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Basic Moves

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

while dizzy or in grab

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

+
+

BAckward Emergency Evade

(block)

Guard Cancel Emergency Evade (consumes 1 POW


Bar)

(block)

Guard Reversal (consumes 1 POW Bar)

(when thrown)

Throw Escape

Activate POWer Gauge (consumes 1 POW Bar)

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

Guard Reversal (decreases POW Gauge)

+
+

, then

Power Build
Big Jump

When POWer Gauge is full, inflicted damage is increased


Desperation Moves can be performed when lifebar is flashing (20% or less) or when POWer Gaugeis
full.
When Lifebar is flashing (20% or less) and POWer Gauge is full, any Desperation Move becomes a
Super Desperation Move
If both players are in Extra Mode, taunting will lower opponents POWer Gauge

Ultimate Mode

Your health bar is blue.


You can mix and match of Advanced and Extra features together. The available options are:
1. forward run or front step.
2. roll or dodge.
3. Advanced or Extra mode gauges.

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.

Taunt - Press Start

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.

Roll backward - Press back and A and B simultaneously.

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:

Quick Forward Movement (MOVE TYPE) - (Dash [Run] or Step [Dash])


Evasive Options (EVASION TYPE) - (Roll Forward/Back or Evade [Side Step])
Roll known as AVOIDING and Evade known as URGENT on the Ultimate selection list.
Power Gauge Type (POWER GAUGE) - (ADVANCED or EXTRA)

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.

Mechanics and Notes


Some additional things you should know about the KOF98 series.

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.

EX Yuri (fireball > running slap grab)


Athena (Psycho Ball > Psychic Teleport / Super Psychic Throw)
Kensou (fireball > bun super)
Iori (Yami Barai > Kuzu Kaze)
Takuma (fireball > running knee bash)
Heidern (Crosscutter > Killing Bringer / Stormbringer)

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:

Normal > Special

Just like any other fighting game

Normal > Command Normal > Special

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.

Normal > Command Normal > Desperation Move

Instead of canceling into a special, one cancels into a Desperation 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.

Normal > Command Normal

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.

Practical Tricks & Glitches

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

Ge Shiki Naraku Otoshi

88 Shiki

114 Shiki: Ara Kami

__128 Shiki Kono Kizu

after 114 Shiki Ara Kami has connected

__127 Shiki Yano Sabi

after 114 Shiki Ara Kami has connected

____125 Shiki Nana Se

after 128 Shiki Kono Kizu has


connected or
after 127 Shiki Yano Sabi has
connected

____Ge Shiki Migiri Ugachi

after 128 Shiki Kono Kizu has


connected or
after 127 Shiki Yano Sabi has
connected

115 Shiki Doku Kami

__401 Shiki Tumi Yomi

____402 Shiki Batu Yomi

after 115 Shiki Doku Kami has


connected
after 401 Shiki Tumi Yomi has
connected

100 Shiki Oni Yaki

910 Shiki Nue Tumi (reversal


attack)
707 Shiki Kooma Ho Furi

202 Shiki Kotu Tsuki You

75 Shiki Kai

Desperation Move
Ura 108 Shiki Orochi Nagi
Desperation Move
Saishuu Kessen Ougi "Mu
Shiki"

, then

(first Kick must connect)

Benimaru Nikaido

Name
Spinning Knee Drop (Air
Throw)
Jackknife Kick

Input
(close)

or

or

+
+

Flying Drill

Rajinken

Shinku Katate Goma

Iai Geri

Super Inazuma Kick

Handou Sandan Geri

Benimaru Collider

or

(close)

Desperation Move
Raikou Ken

(use
Move)

Desperation Move
Taikuu Raiko Ken

(cannot be used as Super Desperation


Move)

Desperation Move
Electro Trigger
Desperation Move
Raikou Tatategoma

(close)

