King Of Fighters: Evolution - Strategy Guide (Page 10)
Below are the cheat codes, hints and help for King Of Fighters: Evolution - Strategy Guide (Page 10).
Striker: Doesn't do anything
-------------------------- [ Normal Throws ] -------------------------
Move Name: Dead Fall
Move Command: When close, b / f + C / D
# of Hits: Heavy 1
Comments: An unblockable attack.
------------------------ [ Command Attacks ] -------------------------
Move Name: Low Kicks (I dunno what the real name is)
Move Command: d + K
# of Hits: Light 2 / Heavy 1
Comments: This move only hits twice against certain characters
(e.g. Chang). The Heavy Kick can hit twice if it is
blocked, otherwise, it knocks an opponent down.
Move Name: Overhead Axe Kick (I dunno what the real name is)
Move Command: Press D while standing from afar
# of Hits: Heavy 3
Comments: The first hit will act as an overhead attack, and the
third hit is a knockdown attack. This only applies
to the standing far version--it's just a normal kick
from up close.
------------------------- [ Special Moves ] --------------------------
Move Name: Negative Anguish
Move Command: qcf + P
# of Hits: Light 2 / Heavy 2
Comments: This attack can negate and pass through some projectiles.
Move Name: Demon Landing
Move Command: In air, qcf + K (or during a backstep)
# of Hits: Light 1 / Heavy 1
------------------- [ (Super) Desperation Moves ] --------------------
None.
------------------------- [ Striker Attack ] -------------------------
If you attempt to call Krizalid, he may not appear, or else you can
just see half of his body on the far end of the screen, but he can't be
hit, won't do anything, and won't leave (even if you do another Striker
call). Also, if you notice, they spell Krizalid as "Krizarid" when
he's your Striker. :)
----------------------- [ Cancelable Attacks ] -----------------------
Standing Stand Close Crouching Jumping Up J-Diagonal
(A) 1 - - S - 1 - - S - 1 - - S - 1 - - S - 1 - - S -
(B) =e - - S - =e - - S - =e - - S - 1 - - S - 1 - - S -
(C) 1 - - S - 1 - - S - 1 - - S - 1 - - S - 1 - - S -
(D) 3 - - - - =e - - S - *1 - - S - 1 - - S - 1 - - S -
(CD) 1 - - S - GC - - - - 1 - - S -
* If blocked, this move hits twice and can cancel on either hit.
------------------------------ [ Notes ] -----------------------------
Krizalid cannot crouch (hence the low kick attacks). He still has all
the other abilities of normal characters, though (taunting, calling a
striker, sliding, using body blow attacks, using guard cancel moves,
etc.) Obviously, he has no DMs or SDMs, so he has nothing to cancel
into from his special moves if Counter Mode is used. Note that this
version of Krizalid will do his standing B kick when you call in a
Striker character (the Striker still appears, but it can be hard to
combo if you accidently hit with the standing B). However, you can
combo off of the standing B as if it were a normal kick--making this
version of Krizalid the only character who can cancel into a special
move from his Striker call animation :)
Man, SNK's page kind of ticks me off. It was hard enough trying to
make a sensible translation of Bao's bio, but then they put up
Krizalid's, and under his favorite food section, it says "butter sand
cracker lifeguard". I assumed that "lifeguard" should have been under
his hobby section, but "butter sand cracker" had me stumped until
Gunsmith came along and gave me the proper translation. Either that,
or Krizalid is a cannibal with a penchant for eating lifeguards and
sandwiches for lunch ^_^;
--------------------------- [ Quote List ] ---------------------------
Round entry (any): "Fufu-!"
When attacking: L: "Ha-!" H: "Teya-!" B: "Ooa!"
When damaged: L: "Gu-!" H: "Uoa-!" S: "Uuha-!"
When defeated: "Konna hazuhaaaa!!"
Knockdown recovery: "Fu-!" (and GC roll, slides, slide attack)
Dead Fall "Fu-!"
