------------------------------------------------------------------------------ NEOGEO BATTLE COLISEUM MOVELIST/GUIDE ver O.3b by Tel ------------------------------------------------------------------------------ LEGAL: This guide is intended for personal use only, and may not be sold, distributed, printed or published for profit. This guide will only be hosted at www.GameFAQs.com. You are not allowed to use portions of this guide in your work without obtaining permission first. NeoGeo Battle Coliseum and its characters are the copyright of SNK Playmore Corporation. DISCLAIMER: While all effort is made to ensure accuracy, I do not claim this guide to be free of errors and will bear no responsibility for any mistakes. INDEX 1) Introduction 2) Version history 3) Special thanks 4) Game system 5) Movelist 6) Miscellaneous 7) Contact information ============================================================================== 1) INTRODUCTION ============================================================================== Welcome to my movelist/guide for NeoGeo Battle Coliseum and thank you for reading. This guide will attempt to document NeoGeo Battle Coliseum's (of which I'll refer to as NGBC from now on) game system, character movelist and move properties where possible. Please note that this is NOT a combo guide, and whatever combos in here are to highlight a move's property only. Dedicated to Chris and Charles MacDonald. ============================================================================= 2) VERSION HISTORY ============================================================================= Version 0.1 beta (6 November 2005) - First release. Lots more to be done. I left out the normal cancels on purpose because I don't have everyone's cancel charts yet. A LOT of move properties are not included yet; I hope to include notes or properties for every special move whenever possible in future updates. I'm sure there are many mistakes right now, so please e-mail me if you have any corrections or additions that you would like to see in here. Version 0.2 (14 November 2005) - Updated many moves notes, and fixed up many errors. I forgot to keep track of all my changes, as there were a lot of them, but nearly every character was updated. The system and miscellaneous notes have been slightly expanded as well. Version 0.2a (15 November 2005) - A minor update on Akari's movename (thanks to Circular's translation), as well as adding in the property for the Shikigami Tenku. - Fixed up a minor error for Geese's Mawashi Geri command. - Fixed up the numbering errors on certain characters' notes. Version 0.2b (20 November 2005) - Updated Ai,Yuki,Shiki,Kisarah,Choshu,Chonrei,Mr. Karate and Nakoruru's notes, as well as the system notes. - Fixed up some spelling mistakes. Version 0.3 (3 December 2005) - Updated notes for the Jin brothers,Mai,Mr. Big,Robert,Akari,Kaede,Moriya, Kisarah, Shishioh and the bosses. - Made some minor changes to the additional game system notes. - Added in a move properties glossary under 'Miscellaneous'. Version 0.3a (20 December 2005) - Some corrections/additions for Ai,Yuki,Kyo,Geese,Tung,otaru,Haohmaru, Genjuro,Nakoruru,Mr. Karate,Akari,Hanzo,Marco,Athena,Neo DIO and Mizuchi. - Made some minor changes to the general notes and fixed up some notes' sentences. Version 0.3b (25 December 2005) - Corrections for Geese (removed his missing moves),Hanzo,Marco,Goodman,Neo DIO and the notes for Guard Cancel Frontstep. - Added in a movelist for Goodman (thanks to N-Newtype). - Changed Hotaru, Lee and Marco's stance moves description to show their move commands instead of the move names. - Added in a note for Shiki's close D (thanks to Blastrezz). ============================================================================== 3) SPECIAL THANKS ============================================================================== Very special thank yous to all these people who made this guide possible: Charles MacDonald - For kindly giving me permission to use portions of Chris' works in this guide, as well as in my previous (and hopefully upcoming) works. Thank you very much. Chris MacDonald (aka Kao Megura) - For setting the standard in FAQ writing and inspiring me to write this. I referred to Chris' notes for SNK vs Capcom: SVC Chaos, Samurai Spirits Zero and The King of Fighters 2003 when writing the notes for some characters. Bossman Jhun - For lots of tips and tricks regarding the game, and for all those rounds of trashing you gave me. :) Circular - For giving me the translations for the Jin brothers' move names. Thanks for all the time and effort! (Version 0.2a) - For correcting Akari's move name. BraMan - For answering the questions I posted up on the GameFAQs boards, especially regarding the Double Assaults. Your help is much appreciated! (Version 0.2) - For correcting Terry's Buster Wolf command and on how to connect two Power Waves in a row on juggled opponent. Demipickle - For some additions and corrections for Jin Chonrei, Moriya, Fuuma, Hanzo, Mars People and Athena. (Version 0.2b) - For correcting Chonrei's Teiogyakurin Ken, as well as reminding me that Guard Cancel Tag Attacks give opponent stock if hit. Darkstalker - for some information regarding Athena and Ai. (Version 0.2b) - for corrections regarding Ai and Chonrei's Teiogyakurin Ken. Kesocircle - for corrections and info on Ai, Kisarah, Mai, Nakoruru, and Yuki. For detailed information on Kisarah and NGBC's game system, do refer to his guide in GameFAQS. It covers combos and has detailed descriptions of all her moves. Fernando Lee (ver 0.3a) - For some corrections and information for Haohmaru, Genjuro and Neo DIO. Sean (version 0.3b) - For pointing out that Neo Geegus appears during DIO's Ultimate Illusion. GameFAQs - For hosting my work. Some of the other guides I referred to for move names and commands include: 1. James Kuroki's Garou: Mark of the Wolves guide. 2. Deuce's Last Blade 2 and Samurai Shodown 4 guide. 3. DJ Tigresa's NeoGeo Battle Coliseum guide. Most of my move names were taken from there. Thank you for giving me a complete movelist to work with. - Special thanks to everyone in the GameFAQs NGBC forums for all their posts and participation. (Version 0.2) Thanks to: - Ratix0 for pointing out some mistakes about the game system, Shermie and Asura. - Robo Mike for that bit about Athena's Homura/Kaze no Tsue DMs. - DJ Tigresa for details on Neo DIO's CPU-only moves. (Version 0.3b) - N-Newtype and Shirakami for Goodman's move list and details. The Orochinagi Forums (http://kingoffighters.planets.gamespy.com/forums) - A lot of information regarding NGBC can be found there. (Version 0.2) Thanks to: - AcidicEnema for corrections and details for Rock, Lee, Hanzo and Fuuma's moves. - Franz Bonaparto for information on how to chain Asura's Natas. - BossBass for testing out a lot of stuff regarding the Jin Brothers, Mr. Big's command attacks and Shiki's teleports. (Version 0.3b) - Blastrezz for pointing out Shiki's close standing D being an overhead, and how to combo out of it. The NeoGeo Battle Coliseum website at http://www.snkplaymore.jp/official/nbc/ - for hosting a bunch of videos depicting the moves for various characters. ============================================================================== 4) GAME SYSTEM ============================================================================== NeoGeo Battle Coliseum is essentially SNK Playmore's take on a dream match featuring characters from its various games such as King of Fighters, Last Blade, Samurai Shodown, Fatal Fury/Garou, Art of Fighting and many other titles, all pitted in a 2 on 2 tag team battle. Please read this segment, especially the moves properties because I use a lot of terminologies in the character movelist. Now, on to the game system proper! This diagram represents the joystick direction and commands for Player 1. Reverse the forward/backward directions when using Player 2. ub u uf ub = Up, backwards (Backward jump) O O O u = Up (vertical jump) \ | / uf = Up. forwards (Forward jump) \|/ b = Backwards (Walk back/Block) b O---n---O f n = Joystick neutral /|\ f = Forwards (Walk forward) / | \ db = Down, backwards (Crouching block) O 0 0 d = Down (Crouch) db d df df = Down, forward (Crouch) BUTTONS A = Light Punch (LP) B = Light Kick (LK) C = Hard Punch (HP) D = Hard Kick (HK) E = Tag out ACTION tap lightly tap joystick/button press push joystick/button hold push and hold joystick/button qcf (1/4 circle forward) motion joystick from d to f (d,df,f) qcb (1/4 circle backward) motion joystick from d to b (d,db,b) hcf (1/2 circle forward) motion joystick from b to f (b,db,d,df,f) hcb (1/2 circle backward) motion joystick from f to b (f,df,d,db,b) 360 rotate joystick 360 degrees in any direction 720 rotate joystick 720 degrees in any direction charge b,f + (button) hold back for 2 seconds, then push forward+button charge d,u + (button) hold down for 2 seconds, then push up+button P (Punch) Press A or C K (Kick) Press B or D any Press A/B/C/D Here's how to read the movelist: /----------------------------------------------------------------------------\ | Notation | Example | Action | |----------------------------------------------------------------------------| | , | A,B,f | Press A then B then push joystick forward. | |----------------------------------------------------------------------------| | + | 1)f+A, | 1.Push joystick forward + press A together. | | | 2)qcf+A | 2.Motion d,df,f then press button A while | | | | joystick is at f. | |----------------------------------------------------------------------------| | (None) | AB | Press A and B together | |----------------------------------------------------------------------------| | > | qcf+A | First motion qcf+P, then either qcf+P or hcb+P. | | | 1a> qcf+P | Moves with a (>) symbol indicate it is a followup| | | 1b> hcb+P | to another move before that. A followup cannot be| | | | used on its own. | \----------------------------------------------------------------------------/ BASIC COMMANDS press Start Taunt opponent tap f,f (hold f) Frontstep/Dash (hold f to run) tap b,b Backstep press ub,u or uf Normal jump tap db-df then ub-uf High Jump press b when attacked Standing Block (hold to remain blocking) press db when attacked Crouching block (hold to remain blocking) AB Tactical Step (requires 0.5 level) AB when knocked down Fallbreaker (recovery roll) AB during normal attack AC Tactical Step (requires 1 level) tap f,f when blocking Guard Cancel Frontstep (requires 0.5 level) tap f,f on Just Defence Just Defence Frontstep (requires 0.25 level) f/b+CD (near opponent) Basic Throw CD when grabbed Throw Escape Press E Tag Out (switches characters) qcf+E D-Assault (Double Assault) Press E when blocking Guard Cancel Tag Attack (requires 1 stock) - In NGBC, your stock bar builds up automatically after a while, but you only gain stock from attacks if they hit or are blocked. Whiffed attacks, including special moves do not build up your stock, though getting hit by enemy attacks or taking block damage increases your stock. - Your stock builds up on its own even when you're not attacking once the "D-Assault OK/Auto Charge OK" message appears. Using any moves that involve the E button will cause your stock bar to stop charging automatically until the message reappears. - If you hold the joystick forward during a frontstep, your character will run. You can cancel your frontstep into an attack. - The High Jump goes further than a normal jump, and is faster. - The Fallbreaker (recovery roll) allows a character to get up quicker upon being knocked down. Note that not all attacks can be recovered from. - Characters are invincible during part of the Tactical Step and Guard Cancel Frontstep, but not as it ends. The moves require a bit of stock to use. Both moves only travel forward, and can be canceled into an attack. - The Just Defence Frontstep is performed by blocking just before an attack hits, then immediately tapping f,f on the joystick. There is no visual indicator for the Just Defence Frontstep, so you won't know you did it unless you were paying attention to your stock gauge. It works exactly the same as the Guard Cancel Frontstep. - The AC Tactical Step cancels your attack (indicated by your character flashing blue for an instant, during which they are invulnerable). It's possible to extend combos using this move. - There is now a miss animation for basic throws. TAGGING-RELATED NOTES - Pressing E will cause you to switch characters. Characters switched out will heal automatically after a while. Unlike in KOF2003, your character will tag out immediately: your character will not taunt opponent first. Both characters are still vulnerable to attacks, and a character hit while tagging will not switch out. - Switching characters will not affect the amount of life they can heal. So, if your character has for example 70% life healable and has healed 30% before being tagged back in, you can still tag out and heal the remaining 40%. That's assuming you didn't take any extra damage or a D-Assault. - If you connected with a D-Assault, your inactive character will not heal while on-screen to perform their attack. - While you can switch out normally as often as you want, doing so will cause the "D-Assault OK" message to disappear. The message will also disappear when you use a Guard Cancel Tag or a D-Assault, regardless whether they hit or not. GUARD CANCEL TAG ATTACK NOTES - If you press E while blocking, your character will counterattack with a knockdown attack that does no damage, then switch out. The move requires 1 stock bar. Your character is invincible while flashing white during the attack, but your incoming partner is vulnerable to attacks. This move can be done anywhere as long as you're blocking. - You do not need the "D-Assault OK" message on-screen to use the Guard Cancel Tag Attack, but keep in mind if the move hits, your opponent will get 0.5 stock added to their gauge. - In a 2-player match, if one character was already KOed, the Guard Cancel Tag Attack will only have your remaining character performing the knockdown attack, since there's no partner to tag with. DOUBLE ASSAULT NOTES. - The Double Assault is performed with qcf+E, and it does not switch characters. It does not require stock, and can be chained into. The move does not do much damage, but it reduces the amount of health your opponent can heal (indicated by the red areas at the lifebar). - Upon connecting with the D-Assault, the screen background will turn blue. After the move ends, the screen resets to the center even if the move was done in the corner. The D-Assault ends with the hit character being sent flying across the opposite end of the screen, ending any corner traps. - You may only use the Double Assault when the message "D-Assault OK" appears above your stock gauges. The message will reappear again after a short while if you didn't use anything involving the E button. - The Double Assault can hit jumping or juggled opponents, but it has almost no priority, and can be defeated by just about any other attack. - Upon a successful D-Assault, your partner's lifebar will flash red for some time, which allows them to do more damage. Better yet, normal attacks will do block damage, and blocked attacks reduce opponent's guard meter more. This is known as Hyper Charge mode. - A Double Assault will miss if you tried to combo a normal attack against a jumping/mid-air opponent, even if on a Counter hit. - Certain team combinations have access to special D-Assaults. Look under the 'Miscellaneous' section for more information. MOVE PROPERTIES GLOSSARY - Hit locations are always noted first in brackets[], other properties later. - Jumping normal attacks must always be blocked high. - "In the corner" means your opponent should be backed to the screen's edge where they can't move backwards any further. - All cancelable moves, be it normal/command or Super Cancels can only be canceled if they hit or is blocked. Whiffed moves cannot be canceled. - (near) means the move can only hit or be launched when near an opponent. 'Near' in this sense means within range of your close standing attacks. - (air) means the move can be performed in mid-air as well as on the ground. - All overhead command attacks can be blocked low when canceled into from normal attacks, regardless if they actually combo or not. HIT LOCATION PROPERTIES [O] - Overhead/High level attack, must be blocked standing. [M] - Mid-level attack, can block standing or crouching. [L] - Move hits low and must be blocked crouching. [U] - Move is unblockable. [-] - Move does not hit, see additional notes. COMMAND ATTACK PROPERTIES S - Cancelable into special moves. SC - Cancelable into DMs only. X - Move can be canceled into, but it won't combo. SPECIAL MOVES PROPERTIES A - Move has autoguard. KD - Move knocks down an opponent, but can use recovery roll (Fallbreaker). DMs, throws and sweeps (crouching D) generally knock down upon hitting, so only the NR property will be used if the move isn't recoverable. NR - No Recovery: Move knocks down, opponent cannot use recovery roll. OTG - Over the Ground: Move can hit an opponent that has been knocked down. J - Juggles opponent, can followup after move. Juggles always knock down. so the KD notation won't be used. If a followup was not done, a juggled character may use the Fallbreaker upon landing. T - Throw move, cannot be countered. May/may not be unblockable. Knockdown. Throws do not do Counter damage. All special throws cannot be escaped from. P - Projectile, cannot be reversed, although certain moves can negate, absorb or reflect them. DM projectiles usually negate normal ones. CW - Move is a Counter Wire, meaning on a Counter hit, the move will cause opponent to bounce off the screen edge and leave them open to juggles. SC - Super Cancelable. Special moves are SCable for free in NGBC: you do not need one extra stock bar. DM - Super/Desperation move, requires 1 stock bar to use. Some characters' DMs require 2 bars or all 3 stock bars to perform. If so, they will be noted in parentheses () next to the move name. DMs are indicated by a red startup flash. # - See notes. ============================================================================== 5) MOVELIST ============================================================================== Normal characters will be sorted alphabetically based on the titles they originally appeared in. Bosses are catalogued after the normal characters. NEOGEO BATTLE COLISEUM - Ai - Yuki THE KING OF FIGHTERS - Iori Yagami - K' - Kyo Kusanagi - Shermie SAMURAI SPIRITS/SAMURAI SHODOWN - Asura - Genjuro Kibagami - Haohmaru - Nakoruru - Shiki FATAL FURY/GAROU DENSETSU - Geese Howard - Jin Chonrei - Jin Chonshu - Kim Kaphwan - Mai Shiranui - Tung Fu Rue GAROU: MARK OF THE WOLVES - Hotaru Futaba - Rock Howard - Terry Bogard ART OF FIGHTING/BURIKI ONE - Lee Pai Long - Mr. Big - Mr. Karate (Ryo Sakazaki) - Robert Garcia THE LAST BLADE - Akari Ichijo - Kaede - Keiichiro Washizuka - Moriya Minakata WORLD HEROES - Fuuma - Hanzo - Mudman METAL SLUG - Marco Rossi - Mars People OTHER TITLES - Athena - Cyber Woo - Kisarah Westfield - Shishioh (King Lion) BOSSES - Goodman - Mizuchi - Neo DIO - Shin Shishioh (King Leo) ============================================================================== NEOGEO BATTLE COLISEUM ------------------------------------------------------------------------------ AI [NeoGeo Battle Coliseum] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Top Hunting Throw [U] COMMAND ATTACKS df+A Robo Arm [M],S,# b/f+C Whirlwind fist [M],KD,# db/df+D Hyper Tackle [L],S SPECIAL MOVES qcf+P/AC (hold d) Joy Joy Block [M],P,# qcb+A Baseball Stars [M],KD,CW,# qcb+C Baseball Stars Professional [M],KD,CW,# qcb+AC Baseball Stars 2 [M],P,# qcf+K Bushinken [-],# hcb+K 2020 Super Catch [-],# Press ABC (can move) Joy Joy Balloon [-],# a> Press P Joy Joy Treasure [M],P,# b> Press B Joy Joy Kick [M],# c> qcf+P Joy Joy Block [M],P,# d> Press ABC Lightning Ball [M],P,# e> Press D Cancel [-],# e1> Press P Coma [M],KD,# e2> Press K Moonsault [M],# [DM] qcf(x2)+P Joy Joy Party [M],P,# hcb(x2)+P Last Resort [M],P,# > qcb+P Power! Unit! [M],P,# #. It seems Ai has no sweep. Motioning (d+D) gives you the Hyper Tackle. It serves as a low attack and is cancelable, but does not knock down. 1. ROBO ARM: Ai crouches and does a short jab with a robotic arm. The move is cancelable. 2. WHIRLWIND FIST: Ai turns into a small tornado, knocking down opponent if it hits. Motioning f+C goes forward while b+C has Ai moving backward. This move's command overlaps with a dash, so if you press C while doing a frontstep or dash, you'll end up getting this instead of her standing C. 3. JOY JOY BLOCK: Ai summons a Tetris block (yes, a Tetris block), which appears at the top of the screen. After a while, the block falls down. The button used determine the block distance from Ai, with A being closest to her. You can hold the joystick on the down position to have the block fall faster. The block will disappear if Ai is hit, but she can move freely after the block appears. 4. BASEBALL STARS: Ai swings with her baseball bat. The move can hit normally as well as counter projectiles, including her own Joy Joy Blocks. The C version comes out slower. For the A and C versions, Ai bats out a baseball if it meets a projectile. A version sends the baseball straight forward while C has it travelling in an arc. Both versions are also Counter Wires. 5. BASEBALL STARS: 2: The AC version has Ai summoning a Joy Joy Block, then batting it forward (it has slow startup time however). You can hold d on the joystick to have the block fall faster. The block can hit even before Ai swings it if opponent jumped toward her and touched the block. 6. BUSHIN KEN: Ai creates a mirror image that slides forward to the end of the screen before returning to her for the B version, working as a fake-out. The mirror images cannot be harmed and attacks will pass right through. D version is an actual teleport forward. Ai can create multiple illusions during the B version, then mix it up with the D version. Ai can move and attack freely while any illusions are on-screen. Note that Ai is not invincble while teleporting during the D version. 7. 2020 SUPER CATCH: Ai absorbs projectiles with this move, gaining some stock in the process. B version absorbs mid-level projectiles, while D absorbs low and floor-level ones. 8. JOY JOY BALLOON: Ai sits on a balloon, during which she can move around slowly but cannot block. Ai is immune to low attacks while on the balloon. Pressing D or using a Joy Joy Block or Lightning Ball will end this move. 9. JOY JOY TREASURE: Ai tosses random objects while on the balloon. (A) drops objects on a shallow arc directly in front of her, while (C) goes about 1/3 screen and bounce once. The objects she throws (I've seen a bomb and a crate) explode upon contact with opponent. 