------------------------| | -O \ | / O- -O A King Straight * | | O O O | |====================================================================| | Rush Combos | | jump B 6B; 2A 2B 3C Beast Blow | | jump A B; 6B 3C> Earth Chopper | | jump C 6C; C> King Straight | |____________________________________________________________________| ||:- Jyazu __________________________________________________________ | tap A YouenKen | |--------------------------------------------------------------------| | tap B YouenKyaku | |--------------------------------------------------------------------| | | / O- C Gohten | | O O | |--------------------------------------------------------------------| | | O A SahyouMa | | O | | |--------------------------------------------------------------------| | -O | \ A GouenDan - side | | O O B diagonal | | C upward | |--------------------------------------------------------------------| | -O \ | / O- B Mudoh Suiryuha | | O O O | |--------------------------------------------------------------------| | / B Kamaitachi | | standing O | |--------------------------------------------------------------------| | | \ -O C MikkaTsuki | | standing O O | |--------------------------------------------------------------------| | | \ -O C MikkaTsuki | | jump O O | |--------------------------------------------------------------------| | | \ -O A HaisuiKyoukanSatsu atemi | | O O | |--------------------------------------------------------------------| | jump O- C Mudoh TenrinSou | |--------------------------------------------------------------------| | -O \ | / O- -O A Jaga ZetsumeiChuu * | | O O O | |====================================================================| | Rush Combos | | jump 6A 6B; 6A 6B 3C Gohten | | jump A; A> Youenken | | jump A B 6A 6B 6C | |____________________________________________________________________| ||:- Shin Shishioh (King Leo) _______________________________________ | O- / | \ -O A Nightmare | | O O O | |----------------------------- | | | A Nightmare add on | | O | |--------------------------------------------------------------------| | -O O- -O A Beast Blow | |--------------------------------------------------------------------| | -O | \ A Minimum Upper | | O O | |--------------------------------------------------------------------| | -O \ | / O- C Silent Storm | | O O O | |--------------------------------------------------------------------| | | O C God Bless | | O | | |--------------------------------------------------------------------| | | / O- B Hunter Killer | | O O | |--------------------------------------------------------------------| | | \ -O C Earth Chopper | | standing O O | |--------------------------------------------------------------------| | -O \ | / O- -O A King Straight * | | O O O | |--------------------------------------------------------------------| | O- / | \ -O O- A King Upper * | | O O O | |====================================================================| | Rush Combos | | jump 6A 6B; A 6B 6C> Beast Blow | | jump B> 2B 2B 3B Earth Chopper | | jump 6A 6B; B 6B C 6C> King Straight | |____________________________________________________________________| ||:- The Boss Code: Using them will put you under these conditions: - No memory card saves. - No name sign in (i.e. high scores.) - No ending (story). - No tag partner (you fight alone). How to Select Them Rosa Gozu KageShishioh Chung Hayate Kim Mezu Gordon Joker Eagle 1. At the team select screen, put the cursor on Mezu. 2. Move left, up, right, you'll be on Gozu (Mezu->Kim->Rosa->Gozu) 3. Circle the screen once counterclockwise, returning to Gozu. (Gozu->Rosa->Kim->Mezu->Gordon->Joker->Eagle->Hayate->Chung ->KageShishioh->Gozu). 4. Press D, you'll hear Jyazu's laugh. 5. Jyazu is above Gozu's panel, tap up to access him. (up again to return to Gozu) Same for ShinShishioh, above KageShishioh's panel. ||:- Bonus Battle Using certain tag-pairs will give you an extra fight after you've defeated Jyazu. You'll pick one of your characters, and fight 1-on-1 against your (CPU controlled) parter. These pairs (4 total) are: Hayate & Eagle Kage Shishioh & Gozu Gordon & Rosa Kage Shishioh & Mezu ||:- Strength Restoration [This is from a slightly unsure translation. Has yet to be confirmed for accuracy. -gk] Using certain tag-pairs you can regain your strength (albeit slowly) by refraining from attacking. If your opponent taunts you then the recovery rate increases. (3 pairs) Hayate & Eagle Gozu & Mezu Chung & Joker ||:- Other Oddities of Nature =^) Joker's Crazy Toy has a 1/256 chance of having a sword swinging girl(?) pop out. When Rosa and her parter have less than 40 "dots" of strength remaining, KO her with less than 10 seconds on the clock and her clothes will blow open. (The Art of Fighting tradition lives on! ;^) ||:- Release History 96j24.0 Commands pulled from Gamest 181 (10.15). 96k3.1 Small fixes, corrections. 96k13.2 Small fixes, Rush combos and Guard Cancels pulled from Gamest 183 (11.15). 97a23.3 Long overdue... Boss codes & moves, hidden tricks added. Copyright 1996, 1997 Galen Komatsu. No part of this FAQ is to be altered without author's consent. Permission granted to freely dis- tribute provided no fee is charged outside of raw reproduction costs. Contact author for any inclusion in media, print, or otherwise. gtk Send whatever to This email address is being protected from spambots. You need JavaScript enabled to view it.
    