Negative Anguish "Ha-!" (and Demon Landing)
------------------------------------------------------------------------
KRIZALID (Last Boss Form)
------------------------------------------------------------------------
Fighting Style: Collected combat data--his battle suit gives
his body feedback that he uses to fight with
Birthday: 10 / 23
Age: 29
Birthplace: Ireland
Blood Type: AB
Height: 188cm
Weight: 83kg
Hobby: Collecting clones of celebrities, working as
a lifeguard
Favorite Food: Butter and cracker sandwich
Best Sport: None
Most Important: His inferiors
Dislikes: Meetings with no significance (maybe he feels
that way at having to deal with his bosses at
the NEST Cartel?)
"Useless. It's so hard to find good help now."
------------------------ [ Short Moves List ] ------------------------
Dead Fall When close, b / f + C / D
Cut Spin f + A
(low kicks) d + A / K
Tuhon Rage qcf + P
Lethal Impact * qcf + K
Rising Darkmoon * f,d,df + P
Desperate Moment hcb + P
Moment Penetration b / f + P after Desperate Moment
Desperate Overdrive qcf,hcb + P
End of Heaven qcb,hcf + P (DM only)
End of Eden qcb,hcf + P (SDM only)
Striker: Doesn't do anything
-------------------------- [ Normal Throws ] -------------------------
Move Name: Dead Fall
Move Command: When close, b / f + C / D
# of Hits: Heavy 1
Comments: An unblockable attack.
------------------------ [ Command Attacks ] -------------------------
Move Name: Cut Spin
Move Command: f + A
# of Hits: Light 2
Comments: The second hit is an overhead attack, unless you cancel
into it (in which case it becomes cancelable).
Move Name: Low Kicks (I dunno what the real name is)
Move Command: d + A / K
# of Hits: Light 2 / Heavy 1
Comments: For some reason, the final version of Krizalid can do
this move with down + A, for reasons unknown to me, since
it functions just like the d + B version. This move only
hits twice against certain characters (e.g. Chang). The
(D) version can hit twice if it is blocked, otherwise, it
knocks an opponent down.
------------------------- [ Special Moves ] --------------------------
Move Name: Tuhon Rage
Move Command: qcf + P
# of Hits: Light 3 / Heavy 3
Comments: The (B) version of this move has a longer range than the
(D) version. Both can reflect fireballs of any kind!
Move Name: Lethal Impact
Move Command: qcf + K
# of Hits: Light 1,1 / Heavy 1,1 (first hit does no damage)
Comments: Either this move has really high priority, or the first
hit goes through attacks...at least, CPU Krizalid always
catches me with this attack, no matter what move I'm
doing (even special moves). If this move is blocked, the
falling leg part of the recovery animation can hit as an
overhead attack. During Counter Mode, this move can be
canceled into a DM on the first hit only.
Move Name: Rising Darkmoon
Move Command: f,d,df + P
# of Hits: Light 3 / Heavy 3
Comments: During Counter Mode, this move can be canceled into a DM
on the first hit only.
Move Name: Desperate Moment
Move Command: hcb + P
# of Hits: Light 1 / Heavy 1
Comments: This move does no damage (unless blocked), and makes
your opponent switch sides with you. Can follow with
Moment Penetration.
Move Name: Moment Penetration
Move Command: b / f + P after Desperate Moment connects
# of Hits: Light 1 / Heavy 1
Comments: This move requires a bit of timing, as it must be input
as Krizalid switches places with your opponent. The
easiest way to do it is just hold b or f while tapping
Punch repeatedly.
------------------- [ (Super) Desperation Moves ] --------------------
Move Name: Desperate Overdrive
Move Command: qcf,hcb + P
# of Hits: Light 21 / Heavy 21 (DM)
Light 33 / Heavy 33 (SDM)
Comments: Yamazaki, eat your heart out. ;)
Move Name: End of Heaven
Move Command: qcb,hcf + P
# of Hits: Light 3,2 / Heavy 3,2 (DM)
Comments: The pillar of fire hits three times, and the flaming
"X" thrown afterwards hits twice for five hits total.
