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the King of Fighters XI moves et guide

------------------------------------------------------------------------------ THE KING OF FIGHTERS XI MOVELIST/GUIDE ver O.3 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. The King of Fighters XI 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 such. INDEX 1) Introduction 2) Version history 3) Game system 4) Movelist 5) Miscellaneous 6) Special thanks 7) Contact information ============================================================================== 1) INTRODUCTION ============================================================================== Welcome to my King of Fighters XI (KOFXI) movelist/guide and thank you for reading. This guide will attempt to document the various changes that have taken place since KOF2003 (2k3), while providing a basic movelist and move properties description where appropriate. Please note that this is NOT, and will never be a combo guide, and whatever combos mentioned in here are as examples to highlight a move's property. ABOUT KOFXI KOFXI is the first Atomiswave KOF game that continues the storyline from where KOF2003 left off. There are many changes, such as: - Blowback (CD) Attacks make a return. - You can now change team leaders if challenged. - A new skill bar system. Super Cancels are now tied to the skill bar, so you no longer need an extra stock bar for a Super Cancel. - An improved tag system. You can now tag as often as needed. The Change Attack (qcf+BC/CD) from 2k3 was removed, and in its place are the new Quick Shift and Saving Shift moves. - Dream Cancels allow your team leader to cancel a DM into their LDM for improved combo and damage potential. - 3 new characters join the cast: Elisabeth, Oswald and Momoko. Adelheid is also officially made playable. - Eiji Kisaragi returns after a 10-year hiatus, and is joined by Kasumi, Vanessa, Ramon and Sie Kensou. - Characters crossing over to KOF are Duck King from Fatal Fury and Bonne Jenet from Garou: Mark of The Wolves. Also appearing as edit characters are Gai Tendou and Silber from Buriki One and Sho Hayate and Jyazu from Kizuna Encounter. - Leona, Goro, Mai, Joe, Robert, Hinako, Chizuru, Jhun, Chang, Billy, Yamazaki and Kusanagi are absent unfortunately. - A new judgement system for detemining the winner during timeouts, so having more health is no longer a guarantee you'll win a match by timout. - Significantly improved CPU AI. At high difficulty levels, the CPU puts up pretty realistic fights. - Many, many (sorry, B. Jenet got to me :P) changes to the game system and characters' moves. ============================================================================== 2) VERSION HISTORY ============================================================================== Version 0.1 beta (30 March 2006) - First release. This is incomplete, so please don't e-mail me with any requests until I get a proper first release out. Version 0.1 beta 2 (8 April 2006) - Made some corrections to various characters (I didn't keep track of them all). - Added in the notes for the bosses, and expanded the notes for Ash and Shen Woo. - Added in some notes for the game system at the end. - This is still incomplete, but thank you to all the people who helped me with corrections and additional notes. Version 0.1 (21 May 2006) - Corrected various errors in the movelist. The move commands should be accurate now (I think). - Finally completed Momoko's moves' description. - Updated the notes for various characters and the game system. I apologize, but I didn't keep track of the changes I made to this version. Some characters' notes I remember updating were Oswald,Shen Woo,Duo Lon,Gato, Ralf,Athena,Vanessa,Gai,Adel,Shion and Magaki. Version 0.2 (27 May 2006) - Added in cancel charts for all playable characters. - Added in the combinations for Duck King. - Made minor corrections to Duo Lon, Duck King, Clark and Silver's notes. - Expanded the system notes and added in a moves' properties glossary. Version 0.3 (22 June 2006) - Updated the notes for Oswald,Shen,Elisabeth,Duo Lon,Terry,Kim,King,Gato, Kensou,Momoko,Vanessa,Malin,Kasumi,Eiji,Maxima,Iori,Shingo,Jyazu,Silber, Adel,Shion and Magaki. - Corrected some of the system notes and Duck King's combination chart. ============================================================================== 3) GAME SYSTEM ============================================================================== 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, forward (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 = Blowback (CD) attack 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) dp (dragon punch) motion joystick f,d,df rdp (reverse dragon punch) motion joystick b,d,db 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 BASIC MOVES ACTION press Start Taunt opponent push joystick f Walk forward push joystick B Walk backward tap f,f(hold) Forward dash tap b,b Backstep tap ub,u or uf Low jump (hop) press ub,u or uf Normal jump tap df-db then lightly ub-uf Fast hop tap db-df then ub-uf High Jump press b when attacked Standing Block press db when attacked Crouching block AB Emergency Evade (forward roll) b+AB Emergency Evade (backwards) AB while blocking (1 stock) Guard Cancel Emergency Evade (backward) f+AB while blocking (1 stock) Guard Cancel Emergency Evade (forward) AB while attacking (1 stock) Quick Emergency Evade AB when knocked down Fallbreaker (recovery roll) f+AB when knocked down Forward Fallbreaker (recovery roll) E while blocking (1 stock) Guard Cancel Blowback Attack b/f + C/D (near) Basic Throw (unblockable) b/f + C/D when grabbed Throw Escape AC/BD on ground Tag out AC/BD while attacking Quick Shift (uses 1 skill bar) AC/BD when hit Saving Shift (uses both skill bars) 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 (L)DMs only. Does not require skill stock. X - Move can be canceled into, but it won't combo. SPECIAL MOVES PROPERTIES A - Autoguard. KD - Knockdown, can be recovered using the 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 Knockdown, cannot Fallbreaker from this move. 