10, LIGHTNING BALL: A field of electricity surrounds Ai's balloon. The move will only hit if opponent was near the balloon. Using this automatically ends the Joy Joy Balloon. 11. COMA: Ai falls down with a flaming attack, knocking down opponent if it connects. If it his in the corner, you can juggle opponent before they land, and the Last Resort can combo and juggle repeatedly. 12. MOONSAULT: Ai hops forward with a kiok. She can use this after the Coma as well, but the moves don't combo with each other. 13. JOY JOY PARTY: Ai summons a screenful of Tetris blocks and they fall at different rates, exploding upon contact with opponent. A version starts with a block falling directly in front of Ai, while C has the first block falling at 1/2 screen distance. 14. LAST RESORT: Ai summons a small robot drone that shoots tiny projectiles. Note that the drone itself can hit opponent, and if it hits a mid-air or juggled opponent, the move can juggle repeatedly as long as the drone touches opponent. She can move freely while the drone is active, but if Ai is hit, the drone will disappear. It will also disappear on its own after a while, after hitting 4 times, or if you used the Power! Unit!, which sends it for a kamikaze attack. #. The little bolts of lightning in front of Ai during her Joy Joy Block/ Party and Baseball Stars 2 can hit opponent, and cannot be reversed. ------------------------------------------------------------------------------ YUKI [NeoGeo Battle Coliseum] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Fire Suplex [U] COMMAND ATTACKS f+A,df+C,b+B,f+D Mutation Combination [M],KD,# f+C during close C Dogou Sou Ken [M],S,# SPECIAL MOVES qcf+P Beast Buster [M].P,# f,d,df+P Submarine Screw [M],KD,# qcb+P Bakuretsu Ken [M],KD,SC,# hcb+K SENGOKU Denshou [#],KD qcb+P in air Riding Hero [-],# qcb+K in air Lightning Fist [M],KD,# d,d+Start/any Memory Card Slash [-],# > hcb,f+P (near) Fire Suplex Hold [U],T,# [DM] qcb(x2)+P Chodokyu Mega Beam 100 [M],P,# qcf,hcb+P Chodokyu Neo Geo Ranbu (2) [M],# qcf(x2)+K Chodokyu Status Up (2) [-],# qcb(x2)+ABC Chodokyu MAX 330 Mega Beam (3) [M],P,# 1. MUTATION COMBINATION: 5-hit combination command attack. You need to input the commands pretty fast to get all the hits in. You can perform all the hits even if the move misses. 2. DOGOU SOU KEN: Additional hit for Yuki's close standing C, usable only if it hits or is blocked. The move is cancelable. 3. BEAST BUSTER: Yuki points forward, and fires an invisible projectile from his wrist. The move is aimed slightly upward, so will miss opponent if they were at the opposite end of screen or was crouching. There is a short delay before the move hits after Yuki fires, but the projectile hits at any range, and is instantaneous. Move does 3 hits when powered with the (A) Memory Card Slash. 3. SUBMARINE SCREW: Yuki punches diagonally upward with a column of blue flames from his hand, serving as his anti-air. It doesn't have very good forward range though. When powered with the (C) Memory Card Slash, Yuki literally performs Duke's Submarine Screw, during which he seems to be invincible and the move does 7 hits instead. 4. BAKURETSU KEN: Yuki rushes forward with a knockdown lightning punch (which is odd considering the move's name). The move won't hit during the forward dash: only during the actual punch can hit when Yuki stops. Move is SCable , and either Chodokyu Mega Beam will combo from it in the open. 5. SENGOKU DENSHOU: Yuki hops forward. This move works as an anti-air throw, Upon hitting, Yuki stabs downwards with energy from his wrists. Since Yuki does a low hop, the unpowered version of this move will only connect if opponent is fairly near the ground. When powered with the (B) Memory Card Slash, the move allows him to hit opponent on the ground, as he'll perform the downward stab after jumping (unlike the unpowered version). The powered up version seems to be an overhead. Move knocks down. 6. RIDING HERO: Yuki turns around and shoots a small beam from his wrist while in mid-air, the recoil pushing him forward. Basically, it's an air dash. Can be interrupted into the Lightning Fist. I'm not sure if the beam can actually hit an opponent or not. 7. LIGHTNING FIST: Yuki teleports and reappears back on the ground directly below where you launched the move with bolts of lightning streaking around his body. The (D) Memory Card Slash gives the move more range and hits. This move knocks down. I haven't tried this myself, but it seems you can juggle opponent in the corner after hitting with the powered up version. 8. MEMORY CARD SLASH: Powers up Yuki's special moves, causing them to do more hits and damage, as well as having other properties: (A) - Beast Buster (B) - SENGOKU Denshou (C) - Submarine Screw (D) - Lightning Fist (Start) - Enables use of Fire Suplex Hold You can stack different versions of this move, but not for the same button version. Meaning, performing d,d+A twice will not let you do 2 powered-up Beast Busters in a row. Do note that the move's effect will disappear over time when left unused. 9. FIRE SUPLEX HOLD: Unblockable command throw. You MUST have used the Start version Memory Card Slash first to be able to use this move. Tap the P button rapidly to increase the move's damage and duration. 10. CHODOKYU MEGA BEAM 100: Yuki hops up and fire a beam from his wrist. Move comes out fairly fast, but you can't seem to combo into it from normals. 11. CHODOKYU NEO GEO RANBU: Standard autocombo DM. Costs 2 stock bars to use. 12. CHODOKYU STATUS UP: Yuki glows red for the B version, during which his attacks do increased damage. He glows yellow for the D version, during which he takes less damage. Considering this move costs 2 levels, its effects don't last very long (about 7-8 seconds at best). 13. MAX 330 MEGA BEAM: Yuki fires a pink version of his Mega Beam 100. For a move that costs all 3 levels, the damage from this move is only so-so. #. Pay attention to the wordings that appear very briefly during the Mega Beam 100 and Max 330 Mega Beam. Talk about self-promotion eh? :) ============================================================================== THE KING OF FIGHTERS - Iori, K' and Kyo are based (somewhat) off their KOF2003 versions. ------------------------------------------------------------------------------ IORI YAGAMI [King of Fighters] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Sakahagi [U] COMMAND ATTACKS f+A,A Geshiki: Yumebiki [M].SC(1st),S(2nd),# f+B Geshiki: Goufu In "Shinigame" [O],X,# b+B in air Geshiki: Yuri Ori [M],# SPECIAL MOVES qcf+P 108 Shiki: Yami Barai [M],P,OTG,# qcb+P (perform 3x) 147 Shiki: Aoi Hana [M,O-3rd],NR,# qcb+K 212 Shiki: Kototsuki In [M],NR,SC,# f,d,df+P 100 Shiki: Oniyaki [M],SC(C),KD,# hcb,f+P (near) Kuzukaze [U],# [DM] qcf,hcb+P Kin 1211 Shiki: Ya Otome [M],# qcb,hcf+P (can hold) Ura 108 Shiki: Ya Sakazuki [M],P,# qcf,hcb+K Chi No Busou [U],T,NR,# 1. YUMEBIKI: The 1st hit is SCable only, while the 2nd hit is cancelable into specials. The move is chainable from light attacks. The 2nd hit won't connect if the Yumebiki was canceled from a standing/crouching C. 2. SHINIGAME: Overhead, cannot be chained into. Becomes cancelable if canceled into. 3. YURI ORI: This move is a cross-up attack and cannot hit unless used while jumping over opponent. Despite being an air attack, this move can be blocked low. This move can no longer be done during a backstep. 4. YAMI BARAI: Move can now hit an opponent lying on the floor. 5. AOI HANA: A version is faster, while C goes further. The 2nd hit knocks down, while the 3rd hit is an overhead and cannot be recovered from. You can OTG your opponent with a Yami Barai after the A version hits. 6. KOTOTSUKI IN: Move is only chainable from his close/crouching C or a canceled Shinigame. The 2nd hit may miss against jumping opponents. If blocked, Iori stops at the 1st hit, which has little recovery time. The move is now SCable on the 1st hit, but only the Ya Otome will combo. 7. ONIYAKI: A version does one hit, while C version does 3 hits and will only knock down on the 3rd hit. C version is SCable on the 1st and 2nd hits. 8. KUZUKAZE: Short ranged unblockable throw. Does no damage, but switches sides and leaves opponent vulnerable momentarily. Opponent recovers from this move faster now. 8. YA OTOME: Iori can go under mid-level projectiles during this move. He no longer has the Saika followup. 10. YA SAKAZUKI: If move hits, opponent will be unable to move. Move can hit a mid-air opponent and negates normal projectiles. Unlike in KOF2003, the move damages opponent. You still can't combo into this move, but the projectile travels faster now, and Iori recovers faster as well. While opponent is immobilized, you cannot repeat this move, but now throw moves can hit opponent, meaning the Kuzukaze and Chi No Busou will connect. 11. CHI NO BUSOU: Iori leaps forward, and upon landing, grabs opponent and performs a flameless Saika (his Exceed from SNK vs Capcom). The move is an unblockable throw, cannot hit a mid-air opponent and only hits when Iori lands. The B version lands Iori slightly in front of his launch location, while D version takes him about 1/3 screen distance. Iori is immune to any on-screen attacks while he slashes if the move hits. ------------------------------------------------------------------------------ K' [King of Fighters] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Spot Pile [U],NR COMMAND ATTACKS f+A An Inch [O],SC,NR,CW,# f+B Knee Assault [M],S,# SPECIAL MOVES qcf+P Iron Trigger [M],P,KD(A),# a> f+B Second Shoot [M],P,# b> f+D Second Shell [M],J,# c> b+K Blackout [-],# f,d,f+P Crow Bites [M],KD,# > f+K during (C) Crow Bites Crow Bites Plus [M],NR qcf+K Blackout [-],# qcf+K in air Air Trigger [M],P qcb+K in air Minutes Spike (aerial) [M],KD,# qcb+K Minutes Spike [M],KD,# a> qcb+K Narrow Spike [L],SC,J,# b> qcf+K Air Trigger [M],P [DM] qcf(x2)+P (can hold) Heat Drive [M],# qcf(x2)+K Heaven's Drive [M],# qcf,hcb+P Chain Drive (2) [M],# 1. AN INCH: Overhead with no-recovery knockdown when used standalone. Is also SCable when used standalone, although you can't combo into it. On a Counter hit, it becomes a Counter Wire, and can combo with a delayed Heat Drive. When canceled into, this move becomes cancelable. 2. KNEE ASSAULT: Move is cancelable into the Minutes Spike (aerial) or Air Trigger and combos from light attacks. It's now easier to cancel this move compared with KOF2003. 3. IRON TRIGGER: Short range projectile, can followup with Second Shoot or Second shell regardless of whether the Iron Trigger hit or not. The A version knocks down, while the C version pushes opponent back. Move cannot hit a juggled opponent, so you can't use this to followup a Second Shell or a Counter Hit An Inch. Move only chains from hard attacks. 4. SECOND SHOOT: Projectile; the move can hit from up close like in KOF2003. 5. SECOND SHELL: Upward aimed flaming kick that juggles a hit opponent. Can follow with any DM in the corner, while the Heat Drive will combo in the open. The move can negate normal projectiles. 6. CROW BITES: K' stops in mid-air during the C version, and you can followup with the Crow Bites Plus. A version has no autoguard, unlike in 2002 and NeoWave, but is SCable on the 2nd hit: the Heat Drive can connect. 7. BLACKOUT: Teleport move, D version goes further than B. The move has a very short period of invincibility about halfway through the slide, but K' is vulnerable during the startup and when he reappears. 8. MINUTES SPIKE: Forward jumping kick, can avoid low attacks. D version goes further than B. Can be used in mid-air, or during a backstep. If a jumping C or D hits a mid-air opponent, you can followup with this. You can now use the Air Trigger after a ground-launched Minutes Spike if it hits or is blocked. If you managed to hit an opponent in mid-air with this, it's possible to hit opponent again before they land. 9. NARROW SPIKE: Low hitting knockdown move; can only be launched from a ground-launched Minutes Spike. The Minutes Spike must travel forward a little before you can launch this move. If the move hits in the corner, you can followup before opponent lands: try using the (A) Crow Bites. You can use this move regardless of whether the Minutes Spike hits or not. Move is SCable: The Heat Drive hits in the open, while the Chain/Heaven's Drive works in the corner. 10. HEAT DRIVE: C version launches faster than A, and is easier to combo into. If blocked, K' stops in front of opponent. 11. HEAVEN'S DRIVE: This move can combo from light attacks. If chained into, the move will not do its full 11 hits. 12. CHAIN DRIVE: Autocombo move: K' throws his sunglasses, and if it hits or is blocked, K' dashes forward with an autocombo attack. The glasses are treated as a projectile, so it can clash with other normal projectiles; and K' will still rush forward. A low projectile may still go under the glasses and hit K' out of this move. Move can hit a juggled opponent at or near the corner. This move requires 2 levels to use but the animation is the KOF2002 DM version. ------------------------------------------------------------------------------ KYO KUSANAGI [King of Fighters] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Issetsu Seoi Nage [U],NR COMMAND ATTACKS d+C in mid-air Geshiki: Naraku Otoshi [O],# f+B Geshiki: Goufu You [O],# df+D 88 Shiki [L-2hits],# SPECIAL MOVES f,d,df+P 100 Shiki: Oniyaki [M],A,SC(C),# qcf+K,K 75 Shiki Kai [M],# hcb+K 412 Shiki: Hikigane [M],J,# b,d,db+K R.E.D. Kick [O],NR,# qcb+K in air Kuuchuu R.E.D. Kick [O],NR,# qcf+A 114 Shiki: Aragami [M],A,SC,# 1a> qcf+P 128 Shiki: Konokizu [M],KD 2a> P 127 Shiki: Yanosabi [O],NR 2b> K 125 Shiki: Nanase [M],KD OR 1b> hcb+P 127 Shiki: Yanosabi [O],NR 2a> P Geshiki: Migiri Ugachi [L],NR,OTG 2b> K 125 Shiki: Nanase [M],KD qcf+C 115 Shiki: Dokugami [M],# a1> hcb+C 401 Shiki: Tsumi Yomi [M] a2> f+C 402 Shiki: Batsu Yomi [M],KD a3> f,d,df+C 100 Shiki: Oniyaki [M],KD OR b1> qcf+C 114 Shiki: Aragami [#],A b2> qcf+A 128 Shiki: Konokizu [#],KD b3> qcf+K 125 Shiki: Nanase [#],KD b4> hcb+C 123 Shiki: Shaku En [#],J,# [DM] qcb,hcf+P (can hold) Ura 108 Shiki: Orochi Nagi [M],# qcf(x2)+P (can hold) 182 Shiki [M,U],# qcf(x2)+K Saishu Kessen Ougi: Mu Shiki [M],# > Press P as move ends Chouhatsu [-],# #. Kyo's crouching B isn't cancelable into special moves, but the 88 Shiki comes out fast enough to combo from it. #. Kyo's far C is now cancelable. #. Kyo lost his Kototsuki You followup for the Yanosabi. 1. NARAKU OTOSHI: Knocks down an airborne opponent. No longer usable during a backstep. 2. GOUFU YOU: Is an overhead when used on its own. When canceled into it becomes cancelable and does 2 hits. The move's speed and range has been increased, and it will now combo from light attacks. 3. 88 SHIKI: Both hits are low attacks. The move now has longer recovery. 4. ONIYAKI: C version hits twice, but only knocks down on the 2nd hit, which may miss when chained into. A version hits twice on a Counter hit. C version is SCable on the 1st hit. 5. 75 SHIKI KAI: 2nd hit of D version juggles opponent but may miss if done too far from opponent. B version does not juggle, but chains from light attacks. 6. HIKIGANE: B version is immune to low attacks, while D version is immune to low attacks when Kyo hunches before he attacks. Both versions now juggle opponent. B version is no longer SCable, but D version is now SCable. 7. R.E.D KICK: The move is now an overhead and can be performed in mid-air. 8. ARAGAMI: The followups can be performed regardless of whether the Aragami hits or not. The Aragami can negate normal projectiles if Kyo's fist connects with it. The move has autoguard as Kyo steps forward, before he strikes. The Aragami is SCable now. 9. DOKUGAMI: The Dokugami can negate normal projectiles if Kyo's fist connects with it. Kyo's standard Dokugami chain (qcf+C> hcb+C> f+C> f,d,df+C) can be performed regardless of whether the Dokugami hits or not. However, his new chain (qcf+C> qcf+C> qcf+A> qcf+K> hcb+C) can only be done if the Dokugami hits opponent. Like in KOF2003, Kyo's standard Dokugami chain can only be done using the C button now. 10. SHAKU EN: Finisher for the new alternate Dokugami chain. Kyo raises his arm and clenches his fist (his win pose from KOF2000), which ignites opponent. You can juggle opponent in the corner after the move hits using the D Hikigane, and continue with the (A) Oniyaki 3 times in a row, or using a Double Assault. 11. OROCHI NAGI: A version is immune to most low attacks, C version is immune to mid/high attacks. The immunity begins while Kyo is holding up a flaming hand, and lasts while the move is being delayed. Kyo is vulnerable as he slides forward to attack. The flame wave can destroy normal/DM projectiles and cannot be negated. The move is faster now, and will combo from the Goufu You. 12. 182 SHIKI: The move does more damage and becomes unblockable when fully charged. 13. MU SHIKI: The column of flames during the startup can negate normal and DM projectiles. Kyo can negate normal projectiles during the multiple punches , and an opponent touching him will be drawn in and will take damage even if they were behind Kyo. Note that Kyo is not invincible during this move, so long ranged attacks (such as Mizuchi's energy columns) may be able to hit him out of it. The pillar of fire is a projectile and cannot be negated, but Kyo's punches can be reversed. This is the DM version from KOF97/98, so it stops at 5 hits. 14. CHOUHATSU: Kyo taunts opponent. The Mu Shiki must hit for you to use this, but you do not have to get full hits: so long as any of the punches hit, you can perform this. Upon completing the taunt, Kyo's body glows yellow for about 5 seconds or so, during which he can cancel his special moves into other specials. Kyo MUST complete the taunt animation for this to take effect. If he gets interrupted even as he finishes the taunt, Kyo won't glow yellow. ------------------------------------------------------------------------------ SHERMIE [King of Fighters] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Front Flash [U] COMMAND ATTACKS f+B Shermie Stand [O-2nd],# f+C Baku New Suplex [M],X,T,NR,# f+D Shermie Kick [M],KD,S,# SPECIAL MOVES hcf+P (near) Shermie Spiral * [U],T,NR hcf+K Diamond Bust [U],T,NR qcb+P (repeat if move hits) Shermie Whip * [M],T,NR qcb+K (air) Axle Spinning Kick [O],KD,# f,d,df+K Shermie Clutch * [#] qcf+K after * moves Shermie Cute [#],OTG,NR hcb,f+P F-Captured [-],# f,d,df+P Shermie Catch [U],T,# 1> hcf+P Additional Throw [U],T,NR,# 2> tap P repeatedly Hold [#] [DM] hcf(x2)+P (near) Shermie Carnival [U],T,NR,# > f,d,df+K Additional Attack [#],NR qcf(x2)+K Thunder Leg Lariat [M],NR,# #. Shermie has no far standing A,B and D animations. #. You can combo Shermie's standing/crouching A into her standing B (then into the Shermie Stand). #. Shermie's far C is now cancelable. 1. SHERMIE STAND: Move is an overhead on the 2nd hit. If canceled into, it becomes cancelable on the 2nd hit. This move will combo from light attacks. 2. BAKU NEW SUPLEX: Blockable command throw, will grab any nearby opponent if they're not blocking. Can grab mid-air opponents and cannot be revered. Move cannot be chained into. Note the command is now f+C instead of f+A. 3. SHERMIE KICK: Shermie's standing CD from KOF2002/NeoWave. Knocks down, and is cancelable. 4. DIAMOND BUST: Long range unblockable command throw. Cannot hit mid-air opponents. The move comes out much faster now, and can be chained into. 5. SHERMIE WHIP: Can grab standing or jumping opponents. Move has long recovery time if it misses. This move cannot be reversed. The move is now split into two sections: the first qcb+P is the initial grab, and you have to motion qcb+P again for her to perform the suplex (the move must hit to be able to do so). Shermie moves backward during this move, so it tends to miss in combos unless done very near opponent. 6. AXLE SPINNING KICK: An overhead kick that cannot be chained into. (D) version goes higher than B version. Both versions have invincibility at the beginning, but Shermie is vulnerable as she kicks. This move can now be done in mid-air, making for some nasty cross-up potential. 7. SHERMIE CLUTCH: Anti-air throw, cannot hit opponents on the ground. D version goes higher than B does. 8. SHERMIE CUTE: Followup attack for Shermie Spiral, Shermie Whip and Shermie Clutch. May miss when used at corners. 9. F-CAPTURED: Reversal move, can counter jumping and mid-level attacks including special moves and DMs. 10. SHERMIE CATCH: Shermie leaps forward and reaches for opponent's head. If it connects, the move does no damage, but Shermie switches sides with opponent while leaving them vulnerable momentarily. Essentially, it's Chris' Direction Change or Orochi Yashiro's Niragu Daichi. Upon connecting , you can motion hcf+P to have Shermie perform a suplex, and tapping the P button will have her deal more damage and extend the duration of the hold. 11. SHERMIE CARNIVAL: Short ranged unblockable throw. The move launches faster now, and Shermie is invincible during the startup flash. Shermie now has a followup for this move, performed with f,d,df+K (the Shermie Clutch she uses to end the SDM version in KOF). 12. THUNDER LEG LARIAT: Shermie's HSDM from KOF2002/NeoWave. This move is no longer a throw: Shermie rushes forward with the lightning knee directly. This move comes out very quickly, but its damage is fairly low. ============================================================================== SAMURAI SPIRITS - All the Samurai Spirits characters have their A/B/C attack buttons as Light/Medium/Hard Slashes while D serves as the only Kick button. - Haohmaru and Genjuro's special moves still follow the standard notations, meaning Slash is A/C and Kick is B/D. - Asura and Nakoruru's special moves however use A/B/C for Slash and D for Kick. Shiki has been changed to follow this rule as well. - Most of the SS characters' command attacks cannot be canceled into from their normal attacks, and must be used standalone. Asura and Haohmaru do have some command attacks that can be canceled into. ------------------------------------------------------------------------------ ASURA [Samurai Spirits] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Travui [U] COMMAND ATTACKS db+C Nolliennos [L],KD,S,# b+D Reirrev [M],# db+D Reisor [L],S,# f+D Enirrev [M],# d+D in air Lisserg [O],# SPECIAL MOVES qcf+A/B/C Shedomusa (Asmodeus) [M],P,# f,d,df+A/B/C Rojeref [M],P,J,# hcb+A/B/C Nommamu (Mammon) [-],KD,# qcb(x2)+A/B Eresu (Ares) [U],KD,# qcb(x2)+C Bubezuleeb (Beelzebub) [U],KD,# [DM] qcb,hcf+D (near) Legna-Hcra (Archangel) [U],# qcb,hcf+A/B/C Natas (Satan) (2) [M],# #. Asura's far C knocks opponent back upon hitting. 