Move Name: End of Eden
Move Command: qcb,hcf + P
# of Hits: Light 3,15 / Heavy 3,13 (SDM)
Comments: The pillar of fire hits three times, but if you hit
your opponent with it, the 13-hit rush will miss.
Considering the mad damage that the rush does, I suggest
doing the move from afar so that the rush hits them (from
a full life bar, it leaves them pretty much dead).
------------------------- [ Striker Attack ] -------------------------
If you attempt to call Krizalid, he may not appear, or else you can
just see half of his body on the far end of the screen, but he can't be
hit, won't do anything, and won't leave (even if you do another Striker
call). Also, if you notice, they spell Krizalid as "Krizarid" when
he's your Striker. :)
----------------------- [ Cancelable Attacks ] -----------------------
Standing Stand Close Crouching Jumping Up J-Diagonal
(A) 1 - C S D 1 - C S D =e - C S D 1 - - - - 1 - - - -
(B) 1 - C S D 1 - C S D =e - C S D 1 - - - - 1 - - - -
(C) =e - C S D =e - C S D =e - C S D 2 - - - - 2 - - - -
(D) =e - C S D =e - C S D 1 - C S D 1 - - - - 1 - - - -
(CD) 1 - C S D GC - - - - 1 - C S D
------------------------------ [ Notes ] -----------------------------
Note that Krizalid's far standing D is _not_ an overhead or knockdown
attack in his final form. Only the coat-wearing Krizalid has a
standing D that when done from afar, acts as an overhead and knockdown
attack. Also, he does a normal (non-cancelable) pose when you call in
a Striker, unlike the coat-wearing version, which does a standing B
kick.
Krizalid cannot crouch (hence the low kick attacks). He still has all
the other abilities of normal characters, though (taunting, calling a
striker, sliding, using body blow attacks, using guard cancel moves,
etc.) Since he has (S)DMs, he can also cancel special moves into
DMs in Counter Mode, just like other characters.
All the name spellings were taken from SNK of Japan's page. Note that
while "Tuhon Rage" is the actual move name, he says "Typhon Rage!"
('Typhon' is a Greek god).
Oh yeah, and from Clarence comes another combo, and this time it's an
infinite! Do the Desperate Moment, then hit your opponent with an
attack (standing C and D work nicely), then do the Desperate Moment,
and repeat ad infinitum. As it wasn't bad enough that Krizald has an
infinite, doing this combo will earn you lots of Power Gauge energy,
so you can finish it off with a DM, if you want. Note that even though
the rush counter doesn't keep going up, it's still unescapable.
--------------------------- [ Quote List ] ---------------------------
Round entry (1st): "Meniyaki tsukete shinugaii...!"
vs. K' "Yattemiro, clone fuzei ga!"
vs. Whip "Anata to tatakau koto ninarutohana
(A) button pose: "Konna mono de katterunoka?"
(B) button pose: "Han-!"
When attacking: L: "Ha-!" H: "Teya-!" B: "Ooa!"
When damaged: L: "Gu-!" H: "Uoa-!" S: "Uuha-!"
When defeated: "Konna hazuhaaaa!!"
Knockdown recovery: "Fu-!" (and GC roll, slides, Dead Fall)
Slide attack: "Fufu-!"
Cut Spin "Zya-!"
Tuhon Rage "Typhon Rage!!"
Lethal Impact "Amai! / Shine-!!"
Rising Darkmoon "Mudaa-!"
Desperate Moment "Teyaaa!"
Moment Penetration "Ryaaaa-!!"
Desperate Overdrive "Buttsu bureroooo-!! / Uryaaaa-!"
End of Heaven / Eden "Mise teyaru, warega chikara o!!"