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 no followup was done, a juggled character may use the Fallbreaker upon landing. T - Throw move, cannot be reversed. Basic throws will not be noted. P - Projectile, cannot be reversed, though certain moves absorb or reflect them. CW - Counter Wire. On a Counter hit, the move will cause opponent to bounce off the screen's edge and leave them open to juggles. RV - Reversal move. Works against non-throw, non-projectile moves only. SC - Super Cancelable. Super Cancels require 1 skill bar, indicated by the small bar above the stock bars. You can Super Cancel into LDMs as well. DM - Desperation Move, requires 1 stock bar to use. DC - Dream Cancelable DM. Can only be used by the team leader, and costs 1 skill bar in addition to the DM and LDM total cost of 3 stock bars. LDM - Leader Desperation Move. Requires 2 stock bars and can only be done by the team leader. # - See notes. CANCEL CHART NOTES - I based my cancel charts off the KOFXI Conqeror's Guide, which may or may not be accurate. These notations will be used: r = repeatable into itself (LIGHT ATTACKS ONLY). c = cancelable into command/special moves. s = cancelable into special moves but not command attacks. sc = Super Cancelable only. - = not cancelable or repeatable. - To read the cancel chart, the first value in brackets [] indicate the hit location, the second value for light attacks represent repeatability, while the last value represents cancelabilty. - E button attacks will only be noted twice, once for 'standing near' and again for 'vertical jump' as there are only two versions, one each for ground and air. The guide only specifies if E attacks are cancelable into special moves. Ramon is the only character who cannot cancel his standing E attack. - Uou can cancel any cancelable ground E attack if it misses, but only before the actual hit animation launches. This also means your E attack can never hit when used in such a situation. - All ground normal attacks can be Quick Switched from. ============================================================================== 4) MOVELIST ============================================================================== HERO TEAM | Ash Crimson | Oswald | Shen Woo RIVAL TEAM | Elisabeth | Duo Lon | Benimaru FATAL FURY TEAM | Terry Bogard | Kim Kaphwan | Duck King ART OF FIGHTING TEAM | Ryo Sakazaki | Yuri Sakazaki | King GAROU: MOTW TEAM | Bonne Jenet | Gato Futaba | Tizoc IKARI WARRIORS TEAM | Ralf Jones | Clark Steel | Whip PSYCHO SOLDIER TEAM | Athena Asamiya | Sie Kensou | Momoko AGENTS TEAM | Vanessa | Blue Mary | Ramon ANTI-KYOKUGENRYU TEAM | Malin | Kasumi Todoh | Eiji Kisaragi K' TEAM | K' | Kula Diamond | Maxima KYO AND IORI TEAM | Kyo Kusanagi | Iori Yagami | Shingo Yabuki EDIT CHARACTERS (Mid bosses) - Gai Tendou - Sho Hayate - Jyazu - Silber - Adelheid Bernstein BOSSES - Shion (Sub boss) - Magaki (Final boss) #. 'Immune to' means a move cannot be harmed by a particular attack type. 'can dodge' only means the move is capable of avoiding a particular attack type, but is not guaranteed of being able to do so. ------------------------------------------------------------------------------ ASH CRIMSON [ Hero Team ] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Brumaire [U] COMMAND ATTACKS f+A Messidor [O],# b+B Floreal [M],# b+D Prairial [M],# SPECIAL MOVES charge b,f+P Ventose [M],P,KD(C),# charge d,u+K Nivose [M],SC(1st),# hcf+C (near) Vendemiaire [U],T,J,SC(3rd),# [DM] qcf,qcf+P Thermidor [M],P,# qcf,qcf+K Pluviose [M],DC [LDM] A,B,C,D Sans-Culottes [M],P,J,# > qcf,qcf+E Germinal (costs 1 stock bar) [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Ash's crouching A now has longer range, executes faster and links easier from his crouching B. 1. MESSIDOR: Overhead punch, unless canceled into. Will combo only from light attacks. No longer SCable. 2. FLOREAL: No longer combos from light attacks, and the Pluviose will no longer combo from it. 3. PRAIRIAL: Ash hops back with a kick. This usually won't hit unless opponent was very near Ash or jumping/hopping at him. 4. VENTOSE: Ash does a quick launching but a slow-moving projectile for the A version and can move shortly after. He throws a larger and faster 2-hit knockdown projectile for the C version, but it launches and recovers slower. The C version can no longer negate normal projectiles (it clashes like normal), but it does significantly more damage and can hit as Ash is creating the projectile. The A version seems to launch faster now. 5. NIVOSE: An anti-air kick that can combo from light attacks. Move is SCable on the 1st hit. 6. VENDEMIARE: Ash grabs opponent and does a 3-hit autocombos that juggles them. Now has a miss animation and can no longer be chained into, but juggles higher, making followups easier. The Thermidor and Sans-Culottes combos from this when SCed from the 3rd hit. Opponent can no longer escape from this by rolling when used standalone. 7. THERMIDOR: Multi-hit DM projectile. No longer has invincibility at startup. If move hits a mid-air or juggled opponent, it will juggle repeatedly while bringing opponent to the corner. Ash can move shortly after throwing the projectile, which cannot be reflected. 8. PLUVIOSE: Triple Nivose. Move combos from light attacks and is DCable. May not get full hits on a jumping/juggled opponent unless they were fairly low and near/at the corner. 9. SANS-CULOTTES: Ash poses while green flames surround his body momentarily. Ash glows yellow for about 5 seconds normally after that, during which he can perform the Ventose and Nivose without charging, and can have multiple Ventose and Thermidor on-screen. The timing for this move is much easier than in 2k3. Unlike Shen Woo and Duo Lon's LDMs, this move can still hit when canceled into, and juggles upon hitting: the Nivose can catch and juggle opponent repeatedly in the corner. This is no longer invincible at startup and if Ash was hit before he glows, the move's effects will not take place. 