King Of Fighters: Evolution - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for King Of Fighters: Evolution - Strategy Guide (Page 01).
THE KING OF FIGHTERS '99 FAQ "MILLENIUM BATTLE" FAQ v0.3 by K. Megura for the Arcade and Neo*Geo versions Unpublished work Copyright 1999-2000 Kao Megura This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Kao Megura. All copyrights and trademarks are acknowledged and respected that are not specificially mentioned in this FAQ. To continue, this FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention International Copyright Law. Please remember that plagiarism is against the law. I will take appropriate action against transgressors, period (the same goes for people who put this up on web pages claiming it's their FAQ). As an added reminder, this FAQ is _not_ to be used by any freelance writer for, or staff member of, the Ziff-Davis Video Game Group, IDG Media, or Future Publishing, Ltd. All of them publish magazines that have ripped from my FAQs in the past, so please don't buy any of their publications unless you like rooting for grown men and women who have no respect for the law, not to mention another person's hard work. The King of Fighters series is (c) SNK of Japan and SNK Corporation of America. The latest version of this FAQ can be found at: ----------------------------------------------------------------------- The Back Lot of KM's Page members.xoom.com/megura (or) i.am/kao Cheat Code Central www.cheatcc.com Lots of other great KoF FAQs and other KoF-related information can be found at Gunsmith's page, located at. I highly recommend that you check out Gunsmith's own KoF '99 FAQ, which has all kinds of info. in it, from infinite and 100% damage combos to winpose listings and quote translations. ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - FAQ Notation - Basic Commands 2. CHARACTER MOVELISTS - Hero Team '99 (K', Maxima, Benimaru, Shingo) - Fatal Fury Team (Terry, Andy, Joe, Mai) - Art of Fighting Team (Ryo, Robert, Yuri, Takuma) - Ikari Team (Leona, Ralf, Clark, Whip) - Psycho Soldier Team (Athena, Kensou, Chin, Bao) - Women's Team (King, Blue Mary, Kasumi, Xiangfei) - Korea Team (Kim, Chang, Choi, Jhun) - Single Characters (Kyo-1 and Kyo-2) - Hidden Characters (Kyo Kusanagi and Iori Yagami) - Krizalid (Mid-Boss and Last Boss forms) 3. IN-DEPTH INFORMATION - The Life Gauge and Power Gauge - Types of Attacks and Moves - Combos and Canceling - Using Counter Mode and Armor Mode - The Striker System - Roulette - Continue Service 4. MISCELLANEOUS - Secrets and Tricks - Game Options - Dip Switch Information - List of Special Intros 5. AUTHOR'S NOTE - Special Thanks - Revision History ========================================================================= 1. HOW TO PLAY ========================================================================= This section explains how to read this FAQ and provides a basic intro to the game's controls and techinques. For more detailed explanations of how to play, you should read the section entitled, "In-Depth Information". Detailed character info can be found in the next section, "Character Movelists". ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ Here's a quick representation of the game's controls: [ Joystick Layout ] --------------------------------------------------- ub u uf Jump Backward Jump Up Jump Forward \ | / (up-back) (up) (up-forward) b -- n -- f Retreat / Block Neutral Approach / | \ (back) (forward) db d df Crouch Block Crouch Offensive Crouch (down-back) (down) (down forward) [ Button Layout ] ----------------------------------------------------- B C D Weak Kick Strong Punch Strong Kick A Weak Punch [ Other Notation ] ---------------------------------------------------- dir. : Any of the eight directions can be used: u (up), d (down) b (back), f (forward), ub (up back), uf (up forward) db (down back) or df (down forward). qcf : Roll the