=========================================================================
3. IN-DEPTH INFORMATION
=========================================================================
------------------------------------------------------------------------
THE LIFE GAUGE AND POWER GAUGE
------------------------------------------------------------------------
The Life Gauge is located at the top of the screen. It lowers when you
are damaged, and when it is empty, your character has been defeated and
you must use a new one. If all three characters on your team are
defeated, the game is over. For each round you survive, your Life Gauge
fills up a little bit, depending on how well you fought. At the start
of each new battle, or if you end up losing a round, your new character
will start off with a full life gauge. When your Life Gauge has been
nearly emptied, it will flash red; this means that you will now perform
SDMs instead of DMs if you have any stocks and input a DM command (see
below).
The Power Gauge is now located below your Life Gauge. The Power Gauge
fills up in several ways: by taking damage, performing special moves,
and hitting your enemy. Taking damage earns you the least energy,
while performing a special which hits your enemy earns you the most.
Command attacks, normal throws, (S)DMs, Striker attacks, and certain
special moves will not add energy to your Power Gauge, though. Once the
gauge is full, you gain one stock, and the gauge empties. You can hold
three stocks total (1 - green, 2 - blue, 3 - red). Stocks can be used
to perform DMs (Desperation Moves). There are also SDM attacks--these
are performed just like DMs, but in addition, your Life Gauge must be
extremely low (you can tell when it's low enough because it will flash
red). When your Life Gauge is flashing, you cannot perform DMs, only
SDMs. Just having a flashing gauge doesn't give you any special
abilites, either--you must have at least one stock to make your flashing
Life Gauge useful. In the Team modes, Power Gauge energy and stocks
aren't carried over if you lose, only if you win (so if Terry has 1
stock and half a power gauge, and beats Joe, who has 2 stocks and 1/3rd
of a power gauge, then Terry keeps his energy, but the next person up
after Joe, Chin Gentsai, starts off with nothing). In Single Mode,
both characters keep any gauge energy / stocks they have earned
throughout the rounds.
------------------------------------------------------------------------
TYPES OF ATTACKS AND MOVES
------------------------------------------------------------------------
[ Basic Attacks ] -----------------------------------------------------
Everyone has these moves--they're done by simply pressing P or K. For
most characters, pressing P or K while standing, crouching, or jumping
will make the attack come out differently. Attacks also change if
you're standing close to your enemy and attack, or if you attack from
far away.
Basic attacks don't do a lot of damage, but they have some special
features. Some basic attacks can hit more than once, while others
may knock an opponent down and leave them lying on the floor (this
would be crouching D for most characters). Also, each character has
a few basic attacks that can be canceled into command attacks or
special moves.
[ Command Attacks ] ---------------------------------------------------
Every character has at least one command attack, except for Ralf (poor
sucker). Command attacks are performed by pressing in one direction + a
button (like b + A, or df + B), and they always look the same no matter
where you are when you perform them. Also, they can only be done while
standing (some characters can do their command attack from a crouch, if
the move is done by inputting df + a button).
Command attacks can be used on their own, but some can also be canceled
into from a basic attack, and some can cancel themselves into a special
move or a (S)DM. This in itself is a useful enough feature, but some
command attacks also have special properties, namely the ability to act
as a knockdown or overhead attack. However, there is a catch. Command
attacks with special properties cannot cancel into special moves or
(S)DMs...however, if you cancel into a command attack, they lose their
special property and can be canceled normally. Let's look at this
example with Takuma:
- Takuma's Oni Guruma is an overhead attack. Even if he hits an
opponent with it, he cannot cancel out of it.
- If he does a standing C, then combos that into the Oni Guruma,
it no longer acts as an overhead (i.e., if his opponent crouch
blocked the standing C, the Oni Guruma would be blocked as well,
instead of hitting).
- However, since he canceled into the Oni Guruma, he can now cancel
it into a special move or (S)DM. In our example, he could hit
an opponent with a standing C, then do the Oni Guruma, and cancel
that into, say, the Ko'ou Ken, or Ryuuko Ranbu.
The same rule would apply to the rest of Takuma's moves, since they all
have special abilities (his Kawara Wari is an overhead, his Hisha
Otoshi can destroy bullets, and his Keima Uchi can hit an opponent on
the ground).