10. GERMINAL: Ash ignites his hands, then teleports forward leaving behind a trail of flames (looks and works similar to K's Heat Drive). Opponent will be unable to use command/special/(L)DM moves for about 8 seconds if this hits (the move's damage is pretty weak however). Using this ends the Sans-Culottes, regardless of whether it hits or not. ------------------------------------------------------------------------------ OSWALD [ Hero Team ] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) 2 [U] COMMAND ATTACKS f+A Jack [M],# df+A 10 [M],KD,# SPECIAL MOVES qcb+P (can repeat) Spade [M],SC,# qcf+P (can repeat) Diamond [M],# qcb+K Club [O],NR,# qcf+K Heart [M],J,# > qcf+E Ace [M],KD/NR,# dp+any Queen [M],P,# rdp+K King [-],RV,# [DM] qcf,hcb+P (C can hold) Four Suits [M],DC,# hcb,hcb+P Royal Flush [M],P,# [LDM] charge b,f,b,f+E Joker [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/r/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Oswald's crouching A has ridiculous range and speed. Up close, it's possible to score 4-5 hits before you cancel it. #. Oswald's 'Suit' moves (Spade/Diamond/Club/Heart) can be canceled into each other (but you cannot use the same move twice in a row) if they hit or was blocked. You can link up to 3 moves this way, though using the Club or a double Spade/Diamond ends the chain. 1. JACK: Oswald tosses a card at the ground directly in front of him. Combos from hard attacks only and is cancelable when canceled into. 2. 10: Oswald does an upward aimed slash that knocks down and is cancelable. When canceled into, no longer knocks down. This combos from light attacks only. If it hits standalone, the Spade > Heart > Ace combination should be able to launch opponent up the correct height for the Ace finisher to launch (assuming you hit dead center with it). 3. SPADE: Oswald does a running slash. You may repeat the command to have Oswald perform a second slash that knocks down. The 1st input is SCable, and if it hits a mid-air or juggled opponent, his other specials and Joker can combo off it. The 2nd input is not usable is the move misses. 4. DIAMOND: Oswald does a quick standing slash. You may repeat the command to have Oswald perform another knockdown slash. Unlike the Spade, you can perform the 2nd input even if the move misses. 5. CLUB: Oswald hops forward with an overhead slash that knocks down with no recovery permitted. 6. HEART: Oswald does a slash that serves as a Critical Wire attack. If used on its own, the move can reflect normal projectiles. You can only cancel into his other 'Suit' moves if this was not used as the 3rd input. Oswald poses after this move is performed, which is cancelable into the Ace. 7. ACE: Oswald jumps up and spins while stabbing upwards with a card. If move hits opponent directly at the center while they above a certain height, Oswald will perform an extra slash that does massive damage and is not recoverable. You may always cancel into this from the Heart, no matter if it was done on its own or as part of a sequence of 'Suit' moves. 8. QUEEN: Oswald tosses a card upward, which then falls at an angle to the floor. (A) lands the card nearest to him and D furthest. It's possible to followup if the card hits. Once thrown, the card can hit at any point. 9. KING: Reversal move, Oswald teleports behind opponent if he meets a high or mid level physical attack, including special moves/DMs. Does not work against low attacks. (D) has Oswald appearing in mid-air. 10. FOUR SUITS: Autocombo move. If blocked, Oswald will continue to spin a few times before stopping. Delaying the move will have Oswald spin in place, during which he cannot hit, but can reflect projectiles (including DMs). Any hit before the last is DCable. 11. ROYAL FLUSH: Oswald does a circular slash similar to Heidern's Moon Slasher. Has full invincibility, and can hit opponent behind Oswald. 12. JOKER: Oswald dashes forward, pins opponent to the wall, then tosses a full deck of 52 cards at them. Has high/mid-level invincibility during the dash. If blocked, Oswald will push opponent back slightly. This can hit a mid-air or juggled opponent even after a ground attack hits them, such as after his standing A or Spade. ------------------------------------------------------------------------------ SHEN WOO [ Hero Team ] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Kyakuten Touchi [U],NR COMMAND ATTACKS f+B Fusen Kyaku [M],# > f+C Fusen Gowan Ken [M],NR,# SPECIAL MOVES qcf+P (can hold) Geki Ken [M],SC,# > D while holding Cancel [-],# qcb+A Fuku Tora Geki [O],# > qcf+A Kanyuu Ryugeki [M],KD qcf+E Zenbuu Tenshin * [-],# qcb+E Kouhau Tenshin * [-],# > P during * moves Ten Ren Ken [M],KD qcb+C Tama Ken [-],# hcb,f+P (near) Koukuzure Geki [U],T,SC,# [DM] qcf,qcf+P Tatsu! Geki Ken [M],CW,DC,NR,# qcf,qcf+K Torahyou Rengeki [M],DC,# [LDM] C,A,B,C Bakuten [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Shen lost his Tenren no Kamae (f+D) command attack from 2k3. #. Shen's close and far standing C now have upper body autoguard. He has a new close C animation. 1. FUSEN KYAKU: Forward kick, will no longer miss in combos and is cancelable when canceled into. 2. GOWAN KEN: Shen leans forward with a punch. No-recovery knockdown unless the Fusen Kyaku was canceled into. This can be used even if the Fusen Kyaku misses, and has almost no recovery time if blocked. 3. GEKI KEN: Shen steps forward with a punch. Will knock down if delayed (C needs to be delayed longer, but goes further). Move is unblockable when fully charged and is SCable. While being delayed, you may cancel the move by pressing D. 4. ZENBUU/KOUHAU TENSHIN: Shen dodges forward/backward. Has no invincibility, but can be interrupted by pressing P to perfrom the Ten Ren Ken, which is a knockdown punch. 5. TAMA KEN: Reflects projectiles and becomes cancelable in such a case. Move does not hit on its own. 6. KOUKUZURE GEKI: Unblockable throw, now does damage on both hits, but no longer leaves opponent vulnerable. Is now SCable on the 1st or 2nd hit. 7. TATSU! GEKI KEN: Shen does a very fast Geki Ken with energy covering his fist. A is immune to low attacks, C to high/mid-level attacks. Move is a Counter Wire or a no-recovery knockdown attack. 