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Kof 98
Kof 98
All Modes
weak
(indicated as
weak
(indicated as
strong
(indicated as
strong
(indicated as
Heavy Attack
+
+
(when landing)
Down Evade
Throw / Grab
(close)
or
or
Team Assistance
(a teammate must be undefeated and visible on screen,
click here for more information)
Taunt
Dash Forward
Backstep
Advanced Mode
Forward Emergency Evade
+
+
(block)
(block)
(when thrown)
Throw Escape
tap
, then
or
Big Jump
the first Character can accumulate 3 POW Bars, the second 4 and the third up to 5 POW Bars
Performing a Desperation Move consumes one POW Bar
activating the POWer Gauge will increase inflicted damage
activating POWer Gauge will turn any Desperation Move into a Super Desperation Move
Extra Mode
Attack Evade
+
any Button (during Attack Evade)
(block)
__Counter Attack
Guard Cancel Emergency Evade (decreases POW
Gauge)
(block)
(hold)
hold
+
+
, then
Power Build
Big Jump
Ultimate Mode
Subsystems
Guard - Hold back. While guarding, you take no damage from normals and a single pixel-per-hit when blocking
special/desperation moves. You can also block in the air while jumping up or back. Ground normals cannot be air
guarded. It's also called blocking, but Japanese people are weird and called parries as blocking and blocking as
guarding. Guard and guarding is more universal for simplicity's sake.
Air Guard - Neutral Jump or Back Jump and hold any backwards direction. This type of defense only works
against special moves, Desperation Moves (which aren't anti-air throws or anti-air in general,) and against any
aerial attack that isn't an air throw. Any grounded normal attack will hit any airborne opponent. The only known
exception is if the character is already air-guarding and the opponent lands before the character does and
attacks with a grounded normal attack. In this instance, the airborne character will maintain an air block. At
certain heights, a character cannot air guard until the character reaches a higher altitude.
Short Hop - Performed by quickly pressing up-back, up-forward, or simply just up and then inputting a neutral or
any non-upward motion. Performing a short hop can be difficult at first but being able to select from any jump
option at a moment's notice is absolutely vital to KOF. One trick is to quickly move from an upward direction to
down in order to avoid holding up for too long and causing a jump. Short hops are fast and possibly the least
vulnerable of all jump types (the hopping player moves forward under 1/3 of the screen's length) which make
them difficult to react to when under pressure. Using air-to-ground attacks from short hops is a quick way to
keep the opponent blocking while gaining frame advantage afterward. Once used to seeing short hops, they
become easier to anti-air when an opening presents itself. Short hops are great for baiting and then punishing
sweeps. This forms part of the basic RPS system of KOF where hops beat low attacks, standing attacks defeat
hops, and low attacks win against standing attacks.
Hyper Hop - Performed by first pressing any downward direction, quickly pressing up-back or up-forward, and
then releasing to a non-upward directional input. They can also be done by running and inputting a short hop.
Note that hyper hops cannot be done neutrally upward. Hyper hops are even faster and travel further than
normal "Short Hops."
Jump - The option that should be the most familiar with most fighting game players. Jumps in KOF are
performed the same way as in any game: just hold up-back, up, or up-forward. Jumps reach a high vertical
height which suits them for maneuvering over large specials or challenging the other player in the air. Jumping
carries a longer aerial hang time which gives the other player more substantial time to anti-air or air-to-air.
Additionally, a normal jump covers the same horizontal distance as a hyper hop. Jumps end up getting punished
more often than either hop, and so much like in any fighting game the player should have a set reason or
strategy in mind before jumping heedlessly.
Super Jump - Super jumps are done by pressing any downward direction and followed by up-back or upforward. Players cannot super jump neutrally upward. A super jump travels a bit further than 1/2 of the screen
length. Combined with the widescreen ratio this creates more safety from fullscreen against being jumped on. A
super jump travels faster and further than a standard jump although tall vertical height of the jump arc makes
this the easiest of all air options to anti-air.
Back Dash or Back Step - Tap back twice quickly. During a back dash, you can perform air command normals and
air special moves. Using a command normal will cause the trajectory and recovery period of the back dash to
change.
Throw break (Tech Throw) - Press back/forward with any button immediately after you are thrown. Some
mashable throws are not breakable, and instead you can mash all the buttons and directions to lessen the
damage and get out faster.
Recovery roll (Tech Roll) - Press A and B simultaneously as you are touching the ground from getting knocked
down. Some moves/knockdowns are not rollable. You can mix this up with staying on the ground to mess with
your opponents setups on wakeup.
Guard Cancel Roll (Emergency Roll) - Press A and B simultaneously or while guarding a move (hold back to roll
backwards or return to neutral/hold forward to roll forward). This uses one power stock. It's a great tool for
punishing specific block strings as you roll and recover before the opponent recovers from the attack that was
canceled into. Also a great way for avoiding defeat by chip damage.
Guard Cancel Strike (CD Counter) - Press C and D simultaneously while guarding a move. This uses one power
stock.