The general idea is that, if a command attack has a special feature
(overheads or knockdowns), it must be comboed into if you want to cancel
from it. Otherwise, you should be able to cancel it into a special move
just fine (but like I said earlier, not all command attacks can be
canceled from--see each character's move list below for more
information). This holds true for most characters, but there are some
exceptions (Maxima's Shisaku command attack has no special abilities,
but it can't be canceled into a special move or (S)DM unless you cancel
into it from a basic move).
Also, keep in mind that not all command attacks can be canceled into or
from, even those with or without special properties. For example,
Benimaru's Jackknife Kick has no special properties and can be canceled
into a special move or (S)DM. However, Clark's Stomping, which has no
special properties, either, cannot cancel into anything else even though
it was canceled into from a basic attack (say, his standing A or C).
And Yuri's En Yoku, which is an overhead attack, can't be canceled
into even if you canceled into it with a basic attack (and even though
this no longer makes it an overhead)!
[ Special Moves ] -----------------------------------------------------
Every character has their own set of special moves (some characters have
similar specials, like Kyo and Iori's Oniyaki). Special moves can be
canceled into from basic attacks or command attacks, and in some cases,
they can be interrupted into DMs or SDMs. Usually this is only in
Counter Mode, but, for example, Kim can cancel his Haki Kyaku into his
Hou'ou Kyaku (S)DM normally. Special moves generally do more damage
than basic or command attacks and have all sorts of special properties,
such as being overheads, or knockdown attacks, or being unblockable, etc.
[ Desperation Moves and Super Desperation Moves] ----------------------
Desperation Moves (DMs) are attacks that can only be used when you have
a free stock to expend (or you're in Counter Mode). Super Desperation
Moves (SDMs) can only be used when you have a flashing red Life Gauge
and at least one unused stock to spend. DMs do a lot of damage and
can have special properties (for example, Iori's Saku Tsumagushi is an
overhead), while SDMs do the most damage of all and are generally
superior to DMs.
------------------------------------------------------------------------
COMBOS AND CANCELING
------------------------------------------------------------------------
These two terms are quite different from each other. A combo means a
string of attacks that, after the first hit, cannot be escaped from.
As an example, Kasumi's standing D, Hiji Ate, (C) Tatsumaki Souda, (B)
Hakusan Tou is a 9-hit combo. Once Kasumi connects with the standing
D, her opponent is unable to avoid the rest of the hits. Obviously this
isn't true if you're in Armor Mode, since you never go into hitstun, but
you get the idea.
Canceling is what happens in combos (and in other cases). It's when
the animation of a certain move or attack is canceled and the
animation of the next move takes place. An example would be when Yuri
does the standing C attack into the Yuri Chou Upper--the "recovery"
frames for her standing C are omitted and she goes directly into the
Yuri Chou Upper. However, canceling isn't the same as comboing. For
example, as you know from reading the command attack section, you have
to cancel into a command attack in order to make it become cancelable
itself, in most cases. While this could be done as a combo (recalling
the Takuma example, standing C, Kawara Wari is a combo in which the
standing C animation is canceled into the Kawara Wari), it could also
be done as a cancel. Takuma can hit with his standing A, then input
the Hisha Otoshi, and the standing C's animation will be canceled.
However, as you will notice, the two hits do not combo--the opponent
can block or evade between the hits, and the rush combo meter (which
shows up whenever you do a combo) will not appear. Yet because it's
a cancel, Takuma can now interrupt the Hisha Otoshi with a special
move or (S)DM.
------------------------------------------------------------------------
COUNTER MODE AND ARMOR MODE
------------------------------------------------------------------------
The Advanced and Extra Modes of previous KoF games have been removed.
Now everyone has the same basic set of moves--and they gain new
abilities by using the new Counter Mode and Armor Mode, both of which
are described in detail below.
[ Counter Mode ] ------------------------------------------------------
Counter Mode is activated by pressing ABC. It costs 3 stocks to use,
and when activated, your character will pose momentarily and flash red
for a short period of time (indicated by the timer at the top of the
screen). During this time you have no Power Gauge and cannot amass
Power Gauge energy or stocks. Even though your Power Gauge disappears,
you can use the Guard Cancel Attack or Guard Cancel Slide (in either
direction) as many times as you want.