8. TORAHYOU RENGEKI: Shen does a headbutt, then does a short autocombo if it hits. Now has longer range and will combo from the Fusen Kyaku, but has lowered startup priority. Move cannot be reversed. 9. BAKUTEN: Increases the damage for all of Shen's moves for around 8 seconds normally. Move cannot hit if canceled into. When used standalone, Shen is invincible throughout the startup animation, which now does severe damage if it hits (more so on a Counter Hit). This no longer pushes opponent back when canceled into and recovers immediately after, allowing you to combo afterward. ------------------------------------------------------------------------------ ELISABETH BRANCTORCHE [Rival Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Manier [U] COMMAND ATTACKS f+A Feiderite [M],S,# f+B Fierra [O],# SPECIAL MOVEs qcf+P Etancher [M],P,KD,# dp+P Coup De Veine [M],J,SC,# qcb+K Platinum Mirage [-],RV,# [DM] hcb,hcb+P (near) Shell Tware [U],DC,NR,# qcf,hcb+P Grand Rafale [M],DC,NR,# [LDM] qcf,qcf+E Noble Brass [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. The Coup De Veine and Grand Rafale are fairly safe if blocked, since they recover quickly and put her a slight distance away from opponent. 1. FEIDERITE: A cancelable slap. Combos from light attacks. Up close, you can follow this with Elisabeth's close standing A, then cancel into this again. 2. FIERRA: Elisabeth bashes her riding crop forward (this is an overhead). Becomes cancelable when canceled into, and can cancel into the Feiderite. 3. ETANCHER: 3-hit close ranged projectile. Negates normal projectiles and knocks down. C starts slower, but goes further and does more damage/hits. 4. COUP DE VEINE: Elisabeth steps forward with an upward aimed punch. The C version is slower and can't be chained into, but goes further. The A version only allows you to follow with another Coup De Veine or Grand Rafale. The C version is a proper juggle and can be followed with normal attacks, or into the (A) version > Grand Rafale . Move is SCable, but the Grand Rafale can combo without needing to SC. 5. PLATINUM MIRAGE: Reversal move. It seems both versions can only counter mid-level normal/command attacks. The B version has Elisabeth teleporting two sprites distance forward, while D has her teleporting directly behind opponent. Unlike most reversals, Elisabeth cannot catch attacks during the initial animation frames, only after the silver trail of energy from her arm is out (meaning this needs to be done well in advance of an opponent's attack). 6. SHELL TWARE: Elisabeth grabs opponent, covers them with silver energy and tosses them away. The Noble Brass will only combo if this is DCed in the corner. Even if this misses at startup, the move can still hit if opponent steps within range of Elisabeth's arm shortly after. 7. GRAND RAFALE: Elisabeth dashes forward and performs a Coup De Veine that sends opponent high up in a column of silver energy, then jumps after and smashes her riding crop down on opponent. If you Quick Switch during the first punch, opponent will be juggled. Move is DCable. 8. NOBLE BRASS: Elisabeth creates a large shimmering silver projectile in front of her. Move negates projectiles (including some DMs) and launches very quickly, but has no invincibility throughout the entire animation. The projectile has a larger hit area than it looks, and covers Elisabeth entirely from the front and top, meaning opponent will be hit if they tried to jump over her. This launches/recovers very quickly, and does an impressive 34 hits. If you DCed this from the Shell Tware, the Grand Rafale can catch opponent in the corner. ------------------------------------------------------------------------------ DUO LON [Rival Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Suite Shoukou [U] COMMAND ATTACKS f+A Benpatsuken [M],S,# df+D Kazeka Matome Ito [L],# > E Ikazuchika Matome Ito [M],KD,CW,# SPECIAL MOVES dp+K Habarushimu Kyaku [M],P,OTG,# qcf+K Hike Kyaku [-],# qcb+K in air Genma Hishoukei Kou [M],NR(B),# hcb+f+P (near) Suite Ma-ashiho [U],T,# qcf+P (perform 3x) Sutemi Juuryuu [M],# > f+B On-fukuo Ryuume-Wa [M],SC,# > qcb+C Shiryou Kunhotsu Seikin [M],SC,# [DM] qcf,qcf+K Hiden Genmu Kyaku [M],P,# qcb,hcf+P Hiden Genmu Juon Shikon [M],P,# hcb,hcb+P Hiden Genmu On-Ryou Kabe [M],P,DC,# [LDM] A,C,B,D Ougi: Tajuu Genmu Ankei [#] Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Duo Lon can triangle jump. #. Duo Lon lost his Hika Tenshi (B,D in air) aerial command attack. 1. BENPATSUKEN: A pigtail attack similar to Lin's. Move is cancelable. 2. KAZEKA/IKAZUCHIKA MATOME ITO: A low kick followed by a mid-level kick that knocks down. The 1st kick is cancelable while the 2nd kick is a Counter Wire. 3. HABARUSHIMU KYAKU: D goes further than B. Duo Lon no longer has the rdp+K version, and this no longer juggles opponent but can OTG instead. This will not clash with projectiles, but cannot be negated. 4. HIKE KYAKU: Forward teleport, D goes further. The move is slower than in 2k3. 5. HISHOUKEI KOU: Is now performed in mid-air and has no invincibility; Duo Lon dives down directly with a series of kicks. B version always knocks down with no-recovery allowed, while D does not. 6. SUITE MA-ASHIHO: Unblockable throw. Does no damage, but leaves opponent vulnerable for a moment. This comes out slower than in 2k3. 7. SUTEMI JUURYU: 3rd input is cancelable into the Hike Kyaku, but no longer knocks down (sends opponent flying back, but they land on their feet) and is no longer SCable. 8. RYUUME-WA: Knee attack. The timing to launch this is different from 2k3 (is performed the instant the 1st input of the Sutemi Juuryu hits). Can no longer be done if the Sutemi Juryuu misses, but is still cancelable into other special moves. 9. KUNHOTSU SEIKIN: Stuns opponent upon hitting. This is now done when the Ryuume-Wa hits, and not after like in 2k3. Move is SCable. You can still follow with a crouching A > Sutemi Juuryu (x3) after this hits (the Ryuume Wa > this will miss, so no more infinites). This move has very short range and will miss unless the Sutemi Juuryu was done very close to opponent. 