joystick from d to f (d,df,f) qcb : Roll the joystick from d to b (d,db,b) hcf : Roll the joystick from b to d to f (b,db,d,df,f) hcb : Roll the joystick from f to d to b (f,df,d,db,b) + : Press in the last direction listed and press the button listed afterward at the same time (so qcf + P means to press d,df,f, and the moment you press f, press A or C). / : Either command can be used (i.e., b / f + B means you can press back or forward while pressing B). P : Press A or C. K : Press B or D. PK : Press all buttons at once (for example, BC means to press B + C, ABCD means to press A + B + C + D). ?~? : Any range can be used (for example, charge db~df means that you can charge db or d or df. b~d~f means that you can use b, db, d, df, or f). Charge : Hold in the listed direction for 2 seconds, then push the joystick in the second direction. (air) : The move can be performed while on the ground or when jumping or otherwise airborne delay : Holding down a button delays the move being performed. empower: Holding down a button makes the move do more damage. * : The move can be canceled into a DM while Counter Mode is active. See that move's comments for more details. [ Misc. Terminology ] ------------------------------------------------- "Overhead Attacks" are moves that cannot be crouch-blocked; they must be blocked standing. All normal jumping attacks are overheads, but some mid-air special moves and command attacks aren't and can be crouch- blocked. The general trait of ground overhead attacks is that they can be performed while standing and are usually slow in coming out. "Knockdown Attacks" are those attacks that knock an opponent to the ground (or at least knock them away, in the case of mid-boss Krizalid's standing body blow attack). "Reversals" are moves that, when used normally, have no effect (they don't even hit). However, if the person using the reversal is hit by an attack, they will take no damage, and attack their opponent back. Note all attacks can be reversed, and some characters have more than one reversal that only work against one sort of attack (say, a jumping attack, or a crouching attack). There are also some character's whose reversals do hit normally (like Kyo's Nue Tsumi or Xiangfei's Esaka: Atemi Kougeki). "Counters" occur when you hit a person as they attack you. At this point, if your attack wins, you get a counter hit. If their attack beats yours anyway, they get a counter hit. There are three benefits of counter hits--one is that you recover faster, so that you have a better chance of combing / juggling your enemy after a counter hit, and another is that any body blow attack that counter hits can be canceled into a command attack, special move, or (S)DM, and stands a chance of actually hitting (normally, they can cancel but never hit). This even works in the air (In his mid-boss form, Krizalid can counterhit with a jumping body blow attack, then do his Demon Landing special for a two-hit combo). The third advantage of getting a counter is that it increases the amount of damage a move does. Usually the amount is quite small, but it tends to be a rather sizable increase for some DMs / SDMs, and certain moves do tons of added damage on a counterhit (like Ryo's Tenchi Haou Ken DM / SDM). "Guard Crushes" happen when you block too many attacks in succession, or in a short period of time. When this happens, you'll momentarily stop blocking. If your opponent Guard Crushed you with a multi-hit attack, all subsequent attacks will hit you for full damage. It's even possible for some characters to Guard Crush you with a one-hit attack, then hit you with another attack if it comes out fast enough. Guard Crushing is very useful in Counter Mode since you can cancel into (S)DMs--for example, Takuma can Guard Crush with a blocked Mouko Burai Gan, then cancel into the Ryuuko Ranbu and have it connect. [ Cancelable Attack Chart Notation ] ---------------------------------- The Cancelable Attack chart appears after each character's detailed move list. As an example, here is K's chart: Standing Stand Close Crouching Jumping Up J-Diagonal (A) 1 L - - - 1 L C S D 1 L C S D 1 - - - - 1 - - - - (B) 1 - - - - 1 L C S D 1 L C S D 1 - - - - 1 - - - - (C) 1 - - - - =e - C S D 1 - C S D 1 - - S - 1 - - S - (D) 1 - - - - 1 - C S D 1 - C S D 1 - - S - 1 - - S - (CD) 1 - - S D GC - - - - 1 - - S - This chart lists the effects of each different attack, depending on whether you press A, B, C, D, or C+D (the body blow attack), while standing far away, standing close to your enemy, crouching, jumping straight up, or jumping diagonally. Remember that for most characters (and most of their attacks), when you do a small jump (even if you do it straight up), your character's attack comes out as if you had jumped diagonally back or forward. The various criteria are as follows: 1 - the attack hits once 2 - the attack hits twice =1 - the attack has the listed abilities only on the first hit. =2 - the attack has the listed abilities only on the second hit. =e - the attack has the listed abilities on either hit (or in Krizalid's case, any hit, since his standing D hits 3 times). L - the attack can be linked into another attack (usually any attack that is marked with an "L" itself, but some characters can link a crouching A or B into moves that don't normally link, like a crouching or standing C or D attack). C - the attack can be canceled into a command attack. S - the attack can be canceled into a special move. D - the attack can be canceled into a (S)DM * - check out the following notes for this attack / set of attacks. So for example, K's standing close C reads "=e - C S D". That means that on either hit, it can be canceled into a command attack, special move, or (S)DM. Note that there are only three listings for the CD (body blow) attack. This is because body blows can only be used while standing or jumping, and they have the same effects whether you are standing near or far, or whether you are jumping up or diagonally. The listing in the middle is for a Guard Cancel Body Blow, which is why it reads 'GC' (although it seems like only Andy and Clark can cancel their Guard Cancel body blows). ------------------------------------------------------------------------ BASIC COMMANDS (for any character) ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Hold b / db when attacked while in air Dash / Running Tap f,f (hold f to run) Backstep Tap b,b Small Jump Tap ub~uf Normal Jump Press ub~uf Image Small Jump Tap db~df, tap ub / uf Image Normal Jump Tap db~df, press ub / uf Running Jump Press u / uf while dashing or running Throw Escape Press AB _or_ b / f + any button when thrown Down Evade Press AB when knocked to the ground Forward Slide Press AB / f + AB Dodge Attack Press any button during Forward Slide Backward Slide Press b + AB Body Blow Attack Press CD while standing or jumping Guard Cancel Slide Block, then press (b / f) + AB [costs 1 stock] Guard Cancel Attack Block, then press CD [costs 1 stock] Striker Call Press BC (usable a limited number of times) Counter Mode Activate Press ABC (lasts for about 10 counts) Armor Mode Activate Press BCD (lasts for about 5 counts) Taunt Press Start - When you block an attack, you take no damage from normal attacks, and reduced damage (block damage) from special moves and DMs / SDMs. You can tell because a blue block spark means you took no damage, while each orange block spark indicates that you lost a sliver of life from your Life Gauge. - In most cases, any move that can be done in the air can be done not only during a jump, but at anytime your feet leave the ground (such as during most characters' backsteps), or if a command attack lifts you up into the air (like Athena's Renkan Tai). - During a straight up Small Jump, most characters will perform an attack as if they had