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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter K » King Of Fighters: Evolution - Strategy Guide (Page 10)

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.

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