    __ Fu'un Super Tag Battle _______ Kizuna Encounter Super Tag Battle __
    
    
    -- End --
  •  Bakumatsu Rouman Dai Ni Maku Gekka no Kenshi Tsuki ni Saku Hana, Chiri Yuku Hana "The Last Blade 2" FAQ version 2.0 by Deuce (This email address is being protected from spambots. You need JavaScript enabled to view it.) ---------------------------------------------------------------------------- Last Blade and all associated names, story events and characters are the sole copyright of SNK, and are used without permission. All other aspects of this document are Copyright Jeff Nussbaum, aka Deuce. Neither this FAQ nor any portion of it may be reprinted in any strategy guide, periodical, CD-ROM collection of FAQs, or the like. Don't even ask me, the answer is no. You may distribute this FAQ as often as you like, wherever you like, provided it is not modified in ANY way and that there is NO charge for the distribution. Under NO circumstances should any distribution have anything added or removed except by the author. If you wish to include portions of this FAQ in another document, email the author for permission and detail exactly how and why, and he will contact you back personally. ---------------------------------------------------------------------------- ------------------- Table of Contents ------------------- 1.0 -- Overview 1.1 -- Version History 1.2 -- Credits 1.3 -- Notations 1.4 -- Game Story 2.0 -- Game Features and Conventions 2.1 -- Speed Mode 2.2 -- Power Mode 2.3 -- EX Mode 2.4 -- The Super Meter 2.5 -- Repelling 2.6 -- Desperation Moves 2.7 -- Super Desperation Moves 2.8 -- Combo Specials 2.9 -- Super Cancels 2.10 -- Chain Combos 2.11 -- Overheads and Unblockables 2.12 -- Airblocking 2.13 -- Air recoveries 2.14 -- Ground Recoveries 2.15 -- Interrupting Normal Moves 2.16 -- Guard Cancels 2.17 -- Pounce Attacks 2.18 -- Throws 2.19 -- Damage Ratios and Levels 3.0 -- Character Specifics 3.1 -- Common Moves 3.2 -- Amano Hyo 3.3 -- Genbu no Okina 3.4 -- Ichijo Akari 3.5 -- Kaede 3.6 -- Kagami Shinnosuke 3.7 -- Kanzaki Juzo 3.8 -- Lee Rekka 3.9 -- Minakata Moriya 3.10 -- Mukuro 3.11 -- Naoe Shigen 3.12 -- Sanada Kojiro 3.13 -- Setsuna 3.14 -- Takane Hibiki 3.15 -- Washizuka Keiichiro 3.16 -- Yuki 3.17 -- Zantetsu 4.0 -- Hidden Characters 4.1 -- Hagure Hitogata 4.2 -- Kaede (normal version) 4.3 -- Naoe Kotetsu 4.4 -- Kouryu (boss) 5.0 -- What's Left 5.1 -- Stuff that's needed 5.2 -- Contacting the author -------------- 1.0 - Overview -------------- Welcome to the Last Blade 2 (aka "Bakumatsu Rouman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana") FAQ. Most of you who are reading this have probably read my FAQ for the original Last Blade. As the original's format met with approval from every reader who chose to comment on it, I'm sticking with it. Some of it will be completely unaltered from the original, as it doesn't need changing (joystick notation, for instance). I hope to make this as comprehensive as it can be, and explain every aspect of the game possible, in order to allow everyone who plays it to get the most out of it. Thanks for reading, and enjoy. --------------------- 1.1 - Version History --------------------- 1.0 - Released 2/13/99 As big as this document is, there actually isn't much here. Just a movelist. Thing is, there are quite a lot of characters, and each one has a good number of moves. Each move is described here, to give you some idea of what to expect. Future versions will contain more "goodies" like character poses, ending transcriptions, and so on. But in the meantime, this should function well for anyone seeking to learn any character in the game. 1.5 - Released 2/25/99 Added notes on damage in the general information section as well as normal move interruptibility charts for all characters. Corrected a lot of errors and omissions (I had the Kouryu code in wrong, for one thing). Damn, this thing is large, and I haven't even done ending transcriptions yet. 2.0 - Released 7/1/99 Added diagrams of all the options available when doing Combo Specials. Many thanks to Anthony for these, and to Pedro for helping me correct some glitches in the diagrams. Backstory translations are now included in each character's section, as well as a translation of the main storyline. These have all been translated by myself, Chris Cruz and Pedro Colman- Arrellaga. Lots of general mistakes corrected. If I can get them done, I also will have translations for the original Japanese dialogue scenes and endings. It will likely be a while before then, however. ------------- 1.2 - Credits ------------- SNK (http://www.snkusa.com, http://www.neogeo.co.jp) For providing us with an excellent followup to an already great 2D fighting game. Pedro Colman-Arrellaga (This email address is being protected from spambots. You need JavaScript enabled to view it.) For providing me with Romanizations of Japanese move names, as well as a much more complete movelist than that contained in the instruction manual. Without his help, this initial version would not be nearly as complete as it is. Also, for multiple corrections, added notes about damage calculation, Combo Special research and translation help. Justin Boley (This email address is being protected from spambots. You need JavaScript enabled to view it.) For various miscellaneous corrections and additions. Lord Grynn (This email address is being protected from spambots. You need JavaScript enabled to view it.) For other miscellaneous corrections and additions. Anthony (This email address is being protected from spambots. You need JavaScript enabled to view it.) For the use of his VERY handy Combo Special charts. Many thanks! :) Chris Cruz (This email address is being protected from spambots. You need JavaScript enabled to view it.) For translation help and for being a good friend after all this time. My eternal thanks. Mike Pureka (This email address is being protected from spambots. You need JavaScript enabled to view it.) For lots of niggling little corrections that needed to be made. --------------- 1.3 - Notations --------------- Rather than textual notations, this FAQ will be using joystick diagrams, because they are, on the whole, easier to read. All joystick motions displayed assume the character is facing RIGHT. jump up (u) (ub) jump backward O O O jump forward (uf) \ | / (b) walk back/guard O- O -O walk forward (f) / | \ (db) low guard O O O offensive crouch (df) crouch (d) Notes: 1. "Forward" always means toward the opponent. 2. "Back" or "backwards" always means away from the opponent. Last Blade uses the standard Neo*Geo button configuration. There are a total of four buttons, arranged horizontally, like so: A B C D Each attack button (A, B and C) has multiple attacks attached to it, depending on which direction is pushed when the button is pressed. For instance, -O + B and B by itself give two different types of attacks. See "Common Moves" for more details. ---------------- 1.4 - Game Story ---------------- Long before humanity existed, in a far off time of myth, death was an unknown, equally distant concept. But when death first came to the world, the "Messenger from Afar" was born. With time, the Sealing Rite was held in order to seal Death behind Hell's Gate. At that time, two worlds, one near and one far, were born. Thus the history of life and death began. Half a year has passed since Suzaku's madness, and the underworld is still linked by a great portal. Kagami's great sin is still heard as if ringing from the heavens. Our world has been called upon. Legends of long ago told of the sealing of the boundary between the two worlds. The Sealing Rite would be necessary to hold back the spirits of that far away world. However, the Sealing Rite brings together the power of the Four Gods and Sealing Maiden, for the first time properly completing the ritual. To find the Sealing Maiden, Genbu began searching in the center of the world, from which all things begin. At the same time in the underworld, in the depths of darkness, many spirits conspired, plotting to hinder the Sealing Rite. They had but one wish, to be reborn into our world. The leader of the Four Gods, Seiryuu, Awakened Kaede. Looking up to the sky, Moriya sought to understand his own unsettled past. Yuki began to feel the signs of a new destiny. And, miraculously, his life having been spared, Kagami accepted his own destiny. Their many hopes joined, they have once again been drawn together to fight. ----------------------------------- 2.0 - Game Features and Conventions ----------------------------------- Last Blade 2 has an entirely unique gameplay system. There are two modes of play which can be selected when you choose your character: Speed and Power, along with a new mode, accessible via a code when you select your character. This innovative system allows one to choose a mode which caters to his/her favorite style of play. The two play very differently, so experiment to find which one best suits you. All modes are worthwhile to play, but certain characters excel in a specific mode. On the whole, bigger characters are not at their best in Speed Mode, while they excel in Power. The author's personal suggestion is to try both modes with a given character to see which you like best. ---------------- 2.1 - Speed Mode ---------------- In Speed Mode, your character - can chain multiple normal moves together, and interrupt into specials. - does less damage per hit, but this is offset by the chains. - does not do tick damage with normal moves. - can do an overhead (must be blocked high) move by pressing BC. - cannot use Super Desperation Moves. - can do the Combo Special when Super Meter is full. (see below) ---------------- 2.2 - Power Mode ---------------- In Power Mode, your character - does more damage per strike. - will do tick damage when normal moves are blocked. - cannot use chain combos. - can do an unblockable (slow but powerful) move by pressing BC. - can interrupt certain special moves into his/her Desperation Move. - cannot use the "Combo Special." - can do Super Desperation Moves when lifemeter is flashing and Super Meter is full. ------------- 2.3 - EX Mode ------------- EX (or Extreme) Mode is a new addition to Last Blade 2, one which combines the best of both Speed and Power, at the price of a severe damage handicap. A character in this mode has many options at his/her disposal, but can take very little punishment before being defeated. To access EX Mode, select your character. Then set the mode to Speed, then press C six times, then move the mode to Power, press B three times, move back to Speed and press C four times. EX Mode will now be selected. In the Neo*Geo CD version of the game, this code is not necessary. In EX Mode, your character - does less damage per strike, slightly more than Speed. - takes significantly more damage when hit. - takes longer to charge up his/her Super Meter. - can use chain combos. - can interrupt certain special moves into his/her Desperation Move. - can do Super Desperation Moves when lifemeter is flashing and Super Meter is full. - can do Combo Specials when Super Meter is full (see below). --------------------- 2.4 - The Super Meter --------------------- At the bottom of the screen in either corner is a gauge. As you do moves and inflict damage it will gradually fill. It is filled a tiny bit from blocking attacks, but the amount is negligible at best. When it is completely full, it will flash (blue for Speed mode, red for Power and green for EX) and allow you to use your Desperation Move (see below). --------------- 2.5 - Repelling --------------- In Last Blade 2, one of the fundamentals of play is the "Repel." In doing so, you effectively parry the attack and leave the opponent open to a counter. If Repel is pressed at the wrong time (too early or too late), then you will be left open to a counter yourself. Repelling is considerably more stringent this time, requiring even better timing and anticipation than before. By simply pressing D, you will attempt a Repel. Bear in mind that a normal Repel will ONLY deflect a normal attack (ie. non-special move). In order to Repel a special move, you must press FORWARD and D at the same time. This will deflect any PHYSICAL attack, involving the opponent striking at your character with some part (or extension) of his/her body. Thereby, it will have no effect on projectiles or the like. Desperation Moves and Super Desperation Moves (see below) can be Repelled now, whereas they could not in the previous game. Obviously, in order to deflect a low attack (special move or otherwise), you must be crouching during the Repel. To deflect a low special move, press diagonally down-forward (offensive crouch, see above diagram) and press D at the appropriate time. Standing and crouching attacks simply leave the opponent open when successfully Repelled, and if you are quick, you can unleash a quick offensive to regain the upper hand. By pressing D a second time after a Repel, you will counter automatically, but this will not do as much damage as a full-fledged combo. If a jumping attack is Repelled, the attacker is bounced into the air slightly, allowing the defender time to get off a quick attack to knock the person out of the air as he/she falls. New to Last Blade 2 is the ability to Repel in midair. By pressing D while jumping, your character will trail blue shadows. If this is done just before an attack strikes, your character will knock the opponent off guard. If the Repelled attack is done from the ground, then the opponent will be stunned for a moment and can be comboed. If the attack is from the air, he/she will bounce into the air, allowing you to land and perform a move to juggle. The timing is especially strict on these. ----------------------- 2.6 - Desperation Moves ----------------------- Desperation Moves (or DMs) are special power moves which can only be done under two circumstances. 1) Your Super Meter is full, or 2) your lifemeter is flashing red. These are moves which, if done properly, can drain the opponent of a lot of life in a very quick fashion. Each one is unique to each character. Desperation Moves are available in modes of play. Use them wisely, or pay the price.... ----------------------------- 2.7 - Super Desperation Moves ----------------------------- Super Desperation Moves (or SDMs) are even more powerful than the normal DMs, and are ONLY accessible in Power Mode. In order to use one of these, you must 1) Have a full Super Meter, and 2) have a flashing red lifebar. These will do extreme damage if properly applied, and are (as with most attacks) best used in combos. -------------------- 2.8 - Combo Specials -------------------- A Combo Special (or CS) is an ability available to any character in Speed or EX Mode (but NOT in Power). The conditions for use are more specialized. In order to use one, you must have a full super meter. Your life may be flashing red, but it makes no difference. If you do not have a full Super Meter, a CS cannot be performed under any circumstances. In order to start the CS, perform the following motion: | | + A (hits high) or B (hits low) O O When this is done, the background switches to a starfield for a moment, and then your character begins to flash blue, and will dash at the opponent and strike. Immediately afterwards, you must input the correct series of button presses and joystick motions in order to get the most out of the opportunity. After each character's move list, you will see a flowchart of sorts, listing what options are available for that particular character. After the initial hit, the sequence always begins with A, as shown below in this example: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O Once mastered, this will do significant damage to the opponent. The timing is fairly strict, so this will take plenty of practice to do reliably during a competitive match. Spazzing on the buttons will most definitely NOT work. The joystick motions shown above correspond, like all other joystick diagrams in the FAQ, to if your character is facing right. ------------------- 2.9 - Super Cancels ------------------- Super Cancels (or SCs) are a feature only available in Power and EX Mode. An SC basically consists of doing a certain special move, then doing the motion for that characters Desperation Move during it, which can then result in a bigger combo (and thereby more damage). Each character has one special move which can be Super Cancelled. In the moves listings, these are labelled (pretty obviously) with [SUPER CANCEL] by the move diagram. Whenever a character uses an SC, the background will switch to streaks of red for a split second, then continue. ------------------- 2.10 - Chain Combos ------------------- Chain Combos are normal-move combos which are done by a rapid combination of selected button taps and joystick presses. There are several variations at one's disposal, but there are two combos that every character can do. 1) back + A, A, A, B, forward + B / forward + C / down-forward + C 2) A, B, C (always knocks down) The chain may begin at any point and each move (except for those last three listed) can be interrupted with a special move, Combo Special, DM or SDM. There is a great deal of variety to be found in the chains, so don't let yourself be limited by the single one shown here! --------------------------------- 2.11 - Overheads and Unblockables --------------------------------- In order to avoid the so-called "style" of playing in which a player does nothing but sit in a crouch block and never attack or be aggressive (often referred to as "turtling"), Last Blade 2 includes two means of forcing players to always be on alert and encouraging aggressive play, in the form of Overheads and Unblockables, slow attacks which the opponent must avoid in some form or another. Overheads: - are accessible in Speed and EX Mode only. - must be blocked high. - always knock down. - can be interrupted into like any special move. - allow the user to followup with another attack upon their successful use. - do little damage on their own. Unblockables: - are accessible in Power Mode only. - cannot be blocked in any way, shape or form (of course). - always knock down. - do approximately 40-50% of one lifebar when successfully connected. - cannot be followed up by any other moves. ------------------ 2.12 - Airblocking ------------------ Last Blade has a basic airblocking system. Any character can airblock certain types of moves on a backwards or upwards jump. The listing is as follows: CAN be airblocked: Projectiles Uppercuts Ground-based special moves Air slashes/kicks CANNOT be airblocked: Any unblockable attacks (natch) Any ground-based normal move After airblocking, a character will be bounced back a fair distance, and cannot counterattack afterwards until landing. --------------------- 2.13 - Air recoveries --------------------- When you are hit in midair and are about to fall to the ground, you may press the D button to recover in midair and land on your feet, ready to attack or defend. In order to do this, you must press D while your character is still ASCENDING. Once he/she begins to actually fall, you cannot Air Recover. This is an extremely useful ability, but there is one caveat: if you Air Recover, you are once again vulnerable to attack until you hit the ground and can block. If you miss the opportunity to Air Recover, you may get the chance to do a Ground Recover (see below). ------------------------ 2.14 - Ground recoveries ------------------------ When your character hits the ground after being hit out of the air, he/she will "bounce" slightly back into the air before settling to rest. During this bounce time, you may press D to Ground Recover, allowing you to quickly get back on your feet. While in the process of recovering, you are again vulnerable to attack. ---------------------------------- 2.15 - Interrupting Normal Attacks ---------------------------------- Every character has the ability to "interrupt" or "cancel" certain normal moves. This consists of doing a normal move, and during that move's animation, perform the motion for a special move, DM or SDM. The animation will be "interrupted" and the special move will follow, which will typically combo for more hits and damage. Each character will have a chart of all the normal attacks available to him/her, and which ones can be interrupted in which mode. Make sure you know this, as the ability to combo effectively can mean the difference between victory and defeat! An example follows: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ In the above diagram, the given character, when in Power Mode, can interrupt everything except for a low (crouching) A, low C, and a forward + B and forward + C. In Speed, everything but the forward + B and forward + C are interruptible. Any other character-specific normal moves will be listed after the chart. Also note that EX Mode inherits the same interruptible moves as Speed Mode. The chart uses the following legend: --------+---------------------------------------------------------------- "Stand" | Standing, joystick typically neutral. "Low" | Crouching, not including the low sweep kicks. b + | While holding O- (back) on the joystick. f + | While holding -O (forward) on the joystick. df + | While holding diagonally down and forward at the same time. --------+---------------------------------------------------------------- -------------------- 2.16 - Guard Cancels -------------------- When you have at least 50% of your Super Meter full, you may do a Guard Cancel, which means that you may break out of block stun to do move which will knock your opponent off guard, allowing you to followup with your best combo. A very handy tool for getting back on the offensive against an overly aggressive foe. Take note that performing the Guard Cancel will drain your ENTIRE Super Meter, regardless of how full it was before. In order to perform a Guard Cancel (or GC), do the following motion quickly while blocking an attack: O- / | + D O O In other words, roll the joystick from Back to Down and press D. The timing is fairly stringent, so it'll take some practice to master. --------------------- 2.17 - Pounce Attacks --------------------- When a character is knocked to the ground, it is possible to get in a hit while he/she is lying down. The standard means of doing this is with a simple press of the C button when close to the downed opponent. Otherwise, it is done with a combined motion as follows: \ + B/C or O + B/C O | Certain characters can only use B, others can only use C. Occasionally special moves can serve as pounce attacks as well. These will add to the combo meter. Juzoh can actually dash across his opponent's body and hit once as a pounce attack as well. ------------- 2.18 - Throws ------------- Throws are no longer performed by pressing -O + B or O- + B when close. Now, you must press C and D together to throw, and you must be very close. If you miss the throw, your character will go into a "miss" animation and be vulnerable to attack in the meantime. Throws do not, as a general rule, do very much damage. Typically, they do the same as a B slash. ------------------------------- 2.19 - Damage Ratios and Levels ------------------------------- Damage in LB2 is a complex calculation, determined by the mode of the character striking, the power of the move, the number of hits in a combo, the character being struck, and so forth. There are four basic rules that are followed: 1. A hit on its own does 100% of its basic damage. With each successive hit in a combo, the percentage done is lessened. For instance, in a long combo, the first hits will do 100% of their basic damage level, while those that follow will steadily drop off, ie. 95%, 92%, 87%, 80%. This continues, if the combo is long enough, until a given hit will do only 1% of its basic damage. 2. Power mode characters do significantly more damage per hit than Speed or EX mode characters; EX mode characters generally do slightly more damage per hit than Speed mode characters. 3. EX mode characters take much more damage from hits than Power or Speed mode characters. 4. Characters fall into 3 tiers of damage resistance. Strong, Moderate and Weak. The Strong characters take less damage than the rest, Weak characters take more damage, and Moderate falls squarely in the middle. Here's the list of who is what: Strong: Shigen, Juzoh Moderate: Kaede, Moriya, Setsuna, Amano, Washizuka, Kagami, Kouryuu Weak: Yuki, Akari, Hibiki, Kojiro, Okina, Mukuro, Lee, Zantetsu, Normal Kaede Normally (in single hits), a Strong character takes approximately 92% of the damage a Moderate character would take. A Weak character would take about 108% of the damage. Due to the function of rule 1, the later hits of long combos tend to equal out, regardless of who is being hit. ------------------------- 3.0 - Character Specifics ------------------------- In this section, we will detail the abilities of each character, along with (eventually) various other facets of the character's design, including backstory, quotes, poses, etc. ------------------ 3.1 - Common Moves ------------------ -------------------+----------------------------------------------- A | Weak Slash -------------------+----------------------------------------------- O- + A | Weak Punch (usually, slash for some chars) -------------------+----------------------------------------------- B | Strong Slash -------------------+----------------------------------------------- -O + B | Power Slash -------------------+----------------------------------------------- C | Weak Kick -------------------+----------------------------------------------- -O + C | Power Kick -------------------+----------------------------------------------- \ + C | Low Sweep Kick (always knocks down) O | -------------------+----------------------------------------------- BC (Speed or EX | Overhead slash, slow and must be blocked Mode) | HIGH. Juggles on a successful hit. -------------------+----------------------------------------------- BC (Power Mode) | Slow, unblockable attack. Does around 40-50% | of a lifebar when it connects. -------------------+----------------------------------------------- D or O- + D | Repel (standing/jumping normal attacks) -------------------+----------------------------------------------- -O + D | Repel (standing/jumping special attacks) -------------------+----------------------------------------------- | or / + D | Repel (low normal attacks) O O | -------------------+----------------------------------------------- \ + D | Repel (low special attacks) O | -------------------+----------------------------------------------- CD | When close, throws the opponent -------------------+----------------------------------------------- -O -O | Dash or hop forward (depends on character) -------------------+----------------------------------------------- -O -O O | Long jump (press diagonally up-forward while / | dashing.) -------------------+----------------------------------------------- O- O- | Hop back -------------------+----------------------------------------------- | | + A or B | Activate "Combo Special" (Speed and EX Mode O O | Only) -------------------+----------------------------------------------- --------------- 3.2 - Amano Hyo --------------- STORY: After 1000 years, during which the cherry trees blossomed in all their glory, the sky has suddenly taken on a gloomy appearance, and remains that way day after day. It was in these circumstances that the beloved sword, "Otokomae" was first drawn. Surprisingly, the sword had lost its edge. So, he went to visit his old friend, Takane Genzou, in hopes of getting the blade reforged. But when he arrived, Genzou had already passed away. Genzou's favorite daughter, Hibiki, had already left. Uneasy about this, Amano set out to find her. Age: 28 Symbol Item: Cherry blossoms and gold Style: Self-taught Drunken Style Voice: Akio Otsuka GAMEPLAY INFORMATION: Amano's not too much different from before, except he has one new move and slightly less lag all over the place than before. His jumping B is still useless as a combo starter, but his Super Cancel is still as deadly as ever, and he has plenty of priority and very high damage. Probably the weakest character in the game, overall. Not that that says much, though. His counter move alone makes up for a lot of his deficiencies. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | no | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | no | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Keima's Rage (Keima no Taka) | -O | \ + C | Amano slides forward slightly, bringing O O | his arm up in a ground-based uppercut, | with energy flowing along his arm. | Very high priority against jumpers, but | the slide forward requires proper | spacing if the move is to be of use. | Will also reflect projectiles. | ---------------------------------+------------------------------------------ | Windmill (Fusha) | | / O- + A | Amano swings his sake jug around, very O O | much like Haohmaru in SS2. Slow, but | it stuns for a moment if connected. | ---------------------------------+------------------------------------------ | Piercing Sparrow (Suzume Sashi) | -O / -O + A/B | Amano dashes forward, ramming his stick O | into the opponent's gut and sliding | around to his/her back, apologizing in [SUPER CANCEL] | Japanese. | ---------------------------------+------------------------------------------ | Domino Toppler (Shougi Doushi) | \ \ + C | Amano reaches forward. If he connects, O O | he draws the opponent forward and | headbutts three times. | ---------------------------------+------------------------------------------ | Badger Bash (Ibisha Anaguma) | Press A button repeatedly | Amano swings his staff about wildly, | hitting several times. Not a very handy | move, as the last hit will not knock | down, and there is lag, regardless. (followed by) | | (Anaguma no Fundoshi Nugi) | | \ -O + B | Amano spins his stick and pokes forward, O O | which may or may not combo. Usually | will if done quickly enough during the | last hit. This DOES knock down. | ---------------------------------+------------------------------------------ | (Choujouhatsu) | | \ -O + START | Amano chuckles and rubs something O O | against his mouth (looks like soap). | Very lengthy, but if completed, it fills | his Super Meter by 50%. | ---------------------------------+------------------------------------------ | Destiny (Hisshi) | -O \ | / O- + B | Amano rears back, swinging his staff in O O O | a tight circle. When the button is | released, he lunges forward for a heavy (can be held) | attack. If held long enough, he will | attack automatically, and the strike | will break through the opponent's guard. | If it connects, it can be followed up | with his Desperation Move (Power only). | Can be cancelled by pressing D. | ---------------------------------+------------------------------------------ | Loudmouth (Takabisha) | -O \ | / O- + C | Amano leans forward, taunting the O O O | opponent. If he/she strikes, he slides | around to the opponent's back, smacking | him/her with his staff. Does no damage | unless the opponent attacks. | ---------------------------------+------------------------------------------ | Checkmate of the Queen (Banjo Kono | Itte "Tokin") [DESPERATION MOVE] | -O \ | / O- (x2) + AB | Amano rears back, and when the buttons O O O | are released, tosses a ball down at a | 30-degree angle, which explodes on (can be held) | contact with the ground. Very useful in | the right circumstances. | ---------------------------------+------------------------------------------ | Checkmate of the Rook (Banjo Kono | Itte [A "Hisha"/B "Kaku"]) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + A/B | As above, Amano rears back, but instead O O O | of hurling the ball downward, it either | shoots upward (A version) or straight [POWER and EX Mode only] | out (B version). If it hits, the | opponent is bounced around the screen a | bit, then dropped to the ground. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O REASONS TO PLAY AMANO HYO: - Wine. - Women. - Corporal punishment. -------------------- 3.3 - Genbu no Okina -------------------- STORY: The seal on Hell's Gate was imperfect. Since ancient times, the legend of the "Sealing Maiden" had been passed down through the generations. Without her, Hell's Gate could not be closed as it should. To make certain of this, Okina told Kaede and Yuki to seek her out. Many events transpired at once. Yuki suddenly disappeared. The legendary "Messenger from Afar" had come once more. Moriya was rumored to have returned. And a familiar evil spirit made its presence felt. Time was short, and all these occurences spurred Okina to action. And so, the old warrior rises from his usual resting place to do battle once more. Age: 128 Symbol Item: Fishing rod and fish basket Style: Magokoro Ryuu Ichi no Tachi Voice: Nakai Shigefumi GAMEPLAY INFORMATION: Okina's been improved quite a bit. His teleports are now very confusing, and his air defense has been remarkably improved. He still has the ability to zone an opponent across the entire screen. The only area in which he does not excel is in mid-range combat. He doesn't have many far-reaching normal moves, and those that he does have are very laggy. So if you're playing as him, work on this area. If you're fighting him, try to stay in that range. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Turtle Thrust (Ki Paku) | | \ -O + A/B/C | Okina holds out his basket and a large O O | Galapagos Tortoise hops out and moves | fairly quickly across the screen. With | A, the turtle will travel only along | the ground. With B, the turtle flies | forward in a shallow arc first. With C, | a shoftshell turtle comes out and crawls | back to Okina. If Okina touches this, | he is healed a little bit. If the C | turtle touches the opponent, it is | knocked away and the OPPONENT is healed | instead of Okina. | | There is a random chance that the | turtle that's released will be flashing | as it crawls. In this case, it will go | MUCH faster. Also, Okina may release a | blue turtle. When it lands, it will | transform into the form of Genbu, as in | his SDM. This does heavy damage if | connected. | ---------------------------------+------------------------------------------ | Turtle Tremor (Kame Mai Chi) | -O \ | / O- + A/B | Okina spins himself around, whacking his O O O | opponent's legs repeatedly. If the last | hit of the B version connects, the [SUPER CANCEL] | opponent falls forward and gives time | for his DM to be done. | ---------------------------------+------------------------------------------ | Tortoise Tromp (Kame Mai Ten) | -O \ | / O- + C | Okina jumps forward, tumbling through O O O | the air. Works as reasonably decent air | defense. | ---------------------------------+------------------------------------------ | Fisherman's Feint (Chouka Tairyou) | -O | \ + A/B/C | Okina tosses out a turtle attached to O O | a fishing line. If it connects, it | knocks the opponent off his/her feet. | The button used determines the distance | of the throw. The move is unblockable, | but has significant lag if whiffed. | ---------------------------------+------------------------------------------ | Pacifist Pounce: Feint (Mukuyu Jin) | O- | / + A | Okina vanishes, reappearing at the far O O | end of the screen. No attack or damage. | ---------------------------------+------------------------------------------ | Pacifist Pounce: Earth (Mukuyu Chi) | O- | / + B | Okina vanishes, reappearing at the O O | bottom of the screen. He leans forward | and a turtle pops its head out. This | must be blocked LOW. | ---------------------------------+------------------------------------------ | Pacifist Pounce: Heaven (Mukuyu Ten) | O- | / + C | Okina vanishes, reappearing at the top O O | of the screen to drop on the opponent's | head for damage. Must be blocked high. | ---------------------------------+------------------------------------------ | Genbu Blast (Genbu no Hoko) [DESPERATION MOVE] | -O O- / | \ -O + AB | Okina spins about with his basket again, O O O | this time summoning up a small tornado | which carries the opponent high up the | screen. | ---------------------------------+------------------------------------------ | Rage of Genbu (Genbu no Ikari) [SUPER DESPERATION MOVE] | -O O- / | \ -O + B | Okina holds out his basket, and a HUGE O O O | turtle (Dragon Turtle, actually) flies | out and lands on the opponent, trampling [POWER and EX Mode only] | for big damage. The landing tracks the | opponent, so the move cannot be dodged, | only blocked. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O REASONS TO PLAY GENBU NO OKINA: ------------------ 3.4 - Ichijo Akari ------------------ STORY: When Hikari fell ill, her loving sister Akari became very nervous and worried. At that time, their father called for her. She sat restlessly before her grim faced father. "Akari," he said, "listen carefully to what I have to say. Hell's Gate has..." "What!" interrupted Akari. "Hell's Gate is causing trouble again? I'll have to punish them again. It's revenge this time!" Akari flew out of the room, her mind set on curing her big sister's illness all on her own by sealing Hell's Gate, misguided though she was. "Hey! You didn't finish listening to what I was saying!" exclaimed her father, and was left glaring after her... Age: 13 Symbol Item: Currency and ribbon Style: Ichijo Ryuu In'youjutsu Voice: Omimura Mayuko GAMEPLAY INFORMATION: Akari is still as obnoxious and strong as ever. She's received some new moves and additions to existing ones, and with a little bit of effort, is easily one of the most powerful characters in the game. Her projectile can no longer be blocked in midair (which is stupid), and she still has very little lag on any of her moves. Truly deadly in the right hands. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Messianic Blast (ShikiGami Tenku) | | \ -O + A/B | Akari summons a blue energy creature to O O | fly at the enemy. Standard fireball. | B version is stronger, but does not go | very far. Neither version is blockable | in the air now (WHY?). | ---------------------------------+------------------------------------------ | Astro-Revolve (Tenmon Hoshi no Meguri) | | O + C | Akari hops into the air, blue energy O | | swirling around her. | [SUPER CANCEL] | (followed by) | (Tenmon Kakageshi Tenshin) | | O + B | Akari spins her staff upward, shocking O | | the opponent. | (or) | (Tenmon Tenzuru Hokuto) | | O + C | Akari raises a hand, sparks of O | | electricity emitting from it. If it | connects, the opponent flies off, | bathed in electricity. | ---------------------------------+------------------------------------------ | Rice Patty Demon Dicer (Gaiki DorotaBou) | -O | \ + A (in front) | Akari vanishes into the ground, and O O B (behind) | a giant head appears, spewing her at the C (above) | opponent for damage. The button used | determines where she will appear. | (followed by) | (MeiRyu Mari Otoshi) | | + C | With A or B version, Akari bounces back O | down after landing, and can get another | hit on the ground if timed right. With | C version, she starts spinning in the | air and dives through the opponent, | doing multiple hits. | (or) | (MeiRyu Mari Houri) | O + C | Akari hops up in the air, typically | | away to safety. No damage. | (or) | (MeiRyu ?? Houri) | O + B | Akari hops up into the air and comes | | back down with a heavy stomp. | (or) | (MeiRyu MariKoroge) | hold A/B | Akari rolls away from (A) or toward (B) | the opponent after landing. Can not be | done with C version of the move. | ---------------------------------+------------------------------------------ | Koumyou Gojuugo | (Reifu Uou Saou) [A version] | (Reifu Tenchi Muyou) [B version] | (Reifu Anchuu Mosaku) [C version] | O- | / + A/B/C | Akari leans forward and slaps a talisman O O | on the opponent. Depending on the | button used, the result varies, but the [Uses up Super Meter] | effect only lasts five seconds. | | A: Left/Right controls reversed | B: Up/Down controls reversed | C: Victim can't do special moves | ---------------------------------+------------------------------------------ | Pure Princess Parry (Gaiki KiyoHime) | -O \ | / O- + A | Akari stabs her staff into the ground, O O O | and if the opponent is close enough, a | huge bell drops onto him/her and is | crushed, doing fire damage. The move is | unblockable, and is MUCH slower in Power | Mode than in Speed. | ---------------------------------+------------------------------------------ | Changing Troll (Kawari HitoGata) | -O \ | / O- + B | Akari falls asleep, a bubble of snot O O O | (yes, snot. It's an anime convention) | coming out of her nose. If she is | struck during this time, she vanishes | and reappears from a portal above, | landing on the opponent. | ---------------------------------+------------------------------------------ | Transforming Troll (Henka HitoGata) | -O \ | / O- + C | Akari tosses out a paper talisman, and O O O | appears as a mirror image of her | opponent, including the opponent's mode [Uses up Super Meter] | (Speed, Power or EX)! She can access | any special moves, but no DMs or SDMs. | If she is hit, she will instantly change | back. Otherwise, it lasts around ten | seconds. | ---------------------------------+------------------------------------------ | Sextet Synthesis (ShikiGami Rikugou) [DESPERATION MOVE] | | / O- / -O + AB | Akari places a talisman in front of her O O O | opponent's legs. This move must be | blocked LOW. If it connects, a giant | centipede is summoned and hits the | opponent multiple times, then she hops | off and a large column of energy strikes | the opponent. | ---------------------------------+------------------------------------------ | 100 Demon Sabbath (ShikiGami HyakkiYakou) [SUPER DESPERATION MOVE] | -O \ | / O- -O + B | Akari spins her staff upwards. If this O O O | connects, the screen goes dark and a | HUGE parade of Japanese spirits roar by, [POWER and EX Mode only] | trampling the opponent. This time, | Akari herself also gets caught up in it, | but appears to take no damage. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ----------- 3.5 - Kaede ----------- STORY: In the six months following the event which Kagami set into motion, Kaede gradually gained more control over his Awakening. When the time was right, he travelled with Yuki to visit Okina, in order to get information on the "Key to Hell's Gate." Once there, they discovered that in order to properly seal the Gate, a ceremony from the dimmest recesses of history was necessary. It was called the "Sealing Rite," and its most important component was the "Sealing Maiden." At the same time, he learned of the "Messenger from Afar," one who would kill the Maiden. In order to protect her, and to see that the ceremony is properly completed, Kaede once again departs. Age: 17 Symbol Item: Autumn colors Style: Kasshin Ittou Ryuu Unorthodox Fencing Voice: Suizu Kouji GAMEPLAY INFORMATION: Kaede is... well, he's Kaede. The fireball/uppercut character of the game. Granted, he's considerably deeper than Ken and Ryu of Street Fighter infamy, but he's not particularly difficult to use effectively. He has only fallen slightly in the character rankings, but that's only because others have been improved so much. As he is always in Awakened form, he has been balanced out pretty well, about to the point Normal Kaede was in the first game. He's strong, but not so strong that one can afford to be reckless with him. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Morning Star Squall (Shinmei Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a bolt of electricity which | travels along the ground. | ---------------------------------+------------------------------------------ | Morning Star Wind Fang (Shinmei Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes, followed by a bolt | of lightning. Suitable for air defense | and combos. B version may be repeated | for a higher leap and more hits. | ---------------------------------+------------------------------------------ | Morning Star Fillet Flash | (Shinmei RenjinZan) | | / O- + A/B | Kaede runs forward, slashing as he goes. O O | Always results in three hits, but the | second hit of the B version sends the | opponent into the air. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | (Shinmei Oite) | | \ -O + A/B (in air) | Kaede swings his sword and fires out a O O | bolt of electricity which travels down | at a 45-degree angle. B version causes | him to drop back slightly, while A makes | him continue on his normal leaping arc. | ---------------------------------+------------------------------------------ | East Wind Wallop (Shinmei TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Ittou RaiTei (in air) | O + CD | Kaede snatches the opponent from midair, | | and slams him/her to the ground with a | bolt of lightning. | ---------------------------------+------------------------------------------ | Morning Star Storm Blast | (Shinmei ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, followed O O O | by an upwards electrical punch which | knocks the opponent into the air for a | juggling combo opportunity. | ---------------------------------+------------------------------------------ | Morning Star Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and FIVE | bolts of lightning strike, juggling the [POWER and EX Mode only] | opponent into each other as they hit. | ---------------------------------+------------------------------------------ | Morning Star Revival (Kasshin SeiRyu) [DESPERATION MOVE] | | \ -O | \ -O + AB | Kaede's sword extends and glows with O O O O | energy, and he holds it above his head (can be held) | until the AB button is released, and he | brings it down with a huge crash. Has | virtually no effect on an airborne | opponent, but if the buttons are not | held, it comes out blindingly fast, and | works well as a punisher move. | ---------------------------------+------------------------------------------ | Morning Star Lance (Kasshin SouRyu) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Similar to the normal DM, but this one O O O O | begins as a very short body charge. If | it hits, he begins a small automatic [POWER and EX Mode only] | combo, finally ending with a huge blast | of dragon-shaped electricity bursting | from the bottom of the screen. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ----------------------- 3.6 - Kagami Shinnosuke ----------------------- STORY: After his defeat at the hands of Kaede, now awakened as Seiryuu, Kagami's body was hurled through Hell's Gate. However, fate would not allow death to claim him. There is a greater order for both the opening and closing of Hell's Gate... And so, in order to insure humanity's future, Suzaku takes wing once more. Age: 30 Symbol Item: European clothes & treasured blade "Young Phoenix" Style: "Spirit Blade" and "Negative Energy" Voice: Awane Makoto GAMEPLAY INFORMATION: Kagami may be dethroned as the boss character, but he still possesses a lot of potential. He no longer has the blue flames which typefied his moves as before, and he now has a crouching animation as well. Still, he is one of only three characters in the game who can charge their own Super Meter, and he is still a capable fighter in the right hands. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Swallow Wings of Flight (Hien Yoku) | | \ -O + A | Kagami swings his arm upward, launching O O | a small burst of flame across the | screen. | ---------------------------------+------------------------------------------ | Flaming Talon of Retribution (Gouen Sou) | | \ -O + B | Kagami swings his arm upward, leaving a O O | trail of orange flames in its wake. If | connected, it can be followed up with... | (followed by) | Shiranui | | \ -O + B | Kagami lunges forward with his sword, O O | setting the opponent aflame and knocking | him/her down. | ---------------------------------+------------------------------------------ | Char-Broiled Blast (Sho Hoko) | -O | \ + A/B | Kagami spins upward into the air, orange O O | flames flying off of his sword. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Blazing Bawler (En Hoko) (close) | -O \ | / O- + A/B | Kagami lifts the opponent into the air, O O O | then stabs him/her, pulling away with a | burst of fire. | ---------------------------------+------------------------------------------ | (Shizuka naru Kodou) | -O \ | / O- + C | Kagami crouches and places his hand on O O O | the ground. Energy bursts up around him | and his Super Meter slowly charges. | ---------------------------------+------------------------------------------ | Like a Furnace (Kouenshou) | (in air) | + C | Kagami dives downward from the air, arms O | spread. Stuns just long enough to combo | into something else after hitting the | ground, typically "Sho Hoko." | ---------------------------------+------------------------------------------ | Sparrow of the Red Lotus Thrust | (Guren Suzaku) [DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, dragging the burning opponent | into the air. | ---------------------------------+------------------------------------------ | Heavenly Phoenix (Houou Tenshou) [DESPERATION MOVE] | -O O- / | \ -O + AB | Kagami throws an arm upward, sending a O O O | large wave of flames along the ground. | Slow and not too terribly useful, but it | is unblockable. Seems there to punish | spazzing more than anything else. | ---------------------------------+------------------------------------------ | Phoenix Rising Hack [SUPER DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, this time enshrouded in the image [POWER and EX Mode only] | of a phoenix, then landing in a crouch. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ------------------ 3.7 - Kanzaki Juzo ------------------ STORY: When Hikari, Akari's elder sister, fell ill, Juzoh came by day after day to visit, his face filled with concern. One day, when visiting her, something about her appearance seemed rather strange... "What's wrong, Hikari? Did something happen?" he asked. "Akari ran off to Hell's Gate again... babbling something about how my illness was its fault...," she replied softly. "What?! Aww, no, not this again..." "Juzoh..." Upon seeing the sorrow in Hikari's eyes, Juzoh's heart pounded for a moment. This would be the best opportunity to show Hikari how much he cared for her... what Akari would probably call his "best chance." "Okay, Hikari! Just leave this to me!" bellowed Juzoh, and thundered out of her room. Hikari sighed. "Juzoh... this isn't what I meant..." Age: 26 Symbol Item: Kanabo and dumplings Style: Self-taught Voice: Tyson Ooya GAMEPLAY INFORMATION: Of all the returning characters in the game, Juzoh has received the most change. Only two of his original moves have returned in a familiar form, and he has received a host of new ones. Whereas he was fairly weak in the first game, he is now a force to be reckoned with. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | no | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Bopper (Happa) | | \ -O + A/B | Juzoh lunges forward, slamming his club O O | into the ground with a small fiery | explosion. | ---------------------------------+------------------------------------------ | (Yasegaman) | | \ -O + C | Juzoh turns red and charges forward, O O | running into the opponent. Seems to do | no damage, but while running, he has | temporary Super Armor, and the run can | be interrupted out of. | ---------------------------------+------------------------------------------ | Rock Crusher (Iwakudaki) | hold -O, O- + C | Juzoh rears back, then lunges in with a | huge headbutt. Unblockable in Power | Mode, but can be followed up in Speed | with the following: | (followed by) | (Tetsu Atama) | | \ -O + C (x3) | Juzoh does another headbutt with each O O | motion, the last of which is | unblockable. | ---------------------------------+------------------------------------------ | Violent Quake (Yurashi) | -O | \ + A/B | Juzoh hops and strikes the ground with O O | his club. If the opponent is too close | and not blocking low, it will knock him/ | her to the ground for damage. Can also | be used as a pounce attack. The B | version has about a half-screen range. | If used as a Super Cancel, only the A | version will combo. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | (Mozuhana) | | / O- + C | Juzoh sneezes, stomping his foot on the O O | ground. Slow and blockable. Not much | use outside of humiliation value. (cen be held) | ---------------------------------+------------------------------------------ | Piledriver Burial (Tatakitsuke) | -O \ | / O- + A | Juzoh reaches into the air. If he O O O | catches a jumping opponent, he slams | him/her to the ground. If not followed | up on, he knocks the opponent away with | a swing of his club. Otherwise, he does | the following: | (followed by) | (Suritsubushi) | | \ -O + B | Juzoh slams the end of his club into the O O | opponent's back twice, then knocks | him/her away with a big swing. | (or) | (Bokunaguri) | | \ -O + A | Juzoh swats repeatedly at the opponent's O O | back, then either knocks him/her away, | or... | (followed by) | (Ranmoku!) [DESPERATION MOVE] | -O \ | / O- x2 + AB |...does two big hops, driving the club O O O | into the opponent's back, then does one | large leap, landing with an explosion. | (followed by) | (Chougeki Dou jai!) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | At the second hop of the previous move, O O O O | perform this motion and Juzoh will leap | again, this time coming down with a | HUGE explosion for more damage. | ---------------------------------+------------------------------------------ | Hammer Whop (Bunnage) | (close) -O \ | / O- + B | Juzoh picks up the opponent and tosses O O O | him/her off the top of the screen... | (followed by) | (Kattobashi) | | \ -O + B | then swings the club like a bat, hitting O O | the opponent back into the air. | (followed or replaced by) | (Futtobashi) | | \ -O + C | Finally, another swing sends out a large O O | blast of energy to hit the opponent | before landing. | | Alternately, the Hammer Whop can be | followed with this Desperation Move: | Homerun (Houmuran) [DESPERATION MOVE] | | \ -O + AB | Juzoh swings his club upward, hitting O O | the opponent with explosive force, then | he grins and poses. | ---------------------------------+------------------------------------------ | "Just Dandy" Invincible (Daitan Muteki) [DESPERATION MOVE] | | \ -O | \ -O + AB | Juzoh leaps upward and slams his club O O O O | into the ground. Has EXTREME priority | against jumpers and does heavy damage. | If connected, there is a huge explosion. | ---------------------------------+------------------------------------------ | Ultraviolent Eruption | (Chougekiretsubouzen Gyoutendaifunka) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Juzoh headbutts, then slams the opponent O O O O | into the air, finally ending by slamming | his club into the ground with a huge [POWER and EX Mode only] | explosion as the opponent lands at the | point of impact. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O --------------- 3.8 - Lee Rekka --------------- STORY: Concerned his achievements were still insufficient, Lee remained in Japan. While finishing his training at a temple, he made his living on a nearby farm. There, he gradually began to feel his true strength manifest. One evening, half a year after the incident, Lee saw an evil star glowing brightly in the night sky. In the midst of his training, he left to the pursue the evil star. Age: 20 Symbol Item: Fire and a folding fan Style: Hikage Ken (Flying Shadow Fist) Voice: Hashimoto Jun GAMEPLAY INFORMATION: Aside from a few motion changes and one addition to an existing move, Lee hasn't really changed much. The most readily noticeable difference is that he now runs instead of hops, giving him much greater mobility. His Serpent Rush is now much more useful, and he's a much more viable Power Mode character than before. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Dragon Hammer (Ryu Tsui Sen) | | / O- + C (x3) | Lee hops forward, his legs aflame. If O O | the first motion connects, it may be | repeated twice more for extra damage, | gradually taking the opponent into the | air and slamming him/her back to the | ground with the final hit. | ---------------------------------+------------------------------------------ | (Ryu Shou Sen) (in air) | | / O- + C (x2) | Lee spins in midair, legs aflame as in O O | the Dragon Hammer. If connected, it may | repeated once more. | ---------------------------------+------------------------------------------ | Fan of Flames (En Sen Shou) | | (hold) O + B | Lee leaps into the air, swinging his fan O | | upwards and trailing fire. Good for | both air defense and combos. (followed by) | | | + B | Lee kicks downward from the air, sending O | the opponent slamming into the ground. | ---------------------------------+------------------------------------------ | Mist Mauler (Kasumi) | A + B | Lee dodges into the background. This | may be followed up with A, B or a low | C attack. | (followed by) | (Hokage) | A | Lee spins around, whacking the opponent | with his closed fan. | (or) | (Homura) | B | Lee does an overhead flaming flip kick. | Must be blocked high and always knocks | down. | (or) | (Senpuu) | C | Lee does a low kick. Can be followed | up with a second and third low C, the | second of which can be interrupted into | another special move. | (or) | (Hakkei) | D | Lee does a one-handed palm strike at | chest level. | ---------------------------------+------------------------------------------ | Serpent Rush (Enryu Haibi) | -O \ | / O- + A/B | Lee slides forward and swings with his O O O | burning fan. Not too terribly useful, | as it allows too much time for the [SUPER CANCEL] | opponent to recover even if it hits. | (B version followed by) | O- / | \ -O + B | Lee slides forward again, this time O O O | projecting a blast of energy from his | hands. This will now combo from the | first motion, unlike the first game. | ---------------------------------+------------------------------------------ | Invisible Kick (Muei Kyaku) (in air) | | \ -O + C | Lee does a diving kick, and if he hits, O O | follows up with a series of quick kicks | to the opponent's face and body. | ---------------------------------+------------------------------------------ | (Ibuki) | hold START button | Rather than a typical taunt, Lee will | get into the Iron Horse stance and focus | as long as the button is held, and | slowly build up life. There is a LOT of | lag coming out of this, so it's not as | useful as it sounds. Best used if an | opponent is dizzy. | ---------------------------------+------------------------------------------ | Hidden Serpent Slam (Ougi Enryu Tenshin) [DESPERATION MOVE] | | / O- / -O + AB | Lee tosses his fan into the air and O O O | slides forward, a burst of fire erupting | from the ground behind him at the point | of impact. | ---------------------------------+------------------------------------------ | Concealed Javelin of Judgement | (Hiougi Soten Muei Kyaku) [SUPER DESPERATION MOVE] | | / O- / -O + B | Lee dashes forward into the opponent. O O O | If he connects, he begins a long auto- | combo move (similar in style to the [POWER and EX Mode only] | Ryuuko Ranbu in AOF/KOF). | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O --------------------- 3.9 - Minakata Moriya --------------------- STORY: After the incident with Kagami, Moriya, cursing his inexperience, once again left on a journey to train. One day, half a year later, Moriya felt an incredible desire to return home. However, the "home" to which he was drawn was not his own, but rather that of a great evil. With dark clouds rising, and unanswered questions brimming within him, Moriya once again turns to Hell's Gate for the truth. And ultimately, reconciliation with his past. Age: 22 Symbol Item: Moonlight ornament Style: Kassatsu Ittou Ryuu Voice: Hashimoto Jun GAMEPLAY INFORMATION: Moriya may not have received any new moves, but he's certainly different. His New Moon and Glancing Blade Haze are virtually identical, but the Glancing Blade Moonlight has been radically altered, which in turn changes his gameplay significantly, as most of his combos use it as their base. As I am a diehard Moriya player from LB1, the changes took a fair amount of getting used to, but I have to say I like it. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMALS: back + B, interruptible down-forward + A, interruptible Moves: ---------------------------------+------------------------------------------ | Glancing Blade Haze | (Ittou Oboro "Jodan" [A version]) | (Ittou Oboro "Chuudan" [B version]) | (Ittou Oboro "Gedan" [C version]) | | / O- + A (high slash) | Moriya turns away, hand on the hilt of O O B (middle slash) | his sword. Depending on the button that C (low slash) | is used, he will strike out high, middle | or low. Can be used as a fakeout trick (D cancels the move) | or air defense. If the button is kept | pressed, the move is held until the | button is released. D cancels the move, | but there is still slight lag. If held | long enough, the blade will slash out | automatically, and will have more range. | By pressing A/B/C again immediately | after releasing, Moriya will prepare | another slash, but there is significant | lag before it can be released. | ---------------------------------+------------------------------------------ | Glancing Blade New Moon | (Ittou Shingetsu [A version]) | (Ittou Shingetsu Ura [B version]) | -O | \ + A/B | Moriya steps forward, swinging upwards O O | with his blade, creating the image of a | moon in the air. Functions kind of like | an uppercut, but its priority as air | defense is fairly low. In Speed or EX | Mode, the A version can be followed up | with the B version (only if it hits). | This followup is called "Ittou Sogetsu." | ---------------------------------+------------------------------------------ | Glancing Blade Moonlight | (Ittou TsukiKage) | | \ -O + A(x3)/B(x4) | Moriya slides forward, slashing once, O O | which can be followed up by more | applications of the motion (3 total for | A, 4 for B). This provides the meat of [SUPER CANCEL] | most of Moriya's combos. Unlike the | previous game, you cannot switch from A | to B or back. However, you CAN | interrupt most of the hits into his | uppercut in both modes, offering much | greater flexibility in his combos. | ---------------------------------+------------------------------------------ | Sash Blade Moonwalk (Taitou Hogetsu) | O- / | + A (away from opp.) | Moriya vanishes in a blur of motion, O O B (to front of opp.)| reappearing at a point specified by the C (behind opponent) | button used to do the move. Good for | faking out an opponent, but there is a | noticeable amount of recovery lag. If | you press A, B or C during the teleport, | Moriya will immediately go into his | Glancing Blade Haze stance and slash, | but there is a considerably greater lag | time before the move is released. | ---------------------------------+------------------------------------------ | Life and Death Moonlight Flash | (Kassatsu Izayoi Gekka) | [DESPERATION MOVE] | Moriya holds his hand on the hilt of his -O O- / | \ -O + AB | sword, like above, but when the buttons O O O | are released, he attacks in a flurry of | high, middle and low slashes. Good in (can be held) | combos, and does up to 16 hits when done | close to the opponent. | ---------------------------------+------------------------------------------ | Life and Death Wild Seasons | (Kassatsu MidareSetsu Gekka) | [SUPER DESPERATION MOVE] | Moriya dashes forward, sword extended. -O O- / | \ -O + B | If he connects, the background goes O O O | black as he begins a long series of | powerful slashes, doing severe damage to [POWER and EX Mode only] | the opponent. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O ------------- 3.10 - Mukuro ------------- STORY: His head swathed in bandages, this mysterious figure is an assassin. His dessicated body reeks of decay, much long a long-buried corpse. Bit by bit, the skills he held in life fade away, but he is beyond noticing or caring about such losses. And so, in death as in life, this man still holds the "Kyoudachi Hagewashi," the "Misfortune Blade of the Bald Eagle." Age: Unknown Style: Unknown Voice: "Monster" Maezuka GAMEPLAY INFORMATION: Wow, death sure improves some people. Where Shikyoh in the first game was only an average character, Mukuro is easily twice as good. His tactics have changed very little, aside from the modifications made to his blade throw, but he now does incredible amounts of damage, and he can no longer be so easily disarmed. Very powerful character, if not the strongest in the game. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Bald Eagle Swoop (Hage Washi) | | / O- + A/B | Mukuro hurls his blade upwards at an O O | angle, then it comes back along the | ground. B version travels further and | faster than A version. If he is hit | while the blade is out, the blade will | fall to the ground and must be manually | retrieved. | (followed by) | (Tsuibami) | O + B | In midflight, the blade will spin up | | into the air, then return to Mukuro's | hands. Will do a second hit if timed | properly. | ---------------------------------+------------------------------------------ | Rotation Evisceration (Kaiten Kimo Eguri) | -O | \ + A/B | Mukuro sticks his blade straight out (A O O | version) or upward at an angle (B | version) and spins it rapidly for many | hits. (followed by) | press A/B repeatedly | Repeatedly pressing the same button you | used to start the move will cause the | blade to fly away from Mukuro's hand | a moment, for more range and hits. | ---------------------------------+------------------------------------------ | Weasel's Slash (ZanNiku Kamaitachi) | O- / | \ -O + A/B | Mukuro crawls quickly along the ground. O O O | If unblocked, he will climb onto the | opponent's chest, stab and flip off. | ---------------------------------+------------------------------------------ | Land Licking Slider (Ji Name Suberi) | -O O- -O + C | Mukuro crawls quickly along the ground, | and will continue to do so until the | joystick is released. Looks identical | to the Weasel's Slash, but has shadows | trailing and can crawl through the | opponent. | ---------------------------------+------------------------------------------ | Scissor Slice (ZanNiku Obasami) | (jump) | / O- + A/B | Mukuro pauses in the air, then dives O O | to the ground vertically (A version) or | at a 45-degree angle (B version), blades | first. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Merciless Mash (Mujihi Sashi) | (close) -O \ | / O- + C | Mukuro lays the opponent on the ground O O O | and stabs him/her in the stomach, then | grinds his blade around several times. | ---------------------------------+------------------------------------------ | Delirium Drubber (MeiKyoShisui Kyoki) [DESPERATION MOVE] | | \ -O | \ -O + AB | Mukuro lunges forward and spins his O O O O | blades madly. If an opponent is caught | in this on the ground, it does MAJOR | damage. | ---------------------------------+------------------------------------------ | Wild Hunger Wallop | (MeiKyoShisui Kyoki [different Kanji]) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Mukuro dashes forward, slashing several O O O O | times if he hits as he dashes about the | screen, creating the pattern of a large [POWER and EX Mode only] | Kanji character, meaning "ruin." | | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O ------------------ 3.11 - Naoe Shigen ------------------ STORY: Once driven mad with vengeance, Shigen was able to regain his sanity after the weakening of Hell's Gate, and was once again reunited with his long- lost foster daughter, Kotetsu. In his shame over his absence, he spent several months in the mountains with her. Kotetsu had grown into a rather brash young girl, while Shigen spent each day training, paying her relatively little attention. However, their peaceful time together would not last. Since Hell's Gate had not been properly closed, Shigen sensed the evil energies within it. Therefore, he was forced to depart, leaving late at night. A shadow creeps secretly behind him... Age: 36 Symbol Item: Byakko's string of beads Style: Kaiwan (Destroying Arm) - Byakko's Claw Voice: Itou Enma GAMEPLAY INFORMATION: Shigen is moving up in the world. Whereas in the first game, he was fairly ineffectual, he's been given an amazing repertoire of special throws and followups, and is capable of doing a lot of damage in a very short amount of time. In Power mode, he possibly the game's most powerful character, but he's not the easiest to use. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | no | no | no | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMAL: back + B, non-interruptible Moves: ---------------------------------+------------------------------------------ | White Tiger Talon (Byakko So) | | / O- + A/B | Shigen slashes downward with his stone O O | hand, hitting twice. A version is | comboable, while the B version has very | short Super Armor. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | White Tiger Pounce (Byakko Shu) | | / O- + C | Shigen hops forward and bashes with his O O | shoulder. | (followed by) | Pounce Continued (Byakko Shuu Tsuika) | | / O- + C | Shigen kicks upward, as in his forward O O | + C kick. This followup may only be | done in Speed Mode. | ---------------------------------+------------------------------------------ | Exploding Spirit Blast | (Retsu Hoko [A version]) | Shout Blast | (Zetsu Hoko [B version]) | -O | \ + A/B | Shigen rears back, stabbing his hand O O | outward (A version) or upward (B | version). B version causes him to grab | the opponent in midair, then slam him/ | her to the ground. A version will knock | down the opponent. | ---------------------------------+------------------------------------------ | Kingfisher Crunch (Hisui Sai) (close} | O- / | \ -O + A/B/C | Shigen grabs the opponent, chokes him/ O O O | her a moment, then does a two-hit slam | into the ground. In the frames before | he reaches forward, it has a version of | autoguard on it. Any attacks that hit | will do full damage, but will not stop | the move from coming out. A version is | blockable, but is comboable at short | range. B version has Super Armor, and | the C version has the longest range and | is the fastest. | ---------------------------------+------------------------------------------ | Diamond Smasher (Kongo Sai) (close) | -O \ | / O- -O + C | Shigen grabs the opponent and lifts him/ O O O | her into the air, then slams into the | ground. If not followed up, spikes grow | out of the ground, into the opponent, | and shatter. | (first move followed by) | (Kai) | O- / | \ -O + A | After the initial Diamond Smasher, O O O | Shigen lifts the opponent into the air | then slams him/her back down to the | ground again. If not followed up on, he | simply stomps on the opponent for minor | damage. | (followed by) | (Kai [Different Kanji]) | | / O- + A | After the second slam, spikes emerge O O | from the ground, and Shigen slams the | opponent down, shattering the spikes. | (or) | (Retsu) | | / O- + B | After the second slam, Shigen lunges O O | forward with his stone hand, sending the | opponent flying. | (or) | (Shinden Taichi) [DESPERATION MOVE] | -O \ | / O- x2 + AB | After the second slam, Shigen holds the O O O | opponent high in the air, then slams | him/her down into a mass of spikes. | | (first move followed by) | (Aku) | O- / | \ -O + B | After the initial Diamond Smasher, O O O | Shigen lifts the opponent into the air, | and crushes him/her with his fist. He | then slams him/her back down to the | ground again. If not followed up on, he | simply stomps on the opponent for minor | damage. | (followed by) | (Shou) | | / O- + A | Shigen lifts the opponent again, then O O | lunges upwards with his stone hand, as | in his Shout Blast. | (or) | (Da) | | / O- + C | Shigen lifts the opponent again, then O O | swipes with his stone hand, as in his | White Tiger Talon, sending the opponent | to the ground. | (or) | (Dohatsu Taiten) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + C | The image of the White Tiger appears O O O | around Shigen for a moment, then he | rears back and roars as his hand glows. [Power and EX Mode only] | Several blades of energy appear and | slash the opponent multiple times. | ---------------------------------+------------------------------------------ | (Bouko Hyouga) [DESPERATION MOVE] | | \ -O | \ -O + AB | Shigen's body turns to stone and he does O O O O | a short shoulder dash. If connected, it | may be followed up with... | (followed by) | (Kyouten Douji) | -O \ | / O- (x2) + B | Shigen grabs the opponent, smacks him/ O O O | her to the ground, then stomps and | grinds him/her into the ground. | (or) | (Yuuchuu Maisai) | O- / | \ -O + C | Shigen grabs the opponent, then lunges O O O | forward with a stone hand, as in his | Exploding Spirit Blast. | ---------------------------------+------------------------------------------ | (Inga Ouhou) [DESPERATION MOVE] | O- / | \ -O O- + AB | Shigen crosses his fists for a split O O O | second. If he is hit during this short | window of time, he grabs the opponent, | leaps forward, drives him/her into a | pile of stone spikes, then smashes them, | doing about 1.35 lifebars' worth of | damage (!!). | ---------------------------------+------------------------------------------ | Destiny's Retribution (Inga Ohou) [DESPERATION MOVE] | (close) | -O \ | / O- (x2) + AB | Shigen grabs the opponent, chokes for a O O O | a moment, then jumps into the air, | slamming the opponent into the spikes | which form on the ground, then hitting | the opponent with a two-fisted strike. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O -------------------- 3.12 - Sanada Kojiro -------------------- STORY: Sanada Kojiro is captain of the Shinsengumi Unit Zero. Loyal to the end, he and the Zero Squad sternly uphold the law. However, about six months ago, the Zero Squad's investigation into Hell's Gate abruptly became Washizuka Keiichiro's solo mission. It was at this time that the renegade, Shikyoh, escaped. When many of their number were lost in the battle with him, the Zero Squad began to question their purpose; however, the investigation into Hell's Gate drove them on. And so, a great and lonely wolf journeys to Hell's Gate, in order to restore the troops' faith, and defeat their nemesis, the renegade. Age: 28 Style: Tennen Rishin Ryuu Voice: Nakaya Satomi GAMEPLAY INFORMATION: Kojiro is (despite some confusion) a female. Period. See her ending for all the proof you need. Regardless, she is not as immediately powerful as Washizuka, but she has several options at her disposal. Like Washizuka, her B projectile is only moderately useful, and only as an annoyance attack, as it's too slow to combo. Given her completely and utterly worthless Super Cancel, she seems to truly excel in Speed Mode. She has one of the best attacks in the game, and a solid air defense as well, so she is quite flexible. Special Notes: - In Power Mode, BC can be held until Kojiro flashes. When released, it can be Super Cancelled out of if connected. - In Speed and EX Mode, fwd+BC results in a stronger version of the move, which sends the opponent higher into the air, resulting in easier juggling attacks. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Flashing Flight (Shoubi Sen) | | / O- + A | Kojiro slides forward slightly, then O O | slashes upward, from foot level to head | level. Only knocks down if she ends up | behind the opponent. | ---------------------------------+------------------------------------------ | Black Hole Blade (Mu Myou Ken) | | / O- + B | Kojiro steps forward three times, O O | stabbing straight ahead with each step. | Super Cancel timing is VERY tight, and | can only be done at the first slash. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | (Shunjin) | | / O- + C | Kojiro dashes forward, through the O O | opponent, shadow images trailing behind. | (followed by) | (Tenchi) | C when close to opponent | Kojiro grabs the opponent and flings | him/her across the screen. | ---------------------------------+------------------------------------------ | Empty Death (Koku Satsu) | -O | \ + A/B | Kojiro stabs upwards at a 45-degree O O | angle, taking out airborne opponents. | Also useful in combos. | ---------------------------------+------------------------------------------ | Blast-of-Plague Demise (Shikku Satsu) | | \ -O + A/B | Kojiro slashes diagonally, sending an O O | arc of energy flying across the screen. | in the B version, two slashes are made. | The first slash stays in place, then the | second forms an "X" of energy, which | then flies off. | ---------------------------------+------------------------------------------ | Black Hole Blade-Eagle (Mu Myou Ken Nie) [DESPERATION MOVE] | | / O- / -O + AB | Kojiro charges forward, stabbing several O O O | times, then, if the hits connect, stabs | upward diagonally, as in the Koku Satsu, | with a HUGE blast of energy. | ---------------------------------+------------------------------------------ | Wolf Fang of Emptiness (RouGa Zero) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kojiro poses for a moment, then dashes O O O | forward, stabbing through the opponent. | If it strikes, the background goes white (can be held) | with a huge Kanji character written on [POWER and EX Mode only] | it. If the button is held, Kojiro runs | a hand down the blade and glows red. | When released after this time, the move | is unblockable. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O REASONS TO PLAY SANADA KOJIRO: - Four words: Mulan with a sword. -------------- 3.13 - Setsuna -------------- STORY: A creature who appeared through Hell's Gate after the incident with Kagami was resolved. A powerful spirit of the underworld, his physical existence began by claiming the body of an infant, killed in the ravage of battle. Setsuna, who may be considered a symbol of the cursed fate of the underworld, has the beauty and vitality of a young man, but his spirit and soul are the blackest evil. His hatred for life is all-encompassing, from the cursed spirits of the underworld to the creatures of our own reality. And so he walks our earth, with vengeance against all life festering within his soul. Age: 20 (outward appearance) Style: Unknown Voice: Yamauchi Keisuke GAMEPLAY INFORMATION: Setsuna is a very strong character, but he takes some work. As he lacks any kind of distance attack, his strengths are in getting close to deal his damage. Anonymity - Three is an excellent surprise move for turtlers, as it's fast and must be blocked high, but it shouldn't be overused. He has only moderately strong air defense. Anonymity - Five should be used any and every time the opponent gives him breathing room. That single hit that it stops can easily change the outcome of the match. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | no | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Anonymity - One (Mumei - Ichi) | | \ -O + A/B | Setsuna slashes downward, leaving a O O | large arc of electricity. B version is | slower to come out, but does notably | more damage. | ---------------------------------+------------------------------------------ | Anonymity - Two (Mumei - Ni) | -O | \ + A/B | Setsuna crouches and lunges forward with O O | his sword, then leaps up into the air. | Fairly typical uppercut, but only A | version is useful for air defense. B | version is best used in combos. | ---------------------------------+------------------------------------------ | Anonymity - Three (Mumei - San) | | / O- + B | Setsuna does a low jump forward into the O O | air, then brings his sword around in a | large arcing slash. | ---------------------------------+------------------------------------------ | Anonymity - Four (Mumei - Yon) | -O | \ + C | Setsuna lunges upwards with his free O O | hand, and purple energy is emitted from | it. If it connects, he grabs the | opponent and slams him/her to the | ground, sending a jolt of electricity | through him/her. | ---------------------------------+------------------------------------------ | Anonymity - Five (Mumei - Go) | -O \ | / O- + C | Setsuna holds up his sword and an O O O | electrical charge runs through his body. | He begins flashing gray, and during this | time, he can take one hit without being | knocked out of what he is doing (Super | Armor). | (followed by) | Anonymity - Five Continuation | (Mumei - Go no Tsui) | O- / | \ -O + C | Setsuna performs a waist-level punch. O O O | If connected, the opponent is stunned | for a moment and can be comboed. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Anonymity - Severance (Mumei - Zetsu) [DESPERATION MOVE] | | \ -O | \ -O + AB | Setsuna holds his sword above his head. O O O O | When AB is released, he swings downward (can be held) | as in "Mumei - Ichi" with a much larger | arc and greater damage. | ---------------------------------+------------------------------------------ | Anonymity - Ultimate (Mumei - Kyoku) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + B | As in "Mumei - Yon," Setsuna holds his O O O | sword out, but several bolts of | electricity strike from the sky, and | his Super Armor lasts around 10 seconds. | (followed by) | Anonymity - Ultimate Continuation | (Mumei - Kyoku no Tsui) | O- / | \ -O + AB | While flashing gray, Setsuna will O O O | perform a short waist-level punch. If | this connects, the opponent will be [POWER and EX Mode only] | stunned and a large pane of glass will | appear in front of him/her. Setsuna | runs his hand along along it, smearing | blood, then holds an orb of energy. | He crushes it in his hand, and the | glass shatters while the opponent | stumbles, taking damage. Performing | this move cancels the Super Armor. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O -------------------- 3.14 - Takane Hibiki -------------------- STORY: During the Bakumatsu era, there was a master bladesmith by the name of Takane Genzou. His fame was such that those who knew his name were innumerable. He eventually retired to a rural area, isolated from the public, but continued his smithing with his beloved daughter, Hibiki, by his side. One day, a silver-haired man visited the Takane house, and requested that Genzou fashion a sword for him. The swordsmith found himself bewitched by the man's depth and purity of evil, and could not even consider refusing him. As she returned from an errand, Hibiki couldn't help feeling strangely uneasy about the silver-haired man. Genzou had eventually created a sword which would be called "Yasomagatsu Hinotachi," or "Blade of Eighty Days," so named for the amount of time required to craft it. However, the effort had made him quite ill, and forced him to bed. "This is the fault of that man," he told his daughter. "Though I cannot approve of such actions, go and find that man and the sword. The thing that I saw... what I felt... even you must understand." And with these words, Genzou breathed his last. Although confused by her father's final words, Hibiki gathered her things and left the house behind. Three days later, Amano came to ask Genzou to repair the "Otokomae," his weapon. Age: 17 Style: Musou Maden Ryuu Voice: Hikami Kyouko GAMEPLAY INFORMATION: Hibiki is a highly technical character, one that will take much practice to properly master. Most of her moves have a great deal of recovery time associated with them, but only if they completely miss. If they are blocked or they connect, then she recovers quickly. She has the most effective punishing super in the game, but she lacks solid air defense and high air priority. Definitely not a character for those who wish to be able to rest on their laurels. Her speed is her greatest asset, so use it. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Distance Slash (Touma ni te Kiru Nari) | | \ -O + A/B | Hibiki quickly slashes outward. B O O | version hits low and always knocks down, | while A version never knocks down. Both | versions have extreme recovery time if | whiffed. | ---------------------------------+------------------------------------------ | Beckoning Slash (Chikayori te Kiru Nari) | -O | \ + B (hold) | Hibiki runs forward until the B button O O | is released, at which time she dashes | forward and slashes, as in her A version | Distance Slash. Will knock down if it | is timed properly. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Piercing Moon Pounce | (Suigetsu o Tsuku Nari) | -O | \ + C (hold) | Hibiki rears back with her sheathed O O | blade, then jabs forward with it. If | connected, the opponent will stumble | to the ground and can be comboed. | ---------------------------------+------------------------------------------ | Heavenly Being Blade (I o Awasu Nari) | O- / | \ -O + C | Hibiki holds up a hand for a moment. If O O O | she is struck while it is out, she will | throw the opponent over her shoulder. | (followed by) | (Nukaba Kiru Nari) | C | Hibiki quickly slashes the opponent out | of the air. | (or) | (Nukazuba Kiranu Nari) | BC | Hibiki hits the opponent with her | scabbard. | ---------------------------------+------------------------------------------ | (Kami Hitoe ni te Kawasu Nari) | AB | Hibiki leans back into the background. | This will dodge incoming attacks. | (followed by) | (Ma o Tsumeru Koto Kanyou Nari) | -O + C | Hibiki dashes forward. This can be | interrupted out of. | (or) | (Ma o Oku Koto Kanyou Nari) | O- + C | Hibiki hops backward. You can attack | during this hop. | ---------------------------------+------------------------------------------ | (Sanae o Okotaranu Kokoro Nari) | hold START | Hibiki holds her sword close, and asks | her father for help. Her sword begins | to glow, and her Super Meter is slowly | raised. | ---------------------------------+------------------------------------------ | Heavenly Spirit of Victory | (Hasshou Suru Shinki Nari) [DESPERATION MOVE] | | / O- / -O + AB | Hibiki quickly dashes forward, past the O O O | opponent. If connected, the background | freezes with a gold tint to it, then the | opponent takes damage. | ---------------------------------+------------------------------------------ | No Fear Feint | (Shi o Osorenu Kokoro Nari) [SUPER DESPERATION MOVE] | -O O- / | \ -O + B | A flash of light appears on screen, and O O O | the background freezes gold, as above, | and Hibiki slowly sheathes her sword. | When she finishes, the screen becomes a | black and white negative of sorts as a | set of four red Kanji characters appear | in the corner. If not done close, a | diagonal flash of light appears in | front of her, doing minor damage. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O -------------------------- 3.15 - Washizuka Keiichiro -------------------------- STORY: Many had died in a natural disaster, much like that which occurred during the earlier incident with Kagami. Before the dark clouds parted, Washizuka Keiichirou left to continue investigating Hell's Gate. Several men returned to the surface after the earlier investigation. Half a year has passed since that time. Their investigation revealed that they must seek out a girl known as the "Sealing Maiden." To find her and to learn the truth, Washizuka set out for Hell's Gate. Age: 26 Symbol Item: Shinsengumi uniform, named "Truth" Style: Tennen Rishin Ryuu Hayabusa Voice: Konishi Katsuyuki GAMEPLAY INFORMATION: Truth be told, Washizuka hasn't changed much. The only new thing he has is a followup to his Wolf Fang. This followup, however, gives him much greater flexibility and makes him hard to defend against. His charge times are still short, and in order to succeed against him, one will have to play aggressively. He's been given an excellent high-low game in this incarnation. Special Notes: - In Power Mode, BC can be held until Washizuka flashes. When released, it can be Super Cancelled out of if connected. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Fatal Flurry (Shikku Satsu) | Charge O- then -O + A/B | Washizuka slashes once (A) or twice (B) | at the air, sending flashes of energy | flying across the screen. The A version | is quicker, but doesn't go as far. The | B version has a LOT of recovery lag, so | it is best used only in combos. | ---------------------------------+------------------------------------------ | Foolish Flurry (Koku Satsu) | Charge | then O + A/B | Washizuka stabs upward at a 45-degree O | | angle, taking out airborne opponents. | B version has a needlelike energy blast | which accompanies it. | ---------------------------------+------------------------------------------ | Wolf Fang (RouGa) | Charge O- then -O + C | Washizuka charges forward, ramming into | the opponent, then... [SUPER CANCEL] | | (followed by) | (Rouga Shashiki) | | / O- + C | jumps and stabs. This hit is an O O | overhead. | (or) | (Rouga Onshiki | | \ -O + C | stabs forward, knocking the opponent to O O | the ground. In Power Mode, use the DM | at this point to juggle. | (or) | (Rouga Fukushiki) | | / O- + B | stabs at the ground, knocking the O O | opponent off of his/her feet. Hits low. | ---------------------------------+------------------------------------------ | A Glorious Death (Shun Satsu) | | / O- + A/B | Washizuka stabs quickly with his sword, O O | which, if connected, is then followed | by... (followed by) | | Press A/B repeatedly | a flurry of stabs at varying heights. | ---------------------------------+------------------------------------------ | True Fang of the Wolf (Shin RouGa) [DESPERATION MOVE] | | / O- / -O + AB | Washizuka charges forward. If he hits O O O | the opponent, he pushes him/her into the | far wall, strikes several times, then | finishes with a large vertical blast of | energy. VERY similar to Rugal's super | in KOF95. | ---------------------------------+------------------------------------------ | Final Wolf Fang (Saishu RouGa) [SUPER DESPERATION MOVE] | | / O- / -O + B | Washizuka dashes forward a high speed. O O O | If he connects, a HUGE Kanji symbol is | drawn onscreen (meaning "Loyalty"), [POWER and EX Mode only] | and the opponent slowly falls forward. | Not too terribly impressive, but it's (can be held) | unblockable if held long enough. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ----------- 3.16 - Yuki ----------- STORY: After the incident with Kagami, Kaede left for Hell's Gate with Okina's instructions. He would see if there was a way to seal the gate as Okina had said. The instructions spoke of the a girl known as the "Sealing Maiden," who would use the Four Gods' power to hold the Sealing Ceremony. While Kaede sought to find the Sealing Maiden, Yuki faced one question. To answer that question, Kaede and Yuki departed, without speaking a word. At the time they set out, the necklace she had worn since childhood, the one that was with her when she was first adopted by Gaisei, began to resonate with light. Age: 18 Symbol Item: Snowflake and Necklace Style: Kasshin Nagayara Jutsu Voice: Nishigawa Hatsuki GAMEPLAY INFORMATION: Despite being the focus of the story in several respects, Yuki has not improved with age. Her new Desperation Move is both unimpressive and rather weak. She has gained a counter move, at the cost of her projectile reflector. Her projectile has been sped up, but most of her other moves now have a greater degree of lag on them. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Ice Blade (HyouJin) | | \ -O + A/B | Yuki swings her spear upwards, creating O O | a large shard of ice, which flies off at | the opponent. A version stuns for a | moment after connecting, so it can be | followed with a quick attack if used up | close. B version knocks down. | ---------------------------------+------------------------------------------ | Frosty Flasher (SouKa) | -O | \ + A/B | Yuki swings her spear upwards, causing O O | a column of ice to emerge from the | ground and impale the opponent. | ---------------------------------+------------------------------------------ | Blizzard Blast (ShunSetsuZan) | | / O- + A/B | Yuki dashes forward, slashing downward O O | with her spear when she reaches the | opponent. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Ice Reflector (HyouKyou) | O- / | \ -O + C | With a quick spin of her spear, Yuki O O O | creates a large disc of ice in front of | her. If she is hit during this time by | a jumping or standing attack, she will | automatically counter. | ---------------------------------+------------------------------------------ | Split-in-Two Swing (Suizan) | (close) -O \ | / O- + C | Yuki begins a four-hit combo, knocking O O O | the opponent into the air with the last | hit, which sets up a juggle opportunity. | ---------------------------------+------------------------------------------ | Glacial Sequoia(Juuyou) [DESPERATION MOVE] | | \ -O | \ -O + AB | Yuki stabs forward, her spear encased in O O O O | a cone of shimmering ice. Looks about (can be held) | as dull as it sounds, and doesn't do | much damage. If you tap the A button | rapidly before she actually thrusts | forward, she will do about 3 more hits | and significantly more damage. | ---------------------------------+------------------------------------------ | True Frozen Whirlwind (Shin YukishiMaki) | [SUPER DESPERATION MOVE] | Yuki spins her spear above her head, | / O- / -O + B | creating a whirlwind of snow. This will O O O | pull the opponent forward. If the | opponent gets too close, he/she will be [POWER and EX Mode only] | lifted off of the screen, then float | in midair. Yuki leaps up, then comes | down with a huge slash across a black | background. This move is unblockable. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O REASONS TO PLAY YUKI: -No self-respecting woman ever let rejection stop HER. -Despite past emotional trauma, you enjoy being the center of attention. -You like to keep really, REALLY big secrets. --------------- 3.17 - Zantetsu --------------- STORY: Having taught his dear grandson all that he could, Zantetsu leaves his village, know that he will never return. He feels his time left on earth can be measured in scant hours. The long years of fighting and the ravages of age have taken their toll on his body. To allow his last flower to bloom, he journeys once more to Hell's Gate, where men and women of strength gather... Age: 52 Symbol Item: Bamboo hat and cloak Style: Ninjutsu Voice: Ootomo Ryuuzaburou GAMEPLAY INFORMATION: Zantetsu is still as deadly as ever. Though he's received something of a makeover and his projectile has been turned into his Desperation Move, he's still quite capable of dishing out lots of damage. His special throw can now be done in midair, and on the whole, he can be a very difficult character to catch off-guard. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Flowing Shadow Fury (Ryuei Jin) | | \ -O + A | Zantetsu swings a blade upwards, which O O | creates an arc of energy. If it hits, | the opponent is launched into the air | and can be juggled. Will also reflect | projectiles if timed properly. | ---------------------------------+------------------------------------------ | Devil Drop (Tenma Otoshi) | (close) -O \ | / O- + C | Zantetsu wraps the opponent in his cape O O O | and vanishes, reappearing at the top of | screen and slamming him/her to the | ground. This can also now be done in | midair, which is an excellent followup | to the Flowing Shadow Fury. | ---------------------------------+------------------------------------------ | Spirit Drill (Kikou Hou) | | / O- + B | Zantetsu thrusts his hand forward, which O O | sends a small energy blast forward. The | attack is short ranged. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Underwater Undulation (Minamo Gakure) | O- | / + A | Zantetsu wraps himself in his cape, O O | turning himself semi-invisible. His | image flickers into view periodically, | and it lasts around 10 seconds. Being | hit or blocking an attack does NOT | dispel the effect. | ---------------------------------+------------------------------------------ | (Mukuro Nui) (in air) | | \ -O + A/B | Zantetsu pauses and hurls a trio of O O | knives at the ground. Opponent must be | on the ground to be hit. Can be done a | second time in a single jump. | ---------------------------------+------------------------------------------ | (Tenma Kyaku) | (in air) | + C | Zantetsu comes down with a diving kick. O | If he connects, he spins to the ground, | repeatedly kicking the opponent. (followed by) | | | + C | Zantetsu flips upward in the air, O | knocking the opponent to the ground. | ---------------------------------+------------------------------------------ | Necromancer's Shadow (Kagehoushi) | -O O- -O + C | Zantetsu becomes a shadow and slides | forward along the ground. Effectively | a simple teleport. | (followed by) | (Tachi Koppa) | | / O- + A | Zantetsu slashes forward in a long- O O | ranged horizontal arc. Looks identical | to the LB1 finisher to the Flowing | Shadow Fury. | (or) | Mist Slicer (Kasumigiri) | | / O- + B | Zantetsu slashes downward. Looks the O O | same as his old dashing B animation. | ---------------------------------+------------------------------------------ | (Oboro Giri) | -O | \ + C | Zantetsu flips forward into the air, O O | creating a crescent of energy as he | kicks upward. Decent air defense. | ---------------------------------+------------------------------------------ | Steel Crusher (Dankoujin) [DESPERATION MOVE] | -O O- / | \ -O + AB | Zantetsu swings both blades upward, O O O | creating a huge blade of energy, then | down again, which sends it flying across [can be held] | the screen. Powerful, but slow. The | initial upward slash will reflect | projectiles. If released immediately | after, the energy blade will combo after | the reflected projectile. | ---------------------------------+------------------------------------------ | Dark Hunter (YamiGari) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Zantetsu wraps the opponent up in his O O O | cape, and three huge slashes can be | seen in the darkness, blood flying in [POWER and EX Mode only] | all directions. A fourth, final slash | brings both fighters back into view. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> A --> | \ -O + C | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> -O + BC --> A --> B --> | \ -O + B O O REASONS TO PLAY ZANTETSU: -You wish to prove that ninjas CAN be outlandishly dressed. -They can not. -Can TOO, dammit! ----------------------- 4.0 - Hidden Characters ----------------------- These are the available hidden characters in the game, kept separate because they require a code to be accessible. --------------------- 4.1 - Hagure Hitogata --------------------- STORY: One of Akari's paper dolls now runs amuck, made self-aware by a random twist of fate. GAMEPLAY INFORMATION: Hagure Hitogata (The Wandering Doll) isn't really a character, per se, but a means of always generating a mirror match. By selecting it for use in battle, you will always take the form of your opponent, including the mode he/she has selected (Speed/Power/EX). Not particularly fun in Vs. mode, but it's interesting to play through the 1P game as it. It's good practice in making sure you become competent with any given character in the game. To select Hagure Hitogata, place the cursor over Akari on the character select screen, and within four seconds... 1. Push C eight times. 2. Push B nine times, then wait one second. 3. Push C once. If done properly, you'll hear a voice. Press A or D and you will be in control of the Wandering Doll. ------------------ 4.2 - Naoe Kotetsu ------------------ STORY: Her name is Naoe Kotetsu. She is the adopted daughter of Byakko's guardian, Naoe Shigen, who had been trapped by Kagami for 10 years. During this time, she lived alone. As can be expected, they were very happy to be reunited. For six months now they have been living in mountain caves. One evening, Kotetsu awoke suddenly, only to see Shigen preparing to depart. "Oh, he's not leaving me behind again...," she declared to herself. In a rush, she prepared to leave, running after her adoptive father. Age: 16 Symbol Item: "Crushing pipe" (First hand) Style: Self-taught Jujitsu Voice: Ikoma Harumi GAMEPLAY INFORMATION: Naoe Kotetsu appears not to be a character, but a rather elaborate joke. By all indications, she is not actually playable. By selecting her, you will get a different select screen picture, and a new intro, but... you'll end up playing Shigen anyway. However, the new intro animation is extremely funny, which makes it worth trying out. To select Naoe Kotetsu, place the cursor over Shigen on the character select screen, and within four seconds... 1. Push C five times. 2. Push B ten times. 3. Push C two times. If done properly, you'll hear Kotetsu say "Ossha!" and you can select her by pressing A or D. -------------------- 4.3 - Kaede (normal) -------------------- STORY: See Kaede, above. GAMEPLAY INFORMATION: Normal Kaede (before the Awakening) is a bonus of sorts. He does not have any new moves or animations, except for the look of his projectile. He's worth playing for a challenge, but he's definitely not as strong as his usual Awakened form. To select Normal Kaede, place the cursor over Kaede on the character select screen, and within four seconds... 1. Push C nine times. 2. Push B once. 3. Push C four times. If done properly, you'll hear Kaede's voice, and then you can select his normal version by pressing A or D. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Single Slash Squall (Ittou Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a wave of energy which | travels along the ground. | ---------------------------------+------------------------------------------ | Single Slash Wind Fang (Ittou Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes. Suitable for air | defense and combos. The motion can be | done a second time for a downward slash | in EITHER mode for the A version, but | only Power Mode for the B version. | ---------------------------------+------------------------------------------ | Single Slash Fillet Flash | (Ittou RenjinZan) | | / O- + A/B | Kaede runs forward, then begins slashing O O | multiple times (three for A version, | four for B). Unlike in Last Blade 1, [SUPER CANCEL] | this cannot be used for juggling, except | in the case of his Super Cancel. | ---------------------------------+------------------------------------------ | East Wind Wallop (Ittou TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Single Slash Storm Blast | (Ittou ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, the last O O O | of which knocks the opponent into the | air for a juggling combo opportunity. | ---------------------------------+------------------------------------------ | Lively Dragon Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and three | bolts of lightning strike (looking much [POWER Mode only] | like dragons), juggling the opponent | into each other as they hit. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> B --> | \ -O + A | O O | +-> | + C --> A +-> | + C --> -O + BC O | O | +-> BC --> A --> | \ -O + B O O ------------------- 4.4 - Kouryu (boss) ------------------- Kouryu is... well, he's a typical SNK boss. Obscenely powerful, stupidly cheesy. He has lots of high-damage attacks, four DMs, one SDM, and lacking a crouch animation, so like Kagami in the first game, you can't tell when he's going to attack low. This character is really not meant for human use, unless you're one of those types who equates winning with fun (ie. what is typically referred to as a "scrub"). To select Kouryu, place the cursor over Kaede on the character select screen, and within four seconds... 1. Push C ten times. 2. Push B five times. 3. Push C four times. If done properly, you'll hear Kouryu's voice, and then you can select him by pressing A or D. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | (Soranuken?) | | \ -O + A/B | Kouryu's sword turns into a bow, and he O O | fires a bolt of energy from it. A | version is fast enough to combo. | ---------------------------------+------------------------------------------ | (???) | | / O- + A/B (x4) | Kouryu slides forward quickly and O O | slashes. If connected, can be followed | up three times. This gives an uppercut, [SUPER CANCEL] | a second uppercut, then a huge downward | slash which sends the opponent flying | back to the ground. | ---------------------------------+------------------------------------------ | (???) | | / O- + C | Kouryu quickly brings his sword down in O O | a wide arc. Will take down jumpers and | is an overhead. Very difficult to see | coming. | ---------------------------------+------------------------------------------ | (???) | press BCD together | Kouryu poses, and switches between modes | of play (Speed to Power and back again). | Does not drain the Super Meter, and has | no effect on him in EX Mode. | ---------------------------------+------------------------------------------ | (Suzaku?) [DESPERATION MOVE] | (in air) | -O O- / | \ -O + A | Kouryu lunged downward from the air, a O O O | burst of fire coming from his sleeve. | If this connects, the Kanji for Suzaku | appear on the background, and the | opponent is sent flying, body aflame. | ---------------------------------+------------------------------------------ | (Byakko?) [DESPERATION MOVE] | -O O- / | \ -O + B | Kouryu grabs the opponent and then O O O | levitates him/her, then he/she is hit by | multiple slashes in midair, as in | Shigen's SDM. The Kanji for Byakko | appears in the background. | ---------------------------------+------------------------------------------ | (Genbu?) [DESPERATION MOVE] | -O O- / | \ -O + C | Kouryu slashes forward, and if he O O O | connects, the Kanji for Genbu appears in | the background and the opponent is | juggled by a whirlwind, as in Okina's | normal DM. | ---------------------------------+------------------------------------------ | (Seiryuu?) [DESPERATION MOVE] | -O O- / | \ -O + D | Kouryu does an uppercut slash, which, if O O O | connected, causes the Kanji for Seiryuu | to flash in the background as the | opponent is juggled into the air by | bolts of lightning. | ---------------------------------+------------------------------------------ | (???) [SUPER DESPERATION MOVE] | O- -O \ | / O- + B | Kouryu sends the opponent flying into O O O | heavens, and a huge spear comes out of | Hades' Gate, which impales him/her and | drives him/her into the ground. Once | connected, this takes around 15 seconds | to be fully displayed. | ---------------------------------+------------------------------------------ Combo Special Chart: A --> B --> C +-> A --> B --> C +-> A --> B --> | \ -O + C | | O O | | | +-> C --> | \ -O + B | O O | +-> | + C +-> | + C --> -O + BC O | O | +-> BC --> | \ -O + B O O ----------------- 5.0 - What's Left ----------------- In this section goes the assorted miscellaneous random (and sometimes redundant) stuff that doesn't go anywhere else. ------------------------- 5.1 - Stuff that's needed ------------------------- These are the items planned for future versions of the FAQ. If you can provide any of these, please email the author. You will be credited (if desired) for any contributions made. 1. Dialogue transcriptions 2. Ending transcriptions --------------------------- 5.2 - Contacting the author --------------------------- If you need to contact me, email me at This email address is being protected from spambots. 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    any suggestions/contributions.  Please do not mail me asking for tips
    on gameplay.  If you have something to contribute, please feel free to
    send it to me, and I will be glad to include it and credit you for the
    contribution.  Thanks, and enjoy the game!
  •  Gekka no Kenshi: "The Last Blade" FAQ version 3.01 by Deuce (This email address is being protected from spambots. You need JavaScript enabled to view it.) ---------------------------------------------------------------------------- Last Blade and all associated names, story events and characters are the sole copyright of SNK, and are used without permission. Neither this FAQ nor any portion of it may be reprinted in any strategy guide or periodical. Don't even ask me, the answer is no. You may distribute this FAQ as often as you like, wherever you like, provided it is not modified in ANY way and that there is NO charge for the distribution. Under NO circumstances should any distribution have anything added or removed except by the author. If you wish to include portions of this FAQ in another document, email the author for permission and detail exactly how and why, and he will contact you back personally. ---------------------------------------------------------------------------- ------------------- Table of Contents ------------------- 1.0 -- Overview 1.1 -- Version History 1.2 -- Credits 1.3 -- Notations 1.4 -- Game Features and Conventions 1.4.1 -- Speed Mode 1.4.2 -- Power Mode 1.4.3 -- The Super Meter 1.4.4 -- The Repel Button 1.4.5 -- Desperation Moves 1.4.6 -- Super Desperation Moves 1.4.7 -- Combo Specials 1.4.8 -- Super Cancels 1.4.9 -- Chain Combos 1.4.10 -- Airblocking 1.4.11 -- Interrupting Normal Moves 1.4.12 -- Pounce Attacks 2.0 -- Character Specifics 2.1 -- Common Moves 2.2 -- Amano Hyo 2.3 -- Genbu no Okina 2.4 -- Ichijo Akari 2.5 -- Kaede 2.5.1 -- Kaede (Awakened) 2.6 -- Kanzaki Juzo 2.7 -- Lee Rekka 2.8 -- Minakata Moriya 2.9 -- Naoe Shigen 2.10 -- Shikyo 2.11 -- Washizuka Keiichiro 2.12 -- Yuki 2.13 -- Zantetsu 2.14 -- Character Rankings 3.0 -- Bosses 3.1 -- The Boss Code 3.2 -- Akatsuki Musashi 3.3 -- Kagami Shinnosuke 3.3.1 -- Kagami Shinnosuke (Hyper) 4.0 -- The Endings 4.1 -- Akatsuki Musashi 4.2 -- Amano Hyo 4.3 -- Genbu no Okina 4.4 -- Ichijo Akari 4.5 -- Kaede 4.6 -- Kagami Shinnosuke 4.7 -- Kanzaki Juzo 4.8 -- Lee Rekka 4.9 -- Minakata Moriya 4.10 -- Naoe Shigen 4.11 -- Shikyo 4.12 -- Washizuka Keiichiro 4.13 -- Yuki 4.14 -- Zantetsu 4.15 -- Character Rankings 5.0 -- What's Left 5.1 -- Neo*Geo CD version 5.1.1 -- Demo Viewer 5.1.2 -- What was lost in the CD conversion 5.2 -- Stuff that's needed 5.3 -- Contacting the author -------------- 1.0 - Overview -------------- Welcome to the Last Blade (aka "Gekka no Kenshi") FAQ. In this, I hope to provide you with all the information needed to get the most out of this incredible 2D fighting game that SNK has bestowed upon us. I will be giving explanations of the game's specific techniques and detailing the abilities of each of the characters, as well as eventually providing transcriptions of endings, win quotes, and other assorted miscellany. With that said, enjoy the game, and enjoy the FAQ. --------------------- 1.1 - Version History --------------------- 0.50 - Released 4/7/98 Just a movelist and basic control rundown... released only to the Neo*Geo Mailing List. 1.01 - Released 4/20/98 Lots of format changes, stage descriptions, alphabetized the character roster, added descriptions of the game's engine, and lots of various other stuff. More still to come! 2.0 - Released 5/9/98 Added Japanese move names, added all followup moves, ending transcriptions, corrected lots of niggling errors, and added some more game engine notes. 3.0 - Released 7/14/98 Big update. Added interruptible moves listings for all characters, my own personal character rankings, corrected some oversights and errors from the previous version, edited the "suggested mode" listings for the characters that needed it, added prefight and win pose descriptions, added the code for getting all the endings in the Neo CD version, and descriptions for what was lost in the CD release. Also added character rankings. 3.01 - Released 7/14/98 Corrected a rather stupid error on my part. Thanks to Kevin Eav for pointing it out. ------------- 1.2 - Credits ------------- SNK (http://www.snkusa.com, http://www.neogeo.co.jp) For making what is possibly THE finest 2D fighter ever seen! T. Sousui (This email address is being protected from spambots. You need JavaScript enabled to view it.) For all the Japanese move names, and miscellaneous other additions. Mark Zutkoff (This email address is being protected from spambots. You need JavaScript enabled to view it.) For providing me (albeit inadvertantly:) with the English move names. Kevin "Genryu" Eav (This email address is being protected from spambots. You need JavaScript enabled to view it.) For general interest and formatting suggestions. Cassiel Kelner (This email address is being protected from spambots. You need JavaScript enabled to view it.) For providing me with her BEAUTIFUL stage descriptions, especially since I'm too lazy to do them myself. :) Chris Cruz (This email address is being protected from spambots. You need JavaScript enabled to view it.) For sending me the all-endings Neo CD code. Matt Greer (This email address is being protected from spambots. You need JavaScript enabled to view it.) For pointing out a stupid oversight on my part in Okina's moves. D'oh. Mike Pureka (This email address is being protected from spambots. You need JavaScript enabled to view it.) For pointing out LOTS of oversights and noting some side effects of a few special moves. Edwin (This email address is being protected from spambots. You need JavaScript enabled to view it.) For giving me lots of various moves/finishers, and clarifying a few things that were not clear before (either to me or the reader). Stefano Frigerio (This email address is being protected from spambots. You need JavaScript enabled to view it.) For various suggestions and ending transcriptions. --------------- 1.3 - Notations --------------- Rather than textual notations, this FAQ will be using joystick diagrams, because they are, on the whole, easier to read. All joystick motions displayed assume the character is facing RIGHT. jump up (u) (ub) jump backward O O O jump forward (uf) \ | / (b) walk back/guard O- O -O walk forward (f) / | \ (db) low guard O O O offensive crouch (df) crouch (d) Notes: 1. "Forward" always means toward the opponent. 2. "Back" or "backwards" always means away from the opponent. Last Blade uses the standard Neo*Geo button configuration. There are a total of four buttons, arranged horizontally, like so: A B C D Each attack button (A, B and C) has multiple attacks attached to it, depending on which direction is pushed when the button is pressed. For instance, -O + B and B by itself give two different types of attacks. See "Common Moves" for more details. ----------------------------------- 1.4 - Game Features and Conventions ----------------------------------- Last Blade has an entirely unique gameplay system. There are two modes of play which can be selected when you choose your character: Speed and Power. This innovative system allows one to choose a mode which caters to his/her favorite style of play. The two play very differently, so experiment to find which one best suits you. Both modes are worthwhile to play, but certain characters excel in a specific mode. On the whole, bigger characters are not at their best in Speed Mode, while they excel in Power. The author's personal suggestion is to try both modes with a given character to see which you like best. ------------------ 1.4.1 - Speed Mode ------------------ In Speed Mode, your character - can chain multiple normal moves together, and interrupt into specials. - does less damage per hit, but this is offset by the chains. - does not do tick damage with normal moves. - cannot use Super Desperation Moves. - can do the Combo Special when lifemeter is flashing and POW Gauge is full. In this mode, all moves are faster, chainable, and interruptible. Lasts as long as the POW Meter takes to drain. ------------------ 1.4.2 - Power Mode ------------------ In Power Mode, your character - does more damage per strike. - will do tick damage when normal moves are blocked. - cannot use chain combos. - can interrupt certain special moves into his/her Desperation Move. - cannot use the "Combo Special." - can do Super Desperation Moves when lifemeter is flashing and POW Gauge is full. ----------------------- 1.4.3 - The Super Meter ----------------------- At the bottom of the screen in either corner is a gauge. As you do moves and inflict damage it will gradually fill. It is filled a tiny bit from blocking attacks, but the amount is negligible at best. When it is completely full, it will flash (blue for Speed mode, red for Power) and allow you to use your Desperation Move (see below). ------------------------ 1.4.4 - The Repel Button ------------------------ In Last Blade, the D button is reserved for one function, and that is to "Repel" attacks. In doing so, you effectively parry the attack and leave the opponent open to a counter. If Repel is pressed at the wrong time (too early or too late), then you will be left open to a counter yourself. By simply pressing D, you will attempt a Repel. Bear in mind that a normal Repel will ONLY deflect a normal attack (ie. non-special move). In order to Repel a special move, you must press FORWARD and D at the same time. This will deflect any PHYSICAL attack, involving the opponent striking at your character with some part (or extension) of his/her body. Thereby, it will have no effect on projectiles or the like. Also, Desperation Moves and Super Desperation Moves (see below) cannot be Repelled. Obviously, in order to deflect a low attack (special move or otherwise), you must be crouching during the Repel. To deflect a low special move, press diagonally down-forward (offensive crouch, see above diagram) and press D at the appropriate time. Standing and crouching attacks simply leave the opponent open when successfully Repelled, and if you are quick, you can unleash a quick offensive to regain the upper hand. If a jumping attack is Repelled, the attacker is bounced into the air slightly, allowing the defender time to get off a quick attack to knock the person out of the air as he/she falls. ------------------------- 1.4.5 - Desperation Moves ------------------------- Desperation Moves (or DMs) are special power moves which can only be done under two circumstances. 1) Your Super Meter is full, or 2) your lifemeter is flashing red. These are moves which, if done properly, can drain the opponent of a lot of life in a very quick fashion. Each one is unique to each character. Desperation Moves are available in both Speed and Power modes. Use them wisely, or pay the price.... ------------------------------- 1.4.6 - Super Desperation Moves ------------------------------- Super Desperation Moves (or SDMs) are even more powerful than the normal DMs, and are ONLY accessible in Power Mode. In order to use one of these, you must 1) Have a full Super Meter, and 2) have a flashing red lifebar. These will do extreme damage if properly applied, and are (as with most attacks) best used in combos. ---------------------- 1.4.7 - Combo Specials ---------------------- A Combo Special (or CS) is an ability available to any character in Speed Mode (but NOT in Power). The conditions for use are the same as for SDMs, ie. you must 1) Have a full Super Meter, and 2) have a flashing red lifebar. When this is done, the background switches to a starfield for a moment, and then your character begins to flash blue while the Super Meter slowly drains to nothing. During this time, you may do any normal or any special move repeatedly. DMs cannot be used during a Combo Special. While the blue flashing remains, all moves are faster, interruptible, and chainable. So get in close and do as much damage as you can within that time. --------------------- 1.4.8 - Super Cancels --------------------- Super Cancels (or SCs) are a feature only available in Power Mode. An SC basically consists of doing a certain special move, then doing the motion for that characters Desperation Move during it, which can then result in a bigger combo (and thereby more damage). Each character has one special move which can be Super Cancelled. In the moves listings, these are labelled (pretty obviously) with [SUPER CANCEL] by the move diagram. -------------------- 1.4.9 - Chain Combos -------------------- Chain Combos are normal-move combos which are done by a rapid combination of selected button taps and joystick presses. There are several variations at one's disposal, but there is one combo that every character can do. back + A, A, A, B, forward + B The chain may begin at any point and each move (except for forward + B) can be interrupted with a special move, Combo Special, DM or SDM. There is a great deal of variety to be found in the chains, so don't let yourself be limited by the single one shown here! -------------------- 1.4.10 - Airblocking -------------------- Last Blade has a basic airblocking system. Any character can airblock certain types of moves on a backwards or upwards jump. The listing is as follows: CAN be airblocked: Projectiles Uppercuts Ground-based special moves Air slashes/kicks CANNOT be airblocked: Any unblockable attacks (natch) Any ground-based normal move After airblocking, a character will be bounced back a fair distance, and cannot counterattack afterwards until landing. ------------------------------------ 1.4.11 - Interrupting Normal Attacks ------------------------------------ Every character has the ability to "interrupt" or "cancel" certain normal moves. This consists of doing a normal move, and during that move's animation, perform the motion for a special move, DM or SDM. The animation will be "interrupted" and the special move will follow, which will typically combo for more hits and damage. Each character will have a chart of all the normal attacks available to him/her, and which ones can be interrupted in which mode. Make sure you know this, as the ability to combo effectively can mean the difference between victory and defeat! An example follows: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ In the above diagram, the given character, when in Power Mode, can interrupt everything except for a low (crouching) A, low C, and a forward + B and forward + C. In Speed, everything but the forward + B and forward + C are interruptible. The chart uses the following legend: --------+---------------------------------------------------------------- "Stand" | Standing, joystick typically neutral. "Low" | Crouching, not including the low sweep kicks. b + | While holding O- (back) on the joystick. f + | While holding -O (forward) on the joystick. df + | While holding diagonally down and forward at the same time. --------+---------------------------------------------------------------- ----------------------- 1.4.12 - Pounce Attacks ----------------------- When a character is knocked to the ground, it is possible to get in a hit while he/she is lying down. The standard means of doing this is with a simple press of the C button when close to the downed opponent. Otherwise, it is done with a combined motion as follows: \ + B/C or O + B/C O | Certain characters can only use B, others can only use C. Occasionally special moves can serve as pounce attacks as well. These will add to the combo meter. Juzoh can actually dash across his opponent's body and hit once as a pounce attack as well. ------------------------- 2.0 - Character Specifics ------------------------- In this section, we will detail the abilities of each character, along with (eventually) various other facets of the character's design, including backstory, quotes, poses, etc. ------------------ 2.1 - Common Moves ------------------ -------------------+----------------------------------------------- A | Weak Slash -------------------+----------------------------------------------- O- + A | Weak Punch (usually, slash for some chars) -------------------+----------------------------------------------- B | Strong Slash -------------------+----------------------------------------------- -O + B | Power Slash -------------------+----------------------------------------------- C | Weak Kick -------------------+----------------------------------------------- -O + C | Power Kick -------------------+----------------------------------------------- \ + C | Low Sweep Kick (always knocks down) O | -------------------+----------------------------------------------- BC | Overhead slash, slow and must be blocked | HIGH. Juggles on a successful hit in Power | mode. -------------------+----------------------------------------------- D or O- + D | Repel (standing/jumping normal attacks) -------------------+----------------------------------------------- -O + D | Repel (standing/jumping special attacks) -------------------+----------------------------------------------- | or / + D | Repel (low normal attacks) O O | -------------------+----------------------------------------------- \ + D | Repel (low special attacks) O | -------------------+----------------------------------------------- O- or -O + B | When close, throws the opponent -------------------+----------------------------------------------- -O -O | Dash or hop forward (depends on character) -------------------+----------------------------------------------- -O -O O | Long jump (press diagonally up-forward while / | dashing.) -------------------+----------------------------------------------- O- O- | Hop back -------------------+----------------------------------------------- | | + AB | Activate "Combo Special" (Speed Mode Only) O O | -------------------+----------------------------------------------- --------------- 2.2 - Amano Hyo --------------- SUGGESTED MODE: Power. Amano can hold his own in Speed mode, but his lag- filled normal moves interfere with his ability to combo well. Most of his combos are accessible to either mode, and the chains do very little for him. Also, his Super Cancel combo does MASSIVE damage when done properly. Power is definitely the mode of choice for him. STAGE DESCRIPTION: Intro - A beautiful full moon in a clear blue night sky. A single sakura petal falls, landing on the scene and causing gentle ripples... showing that it was but a reflection of the real thing. Stage - A full moon sails in the deepened blue night sky above. Brightly lit buildings crowd in on both sides, first and second floors all but overflowing with happy drunk people. The players fight on a bridge spanning a narrow river. The moon reflects in the water below, and more people crowd both riverbanks and another bridge not far down the river. Most of them are watching the fight and cheering for the players. The whole night speaks gaeity. At each end of the bridge, sakura petals scatter the sidewalk, falling from branches barely glimpsed above, and the occasional petal drifts past. Poses: Select - taps his stick with his finger and chuckles. Start - scratches head, laughs, pulls stick out of kimono and says, "Paato iku kai?" (Shall we party?) Start (Vs. Yuki) - Leans forward, chuckles, and says, "Ii yume ni mirareru ze." (I'll show you sweet dreams.) Start (vs. Akari) - Leans forward, chuckles, and says, "Tekagen nashi da ze." (I won't show you any mercy.) Taunt - leans on pole, slapping forehead with hand and going "grrr!" in an amused tone, then leans towards opponent saying "Miteran ne na." (You've gotta be kidding.) and grinning. 1st win - leans on pole, pulls out a pipe, puffs on it and blows a Shougi piece in smoke. 2nd win - pulls out sake bottle, his kimono falling off one shoulder, says "Ii yume mina yo," (Sweet dreams!) and drinks from bottle, then belches. 2nd win (vs. Akari) - pats his face, then leans forward, saying, "Acha. Kega wa nee kai?" (Oh dear. You're not hurt, are you?) 2nd win (vs. Yuki) - leans forward and says, "Taishita kiryou da ne..." (Quite lovely...) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | no | yes | no | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Keima's Rage (Keima no Taka) | -O | \ + C | Amano slides forward slightly, bringing O O | his arm up in a ground-based uppercut, | with energy flowing along his arm. | Very high priority against jumpers, but | the slide forward requires proper | spacing if the move is to be of use. | ---------------------------------+------------------------------------------ | Piercing Sparrow (Suzume Sashi) | -O / -O + A/B | Amano dashes forward, ramming his stick O | into the opponent's gut and sliding | around to his/her back, apologizing in [SUPER CANCEL] | Japanese. | ---------------------------------+------------------------------------------ | Headbutt Grab (Shougi Doushi) | \ \ + C | Amano reaches forward. If he connects, O O | he draws the opponent forward and | headbutts three times. | ---------------------------------+------------------------------------------ | Badger Bash (Ibisha Anaguma) | Press A button repeatedly | Amano swings his staff about wildly, | hitting several times. Not a very handy | move, as the last hit will not knock | down, and there is lag, regardless. (followed by) | | (Anaguma no Fundoshi Nugi) | | \ -O + B | Amano spins his stick and pokes forward, O O | which may or may not combo. | ---------------------------------+------------------------------------------ | Destiny (Hisshi) | -O \ | / O- + B | Amano rears back, swinging his staff in O O O | a tight circle. When the button is | released, he lunges forward for a heavy (can be held) | attack. If held long enough, he will | attack automatically, and the strike | will break through the opponent's guard. | If it connects, it can be followed up | with his Desperation Move (Power only). | ---------------------------------+------------------------------------------ | Loudmouth (Takabisha) | -O \ | / O- + C | Amano leans forward, taunting the O O O | opponent. If he/she strikes, he slides | around to the opponent's back, smacking | him/her with his staff. Does no damage | unless the opponent attacks. | ---------------------------------+------------------------------------------ | Checkmate of the Queen (Banjo Kono | Itte "Tokin") [DESPERATION MOVE] | -O \ | / O- (x2) + AB | Amano rears back, and when the buttons O O O | are released, tosses a ball down at a | 30-degree angle, which explodes on (can be held) | contact with the ground. Very useful in | the right circumstances. | ---------------------------------+------------------------------------------ | Checkmate of the Rook (Banjo Kono | Itte [A "Hisha"/B "Kaku"]) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + A/B | As above, Amano rears back, but instead O O O | of hurling the ball downward, it either | shoots upward (A version) or straight [POWER Mode only] | out (B version). If it hits, the | opponent is bounced around the screen a | bit, then dropped to the ground. | ---------------------------------+------------------------------------------ REASONS TO PLAY AMANO HYO: - Who'd expect a Japanese Elvis impersonator? - Anyone who can blow a smoke Shougi piece must be doin' SOMETHING right. - Beating people with a stick is great stress relief. -------------------- 2.3 - Genbu no Okina -------------------- SUGGESTED MODE: Power. Okina isn't a particularly combo-friendly character in general. He has a very useful Super Cancel, and his close-in game (on which Speed mode relies) is mediocre at best, while he has the best long- range game of any character. His "fishing turtle" is useful at all distances. STAGE DESCRIPTION: Intro - A view between leafy branches... the sound of crickets chirping. Slowly we pan down to reveal a huge tree in the distance, more leafy branches, and an old man, hazy in the fog, fishing in the calm lake beneath the large old tree. Stage - Green covers the ground beneath feet, only occasionally baring patches of dirt and rock. Just behind, an old weatherbeaten boat rocks gently in a mist-shrouded lake, the water hidden from view. In the middle of the lake, a huge tree towers, its roots alone twice as tall as a man and creating a simple archway through which more distant, fog- coated trees can be seen. Far, far away, mountains peek out of the haze. To each end, the stage fades back into the forest, huge old trees and mossgrown piles of rock that curve around to form distant cliffs, all but threatening to fall into the lake. On the shore nearby, two ibises watch the fight serenely. Poses: Select: reaches into his shirt and says, "Sate, sate." (Let's see...) Start: walks forward into position and says, "Sate, sate." (Let's see...) Start: hops off his basket and straps it onto his shoulder. Taunt: sneezes, rubs his nose and says, "Chotte matta!" (Wait a sec!) 1st win: hops onto his basket and sits, saying, "Mada mada mijuku na you ja no." (You're still too inexperienced.) 2nd win: pulls out two balls of rice (?) and fishes one into his mouth. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Turtle Thrust (Ki Paku) | | \ -O + A/B/C | Okina holds out his basket and a turtle O O | pops out. Using A, a small turtle moves | fairly quickly across the screen. With | B, a large Galapagos Tortoise comes out, | which will knock down the opponent. | With C, a shoftshell turtle comes out | and crawls back to Okina. If Okina | touches this, he is healed a little bit. | If the C turtle touches the opponent, it | is knocked away and the OPPONENT is | healed instead of Okina. | ---------------------------------+------------------------------------------ | Turtle Tremor (Kame Mai Chi) | -O \ | / O- + A/B | Okina spins himself around, whacking his O O O | opponent's legs repeatedly. If the last | hit connects, the opponent falls forward [SUPER CANCEL] | and gives time for his DM to be done. | ---------------------------------+------------------------------------------ | Tortoise Tromp (Kame Mai Ten) | -O \ | / O- + C | Okina jumps forward, tumbling through O O O | the air. Works as reasonably decent air | defense. | ---------------------------------+------------------------------------------ | Fisherman's Feint (Chouka Tairyou) | -O | \ + A/B/C | Okina tosses out a turtle attached to O O | a fishing line. If it connects, it | knocks the opponent off his/her feet. | The button used determines the distance | of the throw. The move is unblockable, | but has significant lag if whiffed. | ---------------------------------+------------------------------------------ | Pacifist Pounce (Muku Yu) | | | + C | Okina vanishes, reappearing at the top O O | of the screen to drop on the opponent's | head for damage. | ---------------------------------+------------------------------------------ | Genbu Blast (Genbu no Hoko) [DESPERATION MOVE] | -O O- / | \ -O + AB | Okina spins about with his basket again, O O O | this time summoning up a small tornado | which carries the opponent high up the | screen. | ---------------------------------+------------------------------------------ | Rage of Genbu (Genbu no Ikari) [SUPER DESPERATION MOVE] | -O O- / | \ -O + B | Okina holds out his basket, and a HUGE O O O | turtle (Dragon Turtle, actually) flies | out and lands on the opponent, trampling [POWER mode only] | for big damage. The landing tracks the | opponent, so the move cannot be dodged, | only blocked. | ---------------------------------+------------------------------------------ REASONS TO PLAY GENBU NO OKINA: - You have a grandiose fetish for shelled reptiles. - You really, really, REALLY hate to shave. - What's wrong with being obscenely dizzy *whirwhirwhirthump* anyhow? ------------------ 2.4 - Ichijo Akari ------------------ SUGGESTED MODE: Speed. Her Super Cancel is virtually worthless, as the execution window for it is WAY too small, only occasionally allowing it to connect with the opponent. Her chains, while not incredibly powerful, are useful enough to help her keep the opponent on his/her toes. With some practice, Speed mode Akari can be a very vicious opponent, particularly since few of her moves have much (if anything) in the way of recovery lag. STAGE DESCRIPTION: Intro - A spinning pinwheel; the front porch of a busy temple as birds fly past and people bustle on the street below; a view of a loving couple walking past a busy sidestall as birds fly overhead; all overlaid by the quiet bustle of a crowded masketplace. Stage - the stage is a marketplace square, the ground hard packed and dusty. In the background different stalls line the streets, and people crowd them, vying for trinkets and the stallkeepers' attentions. One stall sells nothing but colourful pinwheels; another, scary masks. White Chinese lanterns hang here and there from rooves and stalls, and a huge cat statue stands to one side. In the middle, just out of fighting range stands three young, happy looking young girls, and behind them, Juzoh. The whole scene is underlaid by a quiet, constant bustle of people coming and going. If Akari is playing, the three girls can be heard cheering her on now and again: "Akari! Akari! Ganbare, Akari!" Poses: Select - gives the player a big thumbs up and says "Yossha!" Start - Leans on her staff, asleep with pink goo coming out her nose. She awakens, turns and sees the opponent and looks surprised. Start - Watches one of her demons dance for a moment, humming a tune, then it vanishes and she says, "Nigete motto hayan ka..." (Aw, he ran away.) Start (vs. Juzoh) - stands with her fist on her hip and says, "Naite mo yurusahen de..." (It doesn't matter if you cry...) then points her staff at Juzoh and says, "Kakugo shiya!" (Prepare yourself!) Taunt - tosses gum/candy in mouth, says "Honma ittoroi na (?)," and chews while smirking at the opponent. 1st win - Stares at opponent in shock and says, "Kekko owari kai na? Yowaaaa...." (You mean it's over? How weak...) 2nd win - Akari and two copies of her put their hands on their hips, laugh, and consecutively give victory signs to the player. 2nd win - makes a copy of herself, the copy smacks the original, which vanishes, leaving a very shocked copy behind. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ back + B: interruptible Moves: ---------------------------------+------------------------------------------ | Messianic Blast (ShikiGami Tenku) | | \ -O + A/B | Akari summons a blue energy creature to O O | fly at the enemy. Standard fireball. | ---------------------------------+------------------------------------------ | Astro-Revolve (Tenmon Hoshi no Meguri) | | O + C | Akari hops into the air, blue energy O | | swirling around her. When she lands, | she holds her hand out, sparks flying [SUPER CANCEL] | from it. This last will juggle from the | earlier hits in most instances. | ---------------------------------+------------------------------------------ | Rice Patty Demon Dicer (Gaiki DorotaBou) | -O | \ + A (in front) | Akari vanishes into the ground, and O O B (behind) | a giant head appears, spewing her at the C (above) | opponent for damage. The button used | determines where she will appear. | (followed by) | (MeiRyu Otoshi) | / or | or \ + C | Akari rolls into the opponent, hitting O O O | several times for damage. | (or) | (MeiRyu MariHouri) | O or O or O + C | Akari bounces away in midair, hopefully \ | / | to safety. No damage. | (or) | (MeiRyu MariKoroge) | hold A/B | Akari rolls away from (A) or toward (B) | the opponent after landing. Can not be | done with C version. | ---------------------------------+------------------------------------------ | Pure Princess Parry (Gaiki KiyoHime) | -O \ | / O- + A | Akari stabs her staff into the ground, O O O | and if the opponent is close enough, a | huge bell drops onto him/her and is | crushed, doing fire damage. The move is | unblockable, and is MUCH slower in Power | Mode than in Speed. | ---------------------------------+------------------------------------------ | Protecting Troll (Mamori HitoGata) | -O \ | / O- + B | Akari waves a hand and a talisman begins O O O | to revolve around her for a few seconds. | No other noticeable effect. Anyone know | what it's FOR? By the name, it protects | from SOMETHING. | ---------------------------------+------------------------------------------ | Transforming Troll (Henge HitoGata) | -O \ | / O- + C | Akari tosses out a paper talisman, and O O O | appears as a mirror image of her | opponent! With a few exceptions, she | has no access to any special moves in | this form. If she is hit, she will | instantly change back. Otherwise, it | lasts around ten seconds. The moves | that CAN be done in this mode are as | follows: | | Amano: A repeatedly | Juzoh: hold A/B/C, release | Lee: AB (dodge), then A/B/C | (in air) down + C | Zantetsu: in air, dn + C | Musashi: hold A button | ---------------------------------+------------------------------------------ | Sextet Synthesis (ShikiGami Rikugou) [DESPERATION MOVE] | | / O- / -O + AB | Akari places a talisman in front of her O O O | opponent's legs. This move must be | blocked LOW. If it connects, a giant | centipede is summoned and hits the | opponent multiple times, then she hops | off and a large column of energy strikes | the opponent. | ---------------------------------+------------------------------------------ | 100 Demon Sabbath (ShikiGami HyakkiYakou) [SUPER DESPERATION MOVE] | -O \ | / O- -O + B | Akari spins her staff upwards. If this O O O | connects, the screen goes dark and a | HUGE parade of Japanese spirits roar by, [POWER mode only] | trampling the opponent. | ---------------------------------+------------------------------------------ REASONS TO PLAY ICHIJO AKARI: - Spiritual helpers make sure you only go to bed when you want to. - You want to be the ultimate social chameleon. - There's nothing like having an entourage. ----------- 2.5 - Kaede ----------- SUGGESTED MODE: Power. Kaede is not an incredibly fast character, but his lack of overwhelming speed should not be mistaken for weakness. Even in his normal form, he is capable of some truly devastating combinations, and his Awakening only improves his odds. His Super Cancel is tricky to master, but can cause INCREDIBLE damage. His special grab is extremely useful, as several moves (and DMs) can be comboed out of it. Without the extreme strength found in Power, and the lack of the Super Cancel, he can still be effective, but Power serves him far better, since he is one of the VERY few characters in the game with an interruptible low-hitting attack in this mode. STAGE DESCRIPTION: Intro - We start with a scene of a roof, which slowly blurs and fades downwards out of sight as a tree branch comes into view above. The sound of gentle wind for a moment, and then first one leaf and then another fall from the tree, bright red with the promise of autumn, dropping with gentle twanging noises. Stage - The stage itself is a large yard, surrounded by high stone walls. A large tree stands at each end, both with branches heavy with golden red autumn leaves. Beneath one tree sits a small stone shrine. In the middle of the stone wall is a large doorway, through which can be seen a bay, with a galleon floating gently. Rolling hills reach further into the distance to both sides of the bay. Leaves fall occasionally from the trees, and as the players fight, leaves are kicked up underfoot and crunch underneath falling bodies and heavy feet. Poses: Select - wipes brow and sighs. Start - Draws his sword and says, "Yaru shika nai no ka?" (Is there no other way?) Taunt - same as select. 1st win - same as select. 2nd win - slumps shoulders, says "Kore de yokatta no ka?" (Now, is this okay?) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Single Slash Squall (Ittou Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a wave of energy which | travels along the ground. | ---------------------------------+------------------------------------------ | Single Slash Wind Fang (Ittou Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes. Suitable for air | defense and combos. The motion can be | done a second time for a downward slash | in EITHER mode for the A version, but | only Power Mode for the B version. | ---------------------------------+------------------------------------------ | Single Slash Fillet Flash | (Ittou RenjinZan) | | / O- + A/B (x3) | Kaede slides forward, slashing as he O O | goes. This move can be repeated three | times in succession for a combo. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | East Wind Wallop (Ittou TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Single Slash Storm Blast | (Ittou ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, the last O O O | of which knocks the opponent into the | air for a juggling combo opportunity. | ---------------------------------+------------------------------------------ | Awakening (Kakusei) [DESPERATION MOVE] | press B, C and D together | A bolt of lightning fires through Kaede, | and he transforms into Awakened Kaede, | with all the benefits and hindrances | thereof. | ---------------------------------+------------------------------------------ | Lively Dragon Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and three | bolts of lightning strike (looking much [POWER Mode only] | like dragons), juggling the opponent | into each other as they hit. | ---------------------------------+------------------------------------------ REASONS TO PLAY KAEDE: - You relish the idea of trying to convince people that thing on your back is NOT a marijuana leaf. - Your true hair color will be an eternal mystery. - Turning into a Super Saiyajin quasi-medieval Luke Skywalker can be fun! ----------------------- 2.5.1 Kaede (Awakened) ----------------------- Awakened Kaede looks substantially different from his normal form. His hair is blonde rather than black, and Kaede's normal uncertainty gives way to a certain arrogance. His voice grows deeper, and most of his moves are somehow linked to electricity. All special moves are the same, except for a different appearance, greater damage and higher speed. He gains a new DM and SDM, on the other hand, which are completely different from the ones before, but he can still use the supers from his normal form. All this power comes with a price, though. When in Awakened form, Kaede gradually loses life. It slowly ticks away on its own until there is only one tick of life left... so be careful when and why you summon this form. Poses: Taunt - Holds out his hand, tapping his sword on his shoulder while saying "Zamaa ne na." (Too bad for you.) 1st win - Taps sword on hand then rests it on shoulder; smirks and says "Mou owari kai?" (Over so soon?) 2nd win - Spins sword above head, then lowers it to his side while smirking and saying "Ore o okoshita, temei o noroi na." (When I'm angered, you are cursed.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | no | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Lively Dragon Squall (Shinmei Hayate) | | \ -O + A/B | Kaede swings his sword along the ground, O O | resulting in a bolt of electricity which | travels along the ground. | ---------------------------------+------------------------------------------ | Lively Dragon Wind Fang (Shinmei Kuga) | -O | \ + A/B | Kaede leaps into the air, slashing O O | upwards as he goes, followed by a bolt | of lightning. Suitable for air defense | and combos. B version may be repeated | for a higher leap and more hits. | ---------------------------------+------------------------------------------ | Lively Dragon Fillet Flash | (Shinmei RenjinZan) | | / O- + A/B (x3) | Kaede slides forward, slashing as he O O | goes. This move can be repeated three | times in succession for a combo. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | East Wind Wallop (Shinmei TabaKaze) | | / O- + C | Kaede rolls forward. This can bring O O | him to the rear of the opponent, but it | grants no invincibility and is rather | slow as well. | ---------------------------------+------------------------------------------ | Ittou RaiTei (in air) | O + B | Kaede snatches the opponent from midair, | | and slams him/her to the ground. | ---------------------------------+------------------------------------------ | Lively Dragon Storm Blast | (Shinmei ArashiUchi) | (close) O- / | \ -O + C | Kaede does a series of slashes, the last O O O | of which knocks the opponent into the | air for a juggling combo opportunity. | ---------------------------------+------------------------------------------ | Lively Dragon Pounce (Kasshin FukuRyu) [DESPERATION MOVE] | | / O- / -O + AB | Kaede strikes the ground in front of him O O O | with the tip of his sword, summoning a | lightning bolt for big damage if it (can be held) | hits the opponent. | ---------------------------------+------------------------------------------ | Lively "Bad Dragon Rising" | (Kasshin KouRyu) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kaede strikes the ground in front of him O O O | with the tip of his sword, and FIVE | bolts of lightning strike, juggling the [POWER Mode only] | opponent into each other as they hit. | ---------------------------------+------------------------------------------ | Lively Dragon Revival (Kasshin SeiRyu) [DESPERATION MOVE] | | \ -O | \ -O + AB | Kaede's sword extends and glows with O O O O | energy, and he holds it above his head (can be held) | until the AB button is released, and he | brings it down with a huge crash. | ---------------------------------+------------------------------------------ | Lively Dragon Lance (Kasshin SouRyu) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Similar to the normal DM, but this one O O O O | begins as a very short body charge. If | it hits, he begins a small automatic [POWER Mode only] | combo, finally ending with a huge swipe | of his energy-enhanced sword. | ---------------------------------+------------------------------------------ ------------------ 2.6 - Kanzaki Juzo ------------------ SUGGESTED MODE: Power. As is typical of the bigger characters, Juzoh is more of a brawler. His club gives him good range and his chain combos are not very useful. His SDM is extremely powerful, and his Super Cancel is also useful in the right conditions. Make use of his strength, as his speed is nothing to write home about. STAGE DESCRIPTION: Intro - A shot of a clear blue sky pans down past spring green trees and birds flying past to stop on a busy street. People stand about, chatting to each other, and a cab drawn by a young man hurries by, carrying a distinguished looking gentleman. Stage - The stage is a street corner on a bright clear day. A large building is in the background, and further back still, a large wall and a gate leading... outside? To one end, a low house bearing a single Chinese lantern blocks the way; to the other end, a pile of sandbags against which is propped several timber slats (which can be knocked down). All along the street, people are gathered -- men, women, children -- all watching the fight and cheering the players on... even the distinguished gentleman, still in his cab, and his cabbie. Akari stands to one side as well, jumping up and down excitedly. Only one man does not watch; he is too busy mourning his overturned boxes of pork rolls. Poses: Select - leans club across shoulders and grins, teeth gleaming. Start - tosses a plateful of porkrolls into his mouth and chomps on them. His eyes bug out suddenly, then he tosses the plate aside and says, "Yossha yaru na." (Let's do it!) Start (vs. Akari) - Scratches the back of his neck, then picks up his club, saying, "Yare yare... honma ni yan no ka?" (Oh man... you really wanna fight?) Taunt - lowers club, pats belly, yawns, saays "Uchaccha to kakatte kongai?" (Are you going to attack?) 1st win - leans club on shoulders, laughs heartily, saays "booya!" (no meaning) as he grins and his teeth gleam. 2nd win - swings his club around and plants it into the ground, saying, "Ja, kore gurai ni hitoitaru wa!" (I'll take it easy on you this time!) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | no | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Violent Quake (Geki Shin) | -O | \ + A/B | Juzoh hops and strikes the ground with O O | his club. If the opponent is too close | and not blocking low, it will knock him/ | her to the ground for damage. Can also | be used as a pounce attack. The B | version has about a half-screen range. | ---------------------------------+------------------------------------------ | Thundering Shock (GouDanShou) | Hold A/B/C, release after | Juzoh drives his club to the ground in 1-3 seconds | front of him, resulting in a small | explosion. | ---------------------------------+------------------------------------------ | Hades Hollows (Fugaku) | (close) -O \ | / O- + B | Juzoh picks up the opponent and tosses O O O | him/her off the top of the screen... | (followed by) | | \ -O + B | then swings the club like a bat, hitting O O | the opponent back into the air. | (followed by) | | \ -O + B | Finally, another swing sends out a large O O | blast of energy to hit the opponent | before landing. | ---------------------------------+------------------------------------------ | Diamond Drop (Kongou JuTsui) | | \ -O + A/B | Juzoh slides forward a short distance, O O | hitting the opponent with a kick and a | big swing of his club, with an extra hit [SUPER CANCEL] | for the B version. | ---------------------------------+------------------------------------------ | Behemoth Blast (KatsuMoku DaiGekidou) [DESPERATION MOVE] | | / O- / -O + AB | Juzoh charges forward, pushing the O O O | opponent into the corner. Very useless | if opponent is already in the corner. (followed by) | | | \ -O + B | Juzoh begins a series of swipes with O O | his club, finishing with an explosive | strike into the ground. | ---------------------------------+------------------------------------------ | Devastation Cremation | (KatsuMoku ChoGekidou) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Juzoh grabs the opponent, lays him/her O O O | flat on the ground, and begins beating | on his/her back, ending with some really [POWER Mode only] | big club smashes. | ---------------------------------+------------------------------------------ REASONS TO PLAY KANZAKI JUZOH: - You want to brush up on your batting techniques. - You can eat half your weight in meatbuns and still battle with the best of them all. - You enjoy using a big club as a meat tenderizer (on the opposition). --------------- 2.7 - Lee Rekka --------------- SUGGESTED MODE: Speed. Lee's chain combos are arguably the best in the game, allowing him great flexibility in the high/low game. His Super Cancel is unreliable at best, and while his SDM is a good move, it and the strengh boost afforded him by Power mode do not measure up to the usefulness of his chains. STAGE DESCRIPTION: Intro - A sky and sea turned golden with the light of the setting sun. A single seagull, calling softly, floats by, leading us to the tall masts of a regal sailing ship. Stage - Late afternoon; the sun, a huge glowing furnace dominating the sky, lends a golden tone to everything. In the foreground is a pier, players dueling over rough stone and coiled rope. To one end is a small dockhouse, outside of which lies a half packed cart and a smoldering campfire. The docks stretch back and to the other end of the stage. Small rowboats bob just off the pier, and a large ship looms at the first dock, tall and majestic, chains leading down to her anchors far below. Behind the dockhouse, mountains mark the coastline, another boat hovering nearby, and seagulls wheel endless circles. Mountains curve the other end, too, a ship hovering near them, and another distant ship is but a dark shadow in the dimming light. Seagulls land to watch now and again, before moving on. Poses: Select - Gets into iron horse stance. Start - clasps hands, says "Zenryoku de ikimasu!" (I'll attack with all my strength!) Taunt - same as select. 1st win - tosses braid over shoulder in a loop, then assumes a fighting stance as a Chinese gong sounds. 2nd win - pulls out fan, flips it open and holds it against himself, saying, "Kore ga seigi no chikara desu." (This is the power of justice.) 2nd win - same as above, but says, "Anata ni wa... mienai." (To you... it is/I am invisible.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Dragon Hammer (Ryu Tsui Sen) | | / O- + C (x3) | Lee hops forward, his legs aflame. If O O | the first motion connects, it may be | repeated twice more for extra damage, | gradually taking the opponent into the | air and slamming him/her back to the | ground with the final hit. | ---------------------------------+------------------------------------------ | Fan of Flames (En Sen Shou) | -O | \ + B | Lee leaps into the air, swinging his fan O O | upwards and trailing fire. Good for | both air defense and combos. (followed by) | | | + B | Lee kicks downward from the air, sending O | the opponent slamming into the ground. | ---------------------------------+------------------------------------------ | Mist Mauler (Kasumi) | A + B | Lee dodges into the background. This | may be followed up with A, B or a low | C attack. | (followed by) | (Hokage) | A/B/C | Lee spins around, whacking the opponent | with his closed fan. | (or) | (Homura) | | / O- + B | Lee does an overhead flaming flip kick. O O | Cannot be interrupted, does not knock | down. | (or) | (Senpuu) | / or | or \ + C | Lee does a low kick. Can be followed O O O | up with a second C kick, and can be | interrupted into another special move. | ---------------------------------+------------------------------------------ | Serpent Rush (Enryu Haibi) | -O \ | / O- + A/B | Lee slides forward and swings with his O O O | burning fan. Not too terribly useful, | as it allows too much time for the [SUPER CANCEL] | opponent to recover even if it hits. | (B version followed by) | O- / | \ -O + B | Lee slides forward again, this time O O O | projecting a blast of energy from his | hands. This will not combo from the | first motion, except as a juggle. | ---------------------------------+------------------------------------------ | Invisible Kick (Muei Kyaku) | (in air) | + C | Lee does a diving kick, and if he hits, O | follows up with a series of quick kicks | to the opponent's face and body. | ---------------------------------+------------------------------------------ | (Ibuki) | hold START button | Rather than a typical taunt, Lee will | get into the Iron Horse stance and focus | as long as the button is held, and | slowly build up life. There is a LOT of | lag coming out of this, so it's not as | useful as it sounds. Best used if an | opponent is dizzy. | ---------------------------------+------------------------------------------ | Hidden Serpent Slam (Ougi Enryu Tenshin) [DESPERATION MOVE] | | / O- / -O + AB | Lee tosses his fan into the air and O O O | slides forward, bursts of fire erupting | from the ground behind him. If he does | not hit with the slide, the flames will | not connect. | ---------------------------------+------------------------------------------ | Concealed Javelin of Judgement | (Hiougi Soten Muei Kyaku) [SUPER DESPERATION MOVE] | | / O- / -O + B | Lee dashes forward into the opponent. O O O | If he connects, he begins a long auto- | combo move (similar in style to the [POWER Mode only] | Ryuuko Ranbu in AOF/KOF). | ---------------------------------+------------------------------------------ REASONS TO PLAY LEE REKKA: - You don't mind being called "Cueball" or "Chromedome." - You DO mind being called "Cueball" or "Chromedome," and enjoy the idea of roasting people who call you that to a crisp. - Blades... are for amateurs. --------------------- 2.8 - Minakata Moriya --------------------- SUGGESTED MODE: Power or Speed. Moriya is a flexible enough character for either mode to be equally effective. In Power mode, his Super Cancel is comboable, which can make for big damage if the timing is right. In Speed, his uppercut move can be doubled, and his chains are very useful in general. His teleport also keeps him from being cornered, which is always a big plus. He has NO interruptible low attacks in Power mode, so he must be played more tactically, but he can be devastating either way, with enough practice. STAGE DESCRIPTION: Intro - A single candle flickers in front of an opaque silk screen. Then a sudden gust of wind blows it out, letting the screen darken. The only light now comes from the other side, a pale blue light that prints shadows of bamboo leaves across the screen. Stage - The stage itself is a road and a bridge leading across a river to an old, abandoned millhouse. Tall bamboo trees crowd both edges of the river, and the millhouse, swaying constantly in the wind. Reaching up over the bridge, shorter trees wave their branches wildly from below. A huge full moon hangs low and heavy in the sky, and leaves whip past constantly. Poses: Select - points his sword at opponent, "Tsuki yo ni agake." (Scream to the moon.) Start - Draws sword, points it threatingly at opponent, then assumes fighting stance. Start (vs. Kaede) - Draws sword, points and says, "Dou yara shinitai rashii na." (It seems as if you wish to die.) Taunt - points his sword at opponent, "Utsuwa ga shireru zo." (You will learn of my strength.) 1st win - sheathes his sword, harrumphs and then folds his arms as his coat blows in the breeze. 2nd win - turns his back to the player, sheathing his sword, and says, "Utsuwa ga shireta na." (You have learned of my strength.) 2nd win (vs. Kaede/Yuki/Kagami) - Points his sword at opponent and says, "Onore utsuwa ushire." (?) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMALS: back + B, interruptible down-forward + A, non-interruptible Moves: ---------------------------------+------------------------------------------ | Glancing Blade Haze | (Ittou Oboro "Jodan" [A version]) | (Ittou Oboro "Chuudan" [B version]) | (Ittou Oboro "Gedan" [C version]) | | / O- + A (high slash) | Moriya turns away, hand on the hilt of O O B (middle slash) | his sword. Depending on the button that C (low slash) | is used, he will strike out high, middle | or low. Can be used as a fakeout trick (D cancels the move) | or air defense. If the button is kept | pressed, the move is held until the | button is released. D cancels the move, | but there is still slight lag. If held | long enough, the blade will slash out | automatically, and will have more range. | By pressing A/B/C again immediately | after releasing, Moriya will prepare | another slash, but there is significant | lag before it can be released. | ---------------------------------+------------------------------------------ | Glancing Blade New Moon | (Ittou Shingetsu [A version]) | (Ittou Shingetsu Ura [B version]) | -O | \ + A/B | Moriya steps forward, swinging upwards O O | with his blade, creating the image of a | moon in the air. Functions kind of like | an uppercut, but its priority as air | defense is fairly low. In SPEED mode, | the A version can be followed up with | the B version (only if it hits). This | followup is called "Ittou Sogetsu." | ---------------------------------+------------------------------------------ | Glancing Blade Moonlight | (Ittou TsukiKage) | | \ -O + A/B (x3) | Moriya slides forward, slashing once, O O | which can be followed up by two more | applications of the motion. Functions [SUPER CANCEL] | identically to that of Kaede, but has a | bit more lag on the B version. | ---------------------------------+------------------------------------------ | Sash Blade Moonwalk (Taitou Hogetsu) | O- / | + A (away from opp.) | Moriya vanishes in a blur of motion, O O B (to front of opp.)| reappearing at a point specified by the C (behind opponent) | button used to do the move. Good for | faking out an opponent, but there is a | noticeable amount of recovery lag. | ---------------------------------+------------------------------------------ | Life and Death Moonlight Flash | (Kassatsu Izayoi Gekka) | [DESPERATION MOVE] | Moriya holds his hand on the hilt of his -O O- / | \ -O + AB | sword, like above, but when the buttons O O O | are released, he attacks in a flurry of | high, middle and low slashes. Good in (can be held) | combos, and does up to 16 hits when done | close to the opponent. | ---------------------------------+------------------------------------------ | Life and Death Wild Seasons | (Kassatsu MidareSetsu Gekka) | [SUPER DESPERATION MOVE] | Moriya dashes forward, sword extended. -O O- / | \ -O + B | If he connects, the background goes O O O | black as he begins a long series of | powerful slashes, doing severe damage to [POWER Mode only] | the opponent. | ---------------------------------+------------------------------------------ REASONS TO PLAY MINAKATA MORIYA: - Projectile-based characters are dorks anyhow, right? - Just look at that outfit! So stylish! Sure to be in the next GQ! - Nobody understands you, either. :) ----------------- 2.9 - Naoe Shigen ----------------- SUGGESTED MODE: Power. Shigen is simply not a combo-oriented character. He's most effective with short, two-in-one combos. Power enhances his already high damage, plus his Super Cancel is a flawless combo if done properly. STAGE DESCRIPTION: Intro - A stone wall, two growling tigers carved into its surface, crumbles and shatters, falling in a flash of white. All that remains is darkness, and a gleam of blue light which catches Shigen's arm and glaring eyes alone. Stage - The stage is a giant cavern, deep beneath the earth. Candles glow amidst huge, crumbling statues atop an altar, cracked stairs leading to them. More candles peek out from admist the stalactites and stalagmites that have formed over the centuries. Statues crowd the back walls of the caverns as well, candles resting on their every available surface. Water drips constantly from above, echoing strangely in the vast space. A good foot of water soaks the players' feet, splashing up around them as they fight, and reflecting the candlelight with a strange greenish tint. Poses: Select - raises fist threateningly and growls. Start - same as select. Start - growls and says, "Soko o... doke!" (Out of my way!) Taunt - same as select. 1st win - same as select. 2nd win - throws both arms wide, grunting victoriously, then raises fist threateningly and roars. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | no | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | no | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMAL: back + B, non-interruptible Moves: ---------------------------------+------------------------------------------ | White Tiger Talon (Byakko So) | | / O- + A/B | Shigen slashes downward with his stone O O | hand, hitting twice. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Exploding Spirit Blast | (Retsu Hoko [A version]) | Shout Blast | (Zetsu Hoko [B version]) | -O | \ + A/B | Shigen rears back, stabbing his hand O O | outward (A version) or upward (B | version). | (A version followed by) | tap A repeatedly | Will knock down the opponent. | (B version followed by) | tap B repeatedly | Hits multiple times in midair, then | Shigen grabs the opponent and slams him/ | her to the ground. | ---------------------------------+------------------------------------------ | Kingfisher Crunch (Hisui Sai) (close} | O- / | \ -O + C | Shigen grabs the opponent, chokes him/ O O O | her a moment, then does a two-hit slam | into the ground. In the frames before | he reaches forward, it has a version of | autoguard on it. Any attacks that hit | will do full damage, but will not stop | the move from coming out. | ---------------------------------+------------------------------------------ | Diamond Smasher (Kongo Sai) (close) | -O \ | / O- -O + C | Shigen grabs the opponent as crystal O O O | spikes emerge from the ground. He hurls | the opponent into the spikes, then slams | his fists into the opponent a few times, | shattering the spikes. | ---------------------------------+------------------------------------------ | Destiny's Retribution (Inga Ohou) [DESPERATION MOVE] | (close) | -O \ | / O- (x2) + AB | Shigen grabs the opponent, chokes for a O O O | a moment, then jumps into the air, | slamming the opponent into the spikes | which form on the ground, then hitting | the opponent with a two-fisted strike. | ---------------------------------+------------------------------------------ | Jagged-Point Poke (Fugu Taiten) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Shigen dashes forward SLIGHTLY, then O O O | does a repeat of his normal DM, this | time following up with bursts of energy [POWER Mode only] | slashes coming from his stone hand. | ---------------------------------+------------------------------------------ REASONS TO PLAY NAOE SHIGEN: - You get to beat up people who can't pronounce your family name. - The nickname "Brickchest" takes on a whole new meaning. - Grunting incoherently is ugh, oof, grrr, grunt, snort for the soul. -------------- 2.10 - Shikyoh -------------- SUGGESTED MODE: Speed or Power. While Shikyoh is reasonably good in Power mode, his best damage opportunities are given through combos, the vast majority of which can be done in either mode. His Super Cancel is very useful if you can lure an opponent into complacency, since it works as an air-to-ground combo. Both modes are worthwhile, with Power just edging out Speed due to the sheer amount of damage that he can dish out. STAGE DESCRIPTION: Intro - A large block of granite sits nestled in the ground, rain pouring down upon it. Lightning flashes, and suddenly first one and then another drop of blood spatter onto the granite, dripping down the side to mingle with the falling rain. Stage - Rain falls and gathers in huge puddles on the ground that splash beneath heavy feet; but the puddles are too red to be water alone. Clouds loom ominous overheard, dark red in colour as well, and lightning flashes occasionally, striking everything a vivid white. Bare trees shiver at each end of the stage, gravestones peering out from among them. In the middle lies a ruined shrine, surrounded by tumbled stone and broken wood. To one side lies an overturned bell, and in the distance is a gray, abandoned house. A few vulturous birds sit patiently atop the shrine ruins, waiting.... Poses: Select - wipes drool from his chin and grins insanely. He also gets bored if it takes too long and licks his blade, giggling. Start - licks one of his blades, giggles, then clamps the two together. Start (vs. Washizuka) - lies on ground and stands, saying, "Mitsura da," (?) and then laughing maniacally. Taunt - points at opponent and laughs hysterically. 1st win - wipes drool from his chin, begins to giggle, then points at opponent and throws back head, laughing insanely. 2nd win - faces forward, holding blades in front of face, and drops to his knees, and says something unintelligible (any ideas?), with a blade held to each side of him, staring at the sky and drooling. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | no | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Bald Eagle Swoop (Hage Washi) | | / O- + A/B | Shikyoh hurls his blade upwards at an O O | angle, then it comes back along the | ground. B version travels further and | faster than A version. If he is hit | while the blade is out, the blade will | fall to the ground and must be manually | retrieved. | (followed by) | (Tsuibami) | O + B | In midflight, the blade will spin up | | into the air, and fall to the ground. | It does hit during this time, and will | hit a downed opponent. GREAT way to | finish a round. :) | ---------------------------------+------------------------------------------ | Rotation Evisceration (Kaiten Kimo Eguri) | -O | \ + A/B | Shikyoh sticks his blade straight out (A O O | version) or upward at an angle (B | version) and spins it rapidly for many | hits. (followed by) | press A/B repeatedly | Repeatedly pressing the same button you | used to start the move will cause the | blade to fly away from Shikyoh's hand | a moment, for more range but fewer hits. | ---------------------------------+------------------------------------------ | Weasel's Slash (ZanNiku Kamaitachi) | O- / | \ -O + A/B | Shikyoh crawls quickly along the ground. O O O | If unblocked, he will climb onto the | opponent's chest, stab and flip off. | ---------------------------------+------------------------------------------ | (Ji Name Suberi) | -O O- -O + C | Shikyoh crawls quickly along the ground, | and will continue to do so until the | joystick is released. Looks identical | to the Weasel's Slash, but can crawl | through the opponent. | ---------------------------------+------------------------------------------ | Scissor Slice (ZanNiku Obasami) | (jump) | / O- + B | Shikyoh pauses in the air, then dives O O | to the ground at a 45-degree angle, | blades first. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Merciless Mash (Mujihi Sashi) | (close) -O \ | / O- + C | Shikyoh lays the opponent on the ground O O O | and stabs him/her in the stomach, then | grinds his blade around several times. | ---------------------------------+------------------------------------------ | Delirium Drubber (MeiKyoShisui Kyoki) [DESPERATION MOVE] | | \ -O | \ -O + AB | Shikyoh hurls his blade, spinning, into O O O O | the air. This does MANY hits, and will | juggle the opponent. When this move is | done, the blade MUST be manually | retrieved. | (followed by) | (Kosho) | press START | Shikyoh points a finger and laughs. | (followed by) | (MeiKyoShisui Kyoki [different Kanji]) | -O \ | / O- + AB | Shikyoh lifts his arms, and the spinning O O O | blade rises into the air again. If | timed properly, the move will do quite a | few more hits/damage. | ---------------------------------+------------------------------------------ | Wild Hunger Wallop | (MeiKyoShisui Kyoki [different Kanji]) [SUPER DESPERATION MOVE] | | \ -O | \ -O + B | Shikyoh dashes forward, slashing several O O O O | times if he hits as he dashes about the | screen, creating the pattern of a large [POWER Mode only] | Kanji character. | | ---------------------------------+------------------------------------------ REASONS TO PLAY SHIKYOH: - You got rejected as a guest on "Ricki Lake" because you didn't slobber quite enough. - Check out that "windblown" hair. - Opponent Tartare. YUM! -------------------------- 2.11 - Washizuka Keiichiro -------------------------- SUGGESTED MODE: Power. Washizuka has some truly dangerous (albeit small) combos at his disposal in Power Mode. His Super Cancel is remarkably stylish when executed properly. His SDM is pretty worthless in general, and will not combo out of anything. However, if an opponent is doing nothing but turtling, it can be used as an unblockable. Since his whole fighting style is based primarily on technical hits, he is generally best in Power. STAGE DESCRIPTION: Intro - Mist conceals, then separates, revealing a distant full moon over several dark, quiet rooftops. Somewhere in the distance, a lone dog howls. Water drips from the closest rooftop, falling to the wet pavement below... drip... drip... drip.... Stage - The stage is a dark street corner between several shuttered buildings. Recent rain shimmers on the street, reflecting buildings and the gray sky above. An abandoned cart lies nearby. On the closest building, rain water drips down from above, and trickles down the drainpipe to fall in slow, laborious drops to the street below. The sky is gray and hazy, masking the rest of the city from view, yet a distant full moon peeks through. Poses: Select - points sword at ground, says "Hashizu." (?) Start - Faces away from the opponent, then draws his sword, saying, "Waga yukite o habamu mono wa, yousha senu!" (I'll show no mercy to those who would thwart my mission!) Start (vs. Shikyoh) - Holds his sword and glares at Shikyoh, saying, "Ki... kisamaaaa!" (You... bastard!) Taunt - swipes air with sword, harrumphs, then wipes sword clean with a cloth. 1st win - points sword at fallen opponent and says "Mada owatte wa oranu zo!" (It's not over yet!) 2nd win - points sword at fallen opponent then sheathes it, saying "Waga kokoro zashi zurankou made." (?) 2nd win - wipes his sword off and sheathes it, saying, "Subete wa chuugi no tame, kikitsumu nomi." (This is all for the sake of loyalty, ?) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Fatal Flurry (Shikku Satsu) | Charge O- then -O + A/B | Washizuka slashes once (A) or twice (B) | at the air, sending flashes of energy | flying across the screen. The A version | is quicker, but doesn't go as far. The | B version has a LOT of recovery lag, so | it is best used only in combos. | ---------------------------------+------------------------------------------ | Foolish Flurry (Koku Satsu) | Charge | then O + A/B | Washizuka stabs upward at a 45-degree O | | angle, taking out airborne opponents. | B version has a needlelike energy blast | which accompanies it. | ---------------------------------+------------------------------------------ | Wolf Fang (RouGa) | Charge O- then -O + C | Washizuka charges forward, ramming into | the opponent, then... [SUPER CANCEL] | | (followed by) | | / O- + C | jumps and stabs. This hit is an O O | overhead. | (or) | | | \ -O + C | stabs forward, knocking the opponent to O O | the ground. In Power Mode, use the DM | at this point to juggle. | ---------------------------------+------------------------------------------ | A Glorious Death (Shun Satsu) | | / O- + A/B | Washizuka stabs quickly with his sword, O O | which, if connected, is then followed | by... (followed by) | | Press A/B repeatedly | a flurry of stabs at varying heights. | ---------------------------------+------------------------------------------ | True Fang of the Wolf (Shin RouGa) [DESPERATION MOVE] | | / O- / -O + AB | Washizuka charges forward. If he hits O O O | the opponent, he pushes him/her into the | far wall, strikes several times, then | finishes with a large vertical blast of | energy. VERY similar to Rugal's super | in KOF95. | ---------------------------------+------------------------------------------ | Final Wolf Fang (Saishu RouGa) [SUPER DESPERATION MOVE] | | / O- / -O + B | Washizuka dashes forward a high speed. O O O | If he connects, a HUGE Kanji symbol is | drawn onscreen (meaning "Loyalty"), [POWER Mode only] | and the opponent slowly falls forward. | Not too terribly impressive, but it's (can be held) | unblockable if held long enough. | ---------------------------------+------------------------------------------ REASONS TO PLAY WASHIZUKA KEIICHIRO: - The stern, Clint Eastwood types appeal to you. - You enjoy writing REALLY BIG. - A little impalement never hurt anyone... for long. ----------- 2.12 - Yuki ----------- SUGGESTED MODE: Power. Boy, further testing with this char has revealed a mess of truly nasty options at her disposal. Against the big characters (Shigen, Juzoh and Musashi), she can do tons of damage just be getting in close, and there's nothing that can be done to stop it (ie. blocking does not help). She also has some remarkably damaging combos with her Super Cancel. Speed works well too, but can't compare to the degree of damage she can dish out in Power Mode. STAGE DESCRIPTION: Intro - We start with the view from a porch, out over a snow covered yard. The view pans around, showing us snow covered trees and another building, all almost concealed in the gentle white blanket of snow. Stage - A snow covered yard behind a house, the roof also coated white. Huge trees reach bare, snowy branches to the darkened sky above. A river flows behind, the water slow and murky, crossed in the distance by a red bridge lined sparsely with lit lamps. The snow crumbles underfoot, and when players fall or step too heavily, snow slides, shaken, off neary branches or the door of the house behind. A gentle snow drifts in lazy spirals down from above, but as each round progresses, the snow falls heavier and faster, obscuring the landscape around. The players' breath fogs in the cold. Poses: Select - stands straight, says "Kakatte kinasai." (Come and attack.) Start - spins her halberd above her head, holds it at the ready, and says "Saisho kara, zenryoku de kuru koto ne." (From the beginning, attack with all your strength.) Start (vs. Moriya) - Appears dressed in a kimono with umbrella, says, "Matteita wa," (I've been waiting) throws away the extra clothing to appear in her normal outfit, and says, "Mitodokesasete, anata no honki." (Now, show me your true strength.) Taunt - flicks hair, says "Kakatte kinasai." (Come and attack.) 1st win - slashes the air with her hand, says "Sore de watashi ni katsu tsumori?" (You intended to defeat me?) 2nd win - slashes the air with her weapon, says "Makeru mon desu ka." (I'll never lose.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Ice Blade (HyouJin) | | \ -O + A/B | Yuki swings her spear upwards, creating O O | a large shard of ice, which flies off at | the opponent. A version stuns for a | moment after connecting, so it can be | followed with a quick attack if used up | close. B version knocks down. | ---------------------------------+------------------------------------------ | Frosty Flasher (SouKa) | -O | \ + A/B | Yuki swings her spear upwards, causing O O | a column of ice to emerge from the | ground and impale the opponent. | ---------------------------------+------------------------------------------ | Blizzard Blast (ShunSetsuZan) | | / O- + A/B | Yuki dashes forward, slashing downward O O | with her spear when she reaches the | opponent. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Ice Reflector (HyouKyou) | O- / | \ -O + C | With a quick spin of her spear, Yuki O O O | creates a large disc of ice in front of | her, which can cause damage or reflect | projectiles. | ---------------------------------+------------------------------------------ | Split-in-Two Swing | (close) -O \ | / O- + C | Yuki begins a four-hit combo, knocking O O O | the opponent into the air with the last | hit, which sets up a juggle opportunity. | ---------------------------------+------------------------------------------ | Frozen Whirlwind (YukishiMaki) | [DESPERATION MOVE] | Yuki begins a four-hit autocombo. If | / O- / -O + AB | no controller motion is done, she ends O O O | with a simple spear-thrust. | (followed by) | | \ -O + B | Yuki leaps into the air and brings the O O | opponent down with a powerful slash of | freezing wind. (or) | | \ -O + C | Yuki leaps into the air, slashing upward O O | as she goes. | | ---------------------------------+------------------------------------------ | True Frozen Whirlwind (Shin YukishiMaki) | [SUPER DESPERATION MOVE] | Yuki spins her spear above her head, | / O- / -O + B | creating a whirlwind of snow. This will O O O | pull the opponent forward. If the | opponent gets too close, he/she will be [POWER Mode only] | lifted off of the screen, and Yuki leaps | up after, coming down on the opponent | with many huge shards of ice. This move | is unblockable. | ---------------------------------+------------------------------------------ REASONS TO PLAY YUKI: - After all, blondes have more fun. - Unrequited love builds character. - You're never at a loss for a cold drink. --------------- 2.13 - Zantetsu --------------- SUGGESTED MODE: Speed or Power. Zantetsu is a pretty powerful character, but not so much so as Power Yuki or Speed Akari. The most potentially abusive thing about him is how easily his jumping B can cross over. Also, his "invisibility" lasts a fixed amount of time, regardless of whether or not he gets hit. Speed's combos serve him well, opening up plenty of damage opportunities. Still, Power's strength does him a world of good, and his Super Cancel is quite useful, albeit harder to pull off effectively than some other characters. If he gets close enough, his SDM can put the opponent in a world of hurt. STAGE DESCRIPTION: Intro - A wooden floor and the sound of water splashing. All is still, shadowed. Three sharp blades suddenly thud into the floor, one after the other. The view pans up a ladder into a darkened loft above. A shadowed figure crouches, waiting; cold metal in his hand gleams in the moonlight. Stage - The stage is the cargo hold of a large ship. An open cannonhole in the hull reveals the twilight sky and sea outside, and the lights of a distant ship. Stairs lead down from above, along with lamplight, cut into small squares by the grill between it and the cargo hold. Boxes and barrels lie here and there in neat stacks, some closed, some open to reveal apples, bottles of wine, and half full sacks. A cannon points out another open cannonhole further inside the hold, aiming at the moon itself which casts a gentle glow back onto it. Loose coils of rope scatter here and there, and the occasional rat creeps out to see the fuss. Poses: Select - tips his hat briefly. Start - Drops from above the screen and says, "Waga ryuuza no nige to narubeshi." (?) Start - tips his hat and says, "Nushi no chikara ikahodo ka." (Just what is the true measure of your strength?) Taunt - same as select. 1st win - tips hat, says "Jakusha ni you wa nashi." (I have no use for the weak.) 2nd win - tips hat, and vanishes as in his invisibility move, saying, "Shosen... haisha yo." (In the end... you are defeated.) 2nd win - turns his back to the screen, spins one blade in his hand, and says, "Shoushi nari," (How pathetic.) as his cape blows in the wind. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Flowing Shadow Fury (Ryuei Jin) | | \ -O + A/B | Zantetsu swings a blade upwards, which O O | creates an arc of energy. If it hits or | is blocked, the move can be done a | second time for a followup. | ---------------------------------+------------------------------------------ | Iron Cleaver (Hagane Tachi Kai) | -O O- / | \ -O + B | Zantetsu swings both blades downward, O O O | creating a huge blade of energy which | flies across the screen. Powerful, but | slow. | ---------------------------------+------------------------------------------ | Devil Drop (Tenma Otoshi) | (close) -O \ | / O- + C | Zantetsu wraps the opponent in his cape O O O | and vanishes, reappearing at the top of | screen and slamming him/her to the | ground. | ---------------------------------+------------------------------------------ | Temper Thrust (Kikou Hou) | | / O- + B | Zantetsu thrusts his hand forward, which O O | sends a small energy blast forward. The | attack is short ranged. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Underwater Undulation (Minamo Gakure) | O- | / + A | Zantetsu wraps himself in his cape, O O | turning himself semi-invisible. His | image flickers into view periodically, | and it lasts around 10 seconds. Being | hit or blocking an attack does NOT | dispel the effect. | ---------------------------------+------------------------------------------ | (Mukuro Nui) (in air) | | \ -O + A/B | Zantetsu pauses and hurls a trio of O O | knives at the ground. Opponent must be | on the ground to be hit. | ---------------------------------+------------------------------------------ | (Tenma Kyaku) | (in air) | + C | Zantetsu comes down with a diving kick. O | If he connects, he spins to the ground, | repeatedly kicking the opponent. (followed by) | | | + C | O | | ---------------------------------+------------------------------------------ | (Oboro Giri) | -O | \ + C | Zantetsu flips forward into the air, O O | creating a crescent of energy as he | kicks upward. Decent air defense. | ---------------------------------+------------------------------------------ | Praying Mantis Pounce (Toro Soujin) [DESPERATION MOVE] | | / O- / -O + AB | Zantetsu begins a four-hit auto-combo. O O O | Certain motions can be done before the | last hit to get a different finisher. | | \ -O + B | Finishes with his Temper Thrust. O O | | (or) | | | \ -O + B | \ -O + B | Finishes with the two-hit "RyuuEijin" O O O O | slash, then a large downward slash. | The final slash is an overhead. | (or) | | | \ -O + C | Finishes with his uppercut kick, O O | gradually carrying him/her to the top | of the screen, finally knocking him/her | back down with an air B slash. | (or) | | | \ -O + C | \ -O + C | Finishes with his uppercut kick, then O O O O | appears behind the opponent in the air, | knocking him/her to the ground with his | diving kick. | ---------------------------------+------------------------------------------ | Dark Hunter (YamiGari) [SUPER DESPERATION MOVE] | (close) | -O \ | / O- (x2) + B | Zantetsu wraps the opponent up in his O O O | cape, and three huge slashes can be | seen in the darkness, blood flying in [POWER Mode only] | all directions. A fourth, final slash | brings both fighters back into view. | ---------------------------------+------------------------------------------ REASONS TO PLAY ZANTETSU: - You want to put James Earl Jones out of an acting job. - It's the hat. Chicks dig the hat. - Hanzo may have invented the ninja piledriver, but you perfected it. ------------------------- 2.14 - Character Rankings ------------------------- No one seems to have been able to produce the usual Gamest rankings for the various characters, so I have compiled my own rankings list, along with my reasons for placing characters where they are. This is by NO MEANS OFFICIAL, so take it with a grain of salt. On the whole, Last Blade is probably the best-balanced 2D fighter in existence... none of the characters (aside from the bosses) can truly dominate the game, and even ones listed on the bottom tier can pummel the ones at the top if played well. ** GODLIKE-UNBEATABLE TIER ************************************************* Kagami Shinnosuke: KOF96 Iori never had the kind of ludicrous stuff that Kagami has... 50% damage off of a two-in-one? Insane... Also has the most useful, all-purpose special move in the game (the reflector). ** TOP TIER **************************************************************** Kaede: Even in his normal form, he can still dish out a ton of damage in a big hurry. He's a very combo-friendly character, and his Awakened form has some truly painful DM/SDM combos. Playing him like a typical Ryu/Ken character (read: like a scrub) will result in big pain for the one using him. Akatsuki Musashi: Very fast for his size, tons of damage, excellent normals, lots of multi-purpose special moves, an untelegraphed overhead, etc. Deceptively long-ranged, to boot. And of course, the ability to charge up his own super meter doesn't hurt. Yuki: Lots of megadamage combos, the only unblockable SDM in the game, and free damage against any of the bigger characters with a completely unblockable tick-into-grab. Very good air defense, good turtlebreaker. Rather weak at long range, due to the extreme startup lag on her projectile. Ichijou Akari: Good in Power mode, nightmarish in Speed. The most effective hit-and-run game I've ever seen. She is extremely good at keeping an opponent at a specific range. She also can be effective at most ranges, and has the best projectile in the game outside of Awakened Kaede. Zantetsu: Fast, good damage, effective at most ranges. Nothing truly abusive, but his jumping B is extremely easy to cross up with, so if you know his jumping range, it's virtually unstoppable. ** MIDDLE TIER ************************************************************* Minakata Moriya: Very strong combos and specials, but no good low attacks. His only low-hitting attacks are somewhat slow, and are all non- interruptible in Power mode. Very flexible character overall. Lee Rekka: Extremely fast. One of the only two in the game (along with Akari) who excels in Speed mode. He has the best high-low mindgame to be found, and his dodge makes him tricky. Good range, also has the best low attacks in the game. Lower damage than most chars though. Washizuka Keiichiro: Tricky to learn, but deadly effective with some practice. Very high priority normals, particularly in the air. For a charge character, the charge time is very short, and he can do some very damaging combos in the hands of a skilled player. Shikyoh: Lots of hidden stuff in his followups as well as plenty of knockdown combos. His DMs are useful, plus his Super Cancel allows him one of the only two air attack-to-DM combos in the game (the other belonging to Kagami). His special grab has excellent range. He's also quite fast, and rather unpredictable. Genbu no Okina: Tricky char to learn well... ironically enough, he is the best turtlebreaker in the game, and with practice, can be effective at all ranges. Neither mode seems to grant any particular grand benefits, though I personally think he's more effective in Power. ** BOTTOM TIER ************************************************************* These guys are only bottom tier because their speed and relatively short ranges require that one work harder to be effective with them. At high levels of play, they're more than a match for any other char in the game. Naoe Shigen: Big, does hella damage. Slow, but his moves are not very telegraphed, so he's rather unpredictable. Good on defense, offense requires more work, since he cannot run, just slide. Amano Hyo: Lots of lag, but a very good SC, and decent combos all around. Kind of sucky in Speed mode, but his Super Cancel allows him a ton of damage in Power. His dash is a very good surprise attack as well, and the presence of his counter move is a VERY big help. Kanzaki Juzoh: Slow, only truly effective at close range. His Super Cancel isn't too reliable, but he's still dangerous with practice. Quite worthless in Speed mode, IMO. ------------ 3.0 - Bosses ------------ The bosses are shown in a separate section, because they are in a class of their own, really. In here, you will find the boss code, as well as movelists and backgrounds for the two bosses as well. ------------------- 3.1 - The Boss Code ------------------- The boss code in this game is extremely simple. At the character select screen, simply do the following: 1. Press C six times, then 2. Press B three times, then 3. Press C four times. Do all of this within the space of 3 seconds (it's easy), and the bosses will become selectable, via means of arrows pointing left and right just above the icons for Kaede and Moriya. NOTE: Kagami cannot be selected in the arcade. He is ONLY selectable in the home versions (good thing too). The code will only unlock Musashi in the arcade. ---------------------- 3.2 - Akatsuki Musashi ---------------------- SUGGESTED MODE: Power. Musashi's damage potential isn't to be found in quick chain combos. His slower combos are interruptible enough to be of great use, and he has a reliable Super Cancel as well. STAGE DESCRIPTION: A strange canyon filled with molten lava; it pours down in thick streams from unseen ledges far above, and gathers to form a thick pool, glowing rocks floating against each other in it. The players fight on a raised area of rocks, broken and uneven, glowing along their cracked edges. On the far canyon walls, ledges jut haphazardly and figures are carved out of the rockface itself, lava trickling along and down their raised edges. Some of the figures appear to be praying. To one side a misshapen rocky head peers out of the lava; to the other, a giant rock hand makes an 'ok' symbol with crumbling fingers. In the sky a huge black gateway looms, spheroid in shape, sparkling with blue electricity that crackles along and around its surface. Clouds swirl and surround it, whipping across to obscure it in places. Poses: Select - stands tall, says "Maire," (Come on.) and resumes his fighting stance. Start - holds swords downwards, his symbol appearing on his chest and then vanishing again with a flash as he growls, getting louder until he assumes a fighting stance. Finally, he says, "Maire." (Come on.) Taunt - stands tall, flicks head up proudly, says "Ikagashi da." (?) 1st win - stands tall with swords crossed and says "Sono teido ka." (That's your best?) 2nd win - points swords downwards, then raises them and growls, as a wind from below blows his hair and his vest upwards. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | no | no | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | no | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ EXTRA NORMAL: back + B, interruptible Moves: ---------------------------------+------------------------------------------ | Intermittent Geyser (Kanketsu Sen) | | \ -O + B | Musashi stabs a sword into the ground, O O | and a huge blast of energy bursts from | the point of impact (cf. Power Geyser). | ---------------------------------+------------------------------------------ | The Menacer (Obiyakashi) | O- / | \ -O + A | Musashi slides forward, doing a short O O O | series of four slashes. Handy for | combos in particular. [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Cross Stance (Juji Gamae) | -O | \ + B | Musashi holds his swords above his head, O O | then slashes downward with both, making | a large "X" of energy in midair. (can be held) | | ---------------------------------+------------------------------------------ | Lights-Out Pillow Combo (Makura Niren) | (close) -O \ | / O- + B | Musashi stabs both blades into the O O O | opponent, and slams him/her into the | ground twice, then yanks him/her off of | his swords. | ---------------------------------+------------------------------------------ | Focus Blast (Shuchu) | Hold A button | Energy bursts up around Musashi, and if | held long enough, his POW meter charges | up automatically. | ---------------------------------+------------------------------------------ | Five Ring Meltdown (Gorin Tsurane) [DESPERATION MOVE] | -O \ | / O- -O + AB | Musashi dashes forward a short distance, O O O | his body sheathed in energy. If he | connects, he begins a series of several | slashes, arcane symbols flashing across | the screen. | ---------------------------------+------------------------------------------ | Heaven's Peerless Blade (Niten Muso Ken) [SUPER DESPERATION MOVE] | -O \ | / O- (x2) + B | Musashi dashes forward a short distance, O O O | and begins a series a normal slashes, | then stabs both blades into the enemy. [POWER Mode only] | He slams on either side four times, then | holds the opponent above him, and pulls | the blades apart forcefully. | ---------------------------------+------------------------------------------ REASONS TO PLAY AKATSUKI MUSASHI: - You're torn between the desire to emulate Haohmaru and Yagyu Jubei. - Big-ass tattoos of obscure symbols help you get all the babes. - Resurrection worked for The Crow, it can work for you! ----------------------- 3.3 - Kagami Shinnosuke ----------------------- SUGGESTED MODE: Power or Speed. While not as cheap as his Hyper mode, Kagami is still extremely powerful (and should not be used by serious players), since it's impossible to tell whether or not he is crouching or going to attack low. His moves are quick, have good priority, and do good damage. He can be equally effective by using his normal combos in Power mode or by relying on Speed's chain combos. STAGE DESCRIPTION: The entrance hall to a large house, dominated by two huge golden staircases curving up each side to a balcony that stretches across above. A long red rug with intricate golden designs marks the width of the floor for the players to fight on. Twin candlesticks and candelabras light the dim area between the staircases, more rugs covering the smooth floor. Archways lead off to each side, shadowy hallways glimpsed beyond, lit only by the occasional flickering lamp. The above floor is shrouded in darkness, the huge windows to each side letting in only pale moonlight and a flicker of lightning now and again. Poses: Select - jerks head back insultingly and harrumphs. Start - says "Jaaku naru mono ni," draws his flaming sword, then finishes, "ira iwanai." (?) Taunt - same as select. 1st win - points his sword at the opponent and says, "Tate." (Stand up.) 2nd win - Sheathes his sword and says "Amari ni... oroka." (That... was quite foolish.) Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | no | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: ---------------------------------+------------------------------------------ | Shiranui | | \ -O + A/B | Kagami swings his sword upward from the O O | ground, sending a wave of orange flames | a short distance along the ground. This | is NOT a projectile. | ---------------------------------+------------------------------------------ | Scream de Toaste (Sho Hoko) | -O | \ + A/B | Kagami spins upward into the air, orange O O | flames flying off of his sword. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Blazing Bawler (En Hoko) | (close) -O \ | / O- + C | Kagami lifts the opponent into the air, O O O | then stabs him/her, pulling away with a | burst of fire. | ---------------------------------+------------------------------------------ | Like a Furnace (SyoKyaku Funjou) | (in air) | + C | Kagami dives downward from the air, foot O | first. Stuns just long enough to combo | into something else after hitting the | ground. | ---------------------------------+------------------------------------------ | Awakening (Kakusei) [DESPERATION MOVE] | press B, C and D together | Kagami closes his eyes, and his sword | bursts into flames as he begins | floating. This transforms him into | Hyper Kagami for the rest of the round. | ---------------------------------+------------------------------------------ | Sparrow of the Red Lotus Strike | (Guren Suzaku) [DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, dragging the burning opponent | into the air. | ---------------------------------+------------------------------------------ | Confucian Conflagration (Funsho Koju) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kagami dashes forward, and if he hits, O O O | the blazing image of a phoenix bursts | upward into the air, dragging the [POWER Mode only] | opponent into the air. | ---------------------------------+------------------------------------------ REASONS TO PLAY KAGAMI SHINNOSUKE (normal): - Prime seafront property. - "Keys to the gates of Hell" sounds so much more impressive than "Keys to the city." - You've been brushing up on your "self-confident smirk." --------------------------------- 3.3.1 - Kagami Shinnosuke (Hyper) --------------------------------- SUGGESTED MODE: Power. This version of Kagami is so ludicrously powerful that he has no need for chain combos. He does a ton of damage normally, and his super meter rises at an alarming rate. Also, the A version of his uppercut can be Super Cancelled with relative reliability, doing incredible damage. Definitely not a character to be used seriously unless you like being thought of as a scrub. STAGE DESCRIPTION: The house is gone; shattered and torn apart by a great force that left behind only a splintering wooden floor, some threadbare rug pieces, and the crumbled remnants of the staircases. The explosion seems to have broken the cliffs to either side of the house, as well, barren and ravaged, lava pouring down them in thick streams. A huge, black spheroid gateway menaces from the sky above, flickering a crash and riot of electricity in the gray clouds that surround it and block all trace of the sky itself. The clouds circle in a strange whirlwind effect around the gate, avoiding its touch yet compelled to draw near. Poses: Start: as screen fades in, says, "Subete wa owaru... soshite hajimaru!" (It all comes to an end... and begins once more!) Taunt: jerks head back insultingly and harrumphs. 1st win: holds out his sword and says, "Tenurui na!" (Pathetic!) 2nd win: holds a hand up to the sky, jerks his head back and laughs. Normal Move Interruptibility Chart: | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ | | A | B | C | A | B | C | A | B | C | C | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ POWER | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ SPEED | yes | yes | yes | yes | yes | yes | yes | no | yes | yes | ------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+ Moves: Hyper Kagami has all of the moves of his normal version, including his HCF+AB super. However, much like Kaede's BCD Awakening form, they are faster and more powerful. He has some new moves in this form though, and his flames are now blue. ---------------------------------+------------------------------------------ | Devouring Hades (Jigoku no Goka) | | \ -O + A/B | Kagami swings his sword upward from the O O | ground, sending a wave of blue flames | a short distance along the ground. This | is NOT a projectile. For the B version, | he does a lunging overhead swing, then | then the flaming upward swing. | ---------------------------------+------------------------------------------ | Wings to the Afterlife | (Yomi e no Tsubasa) | -O | \ + A/B | Kagami spins upward into the air, blue O O | flames flying off of his sword. | [SUPER CANCEL] | ---------------------------------+------------------------------------------ | Fool's Whelp (Gusha no Nageki) | (close) -O \ | / O- + C | Kagami lifts the opponent into the air, O O O | then stabs him/her, pulling away with a | burst of fire. | ---------------------------------+------------------------------------------ | Path to Heaven (Meifu e no Michibiki) | | / O- + A/B | Kagami raises a hand, and a burst of O O | energy is emitted from the ground in | front of him at about a 45-degree angle. (B version can be held) | Decent air defense or combo material. | ---------------------------------+------------------------------------------ | Deception Reflection (Giman no Kagami) | O- / | \ -O + C | Kagami pushes a hand forward, ripples of O O O | energy emitting from it. This will | reflect projectiles and act as a Repel | for most normal attacks which touch it. | ---------------------------------+------------------------------------------ | (Fu no Sabaki) [DESPERATION MOVE] | (in air) | O- / | \ -O + AB | Kagami dives downward from the air, and O O O | if he connects, he blasts off at a wide | angle, dragging the burning opponent | into the air. | ---------------------------------+------------------------------------------ | Trial of Negation (Fu no Senrei) [DESPERATION MOVE] | -O O- / | \ -O + AB | Kagami rises slowly into the air and O O O | points a hand to the ground, emitting a | huge laserlike blast. Unblockable but | very slow. | ---------------------------------+------------------------------------------ | Blue Bird of Prey (Konpeki no Mokin) [SUPER DESPERATION MOVE] | | / O- / -O + B | Kagami dashes forward, exactly like the O O O | same SDM in his normal mode, except this | one also has a diving attack by the [POWER Mode only] | firebird at the end. | ---------------------------------+------------------------------------------ REASONS TO PLAY KAGAMI SHINNOSUKE (hyper): - Why walk, when you can float? - You enjoy being called "Blue Cheese." - You eschew skill, preferring to get by on sheer cheapness. ----------------- 4.0 - The Endings ----------------- In this section you will find transcriptions of the endings for each of the characters. For the most part, the spelling and grammatical errors of the actual game have been corrected. No graphic descriptions will be provided, as you should complete the game yourself to get the full effect. All endings follow a formula, like so: a. Kagami makes a short speech, and the gate to hell begins to close. A cinema is shown of the debris being sucked into the gate, along with the images of the four gods. b. Aftermath scene is shown, varying for each character. ---------------------- 4.1 - Akatsuki Musashi ---------------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Musashi] ...Pathetic man. A new age... is not far off! With Hades' gate closed, only my body is lost. ...It was a good battle! --------------- 4.2 - Amano Hyo --------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Narrator] ...A few days later... [Amano] Wow! I feel good! Whew! Drinking with you is one of life's pleasures. Good booze. Pretty blossoms. I can't get enough of this! ...!!!... Whoa! I almost forgot. What about it, you? One more shot? Huh, what's wrong? Drinking this sake alone It's a waste! Don't you think? By the way... Are you a man or woman? Man... press A Woman... press B (if you press A) [Amano] I thought so! Built like a ox, you are. Great cherry blossoms, huh? It's all on account of you. This is really great. All these babes too. Shall we? Here's to you! (if you press B) [Amano] Oh, yeah! Heh, heh, heh. You sure got great... ...equipment. You look tough, too. We could become a beautiful pair... ...How about it? A toast to our meeting! Here's looking at ya! Cheers. -------------------- 4.3 - Genbu no Okina -------------------- [Kagami] Our master... Quite impressive... [Okina] why? why try to open hades' gate? [Kagami] Hmph, old man, has your vision faded such? What is our mission? We four gods? To protect the pathetic, self- interested human trash? Not!!! We four gods exist to maintain order! ...These foolish humans, are destined for destruction. Now! Now is the new age! Now is the time... to build a new order! [Okina] Wait! Kagami! You're wrong! Wait! Wah! Fool! His hearth was too pure. ...Kagami! Look! We remaining three... will build a new era of hope! ------------------ 4.4 - Ichijo Akari ------------------ [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Four Gods] You did well, daughter of the Ichijo! If you did not help, Hades' power would've won. But I stay uneasy... Our strength will be given to a suitable one! Receive the power... ...of the four gods! [Narrator] And so it came to pass. Akari's exploits continued into the era of meiji and continued on! Akari Ichijo. Force of order... For her, that realization... has not yet... ...sunk in. ----------- 4.5 - Kaede ----------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Blue Dragon] Awaken! Successor to the Blue Dragon! You will be my strength... Do not be afraid. The following ages... will give new power! Come. Do not fear my power! ...... [Kaede] The blue dragon's power... The power within me... ...when using this power... I am no longer myself. I feel like i'm... Gyah. O, merciful heavens! [Yuki] Buck up...Kaede! [Kaede] ...Yuki! [Okina] What's wrong? Your master cries... [Kaede] ...Granpa! [Moriya] Hmph, you punk. [Kaede] Moriya! Hah, that's it. Destiny moves Don't fear... A new era... A new destiny... I'll take it all on! With this power! ----------------------- 4.6 - Kagami Shinnosuke ----------------------- [CPU Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Narrator] The puppet... slays the puppeteer. [Kagami] Hmph. Very well. There is no denying it: The human fools will perish! Now, more than ever... A new age is dawning! ------------------ 4.7 - Kanzaki Juzo ------------------ [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Juzoh] Whew! Over at last! [Akari] Juuu...zoooh! [Juzoh] Aaah! Akari?! [Akari] You left me behiiind! Waaiiiit! [Juzoh] Have pity! --------------- 4.8 - Lee Rekka --------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Lee] At last it's over... but is it really? I believe in justice... ...and have battled evil. But I ask myself this: Is violence the only answer? That guy said it, "We'll destroy ourselves..." I have only enforced "justice" trough violence. I'm also a foolish human... What is "justice"? What is the truth? I must find truth. Until I find "justice", I cannot return to the temple. Please forgive me. I'm a selfish little disciple! ......Lee --------------------- 4.9 - Minakata Moriya --------------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Moriya] ...Master! Pull yourself together! [Gaisei] Oh...Moriya... ...Listen to me...well... Don't even think of avenging me...you'll... [Moriya] ...... [Gaisei] He's too strong! Kaede, Yuki...you, too.. Ooohaaah...gyah! [Moriya] Master! [Gaisei] ...Ooh! Don't cry for me... This, too, is destiny. All living things die... Thanks to you three, I've had a good life... [Moriya] M, master? Master------!!! ------------------ 4.10 - Naoe Shigen ------------------ [Kagami] Hoo, hoo, hoo. [Shigen] Hmph. [Kagami] From hate, you become a demon. You're no better than a human! I give up. [Shigen] What? [Kagami] You must be destroyed. and your corpse... ...will be the base of a new age! [Shigen] Kagami! ...I...become a wild demon! ...But...the White Tiger... The duty of the guardians... Must not be forgotten! [Kagami] ...Hmph!... ------------- 4.11 - Shikyo ------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Shikyoh] What? What the?... W, waaaaaah! [Narrator] And so the battle of Hades' gate ended. Several months later, the damage was fixed. And life... returned to normal. And in the normalcy... the one who saved the world. Disappeared in the fog of the complacency of peace. -------------------------- 4.12 - Washizuka Keiichiro -------------------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Washizuka] A fearful enemy! [Soldier] Washizuka? Your next mission. You must crush the rebellion. A band of samurai and the choshu clan. They have formed a pact, and plan to seize power. [Washizuka] I understand. I'll investigate it post haste! I got a bad feeling about this!...But whatever may happen, they will not succeed! ----------- 4.13 - Yuki ----------- [Kagami] ...Foolish human. You'll destroy yourselves! Why? Love is impotent. Why? Why do you grow so strong? [Yuki] You don't understand. People can become as strong as they please. Yes... To protect those they love... [Kagami] Heh, heh, heh. Love? Loved ones? Only fools speak of such. Very well. The love you speak of... will disappear with my ambition! So long, ya sap! --------------- 4.14 - Zantetsu --------------- [Kagami] ...Foolish human. You'll destroy yourselves! O, to lose to you! ...but! In defeating me, you shame my existence! I rot with my plan. And return to the abyss! Again...my art will return! [Zantetsu] The demon... ...was not what was rumored. Hades' power was nothing. Those who slay the weak, are slain someday themselves. My technique... is the essence of battle. To slay all brutes, until I achieve perfection. Until I die, I must cut! [Narrator] Thus the way of "ninja" passed trough generations and was passed to successors of the afterlife. In every age... to fuel the powerful... ----------------- 5.0 - What's Left ----------------- In this section goes the assorted miscellaneous random (and sometimes redundant) stuff that doesn't go anywhere else. ------------------------ 5.1 - Neo*Geo CD version ------------------------ ------------------- 5.1.1 - Demo Viewer ------------------- Last Blade for the Neo*Geo CD has a few things which the arcade and home cart versions do not. The first of these is the ability to save any endings you have gotten. There is also an art gallery. In order to get the art gallery, you have to do the following: 1. Play through Story Mode once with Demo Cut OFF. 2. Beat the game with each and every character (including the bosses). 3. Play through in Short Mode twice, at difficulty levels 1 and 3. Once this is done, you will have a new screen in the Demo Viewer, with several very nice pictures of each character. Of course, the above steps are admittedly rather tedious. There is an easier way, though. To access everything (all endings, story demos and the art gallery) immediately, do the following. 1. Enter the Options menu. 2. Put the cursor over Demo Viewer, but do NOT press A. 3. Input the boss code (in 3 seconds, press C six times, then B three times, then C four times). You will hear the "select" tone. 4. Enter the Demo Viewer, and you will have access to everything. Enjoy the goodies! :) ------------------------------------------ 5.1.2 - What was lost in the CD conversion ------------------------------------------ A game as lushly detailed and animated as Last Blade was bound to have some corners cut when it made its way to the CD platform. Animations are missing here and there (primarily affecting Kaede more than anyone else, particularly Awakened Kaede). There are also some win and prefight poses that you will not see in the CD version. By far, the worst cuts were to the voice samples. Most characters lost at least 6-7 samples for their various poses and attacks. Also, due to memory restrictions, Hyper Kagami is loaded and selected as a separate character in the CD version. ------------------------- 5.2 - Stuff that's needed ------------------------- 1. Lists of character win quotes 2. Profiles of each character (background, physical info if available) 3. Storyline 4. Dialogue transcriptions 5. Color palette descriptions 6. Voice actor/actress names --------------------------- 5.3 - Contacting the author --------------------------- If you need to contact me, email me at This email address is being protected from spambots. You need JavaScript enabled to view it. with
    any suggestions/contributions.  Please do not mail me asking for tips
    on gameplay.  If you have something to contribute, please feel free to
    send it to me, and I will be glad to include it and credit you for the
    contribution.  Thanks, and enjoy the game!