+
+

for a Super Desperation

Goro Daimon

Name
Takra Tsubushi

Input

Zujou Barai

Jirai Shin

Fake Jirai Shin

Chou Ousoto Gari

(close)

Chou Ukemi

Nekko Gaeshi

Kumo Tsukami Nage

Kiri Kabu 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

(use against airborne opponents)

+
+

(close)

(close)

+
+

(during Nekko Meki)

(during Zuko Kiri Kabu Gaeshi (DM))

(during Zuko Kiri Kabu Gaeshi (SDM))

Fatal Fury Team


Terry Bogard

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

__Ga Dan Kou

Sho Ryu Dan

Ku Ha Dan

Genei Shiranui

__Genei Shiranui Shimo Agito

(during Genei Shiranui)

__Genei Shiranui Uwa Agito


Geki Heki Hai Sui Shou
Desperation Move
Cho Reppa Dan
Desperation Move
Hisho Ryusei Ken

(during Zan Ei Ken)

(during Genei Shiranui)


(close)

+
+
+

Joe Higashi

Name

Input

Low Kick

Slide Kick

Hurricane Upper

Baku Retsu Ken


__Baku Retsu Finish
__Baku Retsu Finish

(during Baku Retsu Ken)

(during Baku Retsu Ken)

Low

Tiger Kick

Slash Kick

Ougon no Kakoto

Desperation Move
Screw Upper
Desperation Move
Baku Retsu Hurricane Tiger
Kakato

+
+

Art of Fighting Team


Ryo Sakazaki

Name
Hyouchuu Wari

Input

Ko Ou Ken

Koh Hoh

Mou Ko Rai Jin Gou

Mou Ko Rai Jin Setsu

Hien Shippu Kyaku

Kyokuken Ryu Ranbu Ken


Desperation Move
Ryu Ko Ranbu
Desperation Move
Haoh Shoko Ken
Desperation Move
Tenchi Haoh Ken

(close)

+
+
+
+

(can be done during Mou Ko Rai Jin


Gou)

Robert Garcia

Name
Ryuu Han Shuu

Input

Kou Ryuu Go Kya Geri

Ryuu Geki Ken

Ryuu Ga

Ryuu Zan Shou

Hien Shippu Kyaku

Hien Ryuu Jin Kyaku

Kyokugen Ryuu Ranbu Kyaku


Desperation Move
Ryu Ko Ranbu
Desperation Move
Haoh Shokoh Ken
Desperation Move
Muei Shippuu Juudan Kyaku

(close)

+
+
+
+

Yuri Sakazaki

Name
Tsubame Otoshi

Input
(close)

or

or )+ (

En Yoku

Ko Ou Ken

Rai Kho Ken

Kuu Ga

__Uru Kuu Ga

Hien Senpuu Ken

Hien Senpuu Kyaku

Desperation Move
Hien Houou Kyaku
Desperation Move
Haoh Shokoh Ken
Desperation Move
Hien Rekkou

+
+
+

or

)(Air Throw)

(after strong Kuu Ga)

Psycho Soldier Team


Athena Asamiya

Name
Psychic Shoot (Air Throw)

Input
(

or

or )+ (

Renkan Tai

Phoenix Bomb

Psycho Ball Attack

Psycho Sword

Psycho Teleport

Phoenix Arrow

Psycho Reflector

Nu Psycho Reflector

Super Psychic Throw


Desperation Move
Psycho Ball Revolution
Desperation Move
Shining Crystal Bit

(close)

or

+
+
+

(chancel by pressing

)
Desperation Move
__Crystal Shoot
Desperation Move
Phoenix Fang Arrow

+
+

(during Shining Crystal Bit)

Sie Kensou

Name

Input

Ko Bokute

Gosen Tai

Chou Kyuu Dan

Ryu Renga Chi Ryuu

Ryu Renga Ten Ryuu

Ryu Sou Geki

Ryu Renga

(close)