1. NOLLIENNOS: Low hitting Slash that knocks down and is cancelable. His crouching C is an upward aimed swing. This move can be canceled into from Asura's other normals, unlike other SS command attacks. The (A) Rojeref will combo from this move. 2. REIRREV: Short ranged kick that comes out fairly quickly. Basically a standing LK. 3. REISOR: A short kick that hits low, basically Asura's crouching LK. You can cancel this into his Nolliennos. 4. ENIRREV: A longer ranged kick than Asura's standing D, but is slower. 5. LISSERG: An alternate jumping kick. Has slightly more range than his normal jumping D. 6. SHEDOMUSA: Asura shoots 1/2/3 arrows depending on the button pressed. Each arrow is considered a separate projectile, so the B and C versions can negate normal projectiles at the cost of doing less hits and damage. The stronger the Slash used, the slower the move's startup is. The arrows will weave up and down slightly during flight. 7. ROJEREF: Asura creates a lance that stabs out from the ground. Distance varies according to button used, with A being Asura's sweep distance, B about half screen, and C about 80% screen distance. You can combo into the A version, and the move juggles a hit opponent, though followups are difficult. 8. NONMMAMU: Asura raises a shield, and if it meets a physical attack, spikes protrude from his shield, knocking down opponent. This move counters high and mid-level attacks, including special moves/DMs. Note that the spikes' counterattack is a physical attack, and can be blocked if opponent recovered soon enough. This move can also reflect projectiles (even floor level ones). There are no differences between button versions. 9. ERESU: Asura turns his back to the screen as the background turns black. After a short pause, he steps forward and performs an unblockable sword slash that knocks down and does quite a bit of damage. Asura lunges forward during the B version, giving it much more range. 10. BUBEZULEEB: Asura summons a huge axe and smashes it down with a massive explosion. This move has significant startup time, but is unblockable and has full screen range. Opponent must jump to avoid taking damage, but axe itself cannot hit. 11. LEGNA-HCRA: Asura impales his opponent with a lance from his Rojeref which burns opponent while holding them in place, and finishes with his Eresu. This move is unblockable. 12. NATAS: Asuta summons his axe in front of him (meaning this move only hits from up close). If it hits, he does his far C (a stab from his lance), traps his opponent in chains, performs a fast Bubezuleeb, then finishes with several lances from his Rojeref. The opening animation hits 3 times, and all 3 hits must be blocked or the DM will hit normally. You can only combo this from his crouching B up close. Move costs 2 levels to use. ------------------------------------------------------------------------------ GENJURO KIBAGAMI [Samurai Spirits] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Ashige [U] COMMAND ATTACKS df+C Gekikaze [M],S,# f+D Suso Kosuri [L],KD,S,# SPECIAL MOVES qcf+P Sanren Satsu: Kiba [M],# > qcf/qcb+P Sanren Satsu: Tsuno [M],KD,# > qcf/qcb+P Sanren Satsu: Rin [M],KD,# qcb+P Ouka Zan [M],P,SC,# hcb,f+P Hyakki Satsu [M],KD,# f,d,df+P Touha Kouyouku Jin [M],KD,# hcb+B (can hold) Gashin Totsu [M],KD,# f,d,df+B (near) Gekka Zan [U],# [DM] qcf(x2)+A Ura Gokou [M],NR,# qcf(x2)+C Gokou Zan [M],NR,# qcb(x2)+P Sakura Kiri Ayame [M,O],P Press ABC Ikari Bakuha (3) [M],KD,# #. Like in SVC, Genjuro is spelt as "Genjyuro" in NGBC. #. Genjuro has no crouching C (the animation is the same as his far C). #. Genjuro's crouching D knocks down, but does not hit low. 1. GEKIKAZE: Upward aimed slash. The move is cancelable into specials/DMS, but you cannot cancel into this move. 2. SUSO KOSURI: Low hitting kick that knocks down. You cannot cancel into this move. The move is cancelable into specials and DMs, but since it knocks down, any followups won't connect even on a Counter Hit. 3. SANREN SATSU: C versions of Kiba and Tsuno can cross-up unless opponent is too far away. Unlike in SS, both versions do the same amount of damage, and you can now followup the C version even if it did not cross-up. Also, if you started with the A Kiba, using C for the Tsuno will not cause it to cross-up but if you started with C, using the A Tsuno will not cross up as well. The move comes out faster now. 4. OUKA ZAN: Genjuro throws out a hanafuda card forward, serving as his projectile. The move is SCable. 5. HYAKKI SATSU: Genjuro steps forward with 2(A) or 6(C) slashes. If any of them hit, he stabs his katana into opponent, yanks it out and kicks them away. C version has longer range while A is faster. 6. KOYOUKU JIN: C goes higher than A version. Both hit twice up close on an opponent on the ground. 7. GASHIN TOTSU: Genjuro charges up, then stabs forward. The move comes out much faster than it did in SVC, but its range is shorter and is now blockable. Delaying the move has no effect on its damage, but makes it unblockable. Note that the move's command has changed. 8. GEKKA ZAN: This move no longer juggles opponent, and is performed only with the B button now. 9. URA GOKOU: Genjuro is invincible for a short moment during the startup. This move does not negate projectiles, and Genjuro is vulnerable even if the card at the startup connects, but if he manages to finish the initial swing and hit opponent, Genjuro is invincible for the remainder of the move. This is the Bust/Rasetsu version of Genjuro's SS3/SS4 Weapon-Flipping Technique. It seems to come out slightly faster now. 10. GOKOU ZAN: This is the Slash/Shura version of Genjuro's SS3/SS4 Weapon-Flipping Technique. The move has the same properties as the Ura Gokou; only the hit animation is different. 11. AYAME: This is Genjuro's Bust/Rasetsu qcb+S projectile: he performs the Ouka Zan, except that the card will rebound upon connecting with opponent, descending again for another hit. Unlike in SS, the card will rebound even if it hits opponent. The rebound is an overhead, and Genjuro recovers upon the initial hit, so you can hit opponent in between and after both hits. 12. IKARI BAKUHA: Costs all 3 levels to perform. Genjuro's skin turns red, during which he does more damage. The startup of this move can hit opponent. Genjuro no longer has the Issen as a follow-up. ------------------------------------------------------------------------------ HAOHMARU [Samurai Spirits] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Nadareshi ~ Hien Kirii [U] COMMAND ATTACKS db+B Knee Thrust [L] df+D Sliding Thrust [L],KD,# SPECIAL MOVES qcf+P Ougi Senpuu Retsu Zan [M],P,NR(C),# qcf+K Ougi Senpuu Retsu Zan (fake) [-] qcb+P Ougi Resshin Zan [O],NR,OTG,# hcb+K Zankousen [U],KD,# f,d,df+P Ougi Kogetsu Zan [M],KD,SC,# f,d,df+P while dashing Ougi Shippu Kogetsu Zan [M],KD,# [DM] hcb,f+P Tenha Seiou Zan [M],P,# qcf(x2)+P Hiougi Tenha Fuujin Zan (2) [M],# Press ABC Ikari Bakuha (3) [M],KD,# #. Haohmaru can cancel into his Sliding Thrust, but not into the Knee Thrust. 1. SENPUU RETSU ZAN: Haohmaru throws a small tornado (range depends on button used, but neither version will go all the way to the end of the screen. C version goes further and if it hits, opponent will be juggled, but you can't followup (but since the Resshin Zan is an OTG, it can combo after the move hits). The Kick versions are fakes. If the C version hits, it's a good setup for the Zankousen, since opponent can't recovery roll. 2. RESSHIN ZAN: Haohmaru leaps forward and smashes his sword down. Move is an overhead and can hit opponent on the floor. (A) is faster while C goes further. A version does NOT knock down. 3. ZANKOUSEN: Haohmaru charges up, then performs an unblockable far C that knocks down and does quite a bit of damage. D version takes longer to charge up, but does insane damage (more than most level-2 DMs). 4. KOGETSU ZAN: The move has no invincibility during the 1st swing unlike in SS. The 1st hit is SCable, but you can only combo into the Tenha Fuujin Zan if you SCed the A version Kogetsu Zan (the C version will miss). A version can combo from light attacks. You can combo the Tenha Seiou Zan by SCing the C version of this move. 5. SHIPPU KOGETSU ZAN: This move comes out faster than the normal Kogetsu Zan and Haohmaru goes forward a little instead of jumping staight up. 6. TENHA SEIOU ZAN: Haohmaru performs a downward slash with a huge cone of energy that negates projectiles. You can't combo into this move normally, but it does a lot of damage even when blocked. This is Haohmaru's Weapon-Flipping Technique from SS2. 7. TENHA FUUJIN ZAN: Haohmaru does 6 continuous Kogetsu Zans. The move will not get full hits against an opponent in mid-air. 8. IKARI BAKUHA: Costs all 3 levels to perform. Haohmaru's skin turns red, during which he does more damage. Haohmaru can hit a nearby opponent as he is posing during the move's activation. ------------------------------------------------------------------------------ NAKORURU [Samurai Spirits] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Nadareshi ~ Yoko Retsukiri [U] b/f+CD in air (near) Hiten Taka Kachi [U] COMMAND ATTACKS db+D Kyaku Kasane [L],# f+D Renshiba Kyaku [M],# d+D in air Kosara Retsu Kyaku [O],KD,# SPECIAL MOVES qcf+A/B/C Annu Mutsube [L],KD,# f,d,df+A/B/C Rera Mutsube [M],KD,# b,d,db+A/B/C Kamui Rimse [M],# > Press A/B/C Additional Attack [M],KD,# hcb+A/B/C Shichikapu Etu [M],P,KD,# qcb+D (can move) Taka ni tsukamaru [-],# a> Press A/C Taka tsukamari kougeki [O],# b> Press B Yatoro Pok [O],# c> Press D Taka ni oriru [-],# d> Press AB Kamui Mutsube [O],KD,# [DM] hcb(x2)+A/B/C Elerush Kamui Rimse [M],# qcf(x2)+A/B/C Kamui Sentek (2) [-],# 1. KYAKU KASANE: A short crouching kick. This is basically her crouching LK. 2. RENSHIBA KYAKE: Nakoruru does a kick, the hops up and rolls backwards. 3, KOSARA RETSU KYAKU: Nakoruru flips, then stomps in mid-air. The move knocks down. 4. ANNU MUTSUBE: The distance of the move varies with the button used. All versions will not go past opponent if blocked. The stronger the Slash button used, the slower the startup is, but all versions are chainable. 5. RERA MUTSUBE: The move now does multiple hits. The stronger the button used, the higher and further Nakoruru goes. 6. KAMUI RIMSE: Nakoruru swings her cape out 1/2/3 times depending on the button used. She can reflect projectiles with this move. Press A/B/C again to perform another 2 hits that knock down opponent. 7. SHICHIKAPU ETU: Nakoruru calls in Mamahaha to dive in and attack. This works as a projectile. You cannot repeat this move until Mamahaha returns to Nakoruru. 8. TAKA NI TSUKAMARU: Nakoruru hangs on to Mamahaha. You can move freely during this move. Pressing A or C will have Nakoruru slash in mid-air (the Elerush Kamui Rimse can combo off this move). The Yatoro Pok (B) will have Nakoruru jump off with a rolling slash that is an overhead, but does not knock down. The Kamui Mutsube (AB) is an overhead diving stab that knocks down. Pressing D will have Nakoruru let go and drop down without attacking . You can perform the Elerush Kamui Rimse while Nakoruru is hanging on to Mamahaha: she will dive down immediately, reducing the startup time. 9. ELERUSH KAMUI RIMSE: Nakoruru hops up and hangs on to Mamahaha (if she isn't already on Mamahaha), then dives down with a Kamui Mutsube. If it hits, she does a Kamui Rimse and finishes off with a Shichikapu Etu. 10. KAMUI SENTEK: Nakoruru heals, during which she is vulnerable. Nakoruru heals at a pretty fast rate, and this move also extends her red bar. Nakoruru regains about 25% health if she completes the move. ------------------------------------------------------------------------------ SHIKI [Samurai Spirits] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Kokuu [U] SPECIAL MOVES f,d,df+A/B/C (air) Tenhourin [M],# qcb+A/B/C Tsuyubarai [L],# > Press A/B/C Shizuku Gari [M],KD,# qcb+A/B/C in air Kourin [M],M,# qcb+D Meika [O],NR,# hcb,f+D (near) Mumyou [U],T,# d,d+A/B/C/D Setsuna [-],# [DM] qcb,hcf+A/B/C Tenma Hajun [M],# qcb,hcf+D Shikiju (2) [M],# #. Shiki's special moves are now performed with A/B/C for Slash and only D for Kick. #. Shiki lost her Tsurane Giri (f+A/B) command attacks from SVC. #. Shiki's crouching A can combo into another normal attack, such as her crouching C/D. #. Shiki's close C is now cancelable on the 2nd hit. Previously in SVC, it was SCable only. #. Shiki's far C is now cancelable and no longer knocks down. #. Shiki's crouching D does not hit low or knock down. It is cancelable on either hit. #. Shiki's crouching C serves as her sweep, and its range has been shortened, but it comes out much faster now. #. Shiki's close standing D is an overhead, and while it comes out slowly, you can combo it into her close standing C, then into a Shikiju (the Tenma Hajun won't connect). 1. TENHOURIN: Shiki jumps up while spinning out her wakizashi blades. She can now cancel the mid-air version into the Kourin. 2. TSUYUBARAI: Shiki dashes forward with a stab. The move hits low, and is much faster than it was in SVC. The stronger the Slash button used, the further it goes. Strangely enough, Shiki is not immune to mid-level attacks (since she has such a low profile during the dash), but I've seen her go past both of Washizuka's (C) Shikku Satsu projectiles. Perhaps she's immune to low attacks during this move? 3. SHIZUKU GARI: Shiki flips in mid-air with her blades swung out. You MUST use the same button used in the Tsuyubarai, meaning qcb+A > A and so on. The stronger the Slash button used, the more hits and damage this move does. You can cancel this into her Tenhourin or Kourin. 4. KOURIN: Shiki slashes out while descending quickly. The Slash button determines the diving angle, with A being straight down, B nearly vertical and C about 45 degrees. The move is NOT an overhead. Note that the command is now qcb+S instead of qcf. 5. MEIKA: Shiki hops forward with an overhead kick that knocks down with no recovery allowed. Shiki can avoid low attacks during this move. This is the D version from SVC, so it has longer range, but is slower and cannot be chained into. 6. MUMYOU: Shiki grabs opponent and slits their throat. This move is an unblockable throw and causes opponent's directional controls to be reversed. Opponent can switch out, but unlike in SVC, the effects of this move stay even if either character is hit. While the effect is active, there will be a skull image floating above opponent, and you cannot repeat the move. The skull will disappear on its own after about 7 seconds. The move's command has changed, and you can no longer combo into it. 7. SETSUNA: Shiki teleports, then reappears (the teleport distance is fixed and is not determined by opponent's location): (A) - About 1/3 screen distance in front of her. (B) - About 2/3 screen distance in front of her. (C) - About 1/4 screen distance in front of her in mid-air. (D) - About 2/3 screen distance in front of her in mid-air. Shiki is no longer invincible during the startup: she is invincible only when she has completely disappeared, and is vulnerable again as she reappears. The C and D versions leave Shiki in mid-air: she can perform aerial specials when you regain control of her. If Shiki materializes at opponent's location, opponent will be moved back. Shiki can never teleport behind a cornered opponent. 8. SHIKIJU: Shiki regains life if this move connects, and it can also extend her healable life (the red bar). However, she won't heal if the move was used to KO opponent. #. Shiki can now go under a jumping opponent during her Tenma Hajun and Shikiju dash, and maintains her invincibility from SVC while dashing. She is NOT invincible during the startup flash however. ============================================================================== FATAL FURY (GAROU DENSETSU) - Kim and Mai play like their KOF incarnations, not the RBFF versions. ------------------------------------------------------------------------------ GEESE HOWARD [Fatal Fury] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Tate Katate Nage [U] COMMAND ATTACKS f+C Fudou Sakkatsu Uraken [O],KD,S,X,# df+C on downed foe Raimei Gouha Nage [#],OTG,T,NR SPECIAL MOVES qcf+A Reppu Ken [M],P,# qcf+C Double Reppu Ken [M],P,# qcb+P in air Shippu Ken [M],P,# charge b,f+K Jaei Ken [M],KD,# hcb+A Joudan Atemi Nage [-],T,NR,# hcb+B Chuudan Atemi Nage [-],T,NR,# hcb+C Gedan Atemi Nage [-],T,# 360+C (near) Shinkuu Nage [U],T,NR [DM] 720+P (near) Rashoumon [U],T,NR db,hcb,df+P Rising Storm [M],P,# hcb,f+A Deadly Rave (3) [M],# > A,A,B,B,C,C,D,D,qcb+C Deadly Rave Finish [#] #. Geese lost his Hishou Nichiran Zan (f,d,d,f+P), as well as the KOF'96 versions of his (Double) Reppu Ken from SVC (although you can see the effects when performing the Reppu/Double Reppu Ken). His Raikou Mawashi Geri is now his far standing D. #. The Shinkuu Nage is now a special move, performed with 360+C, while the Rashoumon's command has been changed to 720+P. #. Note that Geese's reversal moves have different button placements now (A for high, B for mid and C for low). 1. FUDOU SAKKATSU URAKEN: Knockdown punch. Move is now an overhead. The move is cancelable, but nothing will combo into or from it. 2. RAIMEI GOUHA NAGE: This move can only be used on an opponent who's lying down on the floor, and Geese has to be standing over opponent's torso for it to launch. This move switches sides with opponent. 3. REPPU KEN: The move now recovers faster than it did in SVC. 4. DOUBLE REPPU KEN: The first hit can negate normal projectiles, and Geese will still continue to throw the 2nd projectile. 5. SHIPPU KEN: The projectile now travels all the way to the end of the screen, unlike in SVC. Also, unlike in SVC, the move can no longer negate normal projectiles (it clashes like normal). 6. JAEI KEN: D has longer range and can be chained into (B version is no longer chainable). The move's command has returned to its Fatal Fury motion. 7. ATEMI NAGE: A version counters jumping normals, and any high or mid-level physical specials/DMs (even if they are unblockable). B version counters mid-level normal and command attacks only. C version counters low hitting attacks, including special moves/DMs. Geese's counterattacks are throws and cannot be escaped from if triggered, and only the C version can be recovery rolled from. The moves launch slightly slower now. 8. RISING STORM: Is back to the "cage" style animation. The move can negate normal and DM projectiles, though Geese isn't actually invincible. The old alternate command (hcb,hcb,df+P) works here. 9. DEADLY RAVE: Geese is invincible during the startup and for part of the dash. The remaining hits can be performed if the Deadly Rave is blocked, but not if it misses. As with previous games, you can interrupt the move with a combo of your own. The move costs all 3 stock bars to use. #. Geese supposedly has a level-2 Rising Storm performed with AC, but I've never been able to perform it, nor have I ever seen the CPU use it. ------------------------------------------------------------------------------ JIN CHONREI [Fatal Fury] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Hatsukubi Tatsu [U] COMMAND ATTACKS f+B Tatsu Satsu Ashi [O],X,# A,B Combination A [M] A,C Combination B [M] B,C Combination C [M] C,C Combination D [M] SPECIAL MOVES f,f+P Jinsoku Ken [M].SC.# qcf+P Tengan Ken [M],P f,d,df+P Tenji Ken [M],KD qcb+P Tashin Ken [-],# qcf+K Ryu Tenshin [-],# qcb+K Tatsu Tenshin Kouhou [-],# qcb,f+P Rojin Ken [M],P,# [DM] qcf(x2)+P (hold P) Shukmyo Ken [M],P,# qcb(x2)+P Ryusei Ken [M],# qcb,hcf+P Teiogyakurin Ken [M,L-6th],# #. Chonrei is able to link some normal attacks together like in Real Bout Fatal Fury. 1. TATSU SATSU ASHI: Chonrei hops forward with an overhead hick. It's pretty slow however, and does not combo from normals. 2. JINSOKU KEN: Chonrei steps forward with an elbow attack that does not knock down. Move is SCable. 3. TENJI KEN: Chonrei spins upward with energy spiraling around him. His version hits once, but Chonrei jumps diagonally, giving it more range than Chonshu's. 4. TASHIN KEN: Does not attack. Chonrei reflects projectiles with this move. 5. RYU TENSHIN: Chonrei rolls forward. Move does not hit and has no invincibility. 6. TATSU TENSHIN KOUHOU: Chonrei rolls backward. Move does not hit and has no invincibility. 7. ROJIN KEN: If the move hits, Chonrei regains some health. However, this move will not heal Chonrei beyond his red bar. Note that Chonrei will not heal if he is struck by an attack even if the projectile hits opponent. 8. SHUKMYO KEN: Chonrei throws a projectile. Hold P to have it continue, and when released it will explode into several other ball lightning and trap opponent in place. The explosion negates multiple projectiles (even DMs). Unlike in RBFF, Chonrei will not throw a gold Tengan Ken if you didn't hold down the P button; the ball lightning will just appear directly in front of him instead. This was Chonrei's S Power Special in RBFF. 9. RYUSEI KEN: An image of a dragon's head appears as Chonrei fires out a beam. This move comes out very quickly and has about 1/3 screen range. This was his P Power Special in RBFF, but is now a level 1 DM. 10. TEIOGYAKURIN KEN: Autocombo DM. Has very short range as the move is done standing still, and Chonrei will not perform the entire animation if the move misses (but all the hits will launch if move is blocked). The 6th hit is a low attack. ------------------------------------------------------------------------------ JIN CHONSHU [Fatal Fury] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Hatsugei Tatsu [U] COMMAND ATTACKS f+A Chop [O],# df+C Tatsukai Atama [L],# C,C,f,b+C during close C(1st) Combination A [M],KD,# A,B,C Combination B [M] A,C Combination C [M] B,C Combination D [M] SPECIAL MOVES f,f+P Jinsoku Ken [M],NR,# qcf+P Tengan Ken [M],P,# qcf+K Tatsu Tomoshibi [M],KD,# > hcb+K Tatsu Tomoshibi Genmetsu [#] f,d,df+P Tenji Ken [M],KD,# hcb+A/B/C Jingan Ken [-],# > Any during B ver. Hagane Kachi [O],# hcb+D in air Teiou Karasatsu Kami Manako Kobushi [-] > Press any Hagane Kachi [O],# [DM] qcb,f+P (air) Rojin Ken [M],P,# qcf(x2)+P Shukmyo Ken [M],P,# qcb,hcf+P Kairyushorin (2) [M],P,# #. Chonshu is able to link some normal attacks together like in RBFF (his links are different from Chonrei's). #, Chonshu's Combination A will switch sides if the last hit connects unless opponent was in the corner, but it does not cross-up. The last hit also knocks down. None of the hits after the first are cancelable. 