  • http://www.neo-geo.com
    THE BEST resource for Neo Geo.
    http://www.neogeocd.comA site totally dedicated to the Neo Geo CD system.
    http://www.gameconsoles.com/Neo_Geo_CD_faq.htm
    CHRIS MULLINS&39;S NEO-GEO FAQ 61 questions answered.
    2 Years of work, but the author has too much strong and bad
    point of view on neogeo games. He dislike all game I use to like.
    Forget his review about games.
    http://www.hardmvs.com/Site dedicated to MVS
    http://www.neogeofans.com/
    http://membres.lycos.fr/coyote76/
    http://perso.wanadoo.fr/ved/
    http://www.neogeo4ever.fr.st/
    http://neogen.free.fr/
    Site en francais.
    http://www.arcadeflyers.com/The arcade flyer archive
    http://web.tiscali.it/neoencyclopedia/Neo Encyclopedia: moves and tips for fighting games
    http://www.neo-geo.com/forums/showthread.php?s=&threadid=2346Neo-Geo Forums - All About NEO GEO CD V2
    http://www.neogeoforlife.com/prototype/List of games never release. They appear here if they are found.
  • A real Neo Geo pad with a USB port

    DSC00996.JPG Bought on ebay for 5euro. this is the cheapest version of MS sidewinder you can find. 4 button upper and 2 in front.
    DSC00997.JPG Open it, and look at the circuit board. You must determine if the circuit board use a common pin (mass) that it share by all button. If this is the case, you will have no difficulties. Otherwise you must solder 2 wires for each button. It was the case here.
      Lightly sand all pins and connection under each button, if you have no common reference (mass) you need to careffully sand the 2 connection of each button
      Use a pen to mark each connection, this will avoid any mistakes durng soldering.
    DSC01000.JPG The Neo geo pad use a common circuit, now we need to join each button with 2 wires, so thee easiest way is to cut the circuit line (can be repared easily if needed afterward)
    DSC00999.JPG You need to do the same with the cross, aim is to have 2 wire going from the switch to the sidewinder board.
       
    DSC00998.JPG You can fix the board below the cross, there is a lot of space.
    Now just plug your new Neo Geo pad to your pc and enjoy the feelings of having a real pad for emulator.
       

    A Direct Pad Pro interface for a Neo Geo Pad

    I use to find his plan while browsing over internet, it has 2 shift registries and simulate a SNES pad, I use to made a lot soldering and it took me a lot of time. Another way is to use an old use SNES pas board. Attention, Direct Pad Pro has never been ported on Win2000 and WinXp and is not working! (only win98). I am now selling it for 30euro if you are interested...

  • The CDZ was released in 1996 as the Japanese market replacement for SNK's previous efforts (the "front loader" and the "top loader"). The Neo Geo CD had met with limited success due to it being plagued by slow loading times that could vary from 30 to 60 seconds between levels, depending on the game. Although SNK's American home entertainment division quickly acknowledged that the system simply wasn't capable of competing with 3D-capable powerhouse systems of the day like Sega's Saturn and Sony's PlayStation, SNK corporate of Japan felt they could continue to maintain profitable sales in the Japanese home market by shortening the previous system's load-times.

    Popular speculation suggests that SNK made several changes to the CD hardware to end up with the CDZ, most prominent is the rumor that they increased the CD-ROM drive speed from 1x to 2x. The truth of the matter is that the CDZ had a larger amount of cache. Though the CD-ROM motor in the CDZ may have been more efficient than the one in the original, it was still a 1x speed CD-ROM.

    The console had a design flaw which sometimes caused it to overheat after certain periods of time, breaking the console in the process and making it hard to repair. This was a result of a lack of ventilation in the cramped housing of the smaller unit and the inability to dissipate heat generated by the newer drive, which could damage the circuit board.

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    CDZ availability

    The CDZ was only officially sold in Japan during its production. However, its lack of a "region lock," and the fact that it could play older CD software, made it a popular import item for enthusiasts in Europe and North America. Today they can be found sporadically on the internet, especially through auction sites such as eBay.

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    Technical specifications

    • Main Processor: Motorola 68000 running at 12 MHz
      • Although the 68000 CPU was designed by Motorola, there were many other clones of this CPU found in the Neo Geo hardware. The most common CPU is the TMP68HC000 manufactured by Toshiba. This is essentially a Motorola 68000 clone.
    • Co-Processor: Zilog Z80 running at 4 MHz
    • Colors On Screen: 4,096
    • Colors Available: 65,536
    • Resolution: 304 x 224
    • Max Sprites: 380
    • Max Sprite Size: 16 x 512
    • Number of Planes: 3

    The system is also capable of reading Redbook standard compact disc audio.

    In addition to the multi-AV port all Neo Geo CD models had composite RCA A/V and S-Video out jacks on the rear of the console.

    The CD system's 58 Mbit / 7 MB of RAM was split accordingly:

    • 68000 Program Memory: 2 MB
    • Fix Layer Memory: 128 KB
    • Graphics Memory: 4 MB
    • Sound Sample Memory: 1 MB
    • Z80 Program Memory: 64 kB
    • VRAM: 512Kb (For graphics attributes)
    • SRAM: 2 KB (For high scores / general save data)

    © Copyright Authors - Source : http://en.wikipedia.org/wiki/Neo-Geo_CD – Article under CC-BY-SA

    Bought on eBay with 21 CD games.

  •  CHRIS MULLINS'S NEO-GEO FAQ VER 7.5 1998 e-mail: This email address is being protected from spambots. You need JavaScript enabled to view it. Want to check out the First Version of this FAQ? go: http://members.aol.com/CMull11217/private/neo.txt This faq is made by Chris Mullins for reading to anyone who wants to know about the Neo-Geo Entertainment System , the Neo-Geo CD equivalent, and the MVS arcade system. Now, please enjoy this faq! Contents Frequently Asked Questions: What is a NEOGEO or NEOGEO CD? What are the specs for the system? How much does the system and games cost? What accessories are available for it? Are Japanese games compatible with U.S. NEOGEO's? I want the "Blood and Bouncy" code for King of Fighters '94? How do I get it? I heard that Mas Systems does various modifications to Neo-Geo Cartridge systems. Please tell me about it. What is a NEOGEO CDZ? How come my games look weird when I play them? Can I play MVS cartridges in a home NEOGEO? I can't find the Home Cartridges I want. Are you sure I can't use MVS Cartridges in a Home Cartridge system? Are the NEOGEO MVS boards JAMMA? Do you have any NEOGEO Systems or Games for sale? What are the Memory Card and Controller Test? Can you get extension cables for the controllers? What about the Multi-Link feature? Are there any Third Party Manufacturers for the NEOGEO? How do I design a game for the NEOGEO? Are there any Back-Up units for the NEOGEO? Can the NEOGEO handle more than 330 Megs? What's the deal on the NEOGEO 64? Why can't I find my favorite Neo cartridge? Do you have any CODES for Neo games? What makes sense, ONE new cartridge, or a bunch of older cartridges? How come my Neo games don't work? I tried everything, but my screen still looks garbled! What should I do? Man, the NEOGEO CD is too slow! Can't I put in an 8x CD-ROM drive in my NEOGEO CD? I hate Composite video! How can I get RGB? What's the current status of the NEOGEO? What should I get, a Cartridge or CD system? What should I get, the NEOGEO CD, or the NEOGEO CDZ system? What should I get, a home cartridge system, or an MVS cartridge system? I want to get an MVS System(Arcade Machine or Super Gun->MVS board), but where, or how do I go about finding one? Is it Possible to Hook up my Neo controllers to an MVS board? Someone said that Metal Slug is a RARE game. Where do I get it? What about these "Prototype" cartridges I'm hearing of? What Games do you Recommend for the NEOGEO(CD)? What is the Biggest Game Currently for the NEOGEO? NEOGEO Cartridges with cardboard boxes? What the...? What's this I hear about NEOGEO Emulation? Oh my word! An SNK portable machine! Tell me more. I'm tired of my Neo Cartridge(s)(or CDs). How do I get rid of them? Can I Contact SNK? Game List Questions: You gave Art of Fighting 3 an Excellent rating. But I heard that was a bad game from other people. What's up with that? Someone has Fatal Fury 3 for $299, but I don't want to spend that much on the game. What's the market price for this game? How many games do you own for the NEOGEO? Are they any good? Are there any significant oddities pertaining to the Neo-Geo and its games? What games are only available in Japanese form on the Neo-Geo? Where can I find Neo Stuff, info about the Neo Mailing List, and other such things? Game List: Action Fighting Shooter Puzzle Sports/Other Japanese Name to American Name Market Prices Phone Numbers Other Information Past Updates Coming Soon To My FAQ! Frequently Asked Questions ----What is a NEOGEO or NEOGEO CD, and what are the specs for it? The NEOGEO is an exact copy of SNK's MVS arcade hardware, with MVS standing for Multi-Video System. SNK makes games in this order: MVS Cartridge, Home Cartridge, and CD-ROM(for the NEOGEO CD). Arcade operators have the MVS boards set up, to where you can play up to 6 games(can access different ones with a push of the button) while standing at one machine. There are also 4 game, 2 game(2 monitor), 2 game(1 monitor), and single units. The specs on this thing are pretty good(who cares if this is eight years old!), including decent sound(timetested). Here they are: Processor: Motorola 68000(12 Mhz), Zilog-80A(4 Mhz) (technically a 16-bit machine) Resolution: 320x224 Color Palette: 65,536 Maximum Colors On-Screen: 4,096 Maximum Sprites On-Screen: 380 Minimum Sprite Size: 1x2 Maximum Sprite Size: 16x512 Maximum Amount of Game Planes: 3 Sound Channels: 4-FM synthesis, 7-Digital, 3-PSG, 1-Noise channel Internal RAM: Work RAM: 64Kb Video RAM: 68Kb Z80 RAM: 2Kb Memory Card(see below) The NEOGEOCD has all, including a single-speed CD-ROM drive, 64Kb of Static RAM, 512Kb Video RAM, cool loading screens, and 56 Mbits of D-RAM! ----How much does a NEOGEO system cost? The $64,000 question, I guess. When the NEOGEO first came out in 1990, it cost $650 with either NAM-1975 or Baseball Stars Professional, and games soon followed, costing $200 apiece. Now, you could pick a Neo up for about $200, but new games run you $300 apiece, due to the extremely large size and megabit count of them. But you could find old, used games for a lot cheaper(about $40-50 apiece), and a lot better bang for the buck that way. (See later in the FAQ for my counterpoint to the statement above.) The NEOGEO CD came out in 1994 as the supposed answer to SNK's gamut of problems, with cheaper games and a standard medium to put them on. It's still a viable system to purchase, because the new games are about $200 cheaper. But certain used games are cheaper on cartridge, and load time is a big problem(due to the demanding fighting games made for it, and it being a single-speed drive). The NEOGEO CD costs about $250 new, and games run about $50-70 apiece new for it. ----What accessories are available for the NEOGEO? Joystick: There are two kinds of joysticks available for the NEOGEO. First is the bigger, more stable joysticks, where motions can be done with ease( most, at least). But the others are lighter, more apt to break, and harder to even pull off motions on it. To some people, they don't like the fact that SNK doesn't make the older, heavier controllers anymore, only the smaller, sleeker controllers. Memory Card: This device on the NEOGEO Cartridge System can save any position in ANY game(from 19-27 game positions saved), and can be put in an MVS arcade cabinet so you can resume playing from your saved game in the arcade(8 Kbytes of RAM). You can also use any memory card that has 68 pins, and that is JEIDA spec ver.3, or higher. Joypad Controllers: Pretty good controllers, but may be hard to pull off certain motions on it, and may seem out of place on the NEOGEO. RGB/S-Video Cables: Yes! You can have arcade quality graphics with the RGB cable(and near-arcade quality with the S-Video cable)! But, you'll have to make your own, because all of the old peripherals are not made anymore. Nylon Carry Bags: Have you ever wanted to take your NEOGEO on vacation? To college, or to your Grandma's? Well, now you can, with these nylon carry bags, which are padded for the Neo's protection. Although these products are rather old, you can probably still find them at SNK, or at other retailers listed in the "Phone Numbers" section. There are other products out there made by third-parties and other companies, but are not listed here. See "Phone Numbers" for companies that may carry the product that you're looking for. ----Are Japanese games compatible with U.S. NEOGEO's? Yes they are, and will play in English, if you have an English system. If you have a Japanese system, English games play in Japanese. The same goes for European PAL systems, as well. ----I want the "Blood and Bouncy" code in King of Fighters '94? How do I Get it? First, you can either input the code normally(which is time-consuming), or you can have a language switch installed. In the following paragraphs I will explain how to do so in a NEOGEOCD(Z). This may also work for the cartridge system as well. Also, don't turn the switch when the system is on! It may damage the system! And I will NOT take responsibility for your mishaps on making this, should an accident occur. Now, here are the directions: 1. Unplug all cables from the NEOGEOCD(Z), and remove any disks that may be inside. 2. Turn over the NEOGEOCD(Z) and remove the four screws at the corner of the case. After removing the screws, carefully lift the TOP portion of the case so that it does not get stuck on the joystick connectors. 3. Place the top portion of the case next to the bottom so that the CD data cable does not get removed from its socket. 4. Look at the board with the joystick connectors. Carefully remove the Data Cable from its socket. Next, remove the six screws and carefully remove the board from its case. Also, be aware that there is a switch already present on the board. This is NOT a pre-installed language switch(DON'T TOUCH IT!). 5. Look at the jumpers near the Data Cable(at southwest position from the Data Cable, when the diagram near the Data Cable is facing north, relatively). If you have an American NEOGEOCD there will be a jumper located at JN1. If you have a European system, the jumper will be at JN2. On a Japanese NEOGEOCD(Z), there is no jumper set. 6. Look at the jumper diagram near the Data Cable. Now you have to decide what modes to switch from and to. If you have any remaining jumpers, remove them with a soldering iron. Also take the time to decide whether you want a remote switch, or one soldered to the board. 7. (FOR JAPANESE TO USA MODE)If you decided on a remote switch, solder a piece of wire to one terminal of JN1 and solder the other end of the wire to one of the terminals on the switch. Next, solder another wire to the other terminal of JN1 and then to the other terminal on the switch. You now have a working USA to Japanese mode switch. You can now cut a hole in the case of your NEOGEOCD(Z) and mount the switch( if you want to). If you wanted to switch between Europe and Japanese mode just substitute JN2 for JN1 in the above example. Also, if you did not want a remote switch, you can optionally mount the switch directly to the board. This makes it really hard to change modes when you want to. (ALL THREE MODES) If you wish to have all three modes you have several options. First, you can buy a three-way switch, that must support both JN1 and JN2 open, JN1 closed and JN2 open, and JN2 closed and JN1 open. Or, you can install two switches. In the second part, you could use USA mode by leaving the JN2 switch in Japanese mode and setting the JN1 switch for USA. European mode can be used by leaving JN1 in Japanese Mode and setting JN2 for European. Japanese mode would be accomplished by leaving both switches in Japanese mode. Please do NOT leave both switches in either USA or European mode. 8. Now reassemble your NEOGEOCD(Z). 9. Now reattach everything and try a game in Japanese mode and then try it in American mode. If it works both times, you have a successful switch! If you don't want to do this yourself, please contact MAS Systems, as they will modify your NeoGeo to show the blood with the flick of a toggle button. But, on newer games, you don't have to enter a code, or make a language switch for it, because they already contain blood and other adultish themes. ----I heard that MAS Systems does various modifications to Neo-Geo Cartridge Systems. Please tell me about it. I'll try to explain the best I can, but since I only own a simple Japanese modded system, I'll only go by what other reliable sources told me about them. Here it goes: Stereo-SVideo Mod: This mod enables you to use S-Video and Stereo outputs on your Neo-Geo system(instead of composite video and monaural sound). I think it costs about $100 to have done, courtesy of Mas Systems. Debug Mod: Or known as the "Arcade Mod", or the "Game Developer Mod", this mod does quite a few things. First, it's a language changer for older titles. Then, it's a "Game Genie" for the Neo, enabling you to access secret characters by using access codes and such. And, you can have unlimited continues, damaging hits, and the like. It costs about $80-$120 or so to have done, also at Mas Systems. Japanese Switch Mod: Many people can do this, it is described above. Mainly, only do this now if you desperately need to beat Burning Fight on Hard or something, it is unnecessary at this point. If there are any more that I don't know about, feel free to e-mail me. ----What is a NEOGEO CDZ? That is a NEOGEO CD enhanced hardware, such as better caching capabilities. IT IS NOT A DOUBLE-SPEED DRIVE, it just seems like it. I've tested it, and opened the CDZ and CD, and there is the same drive mechanism. Right now, it is only available through Japanese importers, and plays CD games only in Japanese(on newer games, there is an option for the game to display English, Spanish, and Portuguese also). ----How come my games look weird when I play them? Well, you either need to clean your games very well, or you may have one of the PAL systems that was floating around here in 1992-1993. If you do, and your system is still under warranty(yeah, right!:) ), SNK will fix it free of charge. If you aren't still under warranty, they'll fix it for a fee. --------Can I play MVS cartridges in my NEOGEO? Well, you used to be able to get them converted, but not anymore. The conversions require you taking the MVS chips out of the casing, putting them in the home cart, and re-wiring it to work. Very tedious, indeed. The people that used to do this, are not around anymore, or don't want to do it. But, with a special adapter, one may play home carts in an MVS system. I do not know where to find an adapter like that, or EVEN if one is made, but I'll try to find one so I can pass the info to my FAQ readers. ----I can't find the Home Cartridge games I want. Are you sure I can't use MVS cartridges in my Cartridge system? Yes, I'm sure, I speak that from experience(I bought a Ninja Master's MVS cart on about 1/20/97, and it wouldn't fit in my home system). And do you know the reason why SNK made the MVS and Home Cartridges incompatible? Because arcade operators couldn't buy the "cheap" home games for arcade use. Don't fret, you can try to find those hard-to-find games, if you look hard enough. ----Are the NEOGEO MVS boards JAMMA? Of course they are, the main boards indeed have to be in order to run on mainstream cabinets and the Super Gun, you know. But, in order to play an MVS game, you need the main MVS board(1 slot through 6 slot), and a Super Gun, or a JAMMA harness and an arcade cabinet. ----Do I have any NEOGEO Systems or Games for Sale? Unless I specify that I have anything for sale, or if the offer sounds good to me, I won't sell my Neo Carts, unless I put them up for sale. Don't worry, if you want a game, I'll help you find it. Just ask me. ----What is the Memory Card test and the Controller Test? The Memory Card test does test and let you format cards, delete saves, copy saves, and read files. You press and hold ABCD when a game is inserted, press reset, and it is activated. The Controller Test tests to see if you have a broken controller, and it is activated by inserting a game, turning on the power as you're holding ABCD. There is either a 0 or 1 when you press any button in the test. ----Are there extention cables for my controllers available? You can actually use PC controller 15-pin extention cables without any modifications necessary. ----What about the Multi-Link feature? Some games (Riding Hero, League Bowling, World Heroes Versus, any more?) for the NEOGEO feature the Multi-Link Feature, which means you can network two NEOGEOs together, with two separate TVs. But the Multi-Link Cable is essentially a wire with two male mini-headphone jacks, one at each end. ----Are there any Third Party Game Manufacturers for the NEOGEO? There used to be several third party companies publishing in America, but now only produce in Japan(and let SNK publish them over here), such as Visco, Pallas, Video System, Alpha Denshi(ADK), Face, Saurus, Sunsoft, Aicom, DataEast, Tradewest, Hudson Soft, Nazca, Taito, Viccom, Technos, American Sammy, Monolith, Takara, Success, NMK, and Wave. They all publish games in Japan, or just stopped making games for SNK. To tell the truth, most of these were probably separate entities within SNK, such as ADK, Saurus, etc. ----How do I design a game for the NEOGEO? Whoa, whoa, settle down! Remember, this is a topic, which has a lot more to it than the space I've devoted here on it. I'll give you the rundown on the sequence of events, in order to program a game for the Neo: 1. Get a developers' kit from SNK(home system based), so you have the exact programs and tools that SNK uses themselves to make games for the Neo(This step can be sidestepped, but making a game compatible with the Neo later can be quite a hassle). 2. Now, get some developers' programs, load your computer up with RAM, and get a very good graphics card. Also, start learning to program in C (ANSI C, or Objective C), because you'll have to program the game this way(maybe Assembly code?). 3. Get an EPROM burner, which programs the ROMs needed for a Home Cart or an MVS game(CD-Recorder for CDs). You'll have to use a better, more finished ROM for the finished product, and construct a cartridge(or get a CD). 4. Playtesting. You have to playtest this game for bugs, and to test certain spots in a game, a LOT! But, if you need to test something that's far in the game, that's what codes are for, to get there in a flash(they are programmed in the game). Afterwards, you're almost done, but you may need to do a couple more steps. 5. Design the artwork and instructions for the game. Make sure that it looks pretty professional, and looks like current Neo instruction booklets. This is very important, as good artwork complements a good game, but bad artwork will make a good game look bad. 6. The final step, is to either send the EPROM to SNK, and they may buy the rights to the game(for some good money), or you can pay the licensing fee, and make Carts yourself(CDs), as a company. But, the licensing fee will run, on an average, over $500,000, so for most people, that is not a feasible option anymore, considering the limited run of Neo Carts(CDs are pretty limited too, certain ones). Hope this helps, if you have any questions, feel free to e-mail me, I know some more about the subject, and I can share that with you, if you're interested. ----Are there any Back-Up units for the NEOGEO? Man, I wonder what someone would need them for? :) Anyways, you could probably find one of the old Multi-Game Doctor units that could be floating around. But, since there are no more back-up units in production, and the Multi-Game Doctor cost about $1300 New, you'll have to pay a pretty penny to get your hands on one now. Unfortunately, I heard that it took about 10 minutes to load up a game on the device. ----Can the NEOGEO handle more than 330 Megs? Of course, but there may be some animations cut here and there, but the limit is not 330 Megs. They should call it "Max 1 Giga", but 1000 Mbits in a game would make it very expensive on cartridge. I'll contradict, that, as of(5/13/98), there was a 539 Meg game just released, called Real Bout Fatal Fury 2. Now, with the "Max 1 Giga" technology that SNK's using to make bigger Neo- Geo games, we may see games hit 1000 Megs in the near future, before the Neo dies. ----What about the NEOGEO 64 that I've heard about? This is SNK's next generation system(so aptly named!), and may become a reality in the home, but a sure thing in the arcade. Even though Samurai Shodown(Samurai Spirits in Japanese) is the first game, most everything else is rumors or speculation. Maybe, but SS64 doesn't look the best at all. The game controls sloppily, and looks like Tekken 1, ver1. The NEOGEO 64 has a LONG way from becoming the 3D system of the future, but if they do 2D games............ The NEOGEO 64 also will sport racing games, and maybe action games also. There are prototypes of Art of Fighting 4 out on the NEO 64 , which, since it is polygon-based, will put an end to the 2D era, should it ever take effect(personally, SNK needs experience making these games, and need the experience now!). But, as of July 13, 1998; the NEOGEO 64 is actually becoming a good platform, as there are much better games coming out, like Samurai Shodown 64 II and Beast Busters: Second Nightmare. SNK is learning how to make these games, and they really want to learn. Good efforts so far.... ----Why can't I find my favorite NEOGEO cartridge? When SNK makes games, they make very few cartridges now, but they used to make more than they did, due to the huge size of the games nowadays. Produ- ction is now in the low-to-mid hundreds(or even in the dozens!), so buy them when you can, and don't be afraid to spend $150 or more on a newer game, just not on anything older than that. Games older than that should be a lot cheaper(but may not be, if it is rare, like Sengoku 2). ----Do you know any CODES for any Neo games? Of course I do. Following, are most of the codes for games on the Neo. If there's any more that you would like to add, please notify me at This email address is being protected from spambots. You need JavaScript enabled to view it.. Here they are: Art of Fighting 2 More power for the second game: To do this , you must own Art of Fighting 1 & 2 on your Memory Card. First, win all 3 bonus games on Art of Fighting 1 and save your game. Then go to Art of Fighting 2 and then. choose load memory. Then choose the Art of Fighting 1 option you will be given. You will begin the game with all of the charac- teristics of the AOF1 bonus stages completed in Art of Fighting 2, with extra power to boot! Double Dragon Play as Duku or Shorko: At the character select screen, put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for 4 seconds each time. If you do this code correctly, you will hear someone say ,"BINGO!". Now you can choose Duku or Shorko. Fatal Fury Special Sound Test: Pause the game, then press, in order, A, B, C, D, A. Fatal Fury 3 Tiny characters: This works in the versus mode only. Once you select the two fighters, hold B and C on both controllers all the way through the loading screen until the match starts. You have to do it again for each fight you want the code to take affect. Hidden Characters: When you defeat Jin Chonrei and finish the game, save it. Now load the game and choose "NEW GAME". Then, at the character select screen, move the cursor, to Terry, Hon Fu, Mai, Geese, Bob, Sokaku, Andy, Bash, Joe, then Mary; each time you move to a fighter, press B. Then, you will hear a voice say "Here comes the new fighters!" Kabuki Klash(Tengai Makyo Shinden) Boss Code: Go to the battle mode, then push B 12 times, then right 8 times on controller 1. The screen will flash and you will have control of Manto Ape and Karakuri. It will work on controller 2 as well. Change Color: After entering the code above, do the following: Select Yagumo: press A, A, forward+A, C. Her clothes will change to white if you did it correctly. Choose Kinu: press down, down-back, back, down-back, forward, BC. Her outfit will change to purple. King Of Fighters '94 Blood and Bouncy Code: On the high scores screen press A and D on controller 1 while pressing B and C on controller 2. King of Fighters '95 Playable Bosses: Pick "Team Edit". At the character select press up+B, right+C, left+A, and down+D. Saisyu Kusanagi and Omega Rugal will appear. Blood and Bouncy Code: On the high scores screen press A and D on controller 1 while you press B and C on controller 2. King of Fighters '96 Boss Code(CD only): Press and hold the start button, then press up+B, right+C, left+A, down+D. King of Fighters '97 Play as Orochi Iori: At the character select, put the cursor on Iori, then hold start and press left, right, left, right, left, right, A+C. Play as Orochi Leona: At the character select, put the cursor on Leona, then hold start and press up, down, up, down, up, down, B+D.(after inputting the Iori code) KOF 94 Kyo: Highlight Kyo Kusanagi, hold start and then press any button. Play as the Orochi Team: At the character select, put cursor on Shermie, hold start and then press up, left, down, right, up, down, B+C. See your team's attitude: While choosing a character at the order selection screen, hold C. A smiley face will appear that represents the character's attitude. A smiling face means "always aid" and will add 1 bar to the second character in advanced mode. A neutral face means "random aid". A frowning face means "never aid" and will remove all power bars. Choose a winning pose: Hold A, B, or C to select your pose. Fu'un Super Tag Battle Boss Code: Using them will put you under the following conditions: 1.No memory card saves. 2.No name sign in, for high scores. 3.No ending (story). 4.Fight alone. At the team select screen, set the cursor on Mezu. Move left, up, right, you'll be on Gozu. Circle the screen once counterclockwise, returning to Gozu. Press D, you'll hear Jyazu's laugh. Jyazu is above Gozu's panel, tap up to access him. (up again to return to Gozu) It's the same for King Leo, who is above King Lion's panel. Magical Drop 2 Hidden Characters: At the character select, highlight the following characters and press down (in order, of course): The Fool, Magician, High Priestess, Chariot, Justice, Sorceress, World, Devil. You may now select Strength or Empress. Ninja Masters Play as Ranmaru and Nobunaga: Begin a one-player game. On the first player's side, set the cursor on Kamui and press left, down, left, up, left, down-left, up, right, down, right, up, C and D. The bosses will appear. Beat the Clock: This is for a 1P game only. At the character select, the cursor will start on Kamui. Once there, press down, left, up, left, down, left, up, left, down, right, right, right, right, up. Your cursor will be back on Kamui again. Press C and D together, now you can pick your character. The time attack will be canceled if player 2 decides to join the game. Pulstar Full Power(CD only): This code will let you restore your power whenever you are blinking (when the game starts or you've detonated your probe). To do it, press up, up, down, down, left, right, A, B. Stage Select(CD only): On the "Stage Start" screen, select the stage with all four buttons (A, B, C, D) at once. This will give you access to stages 5, 6, 7, 8. For example, highlight stage 1, then push all 4 buttons to select stage 5. Stage 2=6, 3=7, 4=8. Demos(CD only): At the title screen hit left 7 times then right once. Now pressing A-D on either controller will show the corresponding cinema. 1P=demos 1-4, 2P=demos 5-8. Real Bout Special Play Geese Howard: By finishing the game without losing a round you will obtain the status of "Ace Fighter", then at the Ranking screen press: right, up-right, up, up-left, left, down-left, down, down-right, right, down-right+ABC. If done correctly, you will hear Geese say: "Come on." "EX" Versions of Characters: At the character select, move to the character you choose to play as, then do the following: Hold the start button (don't let go of it!) Tap buttons in sequence: B, B, C, C. Now hold down the B button for about a second. While still holding B (and Start), press and hold the C button. While holding these three buttons, press A or D to select your character in Shadow form. You may now let go of all the buttons. (A or D is used to select the color of your character's clothes) Samurai Shodown Play as Kuroko: At the character select screen in a versus game press up, down, left, up, down, right+A. The player who wants to play as Kuroko should press these buttons. After the match the game will reset. Play as Amakusa: Select any character and enter versus mode. Lose and then save the game. Load the game and then select Charlotte with controller 2 and continue the game. Press start on controller 1 in the bonus phase. Player 2 will transform to Amakusa. Samurai Shodown II Blood Code: Go into the options. Highlight "EXIT" and press A+B+C+D simultaneously. Play as Kuroko: Start a two-player game. On the character select screen, press up, down, left, up, down, right+A. You may now select Kuroko. Unlimited POW : Press start on controller 1, and move to the option mode. Press start on controller 2, then in the options menu, you can now change the POW setting from "NORMAL" to "MAX". Samurai Shodown III Play as Minazuki Zankuro: Join into a 1-player game on controller 2. At the character select, move the joystick from Shizumaru; left, left, down, right, right, up, right, down, right, right, up, left, left. You will be back at Shizumaru. Once there, wait about 3 seconds, then press A,B, and Start simultaneously. Minazuki Zankuro will appear. Samurai Shodown IV Seppuku(Suicide): While playing, press left, right, down+start. Blood Code: You will get blood and the ability to perform "No Contest" moves. On the option screen go to "EXIT" and press ABCD all at the exact same time. Play as Minazuki Zankuro(CD only): In the versus mode, hold the D button and press "A". Both players may play as Zankuro, but in the versus mode only. Twinkle Star Sprites Play as the bosses: On the character select screen hilight Load-Ran, press up 4 times and press a button to select Sprites, or press down 4 times and press a button to select Memory. Also instead, you may highlight Griffon (the group with 3 people) and follow the same procedure to select Mevious (up) or Dark-Ran (down). World Heroes Perfect Play as Neo Dio: At the character select screen, hold B and press up, up, down, down, left, left, right, right, BC. Play as Son-Goku: At the character select screen, hold C and press up, up, down, down, left, left, right, right, BC. ----What makes more sense to buy, ONE new cartridge, or a LOT of old carts? Personally, I would look at it this way: I could buy a new crtridge, such as King of Fighters '97, and play it somewhat for 5 months, or buy 5 old games for that cost, and get maybe 1 month out of them, due to limited replay value out of them. I would go with the new, except when there are 2 or more older games you want. ----How come my Neo games don't work? Well, you have to clean the games! I can speak from experience, and carts can get very dirty, and cleaning them shows you how much dirt there is on them. You take a solution of Isopropyl Alcohol and water, and clean the contacts with a Q-Tip. Also, if you just yank out the games instead of taking them out carefully, contacts, over time, will partly come off. So treat your carts well, and they will last a long time! Or, you could have pushed the cartridge too far in, which will make bigger games(i.e.,King of Fighters '96) screw up. Put the carts in ALMOST all the way, and push them back up a LITTLE bit to make them work. Always put the cartridge in, game logo in front, or else you may mess up the system contacts. The last reason, is if you have a Japanese/American switch on the back of your Neo-Geo(cart or CD), with it enabled in Japanese. Newer games will not work like that(from Fatal Fury 3 -onward), so you must switch it back to American. I speak from experience(I bought a system from GameDude like that, and games like Crossed Swords and Fatal Fury 3 wouldn't work), so switch it back to American! The switch is usually between the power cord and AV plug-ins on the back of the Neo-Geo. ----I tried everything, but my screen looks garbled still! What should I do? Well, if you tried what I said earlier, and it still doesn't work, follow these steps(I will NOT take responsibility for anything bad that happens): 1. Open up your system(or call SNK and have them fix it for you, for a fee of course), and find where your AV and AC outlet wires plug into the back of the machine. Then find the cartridge port, and connect (or re-connect) the wires in all three, the AV, AC, and cartridge ports. MAKE SURE THE POWER IS NOT PLUGGED IN! 2. Well, if you know a lot about soldering and electronics in general, you can try to convert an MVS board into a home one, just take the AV ports , AC outlet plugs, and the cartridge plug(unless you want to play MVS games in your home system, which in order to do so, cut away the cartridge opening on the system casing). You may need an RGB-NTSC converter, depending on what you want to do(MVS or Home). However, these are very shallow descriptions, and are not attempted yet. Don't do this yet, but if you choose to, e-mail me first, and we'll talk it over. 3. Use a step-down converter, to convert 110V to 100V. This will make it run more efficiently, and may jump-start your system. It is safe, since this has been tested. 4. Send your system to SNK of America. Call them first, and get some prices on how to fix your system, you'll have to pay shipping both ways also, so expect it. They'll fix it for you in about 3 weeks, depending on what they do, they'll charge accordingly. Make sure you tell them what you do, what the system does, and other things that they may need to pinpoint the problem. I hope that solves your problems, if you have a Neo CD that needs fixing, just figure that when I say "cartridge port", I mean CD laser and mechanism(maybe controller to CD player, too, to run the drive) can be transported to the other system, if necessary. ----I'm so sick of composite video. I want RGB! Have you got a PAL Neo*Geo with an RF, or composite cable? Yes I know, it sucks big time. Well, no need to scream, because it is very easy to make it look about a hundred times better than RF output. Just two steps. Step 1 You need to force your Neo*Geo to display through the NTSC signal. Why? Because unlike the PAL signal it is 16% faster, full screen, and above all , it looks as the programmers intended. To do this, just open your Neo*Geo by unscrewing the four screws on the bottom (3 of the screws are hidden under the rubber feet; just remove the feet with a little screwdriver). Once your console is open, locate a small piece of bare wire (very short) in the area of the top right corner of the motherboard, it is called PAL 1. There is no need to be uneasy, it is marked as PAL 1. Now with a small cutter just cut it in half, and make sure that no contact is made. That's all. If you did everything fine you should get full screen signal (NTSC). Step 2 Now for the optimum display (RGB) make a SCART/RGB (Euro Scart) cable. You can either get one from a store, like Telegames UK, or make your own. I do not have any info on how to make one, however. If you did all well, you should now get a perfect display from your Neo*Geo. You COULD be a bit unlucky and get a composite display (not as good colors) through that cable on your TV set, after all that is what happened to me. Well, getting around is a pretty simple affair. All you got to do is to put your TV in Teletext mode, and it automatically switches to RGB! Then, with the approppriate button, remove the teletext page number, and there you have it! ----Man, the NEOGEO CD is too slow! Can't I put in an 8x CD-ROM drive in my NEOGEO CD? That's a tough one to answer. Well, it may depend on your computer skills, whether you should put in a SCSI or IDE controller, because you may not be able use the Proprietary interface that the NEOGEO CD uses to upgrade your CD Mechanism. If you succeed in doing so, or just connect the drive to the CD unit, you'll have successfully installed it! (Note: You may be able to plug the drive into the unit, without any modifications necesary.) But all that work may be for naught, because most of the access time depends on what speed the games are produced at. Most are still produced at 2x or 4x, so anything higher than a 6x or 8x drive is not necessary at all. In fact, even a 4x drive may not be necessary, which means you'll be partying with your NEOGEO CD(CDZ, perhaps?), taking a while still to load games. It is EXTREMELY difficult, and no one has pulled off a successful translation. I'll let you guys know if anything new pops up. ----What's the current status of the Neo? The current status of the Neo is good. It's meaning, of good, is that there are a fair number of games available, and coming out, but the games are now readily available, such as Real Bout Fatal Fury 2, Blazing Star, and Metal Slug 2. Since the "Max 1 Giga" capabilities with Real Bout Fatal Fury 2 are used, we'll see more Neo-Geo games before it's through, perhaps up to 1000 Megs! Looking back at 1992, no one would have imagined that the Neo STILL has a following, and it's doing rather well. ----What should I get, the CD or Cartridge System? It all depends on two things, how much you play games and how long you are willing to wait for a game. If you're like me, someone who has a lot of other things to do, but expect your game to work, and have NO load time, the cartridge is for you. Even though the games run from $30 to $299, they are QUALITY- built, and is designed for extended play. The Neo-Geo CD, on the other hand, is made for play, and are cheaper, from $20 to $50, and is made for the person who buys a LOT of games, and only plays video games in his/her spare time. But, the load time is horrendous, and is of a cheaper build quality. Even though you can find the CDs a LOT easier, you can find almost all carts by just checking all the retailers periodically. CD or Cartridge, it depends on what you can afford? The question should be, how many games can I afford? I personally have 11 carts, but have had as much as 40 carts, before I sold them last month. Even though some carts are expensive, I don't buy every new one, because I'm saving for a car, taking care of others, etc. :) If you plan on buying more than 25 games brand new, go for CD. But if you have a decent job, can pay for games himself/herself, like yours truly, and play them when you want to, go for cartridge. ----What should I get, the NEOGEO CD, or the NEOGEO CDZ system? Basically, it depends how much money you have, whether you want to play older games in English or not, and if you can find a NEOGEO CDZ. Even though the CDZ has a double-speed drive, loading time is not twice- as-fast, more like a little faster, since SNK may make games at 1x speed. The CD unit has going for it, a sleeker design, more English games that can play English(CDZ, you're stuck in Japanese for some titles), and you can find the system easier. But, the load time can be awful, and on the older games, you either play them in English mode, or have a Japanese mod switch done on the system. The CDZ unit, loads faster, you can have access to the blood codes (meaning Japanese mode), and it's easier to install a switch to Japanese mode on the system. But, it costs about $300-400 for the drive, which may turn off some people. Also, there is a limited edition, FRONT-loading Neo-Geo CD unit, which was the first one that came out in 1994. Only 2500 units were made, but the drive is single-speed. The cost is about $500 on this one. It's entirely your decision, but this decision will come down to whether you have the money to buy the CD(Z) unit, or whether you can find one. Hope this helps in your quest to pick the right Neo system for you! ----What system should I get, the home cartridge or the MVS cartridge system? What kind of games do you want, rare games or not-so-rare games? Games such as King of Fighters '97 are not really rare, but ones such as Kizuna Encounter and Ragnagard ARE really rare. MVS games are also cheaper than the home games, and the so called "collectors" charge lots of money for rare Neo home games. What is this world coming to? $500 for a Neo home game?, Sometimes, the $500 carts are worth it(for me, sometimes), but for the majority of Neo owners, it is not. Those are the decisions you must weigh if you make a decision on which one you prefer. The home system is carried by a close-knit group of vendors, who charge decent prices for games, and include nice boxes, instructions, and the like. But, the rare games, collectors will drive up the prices on them, disheartening the person who has to buy his/her own games. The MVS system has advantages, such as cheaper games( after a year however), games that are more easily found, and games that ARE the actual arcade games. But, you need either a Super Gun (a JAMMA board that allows to play arcade games on your TV), with a NEO MVS board(1, 2, 4, or 6 slot machines), or a cabinet designed to play Neo games. If all you are is a pure gamer(or someone who doesn't have much space, and doesn't want a Super Gun), then the home system is for you. But if you might want to make money with your cabinet, or have the TRUE arcade feel in your living room, the MVS is for you. ----I want to get an MVS system(Arcade machine or Super Gun->MVS board), but where, or how do I go about finding one? That's a tough call. First, decide if you have enough money ($1000 or so for a new 1-slot machine with a 25" monitor), and the space to hold a big arcade machine. If not, you can purchase a Super Gun system from MAS Systems, and attach an MVS board to it, in order to play MVS carts on your TV(costs $600-$750 for the package). If you want the Super Gun package, you can find it pretty easily. You call up MAS Systems, order the Super Gun, then you buy an MVS board and cartridges from the places listed below. But, if you want an arcade machine for Neo games, that's another matter...... Call up all the "Amusement Machines" dealers in the phone book in your area, and ask them these questions: 1. Ask if there are any arcade auctions in the area. 2. See if there are any machines for sale at the dealer. 3. Ask if any other dealers in your area might have what you're looking for. Then, you can check out the dealers(including the ones I listed below, and across the internet), and see if buying used, or buying one new makes sense. But, shipping is the most important deal, when it comes to purchasing an arcade machine. And, it's not cheap, like regular Neo-Geo Home systems. Even if you buy one locally, you need to find a way to pick it up, and deliver it safely to your destination. If you buy one from a dealer that's more than 100 or so miles away, the most(seemingly)effective way of shipping is by freight truck. Well, that adds about 2 weeks to your delivery time, and costs about $250 or so to ship. It costs money to actually get the machine, you know. So, you can make the most cost-effective decision that way, by knowing about your choices, and making the right one. But, please remember, that a video game is JUST a video game..... ----Is It Possible to Hook up my Neo Controllers to an MVS board? From what I know about the MVS board, it is possible on the older boards to hook up the Neo controllers to the controller ports(where the joystick wires connect on the main board). That's it, there shouldn't be any modifications necessary. ----Someone said that Metal Slug is a RARE game. Where do I get it? Metal Slug is indeed a rare game, as is a LOT of video games out on the Neo Cartridge and Neo CD(MVS? Fight Fever comes to mind). But do you really want the game, or want a rare piece of plastic? I've played Metal Slug, and I think it's too easy of a game, and not worth the hassle to get it. Most of the rare games are rare, because they never sold well in Japan, or the U.S.. If you really want a rare game, make sure that you want the game. I cannot emphasize that enough, it seems. Also, Japan is THE where you look for games, America isn't, because all the Japanese carts (at least most of them)are still over there, so... Don't let the prices on games like that scare you, if you want them that bad, you can afford to pay $500 for that cartridge. But, I personally don't think that any game is worth that much, because all it is, is plastic and silicon. It's entirely your decision, but I'm just giving my two cents.....depending on its rarity, of course. ----What about these "Prototype" cartridges I'm hearing of? These cartridges are not even prototype at all, at least games like Gururin, Panic Bomber, etc. These are bootlegged copies of them, stolen from SNK of Japan, or are converted MVS carts. The following, are real prototype cartridges: Fun Fun Brothers Dunk Stars Mystic Wand Death Match Reactor Zupapa Magician Lord 2 World Heroes Versus Fu'un Super Tag Battle Link-Up Pair Pair Wars Droppers QP GhostLop That's about it, but only the ones above are "real" home cartridges. There are "limited release" home carts, very limited, like Chotetsu Brikin'ger, Breakers Revenge, Musashi Ganryuki, among others. ----What games are recommended for the NEOGEO(CD)? There are many, many games to pick from on the NEOGEO platform, but picking through the bad ones can be time-consuming, and costly. Well, I've come up with a recommended list, as all these are recommended by myself, AND the plethora of video game magazines that once reviewed them. Here is the list: King of Fighters '95(Team Fighting) Shin Samurai Spirits(Samurai Shodown 2)(Fighting) World Heroes Perfect(Fighting) Garou Densetsu 3(Fatal Fury 3)(Fighting) Last Resort(Shooter) Magician Lord(Action) Super Baseball 2020(Sports) Dunk Dreams(Street Hoop)(Sports) That should get you started, with 8 quality games. Remember, this is what I recommend, as you may not like a certain game(you can always substitute), or you can't find a particular title, so this list is NOT set in stone. But if you want quality, these are the best ones to play! ----What are HK's and CDR's for the NEOGEO CD? HK's(Hong Kong copies) are illegal copies of games for the NeoGeo CD. They run about $10-$15 each for CDs, annd contain some artwork(sometimes). CDR's are copies of games, and are $10 or so. They are just a CDR with a game for NeoGeo CD programmed on it. They are only legal if you own the game, or you must get rid of it within a week or so. Both run on the NeoGeo CD, but some of the newer ones don't run in the NeoGeo CDZ. Whateever the case, this is the route for trying out a game, before you buy the original. ----What is the Biggest Game for the NEOGEO currently? For games that are released, KOF 98 is already released, and is 683 MEGS! It has almost every KOF character made! Just so you know, games with bigger megabit counts may not be always better, but most are indeed better((Magician Lord is better than Top Hunter, but Last Blade is a LOT better than Fight Fever) I get a lot of questions, on if games that are bigger, are better, so here's the answer). ----NEOGEO Cartridges with cardboard boxes? What the....? Yes, the above statement is indeed true. The first 18 games were released in Japan, with cardboard boxes not unlike the Nintendo(Famicom) game boxes. These are rarer than the other box forms, by far, and are desired by collectors everywhere. ----What's this I hear about NEOGEO Emulation? That's right, you can now emulate Neo-Geo cartridge games on your own computer. After about a year of teasers and updates on how to do an emula- tor of the Neo-Geo, a couple of them are now available. There are a couple of flaws on them, such as no sound capabilities, and joystick capabilities aren't well done at the moment. Now, many ROMs have been emulated, like King of Fighters '95, Sengoku 2, and Top Hunter, which are newer games. Emulation isn't perfect, but it's coming along quite nicely. ----Oh my word! An SNK portable machine?! Tell me more. Alright, I'll try to. SNK is designing a portable machine, along the lines of a portable organizer, and utilizes mini-cartridge games as well. Here are the specifications: Processor: Motorola 68000 Display type: 2.6 inch LCD, 8-level grey scale Resolution: 160x152 Built-in Software: World Clock, calendar, Zodiac program Memory: built-in memory back-up(by way of lithium battery) Power Source: 2 AAA batteries, or AC adapter Battery life: 20 hours continuous operation Connectors: 5-pin connector(communication use) Headphones connector AC Adapter The estimated price for the unit will be about $70, and will come out in Japan around October of 1998. Also, it will be able to connect to Sega's new console, Dreamcast, which will allow gameplay over Sega's network. ----I'm tired of my Neo Cartridge(or CD). Where do I sell it? Well, I'm assuming that you don't know anyone else with your kind of Neo system(like myself). What you do, is follow this checklist below: 1. Make sure that you WANT to sell the game(s) in question. 2. Try to determine a good market value for your game, by checking out the various newsgroups associated with this( rec.games- .video.marketplace comes to mind), and go from there. 3. Put Ads over the internet, telling how good of condition it is in, the price, does it come w/ box or instructions, and other general info that the people may need to make a judgment on the game. 4. Contact me! Depending on the game, I'll pay a good price for your cartridges(sorry, no CDs). Just ask! 5. Sell your games to a company, such as GameDude, for some cash. But, they will not give you much for them, and the only good reason people have for selling them to GameDude is convenience. Make this the "last resort" option. That should be enough to get you on your way to selling games over the internet. ----Can I Contact SNK? Of course you can, I've included all the addresses and phone numbers from all their branches, so you can write them and tell your story! Don't expect a quick answer from SNK, or even an answer at all, however, as they aren't the fastest responders to mail. SNK CORPORATION OF AMERICA, Torrance 20603 EARL ST. Torrance, CA 90503 U.S.A Phone#: (310)371-7100 Fax#: (310)371-0969 SNK CORPORATION OF AMERICA, San Jose 2502 STEVENS CREEK BLVD. San Jose, CA 95128 U.S.A Phone#:(408)292-4550 Fax#:(408)292-4271 SNK ASIA LIMITED SUITE 807, TOWER 1, THE GATEWAY 25 CANTON ROAD TSIM SHA TSUI KOWLOON,HONG KONG Phone#: (852)2730-0420 Fax#: (852)2375-3203 SNK SINGAPORE LIMITED 7 TAMASEK BOULEVARD 12-02A SUNTEC CITY , TOWER ONE SINGAPORE 038987 Phone#: (65)336-7877 Fax#: (65)336-2270 SNK EUROPE LIMITED 2ND FLOOR, MARLBOROUGH HOUSE, 298 REGENTS PARK ROAD, LONDON, N3 2SZ ENGLAND Phone#: (44)181-371-9911 Fax#: (44)181-371-9890 SNK CORPORATION MIDDLE EAST P.O.BOX 17306 JEBEL ALI FREE ZONE, DUBAI, UNITED ARAB EMIRATES Phone#: (971)4-814602 Fax#: (971)4-814605 NEO GEO DO BRASIL LTDA. AV. EUCLIDES, 64/68, JABAQUARA CEP 04326-080, SAO PAULO, BRAZIL Phone#: (55)11-5588-2300 Fax#: (55)11-5588-2790 NEO-CREATION, INC. 2919 KAPIOLANI BOULEVARD 1 HONOLULU, HAWAII 96826 U.S.A Phone#: (808)737-1912 Fax#: (808)737-1905 Game List Questions ----You gave Art of Fighting 3 an Excellent rating. But I heard that was a bad game from some places. What's up with that? Well, certainly other people has their opinions. But, my reviews are compromised of my own experience playing the game, and other players' exper- iences with the same title. Being that some titles I cannot play at all(I don't own a NeoGeo CD system), I rely on my sources to tell me about a certain title. But most of the time, the ratings are influenced by myself playing them. They are not biased toward any company, or any lineage of a game, as they are pure ratings, and that may help someone out when looking for a particular game. In the case of Art of Fighting 3, I thought that it was an excellent game, when compared to Real Bout Fatal Fury Special, and easily was better than the rest of the Art series, so I gave it a high rating. I worked hard on the following Game List and Reviews, so I hope this helps some people with their buying decisions. ----Someone has Fatal Fury 3 for $299, but I don't want to spend that much for it. What is the market price for this game? It's hard not to spend too much on a Neo-Geo game, especially if you want that title. So, I have come up with a Market Price list for these games, so at least you have a guide to the prices. But, I don't have all these games, they are just a Market Price guide to Neo-Geo Games. I hope this helps, so you don't overspend on the certain title. ----What games do you own for the NEOGEO? Are they any good? I've been asked this question many times, so I'll make a quick answer to it. The following games are NOT for sale(I have some for sale, ask me!)! (for what I think about a certain title, see my Game List section) Breakers Breakers Revenge Chibimaruko Chan Deluxe Quiz Fu'un Super Tag Battle Magical Drop 3 Quiz Daisousa Sen Quiz Meintantei Neo Geo NeoGeo Cup '98 Ninja Master's Haoh Ninpo Cho Stakes Winner 2 Tokuten Ou: Hono-Oh No Libero Twinklestar Sprites Wakuwaku 7 ----Are there any significant oddities pertaining to the Neo-Geo and its games? Well, there are 3 that I can think of right now(meaning to production oddities, not game translation quirks, which are too numerous, and funny to mention), which are the following: 1. Minnasan No Okagesamadesu, one of the Mahjong Cartridge games for Neo, seems to be the only Cartridge game without any Megabit Count specified on the box(no cart symbol with a number inside it). 2. Twinkle Star Sprites, Alpha Denshi(ADK)'s last game on Neo, was made on Neo Cartridge in limited amounts. But, ADK ran out of instruction books for the cartridge version, so they made the rest with photocopied instructions. 3. Tokuten Ou(Super Sidekicks) , one of the first soccer games out on the Neo, was a great game in its time. One problem though, was that in championship mode, while facing the third team(?), the game will glitch up. This is on EVERY copy of Super Sidekicks, so when that happens to you, don't sweat it. 4. League Bowling, one of the first titles on Neo-Geo, was packaged with 4 different boxes. There is the Japanese version, with polka dots and pins all around; the Japanese version in a cardboard box(like NES boxes); the US version with 26 MEGA on it; and the most common version, with a newer-style design on it, and says 26 MEGS on it. 5. The Irritating Maze, a Marble Madness-type game, is on the Neo platform, but requires a TRACKBALL to play, not the joystick! And, Pop and Bounce, you can play it with a paddle-type joystick! 6. Breakers Revenge, the new Visco fighting game, was only released to the Visco employees personally(has their name in the instruction booklet), only 10 copies were made. I know, I've got one, and they are indeed 10 in the world. If there's any more to add to this, feel free to e-mail me. ----Which games for the Neo-Geo are only available in Japanese? Well, this is a big list, all these games(Cart and CD) are only available in Japanese(NOT US) form. Here it is: ADK World Baka Tonosama Mahjong Manyuki Band of the Fighters Blazing Star Breakers Chibimaruko Chan Quiz Chotetsu Brikin'ger:Iron Clad Crossed Swords 2 Crystal Legacy Drift-Out New Technology Droppers Dunk Stars Final Romance 2:Idol Mahjong Fu'un Super Tag Battle Fu'un Super Tag Battle Link-Up Fun Fun Brothers Futsal GhostLop Goal! Goal! Goal! Jyanshin Densetsu King of Fighters '96 CD Collection Magical Drop 2 Magical Drop 3 Magician Lord 2 Mahjong Kyo Retsuden Mahjong Story Minnasan No Okagesamadesu Money Puzzle Exchanger Mystic Wand Neo Bomberman Neo Mr. Do! Neo-Geo CD Special Over Top Pair Pair Wars Panic Bomber Pop and Bounce Power Spikes 2 Pulstar Puzzle Bobble Puzzle De Pon QP Quiz Daisousa Sen Quiz King of Fighters Quiz Meintantei Neo Geo Ryuuko No Ken Gaiden Limited Edition Shin Oh Ken Shinzetsu Samurai Spirits Bushido Retsuden Shock Troopers Sonic Wings 3 Stakes Winner Stakes Winner 2 Super Dodge Ball Syougi No Tatsujin Tengai Makyo Shinden Tokuten Ou: Hono-Oh No Libero Twinklestar Sprites Wakuwaku 7 World Heroes Versus World Soccer '96 Zintrick ----Where can I find Neo stuff, info about the NEOGEO mailing list, and other such things? Look deeper into this faq for answers! Game List Some may not be out yet, but most are CD titles, and carts are given megabit counts. I'm also rating the games I have played on cartridge here. I will not list prototype games, since only a few of them has actually been found(or seen the actual game at work). Here it is: (1 being worst, 20 being best) ALL ARE IN JAPANESE NAME!!! 147 Separate Games Indexed ACTION: -------------- Burning Fight(54 Megs)(okay action game, ditto replay value, 10/20) Crossed Swords(50 Megs)(set a new genre for action games, 17/20) Crossed Swords 2(70 Megs)(the new sequel, a LOT better, 18/20) Cyber-Lip(50 Megs)(alright action game, 14/20) Eight Man(46 Megs)(replay value is zilch, 9/20) King of the Monsters(55 Megs)(great 2P player action, 13/20) King of the Monsters 2(74 Megs)(decent action, way different from prequel, 11/20) Magician Lord(46 Megs)(modestly difficult action game, 16/20) Magician Lord 2(Prototype)(great action game that was never released, 17/20) Metal Slug(193 Megs)(very good game, too easy, 17/20) Metal Slug 2(362 Megs)(excellent sequel, but still too easy, 17/20) Miracle Adventure(90 Megs)(very easy action game, 10/20) Musashi Ganryuki(??? Megs)(excellent action game, will be released soon, 17/20) Mutation Nation(45 Megs)(another Final Fight-clone, 10/20) Mystic Wand(Prototype)(older action game, prototype, kicks blocks around, stupid, 7/20) Ninja Combat(46 Megs)(an older version of Sengoku, 11/20) Ninja Commando(54 Megs)(scrolling action game, not great, 10/20) Raguy(47 Megs)(think Mario 2 NES, with smaller characters, 12/20) Robo Army(45 Megs)(one of the better action games, 15/20) Sengoku Densyo(55 Megs)(long action game, not real easy, 14/20) Sengoku Densyo 2(74 Megs)(easy, rare, decent action game, 15/20) Shock Troopers(346 Megs)(a newer Ikari Warriors, excellent, 18/20) Shock Troopers:Second Scud(400+ Megs)(excellent sequel, rendered, 18/20) Super Spy(55 Megs)(defined 3D action genre, 16/20) Top Hunter(110 Megs)(too easy, bad controls, 9/20) -------------- FIGHTING: -------------- Bakumatsu Roman Gekka No Kenshi(474 Megs)(perfect graphics, controls are tight, 19/20) Breakers(210 Megs)(like Street Fighter Zero, great fighter, 18/20) Breakers Revenge(242 Megs)(updated version of Breakers, very well done, 19/20) Chojin Gakuen Gowcaizer(186 Megs)(alright, lots of moves, but too old, 16/20) Crystal Legacy(98 Megs)(very old, outdated, Viccom's only game, pathetic, 8/20) Double Dragon(178 Megs)(good, technical, newer styles, 15/20) Fighters' History Dynamite(122 Megs)(basic fighting characteristics, 11/20) Fire Suplex(106 Megs)(very hard wrestling game, learning curve is high, 15/20) Fu'un Mokujiroku(190 Megs)(weird play mechanics and characters, awful, 7/20) Fu'un Super Tag Battle(242 Megs)(a million times better than Savage Reign, trust me, 19/20) Fu'un Super Tag Battle Link-Up(Prototype)(link-up version, allows versus mode in 2P, 19/20) Galaxy Fight(169 Megs)(weird, good fighting game, 16/20) Garou Densetsu(55 Megs)(classic, hard to control, 12/20) Garou Densetsu 2(106 Megs)(vast improvement over original, 15/20) Garou Densetsu Special(150 Megs)(great sequel to FF2, 15/20) Garou Densetsu 3(266 Megs)(great fighter, despite control, 16/20) King of Fighters '94(196 Megs)(first and classic, 16/20) King of Fighters '95(250 Megs)(the best buy on the Neo, damage is high, 19/20) King of Fighters '96(362 Megs)(excellent, but very cheap playing, 18/20) King of Fighters '97(460 Megs)(very modern, excellent game, 18/20) King of Fighters '98(683 Megs)(the utlimate KOF, includes everything, excellent, 19/20) Ninja Master's Haoh-Ninpo-Cho(330 Megs)(different, very intricate combo system, great music, 19/20) Real Bout Garou Densetsu(346 Megs)(hard to get used to, but excellent game overall, 17/20) Real Bout Garou Densetsu Special(394 Megs)(best Fatal Fury to date, 17/20) Real Bout Garou Densetsu 2(539 Megs)(new characters alone doesn't make a sequel. good, 17/20) Ryuuko No Ken(102 Megs)(very dated fighter, 11/20) Ryuuko No Ken 2(178 Megs)(somewhat better, 15/20) Ryuuko No Ken Gaiden(298 Megs)(easily the best Art game, animation and music superb, 19/20) Ryuuko No Ken Gaiden Limited Edition*(CD only)(contains art and hints, a must for the AOF3 fan, 16/20) Samurai Spirits(118 Megs)(slow playing, defined Neo-Geo, 13/20) Samurai Spirits Zankurou Musouken(282 Megs)(very solid game, too much damage per hit, 16/20) Samurai Spirits Amakusa Kohrin(378 Megs)(great controls, and very fun, 18/20) Shin-Oh-Ken(338 Megs)(original, grainy graphics, thumb-buster, and hard, 16/20) Shin Samurai Spirits(202 Megs)(probably the best sequel to any game of SNK's, 17/20) Tengai Makyo Shinden(202 Megs)(very easy, includes Far East of Eden characters, 15/20) Toukai Gan Gan Koshin Kyoku(178 Megs)(not the greatest, weird, 13/20) Wakuwaku 7(259 Megs)(weirdest fighting game, downright excellent, 19/20) World Heroes(82 Megs)(great in its era, decent graphics, 15/20) World Heroes 2(146 Megs)(very slow, added more characters, great sequel though, 15/20) World Heroes 2 Jet(178 Megs)(still too slow playing, 13/20) World Heroes Perfect(226 Megs)(fixed problems of WH2J, excellent, and difficult, 19/20) World Heroes Versus(Prototype)(Neo link-up version of WHP, original, 16/20) -------------- PUZZLE: -------------- Baka Tonosama Mahjong Manyuki(48 Megs)(very good Mahjong, technical, 15/20) Chibimaruko Chan Quiz(118 Megs)(anime based quiz game, very popular, 15/20) Droppers(Prototype)(puzzle game made for kids, very rare, 12/20) Final Romance 2: Idol Mahjong(146 Megs)(yet another mahjong game, newer and looks better, 13/20) Fun Fun Brothers(Prototype)(very fun Tetris clone, very hard, 16/20) Gururin(40 Megs)(decent game with traces to Columns on Genesis, 12/20) Joy Joy Kid(22 Megs)(most primitive game I've ever played, not great, 8/20) Jyanshin Densetsu(90 Megs)(not much known about this old mahjong game, just like everything else, 9/20) Magical Drop 2(82 Megs)(addicting puzzle game, rare, 16/20) Magical Drop 3(174 Megs)(LOTS of improvements over prequel, excellent, 18/20) Mahjong Kyo Retsuden(42 Megs)(pretty decent mahjong, pretty old however, 14/20) Mahjong Story(42 Megs)(adult mahjong, with a Neo flair, somewhat old, 13/20) Minnasan No Okagesamadesu(54 Megs)(animated mahjong, very graphical, funniest game I've ever seen, 12/20) Money Puzzle Exchanger(74 Megs)(puzzle game that uses lots of math skills, addicting, 17/20) Neo Bomberman(138 Megs)(finally, bomberman with Neo quality, 17/20) Neo Mr. Do!(68 Megs)(to many people, it totally destroyed the original, not good, 8/20) Pair Pair Wars(Prototype)(plays like a rendered Shanghai, decent, 14/20) Panic Bomber(46 Megs)(one of the usual Tetris clones, extremely difficult, 17/20) Pop and Bounce(??? Megs)(a different kind of puzzle game, original, 14/20) Puzzle Bobble(32 Megs)(also very addicting, very worthwhile indeed, 17/20) Puzzle De Pon(30 Megs)(just like Puzzle Bobble, too much actually, 15/20) Puzzle De Pon R(32 Megs)(my best guess, an updated version of PDP, 16/20) QP(Prototype)(saw it in a Neo-Geo Freak, looks like a good puzzle game, 14/20) Quiz Daisousa Sen(34 Megs)(like a detective game, older, 15/20) Quiz King of Fighters(122 Megs)(game with King of Fighters characters, and Haohmaru, 17/20) Quiz Meintantei Neo Geo(50 Megs)(Quiz Daisousa Sen 2, more things to do, 16/20) Syougi No Tatsujin(58 Megs)(Syougi, or Japanese chess, is here, Neo style, 16/20) Zintrick(74 Megs)(weird puzzle game, addicting, 16/20) --------------- SHOOTER: --------------- Andro Dunos(34 Megs)(not very good, graphics dated, 8/20) Blazing Star(346 Megs)(sequel to Pulstar, excellent, great music, 19/20) Captain Tomaday(??? Megs)(this is a decent shooter game, with an uninspired theme, 13/20) Chotetsu Brikin'ger:Iron Clad(178 Megs)(best horizontal shooter since Pulstar, 18/20) GhostLop(Prototype)(I think this is a shooter, looks good, 15/20) Ghost Pilots(55 Megs)(1942 all over again, very old, 13/20) Last Guardian 2(47 Megs)(dated feel, really old, 10/20) Last Resort(45 Megs)(for those who want Pulstar, but can't find it, 17/20) NAM-1975(46 Megs)(game shows its age, shooter is still fun, 14/20) Operation Ragnarok(110 Megs)(decent shooter, run-of-the-mill however, 14/20) Pulstar(305 Megs)(hardest shooter made, graphics and sound are awesome, 19/20) Sonic Wings 2(102 Megs)(good in its day, 14/20) Sonic Wings 3(154 Megs)(very hard shooter, great, 18/20) Twinklestar Sprites(146 Megs)(weird genre represented, addicting and very fun, 18/20) Viewpoint(74 Megs)(hard shooter, good graphics, like Zaxxon, 16/20) --------------- SPORTS/OTHER: --------------- ADK World(CD only)(a more rudimentary version of Neo CD special, 10/20) Ashita no Joe Densetsu(46 Megs)(very old boxing, not worth the money, 9/20) Band of The Fighters(CD only)(CD+G containing KOF music, alright buy, 12/20) Baseball Stars Professional(50 Megs)(good baseball, old, 13/20) Baseball Stars Professional 2(68 Megs)(great baseball feel, 18/20) Big Tournament Golf(133 Megs)(most addicting game for NG, 18/20) Drift Out-New Technology(114 Megs)(Neo racing, is what racing should be, 17/20) Dunk Dreams(94 Megs)(great arcade basketball, shows its age though, 16/20) Dunk Stars(Prototype)(Sammy's answer to Dunk Dreams, unfortunately never made, 16/20) Flip Shot(??? Megs)(a pinball game has FINALLY arrived on the Neo, well done, 18/20) Flying Power Disk(74 Megs)(very original, addicting game, 16/20) Football Frenzy(48 Megs)(decent arcade football, can be fun, 13/20) Futsal(162 Megs)(another soccer sim, give it a chance, 16/20) Goal!Goal!Goal!(114 Megs)(soccer quarter-sucker, pretty old, 12/20) King of Fighters '96 CD Collection(CD only)(pics and stuff from KOF '96, not needed, 9/20) League Bowling(26 Megs)(lots of fun with 2+ players, 15/20) Neo-Geo CD Special(CD only)(showcases Neo games, good buy, 16/20) Neo-Geo Cup '98(162 Megs)(new soccer game, coming out soon, looks good, 16/20) Over Top(210 Megs)(very good driving game, needs to be 2P though, 16/20) Power Spikes 2(82 Megs)(original volleyball sim, old however, 15/20) Rally Chase(CD only)(see Thrash Rally.) Riding Hero(42 Megs)(the only motorcycle racing game, alright, 14/20) Shinzetsu Samurai Spirits Bushido Retsuden(CD only)(no bells-and-whistles at all, solid, 14/20) Soccer Brawl(46 Megs)(primitive soccer game, 11/20) Stakes Winner(98 Megs)(horse-racing, first effort on Neo, 14/20) Stakes Winner 2(178 Megs)(horse-racing taken to a new level, 17/20) Super Baseball 2020(46 Megs)(great baseball action, 16/20) Super Dodge Ball(190 Megs)(first dodge-ball on Neo, good, 14/20) Tokuten Ou(54 Megs)(arcade soccer, old and classic, 13/20) Tokuten Ou 2(106 Megs)(good, basic sequel, 13/20) Tokuten Ou 3(158 Megs)(great soccer simulation, 17/20) Tokuten Ou: Hono-oh No Libero(226 Megs)(like the game says, Ultimate, 18/20) The Irritating Maze(??? Megs)(only game that needs a trackball, maybe MVS only, 15/20) Thrash Rally(46 Megs)(gets the "Trash Compactor" award, 2/20) Top Players Golf(62 Megs)(old, fun factor only thing going for it, 11/20) World Soccer '96(178 Megs)(realistic soccer simulation, excellent, 18/20) ----------------- denotes Japanese name(listed here are Japanese-English names, or games that are only Japanese(only Japanese MVS, for example). remember, only games that UNDERWENT a name change are here!!!): ---------- ADK World is Japanese only. Ashita no Joe Densetsu=Legend of Success Joe Baka Tonosama Mahjong Manyuki is Japanese only. Bakumatsu Roman Gekka No Kenshi=The Last Blade Band of the Fighters is Japanese only. Big Tournament Golf=Neo Turf Masters Chibimaruko Chan Quiz is Japanese only. Chojin Gakuen Gowcaizer=Voltage Fighter Gowcaizer Crystal Legacy=Fight Fever Death Match is Japanese only. Droppers is Japanese only. Dunk Dreams=Street Hoop Dunk Stars is Japanese only. Fighters History Dynamite=Karnov's Revenge Final Romance 2: Idol Mahjong is Japanese only. Fire Suplex=3 Count Bout Flying Power Disk=Windjammers Fun Fun Brothers is Japanese only. Futsal=Pleasure Goal Fu'un Mokijiroku=Savage Reign Fu'un Super Tag Battle=Kizuna Encounter Super Tag Battle Garou Densetsu=Fatal Fury Garou Densetsu 2=Fatal Fury 2 Garou Densetsu 3=Fatal Fury 3 Garou Densetsu Special=Fatal Fury Special GhostLop is Japanese only. Joy Joy Kid=Puzzled Jyanshin Densetsu is Japanese only. Last Guardian 2=Alpha Mission 2 Mahjong Kyo Retsuden is Japanese only. Minnasen No Okagesamadesu is Japanese only. Miracle Adventure=Spinmaster Money Puzzle Exchanger is Japanese only. Mystic Wand is Japanese only. Neo Mr. Do! is Japanese only. Operation Ragnarok=Zed Blade Pair Pair Wars is Japanese only. Pop and Bounce is Japanese only. Power Spikes 2 is Japanese only. Pulstar is Japanese only. Puzzle Bobble=Bust-A-Move QP is Japanese only. Quiz Daisousa Sen is Japanese only. Quiz King of Fighters is Japanese only. Quiz Meintantei Neo Geo is Japanese only. Raguy=Blue's Journey Real Bout Garou Densetsu=Real Bout Fatal Fury Real Bout Garou Densetsu Special=Real Bout Fatal Fury Special Real Bout Garou Densetsu 2=Real Bout Fatal Fury 2 Ryuuko No Ken 2=Art of Fighting 2 Ryuuko No Ken Gaiden=Art of Fighting 3 Ryuuko No Ken Gaiden Limited Edition is Japanese only. Samurai Spirits=Samurai Shodown Samurai Spirits Zankurou Musouken=Samurai Shodown 3 Samurai Spirits Amakusa Kohrin=Samurai Shodown 4 Sengoku Densyo=Sengoku Sengoku Densyo 2=Sengoku 2 Shin-Oh-Ken=Ragnagard Shin Samurai Spirits=Samurai Shodown 2 Shinzetsu Samurai Spirits Bushido Retsuden is Japanese only. Sonic Wings 2=Aero Fighters 2 Sonic Wings 3=Aero Fighters 3 Stakes Winner 2 is Japanese only. Super Dodge Ball is Japanese only. Syougi No Tatsujin=Master of Syougi Tengai Makyo Shinden=Kabuki Klash Tokuten Ou=Super Sidekicks Tokuten Ou 2=Super Sidekicks 2 Tokuten Ou 3=Super Sidekicks 3 Tokuten Ou: Hono-oh No Libero=Super Sidekicks 4: The Ultimate 11 Toukai Gan Gan Koshin Kyoku=Aggressors of Dark Kombat Twinklestar Sprites is Japanese only. Waku Waku 7 is Japanese only. Zintrick is Japanese only. ---------- Market Prices THESE ARE MARKET PRICES FOR THE NEO-GEO AND NEO-GEO CD. THESE ARE ONLY PRICES, NOT WHAT I HAVE. I'M NOT WILLING TO SELL, SO TAKE THESE PRICES AS A GUIDE TO WHAT THEY SHOULD GO FOR. BUT, I MAY BUY USED NEO GAMES, ASK ME FOR INFO, AND ALL NUMBERS ARE IN DOLLARS(U.S.). ALSO, THIS IS NOT A COMPLETE LIST!!!!! First price is BUY price, second is SELL USED price, and third is BUY NEW price. NEO-GEO CARTRIDGE: Name: Buying Used Selling Used Selling New System 80 175 499 3 Count Bout 20 40 99 Aero Fighters 2 35 60 199 Aero Fighters 3 130 219 229 Aggressors of Dark Kombat 50 89 119 Alpha Mission 2 10 20 Andro Dunos 20 39 Art of Fighting 15 30 179 Art of Fighting 2 29 60 199 Art of Fighting 3 70 159 259 Baka Tonosama Mahjong Manyuki 79 129 149 Baseball Stars 10 15 Baseball Stars 2 20 40 Blazing Star 150 239 279 Blue's Journey 5 20 Breakers 299 339 409 Burning Fight 18 35 Crossed Swords 20 35 Cyber-Lip 15 30 Eight Man 59 89 Fatal Fury 5 20 129 Fatal Fury 2 20 35 139 Fatal Fury Special 25 59 199 Fatal Fury 3 55 89 229 Football Frenzy 15 29 Galaxy Fight 40 89 Ghost Pilots 10 25 Gururin 199 259 Joy Joy Kid 20 39 Kabuki Clash 40 99 Karnov's Revenge 25 39 Kizuna Encounter 299 399 459 King of Fighters '94 30 70 239 King of Fighters '95 59 90 259 King of Fighters '96 90 149 259 King of Fighters '97 130 200 279 King of the Monsters 20 45 King of the Monsters 2 25 55 Last Resort 20 35 The Last Blade 140 200 259 League Bowling 10 40 Mahjong Kyo Retsuden 20 40 89 Magical Drop 2 80 189 Magical Drop 3 199 279 349 Magician Lord 5 25 Maruko Deluxe Quiz(Chibimaruko Quiz) 159 309 Master of Syogi 79 179 Metal Slug 299 419 Metal Slug 2 150 230 259 Minnasen No Okagesamadesu 89 139 159 Mutation Nation 10 30 NAM-1975 15 30 Neo Turf Masters 85 189 299 Ninja Combat 20 40 Ninja Commando 20 45 Ninja Masters 189 339 399 Over Top 189 259 329 Power Spikes 2 69 99 Pulstar 189 279 349 Quiz Daisousa Sen 69 119 Quiz King of Fighters 99 149 Quiz Meintantei Neo Geo 89 199 Ragnagard 189 319 369 Real Bout Fatal Fury 90 170 279 Real Bout Fatal Fury Special 105 199 279 Real Bout Fatal Fury 2 150 219 259 Riding Hero 25 39 Robo Army 10 35 Samurai Shodown 20 45 189 Samurai Shodown 2 30 80 209 Samurai Shodown 3 60 149 219 Samurai Shodown 4 90 249 299 Savage Reign 30 70 159 Sengoku 10 25 99 Sengoku 2 50 89 239 Soccer Brawl 15 35 Spinmaster 20 50 Stakes Winner 80 170 259 Stakes Winner 2 120 209 279 Street Hoop 20 50 89 Super Baseball 2020 5 15 Super Sidekicks 10 25 Super Sidekicks 2 30 55 Super Sidekicks 3 45 80 199 Super Sidekicks 4:Ultimate 11 90 349 389 Super Sidekicks 5:Neo Cup 98 90 279 329 Super Spy 20 35 Thrash Rally 5 20 Top Hunter 25 60 Top Players Golf 5 15 Twinkle Star Sprites 190 389 439 View Point 79 199 299 Voltage Fighter Gowcaizer 89 140 239 Waku Waku 7 170 299 349 WindJammers 60 99 World Heroes 5 20 World Heroes 2 20 40 World Heroes 2 Jet 25 55 World Heroes Perfect 99 159 279 IF YOU WANT TO SELL ME GAMES, E-MAIL ME FOR MORE INFO. I'll pay a decent price for games, not really the above prices, if asked. I WILL NOT BUY EVERY GAME WHEN ASKED. NEO-GEO CD: Name: Buying Used Selling Used Selling New Neo-Geo CD system 70 199 225 Neo-Geo CDZ System 100 260 320 3 Count Bout 15 30 Aero Fighters 2 20 29 49 Aero Fighters 3 25 44 Aggressors of Dark Kombat 15 30 Alpha Mission 2 10 29 Art of Fighting 30 59 Art of Fighting 2 10 24 39 Art of Fighting 3 30 39 69 Baseball Stars 15 29 Baseball Stars 2 29 44 Blue's Journey 15 29 Breakers 39 69 89 Brikin'ger: Iron Clad 69 99 129 Burning Fight 15 30 Crossed Swords 20 34 Crossed Swords 2 25 44 54 Cyber-Lip 15 25 Double Dragon 29 39 44 Eight-Man 15 29 Fatal Fury 30 59 Fatal Fury 2 10 29 Fatal Fury Special 15 29 Fatal Fury 3 5 20 39 Football Frenzy 10 29 Futsal 29 59 Galaxy Fight 10 35 Ghost Pilots 5 29 Gururin 19 34 Kabuki Klash 15 35 Karnov's Revenge 10 29 King of Fighters '94 15 24 King of Fighters '95 10 24 29 King of Fighters '96 20 39 49 King of Fighters '97 32 45 54 King of Monsters 2 19 35 Last Resort 10 29 Last Blade 29 69 79 Magical Drop 2 15 34 Magician Lord 5 19 Metal Slug 25 69 Metal Slug 2 20 54 Mutation Nation 15 29 NAM-1975 15 39 Neo Drift-Out 39 79 Ninja Combat 10 24 Ninja Commando 19 29 Ninja Masters 34 59 79 Power Spikes 2 19 39 Pulstar 49 79 Puzzle Bobble 10 29 Puzzled 10 29 Rally Chase 5 19 Real Bout Fatal Fury 25 44 Real Bout Fatal Fury Special 25 44 49 Real Bout Fatal Fury 2 30 44 54 Riding Hero 5 25 Samurai Shodown 15 30 Samurai Shodown 2 5 15 29 Samurai Shodown 3 15 34 44 Samurai Shodown 4 20 44 54 Samurai Shodown RPG 30 59 64 Savage Reign 10 30 Sengoku 15 39 Sengoku 2 20 49 Soccer Brawl 5 20 Street Hoop 5 24 Super Baseball 2020 10 24 Super Sidekicks 15 29 Super Sidekicks 2 15 29 Super Sidekicks 3 5 15 Super Spy 15 39 Top Hunter 15 29 Top Players Golf 5 15 Twinkle Star Sprites 29 59 79 View Point 29 44 Voltage Fighters Gowcaizer 25 39 59 Windjammers 10 29 World Heroes 5 19 World Heroes 2 Jet 10 25 World Heroes Perfect 29 45 59 Zintrick 19 39 I DO NOT BUY CD GAMES, THESE ARE GUIDELINES ONLY. ------------- Phone Numbers These are all retailers that carry either the Home Cartridge, the Neo-Geo CD, or the MVS Carts and System. Please enjoy! You can call SNK, and they'll tell you a list of dealers that carry the NEOGEO, if you ask. But, some of the places they give you are very outdated, so don't worry when most of the places they give you turn up empty. MAS Systems:(714)831-5760 (accessories, and the various cart system mods.) Game Source:(212)279-6758 (these guys may have what you're looking for) Japan Video Games:(626)281-9282 (CDs, new and used carts, great service) GameDude:(818)764-9506 (an excellent source of carts and CDs!) "www.gamedude.com" BuyRite:(919)850-9473 (CDs, rarely carts, not good service) "www.buyrite1.com" SNK Main Office:(408)292-4550 (has most of the carts, at a price!) "www.snkusa.com" Video Connection:(800)444-6854 (MVS everything, board prices are high) "www.videoconnect.com" National Console Support:(718)523-5774 (has a LOT of imports, can find games) "www.ncsx.com" Games To Go:(612)798-5879 (has some carts, mostly older) "www.gamestogo.com" Games City:(626)573-3832 (has MVS boards, carts, and other video games) "www.gamescity.com" Multimedia 1:(212)539-1039 (has older carts, most Japanese) "www.multimedia1.com" State Sales and Coin:(410)646-4100 (MVS carts, complete machines) "www.sscoin.com" Great Western Trading:(541)726-1813 (MVS carts and boards) "www.gwtrading.com" Game World:(410)676-0670 (can look for rare carts if you want) "www.netgsi.com/~gwusa" J&L Games:(212)431-1541 (has some Cartridges and CDs) "www.jnlgame.com" Game Masters:(510)483-4263 (has some CDs, old carts for sale also) "www.game-masters.com" The Rage:(516)467-1679 (has a good number of newer CDs and cartridges) "www.therage.com" Telegames UK:(44)116-288-0445 (UK's source for Neo Carts, very good source) "www.telegames.co.uk" Swap USA:(404)792-7872 (has few cartridges and CDs) "www.swapusa.com" Games Central:(516)466-5767 (charges too much for games on cartridge) Other Info To subscribe to the NEOGEO mailing list, send the text "SUBSCRIBE NEOGEO" in email to This email address is being protected from spambots. You need JavaScript enabled to view it., and can send messages to the same address. Also, if you want more info on the Neo, go to http://members.aol.com/CMull11217/ private/links.htm . There, you can find a LOT of different websites that meet your needs. Past Updates v.1.0: First ever edition of this FAQ, with a limited game list.(4/10/97) v.1.1: Important updates, include a revamped gamelist and new questions were put up.(4/23/97) v.1.2: Added new questions.(4/25/97) v.1.3-1.9b: Questions were corrected, and gamelist was added to. (5/29/97, around there) v.2.0: New questions, and Other Info was added.(6/13/97) v.2.1-2.5: Gamelist was updated.(around 8/20/97) v.2.6: This is now the best gamelist of Neo games on the Net! I can back up these claims as well, and this FAQ has a lot of added questions as well.(10/25/97) v.2.7-2.8: Added questions, updated gamelist and reviews of my own. (12/10/97) v.2.9: Added searchable area of my FAQ, updated my gamelist and reviews.(1/23/98) v.2.9a-2.99c:Updated gamelist, added questions.(around 2/15/98) v.2.99d: Bold print and more reviews accentuate this interim release.(2/22/98) v.3.0: Revamped FAQ, with more questions, and my gamelist corrected. v.3.1-3.2: Corrections to this FAQ, including new reviews and questions. (2/26/98-3/1/98) v.3.3: Added 4 new questions, updated my Game List, and cleaned it up somewhat.(3/6/98) v.3.4-3.43: Another interim release, with new questions and game list updates galore.(3/31/98) v.4.0-4.09: Barring any more updates, this will be the definitive update, and will answer all your questions to the Neo-Geo. Also, it will be the last update, for a long time.(4/31/98) v.4.1-4.98: A compound of updates, and my review page is almost finished! Some more questions were added.(6/2/98) v.5.0: Another update compounding, this will try to end up being over 100kbits in size, which it did. (6/8/98) v.5.1-5.46: This FAQ will have some more updates done to it.(6/17/98) v.5.5: Not much more info will be needed, just new game info....(6/26/98) v.5.6: I just need any more info, as this will hit the 100KBits mark, for text version, soon.(7/15/98) v.5.7-5.89: Coming closer to the final completion, lots more will be added. (7/16/98) v.6.0: Getting to the end, almost done! (7/17/98) v.6.5: Almost to the end! v.7.0: Will probably be the last update. Almost everything is complete.(8/16/98) v.7.5: This will continue to support the Neo world, through 1999, as this is the defining point in this Neo FAQ's history. Coming Soon to my FAQ! v.8.0: Getting bigger, this will say all the megabit counts for each game! THIS FAQ IS NOT ENDORSED OR MADE BY SNK ENTERTAINMENT CORPORATION!!!!!! I would wish to thank Russ Krook III, Dion Dakis, Sylvio Hodos, Tom Spearman, Spaceman Spiff, Conrad Fenech, Frigerio Stefano, Christopher Olszewski, Lawrence Bassin, Jacob Poon, MAS Systems, and Chris Ray. Oh yeah, and special thanks to Ralph Barbagallo III, for making the first one to improve and learn on. Any comments or questions about this faq and the NEOGEO? E-mail me at This email address is being protected from spambots. You need JavaScript enabled to view it..  Happy gaming!
    