Advanced Mode
Subsystems specifically for Advanced Mode
Dash (Run) - Tap forward twice quickly. Hold the second tap to keep running. In KOF 98, when you simply tap "f.,
f." to run, you will run a certain distance before you stop. This can be canceled by jumping or attacking, but not
by blocking or crouching. You can use this period to buffer moves such as command throws. For example with
Ralf or Clark, you can tap "f., f.", then do the hcf. motion for their command grab while you are moving forward,
without having to keep holding forward over that first couple character spaces.
After this set distance the character is forced to run, the player could continue to hold "f." or "df." to
keep running and letting go to neutral, to crouch, or whatever else would stop any further running.
Also, there is a small recovery when you release f. to stop a run. When running in to attack, keep holding
forward if you're going to do a standing attack, or move to df. for a crouching attack. This makes
attacking from a run seamless. You can also hold d/f to keep charge a charge-down special move while
running.
Roll forward - Press A and B simultaneously. Rolls are invulnerable from the very start, and vulnerable at the
end. You can be thrown out of rolls as well. Since they are invincible at startup, you can use rolls as a wakeup
'reversal'. But unlike in later KOF games, you cannot mash the input. In the KOF 98 series, if you are not fully
recovered from something and try to input A+B, you will get a standing A attack. Using that as a reversal will get
out hit on counter, so be accurate with your roll timing. Running before rolling will increase the length of one's
roll distance.
Attack Cancel Roll - Press A and B simultaneously while attacking with a normal move or command normal. This
type of roll has similar properties as a normal roll as it has recovery that could be punished and could be thrown
as well. The main reason to use this roll is to extend combos with characters such as O. Geese as it helps put him
into position to link a command throw super after Attack Cancel Rolling from the first hit of Close D on hit.
Otherwise is a decent way to bait out Guard Cancel Strikes and punishing their recoveries. Generally, one almost
never sees Attack Cancel Rolls for the latter though. This uses a stock of the power gauge, even in MAX mode.
MAX mode activation - Press A, B, and C simultaneously. This will use one power stock and give you a meter
that shows you how much time you have left in MAX mode. While in MAX mode you get a large damage bonus
(25% increase), more pushback on hit for all attacks, and any Desperation Moves (supers) performed during this
time will become Super Desperation Moves, and will take one power stock in addition to the one you used to go
into MAX mode. These SDMs are enhanced versions of the normal supers and will do more damage/hits, etc. In
Advanced Mode, SDMs could be directly done from outside of MAX mode but at the cost of 3 stocks. Activating
MAX mode normally and doing an SDM only uses 2 stocks.
Extra Mode
Subsystems specifically for Extra Mode
Step (Dash) - Tap forward twice quickly. Similar to forward dashes from other fighting games such as Street
Fighter 3 or Capcom vs. SNK 2. The character quickly moves forward while committing to this movement, unable
to attack or jump out of it to cancel the momentum. Similar to back dash/back step, a character can cancel a
dash into an aerial special move that could affect the trajectory and recovery of the dash. For characters such as
Brian, this technique could be used as an offensive option. Dash distance, speed, and recovery times vary
between characters.
Faster Walk Speed - Extra Mode has a faster walk speed for one's character than the character would have in
Advanced Mode. This is tied in directly with Step (Dash.) So when choosing Step (Dash) for Ultimate Mode, the
mode described below the Extra Mode section, also affects the team's walk speeds.
Evade (Side Step) - Press A and B simultaneously. With this move you dodge while standing in place and are
invincible during the dodge. You can, however, be thrown out of this by any type of throw. In some ways, this is
the stationary version of the roll. The exception is that evade doesn't have any vulnerable recovery frames that
could be punished, unlike rolls. The alternative name for evade is also known as "side step."
Counter Attack - Press P or K during evade. A unique attack perform while evading. It's another way of hitting
the opponent with an attack without having to wait for the evade to finish. The drawback is that Counter Attack
doesn't have invulnerability and could be hit as it comes out from evade. Counter attack could cancel into
special moves and desperation moves.
Attack Cancel Evade (Attack Cancel Side Step) - Press A and B Simultaneously with attacking with a normal
move or command normal. This works similarly to an Attack Cancel Roll and could be thrown just like an Attack
Cancel Roll. The main reason to use this roll is to extend combos with characters such as Mai or Rugal as it
cancels a high hitstun attack and could link a follow up Counter Attack that cancels into the finishing attack.
Otherwise is a decent way to bait out Guard Cancel Strikes and punishing their recoveries. Generally, one almost
never sees Attack Cancel Evades for the latter though. This uses up one stock of the power gauage, or only a
portion of the timed gauge of MAX mode.
Charge Power Gauge - Press and hold A, B, and C buttons. The power gauge will charge for the duration the
player holds down these buttons.
MAX mode activation - Press A, B, and C simultaneously. This will use one power stock and give you a meter
that shows you how much time you have left in MAX mode. While in MAX mode you get a large damage bonus
(25% increase), more pushback on hit for all attacks, and any Desperation Moves (supers) performed while your
character has "Red Health," when your character's health is lowered to the point it starts flashing colors, will
turn your Desperation Move into a Super Desperation Move. The latter consumes the remainder of time left in
MAX mode. For Extra Mode and when in MAX mode, using Attack Cancel Evade only uses a portion of the timed
meter rather than the remainder of your power gauge stock.