Ryo Gaku Sai

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

Ryuu Rin Hou Rai

Suikan Kan Ou

__Chou Shuu Riku Gyo


(connected)
Bogetsu Sui

__Ryuu Ja Hanhou

(during Bugetsu Sui)

__Rigyo Hanhou

(during Bugetsu Sui)

__Kaiten Teki Kuu Totsu Ken


(connected)
Kaiten Teki Kuu Totsu Ken
(unconnected)
Desperation Move
Gou Ran Enpou
Desperation Move
Gou En Shourai
Desperation Move
Daikyuu Inshuu
Desperation Move
Sentori Suiho

(during Bugetsu Sui or Suikan Kan Ou)

(during Suikan Kan Ou)

+
+
+
(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

(directly after heavy Grand Saber has


connected)

Ralf Jones

Name
Vulcan Punch

Input

Gatling Attack

Ralf Kick

Kyukoka Bakudan Punch

Kuuchuu Kyukoka Bakudan


Punch
Super Argentine Backbreaker

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)

Super Arabian Burglary Back


Breaker
Rolling Cradler

Super Argentine Backbreaker

__Flashing Elbow

Desperation Move
Ultra Argentine Back Breaker
Desperation Move
Running Three
Desperation Move
Napalm Strike

(use against airborne opponents)

(close)

+
+
+

(after any special Throw)

Women Fighters Team


Chizuru Kagura

Name
Jo Katsu Zheng Zheng

Input

Jo Katsu Cang Cang

Jo Katsu Cong Cong

108 Katsu Tamayura no


Shintsune
100 Katso Tenjin no Kotowari

212 Katsu Shinsoku no Noroti

__212 Katsu Shinsoku no


Noroti Ten Sui
202 Katsu Otsu Shiki Choumon
no Isshin
Desperation Move
Ichimen Ikkatsu San Rai no Fui
Jin
Desperation Move
Ichimen 85 Katsu Reigi no
Ishizue

+
+
+

any Button
(during 212 Katsu)
any Button

Mai Shiranui

Name
Yume Zakura (Air Throw)

Input
(close)

or

or )+ (

or

Benitsuru no Mai

Kuro Tsubame no Mai

Daiwa Fuusha Otoshi

Kachosen

Ryuenbu

Hakuro no Mai

Hisho Ryu En Jin

Hissatsu Shinobibachi

Chijou Musasabi no Mai

+ (hold)

Kuuchuu Musasabi no Mai

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

__Ten Sou Zan

Ryuusei Raku

San Ren Geki

Han Getsu Zan

Hishou Kyaku

Haki kyaku

Desperation Move
Houhoh Kyaku
Desperation Move
Houhoh Tenbu Kyaku

+
+

(during heavy Hi En Zan)

(can be linked together up to 3 times)

Chang Koehan

Name

Input

Hiki Nige

Tekkyu Dai Kaiten

(chancel by pressing
)

Tekkyu Funsai Geki

Tekkyu Hi En Zan

Dai Hakai Nage (Throw)


Desperation Move
Tekkyu Dai Bousou
Desperation Move
Tekkyu Dai Assatsu

(close)

+
+
+

Choi Bounge

Name

Input

Nidan Giri

Toorima Geri

Tatsumaki Shippuu Zan

Hishou Kuu Retsu Zan

Shissou Hishou Zan

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

(during Kaiten Hi En Zan)

+
+

New Face Team


Yashiro Nanakase

Name

Input

Regret Bash

Step Side Kick

Upper Duel

Sledgehammer

Missile Might Bash

Jet Counter

__Jet Counter Still

(during Jet Counter)

Desperation Move
Final Impact
Desperation Move
Million Bash Stream

(hold to power up)

,(

Shermie

Name
Shermie Stand

Input

Shermie Clutch
Shermie Whip
Shermie Spiral

+
(close)

(close)

__Shermie Cute

Axle Spin Kick

Shermie Shoot

Desperation Move
Shermie Flash
Desperation Move
Shermie Carnival

(close)