    DO NOT TAKE ANY PART OF THIS FAQ WITHOUT MY CONSENT! I'll usually
    give my consent, but I don't like to chase rule-breakers over the internet.
    
    Chris Mullins's Neo Geo Faq 7.5 END 
  • The Neo Geo Pocket was SNK's first hand held video game system, released in Japan in late 1998; however, lower than expected sales resulted in its discontinuation in 1999,and was immediately succeeded by the Neo Geo Pocket Color. The system only had a retail release within the Japan and Hong Kong market.

    Side by side, a Neo Geo Pocket on the left side and a Neo Geo Pocket Color

    King of Fighters R-1 (I have both R-1 and R-2)

    Bought on eBay for 30 euro with King Of Fighter R-1


  • In bold games I already have, Contact me if you have any items I do not own.

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    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117



    217
    307
    567
    577
    617
    647
    657
    697



    Games List with names


    NEOP#
    English/Japanese Title
    JP UK
    US
    1 King of Fighters R-1


    2 Neo Geo Cup '98


    3 &160;


    4 Melon-Chan's Growth Diary


    5 Master of Syougi


    6 &160;


    7 Baseball Stars


    8 Samurai Shodown!/Samurai Spirits


    9 Pocket Tennis


    10 Biomotor Unitron


    11 Fatal Fury 1st Contact

    X
    12 Puzzle Tsunagete Pon!


    13 &160;


    14 Neo Cherry Master


    15 Neo Dragon's Wild


    16 Neo Mystery Bonus


    17 Neo Derby Champion Horse Racing


    18 Neo 21


    19 Neo Baccarat


    20 Bust-A-Move/Puzzle Bobble Mini X

    X
    21 Metal Slug 1st Mission

    X
    22 Neo Geo Cup '98 PLUS


    23 King of Fighter R-2


    24 Neo Cherry Master Color


    25 Baseball Stars Color


    26 Neo Poke Pro Yakyuu


    27 Master of Syougi Color


    28 Pocket Tennis Color

    X
    29 Puzzle Tsunagete Pon! Color


    30 Samurai Shodown! II/Samurai Spirits II

    X
    31 Bust-A-Move Pocket


    32 Party Mail


    33 Dokodemo Mahjong Color


    34 &160;


    35 Neo Turf Masters/Big Tournament Golf

    X
    36 Dive Alert:&160; Burn


    37 Dive Alert:&160; Rebecca


    38 Crush Roller Pocket


    39 Neo Geo Cup '98 PLUS Color


    40 Shanghai Mini


    41 Puyo Pop/ Puyo Puyo


    42 &160;


    43 &160;


    44 Pocket Love IF


    45 Dark Arms ~Beast Buster 1999~

    X
    46 Pachinko Pocket Parlor Guide


    47 &160;


    48 Magical Drop Pocket


    49 Puzzle Tsunagete Pon! 2


    50 Kikouseki Unitron (Biomotor Unitron II) X


    51 Faselei!


    52 PachiSlot Aruze Kingdom - Hanabi


    53 Biomotor Unitron


    54 Puzzle Link

    X
    55 Pacman

    X
    56 SNK vs Capcom Card Fighters Clash SNK


    57 SNK vs Capcom Card Fighters Clash Capcom


    58 Magical Drop Pocket


    59 Sonic the Hedgehog Pocket Adventure

    X
    60 Densha de Go! 2


    61 Metal Slug 2nd Mission

    X
    62 Mizuki Shigeru's Ghost Photo Gallery


    63 Mezase! Kanji-Ou X


    64 Last Blade ~Beyond the Destiny~


    65 Gals' Fighters


    66 Big Bang Pro Wrestling


    67 SNK vs Capcom Card Fighters Clash SNK

    X
    68 SNK vs Capcom Card Fighters Clash Capcom


    69 SNK vs Capcom Match of the Millenium


    70 Neo 21


    71 Dynamite Sluggaer (Dynamite Slugger)


    72 &160;


    73 Sonic the Hedgehog Pocket Adventure


    74 PachiSlot Aruze Kingdom - Azteca X


    75 Cool Boarders Pocket


    76 Puzzle Link 2 / Tsunagete Pon! 2

    X
    77 &160;


    78 Soreike! Hanafuda Dojo


    79 Pocket Reversi


    80 Cotton


    81 Oekaki Puzzle (Picture Puzzle)


    82 Evolution ~Eternal Dungeons~


    83 Bikkuriman 2000 Viva! Pocket Festiva!


    84 PachiSlot Aruze Kingdom - Ward of Lights X


    85 Ogre Battle Gaiden


    86 &160;


    87 Memories Off Pure


    88 Dive Alert Matt's Version

    X
    89 Dive Alert Becky's Version


    90 Faselei!


    91 Koi Koi Mahjong


    92 King of Fighters Battle de Paradise


    93 Gals' Fighters


    94 Rockman Battle and Fighters


    95 Last Blade ~Beyond the Destiny~

    X
    96 Nige-Ron-Pa


    97 Ganbare Neo Poke Kun


    98 Neo Baccarat


    99 Evolution ~Eternal Dungeons~


    100 Cool Cool Jam


    101 &160;


    102 PachiSlot Aruze Kingdom - Porcano 2


    103 Delta Warp


    104 Pocket Reversi


    105 Cotton


    106 Picture Puzzle / Oekaki Puzzle


    107 PachiSlot Aruze Kingdom - Desol 2


    108 PachiSlot Aruze Kingdom - Dekahel 2


    109 Infinity Cure


    110 PachiSlot Aruze Kingdom - Oo Hanabi


    111 Super Real Mahjong


    112 PachiSlot Aruze Kingdom - E-Cup


    113 &160;


    114 &160;


    115 &160;


    116 SNK vs Capcom Card Fighters Clash 2:&160; Expand Edition


    Best Collection Releases (Japan Only)
    117 Fatal Fury: 1st Contact


    217 Metal Slug 1st Mission


    307 Samurai Shodown! 2 / Samurai Spirits 2


    567 SNK vs Capcom Card Fighters Clash SNK


    577 SNK vs Capcom Card Fighters Clash Capcom


    617 Metal Slug 2nd Mission


    647 Last Blade


    657 Gals Fighters


    697 SNK vs Capcom Match of the Millenium


  • Neo Geo Pocket/Dreamcast Link Guide --------------------------------------- 8/22/2000 Version 1.1 by Razorclaw X (This email address is being protected from spambots. You need JavaScript enabled to view it.) Introduction ------------ The Neo Geo Pocket Color, produced by SNK, has the unique ability to link-up with a home console system, in this case, the Sega Dreamcast. This allows programmers producing for both systems to add extra goodies for those who support their games. This guide covers: - King of Fighters: Dream Match '99 (Dreamcast) - King of Fighters R-2 (Neo Geo Pocket Color) - SNK Vs. Capcom: Match of the Milennium (Neo Geo Pocket Color) - Capcom Vs. SNK (forthcoming Dreamcast title) - King of Fighters '99: Evolution (Dreamcast) - King of Fighters: Battle de Paradise (Neo Geo Pocket Color) Version History --------------- - 1.1 Added information on KOF: Evolution and Battle de Paradise, as well as additional Capcom Vs. SNK information. - 1.0 First Release (6/14/2000) Basics ------ What you need: - Sega Dreamcast (hereafter: DC) - Neo Geo Pocket Color (hereafter: NGPC) - Neo Geo Pocket Dreamcast Link Cable (Sug. Retail: $29.99) - NGPC Linkable Game Cartridge (Price Varies) - DC Linkable Game In order to properly link the NGPC and DC make sure both systems are off. Plug in the large end of the cable into the back of the DC (in the serial port); make sure it is firmly in place. Place the smaller end of the cable into the NGPC; make sure it is firmly in place (it should snap together if you push it in enough). Now turn on the DC and the NGPC. Game Specifics -------------- 1. King of Fighters R-2 - King of Fighters: Dream Match 1999 2. King of Fighters: Battle de Paradise - King of Fighters '99: Evolution 3. SNK Vs. Capcom: Match of the Millennium - Capcom Vs. SNK - King of Fighters: Dream Match 1999 ----------------------- 1. King of Fighters R-2 ----------------------- The Dreamcast link yields you skills for KOF R-2 and points for the picture gallery in King of Fighters: Dream Match '99. * KOF DM'99 Information can be transferred as follows: - Gallery mode points can be transferred (up to a maximum of 3800 points) to unlock all ten image galleries. This is completely useless as KOF'99 has been out for quite some time. - Points can be uploaded from KOF: DM'99 to KOF R-2 for each character you have achieved 100 points for. This is by far the more useful of the link functions, and the skills gained are given below: Character Skill --------- ----- Kyo Hot Blo Benimaru Sher1 (Dreamcast-only Skill) Daimon Pro Pow Terry Legend Andy Mai1 (Dreamcast-only Skill) Joe Anger1 Ryo Gored Robert Ryo1 (Dreamcast-only Skill) Yuri Peace1 Leona Iori1 (Dreamcast-only Skill) Ralf Powder Clark Thrower Athena Lullaby Kensou Athen1 (Dreamcast-only Skill) Chin Tantrum Chizuru Healing Mai Duck King Fe Hart Kim Burn 1 Chang Fetters Choi Leona1 (Dreamcast-only Skill) Yamazaki Guil1 Blue Mary Kasu1 (Dreamcast-only Skill) Billy Terry1(Dreamcast-only Skill) Yashiro Mad Bop Shermie 12000 Chris Evilflu Iori Hype1 Mature Sai1 (Dreamcast-only Skill) Vice Chris1 (Dreamcast-only Skill) Heidern Rugal1 (Dreamcast-only Skill) Takuma Yuri1 (Dreamcast-only Skill) Saisyu Doom Heavy D! Hamma Lucky Yash1 (Dreamcast-only Skill) Brian Garg Rugal Bitter Shingo Kyo1 (Dreamcast-only Skill) --------------------------------------- 2. King of Fighters: Battle de Paradise --------------------------------------- Battle de Paradise is only available in Japanese and must be imported (along with KOF: Evolution). However, there is enough English text in the game such that it is a simple matter to link the two games together. * King of Fighters '99: Evolution Information can be transferred as follows: - DC to NGPC: This uploads ability points earned through KOF: Evolution (through Arcade mode, Time Attack, or either Survival modes). You can upload as many points as you wish. The result will unlock extra Strikers and game boards at certain levels. - NGPC to DC: Transfers Striker information to KOF: Evolution. This is the more important ability, as it unlocks Extra Strikers for free. You can download any character whenever you wish, including the exclusive characters, Gai and Syo, which are unlocked by game points in BdP. Strikers start at level 1, for both Justice and Dark versions, and gain levels according to the stars you accumulate in BdP. The higher level Striker you transfer to KOF: Evolution, the stronger, and more damage they do. ----------------- 3. SNK Vs. Capcom ----------------- SNK Vs. Capcom: Match of the Millennium (hereafter: MOTM) has the ability to link up with two DC games: the home version of MOTM (which has yet to be released as of this writing) and The King of Fighters: Dream Match '99. * Capcom Vs. SNK Information can only be downloaded to the DC game; in this case it is the points earned from the Olympics mode. These points are used to buy hidden characters in Capcom Vs. SNK, and this may be a far faster alternative than accumulating the points in-game. * KOF DM'99 Information can be uploaded from DM'99. This gives you a set of Olympics points depending on a number of factors: - Characters in DM'99 who have accumulated 100 points may upload points to MOTM. Refer to a DM'99 FAQ for more details. - The character appearing in the linking screen determines how many points you get from a specific character. It is generated randomly from the available SNK characters in MOTM that originated from KOF. - You may only upload points for any given character ONCE. In other words, you have a maximum of 38 times per MOTM game cartridge to upload points. Most character points generate only 400 Olympics points, but if you match them with characters they are related to in MOTM the point value may increase or decrease-- ie. Kyo and Shingo, Terry and Terry, Ryo and Robert. Some possible character combinations are given below: * Kyo + Kyo + Benimaru + Daimon + Shingo + Saisyu - Iori-- Gives no points! - Chizuru-- Gives 100 points. * Iori (he's only good for Iori points) + Iori - Vice-- Gives 150 points - Mature-- Gives 150 points - Chizuru - Leona - Kyo-- Gives no points! * Terry + Terry + Andy + Joe + Mai + Mary - Kim-- Gives 380 points (what a rip) * Ryo + Ryo + Robert + Yuri + Takuma + King * Yuri + Yuri + Ryo + Robert + Takuma * Mai + Mai + Andy * Athena + Athena + Kensou + Chin * Leona + Leona + Ralf + Clark + Heidern Usually when uploading points for the character appearing in the linking screen will yield 700 Olympic points. In other cases think of character relationships in KOF when deciding who to upload points for which character (ie, it might not be a good idea to give Billy points to Terry. I ended up uploading Billy's points for Iori but I got 400 points anyway). This ability isn't terribly useful unless you have played DM'99 enough to get 100 points for every character (if you did it for KOF R-2 like I did) or you're looking for easy points to buy new supers. Whatever you do, don't upload Kyo's points when Iori is hosting the link and vice versa! :) Disclaimer ---------- Neo Geo Pocket, King of Fighters and characters belong to SNK. Dreamcast belongs to Sega. Capcom and characters belong to Capcom. This FAQ is copyrighted by the author and may be freely distributed so long as it appears in its complete, unaltered, and unplagarized form. This FAQ may not be sold for monetary gain or be republished/ reproduced, in part or in whole, for any reason whatsoever, without the express permission of the author. Copyright 2000 Razorclaw X -- Razorclaw X (This email address is being protected from spambots. You need JavaScript enabled to view it.)
    http://www.crosswinds.net/~slythe/index.html
    
    <!-- End of File -->
  • From:Jason Cooper <jason.cooper @ blazeretro.net>
    Date:Tue, 11th Dec 2012
    To:xxxxxx

    Subject:NEOGEO X Gold System Revised Release Date

    Dear xxxxxx,
    We are collecting the NeoGeo X consoles and joysticks directly from the manufacturer between the 19th – 22nd December. We are going to air freight these over (may I add at great expense) on a priority chartered service.

    Can you please provide all of the outstanding orders (and please keep me updated with new orders as they come through) and we will ship these directly from our warehouse to your customers – this will save some critical days and ensure your customers receive the product as quickly as possible. We have cancelled all Christmas leave for all our employees until the last unit has been shipped to your customers. This is not as drastic as it sounds as all our team volunteered this, of course, including myself. We expect to ship between Christmas and New Year.&160; As per our discussion, please also remain open to process enquiries, customer support and additional orders during this period.

    We will ship using either DHL or FedEx (depending upon who will deliver the quickest) and we will provide the tracking information to all of your customers to you, so you can quickly and easily track all deliveries.

    We might miss Christmas by a few days, but we are doing all we can to ensure that your customers get the NEO GEO X Gold System as quickly as is humanely possible!
    Sorry again for the delay, please apologise to your customers on our behalf for this and although all the issues have been completely out of the control of BLAZE, we are doing all we can to make this right. Feel free to forward our email address to anyone that would like to speak to us directly, we don’t have any secrets!

    Regards
    Jason

  • SNK Corporation (Head Office: Osaka Prefecture Suita City, President: Koichi Toyama) has announces a new  game machine "NEOGEO mini (Neo Geo Mini)" commemorating the 40th anniversary of the SNK brand.

     

    "NEOGEO mini" is a game machine with 40 built-in masterpieces and masterpiece titles from among the varied lineup of the game platform "NEOGEO" born in 1990. The game machine body has a 3.5-inch liquid crystal display and you can enjoy your favorite game without connecting it to the TV monitor. It is a compact size to ride in the palm, and the exterior design is prepared in two types: the Japanese version (sold in Japan, Asia region) and the overseas version (sold in North America, Europe and other regions). The Japanese version was designed with blue, white, red color scheme, with the motif of NEOGEO's arcade cabinet which appeared in the 1990's. Overseas version is a simple, modern design based on black, white, blue. 

    • Product name: NEOGEO mini (Neo Geo Mini) 
    • Number of titles included: 40 Title 
    • Liquid crystal size: 3.5 inch 
    • Dimensions / Weight: W135 mm × D 108 mm × H 162 mm / 600 g 
    • Accessory: Power cable No) 
      and connectors: HDMI terminal (for TV output), headphone jack, an external controller terminal 2 × 

    Asia version of NEOGEO mini

    European version of NEOGEO mini

    see also Press announcement

  • NGXG_logo

    NEOGEO X GOLD ENTERTAINMENT SYSTEM Announced for Worldwide Distribution

    Tommo Inc. sets release date and price for revolutionary gaming "system within a system"

    Los Angeles, Calif. - August 13, 2012 -Tommo, Inc., in partnership with SNK PLAYMORE, today confirmed that the NEOGEO X GOLD entertainment system is scheduled for a worldwide release this December. Following the 20th anniversary of the ground breaking NEOGEO AES console, the NEOGEO X GOLD entertainment system provides players with all of the features of a home arcade and the convenience of a handheld gaming device. The NEOGEO X GOLDentertainment system is set for a worldwide release on December 6, 2012 for a suggested retail price of $199.99 (USD).

    The NEOGEO X GOLD entertainment system comes complete with the NEOGEO X Station, the NEOGEO X Handheld with 20 pre-loaded NEOGEO classic titles, and the NEOGEO X Joystick. In addition to coming pre-loaded with 20 NEOGEO classic titles, the NEOGEO X Handheld device features a crisp 4.3" LCD display, an expandable game card slot, internal stereo speakers, and a 3.5mm headphone jack for a personal gaming experience you can take anywhere. The NEOGEO X Handheld device works with the NEOGEO X Joystick and NEOGEO X Station to charge the handheld device and transfer the action directly to a television set or monitor, viaHDMI or A/V out, for a true arcade experience right at home.

    PR_NGXG_Console_all

    The full list of NEOGEO X Handheld pre-installed games is as follows:

    1. 3 COUNT BOUT
    2. LEAGUE BOWLING
    3. ART OF FIGHTING II
    4. MAGICIAN LORD
    5. ALPHA MISSION II
    6. METAL SLUG
    7. BASEBALL STARS II
    8. MUTATION NATION
    9. CYBER LIP
    10. NAM 1975
    11. FATAL FURY
    12. PUZZLED
    13. FATAL FURY SPECIAL
    14. REAL BOUT - FATAL FURY SPECIAL
    15. THE KING OF FIGHTERS '95
    16. SAMURAI SHODOWN II
    17. KING OF THE MONSTERS
    18. SUPER SIDEKICKS
    19. LAST RESORT
    20. WORLD HEROES PERFECT

    "Great game consoles don't die; they're just reborn in much more affordable and convenient packages," said Tommo CEO Jonathan Wan. "The NEOGEO X GOLD is a love letter to one of my favorite consoles of all time, and working with SNK PLAYMORE to acquire the NEOGEO license, Tommo Inc. looks to provide gaming and entertainment enthusiasts with a classic arcade experience both at home and on the go."

    Distribution of the NEOGEO X GOLD entertainment system for European and Asian territories will be handled exclusively by BLAZE and Success Company. North American distribution of the NEOGEO X GOLD entertainment system will be handled exclusively by Tommo, Inc..

    For the latest news as it is released, and for additional information regarding theNEOGEO X GOLD entertainment system, please visit: www.NEOGEOX.com.

    About SNK PLAYMORE CORPORATION:

    SNK PLAYMORE Logo

    Headquartered in Osaka, Japan, SNK PLAYMORE CORPORATION (SNK) develops, publishes and distributes interactive entertainment software in Japan, North America, Europe and Asia. Founded in 1978, SNK is one of the largest privately held interactive entertainment content providers in the world.

    Known for such franchises as THE KING OF FIGHTERS, METAL SLUG, and SAMURAI SHODOWN SNK continues to be an industry leader by focusing on their rich arcade history. More information on SNK PLAYMORE CORPORATION can be found at www.snkplaymore.co.jp SNK PLAYMORE USA is a wholly owned subsidiary of SNK PLAYMORE CORPORATION.

    About Tommo, Inc.:

    tommo logo

    With over 20 years of experience in logistics and sales, a knowledgeable staff and sales representatives available nationwide, Tommo Inc. is one of North America's largest distributors of video gaming merchandises. Founded in 1989, Tommo has grown from a wholesaler of imported video games to becoming one of the nation's main suppliers of video gaming content to national retail chain stores as well as independent retailers.

    About BLAZE:
    Founded by Jason Cooper over 20 years ago, BLAZE now specializes in the creation and distribution of retro gaming devices. BLAZE currently distribute SEGA and ATARI branded consoles and, in Q1 2012, are set to release the "Gamegadget" games console, billed as the "iPod for games"

    About Success Company:
    Based in Hong Kong, Success Company are specialists in the distribution of all video games formats throughout the Asian region.

    &160;

    © SNK PLAYMORE "NEOGEO" is a registered trademark of SNK PLAYMORE CORPORATION. Used under license from SNK PLAYMORE USA CORPORATION.

  • Updated 25th October 1996 Ninja Master Faq compiled by Ket <This email address is being protected from spambots. You need JavaScript enabled to view it.> <http://www.satech.net.au/~pang> Contributors: Mickey <This email address is being protected from spambots. You need JavaScript enabled to view it.><Please include you webpage's url here>: Faq co-author Peter Williamson <This email address is being protected from spambots. You need JavaScript enabled to view it.>: Providing the menu and etc
    Takuma Matsuki: Translation of some moves, combos and etc
    
    **WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED!!**WANTED
    More informations and combos, cool looking ascii art for the title and etc...
    anyone is more than welcome to contribute, for those who has contributed
    something, regardless of more or less, his/her name will be on the
    contributor list. Please send your contributions to my email address
    mentioned above!!
    
    Boss code for cartridge version:??? forgot someone please fill in
    
    Joystick Directions and Button configurations
    
    7  8  9         P = Punch (A or B or A+B)
     \ | /          K = Kick (C or D or C+D)
    4- N -6         A = Weak Punch, B = Strong Punch, A+B = Ultra Strong Punch
     / | \          C = Weak Kick, D = Strong Kick, C+D = Ultra Strong Kick
    1  2  3         B+C = Change between Weapons or bare hands fight.
    
    6+A(B) = Overhead attack, this can hit crouch-blocking opponent
    Back Roll = Push the lever backward immediately after being knocked down
    
    ------------------------------------------------------------------------------
    
    
    SPIRIT GAUGE: The spirit gauge will build up as your attack hits or ticks
    your opponent, when Max, certain super moves can be performed.  During Max,
    to go into Hyper mode, simply press ABC buttons at the same time, then the
    spirit will start to drain, in close range this will also hit.
    
    CONDITIONS REQUIRED FOR DM, SDM AND SC:
    
    DM: Desperation Move, this move can be done when (1) You are in Hyper mode
    (2) Your character is low in life, known as flashing red life (3) or both
    
    SDM: Super Desperation Move or Fihishing Move, this move can be done when
    (1) Your character is in Hyper mode (2) or your character is Maxed up and
    your opponent is low in life.
    
    SC: Super Chain, this move can be done when (1) Your character is Maxed up
    (2) or your character is in Hyper.
    
    (n/w): No Weapons, when you see this, put your character's weapons away by
    pressing B+C.
    
    (w): Weapons, when you see this, which means this move required weapons to
    perform, press B+C to take out your character's weapons.
    ------------------------------------------------------------------------------
    
    Ninja Master Combo System Map (v1)
    
     C-------------D
     | \         / |
     |   \     /   |
     |             |
     |   /     \   |
     | /         \ |
     A-------------B
    
    (Yo Mickey! please explain this map, is this something to do with the Neo
    joypad?)
    ------------------------------------------------------------------------------
    
    SASUKE <The Legendary White Dragon>
    ******
    
    Story: Skillfully mastered the harsh Ninja training in half the normal period.
    Decided to fight against the Ruler as his father wished before passing away,
    and became a hidden Ninja to avoid involving his collegues.
    
    HiShou-Getsu            :236+P
    ShouKuuKyaku-Sen        :214+K
    ShouKuuKyaku-Retsu      :during jump 214+K
    HiShouKen               :623+P, 236+P, 236+P
    ShinGeki-Ha             :641236+AB
    Command Throw           :63214+D
    (DM) ShiPuuRetShinGeki  :632141236+AC
    (SDM) ShouShinKoHuuBaku :(n/w)22146+AB
    (SC) ShiMonSatsu        :A, B, B, B, 6+B OR B, B, B, 6+B
    
    Other Chain Combos:
    (1)  A, B, C, B, C
    (2)  A, B, C, D
    (3)  close C, B, B+C, B, B
    (4)  close D, B, B, B, D
    (5)  close B, B, B, D
    (6)  close B, B, B, 6+B
    
    More Combos:
    (1) Infinite combo: (n/w) A, B, B+C, 2+B, B+C(sword in), walk closer,
    repeat...
    
    ------------------------------------------------------------------------------
     
    KAMUI <The Black Tiger>
    *****
    
    Story: Completed the training incredibly quickly, like Sasuke.  Has
    been Sasuke's rival and best friend since childhood.  Determine to
    chase and slay Sasuke to provide him with a dignified death
    according to Ninja law.
    
    FuGa                            :236+P
    RyuToh-Ga                       :623+P
    SakKi                           :214+K, 214+K, 214+K
    KaEnJin OneZaMe                 :Jump 63214+AB
    SakKi                           :214+K, 214+, 214+K
    Command Throw                   :6412+D
    (DM) KiRetSuZan ChiKeMuRi       :632141236+AC
    (SDM) ???                       :22146+AB
    (SC) ???                        :A, A, B, A, B, A, 6+B OR D, B, B, 6+B
    
    Chain Combos:
    (1)  close C, B, D, 4+D
    (2)  close D, B, 6+B, C(D)
    (3)  close A, A, B, 4+D
    (4)  far 6+B, 6+D
    (5)  3+A, A, 2+D
    (6)  B, A, B, B, B, B
    (7)  B, A, B, B, 4+D
    (8)  B, A, B, 2+B, into 236+B
    (9)  B, A, B, 623+B
    (10) B, A, B, 2+D
    (11) B, A, (214+D) x3
    (12) B, A, B, D
    (13) B, C, C, D
    (14) A, A, B, B
    
    More Combos:
    (1)  (w) jump in strong K, close B, A, A, 6+B, dash forward, close B, A, A,
         2+B, cancel into (DM) KiRetsuZan ChiKeMuRi.
    (2)  (n/w) jump in strong K, close B, A, A, B, 6+B, far standing strong P.
    
    ------------------------------------------------------------------------------
    
    RAIGA <Outlaw Red Wolf>
    *****
    
    Story: Is renown as bounty hunter, but has not succeeded to catch Goemon,
    a thief wanted for a bounty prize in history.  Has spent all his life chasing
    Goemon.
    
    RaiGeki-Satsu                   :214+P
    ChiRaiRyu                       :after RaiGeki-Satsu 41236+P
    IkaZuchi-ChiRyu                 :4 then 6+K
    IkaZuchi-TenRyu                 :2 then 8+K
    BakuRai-Geki                    :4 then 6+P, 46+P, 46+P
    RaiShinSho                      :2 then 8+BD
    Command Throw                   :Spin joystick once +B
    (DM) Senco-RaiZin               :23641236+AB
    (SDM) ???                       :46412+CD
    (SC)  ???                       :A(C), B, B, 6+B OR A, B, B, B, 6+B
    
    Chain Combos:
    (1)  A, C, C, D, B
    (2)  6+A, 6+D, D
    (3)  close D, B, D, D
    (4)  A, B, B, D, C, B
    (5)  close C, B, B, B
    
    More Combos:
    (1)  (SDM), jump in strong K, close standing strong P, vertical jump strong K.
    (2)  Jump in strong K OR 2+C, into A, C into A, C into A, C, D into RaiGeki-
         Satsu follow up with ChiRaiRyu.
    ------------------------------------------------------------------------------
    
    TENHO <OnMyo UnSui>
    *****
    
    Story: Born in Korea and grown up in Hong Kong where he trained as a Taoist
    while playing outdoors in nature.  Sensed the disquieting in the air one day
    and left his family for JiPan.
    
    JuBaku-Fu                       :236+P
    SenKu-Dan                       :236+K
    ShuGoJu-Retsu-Dan               :Hold D for awhile then let go
    SenMetsu-Sho                    :(n/w) press P repeatedly
    TenMaEn-SatsuJin                :9n/w)63214+P
    SenkuKen                        :623+P, 236+P, 236+P
    TaiKyoku-Ha                     :2141236+AB
    Command Throw                   :421+B
    (DM) SenJin-FuJa                :63214632+AC
    (SDM)???                        :hold A then 214+ let go of A
    (SC)???                         :A, B, C, 6+D, 6+B
    
    Chain Combos:
    (1)  (n/w) A, C, 6+B, C
    (2)  C, C, C, 6+C
    (3)  A, B, C, 6+D, 6+D
    (4)  close A, B, A, D, 6+C, B
    (5)  close A, B, A, B, B
    (6)  close C, C, B, B, 6+A, B
    
    More Combos:
    (1)  (n/w) Jump in CD, close C, C, 2+B into JuBaku-Fu, crouching strong P,
         cancel into SenKu-Dan.
    (2)  Crouching weak K x2 cancel into TaiKyoku-Ha.
    ------------------------------------------------------------------------------
    
    KARASU <NeHan MuTen>
    ******
    
    Story: Travels through many countries, working as a bodyguard, accompanied by
    crows and an evil sword that is said to human blood.  As the crows head for
    the cast as usual, he follows them without knowing what lies ahead...
    
    Karasu-YaiBa                    :(w) 623+P
    Hayate-BaNe                     :(n/w) 623+P
    RiDare-BaNe                     :214+P
    HaNe-YaiBa                      :jump 236+P
    YaMi-Karasu                     :236+P, 6N+P, 6N+P
    KiKyo-ShoHeki                   :641236+AC
    Command Throw                   :641+B
    (DM) OnMyo-Karasu               :632146+AB
    (SDM) ???                       :463214+AB (hold AB to move your target)
    (SC)  ???                       :C, B+C, B+C, B, 6+B OR A, C, B+C, B, 6+B
    
    Chain Combos:
    (1)  (w) close A, B, B, B
    (2)  (w) close A, 6+B, 4+B
    (3)  (n/w) close C, B, D, 4+B
    (4)  close C, B+C, B+C, B, B
    (5)  C, C, D, D
    (6)  A, B, B, 6+A
    
    More Combos:
    (1)  (w) jump in strong P, close standing strong K, into B+C (2 hits), cancel
         into weak Hayate BaNe.
    (2)  (n/w) jump in strong K, crouching weak P, close standing weak K, B+C,
         D, B into KiKyo-ShoHeki, jump forward strong K cancel into weak(strong)
         HaNe-YaiBa.
    (3)  (n/w) jump in strong K, close C, C, D, 6+A, dash forward, close C, B+C,
         D, B, cancel into KiKyo-ShoHeki, jump forward strong K cancel into weak/
         strong HaNe-YaiBa.
    ------------------------------------------------------------------------------
    
    HOUOH <Hama MyoJo>
    *****
    
    Story: Born with the gift to make the evil retreat but this gift ironically
    attracts devils.  Has intensely hated devils since they killed his parents.
    Travelling the turbulant world to learn the real aim of his innate ability.
    
    KuSenKoh                        :4 then 6+P
    ChiRetsuSen                     :4 then 6+K
    HouOh-TenBu                     :2 then 8+K
    HaJa-ReiHaDoh                   :2146+AB
    KiShinZan                       :41236+P, 236+P, 236+P
    Command Throw                   :4632+B
    (DM) DaiNichi-SyaNaSyo-Rai      :4128+AC
    (SDM) MuSouTaiYoKen             :63214632+AC
    (SC) ???                        :D, D, A, 6+B OR A, B, A, 6+B
    
    Chain Combos:
    (1)  close D, D, D, D
    (2)  close B, A, B, D
    (3)  A, B, D, D
    (4)  A, B, A, 6+C
    (5)  close B, 4+D
    (6)  close B, A, B, 2+D, D
    
    More Combos:
    (1)  Jump in strong K, close B, A, far strong P.
    (2)  (n/w) jump in strong K, close D, D, D, walk toward slightly, close D, D,
         B into B+C, walk toward slightly A, B, A, A, B, B, cancel into HaJa-
         ReiHaDoh.
    ------------------------------------------------------------------------------
    
    NATSUME <NanTen SuZaku>
    *******
    
    Story: Born and raised in a tribe with foreign blood, and trained as a
    "MuEn-Ryu" fighter to follow the village's tradition.  After bothered by
    nightmares for a long period of time, found out the reason for the dream
    originates in JiPan.  Leaves for the nation to get rid of the suffering...
    
    JinKu-Zan                       :623+P
    HyakKi-RenSai                   :214+P repeatedly
    GoZanPu                         :214+K
    AsuKa                           :(w) 41236+P
    TenHa-RekKyaku                  :641236+CD
    ToHa-Sen-Geki                   :(236+K) x3
    Command Throw                   :421+D
    (DM) Oh-Satsu-GenMuRyoRan       :63214236+AC
    (SDM) ???                       :632632+AB
    (SC) ???                        :3+A, 6+A, 6+A, 6+B OR 3+A, 6+A, 6+A, A, 6+B
    
    Chain Combos:
    (1)  3+A, A, D, 8+D, 8+D
    (2)  6+A, B, D
    (3)  close A, D, B
    (4)  far A, 6+A, 236+B
    (5)  3+A, 6+A, 6+B, 46+B
    (6)  3+A, 6+A, 6+A, B
    
    More Combos:
    (1)  Jump in strong K, close standing strong P, into strong HyakKi-RenSai.
         walk toward slightly, strong P.
    (2)  Infinite combo: crouching weak P, cancel into strong ToHa-Sen-Geki,
         repeat.
    ------------------------------------------------------------------------------
    
    GOEMON <KaiToh MuSo>
    ******
    
    Story: A lone-wolf thief who has kept the country astir.  Steals only from
    those who fill their pockets through bad deeds, however, and gives away the
    wealth to orphans and poor people.  Having heard rumors of the Golden Palace,
    seeks it as the next target.
    
    BakuEn-Sho                      :623+P
    KaEn-Sho                        :(n/w) 214+P
    JiTekKyu                        :(n/w) 236+P
    GoGeki-Ho                       :(w) 236+P
    TekKyu-KaEnGoku                 :2146+AB
    TenChu-Baku                     :(236+K) x3
    Command Throw                   :412+D
    (DM) RekKa-MessTuSyo            :4216+AC
    (SDM) ???                       :4623+AC
    (SC) ???                        :3+A, B, B, 6+B OR 3+A, B, 6+B
    
    Chain Combos:
    (1)  A, C, C, D, D
    (2)  A, B, C, B, 6+B
    (3)  close D, D, D
    (4)  close C, C, 2+D
    (5)  A, C, C, 4+B
    (6)  3+A, B, B, B, 236+B
    (7)  A, C, C, D, D
    (8)  A, B, D, B, 6+B
      
    More Combos:
    (1)  Infinite combo 1: A, B, into TenChu-Baku (2 hits), repeat...
    (2)  Infinite combo 2: A, B, into B+C, walk toward slightly, repeat...
    ------------------------------------------------------------------------------
    
    UNZEN <Congo ARaHan>
    *****
    
    Story: Normally a big kind-hearted guy becomes blindlly violent when drunk.
    After kicked out of the mountain temple which he entered for training, he has
    secluded himself in the mountains to continue training.
    
    Dai-FunSai-Geki                 :B+D
    Dai-GokuSaTu-Geki               :1463214+P
    InGa-OHo                        :2147+P
    DaiChi-MeiDo                    :63214+P
    ZaiNin-Sabaki                   :623+P
    MeiMyaKu-MiZin                  :4 then 6+AC
    ZanGe-KakuGo                    :(236+K) x3
    Command Throw                   :1236+B
    (DM) YoMi-OKuRi                 :4632146+AC
    (SDM) ???                       :2141236+AC
    (SC) ???                        :(w) A, B, 6+A, 6+B OR (w) A, B, B, 6+B
    
    Chain Combos:
    (1)  (n/w) B, 6+B
    (2)  (w) C, A, 6+B
    (3)  (n/w) A, B, B, 6+A, B
    (4)  C, C, D, 2+D
    (5)  6+A, B, A
    (6)  A, B, 6+A, B, B
    
    More Combos:
    (1)  Jump in strong K, C, C, 6+A, C, C, 6+A, B, weak ZanGe-KakuGo, C, C, 6+A,
         C, C, 6+A.
    (2)  Jump in strong K, far B, B, close standing strong P.
    ------------------------------------------------------------------------------
    
    KASUMI <KohTen KunPu>
    ******
    
    Story: Grand-daughter of the leader of "Kurenai Clan" who follow a style of
    female "KunoIch" Ninja Techniques.  Though yet to undergo full training, has
    considerable competence as a Ninja.  After her grand-mother spoke of their
    destiny on her 16th birthday, left home to eliminate the source of the bloody
    battles throughout the nation...or was it to escape from the strict training?
    
    KaKyaku-EnSen-Syu               :236+K
    HiSen-Syu                       :63214+K
    HiRyu-Sen                       :jump 82+K
    HiTen-Kyaku                     :(n/w) 2 then 7(9)+K
    TenSin-SenPu                    :after HiTen-Kyaku P
    HiTen-Kyaku                     :after HiTen-Kyaku K
    HiEn-Bu                         :jump 6+K
    HeSen-TyuGeki                   :4 then 6+AB
    HiZan-Geki                      :(236+P) x3
    (DM) HeSen                      :632146+AB
    (SDM) ???                       :22146+AC
    (SC) ???                        :A, B, A, B, 6+A, 6+B OR B, B, A, B, 6+A
    
    Chain Combos:
    (1)  3+A, D, 2+D, 2+D, 2+D
    (2)  close A, 6+A, 6+B, 6+D
    (3)  close A, 6+A, A, 6+B, B
    (4)  close B, B, B, B
    (5)  close C, D, B, D
    (6)  close A, B, A, B, 6+B
    
    More Combos:
    (1)  (w) Jump in strong K, crouching B+C, cancel into (SDM).
    (2)  Infinite combo: crouching weak P, into HiZan-Geki (2 hits), repeat...
    ------------------------------------------------------------------------------
    
    Ranmaru
    *******
    
    (no name of moves again. Sorry)
    
    ???     236+P
    ???     641236+K
    ???     623+P
    ???     6321+P
    ???     63214+D
    ???     214+K x3
    ???     632146+AB
    (DM)    463214+AB
    (SDM)   236412+AB
    (SC)    A,B,A,B,6B
    
    Chain Combos
    (1)  B,A,B,B
    (2)  A,B,A,6B,236B
    (3)  A,B,B,A,D
    (4)  C,B,D,D
    (5)  B,A,A,B,6B
    (6)  B,A,B,6C
    (7)  B,A,B,214D x3
    (8)  A,B,A,B,6B
    (9)  A,C,D,D,
    (10) A,B,D,D
    (11) C,B,A,214D x3
    
    More Combos:
    ------------------------------------------------------------------------------
    
    NOBUNAGA
    ********
    
    ATTN: Mickey, I'll get my Japanese friend Takuma (yes, Takuma)to try to
    translate the story and name of moves and etc for the
    remain characters, as for the cool looking ascii art for the title and the
    rest of the decorations I'll leave them ALL to you, is that kool? I gotta
    have a nice rest after all these typings :^)
    
    
    Ket
  • ############################ # Ragnagurd FAQ ver 1.1 # ############################ Author : Bun During all bloody battles, a transformation of power takes place. Will you summon the super natural forces of nature? The supernatural elements in Ragnagurd takes this fighter above and beyond where no other fighting game has been before... ------------------------------------------------------------------------------- t a b l e o f c o n t e n t s ------------------------------------------------------------------------------- 1. How to Play 2. Movelists 3. Boss code and Movelist 4. Author's Notes =============================================================================== 1. How to Play =============================================================================== ______________________________________________________________________________ | | | A Light Punch | | B Light Kick | | C Heavy Punch | | D Heavy Kick | | | | ABC Energy Charge | | BCD Energy Charge | | | | close -O C or -O D Throw forward | | close O- C or O- D Throw back | | O O | | | / -O A or B Cushion Throws | | | | -O -O Dash | | O- O- Backstep | | | | direction + AB Jump Attacks(in air) | | -O + BC Blow Away Attack | |______________________________________________________________________________| =============================================================================== 2. Movelists =============================================================================== Every character has 2 Super Power Moves and 1 Potential Power Move. In this FAQ, a * before the move means it is a Super Power Move and a ** means that it is a Potential Power Move. To do a Super Power Move, you need an Energy Item, which can be collected by fully charging the Energy Bar. Note that each character has 2 Natures. There is a total of 4 Natures in this game; Fire, Lightning, Water and Wind. Except the Potential Power Moves, all the moves including the Super Power Moves have a specific Nature. When doing Super Power Moves, you need to have the correct Energy Item. You can get the Energy Item by either Charging with ABC or BCD. In case you don't know the Chinese character next to the Energy Bar, below are the symbols for the 4 Natures : F = Fire C = Lightning W = Water B = Wind To do Potential Power Moves, you need to have 3 Energy Items and low life(red shining Life Bar). ||:- Susano ___________________________________________________________________ | | | -O | \ + A or C Koku Ryuu Sai | | O O (Fire) | |------------------------------------------------------------------------------| | | \ -O + A or C Ryuu Ga Hou | | O O (Lightning) | |------------------------------------------------------------------------------| | | \ -O | \ -O + A or C Ryuu Hare Ba | | O O O O (Lightning) | |------------------------------------------------------------------------------| | O- | / + B or D Ryuu Ga Raku Kyaku | | O O (Lightning) | |==============================================================================| |* | \ -O | + AB Rai Geki Rin | | O O O (Lightning) | |------------------------------------------------------------------------------| |* ABC -O \ | / O- + A.B.C.D.A.B.C Nana Garera Orochi Nagi | | O O O (Fire) | |==============================================================================| |** | \ -O | / O- + CD Sou Mei Fuu Rai Ken | | O O O O | |______________________________________________________________________________| ||:- Benten ___________________________________________________________________ | | | -O | \ + A or C Ryuu Sei Zan | | O O (Wind) | |------------------------------------------------------------------------------| | | / O- + B or D Sou Rai Raku | | O O (near opponent in air) (Lightning)| |------------------------------------------------------------------------------| | | \ -O + B or D Sou Rai Geki | | O O (near opponent in air) (Lightning)| |==============================================================================| |* | / O- | \ -O + AB Seki Ryuu Sou Ken | | O O O O (Lightning) | |------------------------------------------------------------------------------| |* | \ -O O- -O + BC Sen Kuu Hou Ou Yoku | | O O (Wind) | |==============================================================================| |** -O O- -O \ | / O- + AB Shin Kuu Ren Zan | | O O O | |______________________________________________________________________________| ||:- Chi Chi - Ne Ne __________________________________________________________ | | | ABCD at the same time Chi Chi . Ne Ne [enter] Re Ka E | | [exchange character] | |------------------------------------------------------------------------------| | | / O- | \ -O + C Kururin Ko [Na Ge] {throw) | | O O O O (when close) | |------------------------------------------------------------------------------| | -O | \ + A or C Rai Jin Ken | | O O (Chi Chi's move) (Lightning) | |------------------------------------------------------------------------------| | | / O- + B or D Fuu Jin Kyaku | | O O (Ne Ne's move) (Wind) | |------------------------------------------------------------------------------| | -O O- -O + A or C Mane Mane Attack | | (Wind, Lightning) | |------------------------------------------------------------------------------| | O-(hold) -O A or C Ton De Ke Punch | | (Wind, Lightning) | |==============================================================================| |* | \ -O | \ -O + D Boko Boko Drop | | O O O O (Wind) | |------------------------------------------------------------------------------| |* -O | \ -O | \ + AB Biri Biri Cannon | | O O O O (Lightning) | |==============================================================================| |** O- -O / \ + ABCD Ten Sei Fuu Rai Jin | | O O | |______________________________________________________________________________| ||:- Gokuu ____________________________________________________________________ | | | | / O- -O + A or C En Satsu Kon | | O O (Fire) | |------------------------------------------------------------------------------| | -O | \ + B or D Sou Shin Ni Ki Kyaku | | O O (Wind) | |------------------------------------------------------------------------------| | | \ -O + A or C San Ren Kon | | O O (Fire) | |==============================================================================| |* O- / | O- / | + AB Ren Sen Kon | | O O O O (Wind) | |------------------------------------------------------------------------------| |* | \ -O | \ -O + BC En Jin no Kei | | O O O O (Fire) | |==============================================================================| |** -O O- -O O- -O + ABC En Bou Jutsu | |______________________________________________________________________________| ||:- Binten ___________________________________________________________________ | | | -O \ | / O- + A Juu Baku Kin | | O O O (Water) | |------------------------------------------------------------------------------| | | \ -O + A or B or C Sai Nen Dan | | O O (in air) (Wind) | |------------------------------------------------------------------------------| | | / O- + D You Sen Nen Ja | | O O (Water) | |==============================================================================| |* during Juu Baku Kin, Juu Baku Ten Hyou | | | \ -O | \ -O + CD (Water) | | O O O O | |------------------------------------------------------------------------------| |* |(hold) O- -O + BC Pun Jin Otoshi | | O (Wind) | |==============================================================================| |** O- -O O- | \ -O + ABCD Hachi Mon Nen Ki Jin | | O O | |______________________________________________________________________________| ||:- Syuten-Dozi ______________________________________________________________ | | | | \ -O + B or D Oni Hone Kuda Ki | | O O (Fire) | |------------------------------------------------------------------------------| | -O(hold) O + A or C Kon Gou Haji Ki | | | (Fire) | |------------------------------------------------------------------------------| | | / O- -O + A or C Daku Ryuu Nada | | O O (when close to opponent) (Water) | |------------------------------------------------------------------------------| | -O | \ + A or C Oni Kobushi | | O O (Fire) | |==============================================================================| |* O- / | O- / | + AB Gou En Shu | | O O O O (Fire) | |------------------------------------------------------------------------------| |* when close to opponent, Ji Goku Naga Shi | | O- -O + C, | | + C, | | + BC (Water) | | O O O O | |==============================================================================| |** -O | \ -O | \ + AB, Rei Shuu Ki Jin Yado Ri | | O O O O | | and then tap C rapidly | |______________________________________________________________________________| ||:- Seena ____________________________________________________________________ | | | O-(hold) -O A or C Two Launcher | | (Water) | |------------------------------------------------------------------------------| | O-(hold) -O B or D Tail Whip | | (Wind) | |------------------------------------------------------------------------------| | |(hold) O + B or D Dolphin Roll | | O | (Wind) | |------------------------------------------------------------------------------| | | \ -O | \ -O + B Aqua Bell | | O O O O (Water) | |==============================================================================| |* O- / | \ -O + AB Bubble Spike | | O O O (Wind) | |------------------------------------------------------------------------------| |* | | | + ABC Crystal Splash | | O O O (Water) | |==============================================================================| |** |(hold) O- -O + BC Two Mind Storm | | O | |______________________________________________________________________________| ||:- Igret_____________________________________________________________________ | | | O-(hold) | \ -O + A or C Soul Slash | | O O (Lightning) | |------------------------------------------------------------------------------| | O-(hold) -O B or D Ripper Haaken | | (Fire) | |------------------------------------------------------------------------------| | |(hold) O + B or D Bramble Ring | | O | (Fire) | |==============================================================================| |* O-(hold) -O \ | / O- + AB Trap Edge | | O O O (Lightning) | |------------------------------------------------------------------------------| |* O-(hold) -O | \ -O + BC Vigor Remove | | O O (Fire) | |------------------------------------------------------------------------------| |** during jump, Hell Inhabitant | | rotate the level one cycle + AB | |______________________________________________________________________________| =============================================================================== 3. Boss Codes and Movelist =============================================================================== [Boss Codes] There are 3 bosses in Ragnagurd. They are Behemoth, Eelis and Lucifer. You can use the boss codes in either MVS, Roms and CD version. - Behemoth In Character Select, go to Syuten-Dozi, enter [B, C, B, C, B, B, C], then press A or D to select. - Eelis In Character Select, go to Benten, enter [C, C, B, B, C, B, C], then press A or D to select. - Lucifer In Character Select, go to Susano, enter [B, C, C, C, B, B, B, C], then press A or D to select. [Boss Movelist] ||:- Behemoth _________________________________________________________________ | | \ -O + A or C Wild Snap | | O O (Fire) | |------------------------------------------------------------------------------| | | / O- + A Deadly Press | | O O (Fire) | |------------------------------------------------------------------------------| | -O | \ + C Nitro Break | | O O (Lightning) | |==============================================================================| |* | \ -O | \ -O + BC Murder Fang | | O O O O (Lightning) | |------------------------------------------------------------------------------| |* -O O- / | \ -O + AB Howling Beast | | O O O (Fire) | |==============================================================================| |** | / O- | \ -O + CD Grand Explosion | | O O O O | |______________________________________________________________________________| ||:- Eelis ____________________________________________________________________ | | \ -O O + A or C Nightmare Wing | | O O / (Wind) | |------------------------------------------------------------------------------| | -O O- -O + B or D Phantom Kuroishi | | (Wind) | |------------------------------------------------------------------------------| | in air, O- | / + B or D Dancing Needle | | O O (Lightning) | |------------------------------------------------------------------------------| | | O + A Bat Illusion | | O | (Wind) | |==============================================================================| |* | / O- | \ -O | / O- + AB Lunatic Jail | | O O O O O O (Lightning) | |------------------------------------------------------------------------------| |* -O | \ -O | \ + CD Killing Chariot | | O O O O (Wind) | |==============================================================================| |** -O \ | / O- | \ -O + BC Midnight Fire | | O O O O O | |______________________________________________________________________________| ||:- Lucifer __________________________________________________________________ | O-(hold) -O + A or C Pentagram Dune | | (Lightning) | |------------------------------------------------------------------------------| | O-(hold) -O + B or D Pentagram Ruin | | (Lightning) | |------------------------------------------------------------------------------| | |(hold) O + AB Mind Wave | | O | (Fire) | |==============================================================================| |* O-(hold) -O + ABC Dark Side Gate | | (Lightning) | |------------------------------------------------------------------------------| |* O- -O O- -O + AB Anger Body Sonic | | (Fire) | |==============================================================================| |** ABCD at the same time, Flare Burst | | hold for a while and then release | |______________________________________________________________________________| =============================================================================== 4. Author's Notes =============================================================================== Special Thanks ++++++++++++++ SNK (http://www.neogeo.co.jp/) [V.K] (http://www2.crosswinds.net/melbourne/~aeri/) RL (http://hem.passagen.se/ogg/) RAGE team (http://home5.swipnet.se/%7Ew-50884/emulator/rage.htm) Game FAQs (http://www.gamefaqs.com/) A note from the Author ++++++++++++++++++++++ This is my second FAQ(the first one is Savage Reign FAQ). Again, I hope this document is useful to those who play the game. This game is released in 1996. And I happen to find information about this game from the NGF Jun 96, Sep 96 and Oct 97. If you have any comments, please throw me an e-mail : This email address is being protected from spambots. You need JavaScript enabled to view it.. And be sure to check my page : http://home.ust.hk/~eg_sbxaa And here, I want to use this little space to thanks [V.K] again, he did all the move name translations for this game, and minor corrections. If you have time, please visit his homepage at http://www.crosswinds.net/melbourne/~aeri" What to expect in the next version ++++++++++++++++++++++++++++++++++ I will add some combos for each character, if you have some combos that you want me to include in this FAQ, you can submit to me by sending me an e-mail. I may also add profiles for the characters, currently I am looking for someone who can help me to translate the Japanese profiles. Copyright 1998 Bun. No part of this FAQ is to be altered without author's consent. Permission granted to freely distribute provided no fee is charged outside of raw reproduction costs. Contact author for any inclusion in media, print, or otherwise. Send whatever to This email address is being protected from spambots. You need JavaScript enabled to view it.
    