Quick MAX - Press A, B, and C simultaneously during a normal or special move. This puts your character into
MAX mode during an attack while simultaneously lessening the recovery of your attack. Quick MAX could be
done during the air as well and make your character drop more quickly to the ground upon activation. This
feature helps extend combos that normally wouldn't work and creates combos from opportunities such as
instant overheads that wouldn't normally lead into combos.
Power Gauge
In Extra Mode, you have a power gauge that fills over the course of a fight. It is filled by :
Taking damage.
Charging.
Once the gauge fills, it stores up as a stock, which is very different than how it worked in The King of Fighters
'98: The Slugfest, the precursor to the KOF98UM series. The power gauge in Extra Mode now works really
similarly to Advanced Mode's power gauge. What remains different now is:
When you are at a lower health, your character's life gauge will start flashing red. When this happens:
You may perform Desperation Moves freely; but, there is a timed interval between using another Desperation
Move. Directly after using a DM through the Red Health function, one's character's health gauge will stop
flashing for a timed period. When the health gauge starts flashing again, it indicates one's character can use a
DM again.
The threshold of when one's character is in a Red Health state is dependent on the position one puts the
character on the team. Each successive character on the team has a larger health threshold, meaning closer to
anchor position on a team means less damage needs to be taken before Red Health state.
An example would be that the first character on the team would need to be near 20%-ish remaining health
before Red Health activates while the last character on the team would activate Red Health states closer to 50%
health remaining.
If your Power Gauge reaches maximum, one may perform Super Desperation Moves. These are the same
commands as your standard desperation moves, but they often have different attack animations and do larger
amounts of damage to the opponent.
If one's health gauge should increase back above the threshold for Red Health state for any reason, the health
gauge exits Red Health state until the health drops back down to the threshold for Red Health state.
In regards to how the game uses stock and Red Health when regarding Desperation Moves and Super
Desperation Moves:
When a character has a stock and is in Red Health state, the game uses the stock first. Since the stock was used
and not the Red Health state, one could immediately do another Desperation Move after the first. As Red Health
state was used, the timed interval between Desperation Moves is in affect.
When a character activates a stock and is in MAX mode while in Red Health state, doing a Desperation Move will
result in a Super Desperation Move. After the SDM, the Red Health state is taken in account and it'll take a timed
interval before the player could do another Desperation Move using Red Health state.
Characters using Extra Mode gauge can't use Super Desperation moves from normal state (outside of MAX
mode) like Advanced Mode could. The trade off is that characters can Quick MAX and confirm combos into
Desperation Moves or Super Desperation Moves if the character was in Red Health state. Meter managing and
health state awareness are important in knowing when certain combos will work or not.
Characters such as Mai could use many Extra Mode functions at once in a combo such as: cr.B xx Quick Max >
cl.C xx df.B (1-hit) xx Attack Cancel Evade > Counter Attack xx DM/SDM (dependent on health state.)
Ultimate Mode
This mode allows the player to choose between 3 main factors:
Choosing the Evasion Option also affects other properties such as having Attack Cancel Roll or Attack Cancel
Evade. When coupled with Extra Mode's MAX Mode, Attack Cancel Rolls also only take a portion of the timed
gauge just like Attack Cancel Evades do. Some O. Geese players choose Ultimate Mode to have rolls and Extra
Gauge to try to confirm Close D (1-hit) in MAX Mode into command throw Desperation Move multiple times
rather than using a stock for each Attack Cancel Roll attempt in Advanced Mode.
As mentioned above, choosing Step (Dash) in Ultimate Mode also speeds up the team's walk speeds. Some
players prefer having faster walk speeds while having rolls and or Advanced Gauge.
Pick and choose which functions to build your ideal subsystem style. There is no inherent best set of functions,
and the most effective set is based on personal preferences and characters chosen.
Reversals - Reversals in KOF98 work mostly the same as in other games. There isn't a reversal message, but the
window is very large (about 5 frames). The main difference between this game and others is that most
'invincible' moves aren't completely invincible. A lot of the time they are only invincible up to the hit, in which
case they will trade with meaties. You will have to refer to the character-specific sections concerning which
moves do what. Universally speaking, rolls, instant command throws, and super instant command throws can be
used as reversals.
Alternate Guard - This is a technique to avoid being thrown while blocking. First, you must block an attack or be
put in blockstun by an attack (ie by it being whiffed close to you). Then you must alternate between back and
down-back very quickly. This will keep you in perpetual blockstun and unable to be thrown by any throws,
including proximity unblockables. To beat alternate guard, you must be able to hit the opponent by using fast
lows/overhead mixups etc. to break their defense. Tactics like repeated/delayed cr.Bs can be hard to alternate
guard without thinking.
Another side effect of KOF98's guarding system that you need to be aware of is whiffing jumping attacks into a
throw. When you are performing an empty jump, then landing and throwing, you should not perform any attack
during the jump. If you do, it will put the opponent into blockstun and your throw will whiff. It is possible for
this to work though, if your opponent tries to attack or roll after they are put into blockstun but before the throw,
or if they do not attempt to block at all.