(close)

(after any command throw)

Chris

Name
Spinning Array

Input

Reverse Anchor Kick

Carry Off Kick

Slide Touch

Scramble Dash

Direction Change

Hunting Air

Shooting Dancer Thrust

Shooting Dancer Step

Glider Stomp

Desperation Move
Chain Slide Touch
Desperation Move
Twister Drive

+
+

'97 Special Team


Ryuji Yamazaki

Name

Input

Bussashi

Hebi Tsaku Gedan

(hold to delay)

Hebi Tsaku Chuudan

(hold to delay)

Hebi Tsaku Uwadan

(hold to delay)

__Hebi Damashi

(while delaying Hebi Tsaku)

Bai Gaeshi - Kyuushuu

Bai Gaeshi - Dan Hassha

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. Crab Clutch

M. Reverse Facelook

M. Head Buster

Back Drop
Desperation Move
M. Splash Rose
Desperation Move
M. Dynamite Swing
Desperation Move
M. Typhoon

(close)

+
+
+

(close)

(during Vertical Arrow)

(during Straight Slice)

Billy Kane

Name
Dai Kaiten Geri
Boukou Tobi Geri

Input

+
+

Senpu Kon
Shuuten Ren Ha Kon
San Setsu Kon Chu Dan Uchi

__Kaen San Setsu Kon Chu


Dan Tsuki
Senen Satsu Kon

Kyou Shuu Hishou Kon

Ka Ryuu Tsuigeki Kon

Sui Ryuu Tsuigeki Kon

Desperation Move
Cho Kaen Senpu Kon
Desperation Move
Dai Senpuu

(during San Setsu Kon Chu Dan Tsuki)

Yagami Team
Iori Yagami

Name
Ge Shiki Yumebiki

Input

Ge Shiki Gou Fu In Shinigami

Ge Shiki Yuri Ori

108 Shiki Yami Barai

100 Shiki Oni Yaki

311 Shiki Sou Kushi

127 Shiki Aoi Hana

212 Shiki Koto Tsuki In

Kuzu Kaze
Desperation Move
Kin 1201 Shiki Ya Otome
Desperation Move
Ura 108 Shiki Ya Sakazuki

(close)

+
+
+

(can be linked together up to 3 times)

Mature

Name

Input

Crematory

Despair

Sacrilege

Death Row

Metal Massacre

Deceaser

Ebony Tears

Desperation Move
Heaven's Gate
Desperation Move
Nocturnal Lights

+
+

(can be linked together up to 3 times)

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)

+
+

(during Black End or Mayhem)

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

Mou Ko Murai Gan

Zan Retsu Ken

Shou Ran Kyaku

Hien Shippu Kyaku

Haoh Shikoh Ken

Desperation Move
Ryuko Ranbu
Desperation Move
Shin Kishin Geki

+
(close)

Saisyu Kusanagi

Name
Ge Shiki Gou Tsuchi

Input

Ge Shiki Zu Tsui

108 Shiki Yami Barai

702 Shiki En Jou

100 Shiki Oni Yaki

100+ Shiki Nataguruma

427 Shiki Shin Ken

Desperation Move
Ura 108 Shiki Orochi Nagi
Desperation Move
1207 Shiki To Bou Gai

+
+

(can be linked together 2 times)

(hold to delay)

American Sport Team


Heavy D!