     The Ragnagurd is (c) SNK Corporation and (c) SNK Corporation of America.
    
    
    Oct 98
    -- End --
  •  /| / `. / | / , | / .. `. / .... | ____---- / ..... | ____---- / / ....... `____---- ...... =__________ _______________________/___........______________________| | / ____ ____ ___ _ \.....| ____ _____ _ _ _______ | | | _ \ | _ | / _ \ | | |,....| | _ \ | _ || || || _ _ | | < | | | || | ||| | | || | |,,...| | | | || | | || || ||| | | || | | | |_| || |_ | |_| || | |,,,..| | |_| || | | || || | | | ____| __/ | ( | _| | _ || | \_,,,.| | _ ( | | | || || | | | / | | |\ \| | | | | || | \,,.| | | | || | | || || | | | | | | | | || |_||| | | || |_|| |,,,| | |_| || |_| || \/ | | | | | |_| |_||____||_| |_||____| |,,./ |____/ |_____| \__/ |_| | `_________ __ __ ___ __ |,,> __ __ /\______/ \ |__ |__| | |__| | |_/ |__ | | |__| \ / | TM | | | | | | | |__ | |__| | \ | _< |____ ..... ___________ ... _____________/ |.... __/ \__ .. \ | ,. / \___ \ | ,---' \__\ |___/ |/ REAL BOUT FATAL FURY FAQ version: 3.2 rel.6 Created: 27th February 1996 Last Updated: 14th December 1996 Copyright (c) 1996, Mark O'Neill (* FLEA *) <This email address is being protected from spambots. You need JavaScript enabled to view it.> or <This email address is being protected from spambots. You need JavaScript enabled to view it.> This Document may be freely copied, distributed or used in any way provided proper credit is given to it's author. ------=| CONTENTS |=---------------------------------------------------------- 1) Introduction 2) Game Details Rules Stage Features On Screen Info Ranking Misc Home/Arcade Version Endings 3) Basic Movement/Controls Oversway Oversway Attacks Dodge Attacks Guard Cancel Notes on Blocking When Getting Up; Recovery Attacks Pursue Attacks Combination Attacks Ultra Deadly Attack Hidden Power Attack 4) Power Guage 5) Stage Descriptions 6) Combo's 7) Individual Character Details Terry Bogard Andy Bogard Kim Kap Whan Duck King Joe Higashi Mai Shiranui Sokaku Mochizuki Bob Wilson Hon Fu Blue Mary Franco Bash Ryuji Yamazaki Jin ChonShu Jin ChonRei Billy Kane Geese Howard 8) Strategy Section [T.B.D. for next version (rel. 5 onwards)] Against Human Opponents Against Computer Opponents 9) Credits/Thanks 10) Version History 11) Post sites for this FAQ ------=| INTRODUCTION |=------------------------------------------------------ Welcome all NeoGeo/Beat'em up fans! The latest in the SNK Fatal Fury series sees Geese Howard in possession of the Secret Scrolls, who wants rid of them as he sees them as useless. He now makes arrangements for the latest King Of Fighter's tournament, and seeks to rule again. This is the BEST Fatal Fury game by far. The special moves are easier, combo's are more varied and adaptable, more features are included....and it is simply great fun to play (that's what a game is all about, after all). This FAQ is based upon the PAL CD version of the game (which I own). There may be slight differences between this and the arcade version, but only in terms of in-game options and settings. ------=| GAME DETAILS |=------------------------------------------------------ RULES : As is unique to the recent Fatal Fury series, the action is fought on 3 planes of existence (background, middle and foreground), the middle plane being the normal plane to fight in. Rounds consist of 'best of 3' rules (as standard). An extra round (with less time) will be fought if no winner is found after 3 rounds. The energy bar for each character is now similar in function to Killer Instinct, where two energy bars are 'overlaid' on each other. The top bar is the Yellow bar, which when depleted gives way to a Red bar, which will flash when it reaches around 90-95 percent. It is worth noting here that while two energy bars may seem excessive, a single Power Special Move can drain the entire Yellow energy bar and a small chunk of the Reb bar! Character portraits also change when the energy bar changes from yellow to red. For a 1 player game, 'King of Fighters' rules apply, where the player must defeat 3 opponents (still best of 3 rounds each) before moving onto the next stage, until after 4 stages (12 fights) Geese Howard is to be fought. After initially selecting your own player in a one player game, you then pick the first opponent to fight against (who heads the first 3 opponents). The order of the characters after selecting the first one is as follows (starting with Terry); Terry - Duck King - Chonshu - Blue Mary - Joe - Sokaku - Andy - Bob -> <- Mai - Franco - Kim - Chonrei - Hon Fu - (back to Terry) Ryuji Yamazaki and Billy Kane will be amongst the last 3 fighters of the 4th stage before meeting Geese Howard. STAGE FEATURES : There are 5 stage areas in the game, 4 of which are Match stages which have obstacles/hazards at each end, and can be weakened/smashed as detailed below. Refer to Stage Description section for further stage details/descriptions. As well the ability to knock an opponent 'out of the screen' at the end of a match, the game now also features the 'Ring Out' feature as used in the Virtua Fighter series. When the obstacles at either side of the stage are broken, they remain broken/missing for the next round(s). If both players Ring Out, the first one to do so is the loser of the round. It is also possible to 'teeter' on the edge of the screen (as if the character is about to fall). If the obstacle has been broken your character CANNOT be pushed off whilst you are blocking an attack from your opponent. You can only Ring Out if you jump/walk off, or do not block your opponents attack. The stage obstacles have durability values of 11 (at which point they will break). When hit by attacks the durability will decrease at the rate of the following:- If attacks are guarded by the opponent: Deadly Attacks 1 Ultra Deadly Attacks 2 (S.Power) Hidden Power Attacks 2 (P.Power) If attack(s) hit the opponent: Deadly Attacks 2 Ultra Deadly Attacks 5 (S.Power) Hidden Power Attacks 5 (P.Power) When the damage is more than 10, it'll be broken. The fifth stage is Geese Tower, where Geese Howard is fought. There are no obstacles on this stage. ON SCREEN INFO : For the first time in a Fatal Fury game, combos are rewarded with a showing of the number of hits inflicted on the opponent and the type of move used. Another first for Fatal Fury is the addition of a fighter's Power Gauge (see section below for details). A Perfect round is now rewarded with a different win pose for your character. (? - I think only Mai does this). There is also now free-flowing blood in the game, which is a welcome (but an unusual) addition to the Fatal Fury series. RANKING : As in Fatal Fury 3, rounds are graded for the player depending upon their performance (in terms of combo's, speed, skill etc). Each round is graded as follows:- score| -9000 | -8000 | -7000 | -6000 | -5000 | -4000 | -3000 | 3000- | | | | | | | | time | | | | | | | | --------+-------+-------+-------+-------+-------+-------+-------+-------- - 6 | SSS | SSS | SS | SS | S | S | S | AAA - 10 | SSS | SS | SS | S | S | S | AAA | AA - 15 | SS | SS | S | S | S | AAA | AA | AA - 20 | SS | S | S | S | AAA | AA | AA | A - 25 | S | S | S | AAA | AA | AA | A | A - 30 | S | S | AAA | AA | AA | A | A | B - 35 | AAA | AA | AA | A | A | B | B | C - 40 | AA | A | A | B | B | C | C | C - 45 | A | B | B | C | C | C | C | C 46- | B | C | C | C | C | C | C | C time up | C | C | C | C | C | C | C | C These grades receive marks as follows: SSS - 41 SS - 33 S - 25 AAA - 17 AA - 12 A - 9 B - 9 C - 5 At the end of the game, these marks are summed up and you will be awarded a Fighter Grade as follows: Holy Fighter - 850 Genius Fighter 849 - 650 Master Fighter 649 - 442 Ace Fighter 441 - 351 Hope Fighter 350 - 221 Average Fighter 220 - 156 Trainee Fighter 155 - 117 Beginner Fighter 117 - MISC : 'Fake' moves (the start animation of a Special Move) are easier to perform now, requiring only a direction and button press of AB for a Special Move, or BC for a Power Special move. The fakes are shown in each character's move section with their normal moves. One of 2 colours can be selected for each character, using either A or D buttons when selecting a character. The A button is the normal colour, the D button is the alternative colour. Music and returning characters from Fatal Fury 3 remain largely unchanged (Bob Wilson's music has been re-mixed - it is better IMO). You gotta love Duck King's music! HOME/ARCADE VERSION : The arcade version has an option to allow 2 players to play for a single credit, although the game will end after the match has been won. (I have never seen the arcade version, so I don't know this for sure). ENDINGS : The endings (on my CD version) consist of cut scenes shown whilst the credits roll. There is an additional ending sequence if the game is completed with Terry or Andy. Like in Fatal Fury 3, certain characters will interact a little with others at the start of a battle (e.g: Terry meeting Geese). ------=| BASIC MOVEMENT/CONTROLS |=------------------------------------------- /=================< B A S I C C O N T R O L S >==================\ | | | (jump) | | A - Punch B - Kick | | UB U UF | | O O O C - Powerful attack | | \ | / | | (mid/ guard) B O- n -O F D - Oversway to Background/Foreground | | high / | \ (foreground if crouching) | | O O O -Hits opponent who is overswaying | | DB D DF -Roll to Background/Foreground | | (low guard) (crawl) when getting up | | (crouch) -Turn in the air | | | |--------------------------------------------------------------------| | | | Turn in air : Press and hold D whilst in the air to turn your | | character around to face the other way. Can also | | press an attack button whilst holding the D button | | | | Taunts : Press C when at distance from opponent | | (can be cancelled at any time) | | | | Holds/Throws : O- or -O + C button (or variations of) | | Some characters can also Air Throw | | | | Low Jump : Tap Jump direction | | | | High Jump : Hold Jump direction | | | | Crawl : Crawl forward (offensive crouch, Hold \ ) | | O | | Air Defense : O- in the air whilst being attacked | | (works against normal moves & projectiles) | | | | Jump Back : O- O- (also dodge projectiles) | | | | Forward Dash : -O -O (can also dash-jump for longer/higher jump) | | | \====================================================================/ OVERSWAY : Battles are usually fought in the middle plane. The mechanics of the 3 planes are given below. When your character is in either the background or foreground, they may only move forwards/backwards, dash or return to the middle plane (either by attacking or not). OVERSWAY ATTACKS : If you are in the middle plane and your opponent is in the background or foreground, you can do the following: - press D to hit them high & bring them back to the middle plane. - press | + D to hit them low & bring them back to the middle plane. O If you are in another plane and your opponent is in the middle plane, you can: - press A or B to hit them and return yourself to the middle plane. - press C to hit them into the opposite plane whilst you return to the middle plane. NOTE: Joe Higashi and Hon Fu will knock the opponent down without knocking them into the opposite plane. It is possible to use normal moves, combo's or Special moves to thrust an opponent into the background or foreground, and it is also possible to air juggle the opponent during this with some characters (if you have ever played against Franco Bash, you'll know about it!) DODGE ATTACKS : Similar to the system used in FF3. Immediately press -O + A when blocking an opponent's attack. I'm not sure if all character's can do this, I can only ever seem to do it with Geese. GUARD CANCEL : During an attack, all characters can use powerful 'Guard Cancel' techniques to break the enemy guard (like DarkStalkers II Guard Reversals). The Guard Cancel move can ONLY be done when the Power Guage is flashing. All characters have at least 1 of their special moves which can be used as a Guard Cancel. To perform a GC, whilst blocking an attack, perform the specific Special Move (shown in each characters section), which should result in a Guard Cancel Bonus and a trail of shadows being left whilst the move is performed. The move has to be performed immediately after blocking an attack. NOTES ON BLOCKING : Once you have started blocking an opponents attack (combo or special moves), you do not have to keep holding the joystick in the block position. The game has what I call 'Semi-Automatic' blocking, where your character will successfully block the remainder of the attacks if you blocked the first hit. This of course makes Guard Cancel Attacks a little easier to perform! WHEN GETTING UP; RECOVERY ATTACKS : Some characters can perform a special kind of attack whilst they are getting up off the ground (after being thrown/combo'd etc). When executing the move, before standing, your character will perform their attack on an unsuspecting hovering opponent! Details for the moves or variations for each character are given in their own section. All characters can also escape to the Background or Foreground by using the D button when getting up (roll away). Most characters will roll to the background, others that roll to the foreground are noted as so in their moves section. PURSUE ATTACKS : Some characters can perform follow-up attacks on an opponent who has been knocked down by a combo, throw or Special Move (combo's make the opponent stay down slightly longer than for a throw). Details for the moves or variations for each character are given in their moves section. COMBINATION ATTACKS : Just like in Fatal Fury 3. Pressing a series of buttons (sometimes with joystick direction) will perform cool looking chain-like combos, only the system is much better now. See each characters section for details, and the Combo Section below. ULTRA DEADLY ATTACK (S.POWER) : Known as the S.POWER move. Only possible when your character's energy bar is flashing OR the Power gauge is full or flashing. (Can also be done if both are flashing instead of the P.POWER move). These moves are based on Fatal Fury 3's ChoHissatsuWaza (supermoves). HIDDEN POWER ATTACK (P.POWER) : Known as the P.POWER move. Only possible when your character's energy bar is flashing AND the Power gauge is full or flashing. These moves are based on Fatal Fury 3's Cho-ChoHissatsuWaza (super-super moves), although they are much easier to perform now. ------=| POWER GAUGE |=------------------------------------------------------- Each character has at the bottom of the screen a bar which fills up when your character attacks the opponent (special or normal moves, blocked or not). When the bar becomes full, it flashes and displays above the gauge:- S.POWER 'GO!' or P.POWER and 'GO!' At this point, your character now has the following abilities (Power Specials); S.POWER - Ultra Deadly Attack ability, Guard Cancel powers (Power gauge OR/(AND) energy bar flashing) or P.POWER - Hidden Power Attack ability, Guard Cancel powers (Power gauge AND energy bar flashing) The bar will only go down when you have used the move successfully hitting the opponent or not). Partly charged gauges are carried over to the next round. If the move is not used, the gauge will begin to drain slowly. During this time the move will still be available until the bar is empty (only if bar is still flashing). NOTE: The Power Gauge will not be drained if an S.POWER move is used when a P.POWER move is available. ------=| STAGE DESCRIPTIONS |=------------------------------------------------ 1) SOUND BEACH Obstacles include frameworks of wood and old tires. If either side gives way, a Ring Out will occur with a player falling into the water. On the very far left is a neon sign which if broken will electrocute the unfortunate victim who touches it. On the very far right, the wooden structure will break and collapse if a character hits it. 2) WEST SUBWAY The obstacles here are the spectators of people watching the fight at both ends. If either side gives way, a Ring Out will occur with a player falling onto the train tracks or stumbling into a train which will subsequently depart! It is also possible to land on-top of the train, or in-front of it. 3) EAST-SIDE PARK The obstacle on the right is an elevator, which will give a ride to any un-willing passenger! It is also possible to be thrown/knocked into the elevator from above the elevator door (try using Yamazaki's 'Guillotine' move). On the left is a directory board which will give way to a sunken area, out of sight. 4) SOUTHTOWN BRIDGE Located in the Dockyards. On the right is some scaffolding which when broken will spark with electricity. On the left is a pile of wooden boxes which when broken will allow a player to fall into the water or to stumble into the hold of the docked ship which is about to depart. 5) GEESE TOWER The only place to fight Geese Howard in a 1 player match. The lighting will change for the second round. The music and lighting will change if there is a third round. Special Note:- this stage will continually 'wrap-around' i.e; there are no walls/obstacles to the left or right. ------=| COMBO'S |=----------------------------------------------------------- The combo system is similar to the one used in Fatal Fury 3, but it is now much more adaptable. Instead of only being able to execute set combo's, a combo can now be adapted to make a variation by the position of the joystick during any part of the combo (see example, below). Most combo's have variations, but not all. Special Moves and Power Specials can also be used in combo's with devasting effects! The combo's for each character have been greatly revised since version 2.0 of the FAQ. The linking moves/button presses to create a combo are shown as a map of all possible combinations of button presses (with joystick direction if applicable). Each sucessive move choice is shown branched off from the last previous button press (reading from left to right). Some combo's can started with a dash forward. Terry's ACCC combo can ONLY be started this way. I have deliberately not included combo's comprising of jump-in attacks or Special Moves. For a more detailed insight into the combo system and combo's combined with jump attacks and special moves, refer to the Real Bout Combo Fury FAQ, by the Barberman! (see Credits section). If a button in the combo map has * after it, that indicates that at the end of the combo (or if that button is in a sequence) the button following press can be interupted with another move, e.g: a Special attack. For example, Terry's dash combo is:- (dash) A --> C --> C --> C* --> C A cool combo would be:- (dash) A --> C --> C --> C --> -O | \ + B Power Dunk interupts the O O final button press. ------=| INDIVIDUAL CHARACTER DETAILS |=-------------------------------------- Move notes; (close) - the move must be executed when next/close to an opponent (i.e: within throwing range). [Bg] - move knocks opponent into Background plane. [Fg] - move knocks opponent into Foreground plane. (gc) - move can be used for a Guard Cancel move. {} - moves shown in {} are Fake Moves. I have called Special Moves 'Deadly Attacks' in the move lists (it's what the manual called them). I also like the sound of it - it kind of makes the moves sound more 'menacing'. All moves shown are for characters facing to the right. For the combo sections; dn refers to any joystick direction of / or | or \ O O O d refers to | only O db or df refers to / or \ respectively O O +================+ | TERRY BOGARD | /===< HOLDS/THROWS >========+================+=============================\ | | | Buster Throw: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | UpperCut: / + A | Recovery Attack: none | | O | | | | Pursue Attack: none | | Spinning Kick: -O + B [Bg]| | | | | | Charging Kick: dash, -O + C| | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {|+AB}| | | Burn Knuckle: | / O- + A/C O | | | O O | | |------------------------------------------------+-------------------------| | Power Wave: | \ -O + A {-O+AB}| | | O O | | |------------------------------------------------+-------------------------| | Round Wave: | \ -O + C {-O+AB}| Hits in all 3 planes | | O O | but not full screen | |------------------------------------------------+-------------------------| | Power Dunk: -O | \ + B (gc)| | | O O | | |------------------------------------------------+-------------------------| | Crack Shoot: | / O- + B | | | O O | | |------------------------------------------------+-------------------------| | Rising Tackle: Hold | then O + A | | | O | | | |------------------------------------------------+-------------------------| | Passing Sway: | \ -O + D | Terry himself will move | | O O | to the Background | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Power Geyzer: | / O- / -O + BC O | Hits in all 3 planes | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Triple Geyzer: | / O- / -O + C O | Hits in all 3 planes | | O O O | | | | | #===< COMBO'S >==================================+=========================# | | | dn+A ----> dn+C* | | A -+--> C | | | | | B | C | | dn+B -+--> B ----> fwd+C [Bg] | | | dn+B db+C* | | | d/df+C | | +--> dn+C | | | | | | (dash) A ---> C ----> C ----> C* ----> C | | | \==========================================================================/ +===============+ | ANDY BOGARD | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Shoulder Throw: -O + C in air above opponent: | | + C | | or O- + C (Spider hold) O O | | | +===< MISC >========================+======================================+ | | | | Upper Palm: / + A | Recovery Attack: none (D - Fg) | | O | | | | Pursue Attack: | + C | | Rolling Kick: -O + B | (dart throw) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {-O+AB}| | | Shadow Slash: / -O + A/C | | | (ZanEi Ken) O | | | | | | Gale Back Punch: do same motion again | | | (Shippuu Uraken) [C button only] | | |------------------------------------------------+-------------------------| | Repeated Kick in: -O | \ + B | | | Darkness O O | | | (Yami AbiseGeri) | | |------------------------------------------------+-------------------------| | Dragon Blast: -O | \ + C (gc)| | | (Sho Ryu Dan) O O | | |------------------------------------------------+-------------------------| | Phantom Shiranui: in air, | \ -O + D | | | (Gen'ei Shiranui) O O [Fg] | | |------------------------------------------------+-------------------------| | Sky Breaking Blast: / | \ -O + B | | | (KuHa Dan) O O O | | |------------------------------------------------+-------------------------| | Flying Fist: | / O- + A {|+AB}| | | (Hisyo Ken) O O O | | |------------------------------------------------+-------------------------| | Violent Flying Fist: | / O- + C {|+AB}| Hits in all 3 planes | | (Geki Hisyu Ken) O O O | | |------------------------------------------------+-------------------------| | Gale Tornado Kick: | / O- + D | Andy himself will move | | (Shippu Tatsumaki Geri) O O | to the Background | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Ultra Break Blast: Hold | , \ -O + BC O | | | (Cho Reppa Dan) O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Shadow Slash Break: / | \ -O + C | | | (ZanEi Reppa) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A C | | d/df+A ----> B ----> fwd+C [Fg] | | B dn+B db+C* | | dn+B d/df+C | | C* | | C ----> C ----> C ----> C ----> fwd+C [Fg] | | | \==========================================================================/ +================+ | KIM KAP WHAN | /===< HOLDS/THROWS >========+================+=============================\ | | | Shoulder Throw: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Axe Kick: -O + B | Recovery Attack: none (D - Fg) | | | | | Foot Stomp: AB | Pursue Attack: none | | | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Flying Swallow Slash: Hold | then O + B | | | (Hi En Zan) O | | | | | | | when at top of move: | + B | | | O | | | | | |------------------------------------------------+-------------------------| | Half Moon Slash | / O- + B/C {-O+AB}| | | (HanGetsu Zan) O O | | |------------------------------------------------+-------------------------| | Flying Kick: in air, | + B | | | (Hisyo Kyaku) O | | |------------------------------------------------+-------------------------| | Air Dust: -O | \ + A (gc)| Hits in all 3 planes | | (Ku Sajin) O O | (sometimes) | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Chinese Phoenix: in air, O- / | \ -O + BC | | | Air Dance Kick O O O | | | (Hoh-Oh TenBu Kyaku) | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Chinese Phoenix Kick: | / O- / -O + C O | | | (Hoh-Oh Kyaku) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> B -+--> B ----> C ----> C | | dn+A -+ | | | | | | | B | | C | | dn+B -+-> dn+B -+--> fwd+C* [Fg] | | db+C* | | d/df+C | | | \==========================================================================/ +=============+ | DUCK KING | /===< HOLDS/THROWS >==========+=============+==============================\ | | | Slam Dunk: -O + C Air Throw: | + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | Overhead hit: O- + A | Recovery attack: none | | | | | Slide Kick: \ + B | Pursue Attack: | + C | | O | (ground spin) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Head Spin Attack: | \ -O + A/C | | | O O | | | (can be interupted) | | |------------------------------------------------+-------------------------| | Dancing Dive: | / O- + B (gc)| | | O O | | |------------------------------------------------+-------------------------| | Neo Break Storm: -O | \ + B | | | O O | | |------------------------------------------------+-------------------------| | Flying Spin Attack: in air, | / O- + A | | | O O | | |------------------------------------------------+-------------------------| | Duck Fake Air: in air, | | | Not an attack | | O O | | | | | | can press O- or -O after above to land either | | | left or right of the move. | | |------------------------------------------------+-------------------------| | Duck Fake Ground: dash, \ + C | Not an attack | | O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | O | | | Break Spiral: O- / | \ -O / | + BC | | | O O O O (close)| | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Duck Dance: | | + ABC O | Not an attack | | O O | | | | - enhances other moves | | when flashing, you can do either of:- | by 1-1/2 times | | | | | O | - lasts about 10 seconds| | 1) Break Spiral: O- / | \ -O / | + BC | | | (enhanced) O O O O (close)| - will also build up | | | Power Gauge initially | | 2) Break Hurricane: | \ -O (x2) + BC | | | O O | | | | | | 3) Dancing Calibre: | / O- (x2) + BC | | | O O | | | | | | 4) Rolling Banisher: Hold O- , -O O- -O + BC | | | | | | 5) Diving Banisher: in air, -O \ | + BC | | | O O | | | | | #===< COMBO'S >==================================+=========================# | | | A C [Bg] | | B ----> B ----> up+C [Fg] | | dn+B dn+B bk+C | | dn+C | | | | A ----> A ----> B ----> B ----> C | | bk+C* | | | \==========================================================================/ +===============+ | JOE HIGASHI | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Knee-kick combo: -O + C Knee Bash: \ + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | High Elbow: / + A | Recovery Attack: none | | O | | | | | | Slide Kick: \ + B | Pursue Attack: none | | O | | | | NOTE:- Oversway to middle plane C | | Uppercut: O- + A | attack will knock opponent | | | down - not into other plane | | Roundhouse: O- + B [Fg] | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {-O+AB}| | | Slash Kick: / -O + B/C | | | O | | |------------------------------------------------+-------------------------| | Golden Heel: | / O- + B | | | (Ougon no Kakato) O O | | |------------------------------------------------+-------------------------| | Tiger Kick: -O | \ + B {O-+AB}| | | O O (gc)| | |------------------------------------------------+-------------------------| | Pressure Knee: | \ -O + D | Joe himself will move | | O O | to the Foreground | |------------------------------------------------+-------------------------| | Exploding Blast: | | | (BakuRetsu Ken) Tap A repeatedly | | | | | | Exploding Hook: | \ -O + A (during above)| | | (BajuRetsu Hook) O O | | |------------------------------------------------+-------------------------| | Exploding Hurricane: O- / | \ -O + A/C {|+AB}| C hits in all 3 planes | | (BakuRetsu Hurricane) O O O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Screw Upper: -O O- / | \ + BC O | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Slide Screw: -O O- / | \ + C O | | | O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C* | | d/df+A | C | | +--> B ----> fwd+C* [Fg] | | | dn+B db+C | | B | d/df+C | | d/db+B -+ | | | | db+A ----> C ----> C | | | | bk+A ----> C ----> C ----> C ----> C* | | | \==========================================================================/ +================+ | MAI SHIRANUI | /===< HOLDS/THROWS >========+================+=============================\ | | | Leg Flip: -O + C Air Throw: | + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | Cape Flick: O- + A [Bg] | Recovery Attack: Tap C repeatedly | | | (double kick) | | | | | Thrust Kick: -O + B | Pursue Attack: none | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {|+AB}| | | Flower Butterfly Fan: | \ -O + A O | | | (KaCho Sen) O O | | |------------------------------------------------+-------------------------| | Violent Flower Butterfly: | / O- + C | Hits in all 3 planes | | Fan O O | | | (Midare KaCho Sen) | | |------------------------------------------------+-------------------------| | Dragon Flame Dance: | / O- + A {O-+AB}| | | (Ryu En Bu) O O (gc)| | |------------------------------------------------+-------------------------| | Heat Haze Dance: | | + C | | | (Kagero no Mai) O O | | |------------------------------------------------+-------------------------| | Deadly Ninja Bees: O- / | \ -O + C | | | (Hissatsu Shinobi Bachi) O O O | | |------------------------------------------------+-------------------------| | Squirel Dance: in air, | + AB | | | (Musasabi no Mai) O | | |------------------------------------------------+-------------------------| | Phantom Shiranui: in air, | \ -O + D [Fg] | | | (Gen'ei Shiranui) O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Super Deadly Ninja Bees: -O / -O + BC | | | (Cho Hissatsu Shinobi Bachi) O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Leotard Ninja Bees: -O / -O + C | | | (Leotard Shinobi Bachi) O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C | | dn+A | dn+C* | | | | | +--> A -+ | | | | | | B | | C | | dn+b -+--> B -+--> fwd+C* [Fg] | | dn+B db+C | | d/df+C | | | | B ----> C ----> C | | | \==========================================================================/ +====================+ | SOKAKU MOCHIZUKI | /===< HOLDS/THROWS >======+====================+===========================\ | | | Reverse Slam: -O + C Air Throw: | + C | | O | | Shoulder Toss: O- + C (add -O + C for Face Bash) | | | | Demon's Gate Camp: rotate 360 + C | | (Kimon Jin) | | | +===< MISC >========================+======================================+ | | | | Staff Thrust: / + A | Recovery Attack: none | | O | | | | Pursue Attack: | + C | | | (lightning) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {|+AB}| | | Makibishi Masher: | \ -O + A O | | | (Makibishi) O O | | |------------------------------------------------+-------------------------| | Wild Monkey Hunt: | / O- + A | | | (Nozaru Gari) O O | | |------------------------------------------------+-------------------------| | Possession Blast: -O O- -O + C | | | (Hyoi Dan) | | |------------------------------------------------+-------------------------| | Secret Power: -O | \ + B | | | Thunderbolt O O | | | (Higi Kaminari Otoshi) | | |------------------------------------------------+-------------------------| | Illusion Dream Camp: -O | \ + A | | | (GenMu Jin) O O | | |------------------------------------------------+-------------------------| | Evil Staff Dance: Tap A repeatedly | | | (JaKon Bu) | | | | | | during this move, any of the following can | | | be done to end the move; | | | | | | Heaven Break: / + C | | | (Ten Ha) O | | | | | | Swipe Break [low]: \ + C [mid]: -O + C | | | (Fu Ha) O (Toppa) | | | | | | Lower Break: O + C | | | (Kou Ha) / | | | | | | Fell Break: D (will hit in Bg or Fg) | | | (Tou Ha) | | |------------------------------------------------+-------------------------| | Evil God Staff: O- / | \ -O + B | Not an attack. | | (Jashin Kon) O O O | Reflects projectiles | |------------------------------------------------+-------------------------| | Flames Of Doom: | O- / + B (gc)| | | (Hametsu no Honou) O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Thunder: -O \ | \ -O + BC O | | | (Ikazuchi) O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Breath Of Thunder God: -O \ | \ -O + C O | | | (Raijin no Ibuki) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C | | | | | | | | B | B C* [Bg] | | dn+B -+-> dn+B ----> fwd+C | | d/df+C | | db+C* | | | | B ---> fwd+C ---> fwd+C* [Fg] | | | | C ----> C ----> C ----> C* ----> | | + C | | O O | | | \==========================================================================/ +==============+ | BOB WILSON | /===< HOLDS/THROWS >=========+==============+==============================\ | | | Falcon: -O + C (follow up with Hornet Attack) | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Thrust Kick: / + A | Recovery Attack: Tap C repeatedly | | O | (somersault kick) | | | | | Shoulder Charge: -O + A | Pursue Attack 1: O + C | | | (leg drop) | | | | | | Double Kick: in air, | + B | Pursue Attack 2: O O + C | | O | (hornet attack) / / | | (must be a High Jump) | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Rolling Turtle: | / O- + B/C | Can move left/right | | O O | during C version | |------------------------------------------------+-------------------------| | Bison Horn: Hold | then O + B/C | | | O | | | |------------------------------------------------+-------------------------| | | | | Wild Wolf: Hold O- then -O + B | | | | | |------------------------------------------------+-------------------------| | Monkey Dance: -O | \ + B (gc)| | | O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | O | | | Dangerous Wolf: -O O- / | \ -O + BC | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Mad Spin Wolf: | / O- | / O- + C | | | O O O O | | | | | | Wolf Fang: Tap C during above | | | | | #===< COMBO'S >==================================+=========================# | | | A C | | d/df+A -+--> B ----> fwd+C* [Fg] | | B | df+C | | dn+B +--> C db+C* | | | | C ----> C -+--> C -+--> C* -+--> C | | | | | | | | *| +--> up+C | | *| +-> up+C | | +-> up+C | | | \==========================================================================/ +==========+ | HON FU | /===< HOLDS/THROWS >===========+==========+================================\ | | | Leg Flip: -O + C Face Bash: \ + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | High NC hit: / + A | Recovery Attack: none | | O | | | | Pursue Attack: | + C | | Spinning Head Kick: -O + B | (low NC hit) O | | | | | | NOTE:- Oversway to middle plane C | | | attack will knock opponent | | | down - not into other plane | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Nine Dragon Foresight: O- / | \ -O + C | A counter move. Can also| | (KuuRon no Yomi) O O O (close) | be used as an anti-air | | | move; produces an 8 hit | | Black Dragon [when used as anti-air move] | air juggle! | | (KokuRyu) | | |------------------------------------------------+-------------------------| | Lightning Speed Earth: Hold / then -O + B | | | (Denkousekka no Chi) O | | | | | | Lighting Pachiki: press B during above | | | (Denkou Pachiki) [stop roll/multi-hit) | | |------------------------------------------------+-------------------------| | Lightning Speed Heaven: | / O- + B {-O+AB}| | | (Denkousekka no Ten) O O | | | | | |------------------------------------------------+-------------------------| | Sure Victory Counter-: | / O- + C | | | Attack O O | | | (Hissho Kyakushu Kyaku) | | |------------------------------------------------+-------------------------| | Mastery of Air Intense: -O | \ + A {O-+AB}| | | Fire O O | | | (Seikuu Rekka Kon) (gc)| | |------------------------------------------------+-------------------------| | | | | Fire Stallion: Tap A repeatedly | | | (Honou no Taneuma) | | | | | | - must keep up good button tapping rythm | | | else Hon Fu will come off worse! | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Explosive Goro: | / O- / -O + BC | | | (Bakuhatsu Goro) O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Storm In Gadentsa: | / O- / -O + C | | | (Gadenza no Arashi) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C | | | | | +--> A -+ | | dn+A | | | | B | B | C | | dn+B -+-> dn+B -+--> fwd+C* [Fg] | | d/df+B db+C* | | d/df+C | | | | db+A ----> C ----> C | | | \==========================================================================/ +=============+ | BLUE MARY | /===< HOLDS/THROWS >==========+=============+==============================\ | | | Leg Flip: O- + C (add -O + C for Leg Lock) | | | | Mary's other throws are started with the Quick Sway (below) | | | +===< MISC >========================+======================================+ | | | | Crouching Punch: \ + A | Recovery Attack: | O + C | | O | (fire kick) O | | | | | | Spin Kick, Leg Kick: O- + B | Pursue Attack 1: O + C | | | (leg drop) | | | | | | | Pursue Attack 2: | + C | | | (foot stomp) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Spin Fall: | \ -O + A | | | O O | | |------------------------------------------------+-------------------------| | M. Spider: | \ -O + C | | | O O | | |------------------------------------------------+-------------------------| | Straight Slice: Hold O- then -O + B (gc)| | | | | | - Stun Slice: after above, O- -O + B | | |------------------------------------------------+-------------------------| | | | | M. Crab Crunch: Hold O- then -O + C | | | | | |------------------------------------------------+-------------------------| | Vertical Arrow: -O | \ + B | | | O O | | | - M. Snatcher: do same move again | | |------------------------------------------------+-------------------------| | M. Head Buster: | / O- + B | Not an attack. | | O O | Counter attack (ground) | | - can follow up with Vertical Arrow then | | | M. Snatcher. | | |------------------------------------------------+-------------------------| | Stun Gun Smasher: | / O- + C | Not an attack. | | O O | Counter attack (air) | |------------------------------------------------+-------------------------| | Quick-sway: | / O- + A | Not an attack. | | O O | | | | Dodge projectiles and | | Back Drop: during Quick Sway add O- + A | set up for throw. | | Face Rock: during Back Drop add O- + B | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | M. Typhoon: -O O- / | \ -O + BC | Unblockable. | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | M. Driving Smasher: -O O- / | \ -O + C | | | O O O (close)| | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C* | | | C | | +--> B ----> bk+C* [Fg] | | B | dn+B -+ df+C | | dn+B -+ | d+C | | | db+C* | | | | | +--> fwd+C --> -O | \ + B | | O O | | | | dn+A ----> A ----> A ----> A ----> A | | | \==========================================================================/ +===============+ | FRANCO BASH | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Elbow Bash: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Roundhouse Kick: -O + B [Fg] | Recovery Attack: Tap C repeatedly | | | (power uppercut) | | Step Axe: dash, C | (D - Fg) | | | | | When hitting opponents to Fg, | Pursue Attack: none | | press D to air-juggle them. | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | (gc)| Use C version for Guard | | Double Kong: | / O- + A/C | Cancel move | | O O | | |------------------------------------------------+-------------------------| | Power Bicycle: | \ -O + B [Fg] | Also hits in Bg plane | | O O | | | | | | (can press D after move to air-juggle opponent)| | |------------------------------------------------+-------------------------| | Meteo Shot: | \ -O + A {|+AB}| | | O O O | | |------------------------------------------------+-------------------------| | Meteo Tackle: / -O + C | | | O | | | | | | Meteo Back Blow: during M.T, do motion again | | |------------------------------------------------+-------------------------| | Waving Blow: O- / | \ -O + D | Hits in all 3 planes | | O O O | | | | | | Double W.B: during W.B, do motion again | | |------------------------------------------------+-------------------------| | | Not an attack | | Waving Step: Hold O- then -O + B | | | | - goes through any | | Quick Step: add O- -O + B or | projectile/opponent | | add -O O- + B | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Final Omega Shot: | / O- / -O + BC | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Harmagedon Buster: -O \ | / O- + C | This is only a set-up | | O O O (close)| move, which knocks the | | | opponent into the air | | this sets up opponent for; | who can be air-juggled | | | with any mix of 1),2),3)| | 1) Hook: 2) High Kick: 3) Straight | [up to 3 times]; | | | / O- + A | / O- + B | \ -O + A| | | O O O O O O | | +-- --+ then 4),5) or 6) | | 4) Back Finish: 5) Tackle: | [once only]; | | | \ -O + B | \ -O + C | | | O O O O | then 7) is the Final | | | Omega Buster move | | 6) -O | \ + A - Upperhigh Kick | (Omega Shot). | | O O or B - Reverse High Kick | | | or C - Bicycle | | +-- --+ | | 7) Omega Shot (Final): | | | | / O- + C | | | O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C ----> C ----> C ----> fwd+C* [Bg] | | | up+C | | | B C C | | dn+B -+-> dn+B ----> fwd+C | | | db+C* | | | fwd+C d/df+C | | B -+--> C* up+C [Bg] | | | \==========================================================================/ +==================+ | RYUJI YAMAZAKI | /===< HOLDS/THROWS >========+==================+===========================\ | | | Reverse Toss: -O + C Head Butt: \ + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | Double Punch: -O + A | Recovery Attack: Tap C repeatedly | | | (dust throw) | | Uppercut: / + A | (D - Fg) | | O | | | | Pursue Attack: | + C | | | (palm smash) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Snake Tamer [forward]: | / O- + C | Hold C to delay attack | | (Hebi Tsukai [Zenpou]) O O | | | | While holding C, press | | | A to abort attack | |------------------------------------------------+-------------------------| | O | | | Snake Tamer [Anti-air]: | / O- + C then / | Hold C to delay attack | | (Hebi Tsukai [Taikuu]) O O | | | | While holding C, press | | | A to abort attack | |------------------------------------------------+-------------------------| | Double Return: | \ -O + C | Not an attack. | | (Bei Gaeshi) O O | Returns SOME projectiles| |------------------------------------------------+-------------------------| | Judging Dagger: -O / -O + A/C (gc)| Use C version for Guard | | (Sabaki no Aikuchi) O | Cancel move | |------------------------------------------------+-------------------------| | Sadism/Masochism: O- / | \ -O + B | Taunts, counter attacks | | (SadoMaso) O O O | if opponent attacks | | | during taunt | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Guillotine: -O \ | / -O + BC | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Yondan Drill: rotate 360 + C (close) | If C is tapped 16 times | | | within 1 second... | | then tap C repeatedly for stronger Drill; | | | | | | 4 Stage Drill [2] - tap 8 times for a second | | | 4 Stage Drill [3] - tap 10 times for a second | | | 4 Stage Drill [4] - tap 16 times for a second | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C ----> C ----> fwd+C | | | bk+C | | | B C C* | | dn+B -+-> d+B ----> fwd+C | | | fwd+B db+C* | | | | | | | | B -+-> fwd+C [Fg] | | C [Bg] | | | \==========================================================================/ +===============+ | JIN CHONSHU | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Energy Burst: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Spinning Backhand: -O + A | Recovery Attack: none | | | | | Ground Roll: \ + C | Pursue Attack: none | | O | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Emperor God's Foot: -O -O + A | includes throw | | (Teio JinSoku Ken) | | |------------------------------------------------+-------------------------| | Emperor Heaven Eye: | \ -O + A/C {|+AB}| | | (Teio Tengan Ken) O O O | | | | | |------------------------------------------------+-------------------------| | Emperor Heaven Ear: -O | \ + A/C (gc)| Use C version for Guard | | (Teio Tenji Ken) O O | Cancel move | |------------------------------------------------+-------------------------| | | | | Emperor God's Eye: -O \ | / O- + A/B/C | Teleport positions; | | (Teio ShiGan Ken) O O O | | | | A - infront | | Emperor God's Eye Steel Drop: Press A/B/C | B - above | | (Tei ShiGan KouRaku) during above for | C - behind | | Roll Attack from | | | the air | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Emperor Leak Out Slash: | / O- -O + BC O | | | (Teio Rojin Ken) O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Emperor Destiny Slash: | / O- -O + C | | | (Teio SyukuKyo Ken) O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> A -+ | | dn+A -+ | | | | | | | | | C | | B -+-> dn+B -+--> fwd+C* [Bg] | | dn+B dn+C | | | | A ----> B ----> B ----> C | | dn+C | | fwd+A ---> d+C | | | \==========================================================================/ +===============+ | JIN CHONREI | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Energy Burst: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Axe Kick: -O + B | Recovery Attack: none | | | | | | Pursue Attack: none | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Emperor God's Foot: -O -O + A | Does not throw, unlike | | (Teio JinSoku Ken) | ChonShu. | | or -O -O -O + A for longer | | | version | | |------------------------------------------------+-------------------------| | Emperor Heaven Eye: | \ -O + A/C {|+AB}| | | (Teio Tengan Ken) O O O | | |------------------------------------------------+-------------------------| | Emperor Heaven Ear: -O | \ + A/C (gc)| Use A version for Guard | | (Teio Tenji Ken) O O | Cancel move | |------------------------------------------------+-------------------------| | Emperor Leak Out Slash: | / O- -O + C | | | (Teio Rojin Ken) O O | | |------------------------------------------------+-------------------------| | Emperor Heart Slash: | / O- + B | Not an attack. | | (Teio Tashin Ken) O O | Reflects projectiles | |------------------------------------------------+-------------------------| | Dragon Turn Over: | \ -O + B | Not an attack. | | (Ryu TenShin) O O | (ground roll) | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Emperor Destiny Slash: -O O- / | \ + BC O | Hits in all 3 planes | | (Teio SyukMyo Ken) O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Emperor Dragon Voice: -O O- / | \ + C O | | | Slash O O O | | | (Teio RyuSei Ken) | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> A -+ | | dn+A -+ | | | | | | | | | C | | B -+-> dn+B -+--> fwd+C* [Bg] | | dn+B dn+C | | | \==========================================================================/ +==============+ | BILLY KANE | /===< HOLDS/THROWS >==========+==============+=============================\ | | | Pole Throw: -O + C Pole Spin: -O + B | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Pole Stab: -O + A | Recovery Attack: none (D - Fg) | | | | | | Pursue Attack: | + C | | | (pole whack) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | SanSetsuKon Mid Hit: Hold O- then -O + A | | | (SanSetsuKon ChuDan Uchi) | | | | | | Flame SanSetsuKon Mid Poke: O- -O + C | | | (Kaen SanSetsuKon ChuDan after above move | | | Tsuki) | | |------------------------------------------------+-------------------------| | Sparrow Drop: | / O- + A | | | (Suzume Otoshi) O O | | |------------------------------------------------+-------------------------| | Whirlwind Pole: Tap A repeatedly | Stops most projectiles | | (Senpu Kon) | | |------------------------------------------------+-------------------------| | Assault Flying Pole: / | \ -O + B {O-+AB}| | | (KyoSyu Hisho Kon) O O O | | | | | | can press O- or -O during above to land | | | either left or right of the opponent | | |------------------------------------------------+-------------------------| | Fire Dragon Pursue: | / O- + B (gc)| Not an attack. | | (KaRyu TsuiGeki Kon) O O | Counter attack (ground) | |------------------------------------------------+-------------------------| | Water Dragon Pursue: | / O- + C | Not an attack. | | (SuiRyu TsuiGeki Kon) O O | Counter attack (air) | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Ultra Flame Whirlwind: | \ -O \ | / O- + BC | | | Pole O O O O O | | | (Cho Kaen Senpu Kon) | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | (gc)| | | Blaze Death Pole: -O \ | + C | | | (Guren Sakkon) O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> B ----> |\ -O + C | | dn+A -+ O O | | | | | B | A C | | dn+B -+-> dn+A ----> fwd+C* [Bg] | | d+B dn+C | | | \==========================================================================/ +================+ | GEESE HOWARD | /===< HOLDS/THROWS >=========+================+============================\ | | | Shoulder Toss: -O + C Face Grab: \ + C | | O | | | | Reverse Slam: O- + C (add -O + C for Face Bash) | | | | Reverse Throw: / + C (add O + C for Body Rock) | | O / | | (leaves opponent vulnerable briefly) | | | +===< MISC >========================+======================================+ | | | | Upper Palm: / + A | Recovery Attack: none (D - Fg) | | O | | | | | | Spin Kick: O- + B [Bg] | Pursue Attack 1: | + C | | | (re-throw) O | | | | | | Pursue Attack 2: -O \ | / O- + C| | | (explosion) O O O | | | - don't know the correct details | | | of this move to do consistantly. | +===< DEADLY ATTACKS >==============+===========+=========( notes )========+ | {-O+AB}| Use C version for Guard | | Evil Shadow Slash: Hold O- , -O + B/C | Cancel move | | (JaEi Ken) (gc)| | |-----------------------------------------------+--------------------------| | Heavy Wind Slash: | / O- + A {|+AB}| | | (Reppu Ken) O O O | | |-----------------------------------------------+--------------------------| | Double Heavy Wind Slash: | / O- + C {|+AB}| | | (Double Reppu Ken) O O O | | |-----------------------------------------------+--------------------------| | Gale Slash: in air, | / O- + A | Can move left or right | | (Shippu Ken) O O | after fireball thrown | |-----------------------------------------------+--------------------------| | Double Gale Slash: in air, | / O- + C | | | (Double Shippu Ken) O O | | |-----------------------------------------------+--------------------------| | Upper Knockdown Throw: O- / | \ -O + B | Counter attack (high/air)| | (Joudan Atemi Nage) O O O | | |-----------------------------------------------+--------------------------| | Mid Knockdown Hit: O- / | \ -O + C (gc)| Counter attack (mid) | | (Chudan Atemi Uchi) O O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)========+==========================+ | {|+BC}| | | O | Hits in all 3 planes | | Raging Storm: | | | / -O \ | / O- \ + BC| | | O O O O O | | | | | +===< P.POWER >====(Hidden Power Attack)========+==========================+ | | | | 1). Thunder Break: -O \ | + C | 1) Hits in all 3 planes | | O O | | | | | | 2). Deadly Rave: -O \ | / O- -O + A ; | 2) Perform when near to | | O O O | opponent to connect | | | with first hit | | after the above motion, press the following | | | button presses (each one preceeding the | | | next and correctly timed); | | | | | | A, B, C, C, C, B, C, | / O- + C | | | O O | | #===< COMBO'S >=================================+==========================# | | | A | | A -+-> dn+A -+ | | d/df+A | | | | | | C | | B -+--> B -+--> fwd+C* [Bg] | | dn+B db+C* | | d/df+C | | | | A ----> C ----> C ----> C* ----> fwd+C | | | \==========================================================================/ ------=| STRATEGY SECTION |=-------------------------------------------------- AGAINST HUMAN OPPONENTS : AGAINST COMPUTER OPPONENTS : [started in rel.5 To be completed...] Ryuji Yamazaki - If your character has a slide (Joe or Duck King), simply keep foot-sliding him, he will nearly always dodge to another plane where you can hit hime with a D attack (high or low). Repeat until beaten! If you have no slide, beware! His anti-air Snake Tamer is one to watch out for, and remember he will start return your projectiles after a while. Jin ChonShu - He likes to 'Dragon Punch' your jump attacks most times, so if you can fake an air attack or land short of him, you can easily nail him when he lands. He also likes to attack you constantly with his 'Emperor God's Foot' move, usually every time you get up from the last one he floored you with! Blue Mary - She will nearly always counter your moves with her 'M. Head Buster' or 'Stun Gun Smasher' moves; keep hitting her with low attacks to avoid this. ------=| CREDITS/THANKS |=---------------------------------------------------- Author of this FAQ (ME!)............................Mark O'Neill (* FLEA *) Special Thanx (& Honorary Mention)..................Gary (SMILER) Clinton [fellow play tester] "Just call me Kim Kap Whan!" SNK Corp............................................The best game in the Fatal Fury series yet. Roach <This email address is being protected from spambots. You need JavaScript enabled to view it.>......................Additions, corrections throughout. Combo's, fake moves. Alan Abraham <This email address is being protected from spambots. You need JavaScript enabled to view it.>.............Duck King info. Gregorio Diaz <This email address is being protected from spambots. You need JavaScript enabled to view it.>.....................Geese move info. Blue Mary 'wet look' info! H. "Sousui" Kotani <This email address is being protected from spambots. You need JavaScript enabled to view it.>.......Stage and Ranking details. Additional move info for all characters. LOTS of combo details. Corrections, corrected and Japanese move names. James Ponikvar <This email address is being protected from spambots. You need JavaScript enabled to view it.>..................General info. New Strategy Section (yet To Be Done). Barberman <This email address is being protected from spambots. You need JavaScript enabled to view it.>.................Info, ideas. Ref: RBFF Combo Fury FAQ. Mentions :- Chad <This email address is being protected from spambots. You need JavaScript enabled to view it.>...........................Blue Mary info (not used) Mohd.Adisa <This email address is being protected from spambots. You need JavaScript enabled to view it.>....................Endings info (not used) a special mention to my penpal JoJo... /===========================\ | HALLOWED HALL OF FAME |_ #===========================# \ | | | | 1. FLEA | | | 2. H. "Sousui" Kotani | | | 3. James Ponikvar | | | | | \===========================/ | \___________________________/ Any additional information, suggestions, corrections, (friendly) critism, move names, combo's, codes etc. would be gratefully appreciated, and you will get your name in the credits of this FAQ. I would especially like the move names to be more correct (I have made many of them up myself). You may also be allowed entry to my 'Hallowed Hall of Fame' for something you provide which is really special! I can be e-mailed at:- CompuServe: 100125,2055 (attn: Mark O'Neill) InterNet: This email address is being protected from spambots. You need JavaScript enabled to view it. This email address is being protected from spambots. You need JavaScript enabled to view it.
    
    
    
    
    
    ------=| VERSION HISTORY |=---------------------------------------------------
    
      1.0  -  Initial version.  Most things covered.
     rel.1
    27/2/96
    
      1.1  -  Many updates throughout, fake move corrections.
     rel.2    Major additions to Franco Bash and Duck King.
    27/4/96   Banner corrections.
              This version is much more 'correct'.
    
      2.0  -  Added (all known) Guard Cancels.
     rel.3    Updates/corrections throughout.
     4/6/96   Added Geese's 'secret' P.POWER move.
              Combo sections revised, Title banner further refinement.
              Probably last version.
    
      3.0  -  Detailed Ranking info added and details of obstacles durability.
     rel.4    Additional move info for most characters.
     7/8/96    [Addition of Strategy Section  -  T.B.D. ].
              Detail of Combo breakdowns for each character.
              Many thanks to H. "Sousui" Kotani" and James Ponikvar - 
               acheived Hall of Fame status!  2.0 last version - HA!
    
      3.1  -  Corrected names and added Japanese names for moves for all
     rel.5    characters.  Thanks again to H. "Sousui" Kotani (I'm not worthy!)
     8/10/96  Minor character details/move corrections throughout.
              Started on the strategy section.
              Revised Geese's moves section.
    
     v3.2 -   Add interupts to combo sections, and other minor revisions.
     rel.6    Guard Cancel does NOT drain Power Guage as once thought!
     13/12/96
    
    
    
    
    
    ------=| POST SITES FOR THIS FAQ |=-------------------------------------------
    
      InterNet:
    
        web;  - www.gamefaqs.com
    
        ftp;  - brawl.mindlink.net
    
    
      CompuServe:
    
        - Video Games Forum         (Go VIDGAM)   [NeoGeo Library section]
    
        - Video Game Central Forum  (Go VIDPUB)   [Coin-ops Library section]
    
    
      You can also contact me directly and I will be happy to send you a copy.
    
    
      If anybody out there wants to, please add this to your FTP site/Web site.
      (If you do, let me know so I can update the Post Sites section in the FAQ).
    
    
    Remember - a game is for life, not just for Christmas!
    
    !!! ENJOY !!!
    
    * FLEA *
    
    -- End --
  • REAL BOUT FATAL FURY 2
    
    by Omega MAD
    
    Version 1.33
    
    
    Version 1.0  - Special moves added to characters, Chain tables finished.
    Version 1.21 - Minor corrections.
    Version 1.33 - More corrections. Fakes added. More move names fixed.
    
    ------------------------------------------------------------------------
    
    FAQ KEY
    
    Fw = Forwards
    Bk = Back
    Dwn = Down
    Up = Up
    
    A,B,C,D = corresponding button
    AB = A and B buttons together
    A,B = A followed by B button
    
    QCF = Quarter circle forwards
    QCB = Quarter Circle Backwards
    HCF = Half Circle Forwards
    HCB = Half Circle Backwards
    DP = Dragon Punch motion (Fw, Dwn, DwnFw)
    RDP = Reverse Dragon Punch Motion (Bk, Dwn, DwnBk)
    SPD = Spinning Pile Driver
    
    Fw + A = Forwards on stick and A button together
    
    Break Shot = Guard cancel is possible with this move while H.Power is
    available.
    
    Plane Hit = When used this special move will hit an opponent in the
    back plane.
    
    Plane Shifter = Move that when used will move your character from 1
    plane to another.
    
    ------------------------------------------------------------------------
    
    GAME SYSTEM / BASIC CONTROLS
    
    Up - Jump
    Tap Up, UpBk, or UpFw - Hop
    Dwn - Crouch
    DwnFw - Crawl
    Bk - Move backwards (Guard)
    Fw - Move Forward
    Bk,, Bk (Quickly) - Flyback Retreat
    Fw, Fw (Quickly) - Dash
    
    From front plane.
    A- Punch
    B- Kick
    C- Fierce Attack
    D- Line Shift, Face Back while in air, Plane counters (more later)
    
    From back plane. (explained more later)
    A- Hoping punch (overhead)
    B- Slide kick (sweep)
    C- Heavy attack
    D- Change back to front plane. (no attack)
    
    Throw-
    Fwd or Bk + C Near Opponent (some characters have other grabs too)
    
    Attack Avoider = AB
    
    Line Roll = Up + D
    Do this after falling on the ground from an attack. You will roll to the
    back plane.
    NOTE: This will not work if knocked down by a Throw/Breakshot/
    P.Power/H.Power.
    
    Quick Recover = DwnBk or Dwn or DwnFw + D
    Do this after falling on the ground from an attack.
    NOTE: This will not work if knocked down by a Throw/Breakshot/
    P.Power/H.Power.
    
    H-Power (Yellow Bar)
    Enablement of Breakshot(Guard Cancel.) or Line roll.
    The Power meter will decrease by a certain amount if you use either of
    the two.
    
    S-Power (Power gauge full and life yellow, or flashing life bar)
    Enablement of  Standard Desperation move. Power meter will be emptied
    upon its use if life bar is yellow, if life is flashing P.Power may be
    used repeatedly at no power bar cost.
    
    P-Power (Flashing life bar and Full Power gauge)
    Enablement of Potential Power. Power meter will be emptied when used.
    
    ------------------------------------------------------------------------
    
    Line Shift Rules / Abilities
    
    1) Normal Attacks
    While in the back plane the normal attack buttons have different effects
    than when both fighters are on the same plane.
    To hit an opponent in the back plane by pressing the D button for a
    standing, comboable attack, or dwn + D for a sweep level attack,
    comboable if your opponent is sliding to the forground.
    
    The normal attacks when used from the back plane give these results :
    
    A BUTTON : You can hop in to the front plane with a punch. the effect of
    this is the attack counts as an overhead type attack and will hit a duck
    guarding opponent. This attack also hops over Dwn + D plane hit attempts.
    
    B BUTTON : You can slide into the front plane with a sweep level slide,
    this attack will hit an opponent who is stand blocking, It will also
    avoid a standing D plane hit attempt.
    
    C BUTTON : This is a heavy attack, if it doesn't knock your opponent over
    you will be able to combo from it.
    
    D BUTTON : This will slide you back to the front plant without any attack
    being made.
    
    2) Special Attacks
    Most special moves can be activated while your opponent is in the back
    plane, but only a select few of these moves will hit the opponent while
    he is still back there. While in the back plane you will be unable to
    reform most special moves, some characters have plane shifter attack,
    after doing one of these you will end up on the front plane.
    Because most specials, P.Powers and S.Powers miss an opponent who has
    moved to the back plane, the line shift can be used as a dodge.
    
    ------------------------------------------------------------------------
    
    CHARACTERS MOVES LISTS
    
    
    Andy Bogard
    
    Special Combo :                          DwnFwd + A, C, C
    Flip Kick :                              Fwd + B, UpFwd + C
    Zanei Ken :                              DwnBk, Fwd + A or C
    Shippu Uraken(after C Zanei Ken):        DwnBk, Fwd + C
    Zanei Ken fake :                         Fwd + AC
    Ku-ha-dan (Breakshot) :                  DwnBk, QCF + B
    Sho-ryu-dan (Breakshot) :                DP + C
    Hi Sho Ken (Breakshot) :                 QCB + A
    Hi sho ken fake :                        Dwn + AC
    Geki Hi Sho Ken (Breakshot) :            QCB + C
    Genei Shiranui :                         Jump QCB + D
    Cho-reppa dan (S.Power) :                QCB, DwnBk, Fwd + BC
    Cho-reppa dan fake :                     Dwn + BC
    Dan da Dan (P.Power, Breakshot) :        QCB, DwnBk, Fwd + C then tap C
    
    -------------------------------------------------
    
    Billy Kane
    
    Special Combo :                          Dwn + C (1st hit), C, QCF + C
    Pole lift and Throttle :                 Near DwnFw + C
    San setsu kon :                          Bk, (Hold) Fw + A
    Flame san setsu kon :                    Bk, Fw + C from San setsu kon
    Whirlwind Wail :                         Tap A
    Dragon Flame (Breakshot) :               QCB + B
    Sparrow Hunt (Breakshot) :               QCB + A
    Power Hi Sho Bonk (Breakshot) :          DwnBk, QCF + B
    Power hi sho bonk fake :                 Bk + AC
    Super Fire Wheel (S.Power) :             Fwd, Bk, DwnBk, Dwn, DwnFw + BC
    Scarlet Uppercut (S.Power) :             Fwd, DwnFw, Dwn + C
    Salamander Stream (P.Power) :            Fwd, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Blue Mary
    
    Special Combo :                C (2 hits), C, C
    Tomi nage :                    Near Fwd or Bk + C
    Achilles Hold :                Fw, DwnFw, Dwn + C during Tomi nage
    Step Roller, combo :           Bk + B, DwnFw + C
    Heel Follow :                  Fwd + B
    Leg Press (pursuit) :          Dwn + B
    Mary's Spider :                Jump QCF + C
    Mary Crab Clutch :             Bk, (Hold) Fw + B
    Mary's Snatcher (Breakshot) :  DP + B
    Mary's Snatcher Fake :         Bk + AC
    Mary Dodge :                   QCB + A
    Good Night Backbreaker :       C during mary dodge with enemy near
    Young Dive :                   Dwn (Hold) Up + C
    Reverse kick :                 From Flying Leg drop Bk + B
    Dangerous spider :             From Flying Leg drop QCF + C
    Spin Fall (Breakshot) :        QCF + C During Mary's Escalation
    Double Spider (1) :            QCF + C During Spin Fall
    Vertical Arrow (Breakshot) :   DP + A During Mary's Escalation
    Mary Snatchbreaker (2) :       DP + B during Vertical Arrow
    Straight Slicer (Breakshot) :  Bk (Hold) Fw + A During Mary's Escalation
    Double Crunch (3):             Bk, Fw + B During Straight Slicer
    Mary Dynamite swing (pursuit): Dwn + C during (1) or (2)
                                   or (3)
    Mary Double swing (pursuit):   Dwn + C During Mary's Escalation
    Mary's Typhoon (S.Power) :     Fwd, Bk, DwnBk, Dwn, DwnFw + BC
    Mary's Escalation (P.Power) :  Fwd, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Bob Wilson
    
    Special Combo :                 C , C, Up + C
    Special Combo :                 C , C, Fwd + C
    Special Combo :                 DwnFwd + A, Dwn + B, Dwn + C
    Elephant Tusk :                 DwnFwd + A
    Eagle Step :                    Jump then Dwn + B
    Dashing Headbutt :              Fwd + C During Dash
    Flip Leg drop (Pursuit) :       Up + C while opponent is down.
    Flying Fish :                   Tap C while down.
    Aerial Throw :                  DwnBk or Dwn or DwnFw + C
                                    near opponent both in the air.
    Falcon :                        near Fwd or Bk + C
    Hornet Attack :                 DwnFw x2 + C from Falcon
    Frog Hunting :                  Bk, Fw, Fw + BC from Hornet attack
    Rolling Turtle (Breakshot) :    QCB + B
    Sidewinder (Breakshot) :        QCB + C
    Monkey Dance (Breakshot) :      DP + B
    Bison Horns (Breakshot) :       Dwn, (Hold) Up + C
    Wild Wolf (Breakshot) :         Bk, (Hold) Fw + B
    Frog Hunting :                  Bk, Fw, Fw + BC
    Dangerous Wolf (S.Power) :      Fwd, Bk, DwnBk, Dwn, DwnFw + BC
    Dangerous Wolf Fake :           Dwn + BC
    Dancing Bison (P.Power) :       Fwd, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Cheng Sinzan
    
    Special Combo :                    from back plane,C, C, C, C, Bk Bk + B
    Headbutt hold :                    Near DwnFw + C
    Line push attack :                 Bk + A, D
    Overhead Punch :                   Fwd + A
    Kiten Hinzan (ground, Breakshot) : QCF + A
    Kiten Hinzan (air, Breakshot) :    DP + A
    Avalanche Crunch (Breakshot) :     Bk, (Hold) Fw + B or C
    Avalanch Crunch Fake :             fwd + AC
    Belly Drum Blast :                 Dwn, (Hold) Up + A Tap A to float
    Flexible Geezer :                  QCB + B Hold B to power up
    Fatty Bazooka :                    QCB + C
    Bursting Heavens Bopper (S.Power, Breakshot): DwnBk, (Hold) Dwn, Fwd + BC
    Collapse of Creation Burst (P.Power) : Jump HCF + C
    
    -------------------------------------------------
    
    Duck King
    
    Special Combo :             Dwn + C (1st hit), C (3 hits), QCF, UpFwd + B
    Ground spin (pursuit) :             Dwn + C while opponent is down
    Air Slam :                          DwnBk or Dwn or DwnFw + C
                                        near opponent, both in air
    Slide Kick :                        DwnFwd + B
    Overhead axe handle :               Fwd + A
    Head Spin Attack (Breakshot) :      QCF + A or C
    Kick away finish :                  C during C button Head Spin Attack
    Dancing Dive (Breakshot) :          QCB + B, (QCF + B)
    Flying Spin Attack :                Jump then QCB + A can follow (1)
    Break Storm :                       DP + B then tap B
    Cross Head Spin (Plane Shifter):    Up, Dwn + D (from back plane)
    Duck Fake Air (1) :                 Jump then Dwn x 2
    Duck Fake Ground :                  Dash then DwnFw + C
    Break Storm BR (S.Power) :          HCF + BC During Break Storm
    Break Spiral (S.Power) :            SPD + BC Near Opponent
    Break Spiral BR (S.Power) :         HCF + BC near opponent, both in air
    Duck Dance (P.Power) :              Fwd, Bk, DwnBk, Dwn, DwnFw + C tap C
    Duck Dance Fake :                   Dwn + BC
    
    After Duck Dance
    (DM1) - Air Cannonball - In air QCB + BC
    (DM2) - Cannonball - QCF + BC
    (DM3) - Dance Kick - QCB + BC
    (DM3) - Heaven's Knee - DP + BC
    (DM4) - Duck Rave - HCB + C
    
    ------------------------------------------------------------------
    
    Franco Bash
    
    Wake up Upper :                Tap C while knocked down
    Barom Punch :                  BC
    Line push kick :               Fw + B
    Zapper (Breakshot) :           QCF + A
    Double Kong (Breakshot) :      QCB + A
    Waving Blow :                  QCF + D
    Golden Bomber (Breakshot) :    DwnBk, (Hold) Fw + C
    Guts Dunk (Breakshot) :        QCF, UpFw + B
    Guts dunk fake :               Fwd + AC
    Megaton Scruncher (S.Power) :  HCB + BC
    Final Omega Blast (S.Power, Breakshot) : Fwd, Bk, DwnBk, Dwn, DwnFw + BC
    Armageddon Buster (P.Power) :            Fwd, Bk, DwnBk, Dwn, DwnFw + C
    Armageddon buster fake :                 Dwn + BC
    
    -------------------------------------------------
    
    Geese Howard
    
    Special Combo :                    DwnFw + A, C, dwn + C
    Rolling Kick, plane sweep :        Bk + B, D or Dwn + D
    Low Buzzsaw, punch, shinkuu nage : Fwd + A, C, SPD + A
    Lift and slam (Pursuit) :          Dwn + C, close to prone opponent.
    Clamp of the Tiger :               Near DwnFw + C
    Mauling tiger crunch (1) :         Near Fwd or Bk + C
    Fatal Blow Bopper :                Fwd, DwnFwd, Dwn + C during (1)
    Shinkuu Nage :                     SPD + A near opponent
    Reppu Ken (Breakshot) :            QCB + A
    Reppu ken fake :                   Dwn + AC
    Double Reppu Ken (Breakshot) :     QCB + C
    Dragon Throw (special) :           HCF + B
    Dragon Throw (Normal) :            HCF + C
    Dragon Throw (sweeps) :            HCF + A
    Raging Storm (S.Power) :           Fwd, Bk, DwnBk, Dwn, DwnFw + BC
    Raging storm fake :                Dwn + BC
    Rashoumon (P.Power) :              SPD + C near opponent
    Deadly Rave (P.Power, Breakshot) : HCB,Fwd + A,A,A,B,B,B,C,C,C, QCB+C
    
    -------------------------------------------------
    
    Hon-Fu
    
    Special Combo :                              DwnFw + A, C, C
    Roundhouse Kick :                            Fwd + B
    Nunchaku bop (Pursuit) :                     Dwn + C
    Uppercut :                                   DwnFw + A
    Buddhist Bopper :                            Near DwnFw + C
    Kaoloon's prediction :                       HCF + C
    Sky of Fire Noogie (Breakshot) :             DP + A or C
    Sky of Fire Noogie fake :                    Bk + AC
    Heavenly lightning in the sky  (Breakshot) : QCB + B
    Fire Stallion :                              QCB + A Tap A
    Confident Counterattack :                    QCB + C
    Heavenly Lightning on Earth (Breakshot) :    DwnBk, (Hold) Fw + B Tap B
    Exploding Goro (S.Power) :                   QCB, DwnBk, Fw + BC
    Yoka Tonhanma (P.Power, Breakshot) :         QCB, DwnBk, Fw + C
    
    -------------------------------------------------
    
    Jin Chon Rei
    
    Step Kick :                               Fw + B
    Emperor God Bop :                         Fw, Fw + A
    Extended Emperor God Bop :                Fw, Fw, Fw + A
    Powered Eyes of Emperor Crunch (Breakshot) : DP + C
    Emperor's Eye (Breakshot) :               QCF + A or C
    Dragon Transformation :                   QCF + B Hold C for range
    Imperial Disembodied Thrash :             QCB + B
    Emperor Blast (Breakshot) :               QCB, Fw + C
    Empire Destiny Blow (S.Power) :           Fwd, Bk, DwnBk, Dwn, DwnFw + BC or 
                                               Tap C
    Empire Destiny Blow Fake :                Dwn + BC
    Emperor Roar Destroyer (P.Power) :        Fwd, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Jin Chon Shu
    
    Special Combo :                      C (1st hit), C, C, Fw, Bk + C
    Overhead Attack :                    Fwd + A
    Emperor God Bop :                    Fw, Fw + A
    Eyes of the Emperor (Breakshot)(1) : HCB + A or B or C
    Empire Heaven Smash (Breakshot) :    DP + A or C
    Sight of heaven whop (Breakshot) :   QCF + A or C
    Dragon's Light :                     QCF + B, then (1)
    Imperial Exterminator :              Jump QCB + B
    Emporer drain (S.Power, Breakshot) : Fwd, Bk, DwnBk, Dwn, DwnFw + BC
    Emporer drain fake :                 Dwn + BC
    Emporer drain Air (S.Power) :        QCB, Fwd + BC
    Leviathan's strain (P.Power) :       Fwd, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Joe Higashi
    
    Special Combo :                    B, C, QCF + C
    Multiple Knees :                   Near DwnFw + C
    Pursuit taunt :                    Dwn + C
    Slide Kick :                       DwnFw + B
    roundhouse Kick :                  Bk + B
    TNT Punch (Breakshot) :            Tap A Rapidly
    TNT Finisher (from TNT Punch) :    QCF + A or C
    Slash Kick :                       DwnBk, Fw + B or C
    Slash Kick Fake :                  Fwd + AC
    Tiger Kick (Breakshot) :           DP + B
    Golden Heel (Breakshot) :          QCB + B
    Hurricane Upper (Breakshot) :      HCF + A
    Hurricane Upper fake :             Dwn + AC
    Exploding Hurricane (Breakshot) :  HCF + C
    Screw Uppercut (S.Power) :         Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Thunder Fire (P.Power) :           Fw, Bk, DwnBk, Dwn, DwnFwd + C or D
    
    -------------------------------------------------
    
    Kim Kaphwan
    
    Special Combo :                         A, A, B, C
    Nericage :                              Fw + B
    Crescent Moon Slash (Breakshot) :       QCB + B or C
    Ku Sa Zan :                             Dwn, (Hold) Up + A, Dwn + A
    Hien Zan (Breakshot) :                  Dwn, (Hold) Up + B
    Hi Sho Kyaku :                          Jump Dwn + B
    Judgment Kick :                         DwnFw + B from Hi Sho Kyaku
    Hakikyaku (Breakshot) :                 Dwn, Dwn + B
    Heavenly Phoenix Kick Dance (S.Power) : Jump HCF + BC
    Phoenix Flattner (P.Power) :            QCB, DwnBk, Fw + C
    Phoenix Flattner fake :                 Dwn + BC
    
    -------------------------------------------------
    
    Laurence Blood
    
    Special Combo :                 BC, C, Fwd, DwnFwd, Dwn + C
    Special Combo :                 C (1st hit), C, C
    Aerial Throw :                  DwnBk or Dwn or DwnFw + C
                                    near opponent, both in air
    Line push kick :                Fw + B, D or Dwn + D
    Bloody Saber :                  Bk (HOLD) Fwd + C
    Bloody Spin (Breakshot) :       HCB + A or C
    Ole Dodge :                     BC
    Bloody Mixer :                  Tap A
    Bloody Cutter (Breakshot) :     Dwn (HOLD) Up + C
    Bloody Slash (S.Power) :        Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Bloody Shadow (P.Power) :       Fw, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Li Xiangfei
    
    Ri mon Chou Chu :                      Fwd + A
    ??? :                                  Bk + B, C
    Nanpa (Breakshot) :                    QCF + A or C
    Zen Chu-oh :                           QCF + B
    Kanku :                                QCF + B from Zen Chu-oh
    Shin Saiha :                           QCB + B from Zen Chu-oh
    Ten Poh Zan (Breakshot) :              DP + B
    Ten Poh Zan fake :                     Bk + AC
    Counter (high) (Breakshot) :           while being attacked A then Up
    Counter (med) (Breakshot) :            while being attacked A then Fwd
    Counter (low) (Breakshot) :            while being attacked A then Dwn
    Taitetsujin (S.Power, Breakshot) :     Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Taitetsujin fake :                     Dwn + BC
    Chou Pairon (S.Power) :    C, Fwd, DwnBk, Fwd + AB,  Fwd, DwnBk, Fwd + AB
    Majinga (P.Power) :                    SPD + C Near opponent
    
    -------------------------------------------------
    
    Mai Shiranui
    
    Wake up Attack :                 Tap C when knocked down
    Aerial Throw :                   DwnBk or Dwn or DwnFw + C
                                     near opponent, both in air
    Triangle jump :                  Jump opposite way when jumping
                                     against a wall
    Line push tail :                 Bk + A, D or Dwn D
    Ka Cho Sen (Breakshot) :         QCF + A
    Ka Cho Sen fake :                Dwn + AC
    Night Bird (Breakshot) :         QCB + C
    Ryu Em Bu (Breakshot) :          QCB + A
    Musasabi Mai :                   Jump then Dwn + AB
    Shinobi Bachi (Breakshot) :      HCF + C
    Triangle Jump :                  UpFw, At edge of screen
    Cho Shinobi Bachi (S.Power) :    Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Flower Hurricane (P.Power) :     Fw, Bk, DwnBk, Dwn, DwnFw + C Hold C
    Flower Hurricane fake :          Dwn + BC
    
    -------------------------------------------------
    
    Rick Strowd
    
    ??? :                                    Fwd + A
    ??? :                                    DwnFwd + A
    ??? :                                    Dash then Fwd + C
    Shooting Star (Breakshot) :              QCF + A or C
    EX. Shooting Star (S or P.power) :       QCF + C
    MAX. Shooting Star (S or P.Power + ?) :  QCF + C
    Shooting star fake :                     Fwd + AC
    Devine Blast (Breakshot) :               QCB + C (then D?)
    Full Moon Fever :                        QCB + B Hold to keep swaying.
    ??? (Unblockable, Breakshot) :           QCB + A
    Hellion (Breakshot) :                    DP + A
    Gaia Press (S.Power) :                   Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Howling Bull (P.Power) :                 Fw, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Ryuji Yamazaki
    
    Special Combo :                           DwnFwd + A, C, C
    Short Uppercut :                          BC in Air
    Uppercut :                                DwnFw + A
    Sand shower suprise :                     Tap C when knocked down
    Tripple stomp (pursuit) :                 Dwn, Dwn + C
    Overhead Punch, backhand combo :          Fw + A, C
    Snake Tamer (Up, Mid, Low) (Breakshot):   QCB + A or B or C
    Multi-directional Snake Tamer :           Hold button on Snake Tamer
                                              for 4 full seconds
    Judgment Dagger (Breakshot) :             DP + A
    Judgment Dagger Fake :                    Fwd + AC
    SadoMaso :                                HCF + B
    Double Return :                           QCF + C, hold C to reflect,
                                                       Release C to absorb.
    Explosion Headbutt :                      Near Fw, Bk, Dwn, Up + C
    Guillotine (S.Power) :                    Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Drill (P.Power) :                         SPD + C Near Opponent
                                              Tap C to gain levels
    (Level 1: Short Combo) :        1-4 taps of the C button
    (Level 2: Kicks & Stomps) :     5-8 taps of the C button
    (Level 3: 10 HeadButts) :       9-12 taps of the C button
    (Level 4: 21 Snake Arms) :      13+ taps of the C button
    (Level 5: 8 Double returns ) :  13 Taps of the C button then ABC.
    