10. GENMU KYAKU: Duo Lon does multiple Habarushimu Kyaku that expand outwards to the end of the screen. Move does less hits and damage the further away opponent is. This won't negate projectiles, but cannot be negated either. 11. JUON SHIKON: Projectile move, no longer does 2 hits up close. Launches much faster than in 2k3. 12. ON-RYOE KABE: The ghosts circling around Duo Lon can negate projectiles (even DMs), but Duo Lon is no longer invincible. Move now does chipping damage on every hit and is DCable (though it knocks down, preventing you to combo the Genmu Ankei after). 13. GENMU ANKEI: Duo Lon creates a mirror image that imitates his normal and special moves. While this is active (lasts about 5 seconds normally), Duo Lon can hit and damage a nearby opponent on contact (meaning the Hike Kyaku can hit opponent as he touches them). Many of Duo Lon's attacks also have more range (he can hit from half-screen's length with some moves). The startup animation cannot hit if move is canceled into, and Duo Lon is no longer invincible when launched standalone. If he was hit during the startup, the move's effects will not take place. ------------------------------------------------------------------------------ BENIMARU NIKAIDO [Rival Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Front Suplex [U],NR COMMAND ATTACKS d+D in air Flying Drill [M],X f+B Jackknife Kick [M],S,# SPECIAL MOVES qcf+P Raijin Ken [M],P,KD,# qcf+P in air Kuuchuu Raijin Ken [M],P,KD,# qcb+P (can hold) Raimei Tou [M],P,KD,# qcb+K Shinkuu Katategoma [M],SC,# qcf+K Iai Geri [M],SC,# > qcf+K Handou Sandan Geri [M],KD,SC,# [DM] qcb,qcf+K Gen'ei Hurricane [M],# qcf,qcf+P Raikou Ken [M],P,DC,# [LDM] qcf,qcf+E Raikou Ken [M],P,OTG,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/s [O]/- #. Benimaru lost his Spinning Knee Drop air throw (it was removed in 2k3). 1. JACKKNIFE KICK: Cancelable kick. Will combo from hard attacks. 2. RAIJIN KEN: Now does one hit and knocks down, like in KOF'94/95. Launches faster than before, and negates normal projectiles. 3. KUUCHU RAIJIN KEN: Benimaru no longer floats during this move (continues falling instead). Move is much faster to launch and C version knocks down. If the C version hits in the corner, you can juggle opponent: the (A), then (C) Raijin Ken make easy followups. 4. RAIMEI TOU: Negates projectiles, and will continue to hit even after Benimaru has stopped. C is slower, but does more hits and damage. Delaying the move has no effect on damage, but allows it to hit an opponent behind Benimaru while being delayed. 5. SHINKUU KATATEGOMA: Both versions are SCable on any hit. The move can hit in front and behind Benimaru as he's spinning. 6. IAI GERI: Move is now SCable without having to hit late. If it hits late (when done standalone), move becomes a no-recovery knockdown. 7. HANDOU SANDAN GERI: Can no longer be performed if the Iai Geri misses. Is slower now and has longer recovery time. The 1st hit is SCable. 8. GEN'EI HURRICANE: Cannot be reversed. This will now combo and catch opponent in mid-air when SCed from the last hit of the Shinkuu Katategoma. 9. RAIKOU KEN: A version goes forward, C version diagonally upward. Move is DCable. Negates projectiles, including some DMs. LDM version can combo off Benimaru's crouching D and is aimed forward. ------------------------------------------------------------------------------ TERRY BOGARD [Fatal Fury Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Buster Throw [U],NR COMMAND ATTACKS E during close C Combination Blow [M],S df+C Rising Upper [M],S SPECIAL MOVES qcf+P Power Wave [M],P qcb+P Burning Knuckle [M],KD,# hcf+K > f,f+K twice Power Charge [M],KD,SC(2nd),# qcb+K Crack Shoot [O],NR,# dp+K Power Dunk [M,O],NR,# > Press AB during 1st hit Breaking [-],# [DM] qcf,qcf+K Buster Wolf [M],DC(1st) qcb,hcf+P Power Geyser [M],P,# [LDM] qcb,hcf+E Power Stream [M],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/r/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Since Terry's most recent appearance was in NeoGeo Battle Coliseum (NGBC), I will be drawing some comparisons from there. #. Terry can now properly dodge low attacks with a well-timed standing E. In previous games, the invincibility window was so short that you could only avoid light attacks with it. 1. BURNING KNUCKLE: A version starts slower now, and does not combo from light attacks, unlike in NGBC. 2. POWER CHARGE: B version now combos from light attacks. D is slower, but goes further and does slightly more damage. The 2nd input is SCable. 3. CRACK SHOOT: Is similar to the 2k3 version (does multiple hits and is faster than the MOTW version). Is a no-recovery overhead. 4. POWER DUNK: Is similar to the NGBC version (launches very quickly, and B version goes low and has short range). The 'dunk' is an overhead, and move cannot be recovered from if both rising and descending parts hit. 5. BREAKING: Leaves opponent juggled while Terry steps forward. Can now be done if the Power Dunk was blocked. 6. BUSTER WOLF: Launches very quickly, and combos from light attacks. The 'blast' may miss if the move connected against a mid-air/juggled opponent. Terry is invincible during the 'blast' animation, but he can be hit before it triggers, even if the move hits opponent (this usually happens against Magaki). The 1st hit is DCable. 