1. CHOP: Chonshu does an overhead chop. When canceled into it becomes cancelable. 2. TETSUKAI ATAMA: Chonshu rolls forward. This is a low attack. 3. JINSOKU KEN: Choshu steps forward with an elbow strike. If it connects, he will throw opponent, switching sides in the process. 4. TENGAN KEN: Chonshu's projectile can be crouched under, and it will not clash with floor-level projectiles, so both will pass through each other. 5. TATSU TOMOSHIBI: Chonshu does a downward chop (has rather short range) with an energy-filled hand, then tosses them upward. If move hits, you can motion hcb+K to have Chonshu teleport after and hit opponent several times in mid-air, teleporting between each hit. The move will now combo from light attacks, and while opponent is stunned from the Tomoshibi, Chonshu is invincible to any other on-screen attacks. 6. TENJI KEN: Chonshu spins upward with energy spiraling around him, doing multiple hits. In the corner, you can juggle opponent after this hits. Chonshu's version goes straight up. 7. JINGAN KEN: Teleport move. Chonshu reappears: (A): At the same spot (B): In mid-air above opponent. (C): Behind opponent, unless they were at the corner (appears in front of opponent in this case). You can press any button to have Chonshu perform a downward rolling attack after he reappears during the B version. 8. KOBUSHI: Mid-air teleport move: Chonshu reappears in mid-air above opponent. You can press any button to have Chonshu perform a downward rolling attack after he reappears. 9. ROJIN KEN: If the move hits, Chonshu regains some health (it extends his red bar). His version can be done in mid-air. If it KOed opponent, Chonshu will not heal from this move. This was his S Power Special from RBFF. Note that Chonshu will not heal if he is struck by an attack even if the projectile hits opponent. 10. SHUKMYO KEN: Chonshu throws a projectile. Hold P to have it continue, and when released it will explode into several other ball lightning and trap opponent in place. The explosion negates multiple projectiles (even DMs). 11. KAIRYUSHORIN: Chonshu hops slightly, and fires a streak of energy in the form of a dragon in front of him. The energy streak cannot be negated. This was his P Power Special in RBFF. For a level 2 DM, this move's damage is rather weak. ------------------------------------------------------------------------------ KIM KAPHWAN [Fatal Fury] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+CD Sakkyaku Nage [U] COMMAND ATTACKS f+B Neri Chagi [O],X,# SPECIAL MOVES qcb+A (perform 3x) Sanren Geki [M],KD,SC,# qcb+C (perform 3x) Sankuu Kyaku [M,O-3rd],NR,# qcb+K Hangetsu Zan [M],KD,SC,# d,d+K Haki Kyaku [L],SC(B),OTG,# d+K in air Hishou Kyaku [M],# charge b,f+K Ryusei Raku [L,O],NR,SC,# charge d,u+K Hien Zan [M],KD,SC,# > d+D during D version Tenshou Zan [O],NR,# charge d,u+P Kuu Sajin [M],KD,# d,u+A in air Kuu Sajin (aerial) [M],KD,# [DM] qcf(x2)+K Hou'ou Hiten Kyaku [M],J,# qcb,hcf+K (air) Hou'ou Kyaku [M],NR #. Kim's jumping C is now cancelable. 1. NERI CHAGI: Overhead kick, won't combo from normal attacks. If canceled into, the move does 2 hits and is cancelable on the 2nd hit. 2. SANREN GEKI: This ends with the Double Dechagi, which is SCable on the 2nd hit. This was his qcb(x3)+C in 2002/2003/NeoWave. 3. SANKUU KYAKU: Kim's qcb+P,uf+K,d+K move from 2002/2003/NeoWave. The 3rd hit is an overhead that cannot be recovered from. 4. HANGETSU ZAN: Hangetsu Zan: B version does one hit while D version does 3 hits. Both versions knock down, and B version is SCable. 5. HAKI KYAKU: Low attack; D version knocks down, while B version is SCable. D version can hit a floored opponent. 6. HISHOU KYAKU: Kim's descending version from KOF95-2001 and 2003. You can no longer cancel into this move. 7. RYUSEI RAKU: 1st hit is a low attack and his SCable. 2nd hit knocks down with no recovery permitted, and D version is an overhead. The move is slightly faster from KOF2003, but still slower than it was in KOF2000. 8. HIEN ZAN: 3rd hit of D version is SCable into the Hou'ou Kyaku. 9. TENSHOU ZAN: Usable only from a (D) Hien Zan if it hits or is blocked. The move is an overhead that knocks down with no recovery permitted. 10. KUU SAJIN: A does 2 hits, C does 3. The move can now be done in mid-air. Note that C version will miss after the 1st hit when used on an opponent on the ground, leaving Kim wide open to attacks. The move comes out faster than it did in KOF98. 10. HOU'OU HITEN KYAKU: An upward aimed kick that juggles opponent. The Hou'ou Kyaku or a D-Assault make good followups. The move now does 2 hits when blocked, but it comes out slightly slower. ------------------------------------------------------------------------------ MAI SHIRANUI [Fatal Fury] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Fuusha Kuzushi [U],NR b/f+CD in air Yume Zakura [U],NR COMMAND ATTACKS d+A in air Dairin Fusha Otoshi [M],S,# d+B in air Ukihane [O],X,NR d+D in air Yusura Ume [O],KD f+K Kuro Tsubame no Mai [O],KD,# df+B Koukaku no Mai [L],KD,# SPECIAL MOVES qcf+P Kacho Sen [M] qcb+P Ryu Enbu [M],SC(C-1st),# qcb+K Sayo Chidori [M],# hcf+K Hissatsu Shinobi Bachi [M],KD qcb+P in air Musasabi no Mai (Kuuchuu) [O],KD charge d,u/uf/ub+P Musasabi no Mai (Chijou) [-],# a> hold P Musasabi no Mai (Kuuchuu) [M],KD Perform after wall rebound b> qcb+P Musasabi no Mai (Kuuchuu) [M],KD c> d+P Yusura Ume [O],KD d> d+K Ukihane [O],NR,# e> CD (near) Tokitsubute [U],T,NR,# [DM] qcf(x2)+P Kagerou no Mai [M],P,J,# qcf(x2)+P in air Kuuchuu Gekka Botan (2) [M],# qcb,hcf+K Chou Hissatsu Shinobi Bachi [M],# #. Mai can triangle jump. 1. DAIRIN FUSHA OTOSHI: Move knocks down if it hits an opponent in mid-air. Can be canceled into the Musasabi no Mai. This move is NOT an overhead. 2. UKIHANE (command move): Overhead move. Can be canceled into, but won't combo. Opponent cannot use recovery roll from this move. 3. KURO TSUBAME NO MAI: Overhead kick, knockdown. When canceled into, the move becomes cancelable into aerial specials. Mai can avoid low attacks during this move. 4. KOUKAKU NO MAI: 1st hit always hit low, and 2nd hit always knocks down, even when move is canceled into. 1st hit is cancelable if canceled into. This move can combo from light attacks. The timing to cancel the move is very lax now: as long as you perform your specials/DM before the 2nd hit connects, you should be able to cancel this move. 5. RYU ENBU: Can negate normal projectiles. A does 1 hit, C version does 2 hits and is SCable on the 1st hit. 6. SAYO CHIDORI: Can negate normal projectiles. Only B version is chainable. 7. MUSASABI NO MAI (Kuuchuu): This move is no longer an overhead. You can SC this into the Kuchuu Gekka Botan. 8. MUSASABI NO MAI (Chijou): Mai leaps toward the wall (ub-behind her, u-nearest, uf-opposite wall) and if you held down the P button, she launches a Musasabi no Mai (Kuuchuu). Otherwise, you can perform the other followups after she rebounds from the wall. Mai jumps faster now. 9. TOKITSUBUTE: Unblockable throw. It seems this move can only hit mid-air opponents now (the Musasabi No Mai's arc is higher now). 10. KAGEROU NO MAI: Mai's flame spiral DM from RBFF and KOF2003. The flames cannot be negated and will launch even if Mai is hit. You can't combo into this move, but it juggles a hit opponent on a Counter Hit. 11. KUUCHUU GEKKA BOTAN: Mai starts with a Musasabi No Mai (Kuuchu), and upon hitting, zigzags past her opponent several times before leaping away with an explosion. This move costs 2 levels to use. ------------------------------------------------------------------------------ TUNG FU RUE [Fatal Fury] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Thousand Palms [U] COMMAND ATTACKS f+C Kourin Hazaki [O],# SPECIAL MOVES qcb+P Senshippo [M],KD qcb+AC Senshippo EX (0.5) [M],KD,# charge b,f+A Shou Ha [M],P,# charge b,f+C Daishou Ha [M],P,KD,# f,d,df+K Ressen Kyaku [M],KD,# f,d,df+BD Ressen Kyaku EX (0.5) [M],KD,# Tap P repeatedly Gekihou [M],# qcb+B in air Raimei Kyaku [O],# qcb+C in air Joujiken [M],KD,# qcf+P in air Kuuchuu Senpuuken [M],# DM f,hcf+P Senpuu Gouken [M],# qcf(x2)+K Teigeki Ken [M],# qcf(x2)+P Chou Shou Nami (3) [M],P,# #. I can't be sure, but Tung seems to be immune to high and mid-level attacks while he's in his muscular form, except during the Chou Shou Nami. 1. KOURIN HAZAKI: Tung steps forward and does an overhead chop while holding a Shou Ha. The move becomes cancelable when canceled into. 2. SENSHIPPO: Tung hops forward with a punch. It looks rather like Gato's Shin-Ga. The EX version costs 0.5 levels to use, but does more hits and damage. In the corner, you can followup after the EX version hits; the Ressen Kyaku works well. 3. SHOU HA: Tung tosses a gray ball-shaped projectile forward that does not leave his hands. This move doesn't knock down. 4. DAISHOU HA: Tung fires a gray beam forward that has about 1/2 screen range and knocks down. 5. RESSEN KYAKU: Tung kicks upward, then jumps up with multiple kicks. The EX version does more damage and goes slightly further, but requires 0.5 levels to use. 6. GEKIHOU: Tung charges up into his muscular form, which can hit as he's transforming. Works pretty well as an anti-air. 7. RAIMEI KYAKU: Tung does a diving kick at steep angle (similar to Akuma's). This move is an overhead. 8. JOUJIKEN: Tung dives diagonally downward with a punch that knocks down. This is NOT an overhead. 9. KUUCHUU SENPUUKEN: Tung spins with arms extended (like Zangief's Double Lariat) while traveling in an arc. If it hits late on an opponent on the ground, it's possible to followup with another attack. 10. SENPUU GOUKEN: Tung hops up and spins forward with arms extended and as he spins, he turns into his muscular form. Tung is immune to low attacks during this move. This was Tung's S Power Special in RBFF. 11. TEIGEKI KEN: Tung turns into his muscular form (the move can hit as he's changing), steps forward and smashes downwards with one arm on one side. This was Tung's P Power Special in RBFF. 12. CHOU SHOU NAMI: Tung turns into his muscular form, charges up, and releases a beam of energy (parodying a certain character from Dragon Ball Z). Note that Tung is NOT invincible during the charging phase. ============================================================================== GAROU: MARK OF THE WOLVES - The MOTW characters do not have their T.O.P In CD attacks here (except for Hotaru as a special move), as well as their Feint moves. - As in MOTW, Hotaru and Rock's command throws cannot be chained into. - Only Rock has full access to all his S and P Power Specials from Garou. Hotaru and Terry have one S and one P Power move each. - The MOTW characters are able to Break certain special moves. This basically means cutting short the move's animation, allowing your character to recover faster, and possibly setting up for another attack. ------------------------------------------------------------------------------ HOTARU FUTABA [GAROU: MOTW] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Ten Rankutou [U] b/f+CD in air Hantentou [U] COMMAND ATTACKS f+B Sengeki Shuu [M],A,NR,# df+C Sengeki Shu [M],# d+B in air Koushuu Da [O],S,# SPECIAL MOVES qcf+P Hakki Shou [M],P qcb+P Soushou Shin * [M],KD,# qcb+K Kobi Kyaku * [M],J,# qcb+K in air Rengeki Shou [M],KD,# f,d,df+P Tenshin Shou [M],KD,# hcf+K (near) Shinjou Tai [U],T,KD AB during * moves Breaking [-],# d+AC (can move) En Un Juurokushu no Kamae [-],# a> A Tanshou Shin [M],KD,# b> B En Un Kasou [L],# c> C,A Engan Soushou Da [M],KD(2nd),CW,# d> D Ryuu Ensen Kyaku [O],# e> d+B,f+B Zensou Enbu [L],# f> u+K Senkai En [M],KD,# g> tap b,b Kamae Kaijo [-],# b+BD during Juurokohu no Kamae Ri En no Kamae [-].# a> A Enryuu Banda [M],# b> B Enjin Kyaku [M],# c> C Haigeki Shu [M],# d> D Enbi Kyaku * [M],J,# e> CD Haishin Tenrakutou [U],T,# f> f,f+BD Ri En Ryuubu [O],# g> d+AC En Un Juurokushu no Kamae [-],# h> tap b,b Kamae Kaijo [-],# [DM] qcf(x2)+P Soushou Tenrenge (2) [M],# qcf(x2)+K Tenshou Ranki [M],NR,# #. The Hakki Shou and Soushou Shin are slower now. #. Getting hit automatically ends Hotaru's stances. 1. SENGEKI SHUU: Hotaru does a far standing D, and goes into En Un Juurokushu no Kamae stance after that. She won't go into stance if this move is canceled into. The move has autoguard before she kicks, and knocks down with no recovery permitted, unless canceled into. 2. SENGEKI SHU: Hotaru does a crouching C and goes into Ri En no Kamae stance after that. This move combos from light attacks. 3. KOUSHUU DA: Hotaru stomps down (which is an overhead attack). The move is cancelable into an aerial normal or special. 4. SOUSHOU SHIN: Hotaru hops forward while spinning with two palm attacks that knock down. The move now comes out far slower than it did in Garou, and only A version is chainable. 5. KOBI KYAKU: Upward aimed kick, can reflect projectiles. Juggles opponent upon hitting. You can Break this move. 6. RENGEKI SHOU: Hotaru dives down with a knee attack followed by a kick that knocks down. Button used determines the diving angle (B is steeper). 7. TENSHIN SHOU: Hotaru hops up while spinning, serving as her anti-air. A does 2 hits while C does 6. This was originally f,d,df+K in MOTW. The move's command requires fairly strict motioning or you'll get her Hakki Shou instead. 8. SHINJOU TAI: Hotaru step forward onto opponent and kicks them away. This move is an unblockable throw, but you cannot combo into it. 9. BREAKING: Cancels the moves marked with a *. You can no longer Break a move if it misses; only if it hits or is blocked. 10. EN UN JUUROKUSHU NO KAMAE: Stance move, during which Hotaru can move back and forth slowly and dash, but cannot jump or block. She can avoid some high-level attacks during this stance. You can press b+BD to switch into the Ri En no Kamae stance. A: Hotaru does a palm strike from the last hit of her Soushou Shin. Using this ends the stance. B: Hotaru does a quick low kick that combos into itself. She remains in stance after this move. C,A: Hotaru does a quick jab, then a punch that knocks down. The 2nd punch is a Counter Wire. Move ends stance if used, regardless of whether you performed both hits or not. D: Overhead kick (Hotaru's AB from MOTW). I'm not sure if you can still cancel this into a Rengeki Shou before she kicks. Move ends stance. d+B,f+B: Hotaru does a low kick followed by a standing kick. Move ends stance if used regardless of whether you performed both hits or not. u+K: Hotaru flips up with a kick (her T.O.P In CD attack from MOTW). This move knocks down. The D version goes higher. Move ends stance. b,b: Ends stance without attacking. 11. RI EN NO KAMAE: You can only enter this stance through the Sengeki Shu or b+BD while in Juurukushu no Kamae stance. Hotaru cannot move normally or block, and can only dash forward. You can press d+AC to switch back to the En Un Juurokushu no Kamae stance. A: Hotaru does the spin from her Soushou Shin. Using this puts Hotaru in the En Un Juurokushu stance. B: Hotaru does her standing B. Using this ends the stance. C: Hotaru does a backward palm chop similar to her df+C, except she performs it standing. She remains in stance after this move, and you can combo another move after it hits. D: Hotaru does a kick similar to her Kobi Kyaku without the blue glow. This move juggles a hit opponent and is Breakable. Move ends stance. CD: Hotaru's basic throw, usable in this stance. Ends stance if used. f,f+BD: Hotaru hops forward and flips with what seems to be an overhead kick downwards. This move cannot hit from up close, and does not hit until Hotaru kicks. Move ends stance if used. b,b: Ends stance without attacking. 12. SOUSHOU TENRENGE: Hotaru does 2 Shoushou Shin, followed by a Tenshin Shou before finishing with a diving knee attack. The last hit is an overhead if it connects on its own, but it will not knock down. This is the P Power version, and costs 2 stock bars to use. 13. TENSHOU RANKI: The move can hit opponent while rising and descending, though it will do less damage if only the descending part hits. It's possible for the descending attack to cross-up. D version descends at a shallower angle. ------------------------------------------------------------------------------ ROCK HOWARD [GAROU: MOTW] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Kokuusen [U] COMMAND ATTACKS AC Upper Evade [M],S,# BD Lower Evade [O],# f+D during close D Overhead [O],S,# SPECIAL MOVES qcf+A Reppu Ken [M],P,# qcf+C Double Reppu Ken [M],P,# qcb+P Hard Edge [M],KD,SC,# charge d,u+P Rising Tackle [M],KD,SC,# qcf+B Counter Crack: Joudan [-],NR,# qcf+D Counter Crack: Gedan [-],NR,# qcb+B Rage Run: Type Dunk [O],NR,# qcb+D Rage Run: Type Shift [-],# 360+C (near) Shinkuu Nage [U],T,NR,J,# 1> Press AB Breaking [-],# 2> Hold AB and release Rasetsu [#] DM qcf(x2)+P (C can hold) Rising Storm (C-2) [M],P,J,# qcf(x2)+K Shine Knuckle (D-2) [M],# hcb,f+A Deadly Rave Neo (3) [M],# > A,A,B,B,C,C,D,D,qcb+C Deadly Rave Finish [#] #. The Upper and Lower Evade are not immune to mid-level attacks, and you cannot cancel into them from normals (but the Upper Evade is cancelable). 1. UPPER EVADE: Rock does an elbow attack, and is immune to high attacks during that time. The move comes out slower than it did in Garou. 2. LOWER EVADE: Rock steps forward with an overhead kick, and is immune to low attacks during that time. The move has less range now, but you can cancel the move before Rock kicks out, working as a fake-out. 3. OVERHEAD: Overhead kick, followup for Rock's close D. This move cannot be used on its own: his close standing D must hit or be blocked to use it. It now combos from his standing D, and is cancelable, but the kick pushes opponent pretty far back upon hitting. 4. REPPU KEN: The move is slower than it was in Garou and may not combo from a jump-in followed by a hard attack. 5. DOUBLE REPPU KEN: The first hit can negate normal projectiles, and Rock will still continue to throw the 2nd projectile. The move is now slower and will not combo from Rock's normals, even if done in the corner. 6. HARD EDGE: Rock rushes forward with an elbow attack that knocks down. C version has Rock performing an additional palm strike. A version is SCable (only the Rising Storm will hit properly, and only in the corner). C version is slower and will combo from a single hard attack only but cannot be recovered from. The (A) version no longer combos from light attacks. 7. RISING TACKLE: A does 3 hits, while C does 4 and goes higher. The move is SCable on the 1st or 2nd hits. 8. COUNTER CRACK: B counters high and mid-level attacks including specials and DMs. D version counters low-hitting normal and command attacks only. Rock's counterattack is a physical attack, and can be blocked if opponent recovered soon enough (which can happen if opponent used a light attack). 9. RAGE RUN: B version is a no-recovery overhead attack that cannot be chained into (but comes out pretty fast). D version does not hit, but Rock switches sides with opponent upon reaching them. The D version now has a bit of recovery after Rock has switched directions, and you cannot perform a Shinkuu Nage immediately. 10. SHINKUU NAGE: Unblockable command throw. You cannot combo into this move. Upon hitting, you can press AB to cancel the recovery and followup with another move (the Rising Storm works well). Alternately, hold down AB and release to have Rock launch a beam (the Rasetsu) at opponent. You must press/hold AB as soon as the Shinkuu Nage connects, before Rock poses. The timing for the Rasetsu to hit is pretty strict however. For some reason, jumping attacks cannot hit opponent: you have to use a ground- based attack or special move to followup after his move hits. 11. RISING STORM (A): The move can negate normal and DM projectiles, but Rock has no invincibility throughout the entire duration. The move juggles a hit opponent. 12. RISING STORM (C): This is the P Power version from Garou, and costs 2 levels to use. It can be delayed, covers a larger screen area and does 4 hits. As with the A version, Rock has no invincibility. The move juggles a hit opponent. 13. SHINE KNUCKLE (B): Rock dashes forward with a 5-hit punch. The move does less hits and damage the further away Rock is from opponent. 14. SHINE KNUCKLE (D): Rock dashes forward with a single hit punch. Upon hitting, he does an elbow attack, followed by a 9-hit Rising Tackle. This version will stop at the first hit if blocked, and will not get full hits against a mid-air opponent. Move costs 2 stock bars to use. 15. DEADLY RAVE NEO: Rock has no invincibility during the forward dash, unlike Geese, but he dashes faster. Unlike in Garou, you can now perform the remaining hits if the move is blocked. You can interrupt the move with a Double Assault. This move costs all 3 stock bars to use. The timing for each hit is slower and more lenient in NGBC, and if you tried to tap the sequence quickly like in Garou, the hits will not launch at all. ------------------------------------------------------------------------------ TERRY BOGARD [GAROU: MOTW] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Buster Throw [U],NR COMMAND ATTACKS f+C during close C Combination Blow [M] df+C Rising Upper [M],S SPECIAL MOVES qcf+P Power Wave [M],P,OTG,# qcb+P Burning Knuckle [M],KD f,f+K (perform 3x) Power Charge [M],KD,# qcb+K Crack Shoot [O],# f,d,df+K Power Dunk [M,O],NR,# > Press AB during 1st hit Breaking [-],# hcf+K Charge Run [-],# > Press K Charge Kick [L],KD DM qcf(x2)+K Buster Wolf [M],# qcb,hcf+P Power Geyser [M],P,# 1> qcf+P Double Geyser (0.5) [M],P,J,# 2> qcf+AC Triple Geyser (0.5) [M],P,# #. Terry does not have the Backspin Kick and Power Stream moves from KOF2003, though the Power Stream makes a cameo appearance during his Special Double Assault with Rock. #. Terry's far C is now cancelable, but his crouching B and Combination Blow are no longer cancelable. 1. POWER WAVE: Move can now hit opponent lying on the ground. If you used this to follow up his Breaking, you can connect another Power Wave while opponent is lying on the ground in the corner. 2. POWER CHARGE: B version comes out faster and is chainable (though it may not get full hits in the open). D version is not chainable, but has longer range. 3. CRACK SHOOT: Move is an overhead and works like the KOF2003 version (does multiple hits but does not knock down). It comes out slower now, but the B version is still chainable. 4. POWER DUNK: The 2nd hit (the dunk) is an overhead. If all the hits connect , the move cannot be recovered from. The move executes much faster now. 5. BREAKING: You can use this move if the first hit of the Power Dunk hits or is blocked to cancel the Power Dunk into a forward dodge. Terry recovers faster now. If you used this when the Power Dunk hits, opponent will be juggled. 