Proximity Unblockables - This is a special type of throw that is exclusive to KOF. Some examples of proximity
unblockables are Robert's hcf+K throw, Kensou's dp+P throw or qcfx2+P super, or O.Chris's hcf+K throw. Unlike
command throws, they can only be performed when close to an opponent who is in a throw-able state (ie. in
hitstun or not in blockstun). Because of this, it is usually impossible to whiff a proximity unblockable, making
them safer in some situations than command throws. You will simply get a normal move if the opponent is not
in a throw-able state, or a different command normal/special if you tried to combo into one. On the other hand,
they do have startup, and it is possible to trade hits instead of simply throwing. It is also possible to whiff a
proximity unblockable if you combo into one in such a way that it pushes the opponent out of range after the
proximity unblockable has started. As for rolls, in most cases they will be stopped by a proximity unblockable as
if you were a wall.
Counter-hits - Whenever you interrupt a jumping attack, special move, or super move, you score a counter-hit.
This causes a screen flash and a "counter-hit" message to appear. The hit gets a 25% (usually) damage bonus,
pushes back further (a la MAX mode hits), and allows you to juggle with another hit if the attack knocks down.
For example, if you score a jump CD counter-hit, you can hit the opponent while they are in the air. Other
examples are Chang's Ball Swing or A Belly Flop hitting twice on counter.
Corner Cross-ups - You might have seen in a video or something, someone crossing up another player in the
corner after a knockdown. This true corner cross-up ability is only available on the 2P side (ie. only available to
the player who's life/super bars are on the 2P side).
Although this may seem like an unfair advantage, the 1P side also has its own corner cross-up ability. Whenever
the opponent is knocked down in a back turned state (eg. feet towards the player's character), you can perform a
pseudo cross-up. Simply jump toward (super jump preferred) the opponent's character's head and time/position
a move that has some cross-up ability the same way you would normally perform a cross-up. This must be
blocked as a cross-up, but the player will land in front of the opponent rather than behind the opponent like a
normal cross-up would. In some ways this is more difficult to block than the 2P side bug because it's like a
double cross up with left-right aspects. Players could also fake out the 1P side corner cross-up set up and jumpin with a j.CD or an attack that doesn't cross up and hit from the front normally and still pressure as usual
without whiffing. This adds layers to the back turned corner game.
Unblockable Projectiles
Certain moves, most of them command throws, will undo the opponent's blocking status, rendering the
projectile unblockable. This is generally used to give the opponent a hard time on wake up. Use the slow
version of the fireball (makes it meatier), then render it unblockable when they do their wake up. The following
is a listing of the known unblockable projectile setups, though not all of them are useful or even usable in every
situation that an unblockable would help.
Cancel System
A normal if cancelable, can be canceled into command normal or a special move. The command normal can be
canceled to a special move or Desperation Move, if cancelable and canceled into from a normal. The general
rule in KOF is, if you do a command normal without canceling into it, it is not cancelable. Command normals
have certain properties associated with them, such as hard knockdown, overhead, etc. Most command normals
lose these properties when they are canceled into. For example, Takuma's f.B is an overhead if executed on it's
own, but if you cancel it from say, a Crouch B, then it loses the overhead property. Command normals can also
gain some properties if canceled into. For example, Yashiro's f.A comes out much faster if canceled into than if
done by itself.
There are exceptions to the above rules. Kyo's df.D still hits low even when canceled into. Kim's f.B is still an
overhead when canceled into. It requires testing and exploration to find most of the exceptions; but as
exceptions are, they're the few outliers that fall outside of the general pattern.
General Flow of Attack Strings:
It's here that Command Normals "generally" lose their specific properties such overheads or knockdown
but gain the ability to cancel into a special move.
Command Normal
Generally command normals can not cancel into specials and Desperation moves, there are exceptions
but that requires experimentation and discovery by the player.
This could be used as a string just to bait out a Guard Cancel Roll or just to pressure and leave it at this
point in the string to set up for something else. Another reason to end at the command normal is "delay
cancel" into the command normal from the normal move. This still cancels the initial normal move while
preserving the special properties of the command normal at the cost of being able to cancel out of it.
Further explained below:
Delayed Command Normals: As mentioned before, most command normals have different properties
depending on whether they have been canceled into or not. If you cancel a normal in the last cancelable frames,
into a command normal, it will come out as if it wasn't canceled into at all. Characters that have command
normals that can be late canceled and have practical uses would be Kim's f.B (retains the overhead property,
and can be Max mode canceled into run up combo), Kusanagi's f.B (the properties of this move when not
canceled into it are much better than if canceled), Ryo's f.A (high priority and retains the overhead property).
Generally if it isn't an overhead, then the delayed cancel technique isn't really of value; but as with exceptions,
some function well as frame traps.
Fuzzy Defense: In 2D FTGs, blocking patterns can be useful when dealing with standard high/low strings off a
jump in. The hop > high/throw/low mixup might appear overwhelming at first, but we can deal with a majority
of these with one simple pattern. When defending against a hop first hold Back in anticipation of a jumping
attack, then press Back C~D late or as they're landing, then hold Down Back. When done correctly, you'll enter
block stun against a jumping attack, throw or tech if they did an empty hop into a throw, and if you blocked their
jump-in you switch to low blocking.