jumped diagonally. For example, Whip's jumping D, when done off a normal jump straight up, hits once. But when done off of a straight up Small Jump, she'll do the 2-hit version that she usually does when you do any kind of diagonal jump + D. This does not apply to all characters, though (for example, King uses the same animation for any kind of jumping attack, and while Maxima's straight up B will change during a small jump, the straight up C attack will not). - As for the types of jumps, the Small Jump is a short hop off the ground, while the Normal Jump goes higher and longer. The Image versions are a bit different since the height of your hop or jump stays the same, but you travel further in the direction you jumped in. Note that you cannot Image Hop or Jump straight up. The running jumps are simply high, long jumps that can be done while dashing or running forward. - The Throw Escape only works against 'normal' throws (throws that are done by pressing back or forward + C or D when close). Air throws cannot be escaped from. - Using the Down Evade makes your character leap back just as he or she hits the ground, and land on their feet, instead of crashing to the floor. This move can be used after body blow attacks, or other standard knockdown moves, like most characters' crouching D attack. - During the Forward Slide, you are semi-invincible but can still be thrown and hit by certain attacks. You can use the Dodge Attack during this move, and during the Dodge Attack only throws can hit you. When you use the Backward Slide, you'll slide back about half the distance of a Forward Slide, then move forward to your original position. However, if you don't want to move forward, you can input a special move, DM, or SDM during the backward slide to cancel the hop and attack. - The jumping and standing Body Blow Attacks are cancelable and can be interrupted with special moves or (S)DMs. However, the move you cancel them with won't connect unless the Body Blow Attack hit on a Counter (since they knock an opponent to the floor). For example, you can hit with a standing or jumping Body Blow Attack using K' and cancel into the Minutes Spike, but unless the Body Blow Attack hit as a counter, the Minutes Spike won't hit and won't combo. - While taunting, you cannot attack or move around, but you can press in any direction or press any button to cancel your taunt. Taunting has no effect (unlike Striker taunts, most of which drain energy from your opponent's Power Gauge). ========================================================================= 2. CHARACTER MOVELISTS ========================================================================= Each character movelist is composed of several parts: at the top is listed the character's name and the team they're in, followed by a short bio sheet, then their winquote and a short list of moves. After that comes a longer, more detailed list of moves. Both lists are written in this order: normal throws, command attacks, special moves, (S)DMs, and their Striker Attack. The number of hits for each move was determined using Chang as my opponent (since he's so big, you have a better chance of discovering what the total number of hits for each move actually is). After the detailed moveslist is a chart of cancelable attacks, then, if applicable notes on that character and / or lists of special move chains. At the end of each character's section is a list of their quotes when they talk / yell during the battle. If a quote is used more than once, it will just be listed along with move as (and...) after the quote itself. Under the 'When attacking: / when damaged' listing, L: means light, H: means heavy, B: means body blow attack, and S: means any special move or (S)DM. ------------------------------------------------------------------------ K' (Hero Team '99) ------------------------------------------------------------------------ Fighting