While in Counter Mode, all your attacks inflict more damage. And even
though you have no Power Gauge, you can perform DMs infinitely--no
stocks are required. Since you can't collect stocks, you can't use
SDMs, though. Furthermore, you can also cancel the Dodge Attack into
command attacks, special moves, and DMs, just like a normal punch or
kick. A unique feature of Counter Mode is that you can interrupt a
special move with a DM, the same way you might cancel a normal attack
into a special move. For example, you can do Joe's Tiger Knee into a
Screw Upper.
However, not all moves can cancel into DMs; for instance, Joe's C
Hurricane Upper could be used instead, but not his A Hurricane Upper.
The timing also tends to be very exact (You can only cancel from Kyo's
Hikigane into either of his SDMs between the first and second hit). If
a character has a mid-air special move and a mid-air DM, they can
perform DM cancels in air, too (Choi can cancel his Hishou Kyaku into
the Rinkaiten Toppa DM, for example). However, on the downside, doing
normal combos is harder since there is a delay when you activate a DM.
For example, Kasumi can normally combo her standing D kick into the
A Chou Kasane Ate DM. However, during Counter Mode, the delay added
to the DM's startup time is so great that it won't combo (although she
could always do C Tatsumaki Souda into A Chou Kasane Ate instead).
I personally think that SNK could have put a little more thought into
this feature--you have characters like Athena, who has multiple mid-air
moves that can be canceled into either of her DMs (since they can both
be done in air), compared to the poor saps like Robert and Chang (who
have only one special that can be canceled into a DM, and in Chang's
case, it won't combo since his move, the Tekkyuu Funsai Geki, knocks the
opponent away). It's not exactly balanced, here ;)
Once this mode ends, your Power Gauge will not reappear for a few
seconds, and you will still be unable to collect energy / stocks until
it reappears.
[ Armor Mode ] --------------------------------------------------------
Armor Mode is activated by pressing BCD. It costs 3 stocks to use, and
when activated, your character will pose momentarily and flash yellow
for a short period of time (indicated by the timer at the top of the
screen). During this time you have no Power Gauge and cannot amass
Power Gauge energy or stocks. Even though your Power Gauge disappears,
you can use the Guard Cancel Attack or Guard Cancel Slide (in either
direction) as many times as you want.
While in Armor Mode, all your attacks inflict more damage (I think a
little less than in Counter Mode, though). You also take less damage
from attacks. Furthermore, the Dodge Attack will knock down an
opponent, just like the Body Blow Attack (of course, you can't cancel
it into another attack, though). Another feature of Armor Mode is that
you take no damage from blocking special moves, DMs, or SDMs! Although
you cannot use DMs or SDMs, you cannot be hit out of an attack--an
opponent's attack can still push you back, but you will continue your
attack instead of going into your 'hit' animation. This doesn't apply
to attacks that knock you down to the ground or up into the air, though.
The big downside to Armor Mode is that it lasts about 1/3rd as long
as Counter Mode, and at the costs of all your stocks, that's not
exactly a fair deal.
In any case, once this mode ends, your Power Gauge will not reappear for
a few seconds, and you will still be unable to collect energy / stocks
until it reappears.
------------------------------------------------------------------------
THE STRIKER SYSTEM
------------------------------------------------------------------------
A new addition the KoF series is the 'Striker System'. When you pick
the characters for your team, you get to pick four characters--three
to fight with and one who becomes your striker. After selecting your
characters, you get to choose the order they fight in; this is done
by pressing the corresponding button for each character. The last
character you pick becomes the striker. You can reassign who will be
the striker for each new battle. For example:
1. I pick Shingo, Takuma, Iori, and Xiangfei.
2. I get to pick the order of fighting:
A - Shingo If I press C,A,D,B at the order screen, then
B - Takuma Iori goes first, then Shingo, then Xiangfei.