    -------------------------------------------------
    
    Sokaku Mochizuki
    
    Special Combo :                   C (1st hit), Fwd + B, DP + A
    Lightning strike (Pursuit) :      Dwn + C
    Aerial Throw :                    DwnBk or Dwn or DwnFw + C
                                      near opponent both in air
    No Way Out Crush (1) :            Near Fwd or Bk + C
    Hell's Gate :                     Fwd, DwnFwd, Dwn + C during (1)
    Pole Uppercut :                   DwnFw + A
    Wild Monkey Slash (Breakshot) :   QCB + A
    Makibishi Masher (Breakshot) :    QCF + A
    Makibishi Masher fake :           Dwn + AC
    Possession Blast (Breakshot) :    Fw, Bk, Fw + C
    Ki Mon Jin :                      SPD + C Near opponent.
    Dance of Demons :                 Tap A rapidly
    Replica Stick Finisher :          During Dance of Demons
                            Fw + C or DwnFw + C or DwnBk + C or UpFw + C or D
    The Wailer (Breakshot) :          HCB + B
    Vortex Inferno (Plane Shifter) :  Up, Dwn + D (from back plane)
    Thunder God (S.Power, Plane Hit): Fw, DwnFw, QCF + BC
    Thunder God fake :                Dwn + BC
    Sokaku Splat (P.Power, Unguardable at far) : Fw, DwnFw, QCF + C
    
    -------------------------------------------------
    
    Terry Bogard
    
    Special Combo :                      DwnFwd + A, C, C
    Uppercut :                           DwnFw + A
    Roundhouse kick, Plane sweep:        Fw + B, D or Dwn + D
    Overhead Punt :                      Fwd + C during Dash
    Power Dunk :                         DwnFw + A, UpFw + B
    Power Charge :                       AB, Fw + C
    Burning Knuckles (Breakshot) :       QCB + A or C
    Burning Knuckles Fake :              Fwd + AC
    Power Wave (Breakshot) :             QCF + A
    Round Wave (Breakshot, Plane Hit) :  QCF + C
    Crack Shoot (Breakshot) :            QCB + B
    Fire Kick (Breakshot) :              QCF + B
    Bashing Sway (Plane Shifter) :       QCF + D
    Rising Tackle :                      Dwn, (Hold) Up + A
    Power Guyser (S.Power, Breakshot) :  QCB, DwnBk, Fw + BC
    Power Guyser fake :                  Dwn + BC
    Overheat Guyser (P.Power) :          QCB, DwnBk, Fw + C
    
    -------------------------------------------------
    
    Tung Fu Rue
    
    Uppercut :                           DwnFw + A
    Shou-Ha (Breakshot) :                QCF + A
    Shin Shippu (Breakshot) :            QCB+ A or C
    Geki-Ha :                            QCF + C Hold to power up
    Thousand Kicks (Breakshot) :         DP + B
    Meditation :                         CD, CD or CD, CD, CD
    Super shin shippu :                  From Meditation C
    Super Thousand Kicks :               From Meditation B
    Senpu Gouken (S.Power, Plane Hit) :  Fw, Bk, DwnBk, Dwn, DwnFw + BC
    Senpu Gouken fake :                  Dwn + BC
    Super Geki-Ha (P.Power) :            Fw, Bk, DwnBk, Dwn, DwnFw + C
    
    -------------------------------------------------
    
    Wolfgang Krauser
    
    Special Combo :                        C(1st hit), C, QCF + C
    Big Splash :                           Dwn + C in Air
    Elbow Drop (pursuit) :                 Dwn + C
    Overhead Punch :                       Fw + A
    Biltz Ball (High / Low) (Breakshot) :  QCB + A or C
    Biltz Ball fake :                      Dwn + AC
    Leg Tomahawk (Breakshot) :             QCF + B
    Phoenix Thrust (specials) :            HCF + C
    Scum Gale  :                           Near HCF + A, then Fwd, Fwd + C
    Kaiser Claw :                          DP + C
    To the Moon Blow :                     Near HCB + B
    Kaiser Wave (S.Power, Breakshot) :     DwnBk,(Hold) UpFw, + BC
    Hold BC To Charge the Kaiser Wave
    (Level 1: Normal   Wave)
    (Level 2: Stronger Wave)
    (Level 3: Plane-hit Wave)
    Kaiser Wave fake :                     Dwn + BC
    Gigatec Cyclone (P.Power) :            Near SPD + C
    Deadly Rave (P.Power) :            HCB,Fw + A,A,B,C,B,C,A,B,C,RDP + AC
                                              or
                                       HCB,Fw + A,A,B,C,B,C,A,B,C,C
    
    ------------------------------------------------------------------------
    
    CHARACTER CHAIN ATTACKS
    
    Also known as chain combos, each character in RBFF2 can make multiple
    hit chains of normal moves by pressing certain buttons in a certain
    order. Since these chains are made of normal moves, some of the chains
    hits can comboed into special moves as well.
    
    Key
    
    O = Can be Combo'd from.
    X = Cannot be combo'd from.
    
    ------------------------------------------------------------------------
    
    Andy Bogard
    
    [ Near A O ]------[ C  O ]
    
    [ A     O ]-----[ B     O ]---|---[ C       X ]
    [ Dwn A O ]     [ Dwn B O ]\  |---[ Fw C    O ]
    [ B     O ]                 \-|---[ DwnFw C O ]
    [ Dwn B O ]                  \|---[ Dwn C   X ]
    
    [ DwnFw A  O ]-----|--[ B     X ]-------[ C  X ]
                       |--[ C     O ]-------[ C  O ]
                       |--[ Dwn C O ]
    
    [ Fw B  O ]------[ UpFwd C  O ]
    
    ------------------------------------------------------------------------
    
    Billy Kane
    
    [ Near A  O ]--|--[ C      O ]
                    \-[ Fwd C  O ]
    
    [ Far A   O ]-----[ C  X ]
    
    [ Dwn A   O ]-----[ Dwn C  O ]
    
    [ Dwn C   X ]-----[ C  X ]-----[ QCF + C  X ]
    
    ------------------------------------------------------------------------
    
    Blue Mary
    
    [ A      O ]--|--[ C      O ]
                  |--[ B      O ]---|---[ C     X ]
                 /                  |---[ Fw C  X ]
    [ B      O ]/--|-[ Dwn B  O ]---|---[ DwnFw C  O ]
    [ Dwn B  O ]  /                 |---[ Dwn C X ]
                 /
    [ Dwn A  O ]/----[ C      X ]-------[ DwnFwd, DwnFwd C  X ]
    
    [ C      O ]-----[ C      X ]-------[ C     X ]
    
    [ Bk B   X ]-----[ DwnFwd C  O ]
    
    [ AB     O ]-----[ C      O ]
    
    ------------------------------------------------------------------------
    
    Bob Wilson
    
    [ A      O ]--|--[ C  O ]
    [ B      O ]   \-[ B  O ]----|---[ C          X ]
                  /              |---[ DwnFw C    O ]
                 /
    [ Dwn A  O ]/----[ Dwn B  O ]----[ Dwn C      X ]
    [ Dwn B  O ]
    
    [ Near C  O ]----[ C      X ]--|--[ Fw C  X ]
    [ Far C   X ]                  |--[ Up C  X ]
    
    [ DwnFw A  O ]---[ Dwn B  X ]-----[ Dwn C  O ]
    
    ------------------------------------------------------------------------
    
    Cheng Sinzan
    
    *1 = From Back plane
    
    [ A  O ]--|--[ C        O ]
               \-[ DwnFwd C O ]
    
    [ C  O ]-----[ C  O ]
    
    [ Dwn A  O ]-----[ Dwn C  O ]
    [ Dwn B  O ]
    
    [ Bk A  O ]-----[ D  O ]
    
    [ Fwd A  X ]--|--[ DwnFwd, DwnFwd ]
                   \-[ DwnBk, DwnBk ]
    
    [ *1 then A,B or C ]-|--[ Dwn C  O ]
                          \-[ C  X ]-[ C  X ]-[ C  X ]-[ C  X ]-[ Bk, Bk B ]
    
    ------------------------------------------------------------------------
    
    Franco Bash
    
    [ Fw B  X ]--[ C       O ]--|--[ A      O ]---[ A         O ]
                 [ A       O ]--|  [ Dwn B  O ]   [ B         O ]
                 [ Near B  O ]--|  [ C      O ]   [ DwnFwd C  O ]
                 [ Dwn A   O ]--|  [ C      X ]
                 [ Dwn B   O ]--|  [ Dwn C  X ]
    
    ------------------------------------------------------------------------
    
    Duck King
    
    [ Dwn A  O ]-----[ C  O ]
    
    [ A      O ]-----[ B  O ]-----|---[ C        X ]
    [ Dwn A  O ]                  |---[ Fw C     X ]
    [ B      O ]-----[ Dwn B  O ]-|-|---[ DwnFw C  O ]
    [ Dwn B  O ]                   \|---[ Dwn C    X ]
    
    [ Dwn C  X ]---[ Dwn C  O ]---[ QCF, UpFwd B  X ]
    
    ------------------------------------------------------------------------
    
    Geese Howard
    
    [ Fwd A  X ]---[ C  X ]---[ SPD + A  X ]
    
    [ A      O ]---[ B       O ]-----|--[ C        X ]
                                   /-|--[ Dwn C    O ]
    [ Dwn B  O ]---[ Dwn B   O ]--/--|--[ DwnFw C  O ]
    
    [ Near B  O ]--[ C  O ]
    
    [ Dwn A  O ]--|---[ C      O ]
                   \--[ Dwn C  O ]
    
    [ DwnFwd + A  O ]--|---[ Dwn C  O ]
                        \--[ C      X ]--[ Dwn C  X ]
    
    [ Bk B X ]-|---[ D      O ]
                \--[ Dwn D  O ]
    
    ------------------------------------------------------------------------
    
    Hon-fu
    
    [ Near A  O ]-----[ C  O ]------[ C  O ]
    
    [ Dwn B  O ]-----[ Dwn C  O ]
            
    [ Near A  O ]-----[ B  O ]--|---[ C  X ]
    [ Near B  O ]               |---[ Fwd C  X ]
                               /|---[ DwnFwd C  O ]
    [ Dwn A  O ]--[ Dwn B  O ]/-|---[ Dwn C  X ]
    [ Dwn B  O ]
    
    [ Far A  O ]-----[ C  X ]
    
    [ Far B  O ]-----[ B  X ]----[ C  X ]
    
    [ Fwd B  X ]-----[ DwnFw C  X ]
    
    [ DwnFw A  O ]--|--[ C      X ]---[ C  O ]
                    |--[ Dwn C  X ]
    
    ------------------------------------------------------------------
    
    Jin Chon Rei
    
    [ B  O ]-----[ C  O ]--|--[ C        O ]
                           |--[ Up C     X ]
                           |--[ DwnFw C  O ]
    
    [ A       O ]--|--[ B   O ]---|--[ C   X ]
    [ Dwn A O ]  |--[ Dwn B O ] |--[ Dwn C  X ]
                                |--[ Fwd C  O ]
    
    [ Near C O ]--|--[ Fwd B  X ]
                  |--[ Dwn B  O ]
    
    ------------------------------------------------------------------
    
    Jin Chon Shu
    
    [ Dwn A  X ]-----[ Dwn C  X ]
    [ Dwn B  X ]
    
    [ A     X ]--|--[ A  O ]--|-|--[ C         X ]
                /            /  |--[ DwnFwd C  O ]
    [ Dwn A X ]/--|-[ B  O ]/   |--[ Fwd C     X ]
    [ Dwn B X ]  /  [ Dwn B O ] |--[ Dwn C     X ]
                /
    [ B     X ]/
    
    [ C  O ]-----[ C  X ]---[ C  X ]---[ Fwd, Bk C  X ]
    
    ------------------------------------------------------------------
    
    Joe Higashi
    
    [ Near A O ]--|---[ A     O ]--|--|--[ A        X ]
    [ Dwn A  O ]  |---[ B     O ]--|  |--[ B        O ]
                    |---[ Dwn B O ]--|  |--[ C        X ]
                    |-|-[ C     O ]     |--[ DwnFwd C O ]
                   /                  |--[ Up C     X ]
                  /
    [ Far A  O ]-/----[ B     X ]--------[ C        X ]
    
    [ Near B O ]------[ C     O ]
    
    [ Far B  O ]------[ C     O ]--------[ QCF C    X ]
    
    ------------------------------------------------------------------
    
    Kim Kap Hwan
    
    [ something ]----[ Fw B  X ]
    
    [ Near C  O ]----[ A  O ]-----[ B  X ]----[ C  X ]
    
    [ A  O ]----[ B  O ]------[ Fwd C  X ]
    
    [ A  O ]--|-[ A  O ]-|---[ B  O ]----[ C X ]
              |           \
              |-[ B  O ]---|-[ C  O ]
    
    ------------------------------------------------------------------
    
    Laurence Blood
    
    [ C  O ]-----[ C  O ]-----[ C  X ]
    
    [ BC     ]--|--[ C      X ]-----[ Fwd, DwnFwd, Dwn C  X ]
                |--[ B      O ]
                    |--[ Dwn C  X ]
    
    [ Fwd B  O ]--|--[ D      O ]
                  |--[ Dwn D  O ]
    
    ------------------------------------------------------------------
    
    Li Xiangfei
    
    [A      O]-|-|-|-[A     O]-|-|-[A     O]-|-|-[A     X]-|-[Fwd A X]
    [Dwn A  O]-| | |-[Dwn A O]-| |-[Dwn A O]-| |-[Dwn A X]-|
    [Fwd A  O]-| |               |-[C     O]   |-[B     O]
                 |                             |-[C     X]
                 |
                 |
                 |---[C     O]-|-[A   X]---------|-[ C  X ]
                 |             |-[C   O]         |-[ D    ]
                  \                              |-[ AB   ]
    [ B     O ]----|-|-[ B      O ]-|-|-[ C        X ]
    [ Dwn B O ]----| |-[ Dwn B  O ]-| |-[ Dwn C    X ]
                                      |-[ DwnFwd C X ]
                                      |-[ D          ]
    
    [ C     O ]--|--[ Fwd, Fwd A ]
                 |--[ Fwd, DwnBk, Fwd AB ]--[ Fwd, DwnBk, Fwd AB ] (*1)
    
    [ Bk C  X ]-----[ C ] (*2)
    
    ------------------------------------------------------------------
    
    Mai Shiranui
    
    [ A      O ]-|-|-[ B      O ]--|--[ C         X ]
    [ B      O ]-| |-[ C      O ]  |--[ DwnFwd C  O ]-[ C  X ]-|-[ C  O ]
    [ Dwn A  O ]-| |-[ Dwn B  O ]                              |-[ B  X ]
                   |-[ Dwn C  O ]
    
    [ Bk A   O ]-|---[ D      O ]
                 |---[ Dwn D  O ]
    
    [ Dwn B  O ]-|---[ Dwn C  O ]
                 |---[ C      O ]
    
    ------------------------------------------------------------------
    
    Rick Strowd
    
    [ A      O ]--|--[ C  O ]
                  |--[ B  O ]-----[ C  X ]
    
    [ Dwn A  O ]--|--[ Dwn B  O ]-----[ Dwn C  X ]
                  |--[ C      O ]
    
    [ Near B  O ]--|--[ C  O ]   /-[ C         O ]
                   |--[ B  O ]--|--[ DwnFwd C  O ]
                   |
                   |--[ Dwn B  O ]---[ Dwn C  X ]
    
    [ Far B   O ]--|--[ C      O ]
                   |--[ Fwd C  X ]-----[ Dwn, Dwn C  X ]
    
    [ Dwn B   O ]--|--[ Dwn C  O ]-----[ Fwd C  X ]
                   |--[ B      O ]
    
    [ DwnFwd A  O ]--|--[ DwnFwd, DwnFwd B X ]
                     |--[ B  O ]--[ Fwd C  X ]--[ Dwn, Dwn C  X ]
                     |--[ Bk C  X ]
    
    [ C  O ]-----[ C  O ]
    
    [ Dash Fwd C  X ]--[ C  O ]
    
    ------------------------------------------------------------------
    
    Ryuji Yamazaki
    
    [ DwnFwd A  O ]---[ C  O ]---[ C  X ]
    
    [ Fw A  X ]----[ C  O ]
    
    [ A  O ]--|---[ C  O ]
              |---[ DwnFw C O ]
              |---[ Fw C    X ]
              |---[ Dwn C   O ]
    
    [ B  O ]--|---[ C        O ]
              |---[ DwnFw C  O ]
              |---[ Dwn C    O ]
    
    ------------------------------------------------------------------
    
    Sokaku Mochizuki
    
    [ Near C   O ]-----[ Fwd B  X ]------[ DP A         X ]
    
    [ Near B   O ]--|--[ C      X ]------[ Dwn, Dwn C   X ]
    [ Dwn B    O ]--|
    
    [ Dwn B    O ]-----[ Fwd C  X ]
    
    [ Far B    O ]-----[ C      O ]
    
    [ A        O ]-----[ C      O ]
    
    [ Dwn A    O ]-----[ Dwn C  O ]
    
    [ HCB B    X ]-----[ C      X ]-----[ SPD C     X ]
    
    ------------------------------------------------------------------
    
    Terry Bogard
    
    [ Near A O ]-----[ C      O ]
    
    [ Dwn A  O ]-----[ Dwn C  O ]
    
    [ Fw B   O ]--|--[ D      O ]
                   \-[ Dwn D  O ]
    
    [ A      O ]-----[ B      O ]---|---[ C      X ]
    [ Dwn A  O ]     [ Dwn B  O ]\  |---[ Fw C     O ]
    [ B      O ]                  \-|---[ DwnFw C  O ]
    [ Dwn B  O ]                    |---[ Dwn C    X ]
    
    [ Near B O ]-----[ C      O ]
    
    [ DwnFwd + A ]------|---[ Dwn + C    O ]
                        |---[ UpFwd + B  X ]
                        |---[ C          O ]--[ C      O ]
    
    ------------------------------------------------------------------
    
    Tung Fu Rue
    
    [ CD    ]-----[ CD      ]--|--[ CD      ]--|
                               |-----------|--[ B   X ]
                                                    [ C     X ]
    
    [ AB       O ]--[ C     X ]
    
    [ DwnFw A  O ]--[ C     O ]
    
    ------------------------------------------------------------------
    
    Wolfgang Krauser
    
    [ Near A  O ]-----[ C            O ]
    
    [ Dwn A   O ]-----[ C            O ]
    
    [ Far A   O ]-----[ C            X ]
    
    [ B       O ]-----[ C            X ]
    
    [ Dwn B   X ]-----[ Dwn C        O ]
    
    [ C       O ]--|--[ C            O ]-----[ QCF C        X ]
                   |--[ DwnFwd C     O ]
    
    [ HCF A   X ]-----[ Fwd, Fwd C O ]
    
    ------------------------------------------------------------------
    
    EXTRA STUFF
    
    FIGHT ALFRED
    
    Alfred is the hidden character this time. To fight against him the conditions
    seem to be the same as those needed to fight Geese Howard in RBS.
    The player must :
    
    1- Finish off the first 10 fights with no Losses.
    2- Score over 750000 by the time the 10th fight is won.
    3- land 5 SDM's or 7 DM's.
    
    If the conditions above are fulfilled, the player will get presented
    with a screen with the words "BONUS FIGHT" and then watch a scene where
    Alfred crashes his plane instead of where you would normally get your ending.
    You will then fight Alfred in a desert type stage with a crashed plane in the
    background.
    
    
    MEGA GEESE COMBO
    translated By Edwin Riggs
    
     Jump+C-B-C(2-hit)-Dn+BC-Dn+A-Dn+C-DEADLY RAVE (Rush-7)
        -B-C(1-hit)-Dn+BC-A-B-Dn+A-Pursuit
    
    
    Special Thanks
    --------------
    
    Henry A. Moriarty (Howlin' Mad -H-)
    Joe Higashi
    Bob Ritchings (BOD)
    David Groover
    Andrew S. Park (Ex. Andy)
    Edwin Riggs
  • Date: Wed, 21 May 1997 07:59:56 -0400 Subject: Real Bout Special FAQ rel.2 /| / `. / . | / ., | /... `. \\ ______ |\ /..... | ___--- \ \_|@@@@@@\| \ /\ /...... | ___--- .. / | @@@@@@@@@ \/\_| \/....@@... `___--- ...... -__ __/\ _/@@@@@@ @@@ .....@@@@@.. ......... \|@@ | _-___ @@@ @@@ ........@@.@@.@@@@@........ @@@ / _/ @@ @@@ ............@@.@@@@@@@@@@..... @@ /____ -__ @@ @@..............@@.@@..@@..@@@... @@@@@@@ /______ __/ @@@@@ @@@....@@@ @.@@.@@..@@.@@@.. @@ @@ @@@@@@ ___- __- @@@@@@ @@@@@.@@@@@@@.@@@@...@@@@@.. @@@ @@@@ @@ @@@@ -- -_ @@@@@@ @@ @@ @@..@@..@@@. ,.@@..@@ @@@@@@@@ @@ @@@ _\ _/ @@@ @@ @@ @@ @@.@@@..@@@.@.@@@.@@@ @@ @@ @@ @@ @@@@ @@ \ - | @@@ @@@@@@@@ @@@@@@..@.@@@..@@@@@@ @@ @@@ @@@@@@@@@@@@@@ __\ | @@@ @@ @@@@@ @@@ @@@......@@@@@@. @@@@ @@@ @@ @@@ \ - | @@@ ___ __...__. __.... __ _/- \ | @@@ _/-_|\ |__ |__|.|_ .|.. ||.|__| | \\/\/ -_\ | @@ / /_/\ ___| |....|__.|__ ||.|..| |__ _/\/\_\ | @ / \____.... ____________ . ______/ -\\ | / /... / \_ \ (R) | / /.. / \ |/ /./ // REAL BOUT FATAL FURY S P E C I A L FAQ version: 1.5 rel. 2 Created: 26th April 1997 Last Updated: 13th May 1997 Copyright (c) 1997, Mark O'Neill (* FLEA *) <This email address is being protected from spambots. You need JavaScript enabled to view it.>
    
    
                This Document may be freely copied, distributed or used
               in any way provided proper credit is given to it's author.
    
    
    
    ------=| CONTENTS |=----------------------------------------------------------
    
     1) Introduction
         Story
         General
    
     2) Game Details
         Rules
         Stage Features
         Ranking
         Misc
         Home/Arcade Version Differences
            Codes
         Shadow Versions of Characters
         Endings
    
     3) Basic Movement/Controls
         Fighting Plane
         Fighting Plane Attacks
         Guard Cancel (Break Shot)
         Notes on Blocking
         Recovery Attacks
         Pursue Attacks
         Combination Attacks
         Ultra Deadly Attacks
         Hidden Power Attacks
    
     4) Power Guage Details
    
     5) Stage Descriptions
    
     6) Combo System Details
    
     7) Individual Character Details
          Terry Bogard
          Andy Bogard
          Kim Kap Whan
          Duck King
          Joe Higashi
          Mai Shiranui
          Sokaku Mochizuki
          Bob Wilson
          Hon Fu
          Blue Mary
          Franco Bash
          Ryuji Yamazaki
          Jin ChonShu
          Jin ChonRei
          Billy Kane
          Cheng Sinzan
          Tung Fu Rue
          Laurence Blood
          Wolfgang Krauser
    
          Extra/Shadow characters:- Geese Howard
                                    EX: Andy
                                    EX: Mary
                                    EX: Billy
                                    EX: Tung
    
     8) Credits/Thanks
    
     9) Version History
    
    10) Post sites for this FAQ
    
    
    
    ------=| INTRODUCTION |=------------------------------------------------------
    
    
    -=| STORY |=-
    
    (...Translation from Japanese...)
    
    The countless battles of destiny have been done.  They have engaged in a battle
    with themselves to develop their strength.  The battle often developed into a
    magnificant one by an irony of fate.  It developed into one which wasn't
    expected...
    
    Now, fighters who have battled, been hurt and trained themselves to the peak
    think:- "What on earth are they longing for?  What is strength?"
    
    Each fighter who has already been a legend, want to put an end to this battle.
    Every battle, however, isn't a perfect one.  They can't be satisfied.
    
    The battle is.....
                        like flying to the sky.....
    
    And now, the fighters set free their elegant and excellent arts.  On the stage
    called Real Bout Fatal Fury Special...
    
    
    -=| GENERAL |=-
    
    Welcome again all NeoGeo/Beat'em up fans!  The SIXTH in the excellent SNK Fatal
    Fury series is the best yet.  Some things have gone from the game, including
    character moves that were over-powering, the ring-out system has gone, and the 3
    battle planes have been reduced to 2.  Additions  include 4 new characters and
    the ability to play as 'shadow/evil' versions of certain characters, although
    Geese is no longer selectable.
    
    This FAQ is based upon the PAL CD version of the game (which I own).  There may
    be slight differences between this and the arcade version, explained in the Home
    Version section.  The FAQ structure is also closely based on my previous FAQ for
    Real Bout Fatal Fury.
    
    
    
    ------=| GAME DETAILS |=------------------------------------------------------
    
    
    -=| RULES |=-
    
    As is unique to the Fatal Fury series, the action is now fought on 2 planes of
    existence (foreground and background, like the previous Fatal Fury 2/Special
    games).  The foreground plane is the normal/starting plane to fight in.
    
    Rounds consist of 'best of 3' rules (as standard).  An extra round (with less
    time) will be fought if no winner is found after 3 rounds.
    
    The energy bar for each character is as before where two energy bars are 'overlaid'
    on each other.  The top bar is the Yellow bar, which when depleted gives way to a
    Red bar, which will flash when it reaches around 90-95 percent.
    
    It is worth noting here that while two energy bars may seem excessive, a single
    Power Special Move can drain the entire Yellow energy bar and a small chunk of
    the Reb bar!
    
    After initially selecting your own player in a one player game, you then pick the
    first opponent to fight against.  Laurence Blood and Wolfgang Krauser are now the
    sub boss and boss characters.  An un-selectable Geese Howard can be fought if you
    rank good enough after defeating Krauser.  You only have one chance to defeat him.
    Billy now appears as a 'mid-boss', the fourth opponent you will meet.
    
    
    -=| STAGE FEATURES |=-
    
    There are 10 different stage areas in the game, which all have breakable objects
    at either end (except Geese's stage).  Instead of a Ring Out now, when an end is
    broken and the opponent is knocked down from the attack, they are dizzied for a
    short while.  Objects can be seen to weaken just before they are about to break.
    
    Many stages and characters music/voices return from the Fatal Fury 2/Special
    games in some revamped form.  Refer to Stage Description section for further
    stage details.
    
    The ability to knock an opponent 'out of the screen' at the end of a match has
    also gone (sob!).
    
    The stage obstacles have durability values of 11 (at which point they will
    break).  When hit by attacks the durability will decrease at the rate of the
    following:-
    
     If attacks are guarded by the opponent:
    
           Deadly Attacks        1
           Ultra Deadly Attacks  2  (S.Power)
           Hidden Power Attacks  2  (P.Power)
    
     If attack(s) hit the opponent:
    
           Deadly Attacks        2
           Ultra Deadly Attacks  5  (S.Power)
           Hidden Power Attacks  5  (P.Power)
    
    When the damage is more than 10, it'll be broken, and the opponent will be
    dizzied for a short while.  They can hammer the buttons/move joystick left-right
    repeatedly to speed up the recovery process before they get decked!
    
    
    -=| RANKING |=-
    
    As in the previous Real Bout, rounds are graded for the player depending upon
    their performance (in terms of combo's, speed, skill etc).  Each round is graded
    as follows:-
    
        SCORE
    TIME     | - 9000 | - 8000 | - 7000 | - 6000 | - 5000 | - 4000 | - 3000 | 3000 -
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 15s |   SSS  |   SSS  |   SS   |   SS   |    S   |    S   |    S   |  AAA
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 20s |   SSS  |   SS   |   SS   |   S    |    S   |    S   |   AAA  |   AA
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 25s |   SS   |   SS   |   S    |   S    |    S   |   AAA  |   AA   |  AAA
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 30s |   SS   |    S   |   S    |   S    |   AAA  |   AA   |   AA   |   A
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 35s |    S   |    S   |   S    |   AAA  |   AA   |   AA   |    A   |   B
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 40s |    S   |   AAA  |   AAA  |   AA   |   AA   |    A   |    B   |   C
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 45s |   AAA  |   AA   |   AA   |   A    |    A   |    B   |    C   |   C
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 50s |   AA   |    A   |   A    |   B    |    B   |    C   |    C   |   C
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       - 55s |    A   |    B   |   B    |   C    |    C   |    C   |    C   |   C
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       56s - |    B   |    C   |   C    |   C    |    C   |    C   |    C   |   C
      -------+--------+--------+--------+--------+--------+--------+--------+-------
       Extra |        |        |        |        |        |        |        |
         or  |    C   |    C   |   C    |   C    |    C   |    C   |    C   |   C
      Time up|        |        |        |        |        |        |        |
    
    These grades receive marks as follows:
    
       Fighting Level | SSS | SS |  S | AAA | AA |  A |  B |  C
       ---------------+-----+----+----+-----+----+----+----+----
       Fighting Point |  53 | 45 | 33 | 25  | 17 | 12 |  9 |  5
    
    At the end of the game, these marks are summed up and you will be awarded a
    Fighter Grade as follows:
    
        HOLY | GENIUS  | MASTER  |   ACE   |  HOPE   | AVERAGE | TRAINEE | BEGINNER
      FIGHTER| FIGHTER | FIGHTER | FIGHTER | FIGHTER | FIGHTER | FIGHTER | FIGHTER
      -------+---------+---------+---------+---------+---------+---------+---------
       -850  | 849-650 | 649-442 | 441-351 | 350-221 | 220-156 | 155-117 |   117-
    
    
    -=| MISC |=-
    
    'Fake' moves (the start animation of a Special Move) are still here (some of
    them), and are shown in each character's move section with their normal moves.
    
    One of 2 colours can be selected for each character, using either A or D buttons
    when selecting a character.  The A button is the normal colour, the D button is
    the alternative colour.
    
    Certain characters will interact a little with others at the start of a battle
    (e.g: Terry meeting Geese).
    
    
    -=| HOME/ARCADE VERSION DIFFERENCES |=-
    
    To initially have the ability to select Geese and the Shadow/EX characters on
    the home version, the following code is needed to be entered (once only after
    loading the game).
    
    Code:- Upon beating Geese on the home version, a code is given;
    
            O O O
        -O /  |  \ O- / | \ -O \  then  A, B, C   to be performed on Ranking Screen
                     O  O  O    O                 (the High Score table)
                                 (hold)
    
    The code must be done fairly quickly, and the last direction should be held
    whilst the buttons are tapped in sequence (A, then B, then C).
    
    If done correctly, you will hear Geese say: "Come on...".
    
    
    -=| SHADOW VERSIONS OF CHARACTERS |=-
    
    To select the shadow/EX version of a character, on the character select screen
    move to the character to choose to play as (see list on contents page).  Then do
    the following:-
    
         Hold the start button (all the while - don't let go of it)
    
         Tap buttons in sequence; B, B, C, C
    
         Now hold down the B button for a second or so
    
         Whilst still holding B (and Start), press and hold C button
    
         Whilst holding these three buttons, press A or D to select your character
         in Shadow form.  Can now let go of all the buttons.  (A or D is used to
         select the costume colour).
    
    
    -=| ENDINGS |=-
    
    Ending (finishing/completing) the game consists of the following events that
    occur;
    
       - congratulations screen (followed by the 'nightmare' situation if you get
         to fight Geese)
    
       - post fight character portrait and interactions with another character
         who is connected to their fight/story in some way
    
       - credits, together with comedy fights between different characters.  The
         actual sequences differ depending how many times the game is finished, that
         means there is a different set of skits every time the game is beaten.
         There are about 4 or 5 different sets, which repeat after they have all
         been shown once.
    
       - home version; above code given if Geese is beaten
    
       - the SNK Sound Art of 'Blue Mary's Blues' - worth seeing for sure!
    
       - your name entry / final ranking details
    
    
    
    ------=| BASIC MOVEMENT/CONTROLS |=-------------------------------------------
    
        /=================<  B A S I C   C O N T R O L S  >==================\
        |                                                                    |
        |            (low/high jump)                                         |
        |                              A - Punch     B - Kick                |
        |              UB   U   UF                                           |
        |                O  O  O       C - Powerful attack                   |
        |                 \ | /                                              |
        | (mid/ guard) B O-   -O F     D - Move to other fighting plane      |
        |  high           / | \          - Turn in the air                   |
        |                O  O  O                                             |
        |              DB   D   DF                                           |
        |  (low guard)            (crawl)                                    |
        |                (crouch)                                            |
        |                                                                    |
        |--------------------------------------------------------------------|
        |                                                                    |
        |  Turn in air :  Tap the D button whilst in the air to turn your    |
        |                 character around to face the other way.  Can also  |
        |                 press an attack button after the D button released |
        |                                                                    |
        |       Taunts :  Press C when at distance from opponent             |
        |                 (can be cancelled at any time)                     |
        |                                                                    |
        | Holds/Throws :  O- or -O + C button  (or variations of)            |
        |                 Some characters can also Air Throw                 |
        |                                                                    |
        |Roll recovery :  O- / | + D  (when Power Gauge at H.POWER or above) |
        |                   O  O                                             |
        |                                                                    |
        |     Low Jump :  Tap Jump direction                                 |
        |                                                                    |
        |    High Jump :  Hold Jump direction                                |
        |                                                                    |
        |        Crawl :  Crawl forward (offensive crouch,  Hold \  )        |
        |                                                         O          |
        |  Air Defense :  O-  in the air whilst being attacked               |
        |                     (works against normal moves & projectiles)     |
        |                                                                    |
        |    Jump Back :  O- O-  (also dodge projectiles)                    |
        |                                                                    |
        | Forward Dash :  -O -O  (can also dash-jump for longer/higher jump) |
        |                                                                    |
        \====================================================================/
    
    
    -=| FIGHTING PLANE |=-
    
    This is based on the Fatal Fury 2/Special fighting plane system.
    
    Battles are usually fought in the foreground plane.  Characters can move between
    planes by pressing the D button (useful for dodging special attacks/projectiles).
    Certain character moves will also knock the opponent to the other plane (it is
    possible to do this during a combo!).
    
    When a character is in the opposite background or foreground plane, both
    characters can still move forwards/backwards, dash, block or perform special
    moves.
    
    
    -=| FIGHTING PLANE ATTACKS |=-
    
    If you are in another plane to your opponent you can do the any of following:
    
          - press C to hit them high & bring them back to your plane.
    
          - press | + C to hit them low & bring them back to your plane.
                  O
    
          - press A to move yourself to the opponent's plane and punch them.
    
          - press B to move yourself to the opponent's plane and kick them.
    
    It is possible to use normal moves, combo's or Special moves to thrust an
    opponent into the background or foreground, and it is also possible to air
    juggle the opponent during this with some characters (if you have ever played
    against Franco Bash, you'll know about it!)
    
    
    -=| GUARD CANCEL (BREAK SHOT) |=-
    
    Now known as the Break Shot move, during an attack, characters can use powerful
    'Guard Cancel' techniques to break the enemy guard whilst they are being attacked.
    
    The Guard Cancel/Break Shot move can ONLY be done when the Power Guage is POWed up
    to the H.POWER level or higher.  All characters have at least 1 of their special
    moves which can be used as a Guard Cancel move.
    
    To perform a Break Shot (BS), whilst blocking an attack, perform the specific
    Special Move (shown in each characters section), which should result in a Break
    Shot bonus and a trail of shadows being left whilst the move is performed.  The
    move has to be performed immediately after blocking an attack.  The Power Guage
    will go down a little when the move is performed.
    
    
    -=| NOTES ON BLOCKING |=-
    
    Once you have started blocking an opponents attack (combo or special moves), you
    do not have to keep holding the joystick in the block position.  The game has what
    I call 'Semi-Automatic' blocking, where your character will successfully block the
    remainder of the attacks (at the same level - mid or low) if you blocked the first
    hit.  This of course makes Guard Cancel attacks a little easier to perform!
    
    
    -=| RECOVERY ATTACKS |=-
    
    Some characters can perform a special kind of attack whilst they are getting up
    off the ground (after being combo'd or knocked down from a special move).  When
    executing the move, before standing, your character will perform their attack
    on an unsuspecting hovering opponent!
    
    Details for the moves for each character are given in their own section.
    All characters can also escape to the other fighting plane by performing the Roll
    Recovery move (b,db,d + D ) when they are about to hit the ground from an opponents
    combo or special move.  This requires the Power Gauge to be in the H.Power level or
    above, like the Break Shot system.
    
    
    -=| PURSUE ATTACKS |=-
    
    Some characters can perform follow-up attacks on an opponent who has been
    knocked down by a combo, throw or Special Move (combo's make the opponent stay
    down slightly longer than for a throw).
    
    Details for the moves for each character are given in their moves section.
    
    
    -=| COMBINATION ATTACKS |=-
    
    Just like in the previous Real Bout, pressing a series of buttons (sometimes with
    joystick direction) will perform cool looking chain-like combos.  The system has
    been upgraded to allow certain combos to be performed which can combo an opponent
    between fighting planes (knock them to and from the other plane during a combo).
    Air juggles are also easier to perform now.
    
    See each characters section for details, and the Combo Section below.
    
    
    -=| ULTRA DEADLY ATTACK (S.POWER) |=-
    
    Known as the S.POWER move.  Only possible when your character's energy bar is
    flashing OR the Power gauge is full or above H.POWER.  (Can also be done if both
    are flashing instead of the P.POWER move).
    
    
    -=| HIDDEN POWER ATTACK (P.POWER) |=-
    
    Known as the P.POWER move.  Only possible when your character's energy bar is
    flashing AND the Power gauge is at S.POWER
    
    
    
    ------=| POWER GAUGE |=-------------------------------------------------------
    
    Each  character has at the bottom of the screen a bar which fills up when your
    character attacks the opponent (special moves), or your character blocks an
    opponents moves.
    
    >From empty, when it reaches half full it will display H.POWER, allowing Break
    Shot and Roll Recovery moves to be performed.
    
    When the bar becomes full, it flashes and displays above the gauge:-
    
                 S.POWER   (or P.POWER if the energy bar is flashing red)
    
    
    S.POWER or P.POWER power guages will completely drain away when you have used a
    special S.POWER or P.POWER move (successfully hitting the opponent or not).
    
    H.POWER gauges will go down by about a half when a Break Shot or Roll Recovery
    move is performed.  Partly charged power gauges are carried over to the next
    round.
    
    If the S.POWER (P.POWER) move is not used, the gauge will begin to drain slowly.
    During this time the move will still be available until the bar is empty (only
    if bar is still flashing).
    
    NOTE: The Power Gauge will not be drained if an S.POWER move is used when a
          P.POWER move is available.
    
    
    
    ------=| STAGE DESCRIPTIONS |=------------------------------------------------
    
    1)   JAPAN
        Pink cherry blossom trees continually drop their leaves on this stage which
        is set at evening under a bridge bed over a river at low tide.
    
        To the right is a stone wall which will give way to a secret room full of
        lost treasure!  To the left is a large tree which will simply break apart.
    
    
    2)   KOREA
        Set in the wintery daylight of a Korean Martial Arts dojo, snow is slowly
        drifting down.  Pupils can be seen in the background cheering and practising
        their skills.  Second round changes to sun-set, and the snow is gone.
    
        To the left and right are large wooden practise logs which will break apart.
    
    
    3)   BRAZIL
        Reminiscent of Joe's Fatal Fury 2 stage, set in the jungle.  There is a large
        waterfall in the background, and a leapard watches the fight from a tree.
    
        To the right is a stone statue which will break apart splashing water
        everywhere.  An old wooden hut lies on the left
    
    4)   CHINA
        Set by the edge of a picturesque lake, mountains can be seen in the distant
        haze.
    
        To the right is a smouldering, fire-y cave.  To the left is a panda bear
        happily chewing bamboo, until he's interupted that is!
    
    5)   HONG KONG
        Somehow reminds me of Lee's stage from AOF2 with the busy street and red
        tram all watching the fight.
    
        To the right sits a stall, selling meat and pigs heads!  A large wooden
        post-board stands on the left infront of a vegetable stall.  Anyone tell
        me what the writing says?
    
    6)   USA
        A nice day out at the beach!  Seaguls fly around endlessly.
    
        To the right, a palm tree will drop it's nut onto the opponents head.  To
        the left a boat on the beach is being painted...
    
    7)   SOUTHTOWN
        Billy Kane's stage - literally!  He has his band's music equipment set-up
        ready for a show.
    
        To the left and right are large video screens, which will give a 'shocking'
        good show when broken!
    
    8)   GERMANY
        Laurence Blood's stage, set on the balcony of a castle, in err - Germany.
        I guess it really should be in Spain as he's a Matador!
    
        To the right is a large sign of a bull, but to the left is the holding area
        of a bull itself!  Beware - it might just charge at you...
    
    9)   KRAUSER's STAGE
        This is Germany's stage, but a little more sinister, set at night.  Lightning
        is flickering in the distant background.
    
        To the right now is a large fire-wielding statue, to the left are the main
        doors to the castle.
    
    10)  GEESE's STAGE
        I believe this is his old stage from Fatal Fury 2/Special, it is very dark
        and menacing with lots of statues/figure around the place.
    
    
    
    ------=| COMBO'S |=-----------------------------------------------------------
    
    Special Moves and Power Specials can be used within combo's or to end them with
    devasting effects!
    
    The linking moves/button presses to create a combo are shown as a map of all
    possible combinations of button presses (with joystick direction if applicable).
    Each sucessive move choice is shown branched off from the last previous button
    press (reading from left to right).
    
    I have deliberately not included combo's comprising of jump-in attacks or
    Special Moves.
    
    If a button in the combo map has * after it, that indicates that at the end of
    the combo (or if that button is in a sequence) the button following press can be
    interupted with another move, e.g: a Special attack.  For example, one of Andy's
    combos is:-
    
             df+A --> C --> C --> C* --> fwd+C
    
    A cool combo would be:-
    
             df+A --> C --> C --> C -->  -O | \ + C  Dragon Blast interupts the
                                            O  O     final button press.
    
    
    
    ------=| INDIVIDUAL CHARACTER DETAILS |=--------------------------------------
    
    Key/move notes;
    
     (close) - the move must be executed when next/close to an opponent
               (i.e: within throwing range).
    
         [p] - this move knocks the opponent into the other fighting plane.
    
     [a/air] - a normal move which can be used as an air defense (anti-air)
    
    [o/head] - move must be blocked standing (hits crouching opponents)
    
       [L/R] - can move left or right after this move (in the air)
    
        (bs) - this move can be used for a Guard Cancel / Break Shot move, which
               needs the Power Guage to be charged to at least H.POWER level.
    
      {..AB} - direction + AB  moves shown in {} are Fake Moves.
    
      {|+BC}   down + BC is the fake for the S.POWER/P.POWER move
       O
    
    All moves shown are for characters facing to the right.
    
    For the combo sections; dn refers to any joystick direction of  / or | or \
                                                                   O     O     O
                            d refers to | only
                                        O
    
                            db or df refers to  / or \  respectively
                                               O      O
    
    
    
                                +================+
                                |  TERRY BOGARD  |
    /===< HOLDS/THROWS >========+================+=============================\
    |                                                                          |
    | Buster Throw:      O- or -O + C                                          |
    |                                                                          |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | UpperCut:          \  + A         |  Recovery : none     Pursue : none   |
    |  [a/air]            O             |                                      |
    |                                   | Terry has gained a new move, the     |
    | Spinning Kick:     -O + B  [p]    | shoulder Power Charge.               |
    |                                   |                                      |
    | Charging Kick:     dash, -O + C   |                                      |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                         {-O+AB}|                         |
    | Burn Knuckle:         |  / O- + A/C            |                         |
    |                       O O                      |                         |
    |------------------------------------------------+-------------------------|
    | Power Wave:           | \ -O + A               |                         |
    |                       O  O                     |                         |
    |------------------------------------------------+-------------------------|
    | Round Wave:           | \ -O + C               | Hits in both planes     |
    |                       O  O                     |                         |
    |------------------------------------------------+-------------------------|
    | Power Dunk:           -O | \  + B          (bs)|                         |
    |                          O  O                  |                         |
    |------------------------------------------------+-------------------------|
    |                                                |                         |
    | Power Charge:         O- -O -O + A             |                         |
    |                                                |                         |
    |------------------------------------------------+-------------------------|
    | Crack Shoot:          |  / O- + B              |                         |
    |                       O O                      |                         |
    |------------------------------------------------+-------------------------|
    | Rising Tackle:        Hold | then O + A        |                         |
    |                            O      |            |                         |
    |------------------------------------------------+-------------------------|
    | Passing Sway:         | \ -O + D               | Terry himself will move |
    |                       O  O                     | to the other plane      |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Power Geyzer:         |  / O-  / -O + BC  O    |                         |
    |                       O O     O                |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                                |                         |
    | Triple Geyzer:        |  / O-  / -O + C        |                         |
    |                       O O     O                |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |      A  -+-->  B  -+-->  C                                               |
    |     d+A  |         |                                                     |
    |          |         ---> fwd+C [p] ----> bk+C* [p]                        |
    |      B   |                                                               |
    |     d+B -+-->  B  ---->  d+C                                             |
    |               dn+B      df+C                                             |
    |                                                                          |
    |    df+A ---->  C  ---->  C  ---->  C* ---> fwd+C                         |
    |                                                                          |
    \==========================================================================/
    
    
    
                                 +===============+
                                 |  ANDY BOGARD  |
    /===< HOLDS/THROWS >=========+===============+=============================\
    |                                                                          |
    | Shoulder Throw:       O- or -O + C                                       |
    |                                                                          |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | Upper Palm:           \  + A      |  Recovery : none     Pursue : none   |
    |  [a/air]               O          |                                      |
    |                                   | Where's all his moves gone?  He has  |
    | Rolling Kick:         -O + B      | lost SIX of his RBFF moves, but he   |
    |                                   | gains a new one - the Grab Explosion |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                         {-O+AB}|                         |
    | Shadow Slash:          / -O + A/C              |                         |
    |  (ZanEi Ken)          O                        |                         |
    |                                                |                         |
    |  Gale Back Punch:     do same motion again     |                         |
    |   (Shippuu Uraken)    [C button only]          |                         |
    |------------------------------------------------+-------------------------|
    | Dragon Blast:         -O | \  + C              |                         |
    |  (Sho Ryu Dan)           O  O                  |                         |
    |------------------------------------------------+-------------------------|
    | Grab Explosion:       -O \  |  / O- + C        |                         |
    |                           O O O                |                         |
    |------------------------------------------------+-------------------------|
    | Sky Breaking Blast:    / | \ -O + B        (bs)|                         |
    |  (KuHa Dan)           O  O  O                  |                         |
    |------------------------------------------------+-------------------------|
    | Flying Fist:          |  / O- + A        {|+AB}|                         |
    |  (Hisyo Ken)          O O                 O    |                         |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Ultra Break Blast:    Hold | , \ -O + BC  O    |                         |
    |  (Cho Reppa Dan)           O    O              |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                                |                         |
    | Shadow Slash Break:    / | \ -O + C            |                         |
    |  (ZanEi Reppa)        O  O  O                  |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |      A  -+-->  B  -+-->  C                                               |
    |     d+A  |         |                                                     |
    |          |         ---> fwd+C [p] ----> bk+C* [p]                        |
    |      B   |                                                               |
    |     d+B -+-->  B  ---->  d+C                                             |
    |               dn+B      df+C                                             |
    |                                                                          |
    |    df+A ---->  C  ---->  C  ---->  C* ---> fwd+C                         |
    |                                                                          |
    \==========================================================================/
    
    
    
                                +================+
                                |  KIM KAP WHAN  |
    /===< HOLDS/THROWS >========+================+=============================\
    |                                                                          |
    | Shoulder Throw:       O- or -O + C                                       |
    |                                                                          |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | Axe Kick:             -O + B      |  Recovery : none     Pursue : none   |
    |  [o/head]                         |                                      |
    |                                   | Kim's foot stomp motion has changed  |
    |                                   | and he gets to follow-up his Flying  |
    |                                   | Kick with a sliding kick now.        |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                                |                         |
    | Flying Swallow Slash:   Hold | then O + B      |                         |
    |  (Hi En Zan)                 O      |          |                         |
    |                                                |                         |
    |       at top of move:   | + B                  |                         |
    |                         O                      |                         |
    |------------------------------------------------+-------------------------|
    | Half Moon Slash       |  / O- + B/C     {-O+AB}|                         |
    |  (HanGetsu Zan)       O O                      |                         |
    |------------------------------------------------+-------------------------|
    | Energy Kick:          |  / O- + A              | stops most projectiles  |
    |                       O O                      |                         |
    |------------------------------------------------+-------------------------|
    | Flying Kick:          in air, | + B            |                         |
    |  (Hisyo Kyaku)                O                |                         |
    |                                                |                         |
    |  Slide Kick:          \  + B after above       |                         |
    |                        O                       |                         |
    |------------------------------------------------+-------------------------|
    | Air Dust:             -O | \  + A          (bs)|                         |
    |  (Ku Sajin)              O  O                  |                         |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                                |                         |
    | Chinese Phoenix:      in air, O- / | \ -O + BC |                         |
    | Air Dance Kick                  O  O  O        |                         |
    |  (Hoh-Oh TenBu Kyaku)                          |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Chinese Phoenix Kick: |  / O- / -O + C    O    |                         |
    |  (Hoh-Oh Kyaku)       O O    O                 |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |      A  -+-->  B  -+-->  C                                               |
    |     d+A  |         |                                                     |
    |          |         ---> fwd+C [p] ----> bk+C* [p]                        |
    |      B   |                                                               |
    |     d+B -+-->  B  ---->  d+C                                             |
    |               dn+B      df+C                                             |
    |                                                                          |
    |      C  ---->  C*  ---> fwd+C ---> -O | \  + A                           |
    |                                       O  O                               |
    \==========================================================================/
    
    
    
                                  +=============+
                                  |  DUCK KING  |
    /===< HOLDS/THROWS >==========+=============+==============================\
    |                                                                          |
    | Slam Dunk:         O- or -O + C             Air Throw:   | + C           |
    |                                                          O               |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | Double hit:        O- + A         |  Recovery : none     Pursue : | + C  |
    |  [o/head]                         |                               O      |
    |                                   |                                      |
    | Slide Kick:        \  + B         | Our 'Ducky' hasn't changed much, but |
    |                     O             | he gains a new Cross Head Spin move. |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                                |                         |
    | Head Spin Attack:     | \ -O + A/C             | Can be interupted       |
    |                       O  O                     |                         |
    |------------------------------------------------+-------------------------|
    | Dancing Dive:         |  / O- + B          (bs)|                         |
    |                       O O                      |                         |
    |------------------------------------------------+-------------------------|
    | Cross Head Spin:      |  / O- + D              | Duck himself will move  |
    |                       O O                      | to the other plane      |
    |------------------------------------------------+-------------------------|
    | Neo Break Storm:      -O | \  + B              |                         |
    |                          O  O                  |                         |
    |------------------------------------------------+-------------------------|
    | Flying Spin Attack:   in air, |  / O- + A      |                         |
    |                               O O              |                         |
    |------------------------------------------------+-------------------------|
    | Duck Fake Air:        in air, | |              | Not an attack           |
    |                               O O  [L/R]       |                         |
    |------------------------------------------------+-------------------------|
    | Duck Fake Ground:     dash, \ + C              | Not an attack           |
    |                              O                 |                         |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                    O           |                         |
    | Break Spiral:         O- / | \ -O / | + BC     |                         |
    |                         O  O  O     O   (close)|                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Duck Dance:           | | + ABC           O    | Not an attack           |
    |                       O O                      |                         |
    |                                                | - enhances other moves  |
    |  when flashing, you can do either of:-         |   by 1-1/2 times        |
    |                                                |                         |
    |                                    O           | - lasts about 10 seconds|
    |  1) Break Spiral:     O- / | \ -O / | + BC     |                         |
    |     (enhanced)          O  O  O     O   (close)| - will also build up    |
    |                                                |   Power Gauge initially |
    |  2) Break Hurricane:  | \ -O  (x2) + BC  (?)   |                         |
    |                       O  O                     | - performing a move will|
    |                                                |   drain the Power Gauge |
    |  3) Dancing Calibre:  |  / O- (x2) + BC (?)    |                         |
    |                       O O                      |                         |
    |                                                |                         |
    |  4) Rolling Banisher: Hold O- , -O O- -O + BC  |                         |
    |                                                |                         |
    |  5) Diving Banisher:  in air, -O \  | + BC     |                         |
    |                                   O O          |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |     A   ---->  B  -+-->  C                                               |
    |    d+A             |    fwd+C [p]                                        |
    |                    |                                                     |
    |     B   ----> d+B -+-->  d+C                                             |
    |    d+B                  df+C                                             |
    |                                            O                             |
    |     d+C ----> d+C ---->  d+C ----> | \ -O / + B                          |
    |                                    O  O                                  |
    |                                                                          |
    \==========================================================================/
    
    
    
                                 +===============+
                                 |  JOE HIGASHI  |
    /===< HOLDS/THROWS >=========+===============+=============================\
    |                                                                          |
    | Knee-kick combo:   O- or -O + C                Knee Bash:   \  + C       |
    |                                                              O           |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | High Elbow:        \  + A         |  Recovery : none     Pursue : | + C  |
    |  [a/air]            O             |                       (taunt) O      |
    |                                   |                                      |
    | Slide Kick:        \  + B         | Joe's Pressure Knee has changed to a |
    |                     O             | tiger-knee combo type move, and his  |
    |                                   | motion for the Hurricanes has been   |
    | Uppercut: O- + A  R/House: O- + B | reversed.                            |
    |                                [p]|                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                                |                         |
    | Slash Kick:            / -O + B/C              |                         |
    |                       O                        |                         |
    |------------------------------------------------+-------------------------|
    | Golden Heel:          |  / O- + B              |                         |
    |  (Ougon no Kakato)    O O                      |                         |
    |------------------------------------------------+-------------------------|
    | Tiger Kick:           -O | \  + B       {O-+AB}|                         |
    |                          O  O              (bs)|                         |
    |------------------------------------------------+-------------------------|
    | Pressure Knee:        -O | \  + C              |                         |
    |                          O  O                  |                         |
    |------------------------------------------------+-------------------------|
    | Exploding Blast:                               |                         |
    |  (BakuRetsu Ken)      Tap A repeatedly         |                         |
    |                                                |                         |
    |  Exploding Hook:      | \ -O + A (after above) |                         |
    |   (BajuRetsu Hook)    O  O                     |                         |
    |------------------------------------------------+-------------------------|
    | Exploding Hurricane:  -O \  |  / O- + A/C      |                         |
    |  (BakuRetsu Hurricane)    O O O          {|+AB}|                         |
    |                                           O    |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Screw Upper:          -O O- / | \  + BC   O    |                         |
    |                            O  O  O             |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Slide Screw:          -O O- / | \  + C    O    |                         |
    |                            O  O  O             |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |      A  -+-->  B  -+-->  C                                               |
    |     d+A  |         |                                                     |
    |          |         ---> fwd+C [p] ----> bk+C* [p]                        |
    |      B   |                                                               |
    |     d+B -+-->  B  ---->  d+C                                             |
    |               dn+B      df+C                                             |
    |                                                                          |
    |     B   ---->  C  ---->  C  ----> | \ -O + C             A  ---->  C     |
    |                                   O  O                                   |
    |                                                                          |
    |   bk+A  ---->  C  ---->  C  ---->  C*  ---> fwd+C                        |
    |                                                                          |
    \==========================================================================/
    
    
    
                                +================+
                                |  MAI SHIRANUI  |
    /===< HOLDS/THROWS >========+================+=============================\
    |                                                                          |
    | Leg Flip:        O- or -O + C                  Air Throw:   | + C        |
    |                                                             O            |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | Cape Flick:      O- + A  [p]      |  Recovery :  Tap C   Pursue : none   |
    |                                   | (double kick)                        |
    |                                   |                                      |
    |                                   | Mai can also jump off the wall.  A   |
    |                                   | couple of her moves have been altered|
    |                                   | but she's still our favourite ninja! |
    |                                   | She also lost the Phantom Shiranui.  |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                          {|+AB}|                         |
    | Flower Butterfly Fan:      | \ -O + A     O    |                         |
    |  (KaCho Sen)               O  O                |                         |
    |------------------------------------------------+-------------------------|
    | Violent Flower Butterfly:  |  / O- + C (x5)    | Now a combo type move,  |
    | Fan                        O O                 | ending in a multiple    |
    |  (Midare KaCho Sen)                            | fan-dart throw          |
    |------------------------------------------------+-------------------------|
    | Dragon Flame Dance:        |  / O- + A     (bs)|                         |
    |  (Ryu En Bu)               O O                 |                         |
    |------------------------------------------------+-------------------------|
    | Heat Haze Dance:           Hold | , O + C      |                         |
    |  (Kagero no Mai)                O   |          |                         |
    |------------------------------------------------+-------------------------|
    | Deadly Ninja Bees:         O- / | \ -O + C     |                         |
    |  (Hissatsu Shinobi Bachi)    O  O  O           |                         |
    |------------------------------------------------+-------------------------|
    | Squirel Dance:        in air, | + AB           |                         |
    |  (Musasabi no Mai)            O                |                         |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                                |                         |
    | Super Deadly Ninja Bees:      -O  / -O + BC    |                         |
    |  (Cho Hissatsu Shinobi Bachi)    O             |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                                |                         |
    | Leotard Ninja Bees:           -O  / -O + C     |                         |
    |  (Leotard Shinobi Bachi)         O             |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |      A  -+-->  A  -+-->  C                                               |
    |     d+A  |         |    d+C                                              |
    |          |         |                                                     |
    |      B  -+-->  B  -+--> fwd+C ---> bk+C*                                 |
    |     d+B       d+B                                                        |
    |                                                                          |
    |     C   ---> fwd+C --->  C  ---> d+C           d+A  --->  d+C            |
    |                                                                          |
    \==========================================================================/
    
    
    
                              +====================+
                              |  SOKAKU MOCHIZUKI  |
    /===< HOLDS/THROWS >======+====================+===========================\
    |                                                                          |
    | Reverse Slam:    -O + C                     Air Throw:   | + C           |
    |                                                          O               |
    | Shoulder Toss:   O- + C  (add O- / | + C for Face Bash)                  |
    |                                 O  O                                     |
    | Demon's Gate Camp:  rotate 360 + C                                       |
    |  (Kimon Jin)                                                             |
    |                                                                          |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | Staff Thrust:     \  + A          |  Recovery : none     Pursue : | + C  |
    |  [a/air]           O              |                               O      |
    |                                   | The turning-nastier-by-the-day Sokaku|
    |                                   | hasn't changed too much - he lost his|
    |                                   | teleport move and his thunder bolt, &|
    |                                   | reflection moves work differently.   |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                          {|+AB}|                         |
    | Makibishi Masher:         | \ -O + A      O    |                         |
    |  (Makibishi)              O  O                 |                         |
    |------------------------------------------------+-------------------------|
    | Wild Monkey Hunt:         |  / O- + A      (bs)|                         |
    |  (Nozaru Gari)            O O                  |                         |
    |------------------------------------------------+-------------------------|
    | Possession Blast:         -O O- -O + C         |                         |
    |  (Hyoi Dan)                                    |                         |
    |------------------------------------------------+-------------------------|
    | Secret Power Thunderbolt:  -O | \ + B          |                         |
    |  (Higi Kaminari Otoshi)       O  O             |                         |
    |------------------------------------------------+-------------------------|
    | Evil Staff Dance:     Tap A repeatedly, then;  |                         |
    |  (JaKon Bu)                                    |                         |
    |                                                |                         |
    |  Heaven Break:        / + C   [mid]:   -O + C  |                         |
    |   (Ten Ha)           O         (toppa)         |                         |
    |                                                |                         |
    |  Swipe Break [low]:  \  + C   Lower:     O + C |                         |
    |   (Fu Ha)             O        (Kou Ha) /      |                         |
    |                                                |                         |
    |  Fell Break:         D  [p]                    |                         |
    |   (Tou Ha)                                     |                         |
    |------------------------------------------------+-------------------------|
    | Evil God Staff:       -O \  |  / O- + B        | Also stops most other   |
    |  (Jashin Kon)             O O O                | projectiles             |
    |------------------------------------------------+-------------------------|
    | Flames Of Doom:       |  / O- + D              | Sokaku himself will move|
    |  (Hametsu no Honou)   O O                      | to the other plane      |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Thunder:               -O \  | \ -O + BC  O    | Hits in both planes     |
    |  (Ikazuchi)                O O  O              |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Thunder God Blast:     -O \  | \ -O + C   O    | Unblockable ?           |
    |  (Raijin no Ibuki)         O O  O              | Hits low ?              |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |     A   ---->  B  -+-->  C                                               |
    |    d+A             |    fwd+C [p]                                        |
    |                    |                                                     |
    |     B   ----> d+B -+-->  d+C                                             |
    |    d+B                  df+C                                             |
    |                                                                          |
    |     C   ---->  C  ---->  d+C  --->  d+C ---> d+C                         |
    |                                                                          |
    \==========================================================================/
    
    
    
                                 +==============+
                                 |  BOB WILSON  |
    /===< HOLDS/THROWS >=========+==============+==============================\
    |                                                                          |
    | Falcon:        O- or -O + C    (follow up with Hornet Attack)            |
    |                                                                          |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | Thrust Kick:   \  + A             |  Recovery Attack:  Tap C repeatedly  |
    |  [a/air]        O                 | (somersault kick)                    |
    |                                   |                                      |
    | Double Kick:   in air, | + B      | Pursue 1: O + C  Pursue 2: \ \ + C |
    |                        O          | (leg drop) |       (hornet    O O    |
    |                                   |                      attack)         |
    |           (must be a High jump)   |                                      |
    |                                   | Bobby-boy gets a new Sidewinder move,|
    |                                   | about time too!                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                                |                         |
    | Rolling Turtle:    |  / O- + B                 | Can move left or right  |
    |                    O O                         | during move             |
    |------------------------------------------------+-------------------------|
    | Sidewinder:        |  / O- + C                 |                         |
    |                    O O                         |                         |
    |------------------------------------------------+-------------------------|
    |                                                |                         |
    | Shoulder Charge:   -O -O + A                   |                         |
    |                                                |                         |
    |------------------------------------------------+-------------------------|
    | Bison Horn:        Hold | then O + C           |                         |
    |                         O      |               |                         |
    |------------------------------------------------+-------------------------|
    |                                                |                         |
    | Wild Wolf:         Hold O- then -O + B         |                         |
    |                                                |                         |
    |------------------------------------------------+-------------------------|
    | Monkey Dance:      -O | \  + B             (bs)|                         |
    |                       O  O                     |                         |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                          {|+BC}|                         |
    | Dangerous Wolf:    -O O- / | \ -O + BC    O    |                         |
    |                         O  O  O                |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                                |                         |
    | Mad Spin Wolf:     |  / O- |  / O- + C         |                         |
    |                    O O     O O                 |                         |
    |                                                |                         |
    |  Wolf Fang:         Tap C before move finishes |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |     A   ---->  B  -+-->  C                                               |
    |    d+A             |                           df+A  ---> d+B ---> d+C   |
    |                    |                                                     |
    |     B   ----> d+B -+-->  d+C                                             |
    |    d+B                  df+C                                             |
    |                                                                          |
    |     C   ---->  C  -+-->  C  -+-->  C* -+--> fwd+C                        |
    |                    |         |         |                                 |
    |                    |        *|         +--> up+C                         |
    |                   *|         +-> up+C                                    |
    |                    +-> up+C                                              |
    |                                                                          |
    \==========================================================================/
    
    
    
                                   +==========+
                                   |  HON FU  |
    /===< HOLDS/THROWS >===========+==========+================================\
    |                                                                          |
    | Leg Flip:             O- or -O + C          Face Bash:   \  + C          |
    |                                                           O              |
    +===< MISC >========================+======================================+
    |                                   |                                      |
    | High NC hit:          \  + A      |  Recovery : none     Pursue : | + C  |
    |  [a/air]               O          |                               O      |
    |                                   |                                      |
    | Spinning Head Kick:   -O + B      | Ol' nun-chucks is back, virtually    |
    |                                   | unchanged.                           |
    |                                   |                                      |
    +===< DEADLY ATTACKS >==============+============+========( notes )========+
    |                                                |                         |
    | Nine Dragon Foresight:  O- / | \ -O + C        | A counter move. Can also|
    |  (KuuRon no Yomi)         O  O  O      (close) | be used as an anti-air  |
    |                                                | move; produces an 8 hit |
    | Black Dragon:  (when used as anti-air move)    | air juggle!             |
    |  (KokuRyu)                                     |                         |
    |------------------------------------------------+-------------------------|
    | Lightning Speed Earth:  Hold  / then -O + B    |                         |
    |  (Denkousekka no Chi)        O                 |                         |
    |                                                |                         |
    |  Lighting Pachiki:      press B during above   |                         |
    |    (Denkou Pachiki)                            |                         |
    |------------------------------------------------+-------------------------|
    | Lightning Speed Heaven:   |  / O- + B          |                         |
    |  (Denkousekka no Ten)     O O                  |                         |
    |------------------------------------------------+-------------------------|
    | Victory Counter Attack:   |  / O- + C          |                         |
    |  (Hissho Kyakushu Kyaku)  O O                  |                         |
    |------------------------------------------------+-------------------------|
    | Mastery of Air Intense:   -O | \  + A/C    (bs)| Use A button for Break  |
    | Fire                         O  O              | Shot move               |
    |  (Seikuu Rekka Kon)                     {O-+AB}|                         |
    |------------------------------------------------+-------------------------|
    | Fire Stallion:        |  / O- + A, then Tap A  |                         |
    |  (Honou no Taneuma)   O O                      |                         |
    |                                                |                         |
    |  - must keep up good button tapping rythm      |                         |
    |    else Hon Fu will come off worse!            |                         |
    |                                                |                         |
    +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+
    |                                                |                         |
    | Explosive Goro:       |  / O-  / -O + BC       |                         |
    |  (Bakuhatsu Goro)     O O     O                |                         |
    |                                                |                         |
    +===< P.POWER >====(Hidden Power Attack)=========+=========================+
    |                                                |                         |
    | Storm In Gadentsa:    |  / O-  / -O + C        |                         |
    |  (Gadenza no Arashi)  O O     O                |                         |
    |                                                |                         |
    #===< COMBO'S >==================================+=========================#
    |                                                                          |
    |      A  -+-->  B* -+-->  C                                               |
    |     d+A  |         |                                                     |
    |          |         ---> fwd+C [p] ----> bk+C* [p]                        |
    |      B   |                                                               |
    |     d+B -+-->  B* ---->  d+C                                             |
    |               dn+B      df+C                                             |
    |                                                                          |
    |    df+A ---->  C  ---->  C                                               |
    |                                                                          |
    \==========================================================================/
    
    
    
                                  +=============+
                                  |  BLUE MARY  |
    /===< HOLDS/THROWS >==========+=============+=
  • Samsung / Apple UK judgment from http://www.apple.com/uk/legal-judgement/

    Apple is a kid with way too much power at the moment.

    On 9th July 2012 the High Court of Justice of England and Wales ruled that Samsung Electronic(UK) Limited’s Galaxy Tablet Computer, namely the Galaxy Tab 10.1, Tab 8.9 and Tab 7.7 do notinfringe Apple’s registered design No. 0000181607-0001. A copy of the full judgment of the Highcourt is available on the following link www.bailii.org/ew/cases/EWHC/Patents/2012/1882.html.

    In the ruling, the judge made several important points comparing the designs of the Apple and Samsung products:

    "The extreme simplicity of the Apple design is striking. Overall it has undecorated flat surfaces with a plate of glass on the front all the way out to a very thin rim and a blank back. There is a crisp edge around the rim and a combination of curves, both at the corners and the sides. The design looks like an object the informed user would want to pick up and hold. It is an understated, smooth and simple product. It is a cool design."

    "The informed user's overall impression of each of the Samsung Galaxy Tablets is the following. From the front they belong to the family which includes the Apple design; but the Samsung products are very thin, almost insubstantial members of that family with unusual details on the back. They do not have the same understated and extreme simplicity which is possessed by the Apple design. They are not as cool."

    That Judgment has effect throughout the European Union and was upheld by the Court of Appeal on 18 October 2012. A copy of the Court of Appeal’s judgment is available on the following link www.bailii.org/ew/cases/EWCA/Civ/2012/1339.html. There is no injunction in respect of the registered design in force anywhere in Europe.

    However, in a case tried in Germany regarding the same patent, the court found that Samsung engaged in unfair competition by copying the iPad design. A U.S. jury also found Samsung guilty of infringing on Apple's design and utility patents, awarding over one billion U.S. dollars in damages to Apple Inc. So while the U.K. court did not find Samsung guilty of infringement, other courts have recognized that in the course of creating its Galaxy tablet, Samsung willfully copied Apple's far more popular iPad.

    The extreme simplicity of the following design is also striking, Can I enforce a patent?

    minimalistic_design_apple_what_a_joke

  •   ____   _  _ _  _   _ ____    _ _
     / ___/ / |/ , \| | | |  _ \  / | |
    | |__  /  |     | | | | |_| |/  | |   Samurai Shodown FAQ
     \__ \/ / | | | | | | |  _ </ / | |   Release 12  Part 2/2 (The moves)
     ___|/ _  | |_| | |_| | | \/ _  | |   12-01-94
    | __/_/ |_|_| |_|\___/|_| /_/\|_|_|
    |/____ _   _  ___  ____   ___  _   _ __  _
     / ___| | | |/ _ \|  _ \ / _ \| |_| |  \| |
    | |__ | |_| | | | | | | | | | | | | |   | |
     \__ \|  _  | | | | | | | | | | | | | | | |
     ___| | | | | |_| | |_| | |_| |     | |   |
    | ___/|_| |_|\___/ ____/ \___/ \_,_/|_|\__|
    |/
    
    
    NOTES:
    
    -  In Samurai Shodown, the same joystick movement and/or buttons
       pressed would have different moves in different conditions.
       Read on for more details.
    -  Right facing is represented here.
    
    
    Basic Moves:
    
    Slash:     A  Weak Slash     B  Medium Slash     AB Strong Slash
    Kick:      C  Weak Kick      D  Medium Kick      CD Strong Kick
    
    -  Double tap forward on joystick to run. Hold joystick in forward
       position to continue running.
    -  Double tap backward on joystick to hop back.
    -  All throws can only be performed when you are close to your opponent.
    -  Due to his massive weight, no one can throw Earthquake.
    
    Unique Basic Moves:
    -  Gen-An, Kyoshiro, and Wan-Fu can slowly crawl forward and backward when
       the joystick is in the down-right or down-left position respectively.
    -  Hanzo, Galford, Earthquake, and Nakoruru can all triangle jump.
    
    
    Strength Measurements:
    
    
    Legends:
    AL - Attack Level when rage meter full
    MT - Time rage meter stays full
    MF - Speed at which rage meter fills up
    SC - Sword-catching ability        SL    - Skill when swords lock
    WD - Weapon durability             WS(F) - Walking speed (forwards)
    RS - Running speed                 WS(B) - Walking speed (backwards)
    HS - Hopping back speed            JH    - Jump height
    JD - Jump distance (horizontal)    HT    - Hang time
    NA - Not Applicable
    
    Attack level increase when rage meter is full:
                AL  MT   MF   SC   SL   WD  WS(F) RS  WS(B)  HS   JH   JD   HT
    Amakusa     10   3   10    4   10   10    9   NA   10    NA    6    7    8
    Charlotte    2   8    6    1    2    6    7    5    7     6    5    3    1
    Earthquake   3  10    3    8    2    5    3    3    4     1    8    6    2
    Galford      5   6    2    6    4    5    8    7    9    10    7    9    6
    Gen-An       5   8    4    3    4    6    5    7    5     5    6    6    5
    Hanzo        2   8    2    5    8    5    8    7    9    10    7    9    6
    Haohmaru     7   4    7    6    6    7    5    6    7     7    4    8    4
    Jubei        8   3    2   10    8    7    5    6    7     7    4    7    5
    Kyoshiro     7   4    3    3    1    4    6    8    8     4    9    3   10
    Nakoruru     7   6    4    6    3    3   10   10    5     9    7   10    3
    Tam Tam      4   8    6    3    7    5    7    5    2     2    9    5    9
    Ukyo         9   6    1    8    5    3    4    9    5     8    4    2    8
    Wan Fu       4  10    7    2    8    8    4    4    3     3    3    4    7
    
    The most powerful attacks in the game:
    
    Character     Move                  Attack level
    
    Jubei         A Hasso Happa         68
    Charlotte     AB Splash Fount       55
    Wan Fu        Bakutentou (any)      48
    Earthquake    Standing AB, Far      44
    Jubei         B Hasso Happa         44
    Hanzo         CD Mozu Otoshi        43
    Wan Fu        Standing AB, Far      42
    
    As a point of reference, Haohmaru's long range standing AB is a 38.
    
    
    *** Explanation of terms ***
    
       Most special moves use the buttons to determine the strength of the
    attack, where as A is the weakest and AB is the strongest.  From now on,
    all these kinds of moves will have only Slash or Kick instead of A/B/C/D.
    So when Slash is used, it means A or B or AB will produce the same move
    but with different damage or effect.  Applicable on Kick as well.
    