Name

Input

Rock Crush

Rolling Soul Diver

Ducking Combination

Blast Upper

Soul Flower

Dancing Beat

(close)

(can be linked together up to 2 times)

Shadow

Desperation Move
D.Magnum
Desperation Move
D.Crazy

+
+

(use to power up your next special


move)

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

Screw Body Press

Brian Hammer

__Double Hammer

(during Brian Hammer)

____DDT

(during Double Hammer)

__Tiger Driver

(during Brian Hammer)

____Samurai Bomb

(during Tiger Driver)

____Shoulder Backbreaker

(during Tiger Driver)

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

Hishou Nichirin Zan

Ja Ei Ken

Shinkuu Nage

(close)

Joudan Atemi Nage

Chuudan Atemi Nage

Gedan Atemi Nage

Desperation Move
Raging Storm
Desperation Move
Deadly Rave

+
+

Wolfgang Krauser

Name
High Blitz Ball

Input

Low Blitz Ball

Leg Tomohawk

Kaiser Duel Sobat

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

Kotsu Hazaki Kiri

Tenba Kyaku

Desperation Move Zantetsu


Nami
Desperation Move Zantetsu
Kamakiriken

+
+

Kasumi Todoh

Name

Input

Hiji Ate

Kasane Ate

Taikuu 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

+
+

(hold to delay attack)

Shingo Yabuki

Name
Ge Shiki Gou Fu Nage
Fukanzen
114 Shiki Ara Kami Mikansei

Input

+
+

115 Shiki Doku Kami Mikansei

100 Shiki Oni Yaki Mikansei

Shingo Kinsei Ore Shiki Nie


Togi
Hiji Otoshi

(close)

+
+

101 Shiki Oboro Guruma


Mikansei
Shingo Kick

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)

+
+

(hold to power up)

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

Taiyou o Iru Honoo

Kagami o Hofuru Honoo

Tsuki o Tsumu Honoo

Shishi o Kamu Honoo


Desperation Move
Daichi o Harau Gouka
Desperation Move
Ankoku Orochi Nagi

(close)

+
+
+

KoF '94 Art of Fighting Team


'94 Ryo Sakazaki

Name
Hyochuu Wari

Input

Ko Ou Ken

Ko Hou

Zan Retsu Ken

Hien Shippu Kyaku

Desperation Move
Haoh Shokoh Ken
Desperation Move
Ryuuko Ranbu

+
+

'94 Robert Garcia

Name
Ryuu Han Shuu

Input

Kou Ryuu Go Kya Geri

Ryuu Geki Ken

Ryuu Ga

Genei Kyaku

Hien Shippu Kyaku

Hien Ryuu Jin Kyaku

Desperation Move
Hoah Shoko Ken
Desperation Move
Ryuuko Ranbu

+
+

'94 Yuri Sakazaki

Name
Tsubame Otoshi

Input
(

or

or )+ (

En Yuku

Ko Ou Ken

Rai Koh Ken

Sai Ha

Hyaku Retsu Binta

Desperation Move
Haoh Shokoh Ken
Desperation Move
Hien Houou Kyaku
Desperation Move
Mekki Zan Kuu Ga

+
+
+

or

) (Air Throw)

Alternate Character Versions


Omega Rugal

Name
Double Tomahawk

Input

Gravity Smash

Dark Barrier

Dark Genocide

Vanishing Rush

Desperation Move
Gigatech Pressure
Desperation Move
Destruction Omega
Desperation Move
Rugal Execution

+
+
+

'95 Kyo Kusanagi

Name
Ge Shiki Gou Fu You

Input

Ge shiki Naraku Otoshi

88 Shiki

108 Shiki Yami Barai

100 Shiki Oni Yaki

101 Shiki Oboro Guruma

202 Shiki Koto Tsuki You

75 Shiki Kai

Desperation Move
Ura 108 Shiki Orochi Nagi

,then

Terry Bogard (Real Bout Fatal Fury 2)

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

+
+

(during Bakuretsu Ken)

Andy Bogard

Name

Input

Age Omote

Jou Agito

Hi Sho Ken

Gekiheki Haisui Shou

Ku Ha Dan

Sho Ryu Dan

Zan Ei Ken

_Ga Dan Kou

Bakushin

Desperation Move
Cho Reppa Dan
Desperation Move
Dan Da Dan

+
+

(can be linked together up to 4 times)

(during Zan Ei Ken)

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