C - Iori For the entire match, Takuma will be my
D - Xiangfei striker.
3. If I win the battle (all 3 rounds), then I get to redo my order
for the next battle--if I input B,D,A,C, then my order would be
Takuma, Xiangfei, and Shingo. Iori would be my striker for the
whole match.
So how are Strikers used? You'll notice at the bottom of the screen,
there is a picture of your striker and your Striker stocks--you start
off with three. At anytime during the battle, you can press BC, and
your character will pose, while your Striker leaps onscreen, performs an
action, taunts, then leaps away. Each time you call in a striker, you
lose one stock. Once you're out of stocks, pressing BC has no effect.
Each time you lose a character, you gain an extra stock--this means that
you can have 4 stocks total if your first character loses, and 5 stocks
total when you're on your third character.
Strikers all have various powers and effects. For example, when using
Ralf as a striker, he'll dive down using his Kyuukouka Bakudan Punch,
perform his Galactica Phantom, then leave. The Galactica Phantom itself
is blockable, and it does less damage than the actual DM attack. In
fact, all Striker attacks do a limited amount of damage. The reason
why they're so toned down is because you recover while your Striker is
still attacking--for example, if you call in Robert to do his Ryuuren
Moushuu, you'll recover fast enough to hit your opponent while Robert is
socking them as well. This allows you to attack or even combo your
opponent off of your Striker attack. So while the Striker damage is low
and they often have faults (like being blockable, slow, etc.), the
potential for combos and heavy damage is still there.
However, not all Strikers attack. Kensou will appear and eat a meat
bun, giving you back a small amount of life. Other characters only
attack under certain situations--Choi normally appears and taunts,
draining his opponent's Power Gauge, but if his opponent is close
enough, Choi will do a Tatsumaki Shippuu Zan instead. Furthermore,
some Striker's attacks vary depending on the actions of your
opponent. Case in point; if your enemy is in mid-air when you call in
Jhun as a Striker, he'll do a Kuu Sajin. If they're on the ground,
he'll do the Hiko Geki. Distance can also be a factor; in the above
example with Kensou, you won't regain life unless you're standing
close to him. And if you call in Mai as a striker, she won't attack
unles her opponent is close by when she shows up; otherwise she'll
just taunt (although that does lower your opponent's Power Gauge).
Probably the most important thing when using a Striker is remembering
distance and effect. Takuma's Striker Attack goes all the way across
the screen, so you don't have to worry about how close your opponent
is. However, Clark's doesn't, so you need to make sure your opponent
is no further than half a screen away from you or Clark's Striker
attack will miss entirely. For characters that must be close to
attack, make sure that your opponent isn't able to hit them. If your
opposition does hit a Striker character, they won't attack and will
just leap off screen (and it still wastes a stock). The only exception
is Kasumi, who taunts normally, but if hit, she will catch her opponent
and injure them.
All Striker attacks are explained in detail in the moveslist section,
above.
------------------------------------------------------------------------
ROULETTE
------------------------------------------------------------------------
Just as in '98, you can randomly select your teammates using the large
Roulette square in the middle of the player select screen. If you want
all team members to be randomly chosen, just choose the roulette box,
or you can pick 1 to 3 characters, then use the roulette to make the
remaining characters random (since each team is composed of four
members now - three playable fighters and one striker).
Not only does the CPU pick a random character for you to use, but this
changes after each battle. If I chose King, Chin, and used Roulette
to get Maxima and Ralf, then in the next battle I would still have
King and Chin but would have two different remaining characters. Keep
in mind that Roulette only determines which characters you'll get, not
the order that they fight in (that's still up to you). If Kyo and / or
Iori have become playable, it's possible to get them through the
Roulette as well.
------------------------------------------------------------------------
CONTINUE SERVICE
------------------------------------------------------------------------
If all three characters lose and you lose the battle, you always have
the option of continuing. If you do so, the CPU will give you an
advantage to better your odds the second time around (for one battle
only, though). The options are as follows:
Press A : All enemies only have 1/3rd of their Life Gauge
Press B : You have unlimited Power Gauge stocks for the next battle.