    
                                   _Charlotte_
     *Swings*
     -Standing and Crouching Far-
      A and B -- Thrust
     -Standing and Crouching Close-
      A -- Bell Punch
      B -- Double Bell Punch
     -Jump-
      A and B -- Down Thrust
    
     *Kicks*
     -Stand-
      C and D -- Hopping Shoulder Rush
     -Crouch-
      C and D -- Crouch Kick
     -Jump-
      C -- Knee Thrust
      D -- Flying Low Kick
    
     ,_ Special Moves ____________________________________________________,
     I   /  |  \   Slash                Power Gradation                   I
     I  O   O   O                       Rising epee-wave wall             I
     I--------------------------------------------------------------------I
     I  Tap Slash Repeatedly            Splash Fount                      I
     I                                  Charging rapid epee thrusts       I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -O  AB or B or D                "Fall back" toss                  I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Triangle Slash                                      I
     I--------------------------------------------------------------------I
     I  (close)  AB - Short-Range Triangle Slash                          I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Small Triangle Slash (Good air defense)             I
     I--------------------------------------------------------------------I
     I  (jump)   AB - Aerial Triangle Slash (Powerful wide-area attack)   I
     I--------------------------------------------------------------------I
     I  CD          - Hopping Shoulder Rush (Good air defense)            I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Roundhouse Sweep                                    I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Flying Low Kick                                     I
     I____________________________________________________________________I
    
     ** Note that Charlotte's Triangle Slashes are capable of hitting 2  **
     ** times at close range.                                            **
    
    
                                   _Earthquake_
    
     *Swings*
     -Stand and Crouch-
      A and B -- Swing Gama Downward
     -Jump-
      A and B -- Swing Gama Downward
    
     *Kicks*
     -Stand and Crouch-
      C and D -- Side Kick
     -Jump-
      C and D -- Side Kick
    
     ,_ Special Moves ____________________________________________________,
     I  (jump)  | +  CD Repeatedly      Fat Bound                         I
     I          O                       Bouncing butt attack              I
     I--------------------------------------------------------------------I
     I  Tap Slash Repeatedly            Fat Chainsaw                      I
     I                                  Spinning blade attack             I
     I--------------------------------------------------------------------I
     I  (jump against the edge of the screen)                             I
     I  then push joystick away from edge                                 I
     I            O- or -O              Triangle Jump                     I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O      B or D                Overhead Toss                     I
     I--------------------------------------------------------------------I
     I  -- O      CD                    He farts in your face (look at    I
     I                                  the relief on his face afterwards)I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  AB          - Gama launches out at a 30-degree downward angle     I
     I                (2-hit ability)                                     I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Gama launches out along the ground (2-hit ability)  I
     I                Will hit low                                        I
     I--------------------------------------------------------------------I
     I  (jump close or back)   AB - Flying Belly Attack                   I
     I--------------------------------------------------------------------I
     I  (jump other)  AB - Gama launches out at a 30-degree angle         I
     I--------------------------------------------------------------------I
     I  CD          - Side kick                                           I
     I--------------------------------------------------------------------I
     I  (crouch) CD - High side kick                                      I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Butt bomb                                           I
     I____________________________________________________________________I
    
    
                                   _Galford_
    
     *Swings*
     -Far-
      A -- Side Slash
      B -- Step and Down Slash
     -Close-
      A and B -- One-Handed Down Slash
     -Crouch-
      A and B -- One-Handed Down Slash
     -Jump-
      A -- Down Slash
      B -- Side Slash
    
     *Kicks*
     -Stand-
      C and D -- High Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump-
      C and D -- Side Kick
    
    ,_ Special Moves ____________________________________________________,
     I  |  \   -O  Slash                Plasma Blade                      I
     I  O   O                           Twin blades of lightning          I
     I--------------------------------------------------------------------I
     I  |   /  O-  Slash                Rush Dog                          I
     I  O  O                            Rush Dog can be counter-acted by  I
     I                                  simply running towards the dog    I
     I                                  (Yes, I tried it.  Run, not walk) I
     I--------------------------------------------------------------------I
     I  |   /  O-  Kick                 Mad Dog                           I
     I  O  O       C - throat bite      Can Not be counter-acted by       I
     I             D - knocks down      running toward the dog!!!         I
     I--------------------------------------------------------------------I
     I  -O  O-  /  |  \  -O  A/B/C/D    Mirror Images                     I
     I         O   O   O                Uses button to determine position I
     I                                  of acutal body, "A" being extreme I
     I                                  left, "D" being extreme right.    I
     I                                  Until you make a move, all images I
     I                                  will appear as solid as your      I
     I                                  actual body.                      I
     I--------------------------------------------------------------------I
     I   BCD All three buttons          Fake wood                         I
     I                                  When you are struck by opponent   I
     I                                  and not knocked down, just press  I
     I                                  BCD and you will disappear        I
     I--------------------------------------------------------------------I
     I  -O  \   |   /  O-   BCD         Ninja Twirl                       I
     I       O  O  O                    Disappear even when you are not   I
     I                                  hit by your opponent              I
     I--------------------------------------------------------------------I
     I  Triangle Jump, please refer to Earthquake section.                I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  When in air  |   AB or B        Throw opponent when in air        I
     I               O                                                    I
     I--------------------------------------------------------------------I
     I  When in air  |   CD or D        Throw opponent when in air with a I
     I               O                  knife in your opponent.           I
     I--------------------------------------------------------------------I
     I  -- O  AB or B                   Throw onto ground                 I
     I--------------------------------------------------------------------I
     I  -- O  CD or D                   Use leg to grab and throw onto    I
     I                                  ground and slash                  I
     I--------------------------------------------------------------------I
     I  -O  |  \    Kick                Strike Hez                        I
     I      O   O                       This is like Zangief in SF2, you  I
     I                                  grab your opponent and then go    I
     I                                  up and come spinning back down    I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Somersault slash (3-hit capable)                    I
     I--------------------------------------------------------------------I
     I  (close)  AB - 2-handed forward-arc slash                          I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Sweeping slash (knocks opponents off their feet)    I
     I                Very damaging and hits low                          I
     I--------------------------------------------------------------------I
     I  (jump)   AB - Downward slash                                      I
     I--------------------------------------------------------------------I
     I  (far)    CD - Spinning side kick                                  I
     I--------------------------------------------------------------------I
     (  (close)  CD - High kick                                           I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Tumbling low kick                                   I
     I--------------------------------------------------------------------I
     I  (jump forward) CD - Low kick                                      I
     I--------------------------------------------------------------------I
     I  (jump other)   CD - Side kick                                     I
     I____________________________________________________________________I
    
     ** When you are far away, pressing AB will perform a somersault     **
     ** slash.  This is not some kind of special move.  But in close     **
     ** range, pressing AB will do a different move.  O-- --O AB, will   **
     ** cause Galford or Hanzo to do the somersault in close range.      **
    
    
                                 _Gen-An Shiranui_
     *Swings*
     -Standing or Crouching Far-
      A and B -- Claw Thrust
     -Standing or Crouching Close-
      A and B -- Claw Swipe
     -Jump-
      A -- Claw swipe
      B -- Forward aerial rake
    
     *Kicks*
     -Stand-
      C and D -- Side Kick
     -Crouch-
      C and D -- Short Slide
     -Jump-
      C -- Knee Thrust
      D -- Side Kick
    
     ,_ Special Moves ____________________________________________________,
     I  |  \   -O  Slash                Poison Blizzard                   I
     I  O   O                           Blow a poison cloud               I
     I--------------------------------------------------------------------I
     I  -O  |  \   Slash                Buzz Saw                          I
     I      O   O                       Roll forward with blade           I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O       B                    Your opponent will be pushed onto I
     I                                  the ground and you will spin on   I
     I                                  top of him with your weapon       I
     I                                  twisting in his stomach           I
     I--------------------------------------------------------------------I
     I  -- O       D                    Knee Bash                         I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Lunging slash (Long range & powerful, but it has a  I
     I                long recovery time, so make sure you hit with it!)  I
     I--------------------------------------------------------------------I
     I  (close)  AB - Upward slash                                        I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Upward slash                                        I
     I--------------------------------------------------------------------I
     I  (jump straight)  AB - Double backflip rake (very damaging)        I
     I--------------------------------------------------------------------I
     I  (jump other)     AB - Forward aerial rake (very damaging)         I
     I--------------------------------------------------------------------I
     I  CD          - Backflip kick                                       I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Slide, then crouching high kick                     I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Somersault kick                                     I
     I____________________________________________________________________I
    
    
                                   _Hanzo Hattori_
    
    *Swings*
     -Far-
      A -- Side Slash
      B -- Step and Down Slash
     -Close-
      A and B -- One-Handed Down Slash
     -Crouch-
      A and B -- One-Handed Down Slash
     -Jump-
      A -- Down Slash
      B -- Side Slash
    
     *Kicks*
     -Stand-
      C and D -- High Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump-
      C and D -- Side Kick
    
     ,_ Special Moves ____________________________________________________,
     I  |  \   -O  Slash                Reppu Shuriken                    I
     I  O   O                           Throws a shuriken (throwing star) I
     I--------------------------------------------------------------------I
     I  O-  -O  Slash                   Bakuen Ryuu (Burning Snake)       I
     I                                  1 to 2 seconds charge time        I
     I--------------------------------------------------------------------I
     I  -O  O-  /  |  \  -O  A/B/C/D    Mirror Images                     I
     I         O   O   O                Use buttons to determine position I
     I                                  of actual body, A being extreme   I
     I                                  left, D to the extreme right.     I
     I--------------------------------------------------------------------I
     I   BCD All three buttons          Fake wood                         I
     I                                  When you are struck by opponent   I
     I                                  and not knocked down, just press  I
     I                                  BCD and you will disappear        I
     I--------------------------------------------------------------------I
     I  -O  \   |   /  O-  BCD          Ninja Twirl                       I
     I       O  O  O                    Disappear even when you are not   I
     I                                  hit by your opponent              I
     I--------------------------------------------------------------------I
     I  Triangle Jump, please refer in Earthquake section.                I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  When in air  |   AB or B        Throw opponent when in air        I
     I               O                                                    I
     I--------------------------------------------------------------------I
     I  When in air  |   CD or D        Throw opponent when in air with a I
     I               O                  knife in your opponent.           I
     I--------------------------------------------------------------------I
     I  -O  |  \    Kick                Bullhead Blast                    I
     I      O   O                       This is like Zangief in SF2. You  I
     I                                  do more damage, comparitively,    I
     I                                  than Galford's Strike Hez.        I
     I--------------------------------------------------------------------I
     I  -- O  AB or B                   Grab and throw onto ground        I
     I--------------------------------------------------------------------I
     I  -- O  CD or D                   Use leg to grab and throw onto    I
     I                                  ground and slash                  I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Somersault slash (3-hit capable)                    I
     I--------------------------------------------------------------------I
     I  (close)  AB - Forward-arc slash                                   I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Sweeping slash (knocks opponents off their feet)    I
     I                Very damaging and hits low                          I
     I--------------------------------------------------------------------I
     I  (jump)   AB - Downward slash                                      I
     I--------------------------------------------------------------------I
     I  (far)    CD - Spinning side kick                                  I
     I--------------------------------------------------------------------I
     I  (close)  CD - High kick                                           I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Tumbling low kick                                   I
     I--------------------------------------------------------------------I
     I  (jump forward) CD - Low kick                                      I
     I--------------------------------------------------------------------I
     I  (jump other)   CD - Side kick                                     I
     I____________________________________________________________________I
    
     ** In fact, moves of Hanzo can be performed by Galford, and vice    **
     ** versa.  Except for the dog attack of Galford and burning snake   **
     ** of Hanzo.  Also read note in Galford for additional information. **
    
    
                                   _Haohmaru_
     *Swings*
     -Far-
      A -- Quick Down Slash
      B -- Thrust
     -Close-
      A -- Hilt Punch
      B -- Down Slash
     -Crouch-
      A and B -- Low Slash (hits low)
     -Jump-
      A and B -- Side Slash
    
     *Kicks*
     -Stand-
      C and D -- High Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump-
      C and D -- Side Kick
    
     ,_ Special Moves ____________________________________________________,
     I  -O   /  |  \   Slash            KogetsuZan                        I
     I      O   O   O                   Crescent moon uppercut slash      I
     I--------------------------------------------------------------------I
     I  |  \   -O      Slash            Senpuretsuzan                     I
     I  O   O                           Launch a small hurricane          I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I   -- O  B or AB                  Throw onto ground                 I
     I--------------------------------------------------------------------I
     I   -- O  D or CD                  Back flip throw                   I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Long-range slash  (powerful)                        I
     I--------------------------------------------------------------------I
     I  (close)  AB - Uppercut slash, then mid-level slash                I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Uppercut slash  (may stun standing opponents)       I
     I--------------------------------------------------------------------I
     I  (jump)   AB - Downward-arc slash                                  I
     I--------------------------------------------------------------------I
     I  CD          - High roundhouse kick                                I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Slide                                               I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Side kick                                           I
     I____________________________________________________________________I
    
    
                                   _Jubei Yagyu_
    
     *Swings*
     -Far-
      A -- Quick Side Slash
      B -- Thrust
     -Close-
      A and B -- Punch with Hilt
     -Crouch-
      A -- Quick Low Slash (hits low)
      B -- Thrust
     -Jump-
      A and B -- Downward Slash
    
     *Kicks*
     -Stand-
      C and D -- Side Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump-
      C and D -- Side Kick
    
     ,_ Special Moves ____________________________________________________,
     I  |  \   -O  Slash                Suigetsu Toh                      I
     I  O   O                           Ground Wave                       I
     I--------------------------------------------------------------------I
     I  Tap Slash Repeatedly            Hasso Happa                       I
     I                                  100-Sword Strikes                 I
     I--------------------------------------------------------------------I
     I  -O  |  \   Slash                Nikkaku Ratoh                     I
     I      O   O                       Charge forward and then execute   I
     I                                  a rising slash                    I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O  B or AB                   Throw                             I
     I--------------------------------------------------------------------I
     I  -- O  D or CD                   Ground throw                      I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - High slash then mid-level thrust                    I
     I--------------------------------------------------------------------I
     I  (close)  AB - Mid-level double slash (very damaging)              I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Low slash then low thrust                           I
     I--------------------------------------------------------------------I
     I  (jump)   AB - 45-degree downward strike (good penetration)        I
     I--------------------------------------------------------------------I
     I  CD          - Spinning backwards jump kick                        I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Double roundhouse sweep                             I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Spinning side kick                                  I
     I____________________________________________________________________I
    
    
                                   _Kyoshiro Senryo_
    
     *Swings*
     -Standing Far-
      A -- Twirl Pole
      B -- Thrust
     -Standing Close-
      A -- Spin Around with Pole
      B -- Forward Slash
     -Crouching Far-
      A and B -- Thrust
     -Crouching Close-
      A and B -- Take Out and Hit with Fan
     -Jump-
      A and B -- Downward Thrust
    
     *Kicks*
     -Stand-
      C and D -- High Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump Straight-
      C and D -- High Kick
     -Jump Other-
      C and D -- Down Kick
    
     ,_ Special Moves ____________________________________________________,
     I  |  \   -O  Slash                Flame Fandango                    I
     I  O   O                           Flame Breath                      I
     I--------------------------------------------------------------------I
     I  -O  \   |   /  O-   Kick        Chobi Jishi                       I
     I       O  O  O                    Pole valut kick on sword          I
     I--------------------------------------------------------------------I
     I  -O  |  \   Slash                Vertical Rotating Slash (rising)  I
     I      O   O                       spin around as you rise           I
     I--------------------------------------------------------------------I
     I  (jump)  | + AB (at top of jump) Vertical Rotating Slash (falling) I
     I          O                       spin as you fall                  I
     I--------------------------------------------------------------------I
     I  |   /  O-      Slash            Fire fan                          I
     I  O  O                                                              I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O  B or AB                   Stab and throw                    I
     I--------------------------------------------------------------------I
     I  -- O  D                         Hair Toss                         I
     I--------------------------------------------------------------------I
     I  -- O  CD                        Hair Strangle                     I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  AB          - Forward slash  (ineffective at short range)         I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Low thrust                                          I
     I--------------------------------------------------------------------I
     I  (jump straight)   AB - Circular low slash                         I
     I--------------------------------------------------------------------I
     I  (jump other)      AB - Downward thrust                            I
     I--------------------------------------------------------------------I
     I  (far)    CD - Spin kick on the pole                               I
     I--------------------------------------------------------------------I
     I  (close)  CD - High kick                                           I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Roundhouse sweep                                    I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Side kick                                           I
     I____________________________________________________________________I
    
    
                                   _Nakoruru_
    
     *Swing*
     -Standing Far-
      A -- Side Slash
      B -- Down Slash
     -Standing Close-
      A and B -- Side Slash
     -Crouch-
      A and B -- Side Slash
     -Jump Diagonal-
      A and B -- Upward Slash
     -Jump Straight-
      A and B -- Side Slash
    
     *Kick*
     -Stand-
      C -- Side Kick
      D -- Hop Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump-
      C and D -- Down Kick
    
     ,_ Special Moves ____________________________________________________,
     I  O-   /  |     Slash             Annu Mutsube                      I
     I      O   O                       the low flying attack             I
     I--------------------------------------------------------------------I
     I  |  \   -O     Slash             Leyla Mutsube                     I
     I  O   O                           the up-to-the-sky attack          I
     I--------------------------------------------------------------------I
     I  -O  \   |   /  O-  Slash        Amube Yatoro                      I
     I       O  O  O                    Summon the bird to attack         I
     I--------------------------------------------------------------------I
     I  |   /  O-  C                    Hawk Carry                        I
     I  O  O                            When without weapon, this move    I
     I                                  will also summon the bird back    I
     I--------------------------------------------------------------------I
     I  (Hawk Carry)                    Yatoro Poku                       I
     I   / or | or \  Slash or Kick     Rolling Down Attack, direction    I
     I  O     O     O                   controlled by joystick.           I
     I--------------------------------------------------------------------I
     I  (Hawk Carry)                                                      I
     I  Any other directions, except    Kamui Mutsube                     I
     I  above + Slash or Kick           Diagonal Down Arrow Attack        I
     I--------------------------------------------------------------------I
     I  Triangle Jump, please refer in Earthquake section.                I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O  B                         Normal throw                      I
     I--------------------------------------------------------------------I
     I  -- O  AB                        Trip, sit and stab                I
     I--------------------------------------------------------------------I
     I  -- O  AB (Without Weapon)       Jump onto opponent, hold onto the I
     I                                  chest, and slap them.  Tap AB to  I
     I                                  slap faster.                      I
     I--------------------------------------------------------------------I
     I  -- O  D                         Grab and triple kicks             I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Upward slash                                        I
     I--------------------------------------------------------------------I
     I  (close)  AB - Up-and-down forward-arc slash (2-hit capable)       I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Rolling slash (2-hit capable)                       I
     I--------------------------------------------------------------------I
     I  (jump diagonal)   AB - Spinning forward upward slash              I
     I--------------------------------------------------------------------I
     I  (jump straight)   AB - Side slash                                 I
     I--------------------------------------------------------------------I
     I  (far)    CD - High roundhouse kick                                I
     I--------------------------------------------------------------------I
     I  (close)  CD - Jump kick then backflip                             I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Crouching thrust kick                               I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Side kick                                           I
     I____________________________________________________________________I
    
     ** You can move in all directions while on the bird. If you move up **
     ** you can increase the range of your Kamui Mutsube. Also note you  **
     ** can be hit, and are most likely to take more damage.             **
     ** To get off from bird, just push the joystick down. You will also **
     ** drop from the bird if you do not do anything for a while.        **
    
    
                                   _Tam Tam_
    
     *Swings*
     -Standing and Crouching Far-
      A and B -- Side Slash
     -Standing and Crouching Close-
      A and B -- Hilt Punch
     -Jump-
      A and B -- Down Slash
    
     *Kicks*
     -Standing far-
      C and D -- High Kick
     -Standing close-
      C and D -- Crouching thrust kick
     -Crouch-
      C and D -- Crouching roundhouse
     -Jump-
      C and D -- Downward Kick
    
     ,_ Special Moves   __________________________________________________,
     I  |  \   -O  Slash                Mura Gaburu                       I
     I  O   O                           The Skull throw                   I
     I--------------------------------------------------------------------I
     I  |   /  O-  Kick                 Paguna Deos                       I
     I  O  O                            Under turning blade               I
     I--------------------------------------------------------------------I
     I  O-. -O     Slash                Paguna Paguna                     I
     I             1 sec charge time    Sideways turning blade; can       I
     I                                  slowly move back and forth.       I
     I--------------------------------------------------------------------I
     I  -O  \   |   /  O-  Slash        Ahau Gabara                       I
     I       O  O  O                    Jump up and blow a fireball down  I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O       B or D               Head Butt                         I
     I--------------------------------------------------------------------I
     I  -- O       AB                   Pick up and stab with sword       I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  AB          - Down, then up swing with horizontal blade           I
     I--------------------------------------------------------------------I
     I  (close)  AB - Down, then up swing with vertical blade             I
     I--------------------------------------------------------------------I
     I  (far crouch) AB - Low-to-mid-level side slash                     I
     I--------------------------------------------------------------------I
     I  (jump)   AB - Downward strike (Long-range and powerful, but       I
     I                                 ineffective at close range)        I
     I--------------------------------------------------------------------I
     I  (far)    CD - Under turning kick                                  I
     I--------------------------------------------------------------------I
     I  (close)  CD - Crouching thrust kick                               I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Double roundhouse sweep                             I
     I--------------------------------------------------------------------I
     I  (jump)   CD - 45-degree downward kick                             I
     I____________________________________________________________________I
    
    
                                   _Ukyo Tachibana_
    
     *Swings*
     -Standing Far-
      A -- Scabbard Swing
      B -- Side Slash
     -Standing Close-
      A and B -- Side Slash
     -Crouching Far-
      A and B -- Side Slash
     -Crouching Close-
      A -- Side Slash
      B -- Overhead Slash
     -Jump Forward-
      A and B -- Downward Slash
     -Jump Other-
      A and B -- Side Slash
    
     *Kicks*
     -Stand-
      C -- Mini-slide
      D -- Short Slide
     -Crouch-
      C -- Shuffle Foot
      D -- Crouching mid-level Kick
     -Air-
      C and D -- Side Kick
    
     ,_ Special Moves ____________________________________________________,
     I  |   /  O-  Slash                Sasame Yuki                       I
     I  O  O                            The thousand sword cutting apple  I
     I--------------------------------------------------------------------I
     I  jump in any direction, then:    Tsubame Gaeshi (from the air)     I
     I    /  |  \   -O  Slash           Circular slash and launch a       I
     I   O   O   O                      flaming bird                      I
     I--------------------------------------------------------------------I
     I   /  |  \   -O  (then jump in    Tsubame Gaeshi (from the ground)  I
     I  O   O   O       any direction   Executes immediately when Ukyo    I
     I                 and Slash)       leaves the ground, causing a low  I
     I                                  slash-and-firebird.  The motions  I
     I                                  must be executed very quickly.    I
     I--------------------------------------------------------------------I
     I   /  |  \   -O  O- O-   Slash    Tsubame Gaeshi (while retreating) I
     I  O   O   O                       Executed while Ukyo hops back.    I
     I                                  An AB firebird will travel below  I
     I                                  the ground, hitting an opponent   I
     I                                  crouching or standing. Extremely  I
     I                                  hard to do, though.               I
     I____________________________________________________________________I
    
    
    
     ,_ Throws ___________________________________________________________,
     I  -- O  B                         Scabbard Slap                     I
     I--------------------------------------------------------------------I
     I  -- O  AB                        Throw, and slash the flying       I
     I                                  opponent                          I
     I--------------------------------------------------------------------I
     I  -- O  CD or D                   Trip & Stab                       I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  AB          - Upward slash (Good air defense due to the height of I
     I                attack;  also able to hit twice when opponent is    I
     I                standing on the ground)                             I
     I--------------------------------------------------------------------I
     I  (crouch + far)    AB - Diving slash                               I
     I--------------------------------------------------------------------I
     I  (crouch + close)  AB - Scabbard swing, then overhead slash        I
     I--------------------------------------------------------------------I
     I  (jump forward)    AB - 45-degree downward thrust                  I
     I--------------------------------------------------------------------I
     I  (jump up or back) AB - Double sideways slash                      I
     I--------------------------------------------------------------------I
     I  CD          - Full slide                                          I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Crouching mid-level kick                            I
     I--------------------------------------------------------------------I
     I  (jump)   CD - Double side kick                                    I
     I____________________________________________________________________I
    
    
                                   _Wan Fu_
    
     *Swings*
     -Standing Far-
      A -- Down Slash
      B -- Thrust
     -Standing Close-
      A -- Side Slash
      B -- Down Slash
     -Crouching Far-
      A -- Down Slash with Hilt
      B -- Down Slash
     -Crouching Close-
      A -- Punch
      B -- Down Slash
     -Jump-
      A -- Punch
      B -- Circular Slash
    
     *Kicks*
     -Stand-
      C -- Knee Thrust
      D -- High Kick
     -Crouch-
      C and D -- Crouch Kick
     -Jump Back-
      C and D -- Downward Kick
     -Jump Other-
      C -- Knee Thrust
      D -- Butt Slam
    
     ,_ Special Moves ____________________________________________________,
     I  |   /  O-  Slash                Exploding Wave                    I
     I  O  O                            Leaps up and throws his sword     I
     I--------------------------------------------------------------------I
     I  -O  |  \   Slash                Slicing Gust                      I
     I      O   O                       Rising uppercut slash             I
     I____________________________________________________________________I
    
     ,_ Throws ___________________________________________________________,
     I  -- O       B  (without weapon)  Throw opponent against the wall   I
     I--------------------------------------------------------------------I
     I  -- O       B  (with weapon)     Grab then leap up and slash head  I
     I--------------------------------------------------------------------I
     I  -- O       AB (without weapon)  Smash opponent's head into ground I
     I--------------------------------------------------------------------I
     I  -- O       AB (with weapon)     Leap up and sit on opponent,      I
     I                                  stab several times and then kick  I
     I--------------------------------------------------------------------I
     I  -- O       D                    Smash opponent's back onto knee   I
     I--------------------------------------------------------------------I
     I  -- O       CD                   Grab then leap up and sit on your I
     I                                  opponent                          I
     I____________________________________________________________________I
    