6. CHARGE RUN/KICK: Terry dashes forward. If you press B or D, he performs a low hitting kick that knocks down (although the animation looks like an overhead). 7. BUSTER WOLF: Terry will stop if the 1st hit is blocked. This move can hit a juggled opponent, though the 2nd hit may miss if done too early. Terry is immune to other on-screen attacks during the hit animation. 8. POWER GEYSER: The geyser(s) cannot be negated, even if Terry is struck (which juggles a hit opponent in this case). The Double Geyser juggles opponent: you can follow up with another special or the Buster Wolf. ============================================================================== ART OF FIGHTING/BURIKI ONE ------------------------------------------------------------------------------ LEE PAI LONG [Art of Fighting] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Mashizume Souen [U] COMMAND ATTACKS A,B,C Combination [M],S,# A,B,C in air Kuuchuu Combination [#] b+D in air Kashira Sai Kyaku [M],# SPECIAL MOVES charge b,f+P Kuuten Tsume [M],KD,# f,b,f+P Hyakuretsu Ken [M],KD,# > qcf+P if move hits Finish [M],J,# hcf+K 100 Ren Ashi [M],KD,# 360+P (near) Hisaru Hapaki [U],T,# charge d,u+P Hisaru Kabekake * [-],# charge d,u+K Sei Shin Hisaru Kabekake * [-],# Followups for * moves a1> Press P Kachou Hidaka Kasane [-],# a2> Press P Kachou Takashime Geki [O],# b> Press K Kachou Takeshi Ashi Kasane [O],# c> qcf+K Kabekake Tenshin [M],# d> qcf(x2)+P Shinkuu Kuuten Tsume [M],# DM qcf(x2)+P Kachou Hi Mashizume [M],# qcb(x2)+P Hishou Shouten Hi Mashizume [M],# qcf(x2)+P in air) Shinkuu Kuuten Tsume [M],# #. Lee can link his standing close A,B and C attacks (Combination), and the Combination is cancelable. #. You can only use the Kuuchu Combination to followup his close standing D or his Hyakuretsu Ken Finish if they hit. 1. KASHIRA SAI KYAKU: Lee does a kick in the opposite direction, serving as a cross-up attack similar to Iori's Yuri Ori. This knocks down if it hits an opponent in mid-air. 2. KUUTEN TSUME: Lee hops up and spins forward with a multi-hit claw attack. C version has a short pause before Lee attacks, but goes further and does more hits. The move knocks down. 3. HYAKURETSU KEN: Lee punches forward, and if it hits, he does a multiple claw strike similar to Ryo's Zanretsu Ken. For the qcf+P finish, you need to use the same button you used for the Hyakuretsu Ken. It interrupts the Hyakuretsu Ken with an upward aimed punch that juggles opponent. 4. 100 REN ASHI: Lee hops forward while kicking repeatedly (it looks a little like Gato's Rai-Ga from Garou:MOTW, except this move goes mostly forward. This move is SCable into the Shinkuu Kuuten Tsume. 5. HISARU HAPAKI: Lee grabs opponent and switches side with them. This move does no damage but leaves opponent open to attacks for a moment. 6. HISARU KABEKAKE: Lee hops up to the wall opposite him for the P version and rebounds off at the screen's ceiling. If you used the K version, Lee jumps to the wall behind him and rebounds off at half-screen height. This move does not attack on its own. P: Lee hops again in mid-air. Does not attack. P,P: Lee stabs his claws downwards, knocking down opponent. This is an overhead. K: Lee does a downward aimed kick. qcf+K: Lee flies forward with a kick while upside-down. qcf(x2)+P: Lee dives down while spinning with his claws out. If the move hits, he switches into a autocombo attack. Note that this version is different from the normally launched version despite having the same name. 7. KACHOU HI MASHIZUME: Lee rolls forward in mid-air with his claws extended. Lee can avoid low attacks during this move. 8. HISHOU SHOUTEN HI MASHIZUME: Similar to the Kachou Hi Mashizume, except Lee jumps diagonally upwards with the rolling slash. C version has a bit of startup pause, during which Lee is invincible. 9. SHINKUU KUUTEN TSUME: Lee performs a Kuuten Tsume while falling diagonally forward. The move will not get full hits on an opponent on the ground. ------------------------------------------------------------------------------ MR. BIG [Art of Fighting] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD High Lift Throw [U] COMMAND ATTACKS f+A Chopstick [M],# f+C Stab Stick [M],X,# SPECIAL MOVES qcf+P Ground Blaster [M],P,# qcf+K Crazy Drum [M],KD,# f,d,df+P Californian Romance [M],KD,SC(C),# hcb+P Cross Diving [M],KD,# Press AC or BD (can move) Spinning Lancer [M],KD,# DM qcf(x2)+P Blaster Wave [M],P,# qcb,hcf+P Drum Shot Typhoon [M],# qcf(x2)+K (near) Raging Spear (2) [U],T,NR,# #. Mr. Big's crouching C serves as his sweep (his crouching D does not knock down). 1. CHOPSTICK: Mr. Big swings one baton upward, then the other downward. The move will only hit once on its own, then Mr. Big slides back. If canceled into, both hits will connect. This move has pretty short range however. 2. STAB STICK: Mr. Big pauses a moment, then stabs forward with one baton. This is essentially his CD attack from KOF'96. This move won't combo from normal attacks. 1. GROUND BLASTER: Short ranged ground level projectile that knocks down. You can't seem to combo into this move from normal attacks. 2. CRAZY DRUM: Mr. Big steps forward while swinging his batons repeatedly. The move now knocks down. D version does more hits and goes further, but the move's hitting range is still pretty short. There is a short pause during the D version, during which Mr. Big seems to be invincible. 3. CALIFORNIAN ROMANCE: Uppercut move. A is performed standing still, while Mr. Big dashes forward before launching the uppercut for the C version. C version is SCable on the 3rd hit, and any of the 3 DMs will combo. 4. CROSS DIVING: Mr. Big dives forward with his batons extended. This move knocks down and can avoid low attacks. 5. SPINNING LANCER: Mr. Big spins while holding out his batons. BD does more hits and goes further. The move only does one hit (unless used up close where it will hit twice), and knocks down. He no longer stabs forward at the end of the move unlike KOF'96 (it's now his Stab Stick). Mr. Big is immune to high and mid-level attacks at the start of this move. You can move Mr. Big back and forth during this move. 6. BLASTER WAVE: Short ranged projectile similar to Benimaru's Raikou Ken. The move can negate normal/DM projectiles, but cannot hit an opponent who is very close to Mr.Big and inside the range of the ball lightning. 7. DRUM SHOT TYPHOON: Mr. Big rushes forward with an autocombo attack using his batons. 8. RAGING SPEAR: Mr. Big reaches out with his batons (this is unblockable). If it hits, he throws opponent high up, and catches them upon landing with his batons and sort of shakes opponent rapidly before slamming them to the ground. This move comes out pretty quickly, and can be chained into. ------------------------------------------------------------------------------ MR. KARATE (RYO SAKAZAKI) [Buriki One] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Tomoe Nage [U] COMMAND ATTACKS f+A Hyouchuu Wari [O],# f+B Joudan Uke [-],A,# df+B Gedan Uke [-],A,# SPECIAL MOVES qcf+P Ko'oh Ken [M],KD,# f,d,df+P Kohou [M],KD,# f,d,df+K Moh Koh Raijin Satsu [O],NR,OTG,# hcb+P Kohou Shippuu Ken [M],A,KD(C),# hcb+K or db,f+K Hien Shippu Kyaku [M],KD,# f,b,f+P Zanretsu Ken [M],A,KD,# DM f,hcf+P Haoh Shokou Ken [M],P,# qcf,qcf+P Tenchi Haoh Ken [M],# qcf,hcb+K Tenchi no Joge Kamae [-],A,# 1> f,uf,f,f,df,uf,uf Buryoko Ranbu [M],A,# 2> f Suburu ou Shou Kabushi (1) [M],# qcf,hcb+P Ryuko Ranbu (2) [M],# #. For convenience (on my part), I will refer to Mr. Karate as Ryo. #. Ryo can chain his crouching B with a crouching C. It's now ridiculously easy to do so: you can just tap B,C without having to wait for Ryo to retract his leg first. #. Note that the Moh Koh Raijin Satsu's command has changed, and Ryo has two different versions of the Hien Shippu Kyaku. #. Ryo's normal attacks have different animations from his KOF version. 1. HYOUCHUU WARI: Overhead chop, unless canceled into. 2. JOUDAN/GEDAN UKE: Both moves cannot hit opponent and is used to parry incoming attacks. Joudan Uke autoguards jumping, high and mid-level attacks, while Gedan Uke only works against low attacks and floor level projectiles. The move is cancelable if it autoguards an attack. 3. KO'OH KEN: Short ranged projectile that negates normal projectiles. The move cannot be negated, but it won't hit if Ryo is struck with a DM projectile. C version is no longer chainable. 4. KOHOU: Is back to the AOF/KOF94-2001 version where Ryo performs it facing the screen. 5. MOH KOH RAIJIN SATSU: Overhead chop. The move can now hit an opponent lying on the floor, and will combo from his crouching D if opponent did not use a recovery roll (and you can repeat the move to hit opponent while they're down). 6. KOHOU SHIPPU KEN: Ryo steps back a little, then lunges forward with a punch. A version does not knock down, but can be chained into, and is SCable. C version does 2 hits and knocks down, and is SCable on either hit. Ryo has autoguard while moving forward. The move looks rather like Takuma's KOF2002 Ko'oh Ken. 7. HIEN SHIPPU KYAKU (db,f+K): This is Ryo's standard version from KOF. B is faster, chainable from light buttons, and does 2 hits up close. D version goes further and does 3 hits up close. The move no longer loses hits when chained into at the open. You can also perform this move with hcf+K, and move can go past low attacks. 8. HIEN SHIPPU KYAKU (hcb+K): This is similar to Takuma's version in KOF2002. B version is very fast, but is stationary, while D version goes forward a little. Both versions hit twice and knock down. This version can't go past low attacks. 9. ZANRETSU KEN: Either version has autoguard just before he attacks. You cannot combo into this move from normal attacks. 10. HAOH SHOKOU KEN: DM projectile, negates normal projectiles. Can be negated by certain non-negateable projectiles. C version is no longer chainable from normal attacks. The move is slightly slower now, and will not combo from a SCed (A) Kohou Shippu Ken. 11. TENCHI HAOH KEN: The move no longer dizzies a hit opponent, nor does it do far more damage on a Counter Hit. Ryo can negate normal projectiles if his fist connects with it, but the move has no autoguard. The move comes out slower now, and will no longer combo from light attacks. 12. TENCHI NO JOGE KAMAE: This move does do damage on its own, and you have to push the joystick direction individually for each hit (which means rotating the joystick between directions will not work). Ryo has full body autoguard during each hit of the Buryoko Ranbu, but not during the startup flash of this move (he gains autoguard as he inhales to prepare for the 1st hit). 13. RYUKO RANBU: Ryo is immune to high and mid-level attacks during the forward dash, but not during the startup flash. Move costs 2 levels to use , but the animation is the DM version (single hit Kohou finisher). ------------------------------------------------------------------------------ ROBERT GARCIA [Art of Fighting] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Kubikiri Nage [U],NR COMMAND ATTACKS b+A Kouryuu Koukyaku Geri [O],# b+B Ryuu Hanshuu [M],S f+B (hold B to fake) Mach Geri [O],X,# b+C Ura Ken [M],J,# f+D Kaiten Geri [M],KD,X,# SPECIAL MOVES charge b,f+P Ryu-Geki Ken (high) [M],P,# charge b,f+K Ryu-Geki Ken (low) [L],P,SC,# charge d,u+K Ryu Zanshou [M],KD,# qcb+K in air Hien Ryuujin Kyaku [M],KD f,b,f+K Gen'ei Kyaku [M],KD,# qcb+K (perform 4x) Hien Senpuu Kyaku [M],KD,# > qcf+K Finisher [M],KD DM f,hcf+P (can hold) Haoh Shokou Ken [M],# qcf,hcb+P Ryuko Ranbu [M],# charge db,df,db,uf+K Kuzuryu Sen (2) [M],# #. Robert has been completely redone, and some of his moves look and work differently from his AOF or KOF versions. #. Robert's attacks generally have less range than in KOF. #. Robert's crouching B is not cancelable in NGBC. 1. KOURYUU KOUKYAKU GERI: Robert's f+A overhead attack from KOF. The move is a little slower now. When canceled into, you can cancel this into the Hien Ryujin Kyaku. 2. RYU HANSHUU: Robert's cancelable b/f+B kick from KOF. 3. MAOH GERI: Robert does a slow kick (which appears to be an overhead). If you hold down the B button, Robert will feint this move. You can't seem to combo into this move. 4. URA KEN: Robert's b+A backfist attack from KOF. Move juggles upon hitting. 5. KAITEN GERI: Robert does a roundhouse kick that knocks down. You can't combo into this move. 6. RYU-GEKI KEN: The P version can be crouched under. The K version hits low , but is slightly slower to launch. Both P and K versions are SCable, and you can have both versions on-screen at once, together with the Haoh Sho Koh Ken. 7. RYU ZANSHOU: D version goes higher than B and goes slightly forward. It seems both versions only do one hit now. 8. GEN'EI KYAKU: The move can now be chained into, but its range is shorter compared with the KOF version. Robert now does a single kick, and he'll only perform the remaining kicks if the move hits. 9. HIEN SENPUU KYAKU: B version is faster while D goes slightly further. The move has very short range compared with his KOF version. Robert can avoid low attacks during this move. 10. HAOH SHOKOU KEN: DM projectile, negates normal projectiles. Can be negated by certain non-negateable projectiles. Robert's version can be delayed. 11. RYUKO RANBU: Robert is invincible during the startup flash, but is vulnerable during the forward dash. 12. KUZURYU SEN: Robert's qcf,qcf+K DM from KOF2000. The move will not get full hits against a jumping opponent, and costs 2 levels to use. It now does only 3 hits, which is a total rip-off considering the move's name. :) ============================================================================== THE LAST BLADE - All Last Blade characters have A/C for Slash while B/D are used for Kicks. - Characters are based off their Power Mode versions, so they can't link from light to hard Slashes. - Characters' Slashes also do not chip a blocking opponent's health. Only Washizuka has the unblockable BC attack from Last Blade as a special move. - With the exception of Akari, the other Last Blade characters can still stab an opponent on the ground (the Pounce Attack), performed with df+C. Pounce Attacks can only be launched when opponent is knocked down. - Repels are now a special move. Repels are counter moves that leave opponent vulnerable. The f+BD command Repels high and mid-level attacks, including special moves/DMs, while the b+BD command Repels low-level attacks. You can only Repel physical attacks. The default counterattack upon a successful Repel is now done by pressing BD. - Kaede and Akari can Repel in mid-air, but they knock down without doing any damage. Air Repels can work against special moves, even ground-launched ones. - You can now SC into moves that were SDMs in Last Blade 2. ------------------------------------------------------------------------------ AKARI ICHIJO [Last Blade] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Fu Reisen [U] b/f+CD in air Denmen Katsuru Yadoyou [U] COMMAND ATTACKS b+C Akiru Hae Hataki [M],# a> f+C Akiru Makineri [M],# b> d+C Tendon Hodou no Hakushin [M],KD,# SPECIAL MOVES qcf+P Shikigami Tenku [M],P,# d,u+K Tenmon Hoshi No Meguri [M],KD > d,u+K Tenmon Tenzuru Hokuto [M],KD,SC,# hcb+P (near) Gaiki KiyoHime [U],NR,# b,d,db+A/B/C Koumyou Isoi (0.5) [M],# d+B in air Akiru Homitsuke [O],# a> u/uf/ub+A Akiru Shaban Tobashi [M],# b> u+B Akiru Mari [-],# c> d+B Akiru Mari Otoshi [O],KD,# d> u+D Akiru Bonchinri [O],NR,# qcb+K Akiru Hayakuke [-] a> Press P Kagetsu Tsudodo Shippori [M],# b> Press K Kagetsu Tsukaiyako no Haukibashi [O],NR,# c> Press CD (near) Kagetsu Tsureisen [U],T d> b,b Akiru Sokukage Yamu [-],# f,d,df+A/B/C/D Fushimei Gobau Reikoujin [-],# > Hold A/B/C Akira Mari Koroge [L],# REPEL MOVES f+BD Tenmon Yadoyou no Shizuko [-] a> BD on successful Repel Tenon Shikosei no Douhyou [#],NR b> qcf+AC on Repel Rantayuu 13 [#],KD b+BD Tenmon Tenkyuu no Kazuato [-] > BD on successful Repel Tenmon Shousei no Douhyou [#],NR f+BD in air Tenmon Shouyou no Hirameki [#],KD DM qcb,hcf+P Shikigami Rikugou [M],OTG,# qcf(x2)+P Shikigami Hyakkiyakou (2) [M],# #. Akari can link her crouching B into her crouching C. #. Akari lost her ability to mimic opponents with the Henka HitoGata, and her Kawari Hitogata reversal move. #. The Hataki, Hakineru and Hakushin are variants of her C attacks, and can be used standalone. You can cancel the Hataki into the Hakineru and Hakushin, but not the other way round. 1. AKIRU HAE HATAKI: Akari swings her staff forward. Move is cancelable and can be canceled into from normals. The followups can be done regardless of whether this hits or not. The followups can also performed on their own. 2. AKIRU HAKINERU: Akari smashes her staff down (has pretty long range). This move doesn't knock down, but combos from the Mae Hataki. 3. TENDON HODOU NO HAKUSHIN: Akari spins her staff upwards, doing two hits on a nearby opponent. The 1st hit is cancelable into specials/DMs while the 2nd hit knocks down. The range for this is pretty short, and it will only combo from the Hataki when used standalone in the corner and it will only do one hit. 4. SHIKIGAMI TENKU: Akari's projectile move. Surprisingly, the C version is faster than the A version in both launch and projectile speed. 5. HOSHI NO MEGURI: Akari hops up and spins while blue energy surrounds her. Can follow-up with the Tenzuro Hokuto. Akari lost her Kakageshi Tenshin alternate followup for this move. 6. TENZURO HOKUTO: is usable regardless of whether the Hoshi No Meguri hits or not. Akari raises a hand, knocking down opponent if it hits. There is no lightning effect when the move hits now. This move is SCable. 7. GAIKI KIYOHIME: Akari stabs her staff down (this is unblockable), and if it hits, she traps her opponent in a bell, which then rumbles around before releasing opponent. 8. AKIRU HOMITSUKE: Akari stomps downward with both legs. This doesn't knock down, but stuns opponent as Akari rebounds off. You can only use the followups if the move hits or is blocked. 9. SHABAN TOBASHI: Akari rolls upward, then falls while rolling, doing multiple hits. Using ub or uf will have her roll in the appropriate direction before falling. The upward roll will combo from the Homitsuke, but the descending portion does not. 10. AKIRU MARI: Akari rolls away from opponent to land quickly. This move doesn't hit. 11. AKIRU MARI OTOSHI: Akari rolls downward quickly, knocking down opponent. This move combos from the Homitsuke. 12. AKIRU BONCHIRI: Akari stomps downward quickly with both legs. This move doesn't combo from the Homitsuke, but it is a no-recovery knockdown, and crosses up. 13. AKIRU HAYAKUKE: Akari runs forward without attacking. Pressing P has her slapping a palm forward. Pressing K has her hopping forward with a kick that knocks down and is an overhead (her f+K from Last Blade). She can also use her normal throw during this move. Tapping b,b on the joystick will stop the dash. 14. KOUMYOU ISOI: Akari slaps a talisman on her opponent, and the button used determines the effects: (A Reifu Wosaou) - Opponent's left/right controls are reversed. (B Reifu Tenchimuyou) - Opponent's up/down controls are reversed. (C Reifu Anchoumosako) - Opponent cannot use special moves. You can have more than one effect active, and the effect only goes away after enough time has passed, or if opponent switches out. This move requires stock to use. The B version requires somewhat strict motioning as its command ovelaps with the Akiru Hayakuke. If this move misses, Akari will stumble and fall. The move has awfully short range, and I've never gotten it to hit even though I was doing this next to opponent. 15. REIKOUJIN: Akari vanishes into a portal on the ground, then reappears with a rolling attack. For the A/B/C versions, ehe rolls diagonally downwards, and can follow with the Mari Koroge. (A) - lands at 1/4 screen distance. (B) - lands at 1/2 screen distance. (C) - lands at 3/4 screen distance. (D) - rolling straight down on opponent. No-recovery knockdown. Akari now reappears on her own (you don't see a monster spitting her out anymore). The D version requires fairly precise motioning. 16. MARI KOROGE: You can hold a button to have her roll after she lands during the A/B/C Reikoujin (keep button held down to extend the roll duration). The roll now hits low. (A) - Akari rolls forward. (B) - Akari rolls backward. (C) - Akari rolls in place. The C version is pretty suicidal, as the move only hits once, and Akari still continues rolling after that. 17. RENTAYUU 13: Upon a successful Repel, you can motion qcf+AC to have Juzoh drop in and swing his club at opponent before leaping away. This move knocks down. 18. RIKUGOU: Akari hops forward and slaps a talisman. If move hits, a giant centipede lifts both characters off-screen before spitting opponent back out. This move can be blocked low although it looks like an overhead. The move now can hit an opponent lying on the floor. This move has very short range, but comes out quickly. 19. HYAKKIYAKOU: Akari does her Hakushin. If it hits, she throws her opponent to the ground and summons a huge parade of Japanese ghosts and demons to stampede on her opponent (Akari gets caught in it too, but takes no damage of course). The move comes out fast, but its range is pretty short. Move costs 2 levels to use. ------------------------------------------------------------------------------ KAEDE [Last Blade] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Taitou Tani Otoshi [U] b/f+CD in air Taitou [U] COMMAND ATTACKS df+C on downed foe Pounce Attack [#],OTG SPECIAL MOVES qcf+P Shinmei Hayate [M],P,# qcf+P in air Shinmei Oite [M],P f,d,df+P Shinmei Kuga [M],KD,# qcb+P Shinmei Renjin Zan [M],KD,SC,# qcb+K Shinmei Tabakaze [-],# hcf+K (near) Shinmei Arashi Uchi [U],J,# REPEL MOVES f+BD Setsuna Shunretsu [-] b+BD Setsuna Shunrai [-] BD on successful Repel Itsutou Kagura Nobari [#],KD f+BD in air Setsuna Shundan [-] DM qcb,hcf+P Kasshin Fukuryu [M].P,# qcf(x2)+P (can hold) Kasshin Seiryu (2) [M],# #. Kaede is the Awakened version available by default in Last Blade 2. None of his SDMs from LB2 are available in NGBC however. 1. SHINMEI HAYATE: Kaede's standard floor-hugging projectile. 2. SINMEI OITE: Air projectile that travels diagonally downward. Kaede continues falling during the A version, while C version has him jumping in mid-air before launching the projectile. 3. SHINMEI KUGA: Anti-air move, C goes higher than A. You can no longer repeat the motion during the C version to do an extra hit. 4. RENJIN ZAN: A version is faster and chainable (even from light attacks). C version is slower and cannot be chained into, but Kaede is invincible during the startup pause. Either version is SCable on the 1st/2nd hit. If the C version is SCed on the 2nd hit, the Kasshin Fukuryu will combo (since the C version juggles on the 2nd hit). The 3rd (last) hit of the C version is an overhead, but does not knock down if it hits on its own. 5. TABAKAZE: Kaede does a forward roll. Kaede has no invincibility, but he can use this move to go behind opponent (as a setup for the Arashi Uchi). 