7. POWER GEYSER: Is slower to launch now (the speed is about the same as the NGBC version). The geyser cannot be negated, and if this move traded hits, it's possible to juggle opponent. C version has a bit of pause, during which Terry is invincible, and this version also does slightly more damage . Does massive damage on a Counter Hit. 8. POWER STREAM: Launches much faster now. Terry is fully invincible once covered by the energy dome, which juggles a hit opponent, allowing the rest of the move to connect. This no longer does far less damage against a mid-air/juggled opponent. ------------------------------------------------------------------------------ KIM KAPHWAN [Fatal Fury Team] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+C/D (near) Sakkyaku Nage [U] COMMAND ATTACKS f+B Neri Chagi [O],X,# f+A,A during dash Tsugio Karageki [M],SC,# SPECIAL MOVES qcb+A (perform 3x) Sanren Geki [M],KD,SC(C),# qcb+P > uf+K > d+K Sankuu Kyaku [M],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 > d+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,# [DM] qcf,qcf+K Hou'ou Hiten Kyaku [M],J,# qcb,db,f+K (air) Hou'ou Kyaku [M],NR,DC [LDM] qcb,db,f+E (air) Hiden Hou'ou Kyaku [M],J,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/-/- [M]/-/- [M]/- [M]/- Crouching [M]/-/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. Kim has a new basic throw animation. #. Kim's jumping normals are no longer cancelable. #. Kim can link his crouching B into his close standing C. 1. NERI CHAGI: Overhead kick. Does not combo from normal attacks. Becomes cancelable when canceled into. 2. TSUGIO KARAGEKI: Double kick that sends Kim in mid-air. Move is cancelable into the (Hiden) Hou'ou Kyaku. Alternately, you can input this as f,f+A,A to perform this without dashing. 3. SANREN GEKI: A version now ends with a low kick. C version ends with the Double Dechagi, which is SCable into the Hou'ou Kyaku or his LDM. You may also interrupt the 2nd input into the Tsugio Karageki. 4. SANKUU KYAKU: 3rd input is a no-recovery overhead. 2nd input knocks down. 5. HANGETSU ZAN: B does one hit and is SCable, D does 3. Move knocks down. 6. HAKI KYAKU: Both versions hit low. B is SCable, while D knocks down and can hit a floored opponent. 7. HISHOU KYAKU: Is slightly faster than in 2k3. 8. RYUSEI RAKU: Is faster than in 2k3. The move is now split into two parts: the initial b,f+K is the first low kick, then motion d+K for the 2nd kick. B version's 1st input launches faster, while the D version's 2nd input is an overhead. The 2nd input is a no-recovery attack. 9. HIEN ZAN: D version is SCable into the (Hiden) Hou'ou Kyaku on the 3rd hit. The Tenshou Zan can only be used if move hits or is blocked. 10. HOU'OU HITEN KYAKU: This is now slower (speed is about the same as the NGBC version) and the D version can no longer be chained into, but does 2 hits when blocked. 10. HIDEN HOU'OU KYAKU: The last hit juggles opponent, though any followups have to be done quickly, and only when near/at the corner. This launches significantly faster now. This can hit a mid-air or juggled opponent even after a ground normal hits them, such as after his standing A. ------------------------------------------------------------------------------ DUCK KING [Fatal Fury Team] ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+C/D (near) Rolling Neck Throw [U] AIR THROW anywhere but u+C/D N-Release Breaker [#],NR COMMAND ATTACKS f+A Mad Spin Hammer [O],# df+B Needle Low [L],KD,# d+C on downed foe Choking Ball [#],OTG df+C while dashing Duck Feint (ground) [-],# d,d in air Duck Feint (air) [-],# SPECIAL MOVES qcf+P Headspin Attack [M],# > C during C version Overhead Kick [M],NR,# qcb+P in air Flying Spin Attack [M],# qcb+K Dancing Dive [M],KD,# dp+K Break Storm [M],KD,# [DM] hcf,uf,d+K (near) Break Spiral [U],T,NR,# hcb,f+P Beat Rush [M],# > A,A,B,A,C,C,D,C Follow [#] > dp+E Finish [#] d,d+CDE Duck Dance [M],J,# a> qcb,qcb+P in air Diving Punisher [M],# b> qcf,qcf+P Rolling Punisher [M],# c> qcb,qcb+K Dancing Caliper [M],DC,# d> qcf,qcf+K Break Hurricane [M],DC,# [LDM] hcb,hcb+E in air (near) High Bound Spiral [#],T,NR Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/s [M]/s [M]/s Standing far [M]/r/s [M]/-/sc [M]/- [M]/- Crouching [M]/r/s [L]/r/s [M]/s [L]/s Vertical jump [O]/- [O]/- [O]/s [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/s [O]/- Combinations ------------ Standing A (near) --- |----> C | /-> B -> Standing A (far) ----| | |----> f+C (cancelable) }----> | Standing B (near) ---| | |----> df+D | -> d+B -> Crouching B ---------| |----> db+D or d+D | Crouching A ---------/ | -----------> df+C #. I'm not sure if Duck's cancel charts are correct, but I'm following the guide anyway. If the guide is accurate, it means the bulk of his normals cannot be canceled into his command attacks. #. As this is Duck's first KOF appearance, I will be drawing references from Real Bout Fatal Fury 2 (RBFF2). 1. MAD SPIN HAMMER: An overhead punch. This is always an overhead, even when canceled into. 2. NEEDLE LOW: Sliding kick. Duck has a very low profile during this move, and can dodge some high and mid-level attacks. Knocks down unless canceled into, which makes it cancelable instead. 3. CHOKING BALL: Duck rolls on opponent while they're down. This can only be done as opponent is bouncing on the floor when knocked down. 4. DUCK FEINT (GROUND): Interrupts Duck's dash into a slide. Duck seems to be invincible during the move, and can go past opponent. 5. DUCK FEINT (AIR): Duck pauses in mid-air before falling straight down. Can be interrupted with an attack, and is usable after the Dancing Dive. 6. HEADSPIN ATTACK: Duck rolls forward in mid-air with an attack. (A) does 1 hit and lands Duck about sweep distance away from opponent, while C does 3 hits and stops in front of opponent. You can press C anytime during the C version to perform an extra kick that cannot be recovered from. The kick may miss when done late, but puts Duck at a distance from opponent if blocked. Move can avoid low attacks, but does not knock down. 7. FLYING SPIN ATTACK: Duck does a Headspin Attack diagonally downwards. Does not knock down. 8. DANCING DIVE: Duck hops forward with a knee attack. B chains from light attacks. Duck no longer has the qcf+K followup from RBFF2. 9. BREAK STORM: Duck jumps up with an upward aimed kick that knocks down. You cannot tap K to increase the number of hits and damage like in RBFF2. B chains from light attacks. 10. BREAK SPIRAL: Ducks grabs opponent, tosses them upwards, then catches them with his feet and breakdances. 