Fuzzy Breaking: Fuzzy Defense in KOF isn't perfect. Empty hopping into a command grab demolishes the
technique. Another method is to land a deep jump in and then go into an overhead immediately: K's f.B is
unsafe on block, but it's practically unblockable from this setup. Mature's j.B is a monster for high/low 50/50s
since it can be timed to hit once or twice before she goes for a low. A final option exists for every character:
space a hop so that it lands just outside of throw range so that they must correctly react to an empty hop into a
low.
Advanced CD Counters I - Option Select Tech: CD Counters are often difficult to punish, but when C+D is
pressed in anticipation it's likely you'll whiff an attack. When standing, this results in whiffing a (usually) slow CD
attack, and when crouching a cr.C comes out. Empty hopping into a throw is a common solution to bait panicked
turtles, but by always inputting C+D > b.C~D both throw techs are buffered in case a whiffed counter attempt is
thrown. Normal throws are only untechable as a roll punish, so it's definitely always worth reducing the risk of
being thrown, even while attacking.
Advanced CD Counters II - Anti-Air: Some characters have difficulty anti-airing while in the corner, especially
when dealing with deep full jumps. While jumps can be read and escaped by running forward, rolling (high risk,
low reward), walking under and DPing or meatying with a low (high risk, high reward), one particularly
advantageous strategy is to walk out of the corner, forcibly causing a cross up, then CD Countering as an anti-air.
For one meter, this can safely net a knockdown plus corner spacing.
Running Instant Throws: There are a few tricks that can be used to be able to execute running grabs with no
delay and twitching. The first thing to note is that, when you hit ff to run, even if you just tap it and then try to
stop yourself (either by holding back or trying to crouch), your character will still move a small distance forward.
You can use this time to buffer part of the throw motion and then hold forward after it such that you do not lose
your running stance.
hcb f.+P/K - Start your run with f.f. and immediately input hcb then forward again. If done right, you will
store the hcb f+P motion and continue running with no twitching. Then when in range, hit the attack
button. Doing it this way will allow you to run up about 3/4 screen and grab your opponent with no
flinch.
hcbx2+P/K - Input hcb, then start your run with f.f. and input hcb+P when you are in range. Generally
you will not be able to run as far as if you were using the hcb f shortcut, because the game has to store
the initial hcb motion before the run as well.
hcf+P/K - This one is fairly easy but one thing to remember is to let go of the directions momentarily
during your run, and then inputting hcf+P/K, or else you will get a dp+P/K coming out. With enough
practice, you can input it such that there is no noticeable pause right before throwing.
f. or b.+C/D - These are tricky but pretty useful once you get them down. You can't actually do a normal
throw if you are in running animation. Therefore, you have to hit b.+C/D during your run in such a way
that you throw the moment your character stops running. Do it too fast and you'll just get a Standing C
or D because your character might still be in the very small recovery state from stopping the run. Do it
too slow and there will be a noticeable pause after your run, which you would like to minimize. Practice
this a lot.
Wake up Crouching/Standing "Glitch": It is harder to hop/jump over a standing character than a crouching
character, for obvious reasons, and some characters simply cannot hop over standing characters. The strange
thing is, if the opponent was knocked down while standing, and even before the opponent gets up, you try to
hop over them, the game won't allow you to. It's as if there is an invisible wall (precisely the height of what the
opponent's height is if he were standing up) that is blocking you from doing so, even though the opponent
hasn't stood up yet. However, if you knocked down the opponent while they were crouching, and then tried to
hop over them before they would get up, you would be able to do so.
Therefore, the state of the opponent right before they were knocked down, has an effect on whether
you would be able to hop/jump over them right before they get up. This can lead to some very
dangerous setups with certain characters that score knockdowns, and the player that is getting knocked
down needs to pay attention to what their state was right before they got knocked down.
An example of such a setup is Orochi Yashiro's hcf+K. If the opponent is standing when they get hit by it,
and Yashiro super jumps immediately from that position, he will not switch sides. If the opponent was
crouching and Yashiro super jumps the same way as before, he will switch sides. So, the dangerous
setup would be to do close D into combo, after landing from the super jump.
Not many characters have the ability to do this reliably. The character will need a move that cannot be
recovery rolled, and gives you enough time to be able to time a jump over them such that you land just
as they get up.
Jump Facing the Wrong Way Glitch: There is a glitch that allows your character to jump facing the wrong way
(for example, jumping forwards towards the opponent, while facing away from them. After rolling
through/jumping over the opponent, hold down for a moment, then immediately jump into whatever jump
attack.
Instant Grabs While Back is Turned Glitch: If a character wakes up with a reversal one-frame grab while their
back is facing the wrong way, it will always whiff. This also applies if a grappler is jumping over you (to switch
sides) and does a one-frame grab immediately upon landing. The glitch doesn't work with delayed grabs such as
Daimon's dp + K.