6. ARASHI UCHI: Unblockable attack that leaves opponent juggled. You can now combo into this move, unlike in Last Blade. 7. KASSHIN FUKURYU: Kaede stabs the tip of his sword to the ground, summoning 5 bolts of lightning. Kaede is invincible from the startup flash until his sword touches the ground (but he loses his invincibility just before the bolt of lightning comes out, so it is possible to hit Kaede out of it). 8. KASSHIN SEIRYU: Kaede's sword glows with light (looking rather like a lightsaber) as he raises it and slams it down. This move is NOT an overhead though it looks like one. This move can be delayed for a short while. Move now costs 2 levels to use. ------------------------------------------------------------------------------ KEIICHIRO WASHIZUKA [Last Blade] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Seoi Nage [U] COMMAND ATTACKS df+C on downed foe Pounce Attack [#],OTG SPECIAL MOVES Charge b,f+P Shikku Satsu [M],P,# Charge d,u+P Koku Satsu [M],KD,# Charge b,f+K Rouga [M],SC,# a> qcf+K Rouga Onshiki [M],KD,SC,# b> qcf+A Rouga Shashiki [O],KD c> qcf+C Rouga Fukushiki [L],KD d> qcb+any Rouga Hanshiki [M],KD qcb+P Shun Satsu [M],# > qcb+P (tap repeatedly) Shun Satsu - Ren [M] qcb+BC Koshiki [U],KD REPEL MOVES f+BD Mensuriage [-] b+BD Dousuriage [-] BD on successful Repel Naname Joudan Giri [#],KD DM qcb,hcf+P Shin Rouga [M],# qcb(x2)+AC (can hold) Saishu Rouga (2) [M,U],NR,# #. The commands for Washizuka's Ren, Shashiki, Fukushiki and Saishu Rouga have changed, and he has a new followup for his Rouga. 1. SHIKKU SATSU: Washizuka throws 1(A) or 2(C) projectiles. A version is faster, but the projectile does not travel full-screen. 2. KOKU SATSU: Washizuka stabs diagonally upward with a column of energy surrounding his sword. A version deals slightly less damage, but is a little faster. 3. ROUGA: Washizuka dashes forward with a shoulder charge. Move is SCable. You can only use the other followups if the move hits or is blocked. All the followups knock down. The Onshiki followup juggles opponent: you can SC into his Shin Rouga to catch opponent as they fall. 4. SHUN SATSU/REN: Washizuka does a quick stab forward. Repeating qcb+P has him performing several more stabs in various directions. The Ren followup can only be used if the Shun Satsu hits or blocked. You must use the same button for both the Shun Satsu and Ren, meaning qcb+A,qcb+A and so on. The (C) version is slower to launch, but does more hits. 5. KOSHIKI: Washizuka steps back and draws back his sword before stabbing forward. This move is unblockable and knocks down, but has slow startup time. This is his BC unblockable attack from Last Blade. 6. SHIN ROUGA: Washizuka starts with a Rouga, rams opponent to the corner, and performs a 5-hit Shun Satsu before finishing with a 10-hit Koku Satsu. C version has a short pause before Washizuka charges, so you can't combo into it, but Washizuka is invincible during the pause. 7. SAISHU ROUGA: Washizuka charges forward with a powerful stab. Delaying the move makes it unblockable once Washizuka glows red. This move costs 2 levels to use. ------------------------------------------------------------------------------ MORIYA MINAKATA [Last Blade] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Satsukiame [U] COMMAND ATTACKS df+C on downed foe Pounce Attack [#],OTG df+A Ittou [M],# SPECIAL MOVES qcb+A/B/C (can hold) Ittou Oboro [M/C-L] a> Hold A/B/C after slash Ittou Getsuei [M/C-L] b> Press A/B/C/D on 1st hit Cancel (quick retract) [-],# c> Press D while holding Cancel [-],# f,d,df+A Ittou Shingetsu [M],KD,# > f,d,df+C Ittou Sogetsu [M],KD,# f,d,df+C Ittou Shingetsu Ura [M],KD,# qcf+P (Perform A-3x/C-4x) Ittou Tsukikage [M],KD,SC,# b,d,db+A/B/C Taitou Hogetsu [-],# REPEL MOVES f+BD Tsukuyomi Chougen [-] b+BD Tsukuyomi Kagen [-] BD on successful Repel Hana Zan Oisaki [#],KD DM qcb(x2)+P (can hold) Kassatsu Izayoi Gekka [M],# qcf,hcb+P Kassatsu Midare Setsu Gekka (2) [M],# #. The command for Moriya's Taitou Hogetsu has changed. #. Moriya's close C now knocks opponent back and is only cancelable before he completes the animation. #. Moriya's crouching B is cancelable. The (A) Tsukikage will combo from it. 1. ITTOU: Moriya does a downward slash that is cancelable. 2. ITTOU OBORO: Moriya slashes high/forward/low depending on button used. The C version hits low. All versions can be delayed, and if held until Moriya flashes white, the move goes further, does more damage, and up to 3 hits. While holding, you can press D to cancel the move. If the move hits or is blocked, you can press a button to have Moriya retract his sword on the 1st hit. Alternately, you can also hold down the A/B/C buttons the moment he strikes to have Moriya prepare another Ittou Oboro (this can be done even if the move misses). You need to hold down the button for a short while before Moriya will attack in this case. You can repeat this as many times as you want, and switch between button versions. Also, if you delayed the Ittou Oboro until Moriya flashes white, you can cancel or prepare another strike on the 2nd hit instead of the 1st (but the timing is pretty strict. The slash can negate projectiles, though it depends on the version used (C version negates floor level projectiles). 3. ITTOU SHINGETSU: The A version can be followed with the C version if it hits. The Ittou Shingetsu Ura (C version) is slightly slower than the A version but goes further and does slightly more damage. Interestingly, the C version will cross-up when used up close, and if it connects in such a case, you can juggle opponent before they land. The move requires fairly precise motioning or you'll get the Tsukikage instead (but it's not as strict as the Taitou Hogetsu's command). 4. ITTOU TSUKIKAGE: Moriya steps forward with a series of slashes. A version does 3 hits while C version does 4 (C version cannot be chained into from normals). Both versions now knock down. The 2nd input for A version is cancelable into another special move, while the 3rd input is an overhead knockdown attack. Any input before the last is SCable for both versions. 5. TAITOU HOGETSU: Moriya slides forward and reappears: (A) - Near the corner behind him. (B) - In front of opponent at sweep distance (cannot go past opponent). (C) - Behind opponent (will always switch sides). For the A version, if Moriya was already near the corner, he will reappear at the same spot. B version will always put Moriya in front of opponent, so he will remain in place if done while he is cornered. C version always puts Moriya behind opponent even if opponent was cornered, though the distance from opponent varies on how far away they were from Moriya when you launched it. Moriya is invincible for a moment when he disappears, but is vulnerable during the start and end of the move. This move requires very precise motioning or you'll get the Ittou Oboro instead. You can no longer cancel this move from the Ittou Oboro, but while delaying the Ittou Oboro, you can cancel into this move. 6. IZAYOI GEKKA: Moriya's DM from Last Blade: he performs 16 rapid Ittou Oboro, using all 3 versions (but the move doesn't hit low). The move will not get full hits unless used up close, and no longer knocks down even if you've gotten all 16 hits to connect. 7. MIDARE SETSU GEKKA: Moriya's autocombo SDM from Last Blade. The screen will no longer reset to center if the move hits a cornered opponent. Move costs 2 levels to use. ============================================================================== WORLD HEROES ------------------------------------------------------------------------------ FUUMA [World Heroes] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Ura Nage [U] b/f+CD in air Izuna Ochitoshi [U] SPECIAL MOVES qcf+P Reppu Zan [M],P,# qcf(x2)+P Double Reppu Zan (0.5) [M],P,# f,d,df+P (air) Enryu Ha [M],KD,# qcb+K Ninpo Furin Kazan [M],# hcb+P (near/far) Satsu Chouken [#],T/P,KD/NR hcf+K Densosetsuka no Jotsu Kiri Mai [M],J,# DM qcb(x2)+P Baku Hanoo Haukou Tama [M],P,# qcb,hcf+P Bakuretsu Kyuukyokuken (2) [O],# #. Fuuma is spelt as 'Fuma' in NGBC. 1. REPPU ZAN: The projectile can be crouched under. 2. DOUBLE REPPU ZAN: Fuuma pauses, then throws 2 projectiles. The move has a rather slow startup time, but this version can't be crouched under. The move costs 1/2 stock bar to use. 3. ENRYU HA: Standard uppercut move. Can be used in mid-air. You can cancel the ground version into the air version. 4. NINPO FURIN KAZAN: Fuuma hops forward while spinning sideways, hitting multiple times. You can cancel this into the mid-air Enryu Ha. This move does not knock down an opponent on the ground. 5. SATSU CHOUKEN: Fuuma punches out a small burst of energy. The move can be chained into and is a no-recovery knockdown. However, the move can also be used as an unblockable throw when performed on its own up close. 6. KIRI MAI: Fuuma does a downward punch with his arm covered in energy. (B) version has long startup pause and is done stationary. When canceled into, the D version comes out very fast, and Fuuma performs this on the spot. When used standalone, it has long startup pause, but Fuuma charges forward across the screen very quickly after that. Either way, the D version juggles a hit opponent (though you can only hit opponent with special moves). Fuuma seems to be invincible during the move's startup pause. 7. HAUKOU TAMA: Fuuma creates a large trail of fire that travels across the ground. The move is slow to launch, but does multiple hits and negates projectiles. 8. KUUKOKUKEN: Fuuma ignites both his hands, jumps up, then dives diagonally downward with his body covered in flames. If the dive hits or is blocked, there is a massive explosion upon impact. The move can hit at any point once Fuuma's hands are ablaze, and not just during the dive (which does pathetic damage on its own). ------------------------------------------------------------------------------ HANZO [World Heroes] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Ura Nage [U] COMMAND ATTACKS f+C Tanagokoro [M],NR,CW,# d+A in air Izuna Kiri [O],KD SPECIAL MOVES qcf+P Rekko Zan [M],P,# qcf(x2)+P Double Rekko Zan (0.5) [M],P,KD,# f,d,df+P Kouryu Ha [M],KD qcb+any Ninpo Kohrin Kazan [M],KD,# b,d,db+K Ninja Leg Lariat [M],KD,SC,# d,u+any (air) Mijin Komoru no Subi [-],# DM qcf(x2)+K Iga Ninja Okugi Hachi Kadodan Hikari Kiri [M],P,# qcb(x2)+P in air Iga Ninja Okugi Banten Senkoujin (2) [O],# 1. TANAGAKORO: Hanzo does a palm strike with a burst of energy on it, similar to Fuuma's Satsu Chouken. This move seems to be a Counter Wire when used standalone. When canceled into, move becomes cancelable and does not knock down. 2. IZUNA KIRI: Hanzo stabs downward with his knives. This move knocks down. 3. REKKO ZAN: Hanzo throws a shuriken. The move can't be crouched under, unlike Fuuma's Reppu Zan. 4. DOUBLE REKKO ZAN: Hanzo throws two shurikens, knocking down opponent if both of them hit. In the corner, you can followup after the move hits before opponent lands. The Kouryu Ha is an easy follow-up. 5. NINPO KOHRIN KAZAN: Hanzo hops up and spins sideways while slashing out. Hanzo's version knocks down immediately upon hitting once. The K versions are done horizontally, while the P versions travel in a gentle arc, starting with Hanzo jumping up, floating downwards midway before floating up again. The stronger the button used, the further Hanzo spins. 6. NINJA LEG LARIAT: Hanzo jumps diagonally forward with a series of kicks, similar to Kyo/Kusanagi/Shingo's Oboroguruma. Hanzo jumps fairly low and does one for the B version hit, while D does 3. You can SC the D version into the Senkoujin. The move's name is actually Otoshi, but I can't make out what Hanzo is saying, be it in World Heroes or NGBC. :P 7. KOMORO NO SUBI: Hanzo's teleport moves. Where he reappears is determined by the button pressed: (A) - Reappears at the same spot. (B) - In air directly in front of opponent. (C) - About 1/2 screen distance away. (D) - In air about 1/2 screen distance away. You can use an air attack after the B and D versions. You can also perform this move in mid-air, or during the 2nd hit of the Ninja Leg Lariat. 8. HIKARI KIRI: Hanzo throws a shuriken. If it hits, Hanzo throws several more shuriken at opponent. This move can combo from light attacks. 9. BANTEN SENKOUJIN: Hanzo's Hero move from World Heroes; he dives diagonally downwards with a slash. If it hits, a kanji character appears on opponent and Hanzo performs 6 more slashes, teleporting between hits, with a kanji character appearing on opponent during every hit. This move seems to be an overhead and can cross-up at certain distance from opponent. ------------------------------------------------------------------------------ MUDMAN [World Heroes] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Dakitsuki Punch [U] COMMAND ATTACKS df+D Mud Slider [L],KD f+D Mud Kick [M] d+B in air Mud Air Rider [O],# ABC in air Mud Flight [-],# d,d+ABC Mud Dance [-],# SPECIAL MOVES qcf+P Mud Attack [M],P,SC,# qcf+K Mud Launcher [M],P,# qcb+K (air) Mud Cutter [M],KD,# charge d,u+P Mud Gyro [M],KD,# DM qcf(x2)+P Super Mudman Attack [M].P.# qcf(x2)+K Seirei Kyuu [M],P,# hcb,f+A/B/C/D Heaven's Cross (2) [M],P,# 1. MUD AIR RIDER: Mudman dives down with a knee attack. This is an overhead, and you can perform a ground combo after it hits. 2. NUD FLIGHT: Mudman flaps his arms and glides in mid-air, delaying his landing time. You can attack following this move. Keep tapping ABC to glide longer. 3. MUD DANCE: Mudman dances, during which he is vulnerable, but it builds up his stock gauge. 4. MUD ATTACK: Mudman creates a blue spirit creature from his mask who then runs forward and pops on impact with opponent. It's basically Mudman's standard projectile. Move is SCable. 5. MUD LAUNCHER: Mudman throws a spirit creature upwards in an arc, which pops upon landing. You can have a Mud Attack on-screen together with this. D version arcs higher and further. 6. MUD CUTTER: Mudman hops and spins in place, slashing any nearby opponents. This move can avoid low attacks, and can also be done in the air. If used in mid-air, you can move around and use the Mud Air Rider after that. It almost looks like Mudman's body disappears during this move, as all you see is his mask and loincloth. 7. MUD GYRO: Mudman jumps up while spinning out his arms, green energy surrounding him. It comes out quickly, but has almost no forward range. 8. SUPER MUDMAN ATTACK: Mudman performs a Mud Attack, except the spirit he summons his much larger and negates projectiles. 9. SEIREI KYUU: Mudman summons a sphere of blue energy that descends slowly to opponent's location. 10. HEAVEN'S CROSS: Mudman creates a column of energy, with the location depending on the button pressed: (A): Directly behind Mudman (B): Directly in front of Mudman (C): About 1/2 screen distance in front of Mudman (D): About 80% screen distance in front of Mudman If the move connects, the energy column expands, and a pair of muscular spirits lift opponent to the top of screen before dropping them. The move launches and recovers quickly, but Mudman is vulnerable throughout the entire animation (which means he's in big trouble if the wrong version was used and opponent manages to get past the column). This move costs 2 stock bars to use. ============================================================================== METAL SLUG ------------------------------------------------------------------------------ MARCO ROSSI [Metal Slug] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Marco's Kick Combination [U] COMMAND ATTACKS df+C Secret Blow [M],NR,CW,# SPECIAL MOVES f,hcf+P Heavy Machine Gun [M],P,# f,hcf+K Iron Lizard [L],P,# qcb+P (air) Rocket Pack [M],KD,# qcb+K Black Grenade [#],P,KD,# d,d+BD Move Shift [-],# Press BD Combat Shift [-],# Combat Shift mode moves Press P Combat Code STK [M],# df+K Metal Sliding [L],SC,# qcf+P Combat Code JAE [M],# qcb+P Combat Code DSB [M],KD,# f,d,df+P Combat Code JUW [M],KD,# f+K Combat Code KKF [-],# b+K Combat Code KKB [-],# Press AC Combat Code UKE [?] d,d+AC Breakfast [-],# b,b Combat Style Cancel [-],# DM hcb(x2)+P Common Fixture [M],# hcf(x2)+B Metal Slug Attack * [M],P,OTG,# hcf(x2)+D Metal Slug Back Attack (2) * [M],P,OTG,# > qcf+K during * moves Metal Slug Cannon [M],P,# qcf(x2)+AC Energy Emission (2) [M],P,# #. Marco's gun attacks (his C attacks) range is as far as the tiny bullet that he shoots (which is just past the gun barrel). 1. SECRET BLOW: Marco crouches, and a boxing glove springs out from his backpack. This move is cancelable when canceled into, and combos from light attacks. When used standalone, the move knocks down with no recovery allowed, and is also a Counter Wire. 2. HEAVY MACHINE GUN: Marco pulls out a machine gun and fires several rounds. The projectiles are invisible, hit instantly and have about half-screen range. The move can hit a jumping opponent if they were slightly above the machine gun rounds' path. 3. IRON LIZARD: Marco pulls out a bazooka, and shoots out a missile that travels across the ground after a short pause. The move hits low, and Marco can move shortly after launching this move, though it has slow startup time. 4. BLACK GRENADE: Marco tosses a grenade in an arc (D version goes further). Upon reaching ground level, the move hits low. This move knocks down, and you can have this on-screen with an Iron Lizard or Heavy Machine Gun. 5. ROCKET PACK: Marco dives forward while strapped on a jetpack. Move knocks down and Marco can avoid low attacks with it. This move can be done in mid-air. 6. MOVE SHIFT/COMBAT SHIFT: Places Marco in Combat Style mode, during which he is unable to move normally or block, and his attacks are different. If hit, Marco will return to normal stance. The Move Shift has Marco rolling forward first before going into Combat Style. 7. COMBAT CODE: Marco's Combat Style modes. Press b,b to return to normal stance. P: Marco slashes with a knife. Move is cancelable, and you can combo A into C version. A version is a short, quick slash forward, while C has Marco slashing upwards. df+K: Marco slides forward with a low kick. Move is SCable. qcf+P: Knife slash, similar to his (A) STK, except it will combo from his STK and knocks down. Marco steps forward a little before slashing. qcb+P: Marco stands up with a knife slash similar to his STK. f,d,df+P: Marco jumps up with a knife slash. It's essentially an uppercut. f+K: Marco rolls forward. b+K: Marco rolls backward, during which he is invincible. AC: This is listed in Marco's movelist, but I don't see him performing anything different from his STK. d,d+AC: Marco eats some food, then turns fat for a moment. If he completes the animation, Marco regains some health. 8. COMMON FIXTURE: Marco summons a POW from Metal Slug. The POW will walk around, and cannot be hit by any attacks, but hitting Marco will cause the POW to go away (just like in Metal Slug). After a while, the POW will shoot a fireball, salute, then run away. Marco is free to move and attack while the POW is on-screen. Though the move does a LOT of damage, when the POW actually attacks is random: he may attack immediately upon being summoned, or he may stroll around for a long while before attacking. 9. METAL SLUG: Marco crouches and waves for Metal Slug, which charges in across the screen, ramming opponent in the process. The D version appears from behind opponent, but costs 2 levels to use. Metal Slug cannot be negated, and will negate enemy projectiles as well as hit opponent lying on the ground (like after they were hit by the Black Grenade). 10. METAL SLUG CANNON: You can motion qcf+K to have Metal Slug stop and fire its cannon instead (timed right, Metal Slug's charge can combo into the cannon). The cannon shell travels in a short arc, making it a nasty surprise against opponent trying to jump over Metal Slug. 11. ENERGY EMISSION: Marco transforms into a zombie, then vomits out a gout of blood forward. Marco uses a first-aid kit and returns to normal after that . Works as a decent anti-air, and negates projectiles. Move costs 2 levels to use. Note that Marco is NOT invincible while in zombie form. #. During the Metal Slug Attack DMs, Metal Slug will still come out charging if Marco is hit while waving, so long as he actually gets to wave. #. You can time the Metal Slug Cannon so that Metal Slug stops and covers Marco entirely, which renders him immune to most on-screen attacks (though I doubt it'll work against Mizuchi's Kon). ------------------------------------------------------------------------------ MARS PEOPLE [Metal Slug] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Million Leg Lariat [U] COMMAND ATTACKS df+D Mars Slider [L],KD SPECIAL MOVES qcf+P Mars Shot [M],P,# b,d,db+P Roswell Vanish [M],P,# hcb+P (near) Plasma Abduction [U],T,NR,# qcf+K Area 801 [O],NR,# f,d,df+K Plasma Spin [M],J,# DM hcf(x2)+P Not Independence [O],P,J,# hcb(x2)+P MP12 [M],P,J,# qcb(x2)+K Bronze After [M],P,J,# d,d+BD Flat Woods March (2) [M],P,# d,d+AC Tungus Incident (3) [O],P,# #. Mars People lost his Slide Head and Hopping Knee command attacks from SVC, and his Roswell Vanish and MP12's commands have changed. #. The Mars Slider has a different animation now: Mars People sticks out his tendrils across the ground instead rushing forward with a spinning tendril attack. 1. MARS SHOT: A version is a slow projectile that gains speed as it travels, while C version travels slowly while bobbing up and down slightly. 2. ROSWELL VANISH: Mars People disappears with an explosion then reappears (A): At the same spot. (C): About 1/2 screen behind him. Mars People is now only invincible when fully disappeared, not during the explosion itself unlike in SVC. Also, the explosion range is shorter, and opponent must be caught in the explosion and not just at the edge for the move to hit. It also comes out slower now. 3. PLASMA ABDUCTION: Unblockable throw; Mars People grabs opponent, levitates them up a little, then a bolt of lightning strikes down on opponent. The move has short range, but can still combo from a single normal attack. 4. AREA 801: Mars people hops forward with tendrils extended diagonally downward (D version goes higher and further, and hits twice). This move is an overhead with no recovery permitted. Unlike in SVC, both version are aimed diagonally downward now (the B version went mostly downward in SVC). 