11. BEAT RUSH: Manual combo DM. The remaining hits can only be performed if the move hits. The sequence has to be tapped fairly quickly, but almost no timing is needed: you can just tap the buttons quickly without paying attention to the hit counter (I certainly didn't) and still get full hits. 12. DUCK DANCE: Duck dances (duh), which can hit a nearby opponent for minor damage. Using this allows access to 4 other DMs. Once any of the 4 DMs are used, this move must be repeated to reuse them. He no longer has the Duck Rave followup from RBFF2, and this no longer builds up stock. Duck has to glow yellow for this move to gain access to his other DMs, which won't happen if he was hit during startup. This juggles in the corner. 13. DIVING PUNISHER: A multi-hitting Flying Spin Attack. 14. ROLLING PUNISHER: A multi-hitting Headspin Attack. 15. DANCING CALIPER: A multi-hit Break Storm. Move is DCable. 16. BREAK HURRICANE: Duck performs a Dancing Dive, then follows with a series of kicks in mid-air. Move is DCable. 17. HIGH BOUND SPIRAL: Air throw, Duck grabs opponent, slams them down to the ground, catches them with his feet and breakdances. Can only hit if opponent is on the same level or slightly higher than Duck. ------------------------------------------------------------------------------ RYO SAKAZAKI [Art of Fighting Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) 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],P,KD,# qcb+P Kohou Shippu Ken [M],A,KD(C),SC,# dp+P Kohou [M],KD,SC(C),# f,b,f+P Zanretsu Ken [M],A,KD,# dp+K Moh Koh Raijin Satsu [O],NR hcb+K Hien Shippu Kyaku [M],KD,# hcf+K Biiru Bin Kiri [M],# hcb,f+K Ryoute Tsuki [#],KD,SC [DM] f,hcf+P Haoh Shokou Ken [M],P,# qcf,hcb+P Ryuko Ranbu [M],DC,# [LDM] qcf,qcf+E Tenchi Haoh Ken [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. As with previous KOF, Ryo can combo his crouching B into his crouching C. Virtually no timing is required now, you can just tap d+B,C like in NGBC. 1. HYOUCHUU WARI: Overhead chop, unless canceled into. 2. JOUDAN/GEDAN UKE: Parry moves, cannot hit opponent. Joudan Uke parries jumping, high and mid-level attacks. Gedan Uke parries low or crouching mid-level attacks and floor level projectiles. Both versions can parry mid-level projectiles. Move is cancelable if it parried an attack. 3. KO'OH KEN: Short ranged projectile that negates normal projectiles. The move cannot be negated, but it cannot hit if Ryo is struck with a DM projectile. 4. KOHOU SHIPPU KEN: Has autoguard once Ryo turns away and as he's stepping forward. C does 2 hits and knocks down. Both versions are SCable. 5. KOHOU: 1st hit of C version is SCable. (A) version now has less priority. 6. ZANRETSU KEN: Move can now be chained into from hard attacks. 7. HIEN SHIPPU KYAKU: B does 2 hits up close and chains from light attacks. D does 3 hits up close. Move no longer does one less hit when chained into in the open. 8. BIIRU BIN KIRI: Ryo steps forward and does a mid-level punch. This chains from hard attacks and knocks down (recovers pretty quickly too). 9. RYOUTE TSUKI: Ryo charges up, then performs a short ranged punch that knocks down. This Guard Crushes a blocking opponent, and is SCable. 10. HAOH SHOKOU KEN: Is the 2k3 version and launches very quickly. C version launches slower, but travels faster. The projectile can be negated or reflected by certain moves. 11. RYUKO RANBU: Is immune to high/mid-level attacks during the forward dash. Loses invincibility once move hits or at the end of the dash. DCable. 12. TENCHI HAOH KEN: Dizzies opponent upon hitting, but not if they were already dizzied. Is far slower than before, and no longer combos from light attacks. The move launches immediately when DCed into, but does far less damage (almost none, in fact). ------------------------------------------------------------------------------ YURI SAKAZAKI [Art of Fighting Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Silent Nage [U],NR AIR THROW anywhere but u+C/D Tsubame Otoshi [#],NR COMMAND ATTACKS f+A En Yoku [O],X,# df+B Shiyoku [L],S,# df+D Shouyoku [M],J,# b+B in air Yuri Ori [M],# SPECIAL MOVES qcf+P Ko'oh Ken [M],P,KD,# > hold P Haoh Shokou Ken [M],P,KD,# qcf+K in air Rai'oh Ken [M],# qcb+P Saifa [M],P,KD/J,# hcb+K Hyakuretsu Binta [U],T,NR dp+P Yuri Chou Upper (Kuuga) [M],KD,SC(C),# > dp+C during C version Double Yuri Chou Upper (Ura Kuuga) [M],KD,SC,# [DM] qcf,hcb+K Hien Hou'ou Kyaku [M],DC,# qcf,qcf+K Shin! Chou Upper [M],# [LDM] qcf,hcb+E in air Kuuchuu Hien Hou'ou Kyaku [M],NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/c [M]/s Standing far [M]/r/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- 1. EN YOKU: Overhead attack. Does not combo from normals. You can cancel this into her LDM only when used standalone, or into her Rai'oh Ken or LDM when canceled into. 2. SHIYOKU: Cancelable low kick, combos from light attacks. 3. SHOUYOKU: Upward aimed kick, juggles a hit opponent. 4. YURI ORI: Cross-up kick. Will not hit unless used while jumping over opponent. Is NOT an overhead. 5. KO'OH KEN: Short ranged projectile that negates normal projectiles. The projectile cannot be negated even if Yuri is hit, but will not hit if Yuri is struck with a DM projectile. Hold down the button to perform the Haoh Shokou Ken instead. C version starts slower, but goes further. 6. HAOH SHOKOU KEN: Works as a DM projectile and negates normal projectiles. C travels faster than A version. Like in 2k3, the move can hit from up close, but Yuri can no longer followup after it hits. 7. RAI'OH KEN: Is the 2k3 version; launches very quickly, but Yuri can no longer followup after it hits. Although it doesn't seem possible, the move can be reflected. 8. SAIFA: Short range knockdown projectile. Reflects projectiles and cannot be negated. C version has significant startup delay, but juggles opponent. 9. HYAKURETSU BINTA: You can now combo into this move from hard attacks. 10. KUUGA: (A) does one hit while (C) does 2 and is SCable on the 1st hit. You can use Ura Kuuga even if this misses. The Ura Kuuga is SCable on the 1st hit. The C version will combo from light attacks again, while the (A) Kuuga juggles a mid-air opponent, say after being hit by the (C) Saifa. 