Style: Violence Birthday: Unknown Age: Probably between 16-18 years old Birthplace: Unknown Blood Type: Unknown Height: 183cm Weight: 65kg Hobby: None Favorite Food: Beef jerky Best Sport: None (isn't good at moving around quickly) Most Important: Nothing Dislikes: KOF (King of Fighters tournament) "Now, the finish. Get up, fool!" ------------------------- [ Short Moves List ] ------------------------- Spot Pile When close, b / f + C Knee Strike When close, b / f + D One Inch * f + A Knee Assault f + B Eins Trigger qcf + P Second Shoot f + B from Eins Trigger Second Shell f + D from Eins Trigger Crow Bites * f,d,df + P Secondary Crow Bites f + K during (C) Crow Bites Minutes Spike qcb + K (air) Blackout qcf + K Chain Drive qcf,hcb + P Heat Drive qcf,qcf + P (hold P to delay) Striker: "Narrow Spike" --------------------------- [ Normal Throws ] -------------------------- Move Name: Spot Pile Move Command: When close, b / f + C # of Hits: Heavy 1 Comments: An unblockable attack. Move Name: Knee Strike Move Command: When close, b / f + D # of Hits: Heavy 1 Comments: An unblockable attack. ------------------------- [ Command Attacks ] -------------------------- Move Name: One Inch Move Command: f + A # of Hits: Light 1 Comments: A knockdown attack, unless you cancel into it (in which case it becomes cancelable). During Counter Mode, this move can be canceled into a DM. Move Name: Knee Assault Move Command: f + B # of Hits: Light 1 Comments: An overhead attack, unless you cancel into it (in which case it becomes cancelable into the Minutes Spike). -------------------------- [ Special Moves ] --------------------------- Move Name: Eins Trigger Translation: First Trigger (it's German for "one") Move Command: qcf + P # of Hits: Light 1 / Heavy 1 Comments: Can follow with Second Shoot or Second Shell. Move Name: Second Shoot Move Command: f + B during Eins Trigger # of Hits: Light 1 Comments: A fireball attack. Won't combo from the Eins Trigger if used up close. Move Name: Second Shoot Move Command: f + D during Eins Trigger # of Hits: Heavy 1 Move Name: Crow Bites Move Command: f,d,df + P # of Hits: Light 1 / Heavy 3 Comments: Can follow the (C) version with Secondary Crow Bites. During Counter Mode, the (A) version can be canceled into a DM. Move Name: Secondary Crow Bites Move Command: f + K during (C) Crow Bites # of Hits: Light 1 / Heavy 1 Move Name: Minutes Spike Move Command: qcb + K (air) # of Hits: Light 1 / Heavy 1 Move Name: Blackout Move Command: qcf + K # of Hits: Light 0 / Heavy 0 Comments: A teleport move. The button used determines the distance travelled. ------------------- [ (Super) Desperation Moves ] -------------------- Move Name: Chain Drive Move Command: qcf,hcb + P # of Hits: Light 14 / Heavy 14 (DM) Light 26 / Heavy 26 (SDM) Comments: If K' doesn't hit his opponent with his sunglasses, he won't proceed with the rest of the combo. If the glasses are blocked, he still teleports forward for one hit, (and if that hits, the rest of the combo proceeds normally). Move Name: Heat Drive Move Command: qcf,qcb + P (hold P to delay) # of Hits: Light 1 / Heavy 1 (DM) Light 1 / Heavy 1 (SDM) Comments: During the Heat Drive DM, only the C version becomes unblockable when delayed. During the SDM, either version (A or C) becomes unblockable when delayed. ------------------------- [ Striker Attack ] ------------------------- Move Name: Narrow Spike Move Command: With K' as your striker, press BC (costs 1 stock) # of Hits: Jump 1 / Slide 1 / Crow Bites 1 (the jump punch can combo into the slide for 2 hits) Comments: K' jumps on screen with a punch attack. If his opponent is on the ground, he performs a sliding attack (sort of like the Blackout), that must be crouch blocked. If his enemy is in the air, he uses the Crow Bites instead. ----------------------- [ Cancelable Attacks ] ----------------------- Standing Stand Close Crouching Jumping Up J-Diagonal (A) 