5. PLASMA SPIN: Mars People leaps off-screen, then descends with a multi-hit tendril attack. The move can hit while rising and descending, and if it connects both ways, an opponent is juggled. D version has a pause before Mars People leaps, but does more hits. 6. NOT INDEPENDENCE: Mars people summons a UFO (C version comes from behind), which fires 3 rings as it passes. The rings are now smaller and cannot be dodged by standing directly in the middle of the ring, but the move is now blockable. The rings will now combo into the other now (doing major damage in the process) and it seems you can juggle opponent after the rings hit. 7. MP12: Mars People Summons 3 waves of 4 little Mars People, with the 1st wave coming diagonally downward from Mars People' corner, the 2nd wave diagonally upward from the same corner, and the last wave in a J-shaped arc from the top center of the screen. You can't seem to get full hits from this move, but it juggles opponent (the Plasma Spin works well). 8. BRONZE AFTER: Mars People hops forward, then fires a ring directly below him while in mid-air. The move can cross-up, and juggles a hit opponent. 9. FLAT WOODS MARCH: Mars People spews out five eggs that hatch into tiny Mars People, which then rush forward and explode on contact with opponent. If Mars People is hit during this move, he will stop creating more eggs, but any eggs already on the ground will still hatch. You regain control of Mars People after he/it finishes laying the eggs, so you can hit opponent if they were caught in the explosions. This move costs 2 levels to use. 10. TUNGUS INCIDENT: Mars People summons a UFO to crash down on opponent. This move is an overhead, and is always aimed at opponent now. Moves costs all 3 levels to use. #. Mars People's Not Independence and Tungus Incident DMs will continue even if he is hit. ============================================================================== OTHER TITLES ------------------------------------------------------------------------------ ATHENA [Athena] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Silky Throw [U] COMMAND ATTACKS d,d+D Icarus no Kutsu [-],# SPECIAL MOVES qcf+P (air,can hold) Hamadrias Buster [M],P,# f,d,df+K Neptune Killer [M],KD,# qcb+A Morning Star Attack [O],KD,# qcb+C Morning Star Crash [O],KD,# hcb+K Lion's Shield [M],P,# d,d+AC Life Flower: Yakusouka Tairyokume Corpse [-],# d,d+BD Yakusouka Tairyokume Pneuma [-],# d,d+BC Yakusouka Bakutenme Pure Blossom [M],P,KD,# Press BD in air Pukapuka Hovering [-],# a> Press P Unicorn Horn [M],KD,# b> Press B Typhoon Sing [U],T,NR,# c> Press D Cancel [-],# DM qcb,hcf+K Poseidon's Rage [M],# f,hcf+P Heaven's Gate (2) [M],P,MR,# qcf,hcb+K Pegasus Fantasy (3) [M],# qcf(x2)+A Homura no Tsue [M],P,# a> qcf(x2)+A Flying Fire [M],P,# b> qcf(x2)+C Fire Storm (1) [M],P,# qcf(x2)+C Kaze no Tsue [M],P,# a> qcf(x2)+C Flying Hurricane [M],P,# b> qcf(x2)+A Storm Fire (1) [M],P,# #. Athena is the 'Goddess' version that served as one of the bosses in SVC. 1. ICARUS NO KUTSU: Athena jumps forward (that's it). You can cancel this into the Hamadrias Buster or Pukapuka Hovering. 2. HAMADRIAS BUSTER: Athena fires an arrow in arc. C version arcs higher and further. This move can be delayed and performed in the air. When delayed, , the arrow is set ablaze and the move does more hits. Also, when delayed the ground-launched arrows does not disappear immediately upon hitting the ground, and can hit if opponent touches them. 3. NEPTUNE KILLER: Athena turns into a siren and leaps forward tail first. D version goes higher and further, but does only one hit while B does 2. The move comes out very quickly and combos from light attacks. 4. MORNING STAR ATTACK/CRASH: Athena jumps forward in a high arc while smashing down with a morning star. This move is an overhead and can cross-up. C version goes further. 5. LION'S SHIELD: Athena creates an energy barrier in front of her that can reflect projectiles. I'm not sure if it reflects DM projectiles however. This move can work as a decent anti-air, as the shield covers Athena entirely from the front. 6. LIFE FLOWER: Athena pulls out a watering can, waters an area of the ground and a flower emerges. She is unable to do anything else while this move is active. The button combinations used determine the effect of the flower: (AC) - The flower heals Athena (does not restore beyond the red portion). (BD) - The flower increases Athena's stock gauge. (BC) - The flower explodes on contact when either character touches it. Athena will take damage too if she comes in contact with this. 6. PUKAKPUKA HOVERING: Athena sits in mid-air. You can use the Hamadrias Buster during this move, or its designated followups: (P)- has Athena diving diagonally downward with a sword stab that knocks down. (B)- has her diving down and throwing opponent away (opponent is covered in a gust of wind). This move is unblockable, but cannot hit an opponent in mid-air. (D)- causes her stop hovering and fall. 7. POSEIDON'S RAGE: Athena turns into a siren, then rushes forward riding on a wave and smacks her opponent repeatedly with her tail. The move will stop at the first hit if blocked. Athena is invincible as she's moving forward. 8. HEAVEN'S GATE: Athena hops on a golden lion, which shoots out 1(A) or 2(C) fireballs (the lion itself can hit a nearby opponent). Athena is now only invincible as the lion shoots. The fireball(s) cannot be negated, and now do multiple hits. This move costs 2 levels to use. 9. HOMURA NO TSUE: Athena creates flames in front of her. The flames stays with her and damages and stuns opponent if it touches them. It works similar to Benimaru's Raimei Tou HSDM from KOF2002/NeoWave, but the flame will disappear after a few seconds. Repeating the command will have Athena launch the flames forward as a projectile. If you perform qcf,qcf+C, she launches a Kaze no Tsue instead (it requires 1 extra stock to use). 10. KAZE NO TSUE: Similar to her Homura no Tsue, except she summons a mini tornado instead, and using the qcf,qcf+A followup has her creating the Homura no Tsue (again, requires 1 extra stock bar). 11. PEGASUS FANTASY: Athena mounts Pegasus, then charges forward and rams opponent. This move costs all 3 levels to use, but Athena is invincible while on Pegasus. #. Both the Homura and Kaze no Tsue negate normal projectiles, but will end if Athena is hit. ------------------------------------------------------------------------------ CYBER WOO [King of the Monsters] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Body Slam [U] COMMAND ATTACKS f+D Shoulder Tackle [M],KD ABC in air Air Break [-],# Press C during Air Break Halo Jump [O],KD,# SPECIAL MOVES qcf+P Hammer Punch [L],KD,# hcb,f+P (near) Rocket Bazooka [U],T,J,# 360+P Flying Tornado [U],T,NR,# f,d,df+K Flying Powerbomb [#],T,NR,SC qcf+K Roller Dash [-],A,# a> f+B Hasei - Shoulder Tackle [M],A,KD,# b> Press D Hasei - Kinkyuu Teishi [-],# DM qcf(x2)+P Missile Attack [M],# qcb(x2)+A/B/C/D Laser Gattling (2) [U],# qcf(x2)+K (can move) Split Attack (3) [#] 1. AIR BREAK: Cyber Woo jumps straight up while in mid-air. You can press C to have him perform a diving attack (the Halo Jump). Upon landing from the Halo Jump, Cybe Woo will backdash a little. 2. HAMMER PUNCH: Cyber Woo hits the ground, creating an earthquake effect that can hit at any range and must be blocked low or jumped over. I'm not sure if this move can OTG opponent or not though. The punch itself can hit opponent. 3. ROCKET BAZOOKA: Cyber Woo grabs opponent and blasts them with a bazooka, acting as a Critical Wire. The Flying Powerbomb makes an easy followup for this move. There is a bit of pause before Cyber Woo actually grabs opponent. 3. FLYING TORNADO: Cyber Woo grabs and lifts opponent to the top of the screen, then tosses them back down. Does a LOT of damage upon hitting. 4. FLYING POWERBOMB: Anti-air throw; Cyber Woo leaps forward and catches any mid-air opponent and slams them back to the ground. The move comes out VERY quickly, but will not hit an opponent on the ground. You can SC the move after Cyber Woo slams opponent to the ground. 5. ROLLER DASH; Cyber Woo dashes forward, during which he has autoguard. You can press D to have Cyber Woo end the dash prematurely (as he has a bit of recovery time upon stopping). 6. MISSILE ATTACK: Cyber Woo rushes forward a little (has short range, but comes out very fast). If he hits, he grabs opponent and pushes them to the corner, then hops back and fires a barrage of missiles at them. 7. LASER GATTLING: Cyber Woo turns into a Gattling gun and projects a targeting grid forward (location depends on button pressed, with A being closest to him). Cyber Woo then opens fire with a hail of Gattling gun rounds. This move is unblockable but will not hit if opponent was outside the targeting grid, unless they come into contact with Cyber Woo's body directly. In this case, the move automatically hits regardless of the button used, though it may not get full hits. Move costs 2 levels to use. 8. SPLIT ATTACK: Cyber Woo splits his body, with the upper half flying. You can move around freely during this time. Pressing A will cause him to extend his arms while spinning, pressing C has him doing a downward aimed punch (which is an overhead), while pressing K has the lower body shooting a small projectile. Cyber Woo seems to be invincible for the duration of the move. This move costs all 3 levels to use. ------------------------------------------------------------------------------ KISARAH WESTFIELD [Aggressors of Dark Kombat] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Swearing Smash [U] COMMAND ATTACKS f+D Round Heel Kick [O],# b+D Snapping Stamp Kick [M],KD,# SPECIAL MOVES qcb+A Hearty Brandisher Type A [M],# > qcf+A Hearty Brandisher Type F [M],KD,# qcb+B Hearty Brandisher Type B [L],KD,# qcb+C Hearty Brandisher Type C [#] qcb+D Hearty Brandisher Type D [L],# qcf+P Hip Bazooka [O],# 1> Press any Rhythmic Bound [-],# 2> Press any Rhythmic Kick [M],KD,# hcb,f+P (near) Vaulting Over [U],T,# qcf+K Cheerleader Kick [M],KD,SC,# f,d,df+K Cutey Rainbow [M],KD,# > tap K repeatedly Happy Presser [#],T,NR, DM qcf(x2)+K (air) Splash Air Dance [M],NR,# hcf(x2)+P (near) Jealousy Bomber (3) [U],T,# #. You can combo into Kisarah's sweep (crouching D) from her close standing and crouching C attacks. Also, you can combo the Hearty Brandisher Type A from her sweep. 1. ROUND HEEL KICK: Overhead kick. The move launches faster when canceled into, but you can only cancel this into the Snapping Stamp Kick. 2. SNAPPING STAMP KICK: Kisarah leans forward and raises a leg backwards and kicks using her heel in an arc above her. This move knocks down. 3. BRANDISHER A: Kisarah swings her bag in a downward arc. If qcf+A is motioned, she does another upward swing, knocking down opponent. 4. BRANDISHER B: Kisarah swings her bag at ground level. This move hits low and knocks down. You can follow this with the Hearty Brandisher Type A. 5. BRANDISHER C: Reversal move, Kisarah does no damage, but switches sides with opponent while leaving them vulnerable if she meets a physical attack during this move. If Kisarah did not reverse opponent, she swings out with her bag instead. This attack brings opponent closer to Kisarah even if the move is blocked. If the attack hits, it's possible to followup with a normal attack and start a new combo. 6. BRANDISHER D: Kisarah pauses, then hops forward and does a low kick and swings her bag. You can't seem to combo into this move, but if it hits, you can combo this into her Hearty Brandisher Type A/B. 7. HIP BAZOOKA: Kisarah hops forward with a kick aimed diagonally upward. You can't seem to combo into this move, but if it hits or is blocked, you can press P to have her vault over opponent (the Rhythmic Bound) and perform a split kick while in mid-air (the Rhythmic Kick). The Rythmic Kick can hit in front and behind Kisarah (since it is a split kick). 8. VAULTING OVER: Unblockable throw. Does no damage, but Kisarah switches sides with opponent while leaving them vulnerable. 9. CHEERLEADER KICK: Kisarah hops up with a split kick. B version combos from light attacks, while D version juggles a hit opponent. Both versions are SCable. The move hits in front and behind Kisarah. 10. CUTEY RAINBOW/HAPPY PRESSER: Kisarah jumps forward with her legs pointing up, looking rather like Andy Bogard's Kuuha Dan. If this move hits, tap K repeatedly to have her grab her opponent and slam them down with a no-recovery attack. 11. SPLASH AIR DANCE: Multi-hitting version of her Cheerleader Kick ending with her smacking her bag on opponent (which cannot be recovered from). This move can be done in mid-air. 12. JEALOUSY BOMBER: Kisarah creates a heart shape in front of opponent, and kisses her boyfriend who appears out of nowhere. This breaks the heart, causing it to explode. This move is unblockable and costs all 3 levels to use. ------------------------------------------------------------------------------ (KAGE) SHISHIOH/KING LION [Savage Reign/Kizuna Encounter] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Body & Upper [U] COMMAND ATTACKS f+A Upper [M],J,# f+C Chopping Right [O],# SPECIAL MOVES qcf+P Silent Storm [M],P,KD(C),# f,d,df+P Earth Chopper [M],NR,# qcb+P Beast Blow [M],KD,# qcf+K Nightmare [-],KD,SC,# DM hcb,f+P King Straight [M],P,# #. If Shishioh is unlocked, you can select him by pushing left at K' or right at Shermie (or down at Mizuchi). #. Shishioh lost his God Bless (d,u+C) sword throw and Minimum Upper punch. 1. UPPER: Shishioh does an uppercut similar to his absent Minimum Upper, except without the energy glow on his fist. The move juggles opponent, and can follow with another special move, such as the Earth Chopper. 2. CHOPPING RIGHT: Overhead punch. The move becomes cancelable when canceled into. You can also cancel this into the Upper, though it will only combo when used standalone. 3. SILENT STORM: Shishioh swings out a gust of wind from his sword similar to Krizalid's (C) Typhoon Rage from KOF99 (he no longer throws his sword). The move negates normal/DM projectiles. A version does not knock down except on a Counter Hit or against a jumping/juggled opponent. A version covers Shishioh's ground and mid-level. C version knocks down and covers his high and mid-level (this version travels diagonally upward). You can't followup after the C version hits although it looks like a juggle. 4. EARTH CHOPPER: Shishioh swings his sword in a downward arc, knocking down opponent with no recovery allowed. C version has a bit of startup pause, but goes further and does more damage. The move negates normal projectiles and has pretty long range. I'm not sure, but it seems the C version is an overhead (I've never seen the CPU block low against it). You can see the image of a lion's head at the sword arc. 5. BEAST BLOW: Shishioh charges forward with a shoulder tackle and if it hits, he follows up with a punch. This move can snag jumping opponents. Unlike Shin Shishioh's, the move can be blocked standing, and Shishioh has no invincibility at the start of the dash. Move recovers very quickly. 6. NIGHTMARE: Shishioh's body turns into a shadowy silhouette, and if struck during that time, he performs an autocombo on opponent (his old Kizuna Encounter Beast Blow). If triggered, the autocombo is SCable on any hit, though the (C) King Straight may not combo on certain hits. The move counters physical attacks at all levels, including special moves/DMs. Once triggered, the autocombo cannot be escaped from and will always hit. Damage scaling makes the King Straight's damage very weak when the move is SCed late, so it's recommended you SC by the 3rd hit. 7. KING STRAIGHT (A): Shishioh punches forward with his arm shrouded in energy. The move's range does not extend beyond Shishioh's glowing fist. Shishioh has no invincibility during this move and can be hit out of it. Note that this version cannot negate projectiles, but opponent must block for the entire duration of the move or take full damage. 8. KING STRAIGHT (C): Shishioh punches forward with his arm, and a massive spiral of energy shoots across the screen very quickly. Shishioh is not invincible and can be hit out of it, but the move can negate normal/DM projectiles. Unlike in Kizuna Encounter, Shishioh performs this standing still. This version is slightly slower than the (A) version, but does 3 hits. ============================================================================== BOSSES - Once the timer runs out, you will be whisked off to a boss match. See the chart below for the requirements to face each boss. - Both characters' health will be fully restored before a boss fight, but you start the battle with no stock. - All bosses heal automatically (and at a ridiculously fast rate). Multi-hit moves do very little damage against bosses because of their healing rate (they heal during every hit, so the end damage is almost negligible). - The usable versions of Mizuchi and Neo DIO do less damage than the CPU versions. BOSS ENCOUNTER REQUIREMENTS /------------------------------------------------------------------------\ |BOSS | WINS | D-ASSAULTS | BONUS | CONTINUES | EXTRA REQS | ---------------{------{------------{-------|-----------|-----------------| |Goodman | 8+ | 6+ that hit| None | None | avg health >50% | |Shin Shishioh | 6+ | none used | 1 | 1 max | none | |Neo DIO | 6+ | 4+ that hit| 2 | None | none | \------------------------------------------------------------------------/ - You will automatically fight Mizuchi if you fail to meet any of these requirements. ------------------------------------------------------------------------------ GOODMAN [NeoGeo Battle Coliseum] ------------------------------------------------------------------------------ #. Goodman is playable only in the console versions. He cannot jump, crouch or block (?!). #. To select Goodman after he's unlocked, go to the space above the timer, which is in between Ai and Yuki's portraits. #. Goodman can cancel from one Saru Ou move to another. #. Below is a description of Goodman's special moves: SPECIAL MOVES MOVE NAME PROPERTIES 1. qcf+any Saru Ou - Haubotsusen Kougeki [M],P,KD,# 2. qcb+any Saru Ou - Rakka Kougeki [O],P,KD,# 3. f,d,df+any Saru Ou - Higashira Kougeki [M],P,KD,# 4. b,d,db+any Reflector [U],P,KD,# 5. ABC Power Up (3) [-],# 1. Saru Ou - Haubotsusen Kougeki [Monkey King - Parabola Strike] - Goodman holds his flame whip to his chest, and the flame spirit next to him arcs forward very quickly, knocking down opponent. If the command is repeated as the spirit lands, it will arc backwards toward Goodman, working as a nasty surprise. Move cannot be negated, but can be crouched under at close distance. 2. Saru Ou - Rakka Kougeki [Monkey King - Falling Strike] - Goodman cracks his flame whip (which can hit, and is a low attack) and sends the flame spirit away, then descending on location depending on button used (with A being closes to him and D being furthest). The flames knock down and is an overhead attack that cannot be negated. When the flames is at ground level, Goodman may cancel this into the other Saru Ou moves as a surprise. If Goodman is hit before he can detach the flame spirit, the move won't launch, though if it was already away, hitting Goodman won't stop the flames from descending. 3. Saru Ou - Higashira Kougeki [Monkey King - Blazing Column Strike] - Goodman lifts his whip (which can also hit,and is a low attack), and the flame spirit explodes into multiple columns, similar to Terry's Triple Geyser. The explosions knock down and cannot be negated. Goodman can cancel this into another Saru Ou move in between explosions. 4. Reflector - Goodman creates an energy barrier in front of him that counters any physical attack at any level. The move can also hit a nearby opponent, reflects projectiles and is unblockable. Upon hitting, the move sends opponent to the far end of the screen. 5. Power Up (DM) - Goodman turns purple, during which his attack damage increases. It lasts for about 20 seconds or so. This move costs all 3 levels to use. ------------------------------------------------------------------------------ MIZUCHI [King of Fighters '97] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Kadokyakujin [U] SPECIAL MOVES f,hcf+P Kaijo [M],P,J,# hcf(x2)+K Rei [#],KD,P,# f,d,f+P Ken Imi [#],J hcb+any Katakenawa [M],P,J,# qcb+P in air Ontai [#],KD DM hcb(x2)+P (near) Ookami [U],T,# qcf(x2)+P Kon (2) [M],P,OTG,# #. If Mizuchi is unlocked, you can select him by pushing left at Kyo or right at Iori (or up at Shishioh/King Lion). #. Mizuchi's close standing D is cancelable on either hit, but if canceled too late during the 1st hit, your attack won't combo. 1. KAIJO: Mizuchi throws a sun-shaped disc across the screen. The move hits multiple times but clashes with normal mid-level projectiles. Against low level projectiles, both will pass through each other. The move can be crouched under by most characters, but it juggles a hit opponent. The CPU Mizuchi is completely invincible while throwing out the disc. 2. REI: Mizuchi sticks out his chest and creates a shield in front of him, which knocks down opponent if they were close to him. He is invincibile while creating the shield, and the shield itself can negate projectiles. It's pretty slow to launch however. 3. KEN IMI: Mizuchi points a finger (A=forward/C-diagonally upward). If it touches opponent or meets a physical attack, a white disc appears on his fingertips and shatters. The attack juggles upon hitting. The CPU Mizuchi is completely invincible as he is extending his arm. 4. KATAKENAWA: Mizuchi creates a column of energy (location depends on the button used, with A being closest to him). The column cannot be negated, and will juggle a hit opponent. The CPU can have several columns on-screen , juggling multiple times. You can tell where the column will appear from the glowing spot on the floor before it launches. 5. ONTAI: This is an aerial version of the Rei. It cannot hit most opponents on the ground, but Mizuchi seems to have invincibility during part of this move. 6. OOKAMI: Mizuchi vanishes, then reappears. If opponent was near him, he stabs his hand into opponent, pulls out a blue ball of energy and crushes it. Mizuchi is invincible during the startup flash, but is vulnerable when reappearing to attack. The move no longer sucks in opponent like in KOF97, and does far less damage compared with Orochi's version. The CPU's version launches and reappears faster, and can juggle with the Kon to do lots of damage. 