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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter K » King Of Fighters: Evolution - Strategy Guide (Page 01)

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 Unpublished work Copyright 1999-2000 Kao Megura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.

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