1 L - - - 1 L C S D 1 L C S D 1 - - - - 1 - - - - (B) 1 - - - - 1 L C S D 1 L C S D 1 - - - - 1 - - - - (C) 1 - - - - =e - C S D 1 - C S D 1 - - S - 1 - - S - (D) 1 - - - - 1 - C S D 1 - C S D 1 - - S - 1 - - S - (CD) 1 - - S D GC - - - - 1 - - S - --------------------------- [ Quote List ] --------------------------- Round entry (1st): "Ore hitori de jubun da." vs. Krizalid: "Katazukete yaruze...." (A) button pose: "Anta ja yaku fuseki daze." (B) button pose: "Doitsumokoitsumo...!" When taunting: "Namenjaneezo, temee." When attacking: "Shi-! / Fun-! / Iya-!" When damaged: "Chi-! / Ua-! / Uu!" When defeated: "Kuuoaaaaaa!" Knockdown recovery: "Yarujaneeka." Guard cancel roll: "Shi-!" (and slides, sliding attack) Striker call: "Chi-!" (and Narrow Spike) Spot Pile "Shi-!" (and Knee Strike and Eins Trigger) One Inch "Fun-!" (and Knee Assault and Second Shoot) Second Shell "Iya-!" (and Crow Bites and Tsuika Geri) Minutes Spike "Shara--!" Blackout "Blackout." Chain Drive "Chi-!" / "Iya-!" (final blow) Heat Drive "Owari nisuruze...." ------------------------------------------------------------------------ MAXIMA (Hero Team '99) ------------------------------------------------------------------------ Fighting Style: "Type M" Fighting Techniques Birthday: 3 / 2 Age: 29 Birthplace: Canada Blood Type: A Height: 204cm Weight: 204kg Hobby: Motorcycle touring Favorite Food: Anything that's sweet Best Sport: Rugby Most Important: Momiage (his sideburns) Dislikes: Natto (fermented soybeans), people requesting his opinion "I read your moves like the funny papers!" ------------------------ [ Short Moves List ] ------------------------ Dynamite Drop When close, b / f + C Choking Vise When close, b / f + D Mongolian * f + A M9 Kata Maxima Missile (Shisaku) df + C System 1: Maxima Scramble qcf + A Double Bomber qcf + A from System 1 Bulldog Press qcf + A from Double Bomber System 2: Maxima Scramble qcf + C Skull Crush qcf + C from System 2 Centoun Press f + K from Maxima Scramble M4 Kata Vapor Cannon * qcb + P M11 Kata Dangerous Arch When close, hcf + K Bunker Buster qcf,hcb + P Maxima Revenger When close, hcb,hcb + K Striker: "Maxima Gallows" -------------------------- [ Normal Throws ] ------------------------- Move Name: Dynamite Drop Move Command: When close, b / f + C # of Hits: Heavy 1 Comments: An unblockable attack. Move Name: Choking Vise Move Command: When close, b / f + D # of Hits: Heavy 1 Comments: An unblockable attack. ------------------------ [ Command Attacks ] ------------------------- Move Name: Mongolian Move Command: f + A # of Hits: Light 1 Comments: An overhead attack, unless you cancel into it (in which case it becomes cancelable). During Counter Mode, this move can be canceled into a DM. Move Name: M9 Kata Maxima Missile (Shisaku) Translation: Type M9 Maxima Missile (Experimental) Move Command: df + C # of Hits: Heavy 1 Comments: If you cancel into this move, it becomes cancelable. ------------------------- [ Special Moves ] -------------------------- Move Name: System 1: Maxima Scramble Move Command: qcf + A # of Hits: Light 1 Comments: Can follow with Double Bomber. Move Name: Double Bomber Move Command: qcf + A during System 1 # of Hits: Light 2 Comments: Can follow with Bulldog Press. Move Name: Bulldog Press Move Command: qcf + A during Double Bomber # of Hits: Light 1 Move Name: System 2: Maxima Scramble Move Command: qcf + C # of Hits: Heavy 1 Comments: Can follow with Skull Crush. Move Name: Skull Crush Move Command: qcf + C during System 2 # of Hits: Heavy 1 Comments: Can follow with Centoun Press. Move Name: Centoun Press Move Command: f + K during Skull Crush # of Hits: Light 1 / Heavy 1 Comments: You have to time the Centoun Press, otherwise Maxima will fall to the ground before he's able to land on his opponent. Move Name: M4 Kata Vapor Cannon Translation: Type M4 Vapor Cannon Move Command: qcb + P # of Hits: Light 1 / Heavy 1 Comments: This move can negate projectiles. It also has autoguard. During Counter Mode, this move can be canceled into a DM. Move Name: M11 Kata Dangerous Arch Translation: Type M11 Dangerous Arch Move Command: When close, hcf + K # of Hits: Light 1 / Heavy 1 Comments: An unblockable attack. ------------------- [ (Super) Desperation Moves ] -------------------- Move Name: Bunker Buster Move Command: qcf,hcb + P # of Hits: Light 1 / Heavy 1 (DM / SDM, done from afar) Light 2 / Heavy 2 (DM / SDM, done from up close) Comments: During the DM version, the button used determines where Maxima drops down from. Move Name: Maxima Revenger Move Command: When close, hcb,hcb + K # of Hits: Light 2 / Heavy 2 (DM) Light 3 / Heavy 3 (SDM) Comments: An unblockable attack. ------------------------- [ Striker Attack ] ------------------------- Move Name: Maxima Gallows Move Command: With Maxima as your striker, press BC (costs 1 stock) # of Hits: Grab 1 Comments: Maxima jumps to your opponent's location and grabs them before strangling them. This move can be blocked. ----------------------- [ Cancelable Attacks ] ----------------------- Standing Stand Close Crouching Jumping Up J-Diagonal (A) 1 L - - - 1 L C S D 1 L C S D 1 - - - - 1 - - - - (B) 1 - - - - 1 - C S D 1 - C S D 1 - - - - 1 - - - - (C) 1 - - - - =e - C S D 1 - C S D 1 - - - - 1 - - - - (D) 1 - - - - 1 - C S D 1 - - - - 1 - - - - 1 - - - - (CD) 1 - - S D GC - - - - 1 - - - - ---------------------- [ Special Move Chains ] ----------------------- 1. System 1 -> 2. Double Bomber -> 3. Bulldog Press 1. System 2 -> 2. Skull Crush -> 3. Centoun Press (both chains can be done entirely even if all the hits miss) --------------------------- [ Quote List ] --------------------------- Round entry (1st): "Yooku mieruze...." Round entry (any): "Ikuze, aibou...!" vs. Krizalid (Mid): "Sasuga ni yomeneena...." (A) button pose: "Fun-!" (B) button pose: "Ha~...." When attacking: L: "Ha-!" H: "Nuo-!" S: "Diie-!" When damaged: L: "Nu-!" H: "Eea!" S: "Nuo-!" When defeated: "Nuuoooooooo!!" Knockdown recovery: "Choroize!" Guard cancel roll: "Ha-!" (and slides) Sliding attack: "Ikuzo!" Striker call: "Tanomuze!" Dynamite Drop "Uurya!" Choking Vise "Fun-!" (and Maxima Scramble) Mongolian "Uu-! Mongolian!" Maxima Missile "Dieya-!" Vapor Cannon "Vapor Cannonnnn!" Dangerous Arch "Un-! Aa-!" Double Bomber "Fu-! Iea-!" Bulldog Press "Ourya-!" Skull Crush "Soura-!" Centoun Press "Teyaa-!" Bunker Buster "Bunker...Buster!!" Maxima Revenger DM "Maxima Revenger! / Soura-!" Maxima Revenger SDM "Maxima Revenger! / Soura-! Soura-! Soura-!" Maxima Gallows "Oura-!" ------------------------------------------------------------------------ BENIMARU NIKAIDO (Hero Team '99) ------------------------------------------------------------------------ Fighting Style: Shooting Birthday: 6 / 6 Age: 21 Birthplace: Japan (but he's half-American) Blood Type: O Height: 180cm Weight: 70kg Hobby: Cruising the sky in a jet Favorite Food: Sashimi (sliced raw fish), pasta Best Sport: Clay shageki (shooting), high jump Most Important: Himself Dislikes: Otaku (japanese animation fan), regret "Watch me now. A flower's life's brief." ------------------------ [ Short Moves List ] ------------------------ Catch and Shoot When close, b / f + C Front Suplex When close, b / f + D Spinning Knee Drop In air, b~d~f + C / D when close Jackknife Kick f + B Flying Drill In air, d + D Raijin Ken * qcf + A Taikuu Raijin Ken * qcf + C Kuuchuu Raijin Ken In air, qcf + P Iai Geri qcf + K Handou Sandan Geri * d,u + K during Iai Geri Shinkuu Katategoma * qcb + P Raikou Ken qcf,qcf + P (qcf,qcf + A for DM ver.) Taikuu Raikou Ken qcf,qcf + C (DM only) Gen'ei Hurricane qcf,qcf + K Striker: "Elec-Trigger" -------------------------- [ Normal Throws ] ------------------------- Move Name: Catch and Shoot Move Command: When close, b / f + C # of Hits: Heavy 1 Comments: An unblockable attack.
| Next Page » |