7. KON: Mizuchi raises his arms, and flashes occur at opponent's location no matter where they are (Orochi's full-screen DM, minus the white screen). If the move hits, a sun symbol covers opponent as they are lifted to the top of the screen. This move can hit an opponent lying on the ground. This costs 2 levels to use, is a little slower than it was in KOF'97 (you have time to stop and block if you were dashing while Mizuchi launches this), and it does less damage now. The CPU Mizuchi is vulnerable during the startup, but is completely invincible once the attack begins (I've seen Metal Slug simply charge past him with no effect while Marco was getting hit). The playable Mizuchi is completely vulnerable for the duration of the move, so non-negateable projectiles or moves with invincibility or full body autoguard can hit him out of it. The usable Mizuchi's version also starts up slower (but will still combo off his juggles). ------------------------------------------------------------------------------ NEO DIO [World Heroes] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+CD Rolling Throw [U] COMMAND ATTACKS f+C Rokotsuna Abarabane [M],# df+K Sliding [L],KD,# SPECIAL MOVES qcf+P Sonic Saber [M],# qcf+K Grand Saber [M],KD,# hcb,f+P (near) Burning Claw [U],T,# hcb,f+K (near) Freezing Claw [U],T,# d,u+K Rolling Smash [M],KD qcf+K in air Meteor Smash [O],# f,d,df+P Thunder Blow [M],# b,d,db+P Muteki no Teppeki [-],# DM qcf(x2)+P Ultimate Cannon [M],P qcf(x2)+K Ultimate Beast (2) [M],# A,B,C Ultimate Illusion (3) [U],# #. If Neo DIO is unlocked, you can select him by pushing left at Athena or right at Mars People (or up at Mizuchi/down at Shishioh). #, According to DJ Tigresa's guide, the CPU Neo DIO has two exclusive moves: Nikuhen and Haimaru Haigaku. #. The Nikuhen has Neo DIO shooting out 3 feather-like projectiles aimed slighly above him. The projectiles cannot be negated, and will defeat any negateable projectile DMs. # The Haimaru Haigaku has Neo DIO summoning a creature to grab your character's legs, leaving him/her vulnerable. The move is unblockable. #. Neo DIO can triangle jump. 1. ROKOTSUNA ABARABANE: DIO sticks out his chest and spikes protrude from it. 2. SLIDING: Neo DIO slides across the ground; move knocks down. The move combos from light attacks. D version does one extra kick. 3. SONIC SABER: Neo DIO rushes forward with an elbow attack. The move comes out very fast, but does not knock down. A does one hit, while C does 3. 4. GRAND SABER: Similar to the Sonic Saber, except DIO punches upwards instead, knocking down upon hitting. 5. BURNING CLAW: DIO grabs his opponent, then ignites them and tosses them away. 6. FREEZING CLAW: Similar to the Burning Claw, except DIO freezes opponent instead, leaving them vulnerable to further attacks. This move comes out noticably slower than the Burning Claw. 7. ROLLING SMASH: Neo DIO curls up into a ball and hops diagonally upward. 8. METEOR SMASH: Similar to the Rolling Smash, except Neo DIO dives downward from mid-air. 9. THUNDER BLOW: Neo DIO extends the spikes on his head forward and charges it with electricity. This move doesn't knock down. 10. MUTEKI NO TEPPEKI: Reversal move, Neo DIO causes opponent to pause during their attack while he teleports behind them, leaving them open to counter attacks. The move counters physical attacks at any level, including special moves and DMs. The moves comes out pretty slowly however, and it's possible for opponent to escape or block before a counterattack hits. The CPU tends to follow with a Thunder Blow, and if you were performing a move that causes your character to rush forward quickly, like a D-Assault, your character will be unstuck and continue on with the attack before the Thunder Blow can hit. 11. ULTIMATE CANNON: Neo DIO pauses a moment, then launches out a ball of lightning. The CPU's version travels faster. 12. ULTIMATE BEAST: Autocombo move. There is a short pause during startup, during which Neo DIO is invincible. The CPU's version is unblockable. Move requires 2 levels to use. 13. ULTIMATE ILLUSION: DIO rushes forward almost 1/2 screen distance. If DIO touches opponent during the dash, he stops and summons Neo Geegus from WH2 and both of them perform a short autocombo on opponent (the move looks rather like a parody of Morrigan's Darkness Illusion). This move is unblockable, and costs all 3 levels to use, but its damage is pretty poor. ------------------------------------------------------------------------------ SHIN SHISHIOH/KING LEO [Savage Reign/Kizuna Encounter] ------------------------------------------------------------------------------ MOVE NAME PROPERTIES Body & Upper [U] COMMAND ATTACKS Upper [M],KD,# Chopping Right [O],# SPECIAL MOVES Silent Storm [M],P,# Earth Chopper [M,U-C],NR,OTG,# Beast Blow [L],KD,# Nightmare [-],KD,SC,# Hunter Killer [O],J,# DM King Straight [M],P,# King Upper [M],P,# #. Shin Shishioh is usable only in the console versions. He's still listed as 'Shishioh' when you fight him ('King Lion' if the language is set to English). #. For full descriptions of his moves, please refer to Shishioh's movelist. 1. SILENT STORM: Similar to Kage Shishioh's version, except it does slightly more damage. 2. EARTH CHOPPER: Shin Shishioh's (C) version is unblockable. Either version can hit opponent lying on the floor. 3. BEAST BLOW: Shin Shishioh's version hits low. Shin Shishioh is immune to high and mid-level attacks during the initial part of the dash. The CPU will use this to go past mid-level projectiles. 4. NIGHTMARE: Similar to Kage Shishioh's version, except it does far more damage. The CPU will SC this into a King Straight if he has stock. Double Assaults cannot hit Shin Shishioh (but will not go past him), though he can't reverse them either. 5. HUNTER KILLER: Shin Shishioh jumps forward with two kicks similar to Mr. Karate's hcb+D Hien Shippu Kyaku, except this move is an overhead, does more damage and goes further. Move can avoid low attacks and juggles upon hitting: he can actually combo a King Straight/Upper after this (pray he uses a King Straight instead of Upper, as it's less painful). 6. KING STRAIGHT: Shin Shishioh's version is identical to Kage Shishioh's version and is not the autocombo DM from Kizuna Encounter. The CPU will use the (C) version to punish projectiles. 7. KING UPPER: Shin Shishioh no longer performs the triple Minimum Upper from Kizuna Encounter. Instead, has punches out a spiral of energy upwards, similar to his (C) King Straight. This move comes out very quickly and does ridiculously high damage for a level 1 DM (almost 50%). ============================================================================== 6) MISCELLANEOUS INFORMATION ============================================================================== ------------------------------------------------------------------------------ ADDITIONAL GAME SYSTEM INFORMATION ------------------------------------------------------------------------------ VS CPU BATTLE The single-player rules for NGBC are as follows: - You start with 300 seconds on the timer. The timer will not refill unless you used the Increase Time bonus or if you continued. - In single-player, only one character needs to be KOed to end the match. So switch out if your character's health is low. - Your character will heal to the limit of their red bar between battles. Only Nakoruru, Shiki, Jin Chonshu and Marco can restore their health above the red bar through the use of their healing moves. - You carry over whatever stock you have between battles, except during boss fights or if you were challenged. However, after every 3 battles, your "D-Assault OK" message will be reset and you need to wait for it to be displayed again. - After every 3 battles, a bonus screen will appear with several options: 1. No Service 2. Life Recovery (heals about 25% for each character) 3. Increase Power Gauges (gives you full stock bars on your next match) 4. Increase Time (adds 25 seconds to the timer) If you used a bonus, it will be grayed out and unavailable to you during the next bonus screen (if you've KOed another 3 opponents before timeout). Keep in mind that you have to take bonuses if you want to fight Neo DIO or Shin Shishioh. - Keep in mind that only actual (green), and not healable (red) health is taken into account during timeouts (and determining if you get to fight Goodman or not). - Once you run out of time, you will face the boss depending on what criteria you met. It doesn't matter if your combined health was lower than the CPU's during timeout; you still get to fight the boss (though if your combined health was less than one full bar, you won't be able to fight Goodman even if you've met the other criteria). - Only actual (green), and not healable (red) health is taken into account during timeouts against a human opponent or the boss. VS BOSS BATTLE - You start a boss fight with 120 seconds on the timer. - In the case of a timeout during a boss fight, your combined health is measured with the boss'. So long as your combined health bar is longer than the boss', you will win the match regardless of how little health your active character had. - Once you face the boss, you can continue as many times as you want if you lose. The continue tally is only taken into account when fighting the CPU opponents. - You MUST reach Goodman and defeat him to view the end credits and have the chance to enter your initials into the high score. There are no individual endings, but you do get a character-specific text crawl after Goodman's exit scene. Amazingly, the English is pretty good this time, considering how long the text scene is, and SNKP's history of funny 'Engrish'. :) VS 2P BATTLE - In a vs 2P battle, the timer starts counting down from 160 seconds. - In a 2P battle, both characters need to be KOed to end the match. - In the event of a timeout, total health of both characters are tallied, and the match is awarded to whoever that has the most combined health. - If a challenger appears while one player is fighting the CPU, the winner will resume the CPU battle with the amount of time left at the beginning of the round before being challenged together with the number of CPU wins. - If one character is already knocked out, using a Guard Cancel Tag Attack (E while blocking) will cause that character to perform only the knockdown attack. Obviously, you also lose access to D-Assaults. OTHER INFORMATION - The Roulette will randomize your selected character after every 3 battles when fighting the CPU, and after every battle against a human opponent. - Your character's colour is determined by the attack button used. ------------------------------------------------------------------------------ SPECIAL DOUBLE ASSAULTS ------------------------------------------------------------------------------ - Using certain character combinations give you access to special versions of the Double Assault. - You will also need use a special move (or even have it hit) before you have access to the Special Double Assault. There is also a time constraint: you have about 10 seconds or so after using/hitting with the required move to perform the move before you lose the opportunity to do so. - Special Double Assault do more damage than a regular D-Assault and are indicated by a gold startup flash instead of the regular blue version, as well as a different startup attack (which still has almost no priority). Here are the known combinations: #. I haven't tried all the Special Double Assaults noted here, so I apologize for any errors that may be present. YUKI & AI Yuki: Perform 3 different Memory Card Slash (d,d+any/Start) moves, then motion qcf,hcb+AE before any of the Memory Card Slashes wear off. * Yuki starts with a ground-launched Riding Hero. * You can move around and attack with Atomic Guy, but the move ends if he is hit, or after around 5 seconds. Ai: Perform a Lightning Ball (ABC while on Joy Joy Balloon), then motion qcb,qcb+CE. * Ai starts by pulling out a gun similar to Marco's Heavy Machine gun, except this needs to hit up close. KYO & IORI Kyo: Connect with new Dokugami chain (qcf+C,qcf+C,qcf+A,qcf+K,hcb+C), then motion qcb,hcf+AE. * Kyo starts with a dashing (D) Hikigane, which can combo from his Dokugami chain. Iori: Connect with his Ya Sakazuki DM (qcb,hcf+P), then motion qcf,qcf+CE. * Iori starts with his LDM from KOF2003 (except this isn't an overhead). This is probably the easiest Special D-Assault to connect with, since opponent is unable to move. KAEDE & MORIYA Kaede: Super Cancel his Shinmei Renjin Zan (qcb+P) into d,d+AE. * Kaede starts with a close C slash. Moriya: Perform his Taitou Hogetsu (b,d,db+A/B/C), then motion f,hcf+CE. * Moriya starts with his Ittou (df+A) slash. * Good luck getting the Taitou Hogetsu to launch in the first place, as it requires very strict motioning. TERRY BOGARD & ROCK HOWARD Terry: Perform a Charge Run (hcf+K) without the Charge Kick, then motion b,f,f+AE anytime after. * Terry starts with a Rising Upper, which has poor range, but comes out pretty fast. Rock: Perform a Rage Run: Type Shift (qcb+D) and successfully switch sides, then motion b,d,db+CE anytime after. * Rock starts with the (A) Rising Tackle, and all 3 hits must connect on opponent on the ground for the rest of the move to launch. Despite the animation, the move has no priority whatsoever. HAOHMARU & GENJURO Haohmaru: Activate the Ikari Bakuha (ABC), then motion df,df+AE. * Haohmaru starts with his close C slash. Genjuro: Activate the Ikari Bakuha (ABC), then motion f,b,f+CE. * Genjuro starts with a far B slash. MR. KARATE & ROBERT GARCIA Mr. Karate: Connect a Tenchi Haoh Ken (qcf,qcf+P), then motion qcf,b,f+AE anytime after. * Mr. Karate starts by stepping forward with a punch (the 1st hit of his Buryoko Ranbu minus the autoguard). Robert: Connect a Hien Senpuu Kyaku Finisher (qcb+K 4 times, qcf+K), then motion qcb,f,b+CE anytime after. * Robert starts with his Ura Ken backfist. HANZO & FUUMA Hanzo: Connect with his C/D Ninpo Kohrin Kazan (qcb+any), then motion f,d,df+AE anytime after. * Hanzo starts with a close range knife slash. Fuuma: Connect with his Satsu Chouken throw (hcb+P), then motion qcf,qcf+CE anytime fter. * Fuuma starts with a close range knife slash. Special thanks to DJ Tigresa for compiling them, and to the people at the GameFAQs and Orochinagi forums for posting them up in the first place. ------------------------------------------------------------------------------ MOVE PROPERTIES GLOSSARY ------------------------------------------------------------------------------ Here is an advanced move property glossary: AIR THROW Certain characters have basic throws that can be performed in the air. These throws cannot be escaped from, but must be done very close to opponent. Air throws can work if an opponent is on the same level or slightly higher than your character, but not on opponents who are on a lower level. AUTOGUARD Moves with autoguard can block incoming attacks during certain frames of their animation. Autoguard is still treated as blocking, so it'll only work against blockable attacks. Certain moves have autoguard in a specific area only, such as Ryo's Joudan/Gedan Uke moves(his arm) while some moves have full body autoguard (Ryo's Buryoko Ranbu). You will still take blocking damage from autoguarding special moves, but being able to hit opponent while they're vulnerable makes it worthwhile. COMMAND ATTACKS Command attacks can be canceled into from normal attacks, and may be cancelable into special moves when done so. If used on its own, command moves may have additional properties such as knockdown or being an overhead. Low hitting command attacks may retain their property, but overheads are always blockable low if canceled into, regardless of whether the overhead will combo or not. Not all commands attacks will combo from normal attacks, and most command attacks only combo from hard attacks, while some can only combo from light attacks. COUNTER HIT A Counter Hit occurs if both characters are attacking at the same time, and one character manages to hit the other, or both characters get hit at the same time. Counter hits generally do more damage than usual, and if opponent was hit in mid-air, it may be possible to hit them again before they land. Throws of any kind do not do Counter damage. Multi-hit moves only do Counter Damage on the first hit. Counter Hits do not apply to normal attacks; you can only Counter Hit an opponent performing command, special or DM moves. CRITICAL/COUNTER WIRE Moves with Critical Wire property will cause an opponent to rebound off the wall and leave them open to juggles. Counter Wires have the same property on a Counter Hit. DAMAGE SCALING NGBC uses a damage scaling system. This means moves will do less damage in combos if they add to the hit counter (which also means throws do not suffer from damage scaling). The longer your combo is, the more significant damage scaling becomes. While this isn't a huge factor with special moves, DMs may do far less damage in a long combo followed by a Super Cancel. DOUBLE ASSAULT The Double Assault, or D-Assault is a fast autocombo attack peformed with qcf+E. You may only use a D-Assault when the "D-Assault OK" message is flashing above your stock gauges. The move comes out very quickly and can combo off light attacks, but does little damage. However, it takes off a noticable chunk of your opponent's red health, meaning they won't be able to heal as much upon tagging out. Double Assaults have no priority to speak of, and just about any attack can beat it. It also has horrid recovery time if blocked. If a D-Assault connects, your partner's health bar will start flashing red, and during this time, your partner does increased attack and Guard meter damage, and basic attacks will do chipping damage. Against the CPU, you must connect the D-Assault a certain number of times in order to fight Goodman or Neo DIO. To fight Shin Shishioh, you shouldn't have used any D-Assaults at all. FRONTSTEP (all special versions) The Tactical Step, Guard Cancel Frontstep and Just Defence Frontstep will cause your character to dodge, then dash forward in the background. During a frontstep, your character is fully invincible (even throws will miss) while flashing white, and for about half the dash animation, so they are vulnerable while stopping. Unlike KOF's recovery roll, you may cancel your frontstep into an attack, but doing so will end your invincibility. The Just Defence Frontstep looks and works exactly the same as the Guard Cancel Frontstep, and there are no visual indicators to show you did this version, except you only drain 1/4 bar of stock instead of the usual 1/2 bar. Other than that, there doesn't seem to be any use for Just Defence in NGBC. GUARD CRUSH Guard Crush happens when a character blocks too much until their Guard Meter is depleted; the character will be stunned for a moment when they block. Upon being Guard Crushed due to blocking while the Guard Meter is depleted, that character's Guard Meter will be refilled. INVINCIBILITY Moves that have invincibility mean physical and projectile attacks will miss against them. Throws and reversals may still be able to work though. Certain moves have full invincibility, while others may be only immune to low or high attacks. For example, Ryo's Ryuko Ranbu is only immune to high and mid-level attacks during the dash, while CPU Mizuchi is completely invincible while throwing out his Kaijo projectile. PROJECTILES Projectile moves are not considered physical attacks, and cannot be countered by most reversal moves, although certain moves can reflect or absorb them. Normal projectiles generally clash with each other (there are some normal projectiles that cannot be negated), while DM projectiles will negate normal projectiles. Certain DM projectiles will clash with other DM projectiles, while others are not negateable and will defeat them. In NGBC, certain normal mid-level projectiles can be crouched under, such as Chonshu's Tengan Ken or Robert's (P) Ryu-Geki Ken. Some negateable DM projectiles: Ryo/Robert's Haoh Sho Koh Ken, Chonshu's Rojin Ken, Genjuro's Ayame. Some non-negateable DM projectiles: Marco's Metal Slug Attack DMs, Tung's Chou Shou Nami, Shin/Kage Shishioh's King Straight. REVERSALS (COUNTER MOVES) Reversals are passive moves that do not attack on its own. However, if a reversal move is struck by a physical attack within a certain frame, the character will 'catch' the incoming attack and launch a counter-attack of their own. Not all reversals have the same property: Rock's Counter Crack: Joudan can counter special moves, but the Gedan version cannot. Goodman and Asura can also reflect projectiles with their reversal moves. Finally, note that most reversals only counter moves that hit at a certain level, though Shishioh and Neo DIO's reversals can counter physical attacks at any level. SUPER CANCELS Many characters in NGBC can cancel special moves into DMs. This does not require any extra stock, unlike in KOF. Do note that being able to SC a special move doesn't mean the DM will combo or get full hits. THROWS Throws cannot be reversed, and will not do Counter damage. All special throws cannot be escaped from in NGBC. Most throws can only hit a grounded opponent, and some anti-air throws can only hit a mid-air opponent. Most, but not all special throws cannot be recovered from if they knock down. The CPU is pretty good at breaking normal throws in NGBC. TRIANGLE JUMP Certain characters like Mai and Neo DIO can triangle jump by pushing ub then uf at either corner. You can only use a triangle jump if you didn't make an attack while jumping. You can attack following a triangle jump. ============================================================================== 7) CONTACT INFORMATION ============================================================================== IMPORTANT! READ THIS FIRST! You are free to e-mail me to contribute information, correct mistakes or just to give comments about this guide. But please do follow some rules: 1) NO FLAMING of any kind and no foul language WHATSOEVER. If you want to criticize my work, be constructive about it. 2) NO L337 $pe@k and SMS lingo. These will be deleted on sight. 3) Mails are to be in ENGLISH ONLY. You don't have to be grammatically perfect, just as long as I can understand it. 4) DON'T send me basic combos. This is a move list, not a combo guide. 5) Do NOT send me anything you aren't sure of. Only mail me if you've seen it being done or if you've tried it yourself. I don't put anything in here that I haven't seen or couldn't do, and neither should you. PLEASE include the word 'faq' (without the inverted commas) in your subject when you mail me, as I'm running filters. You can mail me at: {ragestreak(at)yahoo[dot]com} Sorry for making this hard to read, but I'm paranoid about junk mail. :) If you've actually read all of this, thank you for reading. :) ------------------------------------------------------------------------------