Hero Team
Kyo Kusanagi
Name
Ge Shiki Gou Fu You
Input
88 Shiki
75 Shiki Kai
Desperation Move
Ura 108 Shiki Orochi Nagi
Desperation Move
Saishuu Kessen Ougi "Mu
Shiki"
, then
Benimaru Nikaido
Name
Spinning Knee Drop (Air
Throw)
Jackknife Kick
Input
(close)
or
or
+
+
Flying Drill
Rajinken
Iai Geri
Benimaru Collider
or
(close)
Desperation Move
Raikou Ken
(use
Move)
Desperation Move
Taikuu Raiko Ken
Desperation Move
Electro Trigger
Desperation Move
Raikou Tatategoma
(close)
+
+
Goro Daimon
Name
Takra Tsubushi
Input
Zujou Barai
Jirai Shin
(close)
Chou Ukemi
Nekko Gaeshi
Tenchi Gaeshi
(close)
Uru Nage
Desperation Move
Jigoku Gokuraku Otoshi
Desperation Move
Arashi Noyama: Nekko Meki
Desperation Move
__Arashi Noyama: Zuko Kiri
Kabu Gaeshi
Desperation Move
____Arashi Noyama: Bukko
Meki Ura Nage
Desperation Move
____Arashi Noyama: Zoku
Tenchi Gaeshi
+
+
(close)
(close)
+
+
Name
Back Knuckle
Input
Rising Upper
Power Wave
Burn Knuckle
Crack Shot
Rising Tackle
Power Dunk
Power Charge
Desperation Move
Power Geyser
Desperation Move
High Angle Geyser
+
+
Andy Bogard
Name
Input
Jou Agito
Age Omote
Hi Sho Ken
Zan Ei Ken
Ku Ha Dan
Genei Shiranui
+
+
+
Joe Higashi
Name
Input
Low Kick
Slide Kick
Hurricane Upper
Low
Tiger Kick
Slash Kick
Ougon no Kakoto
Desperation Move
Screw Upper
Desperation Move
Baku Retsu Hurricane Tiger
Kakato
+
+
Name
Hyouchuu Wari
Input
Ko Ou Ken
Koh Hoh
(close)
+
+
+
+
Robert Garcia
Name
Ryuu Han Shuu
Input
Ryuu Ga
(close)
+
+
+
+
Yuri Sakazaki
Name
Tsubame Otoshi
Input
(close)
or
or )+ (
En Yoku
Ko Ou Ken
Kuu Ga
__Uru Kuu Ga
Desperation Move
Hien Houou Kyaku
Desperation Move
Haoh Shokoh Ken
Desperation Move
Hien Rekkou
+
+
+
or
)(Air Throw)
Name
Psychic Shoot (Air Throw)
Input
(
or
or )+ (
Renkan Tai
Phoenix Bomb
Psycho Sword
Psycho Teleport
Phoenix Arrow
Psycho Reflector
Nu Psycho Reflector
(close)
or
+
+
+
(chancel by pressing
)
Desperation Move
__Crystal Shoot
Desperation Move
Phoenix Fang Arrow
+
+
Sie Kensou
Name
Input
Ko Bokute
Gosen Tai
Ryu Renga
(close)
Desperation Move
Shin Ryuu Seiou Rekkyaku
Desperation Move
Shin Ryuu Tenbu Kyaku
Desperation Move
Sen Ki Hakkei
Desperation Move
Niku Man O Kuu
+
+
(close)
+
+
Chin Gentsai
Name
Sui HoHyoutan Shuu
Input
Hyoutan Geki
Ki Sui Shu
Suikan Kan Ou
__Ryuu Ja Hanhou
__Rigyo Hanhou
+
+
+
(close)
+
+
Ikari Team
Leona Heidern
Name
Heidern Inferno (Air Throw)
Input
(close)
or
or )+ (
Strike Arc
Baltic Launcher
Grand Saber
__Gliding Buster
Moon Slasher
X-Caliber
I Slasher
Earring Bakudan
Desperation Move
V Slasher
Desperation Move
Rebel Spark
Desperation Move
Gravity Storm
+
+
+
or
Ralf Jones
Name
Vulcan Punch
Input
Gatling Attack
Ralf Kick
Desperation Move
Bari Bari Vulcan Punch
Desperation Move
Umanori Vulcan Punch
Desperation Move
Galactica Phantom
(close)
+
+
+
+
Clark Still
Name
Death Lake Dive (Air Throw)
Input
(close)
or
or )+ (
Stomping
or
Vulcan Punch
Napalm Stretch
Frankensteiner
+
(close)
__Flashing Elbow
Desperation Move
Ultra Argentine Back Breaker
Desperation Move
Running Three
Desperation Move
Napalm Strike
(close)
+
+
+
Name
Jo Katsu Zheng Zheng
Input
+
+
+
any Button
(during 212 Katsu)
any Button
Mai Shiranui
Name
Yume Zakura (Air Throw)
Input
(close)
or
or )+ (
or
Benitsuru no Mai
Kachosen
Ryuenbu
Hakuro no Mai
Hissatsu Shinobibachi
+ (hold)
Desperation Move
Cho Hissatsu Shinobibachi
Desperation Move
Houou no Mai
Desperation Move