Press C : You have unlimited Striker stocks for the next battle.
Press D : Nothing (play normally with no advantages).
I don't believe there's any penalty for using the Continue Service,
although it may lower your Battle Score.
=========================================================================
4. MISCELLANEOUS
=========================================================================
------------------------------------------------------------------------
SECRETS AND TRICKS
------------------------------------------------------------------------
[ Show Order Select ] ------------------------------------------------
For whatever reason, after you've selected your characters and are
picking the order in which they fight and who will be the Striker, you
can press and hold Start to show your selections to your opponent
(instead of displaying a number, it'll show the character's face).
Kinda pointless considering that the game automatically displays your
fighting order and designated striker after the order select anyway,
but hey, it's a trick, and it's in the game, so it gets a mention here.
[ Enable Krizalid in Either Form ] ------------------------------------
As of yet, there is no real code to play as Krizalid that has been
found. If you have the ROM set (don't ask me about it, please), then
you can always use Lick Guy's trainer, which is found at .
This cool program allows you to, among other things, play as either
form of Krizalid.
[ Enable Kyo / Iori ] ------------------------------------------------
This code is not needed for the Neo*Geo home cart, which will already
have Kyo and Iori available. Anyway, to enable Kyo and / or Iori:
- Start up a Team Battle game and highlight the ? box (the Roulette),
and let it pick all your characters. At some point, if you get at
least three of the characters listed below in your team, win the
battle with that team (you can beat the CPU, or the second player):
For Kyo: Benimaru, K', Kyo-1, Kyo-2, Maxima, Shingo, or Whip.
For Iori: Athena, Bao, Jhun, Kasumi, Kim, Leona, or Xiangfei.
- Once you win the battle with the proper members in your team, the
code to unlock either Kyo or Iori will appear once the battle is
over; It shows up in the upper left corner of the screen while your
character's win quote is being displayed, and looks like this:
IORI (or KYO) START + [ ? ] +. I had gotten the Iori code
requirements fulfilled first, then the Kyo requirements, but instead
of displying both names, it just said KYO START + [ ? ] +. Anyway,
at this point, you don't have to go on and beat the game--it's
alright if you lose.
- Once you return to the title screen, you'll notice that a mark
has appeared at the bttom center of the screen if you fulfilled Kyo's
requirement (or an mark for Iori, or a mark if you fulfilled
both requirements).
- Anyways, once you have the appropriate mark, start a new game, and
move to the Roulette. Hold Start, then enter the following code:
For Kyo: Press left, right, up, left, down, right.
For Iori: Press right, left, up, right, down, left.
- The corresponding character will become playable the moment you press
in the last direction (the little sun or moon box will simply change
to the portrait of Kyo or Iori with no fanfare or anything).
This code has been fully tested by yours truly, so use it to your
heart's content :) Special thanks to IorI for helping me perform
this code, and for giving me some corrections as well.
[ Fight Kyo / Iori ] -------------------------------------------------
Your Battle Score determines who you can fight. If after beating
Krizalid, it's at 200 or higher, you get to fight Iori (I haven't tried
this myself). If it's at 280 or higher, you get to fight Kyo (this
I've managed to do). The only problem with this code is that you have
to have to use one of the 'original' teams (such as: Ryo, Robert, Yuri,
Takuma, or Leona, Ralf, Clark, Whip). You can't make the team up of
varying members (so there's no chance of fighting Kyo or Iori while
using Kyo or Iori, in other words).
------------------------------------------------------------------------
GAME OPTIONS
------------------------------------------------------------------------
There are several modes of gameplay you can choose from. TEAM PLAY lets
you make up a team and fight the CPU, while SINGLE PLAY does the same
thing, but with just two characters. TEAM VS. and SINGLE VS. work in
the same manner, but for two players to fight each other. Finally,
SINGLE ALL lets you pick two characters and fight everybody else.
| « Previous Page | Next Page » |