     ,_ Power Strikes ____________________________________________________,
     I  (far)    AB - Lunging overhead slash (Powerful long-range         I
     I                attack able to hit twice at long-range)             I
     I--------------------------------------------------------------------I
     I  (close)  AB - Downward thrust (Also has 2-hit capability)         I
     I--------------------------------------------------------------------I
     I  (crouch) AB - Downward slash (Also 2-hit capable)                 I
     I--------------------------------------------------------------------I
     I  (close) / AB - Stepping forward uppercut and then pommel smash    I
     I         O       (It's the 'dance' move that looks like the Slicing I
     I                 Gust, but he doesn't leave the ground)             I
     I--------------------------------------------------------------------I
     I  (jump)   AB - Circular slash(almost no range, but very powerful   I
     I                and can hit someone right behind you)               I
     I--------------------------------------------------------------------I
     I  (far)    CD - Butt thrust                                         I
     I--------------------------------------------------------------------I
     I  (close)  CD - High kick                                           I
     I--------------------------------------------------------------------I
     I  (crouch) CD - Roundhouse sweep                                    I
     I--------------------------------------------------------------------I
     I  (jump back)   CD - Downward kick                                  I
     I--------------------------------------------------------------------I
     I  (jump other)  CD - Butt slam                                      I
     I____________________________________________________________________I
  •  dP. ____ __ _ _ _ _ ____ __ _ 88 ~; | __| / | \/ | || | _ \ / | | ,ooooo888ooodbooo |__ |/ | | || | _ < / | | Y88888888888P""" |____/_/|_|_||_|____|_| \_/_/|_|_| "888P ____ ____ _ ____ _ _____ ____ , "8P_____d8b | __| _ \ | _ \ |_ _| __| 'b ,ooP""" Y88b, |__ | __/ | < | | | |__ | 88P ____ 8881 |____|_| |_|_|\_|_| |_| |____| 888 """""" 888 888b ~"Y8888888 Samurai Shodown II TAPFAQ Y888b ,888 Version 8.1 12/27/95 "Y8888888b"88P Compiled By Shawn Holmes and _____,,,,,,,,,,,,,,______ Edited By Scott Fujimoto. This ooo888P""""~~~~~~~~~~""""""Y88888 is your 1 source of information "Y88" ,do. ""Y888b. for the ultimate fighting game ~ ,d8888 "Y888b 88888P Y8881 "Let anyone enter here """" """ be at one with their sword" ---------------------------------------------------------------------------- You can find this TAPFAQ (and future updates) in: 1) ftp.netcom.com in the /pub/vi/vidgames/faqs directory, 2) sanar.kaiwan.com in the /user/dvillnva directory, or 3) brawl.mindlink.net in the /pub/SS2 directory. ---------------------------------------------------------------------------- These people helped me compile this TAPFAQ as quickly as possible. No particular order is chosen, as they are all equal in the eyes of God (and Haohmaru): Galen Komatsu --> This email address is being protected from spambots. You need JavaScript enabled to view it. CREATOR OF SS1 FAQ/ASCII ART/OVERALL GODLIKE PRESENCE Scott Fujimoto --> This email address is being protected from spambots. You need JavaScript enabled to view it. MAIN EDITOR/TAPFAQ MAINTENANCE/KNOWS WHAT'S HE'S DOING Ewan Ng --> This email address is being protected from spambots. You need JavaScript enabled to view it. CO-CREATOR OF ORIGINAL SS 1 FAQ John Bailon --> This email address is being protected from spambots. You need JavaScript enabled to view it. MOVELISTS/MY MAIN MAN IN SOUTHERN HILLS GOLFLAND Rich Joseph --> This email address is being protected from spambots. You need JavaScript enabled to view it. THE RIVAL FAQ WRITER (BWAH HAH HAH HAH!!)...oh yeah, info, too. GeeSe Howard --> This email address is being protected from spambots. You need JavaScript enabled to view it. NEOGEO MASTER/THE GUY THAT THROWS DOUBLE REPPUKEN Mark Maestas --> This email address is being protected from spambots. You need JavaScript enabled to view it. CO-CREATOR OF ORIGINAL SS 1 FAQ Ivan Nue --> This email address is being protected from spambots. You need JavaScript enabled to view it. INSIDE INFO MAN/ENDINGS AND SECRETS ACHIEVER James Irwin --> This email address is being protected from spambots. You need JavaScript enabled to view it. EXTENSIVE HISTORICAL RESEARCH/GENERIC SS NUT Chris Ozols --> This email address is being protected from spambots. You need JavaScript enabled to view it. ENDINGS/HEY, HE PLAYED THE GAME BEFORE I DID Joshua Holmstrom --> This email address is being protected from spambots. You need JavaScript enabled to view it. TRIVIA ADDITIONS/CORRECTIONS/COOL LAST NAME Kevin Lew --> This email address is being protected from spambots. You need JavaScript enabled to view it. CORRECTIONS/FELLOW ANIME FREAK Masahiro Abe --> This email address is being protected from spambots. You need JavaScript enabled to view it. JAPANESE TRANSLATIONS/OVERSEAS INFO/GALEN'S SUPERIOR Mitch Burton --> This email address is being protected from spambots. You need JavaScript enabled to view it. TRANSLATIONS/CORRECTIONS/THE OFFICIAL SS PLAYER Brian Gilmore --> This email address is being protected from spambots. You need JavaScript enabled to view it. TRANSLATIONS/THINKS GALFORD'S BETTER THAN HANZO (HAH!) Iain Sinclair --> This email address is being protected from spambots. You need JavaScript enabled to view it. HISTORICAL ARGUEMENTS/CORRECTIONS/OUR FRIEND, THE NINJA Dave Kirsch --> This email address is being protected from spambots. You need JavaScript enabled to view it. TAPFAQ HOST/ALL AROUND NICE GUY WHO THINKS FIGHTING GAMES RULE Mike Lloyd Economides --> This email address is being protected from spambots. You need JavaScript enabled to view it. COMBO ADDITIONS/JOINING THE FIGHT AGAINST SIEGER STEROID ABUSE Also, thanks to: Damone (This email address is being protected from spambots. You need JavaScript enabled to view it.) Kenichiro Tanaka (This email address is being protected from spambots. You need JavaScript enabled to view it.) An Nguyen Jamie Klein (This email address is being protected from spambots. You need JavaScript enabled to view it.) Master Cho (This email address is being protected from spambots. You need JavaScript enabled to view it.) Alex Tellez The Emerald Dragon (This email address is being protected from spambots. You need JavaScript enabled to view it.) Kenneth Hsu (This email address is being protected from spambots. You need JavaScript enabled to view it.) Shawn would like to extend a personal thanks to: Scott Fujimoto: For doing an excellent job at maintenance/ editing throughout versions 5.0-7.0. Dave Kirsch: Too much to list here. :] Derek Liu: New information/translations. Brian Chan: Excessive Humour/Hard Drive provider :] Jim Lee: Excessive complaining but still a nice guy. :] I hope all you guys above are going to be around in the next few months I have a feeling I'm going to be starting the SS3 TAPFAQ very soon... ---------------------------------------------------------------------------- INTRODUCTION "Long long ago, there was a man who tried to make his skills the ultimate. Because of his bloody life, it was no accident that he was involved in the troubles..." Yes! It has arrived! Samurai Shodown II is back with a vengance. This game is, by far, one of THE most anticipated sequels since people uttered the words "Street Fighter II". It is one of the largest games ever, clocking in at 202 megs, 84 more megs than the first SS. You all want to know about the game, so let's get to it! ---------------------------------------------------------------------------- OLD THINGS/NEW THINGS -->Characters that have returned: CHARLOTTE, NAKORURU, HAOHMARU, UKYO TACHIBANA, GEN-AN SHIRANUI, GALFORD, JUBEI YAGYU, KYOSHIRO SENRYO, HANZO HATTORI, EARTHQUAKE. -->Characters that are new: GENJURO KIBAGAMI, CAFFEINE NICOTINE, CHAM CHAM (with her monkey PAKU PAKU), NEINHALT SIEGER. -->TAM TAM is gone (let's have a moment of silence, please). AMAKUSA is no longer a boss in the game, though he makes a brief appearance near the end, and TAM TAM has passed his knowledge onto his sister CHAM CHAM. -->To diversify gameplay even more, all characters can now lie flat on their stomachs to let air projectiles fly over them. As well, all characters can roll forward or backwards. -->All characters have two taunts now (like Art of Fighting and Fatal Fury). -->Also, as in AoF and FF, characters now have a special complicated "death blow" maneuver. Some characters require a full POW meter, and their weapon, to peform this move, while others require only a full POW meter. When these POW moves are successful, they are powerful enough to destroy your weapon! -->When weapons are broken, they are now replaced after about a ten second delay; the judge throws your weapon back into the stage. -->Everyone has a Super Deformed transformation move--that is, their heads grow, their bodies shrink, and they become so damn cute that you would never want to hurt them...would you? -->The boss of the game is a really bitchy, possessed Shinto priestess named MIZUKI. There's also a hidden character in the game, KUROKO, whose actually the judge sitting in the background during matches. What? You don't think he wants to have fun, too? ---------------------------------------------------------------------------- TAPFAQ VERSION HISTORY (11/08/94) 0.5 = It's less than 1 because of it's unofficiality; most of the character descriptions are taken from Samurai Shodown I, or made up. New moves are taken off the arcade placard, and many are still missing, incorrect, and/or incomplete. (11/14/94) 0.74 = It's a whole 24% better! Still not quite official, but I've now had a chance to view the game (Oh my lord!!), and give more detailed descriptions of moves, characters, etc. Errors are diminishing, and endings are beginning to filter through. (11/21/94) 1.0 = Official release, TAPFAQ now available from multiple FTP sites. Much more historical background added, moves almost completely cleared up. Galen has added beautiful ASCII artwork (finally!) and the response to the TAPFAQ is becoming unrecordable (I'm gonna have to split this in half soon...). (11/28/94) 1.48 = TAPFAQ now split into two, had to add a table of contents to ease confusion. More moves are being cleared up, and almost all endings are in. Anybody got any combos they want to add? (The game is 202 megs? Holy mother of...) (12/06/94) 2.0 = Now I've had a chance to play the game (I am thanking you) so the inconsistencies are diminishing fast. Too big again, so it's been split into thirds. Joystick movements are neatened up (small seems to be better). Combos are coming in, Japanese translations are added and the cartridge is now on its way (hee hee hee hee). (12/12/94) 3.0 = I now own the game (oh yeah) so all moves represented in this TAPFAQ are 100% confirmed. Character descriptions are rewritten to coincide with the new manual. All move names confirmed. All endings finished and added. More data, more trivia, more info, and I'm working on the code for KUROKO...I'll get it, I promise! (12/14/94) 3.4 = Why so quick to update? THE CODE TO PLAY AS KUROKO! I wanted everybody out there to get this as quick as possible, so here it is. Kuroko code is the only main addition, plus minor spelling errors and such. (12/19/94) 4.0 = Just a minor update. Taunts are added, as well as a few bits and pieces here and there. The next version will be split into necessary parts. Hey...hey Galen. Hey...hey, over here! Over here for a CHAM CHAM picture? HEY!?! (2/27/95) 5.0 = Hi! I'm Scott Fujimoto, the guy who did the final revision to the SS1 FAQ. Yes, I couldn't help but edit this one too! Changes include adding all normal attacks, identifying all attacks that hit low, tick off damage, etc, notes on some Special Moves, adding complete backgrounds to all the characters, revising all the quotes and endings, and various minor corrections and updates. (3/10/95) 5.2 = A few additional notes and corrections were added after I posted the TAPFAQ to rec.games.video.arcade. This version is the one archived in the ftp directories. (6/1/95) 6.0 = Was about to release this, but then new info starting coming in... (8/25/95) 7.0 = The big addition here is the pose information, plus many other corrections and additions. This is probably the last version, so enjoy!! (9/13/95) 8.0 = Shawn Holmes returns! Last version? NEVER! I didn't call it a TAPFAQ for nothing. Now, equipped with a ton of info to translate, version 8.0 of the TAPFAQ includes new, never before found bugs, more in-depth techniques of beating Mizuki with each character, plus loads of info, from combos, to jumping distances, to a new Kuroko move. Give it a read! (12/27/95) 8.1 = Shouldn't I be working on the SS3 TAPFAQ? I am! But, got one last nifty addition for this version...check out Ukyou's huge apple in Strange But True... ---------------------------------------------------------------------------- TO DISCOURAGE CHALLENGERS If you push your own Player Start button during a CPU game, the flashing sign on the other side will change to "No Challenger is Acceptable." Apparently, people STILL can join in if they want to, but this sign politely tells them not to. ---------------------------------------------------------------------------- THE BLOOD CODE!! For those of you who own the cartridge at home for your NEO GEO, and have not had your system modified to have blood and fatalities, fear not! You can make that green stuff go away by simply going to the options menu, selecting "Japan" as the country, then exiting. After that, go back directly into options, and select "USA" as the country. Voila, English text and red blood/full fatalities! ---------------------------------------------------------------------------- HOW TO GET UNLIMITED POW In the manual of the home SS2, there is mention of an option that allows for unlimited POW, yet when many players go into the option menu, it isn't available! Because of the vagueness of the manual, not many people know how to do it. Here's clearing up the vagueness for you: 1. Press "start" on the player 1 joystick. 2. Move the arrow to "options" with the player 1 joystick. 3. Press "start" on the player 2 joystick. 4. In the "options" menu, the POW can now be changed from NORMAL to MAX. ---------------------------------------------------------------------------- THE CHARACTERS AND THEIR MOVES ---------------------------------------------------------------------------- Map: Slash = A or B or AB (rising strengths, A weakest) Kick = C or D or CD (rising strengths, C weakest) Dash = a quick FORWARD FORWARD on the joystick Retreat = a quick BACK BACK on the joystick Lie Down = to avoid projectiles, a quick DOWN DOWN on the joystick Roll -> = a quick DOWN RIGHT, DOWN RIGHT on the joystick Roll <- = a quick DOWN LEFT, DOWN LEFT on the joystick Taunt 1 = A + C (good distance from opponent) Taunt 2 = B + D (good distance from opponent) Hop away = B + C (also cancels taunt at any time) Hop up = FORWARD + BC (also cancels taunt at any time) Retreat and Run = Retreat + FORWARD Dash and Roll = Dash + DOWN RIGHT --> To catch your opponent's sword while you are disarmed, perform the motion: O- / | \ -O O O O --> The following characters can Triangle Jump: Galford, Hanzo, Earthquake, Nakoruru, Cham Cham, Gen-an, and Mizuki To triangle jump, jump to the edge of the screen, then push the joystick in the opposite direction. --> The following characters can crawl back and forth: Gen-an, Wan Fu, and Kyoshiro. --> Most characters can interrupt their normal Bs with Special Moves. Some can interrupt their ABs as well, even if they totally miss their opponent. These characters are noted separately. --> Running Attacks: different characters do different B or AB attacks if the buttons are pushed while running. The attacks come out regardless of the distance of the opponent. Far B/Far AB -- Charlotte, Ukyo, Hanzo Far B/Close AB -- Genjuro, Kuroko Close B/Far AB -- Nakoruru Close B/Close AB -- Haohmaru, Wan Fu, Kyoshiro Crouch B/Close AB -- Jubei, Cham Cham, Gen-an Close B/Crouch AB -- Sieger, Earthquake Crouch B/Far AB -- Nicotine ---------------------------------------------------------------------------- The introduction has been gracefully translated from the original Japanese by Kenichiro Tanaka. Quotes: B -- Quote at beginning of game. BM -- Quote before match. AM -- Quote after match. BV -- Quote before mirror match. AV -- Quote after mirror match. I -- Interlude quotes. (J = w/Judge, M = w/Mizuki, A = w/Mizuki and Amakusa) F -- Quotes before final match. Background: Any historical or fictional basis for the character. For more details, check out the SS Character Background FAQ. Weapon: What he or she fights with. Full of: What drops out when he or she gets split. Occupation: What type of fighter he or she is classified as. Nationality: What country he or she comes from. Jumping Rages: Each character has a different range for jumping forward, backward, and straight up. The values are expressed in X and Y values, so naturally, the "jumping up" value of X is always 0. The range of X is -10 to 10, and Y is 0 to 10. Voice: Name of the Voice Actor for the Character Notes: Assorted items of interest. Normal Attacks: The attacks are usually presented in left and right columns If the entry does not appear in the right column, then the attack is the same as the one in the same position in the left column. All jumping attacks, and only jumping attacks, hit high. Most crouch kicks hit low. Everything else usually hits neither high nor low. Exceptions are noted as follows: "*" means an attack hits LOW when normally it would not (slashes and standing kicks). "**" means an attack does NOT hit low when normally it would (crouch kicks). Whenever a swing is blocked, the attacking character usually reels back for a second, then recovers. However, certain swings do NOT reel back; the character continues to swing while his or her opponent blocks, and recovers normally. "#" indicates a swing that follows through when blocked. Note that all kicks do not block reflect. Special Moves: Key: "!" means a weapon is required to perfom the Special Move. "L" means the Special Move hits low. "H" means the Special Move hits high. "*" means the Special Move ticks off 1 or 2 points of damage. "**" means the Special Move ticks off 3 or 4 points of damage. "***" means the Special Move ticks off LOTS of damage. Damage: Weapon ---> caused by direct strike from weapon Fire ---> caused by direct hit from flames Lightning ---> caused by contact with "electric" attacks (no label) ---> damage resulting from tosses, grabs, open handed attacks Throws: Ground throws are performed by being right next to the opponent, and pushing towards them while pushing a button. Air throws are performed by being right next to an air opponent, then pushing DOWN while pushing a button. Hanzo and Galford have special throws which are performed by completing the move while next to an opponent. Throws CANNOT be blocked! Hidden Moves: Certain characters have hidden moves not listed in the manual. Why all the characters didn't get these moves is debatable, but oh well... Super Deformation Moves: Changes your character into a doll-like version. You cannot move or attack normally, and you cannot be thrown. You CAN be hit. You return to normal if 1) you perform a Special Move, 2) you are hit, 3) you do a double-tap move, 4) after about 10 seconds have passed. Taunts: Taunt by pushing both buttons and holding them down until the taunt comes out. You can't just push the buttons quickly. Also, you can't do the taunt while right next to your opponent. You get out of a taunt when you do a Special Move, double-tap move, or you get hit. Power Specials: Can be done only when you are powered up, according to the POW Gauge. If your Power Special hits, your opponent's weapon is broken, UNLESS you get hit at the same time. If that happens, both players take damage, but you don't follow through with your attack and you don't break your opponent's weapon! Poses: You can select what pose your character does after he/she wins! After defeating your opponent, if you hold your joystick in a specific position (i.e. up, down, left, or right) until his/her name is called, he/she will do a specific pose. ---------------------------------------------------------------------------- "Time has passed since the last trouble. New battles are going to start now, again." ---------------------------------------------------------------------------- The Sake-Drinking Swordsman of Samurai Shodown HAOHMARU "Haohmaru, do not get involved with demons." The warnings of Nicotine, his master, could not stop Haohmaru. That day, Haohmaru drank with his master for the first time in a while and set out on a journey--to find the demon that was after his soul. "Shurado,* huh? This should be interesting." *"Shurado" is the way of war, after the Hindu/Buddhist god of war, Shura/Ashura. Samurai Nuts will remember that if you completed Samurai Shodown 1 perfectly with Haohmaru, his secret ending mentioned something about him following the path to "Shurado" B: "What's this wind? I feel something bad." BM: "Wow! I am (a) champion, I will kill all enemies with my sword!" AM: "How weak you are! I might kill you as well as tofu with my sword!" BV: "What, my imitation? You have guts!" AV: "I slay my imitation with my sword together with Mt. Fuji!" IA: "I don't like this ominous feeling!" "I can't believe he saved us..." F: "I reached the evil world!" "I'll show you the soul of (a) samurai!" Background: Based on the classic model of the samurai, Miyamoto Musashi. Weapon: Katana Full of: Sake bottles Occupation: Kensai Nationality: Japan Jumping ranges: Forward : X=9, Y=7 Backward : X=-5, Y=5 Up : Y=3 Voice: Masaki Usui Notes: His girlfriend's name is Oshizu. Nicotine was his mentor. Oshizu can be seen by the nearest torii. If Haohmaru wins, she clasps her hands. If he loses, she turns away. THE GAIRYU ISLE -- EVENING ---------------------------------------------------------------------------- Standing Far Standing Close A -- Down Slash A -- Hilt Butt B -- Thrust B -- Down Slash AB -- Far Down Swing AB -- Up, then Down Swing C/D -- Medium Kick CD -- High Kick Crouching A/B -- Low Slash * AB -- Upward Swing C/D -- Crouch Kick CD -- Slide Jumping A/B -- Side Slash AB -- Down Swing C/D -- Down Kick CD -- Down Kick ---------------------------------------------------------------------------- Cyclone Slash | Throws whirlwind that catches enemy, and (Ougi Senpuuretsuzan) | lifts him/her into the air, dropping | \ -O + Slash | for damage. Note: use kick instead of O O *! | slash to fake this move. ---------------------------------------------------------------------------- Crescent Moon Slash | Performs a vertical leap with sword (Ougi Kogetsuzan) | extended to cut enemy for weapon damage. -O / | \ + Slash | O O O *! | ---------------------------------------------------------------------------- Ougi Resshin Zan | Leaps upward, and twirls, bringing | sword down in a flash of energy -O | \ + Kick | hit for weapon damage. O O *! | ---------------------------------------------------------------------------- Sake Attack | Swings out bottle of rice wine to hit (Sake Kogeki) | for damage, and also deflect any | / O- + A | projectile attack back at opponent. O O | ---------------------------------------------------------------------------- Throws: AB or B Slam opponent onto ground CD or D Backflip toss ---------------------------------------------------------------------------- Hidden Move: Kogetsuzan Rush | Leaps into the air doing seven (Tempa Fuuzin Zan) | consecutive Kogetsuzans hitting for \ O- / | \ -O O- | / + BC | weapon damage. O O O O O O ***! | ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O O- + B O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Puts arm inside gi, sword over shoulder, "Doshita, doshita!" 2. BD: Drinks sake, wipes mouth, says "Umeh!" ("that feels good!") 3. AC(weaponless): Puts hand on belt, waves to opponent, "Doshita, doshita!" ("What's wrong?") 4. BD(weaponless): Same as 3. --------------------------------------------------------------------------- Power Special: Flame of the Conqueror | Strikes with full AB attack weapon (Tempa Seikouzan) | range, creating a blow of -O \ | / O- -O + A | concussive energy that hits for O O O *! | breaking damage. ---------------------------------------------------------------------------- Poses: - Sheath: He spins and sheaths sword - Bow: He slashes air with sword, bows, says "Yosh!" ("Okay!") - Shoulder: He puts sword on shoulder and says "Osa! Osa!" ("Come on!") - Thinker: He puts sword away, puts hand on chin, says "Hmmph!" - Yosh: Tugs shirt, bows and says "Yosh!" - Hmmph: Tugs shirt and puts hand on chin, says "Hmmph!" First and Second Win: First and Second Unarmed Win: Up: Sheath, Bow Yosh, Yosh Down: Thinker, Sheath Hmmph, Yosh Left: Sheath, Bow Yosh, Yosh Right: Shoulder, Thinker Yosh, Yosh ---------------------------------------------------------------------------- Combos: - Jumping D, Standing AB (2 hits) - Jumping AB, Standing AB (2 hits) - Close crouching AB, Resshin Zan (F, D, DF) with A (2 hits) - Close crouching AB, Kogetsuzan with AB (3 hits) - Close crouching AB, Tempa Fuzin San (7 hits) ---------------------------------------------------------------------------- Ending: Haohmaru wakes up in a beautiful forest. He is wounded badly. Suddenly, Genjuro leaps in. "You had a hard fight, Haohmaru. Now, I'll kill you!" Haohmaru replies "You bas..." but then Oshizu jumps between them. "Stop it!" she says, "He is wounded. You should challenge him when he feels better." "You are quite right," Genjuro says, "All right, I will overlook this for now." He then leaps away. "Oshuzi..." Haohmaru says. Oshizu turns toward him and says, "Forgive me, Haohmaru, but I wanted you to live." The scene then changes to a closeup of Haohmaru and Oshizu embracing each other passionately. Presumably, Haohmaru is talking. "Don't say (anything) more... I dedicated myself to the sword world (way of the sword)... Forgive me, Oshizu..." Cut to the empty forest. Gen-an walks in, and says, grinning. "Your words move to tears." ---------------------------------------------------------------------------- The Haohmaru Horoscope: If you play as Haohmaru, you: - Prefer the standard fireball trap fighting style - Like to gloat a lot - Don't care what other people think. ---------------------------------------------------------------------------- The Angel Faced Falcon Handler NAKORURU As usual, Nakoruru stood with her eyes closed among the birches and tried to talk with nature. But that day, she couldn't hear the voice of nature. Something was wrong. Nakoruru could feel the spirit of nature being sucked away into the demon world. "I must hurry. Let's go Mamahaha!" B: "Something evil is coming now!" BM: "Whoever defiles nature shall feel my wrath!" AM: "I must hurry up. The world is being destroyed by evil power!" BV: "Wao! You are like me! But I am stronger than you!" AV: "Power, speed, and beauty. I have defeated you in every way." IJ: "Now King's power is increasing. Hurry up!" "What happen now?" (classic SS2 dialogue here) F: "Terrible, evil power, but I can't lose!" "Spirits of nature, give me your power!" Background: Nakoruru is one of the Ainu. Weapon: Kodachi Full of: Cherry blossom petals Occupation: Protector of nature Nationality: Japan Jumping ranges: Forward : X=7, Y=10 Backward : X=-9, Y=7 Up : Y=5 Voice: Harumi Ikoma Notes: Her hawk's name is Mamaha. Her weapon is named Hahama, after her father. She has a younger sister named Rimururu. She has feelings of affection toward Galford. If Nakoruru wins a round, her sister claps and the bear yawns. If she loses, both of them look at each other and nod. The alternate color for Nakoruru has a different face for her close up! NORTHERN COUNTRY -- SUMMER (Ezo, or Hokkaido today) ---------------------------------------------------------------------------- Standing Far Standing Close A -- Side Slash B -- Down Slash AB -- Up Slash AB -- Down, then Up Slash C/D -- Side Kick CD -- Side Kick CD -- Double Kick Crouching A/B -- Side Slash AB -- Rolling Slash # C/D -- Crouch Kick CD -- Thrust Kick ** Jumping Diagonal Jumping Straight A/B -- Angled Side Slash A/B -- Side Slash AB -- Up Slash AB -- Side Slash C/D -- Down Kick CD -- Down Kick CD -- Somersault ---------------------------------------------------------------------------- Annu Mutsube | Slides along ground with sword extended, | attacking low for weapon damage. O- / | + Slash | O O *!L | ---------------------------------------------------------------------------- Lela Mutsube | Slides along ground, then rises, with | sword extended, attacking medium to air | \ -O + Slash | for weapon damage. O O *! | ---------------------------------------------------------------------------- Amube Yatoro | Sends Falcon out in a burning attack | for fire damage. -O \ | / O- + Slash | O O O * | ---------------------------------------------------------------------------- Mamaha Flight | Falcon grabs character; control then | switches to bird for around 10 seconds | / O- + C | after which, character falls back to O O | ground. ---------------------------------------------------------------------------- Yatoro Poku (While flying) | Spins downward from Falcon, in | direction corresponding to joystick, | attacking with weapon for damage. | or \ or / and Slash/Kick | O O O *H | ---------------------------------------------------------------------------- Kamui Mutsube (While flying) | Flies down from Falcon in buring attack, | sword extended, hitting for fire damage. Slash or Kick | * | ---------------------------------------------------------------------------- Mamaha Call (When disarmed) | Whistles to Falcon, calling bird to leave | / O- + C or | weapon, re-joining the fight again. O O | allows for Mamaha Flight or Amu | -O \ | / O- + Slash | O O O | ---------------------------------------------------------------------------- Kamui Ryuse | Twirls around, whipping cloak out to | create shield that reflects projectiles | / O- + Slash | back at opponents, as well as inflicting O O * | minor damage. ---------------------------------------------------------------------------- Throws: B Two-handed toss AB Sit on top of opponent and stab D or CD Climb and triple kick AB (without weapon) Climb and slap opponent repeatedly Air Throw B or AB Toss opponent onto ground ---------------------------------------------------------------------------- Hidden Move: Apefuchi Kamui Rymuse | Performs three quick Kamui Ryuse and | finishes by sending out a "shadow \ | / O- -O | \ + BC | Falcon, allowing for four consecutive O O O O O ** | (if close to opponent). ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O \ | / O- + D O O O O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Tightens bow in hair, "Yos!" 2. BD: Stretches provocatively. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- Power Special: Irusuka Yatoro Lise | Glowing, sends bird down, and if -O O- / | \ -O + A | successful, five more birds hit O O O * | opponent for breaking damage. ---------------------------------------------------------------------------- Poses: - Yos: She bows her head and says, "Yos" ("Ok") - Cape Wrap: She wraps her cape around herself and says, "Un yokatta" ("That went well") - Bird Praise: Mamaha lands on her hand, and she asks "Kega wa nai, Mamaha?" ("Are you okay, Mamaha?") The bird chirps. - Payback: She turns her back and says "Daishizen no shioki desu" ("Punishment in the name of Mother Nature") - Wink: Mamaha lands on her hand and she winks - Wink and Poppy: Same as wink but a dog that looks like Poppy comes in, with a bird on his head First and Second Win with Sword and Bird: Up: Cape Wrap, Cape Wrap Down: Bird Praise, Bird Praise Left: Yos, Payback Right: Cape Wrap, Cape Wrap Unarmed without Bird: All: Yos Unarmed with Bird: Down: Wink and Poppy All Other: Wink ---------------------------------------------------------------------------- Combos: - Jumping D, Crouching close AB (3 hits) - Jumping B, Lela Mutsube (2 hits) - Standing close AB, Lela Mutsube (2 hits; 75% dizzy) - Crouching close C, Standing close CD, A Annu Mutsube (4 hits) - Jumping CD, Standing AB, Annu Mutusbe (3 hits) - Jumping CD, Standing AB, Kamui Mutsube (3 hits) ---------------------------------------------------------------------------- Note: Nakoruru can triangle jump. You can move in any direction while on the hawk. You are also vulnerable to attack. Almost all of Nakoruru's ground B, AB, D, and CD attacks can be interrupted with a Special Move. ---------------------------------------------------------------------------- Ending: Nakoruru is lying in the forest unconscious. Galford runs in and wakes her up. He then blushes, and says "I was worried about you." Nakoruru stands up and says, "Galford, I..." Suddenly, the forest turns red, and Nakoruru jumps up on Mamaha, preparing to fly away. Galford tries to stop her, but she says "Something evil is still destroying nature, I have to go," and she flies away. Scene changes to up on the cliff overlooking the evil forest. Nakoruru says, "God of great nature, save them and the forest!!...please..." At which point, she is enveloped in a beautiful white light. She is absorbed, and turned into a ball of energy which dissipates over the forest, cleansing it. Her weapon falls to the ground where she had been standing. Scene changes to her background. Her mother, father, sister, and Mamaha all look sad as they view her lonely sword. But as her sister speaks to the sword, it glows, saying "This is Nakoruru's voice..." The scene fades to a beautiful airbrushed painting of an angelic Nakoruru speaking from beyond. She says, "Please don't cry...My soul will always be here as a guardian of nature. From now (on), you have to fight to protect them." The scene fades back to the family, and Nakoruru's sister stands up and says, "I understand...Nakoruru." ---------------------------------------------------------------------------- The Nakoruru Horoscope: If you play as Nakoruru, you: - are a fast sonofabitch - prefer standing up for the little people - treat animals with respect, and beat the hell out of people who don't ---------------------------------------------------------------------------- The Ninja Master of the Shadows HANZO HATTORI After defeating Amakusa, Hanzo was able to retrieve his son's body. But his soul still wandered the land of the demons, as before. One day, Hanzo learned that he could liberate all these wandering souls if he defeated the ruler of the demon world. "Son, I will ressurect your soul." B: "Now I shall avenge you, my dear son." BM: "I can see your look of destiny on your face." AM: "Whether to heaven or to hell, anything is decided by destiny." BV: "The same as me! What magic made you?" AV: "Both you and I live as Ninja. You should always be ready for death." IJ: "I will save my son's soul at any cost!" "How mysterious and dubious the guy is!" F: "It's time to (have a) shodown, my son." "Go back into the darkness!" Background: Based on Hattori Hanzo Masashige. Weapon: Ninjato Full of: Shurikens Occupation: Ninja Nationality: Japan Jumping ranges: Forward : X=10, Y=9 Backward : X=-8, Y=9 Up : Y=7 Voice: Toshimitsu Arai Notes: His sons names are Kanzo and Shinzo, and his wife is Kaede. In SS1, Shinzo's body was possessed by Amakusa. At the end, Amakuza was sealed away, and Hanzo believed that his son was lost as a consequence. However, when Amakusa has a change of heart in SS2, he is either destroyed or banished from Shinzo's body by Mizuki. Hanzo is leader of the Iga ninjas, which fits with the historical record. BATTLEFIELD -- THE SUNSET (Dewa, Yamagata) ---------------------------------------------------------------------------- Standing Far Standing Close A -- Side Slash A -- One-Handed Down Slash B -- One-Handed Down Slash B -- One-Handed Down Slash AB -- Somersault Slash # AB -- Two-Handed Down Slash C/D -- High Kick CD -- High Spin Kick Crouching Far Crouching Close A -- One- Handed Down Slash B -- One-Handed Down Slash AB -- Sweeping Low Slash * C/D -- Crouch Kick CD -- Thrust Kick CD -- Tumbling Kick ** Jumping Forward Jumping Other A -- One-Handed Down Slash B -- Side Slash AB -- Two-Handed Down Slash C/D -- Side Kick CD -- Down Kick CD -- Side Kick ---------------------------------------------------------------------------- New Reppushuriken (jumping) | Leaps into air, hurling shuriken down (Reppushuriken Kai) | towards opponent to hit for weapon O- / | \ + Slash | damage. O O O * | ---------------------------------------------------------------------------- Ninja Teleportation | Disappears and is replaced by a piece (Utsusemi Chizan) | of wood, while true form appears below When struck with weapon, | opponent, striking with weapon extended press B,C, and D together L | for damage. ---------------------------------------------------------------------------- Ninja Teleportation Jig | Same as above, minus the wood replacement, (Utsusemi Tenbu) | and character need not be attacked. As -O \ | / O- + BCD | well, HANZO drops from the sky instead, O O O H | attacking for weapon damage. ---------------------------------------------------------------------------- Shrike Dash (special throw) | Grabs opponent, and twirls into the (Mozu Otoshi) | air, dropping back down onto opponent's -O | \ + Kick | head, now hitting for fire damage. O O | ---------------------------------------------------------------------------- Ninja Multiplier | Splits into two "shadows", to confuse (Kage Bunshin) | opponent, reappearing at FAR LEFT for A -O O- / | \ -O + A or B | and FAR RIGHT for B. O O O | ---------------------------------------------------------------------------- Ninja Dragon Fire | Smashes fist into ground, creating a (Bakuenryu) | hopping snake of fire that blasts opponent -O \ | / + Slash | for fire damage. O O O * | ---------------------------------------------------------------------------- Throw: B or AB Ground slam D or CD Slam and stab Air Throw: B or AB Grab and slam opponent onto ground ---------------------------------------------------------------------------- Stealth | Turns invisible after chuckling, reappearing (Kage Mai) | only to perform moves. Full reappearance -O O- -O O- -O O- | + BCD | occurrs when opponent touches, or after O | 10-12 seconds. ---------------------------------------------------------------------------- Super Deformed Transformation -O O- -O O- -O O- | + A O ---------------------------------------------------------------------------- Taunts: 1. AC: Cracks knuckles, "Hmmph! Koi!" 2. BD: Waves opponent to "come here" and chuckles. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- Power Special: Squeeze of Heaven | Stabs weapon into ground, releasing a (Temma Rimetsu) | massive burst of flames to strike for -O \ | / O- -O + D | breaking damage. O O O *! | ---------------------------------------------------------------------------- Poses: - Laugh: He sheaths his sword and chuckles - Poof: Sheaths blade, chuckles, and dissappears (note leaf left behind) - Arms: Crosses arms and says something - Mask: Pulls off mask, loosens hair, and chuckles First and Second Win: Unarmed Win: Up: Poof, Arms Arms Down: Mask, Poof Laugh Left: Poof, Arms Arms Right: Arms, Mask Arms ---------------------------------------------------------------------------- Combos: - Crouching close CD, Standing B (3 hits) - Standing close B, Crouching close AB (2 hits) - Standing close AB, Stand AB (2 hits) - Jumping D, Standing AB (2 hits) - Jumping AB, crouching AB (2 hits) - Jumping AB, Standing B, Standing B (3 hits) - From across the screen, perform an A Bakuenryu. Then, perform a Teleportation Jig (2 hits) - Squeeze of heaven, Standing B (2 hits) ---------------------------------------------------------------------------- Notes: Hanzo can triangle jump. Multiple Images--if your opponent slashes at the wrong image, a bomb will appear. After a short delay, it will cause a small flame explosion, hitting a nearby opponent who is not blocking. Kicks and most Special Moves do not set the bomb off, although "slashing" Special Moves will. ---------------------------------------------------------------------------- Ending: Kanzo phases in with Shinzo's body. "Sign of evil disappeared." Kaede phases in. "Kanzo, I got back the soul of Shinzo. Call your father." Kanzo phases out. Kaede places Shinzo's soul (an energy ball) into his body. "His soul power is getting weaker. Hurry up, Shinzo!" She then transfers her own soul energy to Shinzo's body to save him. There is a flash of light, and then... Shinzo wakes up to find Kaede has collapsed. "Mom!" Just then Kanzo and Hanzo phase in. Kaede asks, "How is Shinzo, dear." "Don't worry, he's ok," replies Hanzo. Kaede can barely respond "...that's...good..." then dies. "Mom!" cries Kanzo. The scene shifts to the three on the rocky ledge. Hanzo says in as stoic a voice as he can muster, "The life of a ninja is much harder than you think... Get over the sadness and be honorable ninjas. Train yourself!" Kanzo and Shinzo then phase out, and Hanzo disappears last in a puff of smoke. ---------------------------------------------------------------------------- The Hanzo Horoscope: If you play as Hanzo, you: - Enjoy kicking the royal bejeezers out of bad SS2 players - Are sneaky, underhanded, quick, and generally ALWAYS successful - Think it's "funny" that you happen to have one of the most powerful moves in the game ---------------------------------------------------------------------------- The San Francisco Surfer Ninja GALFORD There had been a noticeable increase in crime recently. Getting suspicious, Galford investigated a group of related incidents and found that dark shadows from the demon world were causing those with weak hearts to commit crime. "Let's go Poppy! We have to kill these demons!" B: "Let's go and defend the justice, Poppy!" BM: "Hey! Do you like to challenge my American ninjutsu?" AM: "Well, I was nearly defeated. Eh, Poppy? 'Woof, woof.'" BV: "Oh, you also use ninjutsu? OK, let's fight!" AV: "Even if you are like me, you are only my copy. You can't fight against me." IJ: "The evil air is felt clearer and clearer!" "What a kind of man is he?" F: "Here we go Poppy. Time for (a) shodown!" "Taste my sword of justice!" Notes: No correlating material can be found for Galford, as ninjas didn't even begin to appear in North America, secretly until the early nineteenth century. Also, California was not a state at the time of SS1, and the San Francisco portrayed here belongs more properly in the mid-to-late 19th century. Weapon: Ninjato Full of: Doggy bones Occupation: Ninja Nationality: U.S.A. Jumping ranges: Forward : X=10, Y=9 Backward : X=-8, Y=9 Up : Y=7 Voice: Kazuhiro Inage Notes: His dog's name is Poppy (a husky), and she has three pups named Poppa, Puppa, and Pippa. He has some affection towards Nakoruru. One of the designer's names can be seen written in the floorboards. Whether apples or fish are in the barrels seems to be determined randomly. Galford has trained under the Koga ninja clan. SAN FRANCISCO -- NOON ---------------------------------------------------------------------------- Standing Far Standing Close A -- Side Slash A -- One-Handed Down Slash B -- One-Handed Down Slash B -- One-Handed Down Slash AB -- Somersault Slash # AB -- Two-Handed Down Slash C/D -- High Kick CD -- High Spin Kick Crouching Far Crouching Close A -- One- Handed Down Slash B -- One-Handed Down Slash AB -- Sweeping Low Slash * C/D -- Crouch Kick CD -- Thrust Kick CD -- Tumbling Kick ** Jumping Forward Jumping Other A -- One-Handed Down Slash B -- Side Slash AB -- Two-Handed Down Slash C/D -- Side Kick CD -- Down Kick CD -- Side Kick ---------------------------------------------------------------------------- Strike Heads (special throw) | Grabs opponent, and twirls into the | air, dropping back down onto -O | \ + Kick | opponent's head for lightning damage. O O | ---------------------------------------------------------------------------- Plasma Blade | Throws a concussive wave of electrical | "blades" at opponent to hit for | \ -O + Slash | lightning damage. O O * | ---------------------------------------------------------------------------- The "Poppy" Attacks | / O- +... O O Rush Dog : Use Slash * | Dog rams opponent with head for damage. Machine Gun Dog : Use C * | Dog strangles opponent at neck. Dog Drop : Use D *H | Dog disappears, drops from sky. ---------------------------------------------------------------------------- Shadow Copy | Splits into two "shadows", to confuse | opponent, reappearing at FAR LEFT for A -O O- / | \ + A or B | and FAR RIGHT for B. O O O | ---------------------------------------------------------------------------- Head Replicator Attack | Disappears and is replaced by a piece (Log Trick) | of wood, while true form drops When struck with weapon, | above opponent, striking with weapon press B,C, and D together H | extended for damage. ---------------------------------------------------------------------------- Rear Replicator Attack | Disappears and drops from above with (Ninja Drop) | weapon extended to strike for weapon -O \ | / O- + BCD | damage. O O O H | ---------------------------------------------------------------------------- Throws: B or AB Ground slam D or CD Slam and stab Air Throw: B or AB Grab and slam opponent on ground ---------------------------------------------------------------------------- Hidden Move: Ninja Cloak | Turns invisible, reappearing | only to perform moves. Full reappearance -O O- -O O- -O O- | + BCD | occurrs when opponent touches you O | or after a period of time. ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O O- + C O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Waves finger in "tsk tsk tsk" motion. Poppy yawns. 2. BD: Shakes head and shrugs in disbelief. Poppy yawns. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- Power Special: Mega Strike Dog | Poppy: 1) Rams opponent -O \ | / O- -O + D | 2) Rolls into opponent O O O | 3) Kicks opponent | 4) Mauls opponent | 5) Performs Strike Hez on opponent, | breaking weapon. "Good Poppy!" ---------------------------------------------------------------------------- Poses: - Bone: Galford throws up a bone and says, "Hey Poppy!" Poppy jumps up and grabs it. - Bone and Pups: Same as Bone, except Poppy and her three pups come down. One of the pups has a bone. Galford shrugs his shoulders. - Igato: Galford salutes and yells "Igato!" - Igato and Pups: Three pups come out. Galford yells "Igato!" and all three pups yip and prance around cutely. - Yeah: Galford spins his sword and yells "Yeah!" - Yeah and Pups: Two pups come out, and a third appears on Galford's shoulder. He salutes and says "Yeah!" and all three pups yip. First and Second Armed Win: Up: Yeah, Yeah Down: Igato, Igato Left: Yeah, Yeah Right: Bone, Bone and Pups First and Second Unarmed Win: Igato, Yeah and Pups Igato and Pups, Igato Igato, Yeah and Pups Igato, Yeah and Pups ---------------------------------------------------------------------------- Combos: - Standing close AB, Jumping D (2 hits) - Machine Gun Dog, Standing AB (2 hits) *time the AB just as Poppy finishes munching* - Jumping AB, Standing AB, Rush Dog, (3 hits) - Standing AB, Plasma Blade, Standing B (3 hits) - From across the screen, A Plasma Blade, chase it, after the blade strikes, Standing AB, Standing B (3 hits) - From middle screen, A Plasma Blade, leap towards, Jumping AB, Crouching AB (3 hits) - Close crouching AB, Dog Drop, Standing close AB, Standing AB (4 hits) - Stand one character length away. Perform Mega strike Dog while being hit, and quickly hit BCD. As you reappear, and Poppy is still beating up your opponent, just as Poppy is ready to shoot off the screen, strike with AB. (multiple hits) - Perform Mega Strike Dog. Attack twice with AB while Poppy is attacking. (multiple hits) *note* The last two combos appear to only work on some versions of SS2. They may not work with yours. ---------------------------------------------------------------------------- Notes: Galford can triangle jump. Multiple Images--if your opponent slashes at the wrong image, a bomb will appear. After a short delay, it will cause an electrical explosion hitting a nearby opponent who is not blocking. Kicks and most Special Moves do not set the bomb off, although "slashing" Special Moves will. Galford normally can't attack while Poppy is doing a prolonged attack, namely the Maul Dog or Mega Strike Dog. However, for six characters, Galford CAN attack to do extra damage while Poppy is mangling his opponent! He can do this against: Genjuro, Gen-an, Kyoshiro, Wan Fu, Earthquake, and Kuroko. Galford can either run forward and AB his opponent, or do a ninja drop RIGHT after the dog hits. Note that while he can perform these moves against ANY opponent, the attack won't hit them unless they are one of the six listed above. ---------------------------------------------------------------------------- Ending: Galford and Poppy are in the forest. "We made it, Pop!" says Galford, but then Poppy starts barking at something. "Who is she?" says Galford, and they run off They find Nakoruru lying on the ground with Mamaha perchd on her, panting. Poppy howls, and Galford shouts, "Nakoruru!" Mamaha flies up, waking Nakoruru. The two face each other rather bashfully. "Galford..." "I was worried about you..." Galford replies. "Galford, I..." but before Nakoruru can finish her sentence, a red light permeates the forest. The two go into guarded stances, as Galford exclaims, "!" Then, Nakoruru jumps on Mamaha. "Something evil is still destroying nature. I have to go," she says as they lift up. "My God!" Galford exclaims, and he and Poppy run off. The scene shifts to Galford and Poppy on the rocky ledge, looking at Nakoruru who is on a faraway ledge. "Nakoruru!" shouts Galford, but suddenly Nakoruru is "beamed up" in a pillar of light. As Galford watches her become transformed into a shining sphere, he shouts "No! No! NOO!" But it is too late, she has disappeared. The scene shifts to a close-up of Nakoruru, with Galford grieving in the corner. "I'm sorry," the voice of Nakoruru says, "I've known how you felt towards me... But I had no choice but to do this to save them... So please don't mourn..." Galford is sitting on the ledge in grief. But he finally says, "OK, I understand." Putting the best face on things, he gets up and says to Poppy, "There are still too many bad guys in the world... Let's go, Poppy!" Galford, Poppy, and the three pups jump away. ---------------------------------------------------------------------------- The Galford Horoscope: If you like to play as Galford, you: - Probably enjoy surfing more than most - Can't figure out why your dog won't "fetch the katana, boy!" - Think it's "neat" you can turn invisible, even though your dog still knows where you are ---------------------------------------------------------------------------- The Mighty Pillar of Heaven WAN FU One day, someone claiming to be a seer appeared before Wan-fu. This person told the story of "The Egg of the Destroyer," which could grant dominion over the world, in exchange for one's soul. With this item, the unification of China would be possible. Wan-fu set off on a journey. "Anyone gets in my way, I'll bash their heads open!" B: "Look at our great Chinese power!" BM: "You dare oppose me? What a foolish guy!" AM: "How stupid, foolish, and silly you are! Get away, chicken!" BV: "It's been a long time, brother! Let's fight and win some honor!" AV: "Weak, weak, too weak! You have brought shame on our kinsmen. Go to hell!" IJ: "Hey, you, I'll beat and eat you!" "That spirit, he is no ordinarily man!" (OK...whatever...) F: "You disturb me, I (will) never forgive you." "Feel a great power of China!" Background: Based on a combination of the 18th-century swordsman Wan Wu and the legendary King Wu. Weapon: Stone Pillar Full of: Black pearls Occupation: Warrior-King Nationality: China Jumping ranges: Forward : X=3, Y=3 Backward : X=-5, Y=3 Up : Y=4 Voice: Toshikazu Nishimura Notes: The Chinese Empire was fully unified by the Qing Dynasty at the time of SS, so Wan Fu couldn't be king of Xian or anywhere else. CHINA -- XIAN ---------------------------------------------------------------------------- Standing Far Standing Far A -- Punch A -- Elbow B -- End Thrust B -- Side Swing AB -- Long Pillar Slam # AB -- Short Pillar Slam # C -- Medium-Low Kick D -- Medium Kick CD -- Butt Thrust Crouching Far Crouching Close A -- Punch A -- Elbow B -- Low End Thrust * B -- Side Swing AB -- Low End Swing * AB -- Side Swing then Short Slam # C -- Crouch Kick D -- Medium Kick ** CD -- Roundhouse CD -- High Kick ** Jumping Other Jumping Back A -- Pillar Shield B -- Down Swing AB -- Down Swing AB -- Side Swing C -- Down Kick D -- Butt Drop CD -- Somersault ---------------------------------------------------------------------------- New Confucious Thunder Bomb | Jumps into the air, hurling weapon towards (Shin Kikou Bakutenhoh) | the ground, creating a huge explosion upon | / O- + Slash | impact, hitting for fire damage. Note: The O O **! | AB will NOT cross-over, unlike SS1. ---------------------------------------------------------------------------- Confucious Slash | Leaps into the air, pillar raised, (Kikou Senpuu Geki) | striking for fire damage. -O | \ + Slash | O O *! | ---------------------------------------------------------------------------- Exploding Confucious | Begins banging head against pillar, which (Benpatsu) | decreases energy but boosts POW, to help | / O- + CD | perform POWER SPECIAL more quickly. O O *! | Note: If your opponent touches the pillar, | he will take lots of damage ---------------------------------------------------------------------------- Confucious Swipe | Spins multiple times with column extended, (Kikou Dai Bokusatsu) | striking for multiple hits of fire damage. | \ -O + Slash | A -- One swing O O **! | B -- Two swings | AB -- Three swings ---------------------------------------------------------------------------- Throws: B or AB Sit on opponent and bash with pillar D Drop opponent on knee CD Leap on opponent B (without weapon) Throw opponent against wall AB (without weapon) Slam opponent into ground --------------------------------------------------------------------------- Super Deformed Transformation: O- -O \ | / O- -O + D O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Pretends to perform AB attack, then yells "HA!" 2. BD: Twirls pillar and spits to the side. 3. AC(weaponless): Spins arm and yells "HA HA!" 4. BD(weaponless): Same as 3. ---------------------------------------------------------------------------- Power Special: Wrath of God Blowout | Creates a gigantic Thunder Bomb which (Shin Kikou Dai Bakuten) | creates an upward explosion, hitting -O O- / | \ -O + B | for fire and breaking damage. Note: This O O O **! | move DOES cross-over. ---------------------------------------------------------------------------- Poses: - Fold: He laughs with his arms folded - Fists: He laughs with clenched fists - Pillar: He bangs his head on pillar, than laughs with clenched fists - Yeah: He says 'Yeah' with clenched fists - Carving: Carves his pillar to his likeness, then says 'Wan Hauber' First and Second Armed Win: Unarmed Win: Up: Pillar, Pillar Fists Down: Yeah, Carving Fold Left: Pillar, Pillar Fists Right: Fold, Fold Fold ---------------------------------------------------------------------------- Combos: - Standing close AB, Confucious Slash (3 hits) - Jumping AB, Confucious Swipe (2 hits) - Jumping AB, Confucious Slash (3 hits) - Jumping CD, Crouching CD (2 hits) - Jumping (up) CD, Crouching AB (2 hits) - In corner, Wrath of God, Crouching CD (unknown hits) ---------------------------------------------------------------------------- Notes: Wan Fu can crawl. Wan Fu's close, double-hitting ABs can be interrupted. Wan Fu's Confucious Swipe can twirl him past projectiles without getting hit if timed correctly. Time it so that he goes into his second swing by the time a projectile passes through him and he will swing around it. ----------------------------------------------------------------------------- Ending: Wan Fu stands in the forest, arms crossed, and laughs. He says, "Rubbish! It's not much of what I expected." He then just keeps on standing...and standing... When he realizes you won't go away, he scowls and suddenly his close-up picture fills the screen. "I know you are expecting the ending, but there is no ending to my story. THIS IS MY MESSAGE TO ALL OF YOU CONTENTED WITH COMMON ENDINGS!" He then throws the pillar at you, and the fire fills the screen. The end. ---------------------------------------------------------------------------- The Wan-Fu Horoscope: If you like to play as Wan-Fu, you: - Have a tough exterior, but really just want to carve sculptures - Are a pyromaniac at heart - Have a weenie voice, but pummel people who laugh ---------------------------------------------------------------------------- The Silent Swordsman of the Night UKYO TACHIBANA The demon flower that Ukyo found was not the perfect flower he sought. "I do not know if this is true, but the perfect flower blooms in the center of the demon world." After hearing those words from an old scholar in the country of Musashi, Ukyo set off for the demon world again, despite his illness. "...I must...hurry..." B: "....." BM: "......" AM: "...I...win..." BV: "...resemble me.....handsome, just (as) I've thought..." AV: "...To cut a same face......feel bad..." IJ: "....." "....." F: "...Finally.....I've found it out..." "....." Background: Based on Sasaki Kojiro Genryu, Haohmaru's urbane rival. Weapon: Iaito Full of: Apples Occupation: Iaidoka Nationality: Japan Jumping Ranges: Forward : X=3, Y=6 Backward : X=-4, Y=3 Up : Y=5 Voice: Eiji Yano Notes: His girlfriend is Kei Odagiri. He is dying from tuberculosis. Kei can be seen by the nearest torii. If Ukyo wins, she comes out to support him. If he loses, she covers her face. THE GAIRYU ISLE -- NIGHT ---------------------------------------------------------------------------- Standing A -- Scabbard Swing B -- Side Slash AB -- Up Slash C -- Mini Slide * D -- Medium Slide * CD -- Full Slide * Crouching Far Crouching Close A -- Side Slash B -- Side Slash B -- Overhead Slash AB -- Diving Slash # * AB -- Scabbard Swipe then Overhead Slash C -- Foot Shuffle D -- High Kick ** CD -- High Kick ** Jumping Diagonal Jumping Straight A -- Side Slash B -- Side Slash (far) @ AB -- Angled Down Slash AB -- Side Slash C/D -- Side Kick CD -- Double Side Kick @ Ukyo does an Angled Down Slash when jumping diagonally near an opponent. ---------------------------------------------------------------------------- Snowfall Slash | Throws apple out and draws sword, (Hiken Sasame Yuki) | repeatedly striking both it, and the | / O- + Slash | enemy, for weapon damage. Note: Use kick O O **! | instead of slash to fake this move. ---------------------------------------------------------------------------- Swallow Swipe attacks (Tsumabe Gaeshi) For all: A -- Swallow rises B -- Swallow travels horizontally for a while, then rises AB -- Swallow travels horizontally Swallow Swipe (in air) | Rotates in air with sword extended, / | \ -O + Slash | sending out a fire swallow. Will hit O O O *!H | for fire and/or weapon damage. Swallow Swipe (from ground) | Swallow Swipe executed as / | \ -O + Jump in any direction + Slash | soon as Ukyo leaves the O O O *!H | ground. Swallow Swipe (dashing back) | Dashes backward, then throws a Swallow | Swipe that stays close to the ground O- O- / | \ -O + Slash | when Ukyo FINISHES the dash. O O O *!H | Note: This is different from SS1. ---------------------------------------------------------------------------- Afterimage Attack | Teleports over to opponent, swinging (Zanzou Fumikomi Giri) | weapon for damage. | \ -O + Kick | C -- Side slash O O | D -- Down slash *! | CD -- Upward slash ---------------------------------------------------------------------------- Throws: B Scabbard slap AB Toss and slash D or CD Trip and stab Unarmed Toss but don't slash ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O \ -O + B O O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Polishes, twirls, and sheathes sword. 2. BD: Drops to one knee, coughs. 3. AC(weaponless): Writes poetry on fuda, says "Mmmm". 4. BD(weaponless): Same as 3. ---------------------------------------------------------------------------- POWER SPECIAL: Swallow Super Slash | Tosses an apple, performing multiple (Tsubame Roku Ren) | Swallow Swipes which repeatedly hit -O O- / | \ -O + AB | opponent for multiple hits of O O O *! | breaking damage. ---------------------------------------------------------------------------- Poses: - Slice: He does a sasame yuki - Kei: He falls to the ground coughing, and Kei comes out to help - Posse: The group of adoring fans chases him down as he runs away - Sleeve: He moves sleeve, says 'Mmmm...' and looks back - Dissed: Same as Kei, but she doesn't come out Armed Win: Unarmed Win: Up: Slice Dissed Down: Posse Sleeve Left: Slice Dissed Right: Kei Dissed ---------------------------------------------------------------------------- Combos: - Close Crouching C, Standing A, Teleport Slash with A (3 hits) - Jumping AB, Swallow Swipe AB (2 hits) - Jumping AB, Standing Close AB, Teleport Slash with AB (4 hits) ---------------------------------------------------------------------------- Notes: Only the trailing image in Ukyo's AfterImage Attack can be hit. That is the "real" Ukyo; the rest of them (including the lead slashing one) are only images and cannot be hit. If you try to hit them, Ukyo will hit you first. Note that the real Ukyo only catches up to the lead image as it is slashing. Ukyo's standing AB can be interrupted with an AI Attack, but it must be done immediately if he misses his AB. If he hits, there is more time to register the AI Attack afterwards. Hold down C, then do Ukyo's Power Special, and he will toss out a BIG apple before leaping into the air. No effect on the move itself, though. It just looks cool. :-) ---------------------------------------------------------------------------- Ending: Ukyo awakes in a forest. "...Oh God! Kei?" Kei is standing on the rocky beach of Gairyu Isle. "Ukyo?" She notices flowers floating down. "What's this? Flowers of snow..." Ukyo is standing in darkness, carving an ice sculpture of Kei using his Snowfall Slash move. Flowers of ice fly off the screen. Fade back to same scene. A much older Kei is talking with a little girl. "And that is why, on this one day every year, snow flowers fall." The little girl says, "Is that true, grandma?" She says, "Yes...see?" Snow flowers begin to float down once more. The excited girl says, "Grandmother, I see them! Snow flowers!" As the scene fades to darkness, Kei whispers, "Thank you, Ukyo." ---------------------------------------------------------------------------- The Ukyo Horoscope: If you like to play as Ukyo, you: - Are one strong bastard, but don't like to brag about it - Are a real ladies man, but turn them off with all that "coughing up blood" stuff - Don't have a lot to say, but speak volumes, or some such junk ---------------------------------------------------------------------------- The Kooky Kabuki Master KYOSHIRO SENRYO "The soul of your 'techniques' are mine!" With that, one of his own servants attacked Kyoshiro. He was possessed by a demon. Kyoshiro nimbly evaded the attack and destroyed the demon. "You want my soul? Come and get it if you can!" B: "My Kabuki spirits'll beat the evil king!" BM: "Go through the real beauty of 'Kabuki' by your death!" AM: "Fight like (you) dance, and win. That's the soul of Kabuki!" BV: "You can't behave like me, even if you imitate my costume!" AV: "What a deplorable 'Kabuki'! Commit 'Harakiri'!" IA: "Hey you, do you have something to say?" "He's awakened!" F: "It's time for the final act!" "I'm dying to dance a Kabuki with (a) demon!" (poor choice of words) Background: Based on Nemuri Kyoshiro, a movie character. Weapon: Naginata Full of: Fans Occupation: Kabuki actor Nationality: Japan Jumping Ranges: Forward : X=5, Y=9 Backward : X=-7, Y=10 Up : Y=9 Voice: Atsushi Maetzuka Notes: If Kyoshiro hits with his Power Special, clapping erupts from the audience. EDO -- THE KABUKI STAGE ---------------------------------------------------------------------------- Standing Far Standing Close A -- Twirl Pole A -- Spin with Pole B -- Thrust B -- Forward Slash AB -- Downward Swing AB -- Up, then Down Swing C/D -- Stand Kick on Pole CD -- Rotate Kick on Pole Crouching Far Crouching Close A/B -- Thrust A/B -- Fan Smack AB -- Thrust AB -- Thrust C/D -- Crouch Kick C/D -- Side Kick CD -- Roundhouse CD -- Side Kick Jumping Diagonal Jumping Straight A/B -- Downward Thrust A/B -- Downward Thrust AB -- Doward Thrust AB -- Circular Slash C/D -- Down Kick C/D -- Side Kick CD -- Down Kick ---------------------------------------------------------------------------- Flying Lion's Tail | Drives weapon into ground to use as (Chobi Jishi) | leverage, and twirls, emitting blasts of | / O- + Kick | fire to hit for fire damage. O O *! | ---------------------------------------------------------------------------- Swirling Dance of the Demon | Twirls into the air, holding weapon along (Kaiten Kyokubu) | shoulders to attack for weapon damage. -O | \ + Kick | O O *! | ---------------------------------------------------------------------------- Dance of Fire | Exhales a huge, spiraling flame into the (Kaenkyokubu) | air to strike for fire damage. | \ -O + Slash | O O * to *** | ---------------------------------------------------------------------------- Blood Mist Slice (jumping) | Performs the Kabuki Crunch Dance in the (Chi kemuri kuruwa) | middle of a jump. while jumping, | + AB | O *! | ---------------------------------------------------------------------------- Kabuki Swirl | Throws a flaming kabuki fan at opponent to (Fuuretsusen) | hit for fire damage. | / O- + Slash | O O * | ---------------------------------------------------------------------------- Throws: B or AB Spear toss D Hair toss CD Hair strangle B (unarmed) Hair toss AB (unarmed) Hair strangle ---------------------------------------------------------------------------- Super Deformed Transformation: -O O- / | \ -O O- + D O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Squats, pulls out fan. 2. BD: Pulls out pipe, takes a puff. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- Power Special: Aragotoshi Kyoshiro "Chiniku-no mai" (Flesh Flail Dance of Kyoshiro) | Spins across floor, creating large flames -O O- / | \ -O + C | that burrow into opponent, hitting for O O O **! | fire and breaking damage. ---------------------------------------------------------------------------- Poses: - Fan Flourish: Kyoshiro goes into his jacket and pulls out a fan. The color, ranging from white to red, depends on Kyoshiro's rage gauge. - Pole Spin: Kyoshiro spins his pole around his head, plants his foot, and pivots around. He says, "Tenbatsunari." ('This is heaven's punishment (for your crimes).') - Exit Stage Right: Kyoshiro does the Pole Spin and bounces off the stage. He says, "Uchitottari," ('I have killed him/her.') Armed Win: Unarmed Win: Up: Pole Spin Pole Spin Down: Exit Stage Right Fan Flourish Left: Pole Spin Pole Spin Right: Fan Flourish Pole Spin ---------------------------------------------------------------------------- Combos: - Crouching close C, Kabuki swirl (2 hits) - WEAPONLESS: Crouching close A, Kabuki swirl (2 hits) - Crouching close A, Kaiten Kyokubu (2 hits) - Crouching close AB, Chobi Jishi (2 hits) - Jumping D, Crouching CD (2 hits) - Jumping AB, Standing AB (2 hits, 75% dizzy) ---------------------------------------------------------------------------- Notes: Kyoshiro can crawl. ---------------------------------------------------------------------------- Ending: Kyoshiro is standing on the cliff, overlooking the forest. He says, "I've had enough of dancing solo. I'll dance in pairs next." He then sees something and leaps off the cliff into the forest. Scene changes to forest. Mizuki is lying unconscious on the ground. Kyoshiro takes a puff of his pipe, and tosses "dust" onto Mizuki, which awakens her. She stands and says, "I can move on my own will. I'm free now." Kyoshiro says, "You tried to control him but he did control you." Mizuki says, "I thought I was the strongest, but my pride gave him the chance to control me." Kyoshiro points to the sky, and Mizuki looks. In a flash, the scene changes to Kyoshiro's background. He says, "Well, I'll tell you the best job to train your mind. It's the job to dance a Kabuki with me, and popularize it among the people." A heart flutters up from Mizuki, and she smiles and nods. Then, while she plays a flute, Kyoshiro goes on a wild Kabuki dance for everyone. The screen fades to just her and Kyoshiro. --------------------------------------------------------------------------- The Kyoshiro Horoscope: If you like to play as Kyoshiro, you: - Are always the life of the party - Enjoy lots of attention, but insist on getting paid for it - Really dig chicks with red hair (or blue, if you like the D button) ---------------------------------------------------------------------------- Taloned King of Evil and Family Man GEN-AN SHIRANUI Genan's soul was in the demon world where screaming, insanity, and hatred swirled in a giant vortex. The ruler of this demon world came to Genan and told him he could be given his life back, in return for servitude. Genan's body rematerialized when he pledged his loyalty. However..."He he he...I'm the only true king of the demon world." B: "Who? Who awakens me?" BM: "Heeheehee. I drag your soul in(to) the evil world." AM: "Heeheehee. You are dead, DEAD! Serves you right!" BV: "Who is the king of evil? Let's have it out!" AV: "I'll take your clothes and talons. Oh, a perfect fit!" IM: "I have killed all, keeping my word." "Ok." "The evil king is me!" F: "The evil king? I'll get you at any cost!" "So I said I'm the king of evil!" Background: Gen-An is probably a bakemono (Japanese goblin) Weapon: Metal Claw Full of: Skulls Occupation: Sorcerer Nationality: Underworld Jumping Ranges: Forward : X=5, Y=8 Backward : X=-5, Y=7 Up : Y=6 Voice: Eiji Yano Notes: His wife's name is Azumi. Dunno what his kids' names are. For some reason, Gen-An is beginning to imitate Haohmaru a lot. There is an alien (from the movie ALIENS) boiling in the giant pot! If Gen-An loses, the goblin on the left falls down, while the goblin on the right has a grim look on his face. Despite his surname, Gen-An bears no relationship to Mai. (Thank goodness!) DEVIL'S ISLAND -- DINNER (hee hee hee) ---------------------------------------------------------------------------- Standing Far Standing Close A/B -- Claw Thrust A/B -- Claw Swipe AB -- Lunging Forward Slash # AB -- Upward Swipe C/D -- Side Kick CD -- Backflip Kick Crouching Far Crouching Close A/B -- Claw Thrust A/B -- Claw Swipe AB -- Upward Swipe C -- Short Slide D -- Medium Slide CD -- Full Slide, then High Kick Jumping A -- Claw Swipe B -- Upward Forward Slash AB -- Downward Circular Slash C -- Knee Thrust D -- Side Kick CD -- Somersault ---------------------------------------------------------------------------- Poison Cloud Puff | Exhales a thick, purple cloud of poison (Doku Fubuki) | that hits for damage, plus if opponent is | \ -O + Slash | on ground, opponent is temporarily O O * | stunned, and falls down. ---------------------------------------------------------------------------- Slaughter House Tumble | Rolls into a ball, with weapon extended, (Nikuten Tsuki) | rolling along ground, and up opposite -O | \ + Slash | edge of screen, all hitting for weapon O O ** | damage. ---------------------------------------------------------------------------- Blood Grip | Throws glove out on chain, latching onto (Tsume Tsunami) | opponent, to drag closer, yielding a -O \ | / O- + Slash | dizzy. O O O *! | ---------------------------------------------------------------------------- Super Shredder | Burrows into ground, spinning, and (Gen-an Dappi) | launches out of skin in a twirling frenzy When attacked, press BCD * | landing on opponent for weapon damage. ---------------------------------------------------------------------------- Amazing Shredder | Same as above, except the player need not (Gen-an Utsusemi Dappi) | be attacked. \ | / + BCD | O O O * | ---------------------------------------------------------------------------- Throws: B/AB/D/CD Grabs opponent and bashes groin with knees ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O \ | / O- + C O O O O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Laughs nastily. 2. BD: Lowers weapon, blinks. 3. AC(weaponless): Picks hair out from head and looks at it. 4. BD(weaponless): Same as 3. ---------------------------------------------------------------------------- Power Special: Magic Diving Claw | Rushes forward emitting blue sparks, and (Madou Diving Claw) | leaps, driving claws in stomach, and twirling -O \ | / O- -O + AB | fury, hitting for breaking damage. O O O *! | ---------------------------------------------------------------------------- Poses: - Catch: He tosses his claw in the air and catches it on his hand (like Haohmaru) - Scratch: Same as Catch, but he misses and scratches his posterior - Bow: Plants his claw and bows (like Haohmaru) - Kids: Gen-an's kids climb out of his hump - Digu: Spins around three times and says 'Digu' - Yosh: Blinks, bows, and says 'Yosh' ('Ok') FUNNY! First and Second Armed Win: First and Second Unarmed Win: Up: Catch, Scratch Digu, Digu Down: Kids, Catch Digu, Yosh Left: Catch, Scratch Digu, Digu Right: Scratch, Bow Digu, Digu ---------------------------------------------------------------------------- Combos: - INFINITE COMBO: Blood Grip, Run Forward, Standing Close AB (repeat until dead) - Jumping (up) close AB, Standing AB, Slaughter house tumble (3 hits) - Jumping (up) close AB, Standing AB, Blood grip (4 hits) - Jumping (up) close AB, Standing AB, Magic Diving Claw (4 hits plus weapon destroyed) ---------------------------------------------------------------------------- Notes: Gen-An is the only character in the game who can BOTH triangle jump and crawl. Isn't he talented? ------------------------------------------------------------------------------ Ending: Gen-an does the pose where he throws up his claw and it lands on his hand. He turns his head and says, "Don't make me laugh. I'm the evil king. Well, who will be my next game?" He then leaps off. Then the scene goes back to his stage. He is standing there about to fight TODO from AoF. Gen-an hisses, "Kill! Hate! Live up to your anger!" to which Todo replies, "Hmph! You inexperienced...you are not my...Hey!" as Azami suddenly rushes between them. "Azami!" "Stop doing such things please, my darling!" pleads Azami. Gen-an turns his back: "Ha! The evil king has no place for women!" But then his kids leap out of his clothes. (one of them lands on Todo's back!) The son says, "Let's go home, Dad. Mom is with baby...I want to have dinner with everyone." Gen-an lowers his head. "...All right." "Yey!" says his son. As the scene fades to black, Todo remarks, "Nice story!" ONE YEAR LATED (sic)... Azami is holding a normal-looking baby. Gen-an says, "Oh, good boy...hey!" as his kids run past him with his claw. He crawls and rolls around chasing them, and the screen freezes as Japanese text appears. ---------------------------------------------------------------------------- The Gen-an Horoscope: If you like to play as Gen-an, you: - are one ugly mother - enjoy scaring the hell out of people - have a thing for Freddy Krueger movies ---------------------------------------------------------------------------- The Texan Ninja Bandit EARTHQUAKE As usual, Earthquake was thieving when he heard a voice from a demon. He promised gold if Earthquake killed certain people. Greedy Earthquake decided to become a servant of this demon... "*Guffaw,* in the end, I'll kill you as well." B: "Hee hee, I'll get the king's treasure." BM: "Hee hee hee hee hee. Aren't you skinny?" AM: "Oops! I've turned him into mincemeat!" BV: "Hee hee hee! You'd (be) better on a diet!" AV: "So I said you should've been on a diet! Hee hee!" IM: "Give me that treasure!" "Don't tease me!" "I'll disregard you!" F: "Treasure appears at last!" "Don't disturb me! Get out of my way!" Background: Texas was not an American state at the time of SS; the territory still belonged to the Spanish Empire. Also, neither trains nor the Pacific Railway existed at that time, either. Weapon: Nage Gama Full of: Turkeys Occupation: Ninja Bandit Nationality: U.S.A. Jumping Ranges: Forward : X=5, Y=9 Backward : X=-10, Y=8 Up : Y=10 Voice: Masaki Usui Notes: Earthquake's canyon from SS1 can be seen from the distance. Earthquake trained under the Koga ninjas, until he dropped out of ninja school. TEXAS -- PACIFIC RAILWAY ---------------------------------------------------------------------------- Standing Far Standing Close A -- Swing Blade End B -- Swing Chain End # B -- Swing Blade End AB -- Diagonal Blade Thrust # AB -- Short Diagonal Blade Thrust C/D -- Side Kick CD -- Falling Down Side Kick Crouching Far Crouching CLose A -- Swing Blade End B -- Sweep Chain End # * B -- Swing Blade End AB -- Low Blade Thrust # * C/D -- Side Kick ** CD -- High Kick ** Jumping A/B -- Swing Blade End AB -- Belly Crush (when close or jumping back) @ C/D -- Side Kick CD -- Butt Drop @ Earthquake swings his blade when he's jumping straight or forward, unless he's close to his opponent. ---------------------------------------------------------------------------- Fat Bound (While Jumping) | Leaps into the air, crashing down with | + Kick | buttocks flattening opponent for damage. O ** | ---------------------------------------------------------------------------- Fat Chainsaw | Rolls into a ball, with weapon extended, | slicing multiple times, and finishes with Press Slash Repeatedly | a weapon attack, all hitting for weapon **! | damage. ---------------------------------------------------------------------------- Fat Press | Blows flame into opponent to hit for fire | damage. | / O- + Slash | O O * to *** | ---------------------------------------------------------------------------- Fat Replicator Attack | Vanishes, and drops from the sky, | attacking with a belly flop to hit for -O \ | / O- + BCD | damage. O O O H | ---------------------------------------------------------------------------- Fat Copy | Separates into two images, confusing the | opponent. A yields FAR LEFT, and B yields -O O- / | \ -O + A or B | FAR RIGHT. O O O | ---------------------------------------------------------------------------- Throws: B or D Slam opponent onto ground AB or CD Press opponent against butt and gives a nice, big, purple fart!!! ---------------------------------------------------------------------------- Super Deformed Transformation -O O- -O O- -O O- | + B O ---------------------------------------------------------------------------- Taunts: 1. AC: Kneels, makes a fist and howls, then burps. 2. BD: Same as 1. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- POWER SPECIAL: Earth Crunch | Waves a blue hand five times, attempting (Earth Gaddemu) | to grab opponent. Success yields an -O O- / | \ -O + CD | upward toss, to which his twirls his O O O *! | weapon at, hitting for breaking damage. ---------------------------------------------------------------------------- Poses: - Thumb: He gives thumbs down - Coin: He osses coins and drops them in his pants - Eat: He eats and burps loudly Armed Win: Unarmed Win: Up: Thumb Thumb Down: Eat Coin Left: Thumb Thumb Right: Coin Thumb ---------------------------------------------------------------------------- Combos: - Standing B, Fat Press (2 hits) - Jumping CD, Standing CD (3 hits) - Jumping AB, Standing AB (2 or 3 hits) - Jumping D, Crouching Close AB (4 hits) - Standing AB, Standing AB (3 hits) - Standing B, Standing AB (2 hits, 75% dizzy) - Standing B, Earth Crunch (6 hits, weapon destroyed) ---------------------------------------------------------------------------- Notes: Earthquake can triangle jump. Earthquake cannot be thrown normally. Instead, the opponent does a kick combo against him. Multiple Images--if your opponent slashes at the wrong image, a bomb will appear. After a short delay, it will explode into a purple gas cloud, hitting a nearby opponent who is not blocking. Kicks and most Special Moves do not set the bomb off, although "slashing" Special Moves will. ---------------------------------------------------------------------------- Ending: Earthquake is standing in the forest, swinging his chain around. "Alright boys, c'mon out!" Earthquake's gang jumps one by one onto the screen, and bow to him. "Where's Chinpei?" Earthquake asks. "He strayed from us on the way over. We don't know where he went." "Hrmph, I missed the treasure too." Chinpei emerges from a small hole in the ground. "Look boss! I found a passage to the evil world!" "You did? Make room for me!" Earthquake does his butt bounce, which cracks the ground wide open. He bounces in. "Boss! Wait for us, boss!" Earthquake's gang all jump in the hole, one by one. From below, Earthquake says, "Hee hee hee, look at all the marvelous treasure!" The judge, Kuroko, walks on screen again and begins to speak, "Now, they can never return to this world again. At least it will be more peaceful here." ---------------------------------------------------------------------------- The Earthquake Horoscope: If you like to play as Earthquake, you: - Like to eat. A LOT. - Are underhanded, deceitful, and full of pride (not that there's anything WRONG with that...) - Want to be like the real players, but get by with cheapness ---------------------------------------------------------------------------- The Shogun's Secret Servant JUBEI YAGYU Even after the defeat of Amakusa, there was no end to the appearance of demons. The Shogun, Tokugawa, realizing the gravity of the situation, ordered Jubei to destroy these demons. But the demon's were hunting Jubei as well. "No one can withstand the might of the Yagyu Shinkegeryu-kai!" B: "How ominous! I must investigate." BM: "Can you bear to my fatal attack?" AM: "All creatures will die and all things will be broken. That's the law of the samurai." (the best quote, IMHO) BV: "I have not known that I have a brother." AV: "If you are related to my family, behave like a samurai!" IA: "Are you the cause of this disaster?" "I must thank him for his help someday." F: "It's worse than the event of last time!" "I'll (ill?) mannered fellow, here I go (come?)!" Background: Based on Yagyu Mitsuyoshi Jubei, a samurai servant of the Tokugawas Weapons: Daisho--a paired Katana and Wakisashi Full of: Dango Occupation: Samurai Nationality: Japan Jumping Ranges: Forward : X=7, Y=6 Backward : X=-7, Y=6 Up : Y=4 Voice: Kiyoshi Kobayashi (also does the narration) Notes: Jubei is actually the only real samurai in the game, in the sense that he is a Japanese warrior who works for a master. The name of one of the game designers can be seen written in the snow on the roof of the house. The snacks that Jubei eats, dango, are pounded rice balls. BAMBOOS -- EARLY WINTER (Tosa, Kochi) ---------------------------------------------------------------------------- Standing Far Standing Close A -- High Side Slash A -- Hilt Punch B -- Thrust B -- Hilt Punch AB -- High Side Slash, then Thrust AB -- Fierce Close Slash C/D -- Side Kick CD -- Knee Kick CD -- Spinning High Kick Crouching A -- Low Slash * B -- Thrust AB -- Low Slash, then Thrust * @ C/D -- Crouch Kick CD -- Double Crouch Kick Jumping A/B -- Downward Slash AB -- Downward Strike C/D -- Side Kick CD -- Spinning Side Kick @ Crouching AB hits low for first slash only. The first slash also reflects some missiles! See Notes. ---------------------------------------------------------------------------- Tsunami Sabre | Runs toward opponent, ramming with (Nikkakuratoh Kai) | shoulder for up to five hits damage, then -O | \ + Slash | leaps, striking with swords for weapon O O | damage. Note: If Jubei does not reach his **! | opponent, he will not do the slash. ---------------------------------------------------------------------------- Geyser Thrust | Throws a concussion of energy that travels (Kattotsu Suigetsutoh) | along the ground, striking for damage. | \ -O + Slash | O O *! | ---------------------------------------------------------------------------- Sabre Thrash | Begins waving weapons in scissor-like (Hassou Happa) | motion, striking for multiple hits, Punch Slash Repeatedly | usually up to four times for weapon **! | damage. ---------------------------------------------------------------------------- Yagyu Shingatoh | When timed properly, catches opponent out | of weapon attack, holds with one sword, | / O- -O + A | and strikes with the other. Note: This move O O ! | does not reflect projectiles. ---------------------------------------------------------------------------- Throws: B or AB Ground slam D or CD Overhead toss ---------------------------------------------------------------------------- Super Deformed Transformation -O \ | / O- -O O- + D O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Sheathes swords, pulls dango from gi, eats it, says "Kowappamega!" ("Foolish child!") 2. BD: Lowers weapons, sighs. 3. AC(weaponless): Pulls dango from gi, eats it. 4. BD(weaponless): Same as 3. ---------------------------------------------------------------------------- Power Special: Zetsu Suigetsutoh | Throws a ground wave of concussive energy | that strikes and explodes upwards for -O \ | / O- -O + C | breaking damage. O O O *! | ---------------------------------------------------------------------------- Poses: - Sheath: He sheaths swords and laugh - Tarin: He points sword at opponent, says something, and laughs - Pose: He strikes a pose and laughs First and Second Win Unarmed: Up: Sheath, Tarin Pose Down: Pose, Sheath Pose Left: Sheath, Tarin Pose Right: Tarin, Pose Pose ---------------------------------------------------------------------------- Combos: - Jumping D, crouching CD (2 hits) - Jumping AB, crounching B, Hassohappa (4 hits) - Standing close AB, Suigetsutoh with AB (2 hits) - Standing close AB, Nikakkuratoh with B (4 hits) - Standing AB, Zetsu Suigetsutoh (2 hits and weapon destroyed) ---------------------------------------------------------------------------- Notes: Jubei can catch his opponent's weapon with the Shingatoh if the opponent swings at the same time or right after he does the move. Midway through the move, Jubei's sword sparkles. After this, Jubei is vulnerable to attack, even though he holds the same pose. It also ONLY counters standing or air swings, not swings, kicks, or Special Moves. For some reason, the first swing to Jubei's low AB can reflect low missiles! This includes Jubei's Ground Wave, Nicotine's Fire Card, and Ukyo's Swallow if sent out low. This only works with the first slash in the AB, and won't work with his low A slash either. Jubei's standing or crouching AB can be interrupted with a Special Move. His first slash will only come out, and he'll go directly into the Special Move after that. ---------------------------------------------------------------------------- Ending: After defeating Mizuki, we see Jubei in the forest. The guy who tosses food and bombs during the game runs on to the screen holding the two Pherenx stones and asks, "Is this what you are looking for?" Jubei says, "So this is what has been causing all of the trouble, toss them to me!" He then performs his Zetsu Suigetsutoh, shattering the two stones, and the force of the blow knocks the delivery man on his butt. The scene then shifts back to his home where he is standing outside, arms crossed. The delivery man runs back carrying a package. He greets Jubei and Jubei asks him to come in for some rest and refreshments, but the delivery man insists that he has to continue working. Jubei says, "O.K. You are such a workaholic!" The delivery man runs off, and Jubei says "What a beautiful day!" He laughs heartily and contently. ---------------------------------------------------------------------------- The Jubei Horoscope: If you like to play as Jubei, you: - Enjoy laughing at the less fortunate that have fallen (BWAH HAH HAH HAH!) - Like the solitude that comes from killing people - Don't take no shit from nobody ---------------------------------------------------------------------------- The Other Rose of Versailles CHARLOTTE Charlotte commissioned a mural depicting her victory over Amakusa. The artist's brush flew, as if he was possessed, and painted the form of a demon Charlotte had never seen before. "I must destroy Ambrosia, afterall..." B: "Has the evil king returned back?" BM: "To protect the honour of my family, I'll never lose!" AM: "In France, there is no impolite person like you. It's reasonable I win!" BV: "You imitate my distinguished family. I (will) never forgive you." AV: "Protecting the honor of my family means all to me!!" IJ: "Where'd you, evil king?" "Japanese?!?" F: "Where are you, evil king?" "Ha!" Background: Based on Oscar Francois de Jarjayes from the Rose of Versailles manga. Note the rose on the tapestry where you fight. Weapon: Epee Full of: Roses Occupation: Knight and Artisan Nationality: France Jumping Ranges: Forward : X=2, Y=3 Backward : X=-3, Y=5 Up : Y=4 Voice: Harumi Ikoma Notes: Charlotte comes from a distinguished family. Her pigeon's name is Pierre. She has a slight crush on Haohmaru. All of the characters in the game can be seen in the mural. Mizuki appears as a giant skeletal figure on the right. PARIS -- THE VERSAILLES PALACE ---------------------------------------------------------------------------- Standing Far Standing Close A/B -- Thrust A/B -- Bell Punch AB -- Far High Triangle Slash AB -- Close Triangle Slash C -- Short High Knee Hop D -- Medium Knee Hop CD -- Far Low Knee Hop Crouching Far Crouching Close A/B -- Short Thrust A/B -- Bell Punch AB -- Far Ground Triangle Slash AB -- Close Ground Trangle Slash C/D -- Crouch Kick CD -- Roundhouse Jumping A -- Quick Down Thrust B -- Extended Down Thrust AB -- Air Triangle Slash C -- Knee Thrust D -- Down Kick CD -- Down Kick ---------------------------------------------------------------------------- Splash Fount | Dashes towards opponent, striking repeatedly Press Slash Repeatedly | with sword, hitting up to three times for **! | weapon damage. ---------------------------------------------------------------------------- Power Gradation | Leaps vertically, striking ground with | weapon, creating a long beam of energy, / | \ + Slash | hitting for multiple strikes of weapon O O O *! | damage. ---------------------------------------------------------------------------- Tri-Slash | Draws a triangular shaped projectile | that flies horizontally to hit for fire -O | \ + Slash | damage. O O *! | ---------------------------------------------------------------------------- Throws: B/AB/D/CD Falls and throws opponent over shoulder ---------------------------------------------------------------------------- Super Deformed Transformation -O \ | / O- -O \ | / O- + D O O O O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Bends epee. 2. BD: Tosses a rose and says "Allons!" 3. AC(weaponless): Same as 2. 4. BD(weaponless): Same as 2. Note: "Allons" is French for "Let's go!" ---------------------------------------------------------------------------- Power Special: Splash Gradation | Slashes a seven pointed star that strikes | for breaking damage. -O \ | / O- -O + B | O O O **! | ---------------------------------------------------------------------------- Poses: - Rose: A rose falls from the sky. Charlotte catches it, and laughs quietly - Uh-huh: Charlotte plays with her hair and says, "Uh-huh" - Kiss: Charlotte kisses her epee, and says "Au Reviour" ('Good-bye') - Smile: Same as Uh-huh, but she continues smiling First and Second Armed Win: First and Second Unarmed Win: Up: Kiss, Uh-huh Smile, Smile Down: Rose, Kiss Rose, Smile Left: Uh-huh, Rose Smile, Rose Right: Kiss, Uh-huh Smile, Smile ---------------------------------------------------------------------------- Combos: - Jumping AB, Standing D (2 hits) - Jumping AB, Crouching AB (2 hits) - Jumping D, Crouching AB (2 hits) - Jumping D, crouching B (2 hits) - Jumping B, standing A (2 hits) - Crouching CD, and *AS* they get up, Standing close AB, Splash Gradation (3 hits plus weapon destroyed) - Standing close AB, Splash Gradation (2 hits plus weapon destroyed) - Jumping D, Splash Gradation (2 hits plus weapon destroyed) ---------------------------------------------------------------------------- Notes: The "lines" that Charlotte draws with her AB slash remain lethal a split-second after she slashes. Thus an opponent can be hit if he moves into a slash immediately after she "draws" it. Also, note that all of Charlotte's AB slashes can hit an opponent nearby behind her. Charlotte's standing and crouching ABs can be interrupted by a Special Move, as long as the move has registered before she is done drawing her triangle. ------------------------------------------------------------------------------- Ending: After defeating Mizuki, Charlotte is standing in the forest. "Once again, my motherland is safe!" she says. At this moment, Pierre flys to her. She says "Pierre! What is it? Hey, he is..." Pierre flies off the left of the screen, and Charlotte follows him. Charlotte runs to the place where Haohmaru is lying on the ground, and looks concerned. Suddenly, Oshizu enters from the opposite screen and cries, "Haohmaru!" Charlotte reaches out her hand and whispers, "Haoh..." then runs off, embarrassed. Haohmaru wakes up and shakes his head, with Oshizu by his side. The scene shifts to where Charlotte is standing at the top of the cliff, looking down at the forest. She says, "Love...makes me uneasy. I must train myself more!" She then grabs her long hair, and cuts it, throwing it in the air as Pierre flies off into the distance. ---------------------------------------------------------------------------- The Charlotte Horoscope: If you like to play as Charlotte, you: - Enjoy reaching out and touching people from afar. - Stayed awake during Geometry class. - Have a thing for French women in armor. ---------------------------------------------------------------------------- Haohmaru's True Rival GENJURO KIBAGAMI "There is no question you are strong. But one day, you will cause great suffering with your sword." With those words, Nicotine expelled Genjuro, who became his pupil at the same time as Haohmaru. His heart full of hate, Genjuro hunts Haohmaru and Nicotine. "The strong kill the weak...it's only natural." B: "Huh, now is the time for all beginning!" BM: "Kill you!!" AM: "I will never be beaten by anyone who lives in confort (sic) like you." BV: "We don't need to have the same two men in the world." AV: "You can imitate my looks, but can never imitate all of myself." IM: "You the evil king?" "I got you!" "Ha! You no my enemy!" F: "You evil king. You should disappear." "I said you before, didn't I? Pass away!" (Genjuro needs serious grammar lessons) Background: Genjuro is "based" on the Hanafuda card game. Weapon: Katana Full of: Hanafuda cards Occupation: Ronin Nationality: Japan Jumping Ranges: Forward : X=9, Y=6 Backward : X=-5, Y=5 Up : Y=3 Voice: Kong Kuwata Notes: Discipline of Nicotine who turned bad. Genjuro hates Haohmaru (his fellow trainee) and Nicotine. Genjuro's scene comes straight out of a Hanafuda card set, although the Neo-Geo logo is written on the moon. Genjuro slices through animal Hanafuda cards when doing Blade of the Beast. He tosses cherry blossom cards for Cherry Blossom Mincer. He also uses the five Light cards when doing his Power Special. SUSUKIGAHARA FIELD -- NOVEMBER (possibly Sukigahara) ---------------------------------------------------------------------------- Standing Far Standing Close A -- Down Slash A -- Down Elbow B -- Side Slash B -- Side Elbow AB -- Far Down Swing AB -- Upward Swing C/D -- Side Kick C/D -- Knee CD -- Forward High Kick CD -- High Kick Crouching Far Crouching Close A -- Down Slash A -- Down Elbow * B -- Side Slash B -- Side Elbow * AB -- Far Down Swing AB -- Upward Swing * C/D -- Crouch Kick CD -- High Kick ** @ Jumping Diagonal Jumping Straight A/B -- Angled Side Slash AB -- Angled Side Slash AB -- Down Slash C/D -- Down Kick CD -- Side Kick @ This kick will knock opponent to the ground if it hits. ---------------------------------------------------------------------------- Blast of the Beast | Slides forward with sword extended, (Sanrensatsu [Kiba, Tsuno, Rin]) | slicing through opponent for weapon | \ -O + Slash (x3) | damage. Note: Repeat up to three O O *! | times: 1) Side slash, 2) Upward | slash, 3) Down slash ---------------------------------------------------------------------------- Flash of the Phoenix | Leaps into the air in a spiral motion, (Toha Kouyokujin) | striking upwardly with weapon to hit for -O | \ + Slash | damage. O O *! | ---------------------------------------------------------------------------- Cherry Blossom Mincer | Hurls a hanafuda card to strike for (Oukazan) | damage. | / O- + Slash | O O *! | ---------------------------------------------------------------------------- Throws: B/AB/D/CD Slam opponent to ground (with one arm!) ---------------------------------------------------------------------------- Super Deformed Transformation -O \ | / O- -O O- + B O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Taunts opponent with "come here" gesture, says "Sore daki da!" 2. BD: Frog leaps past, and he yields, waving hand to brow. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- Power Special: Five Sense Barrage | Tosses card, lifting opponent to top of (Gokouzan) | screen, then leaps and slashes five -O \ | / O- -O + A | times with weapon to hit for breaking O O O *! | damage. ---------------------------------------------------------------------------- Poses: - Umbrella: Genjuro opens up an umbrella, says "Ahouga!" ("Fool!"), looks at his frog - Wine: Genjuro drinks wine from a dish, says a phrase, drops dish - Smoke: Genjuro takes a puff and puts on his jacket Armed Win: Unarmed Win: Up: Wine Umbrella Down: Smoke Umbrella Left: Wine Wine Right: Umbrella Wine ---------------------------------------------------------------------------- Combos: - Crouching close C, Standing B (2 hits) - Crouching close C, Crouching close C, A Kiba, A Tsuno (4 hits) - Jumping AB, Standing D, A Kiba (3 hits) - Standing close B, B Kiba, B Tsuno, B Rin (4 hits) - Jumping D, Standing AB (2 hits) - Jumping AB, Standing AB (2 hits, 75% dizzy) - Crouching close AB, Standing AB (2 hits, 75% dizzy) - A Oukazan, Standing AB (2 hits) - Jumping AB, Gokouzan (6 hits plus weapon destroyed) - Crouching close AB, Gokouzan (6 hits plus weapon destroyed) ---------------------------------------------------------------------------- Notes: For an AB or close B Sanrensatsu, Genjuro will slide BEHIND his opponent on his first slash. Thus to block it, an opponent needs to block forward. Despite the fact that Genjuro sometimes changes directions between slashes, the player should do the three slash moves in the SAME direction, immediately after each other. Also, a hit opponent can sometimes block the later slashes. Also, you do not have to use the same strengths for all three slashes! For instance, you can do an AB, B, A. This is recommended if you find yourself sliding too far. ---------------------------------------------------------------------------- Ending: Genjuro stands on the rocky outlook. He spots Haohmau below and says, "Ha, too weak. Oh, he is..." He then jumps down. In the forest, Haohmaru lies on the ground, wounded. Genjuro leaps in and says, "You had a hard fight Haohmaru. Now I'll kill you!" Haohmaru replies, "You bas..." but then Oshizu jumps between them and exclaims, "Stop it! He is wounded... You should challenge him when he's better." Genjuro responds, "You are quite right! All right, I will overlook it this time..." and jumps away. Genjuro stands in another part of the forest when the frog jumps in. He looks at it and says "It's you. I'll kill you!" The frog backs off, afraid. But Genjuro looks away instead, and says, "Have (it) your own way..." He walks off, and the frog continues to hop as the scene fades. ---------------------------------------------------------------------------- The Genjuro Horoscope: If you like to play as Genjuro, you: - Like to be heard wherever you go - Smoke, but only because it fits "the attitude" - Are very vengeful, but hey, "revenge is sweet" ---------------------------------------------------------------------------- The Green-Haired Fishing Maiden CHAM CHAM Cham Cham was so absorbed in her fishing that she didn't notice when someone stole her family's heirloom, the Tanjil Stone. If her father finds out, she'll get in trouble. Her grandfather told poor Cham Cham the direction of the Tanjil Stone. "I'm going, Grandpa! Bye bye!" B: "I'm scared a little, but I will try." BM: "Let's kick some butt!" AM: "Wow! It was scarey!" BV: "You are a girl, too. However, I will beat you." AV: "Oh my god! How dangerous a boomerang is!" IJ: "Is it okay in this direction?" "You're so strong!" F: "Wow! I'm scared!" "Shit! You really make me mad!" (yes, she really says this) Background: Lives in Green Hell, a fictional South American place. Weapon: Boomerang Full of: Bananas Occupation: Fishing Maiden Nationality: Brazil Jumping Ranges: Forward : X=5, Y=6 Backward : X=-7, Y=7 Up : Y=7 Voice: Reiko Chiba (Kenji Ikeda does Paku Paku) Notes: Cham Cham is Tam Tam's sister. Her monkey's name is Paku Paku. Apparently the Tanjil and Pherenx Stones are important in maintaining the vitality of her homeland. Tam Tam's background from SS1 can be seen in the distance.. The first three "statues" are the monkeys "See, hear, and speak no evil." The fourth is covering his groin, and is actually the logo for a condom company. (I am not making this up.) GREENHELL ISLAND -- MARSH ---------------------------------------------------------------------------- Standing Far Standing Close A -- Paw Swipe A -- Double Elbow B -- Side Slash AB -- Short Boomerang Toss # AB -- Upward Slash C/D -- Side Kick CD -- Spinning High Kick Crouching Far Crouching Close A -- Paw Swipe A -- Double Elbow B -- Side Slash * AB -- Short Boomerang Toss * AB -- Upward Slash C/D -- Crouch Kick CD -- Slide Jumping Forward Jumping Other A -- Paw Swipe B -- Side Slash AB -- Upward Slash C -- Knee Drop C -- Side Kick D -- Butt Drop D -- Spin Kick @ CD -- Somersault CD -- Spin Kick @ When jumping back, Cham Cham will do a Side Kick instead. ---------------------------------------------------------------------------- Boomerang Gut Buster | Throws boomerang in a horizontal motion (Boomerang Nage) | to hit for weapon damage. | \ -O + Slash | Note: will go through other projectiles O O *! | ---------------------------------------------------------------------------- Boomerang Beheader | Throws boomerang in a upward horizontal (Boomerang Nage) | arc to hit for weapon damage. | / O- + Slash | O O *! | ---------------------------------------------------------------------------- Flying Lure Snag | Leaps at opponent, latching on and clawing (Tobi Hikkaki) | at face to strike for multiple hits of | \ -O + Kick | damage. O O * | ---------------------------------------------------------------------------- The "Paku Paku" attacks -O \ | / O- +... O O O Moora PakuPaku : Use C *L | Twirls on fingers into opponent. Ahow PakuPaku : Use D * | Throws skull at opponent. Paku Gaburu : Use CD ** | Leaps, spitting rising dragon fireball ---------------------------------------------------------------------------- Throws: B/AB/D/CD Back scratcher ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O \ | / O- + C O O O O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Kneels, scratches ear. Paku Paku beats chest, scratches armpit. 2. BD: Stretches like a cat. Paku Paku beats chest, scratches armpit. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- Power Special: Metamolie Animal Attack | Doubles in size and rushes forward -O O- / | \ -O + A | to slam into opponent for breaking damage. O O O * | ---------------------------------------------------------------------------- Poses: Wakatta: Monkey yells and Cham Cham says "Wakatta!" ("I understand!") Dual yell: Both yell Cham: Cham Cham yells Monkey: Monkey yells on top of Cham Cham's head First and Second Armed Win: First and Second Unarmed Win: Up: Dual Yell, Monkey Dual Yell, Monkey Down: Monkey, Wakatta Wakatta, Cham Left: Dual Yell, Monkey Dual Yell, Monkey Right: Wakatta, Dual Yell Dual Yell, Monkey ---------------------------------------------------------------------------- Combos: - Jumping D, Crouching D (2 hits) - Jumping AB, Crouching CD (2 hits) - Standing close AB, Ahow Paku Paku (2 hits) - Standing close AB, Metamolie animal attack (2 hits plus weapon destroyed) ---------------------------------------------------------------------------- Notes: Cham Cham can triangle jump. Cham Cham's Face Scratcher can sometimes land slightly BEHIND a blocking opponent, in which case she will hit. The opponent needs to block in the opposite direction in this case. However, calculating the exact distance when this happens is tricky. ---------------------------------------------------------------------------- Ending: Cham Cham is thrown to the ground with Paku Paku in the forest. A shaft of light appears, and leaves the Tanjil and Pherenx stones behind. Paku Paku grabs the stones and dances with glee. As he dances, a shaft of light transforms him into Tam Tam (check out Cham Cham's reaction). Tam Tam says, "It was your fight, so I asked God to change me into a monkey to protect you." They are then "beamed" out of there, and back into Green Hell. The stones float away, and Tam Tam says "Almighty God has granted you one wish." Cham Cham thinks, then says, "I would like something to eat... something delicious!" Fruit starts falling from the sky, and Cham Cham dances with joy. ---------------------------------------------------------------------------- The Cham Cham Horoscope: If you like to play as Cham Cham, you: - Are quick, and damn proficient with a piece of wood - Enjoy being called the cutest thing alive - Worship Lum and Urd as though they were Gods (well, one is, sort of...) ---------------------------------------------------------------------------- Achtung! The Reich Stuff NEINHALT SIEGER Sieger, the commander of the most powerful group of knights in Europe, The Holy Order of the Knights of the Red Lion, was ordered by Emperor Heinrich to destroy, singlehandedly, the demon that had been attacking neighboring countries. Sieger set out on a jorney, for the good of his homeland. "I pledge allegiance to our magnificent Emperor." B: "I defend my country with my fist!" BM: "Give you my knock for justice!" AM: "Don't be hateful each other. Love is the best strength." BV: "We are Knights, each other. Let's fight fair and square!" AV: "Great match. I'll never forget that fight." IA: "Don't exploit people's weakness." "The evil king...it's a very strong enemy!" F: "My loyalty (will) never lose!" "Never make a fool of me, demon. Kill you!" Background: Prosia is probably a mispelling of Prussia. The Knights of the Red Lion Knight is a fictitious order. Note that Emperor Frederick ruled Prussia, not "King Heinrich". Also, Prussia was a modern state, not the feudal kingdom that the game suggests. Weapon: Mechanical Gauntlet Full of: Shell casings Occupation: Knight Nationality: Prussia Jumping Ranges: Forward : X=4, Y=3 Backward : X=-4, Y=5 Up : Y=4 Voice: Kong Kuwata Notes: When Sieger wins a fight, the King stands up and laughs. When he loses, the King stands up and mouths the word "No!" When Sieger does the vulcan explosion, a picture of a semi-nude woman appears briefly in the flames. THE PROSIA KINGDOM -- NIGHTS (Prussia) ---------------------------------------------------------------------------- Standing Far Standing Close A -- Fist Jab A -- Hammer Fist B -- Gauntlet Punch B -- Half Gauntlet Uppercut AB -- Strong Gauntlet Punch AB -- Full Gauntlet Uppercut C -- Short Low Kick * C -- Side Kick D -- Side Kick D -- Knee Thrust CD -- Forward Moving Kick CD -- Interrupted Forward Kick Crouching Far Crouching Close A -- Fist Jab A -- Hammer Fist B -- Gauntlet Uppercut B -- Hammer Gauntlet AB -- Gauntlet Punch AB -- Gauntlet Punch C/D -- Crouch Kick CD -- Roundhouse Jumping Diagonal Jumping Straight A -- Downward Jab A -- Side Fist Punch B -- Hammer Gauntlet AB -- Downward Gauntlet Smash AB -- Sideways Gauntlet Smash C -- Side Kick D -- Downward Kick D -- High Kick CD -- Bellyflop ---------------------------------------------------------------------------- Wolf Fangen | Grabs opponent, punches repeatedly, and (Wolf Fang) | fires opponent against the opposite side -O O- / | \ + AB | of the screen to hit for damage. O O O !L | ---------------------------------------------------------------------------- Vulcan Weinen | Attacks with an exploding flaming punch to (Vulcan Crying) | hit for fire damage. Note: Punch A | \ -O + A repeatedly | further for "Vulcan Drucken" and further O O ***! | still for Vulcan Explosion. ---------------------------------------------------------------------------- Blitz Jaeger | Launches onto opponent with a flaming (Lightning Jaeger) | bellyflop to hit for fire damage. -O \ | / O- + Kick | O O O *! | ---------------------------------------------------------------------------- Backbreaker Combo (Note: This following move is a combination of three moves, all which have to be performed in succession) Part 1: Tigerkopf | Slides forward on one knee, hitting for (Tiger Head) | minor damage, and tripping opponent. This | \ -O + C | prepares for... O O | Part 2: Falkennagel |...a punch which launches opponent high (Falcon Nail) | into the air, off screen, hitting for | \ -O + B | minor damage. At this point, the O O | opponent is set up for... Part 3: Elefantgleid |...leaping into the air and catching the (Elephant Dance) | opponent, bringing him/her straight down -O \ | / O- + A | onto shoulder, cracking many bones, and O O O | hitting for major damage. ---------------------------------------------------------------------------- Firestorm | Flicks a finger which reflects all | projectiles back at their opponents. \ + BC | Note: This move also does some O ! | damage to opponent if close. ---------------------------------------------------------------------------- Throws: B or AB Grab and slam onto ground C or CD Trip and sit Air Throw B or AB Punch opponent to ground ---------------------------------------------------------------------------- Super Deformed Transformation: -O \ | / O- -O O- + A O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Beats chest twice, chuckles. 2. BD: Gives opponent "come here" gesture with cannon arm. 3. AC(weaponless): Gives opponent "come here" gesture with normal arm. 4. BD(weaponless): Same as 3. ---------------------------------------------------------------------------- Power Special: Operation Tiger | Performs a massive Blitz Sieger move | which annihilates opponent and causes -O \ | / O- -O + CD | severe breaking damage. O O O *! | ---------------------------------------------------------------------------- Poses: - Oh Yeah: Sieger clenches fist and says "OHHH YEAH!" - Bow: Sieger bows and says something like 'Hmph, Neinhalt.' - Laugh: Sieger clenches fist and chuckles Armed Win: Unarmed Win: Up: Bow Oh Yeah Down: Laugh Oh Yeah Left: Oh yeah Oh Yeah Right: Bow Oh Yeah ---------------------------------------------------------------------------- Combos: - Jumping AB, Crouching CD (2 hits) - Jumping A, Wolf Fangen (multiple hits) - Standing close AB, Wolf Fangen (multiple hits) - Crouching close D, Vulcan Weinan (3 hits) - Crouching B, Backbreaker (4 hits) - Jumping D, Standing D, Backbreaker (5 hits) - Jumping C, Standing AB, Backbreaker (5 hits) - Jumping AB, Standing AB, Backbreaker (5 hits) ---------------------------------------------------------------------------- Notes: For the Backbreaker Combo, you need to perform all three movements right after each other. You can't wait to see if the first or second one hits before doing the next one. Sometimes, Sieger will miss catching his opponent anyway. This seems to happen more often when he performs the move up close. Sieger's Blitz Jaeger can sometimes land slightly BEHIND a blocking opponent, in which case he will hit. The opponent needs to block in the opposite direction in this case. However, calculating the exact distance when this happens is tricky. ---------------------------------------------------------------------------- Ending: Sieger appears in the forest, saying "I must tell the king that the devil is dead." BUT IN HIS COUNTRY, UNCONTROLLABLE BEASTS WERE ATTACKING THE PEOPLE... The scene changes to a castle hall, in which the king (from Sieger's background), holds aloft a sword, attempting to stop three disgustingly putrid zombies from entering the castle. Behind the king stands his daughter. King Heinrich yells "Upon my life, I will save my country." At this point, Sieger leaps in. "Sieger!" "Watch, your majesty!" Sieger then performs a Vulcan Weinan, blowing the first two zombies to bits. The third zombie says "Guwah...You are..." "Yes," he interrupts, "Neinhalt Sieger. The knight who killed your boss!" He performs an Operation Tiger, obliterating the final zombie. Sieger says, "Are you all right?" The King says, "Thank you, Siegar (sic)", and a heart flutters from the princess. The screen then fades. AND.... The scene goes back to the castle, in which Sieger and the princess are getting married. Commoners are in the crowd clapping, among them are GALFORD, WAN-FU, and CHARLOTTE in a dress! The scene then cuts to Sieger and his wife looking over the forest from the cliff. As he yells out his victory call, the screen scrolls to follow three white doves flying into the distance. ---------------------------------------------------------------------------- The Sieger Horoscope If you like to play as Sieger, you: - Shave your head just to prove you're not kidding - Are a body builder, but only because you like to know you can pummel the average man with one hit - Have a strange interest in Star Wars movies ---------------------------------------------------------------------------- Living Proof that Powerful Things Come in Small Packages CAFFEINE NICOTINE There was a time when Nicotine hunted demons with his sword. But after being defeated by a certain demon, he settled down and lived quietly as a priest. But one day, he learned that the same demon was now after his pupil's life. "As I feared, it's back..." B: "What!? What is this evil air?" BM: "Stop!! You should be kind to the aged." AM: "What a nice person! You kindly give a palm to such a crock." BV: "I may not be so young. Your face looks like mine." AV: "You fool! You have imitated me so you have such a hard time." IJ: "I believe the evil king is close to me." "Have I seen him before?" F: "Save us, merciful Buddha!" "Oh Buddha!" Background: Based on Takuan, a famous Zen monk. Weapon: Staff Full of: O-fuda Occupation: Buddhist Monk Nationality: Japan Jumping Ranges: Forward : X=7, Y=5 Backward : X=-7, Y=6 Up : Y=8 Voice: Atsushi Maetzuka Notes: If he's not doing anything, Nicotine will yawn. Also, if he has his staff he will clank it. If he doesn't, he will stretch his neck. Nicotine is the only character who can catch a weapon with one hand (two fingers!). Nicotine is probably of the Amidist sect, based on a prayer he says when he gets creamed. However, he also seems to be one of the shido-sa (wandering monks) who roamed the countryside, asking for alms and performing such services as exorcism, divintation, and curing illnesses. They used o-fuda (talismans or amulets) to accomplish these feats. TEMPLE -- MIST (Possibly Mount Koya) ---------------------------------------------------------------------------- Standing Far Standing Close A -- Hit with Hat A -- Punch B -- Side Swing with Staff AB -- Staff Thrust AB -- Up, then Down Swing C -- Short Shuffle D -- Short Kick CD -- Short Kick and Yell Crouching Far Crouching CLose A -- Hit with Hat A -- Punch B -- Low Sweep with Staff * B -- Staff Thrust AB -- Upward Staff Thrust AB -- Three-Hit with Staff @ C/D -- Crouch Kick CD -- Long Crouch Kick Jumping Diagonal Jumping Straight A -- Hit with Hat B -- Staff Thrust AB -- Swing Staff in Arc Below C -- Knee Thrust 2@ C -- Up Kick D -- Down Kick D -- Up Kick CD -- Down Kick @ Nicotine first thrusts forward, then slightly up, then upward 2@ Nicotine does an up kick when jumping back. ---------------------------------------------------------------------------- Choker Chain Cane Bang | Staff extends attached to a chain, along (Bakusa Jougeki) | the ground, catching opponent, and -O \ | / O- + Slash | dragging closer, to yield a dizzy. O O O *! | ---------------------------------------------------------------------------- Exorcist Charm Slice | Tosses blue o-fuda, which turns into an (Shikigamireifu Rai) | electrified hawk and flies at head level | \ -O + Slash | across screen to hit for lightning damage. O O * | ---------------------------------------------------------------------------- Fires of Fecundity | Tosses red o-fuda, which turns into a dog- (Shikigamireifu En) | type beast made of fire, that rushes to | \ -O + Kick | strike low for fire damage. O O *L | ---------------------------------------------------------------------------- Cane Swirl Cutter (While jumping) | Stabs staff into ground and spins (Shinjou Rasen Kyaku) | downwards surround by flame to hit for / | \ -O + Kick | fire damage. O O O *! | ---------------------------------------------------------------------------- Curse of Crunch | Tosses mixed o-fuda that will knock (Rashin Jufu) | opponent down and confuse joystick motions O- | / + AB | for about 10 seconds. O O * | ---------------------------------------------------------------------------- Throws: B Steals life into bowl AB Machine gun with staff D or CD Leap onto opponent and puff bad breath Unarmed Leap onto opponent and puff bad breath -------------------------------------------------------------------------------- Super Deformed Transformation | / O- | / O- | / O- -O + D O O O O O O ---------------------------------------------------------------------------- Taunts: 1. AC: Opens eyes, kneels, ties shoelace. 2. BD: Sneezes. 3. AC(weaponless): Same as 1. 4. BD(weaponless): Same as 1. ---------------------------------------------------------------------------- POWER SPECIAL: Underworld Pummeler | Tosses BIG o-fuda which summons the (Niou Furei Satsu) | powerful deity Atavakah to ram opponent -O O- / | \ -O + D | with great strength, hitting for O O O *! | breaking damage. ---------------------------------------------------------------------------- Poses: - Fan: He fans himself with his talismans - Back: Laughs and his back gives out - Smoke: Takes a puff, and looks relaxed - Coin: Picks up a coin, and raps jar with it First and Second Armed Win: Unarmed Win: Up: Fan, Fan Laugh Down: Back, Back Laugh Left: Fan, Fan Fan Right: Smoke, Coin Fan ---------------------------------------------------------------------------- Combos: - INFINITE COMBO: Chain Grab, Standing AB (repeat until dead) - Crouching close C, Crouching close C, crouching CD (3 hits) - Jumping AB, Crouching B (2 hits) - Jumping D, Stading AB, Chain grab (3 hits) - Standing close AB, Confusion (2 hits) - Shiki-Rai, Jumping D, Standing D, Confusion (4 hits) ---------------------------------------------------------------------------- Notes: All of Nicotine's ABs can be interrupted by Special Moves, even his multi-hit ones. -------------------------------------------------------------------------- Ending: Nicotine is standing in the forest. "It's all over. Finally." Then, Kuroko jumps in. "Wonderful, it came to an end." "Yes," answers Nicotine, "We can all live live in peace now." "Yes, but by the way, have you finished off the king of evil?" (Kuroko's statement doesn't make sense, but based on what follows, I think it should be: "Yes, but by the way, have you taken care of the other evil spirits?") Nicotine holds out a pot, and says, "Don't worry, I'll do it now." He then calls out, and all the evil spirits are sucked into the pot. "Well, finished," Nicotine says, "Let's go have a drink together." "That's good," says Kuroko, "What about Haohmaru? How is he?" "No, he has yet to..." but suddenly, Nicotine sneezes, dropping the pot. A red beam emerges, and ALL the spirits escape! "Dear me," exclaims Kuroko. "All over again," sighs Nicotine. They both look depressed. The end. ---------------------------------------------------------------------------- The Nicotine Horoscope If you like to play as Nicotine, you: - Are wise in the ways of the fighter, but don't even know how to tie your shoes - Believe in magic, and like cheaping people out with it - Get part time work in Fatal Fury 3 ---------------------------------------------------------------------------- The Hidden Fighter with the Flying Flags of Fury KUROKO In the past, the Kuroko was a demon hunter, along with Nicotine. Back in those days, Nicotine wielded a sword named "Taima," and the Kuroko had already taken to concealing his identity in black. Together, these two defeated many powerful demons and none could stand in their way. None, until Rashoujin Mizuki. BM: "Be on your guard. I am very strong." AM: "What, no more? I'm stronger than you." Background: Kuroko are the "hidden" stage hands in Kabuki plays. Weapon: Flags Full of: Anatomical hearts Occupation: Fighting referee Nationality: Unknown Jumping Ranges: Forward : X=8, Y=7 Backward : X=-5, Y=7 Up : Y=6 Voice: Toshikazu Nishimura Notes: Kuroko is NOT the character's real name. His real name is obscured in the Japanese version of SS2. Almost all of Kuroko's moves are borrowed from other Neo-Geo fighting games, mostly FFS and AoF2. You will get CPU Kuroko randomly in the game, sometimes. You can play Kuroko, but only on a home system. Special Note: This section is adopted from the Kuroko FAQ, which can be downloaded separately at SS2 FTP sites. HIMALAYA -- TOP OF MOUNTAIN ---------------------------------------------------------------------------- Standing Far Standing Close A/B -- Flag Thrust A/B -- Elbow AB -- Down Slash AB -- Up, then Down Slash C/D -- High Kick CD -- High Kick CD -- Triple Kick Crouching Far Crouching Close A/B -- Short Flag Swing A/B -- Elbow AB -- Up Slash C/D -- Crouch Kick CD -- Longer Crouch Kick Jumping A/B -- Diagonal Flag Thrust AB -- Down slash C and D -- Down kick CD -- Down kick ---------------------------------------------------------------------------- Koh Ken | Throws a fireball that hits for (RYO SAKAZAKI from ART OF FIGHTING) | damage. | \ -O + A | O O * | ---------------------------------------------------------------------------- Haoh Sho Koh Ken | Throws a massive, double-sized ball of (RYO SAKAZAKI from ART OF FIGHTING) | energy that hits for damage. -O | \ + A | O O * | ---------------------------------------------------------------------------- Double Koh Ken | Throws two fireballs, one on top of (WOLFGANG KRAUSER from FATAL FURY) | another, that hit for damage. | / O- + A | O O * | ---------------------------------------------------------------------------- Mega Smash | Hurls a cylindrically shaped missile (JOHN CRAWLEY from ART OF FIGHTING) | of energy at opponent to hit for | \ -O + B | damage. O O * | ---------------------------------------------------------------------------- Gekihou | Bends over and produces a giant (TUNG FU RUE from FATAL FURY) | projection of self that hits for Tap C repeatedly * | damage. ---------------------------------------------------------------------------- ZatentsuHa | Hurls a crescent-shaped projectile (EIJI KISARAGI from ART OF FIGHTING)| that hits for damage. | \ -O \ | / O- + A | O O O O O * | ---------------------------------------------------------------------------- Flags of Fury | Sends flags out on a chain that | captures opponent, and drags them -O \ | / O- + A | closer, also yielding a dizzy. Note: O O O * | This move will drag opponent closer. ---------------------------------------------------------------------------- Mass Slash | Swipes flags in a downward arc, | creating a powerful energy blast that -O + ABC or BCD | reflects projectiles. Note: BCD will | also strike enemy, ABC will not. ---------------------------------------------------------------------------- Spike Ball | Hurls a black orb covered with barbs | that hits for damage. | / O- / -O + BC | O O O * | ---------------------------------------------------------------------------- Side Splitter | Splits into a top and bottom half. If | ABC is used, the top half explodes, when attacked, press ABC or BCD | and if BCD is used, the bottom half | explodes, while the other joins fight. ---------------------------------------------------------------------------- Electric Ball | Hurls a ball of electricity that (CHENG SHIN ZAN from FATAL FURY) | hits for lightning damage. | / charge, | - O + B | O O | ---------------------------------------------------------------------------- Cookie Cutter | Throws two medium sized "cookies" (TUNG FU RUE from FATAL FURY) | at opponent to hit for...what... | food damage? / charge, -O + A | O | ---------------------------------------------------------------------------- Weapon Split | Knocks opponent's weapon out of their | hands, and splits the weapon into While in a clash, hold | while | two weapons. O | pressing buttons. | ---------------------------------------------------------------------------- Throws: B/AB/D/CD Ressen Kyaku (TUNG FU RUE from FATAL FURY) Grabs opponent, and kicks them up to six times for damage. ---------------------------------------------------------------------------- Super Deformed Transformation: O- / | \ -O O- / | \ -O + D O O O O O O ---------------------------------------------------------------------------- Taunts: AC: Says "Ora, Ora!" (RYO SAKAZAKI from ART OF FIGHTING) BD: Stands and waves a japanese fan (MAI SHIRANUI from FATAL FURY) ---------------------------------------------------------------------------- Power Specials: (RYO SAKAZAKI from ART OF FIGHTING) Ryuuko Ranbu | Charges at opponent, and begins a | massive barrage of kicks, punches, -O \ | / O- -O + AB | and flag swipes, finishing with a O O O * | flaming rising punch for breaking. Alternate Ryuuko Ranbu | Same as above, except character stops | halfway through for a breather. A -O O- / | \ -O + CD | definite must see! O O O * | ---------------------------------------------------------------------------- Poses: In all of Kuroko's poses, he claps and bows. ---------------------------------------------------------------------------- Notes: Kuroko cannot be thrown normally. He is thrown like Earthquake. You cannot break Kuroko's weapon. Special Note: You can play Kuroko only on the home system, and only for a two-player game. To do so, enter the following on the character selection screen: Up, Down, Left, Up, Down, Right + A ---------------------------------------------------------------------------- Ending: Because Kuroko cannot be played against the CPU, he doesn't have one. Check out Nicotine's ending, though. ---------------------------------------------------------------------------- The Kuroko Horoscope: If you like to play as Kuroko, you: - Suck at SS2, and this is the only way you can win - Enjoy all Neo Geo fighting games - Own the game (you can't play him in the arcade, dummy!) ---------------------------------------------------------------------------- The Seductive Stealer of Souls MIZUKI RASHOUSHIN Mizuki is a spirit that has become an immortal demon, through a pact with Ambrosia. Currently, Mizuki inhabits the body of Bizuki, a woman with supernatural powers. Bizuki had tried to subdue Mizuki and use its powers for good, but failed, and was possessed. Mizuki plans to merge the Palenke Stone and the Tanjil Stone to further strengthen the demon world. BM: "Welcome to (the) devil's world. You'll never find yourself alive again." AM: "Now that the world is just for me, and you have gone to your distraction." (destruction?) Background: Unknown. Weapon: Gohei (Shinto purification device) Full of: NA Occupation: Shinto Priestess and Chief Villainess Nationality: Underworld Voice: Harumi Ikoma Notes: Mizuki is the boss character of SS2. OSOREZAN HELL ---------------------------------------------------------------------------- Bitch Slap from Hell | Grabs opponent, and strikes with open hand | repeatedly for multiple hits of damage. ---------------------------------------------------------------------------- Teleport | Laughs, and opens portal underneath, | dissapearing, and reappearing on either | side of the character. ---------------------------------------------------------------------------- Passage through Hell | Slides portal underneath opponent, while | two hands pull opponent through, into | hell, and opponent then comes falling from L | the sky, colliding with ground for damage. ---------------------------------------------------------------------------- Mass Confusion | Creates four spheres which form a single | orb that, when it connects, confuses | opponent's joystick movements. Note: A Grim | Reaper denotes successful confusion ---------------------------------------------------------------------------- Swine Curse | Demon sends out crackling sphere that | changes opponent into a pig. Mutation | lasts about 10 seconds, or until opponent | is successfully attacked. ---------------------------------------------------------------------------- Rush Demon | Demon rushes forward, slamming into * | opponent, hitting for lightning damage. ---------------------------------------------------------------------------- Mad Demon | Demon leaps forward, latching onto | opponent, repeatedly clawing and biting at | opponent's neck for multiple hits of | damage. ---------------------------------------------------------------------------- Levitate Crush (throw) | Lifts opponent off top of screen, holds, | then smashes down into ground, with | slicing attack, hitting for damage. ---------------------------------------------------------------------------- POWER SPECIAL: Hell Tempest | Creates a black sphere that grabs opponent | and hurls him/her against roof, ground, | and walls multiple times, ending in a | massive explosion that hits as breaking | damage. ---------------------------------------------------------------------------- Taunts: She laughs at you. You can hit her them, so feel free to! ---------------------------------------------------------------------------- Poses: For her first pose, she laughs. For her second, she laughs and says something. ---------------------------------------------------------------------------- Notes: You cannot break Mizuki's weapon. ---------------------------------------------------------------------------- THE CHARACTER'S RANKINGS According to the number one Japanese gaming magazine (and perhaps the world), these are the rankings of each character, and how they measure up to one another. To use the map, look for your character on the left, and find a certain character along the top. The number that's produced is an odds (from 1 to 10) of your success. For instance: If Ukyo were to fight against Charlotte, the odds would be greater for Ukyo by one point (6 to 4). The number at the far right is a total of all odds, and therefore, a fair ranking: | U| C| K| G| C| E| J| S| G| G| W| N| H| H| N| ------------------------------------------------------------------------- UKYO | \| 6| 6| 7| 6| 7| 7| 6| 7| 6| 7| 7| 6| 7| 6| 88(+18) CHARLOTTE | 4| \| 4| 6| 6| 6| 5| 6| 6| 7| 6| 7| 7| 7| 7| 84(+14) KYOSHIRO | 4| 6| \| 5| 6| 4| 7| 6| 6| 6| 6| 7| 6| 7| 8| 84(+14) GEN-AN | 3| 4| 5| \| 4| 5| 5| 6| 6| 6| 6| 6| 7| 7| 8| 78(+8) CHAM CHAM | 4| 4| 4| 6| \| 5| 6| 3| 4| 6| 7| 7| 7| 6| 6| 75(+5) EARTHQUAKE| 3| 4| 6| 5| 5| \| 5| 5| 6| 5| 6| 7| 5| 6| 6| 74(+4) JUBEI | 4| 5| 3| 5| 4| 5| \| 4| 6| 5| 5| 6| 6| 5| 7| 71(+1) SIEGER | 4| 4| 4| 4| 7| 5| 6| \| 6| 4| 4| 6| 5| 5| 6| 70(+-0) GENJURO | 3| 4| 4| 4| 6| 4| 4| 4| \| 6| 5| 4| 6| 6| 7| 67(-3) GALFORD | 4| 3| 4| 4| 4| 5| 5| 6| 4| \| 6| 4| 5| 6| 5| 65(-5) WAN-FU | 3| 4| 4| 4| 3| 4| 5| 6| 5| 4| \| 5| 5| 6| 4| 62(-8) NICOTINE | 3| 3| 3| 4| 3| 3| 4| 4| 6| 6| 5| \| 6| 5| 6| 61(-9) HANZO | 4| 3| 4| 3| 3| 5| 4| 5| 4| 5| 5| 4| \| 5| 5| 59(-11) HAOHMARU | 3| 3| 3| 3| 4| 4| 5| 5| 4| 4| 4| 5| 5| \| 6| 58(-12) NAKORURU | 4| 3| 2| 2| 4| 4| 3| 4| 3| 5| 6| 4| 5| 4| \| 53(-17) ------------------------------------------------------------------------- HOW TO DEFEAT MIZUKI Mizuki makes her debut in Samurai Shodown II as the final boss in the game. She is the first female end boss ever in a fighting game, and she is also the first end boss to have a pet: A dog like Galford's. While she doesn't take the award for the cheapest boss ever (DIO from WORLD HEROES 2) or the most powerful (RUGAL from KING OF FIGHTERS '94), she does deserve to be added to the top ten list of tough bosses to beat. Here are some basic tips and tactics to rid yourself of the evil Mizuki: 1. BLOCK LOW: Above all, block and block low. That way, you will block anything she throws at you. Blocking high leaves you vulnerable to her fast Ground Portal as well as her fast low AB. 2. DON'T DO SPECIAL MOVES: Most Special Moves have lag times, during which she is almost guaranteed to rush in and cream you with an AB slash. 3. ATTACK HER WHEN SHE JUMPS: By far, Mizuki is the weakest in the air. If she jumps, and you jump and AB, you will almost certainly hit her, and do some much-needed damage. 4. DON'T JUMP HER WHEN SHE'S MAD: The reason is that Mizuki will do her Power Special so that the globe catches you RIGHT when you jump in on her. Nasty. 5. TELEPORT CATCH: She likes to teleport out of danger when you are frantically trying to make a hit. Instead, try this: Make an AB strike (when your SURE it's safe to do so). She should block. If she laughs and teleports out, leap away in the opposite direction she was originally positioned from you, because she will attempt a bitch slap from behind. As you are jumping away, strike with an AB. If she teleports, and leaps, you have a good chance of hitting her. If she doesn't leap, you're out of her range. 6. CONFUSED? Just block low and use crouch kicks to keep her away. However, if she sends out ANOTHER Confusion Ball, get hit by it. You'll take almost no damage, and it will negate the first Confusion. 7. THE SWINE CURSE: If turned into a pig or other animal by Mizuki, the safest place to be is under her skirt! She can't hit you while you're there, and she can't throw you either. 8. RUN IN AND THROW: This works more than it should, if you time it right. Galford and Hanzo should have a field day especially, with their SPD moves. 9. THE CHARACTERS WHO can consistently beat Mizuki are Charlotte and Gen-an. This is because they both have low A attacks that are quick and long-ranged enough to hit Mizuki out of her attacks WITHOUT getting hit in return. This is important, as trading hits is always in her favor. For both of these characters (and Sieger to an extent), doing low As all the time will give you an easy win! Unfortunately, everyone else's low A attacks (including Ukyo's) are either too slow or too short ranged, so this won't work with them. -------------------------------------------------------------------------- SPECIFIC CHARACTER STRATEGIES Here are guaranteed techniques to help you conquer Mizuki with your favourite character: HAOHMARU: Get enough distance between Mizuki and yourself to perform a resshin-zan (F, D, DF + Kick). Instead, wait and perform a fake cyclone slash (D, DF, F + Kick). As you pretend to pull out a cyclone, Mizuki will throw a teleport across the ground. Immediately perform your resshin-zan. It will flip you over the telport, and connect your blade with her skull. This can be repeated until she drops. Want to show off with Haohmaru? After the first resshin-zan hits, perform a quick standing AB. This should dizzy. Step in as close as possible and perform a crouching AB, and interrupt into Tempa Fuzin San. Instant death. With (theoretically) four attacks. --CHANCES OF WINNING PERFECT: 100% UKYO: If you get a good distance from her, and repeatedly crouch kick, Mizuki may be inclined to leap at you. Time your leap back and hit with either jumping AB or B. Also, use as many ground swallow slashs as you can. If you do dizzy her, BE SURE to use the close standing AB + Teleport Slash with CD Combo to drop her energy quickly. She can also be fooled by throwing a swallow slash, then leaping backwards and doing it again. Sometimes, she teleports away from the first attack, only to pop right up and get smacked by the second. --CHANCES OF WINNING PERFECT: 75% JUBEI: Get about half screen distance from Mizuki, and throw ground fireballs. When she leaps over them, catch her attack with D, DB, B + A. Each time, you should grab her weapon, and slash her back until death. --CHANCES OF WINNING PERFECT: 100% NAKORURU: At about two character's lengths away, crouch and kick a few times. If Mizuki is inclined to send her dog, perform Annu Mutsube (B, DB, D + Slash) and Nak will slide under the demon and hit Mizuki. If Mizuki leaps at you, jump straight up and attack with AB. If she is dizzied, step in with a standing AB, Kamui Mutsube combo to finish her. --CHANCES OF WINNING PERFECT: 75% CHARLOTTE: Stay crouched. If Mizuki even gets near you, strike with crouching AB. Nothing else. Charlotte's crouched AB has even farther range than Mizuki slashes, so don't even worry about being it. If she leaps at you, standing AB, for clean air defense. Mizuki poses no real threat to Charlotte. --CHANCES OF WINNING PERFECT: 100% GEN-AN: Stay low, and try to defensively get your close AB to connect. Once it does, your infinite combo will take care of the rest (Standing AB [two hits], Blood grip, run forward, repeat) --CHANCES OF WINNING PERFECT: 100% HANZO/GALFORD: Peform your shadow copy, and choose to teleport to the closest spot near Mizuki. As soon as you poof in, peform Mozu Otoshi (F, D, DF + Kick). On Mizuki, this can be repeated until the end. It's a definite win, and fast players can get perfect. Or you can try a little sequence I call The Hanzo Trap. It is a move I perfected in the first Samurai Shodown, when trying to defeat the computer Hanzo. Oddly enough, I found it to work with Mizuki as well (though not as consistently). The trap is set up simply like this: You crouch near her, and strike with an A or B (NOT AB!!). She will block, and leap over you. Calmly stand up, and walk underneath her, striking with B as she comes down on the other side. --CHANCES OF WINNING PERFECT: 100% CHAM CHAM: At about half-screen distance from Mizuki, if you perform the ground boomerang throw (D, DF, F + AB), Mizuki consistently throws the teleport back at you. But since Cham Cham's throwing animation allows her to do a backflip, she avoides the teleport and Mizuki is hit anyway. It's a consistent technique. --CHANCES OF WINNING PERFECT: 75% NICOTINE: Same as Gen-an. Try to defensively get out your Bakusa Jougeki, and the infinite combo will finish her off. --CHANCES OF WINNING PERFECT: 100% SIEGER: Stay low, and attack with your firestorm (DF + BC). Not only will it do damage to Mizuki, but it will nullify any of those annoying symbol-related moves of destruction. Not a bad technique to use. --CHANCES OF WINNING PERFECT: 50% EARTHQUAKE: Easy. Crouching AB. Over and over. She'll be dead in no time. --CHANCES OF WINNING PERFECT: 100% KYOSHIRO: Often, Mizuki won't block Kyoshiro's jumping AB, perhaps because it has such a far range the CPU doesn't anticipate it hitting. Use this, and his combos for quick defeat. He should be able to fake Mizuki into jumping, straight into his POW move. It's also wise to just stick to blocking low, and attacking with B or AB, since Kyoshiro's weapon has such excellent range. --CHANCES OF WINNING PERFECT: 50% GENJURO: You can toss hanafuda cards, and trick her into leaping. You can respond with AB, or his kouyokojin (F, D, DF + Slash). --CHANCES OF WINNING PERFECT: 75% ---------------------------------------------------------------------------- KUROKO FALLS Too many people seem to step into the ring against Kuroko, and get obliterated. Presented here are further techniques to use against the masked wonder: HAOHMARU: Kuroko likes to run a lot, take advantage of this by hopping straight up and coming down with an AB slash, followed by a standing AB. If you're lucky enough to dizzy him, simply step up with a close crouching AB, interupt into Tempa Fuzin San for a win. Also, with Haohmaru, it's good to get into the habit of reflecting Kurko's missile attacks back at him with the Sake attack. It takes a bit of timing, but you CAN get used to it. Pretty soon, Kuroko is always hitting himself. I hate when I do that. SIEGER: Get away from him from either dashing back to keep your distance, or using Blitz Jaeger. If Kurko rolls towards you, step in for a CD toss. While keeping your distance, use Firestorm to reflect Kurko's projectiles back at him. It's easier to time than the Sake attack (Haohmaru) and should help you defeat him. KYOSHIRO: If you stand about two character lengths away, and perform a quick A, Kuroko tends to watch to start throwing those massive fireball attacks. Use Kyoshiro's jumping range to leap over them, and come down with AB attacks. Also, if Kuroko likes to jump at you, use Kaiten Kyokubu as air defense. GENJURO: Genjuro has enough speed and distance in his jump to avoid Kuroko's missile attacks. Leap over them and hammer down with AB. Try not to make the first move; Kuroko will open himself up, so wait for it. CHAM CHAM: Easy. From half screen distance, whenever you see Kuroko going to throw a fireball, perform the leaping claw attack, and every one will catch him until he falls. WAN-FU: Wan-Fu is cumbersome to use against someone so quick, but there are ways around his slowness. Do repeated standing D attacks to try and kick Kuroko. If he gets hit, so be it. But if Kurko choose to leap over them, use Confucious Slash as air defense. If he's just about dead, throw your weapon at him a couple of times. The explosion should be enough to tick off the remaining energy. ------------------------------------------------------------------------- RANDOM NOTES: --> Occassionally, KIM KAPHWAN from the FF series can be seen sliding by in the background. No, you can't play him. :-) --> When you go into your "Powered Up" animation, you cannot be hit. However, you can cancel the animation by doing a Special Move, double-tap move, or throwing your opponent if he is nearby. Sometimes there is a delay between reaching your POW maximum and going into your animation, for unknown reasons. --> If the Final Round is a draw, both players lose. ---------------------------------------------------------------------------- IF YOU WIN THE GAME ON ONE CREDIT... Meaning no continues and no other player joining in, you get the designer's credits at the end. As for the individual character endings, there doesn't seem to be any difference between one-credit and multi-credit endings, unlike SS1. What happens is after the judge claps and the background fades, the "designer credit" music starts to play, and cherry blossom leaves fall across the screen. Then, each character is displayed, in the order presented in this FAQ. Here's each character's sequence: The character's background appears, and the character jumps in. The character does a taunt. The character does an attack, and the screen freezes while the character's designer credits are displayed. The character does an ending pose. The character does his/her close-up, and more credits appear. Haohmaru -- Sake drink, Far AB swing, Sword flip pose Nakoruru -- Hair ribbon adjustment, Cape Flip, "Daishizen..." pose Hanzo -- Knuckle crack, Far B swing, Takes off mask Galford -- "Tsk tsk" taunt, Plasma Blade, Sword twirl pose Wan Fu -- Spins pillar, Far AB swing, Carves pillar Ukyo -- Coughs, Standing AB swing, Sleeve pose (unarmed) Kyoshiro -- Smokes, Close B swing, "Uchtottari" (stays on screen) Gen-an -- Laughs, Close B swing, Bow pose Earthquake -- Burps, Far B swing, Eats turkey drum Jubei -- Eats dango, Far AB swing, Puts swords slowly in sheath Charlotte -- Tosses rose, Far AB swing, "Uh-huh" Genjuro -- "Sore daki da" taunt, Far AB swing, Wine dish pose Cham Cham -- Sticks out tongue, Far AB swing, Both do the yell Sieger -- "Come here" taunt, Close B swing, "Ohhh Yeah!" Nicotine -- Sneezes, Close AB swing, Laughs and hits butt Mizuki -- Laughs, AB swing, No ending pose Kuroko -- Fan taunt, ABC Missile Reflection, Claps After this, Kuroko claps and disappears in a puff. The cherry blossoms start swirling in a spiral, and the center of the spiral goes round and around until it's finally centered on the screen. Then after all the credits roll, the screen explodes and the "chirping Iguana" logo appears. ------------------------------------------------------------------------- SBT ...Strange, but True... ------------------------------------------------------------------------- Every game must have its share of oddities, bugs, and other whatnots. Samurai Shodown II is no exception. Here are the strange occurences that arise, which you can try for yourself: ------------------------------------------------------------------------- HANZO'S BACKWARD RUN In a Hanzo/Hanzo fight (or Hanzo/Galford), if one Hanzo runs at the second, and the second performs a shadow move (F, B, DB, D, DF, F, A or B), the first Hanzo, while passing the second, will continue running, but will change sides, making it look like Hanzo is running backwards. Cute. Will also work for a Galford/Galford fight. UKYO PRESUMPTUOUS PUSH When Ukyo has been struck enough to max his POW out, try to perform a teleport attack (D, DF, F + Slash) before his POW animation comes out. If successful, while Ukyo animates his POW saying, "Yurusan!!", he will continue to move in the direction of the teleport, "pushing" his opponent backward. Nice guy. THAT DAMN DOG'S ALWAYS LATE If Galford sends Poppy out on a rush attack (D, DB, B + Slash), and then quickly performs his SD transform (F, DF, D, DB, B, F, B + C), Galford will change, and Poppy will finish his attack, and then jump backwards into the transform. But I guess, better late than never... HANZO NITELITE If Hanzo performs a weak Bakuenryu (F, DF, D, DB, + A), and then quickly peforms an SD transform (F, B, F, B, F, B, D + A), when the Bakuenryu strikes his opponent (preferably NOT blocking at the opposite side of the screen), Hanzo will "light up and flicker" just like the weapon. Great for parties, and those kids that bug you at the machine with, "I know more stuff about SS2 than you do..." Yeah, right. THAT DAMN DOG'S BLIND, TOO. Position Galford near enough to his opponent so that if the opponent jumps straight up, Galford will be able to run quickly underneath. Do this. As soon as Galford changes sides, perform Rush Dog (D, DB, B + Slash) Because Poppy is still on the opposite side, he will rush towards Galford! Sometimes it hits the opponent coming down, other times, well, Poppy just goes for the stick. YOU THINK YOU GOT PROBLEMS, MY *DEMON'S* BLIND! A modification on the previous trick. With Cham Cham against Mizuki, wait for the opportunity for Mizuki to send the demon charging at you. If you attack with a Boomerang toss (D, DF, F + Slash), the 'rang should cut through the demon and hit Mizuki. If Mizuki is stupid enough to send the demon again, it will head back towards her (as it is returning from the last failed attempt). Even demons need obedience school. PIGS HAVE RIGHTS If you are one of the charmed people who've been turned into a pig by Mizuki, just start walking towards her. Not only will she not attack you, but you can push her to the edge of the screen, and even walk behind her! Now, if that isn't a set-up for a combo, I don't know what is. WEAPONLESS WONDER This is a simple technique that not many people realize. There are two major ways to catch a sword in SS2, the first is a half circle motion, which ALWAYS works, if you have the timing right. The second is just to run at your opponnent, which is more the luck of the draw. Since Mizuki does a lot of "shifting" so to speak, the computer believes it to be a run, so if you lose your weapon, run for Mizuki. Odds are she will "shift" into you, you'll catch her weapon, and give her the big toss. Uplifting. !?@$%#@!?@&?! Get two Nicotines together, and perform confusion at the same time. Have fun. A good test of who really *is* good at the game. TEMPA KINDA HURTS If two Haohmaru's perform Tempa Fuzin San at the same time, they should both hit each other on the way up. A good way to practice distance and timing. RESURRECTION If you can finish a match by slicing someone in half, and at the same time, take a final hit yourself, you will notice when the "double fatality" words arrive, the person you've sliced in half is miraculously resurrected. Just to pout. Who says there isn't a higher power watching over? THE SPIRIT OF SIEGER LIVES ON If you can deliver a final blow to Sieger, as he's performing Wolf Fangen, he will fall and you will be "trapped" by a ghost, still being swatted at by an invisible hand, and even thrown against the wall! Boy, that Sieger really has his backup. THAT DAMN DOG'S A BEAST! If your opponent has a sliver of energy, and you send perform Mega Rush Dog, the moment Poppy hits, the match will end, but your opponent will be teleported off the top of the screen! Sometimes, your opponent won't return at all! Good arm on that dog... TOSSING MATCH Good for a laugh. Have Ukyo perform a fake apple slice (D, DB, B + Kick) while Charlotte performs her AC taunt (tossing a rose). The two must really enjoy throwing obstacles at each other... UKYO'S HUGE APPLE A funny oddity that was just recently discovered. Just before you perform Ukyo's POWER SPECIAL (F, B, DB, D, DF, F + AB), hold down the C button for a few seconds. Keep holding C when you perform the motion, and Ukyo will toss an ENORMOUS apple, slicing it into huge pieces. Must be those hydroponics they're using now... ---------------------------------------------------------------------------- WHERE TO GET SS2 STUFF --> SS2 Resource List: This is a listing of what other SS2 FAQs and guides are available, as well as where you can get them. It can be found in the brawl.minklink.net FTP site, as well as others. It is recommended that this be the next FAQ to get, as it pinpoints where all the other neat stuff is. Contact the author, This email address is being protected from spambots. You need JavaScript enabled to view it. for more details. --> SS2 Homepage: Has all the documents related to SS2 (including this FAQ), all in glorious HTML format. Also links to all other SS2-related homepages. Thank Damone for this one... http://styx.ios.com/~damone/ss2page.html He also has a SS1 Homepage as well. (ss1page.html) --> GeeSe Howard's directory: kaiwan.kaiwan.com -- user/dvillnva Contains both the Moves FAQ and this TAPFAQ, strategy guides, sound files, graphic files, and tons of other SS and Neo-Geo stuff. --> Galen Komatsu: This email address is being protected from spambots. You need JavaScript enabled to view it.