Sui Chou no Mai
+
+
+
King
Name
Input
Slide Kick
Venom Strike
Double Strike
Surprise Rose
Trap Shot
Mirage Kick
Tornado Kick
Desperation Move
Illusion dance
Desperation Move
Silent Flash
+
+
Kim Team
Kim Kaphwan
Name
Dora Yup Chagi
Input
Neri Chagi
Kuu Sa Jin
Hi En Zan
Ryuusei Raku
Hishou Kyaku
Haki kyaku
Desperation Move
Houhoh Kyaku
Desperation Move
Houhoh Tenbu Kyaku
+
+
Chang Koehan
Name
Input
Hiki Nige
(chancel by pressing
)
Tekkyu Hi En Zan
(close)
+
+
+
Choi Bounge
Name
Input
Nidan Giri
Toorima Geri
Senpuu Hi En Shitozsu
__Hokou Ten Kan
can be linked together up to 3
times
Hishou Kyaku
Kaiten Hi En Zan
+
any direction + any Button (during Senpuu Hi or Hishou
Kuu)
+
+
__Kishuu Hi En Tsuki
Desperation Move
Shin! Chouzetsu Tatsumaki
Shinkuu Zan
Desperation Move
Houou Kyaku
+
+
Name
Input
Regret Bash
Upper Duel
Sledgehammer
Jet Counter
Desperation Move
Final Impact
Desperation Move
Million Bash Stream
,(
Shermie
Name
Shermie Stand
Input
Shermie Clutch
Shermie Whip
Shermie Spiral
+
(close)
(close)
__Shermie Cute
Shermie Shoot
Desperation Move
Shermie Flash
Desperation Move
Shermie Carnival
(close)
(close)
Chris
Name
Spinning Array
Input
Slide Touch
Scramble Dash
Direction Change
Hunting Air
Glider Stomp
Desperation Move
Chain Slide Touch
Desperation Move
Twister Drive
+
+
Name
Input
Bussashi
(hold to delay)
(hold to delay)
(hold to delay)
__Hebi Damashi
Sabaki no Aikuchi
Yakiire
Suna Kake
Sadomazo
Badukan Pachiki
Desperation Move
Guillotine
Desperation Move
Yondan Drill
(close)
+
+
(close)
Blue Mary
Name
Hammer Arc
Input
Double Rolling
Climbing Arrow
M. Spider
Spin Fall
Vertical Arrow
__M. Snatcher
Straight Slice
M. Reverse Facelook
M. Head Buster
Back Drop
Desperation Move
M. Splash Rose
Desperation Move
M. Dynamite Swing
Desperation Move
M. Typhoon
(close)
+
+
+
(close)
Billy Kane
Name
Dai Kaiten Geri
Boukou Tobi Geri
Input
+
+
Senpu Kon
Shuuten Ren Ha Kon
San Setsu Kon Chu Dan Uchi
Desperation Move
Cho Kaen Senpu Kon
Desperation Move
Dai Senpuu
Yagami Team
Iori Yagami
Name
Ge Shiki Yumebiki
Input
Kuzu Kaze
Desperation Move
Kin 1201 Shiki Ya Otome
Desperation Move
Ura 108 Shiki Ya Sakazuki
(close)
+
+
+
Mature
Name
Input
Crematory
Despair
Sacrilege
Death Row
Metal Massacre
Deceaser
Ebony Tears
Desperation Move
Heaven's Gate
Desperation Move
Nocturnal Lights
+
+
Vice
Name
Input
Monstrosity
Mayhem
Outrage
Ravenous
Black End
(close)
Decider
Gore Fest
+
(close)
__Mithab's Robe
Desperation Move
Negative Gain
Desperation Move
Whitering Surface
+
+
+
(close)
+
+
Oyaji Team
Heidern
Name
Critical Dive
Input
(close)
or or
Shooter Narnagel
Cross Cutter
Moon Slasher
Neck Roller
Storm Bringer
(close)
Killing Bringer
Desperation Move
Final Bringer
Desperation Move
Heidern End
+
+
or
(Air Throw)
Takuma Sakazaki
Name
Input
Oniguruma
Kawara Wari
Ko Ou Ken
Desperation Move
Ryuko Ranbu
Desperation Move
Shin Kishin Geki
+
(close)
Saisyu Kusanagi
Name
Ge Shiki Gou Tsuchi
Input
Ge Shiki Zu Tsui
Desperation Move
Ura 108 Shiki Orochi Nagi
Desperation Move
1207 Shiki To Bou Gai
+
+
(hold to delay)
Name
Input
Rock Crush
Ducking Combination
Blast Upper
Soul Flower
Dancing Beat
(close)
Shadow
Desperation Move
D.Magnum
Desperation Move
D.Crazy
+
+
Lucky Glauber
Name
Input
Dunk Otoshi
Lucky Kick
Death Bound
Lucky Vision
Death Dunk
Cyclone Break
Death Heel
Death Shoot
Desperation Move
Hell Bound
Desperation Move