11. SHIN! CHOU UPPER: Can hit juggled and jumping opponents, but may not get full hits. If the first hit misses, Yuri performs a multi-hit Kuuga. 12. KUUCHUU HIEN HOU'OU KYAKU: Yuri does a diving kicn, and upon hitting, performs her old autocombo SDM, ending with a KOF'96-style Rai'oh Ken. ------------------------------------------------------------------------------ KING [Art of Fighting Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Hold Rush [U] COMMAND ATTACKS f+B,f+D Trap Kick [M,O],NR(2nd),# df+D Sliding Kick [L],# SPECIAL MOVES qcf+P Top Venom [M],P,# qcf+P Under Venom [L],P,# qcf,qcf+K Double Venom Strike [M],KD(2nd),# qcb+K Tornado Kick [M],KD(D)/J(B),# rdp+K Trap Shot [M],KD,SC,# [DM/SDM] qcf,hcb+K Illusion Dance [M],DC,# qcb,qcb+K Silent Slash [M],# [LDM] qcf,qcf+E or qcb,qcb+E Phantom Strike [M,L],P,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/s Standing far [M]/r/- [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- #. King is immune to low attacks for a very brief moment during her standing E. The invincibility window is too short to avoid floor-level projectiles however. 1. TRAP KICK: King's old f+B overhead split into two parts. The 1st input is a hopping knee strike, while the 2nd is the overhead kick, which is now a no-recovery knockdown. The 2nd input is always an overhead even when canceled into. 2. SLIDING KICK: Low slide kick that knocks back when used on its own. Is cancelable when canceled into and combos from light attacks, but will not hit low in such a case. 3. TOP VENOM: Knocks down a mid-air opponent. Move can avoid low attacks. 4. UNDER VENOM: Low hitting projectile. Comes out slower than the Top Venom, but launches slightly faster than in 2k3. 5. DOUBLE VENOM STRIKE: If reflected, the 2nd projectile will negate the 1st one, effectively cancelling the move out. The 2nd projectile knocks down. Launches much faster than in 2k3, and the different buttons versions now result in different projectile speeds. 6. TORNADO KICK: B does one hit which juggles opponent. D does 2 and knocks down. B version now pushes opponent back, and the Silent Slash will only combo near or at the corner. The B version does very little damage now. Both versions can go past low attacks. 7. TRAP SHOT: Can now combo from her close D (1st hit) or from a canceled Sliding Kick. Move is SCable, but the Illusion Dance will only combo when SCed from the 10th hit. 8. ILLUSION DANCE: King is fully invincible the instant she leaves the ground until the move hits or just before she lands. It launches faster now, and will combo from a hard attack when King is cornered. 9. SILENT SLASH: Comes out slightly slower now, and has less priority. 10. PHANTOM STRIKE: King now kicks out out eight Venom Strikes, mixing up her Top, Under and Double Strikes. The different versions launch the Strikes in different order. Each Strike is considered a DM, so the first one will clash with a negateable DM projectile, while the other 7 goes on to hit. Magaki's projectiles can negate the entire move however. ------------------------------------------------------------------------------ BONNE JENET [Garou:MOTW Team] ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+C/D (near) Bye-Bye Boo [U],NR AIR THROW anywhere but u+C/D Falling Crush [#],NR COMMAND ATTACKS A,A during close A Combination A [M],S,# C during close A or far C Combination C [M],S,# df+D Rolling Thunder [M],KD,# SPECIAL MOVES qcf+P Buffrass [M],P,# qcb+P Crazy Ivan [M],KD,# qcf+K The Hind [M],KD,# qcb+K Gulf Tomahawk [O],# d+K,K,K,K,K in air Harrier Bee [M],KD,# [DM] qcf,qcf+P Many Many Torpedoes [M],DC,# qcf,qcf+K Aurora [M],# [LDM] hcb,hcb+E An Oi Mademoiselle [-],RV,NR,# Cancel chart A B C D E ---------------------------------------------------------------- Standing near [M]/-/c [M]/-/c [M]/c [M]/- [M]/s Standing far [M]/-/c [M]/-/- [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/sc Vertical jump [O]/- [O]/s [O]/- [O]/- [M]/s Diagonal jump [O]/- [O]/s [O]/- [O]/- #. Jenet cannot Break her Hind, unlike in Garou. 1. COMBINATION A: Jenet does 3 quick slaps. This can only be done if her close A hits or is blocked. Move is cancelable. 2. COMBINATION C: Jenet follows her close A or far C with a slap using the other hand. This is now cancelable. 3. ROLLING THUNDER: Jenet's T.O.P In CD attack from Garou. She flips upwards, and if it hits, she follows with a downward knee strike that knocks down. 4. BUFRASS: Jenet throws a gust of wind across the ground. A stops in front of Jenet, while C goes full screen. This negates normal projectiles now. 5. CRAZY IVAN: Jenet swings out with the tip of her dress, knocking down if it hits. A is done stationary, while she steps forward during the C version. The A version is now slower to launch than in Garou. 6. THE HIND: Jenet hops forward with a knee strike, then swings out with the tip of her dress. B combos from light attacks, while D does more hits and is cancelable into the Harrier Bee. 7. GULF TOMAHAWK: Jenet hops up and does an overhead kick. This hits twice up close and can avoid low attacks. D version goes higher and further. Jenet stops at a fairly safe distance if this is blocked. This is a no-recovery attack if it hits a mid-air opponent. 8. HARRIER BEE: Jenet dives down (B has a steeper angle), then performs four kicks (one for each input). The initial dive cannot hit, and any kick after the first will knock down if the remaining kicks miss. 9. MANY MANY TORPEDOES: Jenet rushes forward and kicks repeatedly while surrounded by many, many torpedoes (sorry, I couldn't resist :P). Move no longer has invincibility. 10. AURORA: Jenet jumps diagonally upwards while spinning out with her dress 3 times, doing multiple hits for each spin. If move hits, she blows a kiss at opponent at the end (which does damage but may miss in the corner). 11. AN OI MADEMOISELLE: Jenet does her Just Defence pose, and if struck with a physical attack of any level (including specials/[L]DMs), she takes off her shoe and smacks opponent on the head repeat    
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