Lucky Driver
+
+
any button
Brian Battler
Name
Buster Tomahawk
Input
Brian Tornado
Hyper Tackle
Rocket Tackle
Brian Hammer
__Double Hammer
____DDT
__Tiger Driver
____Samurai Bomb
____Shoulder Backbreaker
Desperation Move
American Supernova
Desperation Move
Big Bang Tackle
+
+
Boss Team
Geese Howard
Name
Raikou Mawashi Geri
Raimei Gouha Nag
Input
+
On Downed fow
Reppu Ken
Shippuu Ken
Ja Ei Ken
Shinkuu Nage
(close)
Desperation Move
Raging Storm
Desperation Move
Deadly Rave
+
+
Wolfgang Krauser
Name
High Blitz Ball
Input
Leg Tomohawk
Kaiser Kick
Phoenix Throw
Kaiser Suplex
Lift Up Blow
Desperation Move
Kaiser Wave
Desperation Move
Unlimited Desire
Desperation Move
Gigantic Cyclone
(close)
(close)
+
+
+
(close)
(hold)
Mr. Big
Name
Input
Prick Stick
Drum Shot
Ground Blaster
California Romance
Cross Diving
Spinning Lancer
Drum Shot
Desperation Move
Blaster Wave
Desperation Move
Raging Spear
+
(close)
Single Entrys
Eiji Kisaragi
Name
Input
Kikoh Hou
Kagenui
Kasumi Giri
Ryuu Kagejin
Kage Utsushi
Tenba Kyaku
+
+
Kasumi Todoh
Name
Input
Hiji Ate
Kasane Ate
Tatsumaki Souda
(close)
Futa Tanagokurodan
__Morote Gaeshi
____Kinoewaru
Ikazuchi Houkou
Messhin Mutho
Sassho Inshuu
Hakuzan Tou
Desperation Move
Chou Kasane Ate
Desperation Move
Kuuchuu Chou Kasane Ate
+
+
Shingo Yabuki
Name
Ge Shiki Gou Fu Nage
Fukanzen
114 Shiki Ara Kami Mikansei
Input
+
+
(close)
+
+
Desperation Move
Ge Shiki Kake Hou Rin
Desperation Move
Burning Shingo
Rugal Bernstein
Name
Double Tomahawk
Input
Reppuu Ken
Dark Barrier
Genocide Cutter
Kaiser Wave
God Press
Desperation Move
Gigatech Pressure
Desperation Move
Dead End Screamer
+
+
Orochi Team
Orochi Yashiro
Name
Input
Saku
Bu
Kujiku Daichi
Niragu Daichi
(close)
Odoru Daichi
Musebu Daichi
Desperation Move
Hoeru Daichi
Desperation Move
Araburu Daichi
Desperation Move
Ankoku Jigoku Gokuraku
Otoshi
+
+
(close)
+
+
(close)
(close)
+
+
Orochi Shermie
Name
Input
Kourai
Mugetsu no Raiun
Yatanagi no Muchi
Shajitsu no Odori
Raijin no Tsue
Desperation Move
Ankoku Raiko Ken
Desperation Move
Shukumei, Genei, Shinshi
+
+
any button
Orochi Chris
Name
Muyou no Ono
Input
Jukei no Oni
Setsudan no Koto
(close)
+
+
+
Name
Hyochuu Wari
Input
Ko Ou Ken
Ko Hou
Desperation Move
Haoh Shokoh Ken
Desperation Move
Ryuuko Ranbu
+
+
Name
Ryuu Han Shuu
Input
Ryuu Ga
Genei Kyaku
Desperation Move
Hoah Shoko Ken
Desperation Move
Ryuuko Ranbu
+
+
Name
Tsubame Otoshi
Input
(
or
or )+ (
En Yuku
Ko Ou Ken
Sai Ha
Desperation Move
Haoh Shokoh Ken
Desperation Move
Hien Houou Kyaku
Desperation Move
Mekki Zan Kuu Ga
+
+
+
or
) (Air Throw)
Name
Double Tomahawk
Input
Gravity Smash
Dark Barrier
Dark Genocide
Vanishing Rush
Desperation Move
Gigatech Pressure
Desperation Move
Destruction Omega
Desperation Move
Rugal Execution
+
+
+
Name
Ge Shiki Gou Fu You
Input
88 Shiki
75 Shiki Kai
Desperation Move
Ura 108 Shiki Orochi Nagi
,then
Name
Back Knuckle
Input
Rising Upper
Power Wave
Round Wave
Fire Kick
Burn Knuckle
Crack Shot
Rising Tackle
Desperation Move
Power Geyser
Joe Higashi
Name
Input
Low Kick
Sliding
Bakuretsu Ken
_Finish
Hurricane Upper
Tiger Kick
Ougon no Kakato
Slash Kick
Pressure Knee
_Ougon no Fukurahagi
Desperation Move
Screw Upper
Desperation Move
Thunder Fire
+
+
Andy Bogard
Name
Input
Age Omote
Jou Agito
Hi Sho Ken
Ku Ha Dan
Zan Ei Ken
Bakushin
Desperation Move
Cho Reppa Dan
Desperation Move
Dan Da Dan
+
+